Morrowind
0 of 0

File information

Last updated

Original upload

Created by

GreyWyvern

Uploaded by

greywyvern

Virus scan

Safe to use

15 comments

  1. newtmelon
    newtmelon
    • member
    • 0 kudos
    Is this OpenMW compatible?
    1. IndigoGollum
      IndigoGollum
      • member
      • 1 kudos
      It requires MGE, so no. Sorry.
  2. OffworldDevil
    OffworldDevil
    • premium
    • 118 kudos
    Been waiting for something like this. To further encourage actual questing and exploration, I would also suggest implementing a "Danger Modifier" that increases skill gain the further you are from safety, with the following tiers: 1. being in the wilderness, 2. being in a dungeon, 3. having enemies nearby, and 4. being in a combat situation.
    1. ARavenOfManyHats
      ARavenOfManyHats
      • member
      • 25 kudos
      I like this idea a lot.
    2. OffworldDevil
      OffworldDevil
      • premium
      • 118 kudos
      Thanks; it's much less convoluted than my original idea. Another alternative I've been considering with more specific (and toggleable) modifiers that can interact with each other in interesting ways:

      Spoiler:  
      Show
      Location Tiers: 1. Wilderness, 2. Dungeon

      Danger Tiers: 1. Nearby Enemies, 2. Combat

      Health Tiers: 1. Under 75%, 2. Under 50%, 3. Under 25%

      Magicka Tiers (spell skills only): 1. <75%, 2. <50%, 3. <25%

      Stamina Tiers (excluding Athletics/Acrobatics): 1. <75%, 2. <50%, 3. <25%, 4. 0%

      Encumbrance Tiers (movement/combat skills): 1. Over 25%, 2. Over 50%, 3. Over 75%, 4. 100%

      Blindness Tiers (movement/combat skills): 1. >25%, 2. >50%, 3. >75%, 4. 100%

      Sound Tiers (spell skills): 1. >25%, 2. >50%, 3. >75%, 4. 100%

      Lock Tiers1. >25, 2. >50, 3. >75, 4. 100

      Other Modifiers (single-tier each): Nighttime, Underwater, Owned Locks

      I should also note that these modifiers would have no effect on cooldown -- only XP amount -- so you're still discouraged from spamming. And with the new modifiers you're further encouraged to actually engage in combat instead of dancing around enemies as long as possible, take hits from enemies stronger than small vermin, use spells that consume a fair amount of magicka over useless 1-point spammers, and generally put yourself at a disadvantage in any given situation.
    3. greywyvern
      greywyvern
      • member
      • 1 kudos
      The thing is with combat... how do you define a really experience worthy combat situation vs a combat situation where you're in literally no danger and just raising skills? Equipping a shield and letting mudcrabs bash you for 1 damage endlessly is a combat situation. Why should you get extra experience for that? :/
    4. OffworldDevil
      OffworldDevil
      • premium
      • 118 kudos
      I suppose you could blacklist very low-level creatures and NPCs from registering as a combat situation at all, if possible, with that threshold changing with higher player levels.
    5. greywyvern
      greywyvern
      • member
      • 1 kudos
      My worry is that it gets too complex and the player ends up not knowing why they're getting penalized for one situation vs another.

      However, I might be able to add a "part 2" to this mod where you just don't get any experience for combat interactions with creatures or NPCs that are x levels below your own.
    6. OffworldDevil
      OffworldDevil
      • premium
      • 118 kudos
      Yeah, I wasn't so much suggesting that such encounters shut off all XP gain -- only that you get no Danger bonus -- but that could make for a good Hardcore setting, which could also be used to prevent any spells, damage, unlocks and other actions from registering as skill actions if their magnitude falls below a level-dependent threshold.
    7. zudaha
      zudaha
      • member
      • 0 kudos
      My suggestion for the combat is to based your progression skill, not with a number of hit to perform, but a number of damage to perform. Like this, spaming 200 fire spell of 1 damage would be the same as a spell that do 200 damage. And you could only gain a maximum of "5 damage xp" for a weak kwama with 5 hp, but "600 damage xp" for a daedroth for example.

      It would solve the case of the block skill, who your system don't prevent it, because the player can't it, but would aggro many weak creature during his travel, in order to raise his block skill. Here, the block skill progression should be based on the damage the blocking prevent.

      I don't know if it's doable, but I think I already see something like that for the spell.
  3. ciauz2
    ciauz2
    • member
    • 1 kudos
    Interesting...

    Would it be possible to do another mod, or an alternate version of this one, where you gain skill experience when you FAIL at something, not when you succeed?
    I always thought the major failure of this leveling system was that you were encouraged to do riskless things to level fast, but should be the other way around, you should learn (more) when you do risky activities and make mistakes.

    Obviously skills where you can't fail like Acrobatics should still use the dimishing return method.
    1. bigguschungus
      bigguschungus
      • member
      • 0 kudos
      This mod does that: Practice Makes Perfect
  4. Badumpa54298
    Badumpa54298
    • member
    • 0 kudos
    UUuuuuuuuugh
    I KNOW I need this mod... but will I be honest with myself...You're an ennemy of cognitive dissonance... I was so happy blaming the game.........
    I HATE YOU...
    ...for being this clever !!!!!!

    On a side note : I love how this mod encourage you to diversify your way of playing, if you truly want to find something of a loophole... In a way you need to explore parallel ways of playing : not so far, but a little different. Is it intended ? Dunno but loving it. This type of playing goes well with the mod with several hotkeys.

    I will dl this mod as soon as I get my PC back.

    Bravo mec.
  5. ponyboy18
    ponyboy18
    • member
    • 3 kudos
    What a great idea, gonna give it a try, anything to make leveling more natural and less cheesy.
  6. cardamom
    cardamom
    • member
    • 11 kudos
    a great addition! Thanks