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Gribbleshnibit8
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JaxFirehart wrote:OK there

JaxFirehart wrote:

OK there was no good way to implement a logarithmic function for XP. I copped out and made a perk which reduces the XP by 10% for every 6 or 7 levels after level 10.

Why is there no good way to do that? Can you not simply run a quest script that checks for a condition, say when it detects the level changes, then it checks to see if you hit the next level calculation step. If you do, then it runs:

set fBump to GetGameSetting iXPBumpBase
set fValue to log fBump LevelBase
setNumericGameSetting iXPBumpBase fValue

I realized as I was writing that that it requires NVSE. Which I believe was decided would be used.

So I took the formula that Wowboy gave and gave it the good old spreadsheet treatment. This is the exact formula he gave, and the results it gives.

EDIT: Sorry about the messed up link. The spreadsheet is now linked to properly above.

Aconagent1
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@shadow, I think that'd be an

@shadow, I think that'd be an interesting DLC, huh? Walk up, kill the guards, go in, kill more guards, unleash hell, huge scale battle breaks out. Especially if you have Project Ultimatum and you make the slavers surrender and work for the slaves XD.

-Conso

Shadow
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Ah, the price of a good

Ah, the price of a good storyline...

frenzyslave
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It would be awesome if there

It would be awesome if there were several alternatives for xp/level.

Personally I play FNV and FO3 with xp needed increased by x2 or even x3 to slow the vanilla levelling. Its just too damn fast and easy.

I find the thrill of survival alot more enjoyable than reaching level 25+ quickly. You soon know what areas to avoid and come back later when you are tougher...

Member of the People's Revolutionary Front of Canada and sworn enemy of their arch-rival: The Canadian People's Front. Hoping for a Fallout game around the Great Lakes... Highly unlikely ever, but why dreams exist.

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Hey, guys!

Hey, guys!

I'm wondering, what's the best solution for someone who'll play TTW for the first time? I want the complete playthrough with F3 first, then FNV. I don't want to lower XP rates and/or change leveling system significantly.  Is there a way to enter FNV after completing F3 with level reset to 1?

Pavel
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Shmek wrote:

Shmek wrote:

 

Hey, guys!

I'm wondering, what's the best solution for someone who'll play TTW for the first time? I want the complete playthrough with F3 first, then FNV. I don't want to lower XP rates and/or change leveling system significantly.  Is there a way to enter FNV after completing F3 with level reset to 1?

 

kinda: 

http://taleoftwowastelands.com/content/difficult-journey-more-challengin...

MarchUntoTorment
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Does anyone know of any mods

Does anyone know of any mods that raise level cap without requiring max skills?

I made the mistake of picking up the 'Almost Perfect' perk, which bumped up all my skills enormously. I'd love to be able to keep leveling (I've got enough high-level enemies added by mods that the game will still be challenging for a good while), but the continue-leveling mods I've seen all stop when the skills all hit 100 (given that I'm Level 42 and 100 in most skills, I'm not sure if I'll make it even to 50).

Can anyone advise how to help? I'm hoping that I won't need to resort to using the player.setav function to lower my skills, but that's looking like an increasing possibility.

And to contribute on-topic, I believe that the best choice is a mixture of somewhat slowed leveling and an increased level cap (75 or so should do it), given the wealth of content in both games. I'm at 82 hours and not even halfway through the storylines of either game (and the only DLC I've finished is OA).

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Another 2 caps opinion.

Another 2 caps opinion.

Given the total amount of experience points between FO3 and the NV storylines (not to mention that TTW requires ALL DLCs)  You're looking at a staggering total of leveling EXP available. On Vanilla NV hitting level 50 is easy, the levels zoom by, and the game levels with the player. Giving them better drops off of the enemies themselves.

I have always used the TTW XP reduction .esp in my gameplay. It's a great tool that I really feel should be rolled into the TTW proper. The stated goal of TTW is to make as seamless a game between FO3 and NV as possible right, while retaining the overall "feel" of the vanilla experience?

This .esp is great in that it doesn't effect your early leveling but rather ramps up later levels exp totals, so you still get that early game rush of "yes new level and perhaps a new perk" however later on the leveling slows a bit, which when I think about it makes logical sense. Think about it, you begin on a new hobby or whatever or some new experience, at the beginning you are flooded with information and new ideas, as time goes on people tend to level out and have a understanding of the subject. However to truly -MASTER- something you need to devote much more time and energy into it, so your overall gains are smaller.

