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GethN7
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255 Max Level

This is just a simple mod to allow your character to level up to Level 255, modified to work nice not only with Fallout New Vegas, but all FO3 esms and TTW.

There is a version of this mod on the Nexus, but it will have issues if you travel from the Capital Wasteland to the Mojave using non console methods (like the USS Hoodwink mod or the train station) because you will appear in Doc Mitchell's house, where the FNV tutorial script begins again, and this can cause some game weirdness since by default it effectively resets a lot of game scripts to square one.

By adding the dependencies on all FO3/FNV/TTW content, this issue is effectively negated.

I made this because I love mods that add tons of perks and wanted to have tons of levels to get as many as possible, also good for mods that make the game uber hard and force you to level up a ton and acquire most of the better perks to survive.

Note: Try not to pair this with mods that raise gained experience to obscenely high levels, as gaining too many levels at once can cause game crashes. (like 999% gained experience a level)

This was made with TTW 2.8.1a, but should work with future and past versions of TTW, since it only changes a stock FNV variable to a different integer.

File Attachments: 

TTW Version Compatibility: 

v2.8
v2.9

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Edited by: GethN7 on 08/19/2016 - 13:22
xhero1330
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Thanks for posting this, wasn

Thanks for posting this, wasn't sure how another level mod I had was going to interact; I'll swap to this one if I have any issues when I hit NV (taking my time with most of FO3, first playthrough and all). Curious, any plans to get the level 100 version edited to solve any issues it might have as well?

ka0tik0ne
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how can you get rid of

how can you get rid of classicpack.esm as a needed master for this. Steam will not download classicpack, even though i have paid for every pack.

ChaseBenson
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Do I put this in my Fallout

Do I put this in my Fallout New Vegas Directory or the Data Directory

TJ
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How many mods have you *ever*

How many mods have you *ever* had to put in the New Vegas directory?

(hint: none. NVSE is not a mod and mods go in /data)

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

Arkngt
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In the Data directory as all

In the Data directory as all esp's/esm's.

EDIT: ninja'd.

»You're no match for science!« Doctor Mobius

ChaseBenson
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Okay and actually theres lots

Okay and actually theres lots of system stuff like NVSE in my directory but Thanks you two

TJ
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system stuff != mods

system stuff != mods

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

Carter
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Can anyone confirm if this

Can anyone confirm if this actually works and fixes the problem with the original 255.

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Would be interested too if

Would be interested too if this works as intended. Whats if you reach all skills on 100 or specials? Usually I ran into the problem to not be able to leave the menu without console commands. Is this fixed?

I think a Level 100 version would be better though. Nobody will ever reach 255 even with playing FNV and FO3. Guess somebody just took the engines max possible level.

James
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Yeah I would like a level 100

Yeah I would like a level 100 too, with the ability to skip putting levels in skills and the ability to skip taking perks as well, so as not to have to resort to console commands as mentioned above, and also for RP reasons, not being forced to be an expert in every skill.

I'm not sure if it's possible to implement a Skip button though. I've never made a mod in my life and I'm not sure how much knowledge and time this would require.

pintocat
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James wrote:

James wrote:

 

Yeah I would like a level 100 too, with the ability to skip putting levels in skills and the ability to skip taking perks as well, so as not to have to resort to console commands as mentioned above, and also for RP reasons, not being forced to be an expert in every skill.

I'm not sure if it's possible to implement a Skip button though. I've never made a mod in my life and I'm not sure how much knowledge and time this would require.

Probably the easiest solution would be a script that tracks your level, and after you reach whatever level you no longer want to get skills/perks after, set the perk rate and skill rate GMST's to 0

the girl with t...
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Level Up No Lock. It's on the
Level Up No Lock. It's on the Nexus.

A man's gotta do what a man's judgement tells him circumstances require.

James
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the third time phyllis saw me

the third time phyllis saw me she exploded wrote:

Level Up No Lock. It's on the Nexus.

