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effeob

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  1. Howto MOD Mount & Blade! Learn how to tweak, edit, and create your own mods! Super easy. 30-min masterclass style! #rpg #arpg #mountblade #mod #modding #pcgaming #gamersforge
  2. Same here - just had this problem. Move the bBloodSpatterEnabled=0 to your SkyrimPrefs.ini file (remove it from Skyrim.ini) Cheers!
  3. try removing your "fallout stutter remover" (its in /data/NVSE/plugins) thats what did it for me. this thing is just stupid and doesnt work. i have a HEAVILY modded game (MMUE/MMUE+, PN, WMXUE, and another 80+ mods including texture packs / visual enhancements) but I also have a good machine that runs an even more heavily modded Skyrim game (100+ mods +enhancements +enb) quite fine - so when I was getting 10-20fps in FNV on a fresh install during combat, and 20-30fps just running around or idling, I knew something was wrong. Turns out its that stupid stutter remover. I dont have stutter anyway.... Removed it and BAM 140FPS at loading screen, 80FPS ingame (was 20FPS @ Primm when I exited game --- then I removed it --- then had 80FPS loading from exact same position). You can use FPS limiter via ENB instead, which I use in Skyrim also... Go figure....
  4. i just have a question --- where the hell did you find DarnUI? It seems to be nowhere to be found now. That old thread on bethsoft has versions 4 years old from when he was just starting to work on it. I even made one of the main fixes for DarnUI in oblivion and FNV 3 years ago for first release of Project Nevada so I know it well - but nothing I can find online now has been updated with it for....years. I wonder what happened to Darn. Nice guy.
  5. I have just experienced this as well when approaching Rorikstead. I continually CTD when getting near, sometimes I can get to the dragon burial and get up to Rorikstead but usually I CTD before getting there and I ALWAYS CTD no matter how close I get... I think it might be warzones. I just did an entire savegame clean too and it still CTD's so....must be a mod. EDIT: CONFIRMED! This was caused by "Populated Lands Roads Paths" mod which was either conflicting with "Civil War Overhaul" or some other mod that creates spawns on the road near Rorikstead (coming from Whiterun). Have disabled the mod, re-bashed/procc'd and no longer have CTDs.
  6. I would say magic is fairly balanced in SkyRe. Yes, its harder. Cast times on many spells are longer, meaning you have to time your spells better. Mana also seems to get used up faster, making potions and enchanting with good regen more important. But magic is still powerful. There is also ALLOT more diversity in what you can do. Alteration is finally useful, in fact I'm working on a playthrough right now toying with an Alteration-based build using staves and the "Medium" perk which boosts spells while wielding staves. Making single-hand cast spells almost as powerful as dual-cast, plus being able to spam the staff itself. There's also necromancy, and summoning, which is perfectly viable. You can also be a restoration mage, with curses, plagues, and debuffs. Illusion is also even more viable than it was before. in SkyRe you can actually chose a specialty and focus on it. Which is what the whole magic lore and class system was based on. Not every mage needs to be destruction + fireball = GG. In fact there are much, much more powerful and equally viable ways to make a mage with SkyRe....FINALLY! You can also use some complimentary mods but honestly I would suggest against it with the exception of making different kinds of builds/classes that SkyRe doesnt have, for example: To make a druid => Wrath of Nature For better Necromancy => Undeath (SkyRe has already very good necromancy but this makes it awesome and really fully rounded - you can really be a pure necro) There's "Better Vampires" to even become a vampire-mage, and SkyRe has blood magic in alteration which helps this work even better. I wouldnt use Apocalypse spell mod though as it adds too much unbalance and strange stuff. I also wouldnt use any other spell mod that does any addition to spells or most definitely if it effects spell stats or perks in anyway as that will conflict and unbalance (or ruin) your game. Pro Tip: mages definitely need to consider how they will defend themselves. I find the "Force" shout absoutely crucial for a pure destruction mage, to give you a way to push enemies back while youre killing them. Mage Armor + Alteration is very good now. You can also be a stealth/sneak mage. Mage-Assassin type, which is what I'm currently playing. Followers are also important. A good melee/tank follower does wonders for a mage, and really makes you a part of a group (you + your followers) rather than just having packmules running behind you.
