[WIPz] Skyrim XP

Post » Sun May 27, 2012 5:16 pm

Awesome! So it was you who did the obvlion XP mod great stuff! Loved it, look forward to this too :)
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M!KkI
 
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Post » Mon May 28, 2012 5:15 am

Thanks Draevos.

SirFrederik was the genius behind the original Oblivion XP. He developed the levelling formula and the balance of point rewards that you get for stuff. I picked up development of it after he left the modding scene and did a few updates. It doesn't look like he's returned, so I'll do Skyrim XP.
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Yung Prince
 
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Post » Mon May 28, 2012 5:11 am

As the other guy said, I wonder if you get exp for having your follower kill mobs. What about your summons? Thruls? What about my favorite which is to cast frenzy/mayham and let them kill each other?
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Julia Schwalbe
 
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Post » Mon May 28, 2012 8:12 am

@percival: Pretty sure you do for allies/summons. Not sure about Illusion spells, but I suspect yes.

@AndalayBay: Agreed with Draevos -- get well soon.
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alicia hillier
 
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Post » Sun May 27, 2012 9:54 pm

As the other guy said, I wonder if you get exp for having your follower kill mobs. What about your summons? Thruls? What about my favorite which is to cast frenzy/mayham and let them kill each other?

I believe Oblivion XP let you get xp from companions'/summons' kills if you chose to.
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Monika
 
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Post » Mon May 28, 2012 7:41 am

Take as much time as you need and recover. As the others said: get well soon.
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Pete Schmitzer
 
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Post » Sun May 27, 2012 11:50 pm

Thanks Draevos.

SirFrederik was the genius behind the original Oblivion XP. He developed the levelling formula and the balance of point rewards that you get for stuff. I picked up development of it after he left the modding scene and did a few updates. It doesn't look like he's returned, so I'll do Skyrim XP.

He left and never came back after he released 4.1.5, as you are his successor, you know it's been YEARS since he was last seen. I don't know what happened to him, but I do know he was a scientist and was involved in the particle accelerator experiment. I feel old as far as this mod is concerned, because I used the first release(2.0) up until the last one you updated. Sometimes I wish he'd come back. He had a brilliant mind(that and I just like reading what he had to say lol).

and I just have to do this...


WE ARE THE BORG.
YOU WILL BE ASSYMULATED INTO OUR COLLECTIVE.
YOUR TECHNOLOGICAL AND BIOLOGICAL DISTINCTION WILL BECOME OUR OWN.
RESISTANCE IS FUTILE.
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joeK
 
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Post » Mon May 28, 2012 7:56 am

He left and never came back after he released 4.1.5, as you are his successor, you know it's been YEARS since he was last seen. I don't know what happened to him, but I do know he was a scientist and was involved in the particle accelerator experiment. I feel old as far as this mod is concerned, because I used the first release(2.0) up until the last one you updated. Sometimes I wish he'd come back. He had a brilliant mind(that and I just like reading what he had to say lol).

I figured he was something like that. I thought he was a mathematician, and a physicist is pretty darned close. You can tell just by looking at his code. Only someone with a strong background in mathematics would write something like this:
let tempShort := 2 - ( ( ObXPMain.attributePoints < 1 ) || ( ( arrayActorValue[i] + statPointsSpent[i] ) >= ObXPSettings.capAttributes + ( player.getTotalAEAbilityMagnitudeC tempLong i ) ) || ( statPointsSpent[i] >= ObXPSettings.maximumAttributeIncrease ) )

It works and is a very concise way of doing that, it's just a tad hard to read. :lmao: In case you're wondering, the answer is a one or a two, depending on whether you have any points left to spend on attributes. It's used to control the plus signs for the attributes on the level-up menu.

and I just have to do this...


WE ARE THE BORG.
YOU WILL BE ASSYMULATED INTO OUR COLLECTIVE.
YOUR TECHNOLOGICAL AND BIOLOGICAL DISTINCTION WILL BECOME OUR OWN.
RESISTANCE IS FUTILE.


:rofl: Yeah, but I'm Canadian Borg. We say "please".

Thanks for all the well wishes guys. Your encouragement means a lot.
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phillip crookes
 
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Post » Mon May 28, 2012 6:30 am

I really hope the .wav sound effects make a return in this new XP mod. I really had fun customizing them :).
Good luck!
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Fiori Pra
 
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Post » Sun May 27, 2012 8:31 pm

Andalaybay, did you see this?

http://skyrim.nexusmods.com/downloads/file.php?id=11522
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megan gleeson
 
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Post » Sun May 27, 2012 10:36 pm

No I didn't Illius - thanks for the head's up. Not sure there's much I can do about it. I'll have to think about whether I'm going to bother doing one then.
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Hearts
 
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Post » Sun May 27, 2012 9:36 pm

That mod's implementation is... not very good. I'd definitely vote for you to keep on with your own mod.
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Margarita Diaz
 
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Post » Mon May 28, 2012 7:23 am

That other mod doesn't quite sound the same, so there might be room for two XP mods, although I think it will be confusing.
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Lily Something
 
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Post » Sun May 27, 2012 10:46 pm

Just a stupid thought, but you can name it "Skyrim XP - Oblivion Style" or "Skyrim XP by Andalay Bay". Both not the great Bite...

