#NCGDMW Lua Edition
1 messages · Page 4 of 1
there is very little reason to pick Security
I think that governed by INT gives even less reason to pick the skill
That does not check out to me
It's just the governor, not that important. The attribute payouts are quite different.
Quite different between Security and Alteration, I mean.
if it's not important, then there shouldn't be a problem with changing it to AGI where it belongs ;). That way your training won't be restricted by INT (where Alteration is a better pick, anyway), but by AGI which is important for a thief.
I don't get how Alteration would be a better pick for a thief with no other magic skills
INT governing Security is a bit of vanilla flavor that makes RL sense, so we are going to try it. AGI I see as more of a weapon dexterity and evade attribute, and had wanted less of it for Security. Yes, it is used in the Security skill checks, but the INT governor is pure flavor, and has its charm if you look at it right. NCGD also made Spear into Strength, which certainly makes the Spear work better, but destroys the flavor. Consider that Spear trainers can't train you unless you have the Endurance - that is all the Governing attribute is saying.
because you need high INT for Security training. That means more magicka, so you wonder why even bother with Security where you can get Alteration which has way way more utility. With Security governed by AGI you won't be gatekept by INT even though you will get that +3 INT bonus.
INT over Security is truly flavorful and nice
Alteration does not give you AGI
For a non-caster, more WIL will be wasted
What you are saying was probably much more true before these impact revisions.
We are talking training here. As a thief character, your INT won't be that high unless you develop magic skills. You don't need INT for anything. It's not important for any of the thief's skills. Therefore, you will be heavily restricted by your INT when training - an attribute which you won't be using for anything else. You might just as well pick Alteration and go for the spells and this is not sth which should be promoted. If the only reason is flavour, then that's definitely trumped by real utility and gameplay.
Hybrids in particular will be much more nuanced to pick skills for. Don't forget the training caps for maj/min/misc. It's going to be interesting and fun!
I think that you are trying to convince yourself more than anyone else 😄
Perhaps master lockpicking is not meant to be taught, you have to teach yourself?
oh man... 😄
If it is otherwise unanimous that INT should not rule Security, then there is a slight chance I could be wrong lol
You are right that it needs AGI rule to be attractive enough to take
AGI will still not be 100 right away
That's a quick change
I mean, you must know that this part sounds like copium. Keep in mind that ATM I'm not arguing for removing that +3 INT bonus. +3 INT and +3 AGI should be enough for "Vanilla flavour"
Have fully argue on the devil's behalf is all. 🙂
so a pure non-caster thief will get slightly higher INT than average which is ok
but won't be gatekept by INT with Security in training
that higher INT in NCGD has 1 good effect for a thief - lower skill decay. This is good. Nice bonus.
@past pendant this is the current version
Feedback on the description lexicon of "great amount", "a bit", etc. is welcome.
@swift hornet You can reference the PNG for the impacts and governing attributes, or look into ncgdmw.yaml if you prefer text.
The .yaml is equivalent to the .omwaddon, but in text form markup. They are interconvertible with delta plugin. FYI
The configuration.lua holds the impact values. The ncgdmw.omwaddon/yaml holds the descriptions and governing attributes.
So @past pendant bug defeated, whatever you did worked this time. I'm stopped at all trainers. at least i think i visited them all to test
as far as stats and attribute impact, it seems fine to me, makes sense on what you'd have.
a warrior will have low int and will for the most part.
You may need to update delta_merged.omwaddon to see descriptions and governing attributes.
I'm on a new build with last of your collaborative changes
it actually works without that
btw what character have you been playing recently, if any? Or what character do you plan to play?
We're almost there
I still need to update the README.md and the ODS spreadsheet
Also I would like to get @shut wedge's feedback, but it will depend how long he's off
@dawn spindle @swift hornet @hoary trellis please:
- create new characters with this build
- check if attribute values feel right
- load existing game saves, and also check the profile coherence
- play with settings, your profiles will be instantaneously updated when you resume the game
- try the new "Retained Start Values Ratio" setting (you can suggest better names and descriptions)
- evaluate the slow/normal/fast growth setting
- play with the "Growth Factor from Major/Minor/Misc Skills" settings
- enjoy the new skills organisation in the stats menu
- check the console (or F10) for errors
please 🙏 ❤️ 🙂
Which build, boss?
also, don't use game saves from old betas, if any
This might help with the readme:```Design departures from current NCGD
- skill impacts are no longer limited to 4-2-1 format
- some skills are now "taller", giving 5 or 6 to a single attribute
- more disctinct higher-level characters in terms of attributes
- Major and Minor skill choice is now much more impactful
- fewer illogical skill/attribute associations
** no more INT/WIL for martial disciplines
** no more physical attributes for magic schools - governing attributes are vanilla except:
** Security governed by AGI
** Conjuration and Destruction governed by WIL
** Alteration governed by INT - Make Character Design Meaningful Again™
that one just above
It both belongs to the changelog and a dedicated section in the readme 🤔
* vanilla balance of attribute gains in STR vs. END/PER
** note that vanilla balance here fixes serious inconsistencies and bad corners when arranging the table of how skills impact attributes, and makes END precious
* vanilla "balance" of how many skills are governed by each attribute
* certain vanilla skills not being governed by skills used in their skill checks on purpose
* the one-attribute-per-skill conditions that provided delicious puzzle solving at chargen to sculpt your future character
* the charming level-up messages
Things we love that are not going anywhere:
* losing the rest-to-level mechanic and its inverted min-max strategies with misc skills
* more nuance than single attribute-per-skill
* most everything else```
(I added ", and makes END precious")
Skill^2 level formula
Gone 🙂
OOOOOH
for the player level? attribute growth? skill gain?
only skill gains now have an exponential setting, but root: gain^0.5
This is a pretty big under-the-hood change! A whole new curve for skillups instead of .5*gain^2 -> .125*gain^2, if I read that right...
If you're talking about skill progression, then no change on that
Ah k
Only new settings for skill uses
Ahhhh
My first motivation for this release was to remove the exponential formula that makes the player level and the attribute grow in strange ways sometimes
Thus "gain", derp.
Derp?
It is a stupid noise 🙂
A noise I make when I overlook something.
It is common English slang.
Alright🙂
Similar to "d'oh!"
d’oh is a contraction 
(I knew better)
👋 ❤️ 💤
Sweet dreams, buddy! Fun day, thanks.
Here is that latest version for anyone looking for it.
There is an error in the in-game description for Light Armor. It should read instead: "...both Endurance and Speed a fair amount..." @hoary trellis @swift hornet @molten coyote
This fixes the error in the Light Armor skill description.
@vital viper I proposed a level-up window where the player picks one attribute to increase and gets a summary of attribute gains since the last level, but I don't think it will get into this version.
Honestly I think it would be neat to just optionally restore the sleep mechanic for "levelling"
I think we discussed this a while back, we went into it for an hour or something, but you could just fake the whole process, or even include attribute increases if you want
The messages are cool
I'm going to edit my list of babies thrown out with the bathwater to include that, thanks!
Still get continuous attribute impacts ala currect NCGD, but need to sleep to actually gain the level and pick your bonus attribute (which was not one of the 2 most-increased since the last level)?
NCGD-style would just pop the dialog when ever you cross the threshold.
Make Leveling Meaningful Again™
That would be so cool yeah!
This might be helpful for people planning characters. I use it as a reference on my ereader.
I have to give a big kudos to @hoary trellis specifically for the invaluable participation today! 🏅
You came in and saw what we were going for right away, and very efficiently drove the project to a better completion. You were eloquent, cordial, and on point. You are a sharp and knowledgable cat, and we are lucky to have you!
Plus, you were very patient with me! 😊
Three cheers for @hoary trellis !
@dawn spindle @hoary trellis @swift hornet @shut wedge I think I'm ready for the release, unless you found bugs or other issues
I'm waiting for @swift hornet and @dawn spindle to wake up first 🙂
🚚 it
NCGDMW v4.0 released!
- The player level is now computed as in vanilla (10 Major/Minor skills increases)
- Attribute growth is more faithful to vanilla (no more exponential growth)
- Altered skill governing attributes, closer to vanilla
- Starting (chargen) attributes can now be preserved
- New setting to decide how much of chargen attributes are preserved, and consequently how much of chargen skill values are used to define starting attributes
- New skill impacts on attributes distribution, thanks to @dawn spindle, helped by @hoary trellis
- Major, Minor and Misc skills now have different contributions to attribute growth (customizable, half for Misc skills by default)
- Added training caps: Minor skills cannot be trained above any Major skill, and same for Misc over Minor
- Improved the stats menu layout, organized skills by Major, Minor and Misc
- Health settings now have their own section
- Improved end of chargen detection
- "Constant Progression Factor" setting now defaults to "Down to 1/4" (delay you being OP)
- Allow greater values for attribute and skill setting cappers
- Fixed player level and level progression broken when resetting the profile (during major updates or manual resets)
- Fixed vampirism and other active spells cleared when upgrading NCGDMW
- Deep refacto of most Lua files. Main change: Now all persisted data are stored in a single state object, which is passed to every code that needs it
- Note: You can install or update NCGDMW to v4.0 midgame, your profile will be automatically updated
- Note: You can change any setting, at any time, your profile will be updated as soon as you resume the game
- Major changes to governing attributes, closer to vanilla
=> New skill impacts on attributes distribution, thanks to @dawn spindle, helped by @hoary trellis
Mym, thank you very much
Love this vanilla approach to it
I'll give some good feedback
Yes, please! You know how I like feedback 🙂
I just woke up. Yeah send it!
it's on Nexus!
