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Ultimate Leveling

Version 1.9.5 by Maskar @ 25th May 2020

Table of contents

1. About
1.1 Introduction
1.2 Compatibility and requirements
1.3 Installation
1.4 Configuration

2. Leveling systems
2.1 Skill usage leveling system
2.2 Experience based leveling system
2.3 Location based leveling system

3. Leveling up
3.1 Mode 1: Vanilla leveling
3.2 Mode 2: Experience based leveling
3.3 Mode 3: Realistic leveling
3.4 Mode 4: Disabled leveling

4. Skills
4.1 Mode 1: Vanilla skills
4.2 Mode 2: Skill points
4.3 Mode 3: Npc based skills
4.4 Mode 4: Skill cap

5. Attributes
5.1 Mode 1: Attribute points
5.2 Mode 2: Npc based attributes
5.3 Mode 3: Realistic attributes
5.4 Mode 4: KCAS wheel

Download this mod at TESNexus


Ultimate Leveling
Version 1.9.5 by Maskar @ 25th May 2020

Table of contents

6. Luck
6.1 Mode 1: Attribute points based luck
6.2 Mode 2: Horseshoe based luck
6.3 Mode 3: Fame based luck
6.4 Mode 4: Skills based luck

7. Health
7.1 Mode 1: Unleveled health
7.2 Mode 2: Npc based health
7.3 Mode 3: Retroactive health
7.4 Mode 4: Compatibility mode

8. Magicka
8.1 Mode 1: Unleveled magicka
8.2 Mode 2: Npc based magicka
8.3 Mode 3: Compatibility mode

9. Sleeping
9.1 Mode 1: Vanilla style sleeping
9.2 Mode 2: Automatic leveling
9.3 Mode 3: Rested bonus
9.4 Mode 4: Extended sleeping

Download this mod at TESNexus


Ultimate Leveling
Version 1.9.5 by Maskar @ 25th May 2020

Table of contents

10.Powerscrolls
10.1 Description
10.2 How to use
10.3 Where to find

11.Profession books
11.1 Description
11.2 How to use
11.3 Where to find

12.Horseshoes
12.1 Description
12.2 How to use
12.3 Where to find

13.Appendixes
13.1 UI support
13.2 Quests
13.3 Mod compatibility
13.4 HUD Status Bars
13.5 Real Time Lockpicking
13.6 Alchemy Advanced
13.7 New skills

Download this mod at TESNexus


1. About

1.1 Introduction

Ultimate Leveling changes how the player character levels, removing the need for efficient
leveling and making character development more diverse. Either pick an experience based
leveling system (like Oblivion XP), or a skill usage leveling system (like Realistic
Leveling). The experience based leveling system allows the player character to level by
gaining experience, which is done by performing actions like killing enemies, completing
quests and discovering new locations. The skill usage leveling system allows the player
character to level by using skills, much like vanilla, but includes an optional skill cap to
encourage character diversity.

A leveling system is a combination of choices, which are configurable in the ini file, split
into the following 7 categories:

- Leveling;
- Skills;
- Attributes;
- Luck;
- Health;
- Magicka;
- Sleeping.

See chapter 2 for an overview of the available leveling systems and chapter 3 to 9 for more
information concerning the available options for each category.

Additionally, powerscrolls have been added to increase attribute caps and profession books
to change the player character's class.

1.2 Compatibility and requirements

This mod requires OBSE (version 21 or higher) and MenuQue to function properly.

Currently DarNified UI, DarkUI'd DarN, NorthernUI, Dark Transparent UI and Major Jim's
UI are automatically supported. Any other Uis, like BTmod, will use the new vanilla UI
menus.

Do not use this mod with other character leveling and/or uncapper mods. It can however be
used with existing savegames. Also, load order is not important.

