"
Advanced Characters":
For these characters, each attribute is affected by a few elements, (skills and misc stat ratings), but each element can affect it by a different amount, thus we can have themes and styles.
Those styles do not affect the rate that your skills and misc stats development, but define the amount of effect each skill and misc stat has on your attribute gains.
So if you want, any increase in Blade may affect your strength more than your Blunt skill.
Thus you can define a theme for your attribute gains and fine-tune it to your style of play, so if you normally use a blade and hardly use a blunt weapon, and do not want to use it half of the time, just to raise your strength, you can fine tune your strength development to be affected more by blade skill and less by blunt skill.
And here-in those styles come handy: You can define a development style for each of your attributes, and for each attribute select a theme that is more like your style of play, and just play as you like and do not touch the skills you don't like. Because your attribute gain are less dependent on those skills.
In this method misc stats can also affect your attribute development, so for instance if you want, you can select a style for you intelligence in which the number of books that you read affect your intelligence more than your alchemy skill.
So if you are usually using a select few of your skills and you want to role-play and do not want to use other skills just to raise your attributes, this method is for you, and you select a style for each of your attributes that is similar to your style of role-playing.
This is the first time that I have used (or seen) this method for attribute development, so it is purely experimental and I would appreciate any feedback.
IMHO, the best combination for a pure immersion and role-play is that you select the styles just like the way you want to play the game and also select your major skills to reflect that choice as well.
This should guarantee that your "Advanced Method" styles would rely mostly on your major skills, thus you would role-play and gain levels and stats in a natural and balanced way, and would not think about your attribute development any more.
In this method your major skills would raise your attributes much more than your minor skills, so you would not be able to bump your attributes up too much without gaining a level, and becoming too powerful in lower levels.
But feel free to experience with your own choices and please inform me if you found interesting combinations.
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Attribute Styles:
Each element has a percentage amount of effect on the attributes and they sum up to 300 percent to simulate 3 skills affecting each attribute in vanilla oblivion.
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Endurance: Taking Damage, Light Armor, Heavy Armor, Armorer
Damage Based: 210, 30, 30, 30
Skill Based: 30, 100, 100, 70
Armor Based: 30, 120, 120, 30
Heavy Armor Based: 30, 60, 180, 30
Light Armor Based: 30, 180, 60, 30
Evenly Distributed: 70, 80, 80, 70
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Strength: Blade, Blunt, Hand2Hand, Block, Kill Rating
Knight: 140, 50, 20, 70, 20
Barbarian: 50, 160, 20, 50, 20
Monk: 20, 20, 180, 60, 20
Terminator: 30, 30, 30, 30, 180
Arms Master: 100, 100, 30, 50, 20
Centurion: 80, 80, 60, 60, 20
Duelist: 100, 30, 30, 40, 100
Skull Smasher: 30, 100, 30, 40, 100
Gladiator: 60, 60, 60, 60, 60
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Speed: Athletics, Acrobatics, Adventure Rating
Athlete: 200, 70, 30
Acrobat: 70, 200, 30
Adventurer: 50, 50, 200
Champion: 100, 100, 100
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Agility: Sneak, Security, Marksman, Theft Rating, Crime Rating
Agent: 100, 100, 40, 40, 20
Hunter: 40, 20, 200, 20, 20
Stalker: 100, 20, 140, 20, 20
Sniper: 20, 20, 160, 20, 80
Thief: 50, 50, 20, 160, 20
Assassin: 50, 40, 50, 20, 140
Criminal: 40, 20, 40, 40, 160
Burglar: 40, 40, 20, 100, 100
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Intelligence: Alchemy, Conjuration, Mysticism, Spiritual Rating
Alchemist: 170, 50, 50, 30
Conjurer: 30, 180, 60, 30
Mystic: 30, 60, 180, 30
Scholar: 40, 40, 40, 180
Necromancer: 80, 140, 50, 30
Evoker: 30, 120, 120, 30
Druid: 80, 50, 140, 30
Sorcerer: 90, 90, 90, 30
Wizard: 70, 80, 80, 70
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Will Power: Alteration, Destruction, Restoration, Infamy
Infamy: 40, 40, 40, 180
Mage: 100, 100, 100, 0
Alterer: 180, 50, 50, 20
Nuker: 50, 180, 50, 20
Healer: 60, 60, 180, 0
Warlock: 100, 120, 40, 40
Shaman: 120, 60, 120, 0
Lich: 40, 120, 100, 40
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Personality: Illusion, Mercantile, Speechcraft, Fame, Financial Rating
Illusionist: 180, 40, 40, 20, 20
Merchant: 30, 160, 40, 30, 40
Speaker: 40, 40, 160, 40, 20
Hero: 40, 40, 40, 140, 40
Investor: 30, 50, 30, 30, 160
Statesman: 40, 40, 100, 60, 60
Nobleman: 30, 30, 80, 100, 60
Skill Based: 90, 80, 90, 20, 20
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The exact formula of the damage needed for the player to take to advance in his endurance rating (as opposed to Endurance) is here:
Set tmp to Player.GetAV Endurance
Set DamageLevel to (a01DamC2 * tmp * tmp + a01DamC1 * (tmp - 20)
Which means "a01DamC1" deals with the linear part of this formula and "a01DamC2" deals with the exponential part, in other words "a01DamC1" has more effect on lower Endurances and "a01DamC2" has more effect on later stages.
