PLEASE READ: If you encounter any trap errors when entering a new cell, open your warnings.txt file (in the morrowind folder) and copy/paste those trap error messages here so I can get them fixed. Thanks. (Or give me the name of the cell or general location and I will find it)
REBIRTH: Its compatible but, rebirths game setting esp may have some overlaps or conflicts with HC settings. This wont cause any crashes or anything, but whichever game settings you would prefer be primary must be loaded last in your mod load order.
OPENMW Compatibility: If you use openmw you will notice that haggling does not work the same with this mod installed. This is because hardcore's economy is balanced around the code patch(MCP) economy bug fixes, which openmw doesnt have. Openmw has their own economy fix which is different from MCP. If openmw implemented the exact same economy bug fixes as MPC does there would be no issue, but sadly this is where we are. However you can work around this by raising up your mercantile skill via training or console. Suggest raising it up to 50 skill to bypass the haggle issue. Or you can use one of the few economy mods out there that work in openmw, just put them last in the load order. They can cause issues though, like messing up trainers skills, but they do fix the haggle problem. Use at your own discretion.
TAMRIEL REBUILT: Im gonna say its not compatible, though some people have still played with it. TR adds new creatures and npc's which are not tailored for hardcore. Any global settings will still affect them, but TR's new creatures and npcs will not be as challenging as the vanilla ones. The new npc merchants added by TR will not be fully affected by my economy changes and therefore are exploitable as they are in vanilla. If a TR spell merchant is set to autocalc and has spells that are removed by this mod, the game might crash when you view their inventory.
I'm not sure if I agree with moving the dwemer puzzle box. I thought the game was bugged. I decided to troubleshoot my installed mods and disabling this mod had it reappear where it should be. So I clipped all over the place and found out you moved it to a place most characters at this point of the game can not reach.
I did not have fun figuring this out to be honest.
The challenge your mod brings is great though and I hope you continue to improve it.
I know it's reachable without cheating, my point is it's simply frustrating and a time waste to place it at that location, it being a starter quest. The way this dungeon is setup it's obvious you should return somewhere down the line where your character is stronger and has ways to access places a new character has trouble reaching, but not for retrieving the cube. It's literally the first dungeon you're send to if you follow the main quest and the character I play has no way to levitate at this point. Your mod made buying every spell more expensive and I needed whatever cash I had to buy better equipment. Any character is supposed to be able to find that cube and continue the main quest.
Like I said, I like the challenge this mod offers, but there's challenge and tedium. To be blunt, hiding quest objects in dark corners is not hardcore, it's simply frustrating and wasting time for no good reason.
Well youd be the first person to 'disagree' with moving the puzzle box. Some had a hard time finding it, but when they did they received personal gratification for having done it without cheating and were quite fine with it being moved. Alot of things are different than vanilla in this mod.
I disagree that this is a starter quest. Your first main quest is to get stronger. Caius tells you to go out, join guilds, get experience. If you skip that then you may not be ready for the dwemer puzzlebox quest.
If you already know where things are from playing the game before, what challenge is that? if you didnt like this change, you wont like some other quests either. Several easy to grab and go quest items and powerful loot are no longer easy to grab and go quest items. They have been moved, or are now heavily guarded and cannot be reached without a serious fight or by being sneaky and using guile.
I mean the game provides you all the tools necessary to accomplish any thing, do whatever your hearts desire and go where ever you please. If you are short on cash to buy spells well then you will have to carefully consider your options wont you, and that is the point. Its not supposed to be easy nor is it a race to the end.
Did you come into this mod thinking it was just tougher enemies? Its way more than that.
7. a) Trap spell "soul trap" is invalid trap. Object "com_chest_02_vault_03" in cell "Rissun". b) Trap spell "clumsy touch" is invalid trap. Object "com_chest_01_elmussa2" in cell "Caldera, Elmussa Damori's House".
8. https://en.uesp.net/wiki/Morrowind:Prelude_Shipwreck -> I have found no Deadric Wakizashi (i am house redoran though, so i can't confirm whether the item spawns only when you accept the quest).
