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Level cap = 1.


hoochimama

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So, to clarify, you can level skills, but cannot take perks, nor will the bestiary of the world ever progress past the weakest iteration?

 

Because if you still want the perks, you need somebody to also rewrite the perk system so that you can still take them even though you don't actually gain levels.

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There would also be a need to either have attributes somehow advancing(like every z levels of x type of skill increase x attr. by y amount). Unless perks are completely rewritten and they do the work. Otherwise higher level dungeons will always be impossibru.

 

I don't see the point of it, but whatever everyone has something in mind that others, or at least I, can't comprehend probably.

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It's really simple.

 

Increase all the NPCs skills for level 1 so they are about 70-80+ in all skills. Second, remove the XP to level. Third, download elixir of perk mod and make the potions from it craftable or purchasable in larger quantities. Fourth (optional), give all characters in the game increased health, magicka, stamina to make up for the lack of leveling. It will definitely take some time, but it's all doable by the most simple means used in creation kit. A newbie of CK could literally pull this off.

 

Or... just make all the items in the game lvl 1 instead of level scaled. This way you can still level up and get all the perks for it, but not be capped on gear. Also doable by a newbie with CK. (note you can also make all quests available at lvl 1)

 

OR... just play the original game.

Edited by hadoumastery
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So, to clarify, you can level skills, but cannot take perks, nor will the bestiary of the world ever progress past the weakest iteration?

 

Because if you still want the perks, you need somebody to also rewrite the perk system so that you can still take them even though you don't actually gain levels.

 

I'd give myself perks through the console, or use an already existing mod that automatically gives me a perk when I have the prereqs for it. The lack of stat increases would just add to the challenge and the feeling that some creatures/areas would require me to really increase my skills, get enchanted items to boost my stats and craft potions before I could tackle them(TW2 fan). I really prefer the leveled lists at lv1 where iron is common, steel is rare-ish and if you want something better than that you'll have to either craft it yourself or kill a faction character who's wearing it(thalmor for elven, stronghold orcs for orcish etc).

 

I thought it could easily be done by changing the levelup formula to require an impossible amount of skill level-ups to gain a single level.

 

This should work the same way as if I played the unmodded game without ever going into the levelup menu thus remaining at lv1 forever even if all my skills had increased to 100, only without the hassle of not being able to check the skills screen. Ideally I would complement this with a mod that removes all level requirements/level checks for quests and one that de-levels artifacts/uniques(level-scaled artifacts are an aberration to me).

Edited by hoochimama
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I know there are, AFAIK they readjust level scaling/leveled lists to suit their creator's taste. Well I like the gameworld the way it is at lv1 just fine.

 

Locking my level at lv1 has the added advantage of also giving me the unscaled experience I want in any future DLC ad-hoc, unlike the other mods which would have to be adapted to take the new DLC content into account.

Edited by hoochimama
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Just do what I do. Grab the Alternate Start by Arthmoor and when you get to a certain level and feel the game is becoming boring just start over. I agree that the most fun in the game happens to be the first few levels where you are scrounging for money and frankly the weapons and armor look far better than the cartoony anime high end gear you get later on. Glass looks about as sneaky as a giraffe with tourettes syndrome and ebony weapons are just awful looking.
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