Skyrim

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Xander9009

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Xander9009

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8 comments

  1. Darklocq
    Darklocq
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    This (or a mod like it – I realize this dates to 2013) needs a floor as well as a ceiling. We all start the game with at least level 15 in every skill already (which is stupid, but whatever Bethesda!). This mod's description suggests that you would not be able to train any of the effected skills at all (even to get to 16) until you are level 8 (your level x2).Given that the only non-insanity-inducing way to get enough gold to just GET ON WITH IT and at least get your crappy Whiterun house or whatever before you've already done most of the main quest, is by making and selling potions and tempered loot. If you can't do that except as level-15 quality noob junk that sells for pennies, you're not left with much of anything but going back and forth to dungeons over and over and over again to haul out every piece of trash in there to sell it for low gold value – just another form of grinding, and even more tedious.

    I do like the idea of a mod that prevents you from jacking these skills up to 100 right off the bat by grinding, but it needs to not interfere with basic gameplay, either. Like, maybe this level capping stuff shouldn't kick in until around level 31 in any skill, so you can at least improve the skills to be worth using and get a handful of lower-end perks in them while you're still under level 10 (player level). Especially if you'll be focusing on being a mage, or thief, or whatever.

    Another way this limit right from level 1 may be problematic is with leveling adjustment mods. I use one that varies the XP you get by what you are doing (you get less XP for making the same stuff, and you also – the important part – level slower if you keep raising the same skill over and over again. The mult for how much a skill level increase counts toward the next level drops incrementally. So, in that system, it's actually necessary to work on pickpocket even if you're a mage, or on armoring even if you're a thief, because if you just do mage skills or just do thief skills, you'll eventually not be able to level except at a rate of like 1 level every week or so of focused gaming (this happened to me by around level 25 playing a thud-and-blunder fighter; I eventually had to become a fighter-thief-mage to be able to level any more).
    1. Xander9009
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      Making it more user-configurable would be really cool. I don't personally have the time to mod, unfortunately. My mods are essentially free to build off of, though, so if you or someone else wants to implement something like that, you wouldn't have to start from scratch.
    2. Darklocq
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      Cool. I wasn't sure if you were even around, and was mostly thinking that would be the solution. Presently I'm just a gear and NPC and patch modder; I have not really figured out the scripting language's kinks, nor the quests and dialogue system, so I'm not yet competent to do something like this. (How it works in Skyrim is so different from Morrowind, where I knew what I was doing in the Construction Set).
  2. Sarsaparilla
    Sarsaparilla
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    i wonder why this doesn't have more attention.

    the first thing i thought of when i wanted to mod skyrim is to get rid of crafting 1000 iron daggers right after the start of the game and get to 100 smithing easily, skipping all other armor types, because all you need to do is crafting some low level trash.

    it fundamentally made skyrim boring, hopefully everything works fine now!
    1. Xander9009
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      That was an issue I had as well. I don't actually use this mod, even though it's my own, but that's 50% because I'm guilty of intentionally training alchemy and 50% because I don't actually play Skyrim much anymore (I'll get back to it eventually, I'm sure). If you have any problems (other than the one I listed in the description that I'm sure sure I can fix), let me know.
  3. eriladin
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    That's all about progression...not really difficulty, tho i can imagine one needs to practise to get full benefit of knowledge, EG:
    a master armorer couldnt use properly a heavy armor if not used to it, so it should be difficult for him to MAKE that armour...
    That makes this mods makes sense. Thanx for it!

    Wonder what minimum lvl could be a master smith-alchemist-enchanter? 5 point trained/lvl plus crafting gained points, lots of lvls to get to master crafter, not even counting pickpocket!
  4. TheFlamingDaedra
    TheFlamingDaedra
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    stop nerfing and rather boost difficulty instead man
  5. Gronorix
    Gronorix
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    Tracking for now but it looks quite nice!