Alternate Stat System by Cerest
Skyrim » Gameplay effects and changes
Added: 08/05/2013 - 04:12AM
Updated: 31/08/2014 - 08:07AM

107 Endorsements

2.1 Latest version

1,408 Unique D/Ls

2,062 Total D/Ls

17,853 Total Views

Uploaded by Cerest


Last updated at 8:07, 31 Aug 2014 Uploaded at 4:12, 8 May 2013

I cannot support this mod for the time being, here are the bugs and ways to address them
ISSUE #1 Dragon souls on stats don't seem to be working correctly --> disable stats that look out of place.

ISSUE #2 Damage resistance is now absurdly high o.0 something is f'd with the array. Please turn this module off.

ISSUE #3 Weapon speed is too fast, disable the module first, then change min to 0.00 and max to 1.00.

Alternate Stat System

  • What is it?

With the vanilla system, it is possible for a mage with maxed magic skills to only have 100 mana. This is silly. Instead of having health, mana, and stamina be determined by a random level up, this mod allows these stats to be determined by the skills of the player.

  • Is it a 1-to-1 relationship?

No. All skills influences all stats, just in different ways. Restoration magics typically give small boosts to strength over time as well as the expect increase in willpower. Those who block with shields have to be quick and strong, thus giving some bonuses to both dexterity and strength.

  • Strength? Dexterity? What?

As a middleman between stats, all skills influence one of 6 possible secondary stats, which then go on to influence health, magicka, and stamina. These stats are Strength, Dexterity, Endurance, Intelligence, Willpower, and Personality. What these stats actually do are spelled out in the PowerPoint Readme. Here is a sample for Strength.

Major Influences
Melee Damage
•More force behind hits.
Heavy Armor Wearers
•Able to withstand the weight
Weapon Speed
•Stronger muscles faster swings
One & Two Handed Weapons
•More force

Minor Influences
Heal Regen
Movement speed
Unarmed Damage
•More force
•More force applied to blocks

All of these individual effects can be turned on or off and customized by a rather extensive MCM menu.

  • Cool! Let me install it!

Awesome! To use this mod, you MUST HAVE SKYUI (for it’s MCM menu). So go and get it if you haven’t already! Why does it need SkyUI? Well the mod is enabled there and the player’s secondary stats are displayed there as well.

If you don’t like the mod then you can “uninstall it” via the MCM menu, which will stop this mod’s scripts from running and provide a cleaner save game once you uninstall. I also offer you an interface to reset your stats back to levels that you prefer when the vanilla stat system runs again.

  • Compatibility & Issues

This mod is compatible with anything and everything. Uncapper, Requiem, Skyre, CCO, Ethereal Elven Overhaul, whatever.
It is NOT compatible with however, Third Era Attributes, or Auto Perk/Stats/Level.
There is however, one issue, I cannot disable the “You have leveled up! Choose an attribute!” on the skill page when you go and distribute your perk points. Whatever stat you pick on that page gets eaten by this mod when you close the menu.If anyone knows how to disable the message please contact me :D It is bound to an interface flash file (levelupmenu.swf) and my actionscript isn’t very good...

  • For Modders

I included source files in case you want to see them. I am a firm believer in transparency as to what I am doing with your game. Not only that, but I believe that a successful modding community is based on people who share resources and information.

Once you look at the two scripts it will become highly evident that the script was written by a math student rather than a script guru. If you have any input on optimization please don’t be afraid to tell me :D

  • Thanks

WillieSea @ TesAlliance
SkyUI Team
Contributors to the Creation Kit Wiki

Can Be Found Here