Are all the changes undoable by the player?
All settings change can be changed again
Note: You can change any setting, at any time, your profile will be updated as soon as you resume the game
I might try and work out a hack to integrate the old level up images in to this mod somehow
if you plan to re-create the level up window, maybe we could add it in NCGDMW as optional?
I will let you know if I do 👍
I was thinking something simpler like just getting the image in there not actually letting you click stuff in it 😅
ah
the question is: When should it be displayed?
Not in combat...
Also @dawn spindle wanted the possibility to add exactly one attribute point...
Well we can detect when the player is asleep (in mwscript at least)
Also, if you know how to generate sounds, we are looking for a proper level up sound 🙂
that means we'll also have to delay the actual level increase, which needs thinking
I'd use the game's existing level up sounds personally
we already use it for the attribute growth...
we need 2 different sounds
hmm actually we use the "skillraise" sound
If I try and do it won't be for a long time I've got other mods I'm working on
@hoary trellis @swift hornet I realize that luck is also influenced by the attribute growth setting, but as you cannot min max it in vanilla, maybe its growth should be constant whatever the growth setting?
What is it like ATM?
I think that luck was not influenced by that setting pre-4.0
I tested with normal and fast growth settings, and it produces luck values higher than you can get in vanilla
Load a game save of yours, and change that setting, you'll see
Well I don't think that it should be fast . Luck is the hardest attribute to increase in Vanilla
I agree. I'll fix that
How should luck's growth be? One point every two players levels?
Or maybe I could just set its impact to 0.5 instead of 1
This sounds like 2 ways of doing the same thing 😀
Not exactly. Changing the impact will still make luck influenced by the skill growth setting
0.5 is not sexy.
Maybe I'll double the other impacts instead
Is there anything in particular Mym that you'd like me to pay attention to? I already like what I'm seeing. I'm going to do a faction run with a new character
Load game saves, check if the attributes are coherent with your skills
Check the logs for errors if course
Okay I will
Play with the settings!
The new "Start Attributes Ratio" specifically, read the setting description
Use the stats menu to compare attributes start and growth values
That setting is easier to evaluate on a new profile though
So far it's running well no errors, I'm going to start a playthrough shortly with a fresh character
Thank you as always mym
Choose your profile carefully, now charged choices are far more important
Ohh okay
Super excited to try out the changes. I’ll give it a good run this week and report back! 🫡
Is there a hotfix coming before I start a new save?
A small one on luck, but it will automatically update your game
Sweet, thanks for your dedication to these mods mym! They are genuinely a game changer!
BTW, when do you increase your luck in vanilla? Every level? Once per 2, 3, 4 levels? Never?
With pleasure, I'm really glad to offer this version. I hope I'll try it soon for real.
When I was chained to vanilla leveling, I leveled it every single level up due to FOMO 😅
It's a special attribute as it doesn't govern any skill. Thus hard to handle by NCGDMW
Yeah totally understandable. It’s hard to balance around since it seems pretty clear Bethesda never intended for players to raise it to 100
That gives me an idea: How about a setting that allows the player to decide how much luck is important to him? The more important, the greater the luck growth, but the lesser the growth of other attributes. ( @hoary trellis @swift hornet )
I never picked Luck in Vanilla :D. Other modifiers were simply too good.
just keep in mind that many players will play on default settings
See, the opposite choice of @molten oyster . Thus we need a setting
I know that very well. I always try to set the most sensible settings. And I have lots of settings
Once I started using leveling mods like NCGD, I stopped worrying so much about Luck. In the grand scheme of things, it is pretty inconsequential like @hoary trellis said
Luck is only super busted if you have a lot.
You need to invest in it immediately in vanilla
And fortify it too
True. And now what 🙂 ? Do you prefer a slowly increasing luck? A setting?
Do you know if it's possible to add an option that has reputation determine the character's luck? The higher the character's reputation, the higher their luck. Reputation is used for almost nothing in-game.
I cannot see how reputation could realistically impact luck
Luck is a pretty vague quality anyways, but I would think of it as the greater the character's renown, the more attention and favour they might receive from Aedra and Daedra, the more likely they are to emerge from a perilous situation unscathed.
Now I see what you mean. Seems quite subjective though
That's why it could be an option. There isn't any real reason why skills should affect luck either. It doesn't work that way in vanilla anyways.
true
Luck is often seen as divine favour 😉
I mean, I'd definitely prefer if luck was earned in some way. It's a powerful stat to just be given for free.
if we are talking options, then knowing myself, if there was "no luck growth" option I would pick this in an instant and use the slowest attribute growth option available anyway. That way Luck would stay at base value unless it was buffed by some other means (items, spells etc.) and I would still have all the challenge associated with slow attribute growth
if there was "no bonus HP for level ups" then I would probably use that as well, lol
Tbh, my only issue with the normal attribute growth speed is that my HP seems super high
I think there is a setting. That or it massively lowers it.
I use the slowest attribute growth option available and lowest HP per lvl option
Surprised that hp option doesn't go to 0.
it should IMO
HP has a great effect on difficulty
even a wimpy character gets a lot of HP for "free" due to levels
I actually love the luck tied to reputation idea
OG NCGD kind of eliminated luck as a stat in a way no?
I survived surg. BTW fam, just one o' them slow-talkersnow 1-handed 😊
Could the training cap thing be made togglleable, by any chance?
it is a nice way for luck to be earned because i love questing lol
it's purely due to it being exponential. Levels give more HP than anything else.
Since Luck "affects everything you do", it is easy to RP it as your character slowly gaining experience and knowledge of the wider world. Honestly, luck tied to reputation is peak.
Might be controversial to some, but I love it.
i just like it because it's earned, in a unique way at that.
True
something needs doing about luck, rep is intriguing
(1 🖐️ ⌨️ sry)
"there is no luck, only preparation" (& reputation! 😅 )
I've tried my hand at the skill-attribute distribution, and I think I've landed on something I'm pretty satisfied with. I used the KCAS Wheel from Oblivion modding as a starting point and added Morrowind skills:
I can't easily add a zero health growth to the health setting
Actually, it's linear to the player level. But we could think about an exponential (square root) progression
it feels exponential with testing, like i always gain a ton regardless of my stats
Maybe your player level was too high
oh i tried it across all levels, it just feels way too high almost always. Maybe a setting to remove it
It's weird because the low setting values (base and gain) should give you low HP
i like the base settings, like the HP from attributes is good and makes sense, I just feel like the HP gained from levels is most impactful even on low.
which feels weird.
I think it's same issue with vanilla. The issue is us being veteran players who find the game too easy
Seems interesting. And could solve the luck growth issue
thus the purpose of the settings lol, like can there be a 0% per level HP thing? or very low, like 25% or something?
yeah, it's a unique reward for engaging with the quests.
But, it seems I cannot access to the reputation value with Lua 😔
I noticed that as well. That's why I wondered if it could even be implemented.
sad
The current low value is already only 5%, which is half the vanilla growth
5% of current hp before the level up though
Here we obsolete HBFS 😅 😉
vanilla is 10% of just endurance, so most you get is 10 HP per level, Where as this mod you on average get way more. Especially at high levels.
HBFS just lets you increase their damage, which largely has diminishing returns due to the types of defenses that the player can have. The HP can absolutely outscale the damage in most cases baring giving them like 500-1000% more strength.
This isn't absolutely game breaking or anything, it's just an observation
i've just had lvl 30-40 characters with 500-800 Hp which feels like quite a bit
diminishing returns due to the types of defenses
🔑 ☝️
Vanilla is 10% of endurance per level. But as it's not retroactive, it gives you less
So many good char ideas rn ofc 💔 :wrist: 😢
Do me proud, people! ✊
Correct. Which is 10 hp per level. Its the max you can get. It only factors natural endurance.
Im just saying I've had multiple level ups where I've gotten 10+ HP even on the lower setting. Especially once levels get higher up.
esp 2 see how @past pendant 's hybrid chars go 🤤
It's not so much a difficulty thing. I actually love the state based HP setting.
what about 0, 5 and 10 values for the HP growth setting? (instead of just 5 and 10)
I made a crack at reconfiguring the skill-impact distribution as there are a few things I'm not a fan of with the current system:
- Skill impacts do not have the same total for every attribute
- The governing attribute does not constitute the majority of skill-impact for some skills
- I wanted more granularity in skill impacts and for them to be more easily understood by the player
This is what I came up with
I started by using the KCAS Wheel from Oblivion modding as a baseline and added those skills exclusive to Morrowind. With this system, every skill’s impact on attributes is out of 100 rather than out of 7. This enables me to sprinkle skill-impact for each skill between multiple attributes rather than only two or three. I wanted the governing attribute to have the majority of a skill’s skill-impact, and so the governing attribute now constitutes 60% of skill-impact for every skill. The remaining 40% of skill-impact can be distributed between at least three other attributes. The total skill-impact for every attribute is now 385 with the sole exception being speed which has a total skill-impact of 390 because unfortunately 27 skill x 100 / 7 attributes does not equal a nice whole number. I think this slight inequality is fine as speed is an attribute which is useful to every character archetype. I just wanted some feedback on some of my proposed changes.
