About this mod
Allows your attributes to grow naturally while you're upping your skills. Heavily inspired by NCGD, Madd Leveler and similar mods. This one is much simpler. Compatible with both OpenMW and vanilla engine.
- Requirements
- Permissions and credits
1. Your attributes increase naturally while you upping your skills.
2. Your attributes are uncapped (can be increased over 100)
3. Skills are still capped at 100. It's not my decision, but limitation of vanilla scripting engine. I want my mods to be OpenMW-compatible, and I don't wanna do dirty hacks to uncap skills. So I'm stuck with 100 skill cap, at least for now. But it doesn't matter much anyway, because...
3. Both attributes and skills slowly decay over time, so you can re-up them again.
4. Vanilla level-ups are still there, you still can manually choose 3 attributes to up at each level-up, but that level-upping happen a lot slower, and you not getting any x2-x5 multipliers like in vanilla. It's always x1.
5. Luck ups randomly and very slowly. You got to be lucky in real life to get lucky in Morrowind. +9000 IMMERSION!!! :3
If you want more detailed explanation what it actually does with a little bit of math - here it is:
Each time you got a skill-up - you get total 6 points distributed among attributes depending on a specific skill you're upping:
(If you din't install my Attributes mod - read "Vitality" as "Speed")
LongBlade: +3 Agility +2 Strength +1 Strength
BluntWeapon: +3 Strength +2 Strength +1 Strength
Axe: +3 Strength +2 Agility +1 Willpower
Armorer: +3 Endurance +2 Strength +1 Intelligence
MediumArmor: +3 Endurance +2 Endurance +1 Endurance
HeavyArmor: +3 Endurance +2 Strength +1 Strength
Spear: +3 Agility +2 Endurance +1 Vitality
Block: +3 Endurance +2 Strength +1 Agility
Athletics: +3 Vitality +2 Vitality +1 Vitality
Alchemy: +3 Intelligence +3 Intelligence +1 Intelligence
Enchant: +3 Intelligence +2 Intelligence +1 Willpower
Conjuration: +3 Willpower +2 Intelligence +1 Intelligence
Alteration +3 Intelligence +2 Willpower +1 Intelligence
Destruction: +3 Willpower +2 Intelligence +1 Endurance
Mysticism: +3 Willpower +2 Intelligence +1 Intelligence
Restoration: +3 Willpower +2 Personality +1 Intelligence
Illusion: +3 Intelligence +2 Personality +1 Personality
Unarmored: +3 Vitality +2 Endurance +1 Endurance
Acrobatics: +3 Vitality +2 Strength +1 Agility
Security: +3 Intelligence +2 Personality +1 Personality
Sneak: +3 Agility +2 Personality +1 Vitality
LightArmor: +3 Endurance +2 Agility +1 Agility
Marksman: +3 Agility +2 Strength +1 Vitality
ShortBlade: +3 Agility +2 Agility +1 Agility
HandToHand: +3 Strength +2 Agility +1 Vitality
Mercantile: +3 Personality +2 Willpower +1 Intelligence
Speechcraft: +3 Personality +2 Intelligence +1 Willpower
Each attribute needs 24 points to naturally increase.
Luck ups randomly. You got 1/64 chance to up luck with each skill-up.
As mentioned before, you still have vanilla level-ups with manually distributing 3 attributes to increase. But now you don't get any x2-x5 multipliers. And now you need not 10 but 64 major/minor skill-ups for one level-up. So look at vanilla level-up attribute distribution as little over-the-top bonus to natural attribute-ups.
So in total you get 6/24 natural attribute-ups per skill-up, 1/64 (on average) luck-up per skill-up and 3/64 attributes per skill-up distributed manually via vanilla level-up menu.
In total it's 0.3125 attribute-ups per skill-up. Which is slightly faster than vanilla worst case 3/10.
Your level-ups coming A LOT slower than vanilla. 6.4 times slower, to be exact. You can either live with it, personally I like it this way. Or you can use other mods adding more ways to level-up. So if your skills are not decaying (and ignoring skillbooks) - your maximum reachable level is 16, even if you upping your skills from zero. But guess what - your skills ARE decaying, thanks to this mod.
So each game day each of your skills or attributes has a probability of decrease, depending on its current value:
DailyDecayProbability = 1/16384 * (1+1/16)^Value - 1/16384
"Governing" attributes don't mean anything now, except that you can't pay to train skill higher than its "governing" attribute. I couldn't rip that strange mechanics out of the game, but I've changed what governing what. Here's the list:
LongBlade: Strength
BluntWeapon: Strength
Axe: Strength
Armorer: Intelligence
MediumArmor: Endurance
HeavyArmor: Endurance
Spear: Agility
Block: Endurance
Athletics: Vitality
Alchemy: Intelligence
Enchant: Intelligence
Conjuration: Intelligence
Alteration: Intelligence
Destruction: Intelligence
Mysticysm: Intelligence
Restoration: Intelligence
Illusion: Intelligence
Unarmored: Vitality
Acrobatics: Strength
Security: Intelligence
Sneak: Agility
LightArmor: Endurance
Marksman: Agility
ShortBlade: Agility
HandToHand: Vitality
Mercantile: Personality
Speechcraft: Personality
Compatibility
OpenMW works for sure. Everything else - should work too. If your mod changes something about leveling, attributes increase or decay - it probably will crash and burn.
How to install
Put both "ZZZ 2000 Lenivchick's Timer.esp" and "ZZZ 2001 Lenivchick's Leveling.esp" plugins in your "Data Files" folder and enable them both.
And by the way, that "ZZZ" letters in plugin's names have nothing to do with russia's symbol for "I support war crimes and genocide". It's just a way to ensure Android version of OpenMW loads my plugins in correct order and you don't need to rearrange them manually. I recommend all the modders to name their plugins this way. Glory to Ukraine!