Thanks for your work, i am enjoying the mod very much so far. i am about 40 hours in, here are some thoughts/issues i have encountered, although i have no idea whether this may be part of your mod, my installation, or the game itself:
1. Trainers are still available (despite the description), not that it matters to me, actually, i find it quite balanced since they charge a ton. 2. Leveling weapons and acrobatics is extremely easy, especially the later levels. 3. The "Angry Trader" chest only contained 5 glass, so i had to use the console. 4. "Foeburner" is just a regular sword with no enchantments. 5. I kinda miss fortify attributes/skills when enchanting. I know it's probably not possible, but i wish we had the ability to get them exclusively via enchant merchants. I would pay upwards of 50k for +10 strength for example. 6. Grand Soul Gems not restocking in Mournhold is questionable. Azura's Star is the better alternative anyway, so why remove the ability to keep a nice shiny collection of all dagoth (and your special elite mob) souls in the player's house.
1. Oh I see, another person reported that trainers are missing the option and I checked one and it was missing training option. So I guess some still do. I will get around to checking them all someday. Perhaps you dont have the most up to date mod version, or they didnt... who knows. 2. Which weapon levels too fast? The way I view acrobatics, is that it goes up normally if you use it normally. If you jump nonstop everywhere you go then it will go up quickly. If I slow it down then everyone will have to jump around nonstop to raise it up, and in my view that is immersion breaking. So, use acrobatics like a normal person for a normal experience, or jump like crazy and max it out in 5 minutes, your choice. But I will reduce it a little. 3. I will fix that quest chest now. 4. Foeburner never had enchantments. Its just different than other dwarven claymores. 5. If you want higher than 100 stats, I suggest using a mod that removes stat caps. 6. Grand Soul gems become very common as random loot once you are high level. 25+
1. I downloaded the mod like 2 weeks ago, but as said, maybe it is just my installation. I am happy though and i think it's perfectly balanced, i haven't felt the need to use trainers at all. 2. So far i have only used Long Blade, Spear and Short Blade. Long Blade was 100 before i even reached Tel Fyr for the mainquest (Spear was 50 at that point). All of them felt like they levelled a bit too quickly. Your point regarding acrobatics is more than fair, I surely am gilty of space-spaming. 3. <3 4. My bad. 5. Fair enough. 6. Currently i am lvl 32, with maybe 1/4 of the map cleared and have only seen a single dymanic grand gem. But good to know they are available as random loot though.
Additional things that came up meanwhile: 7. Entering Rissun causes the "Soul Trap" Bug (not sure what that is, but i remember reading something about that in your changelogs). Same with the Room above the blacksmith in Caldera. 8. There is no Deadric Wakizashi in the Prelude Shipwreck chest on the bottom deck. I am house Redoran though, so maybe the sword only spawns in when you accept the quest for Hlaalu? So i am not sure if that is a bug or not.
Im not familiar with a Rissan soul trap bug. Need more info. I use patch fix mods like MCP and PFP so if those mods fix it, I wouldnt know or see this bug.
Again I need more detailed info on this daedric wakizashi quest in order to investigate it. Sorry I am not acutely familiar with every quest in the game and sometimes a change I have made has broken a quest or 2.
Mod page says all fortify/drain attributes spells and effects removed, is alchemy not affected by this or did I botch the mod install somehow? I'm seeing the other mod effects but certain alchemy ingredients still have fortify/drain effects?
I made a fresh install with only the mod and went to the arena storage. I got the error message too I dont know why. In the CS the chest that is mentioned in the error doesnt have a trap on it, and neither is the spell assigned to any chest. Its a mystery.
Well I went and just put the noise spell back on the chest and made it a viable trap spell again. I had tried adding a different trap spell but the same error still came up. So annoying, and nexusmods is also bugged when uploading new files so it made it even more annoying, but the new mod version up now fixes it. Its just the old noise spell back on the chest, so no more error message. Sorry for all the trouble I have no idea why this error was happening. It shouldnt have.
Hey teralitha can you please increase all enemy npcs heakth a bit and remove that lagging effetc cause npcs freeze for avsecobd without attack and stand still, plus one more smsll thing there is one particular spell killing you instantly what ever your HP is, ıts like fireball conbined kightning and has very large area of effect so you CANt just Dodge it and cant run it
Can you be more specific. I dont know what "lagging effect" you are talking about. Most npcs already have more health. The spell you are describing sounds like dagoth urs. If that is the case then no. If you cant beat him then get stronger and try again.
