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[Relz/WIPz/BETA] Improved Leveling System


raziel23x

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Notice Requires OBSE V0011 or higher to run

 

This Project is going through a complete Overhaul. It will not increase skill level maxes past 100 in skills or increase the max of your stats past the 100 cap. What this will do is try and better balance leveling as well as give Bonuses to skills that have gone past level 100 where in Vanilla Land you stop getting bonuses once you reach 100 in that skill.

 

This mod alters the way in which the player gains attribute points. Instead of being gained on leveling up, attributes rise dynamically as the player's skills increase (at a standard rate of one attribute gain per three related skill gains, changeable from the console). For ease of use, many of the main functions of the mod can be controlled from the console. The new leveling system will start working after the player leaves the prison sewer system.

 

This mod works by running a background global script (low priority, once a minute on standard settings) which checks player skill increases and alters player attributes to reflect them. Attribute gains from leveling up will be automatically reverted on the first cycle after leveling. In order to initialize, the mod will check to see if the main quest has reached MQ01 Stage90 (Go to Weynon Priory after leaving the sewer). This is to avoid issues caused by the player changing their class at the end of the tutorial.

 

Mastery Bonuses Notes:

 

Alteration

Once you reach master in Alteration, you now gain the ability to take soul gems and Combine them into there more powerful versions. This spell is a master level spell, which once cast will change two of your Soulgems into there next stone level. This does not allow you to create Black Soulgems this way. You will still have to do that quest to obtain a black soul gem if you so desire to acquire them.

 

Comment: In a future release, I may change this into a lesser power instead of a normal spell.

 

Mysticism

Once you reach master in Mysticism, you now gain the ability to discharge any Soulgems of the souls to reuse them. For example trapped a lesser soul in a grand Soulgem you will be able to use this ability to safely remove the soul from the gem and reuse the Soulgem to place a more proper soul into it.

 

Comment: In a future release, I may change this into a lesser power instead of a normal spell.

 

 

Bonuses over 100 Notes:

I have gotten the mage skill classes confirmed that they stop give bonuses beyond 100. What I do not have is the other skills. I need testers to test the functions of the warrior and thieves skill classifications before I will implement such. I need actual feedback posted in the form thread posted further down to know what needs added and what to leave as is.

 

Destruction skill

Destruction skill bonuses for mages who have taken their Destruction skill above 100 via the many

skill enchanted items in the game, which without this script become useless once the skill caps at

100. In the default game, mana costs do not continue to go down after 100 for skills, for example

 

What this script does:

 

Multiplicative magicka bonuses for every two points above 100 Destruction by modifying the

MagickaMultiplier of the pc based upon a ratio. 110 destruction is far superior to 100. This allows

mages a fair and balanced way to increase their damage in the high end game.

 

These results in a healthy progression of mana upwards of 100 skills, keeping pace with the mana

demands that mobs at this level pose, and giving you continued ways to improve your character after

you have capped out.

 

Example:

 

If at 100 intelligence and 100 destruction, you have 400 mana At 105 destruction, you will have 480,

at 108 destruction, you will have 560, At 110 destruction you will have 600, ect...

 

Restoration Skill

Restoration skill bonuses for mages who have taken their Restoration skill above 100 via the many

skill enchanted items in the game, which without this script become useless once the skill caps at

100.

 

What this script does:

What this script does is take your base magic regeneration and every point above 100 increases the

amount of Magicka you regenerate by 1%

 

Example:

 

If your Restoration skill reaches 150 then the amount of magicka you regenerate over time will be

one and a half times faster.

 

If your Restoration skill reaches 200 then the amount of magicka you regenerate over time will

double.

 

Illusion Skill

Illusion Skill bonuses for mages who have taken there Illusion Skill above 100 Via the many skill

enchanted items in the game, which without this script becomes useless once the skill caps at 100.

 

What this script does:

What this script does is take your base Health and every point above 100 increases the amount of

the amount of health you have by 1%.

 

Example:

 

If at 100 Endurance and 100 Illusion, you have 200 Health Base. At 105 Illusion, you will have 305,

at 108 Illusion, you will have 308, At 110 Illusion you will have 310, ect...

 

Mysticism Skill

Mysticism Skill bonuses for mages who have taken there Mysticism Skill above 100 via the many skill enchanted items in the game, which without this script becomes useless once the skill caps at 100.

 

What this script does:

 

This script affects the player's Spell Absorption using spell abilities. Your Mysticism skill growth affects the magnitude of the Spell Absorption affect.

