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iljyable

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17 comments

  1. lelimule
    lelimule
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    There is another pb: the HP calculation.

    Imagine a PC with HP 50 and Strength 40.
    If the PC loose 20 points of Strength => he is dead.

    So i choose another solution:
    HP change with Strength change, in the same ratio. And no more Endurance influence. Example: you loose half of your Strength => you loose half of your HP:

    set HealthMax to ( player->GetHealth / player->GetHealthGetRatio )
    set change to ( ( currentStr * HealthMax / strength ) - HealthMax )
    player->ModHealth, change

    That's all.

    Edit: other (better?) solutions more compatible with the game and mods:
    - Take the original mechanism: HP change when level change (10% of Endurance). So next to each of your Luck change, put:
    player->ModHealth, ( ( player->GetEndurance ) * 0.1 * (currentLevel - level ) )

    Alternative: put GetStrength in place of GetEndurance.
  2. lelimule
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    Thanks again for your mod, i use it all the time.

    But there is a potential pb: the player level can drop under 1, even under 0. This cause strange bugs with some mods, for example.

    So i made a little script modification (to block level drop under 1):

    For each skill, i add (in green):

    [...]
    if ( UnnaturalCharacterGrowthLevelProgress >= 1 )

        set skill to ( player->GetHeavyArmor )
        MessageBox, "Your Heavy Armor skill is modified to %.0f: this cause your level to change to %.1f", skill, UnnaturalCharacterGrowthLevelProgress
        set rounded to UnnaturalCharacterGrowthLevelProgress

        if ( player->GetLevel != rounded )
            player->SetLevel, rounded
            ; MessageBox, "The level of yours unnaturally changed to %G", player->GetLevel
        endif

        if ( level != player->GetLevel )
            player->ModLuck, (player->GetLevel - level)
            set level to player->GetLevel
        endif

    endif
    [...]

    This seems to work.
  3. EpsilonProgrammer
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    Just a question...

    Is this mod compatible with Soltha's Combat Pack or Modern Combat for OpenMW?

    Both of them, according to the readme file, are incompatible with the Natural Growth mod.

    On the other hand, I have enjoyed playing this mod. It will change my gameplay. Instead of hustling and robbing every vault and stealing every ordinator armor I can lay my hands on to sell them to the poor mudcrab or the scamp and see my hard earned drakes in the hands of the master trainers, I will just play and enjoy the game leveling my skills up  the most realistic way, PRACTICE THEM!
    1. iljyable
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      I don't know. It's hard to tell about Soltha's Combat Pack due to a vast amount of description of the mods included in this mod pack, but seems like some of these mods just change the attributes depending on an action and it's perfectly compatible with my mod. My mod does nothing except checking the skills and modifying the attributes in a respective amount and checking endurance and strength for HP modification. I don't see how it can be incompatible with this mod pack. But you better ask the author how this mechanic will be work his mod pack.

      Modern Combat is a different case and it's not compatible with my mod because both of them changing the amount of total HP.
  4. lelimule
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    The more i think to your mod, the more i think it's great. I begin to play with it. It's so simple, so obvious, ... so natural...
    I see there is a fluctuation in the level progression: i came to level 3, a moment later i return to level 2, then level 3, 4, 3, 2, 3, 4... I think it's a normal behaviour due to the mechanism of your mod and the many characteristic modifications during the game. Do you confirm?

    Just a suggestion: It would be better to hide the "The level progress of yours unnaturally changed to [...]" messages. It's ok for debuging, but not for playing.

    PS: There is another good mod, ultra simple, for leveling: https://www.nexusmods.com/morrowind/mods/44941 ,
    but your mod is far better.
    1. iljyable
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      The more i think to your mod, the more i think it's great. I begin to play with it. It's so simple, so obvious, ... so natural...
      Thank you for your such enthusiastic review! I hope you like this mod.

      I see there is a fluctuation in the level progression: i came to level 3, a moment later i return to level 2, then level 3, 4, 3, 2, 3, 4... I think it's a normal behaviour due to the mechanism of your mod and the many characteristic modifications during the game. Do you confirm?
      Do you have equipped items that have a fortify skill effects? It's enough to fortify any skill by 10 pt. to increase the level up. Unequipping the items similarly will decrease the level progress by the same amount of the fortify skill effects.
      Or did you have any other skill changes besides natural skill growth, for example by a drain skill effect or jail time?