How many FO3 or NV games have you gone and hit the max level, and only done half or less of the game? EXP becomes pointless and you're already tooling around with gear that's unlikely to need replacing. Sure old hat players know where everything is in both wastelands and could rush to whatever uber weapons they can get. However I have tired a new angle on my last game, in that "the character" doesn't know this, so lets try and follow what they know. Made for a rather interesting experience.

I'm all for TTW adjusting the "curve" of EXP gains to better mesh both of the wastelands, and give a sense of importance to your skill choices early on. The more you play at a lower level, (with less skillpoints and perks) the more of a challenge the game is.

himwhoscallediam
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Hello Everyone

Hello Everyone

I know this conversation is very old but it is vital to this mods playability. So if I had any talent in modding this is what I would do:

1. Use the same XP formula as the "Scaled XP" Mod on this site.

2. Raise the level cap to 60 creating a new tier of level for players. Take some of the near level 50 perks and move their requirements to the 50-60 range. This would also require a small increase in skills. 125 should do it with new bonuses based on the existing system.

3. To oppose the player in this extremely strong 50-60 range you could introduce new monsters (or varieties of existing ones). Maybe with permission from some of the modders on the nexus adapt their work for this extreme difficult tier.

4. I think starting in the Capital Wastes is best, but having an addon for those that want to go the other way is fine. As far as what happens to your character between maybe teaming up with the creator of Alton IL, or some other mod could be used to bridge the gap. If you want to stay cannon you would have to make something about the divide... too much work for what's already being done.

These opinions are similar to those I have read in this thread before just wanted to drop my 2 caps on the subject.

LT Albrecht
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himwhoscallediam wrote:

himwhoscallediam wrote:

 

Hello Everyone

I know this conversation is very old but it is vital to this mods playability. So if I had any talent in modding this is what I would do:

1. Use the same XP formula as the "Scaled XP" Mod on this site.

Maybe.

himwhoscallediam wrote:

2. Raise the level cap to 60 creating a new tier of level for players. Take some of the near level 50 perks and move their requirements to the 50-60 range. This would also require a small increase in skills. 125 should do it with new bonuses based on the existing system.

3. To oppose the player in this extremely strong 50-60 range you could introduce new monsters (or varieties of existing ones). Maybe with permission from some of the modders on the nexus adapt their work for this extreme difficult tier.

Definitely not to both of these. Not in base TTW at least, way too much of a change from vanilla FO3/NV.

himwhoscallediam wrote:

4. I think starting in the Capital Wastes is best, but having an addon for those that want to go the other way is fine. As far as what happens to your character between maybe teaming up with the creator of Alton IL, or some other mod could be used to bridge the gap. If you want to stay cannon you would have to make something about the divide... too much work for what's already being done.

We have a plan for this, whether we'll actually ever get to act on it is another matter, but we do have a plan already.

trollolololololol


 

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thermador wrote:

thermador wrote:

  1. Getting shot in the head -> back to level 1:
    . . pros: easy to implement
    . . cons: only works if you travel to NV after doing a lot of stuff in DC and gaining levels there.

Is this an option now in the current version of TTW, or does it need to be done manually with console commands?

heister
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AnvilOfWar wrote:

AnvilOfWar wrote:

This .esp is great in that it doesn't effect your early leveling but rather ramps up later levels exp totals, so you still get that early game rush of "yes new level and perhaps a new perk" however later on the leveling slows a bit, which when I think about it makes logical sense.

May I know exactly in which level the XP requirement starts to scale ? I have this .esp enabled from the start, just want to check if it works along with mod like PN(presets like changing XP gain to 50% etc).

JaxFirehart
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It kicks in around level 10.

It kicks in around level 10. It will work alongside PN because PN increases XP required for next level whereas this decreases XP gained.

Gribbleshnibit8
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PN actually applies a perk

PN actually applies a perk that reduces the amount of XP gained at any XP gain opportunity.

JaxFirehart
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...huh, I thought you told me

...huh, I thought you told me it modified the game setting. I stand corrected. They should still work together alright.

heister
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guys a little help here, can

guys a little help here, can someone verify with the xp reduction esp on, the number of required xp to level 21 is 32500?

JaxFirehart
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the XP reduction ESP does not

the XP reduction ESP does not change the amount required, it changes the amount received

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