  7. thanks for the sgtm command --- speeding up the game is exactly what i was looking for too. great way to try out lots of different mods, speed through early stage of the game, run through quests where the NPC takes 10 years to walk down a flight of stairs, and also very good way to stress test mod setups to ensure stability. i dont suggest using higher than sgtm 5 though --- but at 4 or 5 it definitely can be very humorous in certain situations :) have fun!
  8. Stonespire has often been called the best Castle mod on the nexus. It doesn't feature an auto-sorter though. ...so - youre going to put one in then right? :) Looks very nice. Will give it a try. One thing that you didnt do - which most home makers also fail to do - is MAKING A MAP!! THe first image I want to see when I look at a home is a floor-plan. A blueprint. Showing me what rooms there are, how its laid out, and THEN I'd like to see images of it. 90% of home mods dont have maps or floorplans of them which make it tiresome and tedious to just get to know what the place is like. I shouldnt have to install a mod to have the first clue what it will be like. If I do - I wont install it, as the author failed to introduce it properly. *hint hint*
  9. Having this same problem - not using CoT, but am using (switching between while testing) 3 different lighting mods: RLO, URWL, and ELFX --- right now am mostly set on URWL as it has the best performance and basically does the same lighting quality as the others (even better than RLO in most cases and works better with ENB) ------- BUT, it does it entirely by "messing with weather cycles" and light objects to create its lighting overhaul (which is why its so good on performance === it just manipulates in-game lights so they work right). Which, unfortunately, has the drawback that yes, it detects nighttime while raining.
  10. Well I've made some progress already. Was able to take apart one of those "fast travel disabled" mods to check the papyrus scripts and found this: EVENT OnTriggerEnter(objectReference triggerRef) if triggerRef == GetPlayer() Game.EnableFastTravel(false) endif endEvent EVENT OnTriggerLeave(objectReference triggerRef) if triggerRef == GetPlayer() Game.EnableFastTravel(true) endif endEvent Which I've extended to this: Scriptname MODFastTravelSelective extends ObjectReference {block fast travel while the player is in this trigger} import game string[] EnabledAreas = new string[10] EnabledAreas[0] = "GET ID OF WHITERUN" EnabledAreas[1] = "GET ID OF RIFTEN" EnabledAreas[2] = "GET ID OF MARKARTH" EnabledAreas[3] = "GET ID OF FALKREATH" EnabledAreas[4] = "GET ID OF SOLITUDE" EnabledAreas[5] = "GET ID OF WINTERHOLD" EnabledAreas[6] = "GET ID OF ....etc" EnabledAreas[7] = "high hrothgar" EnabledAreas[8] = "throat of the world" EnabledAreas[9] = "" EnabledAreas[10] = "" EVENT OnTriggerEnter(objectReference triggerRef) if triggerRef == GetPlayer() Game.EnableFastTravel(false) endif endEvent EVENT OnTriggerLeave(objectReference triggerRef) if triggerRef == GetPlayer() Game.EnableFastTravel(true) endif endEvent Now the question is: how to make check the parameter on OnTriggerEnter (triggerRef) to check which reference was triggered? Or is that even the right reference? Its matching triggerRef to "Player" so maybe its "what refID triggered this event" rather than "what refID was triggered"?? Which means I'll still have to find the refID or some kind of ID of whichever map marker was clicked?
