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:
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.