#NCGDMW Lua Edition

1 messages · Page 4 of 1

hoary trellis
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but governing attribute shouldn't be INT because otherwise you might just as well be training Alteration

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there is very little reason to pick Security

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I think that governed by INT gives even less reason to pick the skill

dawn spindle
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That does not check out to me

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It's just the governor, not that important. The attribute payouts are quite different.

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Quite different between Security and Alteration, I mean.

hoary trellis
dawn spindle
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I don't get how Alteration would be a better pick for a thief with no other magic skills

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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.

hoary trellis
dawn spindle
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INT over Security is truly flavorful and nice

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Alteration does not give you AGI

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For a non-caster, more WIL will be wasted

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What you are saying was probably much more true before these impact revisions.

hoary trellis
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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.

dawn spindle
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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!

hoary trellis
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I think that you are trying to convince yourself more than anyone else 😄

dawn spindle
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Perhaps master lockpicking is not meant to be taught, you have to teach yourself?

hoary trellis
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oh man... 😄

dawn spindle
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If it is otherwise unanimous that INT should not rule Security, then there is a slight chance I could be wrong lol

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You are right that it needs AGI rule to be attractive enough to take

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AGI will still not be 100 right away

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That's a quick change

hoary trellis
dawn spindle
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Have fully argue on the devil's behalf is all. 🙂

hoary trellis
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so a pure non-caster thief will get slightly higher INT than average which is ok

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but won't be gatekept by INT with Security in training

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that higher INT in NCGD has 1 good effect for a thief - lower skill decay. This is good. Nice bonus.

dawn spindle
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You speak great sense, serjo!

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It is fixed.

hoary trellis
dawn spindle
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Feedback on the description lexicon of "great amount", "a bit", etc. is welcome.

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@swift hornet You can reference the PNG for the impacts and governing attributes, or look into ncgdmw.yaml if you prefer text.

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The .yaml is equivalent to the .omwaddon, but in text form markup. They are interconvertible with delta plugin. FYI

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The configuration.lua holds the impact values. The ncgdmw.omwaddon/yaml holds the descriptions and governing attributes.

swift hornet
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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

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as far as stats and attribute impact, it seems fine to me, makes sense on what you'd have.

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a warrior will have low int and will for the most part.

dawn spindle
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You may need to update delta_merged.omwaddon to see descriptions and governing attributes.

past pendant
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I'm on a new build with last of your collaborative changes

swift hornet
hoary trellis
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btw what character have you been playing recently, if any? Or what character do you plan to play?

past pendant
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We're almost there

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I still need to update the README.md and the ODS spreadsheet

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Also I would like to get @shut wedge's feedback, but it will depend how long he's off

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@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
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  • check the console (or F10) for errors
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please 🙏 ❤️ 🙂

dawn spindle
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Which build, boss?

past pendant
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also, don't use game saves from old betas, if any

dawn spindle
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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™
past pendant
past pendant
dawn spindle
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* 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```
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(I added ", and makes END precious")

past pendant
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Skill^2 level formula
Gone 🙂

dawn spindle
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OOOOOH

past pendant
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for the player level? attribute growth? skill gain?

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only skill gains now have an exponential setting, but root: gain^0.5

dawn spindle
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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...

past pendant
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If you're talking about skill progression, then no change on that

dawn spindle
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Ah k

past pendant
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Only new settings for skill uses

dawn spindle
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Ahhhh

past pendant
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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

dawn spindle
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Thus "gain", derp.

past pendant
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Derp?

dawn spindle
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It is a stupid noise 🙂

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A noise I make when I overlook something.

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It is common English slang.

past pendant
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Alright🙂

dawn spindle
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Similar to "d'oh!"

fiery oak
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d’oh is a contraction todd

dawn spindle
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(I knew better)

past pendant
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👋 ❤️ 💤

dawn spindle
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Sweet dreams, buddy! Fun day, thanks.

dawn spindle
dawn spindle
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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

dawn spindle
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@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.

fiery oak
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Honestly I think it would be neat to just optionally restore the sleep mechanic for "levelling"

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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

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The messages are cool

dawn spindle
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I'm going to edit my list of babies thrown out with the bathwater to include that, thanks!

dawn spindle
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NCGD-style would just pop the dialog when ever you cross the threshold.

