Jump to content

Photo

Realistic Leveling


  • Please log in to reply
757 replies to this topic

#31
foxfirewisp

foxfirewisp

    Stranger

  • Members
  • Pip
  • 2 posts
This is turning out to be my favorite leveling mod! :thumbsup:


I was wondering.... do you know if your mod works with the popular Skills Rebalanced mod? It is a simple mod that rearranges which stats affect which skills allowing for nimble warrior/ranger type characters. I know that Kobu's and AF's both work with the mod but only when using the "Two Ring's" setting in their settings menus.


Thanks for your work on this wonderfully simple mod. I don't mind spending time configuring a complicated mod. (I spent about 15 hours configuring FCOM before even playing) However, I feel that some of the other leveling mods are too complicated for their own good leaving them more open to gamebreaking bugs and glitches.

#32
abo2

abo2

    Old hand

  • Members
  • PipPipPip
  • 596 posts
foxfirewisp: I had a look at Skills Rebalanced (SR) and I think it will not work well with Relistic Leveling (RL). It won't have any conflicts or problems, just the RL attribute advances will not correspond with the SR related skills.

SR changes what skills are associated with what attributes. I had a quick look at it and apart from the optional blade overhaul it is very minimal and neat, only changing the attributes associated with the skills and some description strings.

RL has hard-coded the relationships between the skills and attributes. It would be nice if it could look up what skills are associated with what attributes to be compatible with mods like SR, but unfortunately there is no way to do this... even OBSE doesn't support this (yet).

I could create another esp with hardcoded attribute skills to match SR, but I don't really want to do that unless lots of people request it. Personally I find some of the SR changes pretty questionable... marksman is an endurance skill? Also I don't know how well the wheel related attributes circle would map to it.

#33
jabberwockee

jabberwockee

    Stranger

  • Members
  • Pip
  • 4 posts
Abo in a previous post you stated:
"Yes, maximum attainable attributes are affected by race, class, and birthsign bonuses, and can exceed 100."

Does this mod know how to interpret attribute values that exceed 100, or is there another mod you have to use for them actually to have an effect?



Also, I'm having trouble understanding if the mod is working or not. I just started a new game. I've been playing for about 3-4 hours and haven't leveled yet. So I typed in the command sqv aaRealisticLeveling as the file said to do to check on progress and my leveling.

I got the following text:

---Quest State-----
Running? Yes
Current Stage 0
Priority: 90



So is it working and I just need to spend even more time leveling? I know OOO uses a slowed skill advancement system but I've leveled my main skills over 15 times at least. I'm totally new with mods but this one was supposed to be really simple. What am i doing wrong?

Edited by jabberwockee, 01 March 2008 - 03:21 PM.


#34
abo2

abo2

    Old hand

  • Members
  • PipPipPip
  • 596 posts
jabberwockee: This mod does not do any special interpretation of attributes that exceed 100, there are other mods that can do that for you. However, even without other mods there are some benefits to having attributes >100; fatigue, health, encumbrance, and movement all benefit from attributes >100. Having attributes >100 also gives you a "buffer" against drain attacks.

On running this mod; when you do "sqv aaRealisticLeveling", above the "sqv aaRealisticLeveling" you will see more information about your stats, including "newLevel". These numbers have decimal points that show just how close they are to advancing... 1.9 means you are pretty close to achieving level 2.

If all the numbers are 0.0, you probably don't have have OBSE running. When you correctly activate OBSE then this mod will immediately "catch up" all your attributes and level based on your skill advances so far.

#35
jabberwockee

jabberwockee

    Stranger

  • Members
  • Pip
  • 4 posts
I must not have OBSE running properly yet then Abo. I think I got it working well now.

But one thing is my willpower seems to be really high. As soon as I got it running correctly I leveled up to level 2 and my willpower is at 71. I had base willpower of 65 while in the sewers and then 69 immediately after finalizing my character and leaving the sewers. In fact upon leaving the sewers I had 47 strength, 31 intelligence, 69 willpower, 29 agility, 30 speed, 55 endurance, 24 personality, and 50 luck. This is from bases of 45/30/65/30/30/55/25/50. Is it normal for the mod to level my willpower to 69 and drop my agility to 29 and personality to 24 just for leaving the sewers?

Edited by jabberwockee, 03 March 2008 - 01:31 AM.


