File information

Last updated

Original upload

Created by

KirbonatedBeverage

Uploaded by

KirbonatedBeverage

Virus scan

Safe to use

163 comments

  1. KirbonatedBeverage
    KirbonatedBeverage
    • premium
    • 72 kudos
    Locked
    Sticky
    Please do not report bugs in this thread, keep Bug Reports to the bugs section of the mod page
  2. Izgramortrue15
    Izgramortrue15
    • member
    • 6 kudos
    This is SO COOL mod. I want ask. Can you add 1 type of questXP. We have Main, Guild, Side, Task. But what about many mods, where we have 1 quest, but large. Its dont main, dont guild. But this very large for Side. For Example Terror of Tel Amur. We have some small quest, like side, but we have 1 large quest. Maybe add 1 type for quest like this?) Or you think its superfluous. Maybe))
    1. KirbonatedBeverage
      KirbonatedBeverage
      • premium
      • 72 kudos
      I find something like that to be superfluous. For one, mod authors need to manually add support for quest types other than the generic side quest type, so adding a category like that likely wouldn't really do anything since I don't plan to manually add support for every quest mod in existence.

      Secondly, I didn't decide on quest categories based on quest length or difficulty, but based on how relevant they are to the Roleplay of a character. The Main Quest and the Guild Quests are the quests that are most relevant to your character growth and Roleplay, so they have the largest XP gains. "Tasks" are there as a band-aid fix for a couple of outlier quests in the vanilla game where a single quest is split into multiple separate journal entries that have their own separate completion tracking.

      There are some vanilla quests that function the way you describe, namely the Stronghold quests, but I didn't elevate them to a higher quest tier because they still fill the narrative role of Guild Quests in the grand scheme of things.

      Lastly, I balanced the mod around the idea that the vast majority of quests would give you the Side Quest XP values. Main Quest XP and Guild Quest XP are there just to provide an extra incentive to pursue those parts of the game, and actually let you break the "standard" xp progression. In particular I mostly only balanced the XP gains around the early levels (specifically about what range of levels I expect a player to reach after speaking with Caius for the first time), since in the late game you will have access to so many XP sources that the specific values don't matter. 
  3. BaronMunchhausen
    BaronMunchhausen
    • member
    • 5 kudos
    Any plans to add perks for two-handed longswords?
  4. SeiryuAkuma
    SeiryuAkuma
    • member
    • 1 kudos
    Is it still possible, with your mod, to get experience points like in vanilla, through leveling up important and basic skills?
    1. KarasuRen
      KarasuRen
      • member
      • 3 kudos
      Why you need this mod then ? Play vanilla.
    2. KirbonatedBeverage
      KirbonatedBeverage
      • premium
      • 72 kudos
      This mod fundamentally alters how XP functions in Morrowind. While there are options for gaining XP by exercising skills, it is not the same as vanilla.
  5. MaqueTonight
    MaqueTonight
    • member
    • 0 kudos
    Does this mod recognize quests/enemies/locations from other mods? Like Tamriel Rebuilt and the like?
    1. LonesomeWayfarer
      LonesomeWayfarer
      • member
      • 0 kudos
      Year or so ago I had installed this mod alongside with Tamriel Rebuilt and it worked. Well, my fuzzy memory suggests me that there was one or two wonky quests that had refused to give XP, but it could be improper quest handling on TR's part. And I don't remember if boss enemies were present. To my knowledge the way XP rewarded for quest depends quest stages(at least in only two currently available xp mods). TR uses the same  quest system as vanilla Morrowind,because last thing the project that in development for decades already needs is over-complicating development further. Therefore XP will be awarded as long as quest properly made and has stages. But I don't know yet whats going on with 25.5 Grasping Fortune update, since I am only now slowly gear up to play it.
    2. KirbonatedBeverage
      KirbonatedBeverage
      • premium
      • 72 kudos
      The quest recognition is done in a way that should be compatible with all modded quests, as long as they properly mark the completion stage on their final journal entry. In terms of Tamriel Rebuilt, the mod should be even recognizing the Guild Quests automatically, since the mod determines those by checking for certain character patterns in the journal EditorIDs that correspond with each faction. At the time I made KCP, TR was using the same formatting for guild quests as vanilla morrowind, so it should work out of the box.

