So... how would I go about making it like the old Oblivion system? i.e. Only Major Skills contribute to a level, but 10 Skill Levels = 1 Character Level regardless of existing level.
Now I think about it, didn't it used to be Major, Minor and Misc Skills? i.e. Major & Minor contributed but Misc didn't.... but Major skills levelled up faster than Minor Skills? But then we had 5 of each, didn't we? And now we have 10 Majors.... I think... It is all rather confusing.
Honestly I'd rather convert the entire levelling system back to Old Oblivion. I hate the new dumbed down levelling system.
The value is 0.875, which makes me think that maybe it just multiplies skill gains of Minor skills by that number. But there's no corresponding setting in Oblivion.esm, and if there was then I'd expect it to be 0.6, since in the original game Major skills advanced 66% faster.
Might already know this, but just in case it comes in handy for someone else. These multipliers (Minor, Major, Special) are used to change the XP required to gain a next level in a skill. The lower the multiplier, the less XP required to level the skill, and so the faster a skill levels. All these multipliers get added together (so if it's a Major Skill, with Specialization, then it gets both the MajorMult and SpecialMult (and since they are all below 1, that makes it even lower ie "faster").
Note this is the skill XP required to increase the level of each Skill. These seem to have nothing to do withi the Player XP that increases the players level. (Each skill level increase seems to add some amount of Player XP to contribute to player level up).
I set all your skill variables to 0 so I could choose skill caps to prevent everything from getting to 100. After a few days of heavy use, I haven't seen any xp gains on capped skills. No missed variables so far!
The Player XP to get to each level is fPlayerLevelUpBaseLevelXP + (fPlayerLevelUpXPFactor * (Player lvl -1) ^ fPlayerLevelUpXPExponent In Vanilla these parameters are:
fPlayerLevelUpBaseLevelXP = 1940
fPlayerLevelUpXPFactor = 60
fPlayerLevelUpXPExponent = 1,75
So to reach level 2 one would need 2000 Player XP = 1940 + (60 * (2 -1) ^ 1,75 Now how much Player XP (and not Skill XP) you get by leveling skills? First of all, Player XP is granted in skill level-ups while Skill XP is granted by doing actions with your skill.
So every time you level-up a skill from Skill lvl A to Skill lvl B you get (Player lvl -1) ^ fSkillLevelUpGrantedXPExponent, where in Vanilla fSkillLevelUpGrantedXPExponent = 1,5. But to compare with the Player XP needed to level the character you have to acumulate the Player XP from Skill lvl 1 to Skill lvl B and acumulate the Player XP from Skill lvl 1 to Skill lvl A and then subtract one from the other.
In a more objective example. In order to go from Player level 1 to Player level 2, as we stated above one would need 2000 Player XP.
In order to get 2000 Player XP fom skills level ups, one would need to level it from Skill lvl 5 to Skill lvl 31
Skill lvl 1 to 5 should be around 17,02, because [(lvl 5-1)^1,5 = 8] + [(lvl 4-1)^1,5 = 5,2] + [(lvl 3-1)^1,5 = 2,83] + [(lvl 2-1)^1,5 = 1]
Skill lvl 1 to 31 should be around 2054,62
Then 2054,62 - 17,02 = 2037,59 enough to take a Player and lvl 1 to lvl 2 and some change from level 2 to 3.
I am testing these and it seems to match. These formulas have been subject of many discussions here and here
Ehm how do you get this: 2142 Player XP = 1940 + (60 * (2 -1) ^ 1,75 You are also missing a paranthesis which makes this formula unclear. But 1940 + 60 * ( (2 -1) ^ 1,75 ) = 2000 and 1940 + (60 * (2 -1) )^ 1,75 = 3233.49 So something seems off here :P
So if I wanted to reduce the amount of xp that a skill level up adds towards your player level I would adjust "fSkillLevelUpGrantedXPExponent"?
Would that be higher number more xp? Or the other way around?
fSkillLevelUpGrantedXPExponent controls Player/Char XP granted by a skill level up, so the lower the number the less XP is granted by a skill level up and thus requiring more level ups.
But, since its exponential, lowering this number may very well have you advance a lot of skills to 100 and still be lower level than 30. I am trying this mod that changes the parameters to:
Character
fPlayerLevelUpBaseLevelXP = 2200
fPlayerLevelUpXPFactor = 70
Skill
fSkillLevelUpGrantedXPExponent = 1,45
These "fplayer" parameters alter the XP needed to advance in level. With these specific numbers XP needed increases gradually from 14% more than vanilla at level 1, till 16% more than vanilla at level 45. Wich is not a very steep curve level by level
On the other hand, the "fSkill" parameter alter the XP granted at skill level up. With this specific number XP granted decreases gradually from 5% less than vanilla at any skill level 5, till 19% less than vanilla at skill level 100.
