Skyrim

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JoeKa8 and lofgren

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JoeKa8

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  1. JoeKa8
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    Sticky
    Here a formula for calculating how much money you will need for raising your skill by a few levels:

    (SkillLevel - 0.5 + 0.5 * Skillgain) * Skillgain * 25

    SkillLevel ... is the Skill you have
    Skillgain ... is the amount of Levels you want to rise
    25 ... is the Baseamount of Gold for Training (if you edit it, just change it here, too)

    Example: I'm level 40 in Onehanded and I want to raise by 10 Levels to be Skilllevel 50:
    (with standardsettings: 25g Baseamount for Training)

    So Skilllevel would be 40 and Skillgain would be 10, now let's set this two numbers in the above formula:

    (40 - 0.5 + 0,5 * 10) * 10 * 25 = 11250 Gold

  2. JoeKa8
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    Sticky
    I will not upload a version, where the selling-feature is standardly deactivated.

    This feature is implemented for a gameplay-change: I took away the money from the endless loot (because every bandit is wearing equipment, you can loot after you killed him), and added more gold as quest rewards, so your personal objectives will change from simple kill&loot&sell whatever to playing quests, which feel rewarding.

    I will no longer reply to comments, which address that.

    I've explained how to deactivate this feature or change it to an Percentage, it is quite easy to do and will not take longer than the time, you need to write a comment, in which you say, that this is the feature you like to have to a special Percantage or deactivated.

    Look at the three Pictures at the top of this page. Click the little Arrow to the right. You will see two different pictures. The right one shows which two (yes, only two!) clicks you have to do in TES5, to change it to whatever you like. All the different percentages, which came up, are possible with just like 30 seconds of your own effort.

    To be honest, I consider this rude. When you buy a car, and the seat isn't in the right distance to the steeringwheel, you just have to set it fitting to you, that's why the manufacturer made it slideable. You don't walk up to the manufacturer and tell him, he has to do the seat-setting for you. Now here I don't even sell you anything, I'm just sharing a Idea, which I already made editable. And multiplying all selling prices by zero is part of this Idea - so if you have a different opinion on this for you taste of gameplay - just edit it.

    Thanks to all the other people, who read the description and didn't hastle to invest 30 seconds of their own time to edit it to a setting they like.
  3. JoeKa8
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    Sticky
    I released the feature, that every Main- & Normalquest gives a configurable Goldamount as a standalone Plugin.
    Skyrim Gold XP does not need this Standaloneplugin and the Standalone does not need Skyrim Gold XP.

    http://www.nexusmods.com/skyrim/mods/72452/?
  4. DANEN
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    I am upset that this mod is very underated.
  5. 123line
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    I love your idea and would love to try your work! But I'm not a big fan of Unofficial Skyrim Patches... I have all DLCs installed, so I want the legendary version- but only without USP. Can you do me a favor and release a version which is for Skyrim+DLCs without USP? Much appreciated.
  6. AsrielIrae
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    Wish I could combine this mod with something like World's Dawn or SXP, so that there would be a single skill trainer similar to the Dark Souls fire-keeper, and gold could be renamed to Souls, but I would only use it alongside a mod like Vigilant or Apotheosis (Upcoming Dark Souls style quest mod) where this actually makes sense. It would be amazing. The idea of using XP as both money and a way to level up makes a game more simple, yet it gives it more depth by forcing you to decide if you want to level up or buy a new weapon or spell.
  7. ww13
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    changes the Mod the Skillbook Abilitie ?, i have the feeling. Its fine wenn you make that Skillbook train skill.
    1. JoeKa8
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      Yes, all Vanilla-skillgain is stopped, also skillbooks. I think you're right, Skillbooks would be fine, but I don't know how to do that because this was also done by lofgren for me as a request.
    2. 4HeadTiger
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      I'm 99% sure that Skill books are broken because Skill Use XP Multiplier is set to 0 in ax_gold perk.

