Oblivion

File information

Last updated

Original upload

Created by

Sphagne

Uploaded by

Sphagne

Virus scan

Safe to use

About this mod

\'Pure Immersion\' is yet another character advancement mod, and changes the way you advance your attributes.

Permissions and credits
Mirrors
"Pure Immersion" is yet another character advancement mod, and changes the way you gain your attributes.

Your attributes are increased or decreased dynamically as your skills advance by usage or spells and when the spell wears down, then the temporary attributes, gained by temporary skill advancements, would be lost.

So each time you advance in a skill, some of your attributes may advance by a fraction, and if they reach the next stage, you would notice a gain in the attributes.

The end result is that there is no need to think about level up sessions, and program your actions to be able to gain the maximum amount of attributes as you gain levels. So, no more power-gaming for those additional speed points, just a pure immersive oblivious bliss.

You play the game, you get immersed in the events, you advance in skills and gain attributes as you do quests and battles, and eventually you reach a point when you need to rest to advance a level, and gain some hit points, and the chance to find better loots on higher level monsters...

Note: From the version 1.0 on, your attributes may be affected by elements other than skills, i.e. some misc stats like total kill count or total places found, or your fame and infamy, or even the total damage dealt to your body, can have an effect on your attributes as well.

I wanted to make it compatible with any custom race and birth sign, "Beautiful People", "Mighty Magick", and all those cosmetic and GUI mods, like BT and DarN, i.e. almost anything out there, and I wanted it to be independent of "OBSE", and I think I have reached my goal, but I had to select features that would not complicate this mod, to reduce the chance of conflicts, so here is the feature list:

--- --- --- --- --- --- --- --- --- ---

Important: This mod is now ESP/ESM format and has two parts: "PureImmersion.esp" + "piCore.esm", and you need to enable both these parts.

- Versions 1.5x and before do [not] require OBSE, but the next versions will do.

- Has an in-game menu that you can use to change any setting any time you like, and you can open this menu by casting the new lesser power called: "Pure Immersion".

- Your health gain system is less dependent on early raise of Endurance, and also two additional health gain add-ons are bundled with it now, one is just like vanilla oblivion, and another is like Kobu"s add-on (but 5*Endurance), and also it works perfectly with Kobu"s health add-on, thanks to "ponyman" for the info.

--- --- --- --- --- --- --- --- --- ---

- You will gain attributes as you advance in skills, i.e. you advance in blade skill, thus you gain some strength (like "0.4" points) for each blade skill level.

- When you level-up, you would rest and have a choice of three attributes to increase by just "1" points. It's a bonus for those hard to raise attributes, and a help for harder settings.

- It has a very open way of attribute gain system, so any type of it can be implemented later, like those different wheels and the like, i.e. any skill or misc stat can increase any attribute or any combination of them. You can also define the relations manually via in-game menus.

- Race, Class skills, and Specialization [can] have an effect on how fast you would increase any attributes, i.e. Orcs could gain Strength more than Personality, Fighters can gain Endurance more than Mages, and if you have blade skill in your class definition and have hand to hand as a minor skill, your blade could increase your strength more than your hand to hand.

--- --- --- --- --- --- --- --- --- ---

- There is an option in the in-game menu in which you can choose any time to change a difficulty setting and it would affect how fast you raise your attributes after that moment. In fact you can change any setting on the fly and if would have an effect on your game after that moment.

You can experiment with this difficulty setting and find the best option for your style of play, and usually something between 0.2 and 0.5 would give the best result, or maybe (0.4-0.5) for the first few levels and (0.2-0.3) for the rest.

- Your attributes can be decapped now, i.e. if you want, you can raise your attribute caps up to 200.

- You can switch between these decap modes on the fly via some in-game menus, without losing anything if you decide to revert to the previous attribute capping mode.

- Those in-game menus also let you change the general difficulty setting of attribute gains, and the relations between skills and attributes, and the effect of your character"s race and class on your attribute gains, and control some other features, as well.