Ehm how do you get this: 2142 Player XP = 1940 + (60 * (2 -1) ^ 1,75 You are also missing a paranthesis which makes this formula unclear. But 1940 + 60 * ( (2 -1) ^ 1,75 ) = 2000 and 1940 + (60 * (2 -1) )^ 1,75 = 3233.49 So something seems off here :P
- SkillLevelUpGrantedXPExponent | default is 1.5**
Is this for skill gains giving level up EXP from major skills? i.e. major gives 1.5x as much level up EXP?
- PlayerLevelUpBaseLevelXP | default is 1940.0
I assume this is the total number of EXP required between each level up?
- PlayerLevelUpXPFactor | default is 60.0
What does this one mean?
- PlayerLevelUpXPExponent | default is 1.75
Same for this one...
Leveling is so fast that I used commands to set myself back to level 1, adjust my actual stats back to level 1, and then progress myself to level 5 (I was 10). I left my skill ups alone but being level 10 so quickly was just not okay. So I would like to use this to make the whole process dramatically slower as I find that other EXP mods are not actually doing that very well...
- PlayerLevelUpXPFactor not 100% sure, but there is a mod that changes it to 80, which apparently reduces player leveling speed by about 25%, so most likely the factor of which the base exp amount is increased per level maybe?
fPlayerLevelUpXPExponent: Controls how much XP you need as you level up. (e.g. with a value of 1.75, Level 2 might need around 2,000 XP but Level 10 could need over 15,000 XP. If set to 2.00, Level 10 could require over 25,000 XP) fPlayerLevelUpXPFactor: A global multiplier for how much XP is needed per level. (e.g. a value of 80 makes leveling about 33% slower than the default 60. A value of 100 would make leveling about 66% slower) fPlayerLevelUpBaseLevelXP: The base XP needed to go from Level 1 to Level 2. (e.g. a value of 1940 means it takes 1,940 XP to reach Level 2) fSkillLevelUpGrantedXPExponent: Controls how much XP you gain toward leveling when you raise skills. Higher values slow down XP gain from skill increases. (e.g. at 1.5, raising a skill from 20 to 21 might give around 100 XP and raising 80 to 81 might give around 220 XP. At 1.6, raising 20 to 21 might give around 90 XP and 80 to 81 might give around 190 XP)
What is the formula that puts these variables together to determine how much Plyer XP (and not skill XP, which is something else) you need per level and how much Player XP leveling a skill will grant?
This is great work finding these variables! I've been desperately waiting for a mod that allows us to adjust each individual exp variable per skill. There was a mod for the original that had like a text file I think where you could set a multiplier for each skill. So I could set things like heavy armor gain per being hit - higher and blade skill hits higher (I think these two go up far too slow). Then for other things that level too quickly, I could pair them down just a bit.
Is it possible to find the rest of these variables? Things like magic skills seem to be ok in the remake, it really is the combat skills (blade, blunt, armors, etc) that I find are too slow and tedious to level. I'd love to see the ability to change those numbers.
23 comments
i.e. Only Major Skills contribute to a level, but 10 Skill Levels = 1 Character Level regardless of existing level.
Now I think about it, didn't it used to be Major, Minor and Misc Skills? i.e. Major & Minor contributed but Misc didn't.... but Major skills levelled up faster than Minor Skills? But then we had 5 of each, didn't we? And now we have 10 Majors.... I think...
It is all rather confusing.
Honestly I'd rather convert the entire levelling system back to Old Oblivion. I hate the new dumbed down levelling system.
FormID- 0B000810
Listed under "Game Setting" in AltarESPMain.esp
The value is 0.875, which makes me think that maybe it just multiplies skill gains of Minor skills by that number. But there's no corresponding setting in Oblivion.esm, and if there was then I'd expect it to be 0.6, since in the original game Major skills advanced 66% faster.
Note this is the skill XP required to increase the level of each Skill. These seem to have nothing to do withi the Player XP that increases the players level. (Each skill level increase seems to add some amount of Player XP to contribute to player level up).
I set all your skill variables to 0 so I could choose skill caps to prevent everything from getting to 100. After a few days of heavy use, I haven't seen any xp gains on capped skills. No missed variables so far!
The Player XP to get to each level is fPlayerLevelUpBaseLevelXP + (fPlayerLevelUpXPFactor * (Player lvl -1) ^ fPlayerLevelUpXPExponent
In Vanilla these parameters are:
So to reach level 2 one would need 2000 Player XP = 1940 + (60 * (2 -1) ^ 1,75
Now how much Player XP (and not Skill XP) you get by leveling skills? First of all, Player XP is granted in skill level-ups while Skill XP is granted by doing actions with your skill.
