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CROSS-CONTENT DISCUSSION: XP values and Level Cap

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Darkersun
Posts: 189
Joined: Mon Sep 17, 2012 7:29 am

CROSS-CONTENT DISCUSSION: XP values and Level Cap

Post by Darkersun » Thu Oct 04, 2012 11:26 am

Moved and combined threads so that we can have a cohesive discussion of how to manage XP issues. -thermador


----


 


When playing both games together, it could be nice to have XP reduced.


 


Why I suggest that:


- you will hit levelcap very soon


- everybody in the second wasteland (depends on walkthrough) will have high level equip


 


Ideas how to change:


- You get shoot in the head so maybe you forgot something (losing some exp lvl etc.)


- reduce overall xp


 


Maybe that's just an idea for a small extra mod to keep the games feel more natural together


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

JimmyFraska
Posts: 35
Joined: Sun Sep 23, 2012 2:08 am

That's an issue I was worried

Post by JimmyFraska » Thu Oct 04, 2012 4:44 pm

That's an issue I was worried about as well.  I assume they won't want to make the changes, due to the team wanting NV to play as vanilla as possible.  I'm not sure how they'd feel about this.



No matter what, I'll be modding the feature into my own game, once a clean version comes out.



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

A really small mod could be

Post by thermador » Thu Oct 04, 2012 9:33 pm

A really small mod could be made that changes the rate at which XP is rewarded.  Or you can change it on the fly in the menus in Project Nevada.  Or you can install one of the many, many mods that rebalance FNV in some way (there is a good list in this thread).


I don't know if it's within TTW's scope to make those kind of rebalancing changes - I think most people would rather do it themselves with other mods.



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

I think this change should be

Post by chucksteel » Fri Oct 05, 2012 2:58 am

I think this change should be made by mods but, we may make an optional file that does just this. Giving the player the choice to use it or other mods that do something similar. 


I am a bit concerned about this myself but, feel it is beyond the scope of TTW. 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Well I'm with you then chuck.

Post by JaxFirehart » Fri Oct 05, 2012 6:06 am

Well I'm with you then chuck. We should just leave it be for now, and release an add-in file to tweak that stuff.



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chucksteel
Posts: 1388
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This is similar to the NV Pre

Post by chucksteel » Fri Oct 05, 2012 6:26 am

This is similar to the NV Pre War books being able to by bought by the East coast BoS. We talked about nerfing the XP for selling books but, maybe the NV books don't give any XP and, only give caps. 


I don't know what we should really do now. I'm just thinking out loud. 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I agree with Dsythe's

Post by JaxFirehart » Fri Oct 05, 2012 4:03 pm

I agree with Dsythe's thinking. If you start in NV and collect every book you find, you might get 50 books (did it once long ago don't remember exactly). By the time you fight your way to the NV train station, ride to DC, walk to the library, you get 5000 caps (pretty nice I guess, though a couple mid level weapons do the same thing) and only 500xp, which is basically pointless considering you lugged around 50 pounds of books to get it.



Copper Hamster
Posts: 12
Joined: Mon Sep 17, 2012 1:20 pm

anyone that serious about

Post by Copper Hamster » Fri Oct 05, 2012 6:21 pm

anyone that serious about wanting to 'grind up' xp can easily use the console and either player.additem some book, scrap metal, whatever, or just set their level. There's so much xp in New Vegas by itself that the books don't really matter (I took 'skilled' from character creation and capped out before I finished the third of four dlc's, and I was only half way through the main quest line)


(I had a 'vigerous' discussion once with someone who felt there was a major gap between, for example, exploiting the Operation Anchorage bug to get near infinite health equipment from the simulation, and using the player repair menu command. He was quite vociferous that using commands was being a vile cheat while exploiting bugs and glitches was essentially 'fair play' It was a different game actually but the point was the same. He's one of those guys that would use the mantis bug to level cap out and not have it bother him, but would throw a fit at someone using the command prompt to give themselves a hundred or two extra caps so they can buy that silencer for the varmit rifle that Chet has.)


The only way it would have any kind of real cross game impact is if you implement factions for groups like the BoS and book trading has an affect on that faction level.


I came here to lurk and chew bubblegum, and I'm all out of gum.



Computerrock1
Posts: 144
Joined: Wed Oct 24, 2012 4:00 pm

I'm sure i'm not the only one

Post by Computerrock1 » Tue Oct 30, 2012 2:42 pm





I'm sure i'm not the only one who has realized that given the amount of experience available in FNV we can reach the level cap of 50, while not easily, it is doable. With the addition of FO3 and all its experience worth It won't be a far stretch to say that we could reach level 80 with TTW. So I propose that we revamp the leveling system and increase the cap so that those of us who still want to feel rewarded after getting a kill 50 hours into game play, we can. After a certain point we would reach 100% on all the skills and our only reward would be perks.


So what I would suggest is to bring back the original Fallout's skill system which allowed for going above and beyond 100% and going into 200%. Now what would this serve us? Well I imagine the people here could be quite creative and create incentives for us to go beyond 100 and create perks for those of us who do. Not only perks but weapon damage and other in-game effects. I believe this is probably a tall order, but I also think that it's something that should be addressed? 


What do you guys think?


 


Edit: Aw, I didn't realize there was this post already, thanks for merging it Admin :)






 



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

Well, something needs to be

Post by thermador » Tue Oct 30, 2012 7:27 pm

Well, something needs to be done about XP and levels. 


Either the pace of leveling can be slowed dramatically - you can do this yourself with the in-game config menu in Project Nevada - or the level cap will need to be increased.  For me, slowing the leveling would make the game more boring.


To go above level 50, there are four tasks that need to be done:




  1. Skill benefits above skill level 100

    otherwise, what does increasing your skills really do for you. 


  2. Increase the hard level cap

    otherwise, you hit max XP and getting more XP doesn't count toward your next level


  3. Fix the level up screen

    otherwise, it doesn't work right when you go above the level cap


  4. Debug the game

    so that any conditionals that might use the function "GetLevel" still work for characters with a level over 50. According to some of the posts I've read, the level 50 max cap is "hard coded" (whatever that means) into various places in the game, so it can be difficult to deal with.  For example, three dog will stop talking about you on the radio after level 20 (fix for that issue for FO3).


For Fallout 3 there were several mods, all of which needed to be used together:




  1. Wasteland Mastery - gives skill benefits above 100, up to skill level 250


  2. Level Cap Workaround - allows you to level up past the level cap of 30


  3. Level Up No Lock for FO3 - makes the level up screen work past the level cap of 30 - or alternatively, Level Cap Increaser


For Fallout New Vegas, there was a similar set of three mods that basically do the same thing:




  1. Boosted Skill Effects - gives skill benefits above 100, up to skill level 255


  2. Max Level Adjustment - allows you to level up past the level cap of 50, uses NVSE as described here.


  3. Level Up No Lock for FNV - makes the level up screen work past the level cap of 30


Alternatively, you can use Project Nevada's rebalance component to manage all of your leveling settings, and then use this PN uncapper mod to raise PN's max level from 50 to something higher.


I haven't tested any of these various uncapper mods myself so obviously I don't know if any of these even work properly.


It would be great if we could come up with our own "TTW level up mod" that took care of all three of those things and was fully compatible with TTW. 



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