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Go Back   GameBanshee Forums > Forum Categories > RPGs > The Elder Scrolls IV: Oblivion

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  #1 (permalink)  
Old 03-09-2008, 08:04 PM
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Join Date: Jun 2006
Posts: 17
Question Natural Indirect Advancement

'Ello. My name is Matt.


I love this game. Especially the new Shivering Isles expansion. The characters are interesting, engaging, the spell-system curiously fun to play with, and ... I like it. I really do. However, here is my problem. I really hate the scaled leveling. So, rather than moan about it, I intend to take advantage of the wonderful console, do something about it, and simply throw myself into a higher level so that I can experience some of the richness of the world rather than do all these things at such horribly low levels, and wasting hours and hours (more than I might have to, anyway) of my life doing this on the game level than on the editor level.{1*}

Anyhow. For the sake of easy numbers and being less time consuming, we will work with fully efficient leveling practices, starting the game at Level 10, with natural and legitimate values, and being a Magic spec'd character. Primary stats being Willpower & Intelligence, with an ancillary focus on Agility and Speed. Major skills will be Destruction, Marksmanship, Block, Restoration, Mercantile, Armorer, and Hand To Hand. This will obviously be a custom class. I'll call it Catalyseur. The Majors are chosen to provide semi-realism, with moderate, partially controllable leveling speed for the character.
In actuality, the character will be doing most of combat in light armor, with ranged attacks (spells and arrows).

I want to do all this with the console, ideally coming just out of the sewers. I'll use 'advskill' for all the skills, and 'advlevel' for leveling up. What I need, is for someone to help me figure out the best way to do all this, either: A.) Creating a diary for each levelup, hitting a goal of x skill for y stat for z level. Or B.) Advancing directly to Lv. 10, then setting attributes and skill levels that are efficiently but naturally reasonable for that level.

I love this game. I do. But I get WAY too wrapped up trying to make my character be All That [He] Can Be. Help me out, so I can enjoy this game as I meant me to enjoy it; As an RPG, with real roleplaying, rather than a character builder. If my personality let me play it any other way, I would, but I can't, it feels dirty, weak.

Target Level: 10.
Class: Custom - 'Catalyseur'.
Level Practices: "Efficient".
Specialisation: Magic.
Primary Stats: Willpower, Intelligence.
Secondary Stats: Agility, Speed.
Major Skills: Armorer - Block - Destruction
- Hand-to-Hand - Marksman - Mercantile - Restoration

Target Health/Magicka/Fatigue: Natural for level.

In the end, I want to wormhole all the meticulousness of leveling, while having the end-result of editing be a natural, viable, reasonable, and legitimate character for his level.


Thankyou, for your time, wisdom, and care in explanations and posting. It's highly appreciated, always.
~Matt.-
--AzureSkyy


As an aside: {1} For example, I was watching my friend play, and he had attained madGod status playing as a mild purist by level -eight-. By mild purist (my definiton, no one else's) is that he advanced his character entirely legally, by playing as an adventurer, not 'training' skills, merely advancing them through applied game play, and the 'mild' appendage to that being that he went straight from the Sewers to the Isles. To achieve godhood at a level under two digits to me, is, ridiculous.

Last edited by AzureSkyy; 03-09-2008 at 08:06 PM. Reason: Formatting.
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Old 03-09-2008, 08:52 PM
Claudius's Avatar
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Join Date: Aug 2006
Posts: 1,018
Do a lot of exploring and do not fast travel and you will be level 10 with very little done. You don't even have to go to the shivering isles until you want to. The game lets you do what you want. For example I don't close the oblivion gate in kvatch until I am like level 7 or 8 because at that point there is at least a random hard monster (eg I fought a clannfear (not runt) and it was pretty hard).

I have the oposite problem and have used mods to SLOW down my leveling. If you use your majors and your specialization matches your majors you will level fast.

But if you want me to my character is level 9. I will report his skills to you and abilities and you can match it with console commands if you wish. I leveled naturally. My majors are: mercantile, restoration, marksman, sneak, blade, athletics, armorer and I am a dark elf male. Ability Bonus: Endurance, Luck. Sign: Thief. Leveling a mod that levels sets abilities according to skill levels and level according to every 9 ability increases with luck considered separately. Luck a function of the other abilities.
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Old 03-09-2008, 10:54 PM
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Join Date: Jun 2006
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Natural Indirect Advancement

Mostly, I want to know what reasonable Health/Magicka/Fatigue values are for a character built the way I outlined mine. I decided (and am actually working on it right now) a leveling diary outline for my character. I decided to just do it myself. Anyway. I think I found the formula for calculating health/fatigue/magicka anyway. The console doesnt seem to apply changes to stat values using Player.SetAV $STAT # or to the algorithyms that the stats influence, etc, so I think using the game's level system is necessary, which kinda bothers me. =\ Also, I found that if you advlevel without leveling Majors, it registers a deficit for the Major requirements. So, that sucks. Whatever, the heck with it. I'll just do what I always do, and figure it out for my own self instead of relying on others. *sigh* ENjoy your night, all. Thankyou for your time.

~Matt.-
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Old 03-09-2008, 11:03 PM
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Posts: 1,018
There are formulas for health, magicka, and fatigue

Fatigue is the sum of strength, endurance, agility, will

Health per level = endurance/10 for the endurance you had at(not sure if before or after) that level up + starting health

starting health = 2 x starting endurance

magicka = int x 2 + star sign or racial bonus (if any)
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Last edited by Claudius; 03-09-2008 at 11:07 PM.
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