Oblivion

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Muert

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Muerts Simplified Leveling Mod version 0.5 INSTALLATION 1) Extract MuertsSimplifiedLeveling.esp to the Oblivion Data directory 2) Enable MuertsSimplifiedLeveling.esp in the Oblivion Launcher (click on Data Files) 3) Start a new game, or see below for instructions for existing characters With this mod, your level and attribut

Permissions and credits
Muerts Simplified Leveling Mod
version 0.5


INSTALLATION

1) Extract MuertsSimplifiedLeveling.esp to the Oblivion Data directory
2) Enable MuertsSimplifiedLeveling.esp in the Oblivion Launcher (click on Data Files)
3) Start a new game, or see below for instructions for existing characters


With this mod, your level and attributes will increase automatically as your
skills improve, up to 60 points beyond their starting values (even beyond 100),
Your level will increase every time you gain 10 skill points in your current strong
Skill set. No levels can be gained by gaining skill in Athletics, Acrobatics, Speechcraft
Security, Mercantile, or Alchemy. Based on this formula, (assuming the skill caps remain
in place) your maximum level is 52.

You'll no longer need to train skills you don't want to gain attributes.
Instead of a one size fits none formula, this mod uses appropriate calculations
for each attribute.

Strength = Starting value - 20 + .8 * average of highest weapon and armor skills
Endurance = Starting value - 20 + .8 * average of highest armor and physical skills
Speed = Starting value - 20 + .8 * average of highest physical and "action" skills
Agility= Starting value - 20 + .8 * average of 2 highest from marksmanship, security, and

sneak
Intelligence = Starting value - 20 + .8 * average of 3 highest magic skills, not including illusion
Willpower = Starting value - 20 + .8 * average of 3 highest magic skills, not including alchemy
Personality = Starting value - 20 + .8 * average of 2 highest from illusion, mercantile, and

speechcraft
Luck= Starting value - 20 + .8 * average of highest weapon, armor, magic, and rogue skills

(Weapon skills: blunt, blade, hand to hand, marksman)
(Armor skills: light armor, heavy armor, block, armorer)
(Physical skills: athletics and acrobatics)
(Rogue skills: mercantile, speechcraft, security, and sneak)
(Action skills: weapon and magic skills, except alchemy)

Your level is set to (Best Close Combat Skill + Best Ranged Combat Skill + Best Worn Armor Skill
+ Best 4 skills from Combat Enhancers - 175)/10
(Close Combat skills: blunt, blade, hand to hand)
(Ranged Combat skills: Marksman, destruction)
(Worn Armor skills: Heavy armor, Light armor)
(Combat Enhancing skills: Armorer, Alteration, Conjuration, Illusion, Mysticism, Restoration, Sneak)

Health is set to endurance * 2 + (endurance / (140/attributesperlevel)) * (level - 1).

(Yes, that's a complicated formula, but it's very close to the original optimium
health progression, and eliminates the need to train endurance immediately.)

Starting attributes are unchanged, and the maximum level and maximum health
change very little. This mod doesn't start to modify your attributes until the
new values are higher than your starting values.

Digizen also discovered an optimization that allows the script to run only after skill increases,
so there should be 0 FPS impact (ok, maybe 0.001).



With a new character, this mod starts automatically when you exit the sewers.

I recommend starting a new character for this mod, unless you're comfortable using the console.
In that case, you CAN retroactively change an existing character:

1) Install and enable the mod

2) Figure out your level 1 stats (www.oblivonmods.info has a nice character creation webpage) or if you don't want to lose any stats jump straight to step 5.

3) Use the console to reset your stats to those values:

open the console with the ~ key

Type "player.setav agility #" (without the quotes, and replace the # with your level 1 agility
"player.setav endurance #"
"player.setav intelligence #"
"player.setav luck #"
"player.setav personality #"
"player.setav speed #"
"player.setav strength #"
"player.setav willpower #"

4) Optionally, use the ShowBirthsignMenu and ShowClassMenu commands to redesign your character.
ShowClassMenu will reset your stats though.

5) Start the mod by typing:

"startquest dzSimplifiedLeveling"

If you didn't reset your skills, the mod will automagically give you the attributes you'd have
if you'd been using the mod from the start. (more specifically, the higher of the value you set
above and the value calculated by the mod).

6) Your level will remain the same until you are due for an increase from your skills. In the event that you are well below the calculated level, you will recieve one level per skillup until you have reached the correct level. You can also set the level you want with:

"player.setav level #"


TWEAKING

Marksman can increase strength: "set dzSimplifiedLeveling.marksmanEffectsStrength to 1"