[RELZ] Wrye Leveling

Post » Sun May 29, 2011 1:14 am

Wouldn't that mean that you would get PAID to level early on? :lol:
* Keep in mind that you can always ramp up the cost later on.
* Maybe I could add a power component to increase cost exponentially. (Although that makes the math more complicated for new users.)



An exponential formula would be very handy. I could always ramp up the costs later on, then again, I could just type every level into the console manually and not use a mod at all. :biglaugh:


As to getting paid to level, no, not necessarily. For instance, I've been testing various settings to simultaneously do two things:

1) Make the earlier levels move a bit faster without changing the overall structure. In a FCOM type environment, the first couple of levels are just tedious.
2) Make the later levels move a bit slower as the item values ramps up. Using gold as a common gained currency works pretty good, but does present a few new problems.


One such setting I've been messing with, and have grown to like is a base cost of -400 and a per level cost of 200. The progression is therefore like this:

0
200
400
600
etc.....


Notice that this progression equals the default value at level 8, and the total net spent at level 14. But by level 40, it would have cost about 26,000 more. (The other settings I have liked, and may ultimately decide to use is -450/225. It hits default rate sooner, but with a much higher later cost.)


Given the way this mod functions with that "free" level early on, the 0 cost to initially level is not a problem (I always rest and then manually decrement that level, anyhow). Or, I suppose in game terms, one could consider that the "tutorial level" so commonly found in games.


Either way, it's handy for setting up leveling curves. The problem with using money is, as usual with money, once you have it then it becomes easier to gain more. The strictly linear structure of the mod can't really account for that as well as I'd like, without either "cheating the system" at various times or setting up an offset like this.
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Jessie
 
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Post » Sat May 28, 2011 9:25 pm

Caps: As xFrancis said, WL respects abilities. Perhaps less known is that when birthsigns raise your stats, they do so through abilities attached to the birthsign. So, yep documentation says as much -- but just no directly. Folks less familiar with internal functioning of birthsigns could miss the implications.


I would alter the documentation then, or us logical types will make the safe and logical conclusion on anything we do not know for certain. It is always best to make these things as explicit as possible to avoid later possible confusion, particularly when the game functions in a different way than the mod does. Birthsigns may operate through raising abilities, but the base game also makes a distinction in these particular regards, so it is only natural that a good reader of the documentation would make the same. It's just less hassle all around for you to add that in.



And yes, I do hope more people use the mod in the future. :icecream:
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Alisia Lisha
 
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Post » Sat May 28, 2011 7:30 pm

I would alter the documentation then,

(snip)


Yea brophog might have a point here. The only reason why I knew this actually is because I played vanilla and know that abilities will prevent you from advancing past 100. Also, I'm not too sure, but I also asked the same thing about 6 months ago that's when I got my answer :embarrass: . I couldn't find it in this thread (where all my old questions where), but I do remember asking Wrye this same question ^_^ .

P.S. Yea Wrye, I still love this jewel. After playing 3/4 of a character with it, I'm very satisfied. I switch over to PI on my new character for some variety, but I still use WL on my old character and it doesn't get boring B) .
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SHAWNNA-KAY
 
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Post » Sat May 28, 2011 1:58 pm

The only reason why I knew this actually is because I played vanilla and know that abilities will prevent you from advancing past 100.



It's one of those rare issues, where the more a player does know about the game, the less clear they may be.


At the very least though, it's now in print in this thread in case someone goes looking for an answer. :whistle:
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roxxii lenaghan
 
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Post » Sat May 28, 2011 3:57 pm

I'll update docs in next release.
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Dark Mogul
 
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Post » Sat May 28, 2011 2:02 pm

First of all, a huge thank you to Wrye. We all owe you for Wrye Bash and Cobl, but Wrye Leveling (and Must Train before it) really saved Oblivion for me.

I never liked the vanilla system, and most of the alternatives do the opposite of what I want by trying to make leveling more natural and automatic. I prefer a D&D-like system where you're in total control, and Wrye Leveling does this more elegantly than any other option. I've been using it with skill-points-per-level set at 30, and with a few extra rules imposed on myself: at each level, I can spend 10 points on major skills, 10 points on minor skills, and 10 points on Mercantile, Security, and Speechcraft. It feels just about right.

I do have one minor suggestion, following up on Frek's comment from July 2008: it would be nice if one could set skill-points-per-level to 25 or 30 from the options menu (I realize it can be done with the console). After all, there are several legitimate reasons why people might want a higher value:

* It would certainly help user's of OOO or similar mods that make the game tougher at lower levels.

* I'm using Living Economy, Zumbs Lockpicking and Persuasion Overhaul, so I can't ignore Mercantile, Security and Speechcraft the way you can in the vanilla game.

