[WIPz] Skyrim XP

Post » Mon May 28, 2012 5:17 am

Call it OskyXP. Or O-SkyXP. Just a sugestion.
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Guy Pearce
 
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Post » Mon May 28, 2012 6:21 am

Btw, just my thougths on your mod, i think you should cut out the exp gain by skills advancements, mb crafting skills could give exp, but not combat, magic skills and sneaking skills. Perhaps even make so only killing and doing quests gives exp.
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Lisa
 
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Post » Sun May 27, 2012 11:16 pm

The name is no longer an issue - the other modder will rename his mod if he continues working on it.

There is no XP gain by skill advancements. Have a look at the OP - we give a brief summary of the D&D rules in there. In a nutshell, you get XP for doing stuff.
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Elizabeth Davis
 
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Post » Mon May 28, 2012 1:51 am

I'm changing things up a bit from Oblivion. Mainly I'm going with a different levelling formula. But yes, I could get an idea of how many quests you could do per level under the old system. I'm just trying to gauge the experience under Skyrim. Having said all that, I'm thinking 2 or 3 quests per level too.

I don't think it should be quests in general but instead group different types of quests together in groups and make each group give a certain amount of exp. Like simple fetch quests would give the least while quests that involve killing some sort of boss giving the most. Have main line quests give more exp than a non main quest of the same quest type, not alot but a little bonus over side quests. I also don't think it should have a set amount of quests to level and keep it strictly exp based, so for example say level 1 to level 2 would need say 3 quests worth of exp while level 10 to level 11 would need like 20 quests worth of exp, the amount of quests depending on quest group completed quests were in.

I look forward to this mod and can't wait to be able to use it.
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P PoLlo
 
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Post » Mon May 28, 2012 5:35 am

Thats`s good then, ah, one more, how much lvls there will be? Or you gonna make it customizible? And mb, you could add a bonus perk point for each 10 lvls?
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cheryl wright
 
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Post » Sun May 27, 2012 8:50 pm

I don't think it should be quests in general but instead group different types of quests together in groups and make each group give a certain amount of exp. Like simple fetch quests would give the least while quests that involve killing some sort of boss giving the most. Have main line quests give more exp than a non main quest of the same quest type, not alot but a little bonus over side quests. I also don't think it should have a set amount of quests to level and keep it strictly exp based, so for example say level 1 to level 2 would need say 3 quests worth of exp while level 10 to level 11 would need like 20 quests worth of exp, the amount of quests depending on quest group completed quests were in.

I look forward to this mod and can't wait to be able to use it.

I was just looking for a baseline. You will get more XP for quests as you level. So at level 1, you might get 50 points for a particular quest, but at level 20, you'd get 70 points. Since the amount of XP you need to gain a level will also increase, you'll be able to do more quests per level as you increase in level.

I do plan to offer more XP on top of the baseline for harder quests, but I need to figure out the best way to do that without hard-coding all the quests like SirFrederik did for Oblivion XP. I could do it on a group basis like you suggest, but I'd still have to hard-code the quests to put them in those groups.

Thats`s good then, ah, one more, how much lvls there will be? Or you gonna make it customizible? And mb, you could add a bonus perk point for each 10 lvls?

There won't be a set number of levels. You can go as high as you like. You'll need to run something like Elys Uncapper to advance your skills beyond 100, which is also how it worked in Oblivion. I will offer the option to take multiple perks per level. I haven't decided if that will be every level or just bonuses every few levels, like you suggest.
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steve brewin
 
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Post » Sun May 27, 2012 6:41 pm

I do plan to offer more XP on top of the baseline for harder quests, but I need to figure out the best way to do that without hard-coding all the quests like SirFrederik did for Oblivion XP. I could do it on a group basis like you suggest, but I'd still have to hard-code the quests to put them in those groups.
If the quest is more challenging, won't you naturally get rewarded more XP for it, as a side effect of it presenting you tougher enemies?
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Cassie Boyle
 
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Post » Mon May 28, 2012 7:41 am

Will be downloading as soon as it's released!
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Phillip Brunyee
 
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Post » Mon May 28, 2012 2:36 am

I was just looking for a baseline. You will get more XP for quests as you level. So at level 1, you might get 50 points for a particular quest, but at level 20, you'd get 70 points. Since the amount of XP you need to gain a level will also increase, you'll be able to do more quests per level as you increase in level.