That lagging effect not cause by your mod, ıts common bug about vanilla, npcs will hold still when you hit them first for avsecond so you can kreep hitting them without they got chance hit back to you, even high lvl npcs, dont know is ıts because of their fatigue or bug can you check it out, they at least could move to parry if not able to attack at one point.
Is really random, bandits added by outlaws, hostikes and RP bandits all use it in random plus in some dungeons random enemies use it in random, those are very low lvl enemies if i survşve i only find just lame items in corpses like common outfits iron equipment, ıts really all random, when they use that what ever my armor is im burnşng/shocked to death in instant
also there is another spell again lame low lvl enemies using it but ıts not a problem because ıts just spawn army of undeads they chease you untill they got dşsappeared by tiner but ıts ok i can handle them öne by öne actually its nice nothing one hit kill you, just challence combat np with this one.
This mod changes those game settings, but only by a little and as far as I know, it just speeds up their rate of attack. The code patch might fix this lagging effect you described. I dont recall seeing this issue in my plays. I use the code patch and patch for purists.
Is it realistic? I mean most hardcore mods change game seytings in unrealistic way like mudcrab one hit your crusader in dvine crusader armor and carrying dvine crusader shield (very strpng armor stats) so what expect is challenging game play in realistic way, like fights last longee, HP pf enemies increased but no one one hit kill no one
There is mod named more dangeriıus danizers whic making named npcs stronger im using both right now and i can tell your mod add really challange to game, i like it ıt was too east befor thx.
Hardcore mode also changes npcs, so there may be some conflict and overlapping of npc abilities. Or one mod might cancel out the other mods changes altogether. Not sure. If you have issues try changing the load order.
I noticed something is it decrease attack speed of heavy weapons like warhammers? Also decrease running speed?
Because everything is ok about combat but my warrior with lvl 60 speed and 38 athletics running like lvl 1, slow jogging and swinging warhammer much slower now just like double decreased spped
"If you use MCP and/or Madd leveler or my compiled mod version with MCP, then you will have +100 stats available so you will be able to go above 100 on your attributes AND skills anyway just from leveling, so creating your own fortify constant effects becomes a moot point."
If I only use the version of Madd Leveler included with this mod, then I cannot go above 100 in any attribute or skill. If I also enable the MCP uncapper, then any attribute I raise beyond 100 through level-up will be raised twice at a time instead of once (both from the uncapper and Madd's fortify effect), but still won't go past 100 naturally.
I have nothing to do with those mods uncapping features. I myself just use the MCP uncapper. There might other uncapping mods out there that work better.
I'm confused. The description specifically recommends using the compilation of mods that is also available to download from this page, which includes a version of Madd Leveler that you specifically tweaked. According to the mod description, using MCP and your version of Madd allows for skill and attributes to go up to 200, but in practice this doesn't work as described at all, whether or not MCP's uncapper is enabled (the MCP uncapper is not mentioned in the description, btw, only MCP itself). And now you're saying that you have nothing to do with it and that you don't even use it.
I did not create MCP or MAD LEVELER. Both of have an uncapping feature. Both have to be manually activated by you, the player. You are only supposed to use one of them, not both. Because you are using both, you will get double stats as both uncappers are adding them.
Thats why I used the word "OR" instead of "AND". You can use MCP... OR... ML. You are not supposed to use both.
I myself have never tested this. I myself have only ever used MCP uncapper. I have never tried to use the madd leveler uncapper. If it doesnt work, then I never knew. I just assumed it worked. Maybe it does work and you did it wrong. I also assumed everyone would choose the simple path and just use MCP.
Congratulations, you are an anomoly. There is nothing for me to fix here.
I made it explicitly clear that I tried it both ways and that it doesn't work either way in both of my comments, and that I only tried turning on the MCP uncapper because your version of Madd did not work on its own. If you never even used Madd Leveler, let alone tested your tweaks to make sure they work, then why would you "highly recommend" using your own tweaked, untested version alongside this mod, and then belittle me as though I should have completely disregarded your own advice?
I said I didnt use the uncapper. Did you read the directions in the readme.txt file for mad leveler? Im guessing you either didnt read the directions or you did it wrong, or another mod is conflicting. Did you start a new game after adding the mods? Madd leveler doesnt work unless you start a new game. Check your buffs.