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Make Leveling Meaningful Again™

vital viper
dawn spindle
dawn spindle
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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 !

past pendant
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@dawn spindle @hoary trellis @swift hornet @shut wedge I think I'm ready for the release, unless you found bugs or other issues

past pendant
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I'm waiting for @swift hornet and @dawn spindle to wake up first 🙂

dawn spindle
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🚚 it

past pendant
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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
dawn spindle
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  • Major changes to governing attributes, closer to vanilla
past pendant
scarlet depot
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Mym, thank you very much

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Love this vanilla approach to it

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I'll give some good feedback

past pendant
swift hornet
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I just woke up. Yeah send it!

past pendant
rocky hemlock
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Are all the changes undoable by the player?

past pendant
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Note: You can change any setting, at any time, your profile will be updated as soon as you resume the game

rocky hemlock
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I might try and work out a hack to integrate the old level up images in to this mod somehow

past pendant
rocky hemlock
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I was thinking something simpler like just getting the image in there not actually letting you click stuff in it 😅

past pendant
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ah

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the question is: When should it be displayed?

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Not in combat...

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Also @dawn spindle wanted the possibility to add exactly one attribute point...

rocky hemlock
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Well we can detect when the player is asleep (in mwscript at least)

past pendant
past pendant
rocky hemlock
past pendant
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we already use it for the attribute growth...

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we need 2 different sounds

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hmm actually we use the "skillraise" sound

rocky hemlock
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If I try and do it won't be for a long time I've got other mods I'm working on

past pendant
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@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?

hoary trellis
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What is it like ATM?

past pendant
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I think that luck was not influenced by that setting pre-4.0

past pendant
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Load a game save of yours, and change that setting, you'll see

hoary trellis
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Well I don't think that it should be fast . Luck is the hardest attribute to increase in Vanilla

past pendant
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Or maybe I could just set its impact to 0.5 instead of 1

hoary trellis
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This sounds like 2 ways of doing the same thing 😀

past pendant
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0.5 is not sexy.
Maybe I'll double the other impacts instead

scarlet depot
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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

past pendant
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Check the logs for errors if course

scarlet depot
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Okay I will

past pendant
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Play with the settings!

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The new "Start Attributes Ratio" specifically, read the setting description

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Use the stats menu to compare attributes start and growth values

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That setting is easier to evaluate on a new profile though

scarlet depot
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So far it's running well no errors, I'm going to start a playthrough shortly with a fresh character

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Thank you as always mym

past pendant
scarlet depot
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Ohh okay

molten oyster
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Super excited to try out the changes. I’ll give it a good run this week and report back! 🫡

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Is there a hotfix coming before I start a new save?

past pendant
molten oyster
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Sweet, thanks for your dedication to these mods mym! They are genuinely a game changer!

past pendant
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BTW, when do you increase your luck in vanilla? Every level? Once per 2, 3, 4 levels? Never?

past pendant
molten oyster
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When I was chained to vanilla leveling, I leveled it every single level up due to FOMO 😅

past pendant
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It's a special attribute as it doesn't govern any skill. Thus hard to handle by NCGDMW

molten oyster
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Yeah totally understandable. It’s hard to balance around since it seems pretty clear Bethesda never intended for players to raise it to 100

past pendant
hoary trellis
hoary trellis
past pendant
past pendant
molten oyster
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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

swift hornet
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Luck is only super busted if you have a lot.

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You need to invest in it immediately in vanilla

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And fortify it too

past pendant
spark pawn
past pendant
spark pawn
past pendant
spark pawn
past pendant
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true

swift hornet
swift hornet
hoary trellis
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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

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if there was "no bonus HP for level ups" then I would probably use that as well, lol

swift hornet
swift hornet
hoary trellis
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I use the slowest attribute growth option available and lowest HP per lvl option

swift hornet
hoary trellis
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it should IMO

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HP has a great effect on difficulty

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even a wimpy character gets a lot of HP for "free" due to levels

swift hornet
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It's also exponential with this mod.

