Level Up Formula Spreadsheet
Fallout 3 » Gameplay Effects and Changes
Fallout 3 » Gameplay Effects and Changes
Added: 28/03/2010 - 12:10PM
Updated: 28/03/2010 - 12:24PM
Description
Last updated at 12:24, 28 Mar 2010 Uploaded at 12:10, 28 Mar 2010
Like many people, I was quite annoyed to reach level 30 before even getting half way through the game, after some research I decided to make a mod based on the principles behind these two mods:
http://www.fallout3nexus.com/downloads/file.php?id=3637 by grunt3
and
http://www.fallout3nexus.com/downloads/file.php?id=195 by Baatorian
Unfortunately my laptop fried itself, so I was unable to make the combined .esp file as intended, however hopefully, some people may be able to make use of the Excel spreadsheet I designed to work with it before my computer decided to cook its own guts.
Sheet 1 - Level Up Formula
iXPBase - 200
iXPBumpBase - 150
The above fields are used to tell the game how much experience it takes to advance a level and how many additional experience points are required for each additional level.
By default to get to level 2 requires 200xp (iXPBase). To advance to level 3 requires another 200xp AND an additional 150xp (iXPBumpBase). To advance to level 4 costs the same as the total cost to get to level 3 plus the additional 150xp (iXPBumpBase) and so on.
The sheet also shows how many more (or fewer) experience points it takes to get to level 30 based on the two variables (iXPBase) and (iXPBumpBase) it also gives a rough estimate how many more +50xp Deathclaws or Hellfire troopers you would need to kill before you made up the difference in XP.
The "Standard Level 'O' Matic" simply shows the required XP needed to reach any level you choose with the default game values regardless of what is entered in the two variable boxes.
Sheet 2 - Damage and Combat XP Stats
Player Damage (fDiffMultHPByPCVH)
Enemy Damage (fDiffMultHPToPCVH)
Combat XP (fDiffMultXPVH)
Remember to select the "Very Hard" difficulty level after you have set the new values of your choice when using grunt3's mod.
Sheet 3 - Initial Character Creation
Simply change the figures in blue to correspond to your S.P.E.C.I.A.L scores and put 15 next to whichever 3 skills you decide to tag, then you will be able to see what your initial skill scores and all other derived statistics will be before you start a new game. Remember not to alter the figures shaded gray.
My idea was to try a play through of the game with 125% player and enemy damage with an initial 500xp required to get to level 2 (hopefully this would also mean no overlap with the level up screen sound effects and the "woo-hoo I'm outside" fanfare) and an increase of 450xp per level which would require approximately 2.8 times more XP to get to level 30 than default.
http://www.fallout3nexus.com/downloads/file.php?id=3637 by grunt3
and
http://www.fallout3nexus.com/downloads/file.php?id=195 by Baatorian
Unfortunately my laptop fried itself, so I was unable to make the combined .esp file as intended, however hopefully, some people may be able to make use of the Excel spreadsheet I designed to work with it before my computer decided to cook its own guts.
Sheet 1 - Level Up Formula
iXPBase - 200
iXPBumpBase - 150
The above fields are used to tell the game how much experience it takes to advance a level and how many additional experience points are required for each additional level.
By default to get to level 2 requires 200xp (iXPBase). To advance to level 3 requires another 200xp AND an additional 150xp (iXPBumpBase). To advance to level 4 costs the same as the total cost to get to level 3 plus the additional 150xp (iXPBumpBase) and so on.
The sheet also shows how many more (or fewer) experience points it takes to get to level 30 based on the two variables (iXPBase) and (iXPBumpBase) it also gives a rough estimate how many more +50xp Deathclaws or Hellfire troopers you would need to kill before you made up the difference in XP.
The "Standard Level 'O' Matic" simply shows the required XP needed to reach any level you choose with the default game values regardless of what is entered in the two variable boxes.
Sheet 2 - Damage and Combat XP Stats
Player Damage (fDiffMultHPByPCVH)
Enemy Damage (fDiffMultHPToPCVH)
Combat XP (fDiffMultXPVH)
Remember to select the "Very Hard" difficulty level after you have set the new values of your choice when using grunt3's mod.
Sheet 3 - Initial Character Creation
Simply change the figures in blue to correspond to your S.P.E.C.I.A.L scores and put 15 next to whichever 3 skills you decide to tag, then you will be able to see what your initial skill scores and all other derived statistics will be before you start a new game. Remember not to alter the figures shaded gray.
My idea was to try a play through of the game with 125% player and enemy damage with an initial 500xp required to get to level 2 (hopefully this would also mean no overlap with the level up screen sound effects and the "woo-hoo I'm outside" fanfare) and an increase of 450xp per level which would require approximately 2.8 times more XP to get to level 30 than default.
