One thing i was wondering is what the math behind your mod is doing to FSkillUseFactor. I am trying to figure it out to choose which speed is best for my gameplay.
I tested with the 0.5x version. With a minor skill. Acrobatics. According to the formula we know from https://en.uesp.net/wiki/Oblivion:Increasing_Skills
(FSkillUseMinor (=1,25) * (FSkillUseFactor (=0,35, but with you mod should be 0,525) * skill_level)^FSkillUseExp (=1,5) then i should be leveling Acrobatics 84% slower.
But what i found out on my testing is that Oblivion Remastered XP is indeed 3x faster than the Original game. So either the FSkillUseFactor is no longer = 0,35 or you gain 3x more XP for the actions you do now.
That also means the version 0,5x of your mod is doubling FSkillUseFactor but barely returning the pace of the original game, around 10% quicker according to my testing.
I hope that is usefull.
I also would like to ask whats the value you see in FSkillUseFactor with no mods and what is the value of FSkillUseFactor after your mod version 0,5X.
Could you please make versions that slow skill growth to 5% and 10% of the baseline? I hate the fact that I started the game four hours ago and am already level 4 — I mean, I completed literally five quests and have done no dungeon delving!
Edit: Just noticed the 0.10 version. Thanks! Is the 0.05 version possible, please?
Edit: Thanks for the 0.05 version! Greatly appreciated!
I've just tested the 0.10 and the 0.05 versions. They do not feel like 5% and 10% versions, however. In vanilla, it took me about three seconds of sneaking to go from skill level 7 to skill level 8; with the 0.10 version, even a minute of sneaking around didn't improve the skill. I only just realised that the numbers are logarithmic (as you mentiioned in the description). Therefore, the question: what multiplier should be used for 5% speed of skill growth and 10% speed of skill growth?
I remember fine-tuning a certain mod with similar functionality for the 2006 version of Oblivion, but I can't find my notes with the math...
Edit: I found the mod — "Realistic Leveling" by abo. My notes are as follows:
So i'm modifying fSkillUseFactor for the mod. The modification is primitive as I just multiply this value with the speedup. I do agree that this does not directly translate with time taken. I'm not entirely sure about the exact equation the game uses to calculate the xp curve but I don't think it will be too hard to figure out.
Thanks for this mod. Doesn't 0.7 map to a 0.5x level speed, and not 2x? Looking at your FasterLevelling0.5x.esp file in OCS. Works too for Athletics. Running twice the distance was required to level it.
You can use OCS with Oblivion Remastered directly. Copy it to Content\Dev\ObvData. What I haven't found is a difference between Oblivion and Oblivion Remastered wrt settings. Both use 0.35 for fSkillUseFactor. Same applies for the skill use values. So what setting makes levelling twice as fast in Oblivion Remastered?
Yeah, you're right. I made a mistake when stating the multiplier. What I said earlier was just to give an example but it was misleading as to what's really happening. Thanks for the tip too regarding using OCS directly in the remastered edition.
I'm not sure certain what you mean by levelling is twice as fast in the remaster compared to the original. I never claimed this anywhere although this could be case. I'm thinking UE is handling some of the logic for awarding xp for certain actions and OCS cannot modify this which is why the discrepancy arises.
It's my claim that the original game levels at half the speed compared to remastered. I compared the running distance. And yes in case of the remastered game there seems to be settings outside of OCS which affect the leveling speed. So unfortunately no easy way to look up the applied settings if you want to revert to the original speed.
According to the exact fórmula (at least in the original) found in Oblivion uesp wiki:
FSkillUseMinor * (FSkillUseFactor * skill_level)^FSkillUseExp, where FSkillUseMinor = 1,25 and FSkillUseExp = 1,5.
If this formula is still correct then one would need around 255 XP to get from 5 to 100. If your mod speeds the process in half for example. The XP required would be 90, or 65% less. That happens because of the exponencial effect in FSkillUseExp.
I can't seem to get this working. No matter what version I add I'm leveling at the exact same level. In my testing it's 11 casts of 1 spell will always get me a restoration increase.
My mod pathway is the following: D:\SteamLibrary\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data Within this mod pathway I have dropped the esp (not the rar file).