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Each level gives more HP than the last

molten oyster
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I actually love the luck tied to reputation idea

scarlet depot
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Hmm me too

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And I agree about the correlation between health and difficulty

dawn spindle
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I survived surg. BTW fam, just one o' them slow-talkersnow 1-handed 😊

tawdry hedge
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Could the training cap thing be made togglleable, by any chance?

swift hornet
swift hornet
molten oyster
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Might be controversial to some, but I love it.

swift hornet
molten oyster
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True

dawn spindle
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something needs doing about luck, rep is intriguing

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(1 🖐️ ⌨️ sry)

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"there is no luck, only preparation" (& reputation! 😅 )

spark pawn
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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:

past pendant
past pendant
swift hornet
past pendant
swift hornet
past pendant
swift hornet
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which feels weird.

past pendant
past pendant
swift hornet
swift hornet
past pendant
spark pawn
swift hornet
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sad

past pendant
swift hornet
dawn spindle
swift hornet
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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.

swift hornet
# dawn spindle Here we obsolete HBFS 😅 😉

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

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i've just had lvl 30-40 characters with 500-800 Hp which feels like quite a bit

dawn spindle
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diminishing returns due to the types of defenses
🔑 ☝️

past pendant
dawn spindle
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So many good char ideas rn ofc 💔 :wrist: 😢
Do me proud, people! ✊

swift hornet
dawn spindle
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esp 2 see how @past pendant 's hybrid chars go 🤤

swift hornet
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It's not so much a difficulty thing. I actually love the state based HP setting.

past pendant
past pendant
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ok I'll do 0, 2, 4 and 8 percents

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4 by default

spark pawn
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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
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This is what I came up with

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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.

past pendant
spark pawn
past pendant
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I you want that, you can create a mod and use the dedicated NCGD's interface function to alter the impacts

past pendant
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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
dawn spindle
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4.0 already a sea change

spark pawn
dawn spindle
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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

dawn spindle
hoary trellis
dawn spindle
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1️⃣🖐️ ⌨️ 🙇‍♂️ 😊

dawn spindle
hoary trellis
past pendant
hoary trellis
# hoary trellis This sounds good for HP.

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

dawn spindle
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not feasible, i thought (rep-luck)

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i liked it

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i always thought those high-level bastards were lucky...

hoary trellis
dawn spindle
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a mere sidestep

hoary trellis
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Plz remember to implement 0 luck growth option ;). This is another thing which will make the game a little bit more challenging.

dawn spindle
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...but maybe a backdoor to luck for early achievers?

dawn spindle
hoary trellis
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I have sth like 75-80 Luck IIRC. Having this at 40 on default (with no magic effects) would definitely make things harder.

dawn spindle
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suuuuup

hoary trellis
past pendant
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luck is tricky

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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

dawn spindle
dawn spindle
dawn spindle
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...cince attr impacts are still down from vanillas

past pendant
dawn spindle
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...in magniutude

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1️⃣🖐️ ⌨️ 🙇‍♂️ 😊

hoary trellis
# dawn spindle Kinda cool to gsin luck from feats instead of grinds, thematic

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.

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Obv that would be an overhaul so probably outside the scope of the mod

dawn spindle
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now kind atwo with numb fingers and sore as hell abstaining from pain pills, but it is the way!

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Train for the task and all

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Sucks not felling the keys

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ANYHOOOOOO

past pendant
dawn spindle
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The icepack was majorly in the way

dawn spindle
past pendant
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so... luck is still unsolved

hoary trellis
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but default should be slow growth

dawn spindle
past pendant
dawn spindle
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bro just setluck low

past pendant
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you don't have players complaining at your mod :p

hoary trellis
# dawn spindle tie it to "critical hit/miss" die rolls

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"

past pendant
# dawn spindle bro just `setluck` low

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
dawn spindle
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programmatic "achievements" for attr. gain the only option. achievements no place here, out of kindness, another mod