#36
abo2

abo2

    Old hand

  • Members
  • PipPipPip
  • 596 posts
jabberwockee: yes, having some attributes increase and some decrease is quite normal... though it actually happens after your skills are adjusted because you picked your class details... you would have still seen these changes if you changed your class and didn't leave the sewer. That your willpower increased and personality/agility decreased tells me you picked several willpower related skills and no personality or agility related skills for your class.

#37
abo2

abo2

    Old hand

  • Members
  • PipPipPip
  • 596 posts
After looking at this mod again in detail, I can only think of minor things I'd do to improve it, and I dunno if they are even worth making a new release for. This is an oportunity for people to pipe up if they want any of these, otherwise I'm going to leave it as is;

1) Tweak AttrBase, AttrMult, LevelBase, LevelMult settings so that you level up a tiny bit faster. As they are now you cannot actually reach level 50 because racial skill bonuses mean you max out your skills to 100 before you get the full 100 points worth of experience. Also, because this mod uses experience for all skills for level advancement, levelling is already slow compared to vanilla when you focus on major skills. However, some people might like the slower leveling.

2) Remove the iLevelUpSkillCount and iTrainingSkills settings from this mod, instead using OBSE's Con_SetGameSetting function when mode is 2 or 3. This will mean mode=1 will mean normal vanilla major skill leveling. There are potential complications around doing this that will break things if you load games with different modes, and it might be more fragile than it's worth.

3) Add extra documentation to the readme that explains how to deactivate this mod and go back to normal vanilla leveling after playing with this mod for some time. It turns out it's a bit trickier that the current readme suggests...

All of these are things I could do, but none of them feel urgent, and none of them would matter to anyone already happy with this mod.

#38
jabberwockee

jabberwockee

    Stranger

  • Members
  • Pip
  • 4 posts
Is there somewhere to read the detailed description of how to uninstall and go back to vanilla oblivion? You can't just deactivate it using OBMM?

Not that I'm wanting to uninstall it right now. It's been working great and I'm having a ton of fun with it on. So simple, logical, and easy. I just wanted to know if you could post the full uninstall somewhere in case down the road I want to try something else.

#39
abo2

abo2

    Old hand

  • Members
  • PipPipPip
  • 596 posts
Extra Information About Uninstalling
====================================

Realistic Leveling, like nearly every other leveling mod, disables vanilla leveling by changing the iLevelUpSkillCount to a large value. Oblivion internally keeps a count of all major skill advances, and every time you advance a level this count is decremented by iLevelUpSkillCount. Setting iLevelUpSkillCount to a large value ensures that this count never gets large enough to trigger vanilla leveling.

However, this does mean that the internal count becomes a very big negative number. This count will still be negative after you disable the leveling mod, which means you will need many thousands of major skill advances before your next level up. This is not a problem if you are switching to another leveling mod; they will also have a large iLevelUpSkillCount setting and will not use the internal count. Only vanilla leveling uses this internal count, and it is not even possible to access it from scripts.

If you do want to go back to vanilla leveling after using a leveling mod, you will need to reset this internal count. This can be done after deactivating the leveling mod at the console by doing;

SetDebugText 10
ToggleDebugText
SetGameSetting iLevelUpSkillCount, <-nnnn>
AdvancePCLevel
SetGameSetting iLevelUpSkillCount, 10
Player.SetLevel <LL>

Where <-nnnn> is the big negative number shown by the debugging text on the line "Major Skills Advanced: <-nnnn> / <NNNN>", and <LL> is the level your character was at before doing this. After doing this the debugging text should show "Major Skills Advanced: 0 / 10". At this point you can save your game and continue using vanilla leveling.

#40
Zeliard

Zeliard

    Stranger

  • Members
  • Pip
  • 6 posts

This mod is designed to be very robust. It will "correct" all a character's attributes to what it believes they should be, regardless of any "damage" done by other mods. This means you should not need to follow any complicated de-install procedures of your previous leveling mod to try this.


I'm currently using AF Leveling and have been doing so for the past month+ of Oblivion gaming. After I came across your mod I cursed myself for not finding it in the first place. Unfortunately, my character is currently at level 31 and yesterday night, I actually leveled down to 30 and back to 31 in a few minutes. I'm worried that the complication of AF Leveling is causing problems and really wish to switch over to your mod. However, AF Leveling has a pretty complicated uninstallation process.

If what you mentioned about the correction of a character's attributes is true, I'm wondering if it's possible for your mod to automatically reconfigure my character without going through the uninstallation process of the AF Leveling mod stated here.

I understand that this is a really big question that assumes you know how AF leveling works, but I want to try your mod so bad haha :P




Page loaded in: 0.986 seconds