You can use this file to try and edit some things yourself:
This is very different from the new one in 4.0
exactly
I you want that, you can create a mod and use the dedicated NCGD's interface function to alter the impacts
What I can do is sum the player reputation in all factions he belongs to 🤔
My best idea so far is:
- exclude luck from the impact table
- add a setting that controls how much luck is important to the player
- the higher the importance, the higher the luck growth, but that growth is taken from all other attributes growth
- by default, small importance
lot to chew on here. i admit not knowing kcas wheel. we develop your ideas while 4.0 is played, and feedback garnered, fair? sry typing sux atm
4.0 already a sea change
Understood. Just wanted to get my ideas out there
this but vanilla ~~importance/~~gainzz, allow attr +1 at level, solved
player directed development in many cool metagame was eliminated in many ways (some stinkers too, no doubt!) by NCGD 1.0. if we could tactfully bring some back in as a broader goal where appropriate
super-heady and well-received! this poroject just took a bit of a retro turn with 4.0, maybe timing
Slow Luck growth on default seems ok. I think this represents most players tbh. BTW as for Luck being affected by reputation, IMO it's a red herring. High lvl players tend to have higher reputation, while low lvl players tend to have low reputation. In practice we would get similar results.
1️⃣🖐️ ⌨️ 🙇♂️ 😊
just to note that, were that the design goal, rep would be worthy to explore as a vector for it, 0.50 
This sounds good for HP.
You mean you're not in favor of reputation-based luck?
I tend to inflate enemy's STR a lot with Harder Faster Stronger in order to counter player health but with 0/2 growth option I wouldn't have to rely on that so much. HP affects a lot of things
not feasible, i thought (rep-luck)
i liked it
i always thought those high-level bastards were lucky...
I think that it won't matter that much. Definitely much less than some may think here because high lvl players will naturally have high reputation, so all this seems like high effort (implementation seems tricky atm) for low gain
a mere sidestep
Plz remember to implement 0 luck growth option ;). This is another thing which will make the game a little bit more challenging.
...but maybe a backdoor to luck for early achievers?
this is 100 better than my security/int arguments, say it 🤣
I have sth like 75-80 Luck IIRC. Having this at 40 on default (with no magic effects) would definitely make things harder.
suuuuup
It is. I'm not even saying that it's a bad option. I simply think that it's a rather low impact one because the ultimate results would be similar.
luck is tricky
with the future setting, if the player selects 1 luck / level, that means I should remove 1/3 growth for other attributes, as in vanilla you could only select 3 attributes to raise
Kinda cool to gsin luck from feats instead of grinds, thematic
💯 🎯 & please let's find a graceful way
Or they can choose any attr, no more op than vanilla
...cince attr impacts are still down from vanillas
interaction too complex
Yeah and this gets me thinking that it would be cool if Luck was increased in a perk/trait/achievement-like fashion for doing some, well, lucky stuff. Surviving combat at very low heath. Surviving high fall damage. Finding a very rare item. Opening a high lvl lock with low skill. Casting a spell with low casting chance. Enchanting an item or making a potion with a low success chance.
Obv that would be an overhaul so probably outside the scope of the mod
now kind atwo with numb fingers and sore as hell abstaining from pain pills, but it is the way!
Train for the task and all
Sucks not felling the keys
ANYHOOOOOO
I had a similar idea.... and a similar conclusion 😅
The icepack was majorly in the way
tie it to "critical hit/miss" die rolls
so... luck is still unsolved
as long as you give me 0 luck growth option I will be happy 😄
but default should be slow growth
seems so, but look at these cerrebral emanations
you selfish guy 😄
bro just setluck low
you don't have players complaining at your mod :p
defeating high lvl enemy at low low if also a fun option. It's cool coming up with "achievements". TBH I think that this would be a good basis for achievements mod. Gaining achievements would improve luck, but they would have no obvious stuff like "finish the first quest" or "get out of Seyda Neen"
not as easy as that:
- how luck growth behaves when the attribute growth setting is changed?
- it's not fair to just have a setting for luck growth that doesn't affect other attribute growths
programmatic "achievements" for attr. gain the only option. achievements no place here, out of kindness, another mod
i see that your propsal is integral to mcgd, okay, i hear you out
RE: "fairness" keep in mind that it's also about challenge. I don't want 0 growth to make other attributes increase faster, for example. However, you are right that if we stick to Vanilla-thinking then improving Luck is at the expense of other attributes.
well, I literally said that it would be a good basis for achievements mod 🤠
maybe 0 luck growth option should be called "Static"
here we blur boundaries with difficulty mods, and perhaps obsolete their current settings, as i have offered to mym
NCGD already has difficulty options. You can play with faster or slower attribute growth
sorry @hoary trellis 👮♀️
what you are sorry for? 😄
What is the SitRep, @hoary trellis ?
I don't understand 😄
I was policing perhaps to much 🙇♂️
Just a pun i thought of earlier thinking of your contributions here 🙂 (What is the SitRep, @hoary trellis ?)
Anyway, if mym implements 0 HP growth per lvl up then this obviously also makes the game much harder but it's just an option.
but it fits the mod because we already have many options
while the luck-for-achievements-idea is probably a good basis for achievements mod
It's the other way around: Luck growth will reduce other growths
this is how it would work in Vanilla
math gets crazy fast for folks who aren't trying to master formulas craft
yes, that's my guide
is it the place of achievements mod to grant attr, even luck?
That would be my idea. Small rewards like +1 LCK for each achievement. However, this is a different discussion
perhaps arguably OP but harmless imo, kudos
like naked barb orthe dwemer coins in EV
That's why I would avoid pointless achievements like "get out of prison ship" 😆
"Start the game"
XD
just good flavor
Stanley Parable had peak achievements
"Play The Stanley Parable for the entire duration of a Tuesday."
i have only ever played one game with achievements, it was Heroes of Steel, and I didn't try or track them, ppl looking for that areback to back with me. company/designer does not design my freedom in a sandbox. outspoken with love
"Go Outside
Don't play The Stanley Parable for five years."
I usually don't care about achievements that much. They don't tend to direct my way of playing but it's fun to get some accidentally and see how many players got that achievement
Respect, but how is that MW at all?
Yeah It's off-topic
Just use MW rep, but we can't 😢
*in MCGD for luck
Track reputation from chargen? @past pendant did i miss it?
I don't know how
Can I ask a question about this mod here? My character is a level 5 mage, and it doesn't look like my maximum magicka has increased at all, its been 102 since i started. Is that normal?
I'm worried that using console commands to change my race a bunch of times early in my playthrough may have messed things up. >_<
Love the mod though and not complaining, just want to make sure its working right!
magicka is strictly based on Intelligence. If your INT is getting higher, then Magicka should be getting higher as well. If it's not, then there will be no change.
note that no other attribute affects Magicka
only Intelligence
Ok
Well my Intelligence has gone from 30 to 60 since I started and my magica is 102.
The 102 is according to the old stats page though so I don't know if its truly accurate.
NCGD doesn't touch magicka directly, it only increases Intelligence, then openmw is supposed to increase your magicka accordingly
Is it cool if I ask what the calculation is so I can figure out what its supposed to be?
If it's based on one stat is it just int*2 or something like that?
oh wait if its just the default calculation...
depends on your attribute growth setting and the skills you raised
I mean, for the Intelligence value
for magicka, it's described in UESP docs I suppose
Yeah if the mod doesn't change how its calculated then my magicka is actually correct and maybe I'm just dumb.
Thanks for humoring me though, lol
#218457935846703104 message NCGDMW Lua Edition 4.0 crosspost
Assuming it's a no - but can it be safely updated mid playthrough? 🙂
Note: You can install or update NCGDMW to v4.0 midgame, your profile will be automatically updated
Yes you can
Awesome, thanks
Love this mod btw, you guys have made an amazing levelling system. I'll never use vanilla again
Love not feeling the need to min-max my level ups!
🙇♂️ @past pendant
I'm relatively a hype man only 😊
perfect, because I really lack that skill 🙂
Morrowind.exe users don't want themselves to know this one simple trick: https://discord.com/channels/260439894298460160/1226608966612553749
NCGDMW 4.1 released!
- Luck attribute is no more impacted by skills, instead a setting controls the gains per level, at the expense of other attribute growths
- HP growth setting now offers 0, 2, 4, and 8 percents
- Improve skill progress preservation with mid-game installs, console commands, training NPCs and books
- Added a setting to disable the new skill training capper (based on Major/Minor/Misc skills)
Now I need a break 🙂
I'll only answer to bug reports 😄
Why 10% HP increase per lvl was deleted?
because I wanted values that are the double of the previous one
not a bug report sry 🤣
10% doesn't many anything anyway, as the approach is different from vanilla
and most feedbacks were on the too high values
BUG REPORT: missing 10% (vanilla like) HP increase per lvl
XD
Holy shit @past pendant you missed that one. Now you have to redo everything
Possible option but not a default
Stop! I did not miss anything 🙂
this guy refactors like i pee (plug: https://discord.com/channels/260439894298460160/1328136202041163886)
in vanilla, the 10% are not retroactive, therefore, the real increase in vanilla is lower
Ok
fixing crufty ncgd-flation
That make sense
So if I increase skills based on endurance strength and willpower later vs increase at first I will have these same amount of hp on e.g. 30lvl?
Or just starting stats make only difference?
BUG REPORT: the man wants answers
The increase order or timing is not important
at any moment, your health is computed on your current stats
Nice
if you have the "State-based HP" setting on
no
it's always true actually
and with the state-based HP setting, it also integrates dynamic changes on the related attributes
fortifications, sicknesses...
base -> current
base -> modified
Can't wait to try new version 4. version
My lizard brain doesn't understand how this mod works, I'm just glad I don't have to min-max
that's the fun part. You don't have to understand the inner workings of this mod. It just works

Do you level every 30 skillups, regardelss of what skills? Like could I gain a level by leveling heavy armor 30 times?
