[WIPz] Skyrim XP

Post » Sun May 27, 2012 6:37 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.

Don't worry about someone else doing something similar. I always think about stuff like this: "Even if someone does something similar to me, doesn't mean I can't just do it better by being passionate about my goal."
No two people will have the same vision or desired goal either. When you create something passionately, just be focused on the goal "you want to see" and let people choose whose version they wish to use.

I'm sure you'll do an amazing job, and your mod is well desired by many people on the forums, myself included. So don't lose hope!
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Haley Merkley
 
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Post » Mon May 28, 2012 12:49 am

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.


:cool: 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.

Excellent idea! That might help with the point spamming issue too. Thanks.

As I said hopefully we can get the naming issue resolved. If not, then I guess we'll think up a new name. :D And if I call it My Little Pony Levelling Mod, it's all Phitt's fault.
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mishionary
 
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Post » Sun May 27, 2012 4:18 pm

Excellent idea! That might help with the point spamming issue too. Thanks.

As I said hopefully we can get the naming issue resolved. If not, then I guess we'll think up a new name. :biggrin: And if I call it My Little Pony Levelling Mod, it's all Phitt's fault.

Both my kids are confirmed bronies, and one of them is a girl. Does that make me a bronymom? I'm fine with whatever you decide to call it.
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Anna Watts
 
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Post » Sun May 27, 2012 9:48 pm

I am 100% in favor of My Little Pony Leveling Mod.
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Andrea P
 
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Post » Sun May 27, 2012 11:42 pm

Good news! DarkenDE has agreed to rename his mod if he continues development on it.

Thanks DarkenDE! And thanks everybody for your support. I guess I'd better get cracking now. :lol:
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Steve Bates
 
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Post » Mon May 28, 2012 5:12 am

Noooooooooo, My Little Pony Leveling Mod, YOU WILL BE AVENGED.
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Jessie Rae Brouillette
 
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Post » Sun May 27, 2012 10:39 pm

Noooooooooo, My Little Pony Leveling Mod, YOU WILL BE AVENGED.

:rofl: Somehow I knew you'd be disappointed. Sorry about that. :D
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Kathryn Medows
 
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Post » Sun May 27, 2012 5:07 pm

I am 100% in favor of My Little Pony Leveling Mod.

Three Borgs silently approach ishmael from behind..
red eye lasers start beaming...

Ok enough borg tributing XD
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Iain Lamb
 
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Post » Mon May 28, 2012 1:32 am

I am glad to hear the good news.
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JAY
 
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Post » Mon May 28, 2012 6:35 am

Replaced the WIP post with a better version. If you'd like to follow the progress or perhaps help with some of the scripting questions, drop by the http://www.darkcreations.org/forums/forum/138-skyrim-xp/ on DC. You will need to register to post responses.
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Sabrina garzotto
 
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Post » Sun May 27, 2012 9:15 pm

Phew! That was a close one, the file is currently hidden atm so i guess he is now in the process of changing the name, good news :), and goodluck with this mod :D.
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brenden casey
 
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Post » Mon May 28, 2012 5:40 am

Is there a way to implement the basic attributes like strength, dexterity, constitution, wisdom, intelligence and charisma into the mod? Strength could be melee dmg and carryweight multiplier, dexterity could be ranged dmg, travel speed and jumpheight multiplier, constitution could be health multiplier, wisdom could be your max magicka pool, intelligence could be restore magicka multiplier and charisma could be speech and general likeness multiplier.
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Joe Alvarado
 
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Post » Mon May 28, 2012 6:07 am

Is there a way to implement the basic attributes like strength, dexterity, constitution, wisdom, intelligence and charisma into the mod? Strength could be melee dmg and carryweight multiplier, dexterity could be ranged dmg, travel speed and jumpheight multiplier, constitution could be health multiplier, wisdom could be your max magicka pool, intelligence could be restore magicka multiplier and charisma could be speech and general likeness multiplier.
Please read this, as I will have a release on this, soon.
http://www.gamesas.com/topic/1356229-wip-tvms-attribute-system/page__pid__20456768#entry20456768

Also, is there someone, who can make message box buttons vertically placed?
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Gill Mackin
 
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Post » Sun May 27, 2012 9:39 pm

Which would no doubt mold very well in conjunction with SkyrimXP.
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Emily abigail Villarreal
 
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Post » Sun May 27, 2012 6:33 pm

I don't think Skyrim XP will be compatible with TVM's mod actually. I wasn't planning on overhauling the attribute system. If TVM's system only alters the effects of skills, like the damage done by one-handed is based on your Strength attribute, then our mods might be compatible. But I have my doubts.
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Leanne Molloy
 
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Post » Mon May 28, 2012 1:06 am

