Autor: SirFrederik
Version: 2.02
Sprachversion: Englische Version
Dateigröße: 1 File, 49kb
Benötigt: TES IV Oblivion mit neustem Patch und OBSE v0014 oder besser
Beschreibung:
Diese Mod ändert das Levelsystem auf Experience-Punkte (*sentimetal werde* feif. Außerdem ist es nicht mehr nötig, beim Level-Up zu schlafen.
Hier ein Auszug aus der ReadMe:
Download @ TesNexus: http://www.tesnexus.com/downloads/file.php?id=15619
Hier geht es zum Thread Im Beth-Forum.
Version: 2.02
Sprachversion: Englische Version
Dateigröße: 1 File, 49kb
Benötigt: TES IV Oblivion mit neustem Patch und OBSE v0014 oder besser
Beschreibung:
Diese Mod ändert das Levelsystem auf Experience-Punkte (*sentimetal werde* feif. Außerdem ist es nicht mehr nötig, beim Level-Up zu schlafen.
Hier ein Auszug aus der ReadMe:
2. Levelling System
Your Skills and Level no longer advance by using them, instead you now have to earn Experience Points (XP). By default, the amount of XP needed to advance to the next level increases per level as follows:
XP Needed to Level = (0.8 + Player Level/Multiplier) * 1000
By default, Multiplier is set to 5, so at level 1 you will thus need 1000 XP to level up, at level 6 you will need 2000 XP, at level 11 you will need 3000 XP, and so on.
The multiplier can be changed under XP Settings > XP Needed per Level.
2.1. Gathering XP
XP can be gathered in a number of ways:
1) By making kills. The XP earned for each kill is 5 times the actor level divided by the player's level.
2) By gaining Renown (fame/infamy). The XP earned for each is point of Renown is 150.
3) By exploring new areas. The XP earned for finding a new area is 50.
4) By gathering Artifacts. The XP earned for finding an Artifact is 300.
5) By gathering Nirnroots. The XP earned for finding a Nirnroot is 50.
6) By stealing items. The XP earned for stealing an item is 1.
7) By pickpocketing items. The XP earned for pickpocketing an item is 4.
8) By picking locks. The XP earned for picking a lock is 10.
9) By making potions. The XP earned for making a potion is 5.
10) By eating ingredients. The XP earned for eating an ingredient is 1.
11) By reading books. The XP earned for reading a book is 10.
12) By investing in stores. The XP earned for investing in a store is 150.
These values can all be adjusted under XP Settings > XP Gains.
2.2. Skill Points
After having gained enough experience to Level Up, the player gets 36 Skill Points which can be spent to increase your skills. Any unspent Skill Points are carried on towards the next level. There are two different presets that determine how it costs to level a skill:
Master of All: Each skill, whether Major, Minor or Specialized, costs 3 Skill Points to level.
Specialist: Major & Specialized skills cost 2 points to level, Major & Non-Specialized cost 3 points to level, Minor & Specialized cost 4 points to level and Minor & Non-Specialized cost 5 points to level.
The preset can be changed under Skill Settings > Skill Points.
2.3. Skill Distributions
When a skill is leveled, whether through training or through the level up menu, the stats associated with that skill are automatically increased. The amount a certain skill influences a stat gain is determined by the particular Skill Distribution you have chosen. Per default, each skill influences its Vanilla stat 100% - for example, 1 skill point increase in Blade gives 1 point of strength. There are a number of different presets that you can choose from:
Vanilla: Each skill influences its main stat 100%, as in Vanilla Oblivion.
The Warrior: As Vanilla, but Blade, Blunt and Hand-To-Hand now count an extra 20% towards Strength; this is mainly useful if you don�t want to level more than one weapon skill to increase your Strength.
The Mage: As Vanilla, but Destruction, Alteration and Restoration now count an extra 10% towards Willpower, while Alchemy, Mysticism and Conjuration count an extra 10% towards Intelligence.
The Thief: As Vanilla, but Marksman, Security and Sneak now count an extra 20% towards Agility.
Jack-of-all-Trades: Each skill now has secondary and tertiary attributes associated with it:
STR INT WIL AGI SPE END PER Total
Block 20 10 20 10 40 100
Armorer 10 20 30 40 100
Heavy Armor 30 10 20 40 100
Blunt 40 20 10 30 100
Blade 40 10 10 20 20 100
Athletics 20 20 40 10 10 100
Hand to Hand 40 20 30 10 100
Destruction 10 20 40 20 10 100
Alteration 20 10 40 30 100
Illusion 30 20 10 40 100
Conjuration 40 30 20 10 100
Mysticism 40 10 20 30 100
Restoration 30 40 10 20 100
Alchemy 40 20 10 10 20 100
Security 20 40 10 30 100
Sneak 10 10 40 20 20 100
Acrobatics 10 30 40 20 100
Light Armor 30 10 40 20 100
Marksman 20 40 30 10 100
Mercantile 10 30 20 40 100
Speechcraft 20 10 20 10 40 100
Total 300 300 300 300 300 300 300
Lastly, it is possible to manually adjust each value.
Skill distribution settings and preset can be changed under Skill Settings > Skill Distributions.
2.4. Attribute Gain Rate
After taking the active skill distribution, the percentage a skill influence an attribute gain is multiplied by the Attribute Gain Rate. The default rate is 85%, which gives around 10 attribute increases per level with default settings. With the Specialist Skill Point preset, it’s around 15 attribute increases for major & specialized skills.
The attribute gain rate is adjustable under Skill Settings > Attribute Gain Rate.
