Sorry for the slow response, I haven't been checking Nexus Mods recently. Unfortunately, I think having misc skills contribute to level up is outside the scope of this mod. There might be leveling overhaul mods that do what you're looking for, but those mods of course come with a ton of other changes.
Great mod solving the initial annoying design of the default leveling system.
That being said, I'm having an issue. I've no idea if this was occurring in my first playthrough with it, but it seems like the x3 multiplier for attributes doesn't take effect whenever I get ambushed by dark brotherhood assassins.
The only changes I've had since then in terms of mods is: latest TR, Project Cyrodiil and UI Extension. Kind of an hindrance to be forced into using commands every levels, but oh well.
Thank you for reporting this issue! I was able to reproduce the problem without any other mods installed, so it's not related to your mod list. The game must be doing something out of the ordinary when your sleep is interrupted. I'll investigate and see if I can fix the problem.
I never ran into this issue myself because I always play with the "Expansion Delay" mod, which makes it so you can stop the dark brotherhood attacks after one ambush: https://www.nexusmods.com/morrowind/mods/47588
Well, unfortunately, I already have Expansion Delay (which then translates to it not working on my end, now at least I know that one's not doing its job). Worst is that its pretty damn low in my LO.
I sincerely hope it doesn't end up being too much time consuming for you, best of luck.
The issue has been fixed! Apparently scripts that wake up the player (like dark brotherhood attacks) wake them up the exact moment they fall asleep, which prevents other scripts from detecting that the player was ever asleep. I added fallback logic to check if time passed while your menu was open, and if you aren't travelling, I assume it's because you were sleeping. I tested and it seems to do the trick!
For the Expansion Delay mod, the dark brotherhood attacks should stop as soon as you report the attacks to a guard.
But shouldn't DB attacks only happen when you reach the status of Hortator? That's what the description says. And also, for some reason, I never have the topic available when talking to guards (Ald'ruhn's and Vivec's, and iirc Balmora's) EXCEPT if the guard in question is Apelles Matius.
Is there any guard in particular you could name that did work on your end?
That's very strange. Any of the generic guard NPCs should work. In my test, I talked to a guard patrolling right outside the Balmora fighter's guild. It's not even a dialog topic. As soon as you interact with the guard, they automatically respond to you as if you told them about the dark brotherhood attack. I even examined the mod files and the only thing the Expansion Delay mod changes is when the dark brotherhood attacks start (and stop) occurring. It checks to see if you've completed the "Hlaalu Hortator" or "The Citadels of the Sixth House" quests, and if you haven't, it exits the script early, preventing the attack.
If you filter your journal to show the "Dark Brotherhood Attacks" quest entries, you should have an entry that starts with "A guard has told me that my attackers were likely members of the Dark Brotherhood..." if you already told a guard about the attacks. That journal entry (or any after it in that quest chain) should stop the attacks. If you don't have that quest chain at all, maybe something bugged out? You can type "Journal TR_dbAttack 30" into the console to forcibly add that journal entry.
If you're still getting attacked even with that journal entry, maybe one of your other mods is messing the the "dbattackScript" script. But that mod would have to be loaded after the Expansion Delay mod. Or maybe one of your other mods added a different source of dark brotherhood attacks? Those are the only things I can think of.
I already had the first line of Dark Brotherhood Attacks quest chain in my journal, yet I still wouldn't get the appropriate texts upon talking to (any) guard. I used the command you suggested, then talked to Apelles Matius, got the first lines as if he was himself a simple guard, and then the topic for "go to Mournhold".
I replaced your mod's previous version with the updated one, tested the save when I noticed the issue, and did get the appropriate numbers. I had forgotten to download the balanced version and so used commands to reestablish the previous values (which btw were case-sensitive), but then found out that you actually also had updated that version as well and switched.
I tested the balanced version, got "lucky" and didn't get ambushed, and so foolishly just assumed it wouldn't be any different without due diligence (I highly doubt it actually is, that being said).
Well, now I got another level, with an ambush, and the attributes only leveled by one. There were two assassins (second time ambushed, level 5). I reinstalled the normal version, reloaded the save before the rest, re-did the commands, got ambushed and still did not get the appropriate points.
So I'm pretty certain these further attacks (which I was also getting past going to Mournhold in my first playthrough) are, like you mentioned, part of another mod. My first hypothesis would be "Tribunal Rebalance", but I have to mention that your mod is now the very last in my LO without any sign from MO2 of overwriting/being overwritten by anything.
