Morrowind

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  1. KirbonatedBeverage
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    Please do not report bugs in this thread, keep Bug Reports to the bugs section of the mod page
  2. Seads
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    I saw someone asked this question in the past but the answer wasn't clear to me.

    In addition to the default means of gaining XP with the mod I'd like to gain a small amount of level XP each time I exercise a skill. When the skill fills all the way up I don't want it to increase, I just want the small amount of total level XP. 

    Trying with both the allow natural skill raise setting enabled and disabled I seem to gain a skill level each time the skill fills all the way up. Is there a way I can avoid this?
    1. r2121
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      I was the one who incited the creator to add this exact feature. You'll want to turn on the following options in the XP menu table:
      Enable Skill Exercise
      Enable XP From Skill Exercise
      Block Natural Skill Raise

      Turning those three on will allow you to gain XP from performing your various skills, like killing, swimming, jumping, and murdering.
  3. Maxrebo
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    I was wondering if anyone knows if this is compatible with the mod Next Generation Combat?
  4. srgspike
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    I installed the MOISE modlist through Wabbajack and wanted to add this mod on top of it, but the mod doesn't seem to work for some reason. Any idea what could be the issue?
    1. KirbonatedBeverage
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      Make sure you're using the MWSE Perk Framework, it's a required file for this mod. If that doesn't fix it, post a copy of your MWSE.log and I'll take a look at it.
    2. srgspike
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      I was using an outdated version of MWSE it turns out. I had to redownload it off this site for the updater to work.
    3. HiddenRobot
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      Had the same issue. Saved me some time, thank you.
  5. Erevel09
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    Hey, coming back to modding and playing Morrowind again. I just recently decided to download this gem of a mod again and I'm having a blast. Thank you so much for making all of this.

    On the side note: Would there be a possibility for your mod and Reading is Good to be compatible? The latter changes the way skill books work - instead of giving extra skill points it quickens overall progress of skills - and thus "breaks" part of your mod responsible for adding exp when reading them. I assume the exp is granted upon getting skill point and not just the reading the book itself, so maybe it could be easy to adjust?
    1. KirbonatedBeverage
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      It would be tricky to implement a patch for that, since the way KCP detects skill books being read is through the skillRaised event, which I can presume is being blocked by Reading is Good. To make it compatible I'd need to completely rewrite the skillbook detection to be much more complicated (There is no dedicated event tied to reading a book).

      Moreover, Reading is Good changes the effect of skill books to one that is not very useful in KCP, since I really intended skill exercise to be left disabled in KCP. (The settings tied to KCP are finicky and some configurations of them don't seem to work for reasons I haven't figured out)
    2. KirbonatedBeverage
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      In addition, I'm not really actively playing/modding morrowind at the moment. I'm caught in the middle of a lot of conflicting hobbies and IRL issues that have made it so I don't have the energy or time for modding morrowind right now. I'll work to fix bugs with the mod, but I'm not able to commit to designing new features or continue develop on my WIP projects right now.
    3. Erevel09
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      I see. Well, it's not like there is any major problem with this. I can always play as if the setting granting exp for reading books was disabled since I set it to give minimal amount of it after all. And while I understand the logic behind the design, I still think that training skills through exercise is closer to my liking - thus the question about possible compatibility.

      No worries. It's not gamebreaking thing I would really worry about. All I lose is a bit of exp that I can gain through other ways as adding quest or landmass mods tend to make the problem go away.

      Good luck in dealing with those problems and happy new year!
  6. MalavonofHouseTelvanni
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    From what I understand leveling speed in this mod at first lvls will be very fast. Visiting Vivec city by foot from Seyda Neen will give lvl up, which seems overpowered to me.

    At the same time using default values (with enabled exp from skill gain) it will be very difficult to reach Divayth Fyr  lvl of 65... which needs 325k EXP.
    Increasing skills to lvl 200 gives (at 30 exp for every skill) is less then 162K EXP (as I counted increase from lvl 0 to 200 skill).
    Completing all the quests (good luck with that, and one can't complete opposing Houses quests) from vanilla plus TR gives about 100K EXP, exploration will give even less, approximately 10-20k EXP, maybe more or less.

    What I miss is exp gain from exploring ancestral tombs or daedric ruins. There is a mod with extra map markers which can remedy this, but it's not a perfect solution, but should increase exp from exploration.
    Other solution is to use Fargoth method or console to increase exp after clearing dungeon or visiting it.

    I think it would be better to give static experience like this: each lvl 1000 experience points plus 25 exp points more for next level (at default is 50 exp plus 150 next level).

    It will make first lvls much slower, so one will not become a hero in day 2, and with 325k experience one will become a 125 lvl demigod (or god) hero, which will not be fast or easy.

    Killing boss should also give much more experience, considering they are unique. I would give 1000 or even more exp for defeating Vivec or Almalexia. At lvl 40 (in my design) 1000 exp is only half lvl.

    I would also increase exploration to at least 25 exp.

    Maybe someone will benefit from this analysis.
    1. KirbonatedBeverage
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      I really want to implement xp for exploring dungeons, the problem I faced is that their really isn't a good way to implement something like that without manually tagging every dungeon in the game. This, on top of being a lot of work, presents a compatibility issue for mods that add dungeons, or modify existing ones. A rule of thumb for me when designing KCP is that every feature needs to be either innately compatible with all mods, or be easily made compatible with other mods (Hence why quests and boss enemies can be registered through an event call, so a mod can be made compatible with KCP without requiring extensive code or separate dedicated patch files).

