Delay levelling up until a time of your choosing. Gamepad/controller compatible. Optional Perk/Skill point banking feature, near-identical to Fallout 1 & 2.
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File credits
Thanks to Demorome having open permissions on Sleep To Level Up. I used some bits of its main script as inspiration to write some sections of this mod's scripts.
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Fix: Regression in 1.5.5 where pressing the assigned key/button outside of the Pip-Boy can prevent levelling up.
Version 1.5.5
Minor: Prevent any serialization to/from the INI file if it does not exist.
--> Configuration of the mod entirely left to the MCM if not using the INI file.
Minor: Added slight delay before closing Pip-Boy to prevent vanilla control assigned to open the Level Up menu being inadvertently fired during GameMode.
Fix: Prevented the Level Up Event Handler from being fired multiple times by repeatedly triggering the assigned input before the Level Up menu appears.
Version 1.5.4
Changed the default value of `bUseINI` to 0, making using the INI file an opt-in feature.
^---> This should make it so different characters/saves can have an easier time having settings distinct from each other by default.
Changed the Manual Save mode setting in the MCM to a checkbox, also renamed it so its function is clearer.
Version 1.5.3
Switched from relying on `GetCalculatedPerkPoints` to `GetLevelUpMenuPoints 1 0` due to the former not accounting for the `iPerksPerLevel` setting in Stewie Tweaks.
`GetCalculatedPerkPoints` is now only used to determine if the player has a "Perk" Level Up instead of a "Skills-only" Level Up when already in the Level Up menu, such as from changing the `iLevelsPerPerk` GameSetting.
Removed the warning message introduced in 1.5.2 regarding above now that it's no longer an issue.
Barring any bug reports or other minor issues, this is now feature-complete, with all features I had wanted now integrated. Hopefully...
Version 1.5.2
Incorporated changes to the `Level Up Without Allocating Leftover Points` setting from the Experimental version.
^--> This is now nigh-identical to the classic Level Up mechanism from Fallout 1 & 2.
Added a message if the `iPerksPerLevel` setting from Tweaks is set to anything above 0, informing that DLUR cannot account for this setting.
^---> Not to be confused with the `iLevelsPerPerk` internal GameSetting; DLUR _does_ account for this.
Added a `bUseINI` setting to the INI and MCM; dictating whether configuration of DLUR will be done by reading from the INI file, or done entirely via the MCM.
Version 1.5.1
EXPERIMENTAL VERSION: Fixed allocated perks being cleared when exiting the Level Up menu when no Perk points can be allocated (i.e. a Skills-only level up).
Version 1.5.0
Uploaded an experimental version of the mod leveraging some undocumented functions from ShowOff NVSE to pass banked points through to the normal Level Up menu.
^--> Any testing with this version would be appreciated, as Demorome has retired from modding, and probably won't make any future updates for ShowOff NVSE.
Version 1.4.0
Added option to continue to next queued level _without_ needing to allocate leftover Skill/Perk points. Option added to both INI and MCM.
^--> Cloesly resembles classic Fallout 1/2-style point banking.
^--> IMPORTANT CAVEAT: Banked points will not appear in the normal Level Up menu. Instead, banked points can ONLY be found/allocated on the Skill/Perk screens in the Pip-Boy!
^--> Disabled by default to maintain parity with Vanilla gameplay.
Added a count of currently-banked Skill and/or Perk points left unallocated in the Skill and Perks screens of the Pip-Boy.
Version 1.3.2
_Actually_ fixed wrong reminder message for Controller users this time.
^--> Caused from forgetting to destruct certain `string_var`s when updating settings in the MCM.
Version 1.3.1
Added an automatic INI saving mode to the MCM and INI file. Enabled by default.
Re-structured the mod's MCM to better enable any future changes if needed.
Fixed the reminder message for Controller users not reflecting the right button when changing the designated button in the mod's MCM.
Version 1.3.0
Added MCM support.
When Browsing Perks, changed to forcing the Pip-Boy down to prevent screen clutter with the Perk menu overlaying the Pip-Boy.
Version 1.2.1
Reverted checking JSUE's `iLevelCap` setting as the `iMaxCharacterLevel` GameSetting already is adjusted for this.
Version 1.2.0
Made the Skill/Perk point banking feature optional (see the INI), which is disabled by default to maintain parity with vanilla gameplay.
Removed the `bConsecutiveLevelUps` setting entirely as it is fundamentally incompatible to how this mod functions now.
Allocating Skill and/or Perk points has now been changed to pressing the configured input on the Skills/Perks pages in the Pip-Boy.
^---> This was to mainly avoid bugs I was encountering during testing of points not correctly being banked. Enacting this change has been far more reliable in my testing.
Converted all calls of `(Get|Set)UI(Float|String)` to their `Alt` variants to hopefully reduce potential for bugs.
If you have no unallocated Perk points, you can browse all perks by inputting the configured input on the Pip-Boy's Perks section of the Stats screen.
^---> This was to bring back the equivalent feature in the original mod.