As I've already said, the recommendation comes from the description. I know how to use Madd Leveler, yes I started a new game with all the mods already in place. I've used it before with far more mods and it worked perfectly fine. It's your version that doesn't work, I've already tested for mod conflicts and there are none at play.
Summary: In this mod's description, you highly recommended using a mod that you never used yourself to go with this mod of yours. On top of that, you specifically recommended a version that you tweaked but never actually tested to make sure it works. Despite that, you actually assume that everyone will just use the MCP uncapper anyway and completely ignore what you said. Now, you're talking down to me for actually following what your instructions and pointing out a problematic bug instead of acknowledging the mistakes you've made (not to mention that what you're talking down to me about is predicated upon ignoring or forgetting much of what I wrote in the first place).
Do you not see the issue here? I've made it clear as day that you've made some mistakes. The solution is pretty simple: Either fix your tweaked version of Madd Leveler or pull the mod compilation. Either way, remove the part in the description about "highly recommending" the compilation since you've never used it for yourself and thus have no reason to recommend it. Instead, just say that you use this with the MCP Uncapper and whatever else is relevant (like Fair Magicka Regen, which was also included), and maybe mention Madd Lever as an alternative to MCP's Uncapper. This would make things a lot more clear and line up better with your own intentions.
On another note, I'd like to point out that this line from what I originally quoted is very inconsistent:
"If you use MCP and/or Madd leveler or my compiled mod version with MCP..."
It just says MCP and not the MCP uncapper. If you take it to mean the uncapper, then it is, in fact, stating to combine MCP uncapper with your tweaked version of Madd Leveler, which is obviously wrong as you have said yourself. If it's not meant to refer to the uncapper, then just using MCP on its own is clearly not going to have the stated effect. On top of this, you used "and/or" to describe what should be treated as mutually exclusive options. Including the mod compilation is also redundant. Here's a fixed version of the line:
"If you use MCP uncapper or Madd leveler..."
Though even then, specifying +100 to skills and attributes doesn't make any sense to attribute to MCP uncapper and Madd Leveler, as they are not bound to just 200 each. If you meant "beyond 100" rather than "plus 100," then it should be 100+, not +100. I'd just simplify the whole thing to:
"If you use MCP uncapper or Madd leveler, then you will be able to go above 100 on your attributes and skills just from leveling anyway- no need to make your own fortify constant effects."
Where did I say I never used my own optional mod? I always use it. I never said I didnt use it. You make alot of assumptions. The only tweak I made was to add health when you gain endurance. Its a different script from the uncapper. Shouldnt be any conflict.
I said I didnt use the mad levelers uncapper. I use MCP instead. Always worked for me.
I said I never tested mad leveler uncapper, or tried to use both at the same time. I assume it works if you follow the directions in the mad leveler readme. If you dont like it, or it doesnt work for you, then use a different uncapping mod.
I have removed that line about the uncapper to prevent future confusion by anyone else.
I'm very used to Madd Lever always being treated as an uncapper in and of itself, hence why I assumed you were referring to Madd Leveler itself when you kept saying "Madd Leveler uncapper." I apologize for mixing the two together, it's probably why you got the impression that I was using both uncappers. I haven't altered anything in the compilation.
Still, the compilation does include Madd Leveler itself, uncapper disabled, which does not work as intended when mixed with the MCP attribute uncapper. Any attribute raised beyond 100 through level-ups will be raised twice at a time instead of once, but won't go past 100 through skill increases at all.
I assume that the uncapper code in MADD is getting partially triggered, despite being disabled, due to not being made with the MCP Uncapper in mind. If Madd's uncapper were enabled in the compiled version, then I think it would actually work entirely as expected, since it stops you from going to 100 in the base attribute to begin with (instead adding each further point as a Fortify Attribute effect). Only the MCP Skill Uncapper would need to be enabled then, since the MCP Attribute Uncapper would be redundant and pointless.
I have to start another character anyway, so I'll just use MULE and its flat health formula (5 per level + 2 per endurance).
Yes, I took my existing buffs into account from the start.
Madd uncapper results in Fortify Attribute effects under the name "Extra [Attribute]" when going past 99 instead of letting it it 100, but it also happens when using the Compilation + MCP Uncapper and selecting an attribute to go past 100. MCP Uncapper is probably tricking Madd into thinking that it's supposed to trigger that part of the uncapper code, since you're not normally able to do that and Madd was made before MCP.
