Oblivion XP Levelling v3.0.1 by SirFrederik

This mod completely changes the default leveling system to one similar to the classic XP systems found in games such as Baldur’s Gate and World of Warcraft. For example, you now gain XP for completing quests or feeding on someone as a vampire. Explore new areas, search for Artifacts or steal items to gain XP! And best of all, every setting is fully customizable through a handy .ini file!

Download links:

TES Nexus

Planet Elder Scrolls

Official forum thread

1.     Getting Started

1.1.Requirements

Oblivion XP requires Shivering Isles v1.2.0.416 and the Oblivion Script Extender (OBSE) version 0015. Furthermore, Oblivion XP supports attributes over the default maximums – to make use of this, it is recommended you use one of the various uncapper mods available, e.g. Elys’ Uncapper. Lastly, Oblivion XP requires DarNified UI or DarkUI’d DarN UI.

1.2.Installation

To install Oblivion XP, either load the OMOD using Oblivion Mod Manager and activate it, or extract the archive to your Oblivion\Data directory, depending on which version you chose to download. During installation of the OMOD, you will be asked what UI you are using – DarNified UI or DarkUId DarN. Other UIs are not supported by Oblivion XP! If you do choose to use Oblivion XP with another UI (including vanilla!), your stats page is not going to look good. If you are installing the mod manually, then you will need to rename the files in the Menus\ folder (levelup_menu_Darn.xml to levelup_menu.xml, etc. - make sure to do this for all the files that have the _Darn extension!).

1.3.Before You Play: Configuration

Before you first start using Oblivion XP, have a look at the configuration file, located in your Oblivion\Data directory, called “Oblivion XP.ini”. This file contains all the settings for the mod and while per default it’s very well balanced already, you may want to change some settings so that they are more to your liking. Every time you load the game, this file is read in by the mod – so if you want to change any setting when playing, quit the game, edit the ini file, save, and reload the game. The file contains a short description for each of the settings, as well as the default settings should you wish to revert back to them.

1.4.Using the Mod

After you have configured everything to your liking, simply check the esp and start the game! Oblivion XP is existing-character friendly, so there is no need to start a new character when you first start using this mod. However, to get the full experience, it is recommended you start a new game. You will get various messages informing you that you gained XP in the top left of your screen, but you can also view your Current XP, Needed XP, Total XP, XP per Hour and Rested XP at any time on the stats page of your UI. Furthermore, Oblivion XP prints all the gain messages to the console, which now functions as a combat log of sorts.

2.     The Levelling System

2.1.Levelling Up

Your Skills and Level no longer advance by using them; instead you now have to earn Experience Points (XP) to increase your level. By default, the amount of XP needed to advance to the next level increases per level as follows:

XP Needed to Level = Multiplier * 500 * (0.8 + Player Level/Multiplier)

By default, "Multiplier" is set to 5, so at level 1 you will thus need 2500 XP to level up, at level 2 you will need 3000 XP, and so on. Once you have gained enough XP to advance to the next level, you will be notified of this fact and you will have to find a place to sleep to advance to the next level. Once you have slept, a menu will appear notifying you that you have been awarded 36 Skill Points, which you can use to increase you skills. Don't worry if you have some left-over Skill Points after choosing the skills you want to increase – they carry over to the next level! Another neat feature of Oblivion XP is that the amount of training sessions you have available carry over to the next level – you will not have to worry about spending your training sessions any longer!

The amount of Skill Points it costs to increase a Skill is determined by the Skill Point Preset - there are two available options:

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 / Minor & Specialized cost 3 points to level and Minor & Non-Specialized cost 4 points to level.

The default setting is Specialist.

2.2.Gathering XP

XP can be gathered in a number of ways – as XP from Killing needs a little more explanation, it’s in its own separate section.

2.2.1.      XP from Killing

The player earns XP by making kills. The XP earned for each kill is dependent on the level of the NPC, the level of the Player and the toughness of the NPC. The calculation of the final XP awarded for a kill is as follows:

Final XP = ( Base XP * Bonus XP Multiplier ) / ( # of companions + 1 )

First, the base XP for an NPC is determined by the ratio of the NPC’s level to the Player’s level; for example, the base XP for killing a level 1 NPC at level 1 is 5 XP and the base XP killing a level 10 NPC at level 1 is 163 XP, while the base XP for killing a level 1 NPC at level 5 is 1 XP and for killing a level 10 NPC at level 5 is 32 XP.