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i see that your propsal is integral to mcgd, okay, i hear you out

hoary trellis
hoary trellis
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maybe 0 luck growth option should be called "Static"

dawn spindle
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here we blur boundaries with difficulty mods, and perhaps obsolete their current settings, as i have offered to mym

hoary trellis
dawn spindle
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sorry @hoary trellis 👮‍♀️

hoary trellis
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what you are sorry for? 😄

dawn spindle
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What is the SitRep, @hoary trellis ?

hoary trellis
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I don't understand 😄

dawn spindle
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I was policing perhaps to much 🙇‍♂️

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Just a pun i thought of earlier thinking of your contributions here 🙂 (What is the SitRep, @hoary trellis ?)

hoary trellis
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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.

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but it fits the mod because we already have many options

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while the luck-for-achievements-idea is probably a good basis for achievements mod

past pendant
hoary trellis
dawn spindle
past pendant
dawn spindle
hoary trellis
dawn spindle
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perhaps arguably OP but harmless imo, kudos

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like naked barb orthe dwemer coins in EV

hoary trellis
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"Start the game"

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XD

dawn spindle
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just good flavor

hoary trellis
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Stanley Parable had peak achievements

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"Play The Stanley Parable for the entire duration of a Tuesday."

dawn spindle
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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

hoary trellis
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"Go Outside
Don't play The Stanley Parable for five years."

hoary trellis
dawn spindle
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Respect, but how is that MW at all?

hoary trellis
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Yeah It's off-topic

dawn spindle
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Just use MW rep, but we can't 😢

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*in MCGD for luck

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Track reputation from chargen? @past pendant did i miss it?

round vector
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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!

hoary trellis
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note that no other attribute affects Magicka

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only Intelligence

round vector
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Ok

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Well my Intelligence has gone from 30 to 60 since I started and my magica is 102.

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The 102 is according to the old stats page though so I don't know if its truly accurate.

past pendant
round vector
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Is it cool if I ask what the calculation is so I can figure out what its supposed to be?

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If it's based on one stat is it just int*2 or something like that?

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oh wait if its just the default calculation...

past pendant
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I mean, for the Intelligence value

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for magicka, it's described in UESP docs I suppose

round vector
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Yeah if the mod doesn't change how its calculated then my magicka is actually correct and maybe I'm just dumb.

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Thanks for humoring me though, lol

dawn spindle
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#218457935846703104 message NCGDMW Lua Edition 4.0 crosspost

cerulean widget
past pendant
cerulean widget
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Awesome, thanks

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Love this mod btw, you guys have made an amazing levelling system. I'll never use vanilla again

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Love not feeling the need to min-max my level ups!

dawn spindle
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🙇‍♂️ @past pendant
I'm relatively a hype man only 😊

past pendant
dawn spindle
past pendant
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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)
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Now I need a break 🙂

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I'll only answer to bug reports 😄

void roost
past pendant
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because I wanted values that are the double of the previous one

dawn spindle
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not a bug report sry 🤣

past pendant
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10% doesn't many anything anyway, as the approach is different from vanilla

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and most feedbacks were on the too high values

void roost
hoary trellis
void roost
past pendant
dawn spindle
past pendant
#

in vanilla, the 10% are not retroactive, therefore, the real increase in vanilla is lower

void roost
#

Ok

dawn spindle
#

fixing crufty ncgd-flation

void roost
#

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?

dawn spindle
#

BUG REPORT: the man wants answers

past pendant
#

at any moment, your health is computed on your current stats

void roost
#

Nice

past pendant
#

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...

void roost
#

base -> current

past pendant
#

base -> modified

void roost
#

Can't wait to try new version 4. version

stray nimbus
#

My lizard brain doesn't understand how this mod works, I'm just glad I don't have to min-max

hoary trellis
worthy kindle
#

Do you level every 30 skillups, regardelss of what skills? Like could I gain a level by leveling heavy armor 30 times?

past pendant
alpine veldt
#

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.

dawn spindle
#

He is probably "author" by this point, it's >90% his code.