  11. This is now easily accomplished with the Community Uncapper. Download it: http://www.nexusmods.com/skyrim/mods/1175/? Go in to the .ini file in /Data/SKSE/ (its called SKSE_Elys_Uncapper.ini I believe) and set these 2 variables to "1" ==> ;Enable(1) or Disable(0) the Uncapper Skill Experience Gained Multipliers; ;Default value = 0 bUseSkillExpGainMults=1 ;Enable(1) or Disable(0) the Uncapper Skill Experience to Player's Character Experience Multipliers; ;Default value = 0 bUsePCLevelSkillExpMults=1Then, look for the list of variables under ===>> [SkillExpGainMults] ; Set the Skill Experience Gained Multiplier to ; betwen 0.0 and 10000.0 ; Using too low or too high values may crash the game. Handle them with caution. ; Default game value = 1.0 ;(Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections) fAlchemy=0.6 fAlteration=0.8 fArchery=0.8 fBlock=0.8 fConjuration=0.8 fDestruction=0.8 fEnchanting=0.6 fHeavyArmor=0.8 fIllusion=0.8 fLightArmor=0.8 fLockpicking=0.8 fOneHanded=0.7 fPickpocket=0.8 fRestoration=0.8 fSmithing=0.6 fSneak=0.8 fSpeech=0.8 fTwoHanded=0.8 bUsePCLevelNotBaseSkillLevel=0and [PCLevelSkillExpMults] ; Set the Skill Experience to Player's Character Experience Multipliers to ; betwen 0.0 and 10000.0 ; Using too low or too high values may crash the game. Handle them with caution. ; Default game value = 1.0 ; (Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections) fAlchemy=0.6 fAlteration=0.8 fArchery=0.8 fBlock=0.8 fConjuration=0.8 fDestruction=0.8 fEnchanting=0.6 fHeavyArmor=0.8 fIllusion=0.8 fLightArmor=0.8 fLockpicking=0.8 fOneHanded=0.8 fPickpocket=0.8 fRestoration=0.8 fSmithing=0.6 fSneak=0.8 fSpeech=0.8 fTwoHanded=0.8 bUsePCLevelNotBaseSkillLevel=0And change values as you see fit. To clarify these values: SkillExpGainMults = how fast you learn a skill PCLevelSkillExpMults = how much XP is awarded to your character (which counts towards your character level) everytime you gain a skill So, lets say you want only 7 Major Skills to level-up your character, you would set those major skills to: fAlchemy=0.6fAlteration=0.8fArchery=0.8fBlock=0.8fConjuration=0.8fDestruction=0.8fEnchanting=0.6 (or whatever value you want)and the rest of the skills to:fHeavyArmor=0.0fIllusion=0.0fLightArmor=0.0fLockpicking=0.0fOneHanded=0.0fPickpocket=0.0fRestoration=0.0fSmithing=0.0fSneak=0.0fSpeech=0.0fTwoHanded=0.0 Which then makes it so that these skills DO NOT LEVEL UP YOUR CHARACTER (or give you any XP at all for that matter). Chose accordingly. You will have to customize this with every character though, so that each time you play, make a separate .ini file for that specific character-build, and drop it in the folder. There are some mods that affect or create a primary/secondary skill system though, for example "Complete Character Overhaul" which is something that i use. It basically brings back "Oblivion-style" character creation. Quite nice mod.
  12. I am working on a mod but also looking for help to make it.... details here: http://forums.nexusmods.com/index.php?/topic/1310080-wip-fast-travel-enabled-only-for-chosen-markers/ So this is sortof a "WIP" but also a "REQ".... Thanks.
  13. I have been looking for a mod that does 2 things: 1) Disables fast travel 2) Enables fast travel to my own player home, High Hrothgar, Throat of the World, and allows me to select map markers either in-game or out-of-game that I want to allow fast-travel to. Out of game might be better. Now, 1) There exists lots of these mods, to disable fast-travel....so no problem there. 2) None of those mods allow fast-travel AT ALL. So they dont solve my problem. (I still want to allow fast travel - but only to a few select places). What I want to build is a mod where I can still fast travel to: 1) All Holds/Cities 2) Player Home Markers 3) High Hrothgar (and any other really far out of the way places that I so chose) 4) Otherwise, fast-travel is disabled. I am wanting to use the "Better Fast Travel - Carriages and Boats Overhaul" mod to make it more immersive --- while also using a "fast travel disabled" mod --- BUT, I dont want to run up the "7000 steps" to high hrothgar everytime I have to go there. I also want to have fast-travel enabled to my player home (whichever one I chose to use) because otherwise its not really a "player home" now is it? So.... I'm looking at papyrus scripting as it seems to be the way to solve this, and am wondering: * How do I detect what the player clicks on when clicking a map marker on the map? I cant seem to find any "Get()" function to get what the player clicked on. Is there an EVENT trigger when the player clicks a map marker? * How do I package a papyrus script the easiest? Make an esp? * What about in-game customizability with MCM? * Can I create a new global variable or function exposure in this mod which other modders can then use to enable fast-travel to their player homes and such? I am totally new to Skyrim modding although did lots of Oblivion modding... Any help appreciated.
