Тут все просто-теперя за все начисляется опыт-за убитых врагов,за вскрытие замков,за задания.И распределение характеристик вы выполяняете сами при получениии уровня.
This mod completely changes the default leveling system to one similar to the classic XP systems found in games such as Baldurs Gate and World of Warcraft. For example, you now gain XP for completing quests or feeding on someone as a vampire. Explore new areas, search for Artifacts or steal items to gain XP! And best of all, every setting is fully customizable through a handy .ini file!
1. Getting Started
Before playing Oblivion XP, please read this chapter carefully!
Oblivion XP requires Oblivion v126.96.36.1996 and the Oblivion Script Extender (OBSE) version 0017a+. It will not work with any version of OBSE prior to this!
Furthermore, Oblivion XP supports attributes over the default maximums A533; to make use of this, it is recommended you use one of the various uncapper mods available, e.g. Elys Uncapper. Oblivion XP is compatible with any and all mods except those that change leveling settings through script (Progress). It is highly recommended that you use one of the excellent level scaling overhauls out there in combination with Oblivion XP - the default settings are finetuned for a full FCOM setup, which is 100% compatible.
To install Oblivion XP, either load the OMOD using Oblivion Mod Manager and activate it, or extract the archive to your OblivionData directory, depending on which version you chose to download. During installation of the OMOD, you will be asked what UI you are using A533; Vanilla/BTMod, DarNified or DarkUId DarN. You need to choose one them. If you use another UI, always choose Vanilla since it will be compatible with other UIs (but it wont look as good as DarN/DarkUId DarN).
If you are installing the mod manually, then you will need to rename the following files:
* Menuslevelup_menu_Vanilla.xml -> Menuslevelup_menu.xml
* MenusMainstats_menu_Vanilla.xml -> MenusMainstats_menu.xml
* MenusMain hud_main_menu_Vanilla.xml -> MenusMain hud_main_menu.xml
and similarly for DarN and DarkUId DarN.
For Vanilla you need to also rename:
* MenusMain hud_info_menu_Vanilla.xml -> MenusMain hud_info_menu.xml
For DarN and DarkUId DarN the info menu isnt necessary but instead you have to rename:
* MenusMain hud_reticle_DarN.xml -> MenusMain hud_reticle.xml
Note: If you are upgrading from a previous version, always make sure you completely uninstall Oblivion XP first. That means either deactivating the OMOD, or removing all the files by hand. Then you reinstall your UI, and only then you install the new Oblivion XP version. This is important because the DarN/DarkUId DarN OMODs check if Oblivion XP.esp exists and will leave out some necessary files if so.
1.3. Before You Play: Configuration
Before you first start using Oblivion XP, have a look at the configuration file, located in your "OblivionDataOblivion XP" directory, called "Oblivion XP Settings.ini". This file contains all the settings for the mod and while per default its very well balanced already, you may want to change some settings so that they are more to your liking.
Every time you load the game, this file is read in by the mod A533; so if you want to change any setting when playing, quit the game, edit the ini file, save, and reload the game. The file contains a short description for each of the settings, as well as the default settings should you wish to revert back to them.
Oblivion XP works 100% through script and can hence be quite CPU performance hungry. The variables that influence the impact the mod has most significantly are the delay between script iterations. These can be finetuned in the performance section of the ini. If youre experiencing major slowdowns after installing Oblivion XP, try to set the values somewhat higher. Do not set them too high though as the mod will become unresponsive if you do.
1.5. Using the Mod
After you have configured everything to your liking, simply check the file "Oblivion XP.esp" and start the game (dont forget to use obse_loader.exe to launch)! Since literally everything in Oblivion XP is achieved through script, it should not matter where you put the mod in your load order.
Once you are playing, you will notice that you now have a few new HUD elements: an XP bar and a brand new text area. The new status bar grouped with the health/magicka/fatigue bars represents your current level progress, whereas the new text area serves to display all Oblivion XP messages.
The new Oblivion XP log can be minimized so that only one line is shown, or hidden from view entirely, by holding the L key and then pressing the Left Arrow. To show the log again, hold L and press the Right Arrow. You can furthermore scroll through the message history by holding L and pressing the Up/Down Arrows; the number of messages kept in memory is configurable in the ini.