#

Our favorite "non-founding author" 😁

past pendant
dawn spindle
#

I understood it to mean: picking a vanilla class but then returning to custom class, having it show the previous

#

....in chargen

alpine veldt
# past pendant Hey, I'm not sure to understand: How can you change your class?

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 👍

past pendant
dawn spindle
#

support EnableClassMenu
OMG wow

past pendant
#

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

tawdry hedge
#

Does the last update mean, that Gentler Racemenu is not needed anymore?

Nexus Mods :: Morrowind

Enables you to swap race, class and birthsign through the EnableStatReviewMenu console command, while retaining your stats, acquired abilities and spells.|| Requires OpenMW 0.49

past pendant
#

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

past pendant
#

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?
past pendant
#

I really think option 2 is the most logical one

rocky hemlock
#

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

hoary trellis
past pendant
#

Another mod will conflict with NCGD because of its nature to change many things in profiles

past pendant
#

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

hoary trellis
#

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

past pendant
#

Maybe I'll just give up on that feature

rocky hemlock
#

There is dynamic attribute in lua?

#

to allow me to adust an attribute?

past pendant
#

something like that: types.Actor.stats.attributes.strength(self).base = 80

past pendant
rocky hemlock
#

Then how do I add 10 to it?

#

it says it is read only

past pendant
#

it's similar to the quest with the naked nord who gives you +2 strength

rocky hemlock
#

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

past pendant
#

modified is read only

#

base and modifier are not

#

modified is a computed value

rocky hemlock
#

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

swift hornet
past pendant
#

I just gave up 🙂

#

was too complicated with all skill gain alterations done by NCGD

stray nimbus
#

I changed my character face and breast size and every other stat stayed the same

past pendant
stray nimbus
#

I will test it

#

Compatible with race

#

Compatible with class

molten oyster
#

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

tawdry hedge
past pendant
spark pawn
#

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?

past pendant
#

You can try the reset procedure with the console:

luap
I.NCGDMW.ResetStats()
past pendant
#

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

past pendant
#

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 🙂

hoary trellis
#

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 😄

past pendant
#

Alright

dawn spindle
#

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.

scarlet depot
#

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>

past pendant
dawn spindle
#

Vanilla speed to start makes :100: to me

past pendant
scarlet depot
#

Let me see, I also couldn't bring up the stats menu, "n" key, with the most recent update as well

past pendant
scarlet depot
#

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

spark pawn
past pendant
#

I cannot reproduce

past pendant
spark pawn
spark pawn
spark pawn
#

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.

molten oyster
#

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.

past pendant
spark pawn
hoary trellis
#

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.

past pendant
hoary trellis
#

Maybe it should last a month or sth

spark pawn
#

What's the bonus to skill progression provided by assigning a skill a major skill or a minor skill?

hoary trellis
#

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

past pendant
spark pawn
#

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

past pendant
#

One issue is that it reintroduces some min-maxing: Find as early as possible a maximum of skill books for your major/minor skills.

hoary trellis
#

25% permament bonus is crazy IMO

spark pawn
past pendant
hoary trellis
#

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

spark pawn
hoary trellis
#

And how things work IRL

spark pawn
#

Permanent bonuses would encourage exploration, and make book vendors valuable again.

past pendant
spark pawn
hoary trellis
hoary trellis
#

Open inventory and drag the book, I think

spark pawn
#

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?

past pendant
#

Maybe the bonus could start with the next skill use

hoary trellis
#

@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.

hoary trellis
spark pawn
#

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.

hoary trellis
spark pawn
hoary trellis
#

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

past pendant
#

Another issue is to insert another percent in the stats menu 😅

spark pawn
#

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?

past pendant
spark pawn
spark pawn
spark pawn
# past pendant I get your point. Hence the idea of a temporary bonus that is only triggered the...

