Thanks for this mod. Glad you got it working and were nice enough to upload the Excel Sheet. Playing with the numbers, a 25+25, and 15+15 might be alternatives for some. I know for myself the 25+25 looks appealing, as the higher levels still require a fair bit of xp, but the first few dozen will blow by quickly enough that you won't miss much by not having high enough lockpick/hack skills.
not sure I understand what you mean, is it to disable leveling after level 50? If so, It can't be done in a comfortable way, however it's possible to disable leveling, almost
Found the version I wanted and I did some calculations for under my first play and using savant x5. Using the fastest xp version, the main quest + extras give you a total of 30,000 xp roughly (from wiki adding xp points), then don't forget the repeatable quests, the crafting xp, hacking/lockpicking & more, the enemy defeat xp and that x5 savant. In order to have a less "MMO grind" like game, since this is a role play and singleplayer, I suggest the fastest main version 400 base + 5 increment for anyone that doesn't want the "MMO grind" like NEW game, or you beat the game and want a faster NEW hero. This is also for someone like me, that doesn't wanna use the exploit quest xp or anything of the sort. Someone that wants leisure playtime without having hardcore in the grinding. In my opinion, the faster you level, without magical player health scale, with npc magical health scale, the game is also more immersive to me. Try starting with 1 in each stat and use 400 base + 5 increment.
What would you recommend for someone wanting to level up at a moderate pace. I used the 300 base +5 increment and found that by level 20 or so I was leveling up once per battle or more.
I started feeling like I wasn't really earning my levels.
By roughly 16 hours of gameplay I was past level 40, I think that maybe I should have been more around level 25-30.
using the excel sheet, 250 + 10 increments would be ideal with my perk mod im using as it makes the old level 272 all perks to level 352 all perks and the 250 + 10 increments is 25% of the vanilla total exp required for level 272 as i want the leveling to be 4x faster so please make this one, as i want 702k total exp for lvl 352.
I am playing with 800+40 now - the first 15-20 levels were OK, but then it has become too fast. I think something like 800+60 or 800+70 would be better. It is quite visible that the XP mechanics were designed for the base game (if it was at all), all extra quests and DLCs are just adding XP. Unfortunately there is no perfect setting - the whole system should be overhauled. The game gives good experience of improvement till around 40, but when you have max armorer, gun nut, science, then you can craft the best guns and armor, nothing what you can pick up after can compare in power increase. I love the game, but always get bored at that point and start a new char... Ahh, I see - you're editing iXPBase and iXPBumpBase in game settings (Gameplay/Settings... in the Creation Kit). Guess I'll be able to play with it. :)
I agree. Although I started with 400+5, I'm about to change it to 200+35 because that grows faster. I'm even considering just uninstalling this mod completely and continuing with the default XP system because I am leveling up after every or almost every kill!!!!!!!!!!!!!! Leveling up 2 or 3 times with a quest! I'm level 160 now
Maybe something like 190 + ( (10+LVL) * LVL ) so the amount it increases also increases by level. I don't know how much can be done, but at least a larger increment would be appreciated, such as 200+50 or 400+100, which makes earlier levels harder and higher levels not as easy.
Fallout 4 is 8 years old, a lot of people already played and finished it multiple times. These kind of mods lets you power through the tediousness without outright skipping it
Fast traveling (teleporting), pausing the game (stopping time), storing thousands of pounds worth of junk in a toolbox (hammer space), Never Ending legendary effects on a shotgun (literally magic), etc. Has no RP value. ARMA is the only true RPG.
But for real, slowly strolling around a populated town instead of jogging the fastest possible route, taking dialogue options that fit your character despite not fitting your IRL personality, choosing to use stealth instead of running in headfirst with a super sledge, choosing not to use power armor and using cover to your advantage, etc. These are the "real" RP elements in the game: Not the arbitrary limits the game imposes upon you, but the limits you impose on yourself.
This might sound crazy to you, but some people like to have options, options, which I might add, does not affect YOUR gameplay in any way whatsoever since you do not have to use it.
So your comment is about as useless as nipples on armor.
