[REQ] Skyrim XP, like Oblivion XP mod?

Post » Mon May 21, 2012 7:28 pm

You will find it on this page.

http://www.uesp.net/wiki/Skyrim:Console
I found the page, I meant that I could not find a command that did what I has hoping(adding xp).
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Alexandra walker
 
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Post » Mon May 21, 2012 9:37 pm

Found this post through the search function... I seriously can't wait for this, I've started 4-5 different characters, each with a different playstyle and using different balance mods, but I just can't seem to stick to them. I hate how after leveling a few skills up by mindlessly repeating the same action I end up a much higher level, and how trying to refrain from powerleveling by only using them in fighting situations make it so slow. I haven't gone very far in the main quest because I'd get bored and frustrated with each character as the only thing that kept me playing was the thrill of a different style, that only lasts a while.

I'm just posting my support and in the process bringing this back to the first page.
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Horror- Puppe
 
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Post » Mon May 21, 2012 10:49 pm

http://www.skyrimnexus.com/downloads/file.php?id=1992 best levelling mod I've found. It uses several different modular algorithms to calculate level gains and skills gains. It mainly equalizes the amount of skill progression between level 1 and level 81 but you can use it to totally cripple your character progress if you really wanted to.
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Ruben Bernal
 
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Post » Mon May 21, 2012 11:38 pm

Found this post through the search function... I seriously can't wait for this, I've started 4-5 different characters, each with a different playstyle and using different balance mods, but I just can't seem to stick to them. I hate how after leveling a few skills up by mindlessly repeating the same action I end up a much higher level, and how trying to refrain from powerleveling by only using them in fighting situations make it so slow. I haven't gone very far in the main quest because I'd get bored and frustrated with each character as the only thing that kept me playing was the thrill of a different style, that only lasts a while.

I'm just posting my support and in the process bringing this back to the first page.
AndalayBay won't be able to start work on the mod till CK is released. I just hope they don't take too long and AB is still around and interest when it comes out.
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Shannon Marie Jones
 
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Post » Mon May 21, 2012 5:57 pm

OblivionXP was an -essential- part of my Oblivion experience.

I would simply love to see it in Skyrim.
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Soph
 
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Post » Mon May 21, 2012 2:16 pm

Technically, Skyrim uses already an XP system: You get XP for training skills. Increase a skill to 20, get 20 XP increase it to 21 get 21 XP

XP required for the next level is 75 + current level * 25


But yes, the train skills to level scheme only works fine on the first glance. Skyrim is better than previous games, though, as at least for some quests you get skill rewards that count towards levelup. Implementing a direct XP system would be a lot of work, don't count on it before mid 2012.
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Sarah Edmunds
 
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Post » Mon May 21, 2012 7:37 pm

Technically, Skyrim uses already an XP system: You get XP for training skills. Increase a skill to 20, get 20 XP increase it to 21 get 21 XP

XP required for the next level is 75 + current level * 25


But yes, the train skills to level scheme only works fine on the first glance. Skyrim is better than previous games, though, as at least for some quests you get skill rewards that count towards levelup. Implementing a direct XP system would be a lot of work, don't count on it before mid 2012.
I just wish there was a basic system in place were I can give myself xp via the console(which it seems you can't) and increase skills at level up. That would be good enough for me.
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CxvIII
 
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Post » Mon May 21, 2012 3:24 pm

It might work to increase a random skill and then decrease it again.
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Emily Martell
 
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Post » Tue May 22, 2012 1:30 am

As one of the pioneer users of ObXP(and probably one of the few left from the 2.0 days..) I definetly long for a return of it to Skyrim. The VERY reasons I loved ObXP is because it turns the leveling system into the traditional RPG leveling style I grew up with. In addition to being able to control exactly how I level. I don't like leveling through skill use at all.
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Kyra
 
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Post » Mon May 21, 2012 4:50 pm

As one of the pioneer users of ObXP(and probably one of the few left from the 2.0 days..) I definetly long for a return of it to Skyrim. The VERY reasons I loved ObXP is because it turns the leveling system into the traditional RPG leveling style I grew up with. In addition to being able to control exactly how I level. I don't like leveling through skill use at all.

I agree. And I do not wish to be tied to ScriptDragon for mods. SKSE is enough for me.
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Rachel Cafferty
 
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Post » Mon May 21, 2012 8:55 pm

It might work to increase a random skill and then decrease it again.
That is too clumsy, I want to being ably to pick my xp reward for quest and what not and that is not nearly precise enough of a method.
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Sakura Haruno
 
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Post » Mon May 21, 2012 2:04 pm

I haven't even finished my first play-through of Skyrim and I'm getting tired of the skill spamming already :D

So yes, I do intend to port Oblivion XP to Skyrim.

I'll create a WIP thread when we get a little closer to January and the release of the CK.

I would still like to get one last update to Oblivion XP out too, but I'm still doing some work for DBC and we're trying to get the Black Marsh beta done too. *sigh*
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Chenae Butler
 
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Post » Mon May 21, 2012 12:40 pm

I haven't even finished my first play-through of Skyrim and I'm getting tired of the skill spamming already :D

So yes, I do intend to port Oblivion XP to Skyrim.