I don't think Skyrim XP will be compatible with TVM's mod actually. I wasn't planning on overhauling the attribute system. If TVM's system only alters the effects of skills, like the damage done by one-handed is based on your Strength attribute, then our mods might be compatible. But I have my doubts.
My mod doesn't alter anything except health(and regen), magicka(and regen) and stamina(and regen).
Once SKSE makes a release it will affect damage done. But doesn't mod anything that can be found in the game currently ;)
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Nienna garcia
 
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Post » Mon May 28, 2012 7:02 am

i'm glad you are working on this mod because i can't stand the vanilla leveling system; it goes too fast. i would like each time when you reach from one to another level (i.e. 1 to 2) you need to get 1000 XP for each level.
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Monique Cameron
 
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Post » Mon May 28, 2012 1:03 am

My mod doesn't alter anything except health(and regen), magicka(and regen) and stamina(and regen).
Once SKSE makes a release it will affect damage done. But doesn't mod anything that can be found in the game currently :wink:

I read through your thread and in particular your OP and it sounded like you were re-categorizing the skills and were even thinking of adding new ones. You also mentioned changing the levelling, which would definitely interfere with Skyrim XP. As it stands now, there will be no problems, but I guess it depends on what direction you take your mod in the future.

i'm glad you are working on this mod because i can't stand the vanilla leveling system; it goes too fast. i would like each time when you reach from one to another level (i.e. 1 to 2) you need to get 1000 XP for each level.

The points needed for levelling will increase as you increase in level. I haven't finalized the equation yet, but so far I'm looking at a variant on the D&D 3 ruleset. It would be something like:

Level 1 - start
Level 2 - 2000 pts
Level 3 - 6000 pts
Level 4 - 12000 pts

I need to decide how many major tasks you should be able to complete each level. By major task, I mean completing quests and killing bosses. If we say that completing 3 - 5 quests and killing about that many bosses is reasonable, then I can calculate how many points those things should generate and work out the number of points each level should require. You will also get points for small tasks and those need to be factored in as well.

How many quests do you guys think you would complete each level? In other words, do you think it's reasonable to do 2 or 3 quests per level, or more, or less?
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Loane
 
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Post » Sun May 27, 2012 10:19 pm


I need to decide how many major tasks you should be able to complete each level. By major task, I mean completing quests and killing bosses. If we say that completing 3 - 5 quests and killing about that many bosses is reasonable, then I can calculate how many points those things should generate and work out the number of points each level should require. You will also get points for small tasks and those need to be factored in as well.

How many quests do you guys think you would complete each level? In other words, do you think it's reasonable to do 2 or 3 quests per level, or more, or less?

How was it made in Oblivion? It was really good.
In my opinion I would choose 2 Quests per level. But I am not the prototype of a gamer. I clear dungeons, wander in the wilderness and make not so often Quests. And most of the time little side Quests (like: bring me 20 Flowers...). So I am leveling slower than most of the others.
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Jodie Bardgett
 
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Post » Mon May 28, 2012 5:23 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.
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Kill Bill
 
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Post » Mon May 28, 2012 2:43 am

Looking forward to this. As was said before it would be nice to cap XP gained on crafting and if it encouraged creating better items rather than just making lots of iron daggers that would be great.
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Liv Brown
 
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Post » Mon May 28, 2012 1:25 am

Yeah, that's the idea. And having a custom level up menu is a nice bonus. :D
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Alexander Horton
 
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Post » Mon May 28, 2012 8:07 am

I suspect a lot of this is waiting on the appropriate release of SKSE.
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Mark Churchman
 
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Post » Mon May 28, 2012 7:59 am

Yeah, I won't be able to really start coding until a couple of functions are available in SKSE. That's why I'm working on the algorithms right now and Xae is working on decoding the menus.
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Rex Help
 
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Post » Sun May 27, 2012 7:12 pm

I read through your thread and in particular your OP and it sounded like you were re-categorizing the skills and were even thinking of adding new ones. You also mentioned changing the levelling, which would definitely interfere with Skyrim XP. As it stands now, there will be no problems, but I guess it depends on what direction you take your mod in the future.



The points needed for levelling will increase as you increase in level. I haven't finalized the equation yet, but so far I'm looking at a variant on the D&D 3 ruleset. It would be something like:

Level 1 - start
Level 2 - 2000 pts
Level 3 - 6000 pts
Level 4 - 12000 pts

I need to decide how many major tasks you should be able to complete each level. By major task, I mean completing quests and killing bosses. If we say that completing 3 - 5 quests and killing about that many bosses is reasonable, then I can calculate how many points those things should generate and work out the number of points each level should require. You will also get points for small tasks and those need to be factored in as well.

How many quests do you guys think you would complete each level? In other words, do you think it's reasonable to do 2 or 3 quests per level, or more, or less?


It would be best if you had all custom config file like Oblivion XP. And even better if you could add/subtract xp via console (I do this all the time in the Fallouts) that why people can adjust according to there needs. Do you plan on having the level of customization that OXP had?

Hmm, I notice that other xp mod is still hidden that too bad I wanted to know more about it.
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Scared humanity
 
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