A note incase anyone else tries using this with other mods that tweak perks such as WiredBulletTime - it's possible to create a simple compatibility patch yourself with Fo3edit, I found a thread on loverslabs (warning, NSFW 18+ site...) that was wonderful in explaining the steps; basically it involves using "Copy as override into..." to create a new esp that forwards the changes (in my case, the changes to what level 3 perks became available). If you already know how to use fo3edit's "Apply filter to show conflicts" button, it becomes pretty straightforward.
I like everything I see here, wish I had thought to look for something like this before starting this playthrough. Always have reached the level cap too soon to really enjoy fully exploring the game. Seems like getting it to play nice with an in-progress character could be a headache with the changed level requirements, so I'll have to save it for next character.
What does it do regarding skill points *per level*, though? Though I suppose something positive could be said for de-emphasizing needing 9/10 INT + 7-or-higher LUK to eventually hit 100 in all skills, I guess.
By removing ranks you're removing perk options - for example I'll sometimes take a rank to boost an otherwise crappy perk rather than pick a perk I either don't want or think isn't good for the game/character. And by spreading out the perks across levels you actually remove choice of which order to take perks in by instead railroading the player into a more defined perk path. Finally, given that you're removing perk-ranks but not adding other perks to fill the void, this mod would work better if it were 1 perk every 2 levels.
If it modifies the same perks then it will conflict. I haven't tested this mod with other mods that tweak perks but I can say there are many many variables that could cause issues by using two mods like this. I saw that the author added mods to the game. This wouldn't hurt the level placement but if the author of Max Level 99 tweaked the same scripts as me then my mod could potentially break his mod or his mod would potentially break mine. I will take an educated guess and say there is a significantly high chance that the two are incompatible with each other.
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What does it do regarding skill points *per level*, though? Though I suppose something positive could be said for de-emphasizing needing 9/10 INT + 7-or-higher LUK to eventually hit 100 in all skills, I guess.