When you next go to the normal Character page in the Stats menu, you will notice a new entry and bar are shown underneath the Health/Magicka/Fatigue bars, again showing your level progress and current/needed xp. If you mouseover this entry, a descriptive text pops up, displaying a hint and some additional statistics related to experience: Rested XP Left, Total XP Gained and Average XP per Hour.
Oblivion XP is existing-character friendly, so there is no need to start a new character when you first start using this mod. When first using Oblivion XP with an existing character, you will be given the option to redistribute all your Attribute and Skill points: this will reset your characters stats to their level 1 values and you will then be taken to the Level Up screen and given the amount of points corresponding to your current level. If you choose not to use this option, your characters stats will remain the way they are.
If youre upgrading from Oblivion XP v3.0.0/v3.0.1, you will keep your current XP, total XP, rested XP and XP/hr stats; however, since the formula for needed XP changed somewhat, all current XP above the needed XP limit will be discarded, to prevent the player from leveling up multiple times due to changes in the needed XP calculations.
If youre upgrading from Oblivion XP v4.0.x, you will keep all your stats. However, if you were experiencing bugs and still are after upgrading to v4.1.0, you may have to make a cleansave or load a savegame from before you first started using Oblivion XP v4.0.x in order to have the mod function correctly.
Note: If you were using 4.x, you may have been experiencing delays in making a save-game. This was caused by save-game bloating due to strings being stored by OBSE. If you were experiencing this, the best solution is to 1) go to your Saves directory and delete the savegame.obse file (not the .ess file!!) and 2) make a clean-save (deactivate Oblivion XP, load your last savegame, create a new savegame and then re-activate Oblivion XP). This will ensure that any corrupt data left from a previous version is gone. Do note that your Total XP and Training Session stats will be re-calculated upon doing this.
2. The Oblivion XP Leveling System
With Oblivion XP, your Skills and Level no longer advance by using them; instead you now have to earn Experience Points (XP) to increase your level. Another neat feature of Oblivion XP is that the amount of training sessions you have available carry over to the next level A533; you will not have to worry about spending your training sessions any longer! All this is achieved through intuitive in-game menus that look and feel like they were part of the original game.
2.1. Gathering XP
XP can be gathered in a number of ways A533; as XP from Killing needs a little more explanation, its in its own separate section.
2.1.1. XP from Killing
The player earns XP by making kills. The XP earned for each kill is dependent on the level of the NPC, the level of the Player and the toughness of the NPC. Lastly, if the player makes a successful sneak-kill without being detected the final XP for a kill is multiplied by another factor, multXPKillSneaking in the ini, which is set to 2 by default.
The calculation of the final XP awarded for a kill is as follows:
Final XP = ( Base XP * Bonus XP Multiplier * ( 1 + PlayerLevel * 0.2 ) / ( # of companions + 1 )
First, the base XP for an NPC is determined by the ratio of the NPCs level to the Players level; for example, the base XP for killing a level 1 NPC at level 1 is 5 XP and the base XP for killing a level 10 NPC at level 1 is 163 XP, while the base XP for killing a level 1 NPC at level 5 is 1 XP and for killing a level 10 NPC at level 5 is 32 XP.
After having calculated the base XP, the Players attributes are compared to the NPCs attributes (the attributes taken into account are: Health, Strength, Endurance, Agility, Personality, Intelligence, Speed and Willpower), which determines the Bonus XP multiplier as follows:
Bonus XP Multiplier = ( NPC Attributes ) * ( Player Attributes )
Note that the player only gets XP for kills actually made by the player, one of the players summoned creatures or any NPC that is accompanying you! Unlike in previous versions, Oblivion XP will automatically detect any NPCs that are accompanying you and their kills will yield XP, too.
If any of the players companions are in combat with an NPC, the XP earned for that NPC will be divided by the number of characters in the players party (so 1 + number of followers). Furthermore, the base XP for that NPC is determined by the average party level instead of just the players level. The XP gained is the same, no matter whether the player or the companion made the final killing blow. This means that having a very b, high level companion make kills for you will earn you less XP per kill than having a weaker companion with you.