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.

fiery oak
#

At this point we're just turning skill books into fallout magazines and I am 100% here for it

#

mags were awesome

spark pawn
dawn spindle
fiery oak
#

You can use mags from the inventory.

spark pawn
dawn spindle
#

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

spark pawn
fiery oak
#

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

dawn spindle
#

...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

spark pawn
dawn spindle
spark pawn
dawn spindle
#

Not being prepared to maximize a temporary bonus is perhaps exaggerated as a "punishment"

dawn spindle
#

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.

spark pawn
dawn spindle
#

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.

hoary trellis
#

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

dawn spindle
#

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?

hoary trellis
#

just remember that +1 Vanilla bonuses are still absolutely there

#

nobody is forcing anybody to disable them

#

I play with these bonuses on

spark pawn
# hoary trellis interesting to get a discussion like while ATM the Vanilla way of doing things i...

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.

dawn spindle
#

Why should skill books be valuable throughout your playthrough? Not sure that's established

dawn spindle
#

I don't feel any pain from reading them "too soon" or anything, it's just gravy

spark pawn
#

Is there a disadvantage to picking a glass dagger off a bandit's corpse. Maybe the weight of it, but that's about it.

dawn spindle
#

Point probably not so much to add disadvantage, as it is to acknowledge that the game doesn't need more buffs to player power

spark pawn
#

Skill books are a fun part of the exploration loop.

#

At least when they do something other than having a monetary value.

past pendant
past pendant
dawn spindle
#

What about something like "upon reading a skill book, the next 2 skill points will be gained at double speed?"

past pendant
dawn spindle
#

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.

hoary trellis
#

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.

past pendant
#

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

hoary trellis
past pendant
#

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

hoary trellis
past pendant
#

I cannot dynamically generate spells yet

hoary trellis
#

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 😄

past pendant
#

indeed

hoary trellis
#

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 😉

past pendant
#

agreed

past pendant
#

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

scarlet depot
spark pawn
# past pendant What about something simple as: You get a gain bonus for the next 10 uses? (Or m...

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.

worthy kindle
#

Does anyone know if increases to attributes given as quest rewards are calculated into leveling, I know in vanilla they never were

past pendant
past pendant
past pendant
#

Attribute gifts are detected and preserved by NCGDMW

scarlet depot
#

Everything appears to be working properly Mym, gonna run a test character for a more thorough feedback, ty

molten oyster
#

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.

past pendant
molten oyster
#

Very cool!

worthy kindle
swift hornet
#

i missed a lot lol my bad

molten oyster
#

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

past pendant
past pendant
molten oyster
#

But the trainer wasn't offering any athletics training and I recieved the message

past pendant
#

I detect trained skills by taking the npc's 3 highest level skills, but I wonder what happens when with skills having even level

brave crane
#

there is any possibility to increase skills and attributes over 1000 in lua settings?

past pendant
brave crane
#

pfff I have Total Overhaul installed and 1000 seem to be locked as value

brave crane
past pendant
#

In game

brave crane
#

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

past pendant
brave crane
#

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

past pendant
#

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

brave crane
#

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 🙂

past pendant
#

Maybe the easiest solution for you is to edit the right file

brave crane
#

yes please 😄 ... what file?

#

settings.lua ? from .....GAMES\OpenMWMODS\total-overhaul\Leveling\NCGDMWLuaEdition\

#

this?

past pendant
#

Yes, settings.lua

brave crane
#

I found it and I look inside ...but I wasn't sure is right thing to do 🙂

past pendant
#

Replace every "max = 1000" with "max = 9999" or more

brave crane
#

OKY DOKY Boss ...in a moment 🙂

past pendant
#

Hmmm, also same in the renderers.lua file maybe

brave crane
#

Big THANKS man 🙂

brave crane
past pendant
#

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

brave crane
#

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 doitswit

past pendant
#

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:

past pendant
pale sinew
#

oh thats really cool

dawn spindle
past pendant
hoary trellis
dawn spindle
#

I had pretty much the same take, Cyb. Thanks for your reactions, guys.

empty topaz
#

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?

past pendant
past pendant
empty topaz
#

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.

hoary trellis
empty topaz
past pendant
#

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

hoary trellis
#

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

past pendant
#

yeah, a malus suits more a survival mod....