  14. Great stuff guys. Love this community of players/modders. Yes indeed I agree with mrpdean - everyone should learn to mod, at least with the CK. I modded heavily with morrowind and oblivion - its not an issue of knowing how (CK makes it quite easy now) but more of investing the time vs playing :)) But yea. Sjogga, love to see the result of your script (youre making it via scripts ya?) and would be happy to use it and source your work in credits if I do something... Thanks for tips on Jaggarsfeld etc. I also looked into a few more since posting: Sjel Blad Castle at Skyrim Nexus - mods and community Amazing first-time modder....seriously over the top, but well laid out. The Dawnspire at Skyrim Nexus - mods and community Dawnspire seems to also be quite popular The Reserve at Skyrim Nexus - mods and community The Reserve, gonna check this out too Aemers Refuge Continued at Skyrim Nexus - mods and community Aemars refuge --- liked the video walkthrough but like all of them its still not "simple enough yet grand enough". If I wanted a house that looks like a house I'd buy a real house :D I want a grandiose but simple and navigable place....so yes I still think I'll have to make it.
  15. Great thread! I too am looking for a very fluid, well organized, grid-layout home that is purely functional. I get bored and tired of looking at all these pretty, intricate, maze-like homes that people are building. All of them seem to have half of what you need, and half of what you dont (and the other half of what you need isnt there). I'm considering even making a home. Simple 3x3 grid-layout home, quite large, grand-scale, with each room doing what it should, and nothing else. Am a bit confounded that nobody has made this yet.....
  16. OK -- NEVERMIND! I just figured out how to do this. I misunderstood the leveling system in Skyrim....which is here: http://www.uesp.net/wiki/Skyrim:Leveling Was thinking it was a static 10 skill-gains per level-up. Its not! So - with the community level uncapper, its quite easy to accomplish this now. Here is my community uncapper config file which does the following: * Makes skill-gains slower, roughly 80% on most skills (+/- 10%) * Crafting skills are at 70% skill-gain * The CHARACTER EXP you get for skill-gains is reduced to 40% for crafting skills, and 60% for others. (CHARACTER XP = xp to level-up ---- that means it takes almost 2x more skill-gains on most skills; and more than 2x skill-gains on crafting skills; to level-up. * Perks per level are: -- 2->4: 4 perks/lvl -- 6->9 = 3 perks/lvl -- 10->+++ = 2 perks/lvl -- ++ Additionally, levels 5, 10, 20, 30, 40, 50, and 60 = 5 perks at each of those levels ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; IF YOU DON'T KNOW HOW WORKS AND HOW TO MODIFY AN INI FILE PLEASE READ: ; http://en.wikipedia.org/wiki/INI_file ; ; Anything behind a semicolon is considered a comment and has no effect ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [General] ;DO NOT MODIFY THIS VALUE ;INI file version iINIFileVersion=3 ;Enable(1) or Disable(0) the plugin ;Default value = 0 bEnabled=1 ;Enable(1) or Disable(0) the AutoUpdate functionality. IT MIGHT NOT WORK WITH CERTAIN SKYRIM VERSION! ENABLE AT YOUR OWN RISK! ;Default value = 0 bAutoUpdate=0 ;Duration of the Uncapper Splash Window using milliseconds. (Set to 0 to disable) ;Between 0 and 10000; ;Default Value = 1000 iSplashWindowDuration=1000 ;Enable(1) or Disable(0) the Uncapper Skill Level Caps; ;Default value = 0 bUseSkillCaps=1 ;Enable(1) or Disable(0) the Uncapper Skill caps inside formulas governed by skills. ;Default value = 0 bUseSkillFormulaCaps=1 ;Enable(1) or Disable(0) the ingame Enchanter Uncapper skill caps ;Default value = 0 bUseEnchanterCaps=1 ;Enable(1) or Disable(0) the Uncapper Skill Experience Gained Multipliers; ;Default value = 0 bUseSkillExpGainMults=1 ;Enable(1) or Disable(0) the Uncapper Skill