Experience Settings
From GECK
< Settings
Contents |
Experience required to level up
Experience needed for level n = (n - 1) * ((n - 2) / 2 * iXPBumpBase + iXPBase)
| Setting | Default | Description |
| iXPBase | 200 | Used to calculate experience required to level |
| iXPBumpBase | 150 | Used to calculate experience required to level |
Experience Rewards
Discovery
| 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
| 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
| 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
| 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. |

