Morrowind
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NullCascade

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16 comments

  1. Vengyre
    Vengyre
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    • 25 kudos
    Just what I've been looking for. It's a pain to constantly tweak GMSTs to balance your game, having everything easily tweakable is neat.
    1. Vengyre
      Vengyre
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      • 25 kudos
      Found a conflict with Nimble Armor. If I set unarmored leveling rate to 0.5, it will not level at all. Might be the same for other armor's leveling through evasion.
    2. MaxWolfgang
      MaxWolfgang
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      • 0 kudos
      Nimble armor handles xp gain with scripts. You need to manually edit those.
  2. HeartbeatCity
    HeartbeatCity
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    • 15 kudos
    Pretty essential and convenient with TR, SHotN and PC making the overall game so expansive.
  3. ulysses
    ulysses
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    • 2 kudos
    Absolute essential mod! Has a permanent place in my modlist for some time now, thanks.
  4. itsWHISPERn7
    itsWHISPERn7
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    Hi! Just a quick question...

    If I want to lets say double how quickly Athletics levels should I set the number to 2.0 or 0.5?  Fishing around under the hood looking at GMST it seems as if lower numbers level faster.  I'm just not sure if this mod follows the same rule.

    Cheers!
    1. NullCascade
      NullCascade
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      • 178 kudos
      Higher is better. A value of 2 will make your skill progress double.
    2. itsWHISPERn7
      itsWHISPERn7
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      Awesome! Thank you for the quick reply.  Its nice to get help/guidance from one of the local legends on nexus.  Best of luck to you in whatever you are working on now.

      Highest regards!
  5. Brujoloco
    Brujoloco
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    What an intriguing mod! I think I will use this alongside CCCPs by Necrolesian see if I can finally level at the rate I have always wanted in Morrowind ... super slow without shooting myself in the foot in the process :)
  6. Chuckg
    Chuckg
    • member
    • 6 kudos
    I think that in conjunction with MCP's uncapper you can also use this as an effective skill capper, by setting skillLevelSpecific progress rate to 0.0 at the desired maximum skill level.But is there any way to cap different skills at different levels? Because I'd seriously love to cap acrobatics and athletics at 200 while letting everything else progress to 1000.
  7. Wubbledee
    Wubbledee
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    • 11 kudos
    I not getting any level ups with this installed. I've only edited Acrobatics and Athletics to 0.5, not touched anything else in the .json file. It's been a while since I've played but aren't I supposed to level up with every 10 increases to major and minor skills?

    *edit*

    Disregard, levelling is working fine, I'm just rusty.
  8. NexusUser
    NexusUser
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    Not sure on if it's possible but can you apply penalties based on the sum of your skills so you don't need to level up to receive a penalty if all your misc skills are going up?
  9. rockbiter68
    rockbiter68
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    So I *love* the idea of this mod, because I realize I needed something like it when I was trying to tweak the XP gain to my liking with my modlist (for the first time ever, I'm using an "always hit" mod, and don't want to gain XP too fast).

    I do have some questions, though: first of all, the default for this mod's .json file has all the XP gain at 1.0; however, in the CS, some skills are listing as having a higher or lower XP gain rate (I know successful lockpicking has an XP gain rate of 2.0, and some of the combat skills have lower progression rates). Does the 1.0 in this mod assume the vanilla XP gain rate, regardless of the percentage that the actual XP gain rate is? I ask because I have an .esp file that edits the gain rates; Shortblade, for example, now has an XP gain rate of .12. How to I translate that into this mod?

    Furthermore, can I set gain rates once certain skills reach a certain level? For example, let's suppose I have my Shortblade skill at a gain rate of .12, but when that particular skill reaches level 50, I want the gain rate to be halved. Is that possible?
  10. OffworldDevil
    OffworldDevil
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    Would it be possible to make a version for magnitude-based skill progression? As in, stronger attacks, spells and other actions grant higher experience.

    Situation-based skill progression would also be appreciated, if possible. For example, spells have to be used for their intended purpose to grant any experience at all:

    Restoration: Must heal or prevent actual harm, and fortified stats must be utilized in some way (like using up Fatigue).
    Destruction: Must inflict damage to enemies. Weakness effects do nothing on their own, but increased damage contributes to progression.
    Conjuration: Summoned/commanded creatures must inflict damage to enemies, and bound armor must take damage.

    Alteration: Shielding must take damage or cause damage to enemies, Open gives nothing for self-made locks, Lock only grants XP once per cell, WB levels you the longer you stay underwater, and WW while moving across water, with distance-based XP for other spells, moving while over-encumbered with Feather, and slowing enemies with Burden.

    Illusion: Must change enemy behavior or keep you hidden (time-based XP), sabotage spellcasting with Sound, and avoid hits with Sanctuary. Charm grants XP only if you succeed at haggling or receive info that results in a journal update, while Light and Night-Eye only level you when collecting new items and hitting enemies at night or indoors.

    Mysticism: Must trap a soul, absorb or dispel magic, absorb stats or reflect damage, steal items or trigger traps with TK, and teleport between cells. Larger souls grant more XP, as does teleporting longer distances, stealing heavier items, triggering stronger traps and doing both from farther away. Detect only levels you if something shows up on the map, and only once per cell.

    Other Skills: Hand to Hand levels only from Health damage since Fatigue can be endlessly farmed. As for Sneak and Athletics, actual map distance must be traveled (even if it's just in circles), instead of walking into a wall for 5 hours.

    Further Balancing: To prevent unnatural grinding, each skill progresses slower the more you use it per day, resetting back to its original speed at the 24-hour mark.

    Considering how convoluted this would be to pull off, I'd also be content with just making spells grant XP only during combat situations or with enemies nearby, since vanilla grinding tends to take place within the safety of a town, guild or home.