I've played over 1900 hours on just the PC version over the last 6 years, and finally finished the game a month ago.
I'd usually stop around the halfway mark because it wasn't fun anymore, and I didn't like how the game forced you to choose sides.
And yet, despite all those restarted games, I never played a stealth build, or a melee build, or even a sniper build, because I simply never had enough perk points to do it before I got tired of the game--I always had to spend them on the same basic required perks (gun nut, armorer, medic, lifegiver, locksmith, hacker, strong back, scrounger, scrapper, science, bloody mess) which we should have received by using those skills, rather than having to invest points into them. This will greatly help that.
...and by the time I have enough points lying around to spend on toughness--it's worthless! Why buy 50 points of damage resistance when I'm already walking around in over 200 points of armor?
If you don't like this, then we should either have AT LEAST 10 perk points available at level 1, or get 2 perk points each time we level, or we should earn those perks organically by using them. Get locksmith 1 by picking 10 locks. Locksmith 2 by picking 20. Etcetera. That option is the most sensible, and apparently it's doable (an invisible spell is cast on you whenever you use a skill, and once you reach the threshold the spell is dispelled and you receive a new level in that skill), but no modder I've talked to even wants to try it.
If you like NV, go play it. This is not NV. If you have a problem with a mod, don't download it. If you think there should be a different mod, then put in the work and make it (or at the very least request it KINDLY) Stop hating, stop whining. Let people play how they want, don't be a pretentious pr-*k. :/
Would like to request a version that keeps the 264 amount the same but makes slower early leveling and faster higher leveling so still equals out but makes for a harder start and less boring as you go up in levels. I used a mod like this on skyrim for several years. Was very satisfying. <OR Atleast from level 1-100 the same as vanilla>
Recommended to use with GCM (Game Configuration Menu) where you can adjust XP ratios for different things, or even disable xp for crafting and random stuff so that you only level up from combat and quests
If anyone wants to quickly check for themselves how much XP is required for a certain level, use the following formula:
Total XP = (n/2) * (2 * base XP + (n - 1) * increment)
where n = the level you're calculating
Example use (lvl24 with the main file): - level 24 - base XP is 500 - increment is 5 Plugging in the values: Total XP = (24/2) * (2 * 500 + (24 - 1) * 5) Total XP = 12 * (1000 + 115) Total XP = 12 * 1115 Total XP = 13,380
I don't know if it is this mod, but after I use this mod, a lot of the perks does not work anymore. Such as Goulhish. When I disable this mod, I got huge XP gain message with the XP number keep counting onscreen without leveling up.
For those who may have trouble deciding which one to use, I did some math to figure out at what point leveling becomes cheaper with which files.
With main file, levels become cheaper after level 10 (4680 xp) With Mod-3, levels become cheaper halfway through level 18 (14820 to get to 20, which is halfway through vanilla 18) With Mod-4, after level 24 (23540 vs 23576 vanilla) With Mod-5, after level 37 (54000 vs 54451 vanilla)
Mod 1 is probably level 7-8, mod 2 is probably level 13-15.
I didn't do the exact math for mods 1 and 2 since they are so similar to the main file. I didn't do the requests because they all are pretty easy to predict how they will affect your gameplay curve.
Note that the "exp till next level" start being cheaper than vanilla significantly earlier; around level 9 for Mod-3 and level 15 for Mod-5. This means that actually getting from one level to another gets faster than vanilla much sooner. This is just to show you when you stop being behind in total levels compared to vanilla.
Does anyone know if anyone has made a mod that has a ton of perks in it to allow for high levels? I found using this that the early levels were slow, but then my int etc were improved, and i started to scream through the higher game, only to hit the wall of the max level determined by how many useful perk points there are.
(I really wish they had used a skill point system, but oh well! That egg has hatched! )
Late reply, but in case anyone else ends up wondering the same thing, you may want to check out (https://www.nexusmods.com/fallout4/mods/28822) together with one of the mods that require it.
93 comments
Make sure you play around with the excel document first, so you know how the result will be.