      Locations should also automatically work, since that functions by checking when you enter any named Exterior Cell for the first time.

      In terms of enemies, however, I did not define any Boss Monsters outside of those that appear in the Base Game + DLC, so if there are any enemies in TR that you want to count as bosses you'll have to register them manually (See The Quest Interoperability Overview and The Custom Events Breakdown for details)
  6. KarasuRen
    KarasuRen
    • member
    • 3 kudos
    I hate vanilla leveling system. When you hear about it, it seems cool and awesome, but when you actually using it, its tedious nightmare. Its actually worst case of grinding. Mindlessly pressing button to gain level. You could say "Just go kill monsters and raid dungeons" But it i do it, i dont level up my speech, while spaming it for hours to get level, i dont level up my sneak, running in corner, and dont level up my magic, spaming low cost spell beside the bed. I dont even want to talk about stats and multipliers. Original Morrowind system is bad for me. I prefer this, "Fallout" level up system. When i complete my Vanilla playthrough, i install this mod first.
    This is where fun begins.
    1. KarasuRen
      KarasuRen
      • member
      • 3 kudos
      Played Oblivion and its still that way. I prefer this mod, XP system, over vanilla TES leveling system.
  7. Undeadknight64
    Undeadknight64
    • member
    • 2 kudos
    Since the design of this mod somewhat encourages you to abuse training, this other mod seems like it would pair very well:

    https://www.nexusmods.com/morrowind/mods/55629
  8. metaljojo98
    metaljojo98
    • supporter
    • 0 kudos
    Hey Kirb, just wanted to say that I Love your mod. I have a question though; does this mod work with other quest, faction, or land mods? I have the Bounty Hunter, Astrologian, Vampire Hunter, and Adventurer guild mods, but I don't seem to be getting any XP from the quests in those mods. Is there any way I can solve this issue? Please and thank you.
    1. KirbonatedBeverage
      KirbonatedBeverage
      • premium
      • 72 kudos
      Modded quests should work as long as they properly mark journal entries for the start and end of the quests
  9. CaptainMunchies9
    CaptainMunchies9
    • member
    • 0 kudos
    Not clear on whether or not this keeps racial bonuses, so not sure if this is a bug or is it suppose to emulate daggerfall, but for me they are missing.
    1. KirbonatedBeverage
      KirbonatedBeverage
      • premium
      • 72 kudos
      Morrowind doesn't have "Racial Bonuses" the races have fixed stats. This mod lets you assign your stats dynamically rather than having your stats determined by your race
    2. multiyoshiman
      multiyoshiman
      • member
      • 0 kudos
      would you consider adding a version or option for the mod where racial bonuses to skills are still present, but you can still add whatever leftover points?
    3. KirbonatedBeverage
      KirbonatedBeverage
      • premium
      • 72 kudos
      Ah, the racial bonuses to skills haven't been touched by this mod, only the way starting attributes are calculated was changed.
  10. VorpalThunder
    VorpalThunder
    • supporter
    • 0 kudos
    Hello, I've been thorougly interested in your mod lately.

    I don't think it's a bug, since i'm using Ashfall and that applies a lot of attributes changing effects a lot,
    but I find myself with lower than level 1 max HP at level 2-3 after losing buffs.

    I was trying to find what code managed the state-based health, but I've only found health changed on level up and chargen.

    Am I wrong?

    If not, I'm just looking to find where I could add a bit of code to handle buffs more properly. It's weird seeing my HP go up and down to values almost identical to level 1 when i've leveled up a few times and raised endurance.

    Thanks for the mod!
    1. KirbonatedBeverage
      KirbonatedBeverage
      • premium
      • 72 kudos
      KCP only updates Max HP when you level up. If your max HP is changing outside of that then it is caused by another mod.
    2. VorpalThunder
      VorpalThunder
      • supporter
      • 0 kudos
      Thanks for your reply!
      I figured as much when I read through the code.

      Unrelated, but i've found that when I disable XP through mcm, it still shows minor major and misc skills for next level in the tooltip.

      The fix is quite simple, i'll post it when I remember where I'd put it in code...
      Basically just iterate over the level up points table without the mjr, mnr and msc points when generating the next level tooltip.