I'm don't know what the purpose of not enabling Madd Uncapper yet enabling MCP Attribute Uncapper is supposed to be in the first place. Madd isn't meant to support it, and MCP Attribute Uncapper isn't going to magically work itself into Madd's mechanics. Madd Leveler's own uncapper is designed around using the mod as where MCP Attribute Uncapper is not. You wouldn't even need to specify not to use the AU since it wouldn't take effect anyway, just the skill uncapper, which works perfectly fine in conjunction with Madd Leveler.
I will admit that its been so long I dont remember what all I had done with the optional file. Might be better if I just remove it and link those mods instead.
Made a new character to try the mod and I'm enjoying it so far but noticed raw ebony had it's weight adjusted from 10 to 1 and it's value increased from 200 to 300. Does that seem right?
1097 comments
REBIRTH: Its compatible but, rebirths game setting esp may have some overlaps or conflicts with HC settings. This wont cause any crashes or anything, but whichever game settings you would prefer be primary must be loaded last in your mod load order.
OPENMW Compatibility: If you use openmw you will notice that haggling does not work the same with this mod installed. This is because hardcore's economy is balanced around the code patch(MCP) economy bug fixes, which openmw doesnt have. Openmw has their own economy fix which is different from MCP. If openmw implemented the exact same economy bug fixes as MPC does there would be no issue, but sadly this is where we are. However you can work around this by raising up your mercantile skill via training or console. Suggest raising it up to 50 skill to bypass the haggle issue. Or you can use one of the few economy mods out there that work in openmw, just put them last in the load order. They can cause issues though, like messing up trainers skills, but they do fix the haggle problem. Use at your own discretion.
TAMRIEL REBUILT: Im gonna say its not compatible, though some people have still played with it. TR adds new creatures and npc's which are not tailored for hardcore. Any global settings will still affect them, but TR's new creatures and npcs will not be as challenging as the vanilla ones. The new npc merchants added by TR will not be fully affected by my economy changes and therefore are exploitable as they are in vanilla. If a TR spell merchant is set to autocalc and has spells that are removed by this mod, the game might crash when you view their inventory.
I decided to troubleshoot my installed mods and disabling this mod had it reappear where it should be. So I clipped all over the place and found out you moved it to a place most characters at this point of the game can not reach.
I did not have fun figuring this out to be honest.
The challenge your mod brings is great though and I hope you continue to improve it.
Cheers.
The way this dungeon is setup it's obvious you should return somewhere down the line where your character is stronger and has ways to access places a new character has trouble reaching, but not for retrieving the cube. It's literally the first dungeon you're send to if you follow the main quest and the character I play has no way to levitate at this point. Your mod made buying every spell more expensive and I needed whatever cash I had to buy better equipment.
Any character is supposed to be able to find that cube and continue the main quest.
Like I said, I like the challenge this mod offers, but there's challenge and tedium. To be blunt, hiding quest objects in dark corners is not hardcore, it's simply frustrating and wasting time for no good reason.
I disagree that this is a starter quest. Your first main quest is to get stronger. Caius tells you to go out, join guilds, get experience. If you skip that then you may not be ready for the dwemer puzzlebox quest.
If you already know where things are from playing the game before, what challenge is that? if you didnt like this change, you wont like some other quests either. Several easy to grab and go quest items and powerful loot are no longer easy to grab and go quest items. They have been moved, or are now heavily guarded and cannot be reached without a serious fight or by being sneaky and using guile.
I mean the game provides you all the tools necessary to accomplish any thing, do whatever your hearts desire and go where ever you please. If you are short on cash to buy spells well then you will have to carefully consider your options wont you, and that is the point. Its not supposed to be easy nor is it a race to the end.
Did you come into this mod thinking it was just tougher enemies? Its way more than that.
b) Trap spell "clumsy touch" is invalid trap. Object "com_chest_01_elmussa2" in cell "Caldera, Elmussa Damori's House".
8. https://en.uesp.net/wiki/Morrowind:Prelude_Shipwreck -> I have found no Deadric Wakizashi (i am house redoran though, so i can't confirm whether the item spawns only when you accept the quest).