--- --- --- --- --- --- --- --- --- ---

- In the beginning of the game, you have an option to skip tutorial dungeons.

As you skip the tutorial dungeons, you can choose between 3 places to start the game:
1: Just outside of the tutorial dungeons.
2: Imperial City, Market Place.
3: Imperial City, Waterfront.

Also you would be given some loot and gear, appropriate for your character class.

Note: All the scripts are included in a separate download for the interested ones, and you may use them whenever you want. No credit required, and also you can change this mod as you like, but please do not distribute it by the name of "Pure Immersion". Names like "My Pure Immersion" have no problem.

--- --- --- --- --- --- --- --- --- ---

- There are some global variables now that control gradual attribute gains, and you can use them to increase or decrease your attributes on the fly, and it would fit in your current attribute capping mode. Try the following command:

Set to <number><br><br><var> can be one of the following:<br><br>a01GainEnd<br>a01GainStr<br>a01GainSpd<br>a01GainAgi<br>a01GainInt<br>a01GainWil<br>a01GainPer<br>a01GainLck<br><br>And the <number> can be a positive or negative number to increase or decrease your selected attribute.<br><br>Used them to test those attribute caps, and their dynamic changes via the in-game menus. No problem here!<br><br>--- --- --- --- --- --- --- --- --- ---<br><br>- Versions 1.5 (and before) of "Pure Immersion" do not touch skill progression a bit, so some other mod that slows the skill progression, (like OOO), is greatly recommended for better immersion. But the next OBSE based versions will manage skill progression and would replace mods like "Progress" as well.<br><br>--- --- --- --- --- --- --- --- --- ---<br><br><strong>New in v1.0</strong>: <br><br>There is a new character development method called "Advanced Method", in this mode you define a [style] for each of your attributes to reflect the style of your game-play. Thus your attributes gain better if you act as in the defined style, i.e. you may define the "Thief" mode for your Agility gains, and after that, if you act as a thief you would gain Agility more than when you act as a hunter, more on that later...<br><br>In the "Advanced Method", your misc stats can have an effect on your attribute development, so your total Kill count or the amount of your assaults on people may affect your attributes as well.<br><br>Also the total amount of the damage dealt to your body can increase your Endurance, thanks "migthegreat" for the idea.<br><br>The global values a01DamC1 and a01DamC2 control the difficulty of gaining Endurance by taking damage, more on that later...<br><br>a01Menu is the global menu number used by in-game menus and future add-ons.<br><br><strong>New in v1.1</strong>: <br><br>Added the option for users of realistic fatigue mods, to skip the tutorial dungeon with a lighter gear.<br><br>Added a new plug-in to change the development of mercantile skill from quantity-based to quality-based.<br>This is currently named "spMerchant.esp", but it would change in future versions.<br><br><strong>New in v1.5</strong>: <br><br>Revamped in-game menus, for even easier access for everyone, now menus change depending on your choice of character development method.<br><br>Fixed the rare initialization CTD of v1.2 and the skittish menu items of that version if you did not skip tutorial dungeons.<br><br>PI now recognizes "Elys Uncapper" and is compatible with it.<br><br>You can return to the last tutorial dungeon if you like.<br><br>Added "Specialized Character", but it is still partly unfinished, because it is better developed via OBSE, which the next version will be based on. ;)<br><br>The "Effective Class" theme of "Specialized Characters" is fully developed and can be used as a character development style.