Yes, but reading the comments it seems to have several problems, one being about the continue button getting greyed out when all your skills are at 100. 

Xenomorph45
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I wanted to ask about

I wanted to ask about leveling and going to Mojave. I heard that I should go there before reaching level 31 or it may cause issues. I also noticed that Project Nevada has the option to change the max level. So my Idea is setting the max level to 30 (or 29) and then after I leave Capital Wasteland, I will set it back up to 255. My question is, will that work without issues? Other option would be using xp gain reduction. Right? The same question applies. Will this work without issues if I keep it enabled and after I go to Mojave, disabling it?

Risewild
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I don't know why going there

I don't know why going there after level 31 would cause any problems. I guess you wouldn't level up as much since you could hit the vanilla level cap fast.

You will have no issues going to the Mojave after level 31.

Xenomorph45
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<p>Oh, ok, it was metioned by

Oh, ok, it was metioned by Zaric Zhakaron, I don't remebmer if he mentioned it in his video but it was mentioned in his mod list, right next to this mod.

http://www.zhakaron.com/2015/07/fallout-3-new-vegas-modding-guide.html
"Just increases your max level to 255, Travel to New Vegas BEFORE level 31 to avoid any script glitches, from then on you are free to travel back and forth all you want."

RoyBatty
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TTW is set to level to 50,

TTW is set to level to 50, there's no issues if you go above 31.

over level 99 mods tend to crash at 99>100 switch.

Xenomorph45
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Ok, So I can go to Mojave

Ok, So I can go to Mojave even after level 30 without any issues. Thanks for the answer.
Then I wonder where did Zaric hear that it may cause issue. He said that the further beyond level 30 you are when starting New Vegas, the higher the chance of having an issue. (Sorry for sounding like a broken record right now.)

RoyBatty
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I dunno, never had a problem.

I dunno, never had a problem. I started there many times at level 50.

Xenomorph45
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Ok, ok. Thanks.

Ok, ok. Thanks.

Decker
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I have been using an older

I have been using an older less sophisticated mod version for leveling past 50 (in this older mod you had to leave one of your skills at least one levels worth of skill points below 100), with the no menu lockup mod as well and I also have the TTW halved XP option active - I never have had any problems transitioning for the first time to New Vegas at a high level - like level 40, 50 or beyond, it always works just fine.

AFAIK a very important thing of note here is to transition to New Vegas via the train (TTW) at least for the first time - I believe that if some other mod (or a console command) is used to travel to NV for the first time it will totally mess up the game regardless of which level-past-50 mod is or is not being used.

 

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Use FNVEdit.. When list of
Use FNVEdit.. When list of active mods appear, right click, select none.. check just the mod you wish to change masters and all fnv/fo3 masters and dlcs.. click OK. Crap packs will still load. Once it is finished loading, select the plus sign next to the mod you wish to change and click on header to see master dependencies. Be sure the crap packs are listed, if not, that mod doesn't load them. If present, right click on mod name (the mod you're changing), select clean masters.. right click mod again and select add masters and check all minus the crap packs select ok.. right click mod one last time and select sort masters.. done! Exit FNVEDIT and it will prompt you to save the esp/esm, leave it checked and the backup plugins checked ( in case you need to revert changes) and select save/ok. FNVEDIT will save the file and exit. Done! You can check by loading ONLY the file saved or changed in FNVEDIT again, and all masters will load with it. Verify you have the masters you want minus the crap packs. If not, repeat these instructions, for something wasn't done right, or other masters are loaded with it that require crap packs and still loads them. If that's the case, you need to follow these steps on those masters too. BE SURE THE MOD YOU'RE CHANGING ABSOLUTELY DOES NOT REQUIRE THE MASTERS YOU'RE REMOVING!!! Or, your game will either crash on startup or will geek out or crash when those dependencies are called upon during the game. Please read all instructions by OP AND research further if OP instructions are unclear or missing info. This great modding community can also help as long as you're not being lazy about it and have truly researched your answer first!

CyberDanz The public junkie who LOVES Fallout!