      What I have done is set ax_gold skill use multiplier to 1.0 (more specifically, removed it entirely with CK), then used Elys Uncapper to set skill gain to 15% of usual rate (so skills level almost pointlessly slowly). With these settings, Skill Books definitely work as expected.

      However, I don't know if it would still work when Elys Uncapper is set to 0% of XP (I think it would though). If it doesn't work, then I suppose you could always just set it to some stupidly low number, like 0.01x of the normal XP.
    3. JoeKa8
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      You .. I like you :D
      .. someone who finds solutions by himself ^^

      Skill books "broken" .. You can make your 99% a 100% xD -> Skillbooks don't work while ax_gold is 0, as I said in the comment, you'd replied to. ^^
      Yes, the Elys-Way is a good idea ^^
      To everyone who might want to do the same: When chaning it on an existing save, I recommend setting ax_gold to 1 by console command, before removing it, just to be sure, because global values are stored also in the savegame.
      (For example, you could set it to 1 in TES5edit, start a new game, and you will gain skill. But starting a game with the standard of 0, then using TES5edit to change it to 1, and then reloading it, the savegame would still use 0 untill you change it by console command)
    4. blackjackgarry
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      After I played (new game) around a little bit,I still have serious problems in the experience system.

      The idea to gain gold instead of exp. points is great, but not only the skill books are (without the workaround) useless, also you will not gain trainig from NPCs e.g Kahji caravan trainers.

      As said the workaround did't do it. A fix would be great.

      AddOn:
      I figured it out. The problem why some NPCs cannot train you, even when it should be. I tested it first with active mod, then deactive. Now, after a look inside the esp, the problem is the 'Dialog Topic' form ID: 000E3A35 - THIS entry and its subentries overwrite several conditions. You have to reset them to the original given. While I am using USLEEP, I used that settings. I testet it with Ma'jhad (a caravan trainer for pickpocket). Before the changes, he refused '...you know everything...'. And I am at level 5(!). After the 'reset' it is working.
      An alternative step; I now deleted the ' Dialog Topic ' complete - also working.

      Hopefully this helps others with the same problems.
    5. JoeKa8
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      @Blackjackgarry
      Thanks for your Feedback.

      The Changes in the Dialog Topic 000E3A35 are there for a reason. This Changes make it possible for every Trainer to train up to Skill 100, regardless of your or their level. (In Basic-Version all Trainers Check if you are below Skilllevel 100, in Legendary-usleep-version the check is simply removed, which changes the order of conditions, therefore TES5edit shows all conditions changed - this is just the changed order, the conditions are the same)

      Because of your comment I just tested both files (normal & usleep-legendary) of my mod again in a newly created savegame and I could not reproduce the Error.
      Ma'jhad offered training and everything worked as it should, I could train.
      (And in addition, I actually use this mod by myself and had never Issues - Skillbooks not working is because of how the "Mod Skill Use"Function works, console command "set ax_TrainingOn to 1 and then use Elys is the best method to get Skillbooks to work)

      The Error is definitly on your side.

      You can try moving my mod to the bottom of your load Order or check for conflicts with other mods, you have installed.

      Or you can of course go on and use your modified File. In your modified Version trainers will only train up to their specific training-level, for example Ma'jhad will only train up to level 75 instead of 100. This might be great for Immersion, but keep in mind that you will not find a Trainer which will offer Training if you're above Skill-Level 90. You might want to try the recommended Mod, which adds new trainers for every Skill in Whiterun as a Workaround for your personal Mod Conflicts.
  8. icenisuebi
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    Hi, I'm really enjoying the mod after making the tweak to make skill books still give experience.

    I have one question though that's bothering me.

    In the description you say that it costs 97,500 to go from 15 to 100, but if I use the formula you give in the sticky, it gives 121,125.

