how impossible would this be to get running on the 0.47 version of OpenMW? i'm looking to run a TES3MP server and play with a friend and would like to use this leveling system?
Since this mod is 99% lua scripting and, according to Open MW 0.47 documentation, open MW 0.47 does not include lua scripting, I'd say 100% impossible I'm afraid. It would require a full port using the legacy 0.47 capabilities
For the level up, each skill has an impact you can customize on the mod options (Options -> Scripts -> Oblivion Remaster Like Leveling). By default, a major skill level up will grant 10 points, a minor skill 8 and a misc skill 4. When the earned level points reach 100, the level up is triggered, you have to rest to distribute the virtue points (maybe after a little fight :)). The extra points are rolled over to the next level.
You can see the level progress bar as usual, with the 100 hundred limit
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.
Great work. A minor spelling error: In the mod settings, "in the same philosophy *as in Oblivion Remastered".
As for the mod itself: works flawlessly after the update. This leveling system is amazing for a casual playthrough, but very easy to exploit through training - just train all the minor skills equally for easy exp and put all the virtues into str/end/agi. Thankfully it's customizable so we can just reduce the minor skill gain to e.g. 5 and make training way more expensive through mods like this: https://www.nexusmods.com/morrowind/mods/53659
Or just go nuts with minmaxing and use this amazing difficulty mod: https://www.nexusmods.com/morrowind/mods/55542
As well as some economy nerfs and Alchemy toxicity (potion limit). And nerfs to all the op items like boots of speed, ring of toxic cloud etc. etc... But that's the usual sisiphean work of trying to make morrowind """balanced"""
That aside - it's easily one of the best levelling mods already. More interactive than NCGDMW or Madd and less constricting than vanilla. For me the only dilemma is between this and Morrowland Uncapped Attributes - I'd rather grind exp from killing than spam spells out of combat...
For me the only dilemma is between this and Morrowland Uncapped Attributes - I'd rather grind exp from killing than spam spells out of combat...
Morrowland system has a major problem: experience is limited to killing enemies, thus limiting progression to having to kill, kill and kill again. I think several things should be able to grant experience, such as completing quests, picking locks, selecting topics (once per topic), trading, repairing, enchanting, etc. Limiting experience gains from killing things makes the game too combat-heavy. I've already played several part where I prioritized stealth, avoiding enemies, and quests that didn't require me to kill things in dungeons, and depending on my specializations.
In the meantime, I honestly think Morrowland system does more harm than good because it destroys the role-playing experience and forces you to play in a very specific way to progress.
There is already the "Alternative Skill Point Leveling" mod which allows you to earn level points by completing quests.
Thanks for your feedback. I fixed the spelling mistake for a future release.
I made the skills impacts customizable because I had no precise idea of how to balance them (and it's always better to have options). I may change the default values after I finish my play-through and I get more feedback like yours
I've tried Alternative Skill Point Leveling before just for that quest exp feature. It's not great since you get the same exp for giving Ajira mushrooms as for ending the blight. But still, it's the only mod with quest exp rewards and the closest thing to Skyrim's Experience mod. You can also avoid the skill penalty by levelling acrobatics by jumping, but only level it by 1 on each level up. So you still gain levels like crazy. And it still doesn't feel super natural for normal gameplay - you jump all over balmora and make cheap potions and boom, you level up blunt and heavy armor.
Also after using NCGDMW, this mod and Morrowland I kind of miss the OG level up messages.
I'll admit that Morrowland does force you to play in a certain way, like the urge to clean the whole map of npcs a la Gothic games. And you gotta refrain from killing your own summons or the npcs' summons over and over. Another issue is that the mod is implemented in such a way that you can level up each skill in the level up menu by 3 points max, but for every 2 points increased in a single level up you get a corresponding attribute increase by one, so in practice the optimal way to level a mage would be to raise conjuration, alchemy, enchant and security by 2 points each every time just to squeeze out all the INT bonuses.
But there are still main advantages of the mod - no urge to spam spells or jump everywhere, no more powerleveling alchemy through 10000 restore fatigue potions, no guilt for using companions, and also uncapped functionality.
In the end it's all the fault of minmaxing mentality. You can already cheese Morrowind in so many ways. Even just spell locking a door and spamming aoe spells at an aggroed enemy. So I don't exactly fault any of those mods for being exploitable.
The fact that both easy and difficult quests grant the same experience rate can indeed be considered a problem, but for me it's not a big deal because the most difficult quests already reward the player with gear, gold, or reputation points. For example, even if the dreugh quest in the "Project Cyrodiil" grants the same experience rate as a simple Fedex quest, the loot found through exploration will still be a worthwhile gain.
"You can also avoid the skill penalty by levelling acrobatics by jumping, but only level it by 1 on each level up. So you still gain levels like crazy.[...]"