* Setting attribute-points-per-level to 15 and skill-points-per-level to 30 would mimic the "+5/+5/+5 power leveling" strategy for the vanilla leveling system, where you try to get 15 attribute points at each level by earning 20 minor skill increases. With Wrye Leveling, you could get the same results without the tedious, unrealistic gameplay that power leveling forces on you.
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Angelina Mayo
 
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Post » Sat May 28, 2011 1:39 pm

Hey, I'm trying to switch from Oblivion XP to Wrye Leveling and I'm at level 10 in the middle of a game. Is there a way I can relevel my character's stats from level 1? I feel like the skill values I have are too high so I'm trying to lower them using the setav <##>. Is that right? It doesn't seem to be working for me. Is there an easy way redo my level 10 stats using Wrye Leveling?
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John Moore
 
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Post » Sat May 28, 2011 11:31 am

I think that player.setav skill level (in the console) *should* work.

Anothher approach: If you have Wrye Bash you might try exporting your character to a mod (import face function), then editing the character in the mod, then re-importing (be sure to check Stats checkbox). It's been a couple of years since I've tried that, but I think it will work and be fairly simple. If you're doing this, you might use the "auto stats" checkbox (when editing the mod version of the player character) to set the stats to something semi-reasonable for a char of a given class and level (at least as a first approximation). Set level and class, check it, wait for it to autocalc, then uncheck and tweak as desired.

Those instructions are bit incomplete... Check wrye Bash for further info on importing faces. Though really, setav in console is probably much simpler if it works.
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Claire
 
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Post » Sat May 28, 2011 7:24 pm

The more I think about Wrye Leveling, the more it appeals to me. I think Im going to give it a try. Ive been using Realistic Leveling, which is a fine system....but its very hands-off.

But I have a couple questions...what does this mod do to skill books, and trainers? I thought I read that trainers were turned off...are skill books turned off too? And does this mod totally nullify the difference between major and minor skills?
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Lynne Hinton
 
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Post » Sun May 29, 2011 3:03 am

The more I think about Wrye Leveling, the more it appeals to me. I think Im going to give it a try. Ive been using Realistic Leveling, which is a fine system....but its very hands-off.

But I have a couple questions...what does this mod do to skill books, and trainers? I thought I read that trainers were turned off...are skill books turned off too? And does this mod totally nullify the difference between major and minor skills?



Trainers are turned off. Skill books work as in vanilla Oblivion. I'm not sure what you mean by nullify the difference between major and minor skills. You still pick 7 major skills, they still start out at a higher level. At level up, you can choose to raise any skill(s) you wish, and any attribute(s) you wish. Using your skills will no longer raises them, so majors don't level faster, as in vanilla. You get to choose when to raise a given skill manually. Example say you are playing a mage, but for whatever reason you want to raise your blunt skill; you can do that. Similarly, you can raise endurance without actually raising or using any endurance governing skills. You still get the perks of having certain skills as majors (they start out higher); but you are not tied in to only raising majors at level up.

Hope this helps.
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Nicholas
 
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Post » Sat May 28, 2011 6:42 pm

Im loving Wrye Leveling! :) Its such a different concept than most leveling mods, but its my favorite. Thumbs up!
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Breanna Van Dijk
 
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Post » Sat May 28, 2011 4:11 pm

Oh well, hope it's not to bad that I revive this topic. I've been using Wrye leveling for a few months now and it's the best leveling mod I've tried (genius in it's rather simple approach to leveling) and it works great except for one tiny tiny thing.

Whenever I level up from level 1 to level 2 and get skill increases in my major skills above 10 I also get the vanilla leveling screen (aka, it tells me to rest to get my new level), and then when I sleep I get to lvl 3.

On further levels (3 to 4, 4 to 5 etc etc.) this doesn't happen and I never see the vanilla leveling screen again, however it happens without fail on every character I've had using the mod when I get my first level. Is this a mod conflict or something that's unavoidable (seeing as I've seen no mentioning of it in here)?