After having calculated the base XP, the Player’s attributes are compared to the NPC’s attributes (the attributes taken into account are: Health, Strength, Endurance, Agility, Personality, Intelligence, Speed and Willpower), which determines the Bonus XP multiplier as follows:

Bonus XP Multiplier = ( NPC Attributes ) * ( Player Attributes )

Note that the player only gets XP for kills actually made by the player, one of the player’s summoned creatures or one of four selectable companion NPCs!

To mark an NPC as your companion, press Right-Control and P and the same time – note that Oblivion XP does not include a companion system, this option is just there for support!

2.2.2.      XP from Various Actions

Aside from XP from kills, the player can gather XP through the following actions:

-          By gaining Renown (fame/infamy). The XP earned for each is point of Renown is 150.

-          By exploring new areas. The XP earned for finding a new area depends on the remoteness of the area, which is determined by your distance to the nearest city. A very easy location yields 30 XP, an easy location 60 XP, an average location 90 XP, a hard location 120 XP and a very hard location 150 XP.

-          By gathering Artifacts. The XP earned for finding an Artifact is 300.

-          By gathering Nirnroots. The XP earned for finding a Nirnroot is 50.

-          By stealing items. The XP earned for stealing an item is 1. Stealing 10 gold counts as 1 item.

-          By pick-pocketing items. The XP earned for pick-pocketing an item is 4. Pick-pocketing 10 gold counts as 1 item.

-          By picking locks. The XP earned for picking a lock depends on the difficulty of the lock – a very easy lock yields 15 XP, an easy lock 30 XP, an average lock 45 XP, a hard lock 60 XP and a very hard lock 75 XP.

-          By making potions. The XP earned for making a potion is 5.

-          By eating ingredients. The XP earned for eating an ingredient is 1.

-          By reading books. The XP earned for reading a book is 25. Reading a book only yields XP once.

-          By investing in stores. The XP earned for investing in a store is 150.

-          By raising someone’s disposition towards you to 100. The XP earned for persuading someone is 25.

-          By feeding on someone as a vampire. The XP earned for each vampire bite is 50.

-          By completing Quests. The XP earned for a Quest is hand-tailored and depends on its length and difficulty.

The values for these various actions can all be customized in the ini file.

2.2.3.      Rested XP

When you sleep, you become more rested and you gain XP faster than normally – you are awarded a certain amount of Rested XP after sleeping, which doubles your XP earnings until it runs out. The maximum amount of Rested XP you can have is 8 hours of sleep worth of Rested XP. As an example of how this work, consider the following situation:

I sleep 4 hours, and gain 200 rested XP.

I kill a level 10 marauder, which would normally yield 40 XP, but now yields 80 XP.

I now have 160 rested XP left.

I discover a very hard location, which normally yields 150 XP, but now yields 300 XP.

I now have 10 rested XP left.

I kill another level 10 marauder, which now yields 50 XP, leaving me with no rested XP.

The amount of Rested XP awarded for each hour of sleep is configurable in the ini file.

3.     Attributes

3.1.1.      Health

Per default, the your Health is calculated as follows:

Health = 2 * Endurance + Player Level * Endurance / 10

This means that, unlike in Vanilla, with Oblivion XP your Endurance acts on your Health retroactively. You can define the per-level bonus for each attribute, as well as the base multiplier, in the configuration file.

3.1.2.      Magicka

In vanilla Oblivion, your Magicka is calculated as follows:

Magicka = Intelligence x 2

In Oblivion XP, this is changed to:

Magicka = Intelligence x 2 + Player Level * Intelligence / 10 + ( Sum of All Magic Skills ) / 4

This means you will have a substantially higher amount of Magicka than in Vanilla when using the default Oblivion XP settings. You can define the per-level bonus for each attribute, as well as the base multiplier, in the configuration file – you can furthermore fine tune the influence of your Magic skills on your Magicka (or turn it off completely).