Note that this mod is fully compatible with world leveling mods, like Maskar's Oblivion
Overhaul.
1.3 Installation

Installation

1. Extract the files to a temporary location


2. Copy files to (install folder)\Oblivion\Data\
3. Start Oblivion Launcher, click Data Files, place a checkmark beside the .esp file
4. Optionally edit the .ini file to customize it to your preferences

Uninstallation

1. Delete the Ultimate Leveling files in the Data folder.

Upgrading

1. Follow the uninstallation instructions and then the installation instructions.


1.4 Configuration

By default the player character levels using an experience based leveling system, with the
settings as defined in the main ini file (Ultimate Leveling.ini). Edit this file to choose a
different leveling system and/or configure it to your own preferences. The advanced users
ini file (Ultimate Leveling for advanced users.ini) can be edited to configure more complex
settings related to the various leveling systems and UI.

Edit the UI ini file (Ultimate Leveling for UI.ini), to adjust the location and appearance of
the progress bar and text.

Ultimate Leveling automatically configures itself through the compatibility ini file (Ultimate
Leveling for compatibility.ini) to avoid possible conflicts.

LINK support is available for easy configuration in-game, using a configuration menu as
shown below:
2. Leveling systems

2.1 Skill usage leveling system

The skill usage leveling system allows the player character to level by using skills, much
like vanilla, but includes an optional skill cap to encourage character diversity.

Note that the green modes in the table below are default set in the ini file, while red modes
are not available for this leveling system. All modes are explained in detail in chapters 3 to
9.

Skill use Mode 1 Mode 2 Mode 3 Mode 4


Leveling vanilla xp based realistic disabled
Skills vanilla manual npc skill cap
Attributes manual npc realistic KCAS wheel
Luck manual horseshoe fame
Health unleveled npc retroactive unchanged
Magicka unleveled npc unchanged
Sleeping vanilla disabled rested bonus extended

2.2 Experience based leveling system

The experience based leveling system allows the player character to level by gaining
experience, which is done by performing actions like killing enemies, completing quests and
discovering new locations.

Experience Mode 1 Mode 2 Mode 3 Mode 4


Leveling vanilla xp based realistic disabled
Skills vanilla manual npc skill cap
Attributes manual npc realistic KCAS wheel
Luck manual horseshoe fame
Health unleveled npc retroactive unchanged
Magicka unleveled npc unchanged
Sleeping vanilla disabled rested bonus extended
2.3 Location based leveling system

The location based leveling system allows the player character to gain skills and attributes
by using skills, much like vanilla, but where character level is hidden from the player.
Character level no longer defines the character's overall progression, but instead is based on
the character's distance to a city, which in turn unlevels the game.

Location Mode 1 Mode 2 Mode 3 Mode 4


Leveling vanilla xp based realistic disabled
Skills vanilla manual npc skill cap
Attributes manual npc realistic KCAS wheel
Luck manual horseshoe fame
Health unleveled npc retroactive unchanged
Magicka unleveled npc unchanged
Sleeping vanilla disabled rested bonus extended

Note that the location based leveling system will be available in a future update.
3. Leveling up

3.1 Mode 1: Vanilla leveling

Just like in the vanilla game, the player character needs to raise his/her major skills by 10
points to level up. Sleeping might be required depending on how the sleeping setting is
configured.

3.2 Mode 2: Experience based leveling

Many actions, like killing enemies, completing quests and discovering new locations give a
certain amount of experience. When the player character gains sufficient experience he/she
will level up.

The exact amount of experience to level up is based on the character's current level, using
the following formula:

Required experience == 3000 + ( pow PlayerLevel 1.25 ) * 500

This means that at level 1 you'll need 3500 experience to level up, while at level 20 you'll
need 24148 experience.

The following actions provide experience:

– Kill enemy;
– Complete quest;
– Purchase training;
– Read (skill) book;
– Pickpocket;
– Attempt persuasion;
– Find location;
– Find artifact;
– Find Nirnroot;
– Vampire feed;
– Trap soul;
– Repair item;
– Make potion;
– Eat ingredient;
– Pick lock;
– Close Oblivion gate.
The amount of experience received from killing an enemy is based on who specifically did
the killing blow. You'll receive 100% of the experience if the enemy was killed by the player
character, summon or a controlled actor (through command creature/npc, etc.). If the enemy
was killed by a companion, pet or follower you'll receive 50% of the experience. If the
enemy was killed by anyone else, but you helped in some way, you'll receive 25% of the
experience. This includes the use of a Frenzy spell to encourage actors to fight. Have a look
at the advanced users ini file (Ultimate Leveling for advanced users.ini) for detailed
information on how much experience each action provides.

