About this mod
Notice Requires OBSE V0011 or higher to run The Official Thread in the Elderscrolls forms is located here This Project is going through a complete Overhaul. It will not increase skill level maxes past 100 in skills or increase the max of your stats past the
- Permissions and credits
The Official Thread in the Elderscrolls forms is located here
This Project is going through a complete Overhaul. It will not increase skill level maxes past 100 in skills or increase the max of your stats past the 100 cap. What this will do is try and better balance leveling as well as give Bonuses to skills that have gone past level 100 where in Vanilla Land you stop getting bonuses once you reach 100 in that skill.
This mod alters the way in which the player gains attribute points. Instead of being gained on leveling up, attributes rise dynamically as the player's skills increase (at a standard rate of one attribute gain per three related skill gains, changeable from the console). For ease of use, many of the main functions of the mod can be controlled from the console. The new leveling system will start working after the player leaves the prison sewer system.
This mod works by running a background global script (low priority, once a minute on standard settings) which checks player skill increases and alters player attributes to reflect them. Attribute gains from leveling up will be automatically reverted on the first cycle after leveling. In order to initialize, the mod will check to see if the main quest has reached MQ01 Stage90 (Go to Weynon Priory after leaving the sewer). This is to avoid issues caused by the player changing their class at the end of the tutorial.
Mastery Bonuses Notes:
Once you reach master in Alteration, you now gain the ability to take soul gems and Combine them into there more powerful versions. This spell is a master level spell, which once cast will change two of your Soulgems into there next stone level. This does not allow you to create Black Soulgems this way. You will still have to do that quest to obtain a black soul gem if you so desire to acquire them.
Comment: In a future release, I may change this into a lesser power instead of a normal spell.
Once you reach master in Mysticism, you now gain the ability to discharge any Soulgems of the souls to reuse them. For example trapped a lesser soul in a grand Soulgem you will be able to use this ability to safely remove the soul from the gem and reuse the Soulgem to place a more proper soul into it.
Comment: In a future release, I may change this into a lesser power instead of a normal spell.
Bonuses over 100 Notes:
I have gotten the mage skill classes confirmed that they stop give bonuses beyond 100. What I do not have is the other skills. I need testers to test the functions of the warrior and thieves skill classifications before I will implement such. I need actual feedback posted in the form thread posted further down to know what needs added and what to leave as is.
Miscellaneous Changes to the gaming mechanics
Health Regeneration Over time
You now gain the ability to regenerate your wounds over time. I used global Values so that it can be adjusted in game if you so chose to change the rate of healing. It uses a formula similar to the one that Magicka uses to calculate magicka regeneration.
Global Values
fHealthReturnBase = 0.2500 (default value)
fHealthReturnMult = 0.0200 (default value)
HRTimer = 10 (default value)
Formula
HealthRegenRate = 0.01 * (fHealthReturnBase + fHealthReturnMult * Endurance) * TotalHealth.
To Do list
Lesser Power Console Command to Customize the leveler system.
Revise the script to give it more functionality and to improve performance.
Making it possible to go beyond 100 in a stat or skill.
I will be going through the Class creation and try to get some Scripts up and running that make changes to the way the classes are set up.
Example:
Warriors and Barbarians I will have a script set up to check your level. Since you will be level 1 when you leave the sewers I think it will be safe to do a check that if your are level 1 it will set all your spells skills to 1 and remove all cast able spells from your spell book. I do not see these class types knowing how to use a spell book let alone know how to cast spells.
