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))
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.
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.
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.
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)
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.
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.
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.
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
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?
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 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!
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) 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.
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.
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.
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
163 comments
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.
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)
This is where fun begins.
https://www.nexusmods.com/morrowind/mods/55629
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!
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!
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)
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)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.
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
As for making custom perks, look at the mod page for MWSE Perk Framework where I explain how the functions for it work.
Thanks for the clarifications!