2.1.2. XP from Various Actions
Aside from XP from kills, the player can gather XP through the following actions:
* By gaining Renown (fame/infamy). The XP earned for each is point of Renown is 150.
* By exploring new areas. The XP earned for finding a new area depends on the remoteness of the area, which is determined by your distance to the nearest city. A very easy location yields 30 XP, an easy location 60 XP, an average location 90 XP, a hard location 120 XP and a very hard location 150 XP.
* By gathering Artifacts. The XP earned for finding an Artifact is 300.
* By gathering Nirnroots. The XP earned for finding a Nirnroot is 50.
* By stealing items. The XP earned for stealing an item is 1.
* By pick-pocketing items. The XP earned for pick-pocketing an item is 4.
* By picking locks. The XP earned for picking a lock depends on the difficulty of the lock A533; a very easy lock yields 15 XP, an easy lock 30 XP, an average lock 45 XP, a hard lock 60 XP and a very hard lock 75 XP. You will only get XP for picking the lock if you do so without breaking too many lockpicks. The amount of lockpicks youre allowed to break while still getting XP is determined by the lockpicksBrokenMax setting in the ini.
* By making potions. The XP earned for making a potion is 25. Only making a new potion yields XP, where a ber version of an old potion made before counts as a new potion.
* By eating ingredients. The XP earned for eating an ingredient is 1.
* By reading books. The XP earned for reading a book is 25. Reading a book only yields XP once. If the book is a scroll, it will yield 1/3rd of the normal XP gained for reading a book.
* By investing in stores. The XP earned for investing in a store is 150.
* By feeding on someone as a vampire. The XP earned for each vampire bite is 50.
* By closing Oblivion Gates. The XP earned for closing an Oblivion Gate is 200.
* By successfully trapping a soul. The XP earned for trapping a soul is 20.
* By buying a Horse. The XP earned for buying a horse is 65.
* By buying a House. The XP earned for buying a house is 180.
As your level increases, the amount of XP gained for these actions increases slightly, to prevent them from becoming useless in comparison with XP from killing.
The values for these various actions and the level scaling multiplier can all be customized in the ini file.
2.1.3. XP from Completing Quests
Next to the gaining XP from killing and the various actions described in the previous section, you also have the option to complete quests in order to earn XP. This adds a whole new dimension to the questing system, which is otherwise rather useless for character progress.
The XP earned for a Quest is hand-tailored and depends on its length and difficulty. A large number of quests have built-in support in Oblivion XP:
* Vanilla, SI & all DLC content
* AFK_Weye v1.1
* Arrows of the Ayleid King v1.8
* Bartholm v6.0
* Blood & Mud
* C&C - The Blackwood Company v1.0.2
* Daggerfall Memories - The Liberation of Cybiades v2.1
* Danger Sense - Feral Instincts v1.5
* Gates to Aesgaard Ep. 1 v1.1
* Glenvar Castle v2.10
* Heart of the Dead v5.3
* Integration A533; TSL
* JQ Assassin Quest v1.0
* Malevolent v1.0.2
* Midas Magic v0.990
* Oscuros Oblivion Overhaul v1.34
* Ruined Tails Tale v3.0.1
* Servant of the Dawn SI v2.25
* Tamriel Rebuilt A533; Stirk v1.2
* Tears of the Fiend v1.2.2
* The Ayleid Steps v2.5.3
* The Dungeons of Ivellon v1.8
* The Lost Spires v14
* Verona House A533; Bloodlines SI v1.2
* Windfall v1.0
All these quest mods are support without needing any patch whatsoever. As long as the esp file of the mod in quest is not renamed, the mods quests will yield XP just like any Vanilla oblivion quest. Note that only the versions listed above are supported; any older or newer version may work, but its not guaranteed.
You also have the option to define a global Quest XP multiplier: every amount of XP gained for completing a Quest is multiplied by this variable. By default, this is set to 1 and is determined by the ini setting globalQuestXPMult.
Note that, if youre upgrading from a previous version of Oblivion XP, you will need to make sure that you remove all the various Oblivion XP quest add-ons, such as "Oblivion XP A533; DLCFrostcrag.esp", etc. These will not mess up your game in any way but are completely redundant in this version.
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