Levelling Just Happens replaces the vanilla levelling system with a more gradual and less intrusive system that attempts to provide deep and immersive character development and to maintain differences between character classes throughout the game. Attributes and levels are automatically applied depending on the skills the player uses. The skills you start the game with are now much more important, and strongly influence your starting attributes and how your character progresses.
Skills and attributes are no longer capped at 100, instead skills begin to suffer from neglect at higher levels, levelling down as you level them up. Your attributes and level can decrease as your skills decrease. This will in effect cap skills, attributes and level, but in a way that matches your play style, and allows you to change your focus (within reason) over time. You level on all you skills, not just your major and minors.
The rate at which increasing skills increases level and attributes is limited and delayed, meaning it will take some time to reap the benefits of your experiences. Health is dynamic and responds to changes in endurance. Health and magicka regen have been added, with the regeneration rates being dependant on endurance and willpower respectively.
Changes to individual skills will have knock on effects on three attributes rather than just their governing (primary) attribute. The effect on the secondary and tertiary skills is less, but helps to provide a well rounded character even if you are concentrating only on a few skills.
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; Primary Secondary Tertiary ; ------------------------------------------------------- ; Block Agility Endurance Speed ; Armorer Strength Endurance Intelligence ; Medium Armor Endurance Agility Speed ; Heavy Armor Endurance Strength Agility ; Blunt Weapon Strength Endurance Agility ; Long Blade Strength Agility Speed ; Axe Strength Agility Endurance ; Spear Endurance Agility Strength ; Athletics Speed Endurance Willpower ; Enchant Intelligence Willpower Endurance ; Destruction Willpower Intelligence Endurance ; Alteration Willpower Intelligence Personality ; Illusion Personality Speed Intelligence ; Conjuration Intelligence Willpower Personaity ; Mysticism Willpower Personality Intelligence ; Restoration Willpower Personality Endurance ; Alchemy Intelligence Agility Endurance ; Unarmored Speed Agility Endurance ; Security Intelligence Agility Willpower ; Sneak Agility Intelligence Willpower ; Acrobatics Strength Agility Speed ; Light Armor Agility Speed Endurance ; Short Blade Speed Agility Intelligence ; Marksman Agility Strength Intelligence ; Mercantile Personality Intelligence Willpower ; Speechcraft Personality Willpower Intelligence ; Hand To Hand Speed Strength Agility
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; float kpt_ljh_fSkillsPerLevel 11 ; number of skills increases needed for level up ; short kpt_ljh_iLuckChance 75 ; percentage chance that level up/down will add/remove a point of luck ; float kpt_ljh_fAttributesPerLevel 6 ; number of attributes to award each level ; short kpt_ljh_iGradualChargen 0 ; if nonzero chargen skill influences are not applied immediately on chargen ; ; the sum of kpt_ljh_fPrimaryRate, kpt_ljh_fSecondaryRate and kpt_ljh_fTertiaryRate ; ; should be 1 ; float kpt_ljh_fPrimaryRate 0.6 ; proportion of attribute increases from primary skills ; float kpt_ljh_fSecondaryRate 0.25 ; proportion of attribute increases from secondary skills ; float kpt_ljh_fTertiaryRate 0.15 ; proportion of attribute increases from tertiary skills ; float kpt_ljh_fNeglectFloor 1.5 ; this multiplied by initial skill gives the level at which neglect starts ; float kpt_ljh_fNeglectMult 0.05 ; used to calculate skill neglect ; float kpt_ljh_fSkillInfluence 0.5 ; how much skills influence atrributes at chargen, 0=not at all, 1=completely ; float kpt_ljh_fAttributeFloor 5 ; minimum attribute value when calculating chargen skill influence ; float kpt_ljh_fHealthLevelEndMult 0.1 ; health per level endurance multiplier ; float kpt_ljh_fHealthRegenMult 0.06 ; health regen per hour is this multiplied by endurance ; float kpt_ljh_fMagickaRegenMult 0.12 ; magicka regen per hour is this multiplied by willpower ; float kpt_ljh_fInterval 0.5 ; number of seconds between updates ; short kpt_ljh_iMinAttributeInterval 8 ; minimum number of game hours between attribute modifications ; short kpt_ljh_iMaxAttributeInterval 12 ; maximum number of game hours between attribute modifications ; float kpt_ljh_fAttributeIntervalMult 0.1 ; how much player level slows attribute modifications ; short kpt_ljh_iMinLevelInterval 12 ; minimum number of game hours between level modifications ; short kpt_ljh_iMaxLevelInterval 24 ; maximum number of game hours between level modifications ; float kpt_ljh_fLevelIntervalMult 0.1 ; how much player level slows level modifications ; short kpt_ljh_iNotifyNeglect 1 ; display message when skill becomes neglected, 0=no, 1=immersive, 2=detailed ; short kpt_ljh_iNotifySkillIncrease 1 ; display message when skill increases, 0=no, 1=immersive, 2=detailed ; short kpt_ljh_iNotifySkillDecrease 1 ; display message when skill decreases, 0=no, 1=immersive, 2=detailed ; short kpt_ljh_iNotifyAttributeIncrease 1 ; display message when attribute increases, 0=no, 1=immersive, 2=detailed ; short kpt_ljh_iNotifyAttributeDecrease 1 ; display message when attribute decreases, 0=no, 1=immersive, 2=detailed ; short kpt_ljh_iNotifyChargen 1 ; display chargen message, 0=no, 1=immersive, 2=detailed ; short kpt_ljh_iNotifyLevelUp 1 ; display message at level up, 0=no, 1=immersive, 2=detailed ; short kpt_ljh_iNotifyLevelDown 1 ; display message at level down, 0=no, 1=immersive, 2=detailed
This release can be considered a first beta of the mod. It may well have a bug or two and need some balancing. There are many checks that are performed, by default twice a second. I've not noticed any performance problems, but there is some scope for swapping responsiveness for speed if required.