[Mod-announce] Simbacca's Player Advancement Method (S.P.A.M.) for Oblivion has been listed on elricm.com

Elric Melnibone and the Elder Scrolls Web Portal Elric_Melnibone at elricm.com
Thu Mar 22 04:26:47 PDT 2007


The download: 'Simbacca's Player Advancement
Method (S.P.A.M.)'
in category Oblivion/Miscellaneous
by Simbacca has been listed on elricm.com.

The page link for this individual mod/file is: 

http://www.elricm.com/mods.php?mod=3708 

Mod Descripton: 

This mod changes the way the Attribute Modifiers
at Level-Up are determined.

*************************************************************

S.P.A.M.
Simbacca's Player Advancement Method

a mod for The Elder Scrolls IV:  Oblivion
created by Simbacca
version 1.0

(Note: this mod requires OBSE v0009a or newer)

*************************************************************
Table of Contents
*************************************************************

{1} - What Does This Do?
{2} - How Do I Use This?
{3} - Installation
{4} - Known Issues, Bugs, & Conflicts
{5} - How Did You Make This?
{6} - Version History
{7} - Credits & Usage
{8} - Contact Me
{9} - Chart


*************************************************************
{1} - What Does This Do?
*************************************************************

This mod changes the way the Attribute Modifiers
at Level-Up are determined. The connection between
skill-use and at level-up attribute-modifiers has
been completely removed. S.P.A.M. does NOT change
why you level-up or how you level-up. You still
"earn" a level-up by raising Major Skills by ten
and you still "cash-in" on that level-up by
sleeping.

When using S.P.A.M. the at level-up modifiers for
Strength, Endurance, Intelligence, Willpower,
Agility, and Speed are determined by three
factors; Specialization (from now on referred to
as Primary Specialization), Favored Attributes,
and a new field called Secondary Specialization. 
Combat specialization governs Strength and
Endurance, Magic specilization governs
Intelligence and Willpower, and Stealth
specialization governs Agility and Speed. 

An attribute that falls under Primary
Specialization will go up +4 if selected at
level-up, or +5 if it was also selected as Favored
Attribute during Character Creation. 

An attribute that falls under Secondary
Specialization will go up +3 if selected at
level-up, or +4 if it was also selected as Favored
Attribute during Character Creation. 

An attribute that falls under neither
specialization will go up +2 if selected at
level-up, or +3 if it was also selected as Favored
Attribute during Character Creation.

The only exceptions to these rules are Personality
and Luck. Neither of these attributes are tied to
any specialization, and therefore follow their own
rules. 

Personality will always go up +4 if selected at
level-up no matter the specializations, or it will
instead go up +5 if it was selected as Favored
Attribute during Character Creation. 

Luck will always go up +1 if selected at level-up
no matter the specializations, though it will
instead go up +2 if it was selected as a Favored
Attribute during Character Creation.

(If you still are a little confused, see the chart
in section {9})

None of the attributes can be raised past 100 with
standard S.P.A.M. If you need your attributes to
be able to raise past 100 because you use a mod
such as Toaster's Legendary Skills & Stats, then
you can use the alternative esp. More details are
in section {3}.

Due to their new functions, Favored Attributes and
Primary Specialization (the one you know from
vanilla) each have one other change as well.
Setting an Attribute as Favored will no longer
provide the permanent +5 boost as it did in
vanilla Oblivion. Specializations will no longer
"speed up" the growth-rate of the Skills they
govern. What this means is Skills that were both
Major (or Minor) and Specialized in vanilla will
now go up at the rate they would have if they were
only Major (or Minor) and not Specialized. 
Primary Specialization will, however, still
provide the permanent +5 boost to their governed
Skills.

*************************************************************
{2} - How Do I Use This?
*************************************************************

This mod will work with both existing saves and
new games. When using an existing save, a message
box will pop-up about 10-15 seconds after loading.
When starting a new game, the message box will
pop-up 10-15 seconds after leaving the sewers for
the first time.

When that message box pops-up, the mod automaticly
detects your class's Primary Specialization and
Favored Attributes. The message box asks you to
choose a Secondary Specialization. After choosing,
the last message box pops-up confirming your
secondary selection.  At this point you will never
see another message box from this mod again. 