Experience to Player's Character Experience Multipliers; ;Default value = 0 bUsePCLevelSkillExpMults=1 ;Enable(1) or Disable(0) the number of perks gained, set by the Uncapper, at each level up ;Default value = 0 bUsePerksAtLevelUp=1 ;Enable(1) or Disable(0) the number of health points, set by the Uncapper, gained at each level up when Health is selected during the Level Up screen ;Default value = 0 bUseHealthAtLevelUp=1 ;Enable(1) or Disable(0) the number of magicka points, set by the Uncapper, gained at each level up when Magicka is selected during the Level Up screen ;Default value = 0 bUseMagickaAtLevelUp=1 ;Enable(1) or Disable(0) the number of stamina points, set by the Uncapper, gained at each level up when Stamina is selected during the Level Up screen ;Default value = 0 bUseStaminaAtLevelUp=1 ;Enable(1) or Disable(0) the number of "Carry Weight" points, set by the Uncapper, gained at each level up when Health is selected during the Level Up screen ;Default value = 0 bUseCarryWeightAtHealthLevelUp=1 ;Enable(1) or Disable(0) the number of "Carry Weight" points, set by the Uncapper, gained at each level up when Magicka is selected during the Level Up screen ;Default value = 0 bUseCarryWeightAtMagickaLevelUp=1 ;Enable(1) or Disable(0) the number of "Carry Weight" points, set by the Uncapper, gained at each level up when Stamina is selected during the Level Up screen ;Default value = 0 bUseCarryWeightAtStaminaLevelUp=1 [SkillCaps] ; Set the Skill Level Cap to ; Between 0 and 10000; ; Using too low or too high values may crash the game. Handle them with caution. ; Default game value = 100 iAlchemy=150 iAlteration=150 iArchery=150 iBlock=150 iConjuration=150 iDestruction=150 iEnchanting=150 iHeavyArmor=150 iIllusion=150 iLightArmor=150 iLockpicking=150 iOneHanded=150 iPickpocket=150 iRestoration=150 iSmithing=150 iSneak=150 iSpeech=150 iTwoHanded=150 [SkillFormulaCaps] ; Set the Skill Formula Cap to ; If your skill level is higher than the cap set below, then the skill level showing in game will be capped and displayed in red color (like if it was affected by a negative enchantment) ; Between 0 and 10000; ; Using too low or too high values may crash the game. Handle them with caution. ; Default game value = 100 iAlchemy=150 iAlteration=150 iArchery=150 iBlock=150 iConjuration=150 iDestruction=150 iEnchanting=150 iHeavyArmor=150 iIllusion=150 iLightArmor=150 iLockpicking=150 iOneHanded=150 iPickpocket=150 iRestoration=150 iSmithing=150 iSneak=150 iSpeech=150 iTwoHanded=150 [EnchanterCaps] ;However high the Enchanting skill is, the following values set an Enchanting skill level cap when using the ingame Enchanter. ;If bSkillFormulaCaps is enabled, then the following values are also capped by iEnchanting inside [SkillFormulaCaps], if iEnchanting is lower. ; Between 0 and 10000; ;Max Enchanting skill level for enchantment magnitude. iMaxEnchantingLevelForMagnitude=150 ;Max Enchanting skill level for enchantment charges ;A value higher than 199 will cause inconsistencies in vanilla Skyrim. iMaxEnchantingLevelForCharges=150 [SkillExpGainMults] ; Set the Skill Experience Gained Multiplier to ; betwen 0.0 and 10000.0 ; Using too low or too high values may crash the game. Handle them with caution. ; Default game value = 1.0 ;(Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections) fAlchemy=0.7 fAlteration=0.8 fArchery=0.8 fBlock=0.9 fConjuration=0.8 fDestruction=0.8 fEnchanting=0.7 fHeavyArmor=0.8 fIllusion=0.8 fLightArmor=0.8 fLockpicking=0.8 fOneHanded=0.7 fPickpocket=0.8 fRestoration=0.8 fSmithing=0.7 fSneak=0.8 fSpeech=0.8 fTwoHanded=0.8 bUsePCLevelNotBaseSkillLevel=1 ; All the subsections of SkillExpGainMults below allow to set an additional multiplier depending on the base skill level, independantly for each skill. ; The format is PlayerLevel = Multiplier. You can specify many different levels. ; If a specific level is not specified