• Ability to Level Up
• Leveling Up
• Reuse and Credits
Wrye Leveling removes usage and training based skill leveling altogether and replaces them with an all-at-once level up based on your ability to pay. (Under the theory that gold == experience.)
Main factors in Wrye Leveling:
• Leveling up costs gold. It's not cheap.
• You cannot level beyond the maximum level (40).
• For each levelup, you have a fixed number of points to spend on attributes and skills. Attribute points can be spent on any attribute, regardless of what skills. I.e. no power leveling.
• All of this is very configurable. You can make it quite easy or quite difficult as you prefer.
Almost all of the figures quoted below are configurable. See Options for more info.
Gold: The ability to level up is based primarily on gold. By default, a levelup round will cost you 150 gold per level that you're rising to. E.g. if you're going to level 2, it will cost you 2*150 = 300. If you're going to level 40, it will cost you 40*150 = 6000.
Recovery Period: Three days must pass between each levelup round.
Maximum Level: You cannot levelup beyond level 40.
OBSE: If you don't have OBSE v14 or higher installed and running you can't level up. This is not configurable. :D
Configurable: Again, all of these numbers are configurable. I.e. if you really want to be a level 50 uber character, you can do it. For that matter, if you want to start a game, immediately jump to a level 10 character and then proceed within the normal limits, you can do that too.
• Install OBSE v14 or higher.
• Install Cobl v1.41 or higher (Download, Readme, FAQ.)
• Other than that, standard mod installation. (Unzip Wrye Leveling.zip to Oblivion\Data directory and activate in Oblivion Launcher or favorite mod manager.)
To level up, just select the "+Level Up" misc. item in your inventory. If you're allowed to level up, you can proceed to the main level up menu. The main menu will present you with the list of attributes (Agility, etc.).
For each attribute, the current value of the attribute is shown along with the points allocated to it. Clicking on an attribute will take you to a submenu where you can allocate points to the attribute and to the skills associated with it. Again, both the current values and the allocated points for the attribute and each skill will be shown.
To add points, click the attribute/skill. To remove points, shift-click. You must continue to hold down the shift key after clicking in order for the Wrye Leveling to sense the "shift" key. If you let up too soon, then points will be added instead of removed.
There are three limits that apply here:
• There are only so many points that can be spent each round on attributes and skills. By default, there are 10 attribute points and 15 skill points.
• Also, for each attribute and skill, there is a limit on how many points can be spent on them per round. For Luck, the limit is 1. For the other attributes, the limit is 5. For skills, the limit is 10.
• Finally, there are ultimate limits on skills and attributes. By default, these are both 100. I.e. you cannot raise any skill or attribute above 100. However, these limits ignore abilities. I.e. if you're carrying the Skeleton Key (adds a 40 point bonus to security), you can still raise your base security skill to 100, which would give you a total security skill of 140 when the key is in your possession.
After you've assigned all points, click the "Complete" button and the changes will be applied to your character. If you've gained any skill perks, then you should see the skill perk messages as usual.
Level Up Screen: Ideally the usual level up screen would not appear at all, however because of the way the base system works, you'll almost certainly see it just once (probably after your first levelup with Wrye Leveling). Think of it as a "freebie". I've configured it so that you'll still get triple points for all used skills.
Health: As with vanilla leveling, each levelup results in a static health gain equal to 1/10 of your endurance after the level up. (Note this is in addition to the dynamic health gain due to endurance increases. For more info, see UESP: Health Gains.) As with vanilla, this implies that raising endurance sooner is better than raising it later. However, you may prefer to roleplay a stealth/magic character that does not focus so aggressively on their endurance the choice is yours.
You can access the options by clicking on the +[Options] misc item in your inventory, and then selecting the "Wrye Leveling" token. The options menu will allow you to configure three types of settings...
• The cost per levelup is equal to (baseCost + nextLevel*costPerLevel). By default base cost is zero and cost per level is 150. You can increment/decrement both of these numbers (within certain limits) by clicking on the buttons.
• Attr. Points: Number of points available to spend on all attributes for each round. Default is 15.
• Skill Points: Number of points available to spend on all skills for each round. Default is 10.
• Max Attr. Gain: Maximum number of points you can spend on any specific attribute per round. Default is 5.
• Max Luck Gain: Maximum number of points you can spend on any Luck per round. Default is 1.
• Max Skill Gain: Maximum number of points you can spend on any specific skill per round. Default is 10.
• Days Between: The number of days that must pass between level up rounds. Default is 3.
• Level Max: Maximum level that you can achieve. Once you reach this, you cannot level up skills or attributes at all. (Except by skill books and a few misc. quests.) Default is 40.
• Attr. Max: Maximum that any attribute can be raised to. Default is 100.
• Skill Max: Maximum that any skill can be raised to. Default is 100.
Warning: Ordinarily, raising skill and attributes above 100 has no impact. (I.e. a strength 200 is the same as strength 100.) Legendary Mastery is supposed to fix this, but I haven't tried it, and don't know if it's compatible with Wrye Leveling.
• Checking Zero Skill Usage will change all skills so that their associated actions will produce no skill gain at all. (E.g. casting a restoration spell will not raise your restoration spell level.)
• While Wrye Leveling's other settings tend to greatly reduce the chance of usage based skill leveling, you may still see some leveling, especially at lower levels. Setting this option will turn such gains off completely.
• Note that there may be some mods which expect skill usage to increase (perhaps to detect that the player has successful cast a spell or hit a target). When using these mods, this feature should be de-activated.
• Fix a bug that allowed overspending attribute points on luck.
• Allow setting cost per level to 0.
• New Zero Skill Usage option.
• Requires Cobl 1.41.
• Uses level day var defined in cobMorphX.
• Uses new Cobl menubook icon.
• Move leveling menus to show while in inventory mode (for faster display).
• Minor message/menu tweaks.
• Initial release.
• You are free to redistribute this work in unmodified form.
• You are free to modify and re-distribute this work, so long as you: 1) give the author(s) credit proportional to their contribution to the final work, 2) distribute the final work under the same terms, and 3) make artistic resources included with the final work available under the same terms as below.
• Artistic resources (meshes, textures, sounds, etc.) included with this work may be included in unmodified form with modified versions of this work, so long as their authors are given credit proportional to their contribution to the final work. Note that artistic resources may not be modified, or extracted from this work, unless permission is given elsewhere.
While the license above allows modification and redistribution, I'd prefer to keep it under my control for now. So, please try to contact me before modifying or redistributing it.
• Wrye, Monkey God of Modding!
• Contact: PM to Elder Scrolls Forum
• Home Page: Wrye Musings