Functions that become enhanced by the Following past 100 in skill:
Acrobatics - NI
Alchemy - NI
*Alteration - Magic Resistance affect- OBSE
Armorer - NC - NI
Athletics - NC - NI
Blade - NC - NI
Block - NC - NI
Blunt - NC - NI
*Conjuration - Shield affect - OBSE
*Destruction - Magicka Pool
HandToHand - NC - NI
HeavyArmor - NC - NI
*Illusion - Health Bonus - OBSE
LightArmor - NC - NI
Marksman - NC - NI
Mercantile - NC - NI
*Mysticism - Spell Absorption affect- OBSE
*Restoration - Magicka regen - OBSE
Security - NC - NI
Sneak - NC - NI
Speechcraft - NC - NI
Keys
*= Already Implemented
NC = Need confirmation
NI = Not Implemented
NSY= No Scripts Yet
OBSE = Oblivion Script Extender
Skills implemented thus far:
Destruction skill
Destruction skill bonuses for mages who have taken their Destruction skill above 100 via the many skill enchanted items in the game, which without this script become useless once the skill caps at 100. In the default game, mana costs do not continue to go down after 100 for skills, for example
What this script does:
Multiplicative magicka bonuses for every two points above 100 Destruction by modifying the MagickaMultiplier of the pc based upon a ratio. 110 destruction is far superior to 100. This allows mages a fair and balanced way to increase their damage in the high end game.
These results in a healthy progression of mana upwards of 100 skills, keeping pace with the mana demands that mobs at this level pose, and giving you continued ways to improve your character after you have capped out.
Example:
If at 100 intelligence and 100 destruction, you have 400 mana At 105 destruction, you will have 480, at 108 destruction, you will have 560, At 110 destruction you will have 600, ect...
Restoration Skill
Restoration skill bonuses for mages who have taken their Restoration skill above 100 via the many skill enchanted items in the game, which without this script become useless once the skill caps at 100.
What this script does:
What this script does is take your base magic regeneration and every point above 100 increases the amount of Magicka you regenerate by 1%
Example:
If your Restoration skill reaches 150 then the amount of magicka you regenerate over time will be one and a half times faster.
If your Restoration skill reaches 200 then the amount of magicka you regenerate over time will double.
Illusion Skill
Illusion Skill bonuses for mages who have taken there Illusion Skill above 100 Via the many skill enchanted items in the game, which without this script becomes useless once the skill caps at 100.
What this script does:
What this script does is take your base Health and every point above 100 increases the amount of the amount of health you have by 1%.
Example:
If at 100 Endurance and 100 Illusion, you have 200 Health Base. At 105 Illusion, you will have 305, at 108 Illusion, you will have 308, At 110 Illusion you will have 310, ect...
Conjuration Skill
Conjuration Skill bonuses for mages who have taken there Conjuration Skill above 100 via the many skill enchanted items in the game, which without this script becomes useless once the skill caps at 100.
What this script does:
This script affects the player’s defense using spell abilities. Your Conjuration skill growth affects the magnitude of the shield affect.
Example:
At level 120 in the Conjuration skill your total shield affect will be at 15%
At level 160 in the Conjuration skill your total shield affect will be at 20%
At level 200 in the Conjuration skill your total shield affect will be at 25%
Mysticism Skill
Mysticism Skill bonuses for mages who have taken there Mysticism Skill above 100 via the many skill enchanted items in the game, which without this script becomes useless once the skill caps at 100.
What this script does:
This script affects the player's Spell Absorption using spell abilities. Your Mysticism skill growth affects the magnitude of the Spell Absorption affect.
Example:
At level 120 in the Mysticism skill your total Spell Absorption affect will be at 15%
At level 160 in the Mysticism skill your total Spell Absorption affect will be at 20%
At level 200 in the Mysticism skill your total Spell Absorption affect will be at 25%
Alteration Skill
Alteration Skill bonuses for mages who have taken there Alteration Skill above 100 via the many skill enchanted items in the game, which without this script becomes useless once the skill caps at 100.
What this script does:
This script affects the player's Magic Resistance using spell abilities. Your Alteration skill growth affects the magnitude of the Magic Resistance affect.
Example:
At level 120 in the Alteration skill your total Magic Resistance affect will be at 15%
At level 160 in the Alteration skill your total Magic Resistance affect will be at 20%
At level 200 in the Alteration skill your total Magic Resistance affect will be at 25%
Bugs and issues
No actual bugs that I know of, please tell me if you find any. Please note that if the ZLSALStimer setting is set too low (0-1 seconds) there may be a serious performance hit.
Special Thanks
DragoonWraith with OBSE script questions