then the closest lower level setting is used. ; Default value: 1=1.0 [SkillExpGainMults\Alchemy] 1=1.0 [SkillExpGainMults\Alteration] 1=1.0 [SkillExpGainMults\Archery] 1=1.0 [SkillExpGainMults\Block] 1=1.0 [SkillExpGainMults\Conjuration] 1=1.0 [SkillExpGainMults\Destruction] 1=1.0 [SkillExpGainMults\Enchanting] 1=1.0 [SkillExpGainMults\HeavyArmor] 1=1.0 [SkillExpGainMults\Illusion] 1=1.0 [SkillExpGainMults\LightArmor] 1=1.0 [SkillExpGainMults\Lockpicking] 1=1.0 [SkillExpGainMults\OneHanded] 1=1.0 [SkillExpGainMults\Pickpocket] 1=1.0 [SkillExpGainMults\Restoration] 1=1.0 [SkillExpGainMults\Smithing] 1=1.0 [SkillExpGainMults\Sneak] 1=1.0 [SkillExpGainMults\Speech] 1=1.0 [SkillExpGainMults\TwoHanded] 1=1.0 [PCLevelSkillExpMults] ; Set the Skill Experience to Player's Character Experience Multipliers to ; betwen 0.0 and 10000.0 ; Using too low or too high values may crash the game. Handle them with caution. ; Default game value = 1.0 ; (Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections) fAlchemy=0.4 fAlteration=0.6 fArchery=0.6 fBlock=0.6 fConjuration=0.6 fDestruction=0.6 fEnchanting=0.3 fHeavyArmor=0.6 fIllusion=0.6 fLightArmor=0.6 fLockpicking=0.6 fOneHanded=0.6 fPickpocket=0.6 fRestoration=0.6 fSmithing=0.4 fSneak=0.6 fSpeech=0.6 fTwoHanded=0.6 bUsePCLevelNotBaseSkillLevel=0 ; All the subsections of PCLevelSkillExpMults below allow to set an additional multipliers depending on the base skill level, independantly for each skill. ; The format is PlayerLevel = Multiplier. You can specify many different levels. ; If a specific level is not specified then the closest lower level setting is used. ; Default value: 1=1.0 [PCLevelSkillExpMults\Alchemy] 1=1.0 [PCLevelSkillExpMults\Alteration] 1=1.0 [PCLevelSkillExpMults\Archery] 1=1.0 [PCLevelSkillExpMults\Block] 1=1.0 [PCLevelSkillExpMults\Conjuration] 1=1.0 [PCLevelSkillExpMults\Destruction] 1=1.0 [PCLevelSkillExpMults\Enchanting] 1=1.0 [PCLevelSkillExpMults\HeavyArmor] 1=1.0 [PCLevelSkillExpMults\Illusion] 1=1.0 [PCLevelSkillExpMults\LightArmor] 1=1.0 [PCLevelSkillExpMults\Lockpicking] 1=1.0 [PCLevelSkillExpMults\OneHanded] 1=1.0 [PCLevelSkillExpMults\Pickpocket] 1=1.0 [PCLevelSkillExpMults\Restoration] 1=1.0 [PCLevelSkillExpMults\Smithing] 1=1.0 [PCLevelSkillExpMults\Sneak] 1=1.0 [PCLevelSkillExpMults\Speech] 1=1.0 [PCLevelSkillExpMults\TwoHanded] 1=1.0 [PerksAtLevelUp] ;Set the number of perks gained at each level up. If a specific level is not specified then the closest lower level setting is used. ;Default game value is one perk per level (you can also use float as value, for example 1.25 per points per level) ; Level (2..10000) = Perks (0..255) ; ;In the following inactive commented example the player will gain 1 perk per level at and from level 2 to 9, then 2 perks per level at and from level 10 to 29, ; then 4 perks per level at and from level 30 to 94, then no perk at all per level for level 95 and above ; ;2=1 ;10=2 ;30=4 ;95=0 2=4 5=5 6=3 10=5 11=2 20=5 21=2 30=5 31=2 40=5 41=2 50=5 51=1 60=5 61=1 [HealthAtLevelUp] ;Set the number of health points gained at each level up when Health is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used. ;Default game value is 10 points per level ; Level (2..10000) = Points (0..10000) ; ;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29, ; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above ; ;2=10 ;10=20 ;30=40 ;95=0 2=20 10=15 20=10 [MagickaAtLevelUp] ;Set the number of magicka points gained at each level up when Magicka is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used. ;Default game value is 10 points per level ; Level (2..10000) = Points (0..10000) ; ;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29, ; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above ; ;2=10 ;10=20 ;30=40 ;95=0 2=20 10=15 20=10 [StaminaAtLevelUp] ;Set the number of stamina points gained at each level up when Stamina