If so, It can't be done in a comfortable way, however it's possible to disable leveling, almost
I started feeling like I wasn't really earning my levels.
By roughly 16 hours of gameplay I was past level 40, I think that maybe I should have been more around level 25-30.
I think something like 800+60 or 800+70 would be better. It is quite visible that the XP mechanics were designed for the base game (if it was at all), all extra quests and DLCs are just adding XP.
Unfortunately there is no perfect setting - the whole system should be overhauled. The game gives good experience of improvement till around 40, but when you have max armorer, gun nut, science, then you can craft the best guns and armor, nothing what you can pick up after can compare in power increase. I love the game, but always get bored at that point and start a new char...
Ahh, I see - you're editing iXPBase and iXPBumpBase in game settings (Gameplay/Settings... in the Creation Kit). Guess I'll be able to play with it. :)
Maybe something like 190 + ( (10+LVL) * LVL ) so the amount it increases also increases by level. I don't know how much can be done, but at least a larger increment would be appreciated, such as 200+50 or 400+100, which makes earlier levels harder and higher levels not as easy.
If you can get all the perks during one gameplay- then where is the role playing element in this ROLE PLAYING GAME?
But for real, slowly strolling around a populated town instead of jogging the fastest possible route, taking dialogue options that fit your character despite not fitting your IRL personality, choosing to use stealth instead of running in headfirst with a super sledge, choosing not to use power armor and using cover to your advantage, etc. These are the "real" RP elements in the game: Not the arbitrary limits the game imposes upon you, but the limits you impose on yourself.
So your comment is about as useless as nipples on armor.
4 never was a role playing game to begin with, that part of the games died with New Veas.
I'd usually stop around the halfway mark because it wasn't fun anymore, and I didn't like how the game forced you to choose sides.
And yet, despite all those restarted games, I never played a stealth build, or a melee build, or even a sniper build, because I simply never had enough perk points to do it before I got tired of the game--I always had to spend them on the same basic required perks (gun nut, armorer, medic, lifegiver, locksmith, hacker, strong back, scrounger, scrapper, science, bloody mess) which we should have received by using those skills, rather than having to invest points into them. This will greatly help that.
...and by the time I have enough points lying around to spend on toughness--it's worthless! Why buy 50 points of damage resistance when I'm already walking around in over 200 points of armor?
If you don't like this, then we should either have AT LEAST 10 perk points available at level 1, or get 2 perk points each time we level, or we should earn those perks organically by using them. Get locksmith 1 by picking 10 locks. Locksmith 2 by picking 20. Etcetera. That option is the most sensible, and apparently it's doable (an invisible spell is cast on you whenever you use a skill, and once you reach the threshold the spell is dispelled and you receive a new level in that skill), but no modder I've talked to even wants to try it.
Total XP = (n/2) * (2 * base XP + (n - 1) * increment)
where n = the level you're calculating
Example use (lvl24 with the main file):
- level 24
- base XP is 500
- increment is 5
Plugging in the values:
Total XP = (24/2) * (2 * 500 + (24 - 1) * 5)
Total XP = 12 * (1000 + 115)
Total XP = 12 * 1115
Total XP = 13,380
With main file, levels become cheaper after level 10 (4680 xp)
With Mod-3, levels become cheaper halfway through level 18 (14820 to get to 20, which is halfway through vanilla 18)
With Mod-4, after level 24 (23540 vs 23576 vanilla)
With Mod-5, after level 37 (54000 vs 54451 vanilla)
Mod 1 is probably level 7-8, mod 2 is probably level 13-15.
I didn't do the exact math for mods 1 and 2 since they are so similar to the main file. I didn't do the requests because they all are pretty easy to predict how they will affect your gameplay curve.
Note that the "exp till next level" start being cheaper than vanilla significantly earlier; around level 9 for Mod-3 and level 15 for Mod-5. This means that actually getting from one level to another gets faster than vanilla much sooner. This is just to show you when you stop being behind in total levels compared to vanilla.
I think this is my favorite mod now!
(I really wish they had used a skill point system, but oh well! That egg has hatched! )