So every time you level-up a skill from Skill lvl A to Skill lvl B you get (Player lvl -1) ^ fSkillLevelUpGrantedXPExponent, where in Vanilla fSkillLevelUpGrantedXPExponent = 1,5. But to compare with the Player XP needed to level the character you have to acumulate the Player XP from Skill lvl 1 to Skill lvl B and acumulate the Player XP from Skill lvl 1 to Skill lvl A and then subtract one from the other.
In a more objective example. In order to go from Player level 1 to Player level 2, as we stated above one would need 2000 Player XP.
In order to get 2000 Player XP fom skills level ups, one would need to level it from Skill lvl 5 to Skill lvl 31
Skill lvl 1 to 5 should be around 17,02, because [(lvl 5-1)^1,5 = 8] + [(lvl 4-1)^1,5 = 5,2] + [(lvl 3-1)^1,5 = 2,83] + [(lvl 2-1)^1,5 = 1]
Skill lvl 1 to 31 should be around 2054,62
Then 2054,62 - 17,02 = 2037,59 enough to take a Player and lvl 1 to lvl 2 and some change from level 2 to 3.
I am testing these and it seems to match. These formulas have been subject of many discussions here and here
Hope its usefull!
So if I wanted to reduce the amount of xp that a skill level up adds towards your player level I would adjust "fSkillLevelUpGrantedXPExponent"?
Would that be higher number more xp? Or the other way around?
2142 Player XP = 1940 + (60 * (2 -1) ^ 1,75
You are also missing a paranthesis which makes this formula unclear.
But 1940 + 60 * ( (2 -1) ^ 1,75 ) = 2000
and 1940 + (60 * (2 -1) )^ 1,75 = 3233.49
So something seems off here :P
But, since its exponential, lowering this number may very well have you advance a lot of skills to 100 and still be lower level than 30. I am trying this mod that changes the parameters to:
Character
- fPlayerLevelUpBaseLevelXP = 2200
- fPlayerLevelUpXPFactor = 70
SkillThese "fplayer" parameters alter the XP needed to advance in level. With these specific numbers XP needed increases gradually from 14% more than vanilla at level 1, till 16% more than vanilla at level 45. Wich is not a very steep curve level by level
On the other hand, the "fSkill" parameter alter the XP granted at skill level up. With this specific number XP granted decreases gradually from 5% less than vanilla at any skill level 5, till 19% less than vanilla at skill level 100.
Is this for skill gains giving level up EXP from major skills? i.e. major gives 1.5x as much level up EXP?
- PlayerLevelUpBaseLevelXP | default is 1940.0
I assume this is the total number of EXP required between each level up?
- PlayerLevelUpXPFactor | default is 60.0
What does this one mean?
- PlayerLevelUpXPExponent | default is 1.75
Same for this one...
Leveling is so fast that I used commands to set myself back to level 1, adjust my actual stats back to level 1, and then progress myself to level 5 (I was 10). I left my skill ups alone but being level 10 so quickly was just not okay. So I would like to use this to make the whole process dramatically slower as I find that other EXP mods are not actually doing that very well...
fPlayerLevelUpXPExponent:
Controls how much XP you need as you level up.
(e.g. with a value of 1.75, Level 2 might need around 2,000 XP but Level 10 could need over 15,000 XP. If set to 2.00, Level 10 could require over 25,000 XP)
fPlayerLevelUpXPFactor:
A global multiplier for how much XP is needed per level.
(e.g. a value of 80 makes leveling about 33% slower than the default 60. A value of 100 would make leveling about 66% slower)
fPlayerLevelUpBaseLevelXP:
The base XP needed to go from Level 1 to Level 2.
(e.g. a value of 1940 means it takes 1,940 XP to reach Level 2)
fSkillLevelUpGrantedXPExponent:
Controls how much XP you gain toward leveling when you raise skills. Higher values slow down XP gain from skill increases.
(e.g. at 1.5, raising a skill from 20 to 21 might give around 100 XP and raising 80 to 81 might give around 220 XP. At 1.6, raising 20 to 21 might give around 90 XP and 80 to 81 might give around 190 XP)
Is it possible to find the rest of these variables? Things like magic skills seem to be ok in the remake, it really is the combat skills (blade, blunt, armors, etc) that I find are too slow and tedious to level. I'd love to see the ability to change those numbers.
Thanks for the mod! I'll keep an eye out.
I think he has some of those.