Please please do not make this mod dependent, in anyway, on the unofficial patch now or in the future. It was a scourge on the community in Skyrim and I don't want to see Oblivion Remastered see the same fate. Thank you for your work!
Would this mod be compatible with a "Slower skills leveling speed" mod? I just have one that umbrellas a 50% slower rate to ALL skills. My assumption is if this mod is loaded before the 50% slower rate, it wont take priority/effect for the magic. Does it need to be loaded after that in order for the spell XP changes to take affect?
I am using the first file at the top "Halved base XP"
It would be compatible, and also compounding. This mod affects the BASE exp from casting, the mods that widely adjust skill leveling, as the one you are likely using. Does so by adjusting a modifier. Using both mods would therefore result in half of half, or 25%, experience gain for the magic skills(except alchemy).
Exactly. The version with different amounts of XP are mostly for people who feel magic levels too quickly in the vanilla remaster, but who don't want to overhaul the other skills.
If your levelling mod edits the skill records directly, you might want to use one of the optional files to reduce XP gain in accordance with your other mod. If it just edits game settings, you should not (unless, of course, you want to reduce magic levelling speed even further).
Not to be "that guy", but wouldn't that technically mean the changelog for the mod as a whole, should/could still list "added variants as separate files" or something?
I could technically add a changelog, but I won't. Everybody with eyes can see there are optional files. Having the front page mention those files were added later would serve no purpose.
No. It means you'll only get half XP when casting a spell that needs a target but doesn't have one. Shield has a target. It's "cast on self", meaning you are the target.
If you were to use Protect Other (which is Shield's "cast on touch"-equivalent), and subsequently miss - that's when you would only get half XP.
So it emulates what the vanilla game is already doing? I read somewhere that remastered changed it so spells already automatically gain XP. Isn't this causing double dipping?
The vanilla game doesn't grant any XP on an unsuccessful cast, and this was not changed in the remaster. If you were to fire a Flare at a wall, you wouldn't get any XP. With this installed, you would still gain some XP even if you were casting it at a wall.
The only thing remaster changed, is that you now gain XP based on the Magicka cost of a spell. Before, a Flare and a Firestorm would give you the same amount of XP when cast. Now, the Firestorm will grand significantly more XP than the Flare, due to its higher base Magicka cost. This change just impacts how much XP is gained, not when it is gained, like this mod does.
In vanilla spells require a target to give you XP. Self spells have a target, that target is the Player Character, so you get XP. Spells that summon things grant XP regardless as they have no target requirements. "Most" destruction spells require a target, so in vanilla you need to hit someone with the spell to get XP (unless you make a self damaging spell, in which cast you get XP as the Player Character is the target).
This mod removes the target requirement for spells that would normally require them, but to balance this out the mod halves the XP you get IF no target is hit.
Combat specifically is not a requirement for any spell to my knowledge, just a target.
I hope this clears things up a little regardling what this mod does in relation to vanilla Oblivion.
Yes, thank you. I got the latest xEdit working and managed to poke around. If vanilla Alteration was say 4XP on 'hit' in vanilla, with this mod it's 2XP on cast and 2XP on hit for functionally the same XP except for spells that didn't have a hit component. You still level extremely fast though, I get like one level every other quest.
Hi, would it be possible for a few versions that people might be interested in which greatly helps to combat the faster Magic levelling that Bethesda have introduced in the remaster:
25% base XP on cast and 75% XP on hit
(An extra option for players)
12.5% base XP on cast and 35% XP on hit
(Halves magic levelling speed and can be used with other mods like "Classic Oblivion Levelling Speed" for OG Oblivion speeds)
25% base XP on cast and 25% XP on hit
(For people who want 50/50 mod settings but want OG Oblivion speeds to be used with mods like "Classic Oblivion Levelling Speed")
I know this is a big ask but i would appreciate this so much and feel many players will want similar.
Thank you for your contribution to the modding community.
I just realised I mistakenly thought half of 75% was 35% when it's 37.5%. Could you ammend the 35% one to 37.5% please. Sorry to be such a bother and thank you so much again, I feel like such a fool!
Really like the 25/75 version (it feels better, and more balanced to the vanilla). Great work and ty for all the available options! A 20/100 would be perfect, but what we get is great already! (Not asking for another version, as i'll probably use the 25/75 and won't be coming to nexus before my second playthrough in... 120 hours in game or smtg, for a whole new modlist).
Yeah, and they do. The thing is, the remaster changed the XP formula to where the base Magicka cost of a spell influences how much experience is gained. If that cost is zero, you'll gain much less XP for casting it.
82 comments
The "halved base XP" file does what? 50 exp on cast and another 50 exp on if it hits?
The main file gives 50 exp on cast and and another 100 exp on cast for a total of 150?
I am using the first file at the top "Halved base XP"
If your levelling mod edits the skill records directly, you might want to use one of the optional files to reduce XP gain in accordance with your other mod. If it just edits game settings, you should not (unless, of course, you want to reduce magic levelling speed even further).
If you were to use Protect Other (which is Shield's "cast on touch"-equivalent), and subsequently miss - that's when you would only get half XP.
The vanilla game doesn't grant any XP on an unsuccessful cast, and this was not changed in the remaster. If you were to fire a Flare at a wall, you wouldn't get any XP. With this installed, you would still gain some XP even if you were casting it at a wall.
The only thing remaster changed, is that you now gain XP based on the Magicka cost of a spell. Before, a Flare and a Firestorm would give you the same amount of XP when cast. Now, the Firestorm will grand significantly more XP than the Flare, due to its higher base Magicka cost. This change just impacts how much XP is gained, not when it is gained, like this mod does.
Spells that summon things grant XP regardless as they have no target requirements.
"Most" destruction spells require a target, so in vanilla you need to hit someone with the spell to get XP (unless you make a self damaging spell, in which cast you get XP as the Player Character is the target).
This mod removes the target requirement for spells that would normally require them, but to balance this out the mod halves the XP you get IF no target is hit.
Combat specifically is not a requirement for any spell to my knowledge, just a target.
I hope this clears things up a little regardling what this mod does in relation to vanilla Oblivion.
- 25% base XP on cast and 75% XP on hit
(An extra option for players)
- 12.5% base XP on cast and 35% XP on hit
(Halves magic levelling speed and can be used with other mods like "Classic Oblivion Levelling Speed" for OG Oblivion speeds)
- 25% base XP on cast and 25% XP on hit
(For people who want 50/50 mod settings but want OG Oblivion speeds to be used with mods like "Classic Oblivion Levelling Speed")I know this is a big ask but i would appreciate this so much and feel many players will want similar.
Thank you for your contribution to the modding community.
Sorry to be such a bother and thank you so much again, I feel like such a fool!
A 20/100 would be perfect, but what we get is great already! (Not asking for another version, as i'll probably use the 25/75 and won't be coming to nexus before my second playthrough in... 120 hours in game or smtg, for a whole new modlist).
So only part "on cast" applies.