Furthermore, I've adjusted the plugin folder to read the following:
Does the AltarGymNavigation.esp and TamrielLeveledRegion.esp are supposed to be in the Plugins.txt list? I read in another trhead that they may be lefovers from the game developers and although they are in the data folder they aren't in the original plugin list.
I did a bit of checking it seems that the descriptions for the skills are classic Oblivion. The Descriptions start with a [NL] I checked this with the Acrobatics skill with the 0.5x at least. It does not mention the dodging function at level 25.
Did you find out how to change the xp needed to level up the character by chance? I tried to find it in the esp but had no luck so far. Character levels rise way too fast in my opinion and slowing down skill gain to counter this makes grinding skills feel like a chore. My current guess is that the skill level to character xp conversion is handled by Unreal
Should be this in Altar.ini inside documents [/Script/UE5AltarPairing.VOblivionInitialSettings] PlayerLevelUpXPExponent=1.750000 PlayerLevelUpBaseLevelXP=1940.000000 PlayerLevelUpXPFactor=60.000000
I am having a major issue. I got the leveling X2, which means I should just have been leveling twice as fast. This seems good to me at first because before I got this leveling seemed really slow. But today, for some reason I just keep leveling up. I did one minor quest and killed some zombies, got the level up indicator- rested- then saw I still had the level up indicator! Then again! THEN AGAIN! I leveled 3 times in a row with yet ANOTHER level up showing before I said, "this is broken" and closed out. What is going on? Twice as fast it faster, but not fast enough that I should be getting 4+ levels from just one quest! I was about level 6-7 when I started today and closed after I leveled to 10, one after the other, from 7. Please double check your numbers are correct.
I tried going back to before I started the quest that I was on, but I seem to have the level up indicator even back then! It's a pain having to find a bed every time you need to level up, so I don't always level up right away. It seems the small bit I have done stored numerous levels. Your text for the mod says "level up just a BIT faster". It does NOT say GET 5 OR MORE LEVELS every time you do something! This probably broke my character. I don't know how far back I will have to go to return to a reasonable level. If I kept going I would be level 10+ already far too early in the game. Sigh. I deleted the X2 and got the .25 instead. Hopefully this doesn't give me 10 levels in my sleep too...
The way the mod currently works is that it retroactively changes the level thresholds for previous levels of skills. This means once you install the mod with a faster multiplier, your game will adapt to the new threshold by immediately increasing your skills with each action you take. After a certain number of levels are gained, levelling will return to a more normal speed.
I will most likely change how the mod works again in the future to prevent this kind of a hiccup but you'll need to give me some time. At least your character is well rested now.
Correct me if I'm wrong: lowering the speed at which you level up shouldn't make the game harder, rather raising the speed because you are leveling up faster than the game intended, and not finding loot at the same rate so the enemies will be (on average) better equipped than you are. Or does lowering the speed at which you level up make the game harder, because you are progressing the story and facing more and more difficult enemies/challenges than an otherwise higher level character would be? I've noticed my skills (particularly athletics and acrobatics) increasing at a ridiculous pace (every few minutes) and want to try out the .5 modifier, but don't want to be half-powered throughout the game fighting enemies twice my "power level".
Yeah, you're right with your first claim. The real problem arises when you reach max level but are still using an iron s#*! dagger to kill things. The slower levelling mod will just prolong the game but not change the strength of the enemies.
Thought there was not a Level Cap, but it's looks like level 50 will cap me this time. I really hate how xp works in bethesda games, and now with Script Extender we will finally get Oblivion XP!
It seems to me if it takes 20 skill level ups for 1 player level Then playing with x10 should only take 2 skill level ups for 1 player level. There must be a setting we are missing or my brain just needs more caffeine.
From my limited testing some time back, it should be these variables that are controlled by Altar.ini inside documents. I'll add a mod for this in a bit unless someone beats me to it.
134 comments
I tested with the 0.5x version. With a minor skill. Acrobatics. According to the formula we know from https://en.uesp.net/wiki/Oblivion:Increasing_Skills
(FSkillUseMinor (=1,25) * (FSkillUseFactor (=0,35, but with you mod should be 0,525) * skill_level)^FSkillUseExp (=1,5) then i should be leveling Acrobatics 84% slower.
But what i found out on my testing is that Oblivion Remastered XP is indeed 3x faster than the Original game. So either the FSkillUseFactor is no longer = 0,35 or you gain 3x more XP for the actions you do now.