Now play as normal and level-up as normal. When
you see the level-up screen, pick three attributes
to increase just as you always have. As you select
them on the level-up screen, they will appear to
go up +1. However, once you close the level-up
screen and are back in control of your character,
bring up the attribute menu. You will see that in
reality your Attributes went up the amount they
should have based on the guidlines listed in
section {1}.

*************************************************************
{3} - Installation
*************************************************************

To use this mod, you must first install v0009a or
newer of the Oblivion Script Extender (OBSE). This
can be found here:

http://obse.silverlock.org/

Then to install put the S.P.A.M. v1.0.esp file in
you Oblivion/Data directory, and activate it under
the Oblivion Launcher screens "Data Files"
selection.

If you were already using Toaster's Legendary
Skills & Stats.esp, then you will have to switch
to Toaster's Legendary Skills.esp. You also will
have to install the S.P.A.M. 100+ v1.0.esp inplace
of S.P.A.M. v1.0.esp.

Included with this mod are four optional plugins,
which I created incase some users miss the
"growth-rate speed boost" Specialization used to
give Skills before S.P.A.M. I figured most would
not miss this because most people complained that
skills raised too fast in vanilla anyway. You
would have levelled faster than ever with S.P.A.M.
as well due to the simple fact that you can
exclusively use all you Majors with worrying about
Attribute Modifiers at Level-up. However if you
still feel skills raise too slowly, than one or
maybe two of these four optional plugins may be
for you.  

Of the four esps, two affect the how fast Major
Skills grow and the other two affect how fast
Minor Skills grow. Do NOT use both of the Majors
together. By the same token do NOT use both Minors
together. You can pick one of the two Majors to
use and/or one of the two Minors to use, or none
at all. If you do choose to use one or two of
these, you will have to move them from the
'optional' folder to you Oblivion/Data directory.
Use them right along side either S.P.A.M. v1.0.esp
or S.P.A.M. 100+ v1.0.esp. If you choose not to
use any of my optional plugins and prefer to
instead use your favorite 'skill growth-speed
balancing' mod, then feel free too.  It will NOT
conflict with S.P.A.M.

*************************************************************
{4} - Known Issues, Bugs, & Conflicts
*************************************************************

There are no known bugs when used with vanilla
Oblivion. 

This mod is perfectly safe to use with OOO and
Frans.  

This mod is NOT meant to be used with any other
player levelling mod and will conflict.

This will also conflict with any other mod that
changes the at Level-up Attribute Modifiers, the
boost to the rate at which skills gain experience
for being Specialized, and/or the boost of Favored
Attributes.

There may also be an minor issue for users of
tuturiol skipping mods. Some mods that let you
skip right to the end of the sewers, just before
the exit, set your MQ status to the position that
normally does get set until you leave the sewers.
Since S.P.A.M. checks this position before
running, it may start before you have left the
sewers. This does not cause any problems on its
on, but it will cause an issue if you change your
class's Primary Specialization at the sewer exit.
If you do, S.P.A.M. would need to run again to
reset the settings. The only way to get S.P.A.M.
to rerun again is to enter the console command
"startquest SPAM". This should be a very minor
issue since most people that use these
skip-to-end-of-sewers mods stick with the class
they made in the prison cell.

*************************************************************
{5} - How Did You Make This?
*************************************************************

Three custom scripts, three quests, and 13
settings edits.

*************************************************************
{6} - Version History
*************************************************************

This is version 1.0

*************************************************************
{7} - Credits & Usage
*************************************************************

I would like to give a huge thank you to Kobakko,
motub, and ElecManEXE for their feedback while
beta testing this mod.

I would like to thank pwijnands, Phitt, and
TheTalkieToaster, all three of whom answered my
numerous questions on the General TES Construction
Set -- Oblivion forum. You three were a huge help
in getting me started.

I would like to thank Ian Patterson (ianpatt) and
Stephen Abel (behippo) for creating the OBSE. What
a great tool it is!

I would like to thank TimeSlip for his
contributions to OBSE, and for creating the OBMM.

Do not re-upload S.P.A.M. or any variation you
create anywhere. If you would like to incorporate
any part of my S.P.A.M. mod into a mod you are
working on, including any of the scripts, you will
need my permission first. The ways to get a hold
of me are in the next section.

*************************************************************
{8} - Contact Me
*************************************************************

(this is in the ReadMe included in the download)

*************************************************************
{9} - Chart
*************************************************************

(this is in the ReadMe included in the download)



More information about the mod-announce mailing list