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File credits
Merlord - most of my UI code is derived from his work Necrolesian - I also borrowed some UI code from CCCP which I modified for this mod
Thanks to the Morrowind Modding Discord for always being helpful
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Changelogs
Version 1.3.11
Removed potentially broken copy of MWSE Perk Framework that was accidentally packaged with KCP. Mod Managers should no longer report file conflicts between KCP and MWSE Perk Framework
Version 1.3.10
Added a failsafe to prevent filling mwse.log with error messages when loading a game
Fixed an issue that caused Insurmountable, Shell of Skar, and Uncanny Dodge to provide incorrect bonuses
Version 1.3.9.1
Fixed an edge case that allowed you to level up beyond the level cap under the right circumstances
Version 1.3.9
Fixed Health values displaying incorrectly when modifying stats in level up screen
Fixed Magicka Values displaying incorrectly in level up screen
Fixed Point buy breaking when playing on a language other than english
Fixed perks and other character data from this mod persisting when starting a new game
Version 1.3.8.1
Updated the Health preview in the level up screen to match the redefined calculations
Version 1.3.8
Slightly changed the HP code again to be more in line with vanilla values. HP math should be (Strength + Endurance) /2 + (0.1 * Endurance * (level - 1))
Version 1.3.7
Fixed an math's issue that caused the player to gain waaaay to much health on level up
Version 1.3.6
Removed some broken experimental code that was preventing the mod from compiling
Version 1.3.5
whoops first fix was bad, re-fixed main quests. Actually works this time I promise
Version 1.3.4
Fixed a typo during initialization that was causing main quests to be rewarding XP as though they were side quests, resulting in lower XP gain than intended
Version 1.3.3
Fixed Skill raises not correctly awarding xp
Version 1.3.2
Fixed Exhausting Blows not triggering correctly
Exhausting Blows now deals 5x damage as fatigue damage, to make it actually useful in gameplay
Bulwark has been reworked. It now grants a bonus to block chance equal to 1 fifth of your endurance.
XP reward notifications should no longer appear when their associated XP sources are disabled
Fixed Boss Monsters not being recognized correctly
Added "Enable XP for Defeating Fargoth" option to the MCM
Added "Fargoth XP" config to MCM
Slightly reworded some of the MCM options to satiate the Grammar Gremlin who lives in my walls
Version 1.3.1
Removed ITM (Identical to Master) records from the ESP
Disabled a debug logging variable that was left on by mistake
Version 1.3
Split Perk System into a standalone mod, make sure you download MWSE Perk System when updating to version 1.3!
Redesigned the level up menu, and fixed some jank with it
Added point-buy character creation
Fixed an issue that caused Expert of Deflection to always be active even if you didn't have the perk (whoops)
Basic perks are no longer an optional component. Perks can still be disabled in the MCM
Version 1.2.6
Fixed an issue with playerData.modIncPoints that caused it to not recognize parameters correctly
Version 1.2.5
-=Core Files=-
perk.activatePerk() and perk.deactivatePerk() now call tes3.mobilePlayer:updateDerivedStatistics() to fix an issue with spells that modify effect attributes
-=Basic Perks Module=-
Conditioning has been removed due to it breaking the vanilla game's armor type calculation. If you have the perk, unequip any heavy armor you have equipped before updating
Fixed an issue that caused Deep Pockets to subtract from your maximum carry capacity
Version 1.2.4
-=Basic Perks Module=-
Fixed issues with perks that add skill/attribute points (Fix is not retroactive, you'll need to revert to a save from before acquiring one the affected perks, or manually activate the perk again using the console) Affected perks were: Rigorous Training (kb_perk_rigorousTraining) Jack of All Trades (kb_perk_jackOfAllTrades) Expertise (kb_perk_expertise) Well Rounded (kb_perk_wellRounded)
Fixed Improved Favored Enemy having incorrect level requirement
Version 1.2.3
Fixed another oversight that was breaking the levelup menu
Version 1.2.2
Fixed a typo that caused the levelup menu to break
Version 1.2.1
Fixed a potential exploit allowing you to take perks that are meant to be mutually exclusive
Basic Perks: Added 8 New perks - Check the Perks Overview for details
Basic Perks: Jack of All Trades requirements altered to fit alongside its newly added siblings, Expertise and Well Rounded
Version 1.2
Added support for XP from Skill Increases
Added Support for saving and loading custom MCM presets. Presets are stored in MWSE\config\KCP Presets
Fixed issue that caused mod features to break upon making changes to the MCM menu
(technical)Fixed incorrect conditions on the skillRaised event callback