3.1.3.      Fatigue

In vanilla Oblivion, your Fatigue is calculated as follows:

Fatigue = Agility + Strength + Endurance + Willpower

In Oblivion XP, you can set additional bonuses per level for each attribute, all of which are applied retroactively.

3.1.4.      Luck

Each time the player advances to the next level, there is a 10% chance of gaining 3 points of Luck, a 20% chance of gaining 2 points, 1 point or 0 points and a 30% chance of losing 1 point.

3.2.Regeneration

The rate of regeneration of your Magicka is (as in Vanilla):

Magicka Regen Rate (%) = ( 0.75 + 0.02 * Willpower ) * Total Magicka

Unlike in Vanilla, with Oblivion XP, your Health also regenerates:

Health Regen Rate (%) = ( 0.75 + 0.02 * Willpower ) * Total Health

You get 100% of your Health regen while not in combat, while in combat you only regen once every few seconds, depending on how high your willpower is.

You can define the Base rate of regeneration, as well as the effect Willpower has on the rate, in the configuration file. You can also turn off Health regen completely should you wish to do so.

3.3.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 – however, Oblivion XP supports setting these higher, so if you’re running a mod that allows skills and/or attributes to have use above 100, then you can set these to their hard-coded maximum of 255!

3.4.Main Attributes

Your main attributes (Agility, Strength, Endurance, etc.) are directly determined by your Skills. The calculation is essentially the same as the one in nGCD, although Oblivion XP's Skill-Influence Chart is slightly different that the default nGCD one. The calculation is as follows. First, your base skill values are divided by the Skill Cap (see previous section), and then exponentiated depending on their Specialization and Major/Minor status. Lastly, the value arrived at is multiplied by your Attribute Cap to yield the final Attribute value. You can customize the way this works in the configuration file, as well.

Some implications of the calculations:

- Increasing your Attribute Cap without increasing your Skill Cap will increase your attributes! Your current Attribute score is a percentage of the maximum.

- Increasing both Attribute and Skill Caps simultaneously (and by the same amount) will not affect your Attribute Score in a major way (although there might be slight differences in having both Caps at 100 and having both Caps at 200).

- Increasing the Overall Rate (SSOverallRate in the ini) will decrease your Attributes, and vice versa! So if your Attributes are too low for your liking, try setting the Overall Rate to 50 for example.

4.     Incompatibilities/Bugs

This mod will generally be incompatible with mods that:

-          change the rate at which skills increase; simply load OXP after any such mod and there should be no issues.

-          change the way levelling up is handled; do not combine this mod with any other levelling mod! (e.g. KCAS, AF, Balor, nGCD)

If you have any further questions or have a bug to report, please do so in the official forum thread (see link at the top of this page).

5.     Credits

DarN for his incredible custom UI and many many bugreports!

The entire community at BGsForums for great inspiration and numerous ideas and bugreports!

The scripts in Oblivion XP were in part inspired by:

Balor Levelling Vehem Ed. by Vehem

Experience based training for nGCD by Mr. Pimburton

Experience Levelling System by SiDima

nGCD by Tejon

Please do not use any part of this mod without asking for permission first – contact me on BGsForums. If I haven’t responded within 4 weeks, you may assume I agree to your request.

6.     Changelog

v3.0.1

- The Class menu is now no longer shown at start-up.

- Fixed a bug where a new character’s first kill would not register.

- Fixed the UI so that now it displays properly when you don’t have a Class yet.

- Fixed a bug where setting some XP multipliers to 0 would cause the Main script to halt.

- Fixed a bug where turning off Rested XP would cause Sleep-to-Level to malfunction.

- Fixed a bug where XP could become negative.

- Fixed a bug where initial use of the mod on existing characters would cause unintended XP gains.

v3.0

- Configuration is now done through an ini file, which is read in each time the game is loaded.

- Completely rewrote all the scripts.

- Now comes with a custom DarNified UI.

- Added various statistics: Total XP Gained, XP per Hour & Time Played.

- Added detailed console output.

- Added custom sound and animation for when the Player gains enough XP to Level Up.

- The Player now needs to sleep in order to raise his/her level (optional).

- Sleeping yields a certain amount of Rested XP, which doubles any XP gained until it runs out.