 

Example:

 

At level 120 in the Mysticism skill your total Spell Absorption affect will be at 15%

At level 160 in the Mysticism skill your total Spell Absorption affect will be at 20%

At level 200 in the Mysticism skill your total Spell Absorption affect will be at 25%

 

Alteration Skill

Alteration Skill bonuses for mages who have taken there Alteration Skill above 100 via the many skill enchanted items in the game, which without this script becomes useless once the skill caps at 100.

 

What this script does:

 

This script affects the player's Magic Resistance using spell abilities. Your Alteration skill growth affects the magnitude of the Magic Resistance affect.

 

Example:

 

At level 120 in the Alteration skill your total Magic Resistance affect will be at 15%

At level 160 in the Alteration skill your total Magic Resistance affect will be at 20%

At level 200 in the Alteration skill your total Magic Resistance affect will be at 25%

 

Miscellaneous Changes to the gaming mechanics

 

Health Regeneration Over time

You now gain the ability to regenerate your wounds over time. I used global Values so that it can be adjusted in game if you so chose to change the rate of healing. It uses a formula similar to the one that Magicka uses to calculate magicka regeneration.

 

Global Values

fHealthReturnBase = 0.2500 (default value)

fHealthReturnMult = 0.0200 (default value)

HRTimer = 10 (default value)

 

Formula

HealthRegenRate = 0.01 * (fHealthReturnBase + fHealthReturnMult * Endurance) * TotalHealth.

Console Commands

 

In addition, the mod can be controlled by changing certain global values from the console. The console can normally be accessed by pressing the ~ (tilde) key or the ` (grave accent) key (which can generally be found below the ESC key). Once in the console you can use the following commands to affect the way, the mod works:

 

Set ZLSALStoggle to 0

 

This will force the mod to stop working at step 1. This will not stop it from processing, but will stop it from making changes to attributes and counting skill changes.

 

Set ZLSALStoggle to 1

 

(This is set as standard) The mod will run normally under this setting.

 

Set ZLSALStoggle to 2

 

This setting will force the mod to initialize. This is mainly for total conversions and other major game changing mods that may stop this mod from initializing properly. After initializing, the toggle will revert to 1.

 

Set ZLSALStoggle to 3

 

This will force the mod to reset its values, taking the player's current attributes and skills as the new base values. Any unmade attribute changes will be lost. This can be used to workaround anything that changes the player's base attributes, or which mods their skills, such as changing class during the game. Before changing, set ZLSALStoggle to 0, change class, and then set ZLSALStoggle to 3. After resetting, the toggle will revert to 1.

 

Set ZLSALSVerbose to 0

 

This will stop the mod from popping up any messages on the screen.

 

Set ZLSALSVerbose to 1

 

(This is set as standard) The mod will pop up messages to inform the player that their attributes have increased, and a few basic status messages.

 

Set ZLSALSVerbose to 2

 

The mod will display debug messages as well as standard messages.

 

Set ZLSALStimer to #

 

Replace # with the number of seconds the mod should wait before the next cycle. The lower this number is, the higher the processing load will be on your PC. At the standard setting of 60, your attributes should refresh fast enough, at no performance hit. I recommend keeping this value above 4 at all times (to avoid message clashing) and higher during activity like combat.

 

Set ZLSALSlevel to #

 

Replace the # with the number of skill improvements required to raise an attribute. This is set to three as standard.

 

Set ZLSALSluckpercentage to #

 

Replace # with a number between 0 and 100. This sets the chance of gaining a luck point every time you gain an attribute point. Set at 21 (20%) as standard.

 

Set ZLSALSbasecap to #

 

Replace # with the number you would like your attribute base value to be capped. The mod will not raise attributes beyond this value. This is set to 100 as standard.

 

Most values that will create problems been scripted out; however, certain settings can be assigned very high values or very low values that may cause you problems. Use your own common sense when inputting values.

Bugs and issues

 

No actual bugs that I know of, please tell me if you find any. Please note that if the ZLSALStimer setting is set too low (0-1 seconds) there may be a serious performance hit.

 

To Do list

 

Lesser Power Console Command to Customize the leveler system.

Revise the script to give it more functionality and to improve performance.

Making it possible to get bonuses from skills that go beyond 100.

Set up checks for when starting a new game to call the Game settings and to store them as Global Values to be used as a reference in case you are using a mod that already changes the setting.

