In this post I'll explain how to read the graphs in the description (and the one here in the comments).
Let's say you install the mod and your world is actually at level 10 and you set the parameters as: Days offset =1, Scaling factor = 1.2, now, you may wonder how many days must pass for the world to reach level 11? Then you go to the graph, position at level 10 on the x-axis, 'climb up' vertically until you meet the green curve (that's the one for the scaling factor of 1.2), check the value at the y-axis (in this case is 3), so the world will level up from level 10 to level 11 in 3 days.
If you set your scaling factor to 1.0, you'll always get a flat (horizontal) line, corresponding in the y-axis to a fixed number of days per level.
But then again, don't worry too much about the computations, those are done automatically by the scripts, you just enjoy the journey, and if you find that at a particular level the number of days for the next one is too high or too low, you can always change that to your liking in the MCM. In the example above, if you think 3 days for leveling from 10 to 11 is too short, you can change the scaling factor to 1.5, so the days for next level would be 5 (red curve).
If still in doubt, use the default values, they're pretty good (green curve).
Is there a way to have the world scaling with time without removing the ability for the player to level up normally? The vanilla system of use skill gain xp for that skill and level up is one of the best features of Skyrim.
================================================================================================== TLDR: The player won't gain XP anymore. The player doesn't have a level anymore only stats. The level you're used to is now the WORLD level (not the player level) and that will increase with time not XP. Your Health, Stamina and Magicka (base stats) will increase when you install a mod like Skill Based Status or others with the same functionality. Perks can be obtained via the feature in this mod and you can complement it with other mods if desired (Read Step 2 in the Time-Based Enemy Scaling description). ==================================================================================================
You can use Experience mod together with this, so your world level will advance with time AND with XP (not sure how this would work out in the end, so do it at your own discretion).
Time based scaling had some compatibility issues with mods that required a vanilla level up, such as Worlds dawn and Set of Skills. I know set of skills was fixed with an easy patch, any chance for a patch for these mods or will your version work out of the box with these mods ?
Hi michizcool, I haven't used those mods, I just downloaded them when I read your post.
Worlds dawn, from its description, should be compatible out of the box. It has alternative methods for leveling up additional to vanilla leveling system, like finding a standing stone or completing a main quest.
Sets of Skill has a different situation, it only levels up with vanilla system. What the Time-Based Enemy Scaling patch does is that it fires up the Level Up script from SoS when the WORLD levels up. This defeats the main purpose of TBES and WST (this mod), i.e., to detach player leveling from world leveling. This is not necessarily bad, there might be players wanting this behavior.
I evaluated SoS and it's possible to make a patch that is related to player advancement, instead of world leveling. I'll upload a new version of WST, then I'll release the patch as a separate mod. Stay tuned.
Thanks for the patch! I actually like this better than the set of skills class just advancing after a time period. Earning perk points seems more worth it.
That's right, if you set the Scaling Factor to 1.0, the enemies will level up every number of days you set in Days Offset. But, if you change the Scaling Factor the number of days to level up will increase as the world level increases. Here is a simplified graph, hope that helps...
Any suggestions for such a mod? SOunds like it would be the perfect combination. My basic issue with skyrim is: the end game sucks, and by the time I've explored, done all I want to do, I'm OP by the time I even get to solstheim: everything gets 1-shot because they max out way too early.
Thinkin a combination of this with removing or adjusting level caps would be great
Hmm, not really, since I don't use a mod for that myself, I don't have any good suggestion. Sorry.
Edit: You might be able to solve your issue, if you use this mod, set the Scaling Factor to 1.0 and Days offset to 1 and disable the perk points for quests options. Then, in your (other) mods that control skills and stats, set those to give you the minimum points possible. That way, when the world reaches level 100, you won't be OP (you might even struggle to keep up with enemies). And don't use mods like Experience, as those will override this mod and will level-up the player along with the world.
You're partially right, but let me explain. While it's true that at a scaling factor of 1.0 and days offset of 1, the number of days needed for the world to go from level 1 to level 20 is 20 days, that information is not really practical because things can change in that looong time interval. What is depicted in the graph is the number of days needed to jump from one particular level to the next, no big jumps. This makes sense because, let's say your world is at level 7 (and 7 days have passed using the settings above), but suddenly you decide to change the days offset to 3, or the scaling factor to 1.8, or use the spell to level-up the world 5 more levels, then the first scenario wouldn't be correct anymore. That's why the important info is the number of days for the next level, not the number of days for 20 or 100 levels above!
Also, stay tuned as I'm close to release a "big" update. (the mod will continue to be very lightweight and compatible)
I may switch for this mod on my next restart.... but holly cow, these graph are very confusing to understand... its an inverse acceleration level up graph... if you made one more graph showing the TOTAL number of days of each level instead of the delta, it would be very easy to understand. . Also, with your mod is possible or can you make that the Lvl up can me set in HOURS instead of days (or more lvl ups each day)? i really dont like the default game timescale that makes a simple hello to an NPC take 2 hours in game, i normally set my timescale to 5, that is 4 times slower than normal. Adding a way to lvl up the world every few hours or more lvl ups per tick would be awesome.