    Which is correct?
    1. JoeKa8
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      Hi ^^

      I'm glad you enjoy your game. Yes, I'm also using this mod by myself, for me it took some time to get used to it, but still I like it. ^^

      The 121,125 gold, the formula tells, is the right value.
      Don't know why I stated 97,500 in the description, I will correct that, thanks for pointing out.
  9. 4HeadTiger
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    Nice! I really love the idea of using gold for leveling!

    The only problem I can see is the lack of config file - although in fairness, it is very easy to twiddle settings with TESVEdit (and author even gives instructions for this) :)
  10. Kolagon
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    ....So.. lemme get this straight... if I found 1 septim/gold, i'll gain 1 point of experience?
    1. JoeKa8
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      Hm, yes, thats somehow the basic Idea behind this. Through Trainers your Gold will be transfered to Experience, though it is not 1:1.

      But you are way more likely to earn gold instead of finding it - by doing quests, which is a important feature of this mod.
  11. LoneEagle82
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    Hey just wanted to say I'm liking this mod so far. Down loaded it a few days ago and it's made the game just that much harder to play and makes you plan out every move.
    There is only one problem I see with this mod. I play with SkyRe mod and I don't know if there is a trainer for the skill tree Wayfarer. Please let me know if there is one out there or if there is a patch for one.

    Also I would like to let everyone know of a mod that would work well with this one. It's called Adura's Merchant Mod - Player Shops, I found this one on Steam Workshop. It puts a player owned stall in the big cities, Whiterun, Windhelm, Solitude, and Riften. It's an easy mod to use and an useful one when using skyrim gold xp.
    1. JoeKa8
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      I never used SkyRe, but its description says, that Wayfarer-Skill was Lockpicking and Fingersmith (which is Lockpicking+Pickpocket) was Pickpocket, so I think it is possible that Vanilla-Lockpicking-Trainers will train Wayfarer and Vanilla-Pickpocket-Trainers will train Fingersmith in Skyre. You may test it ingame and want to report here? :)
  12. XsyousX123
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    I love this idea! Everything you did in skyrim should have a proper reward and gold is a adequate choice. This mod can give everyone incentives to explore the skyrim with quests. However, there are my suggestion:

    1 I checked your mod in TES5Edit and found there are so many changes for trainers---maybe too much. I know i can remove these changes, but maybe you can release an option for guys don't want to or can't use TES5Edit---i only like the idea that every quest should have a gold reward and don't want to change the world too much.
    2 I also know everyone can easily change the gold reward in TES5Edit, but, every quest---main quest, side quest, guild quest---has the same reward of 1000 ? It's too much. But you can't change it seperately in TES5Edit for now.
    3 For guys using many other mods, such as Alternative Life, sometimes you can get over 5000+ gold before you leaving the starting cell. Because many mods install themselves by finishing quests once you build a new character. So is it possible to give a limitation for this?

    Anyway, great idea and full of protential ! Looking forward your next version.
    1. JoeKa8
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      Hi ^^

      1. Yes I changed the Trainers. I changed exactly three things. First: I editet the trainer-classes and 3 gamesettings, so every trainer can teach up to level 100 - because a) you only could reach lvl 90 without this change and b) looking for the right skill trainer is enough hastle, I think it would be anoying when some Magic-Skills even in Winterhold-College would only be trained up to 50. Second I removed a Condition in the Dialoge, which is needed to initiate Training, because it would make no Sense when a Trainer can teach up to skill 100, but the Dialoge-Option would only appear up to skill 50. Third, again only by some Gamesettings, I made the Curve, after which the Price for training raises linear, because in vanilla it would be much more expensive to raise a skill only by training, and in addition I set the max amount of possible Training per Level to 999 (which is of course also needed when Trainers are the only way to raise your skill). None of this Changes edits the Trainer-NPC itself, so every NPC-Overhaul is fully Compatible.

