Difference between revisions of "Experience Settings"
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imported>Grail Quest |
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|Default = 12 | |Default = 12 | ||
|Description = The highest level ceature that can be considered "very hard" in difficulty. '''Note:''' There is no difficulty level above "very hard", so this setting is effectively ignored. Creatures higher level than this setting will still give an XP reward for a "very hard" creature. | |Description = The highest level ceature that can be considered "very hard" in difficulty. '''Note:''' There is no difficulty level above "very hard", so this setting is effectively ignored. Creatures higher level than this setting will still give an XP reward for a "very hard" creature. | ||
}} | |||
{{SettingGroupFooter}} | |||
{{SettingGroupHeader | |||
|Name = General | |||
|Description = Settings which affect iXPRewardKillNPC___ and iXPRewardKillOpponent___ awards. In Fallout: New Vegas, FalloutNV.esm sets these all to 1.0 so there is no XP bonus for playing at a higher combat difficulty. | |||
}} | |||
{{SettingGroupSetting | |||
|Name = fDiffMultXPE | |||
|Default = 0.75 | |||
|Description = Experience gained is multiplied by this value when playing on Easy difficulty. | |||
}} | |||
{{SettingGroupSetting | |||
|Name = fDiffMultXPH | |||
|Default = 1.5 | |||
|Description = Experience gained is multiplied by this value when playing on Hard difficulty. | |||
}} | |||
{{SettingGroupSetting | |||
|Name = fDiffMultXPN | |||
|Default = 1.0 | |||
|Description = Experience gained is multiplied by this value when playing on Normal difficulty. | |||
}} | |||
{{SettingGroupSetting | |||
|Name = fDiffMultXPVE | |||
|Default = 0.5 | |||
|Description = Experience gained is multiplied by this value when playing on Very Easy difficulty. | |||
}} | |||
{{SettingGroupSetting | |||
|Name = fDiffMultXPVH | |||
|Default = 2.0 | |||
|Description = Experience gained is multiplied by this value when playing on Very Hard difficulty. | |||
}} | }} | ||
{{SettingGroupFooter}} | {{SettingGroupFooter}} |
Latest revision as of 21:16, 31 July 2012
< [[::Settings|Settings]]
Experience required to level up[edit | edit source]
Experience needed for level n = (n - 1) * ((n - 2) / 2 * iXPBumpBase + iXPBase)
Setting | Default | Description |
iXPBase | 200 | The base number of XP between levels. |
iXPBumpBase | 150 | The number of XP between levels increases by this amount each level. |
Experience Rewards[edit | edit source]
Discovery[edit | edit source]
Setting | Default | Description |
iXPRewardDiscoverMapMarker | 10 | XP rewarded when discovering a map location. |
iXPRewardDiscoverSecretArea | 10 | XP rewarded when discovering a secret area (What constitutes a secret area? --SnakeChomp 02:54, 11 January 2009 (UTC)) |
Hacking Terminals[edit | edit source]
Setting | Default | Description |
iXPRewardHackComputerVeryEasy | 20 | XP gained for hacking a "very easy" terminal. |
iXPLevelHackComputerVeryEasy | 0 | This setting determines what terminals are considered to be "very easy" when rewarding XP. |
iXPRewardHackComputerEasy | 30 | XP gained for hacking an "easy" terminal. |
iXPLevelHackComputerEasy | 1 | This setting determines what terminals are considered to be "easy" when rewarding XP. |
iXPRewardHackComputerAverage | 40 | XP gained for hacking an "average" terminal. |
iXPLevelHackComputerAverage | 2 | This setting determines what terminals are considered to be "average" when rewarding XP. |
iXPRewardHackComputerHard | 50 | XP gained for hacking a "hard" terminal. |
iXPLevelHackComputerHard | 3 | This setting determines what terminals are considered to be "hard" when rewarding XP. |
iXPRewardHackComputerVeryHard | 60 | XP gained for hacking a "very hard" terminal. |
iXPLevelHackComputerVeryHard | 4 | This setting determines what terminals are considered to be "very hard" when rewarding XP. |
Lockpicking[edit | edit source]
Setting | Default | Description |
iXPRewardPickLockVeryEasy | 20 | XP gained for picking a "very easy" lock. |
iXPLevelPickLockVeryEasy | 0 | This setting determines what locks are considered to be "very easy" when rewarding XP. |
iXPRewardPickLockEasy | 30 | XP gained for picking an "easy" lock. |
iXPLevelPickLockEasy | 1 | This setting determines what locks are considered to be "easy" when rewarding XP. |
iXPRewardPickLockAverage | 40 | XP gained for picking an "average" lock. |
iXPLevelPickLockAverage | 2 | This setting determines what locks are considered to be "average" when rewarding XP. |