Version 1.1.8
changed all the sliders in the mcm to text fields because they're less finicky
Version 1.1.7
Fixed the definition of modIncPoints and modPntMult to correctly use Table parameters
Fixed an MCM setting that was defaulting to the wrong setting
Version 1.1.6
Fixed an Issue that caused the Levelup Menu to break when calculating perk requirements
Added borders to all UI panes that didn't already have them (Requested by CrimstonHunter)
Add/Subtract buttons for skills and attributes are now grayed out when unusable rather than hidden
Fixed Add/Subtract buttons sometimes not updating correctly
Version 1.1.5
Fixed an issue that caused Perk Points to not be deducted upon levelling up
Version 1.1.4
Fixed an issue with playerData.modIncPoints and playerData.modPntMult that caused them to function incorrectly (documentation on playerData functions will come out soon)
Version 1.1.3
Fixed an issue that caused levelups to occasionally not trigger
Fixed an issue that caused Soul Siphon to be active when the player didn't have it
Version 1.1.2
-ACTUALLY fixed the issue that was supposed to be fixed in 1.1.1
Version 1.1.1
-fixed a typo in Basic Perks that prevented the mod from initializing correctly
-fixed options not initializing correctly if you don't open the mcm menu
Version 1.1
-=Core Files=-
-Added new triggerable events, "KBProgression:registerQuest" and "KBProgression:registerBoss"
-Polished up MCM menu
-Fixed Level Cap option in MCM
-Added "Max Increment" options to MCM to allow further customization
-Added Sidebar Descriptions for all MCM options
-=Basic Perks Module=-
-Added Hand To Hand Capstone perk, "Stunning Strike"
-Reduced feather from Deep Pockets from 50 to 15
-Reduced Feather from Deeper Pockets from 50 to 30
in 1.0 having both ranks of Deep pockets gave you a net feather of 100, now you'll have a net feather of 45
Introduction Kirbonated Character Progression is a large scale character progression overhaul that makes a number of key changes to morrowind's gameplay in order to solve some balancing issues and make the general gameplay more engaging:
Reduced Micromanagement - No longer will you have to painstakingly micromanage your level ups to get optimal results. Attribute gain is now completely independent from skill gain, allowing you to prioritize whichever skills you want without worrying about build optimization. In addition, the mod adds it's own state-based health solution, meaning you don't need to frontload your endurance increases anymore
Point Buy Character Creation - You are no longer limited by your race when determining the starting values of your character attributes, and instead can allocate stats using a point buy system. Now you can play a strong, tanky elf, or a suave, charismatic argonian, no problem.
Redesigned Reward Structure - This mod employs a more traditional XP system, granting you xp rewards from completing quests, defeating difficult boss monsters, and discovering new locations. This means you'll spend less time spamming spells in the corner of the mages' guild and more time in the fun parts of the game
Perk System - this mod employs a perk system with a host of interop functions and custom UI elements.
Fully Configurable - Every aspect of this mod can be configured in the mods MCM menu, from tweaking skill-point gains to toggling certain features, such as the XP system and the Perk system
Compatibility Kirbonated Character Progression is Designed with interoperability and compatibility in mind, but there are still some mods that are directly incompatible:
Major Progression overhauls like GCC, CCCP, and MULE are not compatible with KCP. Those mods implement features that directly conflict with mine
Ashfall causes issues if you use ashfall's needs system and turn off the resting requirement for levelling. This is due to how Ashfall detects when your levelling up and there isn't much I can do to remedy this. The result is that your statistics won't be correct in the levelup menu, or in the statReview menu (where you allocate your stats in the beginning of the game). The only way to avoid this is to either play with the rest requirement for levelling and just turn off needs during chargen or to turn off ashfall needs completely. otherwise there is no other known compatibility issues.
Birthsign, race, and class overhauls are fully compatible, and encouraged to be used with KCP
State Based-Health mods should not be used with KCP, KCP implements its own State-Based Health solution
Magicka Regen mods should be fully compatible with KCP
Skills Module is compatible with KCP, but will not be effected by my changes to the skill system
Requirements KCP requires the latest version of MWSE-LUA, which can be acquired by running the MWSE-Update.exe included in MGE XE. KCP is not compatible with OpenMW, and I currently don't have plans to port it over.