Oblivion

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Tossapon

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Tossapon

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About this mod

This mod changes how magic and marksman leveling work.
The EXP gained for each use of spell is depends on how strong the spell is. So you don't have to spam low level spells to level your magic skills anymore.
Marksman leveling progress depends on shot difficulty, the harder shot means more EXP gained.

Requirements
Permissions and credits
Changelogs
=========================
Introduction
=========================

- When I played Oblivion for a few days, I realized how stupid to cast a novice healing spell all the times to level up my restoration skill. Then I decided to make a mod to help in magic leveling so I can cast any strong spell and gain EXP according to the spell level used.

- This mod was started as magic leveling mod and marksman leveling mod was added later.(Hence the name "AdvancedMagicLeveling.esp")

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What this mod does...
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- Player gains additional EXP on magic skill when successfully hit target with magic (Including on self magic), you don't have to spam a lot of weak spells to level up magic skills anymore.
- This mod alway changes leveling rate back when not necessary to prevent conflict and incompatibility.
- When using bow, EXP gain when arrow hit is based on shot difficulty.
- This mod works with a mod that alter magic skill leveling rate.
- Required OBSE 1.9 or higher.
- If you wanted to know how much the leveling rate changes when casting a spell, press Alt button while casting a spell and the spell leveling rate will show in the console.(The number in parenthesis is base leveling rate. )

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How it work
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- This mod uses the magicka cost of the spell to calculate how much EXP will gain when use the spell.

- If you're an expert in restoration and used novice healing spell, there's a penalty and you'll gain only little EXP, or you could use a powerful expert healing spell and gain much more EXP.(more than the original rate)

- The formula used is
BaseLevelingRate x (SpellCost x SkillModifier) / 25
Where (Values here represent the default values. User can changes these values via "AdvancedMagicLeveling.ini" in Oblivion/Data folder.)
- BaseLevelingRate is how much EXP gained when casting a spell as seen in editor or modified by some mod.
- SpellCost is how much magicka used for casting a spell
- SkillModifier is 3, 1.5, 1, 0.85, 0.7 on novice, apprentice, journeyman, expert and master respectively.

Example
- You used a restoration spell that cost 50 magicka points and your restoration level is expert...
- According to formula (Assume you don't have any mod that alter restoration rate, the BaseLevelingRate for restoration will be 0.6)
0.6 x (50 x 0.85) / 25 = 1.02 Exp (170% of base)

- Or you're an expert in restoration and used a restoraion spell cost 5 magicka points
0.6 x (5 x 0.85) / 25 = 0.102 Exp (17% of base)

- For marksman leveling, how long the arrow has traveled in the air before hit the target is used to calculate.(Exp gained when arrow hit the target is report on screen by default.)

- Minimum EXP per arrow is 1x of the original amount, even if shot from point blank range.


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READ FIRST
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- The leveling rates can be change by modify "AdvancedMagicLeveling.ini" and "AdvancedMarksmanLeveling.ini" in Oblivion/Data folder.

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Installation
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- Extract all files into Oblivion/Data folder
- AdvancedMagicLeveling.esp using Oblivion launcher, Oblivion Mod Manager or Wrye Bash.

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Uninstallation
=======================

- Make sure your character doesn't casting any spell or has any magic projectile active and save your game.
- Remove AdvancedMagicLeveling.esp, AdvancedMagicLeveling.ini and AdvancedMarksmanLeveling.ini from your Oblivion/Data folder.

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Conflicts
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- There should be no conflict with other leveling mod. The leveling rate will stack multiplicatively with mod that alter magic leveling rates.

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Known bugs
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- This mod can only detects the one magic projectile per school fired by player. This means if player used a novice fireball spell and followed by an expert fireball spell while the first fireball is still alive, when both projectile hit, player will gains EXP like they were both expert fireballs. But when fired one restoration projectile and followed by destruction projectile while first one it still alive, EXP gained will be correct for both projectile.

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Version history
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- v2.1
New spell casting detection system which make the mod compatible with auto-cast hotkey mod.
Script refactoring and optimization.

- v2.0
Fixed a bug where NPC's arrow triggering EXP bonus.
Better hit detection when there's multiple arrow alive.
Arrow detection performance optimization.
New feature: Shot difficulty bonus against moving target, killing blow and sneak attack.

- v1.1.1
Fixed a bug where marksman skill would not leveled up when exp gained from shot difficulty is larger than required exp to level up.

- v1.1
Fixed a bug where the script failed to detect an arrow with speed multiplier of <=0.5 when they're fired.
Added options to disable either magic or marksman leveling in ini files.

- v1.0
Fixed a bug where the script does not detect hard target hit such as Skeleton.
Fixed a bug where magic leveling rate does not calculate from base skill level.

- v0.3
Mod will now detect leveling rate changes and will not set the rate back to base for more compatibility if other mod somehow change the leveling rate.
Added AdvancedMarksmanLeveling.ini for customize.

- v0.2
Mod now automatically detect changes in magic leveling rates every time game is loaded.
Added AdvancedMagicLeveling.ini for user customizable.

- v0.1
Initial release.