Thanks for your work, i am enjoying the mod very much so far. i am about 40 hours in, here are some thoughts/issues i have encountered, although i have no idea whether this may be part of your mod, my installation, or the game itself:
1. Trainers are still available (despite the description), not that it matters to me, actually, i find it quite balanced since they charge a ton.
2. Leveling weapons and acrobatics is extremely easy, especially the later levels.
3. The "Angry Trader" chest only contained 5 glass, so i had to use the console.
4. "Foeburner" is just a regular sword with no enchantments.
5. I kinda miss fortify attributes/skills when enchanting. I know it's probably not possible, but i wish we had the ability to get them exclusively via enchant merchants. I would pay upwards of 50k for +10 strength for example.
6. Grand Soul Gems not restocking in Mournhold is questionable. Azura's Star is the better alternative anyway, so why remove the ability to keep a nice shiny collection of all dagoth (and your special elite mob) souls in the player's house.
Anyway, thanks again and have a nice day ;)
2. Which weapon levels too fast? The way I view acrobatics, is that it goes up normally if you use it normally. If you jump nonstop everywhere you go then it will go up quickly. If I slow it down then everyone will have to jump around nonstop to raise it up, and in my view that is immersion breaking. So, use acrobatics like a normal person for a normal experience, or jump like crazy and max it out in 5 minutes, your choice. But I will reduce it a little.
3. I will fix that quest chest now.
4. Foeburner never had enchantments. Its just different than other dwarven claymores.
5. If you want higher than 100 stats, I suggest using a mod that removes stat caps.
6. Grand Soul gems become very common as random loot once you are high level. 25+
Detailed feedback is always appreciated.
2. So far i have only used Long Blade, Spear and Short Blade. Long Blade was 100 before i even reached Tel Fyr for the mainquest (Spear was 50 at that point). All of them felt like they levelled a bit too quickly. Your point regarding acrobatics is more than fair, I surely am gilty of space-spaming.
3. <3
4. My bad.
5. Fair enough.
6. Currently i am lvl 32, with maybe 1/4 of the map cleared and have only seen a single dymanic grand gem. But good to know they are available as random loot though.
Additional things that came up meanwhile:
7. Entering Rissun causes the "Soul Trap" Bug (not sure what that is, but i remember reading something about that in your changelogs). Same with the Room above the blacksmith in Caldera.
8. There is no Deadric Wakizashi in the Prelude Shipwreck chest on the bottom deck. I am house Redoran though, so maybe the sword only spawns in when you accept the quest for Hlaalu? So i am not sure if that is a bug or not.
Your work is appreciated. :)
Again I need more detailed info on this daedric wakizashi quest in order to investigate it. Sorry I am not acutely familiar with every quest in the game and sometimes a change I have made has broken a quest or 2.
Object 'chest_small_01_gold_10' in cell 'Vivec, Arena Storage' (no source)'.
I also wanted to mention that you removed training from at least one of the Blades Trainers.
Well I went and just put the noise spell back on the chest and made it a viable trap spell again. I had tried adding a different trap spell but the same error still came up. So annoying, and nexusmods is also bugged when uploading new files so it made it even more annoying, but the new mod version up now fixes it. Its just the old noise spell back on the chest, so no more error message. Sorry for all the trouble I have no idea why this error was happening. It shouldnt have.
And no random bandits use that spell.
also there is another spell again lame low lvl enemies using it but ıts not a problem because ıts just spawn army of undeads they chease you untill they got dşsappeared by tiner but ıts ok i can handle them öne by öne actually its nice nothing one hit kill you, just challence combat np with this one.
Because everything is ok about combat but my warrior with lvl 60 speed and 38 athletics running like lvl 1, slow jogging and swinging warhammer much slower now just like double decreased spped
If I only use the version of Madd Leveler included with this mod, then I cannot go above 100 in any attribute or skill. If I also enable the MCP uncapper, then any attribute I raise beyond 100 through level-up will be raised twice at a time instead of once (both from the uncapper and Madd's fortify effect), but still won't go past 100 naturally.
Thats why I used the word "OR" instead of "AND". You can use MCP... OR... ML. You are not supposed to use both.
I myself have never tested this. I myself have only ever used MCP uncapper. I have never tried to use the madd leveler uncapper. If it doesnt work, then I never knew. I just assumed it worked. Maybe it does work and you did it wrong. I also assumed everyone would choose the simple path and just use MCP.
