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| Description |
What this mod does : :
The intention of this mod is to fix the annoying parts about Oblivion's Player leveling system and keep intact as much as possible in the spirit of the original game. To create a mod where you can play it and have fun and not worry about micromanaging X5 Multipliers, and be able to level up a character and not "GIMP" him by not training the right skills at the right times
Attributes : :
Attribute growth : each attribute based on 3 skills
(see manual for which skills affect which attributes)
In Powergamer Mode :
Major skills affect attributes at a rate of .52, minor skills at a rate of .26
In Classicr Mode :
Major skills affect attributes at a rate of .34, minor skills at a rate of .17
Attribute cap : 100 + racial, favored attribute, and birthsign modifiers |
Instead of micromanaging your character to get X5 multipliers, all you need to do now is play the game naturally, your skill ups from normal activites will affect your attributes on a weighted basis determined by skill type (Major or Minor.) Each skill only affects only 1 attribute, much like original Oblivion. The more major skills you have for an attribute, the faster it will go up and cap, but you can still cap attributes with no majors in powergamer mode.
If you choose to use only one weapon skill for your strength. The formula to determine this is:
(Highest Weapon Skill / 1.6) * (Sum of other two weapon skills / 8)
This allows your highest weapon skill to raise your strength at a decent progression, and allows your other two skills to contribute slightly to your total.
For the option "Strength Determined by all Weapon skills" the formula is:
(Blade * Blade Mult) + (Blunt * Blunt Mult) + (H2H * H2H Mult)
Where Mult = .52/.34 for Majors or .26/.17 for Minors depending on if you are in PowerGamer or Classic Mode.
And Birthsigns that raise Attributes are actually useful now, they allow you to exceed 100 (as well as racial and favored attribute modifiers )
Luck : :
- Luck will Never change.
- Luck stat based on average of all other stats. (Thief birthsign will add 10 to this number)
- Luck will raise 0, 1, or 2 points when you level.
- Luck will raise -1, 0, 1, or 2 points when you level. |
Skills : :
Skill growth : same as orignal
Skill caps : same as original |
Skill level and rate of growth are exactly the same as original Oblivion. Racial skill mods do not allow one to exceed 100 in a skill. You receive perks at the same level you do in regular Oblivion.
You may use skill rate slowdown mods in conjuction with this mod with no ill effects.
Level : :
Leveling is determined by one of 6 ways, which you may choose by equiping the "Ring of Choice" that is placed into your inventory shortly after you leave the Imperial Sewers (upon completion of tutorial quest step 90 (this is also the time when the mod scripts start processing): - NOTE you only need to equip the ring once, you may take it off after choosing.
Based on skills you have as Major Skills - with 10 skills per level and 50 levels max
Based on skills you have as Major Skills - with 15 skills per level and 35 levels max
For these 2 modes you go up a level when skills you have chosen as Major skills change by the listed amount
Based on skills you have as Specialization Skills - with 10 skills per level and 50 levels max
Based on skills you have as Specialization Skills - with 15 skills per level and 35 levels max
For these 2 modes you go up a level when skills you have chosen as Specilization skills change by the listed amount
Based on your attribute gains(except luck) - with 7 gains per level and soft cap of lvl 52ish (hard cap of 50 applies
Based on your attribute gains(except luck) - with 9 gains per level and a soft cap of lvl 42ish
For these 2 modes you go up a level when your attributes go up by the listed amount |
You can change methods whenever you want to by re-equiping the Ring of Choice. Keep in mind though that you can NEVER DE-LEVEL by changing. So you may be lvl 18 by spec standards and lvl 4 by major standards, if you change from major to spec and then back to major, you will be stuck at lvl 18 till you your major skills catch up to your spec skills.
For Major and Spec leveling modes, minor skills also play a VERY minor role in the level of your character (approx 10% that of a major skill)
Derived Stats : :
Magicka & Stamina are calculated the same as original Oblivion. Health uses a formula that causes it to be your Endurance multiplied by 2 at level 1 and approximetly 650 at level 50 with 100 Endurance. This works out to be very much like the original Oblivion.
Other Notes : :
This mod does not require that you make a new character, although you most likely be unable to undo the changes once you have loaded your character into the mod and saved your game. It is compatible with all former versions of my mod.