I do plan to offer more XP on top of the baseline for harder quests, but I need to figure out the best way to do that without hard-coding all the quests like SirFrederik did for Oblivion XP. I could do it on a group basis like you suggest, but I'd still have to hard-code the quests to put them in those groups.

Oh i see, in that case i think 50xp at level 1 would be a good baseline with the first level needing say 250 total xp to get to level 2. For each level you go up you could make quests give an extra 5xp and make the needed xp to level go up by 1/4 - 1/2 the xp of the previous level. So level 2 would be 325-375 total and give 55 per quest as a base.

But anyway, i think anything you end up with would be great.
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Rozlyn Robinson
 
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Post » Mon May 28, 2012 1:41 am

If the quest is more challenging, won't you naturally get rewarded more XP for it, as a side effect of it presenting you tougher enemies?

Not directly. You'll get more points for killing the enemies, but the points awarded for quests are separate. That's partly why I need to be careful how many base points I award to quests: you get points for so many things that it needs to balance against the number of points you need to level.
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MARLON JOHNSON
 
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Post » Sun May 27, 2012 7:43 pm

Not directly. You'll get more points for killing the enemies, but the points awarded for quests are separate. That's partly why I need to be careful how many base points I award to quests: you get points for so many things that it needs to balance against the number of points you need to level.
That's what I meant. You'd get more total XP as a result of fighting tougher enemies, even if the actual quest reward isn't changed. :)
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Farrah Barry
 
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Post » Sun May 27, 2012 9:41 pm

That's what I meant. You'd get more total XP as a result of fighting tougher enemies, even if the actual quest reward isn't changed. :)

True. Have you ever played Oblivion XP? Anyway the quest rewards are separate from the kill rewards. I'd like to keep the same mechanic for Skyrim XP, which means that harder quests give more points.

I'll get it sorted. I've got a fix for the performance issues in Oblivion, so I should be able to do something similar for Skyrim.
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Wayne Cole
 
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Post » Sun May 27, 2012 9:19 pm



True. Have you ever played Oblivion XP? Anyway the quest rewards are separate from the kill rewards. I'd like to keep the same mechanic for Skyrim XP, which means that harder quests give more points.

I'll get it sorted. I've got a fix for the performance issues in Oblivion, so I should be able to do something similar for Skyrim.
I played a little bit with it, but never got very far, since most of my characters just ran around naked and punched stuff in Oblivion. :teehee:
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Daddy Cool!
 
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Post » Sun May 27, 2012 7:32 pm

I don't know if it has been suggested yet, but is it somehow possible to award XP for crafting items you haven't crafted before?

EDIT:
Smithing- You get XP for crafting new items, then amounts based on smithed item value after.
Enchanting- You get XP on disenchant, then amounts based on enchanted item value after.
Alchemy- XP from discovering effects, then small amounts based on potion value after.
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patricia kris
 
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Post » Mon May 28, 2012 1:37 am

I played a little bit with it, but never got very far, since most of my characters just ran around naked and punched stuff in Oblivion. :teehee:

And I'm afraid I never thought to detect if your character is running around naked or not... I should award extra points in that case. :lmao:

I don't know if it has been suggested yet, but is it somehow possible to award XP for crafting items you haven't crafted before?

EDIT:
Smithing- You get XP for crafting new items, then amounts based on smithed item value after.
Enchanting- You get XP on disenchant, then amounts based on enchanted item value after.
Alchemy- XP from discovering effects, then small amounts based on potion value after.

Detecting when you first craft something is tricky - we had something like that in Oblivion and it was very flaky. The current idea is to use a scaling reward, so you'll get the most points for the first item crafted and then it will start decreasing until you get no more points for crafting that item. I might have to also impose a time penalty to prevent people from simply closing the window and opening it again. I'd rather not - we'll see.
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W E I R D
 
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Post » Sun May 27, 2012 8:35 pm

Detecting when you first craft something is tricky - we had something like that in Oblivion and it was very flaky. The current idea is to use a scaling reward, so you'll get the most points for the first item crafted and then it will start decreasing until you get no more points for crafting that item. I might have to also impose a time penalty to prevent people from simply closing the window and opening it again. I'd rather not - we'll see.