Very good point. It may seem crazy, but you can limit this effect by installing the "Simple Exp Scaling" mod and setting the experience received in acrobatics to 0.1 or even 0 if you want to stop it. Do this also for any skills you find too easy to exploit. The solution might be to provide multiple ways to gain experience by killing things AND also through other different methods to reward different playstyles. Merging Morrowland's script with "Alternative Skill Point Leveling" will at least give you two ways to do this.
Amazing, thank you very much! I wanted a mod for OpenMW like this immediately when I saw the Oblivion Remastered leveling system, and I'm very glad I won't have to make it myself :)
I just released a new version that fixes annoying bugs As said in the description, this mod is still in an early phase. I'm currently performing a whole play through to test it in real conditions, but it may takes time (I've installed Tamriel Rebuilt so...) I'll try to update the mod as regularly as I can according to my planning
18 comments
I released the version 0.5.2 that fixes the health progress bug (and a spelling mistake)
It would require a full port using the legacy 0.47 capabilities
By default, a major skill level up will grant 10 points, a minor skill 8 and a misc skill 4.
When the earned level points reach 100, the level up is triggered, you have to rest to distribute the virtue points (maybe after a little fight :)).
The extra points are rolled over to the next level.
You can see the level progress bar as usual, with the 100 hundred limit
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.
As for the mod itself: works flawlessly after the update. This leveling system is amazing for a casual playthrough, but very easy to exploit through training - just train all the minor skills equally for easy exp and put all the virtues into str/end/agi. Thankfully it's customizable so we can just reduce the minor skill gain to e.g. 5 and make training way more expensive through mods like this:
https://www.nexusmods.com/morrowind/mods/53659
Or just go nuts with minmaxing and use this amazing difficulty mod:
https://www.nexusmods.com/morrowind/mods/55542
As well as some economy nerfs and Alchemy toxicity (potion limit). And nerfs to all the op items like boots of speed, ring of toxic cloud etc. etc... But that's the usual sisiphean work of trying to make morrowind """balanced"""
That aside - it's easily one of the best levelling mods already. More interactive than NCGDMW or Madd and less constricting than vanilla. For me the only dilemma is between this and Morrowland Uncapped Attributes - I'd rather grind exp from killing than spam spells out of combat...
Morrowland system has a major problem: experience is limited to killing enemies, thus limiting progression to having to kill, kill and kill again. I think several things should be able to grant experience, such as completing quests, picking locks, selecting topics (once per topic), trading, repairing, enchanting, etc. Limiting experience gains from killing things makes the game too combat-heavy. I've already played several part where I prioritized stealth, avoiding enemies, and quests that didn't require me to kill things in dungeons, and depending on my specializations.
In the meantime, I honestly think Morrowland system does more harm than good because it destroys the role-playing experience and forces you to play in a very specific way to progress.
There is already the "Alternative Skill Point Leveling" mod which allows you to earn level points by completing quests.
I fixed the spelling mistake for a future release.
I made the skills impacts customizable because I had no precise idea of how to balance them (and it's always better to have options).
I may change the default values after I finish my play-through and I get more feedback like yours
Also after using NCGDMW, this mod and Morrowland I kind of miss the OG level up messages.
I'll admit that Morrowland does force you to play in a certain way, like the urge to clean the whole map of npcs a la Gothic games. And you gotta refrain from killing your own summons or the npcs' summons over and over. Another issue is that the mod is implemented in such a way that you can level up each skill in the level up menu by 3 points max, but for every 2 points increased in a single level up you get a corresponding attribute increase by one, so in practice the optimal way to level a mage would be to raise conjuration, alchemy, enchant and security by 2 points each every time just to squeeze out all the INT bonuses.
But there are still main advantages of the mod - no urge to spam spells or jump everywhere, no more powerleveling alchemy through 10000 restore fatigue potions, no guilt for using companions, and also uncapped functionality.
In the end it's all the fault of minmaxing mentality. You can already cheese Morrowind in so many ways. Even just spell locking a door and spamming aoe spells at an aggroed enemy. So I don't exactly fault any of those mods for being exploitable.
The fact that both easy and difficult quests grant the same experience rate can indeed be considered a problem,
but for me it's not a big deal because the most difficult quests already reward the player with gear, gold, or reputation points.
For example, even if the dreugh quest in the "Project Cyrodiil" grants the same experience rate as a simple Fedex quest, the loot found through exploration will still be a worthwhile gain.
Very good point.
It may seem crazy, but you can limit this effect by installing the "Simple Exp Scaling" mod and setting the experience received in acrobatics to 0.1 or even 0 if you want to stop it. Do this also for any skills you find too easy to exploit. The solution might be to provide multiple ways to gain experience by killing things AND also through other different methods to reward different playstyles. Merging Morrowland's script with "Alternative Skill Point Leveling" will at least give you two ways to do this.
I think I agree with you basically anyway.
Don't forget to get the new release
As said in the description, this mod is still in an early phase.
I'm currently performing a whole play through to test it in real conditions, but it may takes time (I've installed Tamriel Rebuilt so...)
I'll try to update the mod as regularly as I can according to my planning