<br><br>--- --- --- --- --- --- --- --- --- --- ---<br><br><strong>Menus</strong>:<br><br>--- General Settings<br>--- --- General Difficulty<br>--- --- Attribute Gain Info<br>--- --- Misc Rating Info<br><br>--- Character Development<br>--- --- Classic Character<br>--- --- Advanced Character<br>--- --- Specialized Character<br><br>--- Attribute Manager<br>--- --- Attr Development<br>--- --- --- Vanilla Oblivion<br>--- --- --- Affected Skills<br>--- --- --- Twisted Ring<br>--- --- --- Two Rings<br>--- --- --- Flat Rings<br>--- --- Luck Development<br>--- --- --- Manual<br>--- --- --- Attr Related<br>--- --- --- Fame Related<br>--- --- Define Limits<br>--- --- Manual Design<br><br>--- --- --- --- --- --- --- --- --- ---<br><br>--- --- --- --&gt; Advanced Character<br><br>--- Attribute Styles<br><br>--- --- --- --&gt; Specialized Character<br><br>--- Character Effects<br>--- --- Select Theme<br>--- --- --- Effective Class<br>--- --- --- Effective Character<br>--- --- --- Adaptive Character<br>--- --- Race Effect<br>--- --- Class Skills Effect<br>--- --- Specialization Effect<br>--- --- Skill Focus Magnitude<br><br>--- Additional Effects<br><br>--- --- --- --- --- --- --- --- --- ---<br><br>--- Plug-in Manager<br><br>--- --- --- --- --- --- --- --- --- --- ---<br><br><strong>General Difficulty</strong>: <br>Select the general difficulty of raising an attribute, the number is multiplied by each raise in the attribute: (0.1 --&gt; 0.7)<br><br><strong>Attribute Gain Info</strong>:<br>Select whether you want to see the gains in the attribute, and if you want to see each time an attribute is raised by a fraction or only when those fractions are summed to make a whole number.<br><br><strong>Misc Rating Info</strong>: <br>If you want to get informed of the state of your misc stats come here:<br><br>- Kill Rating: Increased by killing people or creatures.<br>- Theft Rating: Increased by stealing or pick pocketing items and the illegal horses.<br>- Spiritual Rating: Increased by trapping souls or reading books or finding NirnRoots.<br>- Adventure Rating: Increased by finding new places or artifacts or closing Oblivion gates.<br>- Financial Rating: Increased by buying horses or houses or investing in stores.<br>- Crime Rating: Increased by assaulting or murdering people or feeding on them.<br>- Fame: Increased by solving problems and doing quests to help people.<br>- Infamy: Increased by helping thieves or other infamous people.<br><br>--- --- --- --- --- --- --- --- --- ---<br><br><strong>Character Development</strong>: <br>Define how your attributes develop relative to your skills and maybe other stats as well.<br><br><strong>Classic Character</strong>: <br>Like vanilla Oblivion, attributes are developed by advancing in skills, but unlike it you can have attributes that are related to more than one skill and vice versa.<br><br><strong>Advanced Character</strong>: <br>Each attribute is affected by some skills and misc stats, but some of these elements may affect it more than others. For instance you may want your Endurance to rise mostly by the amount of damage you take and minimally by your armor skills. You can fine tune them to your liking and your style of play.<br><br><strong>Specialized Character</strong>: <br>Your character is really specialized, because of its race and class, so some skills might affect the attribute development more than other skills, so:<br><br>Orcs might develop their strength sooner than the can develop their personality.<br>Warriors can develop their strength swifter than mages, and so on...<br><br>--- --- --- --- --- --- --- --- --- ---<br><br><strong>Attribute Manager</strong>: <br>Here you can fine-tune your attribute development methods, and/or define their limits.<br><br><strong>Attribute Development</strong>: <br>Define the relation between skill advancements and attribute gains. You can select from currently 5 premade themes for the relations between skills and attributes. You can have a better look at these relation themes in "Other Docs" folder.<br><br><strong>Vanilla Oblivion</strong>: <br>Just like vanilla Oblivion, i.e. each skill has a governing attribute, so advancing a skill results a complete gain in just "one" attribute.<br><br><strong>Affected Skills</strong>: <br>Like vanilla Oblivion, each skill has a governing attribute, but another attribute has a minor effect on it as well, so for instance "Blade" affects 80% Strength, and 20% Agility.<br><br><strong>Twisted Ring</strong>:<br>Like vanilla Oblivion, each skill has a governing attribute, but two other attributes have minor effects on it as well, so for instance 'Blade' is 70% affected by Strength, 15% by Speed, and 15% by Agility.