Jump to content

Lock experience of some skills you don't use.


TheDreamerzz

Recommended Posts

WRONG TOPIC- Sorry to all the staff I have to put this topic in "Skyrim Mod Requests". I'm so sorry.

 

Hi all,

 

I have a question about the mod "Character Creation Overhaul". It's a mod where you can choose Races, Birthsigns, Classes, Skills, Specialization and Attributes.

 

I really like this mod and I love to create my own character, but I want to level up only the skills that I choose at the beginning.

 

Let me explain, for example, I want to be a Pure Mage so I have to level up only the six skills for a mage (Alteration, Conjuration, Destruction, Enchanting, Illusion and Restoration), but sometimes if I'm in sneak mode, use a lockpick to open a chest or sell something I get experience in these skills that I don't want to level up.

 

I was wondering if there is a mod where you can lock the experience of all the skills that I do not want to use so, for example, I can continue to sell /buy or create a potion without leveling up Speech or Alchemy.

 

I think this could be a real challenge for all the players that they love to play in Legendary mode because level up is harder, you have to create a good strategy for not dying and choose wisely what skills get and improve.

 

Think about an Orc with the skill Speech locked, it's possible to sell stuff to the merchants but you get less money because your Speech is locked to 5 points! Same thing with Alchemy, Pickpocket, Sneak or Lockpicking.

 

In conclusion, the mod "Character Creation Overhaul" with the possibility to choose some skills and lock the experience of the others skills, or possibily a mini mod to lock the experience of the skills that you don't want to use.

Edited by TheDreamerzz
Link to comment
Share on other sites

If you're worried about locks only increasing lockpicking, try...

 

Lock Overhaul: http://www.nexusmods.com/skyrim/mods/29979/? I use this to give me multiple options for opening locks. MCM menu allows you to open locks by smashing, open locks by lockpicking, or open locks by means of destruction magic.

 

And truth be told... I personally believe it makes sense that even by selling stuff, you gain skill xp. Because in general, repetition=practice.

 

"But isn't it imbalanced if you are a master of everything? What's the point of a video game when your potential to be a god is innate? Where's the challenge?"

 

Glad you asked, grasshopper. The answer? Elys' Community Uncapper: http://www.nexusmods.com/skyrim/mods/1175/?

 

Take the time to study it, and you can modify skill and xp caps for your game as you see fit. You can also modify the ratio of skill XP to player XP, decide whether or not your game has a maximum player level, etc. Each skill may be modified individually as well, so you can have... if playing an orc for example... a maximum level of 25 for speech no matter what, and a maximum level of 100 for two-handed.

 

Note that you will need an ini file with different setting PER CHARACTER you want (for example, the tweaks you would use to skills for an orc warrior would not be the same tweaks for a high-elven mage). Keep all ini files a folder for easy access.

 

Personally, I use the following settings in its ini file to balance the game. These settings lock my PC to level 100 by turning off individual xp gains for all skills once I hit that level. Skill xp however, continues to rise until the cap of 100. Therefore, even if I master all skills, i still have a limit of only 100 perk points to assign. Therefore, my characters simulate having learned skills in all trees, but only practiced specific trees where those perks are invested.

 

 

 

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 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

;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=100
iAlteration=100
iArchery=100
iBlock=100
iConjuration=100
iDestruction=100
iEnchanting=100
iHeavyArmor=100
iIllusion=100
iLightArmor=100
iLockpicking=100
iOneHanded=100
iPickpocket=100
iRestoration=100
iSmithing=100
iSneak=100
iSpeech=100
iTwoHanded=100


[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=199
iAlteration=199
iArchery=199
iBlock=199
iConjuration=199
iDestruction=199
iEnchanting=199
iHeavyArmor=199
iIllusion=199
iLightArmor=199
iLockpicking=199
iOneHanded=199
iPickpocket=199
iRestoration=199
iSmithing=199
iSneak=199
iSpeech=199
iTwoHanded=199