Now it's vanilla: 10 major or minor skills
Hmm, updated just today for a new playthrough and I believe it is bugged? I first picked a premade class but then changed to a custom now. Issue is now that the mod is treating my attributes and skills like I stuck with the premade class.
I can't help you fix it, but I hope you can work around it with a fresh char until the author maintainer, mym, is back from a well-deserved break!
He is probably "author" by this point, it's >90% his code.
Our favorite "non-founding author" 😁
Hey, I'm not sure to understand: How can you change your class?
I understood it to mean: picking a vanilla class but then returning to custom class, having it show the previous
....in chargen
When first talking to Socucius Ergalla you are expected to pick a class. Before he hands you your papers you can change anything about your character again, like also class.
Stats and skills get distributed the first time you pick your class but don‘t get adjusted if you change it later in the dialogue. I can share screenshots later of what my ingame stats look like and what the NCGDMW stat window looks like.
It is not a bigggie for me, just wanted to let you know 👍
Thx for the details. Now I know what's happening. Will fix that soon.
Also I'll support EnableClassMenu and other similar console commands
support EnableClassMenu
OMG wow
NCGDMW 4.1.1 released!
- Fixed broken profile when going to previous menus during the character generation
- Fixed broken Major/Minor skills detection during major updates or manual resets
- Support changing your profile with console commands (EnableRaceMenu, EnableClassMenu, EnableBirthMenu...)
- Improved and updated setting page descriptions
As always you can upgrade midgame, and also play with settings to suit the mod to your needs, everything updates dynamically
Does the last update mean, that Gentler Racemenu is not needed anymore?
It's different. I don't know how that mod works and if it's compatible with NCGD
NCGD does nothing to preserve your old skill values, you may lost them
But I suppose NCGD could save the skill increases and re-apply them after the class change
the start spells are already handled by NCGD as they may change based on your final Willpower value
and attributes are always generated anyway
damn it, each time I do a release, someone comes just after and suggest something interesting
I need opinions (again) about skill values if the player changes his class or race with console commands @hoary trellis @swift hornet @dawn spindle :
- I reset the skills and set the player to level 1 (current behavior)
- I preserve skill increases and apply them to the new chargen values
- I preserve the total skill gains and convert them to skill increases
The last one is tricky but more fair:
- Suppose you had Speechcraft as a Misc skill in the first class, and increased it by practice to level 20 (15 increases)
- then you change class and Speechcraft becomes a Major skill at level 30
- should I add 30 + 15 = 45?
- should I convert 15 increases from level 5 to 20 to the number of times you succeeded with speechcraft and apply the gains to the skill level 30, which will give you far less than 15 increases?
I really think option 2 is the most logical one
Why do you need to support the player doing that? I feel like preserving existing level and skill levels when changing race with enableracemenu should be for another mod almost
This isn't normal behaviour at all. Class change is not supported in Vanilla. Do what you think works best and is least buggy. It's not sth that the mod is made with in mind, anyway. It's a bonus feature and can be tricky
Because players make mistake and don't want to loose their efforts if they want to change their profile
Another mod will conflict with NCGD because of its nature to change many things in profiles
Class change is not supported in Vanilla
Neither is natural leveling 😉
It's clearly a bonus feature and NCGD already has almost all internal features to support it
As we directed the last major update towards "chargen choices matter", it's now easier to misconstruct a profile, and as "time matters" too, we don't want to start over and over again
Dunno, probably option 2 is the most sensible one if 3 is too hard. 1 seems pointless because you may just as well start over
Finally, option 3 is trickier than I thought, as calculating the total gains for a skill has to factor all NCGD's skill settings (gain reductions...)
Maybe I'll just give up on that feature
something like that: types.Actor.stats.attributes.strength(self).base = 80
if you do it with NCGD loaded, your change will be detected as an external change, and will be preserved as a "mod", you can see it in the stats menu
it's similar to the quest with the naked nord who gives you +2 strength
I'm asking how to do it with lua not about this mod I just thought maybe you would have had to do it for this already
I should look at the code maybe
I was having this trouble
ah! I was just worried about some unintended implications of changing base. Modifier sounds like the one to go with then!
ty!
WOuld help if I read too
Yeah idk about console command resetting. I've never even done it once.
Just whatever produces the least bugs and is easiest for you to do.
You dont have to worry much about lost progress they can just console command their skills back to whatever it was anyway.
If they are already changing class with console commands, why not fix the skills themselves?
agreed
I just gave up 🙂
was too complicated with all skill gain alterations done by NCGD
It seems to be compatible
I changed my character face and breast size and every other stat stayed the same
changing the race or the class my be problematic though
Been playing with 4.0 for a few hours and the changes feel nice. Can’t speak too much on it yet since I’m only level 3 but the vanilla approach feels really good
Yeah, they should be compatible. I was talking about redundant functionality.
NCGD is subtle, hard to evaluate in a short period of time
I noticed after installing the latest version mid-save, I'm unable to open the stat menu on holding the hotkey. A nexus comment mentioned that this was an issue with 3.6. Did it ever get fixed?
It has been fixed. Are there any errors in the log viewer?
You can try the reset procedure with the console:
luap
I.NCGDMW.ResetStats()
NCGDMW 4.1.2 released!
- Added an optional death count in the stats menu (off by default)
- Don't show multiple messages if a stat changes by more than 1 points
The death count is not retroactive
and requires to save at least once your game
New reflection: Should I add Constant Skill Progress setting values above 1, to make skills increase faster, when the player also uses the Exponential Skill Progress setting?
Because the exponential setting reduces gains of skills from level 1, which makes the early game a bit more difficult for increasing skills
For instance, with Vanilla value for the constant setting, and 1/8 for the exponential setting, a skill level 30 requires 1.63 more gains to level up
then when you start your playthrough, it's already harder to increase major skills, even though you set the vanilla value for the constant setting
@hoary trellis @swift hornet @dawn spindle
if it's not clear, please tell me, I can give you more examples 🙂
I sort of like current settings and don't want to make the game easier. We have major landmass mods now (TR, Project Tamriel) and tons of additional content in the modlists so slower levelling is important IMO... so if you implement sth to make it easier, then it should be optional IMO 😄
Alright
I could see reasons for wanting skills to increase a little faster early on. MW's snowballing problem isn't too much related to weak skills rising too quickly.
Hmm for some reason I can't bring up the stats menu with the n key in this update. Let me try again
I see this error now too hmm
L@0x1[scripts/ncgdmw/player.lua] eventHandler[ncgd_showStatsMenu] failed. Lua error: [string "scripts/ncgdmw/player.lua"]:281: attempt to perform arithmetic on local 'hpGainRatio' (a nil value)
[16:29:53.798 E] stack traceback:
[16:29:53.798 E] [string "scripts/ncgdmw/player.lua"]:281: in function 'updateHealth'
[16:29:53.798 E] [string "scripts/ncgdmw/player.lua"]:334: in function <[string "scripts/ncgdmw/player.lua"]:331>
[16:29:53.798 E] [C]: in ?
[16:29:54.198 E] L@0x1[scripts/ncgdmw/player.lua] eventHandler[ncgd_showStatsMenu] failed. Lua error: [string "scripts/ncgdmw/player.lua"]:281: attempt to perform arithmetic on local 'hpGainRatio' (a nil value)
[16:29:54.198 E] stack traceback:
[16:29:54.198 E] [string "scripts/ncgdmw/player.lua"]:281: in function 'updateHealth'
[16:29:54.198 E] [string "scripts/ncgdmw/player.lua"]:334: in function <[string "scripts/ncgdmw/player.lua"]:331>
[16:29:54.198 E] [C]: in ?
[16:29:54.585 E] L@0x1[scripts/ncgdmw/player.lua] eventHandler[ncgd_showStatsMenu] failed. Lua error: [string "scripts/ncgdmw/player.lua"]:281: attempt to perform arithmetic on local 'hpGainRatio' (a nil value)
[16:29:54.585 E] stack traceback:
[16:29:54.585 E] [string "scripts/ncgdmw/player.lua"]:281: in function 'updateHealth'
[16:29:54.585 E] [string "scripts/ncgdmw/player.lua"]:334: in function <[string "scripts/ncgdmw/player.lua"]:331>
[16:29:54.585 E] [C]: in ?
[16:29:54.884 E] L@0x1[scripts/ncgdmw/player.lua] eventHandler[ncgd_showStatsMenu] failed. Lua error: [string "scripts/ncgdmw/player.lua"]:281: attempt to perform arithmetic on local 'hpGainRatio' (a nil value)
[16:29:54.884 E] stack traceback:
[16:29:54.884 E] [string "scripts/ncgdmw/player.lua"]:281: in function 'updateHealth'
[16:29:54.884 E] [string "scripts/ncgdmw/player.lua"]:334: in function <[string "scripts/ncgdmw/player.lua"]:331>
[16:29:54.884 E] [C]: in ?
[16:29:55.095 E] L@0x1[scripts/ncgdmw/player.lua] eventHandler[ncgd_showStatsMenu] failed. Lua error: [string "scripts/ncgdmw/player.lua"]:281: attempt to perform arithmetic on local 'hpGainRatio' (a nil value)
[16:29:55.095 E] stack traceback:
[16:29:55.095 E] [string "scripts/ncgdmw/player.lua"]:281: in function 'updateHealth'
[16:29:55.095 E] [string "scripts/ncgdmw/player.lua"]:334: in function <[string "scripts/ncgdmw/player.lua"]:331>
[16:29:55.095 E] [C]: in ?