What this mod doesn't do : :
Affect monster levels, leveling rates, scaling, loot tables, etc. You may use other mods to manage these issues with Oblivion. I prefir Oscuro's
Add any content for character creation (Races, birthsigns, classes, etc) Once again Oscuro's is great here, it adds the missing birthsigns from Morrowind.
Compatibility with other mods : :
For such a comprehensive mod as this, it is actually playes very *nice* with other Oblivion mods. It is fully compatible with mods that change vampirism, mods that change monster scaling, loot scaling, monster level, spawning, etc. It works with mods that change the rate of skill growth. It works with mods that add weapons and armor and pretty much anything you can think of.
It does have it's limitations though : :
Not Compatible with mods that add "Ability" type skill fortification spells (these spells are quite rare, there are only 3 in the original Oblivion- Vampirism, Skelton Key and DarkNightMotherBlessing)
NOTE - Existing Ability Skill fortification spells ( the ones listed above)in the game are OK
Not compatible with other mods that overhaul the leveling system of the game, like Kobu's
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| Installation / Uninstall |
Installation : :
Place the esp file in your "data" directory, place the xml file in your "Oblivion\Data\menus" directory (Create the directory if it does not exist.)
Or unrar the file into your Oblivion\data directory.
Uninstallation : :
Remove the AFLevelMod.esp from your Oblivion\data directory
Remove the levelup_menu.xml from your Oblivion\data\menus directory
Unfortunately, Oblivion tracks the number of skills you've gained, and uninstalling the mod will make it impossible for you to level. Included with AFLevelMod.esp is AFUninstall.esp. DO NOT USE BOTH OF THESE AT THE SAME TIME.
To Uninstall, you are going to need a copy of the Construction Set. You can get a copy here: TESIV Construction Set
Save your game, unload the mod, then reload your game.
Before you exit the game, open a console and type the following two commands:
sdt 10
tdt
This will bring up a display. On the left hand side, look for:
Major Skills Advanced: # / #
You want to write down the first number.
Exit Oblivion
Now open the Construction Set. Click File->Data
Find AFUninstall.esp in the list. Double Click it, then click the button that says make active. Then Click Ok. Go get a cup of coffee while it loads everything.
Once it's loaded. Click Gameplay->Settings
Scroll through the list until you see:
iLevelUpSkillCount
Click that, in the upper right hand portion of the window, enter in the number you wrote down before. Click ok
Click File-Save, then exit the CS.
Load Oblivion, and make sure AFUninstall.esp is active. Once you load your save game, a menu should pop up that allows you to set your stats to whatever you want. When finished, click done. The system will now level you. This is only to reset the number of skills needed. It will reset your level to your current one. Save your game, make sure AFUninstall.esp isn't active, and reload.
There's currently no way to automate this without you having to go into the CS. Scripts can't access game settings currently.
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| Changelog |
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2.8.7 : :
* Fixed stat calculations so decimal points weren't dropped. This should fix the issue with gaining stats too quickly
* Modified Race and Birthsign setup. You are now asked if you are using a Modified Race or Birthsign. If you are not, then it will skip right to setting your caps. If you are, it will attempt to figure out your initial starting values.
* Modified Major Skill detection. If it finds 7 Major skills, it will skip the display menu allowing you to confirm. If it finds any other number of Major skills it will display the menus letting you choose.
* Both the above changes should eliminate some of the menu choices letting newer players use the mod without requiring a PHD in Fraktyl Code.. :)
* Added a new option to the Ring of Choice. Display Real Stats. This will show you your current stats with the Decimal in place. Note, this does not take into account equipment worn, or fortifications on your characters.
2.8.6 : :
* Fixed initial stat calculation for characters affected with Vampirism, Night Mothers Blessing, Grey Princes Training, or having the Skeleton key. This will also work with people resetting their rings.
* Fixed Choosing your Own majors, so you can unselect a skill if you mis-click.
2.8.5 : :
* Changed Attribute Levelling start points to be a characters Racial base plus Birthsigns. This should eliminate the confusion with why they haven't levelled, and when they should level. Will also eliminate the issue with gaining one attribute point gives a new level.
2.8.4 : :
* Fixed one attribute getting you to level 2 for both 7 Attributes, and 9 Attributes per level.
