XFO_full_Preconfig_STANDALONE.esp
CRAFT - Activation Perk.esp
Readme:
This is a solution to both get around the level cap and balance out different paces. Unlike the curved level gain of vanilla, these Extra Levels happen at a linear rate. You will get an extra level at 2500xp, 5000, 7500, 10k, and every 5k thereafter (every 5k with extras at 2500 and 7500). This works "on top of" any of the scalable Pacing rate-changing modules,
The Extra Levels mod is made to work with previous saved games; you will not have to start over to get the extra levels. You may have a few "waiting" when you first load up. Because the Extra Levels mod is very slow, you may have to spend 10 minutes getting those levels, especially if you have a lot of experience. To prevent potential problems, the script only runs every 15 seconds, and takes a couple runs before clicking in the new level.
Your level number will not change (except for about 15 seconds). Your HP will not change, but you will be able to assign SP and gain new perks. Your perk level will be one level above your current level (if you gain an extra level when you're level 13, you'll have access to level 14 perks). Similarly, if you gain an extra level when your next level would give you an extra SPECIAL point via XFO_SPECIAL_DnD {Note: See below}, you'll get that point a little early -- but you won't get it twice.
This has been added to the standalone, of course.
In D&D, a character advances their main stats every few levels, in addition to perk-like "feats." In this esp, the stat advance won't happen every four level, but every five, at 5, 10, 15, and 20. This more than makes up for disabling Intense Training and the addition of Flaws. In the near future, I will have to figure out how to reduce the initial allotment by two, evening this out.
This is the combination of all of the changes and fixes that I find most balanced, and that I have playtested the most.
Pacing (medium), Weapon skills affect accuracy AND damage (medium), Ammo rarity mild, Drug rarity high, barter fix mild, timescale medium, SP Fix, All of the perk mods,
In other words, because you are using the Full Preconfig Standalone, you are also using the Pacing Extra Levels module, because it is part of the Preconfig Standalone. The gaining of extra levels indicates the module is working properly, since that's what it does.... give you extra levels. You are also using the "XFO_Perk_Special_DnD_Style" module, because it is included in the Standalone as well, and that is why you're getting an extra SPECIAL point to attribute every so often.
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My question on the subject of the Extra Levels module as included in the Standalone, though, is twofold; one, is it still "safe" to use now that the level cap has been increased for players with Broken Steel (I think it is, but it's always good to check), and two, if it wasn't, or I for whatever reason didn't want it, how could I turn that aspect of the Full Preconfig standalone off? There is no separate module to counteract it (a "No
It seems to me that if I want to change certain choices about the Full Preconfig Standalone, my best shot is to simply take the modules that I want and combine them myself into a personal Preconfig Standalone; is there any special procedure required to do this correctl, or can I just mash my chosen modules together in FO3Plugin Utility or FO3 Edit in one step?
I would also like to know if the sneak rebalance (medium or mild) is in fact borked, borked only in the Standalone (so that if I made my own standalone with the separate module, it would work as intended), or not borked at all (and the reports of it not working correctly are due to other mods the user may have loaded that are unexpectedly interfering with the sneak module). Obviously I want to use it, but I am confused by these reports that it doesn't do anything at all, with regards to the Ninja Perk path, or works "too strongly", making it impossible to sneak effectively under most circumstances.
Glad to see you back, looking forward to the eventual update, and thanks for any help .