[16:29:55.281 E] L@0x1[scripts/ncgdmw/player.lua] eventHandler[ncgd_showStatsMenu] failed. Lua error: [string "scripts/ncgdmw/player.lua"]:281: attempt to perform arithmetic on local 'hpGainRatio' (a nil value)
[16:29:55.281 E] stack traceback:
[16:29:55.281 E] [string "scripts/ncgdmw/player.lua"]:281: in function 'updateHealth'
[16:29:55.281 E] [string "scripts/ncgdmw/player.lua"]:334: in function <[string "scripts/ncgdmw/player.lua"]:331>
My suggestion is to not make skills progress at a lower speed than vanilla, because the exponential progression setting reduce the gains exponentially based on the skill level, and thus also impacts chargen skills
Vanilla speed to start makes :100: to me
seems like an upgrade failed. Could you check your settings page, health section, if all values are well defined
Let me see, I also couldn't bring up the stats menu, "n" key, with the most recent update as well
then please also check if the N key is properly set in the settings
Very strange, I tried resetting the stats key, etc
L@0x1[scripts/ncgdmw/player.lua] eventHandler[ncgd_showStatsMenu] failed. Lua error: [string "scripts/ncgdmw/player.lua"]:281: attempt to perform arithmetic on local 'hpGainRatio' (a nil value)
[16:57:06.026 E] stack traceback:
[16:57:06.026 E] [string "scripts/ncgdmw/player.lua"]:281: in function 'updateHealth'
[16:57:06.026 E] [string "scripts/ncgdmw/player.lua"]:334: in function <[string "scripts/ncgdmw/player.lua"]:331>
I also see this when I load in
L@0x1[scripts/ncgdmw/player.lua] onFrame failed. Lua error: [string "scripts/ncgdmw/player.lua"]:281: attempt to perform arithmetic on local 'hpGainRatio' (a nil value)
[16:56:56.064 E] stack traceback:
[16:56:56.064 E] [string "scripts/ncgdmw/player.lua"]:281: in function 'updateHealth'
[16:56:56.064 E] [string "scripts/ncgdmw/player.lua"]:298: in function <[string "scripts/ncgdmw/player.lua"]:290>
I used the console to test the stats, etc with this character
Did you manage to resolve this? I have the same issue.
Go to the settings page, health settings, check for red values, change them
I cannot reproduce
Could you tell me from what NCGDMW version did you upgrade with that game save?
This actually fixed it. In the settings menu, I had to change the Per Level HP Setting which had a red value to something else in order to get the stats menu to appear.
I updated from the dev build of version 3.5 mid-save.
Is it possible rather than outright eliminating skill points gained from skill books, a setting could be added that allows each skill book read to instead give a minor boost to the rate at which a skill increases? For example, I read Smuggler's Island and now anytime my character successfully makes an attack with a spear they receive an additional 10% towards Spear skill progress. I think this change has the potential to return a lot of value to exploration.
Not sure it’s a bug but I’ve noticed the ncgd menu is still showing odd percentages since moving to 10 major/minor. For example, I’ve seen 19% and 39%. Doesn’t seem to actually affect anything, just a visual quirk.
I love that idea. It's totally possible. Would the bonus be permanent? Or for a few days?
Thx, I'll check that
It could be either, but I think it being permanent would make finding skill books out in the wild a lot more exciting and collecting them all something worthwhile.
Cool idea, although it should be noted that a permament 10% bonus would be much stronger than +1 from Vanilla 😀
It's like having Well Rested bonus which I proposed for 8h of sleep, but always on. Oh, and 2 skill books for the same skill would give 20%, then. It's all very strong.
The difference is with skills you do not use: They won't get any increase
Sure, but having bonus potential for the rest of the game makes it considerably stronger
Maybe it should last a month or sth
I was merely spitballing. 10% isn't hard and fast. You'd have to of course take into account the number of skill books for each skill and decide on a bonus that's doesn't make them essential but still makes them valuable.
What's the bonus to skill progression provided by assigning a skill a major skill or a minor skill?
Well, I just checked and in Vanilla there are 5 skill books for Alchemy, for example
Mods will increase the number
So it will be hard to balance the bonus
Major: 1.25, minor: 1.0, misc: 0.75
I would say based on that if it added 5% per skill book
So with all skill books a misc skill would progress at the same rate as a minor skill
One issue is that it reintroduces some min-maxing: Find as early as possible a maximum of skill books for your major/minor skills.
25% permament bonus is crazy IMO
There are always going to be min-maxers that are going to look at UESP for all of the skill book locations. I don't think that it would take away from people that play the game normally in a roleplaying sense
Agreed.
That's why maybe it would be more fair if temporary
Yes, but not sth like 48h, but more like weeks or a month. Not for eternity, though
That way you can get a lot out of this but it's not permament
I would say if anything a temporary bonus would encourage min-maxing. "I'm about to begin an alchemy training session. Better read a copy of A Game At Dinner."
That sounds absolutely reasonable
And how things work IRL
Would rereading the book provide the bonus again?
Permanent bonuses would encourage exploration, and make book vendors valuable again.
Indeed but you can decide when to benefit from the boost. You're not incited to do it as early as possible
But you can't pick up a book without reading it
They are just as valuable as in Vanilla. You get +1, right?
You can 😄
Open inventory and drag the book, I think
That's completely unnatural. You're going to use the activate button on it like you do everything else in the game.
So I find a skill book in Andrano Ancestral Tomb. Am I going to leave it there untouched until the moment I actually want to train that skill?
Maybe the bonus could start with the next skill use
@spark pawn Just to give you context about how powerful the bonus is. In Vanilla you get +5 from all skill books concerning a skill. That's 5/100 so sth like 5%. With your bonus it would be 25% increase and it would apply forever.
Interesting
I still think it encourages min-maxing and unnatural play more than a permanent bonus. You should seek out these books when and wherever you can. These books contain valuable knowledge that can enhance your affinity for a skill.
I think that this idea has merit
You can always reduce the bonus to fit a permanent scheme. If you think 5% is too high, reduce it to 2.5%.
2.5% would be more sensible
I'm wondering whether these books should affect skill decay instead but that's strictly speaking an optional feature
Another issue is to insert another percent in the stats menu 😅
I would say one other thing about the idea of making when to read a skill book a choice by having the bonus be temporary. This relies on players having meta knowledge of which books are skill books and which ones aren't. I'm a player that's returning to the game after not having played it for 10 years. I in the first few hours of my playthrough visit a dungeon where I come across a copy of A Game at Dinner. I, unknowing of the fact that this is a skill book because I'm not consulting UESP every time I need to make a minor decision, activate this book and read it not realizing the depth of my folly. I'm met with a message telling me that I have been given a bonus to alchemy progession for a week of in-game time. I haven't had the opportunity to gather any alchemy ingredients, and now I'm being sent off on a detour to make use of a temporary bonus I had no idea I was going to receive.
Is it better that this happens or that I read the book and it tells me that I have received a permanent bonus to my Alchemy skill progression, nothing else required on my part?
I get your point. Hence the idea of a temporary bonus that is only triggered the next time you'll use that skill
The one thing I just can't grasp is why make it temporary when you can make it permanent. What does making it temporary give you that making it permanent doesn't?
Because now you have to think about how the player is going to be informed when the skill gain bonus begins and for how long. The player has to be able to check the remaining duration of the skill bonus. And they have to be notified when it ends. Can the bonus be reapplied upon rereading the book? These questions don't exist if the bonus were simply permanent.
It can also create situations where the player is encouraged to abstain from using a skill to avoid triggering the bonus at a suboptimal time. Say I'm much further into my playthrough, I've invested time to gathering ingredients and improving my alchemy skill. I run into the same book, A Game at Dinner, during a dungeon crawl and read it for the first time. My encumbrance is reaching its threshold and I need to brew a Feather potion. Unfortunately, if I do so it will trigger the temporary skill bonus when I'm in the middle of a dungeon and away from all my alchemy ingredients which are stored back at home.
At this point we're just turning skill books into fallout magazines and I am 100% here for it
mags were awesome
Fallout magazines you can at least trigger from your inventory
Sounds like an interesting and fun decision point
You can use mags from the inventory.
Skill books in Morrowind you cannot
Yes you can silly
If somone wants to min-max the temp bonus to skill gain, they need to know what the skill books are and pick it up without reading. Seems fair
That or make it permanent 1%, but I like the idea of optional min-maxing for those who dig it
That relies on the player knowing that A Game at Dinner is a skill book for Alchemy even before reading it and picking it up.
I think what they mean is that by the time you've gotten it into your inventory, you've already read the book, and then placed it in the inventory, thus losing the bonus to the pickup
...which they would, on subsequent playthroughs. If it's a temp bonus, not so much is lost from not having the advance knowledge. It's not like you will never get there without minmaxing the skill book, just takes longer
A player coming back to the game after 10 years shouldn't be punished for not realizing that A Game at Dinner is a skill book for Alchemy.
It is not necessary to read the book to get it in inventory
That relies on you picking it up whilst in your inventory which I would classify as unnatural behaviour.
Not being prepared to maximize a temporary bonus is perhaps exaggerated as a "punishment"
Price to pay for degenerate minmaxing 🤣
I'm not really in this race, just saw some room for counterpoints.
I like the new metagame implied by having temp bonuses, but there's no accounting for taste.
Scroll up. I'd honestly like to hear your opinion. It's a pretty long discussion so strap in.
I been caught up 🙂
I just mean that the outcome is not too important to me.