Here's my load order in case it's the first.
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  FCOM_Convergence.esm  [Version 0.9.9MB3]07  Armamentarium.esm  [Version 1.3]08  Artifacts.esm09  Unofficial Oblivion Patch.esp  [Version 3.2.3a]0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0C  Oblivion.esp0D  Francesco's Optional Chance of Stronger Bosses.esp0E  Francesco's Optional Chance of Stronger Enemies.esp0F  Francesco's Optional Chance of More Enemies.esp10  Francesco's Optional Leveled Guards.esp11  FCOM_Francescos.esp  [Version 0.9.9]12  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]13  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]14  Natural_Weather_HDR_by_Max_Tael.esp15  Natural_Habitat_by_Max_Tael.esp16  Natural_Water_by_Max_Tael.esp17  Enhanced Economy.esp  [Version 3.3.3]18  Expanded Hotkeys and Spell Delete V2.esp19  Thieves Arsenal.esp1A  Cobl Glue.esp  [Version 1.72]1B  Cobl Si.esp  [Version 1.63]1C  FCOM_Cobl.esp  [Version 0.9.9]1D  Bob's Armory Oblivion.esp1E  FCOM_BobsArmory.esp  [Version 0.9.9]1F  Oblivion WarCry EV.esp20  FCOM_WarCry.esp  [Version 0.9.9MB3]21  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]22  ArmamentariumLLVendors.esp  [Version 1.3]23  FCOM_Convergence.esp  [Version 0.9.9Mb3]24  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]25  FCOM_RealSwords.esp  [Version 0.9.9]26  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]27  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]28  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3]++  Mart's Monster Mod - More Passive Wildlife.esp29  FCOM_SaferRoads.esp  [Version 0.9.9]2A  FCOM_LessRats.esp  [Version 0.9.9]2B  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3]2C  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]2D  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3]2E  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]2F  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]30  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3]31  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]32  FCOM_BobsGuardUnity.esp  [Version 0.9.9]33  FCOM_HungersUnitySI.esp  [Version 0.9.9]34  FCOM_Archery.esp  [Version 0.9.9]35  FCOM_FriendlierFactions.esp  [Version 0.9.9]36  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]37  FCOM_MoreRandomItems.esp  [Version 0.9.9]38  Mart's Monster Mod - Shivering Isles.esp39  ArmamentariumLL4OOO.esp  [Version 2.0]3A  Artifacts.esp3B  Kragenir's Death Quest.esp3C  KDQ - Rural Line Additions.esp3D  The Ayleid Steps.esp  [Version 3.0]3E  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]3F  Natural_Vegetation_by_Max_Tael.esp40  Enhanced Economy - House prices.esp  [Version 1.0]41  MidasSpells.esp42  Wrye Leveling.esp  [Version 07]43  bgBalancingEVCore.esp  [Version 10.52EV-D]44  bgMagicEV.esp  [Version 1.7EV]45  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]46  bgMagicEVStartspells.esp  [Version 1.68EV]47  bgMagicEVAddEnVar.esp  [Version 1.68EV]48  bgMagicEVPaperChase.esp  [Version 1.68EV]49  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]4A  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]4B  bgIntegrationEV.esp  [Version 0.962]**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]4C  bgMagicLightningbolt.esp4D  Bashed Patch, 0.esp


Oh well =) hope someone can help me and if not, it's not really that big a deal.
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Lily Evans
 
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Post » Sat May 28, 2011 1:11 pm

Oh well, hope it's not to bad that I revive this topic. I've been using Wrye leveling for a few months now and it's the best leveling mod I've tried (genius in it's rather simple approach to leveling) and it works great except for one tiny tiny thing.

Whenever I level up from level 1 to level 2 and get skill increases in my major skills above 10 I also get the vanilla leveling screen (aka, it tells me to rest to get my new level), and then when I sleep I get to lvl 3.

On further levels (3 to 4, 4 to 5 etc etc.) this doesn't happen and I never see the vanilla leveling screen again, however it happens without fail on every character I've had using the mod when I get my first level. Is this a mod conflict or something that's unavoidable (seeing as I've seen no mentioning of it in here)?


As far as I know this is a "known bug", happens to me as well. I just live with it. There is a configuration setting to disable all skill increases totally and it might (not sure) prevent this, but it also might cause some bugs with other mods that need to detect skill increases... so although it might prevent this glitch at level 1 I've not messed with it.
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Maya Maya
 
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Post » Sat May 28, 2011 11:30 pm

Well, I've always had zero skill leveling on and it still occurs but bah, it ain't that big a deal (+ I spose I could always fix it via Console, just what commands should I use?)
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Alada Vaginah
 
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Post » Sun May 29, 2011 12:46 am

Just wanted to say thank you for yet another great mod. Ive been modding for a very short period of time now, and am enjoying the enhanced Oblivion.

As I'm fairly new to the modding business *as a player*, I'm still learning the ins and outs of installing and what not. So this might be more of a me issue, than a mod issue:

I had a problem with the mod accepting the fact that i was using the correct version of obse. I only had the skip tuturiol mod and the required cobl mod running along with it. I exited the game, deselected your leveling mod, went back in, saved, and then reactivated the leveling mod, and that fixed the problem.

Like i said, not sure if that's a me issue, or a mod issue, just thought id let you know. :)
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SiLa
 
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Post » Sat May 28, 2011 8:10 pm

Probably you are not going to get a reply from Wrye as he has not been around for many months.

It could also be very possible that this mod needs to be recompiled with the latest OBSE to avoid issues - that I don't know, but you may find more help at the http://www.gamesas.com/index.php?/topic/1109330-relz-oblivion-script-extender-obse-0018/ if you are wanting to pursue this issue.

If you are not needing this leveling mod and are open to other leveling mods then please check out this thread: http://www.gamesas.com/index.php?/topic/790175-bgs-list-of-base-mods/ for a review of different leveling mods.

And the ever helpful http://www.gamesas.com/index.php?/topic/1010109-list-list-of-mod-lists/.

and welcome
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Janine Rose
 
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Post » Sat May 28, 2011 4:33 pm

The free level up from level 2 to 3 is documented in the readme by Wrye. He calls it a freeebie level up :)

Great leveling mod, I use it exclusively.
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Marie Maillos
 
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