hoary trellis
#

yep

#

I will use one

#

but not everybody does

#

anyway, I'm fine with both options

past pendant
#

then the best solution is just to disable it by default 😅

hoary trellis
#

sure

#

I mean, it doesn't hurt anybody

past pendant
#

like decay

hoary trellis
#

you can turn it on

#

I turned decay on

past pendant
#

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

hoary trellis
#

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

past pendant
hoary trellis
#

yes, it's very flexible

past pendant
#

and the simulator is so convenient 🥰 😂

hoary trellis
#

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

past pendant
#

i'd have to ask around

hoary trellis
#

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

past pendant
#

thx to you I created my first mwscript

#

and it interacts with the Lua scripts perfectly

hoary trellis
#

woooaaah

rocky hemlock
#

scarytodd todd welcome

past pendant
#

My current formula: time spent = sqrt(base skill level)

hoary trellis
#

meat is back on the menu, boys

past pendant
#

like train to level 16 -> 4 hours

#

train to level 100 -> 10 hours

#

is it too kind?

hoary trellis
#

it is per 1 skill point?

hoary trellis
#

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

past pendant
#

yes, plus decimals

#

I do not round the hours passed

hoary trellis
#

ok

past pendant
#

it's just a proposition. I like sqrts

hoary trellis
#

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

past pendant
#

alright

past pendant
#

how much time

#

for instance, with 48h at level 100, we could have that curve:

#

I set the min to one hour

hoary trellis
#

48h for 1 skill point seems overkill

past pendant
#

24?

hoary trellis
#

with survival mods you would actually be starving 😄

past pendant
#

we're talking about level 100 🙂

#

haha

hoary trellis
#

remember that it's 1 skill point

#

yes

#

I think that sth in the range of 18 hours would be ok

#

for 99->100

past pendant
#

then maybe something linear

hoary trellis
#

going from 90->100 would take some time

#

10->20 should be much faster in comparison

hoary trellis
# past pendant 24?

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

past pendant
hoary trellis
#

much better

past pendant
#

1 for the minimum is ok?

hoary trellis
#

yeah, at lvl 5 you are basically learning how to hold a sword

#

stick them with the pointy end

#

that kind of learning

past pendant
#

but 18 doesn't seem round

#

16 ?

hoary trellis
#

most of these numbers will not be round

past pendant
hoary trellis
#

as you are not rounding them up

#

and it's time

#

so

#

decimals count

past pendant
#

I mean round like compared to standard values 8, 16, 24, 48...

hoary trellis
#

well if you want it nice and clean then 2->16

#

so 2 minimum

#

16 maximum

past pendant
#

standard "time" values

#

fair enough 🙂

hoary trellis
#

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

past pendant
#

agreed

hoary trellis
#

it's not invasive for non-survival players

#

while survival players may seek the challenge

past pendant
#

@hoary trellis and for the setting's name: "Scaling Skill Training Duration"?

hoary trellis
#

Training Time Skill Multiplayer?

past pendant
#

multiplayer 😄

hoary trellis
#

Hahaha

past pendant
#

hmm the word scaling helps understand that the multiplier is based on the level

hoary trellis
#

Scaled Training Time?

past pendant
#

skill is implicit I suppose

dawn spindle
#

Progressive Training Duration

#

I really like this feature you two have designed

past pendant
#

do you think we should inform the player on that extra duration?

#

could be spamy if shown after each train session

dawn spindle
#

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.

past pendant
#

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

dawn spindle
#

~~Almost certainly also impossible to ~~append text to the skillup notification

#

Or intercept and replace it

past pendant
#

good idea

dawn spindle
#

"Your Security has increased to 50. \nYour training took 5 hours and 30 minutes."

past pendant
#

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

dawn spindle
#

It's a cool prospect 🙂

#

I hope it pans out.

dawn spindle
#

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.

hoary trellis
#

I saw it multiple times

dawn spindle
#

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.

dawn spindle
#

...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.

past pendant
#

But not the skills

past pendant
dawn spindle
#

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.

dawn spindle
past pendant
#

To be more accurate, if an attribute grows by more than one point, I hide the previous messages

dawn spindle
#

Would you ever merge notifications for two different attributes that increase at the same time?