* Fixed issue where strength could be calculated wrong if two or more weapon skills were the same level
2.8.3 : :
* Fixed issue with players using Attribute levelling getting their luck set to 0
* Fixed detection for Breton starting endurance, should now display 30.
2.8.2 : :
* Fixed Looping Ring issue
* Modified Luck Fix, let me know if this works.
2.8.1 : :
* Fixed issue with level 50+'s getting dropped to level 1
* Started tracking Luck seperately, this SHOULD fix the issues with people who take Luck as a Preferred attribute
* Modified scripts so they could run when menus are up, this means you will get Attribute increases during the minigames, or reading a book
* Modified scripts so they would shut down when they weren't needed. (Thanks to Seoman007 for the tip)
* Default Birthsigns that don't add to your stats should now show 0's for the bonus
2.8.0: :
* Now compatable with ANY mod that modifies Races or Birthsigns
* Added more control to the user. You can now, set your starting Rcial stats, you can adjust your skill caps. It will also verify your Major skills.
* Added Uninstallation instructions. DO NOT USE AFUninstall.esp at the same time as AFLevelMod.esp
2.7.9
* You will no longer receive a free level at lvl 1 if using Attribute leveling
* message "All new attribute gains will now count towards your level." changed
2.7.8
* You should no longer get a free level when you first equip the ring using spec leveling
2.7.7
* Fixed issue with not being able to level unless you had EXACTLY the correct
number of skills or attributes to advance.
* You should no longer get a free level when you first equip the ring.
2.7.6
* .esp renamed to AFLevelMod.esp - This will be the final name, unless we change our minds
* You now need 10 Major Skills or 100 Minor Skills to level using the 10 Major or Spec Method. 15 Major, 150 Minor for the 15 method
* RoC now shows the correct number of Major/Minor skills needed to level.
* Resetting the Ring, or using it for the first time on an existing character will relevel you now depending on your choices. Unfortunately, using the attributes method on an existing character will not change your level. But changing from skills based to attributes will function correctly.
* Hopefully ALL luck bugs squished.
2.075
* .esp name unchanged so players don't have to requip the ring for small bug fixes
* Added a message to let players know when new skill or stat gains will begin to affect their levels.
* Fixed Ring of Choice to display number of skills or stats needed for level up. Minor skills are slightly off, Major skills should be correct.
2.074
* Fixed level jump if your luck was higher than your current level. (Gotta quit using so many temp variables).
2.073
* Choosing Luck as a primary stat will no longer make you lose 5 luck every
stat gain
* Luck based on skill averages is now actually based on finallized skills once
Race Bonuses, Birthsigns, and Vampirism has been added back on.
* Resetting the Ring of Choice will now actually reset it, instead of just
pretending to.
2.072
* Should be compatible with ALL quickstart mods now.
-- Tested with Quickstart Mod
2.071
* Added option to silence stat messages at top of the screen.
2.07
* Weapon skills increase at default values again. You can use other skill slow down mods with no problem if you'd like.
* Message stating "You have gained extra benefits due to your increased skill" removed. Caused too much confusion when your stats didn't raise. Message when your stats do change is still active.
* Ring of Choice now has more choices
- Classic Mode / Power Gamer Mode
- Luck stat determination
* Classic Mode - This will allow you to maybe max 4-5 stats. (Maj skills count for .34, Minors for .17)
* PowerGamer Mode - This will allow you to max ALL stats. (Maj skills counts for .52, Minors for .26)
* Luck Stat Determination
- Luck will Never change.
- Luck stat based on average of all other stats. (Thief birthsign will add 10 to this number)
- Luck will raise 0, 1, or 2 points when you level.
- Luck will raise -1, 0, 1, or 2 points when you level.
After you have made your choices, if you equip the ring again, it will give another menu.
- Reset Ring
Reseting your ring. If you choose this option, you will be able to repick all the choices you initially made.
* WARNING * If you change from 10 to 15 skills per level, your level WILL NOT CHANGE!!!
* Added some more error checking, now certain scripts shouldn't run until the start values are calculated. Hopefully this will fix the errors with weird stats on old characters.
If you load this over a previous version, you should no longer end up with two or more Rings of Choice.
2.07
Weapon skills increase at default values again. You can use other skill slow down mods with no problem if you'd like.
