For anyone who has been finding the level of difficulty in Nehrim somewhat underwhelming this little mod might help
Download http://www.tesnexus.com/downloads/file.php?id=38191
The latest version is for use with Progress Nehrim http://www.tesnexus.com/downloads/file.php?id=38189 which is working & will probably won't need further development Tejon writes good code & it was easy to modify it for Nehrim & it is so much better than my efforts at skill slowdown.
The Forum link http://www.gamesas.com/index.php?/topic/1182986-progress-for-nehrim/page__p__17546429__fromsearch__1#entry17546429
This mod is still in Beta, but will not be changing much for a little while, I need to get into a game with it to see how it plays for a while first.
The Plug in can be added to an existing game without issues well I haven’t had any so far.
There are 4 versions of the ESP with increasing levels of Difficulty +20, +30, +45, & +60 Only Load one of the ESPs.
It took me a few weeks to realize what my issue was with the standard Nehrim levelling system was.
Nehrim's system adds 600 points each time you level 600, 1200, 1800, 2400, 3000, & so on.
This is fine for the first few levels but becomes less & less effective as you level up.
In the early versions of the Plugin the start value was doubled or more than doubled making it 1200, 2400, 3600, 4800 5000, with step ups at 5, 15, 20, 25 & 30
This made life much more difficult for characters starting out, but didn't really help that much with advanced characters.
Then Zornac created scripts for each level up increasing the points needed to level up every few levels but still with very high points in the beginning of the Game.
This was built on top of the work done by Zornec but operates quite differently.
It runs a script each time you level which adds 20, 30 , 50 or 75 points to the total points needed to level. This is only a small increase in the beginning but it accumulates really quickly.
The first build of the mod added one if statement for each level which the points needed to level by 30 at each level for the moderate ESP so for level 3 = 600 + 600 + 30 +30 =1260 level 4 = 1240 + 600 + 120 =1980
There is now only one If Statement
if Player.GetLevel >= 2 Set EPMultiplikator to GetLevel * 30 + 600 endif
Your Existing points + (your level *30) +600
with this formula your points rise slightly faster than the did with the old system but there is only one if Statement.
Level 3
Default *20 *30 *45 *60
1200 1320 1380 1470 1560
Level 19
Default *20 *30 *45 *60
10800 17640 21060 26190 31320
I have added an excel file that shows the total Picture up to level 19 which is as far as I have ever taken a character .I'm planning to use +30 still a steady increase in the points needed to level but the number of points needed to level up don't double till about level 21
I doubt that the mod would slow down the game at all it only runs 2 if statements in The GloblaPlayerScript.
Conflicts
The mod will conflict with any mod that changes the Nehrim GlobalPlayerScript
So far I haven't found any other mod that does this
Now with Skill Slowdown
I have changed the points needed to raise skills as well now; it was needed as you now take much longer to level up.
With the +20 ESP your skills will rise faster for the first 10 levels after which you will need more & more points to level up.
It will pay to conserve experience points until you reach higher levels.
At level 30 you will need twice the points, & at 60, 4 times as many to raise a level.
With the +30 esp the crossover point will be lower& the slope steeper & so on with each ESP.
Testing this has been rather exhausting.
I’ve been using Mercantile & TQP Selling Items 1 at time till I rise 3 levels then activating the mod & repeating the same process which means that I haven't checked all the settings.
The skill slowdown part of the ESP seems to be working fine but I may need to adjust the settings after players have used it for awhile.
Now with Learning points cost increases!
There is now a new entry in the GlobalPlayerScript
That increase the cost of skills points.
The Data is in the spreadsheet that is packaged with the mod.
I always play with Jogs Nehrim Skill-independent Attributes, the steps version, this may behave slightly differently with the standard Nehrim levelling System
Credits
There are 2 other ESP Packaged with the mod.
No More Hand Holding
There are 2 versions of the ESP the first one “Map_Lvl_Info_Begone”,
Removes the level Information from both the map & the HUD, no more Fold Valley Level 7 to 14, you still get the Location information just no information about what level you should be to enter the area .
If you stray into an area where the critters are to strong for you they will soon let you know.
The second version “Plugin MapLocation&Lvl_Info_Begone.esp”, goes further & removes both the Level & location information, no more messages about the changing maps & no more location information at the top of the map, you can still find your way around you just have to rely on the map more & really listen when NPC’s give you directions.
There are still a few “you are here messages”, Giliad, Tirin Abbey, Shadow song mine, all totally unnecessary as there is plenty of information to tell you where you are. I will be removing them from this version of the Plugin when I find out how.
It is still relatively untested in game so is definitely a Beta.
Only load 1 of the ESP’s
The Map_Lvl_Info_Begone.esp shouldn’t cause any problems at all, as it only removes the Lvl information.
Problems may arise with the second one, but I have used it for a couple of hours in game without any issues, just far less hand holding
Zornac for invaluable help with scripting, & all round help & advice.
Arvythrend from the sureAI team for putting me on the right track in the first place.
SureAI for a great new game, & a revival of the Oblivion engine.
& Bethesda for creating Oblivion in the first place
Beebee
How do you get the header to move to the center of the text box I tried for 20 minutes using indent align center without success Beebee