I've only been in game for a few hours, but I'm concerned about Realistic Leveling's function because my progress bar has yet to move at all (still at 0%). Skills and abilities have been advancing, however. And using console command "sqv aaRealisticLeveling" shows the mod to be active, though I cannot confirm anything regarding level (if anything the console just says I'm at 0). I'll admit I'm not sure how to interpret some of the results of sqv aaRealisticLeveling.
I do have OOO "Full" installed, and my understanding is that that does slow leveling by default (3x slower, if I'm correct). I am not using any other mod to adjust leveling rates, nor am I using any other setting with Realistic Leveling other than the defaults.
Since I'm using BAIN, I did not install via the OMOD script. However, I read the readme thoroughly and adjusted my .ini to the default values — I have copied it here for review:
; =====================
;
; Version: 1.14
; Author: Donovan Baarda (abo@minkirri.apana.org.au)
; Home: http://www.tesnexus.com/downloads/file.php?id=13879
; RealisticLeveling Settings
; --------------------------
;
; Set the RealisticLeveling operating mode. The possible values are;
; 0 = do nothing, just calculate values for debugging.
; 1 = attributes only, use vanilla major skill count style leveling.
; 2 = silent levelup, levelup silently with no notification.
; 3 = verbose levelup, levelups will show the levelup menu.
; 4 = sleep levelup, levelup after being notified by sleeping.
set aaRealisticLeveling.mode to 3 ; default = 3
; Set max level and attributes reached when all skills have reached 100. These
; affect how far and fast your level and attributes advance. If you are using
; a skill uncapper that allows skills to exceed 100, then your level and
; attributes will also exceed these values.
set aaRealisticLeveling.levelMax to 65 ; default = 65
set aaRealisticLeveling.attrMax to 100 ; default = 100
; Set luck advancement rate multiplier. This affects how far and fast your luck
; advances. Your total luck advances are calculated as;
; luckMult * sqrt(level^2 + fame^2 + infamy^2)
set aaRealisticLeveling.luckMult to 0.2000 ; default = 0.2
; Set the wheel primary, secondary, and tertiary related skill contributions.
; Small values mean less contributions from those skills, and they should all
; add up to 1.0. To turn off related attribute advancement set these to
; 1.0/0.0/0.0.
set aaRealisticLeveling.WheelMult1 to 0.6667 ; default = 0.6667
set aaRealisticLeveling.WheelMult2 to 0.2222 ; default = 0.2222
set aaRealisticLeveling.WheelMult3 to 0.1111 ; default = 0.1111
; Game Settings
; -------------
;
; If you use other mods like Progress that also change these settings, make
; sure they set them to the right values. You can comment out these settings
; if you prefer to use another mod to manage any of these settings.
; Set the major skill advances required per level for vanilla leveling. In
; modes 2, 3, and 4 this setting will be forced to 100 to make the levelup
; progress meter show progress with 1% resolution. If you want to use vanilla
; leveling together with RealisticLeveling for advancing attributes, set the
; mode to 1, set this to 10, and read the ReadMe for details on how to reset
; your major skill advance count.
;setGS iLevelUpSkillCount 10
; Set how many times you can train per level. You can set this to something
; lower if you prefer some sort of limit.
setGS iTrainingSkills 5 ; default = 5
; Optional Settings
; -----------------
;
; These following settings can be used to provide basic adjustments to how
; health and skills advance. They are not set by default to allow other mods
; to adjust health and skill advancement.
; Set how much base health you have. The baseHealth part of total health will
; change in response to endurance fortify/drain effects. Increasing either of
; these settings will increase your starting health.
; baseHealth = endurance * fPCBaseHealthMult * fStatsHealthStartMult
;setGS fPCBaseHealthMult 2.0
;setGS fStatsHealthStartMult 1.0
; Set how much static health you have. The staticHealth part of total health
; will not change for endurance fortify/drain effects, and will be calculated
; from your level and average endurance since you started.
; staticHealth = fStatsHealthLevelBase +
; fStatsHealthLevelMult*(level - 1)*(baseEndurance + endurance)/2
set aaRealisticLeveling.fStatsHealthLevelBase to 0.0 ; default = 0.0
;setGS fStatsHealthLevelMult 0.1
; Set the overall skill progression rate. The progression rate is proportional
; to fSkillUseFactor^fSkillUseExp. Larger values mean skills will advance
; slower. For the default fSkillUseExp=1.5, the slowdown factors are;
; 1x = 0.35, 2x = 0.56, 3x = 0.73, 4x = 0.88, 5x = 1.02, 10x = 1.62
;setGS fSkillUseFactor 0.35
; Set the major/minor/specialty skill experience multipliers. The experience
; required to advance a skill is multiplied by the relevant settings. Larger
; values mean relevant skills will advance slower.
;setGS fSkillUseMajorMult 0.75
;setGS fSkillUseMinorMult 1.25
;setGS fSkillUseSpecMult 0.75
; Set the training cost multiplier. The base gold cost to train a skill is
; skill*TrainingCostMult. Larger values mean training costs more.
;setGS fTrainingCostMult 10.0
; Advanced Settings
; -----------------
;
; These settings should not be changed unless you really know what you are
; doing. They can totally mess up how Realistic Leveling calculates things,
; but can be useful for very unusual setups that do things like totally change
; starting attributes or skills.
; Set how the skill progression rate slows down as skills get higher. The
; experience required to advance a skill is proportional to skill^fSkillUseExp.
; Larger values mean higher skills will advance more slowly.
;setGS fSkillUseExp 1.5
; Set the experience skill curve exponent. This is used to calculate how much
; experience was required to reach a particular skill level. It should be set
; to fSkillUseExp+1 for attributes and levels to advance accurately based on
; total skill experience. Setting this lower will mean your level and
; attributes will advance slightly faster if you generalise. Setting this
; higher will mean your level and attributes advance faster if you specialise.
; Note if you change this you should adjust expMin and expMax below too.
set aaRealisticLeveling.expPow to 2.5 ; default = 2.5
; Set the starting and final experience values. Experience is calculated as
; the sum of all skills^expPow, not including racial bonuses. The default
; expMin assumes an average starting character with 4 skills at 30, 3 skills
; at 25, 3 skills at 10, and 11 skills at 5. The default expMax assumes 21
; skills at 100.
; expMin = 4*30^expPow + 3*25^expPow + 3*10^expPow + 11*5^expPow
; expMax = 21*100^expPow
set aaRealisticLeveling.expMin to 30656.61 ; default 30656.61
set aaRealisticLeveling.expMax to 2100000.0 ; default 2100000.0
; Set min level and attributes when experience from skills is at expMin. The
; levelMin setting will affect your starting level. The attrMin setting will
; adjust the assumed base attribute value. If you are using a race mod that
; changes starting attribute values you can adjust attrMin to compensate.
set aaRealisticLeveling.levelMin to 1 ; default 1
set aaRealisticLeveling.attrMin to 40 ; default 40
In addition, I swapped in my desired levelup_menu.xml file, overwriting that installed by Darnified UI lower in my install order. And I don't believe the levelup menu has anything to do with skill and progress — it only appears
Anyhow, I really like the feel of Realistic Leveling and want to keep using it. Verification that all is as it should be or guidance on edited settings would be greatly appreciated.
Thanks for reading.
- ELB