Note that having Maskar's Oblivion Overhaul installed will increase the experience gained
of finding more remote locations. This because remote locations are more dangerous with
this mod installed. It will also provide experience for MOO specific tasks like taming,
disarming traps, etc.

3.3 Mode 3: Realistic leveling

Unlike in the vanilla game, both major and minor skills contribute to the player character's
level. The maximum level that can be reached is 50, where major skills contribute 65%
towards leveling up, while minor skills contribute for the remaining 35%. These values are
configurable in the advanced ini file.

3.4 Mode 4: Disabled leveling

Leveling is disabled for the location based leveling system. Instead level is calculated based
on the distance to a city, which in turn unlevels the game. This leveling mode is currently
not available for other leveling systems.
4. Skills

4.1 Mode 1: Vanilla skills

Just like in the vanilla game, skills increase through use. Skills increase faster when the
player character is well rested. Being well rested requires the rested bonus setting to be
enabled in the ini file.

4.2 Mode 2: Skill points

Every time the player character levels up, he/she is awarded with 25 major skill points and
15 minor skill points. Skill points can be used to increase skills, simply by selecting the skill
in the skills menu. Right-clicking the skill will revert this and give back the associated skill
points. Pressing the undo button reverts all changes made.

All skills have a bar showing the total amount of skill points used to increase a skill. In the
above example the player character has assigned 44% of their major skill points on blade
and 27% on destruction skill. An additional 8 skill points are still available to increase any
major skills further.
Skills have different skill costs depending on their mastery, if they are a major or minor skill
and if the skill belongs to the class specialization.

Skill skill cost


Novice +1
Apprentice +2
Journeyman +3
Expert +4

Minor skill +0
Not class specialization +1

4.3 Mode 3: Npc based skills

Skills automatically increase when leveling up, very much the same as npcs with the same
class and level.
4.4 Mode 4: Skill cap

In the game Ultima Online the skill cap is defined as a key balancing game mechanic to
control the amount of capability of a character can have by enforcing a limit on the number
of total points in skills a character can attain. Increasing skills above the skill cap will
automatically lower any minor skill(s) with the same amount, but not below their starting
value.

By default the player is capable of learning up to 1000 points in any skills. This excludes
abilities, like birthsigns.

The above image shows an example of a character having reached the maximum skill cap.
5. Attributes

5.1 Mode 1: Attribute points

Every time the player character levels up, he/she is awarded with 10 attribute points, and an
additional 1 point when luck is also increased through attribute points. Attribute points can
be used to increase attributes, simply by selecting the attribute in the attribute menu. Right-
clicking the attribute will revert this and give back the associated attribute points. Pressing
the undo button reverts all changes made.

Note that the character in the example above has used 4 powerscrolls, resulting in higher
attributes.
5.2 Mode 2: Npc based attributes

Attributes automatically increase for every level gained, based on the character's level and
skills. The calculation is very similar to that of npcs, but also takes into account the actual
skills gained.

Attribute = StartValue + ( ( PlayerLevel - 1 ) *


ULVL.ini_attribute_base ) + ( MajorSkillGains * ( 7 /
ILevelUpSkillCount ) * ULVL.ini_attribute_skill )

On average, increasing 1 level, increases attributes by 9.8 points. This could be more or less
because of rounding differences.

5.3 Mode 3: Realistic attributes

All skills contribute to the player character's attributes, including starting skills. To
compensate attributes themselves are lowered by 15 points, but are capped to a minimum
value.