But who ever used Oblivion Xp will search for the right Mod author, shrug, I can not say more - except: I am waiting for your Mod and will use your Mod.
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REVLUTIN
 
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Post » Mon May 28, 2012 6:02 am

Hmmm, maybe I could call it Authentic Skyrim XP. :) You guys all know my work, but I don't know if the community at large does though, so there will be an awful lot of confusion. I'm going to get people coming to me looking for support and they're going to be referring to his mod. I've see this happen before. Unless his mod gets renamed to something drastically different, I don't see any sense in doing this. He's uploaded it to Steam Workshop too.
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Rex Help
 
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Post » Mon May 28, 2012 3:18 am

I'd definitely vote for you to keep on with your own mod.

So would i. Andalaybay those of us who have used Oblivion XP Update know that you took over the development after the original author, so we know yours is the one made through past and present experience.
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Rude Gurl
 
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Post » Sun May 27, 2012 10:52 pm

I would too. I remember how amazing Oblivion XP was. Even if you only maintained/updated it, interacting with such a complex system is still a feat -- I'm 99% certain yours would be the most balanced and professional of the lot considering your past experience.
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LittleMiss
 
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Post » Sun May 27, 2012 6:03 pm

I'll use your version too, since there can't be a better implementation than the original's successor's.
Off-topic: Do any of you know about an on-going attribute system reviving project?
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casey macmillan
 
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Post » Mon May 28, 2012 3:03 am

Please don't stop! No, wait, you can't stop developing Skyrim XP! It's the only mod I really need to have in my load order and while I mean no offense to the author of that new mod it seems to be light years away from Oblivion XP in terms of quality. I don't see the problem with naming confusion. If nothing helps just rename this mod here. I don't care whether it is called 'My little pony leveling mod' or whatever else as long as it's the real thing.
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Chloe Lou
 
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Post » Sun May 27, 2012 6:27 pm

How about Skyrim EXP? Just kidding, that would be awfully confusing.
Maybe Oblivion XP for Skyrim? It's kinda silly but it makes the relationship between the two clear. :shrug:
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naomi
 
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Post » Sun May 27, 2012 5:38 pm

... 'My little pony leveling mod' ...

:rofl: Very tempting. Not very descriptive though... ;)
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STEVI INQUE
 
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Post » Sun May 27, 2012 5:06 pm

I reported the one on Nexus for stealing your name. I'm not using steam workshop so I can't help you much there.
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Nicole Mark
 
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Post » Sun May 27, 2012 5:23 pm

I think reporting him is a little much. It's not like "Skyrim XP" is a terribly specific name -- he may not even know about this thread.

I went ahead and suggested to him that he rename it to avoid confusion.
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Richard Thompson
 
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Post » Mon May 28, 2012 12:22 am

I think it is though. Oblivion XP is a well known mod and was the Oblivion version. Skyrim XP is the successor to Oblivion XP, so it should have the same name to match the game. I did PM him and ask him to change the name of his mod. Hopefully he will do so.

Thanks for your help, Ysne and Eldiran. Hopefully we can get this resolved, as I said.
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mishionary
 
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Post » Sun May 27, 2012 7:17 pm

I think for smithing it should be set like this:

A) Each item you smith will give you different amounts of XP based on:

1) The rarity of the items being used.
2) The difficulty of smithing the item.
3) The complexity of the recipe, and the complexity of the "item".

1 - According to Phitt's Alchemy mod, there are keywords put in place to check the rarity of each of the vanilla items. I personally think that if the item requires rarer metals to use, such as Orihalcum, Ebony, etc, it should give more exp, as opposed to a common metal such as iron.
2 - Glass requires (lore wise) a specific temperature, a specific hammering method, and hammering strength to be created, as opposed to Iron which is very simple to create. As a result glass smithing should give more exp than iron smithing. This should remain true for all other smithing creations.
3 - If the item requires more items of varying types, it would be considered more complex. Something like Gilded Armor which requires moonstone, quicksilver, leather strips, etc. Would give more exp than Steel because it's more complex. Also, since a set of armor is a much more complex and involved smithing event than say...a sword or a dagger, then the XP for making the sword or dagger should be much less than making a set of armor.


B) XP per level of skill in Smithing should be curved upwards somewhat sharply. It's linear right now I think. So earlier levels, smithing iron daggers would actually be a viable way to level up. But it would quickly become useless and it would be necessary to smith more complex things, because of the curve.
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Michelle Serenity Boss
 
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