[REQ] Slower levelling

Post » Tue Mar 15, 2011 5:37 am

Hi Guys

I checked the 'Slower Level Rate' mode out and I have few concerns about using it. In my opinion it would be far much better (and safer) to simply lower the XP for quests/kills rather than increasing XP needed to reach a new level. In my opinion, current mod is prone to technical issues eg. what happens if I reach level 15 on the mod and then switch it off (would I get few level ups in a row?). What If I reach XP level that exceeds the XP cap in vanilla, and then switch the mod off. How would this work with a possible cap increasing DLC is also a question

On the other hand, I cannot feel any concerns about lowering XP for quests/kills. it's just a numeric value that could be cut down in the code, before saving (adding to the player's total XP poll) . This should not affect the game in any way after the mod is removed because it's a fixed value. If a player has 25500 xp (and 26000 is a new level) then it doesn't matter at all if he gathered those 25500 by gaining 50 or 25xp for killing ghouls. You know what I mean? 50xp, 25xp or even 5xp, it doesn't matter cause after loading a savegame we start with a fixed value

Unless the xp gained is calculated different. Hard to imagine tho... keeping the history of each single xp gain and adding it up on a game load instead of just using a single 'total xp' value, wouldn't make sense

What do you think?
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Emma Louise Adams
 
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Post » Tue Mar 15, 2011 3:06 am

http://www.gamesas.com/index.php?/topic/1137132-arwens-nv-realism-tweaks-thread-3/ has a global XP reducer feature. Instead of altering any specific XP rewards, it cuts all XP rewards by a certain percentage with an XP multiplier. I'm playing with the default settings (it's customizable from a menu within the game), meaning I get 25% of the experience that I'd normally get for doing anything.

The advantage is that it works for all XP rewards both those from the original game and from mods without having to touch each individual XP reward. So it also won't conflict with anything and the multiplier can be changed or disabled from within the game at any time.

She's planning on releasing it as a standalone mod soon if you don't want to use ART.

Edit: Oops, I linked to the FO3 version.
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Andy durkan
 
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Post » Tue Mar 15, 2011 4:35 am

I made a http://www.fallout3nexus.com/downloads/file.php?id=9301 that used the Swift Learner perk to reduce the XP that is gained instead of increasing it. Since I didn't add a new perk nor did I mess around with values it worked flawlessly. Let me know if you want me to make an FNV version.
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JR Cash
 
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Post » Mon Mar 14, 2011 11:08 pm

I made a http://www.fallout3nexus.com/downloads/file.php?id=9301 that used the Swift Learner perk to reduce the XP that is gained instead of increasing it. Since I didn't add a new perk nor did I mess around with values it worked flawlessly. Let me know if you want me to make an FNV version.


Any kind of mod, either extract from ART, or your Swift Learner based would be appreciated. I'm simply anxious about reaching level cap to fast. I'm already on lvl 19 so it's a high priority for me

If you would transfer your mod to FNB, do you know if one can add a perk via command line? I didn't take Swift Learner and I already have a plan about which perks to take on next few levels

PS: Just read your description of the mod on nexus... I can see you provided example of the script. Any chance then you could make this mod available for FNV? :)
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sas
 
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Post » Tue Mar 15, 2011 12:49 am

I can make it right now. All I need is an hour or so because I've got things to do at the same time. I'll let you know when I'm done.

EDIT: the file is up. http://www.newvegasnexus.com/downloads/file.php?id=37582#fileanchor
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Adrian Morales
 
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