New way to level up
Posted: Sat May 18, 2002 8:51 am
While I am having the time of my life playing this game, I do have a few issues with the character advancement system. If my magic user does not want to wear heavy or medium armor or carry a spear he has no way of raising his endurance, and thus raising his health. If I want to gain the maximum x5 bonus to any attribute when I level up, I would have to resort to tediously using a skill I care nothing about. I have found a way around these limitations without seriously breaking the rules of the game.
Lets say I plan on raising my strength, intelligence and endurance on my next level up. Instead of planning what miscellaneous skills I need to raise, I just use the skills I want to use. I use my blunt weapon to raise my strength. I am wearing medium armor, which will raise my endurance. Finally, I will be casting spells in the conjuration school of magic and enchanting a few items to raise my intelligence. All these skills are either major or minor ones so they all count toward leveling up.
After a few days of adventuring I have gone up in the following skills by the listed amount.
Blunt Weapon 3
Medium Armor 3
Conjuration 3
Enchant 1
This gives me the 10 skill levels I need to level up, but it does not give me the x5 attribute bonus I want. Normally, I would have to put on heavy armor, buy a long sword and a lock pick. The wonder around waiting for my skills in heavy armor, long blade and security go up enough to give me the x5 bonus. I find this very boring and tedious. What I really want to do is pretend I did that without having to spend three hours doing it.
The workaround is to use the console codes to achieve the same thing. Just before I gain the tenth level in a major or minor skill, I add levels to the miscellaneous skills I would need to raise to get the x5 bonus. I will add seven levels of long blade, seven levels to heavy armor, and six levels to security. Now I can just pretend I spent hours and hours raising these skills.
The problem with this is that when I do level up, the game does not give me the x5 bonus I want. I will get a x2 bonus for all three attributes. This is not a problem because I can use console codes to raise my attributes as well. The key is to raise the attributes before you level up, just like you did the skills. Only raise them the difference between the x5 and what you will get. If you are not sure what bonus you will get, save your game before you level up. Then level up and check the bonus. Reload the saved game and raise the skills and attributes you want to.
The reason you need to raise the attributes before you level up is because of the way the game handles heath. Every time you level up, you gain endurance/10 (round nearest) to your health. Lets say your endurance was 42 before you level up. You would earn 4 health points when you do level up if you don’t add any points to your endurance. If you add a point to your endurance and you have a x3 bonus, your new endurance would be 47 after you level up. This is the value the game uses to determine how many health points you get. In this case, it would be 47/10 = 4.7 round up to 5. Magicka, fatigue and encumbrance don’t have this problem. They change as soon as you change any attribute they are based on. Now back to my character. Since I will be getting a x2 bonus to the three attributes I want to raise, I need to add three to each just before I level up.
To raise any skill or attribute, you start by bringing up the console window by hitting the tilda (~) key. Then type in the skill or attribute you want to change using this format:
player->Set[Attribute or Skill] [Value]
To set your willpower to 65, type:
player->SetWillpower 65
To set your long blade skill to 35, type:
player->SetLongBlade 35
Note where the capital letters are. You close the console window by hitting the tilda key again. Now level up and you should now have the skills and attributes would have had if you had spent all that extra time wondering around raising skills you don’t use.
Lets say I plan on raising my strength, intelligence and endurance on my next level up. Instead of planning what miscellaneous skills I need to raise, I just use the skills I want to use. I use my blunt weapon to raise my strength. I am wearing medium armor, which will raise my endurance. Finally, I will be casting spells in the conjuration school of magic and enchanting a few items to raise my intelligence. All these skills are either major or minor ones so they all count toward leveling up.
After a few days of adventuring I have gone up in the following skills by the listed amount.
Blunt Weapon 3
Medium Armor 3
Conjuration 3
Enchant 1
This gives me the 10 skill levels I need to level up, but it does not give me the x5 attribute bonus I want. Normally, I would have to put on heavy armor, buy a long sword and a lock pick. The wonder around waiting for my skills in heavy armor, long blade and security go up enough to give me the x5 bonus. I find this very boring and tedious. What I really want to do is pretend I did that without having to spend three hours doing it.
The workaround is to use the console codes to achieve the same thing. Just before I gain the tenth level in a major or minor skill, I add levels to the miscellaneous skills I would need to raise to get the x5 bonus. I will add seven levels of long blade, seven levels to heavy armor, and six levels to security. Now I can just pretend I spent hours and hours raising these skills.
The problem with this is that when I do level up, the game does not give me the x5 bonus I want. I will get a x2 bonus for all three attributes. This is not a problem because I can use console codes to raise my attributes as well. The key is to raise the attributes before you level up, just like you did the skills. Only raise them the difference between the x5 and what you will get. If you are not sure what bonus you will get, save your game before you level up. Then level up and check the bonus. Reload the saved game and raise the skills and attributes you want to.
The reason you need to raise the attributes before you level up is because of the way the game handles heath. Every time you level up, you gain endurance/10 (round nearest) to your health. Lets say your endurance was 42 before you level up. You would earn 4 health points when you do level up if you don’t add any points to your endurance. If you add a point to your endurance and you have a x3 bonus, your new endurance would be 47 after you level up. This is the value the game uses to determine how many health points you get. In this case, it would be 47/10 = 4.7 round up to 5. Magicka, fatigue and encumbrance don’t have this problem. They change as soon as you change any attribute they are based on. Now back to my character. Since I will be getting a x2 bonus to the three attributes I want to raise, I need to add three to each just before I level up.
To raise any skill or attribute, you start by bringing up the console window by hitting the tilda (~) key. Then type in the skill or attribute you want to change using this format:
player->Set[Attribute or Skill] [Value]
To set your willpower to 65, type:
player->SetWillpower 65
To set your long blade skill to 35, type:
player->SetLongBlade 35
Note where the capital letters are. You close the console window by hitting the tilda key again. Now level up and you should now have the skills and attributes would have had if you had spent all that extra time wondering around raising skills you don’t use.