Morrowind

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mg979

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mg79

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About this mod

A leveling mod, GCD realism + MADD simplicity + zero performance impact.

Requirements
Permissions and credits
MCC Leveler
by mg979
Version 1.8
Requirements: latest MGE-XE contains everything you need.
Tested with MCP 2.4.


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Version 1.8: rewrote initialization scripts, to fix a potential bug.
Simplified and restructured other scripts. Magicka regeneration is not enabled
with quick initialization. Updated Excel sheet. Tested only with last MGE + MWSE 2.1.
Not savegame compatible!


Version1.7b: fix for constant bonus/penalties(curses or diseases), now it always restores
attributes after a new drain effect, unless there's been a damage or there is a constant
curse/drain/disease.



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About


With this mod I tried to unite the simpleness of use of MADD Leveler and the realism of GDC. I was a fan of
GDC, at least of the concepts behind the mod. But when I first run it, endless questions and stuff to set just to get
started. There were too many different versions, and reports of crashes and weirdness. So, in short, I made my own, and
here it is.


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Installation

To activate and configure the mod: Alt+M+L in inventory menu.

If you choose Quick Start, mod will be installed with default values. Once it's initialized, if you want to change
settings and reinitialize it, select 'Revert changes'. You can also do this to perform a clean uninstallation.

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F.A.Q.


Spoiler:  
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Main features
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All features are optional and configurable.

Skill-based leveler

- Attributes are calculated on the base of your starting values and your skills. The proportion of these two elements
is defined by the 'Starting Attribute Factor' (SAF) that you can configure.

- So, skill advancement directly influences attribute advancement. Not at level-up, but continuously.

- Skills aren't governed by a single attribute, and each skill influences the development of more than one attribute in
different proportions. You can think of it this way: when you fight with a sword, you don't use just your strength,
but also your agility, and maybe your speed. When you haggle with a merchant, your personality is important, but why
not intelligence? Etc. You can read all this in the included Excel file.

State-based health & Magicka regeneration

- Your HPs depend on your current stats only, and Endurance gains are retroactive. A magicka regeneration option is
also included.

Skills decay

- After a certain number of days (default 7), skills you didn't train in will drop by 1 point.


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The bare minimum you should know
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- Once the leveler is initialized, attributes are recalculated on the base of your
starting attribute, and the skills that would influence that attribute's growth,
plus a bonus depending on the difficulty level.

- Starting Attribute Factor(SAF): you can choose the fraction of your starting
attributes that is transferred to the new values. The rest is contributed by skills.
Recommended value: 50 or more.

- Increase your skills to increase your attributes. Less SAF, more influence
from Skills. More SAF, higher starting attributes, but more static character.

- Difficulty: another fraction of your starting attributes can be transferred
'for free'. Easy is 1/2, Normal 1/4, Hard 1/8, Very Hard 0.

- Each skill influences the development more than one attribute at a time, and in
different proportions. For instance, Long Blade helps increasing Strength, Agility,
Speed.

- You still get attribute points at level-up to distribute, but no multipliers (1x).

- There is an included Excel sheet where you can learn more and test your builds.



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More in depth
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-Skills aren't governed by a single attribute, and each skill influences the
development of more than one attribute in different proportions.

-Some skills influence certain attributes more than others. Some skills may
be very focused on a certain attribute, while other may spread their
influence over more attributes in a more even way.

-The mod cannot detect which your major and minor skills are, but when the
mod is first started, skills that are over 30 pts are considered 'major',
and their influence on attribute advancement will be multiplied by 3. Skills
with over 15 pts will be considered 'minor', and their influence on
attribute advancement will be multiplied by 2.

-This has two important consequences, one positive and one negative. The
negative side is that if you don't start a new game or have a relatively
fresh character, this mod can make your character slightly (or heavily)
overpowered. The positive side is that also racial and specialization
bonuses have their say in the character advancement, since you can reach 15
points in a skill without it being selected as a minor skill at character
generation.

-Another difference is that Luck is a living attribute. It is considered as a
measure of the favour of the Divines, and it is influenced by skills like
Mysticism or Conjuration, through which you establish a link with the
otherworldly forces, and by many other skills in a smaller way. The TOTAL
influence of all skills is PERFECTLY evenly distributed among attributes.
This means that if you raise all of your skills by 100, all of your
attributes will be raised in the same way (but remember that skills that are
considered major or minor have an increased influence).


There are two Esps for each variant (MWSE standard/alpha).

The normal version doesn't include extra GMST changes, but there are no level-up
multipliers (all set at 1). If you use this version, it is recommended that you
also use some mod that tweaks some settings (BTB Improvements or similar).
I especially recommend a setting to increase training cost, because cheap
training can dramatically change the natural progression of a character's
attributes.

Spoiler:  
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In short, how attributes are calculated.
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Spoiler:  
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More in detail, how attributes are calculated.
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Spoiler:  
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Some example builds (HARD difficulty, SAF 50)
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Spoiler:  
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State-based health and Magicka regeneration
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Spoiler:  
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Skills Decay

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Disabled by default. After a number of days that you can configure (default 7
for quick initialize), skills you didn't train in will drop of 1 point. Skills
will never drop under their starting value, and will only drop if you didn't
make any progress (1 full point) in the defined time interval.


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Quick Initialize

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You can choose to initialize with default values in the config menu. As of v1.7,
these values are:

- Normal difficulty (bonus 1/4 of vanilla starting values)
- SAF 50
- Skills decay: every week

Nor Magicka regeneration, or State-based health are activated by default.

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Final Notes and Warnings (MWSE non-Alpha only):
Spoiler:  
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Change log:
Spoiler:  
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My other mods and projects:

Morrowind Cinematic Combat (WIP)
Quick Loot for MW
Comfortable Stashing for Fallout 3
Realistic Encumbrance and Burden for Oblivion