A SM Spell Levelling 1.10 modification that attempts to improve the urge to actually level by making some spells level automatically.
This is a very basic mod that attempts to improve the urge to actually level by making some spells level automatically.
This idea sort of formed after playing Quest leveling mod by Namegduf where i wanted my quest
spells to increase in power based on my skill in destruction, not only just my level. And then went further to other types of spells
Since 1.10 i have merged my module files with Quarns Quest Leveller device as it was a good
little item :P Credits to him for making it. I bundled the his readme as well so people
can see what his mod did.
The following are the different categories of spells addressed and other notes:
Quest Spell Levelling
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- This is based on the Quest levelling mod by Namegduf Live but modifies spell levelling to now level not only based on level but also based on your destruction skill. This keeps you with a spell you can cast till you are actually able to cast a newer version. e.g. if you have a destruction skill of 5 and get given the wizards fury spell, it will actually downgrade the spell to one you can cast at such a skill level. No more pure level 50 warrior with no destruction skill being given the ultimate finger spell.
- Finger of mountain master versions dont replace each other. They are too widly different
in powers to replace in the old version spell. The non master versions still get replaced as
should do.
- Better detection of when player gets wizard fury and finger of the mountain to try and prevent people circumventing the leveling system compared to previous quest levelling mods.
- Fully possible to delete the spells if you wish unlike what was in the original quest levelling mod.
- Implemented support for Quarns Unofficial patch so that it finger levels correctly for the
changes.
SM Racial Levelling
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This includes both levelling or your racial powers and your birthsign powers as your level
increases.
Racial Levelling
- All racial power spells now get stronger as you level. By level 50 your racial abilities will be roughly 200% more powerful than your original starting version.
- Spells can level either every 5 or 10 levels depending on the type of spell.
- Khajiit night eye is now a toggle (pretty bog standard)
Birthsign leveling
- Birthsign spells now grow based on your level. This is similar to the racial leveling except
these spells dont grow by e.g. a fixed 200%. They grow based on the balance of original
to make spells still balanced when enemies are stronger.
- This means weak signs like serpent are much more useful at level 50. It acts as a great
weakening spell. At level 50 it will deal roughly a total 1260 damage over the 180 seconds
or so it lasts.
- The lords spell is now a great healing regeneration power in later levels. Its length increases to 135 seconds to heal a total of 1350 at level 50.
- Tower power level 15 open hard locks, level 30 open very hard locks.
- Tower warden is now an always active abilty and every 10 levels increases reflect damage by 2%
- Moonshadow adds a 20% per 10 level chameleon effect. At level 50 it gives a 100% chameleon
effect.
- Lovers kiss decreases fatigue drain as you level by absorbing the fatgue from the target.
Starting spell leveling
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- Your starting spells given to you based on your major abilities will now automatically level based on your skill stats and from V1.01 your level has some effect
- Apprentice Spells: Requires journeyman magic skill or level over 10
- Journeyman Spells: Requires expert magic skill or (journeyman and level over 15)
- Expert Spells: Requires Master magic skill or (expert and level over 20)
- Master Spells: Requires master magic skill and level over 25
- e.g. you have a major in destruction. Your starting skills of flare and shocking touch
and cold touch will improve and new spells will be received as destruction improves. Once you
are a master but still level 1 you will have the expert spells available
- NOTE: Older versions do not get replaced as I class the spells as different spells.
- You can still delete the older spells if you wish using the manual console method.
- You can still learn the spells by buying the spell earliar if you wish or making your own.
SM Ancestral Guardian.esp
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This mod just allows ancestral guardian to level up to level 50 and makes its spells get stronger. This should be a part of racial spell levelling but was separated as would be incompatible with many mods. This gives people the choice of whether they really need this.
GENERAL NOTES
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- I've tried to keep the balance of all the levelling and in general it succeeds as well as
make the powers more useful at later levels.
- Vampire abilities are not touched.
- Charm abilities are not touched as they are generally already overpowered in certain respects
- Yeah i pretty much spelled 'levelling' incorrectly throughout entire mod. Live with it :D
CHEATS
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I tried to make cheating be compatible with the mod as best as i could. From 1.10 most problems
are eradicated as you can just click the level now button to re-evaluate spells you should have.
Unfortunatly start spell levelling is just not backwards compatible as system cannot remember
if player brought the spell or naturally attained the spell when you level lower. If you dislike them being there when you change to a lower level your have to use the console to delete them.
If you change your class with start spell levelling mod use the Start Spell Config menu option from the leveller. You can re-calculate your major spells or choose them yourself. Your old upgraded starting spells will not be deleted though.
Compatability
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SM Spell Levelling is only incompatible with quarns quest award leveller as this mods base
as of 1.10 used quarns leveller.
Obscuros and mods similar should be compatible no problem except changes to racial abilities
and birthsigns might make the levelling seem incorrect as you go from powerful obscuro
ability to weaker ability.
SM Ancestral guardian esp will have conflicts with all mods that modify the guardian
Installation
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Requirements - Just latest patch. It might work on original version but is not supported by me.
Install - Just place files in oblivions data folder and select the mods in data files.
Included Files:
SM Spell Leveller.esp
SM Ancestral Guardian.esp (Allows the ancestral guadian to have a max level of 50)
SM Spell Levelling.txt
Updating above 1.10 - Just replace scripts and should work fine.
Updating to 1.10 - Big update to scripts but due to merge conflicts might occur. If your save does weird things on update follow these instructions.
Method 1)
Make sure khajiits night eye isn't active and then remove the esp files or uncheck from data files.