That also means the version 0,5x of your mod is doubling FSkillUseFactor but barely returning the pace of the original game, around 10% quicker according to my testing.
I hope that is usefull.
I also would like to ask whats the value you see in FSkillUseFactor with no mods and what is the value of FSkillUseFactor after your mod version 0,5X.
Edit: Just noticed the 0.10 version. Thanks! Is the 0.05 version possible, please?
Edit: Thanks for the 0.05 version! Greatly appreciated!
I've just tested the 0.10 and the 0.05 versions. They do not feel like 5% and 10% versions, however. In vanilla, it took me about three seconds of sneaking to go from skill level 7 to skill level 8; with the 0.10 version, even a minute of sneaking around didn't improve the skill. I only just realised that the numbers are logarithmic (as you mentiioned in the description). Therefore, the question: what multiplier should be used for 5% speed of skill growth and 10% speed of skill growth?
I remember fine-tuning a certain mod with similar functionality for the 2006 version of Oblivion, but I can't find my notes with the math...
Edit: I found the mod — "Realistic Leveling" by abo. My notes are as follows:
FSkillUseSpecMult — 1.62
the slowdown factors are;; 1x = 0.35, 2x = 0.56, 3x = 0.73, 4x = 0.88, 5x = 1.02, 10x = 1.62
Are the numbers the same with your mod, HyperiusEvolved?
Works too for Athletics. Running twice the distance was required to level it.
You can use OCS with Oblivion Remastered directly. Copy it to Content\Dev\ObvData.
What I haven't found is a difference between Oblivion and Oblivion Remastered wrt settings. Both use 0.35 for fSkillUseFactor. Same applies for the skill use values. So what setting makes levelling twice as fast in Oblivion Remastered?
I'm not sure certain what you mean by levelling is twice as fast in the remaster compared to the original. I never claimed this anywhere although this could be case. I'm thinking UE is handling some of the logic for awarding xp for certain actions and OCS cannot modify this which is why the discrepancy arises.
FSkillUseMinor * (FSkillUseFactor * skill_level)^FSkillUseExp, where FSkillUseMinor = 1,25 and FSkillUseExp = 1,5.
If this formula is still correct then one would need around 255 XP to get from 5 to 100. If your mod speeds the process in half for example. The XP required would be 90, or 65% less. That happens because of the exponencial effect in FSkillUseExp.
My mod pathway is the following: D:\SteamLibrary\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data
Within this mod pathway I have dropped the esp (not the rar file).
Furthermore, I've adjusted the plugin folder to read the following:
Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
AltarESPLocal.esp
AltarGymNavigation.esp
AutoUpgradeRewards.esp
Balanced NPC Level Cap.esp
BetterImperialDragonArmor.esp
Difficulty Slider Fixed.esp
FasterLevelling0.1x.esp
Leveled Creature Diversity.esp
Leveled Item Diversity.esp
TamrielLeveledRegion.esp
ValuableClutter.esp
_________________________
I have saved this plugin folder, closed it and opened it again to ensure it saved.
Any clue as to what may be the issue?
I did a bit of checking it seems that the descriptions for the skills are classic Oblivion.
The Descriptions start with a [NL]
I checked this with the Acrobatics skill with the 0.5x at least. It does not mention the dodging function at level 25.
Cheers
Sorry just missed you update by 2 hours from when I downloaded it.
I'll give it another look.
Thank you for the swift reply.
[/Script/UE5AltarPairing.VOblivionInitialSettings]
PlayerLevelUpXPExponent=1.750000
PlayerLevelUpBaseLevelXP=1940.000000
PlayerLevelUpXPFactor=60.000000
I will most likely change how the mod works again in the future to prevent this kind of a hiccup but you'll need to give me some time. At least your character is well rested now.
I really hate how xp works in bethesda games, and now with Script Extender we will finally get Oblivion XP!
It seems to me if it takes 20 skill level ups for 1 player level
Then playing with x10 should only take 2 skill level ups for 1 player level.
There must be a setting we are missing or my brain just needs more caffeine.
[/Script/UE5AltarPairing.VOblivionInitialSettings]
PlayerLevelUpXPExponent=1.750000
PlayerLevelUpBaseLevelXP=1940.000000
PlayerLevelUpXPFactor=60.000000