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