 

Functions to become enhanced by the Following past 100 in skill:

 

Acrobatics - NI

Alchemy - NI

*Alteration - Magic Resistance affect- OBSE

Armorer - NC - NI

Athletics - NC - NI

Blade - NC - NI

Block - NC - NI

Blunt - NC - NI

*Conjuration - Shield affect - OBSE

*Destruction - Magicka Pool

HandToHand - NC - NI

HeavyArmor - NC - NI

*Illusion - Health Bonus - OBSE

LightArmor - NC - NI

Marksman - NC - NI

Mercantile - NC - NI

*Mysticism - Spell Absorption affect- OBSE

*Restoration - Magicka regen - OBSE

Security - NC - NI

Sneak - NC - NI

Speechcraft - NC - NI

 

 

Keys

 

* = Already Implemented

NC = Need confirmation

NI = Not Implemented

NSY = No Scripts Yet

OBSE = Oblivion Script Extender

 

Change Log

 

Version 0.0.1

Initial Release

Changes to the ZLSALSQuestScript Script

Updated Scripts because written before patch 1.1 Final was released

Updated to work with SI

Updated Values to balance scripting changes more

Based off the LoboSolitario's Alternative Levelling System

 

Version 0.0.2

Though with there Destruction Skill above 100 now gain actual bonuses.

A spell added that works with the Destruction Skill script to affect Vampires.

Added quest Values for the Destruction Skill script to function on start of the game.

Changed the Format to an ESM for better control of scripts

 

Version 0.0.3

Revised the Script for the Destruction Skills checks to see if you are above 100 or not

Revised the spell that added Visuals to when you go beyond 100

Added new script that affects the Restoration Skill once it reaches above 100.

Added quest Values for the Restoration Skill script to function on start of the game.

Implemented changes to the scripts that require OBES v0012 to function properly.

Fixed the script for the leveling system, I somehow broke it while implementing the Destruction Skills script.

 

Version 0.0.4

Revised Destruction and Restoration to fix small typos found in the scripts.

Added new script that affects the Illusion Skill once it reaches above 100.

Added quest Values for the Illusion Skill script to function on start of the game.

Added a manual that lists the Console Commands to use to change the settings of the leveling script.

Added new script that adds the manual to your inventory.

 

Version 0.0.5

Added new script that affects the Conjuration Skill once it reaches above 100

Added quest values for the Conjuration Skill script to function on start of the game

Added new script that affects the Mysticism Skill once it reaches above 100

Added quest values for the Mysticism Skill script to function on start of the game

Added new script that affects the Alteration Skill once it reaches above 100

Added quest values for the Alteration Skill script to function on start of the game

Tweaked the scripts to improve performance

Added a ability to PC that does not affect the PC at all until after certain skills go beyond 100

 

Version 0.0.6

I temperately fixed the message popup if your skill level is lower then 101 in that skills check.

The next version will fix this issue with better handling of the message boxes

 

Version 0.0.7

Resolved the skill messages from popping up every second for:

Alteration Script

Conjuration Script

Destruction Script

Illusion Script

Mysticism Script

Restoration Script

 

I forgot to use a if statement for managing the way the message boxes are handled so that they only go off the first time letting you know that you just a mortal.

It should now function the way I originally planned on it.

I cannot believe this bug has been in there for so long and none has reported anything.

It is close to over 159 total downloads and I so happened to catch it was happening when I created a new character.

 

Version 0.0.8

Fixed problem where the ability spell not added to the player on startup of the mod.

 

Version 0.0.9

Added a script that checks to see if your skill levels are below 100, this will disable all of the skill scripts if

you are using Improved Leveling System version 0.0.8 or lower. I was thinking along the lines of as long

as the skills script should only start up after you reach 100 instead of running from the beginning. I done

to prevent using up resources when there is no need to help with performance with the game.

Add the ability that once you reach mastery of Alteration the ability to merge Soulgems is bestowed append you.

Add the ability that once you reach mastery of Mysticism the ability to discharge Soulgems is bestowed append you.

I changed the messages of Alteration and Mysticism to report the new abilities in the skill pop-ups.

 

Version 0.1.0

 

Added the ability to regenerate your health slowly over time similar to how you regenerate your magicka.

I made the Ancestor Guardian power for Dark elves to be based off your level to be a bite more by increasing the Offset from 0 to 5 and the min and max from min 1 max 4 to min 1 max 5.

Updated the Console Commands in the book that you get when the plug-in enables the first time.

Enabled the following spells to be enchantable:

Damage Magicka

Reflect Damage

Reflect Spell

Resist Magic

Resist Normal Weapons

Spell Absorption

Since you can find enchanted items already in game with the affects on them

 

 

 

Downloads

 

TESSource

Improved Leveling System

 

Planet Elderscrolls

Improved Leveling System

 

 

Special Thanks

DragoonWraith with OBSE script questions

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