I downloaded and examined the "Tribunal Rebalance" mod ( https://www.nexusmods.com/morrowind/mods/45713 ) and it doesn't do anything that would cause multiple dark brotherhood assassins to spawn at level 5, or do anything to change when the attacks occur, so I don't think that's the culprit. My recommendation would be to save right before sleeping, exit the game, disable any mods you think might be causing the dark brotherhood attacks (but make sure to keep the "Expansion Delay" mod enabled), then start the game and sleep 5 or 10 times in a row (just 1 hour is fine). If you've disabled the problem mod, you should never get ambushed. If you're able to find the problem mod, I might be able to figure out a fix. Once you've found the problem mod, feel free to turn all your mods back on and continue playing normally.
Certain parts of the console commands being case-sensitive is beyond my control, it's just a quirk of Morrowind's scripting language.
Eh, I have around 120 mods installed, and have sincerely no idea what could possibly cause it. Considering all I have to do is either write simple commands or try resting until I don't get ambushed, I don't think it's worth both of our time.
Weirdly enough, I got another level today where only 2 out of the 3 attributes got their 3 points (on being ambushed, again).
As for the case-sensitive thing, I only mentioned it because iirc, you say otherwise in the readme.
That makes sense. 120 mods does make things hard to troubleshoot. I just tested and the console commands seem to be case-insensitive for me, though I'm testing with MCP Morrowind. Are you maybe using OpenMW? That might work differently. I don't have much experience with OpenMW.
Something I just thought of: If one of your other mods is changing your attributes as soon as you wake up / level up, it could be confusing my mod. I snapshot the player's attributes and level the moment they wake up, then check those values again as soon as the game unpauses. The goal is to snapshot the values the moment the level-up menu is shown, then check how they've changed the moment the level-up menu is closed. If your level increased by one, any attributes that increased by one get the relevant bonus applied to them. But if the difference is anything other than one, it does nothing.
Better Governing Attributes shouldn't be causing any problems. I've used it a ton without any issues. And no problem! Thank you for taking the time to write out all these replies!
Is there a way to set each Attribute to its own modifier value? This mod is so close to what I'm looking for, but what I need involves setting a specific static Attribute Modifier for each Attribute, rather than just changing them all across the board.
I just uploaded a "Ben-LevelUpMult (One Variable Per Attribute)" version of the mod that should be exactly what you're looking for. Thank you for the suggestion! I figure since this is the second time someone has requested this feature, I should just go ahead and add it. Sorry for the slow response, I haven't been checking nexus mods as frequently as I used to.
If you're already using a different version of this mod, you'll probably want to run the following console command once you change mod versions. This will ensure all the script variables are set to their expected default values:
Thank you for the mod. I would like to make a request. Could you produce more versions of the mod that sets the amount of attribute bonus gained at each level up to other specific amounts?
For example, I would like to experiment with a version of the mod that always gives you +1 to an attribute at level up. Or +2. Currently you only offer versions that give +5 or +3, and those are still a bit too strong for my tastes.
I tried editing the script text file to alter BonusLuck and BonusNonLuck to values other than 4, but that didn't seem to change anything, I still received +5 to each attribute upon levelling up.
Thanks again
Edit: ok, I just found out that your console command to set the variables persists through savegame reloads after it has been set. I didn't realise that, I assumed it would reset each time you closed the game. So there's no need for this, I can just set each variable at the start of my playthrough and then play. My mistake! Thanks again for the mod, it's great.
i definitely wanna start off by saying that this might just be the best mod of this type i've ever seen in an elder scrolls game. frankly, the way it just completely eliminates any need for grinding to be optimal making it easier to just simply play the game on its own just makes the game infinitely better, and that's not even mentioning your other little quality of life mods that easily "punch above their weight" as it were for making morrowind just a smoother, nicer experience. i do have one question though, and forgive me if you've answered this somewhere else but i'd just missed it: is this compatible with an attribute uncapper, e.g. the one in the morrowind code patch? the code patch itself says that its uncapper is incompatible with any leveling mod, but given the recency and simplicity of your mod i'm unsure if that'd still hold true. obviously not a big deal if it doesn't, and either way i still have an immense (and possibly disproportionate) amount of appreciation for your work, so thanks either way!
