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CROSS-CONTENT DISCUSSION: XP values and Level Cap

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Krux
Posts: 122
Joined: Mon Nov 12, 2012 6:48 am

*touches jax* ty

Post by Krux » Tue Dec 11, 2012 12:23 am

*touches jax*


ty


Banned 11-12-2012 for Piracy
Reinstated 11-12-2012 upon receiving proof of purchase

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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

luthien wrote:

Post by Risewild » Mon Dec 31, 2012 9:34 pm

[quote=luthien]


Here's another option for consideration. Since we're starting in DC, you could cap the player's level at 30 (which FO3 content is balanced for) until they complete Broken Steel and travel to the Mojave where the cap is increased to 50.


[/quote]


The only problem I see with that solution is what if the player gets out of the vault and goes straight to NV, would he still have a cap of 30 until he would complete Broken Steel? that would mean that he could pretty much play all of NV game and DLC's with a level cap of 30. And if the level cap would be increased to the normal 50 after he arrives in NV then the problem would still be the same as before cheeky Since I arrived at this forum I have seen many (really many) players that install TTW and go straight (or just make a few quests in DC and then go) to NV. angel


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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

luthien wrote:

Post by Risewild » Mon Dec 31, 2012 11:41 pm

[quote=luthien]


[quote=Risewild]


[quote=luthien]


Here's another option for consideration. Since we're starting in DC, you could cap the player's level at 30 (which FO3 content is balanced for) until they complete Broken Steel and travel to the Mojave where the cap is increased to 50.


[/quote]


The only problem I see with that solution is what if the player gets out of the vault and goes straight to NV, would he still have a cap of 30 until he would complete Broken Steel? that would mean that he could pretty much play all of NV game and DLC's with a level cap of 30. And if the level cap would be increased to the normal 50 after he arrives in NV then the problem would still be the same as before Since I arrived at this forum I have seen many (really many) players that install TTW and go straight (or just make a few quests in DC and then go) to NV.


[/quote]


That seems like a purpose defeated to me. People do crazy things, I suppose.


[/quote]


I agree, I only ever go to NV after I beat at least the main quest and a couple of DLC's (I do prefer beating all of the DLC's). But some people juts like to do things in NV first and then do DC ones or mix them, I guess that is the point of TTW after all, making FO3 a part of FNV so it makes sense that the player has the freedom to come and go whenever they want to cheeky.


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eamon360
Posts: 6
Joined: Mon Jan 07, 2013 4:05 am

I completely agree with

Post by eamon360 » Tue Jan 08, 2013 3:50 pm

I'm using Project Nevada at the moment, it works fine with TTW. I think there should be a recommendation on the homepage that users of TTW download Project Nevada. But there shouldn't be any XP or leveling changes coded directly into TTW. Project Nevada used alongside TTW provides a brilliant gaming experience due to other changes it makes.



gnubee
Posts: 81
Joined: Sat Sep 22, 2012 1:07 am

Following up on this issue,

Post by gnubee » Tue Jan 29, 2013 7:15 pm

Following up on this issue, is there a mod already that resets the player level to 1 once you get shot?  I'm useless as a modder or I would do it myself.  All it would need to do is reset the character and keep the whole character building aspects of Doc Mitchells place intact.  For this playthrough I'll try that out. I don't even care about losing perks, really (although keeping some for the SPECIAL bonuses like ant might/ant sight would be cool). I'll use Practice Makes Perfect for next playthrough to see which one I prefer.


What I have been doing in the mean time is adjusting XP down with PN.  It seems to be working OK so far.



Befo
Posts: 44
Joined: Thu Jan 24, 2013 3:59 am

For anyone using Practice

Post by Befo » Sat Feb 09, 2013 2:10 am

For anyone using Practice Makes Perfect for a TTW playthrough, would you mind posting the ratios you have it set to? I am using a mix of PN (50% xp) with PNP (set to various values for different skills) and using PNP to tie leveling to both XP and skill gain. So far, I have done a fair bit in FO3 + the Zeta DLC (traveled to NV once to trigger NVEC's startup then headed back to the CW), but I haven't got much past level 8 or 9, and certain skills, like lockpicking, science and medicine are leveling VERY slowly (despite having the values to a 50 rate in PNP's menu), so much so that I am entering areas where the lower safes/terminals no longer have easy or very easy at all (making it impossible to level...). 



Admins: If this needs to be moved to another thread, feel free to do so. This is the only place I had seen people posting about PNP. 


/befo

trooperjess
Posts: 15
Joined: Wed Mar 06, 2013 8:12 pm

Hi, Ive most this tread and

Post by trooperjess » Wed Mar 06, 2013 8:22 pm

Hi, Ive most this tread and if it is about leveling up and keeping it fair then I found a mod on nexus called Unlimited leveling http://newvegas.nexusmods.com/mods/49294. I haven't installed TTW. But it was just a thought. It was up loaded a couple day age. And if this thread is old I just found this site last night.



Aconagent1
Posts: 157
Joined: Sun Dec 02, 2012 5:38 pm

I don't know if this has been

Post by Aconagent1 » Wed Mar 06, 2013 9:59 pm

I don't know if this has been suggested, but in The Pitt, if you kill the gate guards you get brutally beaten... that'd cost some levels, I think


-Conso

Shadow
Posts: 40
Joined: Wed Jan 09, 2013 3:11 am

I don't think so.  If the

Post by Shadow » Thu Mar 07, 2013 1:14 am

I don't think so.  If the game let me, I'd be the one doing the beating. :)  Dumb disabling player controls.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

JaxFirehart wrote:OK there

Post by Gribbleshnibit8 » Wed Mar 13, 2013 6:13 am

[quote=JaxFirehart]OK there was no good way to implement a logarithmic function for XP. I copped out and made a perk which reduces the XP by 10% for every 6 or 7 levels after level 10.[/quote]


Why is there no good way to do that? Can you not simply run a quest script that checks for a condition, say when it detects the level changes, then it checks to see if you hit the next level calculation step. If you do, then it runs:



set fBump to GetGameSetting iXPBumpBase

set fValue to log fBump LevelBase

setNumericGameSetting iXPBumpBase fValue

I realized as I was writing that that it requires NVSE. Which I believe was decided would be used.


So I took the formula that Wowboy gave and gave it the good old spreadsheet treatment. This is the exact formula he gave, and the results it gives.


EDIT: Sorry about the messed up link. The spreadsheet is now linked to properly above.



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