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Balor Levelling - Vehem Edition V1.1
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Credit for original code goes to Balor, I (Vehem) made only the following changes to his existing mod. The aim of the changes were to provide \"better rounded\" characters with a full set of stats at appropriate levels, based on t
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Credit for original code goes to Balor, I (Vehem) made only the following changes to his existing mod. The aim of the changes were to provide "better rounded" characters with a full set of stats at appropriate levels, based on their skill usage. It also addressed some issues that made the modification "unfriendly" to existing characters.
========= Changelog =========
1.1c - Fixed training system and negative skill gain implementation 1.1b - Rerelease of initially broken 1.1 release. 1.1a - Partial fixes for Version 1.1 1.1 - Bugfixes for Health and Training skills - Health now correctly only increases on levelup, not statgain - Training skills will now trigger stat gains
Both bugs were pointed out by Negative_Creep and fixes were implemented as per his suggestions. Thanks again.
1.0 - Initial release of Vehem edition.
====================== Skill-based stat gains ======================
The major component of this mod is based directly upon Balor's mod. When practicing a skill, stats associated with that skill are automatically levelled. The degree each skill influences a stat gain is noted in the index below.
Example - When fighting with a blunt weapon, a warrior gains a skill point. This equates to 40% of a Strength Stat gain and 20% of an Endurance gain. If the warrior were to gain 3 points of Blunt skill, his total Strength gain would reach 120%. This gives him a Strength stat gain and puts him 20% of the way toward his next. The total endurance gained would be at 60%, needing another 2 Blunt gains before resulting in a stat gain. Gain carry across skills, so you can train both Block and Heavy Armour in order to gain Endurance.
============ Levelling up ============
As there is no need for the level up screen (as in Balor's original mod), it is disposed of. However, you will now level every 8 stat gains and be notified on screen that it has occurred. 8 gains was chosen as a typical, un-Min/Maxed number of stat gains that you could expect per level up. Typically a couple of +3's and a +2. Depending on your play style this may be slightly higher/lower than previously, but it is consistent - 1 level = 8 stat gains. This section of code was rewritten from Balor's original.
====== Health ======
This has been altered from Balor's original to be more "existing character friendly". It will now take the existing characters health and simply add 10% of your Endurance score per level. It no longer overwrites the exisiting health-score to match the new system's formulae. This may mean that your existing character has a gains a few more/less Hitpoints per level than they are used to, but it avoids the existing health value being drastically changed.
==== Luck ====
This too was rewritten. Upon each level up, your luck has a random chance of changing by values of -1 to +3. It will most commonly increase by +1 or +2, though there is a slightly lower chance of it either remaining the same, decreasing or increasing by +3. Note that this means your luck score will tend to increase throughout the game, unless you are personally quite "unlucky" with the random chance.
================ Skill-stat Index ================
Block ===== 30% of Endurance 20% of Strength
Armorer ======= 30% of Endurance 20% of Strength
Heavy Armour ============ 40% of Endurance 20% of Strength
Blunt ===== 40% of Strength 20% of Endurance
Blade ===== 30% of Strength 20% of Agility 10% of Endurance
Athletics ========= 30% of Speed 20% of Agility
Destruction =========== 30% of Willpower 20% of Intelligence 10% of Strength
Alteration ========== 30% of Willpower 20% of Intelligence 10% of Endurance
Illusion ======== 30% of Personality 20% of Intelligence
Conjuration =========== 30% of Intelligence 20% of Willpower
Mysticism ========= 30% of Willpower 30% of Intelligence
Restoration =========== 20% of Willpower 20% of Intelligence 10% of Endurance
Alchemy ======= 30% of Intelligence 20% of Endurance
Security ======== 30% of Intelligence 20% of Agility
Sneak ===== 30% of Agility 20% of Speed
Acrobatics ========== 40% of Agility 10% of Speed
Marksman ======== 30% of Agility 20% of Speed
Mercantile ========== 40% of Personality
Speechcraft =========== 40% of Personality
Hand-to-Hand ============ 20% of Speed 20% of Strength 20% of Endurance 10% of Agility