Y'know, this mod might actually help solve the power threshold thing with Morrowind. I'm going to try out the 20 times per level and see what the effect will be since I always have straight 90s and 100s on my attributes by level 15 or 20. Thanks for the mod!
Initially I was going to make it so that only major skills contributed to leveling up, which couldve also been an interesting approach as well, but I feel this way has more flexibility. Youre welcome! 💚 Have fun : ]
Depending on the one you choose, it will be more difficult for you to reach that level. Just for example, if you choose the Simply Slower Leveling 20.esp, the amount of skill points required to level up will be doubled. So then, if you were to take the amount of skill points required to reach 15 in vanilla and applied it to your character using this esp, you would be level 7, halfway to 8
Technically, but only because you would not be the same level you would typically be if you were to have the same amount of skill advances. If you find that you breeze through levels and get to level 40 with no issue for example, then consider taking something like Simply Slower Leveling 25.esp or 30.esp, but know that it will be difficult to level up
Remember, this only affects how many skill increases are required to level up
Vanilla morrowind requires 10 Simply Slower Leveling 15.esp requires 15 Simply Slower Leveling 20.esp requires 20 (double the amount of vanilla) Simply Slower Leveling 25.esp requires 25 Simply Slower Leveling 30.esp requires 30 (triple the amount of vanilla)
35 Majors and 42.5 Minors offer 77.5 levels ASSUMING all five majors started at 30 and all five minors started at 15. As your character STARTS at level 1, Level 78.5 is theoretically the highest level obtainable without mods or ... glitching.
With level 78ish being the maximum level, the mod here literally cuts the amount of potential levels by the number of skills required to level.
For the sake of people potentially reading this later, if you do the 20 per level like I did, you will have about a maximum level of about 39, and with the following;
15 per level= 52 20 per level= 39 25 per level= 31 30 per level= 26
Keep in mind this is based off of the maximum level of 78 with that number being reached by training up all your skills up to 100 in your major/minor spread, which in this case is probably spending an absurd amount of either gold to train up at master trainers, or an absurd amount of time to train these skills naturally. With my usual playthrough which includes abusing poor old creeper with boosting his inventory to get 70-90k from him in gold I can usually hit level 25 or so, maybe level 30 If I'm doing a weird build like mage nord or stealthy breton due to the leveling needs to make my skills useful.
All that in mind, if I hit level 30 and usually have no problem dealing with enemies (save for high end daedra or the tribunal themselves) that same training spread would yield the following.
15 per level= 20 20 per level= 15 25 per level= 12 30 per level= 10
SO... depending on which way you go you can eventually get to some overpowered state, but the higher the requirements the progressively more difficult it will be to get to that; so far as attributes are concerned. Realistically this extends the life of the early game "weak character" stage, and can focus the need of good equipment or prioritizing certain attributes to get better at your intended playstyle.
In short; I like it! I've had a half experience mod for New Vegas for a while and being put on the spot to properly build your character out and delay the inevitable god-state some rpgs get to with time. This one does that and ironically might be a better difficulty mod for veteran players who know the money exploits by heart and can still do that to a point and keep the early game for longer. It also makes hyper-dangerous enemies or npcs squarely a challenge beyond most characters. If you got for the 30 skillups per level with a theoretical max level of 26 I don't think you could kill vivec without some exploitative magic at play.
Thank you for the breakdown and Im happy you like it : ] I might suggest that a mod that reduces the amount of attribute points provided per level to ones preference could be good to use in conjunction with this, if the user still feels that they are becoming overpowered
Hello. Is It safe to disable one of the ESP and then enabling any other? I'm using the 30 one and I find it to be a bit too slow, I want to try 20 when I reach lvl 2. I leveled up my skills quite a few times and im still at level 1.
Does this change the stat up per level in any way? Does this make it so you're more "likely" to get a +6 by virtue of requiring more skill ups to level? Not going to install now, but will bookmark for another playthrough, since it would hit a lot of birds with one stone for me if that is the case.
@kaiseryuu After digging through the settings in the construction set, there are a set of settings devoted to this in a way that might serve your needs. Hell, I might fiddle with them.
iLevelUp01Mult, all the way up to iLevelUp10Mult with 01, 02 ,03, 04, et cetera. The Spread is the following.
+2 from 1 to 4 skill ups, +3 for 5 to 7 skill ups, +4 for 8 to 9 skill ups, and +5 for 10 total.
You could bump those numbers up, or make a sharper increase with the more skill ups you get. it seems relatively locked to 10 total skill ups per attribute, so unless you feel like scripting for more or less then is default that's what we got.
12 comments
Remember, this only affects how many skill increases are required to level up
Vanilla morrowind requires 10
Simply Slower Leveling 15.esp requires 15
Simply Slower Leveling 20.esp requires 20 (double the amount of vanilla)
Simply Slower Leveling 25.esp requires 25
Simply Slower Leveling 30.esp requires 30 (triple the amount of vanilla)
With level 78ish being the maximum level, the mod here literally cuts the amount of potential levels by the number of skills required to level.
For the sake of people potentially reading this later, if you do the 20 per level like I did, you will have about a maximum level of about 39, and with the following;
15 per level= 52
20 per level= 39
25 per level= 31
30 per level= 26
Keep in mind this is based off of the maximum level of 78 with that number being reached by training up all your skills up to 100 in your major/minor spread, which in this case is probably spending an absurd amount of either gold to train up at master trainers, or an absurd amount of time to train these skills naturally. With my usual playthrough which includes abusing poor old creeper with boosting his inventory to get 70-90k from him in gold I can usually hit level 25 or so, maybe level 30 If I'm doing a weird build like mage nord or stealthy breton due to the leveling needs to make my skills useful.
All that in mind, if I hit level 30 and usually have no problem dealing with enemies (save for high end daedra or the tribunal themselves) that same training spread would yield the following.
15 per level= 20
20 per level= 15
25 per level= 12
30 per level= 10
SO... depending on which way you go you can eventually get to some overpowered state, but the higher the requirements the progressively more difficult it will be to get to that; so far as attributes are concerned. Realistically this extends the life of the early game "weak character" stage, and can focus the need of good equipment or prioritizing certain attributes to get better at your intended playstyle.
In short; I like it! I've had a half experience mod for New Vegas for a while and being put on the spot to properly build your character out and delay the inevitable god-state some rpgs get to with time. This one does that and ironically might be a better difficulty mod for veteran players who know the money exploits by heart and can still do that to a point and keep the early game for longer. It also makes hyper-dangerous enemies or npcs squarely a challenge beyond most characters. If you got for the 30 skillups per level with a theoretical max level of 26 I don't think you could kill vivec without some exploitative magic at play.
After digging through the settings in the construction set, there are a set of settings devoted to this in a way that might serve your needs. Hell, I might fiddle with them.
iLevelUp01Mult, all the way up to iLevelUp10Mult with 01, 02 ,03, 04, et cetera. The Spread is the following.
+2 from 1 to 4 skill ups, +3 for 5 to 7 skill ups, +4 for 8 to 9 skill ups, and +5 for 10 total.
You could bump those numbers up, or make a sharper increase with the more skill ups you get. it seems relatively locked to 10 total skill ups per attribute, so unless you feel like scripting for more or less then is default that's what we got.