      MUSE has a system for detecting area types based on tileset, but theirs a major limitation in that their tends to be false postives, causing areas to be misidentified. This is fine for MUSE since it only effects music, but in KCP such an issue could present major inconsistencies with xp progression.

      Ideally I would want some system for determining the "end point" of a dungeon, perhaps by marking specific containers or enemies, similar to what skyrim has (in skyrim every dungeon has an enemy marked as a "boss" that once killed marks the dungeon as "cleared", sending an associated script event). I don't want to add xp from simply killing enemies, as it de-incentivizes non-violent playstyles, such as playstyles that use stealth and illusion magic

      As for the xp progression, I was trying to account for the fact that as your playthrough continues, the amount of quests available to you will dry up. I also wanted to balance the xp so that you would reach level 2 once you finish the first main quest (finding Caius Cosades in Balmora), or if you decided to complete all of the side quests in Seyda Neen. As for the level thresholds, I pretty much pulled those near exactly from fallout 3/Fallout New Vegas. The idea was that your leveling gets slower as you continue the game, reflecting how the stronger you are, the more difficult it is for you to improve.  As for the maximum effective level, I figured that you wouldn't be able to reach level 80 in this mod (though I hadn't calculated the exact amount of xp you could acquire in game), But I figured that the specific number wouldn't be an issue considering that your gaining more power per level than you necessarily would in base morrowind (Skills increase faster, and to higher values, Health raises are more forgiving, and the skill mastery perks provide significant boosts in power).

      In most western style rpgs, level 20 is usually set as the "mortal limit" this can even be seen in base morrowind, where unique level up messages are only provided up to level 20. I wanted to reflect this in the levelling system. Divayth fyr is level 65, and he's also the highest level npc in the game, by a large margin. Levels beyond 20 reflect superhuman feats, hence why even the exceptionally powerful telvanni wizards rarely exceed level 30.

      I'm aware that different people will want different things out of KCP, which is why I tried to make it as customizable as possible, all of the specific xp values can be customized in the MCM, and you can even save and export presets to share with other.

    2. MalavonofHouseTelvanni
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      I was thinking about this... and perhaps You are right about those mortal limits.
      Divayth Fyr is ancient after all, it should not be easy to get to his lvl in reasonable time of thousands of years...
    3. ffann1998
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      These are good suggestions, thank you. I'm gonna try your settings in my game. However, 1000 xp for defeating bosses is a bit too much. 500 xp seems more fair to me.
  7. ffann1998
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    How would it work with mods like Quest Skill Reward Fix and Vampire Stat Gains Fix?
    UPD: My suggestion is that that first mod is redundant to use with yours, since it addresses vanilla leveling. The second one should be safe, because it doesn't change skill and attribute raises, but only touches vampire scripts and spells,
  8. IKontrAgentI
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    Hi, is there compatibility with the Radiant Quest mod (gaining experience for quests from the mod)?
    I'm going to adapt your mod into Russian soon, if you don't mind.
    1. KirbonatedBeverage
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      It's sort of compatible. Currently the mod doesn't check for quests to reset their completed state, so it will only award xp for a given radiant quest type once. I could add a test for the "isQuestRestart" flag to reset my mod's quest completion tracker.
    2. IKontrAgentI
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      That would be great.
    3. VladislavPotapenko1917
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      Are you still planning to translate the mod into Russian?
      Ты ещё планируешь перевести мод на русский язык? 
    4. IKontrAgentI
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      Нет смысла пока что, ошибок много. Сыроватенький мод.
  9. SatoshiSainyin
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    Is a great mod, the only that use XP instead skill progression.

    Bro, do you could add an option to get XP from killing enemies? Is the only option missing.

    Edit: MULE works with this mod, but with some restrictions:
    1- You don't get the auto Luck stat point upon leveling from MULE
    (well, you can get it from KCP in each level up, if you spend points).

    2- You can get the HP modifier from MULE...
    (+x Max HP upon leveling +x points each time you gain more Endurance, where x is a number you asign in the MCM).
    ...BUT you'll lose those bonus when you get the Level up from KCP.
    (KCP HP calculing method overrides MULE).
    "If you don't like the HP calculing method of KCP, try Level-Independent Health. Is a good method and gives you more health per LV)"

    All other MULE options works fine with KCP active.
    1. KirbonatedBeverage
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      As stated before, I deliberately avoided xp from killing enemies because it's difficult to implement, and also causes combat builds to outlevel stealth builds throughout the game. I wanted sneaking through an area to be just as viable as a combat build for the purposes of character progression (This is the intent behind the vanilla game's exercise based character progression), but xp from kills would decentivize leaving enemies alive and encourage you to go out of your way to kill all enemies instead of sneaking past them or pacifying them with illusion magic.
  10. Undeadknight64
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    What about being able to allocate points to starting skills, instead of having it be based on race? Though I suppose replacing it with a flat +5 to all major and minor skills could be a decent alternative.
  11. jodzie
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    Wicked mod : ]