      Just a suggestion: It would be better to hide the "The level progress of yours unnaturally changed to [...]" messages. It's ok for debuging, but not for playing.
      It will be non-obvious for the player to hide how much the level progress has changed, since the vanilla level progress UI is disabled. You cannot hide such information from the player. Otherwise, how else would he know about that? There's simply no other way.
    2. lelimule
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      Do you have equipped items that have a fortify skill effects? It's enough to fortify any skill by 10 pt. to increase the level up. Unequipping the items similarly will decrease the level progress by the same amount of the fortify skill effects.
      Or did you have any other skill changes besides natural skill growth, for example by a drain skill effect or jail time?
      Yes, i play with The Lightning Mod (TLM), who modifies the sneak skill depending of the weather (can be +10, -10, or more). I had a jail time also.

      It will be non-obvious for the player to hide how much the level progress has changed, since the vanilla level progress UI is disabled. You cannot hide such information from the player. Otherwise, how else would he know about that? There's simply no other way.
      With OpenMW i still have a notification message each time there is a +1 point for a skill. It's fine for me, i don't need more. More over, with TLM (as with other changes), each time there is a weather change i have a "level progress" message... But it's not a problem for me cause i can hide these messages in the script.
      If you want to keep these messages, then it would be better to add the concerned skill in each message. Hum, finaly, i don't know if it is a good idea.
    3. lelimule
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      ... I found a formulation that suits me well: "The modification of your [name of the skill] skill to %.0f takes your level to %.1f", ...
    4. iljyable
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      Yes, i play with The Lightning Mod (TLM), who modifies the sneak skill depending of the weather (can be +10, -10, or more). I had a jail time also.
      Here we go, now you know what there fluctuations came from. 

      With OpenMW i still have a notification message each time there is a +1 point for a skill. It's fine for me, i don't need more. More over, with TLM (as with other changes), each time there is a weather change i have a "level progress" message... But it's not a problem for me cause i can hide these messages in the script.
      Sure, you may modify the script however you want as it indicated in the permissions section.

      If you want to keep these messages, then it would be better to add the concerned skill in each message. Hum, finaly, i don't know if it is a good idea.
      The vanilla engine already shows the message when you naturally grow the skill and when you equip the item with a fortify skill effect you got a description in the status effects ui, so the player can manage to know from what the level progress came from by yourself. There's no need to add additional messages.

      ... I found a formulation that suits me well: "The modification of your [name of the skill] skill to %.0f takes your level to %.1f", ...
      As I mentioned above, you may modify the the script however you want, but you have a misprint in your formulation.
  5. WearableSnake
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    Does this work for multiplayer servers as well?
    1. iljyable
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      I don't know. TES3MP documentation does not provide any information about an edge cases of a client-side mods with a scripting. But I think it's possible to make it work.

      Start with following tes3mp developer's post on reddit to figure out how to configure the server for this mod:

      https://www.reddit.com/r/tes3mp/comments/108t5aq/comment/j3xvjcv/?utm_source=share&utm_medium=web2x&context=3
  6. lelimule
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    No problem to install your mod on a running game? Is there any adjustment to make?
    1. iljyable
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      Yes, you can install this mod on a running game without no problem and any adjustments. I think you even could uninstall it after long playthrough without any significant change in a game balance.
  7. lelimule
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    Very interesting. I keep it for later. I hope there will be a lot of feedback.
  8. RandomPal
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    Interesting concept!
    1. iljyable
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      Thank you for your feedback, RandomPal. I like your mod Immersive Mournhold. I thinking about making a compatibility patch for Rebirth for it. But later, firstly I need to write a fix to overcome an engine mechanic with a restoration of current hp to it's initial value that I mentioned in issues section. So, once again, thank you for your feedback and I will be glad if you try my mod and let me know what do you think about it.
    2. RandomPal
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      Hi! Glad  you like the mod. I'd like to make a suggestion. Instead of trying to patch Rebirth, you could try this:
      https://www.nexusmods.com/morrowind/mods/48812