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KingInk

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kingink

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About this mod

This is an OpenMW-exclusive alternative leveling mod which adheres to a vanilla+ design philosophy and has been created with a goal of increased immersion.

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Sensible Leveling

by King Ink


This is an OpenMW-exclusive alternative leveling mod which adheres to a vanilla+ design philosophy and has been created with a goal of increased immersion. The vanilla leveling system is known to be a convoluted affair which encourages metagaming and grinding for "perfect" stats. My goal was to eliminate the artificiality, while preserving a similar balance to the vanilla system.

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Description
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With this mod, increasing skills will increase their governing attributes automatically. You don't have to wait to gain a level for the attribute increase. You will get it as soon as it is earned and you rest. You will gain more of an attribute increase from higher skills than lower skills. This is to prevent accidentally gaining unwanted attributes early on. Nonetheless, it is balanced to end up about the same as it would in the original game.You gain levels based on the attributes you gain. When you gain 10 attribute points, you gain a level, your health is increased, and you gain 1 point of Luck. This is equivalent to a "perfect" 5-5-1 distribution as in the vanilla game.

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Instructions
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This mod is designed for OpenMW 0.46+. It will not work with the original engine. I encourage you to start a new game if you use this mod. Starting this mod on a game in progress may work, but it is unsupported. Use at your own risk in such cases. Save first, etc. As always, if anyone wants to adapt this mod for use with the vanilla engine or MWSE they are welcome to do so.

NOTE FOR 0.48 USERS:  This mod works with the current stable OpenMW 0.47, however in the development version 0.48 there is a bug. A fix for this bug will come when I rewrite this mod in Lua.

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Details
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Skills and Skill Gain: Unchanged from the original game.

Attributes and Attribute Gain: Capped at 100, as in the vanilla game, however, you won't have to wait to gain a level to get your attribute increase. It will happen incrementally while you rest. In the vanilla game, upon each levelup, you would receive a +5 modifier to an attribute when you gained a total of 10 skill points from major, minor, and misc skills with that governing attribute. That equates to +0.5 to the attribute from each skill increase, assuming perfect leveling. In Sensible Leveling, you will gain an average of +0.5 to the attribute from each governed skill increase. The increase will be lower when the skill is lower and higher when the skill is higher, but as you increase your skill towards 100, it will average out to be 0.5. 

Specifically:
SkillAttribute Gain
0 - 25 points     = 0.00
26 - 50 points   = 0.33
51 - 75 points   = 0.67
76 - 100 points = 1.00

Thus, the lower your starting skill is, the more effort will be required to get attribute increases. Higher starting skills will give faster gains. Gains are awarded upon the player's resting. This tiered approach is to help players avoid accidentally gaining attributes early on (and therefore levels) from incidentals such as athletics, and to encourage players not to metagame too much in character creation, but to pick major and minor skills they actually want to use. Just naturally using your skills, you will not have to worry about having an attribute distribution which is spread too thinly for your level.

Gaining Levels: Gained upon resting as in the vanilla game. However, for immersion purposes, you will receive no notification. In the original game, after a total of 10 skill increases from major and minor skills, you would receive a level. With Sensible Leveling, you will receive a level after gaining 10 attribute increases. This means that unlike the original game, whether the skills are major, minor, or misc, they all contribute to level, but in practice, because higher skills contribute more, a similar balance is preserved. Obviously, if you want to gain levels quickly, you should concentrate on increasing your core skills.

Gaining Health: Your health is calculated according to the vanilla formula, but with the exception that endurance contributes retroactively. There is therefore no need to rush to get a high endurance early. Note that currently in OpenMW, choosing the birthsign "The Lady" has no effect on health, and is treated only as a fortify endurance effect. This mod does not change that behavior. Any mod which does change that behavior is incompatible with this mod. But, all characters will ultimately receive more HP than in the original game due to retroactive health calculation, provided that they do gain endurance later.

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F.A.Q.
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Q: Can this work on vanilla?
A: No. However, if you want to adapt it for use with vanilla, go for it. You don't need my permission.

Q: I keep sleeping, but I'm not gaining a level
A: Check your character sheet. You won't receive a notification when you gain a level.

Q: I keep gaining skills, but my attributes aren't going up
A: You only gain attributes after sleeping. If your skills are too low, you may not see any attribute increase.

Q: What happens if I use the Bitter Cup? Will my attributes become messed up?
A: No. Sensible Leveling will detect it and adjust everything accordingly.

Q: What happens if I'm a vampire or werewolf? Will my attributes be messed up?
A: No. If you're a vampire, attribute bonuses are treated as fortifications in OpenMW and don't affect this mod. If you're a werewolf, you aren't allowed to sleep in werewolf form, so it doesn't affect this mod. If you are somehow using a mod that allows you to sleep while in werewolf form, there may be problems.

Q: What happens if I use a mod that alters base attributes after character creation?
A: For better or worse, this mod will overwrite any changes to attributes the other mod makes, so I don't recommend using that mod.

Q: The UI shows my progress towards gaining a level is 0/10 even though my skills have increased. Is anything wrong?
A: No. The mod tracks level progress outside of the game's usual way of doing it, so progress will always show 0/10, but it is being tracked correctly.

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Compatibility/Incompatibility
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Compatible with:
-Chargen Revamped Expanded Lands (https://www.nexusmods.com/morrowind/mods/44615)
-Sensible Races (https://www.nexusmods.com/morrowind/mods/47115)
-Sensible Birthsigns
-Fair Magicka Regen and similar
-Mods that alter skill progression

Not compatible with:
-Talrivian's State-Based Health or similar (My mod has similar functionality, and this wouldn't be needed anyway)
-Any mod which alters base attributes mid-game.
-Other leveling mods
-Mods that alter governing attributes*

*If you want to alter governing attributes, it isn't difficult to do so. Open SensibleLeveling.esp in the construction set and look at my comments in the KI_levelUp script. You will find a section in my comments that tells you what to change. You just have to change things in that one spot.