Ring of Choice now has more choices
- Classic Mode / Power Gamer Mode
- Luck stat determination
Classic Mode - This will allow you to maybe max 4-5 stats. (Maj skills count for .34, Minors for .17)
PowerGamer Mode - This will allow you to max ALL stats. (Maj skills counts for .52, Minors for .26)
Luck Stat Determination
- Luck will Never change.
- Luck stat based on average of all other stats.
- Luck will raise 0, 1, or 2 points when you level.
- Luck will raise -1, 0, 1, or 2 points when you level.
After you have made your choices, if you equip the ring again, it will give another menu.
- Reset Ring
Reseting your ring. If you choose this option, you will be able to repick all the choices you initially made.
* WARNING * If you change from 10 to 15 skills per level, your level WILL NOT CHANGE!!!
Added some more error checking, now certain scripts shouldn't run until the start values are calculated. Hopefully this will fix the errors with weird stats on old characters.
If you load this over a previous version, you should no longer end up with two or more Rings of Choice
Currently Working On:
- Making it compatible with mods that modify/add Races or Birthsigns. Have most of this down, just need to finish figuring out Racial skills.
- Other random bug fixes.
Also, not sure if they got dropped from the Original notes. But I wanted to thank Kobu, his idea for using a clone to get and store the stats probably saved a lot of headaches with some of the broken functionality of the Construction Kit.
2.06
* There was a slight bug with vampire ATTRIBUTES not being added properly - it wasnt affecting level or skills, but was kinda annoying because you werent quite as powerful of a vamp as you should be. This has been fixed. As an added positive side effect, vampire attribute bonuses are added onto your computed attributes (like race, favored attributes, and birthsign) and like the rest of these allow you to exceed 100 on attributes
* Also fixed a slight bug with you being able to see the twin that is created for stat comparison
2.05
* made luck EITHER be an average of your other attributes or the random number from before (whichever is higher), this will make sure you can max it
* Reduced skill up rates on blade / blunt / hand to hand to 1/3rd their old value so that weapon up rates wouldnt raise your strength too quickly. This change will be overwritten by mods that change skill up rates (not a big problem)
*changed Attrib / 6 mode to attrib / 7 - It will now softcap at around 52 ish
2.04
* Added Attribute(except luck) / 6 and Attribute(except luck) / 9 Leveling modes, these should be considered beta until everyone is satisifed they dont level you too fast
2.031
*"Level Method: 10 skills per Specialization Level" fixed
2.03
* Now fully compatible with all of Oscuro's birthsign additions
* Will have a new luck calculation : Every level your luck will go up between 0 and 2. This averages to 1 a level and the average will max your luck at level 50 - or you could be unlucky and never max it, or be lucky and max it early, who knows. Also, luck will be uncapped and there was a bug causeing luck to always being reported as a Favored Attribute that will be fixed
* Complete overhaul in the resource intensisty of the whole mod. During normal operation, only 5 lines of code will be running. When you skill up, the game will show a message that calculations are being made and the rest of the script will run.
* Fix to make sure you get the ring ONLY after you leave the sewer and if you have a high level character that never did the tutorial you will get the ring and start the quest properly (prior versions might have resulted in negative stats because they got the ring too early)
* Level up screen will no longer let you pick luck or have erroneous stat info, this will also fix the 2 second god mode after leveling
* More redundancy in making sure skill ups are from you skilling up and not equiping an item
2.02
Top of screen status messages fixed. You may now remove your ring of Choice from your inventory, it wont cause problems if you do. You may get another one at anytime by typing " player.additem 01004347 1" at console
Fixed a slight bug with leveling as your level was being computed every 5 seconds even if it didnt need to be, also added a message when your attributes go up, thanks Fraktyl!
2.01
Removed the amulet of axes I had been using for testing, oops
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Downloads |
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AFLevelMod-2.8.7.rar
Version 2.8.7
AFLevelMod-2.9b6.rar
Beta Version 2.9b6
Current Version : 2.8.7
Beta Version : 2.9b6
Updated: 5.12.2006 19:00EST
Problems in Oblivion this mod fixes : :
1) Removes the need to micromanage your skills to get X5 multipliers
2) Makes birthsigns that add to stats, races, and chosen attributes allow the stat cap to exceed 100
3) Removes the need to micromanage your endurance attribute to get enough hit points
Known Issue List : :
Level up bar on standard interface doesnt move. (you still level up when you should though) |
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