By default every skill point increases the governing attribute by 0.25 points. This is adjusted
based on:

• the actual skill level (lower skills have less impact);


• class skills (major skills contribute more);
• class specialization (skills in class specialization contribute more);
• class attributes (favorite attributes contribute more);
• racial attribute bonuses (high starting attributes contribute more).
5.3 Mode 4: KCAS wheel

The KCAS wheel mode extends on the realistic attributes mode (see 5.2), by allowing skills
to contribute to both their governing attribute and to a smaller extent other attributes. The
exact distribution is defined in the table below.

Skill STR INT WIL AGI SPE END PER


Armorer 5 10 15 0 0 70 0
Athletics 10 0 0 10 70 5 5
Blade 70 0 5 5 10 10 0
Block 10 5 10 0 5 70 0
Blunt 70 0 10 0 5 15 0
Hand to hand 70 0 0 10 15 5 0
Heavy armor 15 0 5 0 10 70 0
Alchemy 0 70 10 5 0 5 10
Alteration 10 5 70 0 0 15 0
Conjuration 0 70 15 0 0 10 5
Destruction 5 10 70 0 0 10 5
Illusion 0 15 10 5 0 0 70
Mysticism 0 70 5 10 0 0 15
Restoration 0 15 70 0 0 5 10
Acrobatics 5 0 0 15 70 0 10
Light Armor 15 0 0 5 70 10 0
Marksman 10 0 0 70 15 0 5
Mercantile 0 5 0 15 10 0 70
Security 0 10 0 70 5 0 15
Sneak 5 5 0 70 10 0 10
Speechcraft 0 10 5 10 5 0 70
<new skill>

Note that new skills currently only contribute to their governing attribute.
6. Luck

6.1 Mode 1: Attribute points based luck

The player character receives 1 attribute point for every level gained. This requires attributes
to also be configured to use attribute points (see 5.1).

6.2 Mode 2: Horseshoe based luck

Luck is calculated based on the amount of horseshoes found. Every horseshoe found
increases the character's luck by 1 point. See chapter 12 for more information concerning
how to use and where to find horseshoes.

6.3 Mode 3: Fame based luck

Luck is calculated based on the character's fame, infamy and bounty. Characters with high
infamy benefit from having a high bounty, while characters with high fame suffer a large
penalty from having any bounty.

Heroic characters

Heroic characters have higher fame than infamy. Their luck is calculated as follows:

FameModifier = ( Fame – Infamy ) * ULVL.ini_luck_fame_multiplier

BountyModifier = ULVL.ini_luck_fame_base - ( Bounty / -500)

And then finally:

Luck = StartValue + FameModifier * BountyModifier

Notorious characters

Notorious characters have higher infamy than fame. Their luck is calculated as follows:

LuckModifier = ( Infamy – Fame ) * ULVL.ini_luck_infamy_multiplier

BountyModifier = ULVL.ini_luck_infamy_base + ( Bounty / 2000)

And then finally:

Luck = StartValue + FameModifier * BountyModifier

Note that Bounty is capped at 1000 and that the luck modifier can't be below -50.
6.4 Mode 4: Skills based luck

Luck is calculated based on the total amount of skills gained. Major skills increase luck
more than minor skills. In specific, increasing a major skill increases luck by 0.1 points,
while increasing a minor skill increases luck by 0.05 points.
7. Health

7.1 Mode 1: Unleveled health

The player character's health is based on his/her endurance and strength, but does not take
into account the character's level. In specific it uses a variable endurance multiplier, which is
based on the character's strength.

Health = Endurance * ( sqrt(Strength) *


ULVL.ini_health_strength_multiplier )

Where ULVL.ini_health_strength_multiplier is set to 0.3.

7.2 Mode 2: Npc based health

The player's health increases each level, based on his/her class factor, level and endurance.
This calculation is very similar to the npc health calculation.

Health = ( (PlayerLevel - 1) * ClassFactor ) + ( (Endurance *


ULVL.ini_health_multiplier) )

ClassFactor is a value that ranges from 3 to 6, and is based upon the player's class. If the
class specialization is Magic, ClassFactor is 3; for Stealth it is 4; and for Combat it is 5. If
Endurance is one of the class attributes, ClassFactor is one larger.