I'll create a WIP thread when we get a little closer to January and the release of the CK.

I would still like to get one last update to Oblivion XP out too, but I'm still doing some work for DBC and we're trying to get the Black Marsh beta done too. *sigh*

I've favorited this thread and am checking on it every few days, please let us know here when you create the WIP thread if it's not too much of a hassle, I don't check the main page too often.
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xx_Jess_xx
 
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Post » Mon May 21, 2012 6:25 pm

You do have a lot on your plate Andalaybay. I for one really appreciate your commitment.
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Avril Churchill
 
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Post » Mon May 21, 2012 11:17 pm

I to would enjoy having access to Skyrim XP, but I would ask at these very early stages for the ability to remotely trigger XP raises and the message to give for them. I'd like to have done that more with UVII, and I would like to do it with UV:Skyrim if you do create SkyrimXP. I have lots of plans beyond just killing stuff (as ever) many of which could generate XP given half a chance...
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Cathrine Jack
 
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Post » Tue May 22, 2012 1:05 am

I haven't even finished my first play-through of Skyrim and I'm getting tired of the skill spamming already :D

So yes, I do intend to port Oblivion XP to Skyrim.

I'll create a WIP thread when we get a little closer to January and the release of the CK.

I would still like to get one last update to Oblivion XP out too, but I'm still doing some work for DBC and we're trying to get the Black Marsh beta done too. *sigh*

Your mod for OB has spoiled me, AndalayBay. I can barely stand to play Skyrim because I cringe every time a skill goes up. I look forward to Skyrim XP and would be glad to help test it when the time comes.
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Verity Hurding
 
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Post » Mon May 21, 2012 12:19 pm

I to would enjoy having access to Skyrim XP, but I would ask at these very early stages for the ability to remotely trigger XP raises and the message to give for them. I'd like to have done that more with UVII, and I would like to do it with UV:Skyrim if you do create SkyrimXP. I have lots of plans beyond just killing stuff (as ever) many of which could generate XP given half a chance...

Oblivion XP has this ability. That's how other mods award Oblivion XP points for stuff, usually completing quests, but it's not limited to that. It's explained under "Adding Oblivion XP Support" http://www.gamesas.com/index.php?/topic/1225062-relz-oblivion-xp-update-thread-6/ - just scroll down the page a bit. The example is for a quest, but it could be anything. In a nutshell you're using runscriptline to define the number of points in a variable called interOpGainedXP. Oblivion XP takes that and processes it like any other point gain.

I'll carry the same functionality over to Skyrim XP. I have a few more things that I'd like to implement as well. Very similar to your situation: I was hoping to do it for Oblivion XP but haven't had a chance. Although some of my ideas would have been very difficult for Oblivion and that's mainly why they didn't get done. Hopefully some of this stuff will be easier with Skyrim. From what I've seen in the SKSE thread, I think it will be.
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Imy Davies
 
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Post » Mon May 21, 2012 6:37 pm

I wanted to say, I absolutely loved Oblivion XP, and I'm overjoyed that you're going to make Skyrim XP at some point. I'm dying for some proper level progression.

I actually think I can make a quick and dirty rudimentary XP mod if I can find out how to access the player's "General Stats" via Script Dragon. Almost all the essential info is there, and I'd like to give it a go, but I'm not sure how to get at that data. If anyone finds out how, please let me know, and I'll create something to tide us over until AndalayBay makes the real thing.
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Genocidal Cry
 
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Post » Mon May 21, 2012 9:48 am

I tried OblivionXP but was put off by the manual skill gains on level up. I couldn't swallow skill progression being totally independent of skill use (although the class-based bonuses added some manner of specialisation). The brief time I used OblivionXP was spent running across the shivering isles and leveling up for running past new locations, which broke the immersion.

Maybe I should get used to the idea of this mod. I did not grow up with Baldur's Gate or anything like that, but I do find the vanilla system fundamentally flawed. I might end up throwing cursory leers at the porting project once it takes hold.
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Alba Casas
 
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Post » Mon May 21, 2012 10:43 am

@Thingy Person - Not to derail the thread, but another interesting Oblivion leveling mod was tejon's nGCD. Both OblivionXP and nGCD used the underlying Oblivion system to track/award progress for successfully using skills. I don't believe that nGCD awarded anything for completing quests - it was designed more to hide the leveling process altogether. So with nGCD what you used made you better and increased your attributes accordingly. This replaced the immersion killing Level Up dialogs where you got to choose what attributes to raise. OblivionXP instead collected XP from these same actions and presented other ways to "level up" (if I understand correctly). I am not sure if tejon is planning on porting nGCD, but it would be nice if he did.

I know that if Skyrim doesn't expose the ability to watch/change skill and leveling information, I will expose the info again in SKSE. We'll just have to see what the CK provides natively. Both OblivionXP and nGCD would be able to leverage that.
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GPMG
 
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Post » Mon May 21, 2012 2:19 pm

In the end, I think there are problems with both styles.

