I just released v0.5.3 after I finally reproduced the infinite leveling rollover bug in my play-through Well, all I can say is I actually experienced and fixed a bug involving infinite level up gauge and rollover, i hope this is the one that was reported. If not, don't hesitate to re-open it in the Bugs tab. The bug occurred when a skill reaches 100. It seems a skill level up event is triggered each time the skill is used (maybe there's a progress gauge to fill before). I did not expect this behavior so the level up gauge first, then the roll over value was incremented in that case ...
I also changed Major/Minor/Misc skill impact default values to 8/6/2 in this release, as I really liked the level up pacing I experienced with those values. Of course, everything remains configurable. Check your settings after you install the new release
This is such a nice alternative over the original min-max stat relocation, you can just more casually play and not have to worry about leveling some stats, what's the progress of the next update? take your time, I'll start a new playthrough when you release it :)
Are OblivionRemasterLikeLeveling.omwaddon and OblivionRemasterLikeLeveling.omwscripts activated ? You should see the mod settings in Options -> Scripts -> Oblivion Remaster Like Leveling
Hi yeah they are activated for all I know. I'm level 1 but it takes 100 points to level up as is intended. The problem is that I only get 1 point for every skill level up and I only see the openmw ui options in the scripts editor
Best leveling mod ever. If you want a skill and attribute uncapper, just go in constants.lua and change the skill and attribute max from 100 to 1000 or whatever you want. If, for some reason, the infinite level bug appears, the new version should fix it, just deselect the mod, save your game, then put the plugin back and voilà, problem solved. Greatest leveling mod ever. You can now choose whatever skills you want without needing to be strategic (even choosing athletics and acrobatics) and level up however you like, though unfortunately without retroactive health.
-Edit: Seem like skills are still stuck at 100. Attribute uncap only.
Nice try but it does not work like this ^^ constants.lua are used by the mod only, not the game. I had to add constants for the skill and attribute caps because I could not find existing ones I could call instead for the checks. Unlike the attributes, the mod does not change the skill values, that's why it works for the attributes only
There are no plans to introduce uncapped skills. The mod do not interfere with the vanilla skill upgrade mechanism, so it would need to develop a brand new feature. I'm afraid separate mod would be conflicting as the mod have to check the maximum skill value (100) to avoid a bug to occur. That means a skill increase to a value greater than 100 will not give level up points. I guess you can change the maximum skill value constant in constants.lua to fix this, at your own risks. Actually I think it would break the balance I find really good with the 8/6/2 skill impact ratio
Throwing this here just in case someone can answer this:
Does anybody know if this works ok with State-Based HP? Specifically from this mod (https://www.nexusmods.com/morrowind/mods/52183?tab=description). Thanks a lot to anyone that can give an answer, sadly I won't be able to test it for a while.
Hi, Honestly I don't know exactly what would happen, but I think there there will be conflicts. Maybe the order you load the mods can solve some issues, but I do not recommend it as we use different scripting engines to set the HP. If you really want to try it, I suggest to experiment with a test character (you can change the skills impact values - don't forget to set them back after) and see what happens before investing your time in a long run.
If you can wait, I plan to add optional retroactive health calculation in the next release, that I think will be ready within 2 weeks, depending on my professional agenda.
Sometimes when you level something really fast(like alchemy to 100) experience is not carried correctly to next levels. After leveling alchemy from 20 to 100(it was misc skill) I was lvl 20. I loaded a save and did it slower and I ended with level 3. So if you are power leveling better do it a little slower than usual.
For now I'll focus on make it stable for Open Morrowind, and finish my Play-trough. As I told Ronik that's the reason why I implemented this mod at first :)
I discovered Open Morrowind a few days ago as Oblivion Remaster release made me want to play Morrowind again, after years. I've been amazed by the automatic mod list feature and the impressive amount and diversity of mods that were available.
I don't know MWSE, I'll look at it after my play-through. Maybe I'll find it amazing too.
I'm going to throw my hat in here as well. A proper Oblivion Remaster style leveling would be great to have in Morrowind. The mod shared by varlothen is NOT it. (It's buggy, and it gives you complete freedom in point distribution instead of the three attribute limitation).
I'd been playing Oblivion remastered, then went to Morrowind using MWSE and MGE XE. Was 3 hours in and saw this awesome mod, immediately switched to OpenMW and restarted 😁. I think MWSE has more possibilities, but I'm preferring OpenMW now I've tried it. The only misc skills that I ever level in my game are acrobat and athletics.
I'm not sure if this is something that can be coded for, but I installed this mod in the middle of a save and the +5 Endurance (I was about to level for Health but found your mode) is now stuck as reminder text even after leveling up. No biggie if it hangs there. Thank you so much for this mod!
48 comments
I just released v0.5.3 after I finally reproduced the infinite leveling rollover bug in my play-through
Well, all I can say is I actually experienced and fixed a bug involving infinite level up gauge and rollover, i hope this is the one that was reported.
If not, don't hesitate to re-open it in the Bugs tab.
The bug occurred when a skill reaches 100. It seems a skill level up event is triggered each time the skill is used (maybe there's a progress gauge to fill before). I did not expect this behavior so the level up gauge first, then the roll over value was incremented in that case ...
I also changed Major/Minor/Misc skill impact default values to 8/6/2 in this release, as I really liked the level up pacing I experienced with those values. Of course, everything remains configurable. Check your settings after you install the new release
So far every level for every skill gives me only 1 point and I can't see the options for this mod in the script options
Are OblivionRemasterLikeLeveling.omwaddon and OblivionRemasterLikeLeveling.omwscripts activated ?
You should see the mod settings in Options -> Scripts -> Oblivion Remaster Like Leveling
Edit: I figured out what it was, the expanded vanilla pack uses the Natural Grow mod and obviosuly they wont work together..
-Edit: Seem like skills are still stuck at 100. Attribute uncap only.
constants.lua are used by the mod only, not the game. I had to add constants for the skill and attribute caps because I could not find existing ones I could call instead for the checks.
Unlike the attributes, the mod does not change the skill values, that's why it works for the attributes only
I'm afraid separate mod would be conflicting as the mod have to check the maximum skill value (100) to avoid a bug to occur. That means a skill increase to a value greater than 100 will not give level up points. I guess you can change the maximum skill value constant in constants.lua to fix this, at your own risks.
Actually I think it would break the balance I find really good with the 8/6/2 skill impact ratio
Does anybody know if this works ok with State-Based HP? Specifically from this mod (https://www.nexusmods.com/morrowind/mods/52183?tab=description). Thanks a lot to anyone that can give an answer, sadly I won't be able to test it for a while.
Honestly I don't know exactly what would happen, but I think there there will be conflicts. Maybe the order you load the mods can solve some issues, but I do not recommend it as we use different scripting engines to set the HP.
If you really want to try it, I suggest to experiment with a test character (you can change the skills impact values -
don't forget to set them back after) and see what happens before investing your time in a long run.
If you can wait, I plan to add optional retroactive health calculation in the next release, that I think will be ready within 2 weeks, depending on my professional agenda.
It looks like the bug I just fixed in the new release
For now I'll focus on make it stable for Open Morrowind, and finish my Play-trough. As I told Ronik that's the reason why I implemented this mod at first :)
I discovered Open Morrowind a few days ago as Oblivion Remaster release made me want to play Morrowind again, after years.
I've been amazed by the automatic mod list feature and the impressive amount and diversity of mods that were available.
I don't know MWSE, I'll look at it after my play-through. Maybe I'll find it amazing too.
I was hoping for something like this and I'm so glad someone did it!
Thank you so much.