In the vanilla game it's important to increase endurance as quickly as possible to benefit
from additional health. Although leveling up still increases health, it's no longer important
when exactly endurance is increased.

7.3 Mode 3: Retroactive health

By default the player character's health is based on his/her current level, starting endurance
and current endurance.

Health = ( ( PlayerLevel - 1 ) * ( ( StartEndurance + Endurance ) *


ULVL.ini_health_retroactive_multiplier ) ) + ( Endurance *
ULVL.ini_health_multiplier )

Where ULVL.ini_health_retroactive_multiplier is set to 0.03.

7.4 Mode 4: Compatibility mode

When using the compatibility mode, the health calculation remains untouched. This is useful
when using another mod updating health instead.
8. Magicka

8.1 Mode 1: Unleveled magicka

Magicka is calculated based on the character's intelligence. This is exactly the same as the
vanilla game, but with the difference that it overrides any possible changes made by other
mods.

Magicka = Intelligence * 2

8.2 Mode 2: Npc based magicka

The player character's magicka is calculated exactly the same as npcs.

Magicka = Intelligence * ULVL.ini_magicka_multiplier

Where ULVL.ini_magicka_multiplier is set to 2.5.

8.3 Mode 3: Compatibility mode

When using the compatibility mode, the magicka calculation remains untouched. This is
useful when using another mod updating magicka instead.
9. Sleeping

9.1 Mode 1: Vanilla style sleeping

Like in the vanilla game, sleeping is required to level up, but does not provide any resting
bonus.

9.2 Mode 2: Automatic leveling

Sleeping is not required for leveling up and also does not provide any resting bonus.

9.3 Mode 3: Rested bonus

Every hour slept gives an hour rested bonus, up to 8 hours. Being rested increases any
experience gained by 50% when using experience based leveling. When using skill usage
leveling all skills increase faster than normal.

When rested, the experience bar will show as a light blue color, rather than yellow. In this
case the progress text will show both any normal and rested experience the player character
gains, as shown in the image above.

It's possible, when using the experience based leveling system, to change the resting bonus
to an experience based bonus, much like in World of Warcraft, by setting
ULVL.ini_rested_mode to 2 in the ini file. In this case every hour slept would give 5% of
the experience to level as rested bonus.

9.4 Mode 4: Extended sleeping

Sleeping is required to level up. It also provides a rested bonus, as explained in chapter 9.3.
10. Powerscrolls

10.1 Description

In the vanilla game attributes, like strength and endurance, can be increased to a maximum
of 100 points. This excludes fortifying effects, like from equipment and birthsigns. Using the
power of powerscrolls the player character is able to increase the cap of these attributes.

Powerscrolls come in 5 qualities and are available for all 8 attributes.

Powerscroll Attribute cap


Wondrous scroll of <attribute> + 10

Exalted scroll of <attribute> + 25

Mythical of <attribute> + 50

Legendary scroll of <attribute> + 75

Ultimate scroll of <attribute> + 100

See chapter 5.1 for an example of powerscrolls being used.

10.2 How to use

Powerscrolls are used in exactly the same way as normal scrolls.

10.3 Where to find

Powerscrolls can be found on npcs with attributes of 90 or higher and anywhere you can
find scrolls as loot.

As npcs don't gain personality or luck when their level increases, the chance of associated
scrolls dropping is calculated slightly differently. Personality scrolls drop on npcs which
should have 90 personality based on their major skills. Luck scrolls drop on npcs at a 10%
chance instead of any other scrolls.

Scrolls found as loot are better in quality based on the character's level. Much like normal
scrolls.
11. Profession books

11.1 Description

Profession books are used to change the path a character is following, by choosing a
different class. As major skills determine the character's level it's possible this might result in
the character dropping in level. In some cases, when major skills are higher, sleeping will
allow the character to increase in level.

To follow the path as described in the profession book you'll need to have sufficient skill in
all the major skills of the class. Any skills being too low are displayed in red.