DamageLevel is the amount of damage you have to consume to advance in your endurance rating, and each advancement in endurance rating is multiplied by global difficulty ratio (Normally 0.4) and then added to player's Endurance.
"Advanced Characters" have an option to Set the [Style] of their Endurance gains as "Damage Based", which gives a 210% percent bonus to endurance rating, thus their endurance gains is calculated so, (In normal difficulty setting):
Endurance gains = 2.1 * 0.4 * (Endurance rating gains) = 0.84 * (ERGs)
So each ERG adds 0.84 to Endurance.
By default "a01DamC1" is 5.0 and "a01DamC2" is 0.15 which results in DamageLevels like:
En(40) : DamageLevel = 240 + 100 = 340
En(60) : DamageLevel = 540 + 200 = 740
En(80) : DamageLevel = 960 + 300 = 1260
So if your Endurance is 60, you have to consume 740 unit of damage dealt to your health, to gain an "endurance rating".
If in the game you find different values for "a01DamC1" and "a01DamC2" that give better results, please inform me about it. Any Feedback to help me improve this feature is greatly appreciated.
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"
Pure Immersion" is now compatible with a running game. As you start the game with PI enabled, it would determine your race and classes depending on the [current] state of your skills and attributes and it may be different from your [original] states.
But it does not matter; you can correct the mistakes in the in-game menu, or leave the determined characteristics as they are because they show the [current] state of your character which shows the style of your play better than the original character.
In any case it would currently only affect the "Character Effects" section and some of the attribute limiting modes.
Note: because I wanted to avoid huge scripts just to determine the class skills of players, PI may require a bit of help from the players to determine them, but it would try its best to do the bulk, and the players may have to add or remove a skill or two, and this happens only once, the first time the players starts the game with PI enabled.
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Update from older versions: "Pure Immersion" is [not] compatible with beta versions, (older than v1.0), and nothing can be done about it, but it does not matter, just remove the older files and start the game without PI, and save the game, and then install the new version and select the options that you like and continue after that. Nothing Lost.
When updating from v1.0 or above you might need to redefine your character development methods, sorry, but it's only once.
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To-do:
The next version will be ported to OBSE and will be rebuilt from scratch, to take full advantage of OBSE's powerful new functions and arrays, and because I can fully detect the characters major skills and other characteristics, there will be no more character tweaking menus.
This version will include ideas from my old thread "A tribute to Might and Magic games" regarding attribute and skill development limits and difficulties for each race and class, so that each race and class stands on its own and have a meaning, so the players should select their race and class carefully as it would affect their entire game, as opposed to vanilla Oblivion, in which different races and classes would only affect the early levels. Also it would give the players new objectives and reasons to join guilds, and would induce more sense of achievement into the character development.
There will be some "Expert Teachers" scattered through Cyrodiil who can teach you, your next level of expertise for each skill, thus when you reach near the limit of your current level of expertise and want to advance to the next level, you have to fine the teacher appropriate for the task and learn it from him/her.
Misc Ratings would be overhauled and be more like normal character skills.
Add meaningful bonuses to the attributes over 100.
There will be a lot of other exciting new features, but I will go into more detail in its own thread.
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Installation:
Copy the ESP and ESM files in your [Oblivion\Data] folder, start the Oblivion Launcher, select "Data Files", activate the checkbox in front of the required ESP and ESM file entries, click OK and launch the Game.
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Uninstall:
To deactivate this mod just uncheck the regarding entries in the "Data Files" section of the Oblivion Launcher.
To permanently uninstall the mod go to you [Oblivion\Data] folder and delete the regarding ESP and ESM files.