[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=199

;Max Enchanting skill level for enchantment charges
;A value higher than 199 will cause inconsistencies in vanilla Skyrim.
iMaxEnchantingLevelForCharges=199


[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=1.0
fAlteration=1.0
fArchery=1.0
fBlock=1.0
fConjuration=1.0
fDestruction=1.0
fEnchanting=1.0
fHeavyArmor=1.0
fIllusion=1.0
fLightArmor=1.0
fLockpicking=1.0
fOneHanded=1.0
fPickpocket=1.0
fRestoration=1.0
fSmithing=1.0
fSneak=1.0
fSpeech=1.0
fTwoHanded=1.0

bUsePCLevelNotBaseSkillLevel=0


; 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

[skillExpGainMultsAlchemy]
1=1.0

[skillExpGainMultsAlteration]
1=1.0

[skillExpGainMultsArchery]
1=1.0

[skillExpGainMultsBlock]
1=1.0

[skillExpGainMultsConjuration]
1=1.0

[skillExpGainMultsDestruction]
1=1.0

[skillExpGainMultsEnchanting]
1=1.0

[skillExpGainMultsHeavyArmor]
1=1.0

[skillExpGainMultsIllusion]
1=1.0

[skillExpGainMultsLightArmor]
1=1.0

[skillExpGainMultsLockpicking]
1=1.0

[skillExpGainMultsOneHanded]
1=1.0

[skillExpGainMultsPickpocket]
1=1.0

[skillExpGainMultsRestoration]
1=1.0

[skillExpGainMultsSmithing]
1=1.0

[skillExpGainMultsSneak]
1=1.0

[skillExpGainMultsSpeech]
1=1.0

[skillExpGainMultsTwoHanded]
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=1.0
fAlteration=1.0
fArchery=1.0
fBlock=1.0
fConjuration=1.0
fDestruction=1.0
fEnchanting=1.0
fHeavyArmor=1.0
fIllusion=1.0
fLightArmor=1.0
fLockpicking=1.0
fOneHanded=1.0
fPickpocket=1.0
fRestoration=1.0
fSmithing=1.0
fSneak=1.0
fSpeech=1.0
fTwoHanded=1.0

bUsePCLevelNotBaseSkillLevel=1

; 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

[PCLevelSkillExpMultsAlchemy]
1=1.0

100=0

[PCLevelSkillExpMultsAlteration]
1=1.0

100=0

[PCLevelSkillExpMultsArchery]
1=1.0

100=0

[PCLevelSkillExpMultsBlock]
1=1.0

100=0

[PCLevelSkillExpMultsConjuration]
1=1.0

100=0

[PCLevelSkillExpMultsDestruction]
1=1.0

100=0

[PCLevelSkillExpMultsEnchanting]
1=1.0

100=0

[PCLevelSkillExpMultsHeavyArmor]
1=1.0

100=0

[PCLevelSkillExpMultsIllusion]
1=1.0

100=0

[PCLevelSkillExpMultsLightArmor]
1=1.0

100=0

[PCLevelSkillExpMultsLockpicking]
1=1.0

100=0

[PCLevelSkillExpMultsOneHanded]
1=1.0

100=0

[PCLevelSkillExpMultsPickpocket]
1=1.0

100=0

[PCLevelSkillExpMultsRestoration]
1=1.0

100=0

[PCLevelSkillExpMultsSmithing]
1=1.0

100=0

[PCLevelSkillExpMultsSneak]
1=1.0

100=0

[PCLevelSkillExpMultsSpeech]
1=1.0

100=0

[PCLevelSkillExpMultsTwoHanded]
1=1.0

100=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=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=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=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=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=0


[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=0


[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=5

 

 

Note that skill formula caps remain at 199 in order for me to be able to further boost my skill levels by means of equipment, enchantments, alchemy, and buffs. Obviously, you could set them to whatever you want.

Edited by revenant0713
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...