Ah I thought that might have been the case. Would the rewards be different between creating an item and improving one?
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Natasha Callaghan
 
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Post » Mon May 28, 2012 2:07 am

Ah I thought that might have been the case. Would the rewards be different between creating an item and improving one?

I'll have to check how those are recorded in the game. I haven't thought about it too much yet. Do you think there should be different rewards for creating versus improving?
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GEo LIme
 
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Post » Sun May 27, 2012 10:19 pm

I'll have to check how those are recorded in the game. I haven't thought about it too much yet. Do you think there should be different rewards for creating versus improving?
Improving should be less rewarding, imo.
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Myles
 
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Post » Sun May 27, 2012 11:04 pm

Improving consumes less resources, so I agree it should be less rewarding.
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Matt Bigelow
 
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Post » Sun May 27, 2012 5:08 pm

I don't know if it's possible to detect how many "steps" you improve an item, but if so:

I'd say mproving a weapon from its base state to its highest level of improvement should net the same amount of xp as creating an item from scratch. So improving an item by one level would award 1/6 the xp of creation, but if you have high smithing or the right perks or wev then you will be able to get more xp out of one ingot (since you will be improving the item more).

Just my thought.
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TIhIsmc L Griot
 
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Post » Sun May 27, 2012 11:29 pm

Interesting ideas there. I'd think you could figure out how much an item got improved considering the game has the different levels (Fine, Superior, Exquisite, etc.).
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FABIAN RUIZ
 
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Post » Sun May 27, 2012 5:40 pm

I don't know if it's possible to detect how many "steps" you improve an item, but if so:

I'd say mproving a weapon from its base state to its highest level of improvement should net the same amount of xp as creating an item from scratch. So improving an item by one level would award 1/6 the xp of creation, but if you have high smithing or the right perks or wev then you will be able to get more xp out of one ingot (since you will be improving the item more).

Just my thought.
And, improving is relative to skill, so when you're improving something a lot, you will have higher skills, and hence XP will be worth less than at a lower level. Making things just requires a perk and raw materials, so you can have a lower level (and a bit of money!).
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Peetay
 
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Post » Mon May 28, 2012 7:08 am

There won't be a set number of levels. You can go as high as you like. You'll need to run something like Elys Uncapper to advance your skills beyond 100, which is also how it worked in Oblivion. I will offer the option to take multiple perks per level. I haven't decided if that will be every level or just bonuses every few levels, like you suggest.

I suggest you to make it a bonus every 'x' lvl (mb 3? so it comes to lvl 1 = 0 perks, lvl 2 = 1 perk, lvl 3 = 3 perks learned or points stored, hope you understand me), & btw i also suggest you to give a bonus hp mp sp increasemant every few lvls if it`s possible. And i dont think it`s a good idea to gain exp from crafting or buyin/selling. But it`s a good reason for passive type characters. But do they need any change in lvlup system?
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alicia hillier
 
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Post » Sun May 27, 2012 10:44 pm

I suggest you to make it a bonus every 'x' lvl (mb 3? so it comes to lvl 1 = 0 perks, lvl 2 = 1 perk, lvl 3 = 3 perks learned or points stored, hope you understand me), & btw i also suggest you to give a bonus hp mp sp increasemant every few lvls if it`s possible. And i dont think it`s a good idea to gain exp from crafting or buyin/selling. But it`s a good reason for passive type characters. But do they need any change in lvlup system?

OblivionXP gives limited xp for alchemy, none for smithing or buying/selling (unless you have TNO's economy mod).

I like the idea of x amount for 1st and decreasing to no exp after so many repeats, like about 10 for crafting, I'm not sure any exp should be given for buying/selling.
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Jack Bryan
 
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Post » Mon May 28, 2012 7:52 am

Oblivion XP gave points for anything the game recorded. It didn't give points for repairing items because Oblivion didn't really track that in a manner that was easy to access. I actually had plans for awarding points for buying or selling stuff, but never got around to implementing it. I don't believe it does even with Enhanced Economy. TNO awards points for completing the quests that EE has, but we didn't hook on to the skill improvements with barter.

I'm using Elys Uncapper for Skyrim and I like how she's implemented the bonus perk points, so I'll probably do something similar. For the crafting, it will definitely be a declining scale. I haven't decided on rewarding points for barter yet. It will probably depend on how well it balances overall.
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Jade Muggeridge
 
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