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Constantly 10 Skill points on level up no matter what Intelligence


Owlamancer

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So Everytime start a new game for some reason no matter what Intelligence value i have, I only have 10 skill points to spend, these are the mods i have installed, i only recently got the problem, don't recall what mod was added though.

 

GameMode=FalloutNV

FalloutNV.esm=1
DeadMoney.esm=1
HonestHearts.esm=1
OldWorldBlues.esm=1
LonesomeRoad.esm=1
GunRunnersArsenal.esm=1
ClassicPack.esm=1
MercenaryPack.esm=1
TribalPack.esm=1
CaravanPack.esm=1
Momod.esm=1
FCOMaster.esm=1
GoodspringsSchoolhouseCellar.esm=1
Project Nevada - Core.esm=1
Project Nevada - Equipment.esm=1
Project Nevada - Rebalance.esp=1
Project Nevada - Cyberware.esp=1
NevadaSkies.esm=1
Intelligence_And_Skill_Points_Very_High.esp=0
The Mod Configuration Menu.esp=1
PerksAdjusted.esp=1
FO4Crafting.esp=1
Bash_Stealthboy.esp=1
Bash_Stealth.esp=1
More Weight.esp=1
FCO - NPC Changes.esp=1
Respawn System.esp=1
Loot Vehicles.esp=1
Hunting Expansion.esp=1
WeaponModsExpanded.esp=1
Goodsprings Reborn.esp=1
GRA - The Right to Bear Arms.esp=1
Craft Overhaul 1.1.esp=1
XtraSpecialNV.esp=1
Less Weight.esp=0
Alternative Start.esp=1
FCO - GlowingOne.esp=1
FCO - OHSB NPC Edits.esp=1
FCO - Russell.esp=0
Tatctical Third Person Camera - FOV 30.esp=1
Essentialplustweaks.esp=1
ASO.esp=1
Scrapper.esp=1
MoreMerchantCaps.esp=1
Goodsprings Filler.esp=1
OutpostsOftheMojave.esp=1
GoodspringsSchoolhouseCellar.esp=1
NCR Rearmed.esp=1
NCR Rearmament v1.5 (Lore).esp=1
The Law Won.esp=1
KDS Wearable Backpacks.esp=1
Eyepatch.esp=1
SunnyCompanion.esp=1
UnlimitedCompanions.esp=1
LiveDismember.esp=1
Legendary NPCs and Weapons.esp=1
Faster Start Menu.esp=1
F4Quickloot.esp=1
Buy or Steal.esp=1
migWellRested.esp=1
JIP Improved Recipe Menu.esp=1
Hotkey Scroll Wheel.esp=1
FlashlightNVSE.esp=1
FP gun follows crosshairs.esp=1
A Better Cass.esp=1
FactionIDCards.esp=1
CourierRangerArmorV2.esp=1
ProneMode.esp=1
NVCANF.esp=1
A Better Boone.esp=1
ReadablePreWarBook10XP.esp=0
ReadablePreWarBook1XP.esp=0
ReadablePreWarBook2XP.esp=0
ReadablePreWarBook3XP.esp=0
ReadablePreWarBook5XP.esp=0
Improved Non Combat XP-Orchid.esp=1
Covered Face For Less Reputation.esp=1
A Better Veronica.esp=1
F4 Intimidation.esp=1
XSNVBalanceTweaks.esp=1
ammocrafting.esp=1
Intelligence_And_Skill_Points_Semi_Hardcore.esp=0
Intelligence_And_Skill_Points_Normal.esp=0
Intelligence_And_Skill_Points_Increased.esp=0
Intelligence_And_Skill_Points_High.esp=0
Intelligence_And_Skill_Points_Hard_Hardcore.esp=0
Intelligence_And_Skill_Points_Hardcore.esp=0
Intelligence_And_Skill_Points_Decreased.esp=0
Delay Level Up - Stealth Suit Fix.esp=1
Delay Level Up.esp=1
5 Level SPECIALs.esp=1
NevadaSkies - TTW Edition.esp=0
NevadaSkies - Ultimate DLC Edition.esp=1
NevadaSkies - Basic Edition.esp=0
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You are correct that you should be getting 10+(INT/2)+Perk Bonuses per level. Most likely reason you aren't is a mod conflict.

 

Please see the 'Common Game Problems' section of the wiki "FNV General Mod Use Advice" article. In particular:

 

* Move any "inactive" plugins out of the game "Data" folder. They count against the "plugin cap" because they get loaded by the game engine if found, and can cause "Missing Master" problems. Please see the wiki "Missing Masters" article if you get that error message.

* Don't install every optional file for a mod. Read the install instructions carefully. Optional files need to be selected on a "case by case" basis. For example: with any mod you usually only need one ESP (and possibly one ESM) "base" file depending upon whether you have all the DLCs active or not. Only if you don't have them all active do you need to install any specific DLC versions if there is an "Ultimate Edition/All/Merged DLC" version.

* "Compatibility patches" to make one mod work with another need to be placed after (as in "physically lower, higher numbered") in the "load order" than all of the plugins they are designed to make compatible. ESMs should always be placed at the top (lowest numbered) positions in the "load order", followed by the related ESPs though they can be separated from their ESMs by other plugins. "LOOT" does a good job of determining those basic orders. Getting the "load order" incorrect will cause "Missing Master" errors as well.

 

FYI: The "pre-order packs" (Caravan, Classic, Mercenary, and Tribal; available now in the "Courier's Stash" addon), are not considered "DLCs" by most mods and "compatibility patches". So their absence should not deter you from using "All DLC Merged" plugins. When in doubt, follow the process in the wiki "Missing Masters" article to confirm they are not "master files" for that plugin.

* Don't install compatibility patches for mods you do not have installed/active (e.g. get rid of any "TTW" patches if you aren't running TTW).

* If you have more than one mod that makes any change to the same record or set of records in the vanilla game, then you really need to use a "Merge Patch File" with that collection of mods. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article.

 

Once you have a "Merge Patch" file, check it with FNVEdit and see the results are what you want. You may need to edit that file or create an "Override.esp" file to go after it. This is discussed in the wiki "Merged Plugin Guidelines for Personal Use" article.

 

-Dubious-

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