IMO, if it would give someone joy to get all 5 alchemy skill books and stack the bonuses for a mad weekend in the methlab, they should enjoy the game that way. If it's maddening to play this way for them, they will be fine as long as the bonus isn't crazy high.
interesting to get a discussion like while ATM the Vanilla way of doing things is still available. You get +1 skill. Permament. Simple and effective. It's all there 😄
I think that needs to be pointed out
Seems like it may be a natural outgrowth of the ability to disable skill gains. What would be neither enabled nor disabled, a third way?
The idea is certainly interesting, but since it's a player buff with no disadvantages, I'm sort of reluctant
just remember that +1 Vanilla bonuses are still absolutely there
nobody is forcing anybody to disable them
I play with these bonuses on
It might exist but it's far from ideal. There's a reason it's blocked by default with this mod. The +1 bonus from a skill book is worthless at the beginning of the game and becomes progressively of more worth as you increase the skill naturally. This encourages odd behaviours like picking up books from your inventory to actively avoid reading them until you reach high skill levels where the necessary skill investment to reach the next level is much higher. Skill books should be valuable throughout your playthrough.
Why should skill books be valuable throughout your playthrough? Not sure that's established
I usu do too, I think it has to do with how early skill development is very slow vs. vanilla.
I don't feel any pain from reading them "too soon" or anything, it's just gravy
Why should it have disadvantages? You went into a dungeon, killed its enemies, found a book. The skill book is a reward. It shouldn't be a gift with stipulations.
Is there a disadvantage to picking a glass dagger off a bandit's corpse. Maybe the weight of it, but that's about it.
Point probably not so much to add disadvantage, as it is to acknowledge that the game doesn't need more buffs to player power
That's why my primary point is and still remains that a bonus provided by a skill book should be rewarding but not so much that it becomes essential. You would need to find a fine balance, but I still think its better than receiving nothing as with the mod's current setting.
Skill books are a fun part of the exploration loop.
At least when they do something other than having a monetary value.
The reason I added a setting that disables skill books is because many of them are too easy to acquire. And in Morrowind, it's generally too easy to level up and become OP
The gain boost has advantages over the vanilla behavior, I like it.
However, it may incite players to find them as soon as possible to benefit from the boost, as it can be seen as losing XP to use those books later in your playthrough.
What about something like "upon reading a skill book, the next 2 skill points will be gained at double speed?"
It's like a delayed lower boost. I don't think it improves on the vanilla behavior.
Probably not.
But if you stack...
It's still a wash, hmm
Double speed skill gain for a day still seems like an interesting option to me.
3 skill books at once = 8x skill gainz
That would need a hard cap. Probably all too much for nothing.
I don't think that skill books are the issue in Vanilla MW at all. It's just a freebie, but not game-changing.
any sort of permament skill gain bonus will be stronger than Vanilla behaviour
one thing which would be a "light" change
would be a conversion of +1 from the book into a constant fortification effect
so you would get the equivalent of "Fortify Alchemy 1 pt"
This would be Vanilla-ish and universally useful. Basically it removes the difference between reading the skill book when you have skill 20 and skill 80
I sort of like the idea of reusable skill books with temporary skill gain bonuses because they become sort of utility items, but that would require more brainstorming regarding balance.
Interesting. But it would be a fortification without any associated item. Weird and requires a special treatment to be preserved.
What about something simple as: You get a gain bonus for the next 10 uses? (Or more)
It's like a nitro mode on a skill, can be cumulative, can be shown in the stats menu with an '*' next to the skill name
and then you can reapply the bonus? In that case 10 uses would be far too little. It's like... 10 weapon hits.
yes: "or more"
if you read another skill book before you consumed your 10 uses, it just adds to the total
like you had 5 remaining uses, you now have 15
I don't think it's weird, though. There are some quests which give some sort of small permament buffs.
yeah but maybe they have a specific spell for that, with a name
I cannot dynamically generate spells yet
yes it's a spell effect
with constant effect
I will just say that it would be 100% Vanilla friendly and very simple in principle
but technical implementation is another story 😄
indeed
none of that is important, though
it's not that sth is not working right now
so it's a nice to have thing, not critical 😉
agreed
I'd like to have @spark pawn opinion on that
NCGDMW hotfix 4.1.3 released!
- Fixed broken health setting
that release should fix the settings for any of your game saves
@scarlet depot you'll tell me
now, I still want to improve the skill reduction settings.
Currently it's not clear enough, nor flexible enough
I'd like to simplify it to 2 values:
- From: Factor at skill level 1
- To: Factor at skill level 100
Examples: - from vanilla to 1/8 (gains at skill level 1 are vanilla, and gains at skill level 100 are divided by 8)
- from 1/2 to 1/8
- from x2 to 1/8
Currently, from vanilla to 1/8 is problematic, as your major skills already are affected by the exponential reduction: Gains of a skill level 30 are divided by 1.63
If I had "from" values above 1, we can compensate that difficulty.
For example, with "from" 2 and "to" 1/8, gains of a skill level 30 would be divided only by 1.175
And gains of lower skills would be increased, but I think it's ok as it's already frustrating to make them raise naturally
Also currently, if you set 1/2 to the constant setting and 1/4 to the exponential one, it's not crystal clear that you have to multiply both values to get the final reduction
I'll test shortly my friend. Ty
My question would be: how would that work for a skill like athletics? Some skills would benefit from this change more than others. For example, the skill gains from creating a potion or an enchanted item are much higher than a successful attack with a short blade. A 10 skill use bonus could not work for every skill. The value would have to vary between skills and it would be a nightmare to ensure its balance.
I really wish skill books provided their bonus only if you pick up the book. It would prevent players from going to the Library of Vivec and just skimming through every copy.
Does anyone know if increases to attributes given as quest rewards are calculated into leveling, I know in vanilla they never were
Indeed it would need some balancing
I think that can be done with Lua
Attributes never contribute to player level
Attribute gifts are detected and preserved by NCGDMW
Everything appears to be working properly Mym, gonna run a test character for a more thorough feedback, ty
Just updated mid save and was expecting to have to retweak all my scripts settings but they are the same as before. Are these stored in the save game itself? Very nifty.
There are global settings, and also overrides in game saves. I tried to preserve and update all settings when required in order to provide a smooth and transparent experience during upgrades
Very cool!
Sorry, I meant to say skill gifts
i missed a lot lol my bad
Sometimes when I go to train, I will get the message box saying that my Athletics is limited by major skills even if the trainer isn't offering Athletics training
Ah yes. They are taken into account as any other skill increases.
That's because I can only show the message before you click on a skill, thus I inform the player if any of the 3 trained skills are capped.
But the trainer wasn't offering any athletics training and I recieved the message
Ah. Seems like a bug
I detect trained skills by taking the npc's 3 highest level skills, but I wonder what happens when with skills having even level
there is any possibility to increase skills and attributes over 1000 in lua settings?
Recently I increased the max values to 9999
pfff I have Total Overhaul installed and 1000 seem to be locked as value
you set up that value in game settings? or in a config fine somwhere?
In game
OK .... I am confused why on mine setup is locked 😦
I modified and after I click OK and return in menu is still 1000
I f somebody with knowledge could help me will be very nice
I made other modifications in that menu and all sticks .... except that 1000 value
I might be the only one who can help you 😅
I think you have an old version of NCGDMW
yes I have OpenMW 0.49dev on Totall overhaul automatic with BETA 6.19.2 mod list
clearly an old version 🙂
but I advanced in game and I don't want to update now and lost my saves
You're right, other mods updates and MOMW configuration could break things
Maybe ask on the umo thread if you can update a single mod without upgrading others and the configuration
Otherwise you can do a manual update of NCGDMW
OK I will try this option ...I thought will be more simple 🙂
Is not a must for me to change that 1000 over if is so difficult ..... I wanted just because there is an alchemy mode very restrictive and I tryed to compensate trough NCGDMW 🙂
Maybe the easiest solution for you is to edit the right file
yes please 😄 ... what file?
settings.lua ? from .....GAMES\OpenMWMODS\total-overhaul\Leveling\NCGDMWLuaEdition\
this?
Yes, settings.lua
I found it and I look inside ...but I wasn't sure is right thing to do 🙂
Replace every "max = 1000" with "max = 9999" or more
OKY DOKY Boss ...in a moment 🙂
Hmmm, also same in the renderers.lua file maybe
Being determined to cross the 1000 threshold, I didn't notice that you told me 9999 or more .... or more??? ..... what is max, real max 😮 ?
I don't know, at least billions I suppose. However it's only the setting limit, maybe attributes and skills have lower hard limits in OpenMW
aha .... OK 🙂 thanks for info .... it's strange to see such high numbers
in this case my character will became insane powerful like those mythical telvani mage 
NCGDMW 4.1.4 released!
- Merged skill progression settings into a single "Skill Gain Factor" setting, simpler, more flexible, and including a gain modification simulator
- Set default skill gain factors to "from 125% to 25%" to ease early game, while reducing skill increases at high levels
- Fixed wrong trainer skills detection when the trainer's 3rd best skill equals his 4th, and similar cases
The new setting and its simulator:
I think that bug is fixed. It happened when there was no clear 3 best skills for a trainer, e.g. when the 3rd best equals the 4th best. When that happens, OpenMW uses the vanilla skill order (as defined in Morrowind.esm) to select which one should be kept. Now I use the same approach.
oh thats really cool
@hoary trellis @past pendant I saw this approach to skill books today and thought of our conversation of 29 March. Some interesting ideas here: https://www.nexusmods.com/morrowind/mods/54571
Thx for the info! There are good ideas in that mod
Fun mod, some good ideas. The only thing I don't like are the additional permament bonuses from skill books, i.e. things like bonus potion strength. We don't need such player-only buffs as the skills are powerful enough at high lvls as it is. Other stuff is quite cool.