#

^ That is what I meant to suggest.

past pendant
past pendant
#

Just after finding a way to properly generate both normal and Starwind addons with the new training time feature, with duplicate data

dawn spindle
#

Oof! I always forget about Starwind implications for the mod.

#

You are a saint.

past pendant
#

Oh and tests, tests, tests

#

We need unit testing here 😅

dawn spindle
#

Just code up a test harness for mods rq 😅

fiery oak
#

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

dawn spindle
#

That is amazing

past pendant
past pendant
#

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"

fiery oak
#

How dare you suggest writing tests is not fun !
/s

past pendant
#

I do have test methodes in Freah Loot but with a very porr coverage

swift hornet
#

hey sorry i've been gone, my wife's anemia has been quite the ordeal

dawn spindle
#

Welcome back, and hope she's on the mend! Now get to testing! 😉whip

swift hornet
swift hornet
#

That's like actually good? I think cooking in morrowind would be badass

dawn spindle
#

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: 😅

swift hornet
dawn spindle
#

That is more for you to hold onto and hope in the meanwhile. Sorry for vaporware bro

#

*as yet

past pendant
#

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
rough bane
#

This setting isn’t in the scripts menu. Does anyone know how to turn it off?

forest linden
#

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.

spark pawn
#

@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.

past pendant
#

NCGDMW is already very customizable, we could have think on new settings

spark pawn
# past pendant Of course you can post it here. I was not aware of your variant, what was the re...

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

past pendant
spark pawn
#

(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.

past pendant
spark pawn
past pendant
hoary trellis
#

@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 😄

forest linden
#

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.

hoary trellis
forest linden
#

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

hoary trellis
forest linden
#

I know

hoary trellis
forest linden
#

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

hoary trellis
#

interesting

#

but it makes sense

forest linden
#

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

hoary trellis
#

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

forest linden
#

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

hoary trellis
hoary trellis
forest linden
#

76 hours

hoary trellis
forest linden
#

maybe on another playthough I might enable decay, but so far, I like the current levelling pace

hoary trellis
#

sure

forest linden
#

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.

hoary trellis
#

my last Morrowind character has 300+ hours on the counter

#

I returned to the game after sth like... 15 years or more

forest linden
#

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

hoary trellis
#

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

forest linden
#

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

past pendant
#

and with openmw's community, we've got high quality curated mod lists 🙂

forest linden
#

indeed

#

so its growing

hoary trellis
#

much better option than searching YouTube and reddit for various lists which are often outdated

past pendant
forest linden
#

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

past pendant
forest linden
#

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

hoary trellis
#

there are also mods like Morrowind Rebirth which try to do everything

past pendant
past pendant
#

a single contributor mod too

hoary trellis
#

yeah

#

I think so as well

#

it's why I rarely use total overhaul mods

forest linden
#

you really need a team for best results and an army of beta testers

past pendant
#

and with a team, if someone is busy IRL, there are other people to continue the support

forest linden
#

yup

#

anyway, need to go for a bit

spark pawn
#

I also wanted to know if the default values in the settings page fit or could do with some adjustment.

forest linden
#

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

spark pawn
forest linden
#

but that is the issue, attribute distribution, which is based on skill use.

spark pawn
# forest linden 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.

spark pawn
forest linden
spark pawn
forest linden
#

first one the orignal version, second is yours

#

one sec

#

from yours

#

int takes a major nose dive

#

level 19!? not good

spark pawn
spark pawn
# forest linden level 19!? not good

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.

forest linden
#

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

spark pawn
forest linden
#

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

spark pawn
forest linden
#

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

spark pawn
forest linden
#

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

hoary trellis
#

Is max lvl even relevant with uncapped skills and attributes?

spark pawn
hoary trellis
#

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.

spark pawn
hoary trellis
forest linden
#

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

hoary trellis
#

You may encounter a scamp or a storm atronach, for example, depending on lvl

forest linden
#

also levelled loot I think is a factor on player level

hoary trellis
#

Yep

#

In many places