Thank you so much! I'm smiling from ear to ear right now! This is probably the most glowing feedback I've ever received!
This mod is 100% compatible with the Morrowind Code Patch "Attribute uncap" setting. I just did some testing with attribute values of 99, 100, and 101 and they all increased by the expected amount. I didn't mention this anywhere, but I'll definitely update the mod description now that you've asked about it.
I don't have experience with other attribute uncappers, but this mod is likely compatible with them too. This mod calls "Player->ModStrength 1" (or the equivalent console command) a number of times equal to the "BonusLuck" or "BonusNonLuck" setting. So as long as those console commands increase your base attribute value by 1 when your base attribute value is already at or above 100, this mod will be compatible with the attribute uncapper.
Thank you for this man, started playing for the first time yesterday, and when I saw the min-maxing you needed to do with your stats I was a bit disappointed. Same with your other mods, I'll install all your 'Ben's balanced' and 'Ben's default' versions since I don't want to be too OP.
Thank you! I appreciate the positive feedback! I had the exact same problem with vanilla Morrowind. I would spend all my time min-maxing and never actually just play the game. I personally use the normal version of this mod rather than the "(Balanced Defaults)" version. It's only slightly better than hardcore min-maxing in vanilla (because of the extra Luck), and I really like seeing my stats be multiples of 5. But the "(Balanced Defaults)" version does have the advantage of you maxing out your non-Luck attributes around the same time you max out your level. It ultimately comes down to personal preference.
I spent several hours yesterday playing with the "(Balanced Defaults)" version of this mod, and I think it might be my new preference. It prevents you from maxing our your most important attributes too quickly, spreading that key character growth over more levels (it takes 14-24 levels to max an attribute instead of 8-14). Sorry for the about-face on my opinion so soon after my initial reply!
Hello. Thank you for your mod! Can you make a version of your mod with customisable (by TESCS) multipliers for each attribute? For example, I need maximum x4 for Int and Per, maximum x2 for Wil and Speed and x1 for all other atributes.
UPD 2024-02-16: I did it. Thank you for your comments in the script. To be honest, I did something a little different: x4 and x2 ALWAYS for Int, Per, Wil and Speed. But it's much better than I wanted.
Is it possible to get a version of this mod with fixed x3 multiplier? x5 is OP. Especially on luck... I would not touch the luck. Better leave it at x1 only...
Great idea! I've added a version of the mod that defaults to x1 Luck and x3 Non-Luck.
You can always customize the multipliers using the console commands listed in the description, but it can definitely be annoying to update the defaults on every new character. Having a version with less powerful defaults makes a lot of sense.
Thank you for the heads up! I accidentally put the wrong version of the .esp in the .7z file when I uploaded the alternate version. It should be fixed now. Once you update, if you have an existing save using the mod, you'll need to run the following console command to restore the default values:
33 comments
Any help?
I simply need misc skills to contribute to level up. Nothing more or less.
That being said, I'm having an issue. I've no idea if this was occurring in my first playthrough with it, but it seems like the x3 multiplier for attributes doesn't take effect whenever I get ambushed by dark brotherhood assassins.
The only changes I've had since then in terms of mods is: latest TR, Project Cyrodiil and UI Extension. Kind of an hindrance to be forced into using commands every levels, but oh well.
I never ran into this issue myself because I always play with the "Expansion Delay" mod, which makes it so you can stop the dark brotherhood attacks after one ambush: https://www.nexusmods.com/morrowind/mods/47588
I sincerely hope it doesn't end up being too much time consuming for you, best of luck.
For the Expansion Delay mod, the dark brotherhood attacks should stop as soon as you report the attacks to a guard.
But shouldn't DB attacks only happen when you reach the status of Hortator? That's what the description says. And also, for some reason, I never have the topic available when talking to guards (Ald'ruhn's and Vivec's, and iirc Balmora's) EXCEPT if the guard in question is Apelles Matius.
Is there any guard in particular you could name that did work on your end?
If you filter your journal to show the "Dark Brotherhood Attacks" quest entries, you should have an entry that starts with "A guard has told me that my attackers were likely members of the Dark Brotherhood..." if you already told a guard about the attacks. That journal entry (or any after it in that quest chain) should stop the attacks. If you don't have that quest chain at all, maybe something bugged out? You can type "Journal TR_dbAttack 30" into the console to forcibly add that journal entry.
