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lofgren

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  1. IsharaMeradin
    IsharaMeradin
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    SSE version ported with permission: Smooth Attribute Scaling
  2. Hangover180
    Hangover180
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    Can we get a version of this for special edition? I can't play without this!
    1. Avastgard
      Avastgard
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      I second this.
    2. lofgren
      lofgren
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      I don't even use this mod myself anymore. Converting it to special edition should be as easy as opening it in the special edition CK and resaving it though.
    3. GSmog
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      I third this! But ok, Ill try that then and get back to you about my results.
      Results= Doesnt work. Ran it through the CK and hit save after it loaded, game refuses to launch. Uninstall it, game launches.
      I might try to use cathedral on it later~
  3. Lolik_Khan
    Lolik_Khan
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    Wow, just found this mod and i can say it is just awesome. Just what i was needed. I'm just interesting is there anyway to implement this leveling logic to NPCs? Also it would be very-very nice if author could implement Dragon's Dogma like logic in further leveling. I mean it will be cool if in time of your level progression benifits to atributics from skills would be lower and lower for every next level. And may be picking standing stones would be effecting this calculation depending on which stone you chose! Anyway my huge thanks to the author.
  4. ZengarZonvolt
    ZengarZonvolt
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    this mod is perfect for my current setup of emulating a sort of SAO experience by making my maximum skill cap to 1000 akin to (completed) skill status in SAO abd still setting my soft-cap to 9000 so i still can increase my skills via bonuses. this in combination to 1:1 stat ratio that ive configured makes skill that much important. its all fine and good but i got a question. when it says it supports legendary skilling which means i reset my skill from 1000 to 15, does that mean i retain the bonus ive accuired prior to legendary?
    1. lofgren
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      It means you can choose which you prefer.
  5. Inforgreen
    Inforgreen
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    I'd prefer SAAL from special eddition, but this is as close as oldrim has got.
  6. vanguardian1
    vanguardian1
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    Really hoping for uncapper + legendary support here, this mod is soo close to perfect.
    1. lofgren
      lofgren
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      Shouldn't be any reason uncapper would conflict. Are you experiencing issues?
    2. vanguardian1
      vanguardian1
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      Uncapper by itself, no. But with legendary added into the mix, it can make the stat drops even more overwhelming.
    3. Avastgard
      Avastgard
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      Is there really no conflict with the uncapper's Carry Weight at level up option? I have it configured to give me +5 carry weight every time I level up any attribute. If I install this mod, will it add carry weight on top of the point provided by the Uncapper?
    4. lofgren
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      No, whatever you set with this mod will take precedence. The whole point of this mod is to replace the level-up bonuses for these stats.
    5. Avastgard
      Avastgard
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      I missed this part of the description:

      Carry weight scales according to a combination of your health, stamina, and magicka. The benefit of each can be configured in the MCM.


      I assume, then, that the picture of the MCM is outdated, right? Because it doesn't show any Carry Weight configuration.

      If that's the case, then it's fine by me. I just didn't want my mage character to have huge amounts of Carry Weight because of his massive magicka pool.
    6. lofgren
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      As you can see in the image of the configuration menu, there is a scroll bar to the right indicating that there are more options below the cut off of the window.
  7. Glabrezu
    Glabrezu
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    i love this mod, i use it with requiem, works fine
  8. ShinyApocalypse
    ShinyApocalypse
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    Awesome mob but i was wondering if you could add an option for each individual skill that way you can adjust for even greater balance thanks

  9. IsharaMeradin
    IsharaMeradin
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    Minor annoyance bug...
    When the MCM is loaded, the options are visible on page 0, but no changes will take affect unless one goes to the actual page with the options (page 1).

    May want to toss in a simple title graphic on page 0 so that users will always go to page 1 to make their adjustments.
  10. GSmog
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    Hah I feel silly for asking this, but whats the update do? For some reason it didnt list the update in NMM but I came anyway to check something and give my endorsement, then noticed it had an update. Wierd that it didnt show up, but a changelog would be nice so we would know what was updated.

    Also, since this is still being updated, I figured it wouldnt hurt to ask. Any chance this mod could do a few other things? It would be nice if we could configure how many perk points we get every level? I always personally felt 1 wasn't much, so I found another mod to do it. I think maybe that mod is causing errors though and it would be nicer if simple level up stuff was all handled by one mod instead of multiple mods. Or maybe the ability to turn dragon souls into perk points.

    Otherwise, really excited to see what was in the update. Oh, and did the ++adjust your stats potion come from this mod? If so whats it do?
    1. lofgren
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      As noted in the changelog, the newest version adds Legendary skill support and uses a different method for detecting beastform so that the Dawnguard patch is no longer required.

      The potion is added by this mod and simply triggers a one-time readjustment of stats, since otherwise your race may not be detected properly after exiting the character menu.

      I do not expect I will be adding any new functionality to this mod. There are already tons of mods that affect perk points and perks and I wouldn't want to conflict with them.
    2. Enojitothebrave
      Enojitothebrave
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      Could you elaborate on what 'Legendary skill support' means? There's a check box for it in the MCM, but no way as far as I can see to find out how it works until I have a skill to make legendary.
    3. lofgren
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      Legendary skill support means that the mod will detect when a skill has been made legendary and factor that into your stat calculations. If legendary skill support is unchecked then your attributes will reflect your current skills only. In other words, it prevents your attributes from plummeting when you make your skills legendary.
  11. deane9850
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    Suggestion::
    Allow lower increments.. right now its 0 -> 0.125 -> 0.250 -> 0.375 .. Please consider something like 0.1 -> 0.2 etc etc

    Lastly, Requiem race have higher minmax for base stat, for example, Breton starts with 90HP,90S,130M so I had to start with lower magicka since ur base stat setting only allow up to 100.


    Repeating suggestion.
    1) Finer increment as above.
    2) Bigger base stat allowable 70 ->140.
    3) FISS Support ( http://www.nexusmods.com/skyrim/mods/48265/? )
    1. deane9850
      deane9850
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      Played a bit more with the new version and requiem overhaul.. Its workable with the current increment (the difference is manageable) imho even with requiem default stat increment.

      thus you can ignore the request above..

      HOWEVER.. 1 final request ._.

      Can you make it so crafting skills (Alchemy/Enchanting/Smithing) gain half stat? So if I set combat skill to gain .25hp + .125st for example, upping smithing only grant .125hp + .0625st only. just so we can stop grinding early level for cheap stats.
    2. Salovas17
      Salovas17
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      Use his Training Options mod alongside this one and you wont even need to grind crafting skills. I only use the random option for my own playthrough, but I'd imagine a lot of people could benefit from an alternative to the crafting grind. Gives the game more of an XP level up feel in my opinion, and allows me to elude the immersion breaking concept that the Dragonborn becomes a master blacksmith in less than a year without missing out on the added levels/stats.