2.5. Training
This is different from vanilla as well. You gain 5 training sessions per level, as normal, but now unused training sessions are carried on towards the next level. So if you train 2 out of 5 times at level 1, you get to train 8 times at level 2. If you then train 6 times at level 2, you get to train 10 times at level 3, and so on.
2.6. Caps
By default, the maximum for an Attribute is 100, the maximum for a Skill is 100 and the maximum level for the player is 50.
Cap settings can be changed under Cap Settings > Attribute/Level/Skill Cap. Note that you will need to use e.g. Elys' Uncapper to make use of skills and attributes over 100.
Your Skills and Level no longer advance by using them, instead you now have to earn Experience Points (XP). By default, the amount of XP needed to advance to the next level increases per level as follows:
XP Needed to Level = (0.8 + Player Level/Multiplier) * 1000
By default, Multiplier is set to 5, so at level 1 you will thus need 1000 XP to level up, at level 6 you will need 2000 XP, at level 11 you will need 3000 XP, and so on.
The multiplier can be changed under XP Settings > XP Needed per Level.
2.1. Gathering XP
XP can be gathered in a number of ways:
1) By making kills. The XP earned for each kill is 5 times the actor level divided by the player's level.
2) By gaining Renown (fame/infamy). The XP earned for each is point of Renown is 150.
3) By exploring new areas. The XP earned for finding a new area is 50.
4) By gathering Artifacts. The XP earned for finding an Artifact is 300.
5) By gathering Nirnroots. The XP earned for finding a Nirnroot is 50.
6) By stealing items. The XP earned for stealing an item is 1.
7) By pickpocketing items. The XP earned for pickpocketing an item is 4.
8) By picking locks. The XP earned for picking a lock is 10.
9) By making potions. The XP earned for making a potion is 5.
10) By eating ingredients. The XP earned for eating an ingredient is 1.
11) By reading books. The XP earned for reading a book is 10.
12) By investing in stores. The XP earned for investing in a store is 150.
These values can all be adjusted under XP Settings > XP Gains.
2.2. Skill Points
After having gained enough experience to Level Up, the player gets 36 Skill Points which can be spent to increase your skills. Any unspent Skill Points are carried on towards the next level. There are two different presets that determine how it costs to level a skill:
Master of All: Each skill, whether Major, Minor or Specialized, costs 3 Skill Points to level.
Specialist: Major & Specialized skills cost 2 points to level, Major & Non-Specialized cost 3 points to level, Minor & Specialized cost 4 points to level and Minor & Non-Specialized cost 5 points to level.
The preset can be changed under Skill Settings > Skill Points.
2.3. Skill Distributions
When a skill is leveled, whether through training or through the level up menu, the stats associated with that skill are automatically increased. The amount a certain skill influences a stat gain is determined by the particular Skill Distribution you have chosen. Per default, each skill influences its Vanilla stat 100% - for example, 1 skill point increase in Blade gives 1 point of strength. There are a number of different presets that you can choose from:
Vanilla: Each skill influences its main stat 100%, as in Vanilla Oblivion.
The Warrior: As Vanilla, but Blade, Blunt and Hand-To-Hand now count an extra 20% towards Strength; this is mainly useful if you don�t want to level more than one weapon skill to increase your Strength.
The Mage: As Vanilla, but Destruction, Alteration and Restoration now count an extra 10% towards Willpower, while Alchemy, Mysticism and Conjuration count an extra 10% towards Intelligence.
The Thief: As Vanilla, but Marksman, Security and Sneak now count an extra 20% towards Agility.
Jack-of-all-Trades: Each skill now has secondary and tertiary attributes associated with it:
STR INT WIL AGI SPE END PER Total
Block 20 10 20 10 40 100
Armorer 10 20 30 40 100
Heavy Armor 30 10 20 40 100
Blunt 40 20 10 30 100
Blade 40 10 10 20 20 100
Athletics 20 20 40 10 10 100
Hand to Hand 40 20 30 10 100
Destruction 10 20 40 20 10 100
Alteration 20 10 40 30 100
Illusion 30 20 10 40 100
Conjuration 40 30 20 10 100
Mysticism 40 10 20 30 100
Restoration 30 40 10 20 100
Alchemy 40 20 10 10 20 100
Security 20 40 10 30 100
Sneak 10 10 40 20 20 100
Acrobatics 10 30 40 20 100
Light Armor 30 10 40 20 100
Marksman 20 40 30 10 100
Mercantile 10 30 20 40 100
Speechcraft 20 10 20 10 40 100
Total 300 300 300 300 300 300 300
Lastly, it is possible to manually adjust each value.
Skill distribution settings and preset can be changed under Skill Settings > Skill Distributions.
2.4. Attribute Gain Rate
After taking the active skill distribution, the percentage a skill influence an attribute gain is multiplied by the Attribute Gain Rate. The default rate is 85%, which gives around 10 attribute increases per level with default settings. With the Specialist Skill Point preset, it’s around 15 attribute increases for major & specialized skills.
The attribute gain rate is adjustable under Skill Settings > Attribute Gain Rate.
2.5. Training
This is different from vanilla as well. You gain 5 training sessions per level, as normal, but now unused training sessions are carried on towards the next level. So if you train 2 out of 5 times at level 1, you get to train 8 times at level 2. If you then train 6 times at level 2, you get to train 10 times at level 3, and so on.
2.6. Caps
By default, the maximum for an Attribute is 100, the maximum for a Skill is 100 and the maximum level for the player is 50.
Cap settings can be changed under Cap Settings > Attribute/Level/Skill Cap. Note that you will need to use e.g. Elys' Uncapper to make use of skills and attributes over 100.
Download @ TesNexus: http://www.tesnexus.com/downloads/file.php?id=15619
Hier geht es zum Thread Im Beth-Forum.
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