Skill use -> skill gain makes sense from a realism perspective. It also makes intuitive sense that finding opportunities to practice a skill without risk is a 'good' thing to do. In real life there is a lot of value in learning how to practice efficiently and quickly. Sadly, though, practicing can be boring both in real-life and in TES games. Maybe it's just something about my personality, but when I play TES games I feel compelled to do everything I can out-of-combat to prepare for future combat, such as obtaining wealth/gear, and crafting potions/enchantments, and most importantly skill-grinding on my "bottleneck" skills. I end up spending a rather small amount of my time actually exploring and I end up getting bored. Yes I realize it's my own fault.

A system built on experience points is by no means realistic. It doesn't really help immersion to run around "exploring" locations and then suddenly being better at casting spells, but I find that experience points motivate me far more to actually engage in dungeon delving or completing quests.

Of course, one thing that I feel is absolutely critical for either of these systems is to keep opponent levels static. I hate nothing more than feeling that every time I level up without also becoming distinctly more powerful I have somehow fallen behind the curve...

Side note: I became quite familiar with nGCD's scripts. If Tejon is unwilling and there is sufficient demand for it, I could try to recreate it. Perks definitely put a wrench into the whole idea of nGCD though. Combined with an auto-perk mod, it could be okay.
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Tikarma Vodicka-McPherson
 
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Post » Mon May 21, 2012 10:42 pm

In the end, I think there are problems with both styles.

Skill use -> skill gain makes sense from a realism perspective. It also makes intuitive sense that finding opportunities to practice a skill without risk is a 'good' thing to do. In real life there is a lot of value in learning how to practice efficiently and quickly. Sadly, though, practicing can be boring both in real-life and in TES games. Maybe it's just something about my personality, but when I play TES games I feel compelled to do everything I can out-of-combat to prepare for future combat, such as obtaining wealth/gear, and crafting potions/enchantments, and most importantly skill-grinding on my "bottleneck" skills. I end up spending a rather small amount of my time actually exploring and I end up getting bored. Yes I realize it's my own fault.

A system built on experience points is by no means realistic. It doesn't really help immersion to run around "exploring" locations and then suddenly being better at casting spells, but I find that experience points motivate me far more to actually engage in dungeon delving or completing quests.

Of course, one thing that I feel is absolutely critical for either of these systems is to keep opponent levels static. I hate nothing more than feeling that every time I level up without also becoming distinctly more powerful I have somehow fallen behind the curve...

I agree with most of what you said. I get bored, not because I don't like grinding because I actually like it, but grinding in Skyrim is just so monotonous... I mean sure, it would be cool getting to a higher level of Alteration and get those cool high level spells, so to level it up I use it right? Well, I like my enemies dead asap, and it's much much faster(and funner) to just smash it's face with a mace than to cast Alteration spells, and then smash it's face with a mace. I guess I'll just cast Oakflesh 1000 times.

Immersion is cool, as long as it's fun. I say screw boring immersion inducing features, completing quests and leveling Smithing by 5 points out of the blue beats crafting hundreds of daggers any day of the week.
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john palmer
 
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Post » Mon May 21, 2012 12:15 pm

I tried OblivionXP but was put off by the manual skill gains on level up. I couldn't swallow skill progression being totally independent of skill use (although the class-based bonuses added some manner of specialisation). The brief time I used OblivionXP was spent running across the shivering isles and leveling up for running past new locations, which broke the immersion.

Maybe I should get used to the idea of this mod. I did not grow up with Baldur's Gate or anything like that, but I do find the vanilla system fundamentally flawed. I might end up throwing cursory leers at the porting project once it takes hold.
All of that can be changed/turned off in the .ini. Most of those settings weren't all SirFrederick's ideas, but some of which came from opinions such as yours.
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Blackdrak
 
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Post » Mon May 21, 2012 3:13 pm

I used nGCD after trying OblivionXP, but thanks anyway. I found that I wasn't really into an extended playthrough of the game anymore, so I console-advanced my favourite skills and nGCD helpfully leveled me up and made bandits in glass appear.

Side note: I became quite familiar with nGCD's scripts. If Tejon is unwilling and there is sufficient demand for it, I could try to recreate it. Perks definitely put a wrench into the whole idea of nGCD though. Combined with an auto-perk mod, it could be okay.
http://www.gamesas.com/index.php?/topic/1311296-relz-auto-perksstatslevel-plugins/

All of that can be changed/turned off in the .ini. Most of those settings weren't all SirFrederick's ideas, but some of which came from opinions such as yours.
Alright, I may give it another shot.

edit: Holy crap, BAIN failed to extract the ini file. I'm amazed the mod even managed to work like it did last time I tried.
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Jade Muggeridge
 
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Post » Mon May 21, 2012 9:30 pm

Yeah, I'm keeping on eye on it and will let everybody know if I decide to port Oblivion XP to Skyrim.

-- author of Oblivion XP Update.
Yummy, give's me chills just thinking about thinking about you crunching all those algorithms at your keyboard, little Missy (is that better than sir or ma'am? ) ! ;)

Yeah, it's quite odd the Bounty quests for example don't seem to scale at all, so we get 100 gold at level 10 and 60 afai can tell.
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Umpyre Records
 
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