iXPRewardPickLockHard | 50 | XP gained for picking a "hard" lock. |
iXPLevelPickLockHard | 3 | This setting determines what locks are considered to be "hard" when rewarding XP. |
iXPRewardPickLockVeryHard | 60 | XP gained for picking a "very hard" lock. |
iXPLevelPickLockVeryHard | 4 | This setting determines what locks are considered to be "very hard" when rewarding XP. |
Killing[edit | edit source]
iXPDeathRewardHealthThreshold | |
Default value | 40 |
Description | If another actor damages an enemy, you will not gain XP from killing it unless you do this much damage as a ratio of total health. At default value, you must do at least 40% damage to the enemy to gain XP. |
NPCs | ||
NPCs include raiders and other humanoids that fall into the "NPC" category in the GECK. | ||
Setting | Default | Description |
iXPRewardKillNPCVeryEasy | 0 | XP gained for killing an NPC considered to be "easy" in difficulty. |
iXPLevelKillNPCVeryEasy | 0 | The highest level NPC that will be considered "very easy" in difficulty. Note: The default value of 0 for this setting means that no NPCs are considered to be "very easy" using default settings. |
iXPRewardKillNPCEasy | 10 | XP gained for killing an NPC considered to be "easy" in difficulty |
iXPLevelKillNPCEasy | 1 | The highest level NPC that will be considered "easy" in difficulty. Note: This means that only level 1 NPCs are considered easy difficulty; level 2 NPCs are average difficulty. |
iXPRewardKillNPCAverage | 20 | XP gained for killing an NPC considered to be "average" in difficulty |
iXPLevelKillNPCAverage | 7 | The highest level NPC that will be considered "average" in difficulty. |
iXPRewardKillNPCHard | 30 | XP gained for killing an NPC considered to be "hard" in difficulty |
iXPLevelKillNPCHard | 10 | The highest level NPC that will be considered "hard" in difficulty. |
iXPRewardKillNPCVeryHard | 50 | XP gained for killing an NPC considered to be "very hard" in difficulty |
iXPLevelKillNPCVeryHard | 13 | The highest level NPC that will be considered "very hard" in difficulty. Note: There is no difficulty level above "very hard", so this setting is effectively ignored. NPCs higher level than this setting will still give an XP reward for a "very hard" creature. |
Creatures | ||
Creatures include animals, supermutants, and anything else that falls into the "Creatures" category in the GECK. | ||
Setting | Default | Description |
iXPRewardKillOpponentVeryEasy | 1 | XP gained for killing a creature considered to be "very easy" in difficulty. |
iXPLevelKillCreatureVeryEasy | 1 | The highest level ceature that can be considered "very easy" in difficulty. |
iXPRewardKillOpponentEasy | 5 | XP gained for killing a creature considered to be "easy" in difficulty |
iXPLevelKillCreatureEasy | 3 | The highest level ceature that can be considered "easy" in difficulty. |
iXPRewardKillOpponentAverage | 10 | XP gained for killing a creature considered to be "normal" in difficulty |
iXPLevelKillCreatureAverage | 6 | The highest level ceature that can be considered "average" in difficulty. |
iXPRewardKillOpponentHard | 25 | XP gained for killing a creature considered to be "hard" in difficulty |
iXPLevelKillCreatureHard | 9 | The highest level ceature that can be considered "hard" in difficulty. |
iXPRewardKillOpponentVeryHard | 50 | XP gained for killing a creature considered to be "very hard" in difficulty |
iXPLevelKillCreatureVeryHard | 12 | The highest level ceature that can be considered "very hard" in difficulty. Note: There is no difficulty level above "very hard", so this setting is effectively ignored. Creatures higher level than this setting will still give an XP reward for a "very hard" creature. |
General | ||
Settings which affect iXPRewardKillNPC___ and iXPRewardKillOpponent___ awards. In Fallout: New Vegas, FalloutNV.esm sets these all to 1.0 so there is no XP bonus for playing at a higher combat difficulty. | ||
Setting | Default | Description |
fDiffMultXPE | 0.75 | Experience gained is multiplied by this value when playing on Easy difficulty. |
fDiffMultXPH | 1.5 | Experience gained is multiplied by this value when playing on Hard difficulty. |
fDiffMultXPN | 1.0 | Experience gained is multiplied by this value when playing on Normal difficulty. |
fDiffMultXPVE | 0.5 | Experience gained is multiplied by this value when playing on Very Easy difficulty. |
fDiffMultXPVH | 2.0 | Experience gained is multiplied by this value when playing on Very Hard difficulty. |