If you're still getting attacked even with that journal entry, maybe one of your other mods is messing the the "dbattackScript" script. But that mod would have to be loaded after the Expansion Delay mod. Or maybe one of your other mods added a different source of dark brotherhood attacks? Those are the only things I can think of.
I already had the first line of Dark Brotherhood Attacks quest chain in my journal, yet I still wouldn't get the appropriate texts upon talking to (any) guard. I used the command you suggested, then talked to Apelles Matius, got the first lines as if he was himself a simple guard, and then the topic for "go to Mournhold".
I replaced your mod's previous version with the updated one, tested the save when I noticed the issue, and did get the appropriate numbers. I had forgotten to download the balanced version and so used commands to reestablish the previous values (which btw were case-sensitive), but then found out that you actually also had updated that version as well and switched.
I tested the balanced version, got "lucky" and didn't get ambushed, and so foolishly just assumed it wouldn't be any different without due diligence (I highly doubt it actually is, that being said).
Well, now I got another level, with an ambush, and the attributes only leveled by one. There were two assassins (second time ambushed, level 5). I reinstalled the normal version, reloaded the save before the rest, re-did the commands, got ambushed and still did not get the appropriate points.
So I'm pretty certain these further attacks (which I was also getting past going to Mournhold in my first playthrough) are, like you mentioned, part of another mod. My first hypothesis would be "Tribunal Rebalance", but I have to mention that your mod is now the very last in my LO without any sign from MO2 of overwriting/being overwritten by anything.
Certain parts of the console commands being case-sensitive is beyond my control, it's just a quirk of Morrowind's scripting language.
Weirdly enough, I got another level today where only 2 out of the 3 attributes got their 3 points (on being ambushed, again).
As for the case-sensitive thing, I only mentioned it because iirc, you say otherwise in the readme.
Something I just thought of: If one of your other mods is changing your attributes as soon as you wake up / level up, it could be confusing my mod. I snapshot the player's attributes and level the moment they wake up, then check those values again as soon as the game unpauses. The goal is to snapshot the values the moment the level-up menu is shown, then check how they've changed the moment the level-up menu is closed. If your level increased by one, any attributes that increased by one get the relevant bonus applied to them. But if the difference is anything other than one, it does nothing.
I have another mod https://www.nexusmods.com/morrowind/mods/43017, which I think could potentially be interfering with the process you mentioned.
Anyways, thank you for this mod and your time!
If you're already using a different version of this mod, you'll probably want to run the following console command once you change mod versions. This will ensure all the script variables are set to their expected default values:
Set Ben_LevelUpMult.Initialized to 0
For example, I would like to experiment with a version of the mod that always gives you +1 to an attribute at level up. Or +2. Currently you only offer versions that give +5 or +3, and those are still a bit too strong for my tastes.
I tried editing the script text file to alter BonusLuck and BonusNonLuck to values other than 4, but that didn't seem to change anything, I still received +5 to each attribute upon levelling up.
Thanks again
Edit: ok, I just found out that your console command to set the variables persists through savegame reloads after it has been set. I didn't realise that, I assumed it would reset each time you closed the game. So there's no need for this, I can just set each variable at the start of my playthrough and then play. My mistake! Thanks again for the mod, it's great.
This mod is 100% compatible with the Morrowind Code Patch "Attribute uncap" setting. I just did some testing with attribute values of 99, 100, and 101 and they all increased by the expected amount. I didn't mention this anywhere, but I'll definitely update the mod description now that you've asked about it.
I don't have experience with other attribute uncappers, but this mod is likely compatible with them too. This mod calls "Player->ModStrength 1" (or the equivalent console command) a number of times equal to the "BonusLuck" or "BonusNonLuck" setting. So as long as those console commands increase your base attribute value by 1 when your base attribute value is already at or above 100, this mod will be compatible with the attribute uncapper.
UPD 2024-02-16:
I did it. Thank you for your comments in the script. To be honest, I did something a little different: x4 and x2 ALWAYS for Int, Per, Wil and Speed. But it's much better than I wanted.
You can always customize the multipliers using the console commands listed in the description, but it can definitely be annoying to update the defaults on every new character. Having a version with less powerful defaults makes a lot of sense.
Thank you for your feedback!
Set Ben_LevelUpMult.Initialized to 0