is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used. ;Default game value is 10 points per level ; Level (2..10000) = Points (0..10000) ; ;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29, ; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above ; ;2=10 ;10=20 ;30=40 ;95=0 2=20 10=15 20=10 [CarryWeightAtHealthLevelUp] ;Set the number of "Carry Weight" points gained at each level up when Health is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used. ;Default game value is 0 points per level ; Level (2..10000) = Points (0..10000) ; ;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29, ; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above ; ;2=10 ;10=20 ;30=40 ;95=0 2=15 10=10 [CarryWeightAtMagickaLevelUp] ;Set the number of "Carry Weight" points gained at each level up when Magicka is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used. ;Default game value is 0 points per level ; Level (2..10000) = Points (0..10000) ; ;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29, ; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above ; ;2=10 ;10=20 ;30=40 ;95=0 2=10 10=5 [CarryWeightAtStaminaLevelUp] ;Set the number of "Carry Weight" points gained at each level up when Stamina is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used. ;Default game value is 5 points per level ; Level (2..10000) = Points (0..10000) ; ;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29, ; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above ; ;2=10 ;10=20 ;30=40 ;95=0 2=30 10=20 I am using SkyRe (Skyrim Redone) mod, which overhauls the entire perks system adding about 3x more perks to the game (maybe even 4x?) so considering I'm gaining perks about half as fast --- I would need to award myself 2x the perks because using this mod --- plus 2x the perks because I'm gaining them half as fast, so that is why I set it this high. Actually - I might need to set it higher. Realistically would need to have 3-4x perks/lvl with this leveling pace + using SkyRe, but I'll try it out this way first and see if its too "perk starved" to enjoy... At least I will be leveling slower, and each level will actually mean something!!! Working good so far!
  17. Me too. I really want to see a leveling system that lets you level slower. Especially now with legendary skills, you end up being able to level up to infinity. Thats no good. I prefer having a system where I get more perk points per level - which is now easily implemented with the community level uncapper - and level up slower, eg: it takes more skill gains to level up. I've just been searching for hours to find a mod that just increases the skill gains required to level up - that would be enough for me. EG: it requires 20 skill-gains to levelup, rather than 10. But the ideas in this thread are even better. By chosing primary and secondary skills, ala previous TES games that would make it more meaningful as to what your actual character is. Yes - you could chose crafting skills and become a crafter. I'd say being able to chose 7 skills (there are 21 total right?) which is the same 1/3rd ratio of primary/total skills available, which basically creates your "class" or "role". You only get levels when you get X amount of skill-gains on your primary skills. You then also get allot more perk points per level to avoid perk starvation, like 3 or 4 perks per level. Result: leveling is slower, its tied to your primary skills requiring you to play your chosen "class" to gain perks/abilities. This also lets you take good advantage of legendary skill resets in a good way --- not ending up leveling to 150 by the time you want to max out a wide range of skills (primary and non-primary). That would be an awesome mod. Doesnt seem like it'd be too hard to make either --- wonder if it requires scripting or not. hmmmm, think i'll load up CK and check.
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