Oblivion

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Ged Havin

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gedhavin

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10 comments

  1. MaeseAtorrante
    MaeseAtorrante
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    How does this work alongside Fundament? What are the differences between each other?
    1. gedhavin
      gedhavin
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      I don't know; I'd never heard of Fundament until you asked. Having read Fundament's description, I'd say the two mods should "get along" if you are careful about which parts of the INI you initialize in GH Leveling.
  2. Jafo
    Jafo
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    Hello. I love the idea of this mod, but it doesn't seem to be working for me; every character is (at least) level 15 after exiting the sewers! I'm using nothing but this and Oblivion.esm [SI], with OBSE v0021, and whether I go through the game normally or tcl/unlock to the exit (I think my Athletics went up one point) I get the same baffling result. Win7 Home x64, fresh install of it (and of Oblivion).
    1. gedhavin
      gedhavin
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      Your level is essentially a weighted average of your skills. In other words, your level cannot be lower than your lowest skill or higher than your highest skill. It is true that you will usually be overpowered at the beginning of the game, but that will change as you play. If you don't want to be too OP at the start, make sure to "dial back" your attribute weights. Your level will still be high at the start, but you'll be weaker overall.
  3. Nealus
    Nealus
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    This mod sounds interesting. I'll track it to test out when I play the game.
    That, however, will not happen any time soon.
    1. gedhavin
      gedhavin
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      If you understand scripting or coding, it will still be worth your time to download it. I have included a TXT file which contains the code used so a person can get a feel for what the mod does and how it works without opening it in the Construction Set.
  4. grimmlinix
    grimmlinix
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    I like your mod a lot, however, even when I set it to use the ini's values for magicka, it remains unchanged. The magicka regen changes, as even with incredibly low wisdom I still regen at ridiculous rates. However my magicka does not increase by the ridiculous numbers I set it as in the ini. When I looked inside of your code you had SetNumericGameSetting GHfPCBaseMagickaMult GHfPCBaseMagickaMult where i think you meant fpcbasemagickamult. however changing and saving this in the code text document did not resolve the issue. I am not a modder (yet), but i think that you may have to edit the mod in order to get that to properly work.
    UPDATE:ran through it with the obse version of the TesCS, deleted those two letters and now i have 9101019 magicka at a multiplier of 100000, so it works as intended now. just set GHfPCBaseMagickaMult to fpcbasemagickamult.
    1. gedhavin
      gedhavin
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      Uggg, code bugs. Thank you for telling me. I'm spending time with a family member but I'll fix the issue soon and release an update. This is one setting I did not check because another mod I use, Supreme Magicka, handles it.
    2. gedhavin
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      The problem has been fixed with the most current version (2015.12.2. I have also included some error checking of settings in section G of the INI. Finally, I removed the upper limits from the gold reward modifier and the encumbrance multiplier.
  5. gedhavin
    gedhavin
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    This is the very first mod, for any game, which I have ever uploaded to the internet. Constructive criticism is welcomed, as are compliments for parts you felt are well done.