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Oblivion Skill Diary Redone

Basically tracks your char attributes & skills etc - makes leveling a tad less painful

https://www.nexusmods.com/oblivion/mods/47153?tab=files
Post edited July 26, 2019 by 90sSandCastle
Hello,
I like to use the mod Natural Leveling. You can still choose 3 but no multipliers.The rest automatically level up as you use the correct skills.
https://www.nexusmods.com/oblivion/mods/41591

Galerion's Natural Leveling (http://tes.nexusmods.com/downloads/file.php?id=3392) is great! It truly has a natural feel to leveling and has been one of my favorite "unknown" mods, but it does have one (only one) drawback. Its not compatible with any level uncappers (such as Oblivion -Elys- Uncapper). In other words, your skills stop leveling once reaching 100. So this mod is just a simple edit to let it continue doing its work past atribute/skill level 100 and up to the hard coded cap.

From Galerion: "In vanilla Oblivion you are forced to micro manage your skill training to ensure better attribute bonusses when leveling up. This mod lets you play the game without thinking about the right skill increases, while keeping as close to the original game as possible.

In particular, you level up normally when you the major skills increase 10 points. However, at the level up screen you can only increase three attributes by one point and there are no bonusses. Instead, you gain extra points automatically during game play. An attribute increases when the associated skills increase 4 points (ratio is adjustable in game- see the read me). This gives a nice balance between guiding your character using the normal levelup screen, and automatic increases by using your skills.

An exception is Strength, which increases twice as fast since a player usually just uses one of the associated weapon skills. Your Luck increases every 60 general skill increases (which is about once every two levels). To further separate leveling from training, the mod also doubles the amount of training you can receive at each level.

Finally, the script relates endurance and health directly so that you don't need to increase endurance right from the start of the game. The resulting health is very close to the progression in the original game. (hp = 2*end + ((end*(level-1))/12))