Congratulations, you are an anomoly. There is nothing for me to fix here.
Summary:
In this mod's description, you highly recommended using a mod that you never used yourself to go with this mod of yours. On top of that, you specifically recommended a version that you tweaked but never actually tested to make sure it works. Despite that, you actually assume that everyone will just use the MCP uncapper anyway and completely ignore what you said. Now, you're talking down to me for actually following what your instructions and pointing out a problematic bug instead of acknowledging the mistakes you've made (not to mention that what you're talking down to me about is predicated upon ignoring or forgetting much of what I wrote in the first place).
Do you not see the issue here? I've made it clear as day that you've made some mistakes. The solution is pretty simple: Either fix your tweaked version of Madd Leveler or pull the mod compilation. Either way, remove the part in the description about "highly recommending" the compilation since you've never used it for yourself and thus have no reason to recommend it. Instead, just say that you use this with the MCP Uncapper and whatever else is relevant (like Fair Magicka Regen, which was also included), and maybe mention Madd Lever as an alternative to MCP's Uncapper. This would make things a lot more clear and line up better with your own intentions.
On another note, I'd like to point out that this line from what I originally quoted is very inconsistent:
"If you use MCP and/or Madd leveler or my compiled mod version with MCP..."
It just says MCP and not the MCP uncapper. If you take it to mean the uncapper, then it is, in fact, stating to combine MCP uncapper with your tweaked version of Madd Leveler, which is obviously wrong as you have said yourself. If it's not meant to refer to the uncapper, then just using MCP on its own is clearly not going to have the stated effect. On top of this, you used "and/or" to describe what should be treated as mutually exclusive options. Including the mod compilation is also redundant. Here's a fixed version of the line:
"If you use MCP uncapper or Madd leveler..."
Though even then, specifying +100 to skills and attributes doesn't make any sense to attribute to MCP uncapper and Madd Leveler, as they are not bound to just 200 each. If you meant "beyond 100" rather than "plus 100," then it should be 100+, not +100. I'd just simplify the whole thing to:
"If you use MCP uncapper or Madd leveler, then you will be able to go above 100 on your attributes and skills just from leveling anyway- no need to make your own fortify constant effects."
I said I didnt use the mad levelers uncapper. I use MCP instead. Always worked for me.
I said I never tested mad leveler uncapper, or tried to use both at the same time. I assume it works if you follow the directions in the mad leveler readme. If you dont like it, or it doesnt work for you, then use a different uncapping mod.
I have removed that line about the uncapper to prevent future confusion by anyone else.
Still, the compilation does include Madd Leveler itself, uncapper disabled, which does not work as intended when mixed with the MCP attribute uncapper. Any attribute raised beyond 100 through level-ups will be raised twice at a time instead of once, but won't go past 100 through skill increases at all.
I assume that the uncapper code in MADD is getting partially triggered, despite being disabled, due to not being made with the MCP Uncapper in mind. If Madd's uncapper were enabled in the compiled version, then I think it would actually work entirely as expected, since it stops you from going to 100 in the base attribute to begin with (instead adding each further point as a Fortify Attribute effect). Only the MCP Skill Uncapper would need to be enabled then, since the MCP Attribute Uncapper would be redundant and pointless.
I have to start another character anyway, so I'll just use MULE and its flat health formula (5 per level + 2 per endurance).
Madd uncapper results in Fortify Attribute effects under the name "Extra [Attribute]" when going past 99 instead of letting it it 100, but it also happens when using the Compilation + MCP Uncapper and selecting an attribute to go past 100. MCP Uncapper is probably tricking Madd into thinking that it's supposed to trigger that part of the uncapper code, since you're not normally able to do that and Madd was made before MCP.
I'm don't know what the purpose of not enabling Madd Uncapper yet enabling MCP Attribute Uncapper is supposed to be in the first place. Madd isn't meant to support it, and MCP Attribute Uncapper isn't going to magically work itself into Madd's mechanics. Madd Leveler's own uncapper is designed around using the mod as where MCP Attribute Uncapper is not. You wouldn't even need to specify not to use the AU since it wouldn't take effect anyway, just the skill uncapper, which works perfectly fine in conjunction with Madd Leveler.