<br><br><strong>Two Rings</strong>:<br>Like vanilla Oblivion, each skill has a governing attribute, but two other attributes have minor effects on it as well. In this method, physical attributes are in a separate ring from magical attributes, but attributes in each ring affect each other by the following ratios: Body: (70,15,15,0), Mind: (70,15,15).<br><br><strong>Flat Rings</strong>:<br>Just like 'Two Rings', but attributes inside each ring affect each other even more, i.e. when you advance in a body skill, you affect all four bodily attributes by the following ratios: (50,20,20,10), and when you advance in a mind skill, you affect all the mind based attributes by the following ratios: (50,25,25). A good option for 'Specialized Character' development methods.<br><br>--- --- --- --- --- --- --- --- --- ---<br><br><strong>Luck Development</strong>: <br>Luck is different from other attributes and its development is individually defined here.<br><br><strong>Manual</strong>: <br>Nothing has an effect on "Luck", so it can only be increased manually, in level-up sessions.<br><br><strong>Attr Related</strong>: <br>Roughly every 14 attribute gains result in a Luck gain.<br><br><strong>Fame Related</strong>: <br>Every few fame gains result in a Luck gain.<br><br>--- --- --- --- --- --- --- --- --- ---<br><br><strong>Define Limits</strong>: <br>You can define limits for your attributes, there are 6 options now:<br>1-Capped at 100<br>2-Capped at 150<br>3-Capped at 200<br>4-Capped by class characteristics<br>5-Capped at 100+race default attributes<br>6-Capped at 60+2*race default attributes<br><br>--- --- --- --- --- --- --- --- --- ---<br><br><strong>Manual Design</strong>: <br>For "Classic Characters" and "Specialized Characters", you can manually define the relations between skills and attributes by hand, so any skill can increase any attribute. Design it just as you like.<br><br>--- --- --- --- --- --- --- --- --- ---<br><br><strong>Attribute Styles</strong>: <br>For "Advanced Characters", each attribute is affected by some skills and misc stats, but some of these elements may affect it more than others. For instance you may want your Endurance to rise mostly by the amount of damage you take and minimally by your armor skills. You can fine tune them to your liking and your style of play.<br><br>--- --- --- --- --- --- --- --- --- ---<br><br><strong>Character Effects</strong>: <br>For "Specialized Characters", each race or class can have different attribute gain rates.<br><br><strong>Select Theme</strong>: <br>Specialized characters are for the ones who want to use only a select few of their skills and ignore the rest, i.e. your major skills are drastically more effective on your attribute development, so don't look at your minor skills as source of attributes, and help those attributes that have no related major skills by other means. <br><br><strong>Effective Class</strong>: <br>The least extreme specialization method. It gives you the option to define how much your character's race, class skills and specialization, affect the speed of your attribute development. They can have no effect or half or full effect, but even if you select full effect for all of them, in total; it has less drastic effect than other specialized character themes.<br><br><strong>Effective Character</strong>: <br>Your initial character defines the effect of your skills on your attribute development, so if you start the game with Blade skill of 40 and Alchemy skill of 5, then your Blade skill would be 8 times more effective than Alchemy on development of your character attributes.<br><br><strong>Adaptive Character</strong>: <br>Just like "Effective Character", but with an important difference. Skill effects on attribute development are defined by your current character state, so if you are currently good at a skill, then it has more effect on your attribute development, so you start focused on your major skills, but you can gradually shift that focus.<br><br>--- --- --- --- --- --- --- --- --- ---<br><br><strong>Race Effect</strong>: <br>Defines if your character"s race has any effect on your attribute gain. It is determined by your race"s original attributes, so if your race had originally more strength than intelligence, you would have easier time raising your strength.