Note that you can switch back to a custom class by following the Adventurer's path.

11.2 How to use

Simply read any book named “Path of the <profession>” and press the “Follow” button.

11.3 Where to find

Evil profession books can only be found as loot and on npcs following this path. Good
profession books can also be purchased from book merchants.
12. Horseshoes

12.1 Description

When using horseshoe based luck, your character can increase his/her luck attribute by
finding horseshoes, much like in games like Might and Magic and Heroes of Might and
Magic. Every horseshoe found gives an additional point in luck. As an Ultimate powerscroll
of Luck increases the character's luck cap by 100 points, this could increase to a maximum
of 200 luck.

When using fame based luck, which can be selected in the ini file, the character's luck is
based on his/her fame, infamy and bounty instead.

12.2 How to use

Simply picking up a horseshoe is enough. Afterwards the horseshoe could be sold or thrown
away.

12.3 Where to find

Horseshoes can be found outdoors on the ground, near places of interest, like settlements,
caves and shrines.

The misc stats menu shows the amount of horseshoes found, as shown below.
13. Appendixes

13.1 UI support

Ultimate Leveling adds an UI ini file (Ultimate Leveling for UI.ini), to configure its UI
elements (progress bar and text). Edit this ini file to change the appearance and position of
these elements. Edit the zoom setting to increase or decrease the size of the progress bar.

The font used should have a value between 1 and 5, but usually 2 and 3 are most suitable.

13.2 Quests

When using the experience based leveling system, completing quests gives experience. The
amount of experience and the message shown are configurable in the quests ini file
(Ultimate Leveling for quests.ini). Any quests not in this file are calculated as defined in the
advanced users ini file.

13.2 Mod compatibility

Mod authors can add support for Ultimate Leveling by adding the following line of code:

DispatchEvent "OnXPMessage" (ar_Map "xp"::xp "message"::mystring)

Where mystring is your string_var text and xp the amount of xp given to the player
character. Setting this value to 0 will simply show the message. This is, for instance, used by
my overhaul to show tamed animals gaining experience.

13.3 HUD Status Bars

When using the Skyrim or Orb (Diablo) layouts, you might want to create your own
progress bar. In that case you can use the variables ULVL.currentbar (between 0 and 1)
and ULVL.isrested.

An example of a possible bar defined in HSB ini file would be:

set tnoHSB.hud_color to sv_Construct "7-3*(ULVL.isrested>0)"


set tnoHSB.hud_val to sv_Construct "ULVL.currentbar"
set tnoHSB.hud_min to sv_Construct "0"
set tnoHSB.hud_max to sv_Construct "1"
set tnoHSB.hud_x to 66.5
set tnoHSB.hud_y to 99
set tnoHSB.hud_type to HUDbarVertical
SetStage tnoHSB 10
13.4 Real Time Lockpicking

To receive experience from lockpicking while using the mod Real Time Lockpicking a small
change to one of its scripts is required.

Find the following code in the script called aaaMigLockpickQS and add the text
highlighted below:

target.Unlock
If IsModLoaded "Oblivion XP.esp"
Call aaaMigLockpickOblivionXPFunc
ElseIf GetSkillUseIncrement Security
TriggerPlayerSkillUse Security 0 level
ModPCMiscStat 8 1
Else
ModPCMiscStat 8 1
EndIf

13.5 Alchemy Advanced

To receive experience crafting potions while using the mod Alchemy Advanced, make sure
to also install Alchemy Advanced Adjustments. You might also want to increase the amount
of experience received from crafting potions in the ini file.

13.6 New Skills

Ultimate Leveling supports mods adding new skills, like Maskar's Unarmored Skill,
Pickpocket Skill Overhaul and Fundament Enchanting Addons. When using manual
experience leveling, the player character receives an additional 5 skill points per new skill
for every level gained.

Note however that the pickpocket and enchanting mods have a minor display issue.
Sometimes, when reloading a savegame, the name of these new skills would show as “NOT
INITIALIZED”. In that case you'll need to restart the game, before the savegame can be
loaded correctly.

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