- Quests now yield XP for completing them, on top of the usual XP gain for Fame/Infamy gains. The amount of XP for each Quest depends on its length and difficulty.

- Added optional support patches for all the official DLC plugins.

- Feeding on someone as a Vampire now yields XP.

- XP gained for discovering a new location now depends on the distance of the location to the nearest city.

- XP gained for lockpicking now depends on the difficulty of the lock.

- The mod now initializes from the very start of the game and is compatible with any delayed start mod.

- XP gained for kills now depends not only on the NPC’s level, but also on the NPC’s strength.

- When stealing or pickpocketing gold, every 10 gold now counts as 1 item, unlike before where every gold piece counted as 1 item.

- Increased the amount of XP needed to gain a level.

- Magicka regeneration is now configurable.

- Optional in-built Health regeneration.

- Fixed a bug where temporary increases in Skills would cause permanent increases in Attributes.

- Completely reworked the way Attributes are determined – this is now much the same as nGCD, save for some details.

- Added a check for unintended level increases.

v2.2

- Now requires OBSE v0015.

- Reworked the system for XP gain from reading books. Reading a book now only yields XP once.

- Added custom icon and sound for XP gain messages.

- The player only gets XP for kills actually made by the player, one of the player’s summoned creatures or one of four selectable companion NPCs.

- Tweaked the way XP from killing is calculated.

- Tweaked XP token distribution (kudos to Strategy Master!), which eliminates crosshair-flickering.

- XP tokens are no longer marked playable.

- The configuration menu is no longer accessed via a Misc. Item, instead now Right-Control+O is used.

- Fixed bug where accessing the Skill Settings > Skill Distributions > Manual Distribution menu would cause a CTD.

- Fixed bug where unequipping the Gray Fox Cowl would yield XP if the player had non-zero Fame before equipping it.

- Fixed bug where the Force Initializeť option would not start the Token Distribution Quest.

v2.1.3

- Fixed bug where upgrading from an older version would stop XP token distribution.

v2.1.2

- Fixed bug where quadratic XP setting wouldn’t work as intended.

v2.1.1

- Fixed bug where equipping the Gray Fox Cowl would yield XP due to Infamy increase.

- Fixed bug where the Skeleton Key effect (+40 Security) would cause an increase in Agility.

- Fixed bug where the Oghma Infinium would make the player level up in Vanilla manner.

- Fixed bug where XP could become negative.

- Fixed bug where token script would start before the leveling system.

- Fixed bug where parts of the main- and level-up-menu would become inaccessible if not exited properly.

- Tweaked long distance token behavior.

- Added option to disable/enable retroactive health/fatigue/magicka through the in-game menu.

- Added option to show level-up menu through the in-game menu (Advanced Settings).

v2.1

- Determining Major/Specialized skill is fully automated now, no more dialogue to set specialization.

- Changed crosshair behavior slightly.

- Added OBSE version check.

- Added customizable Derived Attributes: Health is now retroactive.

- Included level-up menus (Vanilla, DarN & DarkUId DarN).

- Fixed a bug where you could set XP/level below zero.

- Improved lay-out of the menus and XP gain messages.

- Added option to change the way XP from killing is calculated.

- Tweaked XP needed to level, which is slightly higher now and the multiplier increases (instead of decreases as before) the XP needed.

v2.0.2

- Lowered the default overall attribute gain rate and made it customizable through the menu.

v2.0.1

- Fixed a bug in the skill cap script.

- Fixed a bug where some values would not default to the proper value when using “Restore defaults”.

v2.0

- Added Skill Distribution presets.

- Reworked Skill Point system.

- Fixed bug where training sessions would not carry over to the next level.

- Fixed attribute cap at 200.

- Fixed various spelling errors.

- Reworked menu.

- Added option to change the way XP gain messages are displayed.

- Added option to change Attribute, Level and Skill cap.

v1.3

- Changed the way training sessions are handled.

- Added option to change number of skill points.

v1.2

- Added option to change race/birthsign/class through in-game menu.

v1.1

- Now completely customizable through in-game menu.

v1.0.2

- XP needed to level up no longer static, but increasing with level.

v1.0.1

- No level up while the player is in combat.

v1.0

- Initial Release.