I had pretty much the same take, Cyb. Thanks for your reactions, guys.
How does the attribute growth formula work? How many skills should i focus on to raise one attribute? E.g. 2 or 3 weapon skills for strength? Or more/less?
Also: does the exponential reduction of skill gain continue after level 100?
There is an ods file in the doc directory that details skill impacts on attributes
It does. You can test with values above 100 in the settings page
Hm ok. I might just have a vanilla leveling curve with higher skill decay then, makes reaching high skill levels easier but maintaining them harder.
That's the great thing about customisability
Yup. Just gotta Figure out my preferred Settings right now.
do you prefer a bonus after resting 8h, or a progressive malus after 16h witout rest?
I prefer the malus
because a bonus breaks the skill gain balance we progressively built for NCGD
and 2nd option seems more realistic
(@hoary trellis not sure your message forward gives you a notification)
but we really need some kind of visual notification, so the player don't get frustrated once he realizes he's been playing hours with almost zero progression
either works for me
however, I will note that a bonus is sth that most players will prefer because they will feel less pressured
even though in practice it's more technical than anything else
yeah, a malus suits more a survival mod....
then the best solution is just to disable it by default 😅
like decay
I know 🙂
I'm so glad you did it. You're the only one who gave me a real feedback on my complete reworking of the decay approach
I tend to pick the hardest options although I think that early game doesn't need to be much harder because it's fine as it is, i.e. I don't need skill gain to be much slower early on, but it should be slower later on
so all that non-linear stuff is great
now with the new gain factor setting, you can increase a bit the gains for low skills while reducing gains for high skills
yes, it's very flexible
and the simulator is so convenient 🥰 😂
still wondering whether there is a way to make training harder because it should take more time (= more skill decay with NCGD, more eating/drinking/sleeping with survival mods, more taxes with tax mod) at higher skill levels but that appears to be impossible with lua
maybe there is a way to do it with pure mwscript, or with an interaction between mwscript and lua
i'd have to ask around
I like for things to take more time because it's more believable. For example, when I look at what my character achieved in 180 days it often seems too fast. I have no problem with achievements themselves, but it should be harder and take longer
That was not hard 🙂
thx to you I created my first mwscript
and it interacts with the Lua scripts perfectly
woooaaah
welcome
My current formula: time spent = sqrt(base skill level)
meat is back on the menu, boys
it is per 1 skill point?
that
ok, so if my calculations are correct, going from 40 to 41 will take about 6 hours of training, while going from 70 to 71 will take 8 hours of training
ok
it's just a proposition. I like sqrts
I would say that it seems a bit on the lowish side for high skill like 70-80 or above, while even 5->6 takes longer than Vanilla's 2 hours
IMO the difference should be a bit higher
alright
what would you like at level 100?
how much time
for instance, with 48h at level 100, we could have that curve:
I set the min to one hour
48h for 1 skill point seems overkill
24?
with survival mods you would actually be starving 😄
remember that it's 1 skill point
yes
I think that sth in the range of 18 hours would be ok
for 99->100
then maybe something linear
going from 90->100 would take some time
10->20 should be much faster in comparison
this is probably the most which would be acceptable with survival mods in mind
but it's probably ok to keep it a lower level
like 16-18, sth like that
much better
1 for the minimum is ok?
yeah, at lvl 5 you are basically learning how to hold a sword
stick them with the pointy end
that kind of learning
does it matter?
most of these numbers will not be round
yes, I like round values 😄
I mean round like compared to standard values 8, 16, 24, 48...
good
if somebody doesn't play with skill decay on, survival mod or tax mod, then there will be little difference for such a player besides the fact that things take longer so immersion may be better (more time will pass in-game on average than without the feature). Now we will have options, though.
this feature may be on by default, I think
agreed
it's not invasive for non-survival players
while survival players may seek the challenge
@hoary trellis and for the setting's name: "Scaling Skill Training Duration"?
Training Time Skill Multiplayer?
multiplayer 😄
Hahaha
hmm the word scaling helps understand that the multiplier is based on the level
Scaled Training Time?
skill is implicit I suppose
do you think we should inform the player on that extra duration?
could be spamy if shown after each train session
I think a notification for how much time has passed would be appropriate and not too intrusive.
I can't imagine it being achievable to train more than one skill point with a single click.
no possible indeed
the issue is that openmw only shows max 3 messages at the same time
we already have our recent training cap messages that shows frequently, also the skill raised message, and optionally some attributes increases
if more than 3 messages are shown, the player won't see the first one
~~Almost certainly also impossible to ~~append text to the skillup notification
Or intercept and replace it
good idea
"Your Security has increased to 50. \nYour training took 5 hours and 30 minutes."
I think it's possible, because I can cancel the skill increase (as we do for books), and then we could show our own message
by increasing the skill ourselves, I mean
I generally only run into this limit when loading an old save into the 4.x skill impact regime, or when doing a lot of player->setskilling before re-entering the NCGD menu. Can't recall running into it with other mods or combinations of mods.
I do think that NCGD could be more graceful when there are multiple notifications, by combining the messages by type or maybe even entirely
"You have reached Level 12. Your Strength has increased to 56. Your Endurance has increased to 62."
I am not entirely sure how often 2 different attribute increases occur at the same time with a single skillup.
It happens
I saw it multiple times
I thought so too
I would propose the arduous mathing necessary to spread attribute gains out, but I'm not sure it's worth it. Also, with higher impact scaling factor in options, it will be sometimes (almost?) guaranteed a mathematical inevitability to have multiple attribute gains per skillup.
Combining like this would also clean up the notification log in the NCGD stats screen.
...and allow more information to be displayed within its limited vertical space.
For instance, when I'm changing attribute impacts in 4.x or doing other testing -- times when the notificaion log gets spammed and scrolls off with no way to scroll back to see what happened. Noted that this is outside of normal gameplay.
I recently merged the attribute messages
But not the skills
Yeah, that's why I did not put much effort into that
I'm pretty close health-wise to playing again. So many recent updates that taking a week off obsoletes my observations! 😅
What a time to be alive and into modding OpenMW.
Was this part of commit 1db383f8?
Exactly
To be more accurate, if an attribute grows by more than one point, I hide the previous messages
Would you ever merge notifications for two different attributes that increase at the same time?
^ That is what I meant to suggest.
Ah, not for different attributes
I'll focus on that part during my next coding session
Just after finding a way to properly generate both normal and Starwind addons with the new training time feature, with duplicate data
Quite often it's 20% of the time to do a feature, and 80% for the settings, localisation, midgame upgrade handling, other add-ons, readme.....
Oh and tests, tests, tests
We need unit testing here 😅
Just code up a test harness for mods rq 😅
gnounc has a test framework
Idk if he ever actually published it, I think he did
I remember much wailing and gnashing of teeth during its development
I wanted to try to pull it into main, but haven't had chance to look
That is amazing
I'm sure it could work. But we code for the fun, and unit testing is not the definition of fun for me, so I get lazy 😅
And now with the new restrictive alchemy mod there is another message showing up each time you train a skill "you can drink up to 5 potions"
How dare you suggest writing tests is not fun !
/s
fun is subjective
I do have test methodes in Freah Loot but with a very porr coverage
hey sorry i've been gone, my wife's anemia has been quite the ordeal
Welcome back, and hope she's on the mend! Now get to testing! 😉
She is its just slow going. She's very stubborn and independent and tries to do way too much on her own.
I've been playing all i can and it's awesome.
Is there a survival mod for openmw?
That's like actually good? I think cooking in morrowind would be badass
I've been playing all i can and it's awesome.
I have only just been able to playtest some with the new wrist, and am loving it too :grouphug: 😅
Here you go, bud: https://discord.com/channels/260439894298460160/1358542919702937822
Does this mod have a link? Like is it released?
That is more for you to hold onto and hope in the meanwhile. Sorry for vaporware bro
*as yet
NCGDMW 4.1.6 released!
- New feature: Increase the training session time as the skill level gets higher. The duration ranges from 2 to 16 hours at skill level 100 (thx to @hoary trellis's idea) (on by default)
- When multiple attributes or skills increase, show a single message, and only show the last increase for each stat
- Updated Starwind health and health related attributes descriptions
This setting isn’t in the scripts menu. Does anyone know how to turn it off?
Look for this setting:
This is really great, played with a modded game with this installed, really enjoying the change. nice work
Not ran into any issues with it, levelling seems a lot slower, but its a nicer pace, at least now, misc skills remain useful, even if they are slower to level. levelling a battle mage, with a mix of heavy armour, / axe and some spells. overall, I really like what this mod does.
@past pendant I've been working on a variant of NCGDMW. Some of the main features are updated formulae for leveling, attribute growth, and health as well as Reputation-based Luck. It's mostly complete. I just have to figure out some UI changes. I was wondering if I could post it here for testing purposes while I figure out a few things before release.
Of course you can post it here. I was not aware of your variant, what was the reasons for creating a separate mod?
NCGDMW is already very customizable, we could have think on new settings
I wanted to create a mod modeled after one of my favourite Oblivion mods, Ultimate Leveling. NCGDMW is very customizable and has a great base, but as it currently stands I couldn't quite achieve what I was going for without making some edits to the lua scripts. I got to learning lua, made the changes I wanted, and eventually thought of some other things I could add. It finally culminated in NCGDMW Ultimate Leveling.