      EDIT:
      after the check for level up tooltip from code patch (line 58 to 62 in player.lua) I added this code:
      # in function levelUpProgressTooltip

      local levelPoints = table.copy(common.playerData.levelPoints)
      if not mcm.xpEnabled then
          levelPoints = {
              atr = common.playerData.levelPoints.atr,
              prk = common.playerData.levelPoints.prk,
          }
      end

      ...
      # code for iterating over level points
      for k, v in pairs(levelPoints) do #instead of common.playerData.levelPoints
      ...
      end


      Your mod made me want to start modding myself, it's pretty fun!
  11. KolincaRN
    KolincaRN
    • member
    • 7 kudos
    Hello! Interesting mod :)

    First, is there/could there be a option to toggle each setting depending on which character is loaded? Equivalent to custom
    portraits mod.

    Also, should I only enable the perk module:
    a) Can I still choose perks if I'm doing it vanilla/MULE/others?
    b) Upon uninstalling, are the perks removed without damage to the save or
    bad tweaks? (like permanently lowering encumbrance, health, or some
    damage multiplier)
    1. KirbonatedBeverage
      KirbonatedBeverage
      • premium
      • 72 kudos
      1) You can save presets for your different playthroughs, and then load whichever preset you need when you start the game
      2) You cannot fully disable the custom leveling. You can configure it to be similar to vanilla, but you can't flat out remove all the leveling components of the mod. This means that KCP is strictly incompatible with other leveling mods.
      3) All mods have the potential to cause permanent damage if you uninstall them mid-playthrough. If you're changing your load order, you need to start a fresh character. This advice goes for all mods, not just KCP.
    2. KirbonatedBeverage
      KirbonatedBeverage
      • premium
      • 72 kudos
      Additionally: Always restart the game when loading a saves from different playthroughs. Morrowind doesn't manage it's memory well enough and you will have problems in the long term if you load saves from different characters without restarting the game in between. This is a technical engine issue that exists in all of the BGS games from morrowind onwards.
    3. KolincaRN
      KolincaRN
      • member
      • 7 kudos
      1) Great!
      2)Hmm, so can I disable the xp module, making xp gain akin to vanilla, but at the same time using MWSE mods that alter the xp gain? (Like a MWSE mod that adds more skill xp the more magicka a spell needs)
      3) While technically true, some mods have too little scripts to cause permanent damage. Same for load order, but that's, from what I have as experience, true only with mods that add too many scripts or change meaningful NPCs. Cleaning the save with wrye mash solves a lot of these things.
      4) Yup, agreed. Morrowind doesn't clean scrips properly between character loads.

      Moreover, should I, say, drop MULE in a level 46 character and install your mod instead, upon reaching level 47, will I have 46 perk points or just one? Same for the other points. If get only one perk point, what is the command to add perk points?

      Also, I think that adding a docs/readme for all the available perks, and listing them in the mod description, would attract more people to use it and have more transparency. Personally the big appeal of this mod is the perk system, since I like how vanilla morrowind gains XP. Plus, that list having their IDs so we can use player.removePerk(id) function to cleanly remove the perks, in case of an uninstall, or simply to help people try out making their own perks using this mod as an example.
    4. KirbonatedBeverage
      KirbonatedBeverage
      • premium
      • 72 kudos
      Mods that edit skill exercise rates should be compatible. Anything that affects character level won't be compatible.

      KCP should not be installed on an in progress game. It does not have any systems in place to account for characters that were not created with the mod already installed.

      Because of how save files work, the only mods that are safe to uninstall are texture replacers, and even then only if they don't use an ESP. anything that adds game objects can cause damage to a save, especially if the mod disables vanilla objects to make room for new objects. Any modifications made to vanilla objects, as well as all dynamically created objects, get serialized in your save game
    5. KirbonatedBeverage
      KirbonatedBeverage
      • premium
      • 72 kudos
      Also, there already are docs for all the perks, all the mcm settings, and all the interop functions.

      As for making custom perks, look at the mod page for MWSE Perk Framework where I explain how the functions for it work.
    6. KolincaRN
      KolincaRN
      • member
      • 7 kudos
      Gotcha. That's too bad about existing saves, but perfectly understandable given the game's limitations and fragile savefiles.

      Thanks for the clarifications!