New Leveling System As you level up, a lot of the enemies scale with you. For example Bandits are replaced with Bandit Outlaws and so on. Skyrim does this by checking your level and scaling unexplored areas to that. As you visit an unexplored area for the first time the difficulty scaling will stop and be locked for that area. (one of) The problem(s) with this difficulty scaling is that it checks your overall level. For me this meant that when I started putting perks into non-combat perks such as smithing and enchanting around level 20, the enemies grew stronger than me. This was frustrating as f*** as I felt I grew weaker from becoming a better blacksmith. It made me regret going for those perks and made me realise that leveling up blacksmithing, enchanting or alchemy will only make the game harder,,,, which made no sense to me. That is I why I sat down and tryed to figure out a different leveling system that would remove this problem. I've made the system so it's possible to test it through console commands. Actually you only need: player.addperk <Perk Code> It has to be mentioned that I haven't played a pure mage so far, so it might not work as well for that class. Feel free to test it out yourself and reply with your feedback/ideas. I would really like to mod this myself, though I'll need some guidance. The main idea is to split skills into groups and have you level each group separately. The skills are split into 3 groups: Main Skills Secondary Skills Production Skills Main Skills The main skills are those which should improve your combat abilities directly. You may place the perk you are used to get at every level-up in one of these skill trees: Conjuration Destruction Heavy Armor Light Armor Block One-Handed Two-Handed Archery Sneak Secondary Skills The secondary skills are those which are often overlooked, because they aren't the best. You are given an extra perk every 3rd, 4th or 5th level (has to be tested). Alteration Illusion Restoration Lockpicking Pickpocket Speech Production Skills The production skills are those, which are used for creating/improving items. The way I would have wanted this to be leveled, would be to give the player a perk, each time the total skill-level of these three skill trees had been increased by a certain amount (For example, if a total of 20 skill-levels are needed for a new perk, you could level smithing 10 levels, alchemy 5 and enchanting 5, to gain one perk, which could be placed among the three skill trees). But as this is really hard to simulate using console commands, I'll be testing it with the same perk award system as the secondary skills. Which means that an ekstra perk is awarded every 3rd, 4th or 5th level (or something like that). Smithing Alchemy Enchanting