Some of the objectives were to make starting player choices more important throughout your playthrough, add a new way to grow Luck based on reputation, make the formulae a little more easily understood and customizable, and to adjust the current skill attribute distribution in NCGDMW 4.0.
I used this excel spreadsheet to adjust the distribution
Alright, I think it would really help to have a clear description of the differences with "classical" NCGDMW
health is now based on this formula:
(strength + endurance / 2) * healthMultiplier + [(startEndurance + baseEndurance) * (playerLevel - 1) * retroactiveHealthMultiplier]
Attribute growth now has factors based on skill specialization, favored attributes, and race attributes
Player Level is now calculated as a percentage of total skill level divided by potential skill level
That I'd say sums up most of the big deviations.
thx. I also meant in your mod's doc 🙂
I'll definitely include it in the mod's description. I just wanted some feedback on the tuning before shipping it.
you could ask to @scarlet depot @dawn spindle @hoary trellis @swift hornet
@spark pawn The changes seem massive when it comes to attribute growth. Very hard to give extensive feedback with no testing in this case. The philosophy seems to be different. Some of the stuff was mostly eliminated from the latest NCGD version like these random attribute growth distributions, while you seem to be going that way in order to spread points evenly. Therefore, you have things like Mercantile and Conjuration increasing STR or Block, Spear and Heavy Armor increasing INT. Relputation-based Luck will probably interest some people. All in all it fits a submod, but personally I prefer current NCGD approach. Just a matter of preference 😄
I also prefer the current system, maybe in a new playhtough at some point, it might be worth testing, but that will be some way off, I like the current mod rate of growth and the way it levels. as a sub mod, or a choice, in the settings, maybe. Anyway, that's my view.
yeah the problem with testing this stuff thoroughly is that you need to play quite a bit. It's not enough to just jump in and play a couple of hours.
indeed
unless you cheat, but even that, that will give random results and might not give you a balanced playthough
or the results that the author wants
I think for that reason, getting testers to test this sub mod will be hard
yeah, cheating can you the general idea of attribute growth etc., but it doesn't represent true gameplay experience
I know
well, I guess that the author may also test the mod himself. After all, the primary motivation for a submod is often personal preference
beta tested a game that we were too relient on cheat keys to do stuff, when those cheat keys were disabled, we found a lot of bugs that he hadn't found before, and some even the devs didn't believe us
X3 space trading game
then again, the devs weren't that good and there coding was sloppy
but thats another story
so yeah, don't get too comfy with using cheats to test stuff, is the moral of that story
even if coding is good, there are a lot of things that only come out during "real" playthroughs. This is especially true for Morrowind which is a game with great freedom of exploration. You can guess the state of the player character in Seyda Neen, but after that many things can happen. Also, while you can easily set your skills to whatever value you want by console, you can't gauge actual pace of player progression that way. You won't know whether leveling seems too fast or too slow, for example. Also, while it's rather easy to make some tests for early game, accurate tests for mid- and late-game are hard to pull off.
and of course it's also hard to say how quickly the player can reliably access and afford trainers and how impactful skill decay will be
very true, would take at least a week to test, its taken me at least that to get where I am
2 weeks
level 26
not enabled decay yet, but plan too at some point
how many hours btw?
you see, this also impacts things because decay has no impact in the beginning of the game, but gradually starts slowing you down later on. At first the effects are rather low. Then they become more impactful
76 hours
hah, that's as much as I have in my entire Kingdom Come Deliverance 1 playthrough so far 😆
maybe on another playthough I might enable decay, but so far, I like the current levelling pace
sure
haven't been devoted to playing one game for a while
I played openmw a while back, around 0.4x early, but not touched it since.
my last Morrowind character has 300+ hours on the counter
I returned to the game after sth like... 15 years or more
I had an old save that had me at level 49
it was a while for me
openmw has brought me back, especailly with the recent enhancements and the lua changes. include this mod who channel we are on
I haven't even played OpenMW before
now it's fully functional and quite developed
it's still way behind in terms of scripting when compared with MSWE, though
this is true
but I would never go back to vanilla, that just a crash fest for me, while it has better mod support, its an outdated engine, and I suspect a lot of authors have moved onto openmw, being more stable
or waiting for better support before they jump on
and with openmw's community, we've got high quality curated mod lists 🙂
yes, this is a big help if you are trying to return to the game
much better option than searching YouTube and reddit for various lists which are often outdated
even if you do your own search, it will take like forever to build your mod setup, and you won't even get MOMW patches
there was a mod list called total overhaul V3, for vanilla, but that had a few problems, I dont think the person fully got the permission from every mod author, and B, some mods did conflict, and was never solved, and some had dirty files, I tried it once, but its very likely heavy outdate now. not sure if the site is still running
but being on an outdated engine has its own problems
the guy was doing it alone, that's the main issue
you know the thing I was refering about, good, I thought it had help, but if as you say, he was alone, that clearly was another issue
there are also mods like Morrowind Rebirth which try to do everything
no I don't 😅 I just thought you were implying that
a big monolithic mod has many disadvantages
a single contributor mod too
you really need a team for best results and an army of beta testers
and with a team, if someone is busy IRL, there are other people to continue the support
The testing doesn't need to be that thorough. Of course, in such a short span of time I can't ask someone to give feedback for the breadth of an entire playthrough. I was mostly looking for comparisons between current NCGDMW and NCGDMW Ultimate Leveling on existing saves. Whether you think attributes and player level are more focused or less. That kind of thing.
I also wanted to know if the default values in the settings page fit or could do with some adjustment.
Sorry, but, you need to extensively test this mod, for the reasons given, short term testing won't give you the data you need. otherwise, you won't know if you level too fast or too slow, or the attribute aren't levelling up as you planned. you can't do this quickly, otherwise, your missing the point of such a mod
I didn't edit anything related to skill progression, so that shouldn't be an issue. And loading it on an existing save should automatically adjust attribute distribution.
but that is the issue, attribute distribution, which is based on skill use.
If you're loading NCGDMW Ultimate Leveling on an existing save, you'll already know which skills you focused and which skills were ignored during the couse of your playthrough. I just want to see if your skill investment in an existing save is accurately reflected in your attribute growth which should adjust upon loading the save. Ideally, someone would provide screenshots of the NCGD stats menu using current NCGDMW and after downloading NCGDMW Ultimate Leveling.
Also maybe screenshots after playing around with default values in the setting page to see if they like the tuning or if it could do with some changes.
Also, I did test myself to ensure the mod wasn't a shambles. Of course, I probably didn't account for every edge case, but those things don't usually crop up until after release anyways.
Do you have the NCGD stats menu?
first one the orignal version, second is yours
one sec
from yours
int takes a major nose dive
level 19!? not good
This is because you didn't really focus any intelligence-governed skills as either major or minor skills or with skill investment
The level calculation relies on a new max level that I based off of the maximum potential level that could be achieved in vanilla morrowind which is around 75.
In order, to achieve that maximum level of 75 you would need to reach max skill level in all skills (major, minor, misc) which is not something I think most people will be doing. Ideally. by the end of your playthrough you should reach around level 50 if you focus leveling major and minor skills.
I still prefer NCGDMW lua edition levelling, as I got better attribute all around, then again, I more more focused on heavy armour and axe, and using sneak and security when needed, otherwise, I use a spell to unlock stuff
only recently am I using trainers to level up some more misc skills
NCGDMW Ultimate Leveling is meant to be more punishing. There are fewer free attributes going around without proper investment. Attributes start lower across the board and require greater focus with class and race choices.
understandable, but not for me
I mean some skills already level up real slow to being with, like enchant
and sneak is a bit of a tough one to level
One of the major complaints of veteran players is that after a few playthroughs the game get to be too easy. I wanted to find something that caters to that type of player.
again understood, but I like the current leveling pace as it stands, and there is also decay, that also brings down skills after a while, that helps to balance stuff
even though I not enabled that that
and then there is also TR main , some of that content is quite trickly unless you level up a lot, like the siege of firemoth, end boss is level 50,
and some of the sub bosses are also a bit of a pain
I tried to do that seige of firemoth at level 17 then 22, and still got my behind kicked
You can adjust the max level in the settings page. I'd set it to around 4/3 of whatever level you plan on reaching by the end of your playthrough. For example if you plan on reaching level 75, set max level to 100. Doing so should adjust your current level.
I was trying to play the game without adjusting the settings and seeing how I progress. and I like the progresss I'm making
anyway need to go
Is max lvl even relevant with uncapped skills and attributes?
Skills are capped at 100 in ultimate leveling
Btw the sharp calculated lvl drop is actually quite relevant. It will affect many leveled lists. In @forest linden case, he would face less threatening enemies in many places. A bit worse loot when it's leveled as well. Here is when it gets tricky. If the submod calculated the level as 19, then it's hard to say how it would impact his encounters during the previous 78 hrs. This is just sth to consider when evaluating gameplay experience.
This isn't as relevant in Morrowind as it is in a game like Oblivion. In Morrowind, changes to enemies based on player level are minuscule. You might encounter more infected and blighted versions of creatures, but that's about it. As for level lists, I believe player level only affects merchant lists.
Yes, there is no lvl scaling. You are wrong on other accounts
I would rather play with decay enabled then use the sub mod, so I wont bother playing that, maybe it will have some interest for vets, but not for me
You may encounter a scamp or a storm atronach, for example, depending on lvl
also levelled loot I think is a factor on player level