<br><br><strong>Class Skills Effect</strong>: <br>Defines if your character"s class has any effect on your attribute gain. Major skills have more effect on attributes.<br><br><strong>Specialization Effect</strong>: <br>Defines if your character"s class specialization has any effect on your attribute gain. Each skill is related to a specialization, so the skills that belong to your specialization would raise your attributes more than the other skills.<br><br>--- --- --- --- --- --- --- --- --- ---<br><br><strong>Plug-in Manager</strong>: <br>In the next versions you can manage your PI plug-ins here.<br><br>--- --- --- --- --- --- --- --- --- ---<br><br>Change log:<br><br> <br>Version 0.9 beta, April 17, 2007<br><br>Bare bone functional leveling system.<br>You have to skip the tutorial dungeon, no going through it yet.<br>You would be given some loot appropriate for your character class.<br>You can select from 3 places to start the game.<br><br>Version 0.92 beta, April 18, 2007<br><br>A few menu additions and spelling corrections.<br>You can now define whether to show attribute gains as you advance in skills, or not.<br><br>Version 0.93 beta, April 21, 2007<br><br>A few menu additions and spelling corrections.<br>You can now design any relations between skill advances and attribute gains via some in-game menus, i.e. you can now make your own attribute gain schemes, like those wheels and the like...<br><br>Version 0.94 beta, April 30, 2007<br><br>Fixed the problem with sewer exit gate, so no getting back in the sewers until later.<br>Two optional "Health Gain Systems" are bundled with the mod now, and the health system implemented in the mod is something in between the two of them. You are not forced to increase Endurance so early as much.<br><br>spHealth5x : Health = 5*Endurance[@Current]<br>spHealthVanilla : Health = 2*Endurance[@Current] + Endurance[@Start] + 0.1*Sum(Endurance[@LevelUps])<br>Current system : Health = 3.5*Endurance[@Current] + 0.07*Sum(Endurance[@LevelUps])<br><br>Version 0.95 beta, May 1, 2007<br><br>Big upgrade here:<br>Revamped the attribute gain system to make room for attribute decap, and made it a more robust system overall, and in the process addressed the attribute gain problem when wearing some attribute boosting items.<br>Now you can raise or alter the cap of your attributes whenever you like, in a dynamic way.<br><br>Version 1.0 gold, October 27, 2007<br><br>Biggest update:<br>Splitted the mod into ESM+ESP format and reformatted it to be ready for later add-ons.<br>Revamped the attribute gain system yet again to add the option for misc stats and damage dealt to players to have an effect on their attribute gains.<br>Added Advanced Method to the Character Development section to let players define themes for their attribute gains.<br>PI can now be started in the middle of a game, and also you can go through the tutorial dungeon, as well.<br><br>Version 1.1, October 28, 2007<br><br>Added the option for users of realistic fatigue mods, to skip the tutorial dungeon with a lighter gear.<br>Added a new plug-in to change the development of Mercantile skill from quantity-based to quality-based.<br><br>Version 1.2, November 3, 2007<br><br>Revamped Read-me file.<br>Tweaked in-game menus to be more user-friendly and clear, and changed some options.<br><br>Version 1.5, April 14, 2009<br><br>Revamped in-game menus, for even easier access for everyone, now menus change depending on your choice of character development method.<br>Fixed the rare initialization CTD of v1.2 and the skittish menu items of that version if you did not skip tutorial dungeons.<br>PI now recognizes "Elys Uncapper" and is compatible with it.<br>You can return to the last CG dungeon if you like.<br>Partially added "Specialized Character", but its "Effective Class" theme is fully developed, and can be used as a character development style.<br><br>Version 1.51, April 15, 2009<br><br>Fixed a small issue with attribute limits when "Elys Uncapper" present.<br><br>Version 1.52, September 25, 2009<br><br>Fixed a stupid mistake with quest scripts implementation. Thanks to LazyAltmer. <br><br>--- --- --- --- --- --- --- --- --- ---<br><br>For more information please read the readme within the archive.</number></var></number>