Level cap now accounts for changing the `iPlayerCap` setting in JSaywer Ultimate Edition's INI file.
Version 1.1.1
Slightly reduced the delay between showing the Perks menu following the Skills menu, if there are both unallocated Skill and Perk points.
Added optional (enabled by default) setting to play the Level Up sound if you have unallocated Skill/Perk points when opening the Skill/Perk menus.
Added reminder message indicating if you have unallocated Skill/Perk points.
Version 1.1.0
Added a dependency on ShowOff NVSE version 1.25 or above.
Added a dependency on User Interface Organizer.
Added a clickable button to the Pip-Boy Stats `CND` menu to display a Level Up prompt.
Via ShowOff NVSE, you can now exit the Level Up menu with unallocated Perk/Skill points, and re-allocate those at a later time of your choosing.
^------------> This takes the same inputs as usual.
^-----------------> Please let me know if there are issues with this; I tried to catch the edge cases I could think of.
Disabled the `bConsecutiveLevelUps` setting internally; I can foresee a ton of problems with it being enabled with this mod's new Point banking feature.
Version 1.0.2
Added compatibility with SawyerBatty FNV if the player has Logan's Loophole.
Added `bShowReminders` setting in the INI, enabled by default. Disabling this will turn off the reminder messages.
Changed the default keycode from Backspace to Q, like the original Delay Level Up mod.
^----------------> I don't know why I picked Backspace initially.
Version 1.0.1
Filled in author and description fields in ESP.
Version 1.0.0
Initial Upload
Overview
You may be familiar with the old Delay Level Up mod, written by Ladez.
Sadly, the author has shuttered the mod and you can no longer download it, which is unfortunate if you preferred it over alternatives like Sleep To Level Up.
There were several problems with the original mod that people had, that ultimately led to its deletion:
Inconsistent Level Up prompt (sometimes it would not appear, and you had to fiddle around doing random stuff hoping it would come back)
Players no longer able to level up if uninstalled mid-playthrough
Clunky and slow MCM interface and response
Several compatibility issues with other mods
Changing the Levels Per Perk GameSetting in the MCM conflicts with numerous mods that also change this setting
lStewieAl's Tweaks is the best solution to change the Levels Per Perk GameSetting with minimal conflicts
It really wasn't the author's fault for a lot of these issues, as JohnnyGuitar NVSE wasn't really a thing at the time, and its new functions centered around the Level Up menu would not be out for several years at that point. So hacky workarounds were the only real option, and to the credit of Ladez, they did an admirable job of serving the purpose of the mod with these constraints.
However after years, I finally got tired of dealing with these problems myself, and decided to see how hard it would be to re-build.
I took a cursory look at the mod's code to get an idea of the difficulty, and I nope'd pretty hard looking at it a couple years ago. (I'm by no means a programmer or even a decent scriptoid, but that shit looked prettttttty spaghetti to me (more likely me having a skill issue.))
So I decided to write my own version mostly from scratch.
I took a quick look at Sleep To Level Up's method of delaying the level up menu to get the general feel of how I would accomplish this, as I knew it also uses JohnnyGuitar NVSE to achieve the same thing.
Features
Compared to the original mod, there are several improvements that have been made:
Mostly safe to uninstall or re-install in the middle of a playthough
You will be able to level up without queuing if you uninstall, however any banked/unallocated Skill & Perk points will not carry over into future level-ups
Leverages JohnnyGuitar NVSE to handle all the intricacies of showing the Level Up menu
The Mod Configuration Menu (soft requirement; the included INI file can handle all necessary configuration if you prefer)
How To Level Up
This re-write adheres to the process in the original mod as much as possible:
Level Ups can only be triggered in the Stats screen of the Pip-Boy
Press Q (by default) on the Keyboard, or Right Stick on the gamepad to trigger the level up
Version 1.1.0 introduced a clickable button, just like the old version of Delay Level Up
A corner message will display to wait until the menu appears
If you have enough XP for multiple level-ups, the input needs to trigger for each level up queued
Credits
Ladez for the original version of Delay Level Up, which was a great mod, despite its issues
Demorome for Sleep To Level Up, ShowOff NVSE, and finally, sharing with me their own un-released version of a Delay Level Up successor that is infinitely better than this mishmash I put together.
The former is a great mod that served as a substitute for many people such as myself after Ladez shuttered Delay Level Up. It also provided a reference for how I would handle delaying the actual Level Up menu in an interactive context.
The secondprovides much of the functionality of the 1.1.0 update, and Demo was kind enough to share the documentation for some un-documented functions.
The latter as a reference to build my own UDF's/handlers for the 1.1.0 update.
The entire xNVSE team; their contributions to the New Vegas modding scene have been immense, probably the major reason why this game is still thriving
JazzIsParis and LuthienAnarion for JIP LN NVSE; this mod wouldn't be a possibility without it
carxt/karut and c6 for JohnnyGuitar NVSE; this mod is pretty much useless without it
JazzIsParis for User Interface Organizer, which allowed me to bring back the clickable Level Up button in the Pip-Boy.