      2. The Questreward is changed by Consolecommand ingame (like the description says), changing it in TES5edit would only work when starting a new Character.
      The Mod is only rewarding Main- and Normalquests. It does not award every Misc-Quest, listed under Various. For example you wont get Gold by this mod for every Bounty, you got out of an Inn or by Companions (though these Quests are already rewarded in Vanilla Game, but with less Gold), or just for going to Solitude and asking to join the Military etc. The reason it doesn't differ between Main- & Normalquest is a) that I don't think, a Single Mainquest is not more hastle than a Single Normalquest, and b) this script is setup by lofgren for me, and I'm thankfull for what he did, I feel it would be rude to ask him for more complex stuff, when it is already good, the way it is.

      3. I'm using Alternative Life and over 200 Mods myself and started a new Playthrough with this mod. Not every Startup-Quest triggers, to be honest, I'm not sure about this. In my Setup, 2000 Gold are added because of this. I see no way to limit this, if it is more Gold in your setup just place it in an unsafe container if you don't want it, then it will be gone (or you could place it in the skeleton, which lays in the startingcell of Alternative Start :P). Else, not every Queststage Triggers, so the Alternative-Life Quest does not reward just for creating a Character or choosing a Life, it will reward when the complete First Quest is done and you're into normal Gameprocess by getting the Second Mainquest "Before the Storm" (the first "Unbound" is replaced by Alternative Life).

      People, that don't "want to use" TES5edit (or CreationKit) should understand, that then it is somehow kind of their own fault when a mod isn't exactly the way, they want it to be. And why should there be someone, who "can't" use TES5edit? .. of course it is a little effort, to learn how it works (but together with my pictures, which explain it, it is really easy), but again, somebody who isn't willing to do the slightest effort to modify something by himself should face the fact, that he has to take or leave what others offer to him. Nobody ever said, Skyrim-Modding is some kind of Eden, where all obstacles magically disapear (and if somebody did, he was wrong).

      The Mod works like intended and untill there are no bugs, there wont be a next version ^^

      I get it, you want a different kind of Mod, but I'm not your servant. If you want something different, don't expect others to do it for you, get it on by yourself. I release the Mod I want to release, though I'm willing to help, if someone asks in a proper way, like Fidens9. On some points I would like to help you, but I am not able to do so (for example the unwanted Gold when starting a new Character or maybe even for differing between main- and normalquest)

      edit: hm, thinking it through, I may be able to help you in some way: I could release only the feature, which gives an additional Goldreward for every Quest, on its own.
    2. JoeKa8
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      Here you go, if you want to: http://www.nexusmods.com/skyrim/mods/72452/?
    3. XsyousX123
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      Excellent! Thank you for your efforts! If possible, could it come with a figurable misc quest reward? Then this highly potential mod will 100% be consistent with the perfect game-changing tool in my opinion---people will be rewarded for they have done, even it's just a minor help.

      Again, I believe this is an important and highly potential idea, even compared with the famous SXP system. People just need some time to find this.

      GJ!
    4. JoeKa8
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      Sorry, I know nothing when it comes to scripting. As you can read in the Description page of "Gold per Quest" and also here in the Credits, lofgren wrote and implemented the complete Gold-Reward-Feature for me by my request. We talked about the misc-quests, and this was the way he wanted it to do. Because I was thankfull for what he did for me, I didn't want to bother him further and was pleased with the way it was.

      I think it would be cool to have a setting for each of the quest types: Main, normal and misc, but I can not do this. Permissions for my Mods are set quite open by default, anyone can pick up my mods and develop them further without the need for my explicit permission.
  13. JoeKa8
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    LEGENDARY EDITION IS UPLOADED

    The old File is still compatible and works. But if you have Dragonborn-DLC, Solstheimtrainers will not offer Training. Also, it does not have the Corrections of Unofficial Skyrim Patch

    Legendary Edition is Compatible with Dragonborn-DLC and forwards all Corrections of USLEEP 3.0.0, but you must have all DLC and USLEEP installed.

    For Upgrading from Base to Legendary Edition you can just overwrite the two files "GoldXP.esp" & "GoldXP.bsa" or uninstall the BaseVersion before you install the new Version. Make sure, afterwards it has the same Position in your Loadorder as before.