Zeliard: Yes, it will be safe to just deactivate AF Leveling and activate this mod. When you load a saved game, all your attributes and level will be re-calculated and adjusted to what they would be if you had used this mod from the beginning, based on your current skills.
Note that the leveling rate of this mod will be slightly different to AF Leveling, so it is possible that your level will go down slightly. Also your attributes will probably change; attributes that you have high skills for will go up, and attributes that you have low skills for will go down.
If you do not like what this mod does to your character, you can go back to AF Leving. Dont don't save over your old save game, deactivate this mod, reactivate AF Leveling, and your old save game will continue working with AF Leveling.
I used and looked at AF Leveling before I wrote this mod, so I'm quite familar with how it works. Note that the "Extra Information About Uninstalling" I posted in comments a few posts ago is also a valid and simpler way to uninstall AF Leveling if you want to go back to vanilla leveling.
Also, if you don't like anything about this mod, please let me know... I can't make it better if no-one tells me what is wrong with it.
Realistic Leveling
Started by
Site Bot
, Nov 13 2007 12:58 AM
757 replies to this topic
#41
Posted 05 March 2008 - 10:07 PM
#42
Posted 06 March 2008 - 12:14 AM
Thanks for the reply. I'll definitely try it out tonight. I also appreciate your humbleness towards the mod and respect for the players around here. A true gentlemen
#43
Posted 09 March 2008 - 07:17 AM
hey! thanks! ur one of the few modders out there who actually gives a reply to people who needs answers to their mod questions.. tnx!
#44
Posted 13 March 2008 - 09:02 AM
Hi!
Is there anywhere floating version for DarNUI? Or can you help me to edit levelup_menu.xml?
Is there anywhere floating version for DarNUI? Or can you help me to edit levelup_menu.xml?
Edited by batat, 14 March 2008 - 06:54 PM.
#45
Posted 14 March 2008 - 02:17 PM
batat: the levelup_menu.xml used by this mod is the same as the AFLeveling one. When using DarNUI, just tell it you have KCAS/AFLeveling installed and it will use the DarNUI version of the menu.
dvregan: I'm not sure if the showBirthsignMenu console command is safe to use in vanilla... the showRaceMenu and showClassMenu commands are not. If showBirthSignMenu is safe and does not reset your skills, then it will work fine with this mod.
I doubt I will add any sort of change class/race/birthsign feature to this mod because it is probably best implemented as another mod for that purpose. I had a look at the Character Generate Amulet mod you pointed at and I think it will work fine with this mod. After you use the amulet, RL will kick in and re-calculate all your attributes based on your new class/race/skills.
dvregan: I'm not sure if the showBirthsignMenu console command is safe to use in vanilla... the showRaceMenu and showClassMenu commands are not. If showBirthSignMenu is safe and does not reset your skills, then it will work fine with this mod.
I doubt I will add any sort of change class/race/birthsign feature to this mod because it is probably best implemented as another mod for that purpose. I had a look at the Character Generate Amulet mod you pointed at and I think it will work fine with this mod. After you use the amulet, RL will kick in and re-calculate all your attributes based on your new class/race/skills.
#46
Posted 21 March 2008 - 05:58 AM
I wish I knew about this sooner. The install script for 1.3.0 will detect if KCAS or AF is installed and remove the KCAS choice if none of them are found. Users were installing those menus even if they didn't have any level mods installed... I'll include this mod for the next update (will probably be soonish).
If you're using the omod for DarNified 1.3.0, you can:
1. Right click the mod entry in OBMM, select "View script". Find "scipdetection" in the install config section, and set it to true like this:
2. Find the "kcas" array further down the script and add this mods esp to it.
If you're using the omod for DarNified 1.3.0, you can:
1. Right click the mod entry in OBMM, select "View script". Find "scipdetection" in the install config section, and set it to true like this:
bool skipdetection = true;This will turn on all choices in the options page regardless of the mods you have installed.
2. Find the "kcas" array further down the script and add this mods esp to it.
Edited by DarN, 21 March 2008 - 06:00 AM.
#47
Posted 23 March 2008 - 02:20 AM
LOL, i see your having to play "who what?!, all these leveling mods! gah!" Thanks for the temp fix, didn't really matter much anyway, most of us just select K or AF menus when we re-install your UI, and works just fine. Considering all of these Leveling mods don't have any sort of exp bar per say, all is needed is the usual level up menu.
Once again darn, love the UI.
Once again darn, love the UI.
#48
Posted 30 March 2008 - 08:57 AM
Hi. I think I'm really enjoying this mod. I say I think because I didn't play much of the vanilla way at a friends house before getting my own game so some of the differences are a little obscure, but this sounded like what I wanted.
A question though. Although my char has gotten to level 2 (he did sleep for that to happen) There has been no "choices" for me to pick for leveling. Is that normal? That's a bit of a downer for me because while I do want a more immersive experience without that horrific skill maintenance, I do like choosing different advancements for attributes/skills(spending experience is fun). I will certainly sacrifice that enjoyment if it is necessary because of this mod though, because I really do not want that "oh no! I jumped too much!" feel to the game. I'm just not sure what's leveling or when it does. Am I missing something about this cool mod?
A question though. Although my char has gotten to level 2 (he did sleep for that to happen) There has been no "choices" for me to pick for leveling. Is that normal? That's a bit of a downer for me because while I do want a more immersive experience without that horrific skill maintenance, I do like choosing different advancements for attributes/skills(spending experience is fun). I will certainly sacrifice that enjoyment if it is necessary because of this mod though, because I really do not want that "oh no! I jumped too much!" feel to the game. I'm just not sure what's leveling or when it does. Am I missing something about this cool mod?
#49
Posted 01 April 2008 - 12:44 AM
slikster: I would have to script my own "level up needs sleep" for anything other than vanilla major-skill levelling, so it's more scripting/complexity for little gain. I've been considering making it easier to use vanilla major skill levelling with this mod instead of it's experience based levelling. I don't know how many people would be interested in using this mod for just attribute advancement... let me know and if there is demand for it I will do it.
#50
Posted 01 April 2008 - 10:58 PM
jonas3333: This mod is rather "silent" and requires no management by design. If you want to advance particular attributes, just use the corresponding skills. You can see detailed stats of your progress using the console command "sqv aaRealisticLeveling".
Note that leveling up to level 2 by sleeping means you leveled up a bit sooner than this mod would normally do it. This is not a problem, but you might notice it takes a little bit longer to go from level 2 to level 3 than normal.
There is a quirk/bug/feature to the Oblivion leveling mechanism that allows you to level up to level 2 by sleeping after your first 10 major skill advances before mods like this can fully take-over levelling... this affects all levelling mods and most people don't notice because they don't sleep before the mod does the level up, or they don't notice they hit level 2 a bit sooner than expected.
Note that leveling up to level 2 by sleeping means you leveled up a bit sooner than this mod would normally do it. This is not a problem, but you might notice it takes a little bit longer to go from level 2 to level 3 than normal.
There is a quirk/bug/feature to the Oblivion leveling mechanism that allows you to level up to level 2 by sleeping after your first 10 major skill advances before mods like this can fully take-over levelling... this affects all levelling mods and most people don't notice because they don't sleep before the mod does the level up, or they don't notice they hit level 2 a bit sooner than expected.



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