Be aware if you use the tower birthsign the TowerWardenSpell may still be active and requires using following console commands depending on your level. DO THIS BEFORE UNINSTALL
player.removespell BSSMTowerWarden50
player.removespell BSSMTowerWarden40
player.removespell BSSMTowerWarden30
player.removespell BSSMTowerWarden20
player.removespell BSSMTowerWarden10
player.removespell BsSMTowerWarden
Once done save and immediatly exit. Then uninstall the files like usual.
Method 2) just use the cheats to change your race to something other than khajiit and make change your star sign to something other than tower then wait for abilities to all be replaced. Then uninstall the mod files like usual.
Now save your game again without the mods enabled. Then load the new mod.
Leveller Options
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Equipping the leveller opens the config menu.
Auto - Automatically levels your items and spells (on by default)
Quarns Item Levelling - Turn on or off the quest award levelling we all love (on by default)
####Quest Spell Levelling Options###
Finger of mountain - Enables the quest levelling of this spell (off by default)
Finger levelling method - To switch between normal and unofficial patch support
(normal by default)
Wizards fury - Enables the quest levelling of this spell (off by default)
###Spell Levelling Options - Access to turn on and off the Racial and Start spell Levelling modules
: Start Spell Config - Brings up menu to recalculate your major skills
Level Now - Levels all items and spells to there correct level
Uninstall
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- Turn off each individual option to off. Save your game and you can now unload the mod by unchecking in data files.
Known Issues
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- No major issues known
Credits
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Namegduf Live - Original Quest Levelling mod
Quarn - Quest Award Leveller and Unofficial patch creator
Change Log:
v1.10
-Massive overhaul to implement into Quarns Quest Leveller to improve cpu usage and
provides easier customisability.
-Easier to uninstall just by turning off the modules leaving you with no hassle or fuss.
SM Quest Spell Levelling
- The module has been fully integrated into the finger of mountain and wizard fury controls
by Quarn.
- Now Fully Cheat compatible.
- Finger of mountain control now supports the unofficial patch changes.
SM Start Spell Levelling
- The menu no longer needed as the spells now calculate automatically no matter how far you are
into the game. Check out the config menu to modify these yourself if your not happy.
- Hopefully fixed a bug in start spell levelling where it could become active earlier before
exiting sewers. So changing class at sewer exit would mess up your game.
SM Racial Spell Levelling
- Shield spells now get stronger by 200% but time they last has been reduced to the fixed 60
seconds
Quarns Award Leveller
- Added option to turn off the levelling of items
v1.03
SM Spell Quest Levelling
- Updated the finger of mountain check to better reflect when player gets the finger of mountain
spell.
Quest Award Levelling - Compatability
- Missed many wizard fury code sections that i had not properly removed (shame on me :P)
- Have added sean_ix 's missing items to this version
- Fixed the mind and body ring, and shield ring incorrect levelling scripts. The ids on these
rings do not match the levels they are actually given in the quests.
- These fixes are if you dont want to use the new quest award leveller by Quarn and rather keep
using the original namegduf's mod but have all the fixed stuff.
SM Start Spell Levelling
- An auto option added to menu that appears later on so you can just automatically calculate
your skills. Yup thats right the system can automatically try to calculate your skills.
- Added some checks to decrease cpu usage per run.
v1.02
SM Racial Levelling
- Rewrite of script to decrease cpu usage per run.
- If you de-level with cheats your spells will automatically be calculated.
- Some powers and birthsigns now level every 5 levels instead of every 10. This is only for
powers that change noticeably over 10 levels.
- Nord sheild was increasing by 100% instead of by 50% over the 50 levels.
- Wood Elf Command creature was too weak at higher levels so now at level 50 you should be
able to command creatures up to level 60 (in other words any creature can be controlled)
- More Serpent and Lord Spell balancing.
- Kajiit Demoralize spell now levels by increasing the area of effect every 10 levels.
SM Start Spell Levelling
- The menu to choose your major skills now appears 30 seconds from moment you load the save.
And only if you are not in combat.
- Fixed an issue where you had to wait noticeable periods of time before menu reappeared to
continue choice selection.
- You major skills are now listed in the menu where you make your choices so its easier to
see what skills you selected to be your majors.
v1.01
SM Quest Spell Levelling
- Now compatible with mods that modify the skill level required to be classed as apprentice
, journeyman, expert or master.
SM Racial Spell Levelling
- Shadow chameleon percentage greatly reduced over all levels so that by level 50
player has 75% chameleon. (down from 100%)
- Shadow chameleon length is now 60 seconds at level 10 down from 90 and increases
respectivly up to 90 seconds once you reach level 50.
- Fixed issue where khajiit night eye and Tower Warden abilities could be silenced.
- Racial Spell Levelling is now compatible with other mods that modify the original birthsign
/racial powers and lesser powers.
- Fixed an issue where changing your race or starsign would leave behind some powers from
your old sign or race.
- Reduced magnitude of Lord and serpent spells but to compensate increased length. This change was
done as serpent basically became the instant kill spell when it should be more of a death over
time spell. Also lord spell was healing player too fast. Both spells overall damage/ health
healed has stayed the same.
SM Start Spell Levelling
- Now compatible with mods that modify the skill level required to be classed as journeyman,
expert or master.
- If you use cheats to lower your level and then use the levelreset command, it now will remove
the spells you shouldn't have or didn't buy.
- Massive script rework to optimize the script and increase effeciency.
- You can now have your spells level earlier depending on your level. See information in the readme
- Fixed some issues where certain spells were available too early for your spell skill.
- Now compatable to start anywhere you want. If you start later than the sewer a dialog will appear
to ask you for your major skills.
SM Ancestral Guardian
- Made the guardians spells level in similar manner to the other scripts.
Readme Errata
- Updated compatability information, cheat information.
- Bundled the Quest Award Levelling Readme file.
V1.00
Public Release
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