Hi TexugoMaldito, About the first part of your post, all the graphs show the total number of days needed for a world level up, not the delta. For example, if you set Scaling Factor to 1.0 and Days Offset to 5, your world will level up every 5 days (fixed amount for the whole playthrough, unless you change that at anytime). However, if you set Scaling Factor to 1.5 and your Days Offset to 1, your world will level up from level 2 to level 3 in just 2 days, but leveling from level 14 to 15 will take 7 days (which in my opinion is excessive for that level). You can set a balanced increment with a Scaling Factor=1.2 and Days Offset=1.
About the second part, it's interesting, it's possible, it's time-consuming, let me think about it. Edit: You can always use the spell to level up or down whenever you want.
17 comments
In this post I'll explain how to read the graphs in the description (and the one here in the comments).
Let's say you install the mod and your world is actually at level 10 and you set the parameters as:
Days offset =1,
Scaling factor = 1.2,
now, you may wonder how many days must pass for the world to reach level 11? Then you go to the graph, position at level 10 on the x-axis, 'climb up' vertically until you meet the green curve (that's the one for the scaling factor of 1.2), check the value at the y-axis (in this case is 3), so the world will level up from level 10 to level 11 in 3 days.
If you set your scaling factor to 1.0, you'll always get a flat (horizontal) line, corresponding in the y-axis to a fixed number of days per level.
But then again, don't worry too much about the computations, those are done automatically by the scripts, you just enjoy the journey, and if you find that at a particular level the number of days for the next one is too high or too low, you can always change that to your liking in the MCM. In the example above, if you think 3 days for leveling from 10 to 11 is too short, you can change the scaling factor to 1.5, so the days for next level would be 5 (red curve).
If still in doubt, use the default values, they're pretty good (green curve).
I hope this helps!
The vanilla system of use skill gain xp for that skill and level up is one of the best features of Skyrim.
You can use Experience mod together with this, so your world level will advance with time AND with XP (not sure how this would work out in the end, so do it at your own discretion).
I haven't used those mods, I just downloaded them when I read your post.
Worlds dawn, from its description, should be compatible out of the box. It has alternative methods for leveling up additional to vanilla leveling system, like finding a standing stone or completing a main quest.
Sets of Skill has a different situation, it only levels up with vanilla system. What the Time-Based Enemy Scaling patch does is that it fires up the Level Up script from SoS when the WORLD levels up. This defeats the main purpose of TBES and WST (this mod), i.e., to detach player leveling from world leveling. This is not necessarily bad, there might be players wanting this behavior.
I evaluated SoS and it's possible to make a patch that is related to player advancement, instead of world leveling. I'll upload a new version of WST, then I'll release the patch as a separate mod. Stay tuned.
https://www.nexusmods.com/skyrimspecialedition/mods/148745
But, if you change the Scaling Factor the number of days to level up will increase as the world level increases.
Here is a simplified graph, hope that helps...
Thinkin a combination of this with removing or adjusting level caps would be great
Edit: You might be able to solve your issue, if you use this mod, set the Scaling Factor to 1.0 and Days offset to 1 and disable the perk points for quests options. Then, in your (other) mods that control skills and stats, set those to give you the minimum points possible. That way, when the world reaches level 100, you won't be OP (you might even struggle to keep up with enemies). And don't use mods like Experience, as those will override this mod and will level-up the player along with the world.
At scaling factor 1.0, shouldn't the graph intersect at 20 and 20? 1 level per day? According to your graph the game levels 20 levels after day 1.
You're partially right, but let me explain. While it's true that at a scaling factor of 1.0 and days offset of 1, the number of days needed for the world to go from level 1 to level 20 is 20 days, that information is not really practical because things can change in that looong time interval. What is depicted in the graph is the number of days needed to jump from one particular level to the next, no big jumps. This makes sense because, let's say your world is at level 7 (and 7 days have passed using the settings above), but suddenly you decide to change the days offset to 3, or the scaling factor to 1.8, or use the spell to level-up the world 5 more levels, then the first scenario wouldn't be correct anymore. That's why the important info is the number of days for the next level, not the number of days for 20 or 100 levels above!
Also, stay tuned as I'm close to release a "big" update.
(the mod will continue to be very lightweight and compatible)
.
Also, with your mod is possible or can you make that the Lvl up can me set in HOURS instead of days (or more lvl ups each day)? i really dont like the default game timescale that makes a simple hello to an NPC take 2 hours in game, i normally set my timescale to 5, that is 4 times slower than normal. Adding a way to lvl up the world every few hours or more lvl ups per tick would be awesome.
About the first part of your post, all the graphs show the total number of days needed for a world level up, not the delta. For example, if you set Scaling Factor to 1.0 and Days Offset to 5, your world will level up every 5 days (fixed amount for the whole playthrough, unless you change that at anytime). However, if you set Scaling Factor to 1.5 and your Days Offset to 1, your world will level up from level 2 to level 3 in just 2 days, but leveling from level 14 to 15 will take 7 days (which in my opinion is excessive for that level). You can set a balanced increment with a Scaling Factor=1.2 and Days Offset=1.
About the second part, it's interesting, it's possible, it's time-consuming, let me think about it.
Edit: You can always use the spell to level up or down whenever you want.