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Change log:
Version 0.9 beta, April 17, 2007
Bare bone functional leveling system.
You have to skip the tutorial dungeon, no going through it yet.
You would be given some loot appropriate for your character class.
You can select from 3 places to start the game.
Version 0.92 beta, April 18, 2007
A few menu additions and spelling corrections.
You can now define whether to show attribute gains as you advance in skills, or not.
Version 0.93 beta, April 21, 2007
A few menu additions and spelling corrections.
You can now design any relations between skill advances and attribute gains via some in-game menus, i.e. you can now make your own attribute gain schemes, like those wheels and the like...
Version 0.94 beta, April 30, 2007
Fixed the problem with sewer exit gate, so no getting back in the sewers until later.
Two optional "Health Gain Systems" are bundled with the mod now, and the health system implemented in the mod is something in between the two of them. You are not forced to increase Endurance so early as much.
spHealth5x : Health = 5*Endurance[@Current]
spHealthVanilla : Health = 2*Endurance[@Current] + Endurance[@Start] + 0.1*Sum(Endurance[@LevelUps])
Current system : Health = 3.5*Endurance[@Current] + 0.07*Sum(Endurance[@LevelUps])
Version 0.95 beta, May 1, 2007
Big upgrade here:
Revamped the attribute gain system to make room for attribute decap, and made it a more robust system overall, and in the process addressed the attribute gain problem when wearing some attribute boosting items.
Now you can raise or alter the cap of your attributes whenever you like, in a dynamic way.
Version 1.0 gold, October 27, 2007
Biggest update:
Splitted the mod into ESM+ESP format and reformatted it to be ready for later add-ons.
Revamped the attribute gain system yet again to add the option for misc stats and damage dealt to players to have an effect on their attribute gains.
Added Advanced Method to the Character Development section to let players define themes for their attribute gains.
PI can now be started in the middle of a game, and also you can go through the tutorial dungeon, as well.
Version 1.1, October 28, 2007
Added the option for users of realistic fatigue mods, to skip the tutorial dungeon with a lighter gear.
Added a new plug-in to change the development of Mercantile skill from quantity-based to quality-based.
Version 1.2, November 3, 2007
Revamped Read-me file.
Tweaked in-game menus to be more user-friendly and clear, and changed some options.
Version 1.5, April 14, 2009
Revamped in-game menus, for even easier access for everyone, now menus change depending on your choice of character development method.
PI now recognizes "Elys Uncapper" and is compatible with it.
You can return to the last CG dungeon if you like.
Partially added "Specialized Character", but its "Effective Class" theme is fully developed, and can be used as a character development style.
Version 1.51, April 15, 2009
Fixed a small issue with attribute limits when "Elys Uncapper" present.
Version 1.52, September 25, 2009
Fixed a stupid mistake with quest scripts implementation. Thanks to LazyAltmer.
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Known Issues:
This mod depends on some tutorial events, so it might conflict with any other mod which messes with starting tutorial session, and of course it would conflict with other leveling system mods like Kobu's.
Probably conflicts with the like of Legendary Masteries, but it can replace them as well.
NOTE: IF YOU HAVE BEEN USING ANOTHER CHARACTER LEVEL SYSTEM LIKE "NGCD" THAT REMOVES LEVEL-UP SCREEN, YOU ARE GOING TO HAVE PROBLEM WHEN TRYING TO ADVANCE A LEVEL, BECAUSE "PURE IMMERSION" DOES NOT TOUCH THIS FEATURE AND REQUIRES VANILLA LEVEL-UP SCREEN.
The solution is to reinstall your hood, or otherwise restore that screen, thanks to "Shikishima" for the information.
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Thanks:
All the people in the forum that with their feedback and suggestions helped me make this mod better, to list a few:
ponyman, Faw, Jozef K., Shikishima, Nona, Vaelithion, Shield Watcher, Aldwen, Afrika18, and LazyAltmer.
Migthegreat: "Damage based endurance" and "Timed book reading" ideas. You are brilliant pal.
Sorry if I missed your names.
Bethesda.
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Facts:
Data Files:
piCore.esm
PureImmersion.esp
piHealth5x.esp
piHealthVanilla.esp
Other files:
This document and the ones in the folder "Other Docs".
Original content modified:
The door at the beginning of the last tutorial dungeon, and some GMSTs.
Author: Sphagne (Sphagne@yahoo.com)
Original release date: April 17, 2007
Latest release date: September 25, 2009