The left pane shows the list of records that manage skill data. The right pane shows two yellow-highlighted lines: those are the changes the mod makes compared to the base game. You can see that Skill Use Mult and Skill Improve Mult are double their original values.
What we should be seeing is Skill Use Mult being double what is listed in Skyrim.esm, but Skill Improve Mult being left alone. As we can see on the UESP article on Skill Levelling, the first is the actor value that controls how much XP that skill gains when you use it, while Skill Improve Mult determines how much XP you need to get to improve it to the next level. What this modder has done is double the amount of XP you get each use, but then also doubled the XP you need to reach the next skill point! Net effect: this mod has zero effect on skill levelling.
(Also notice that entry for AVAbsorbChance with the light green background without the selection dashes at the bottom in the left-hand pane. Green means "no change". That means their mod has a "dirty" change, where it duplicates the base game value without meaning to. This is a major source of bugs and unintended mod conflicts, since when other mods are legitimately intending changing it this mod just changes it back to default for no good reason... It's very easy to do accidentally, and sometimes due to bugginess the Creation Kit itself inserts dirty records when you save out a mod, but experienced modders learn how to check for this and clean their mods before releasing them.)
I was wondering how this will affect or stack with in-game skill rate modifiers, like Standing Stones. For example, if I have The Lover Stone's effects (learn all skills 15% faster) active, how will this affect or stack with the 2x Skill Increase mod? How much total skill increase rate will I get?
What about the other in-game skill increase rate-modifying Standing Stones (Warrior, Thief and Mage stones) or abilities like Ancient Knowledge [(+25% Armor if wearing all Dwarven armor, *smithing skill increases 15% faster)?
I think there ya may need some tweaking brother. My smithing skill jumped up by 10 or so levels the first few times I made a sword or sharpened something, which was cool. My other skills lack the same enthusiasm. Lockpicking, alchemy, block, all take just as long as vanilla. Maybe an update is needed?
i tried the 1/2 slower skill gain then tried vanilla and it seems i level the same skill slower in vanilla than i do with your 1/2. not sure why.. maybe miscalculation? maybe not? i just thought id bring it to your attention if im not mistaken. i could be but i tested it and it seems it took less shots with my bow to skill up with your mod. a 2x slower skill up is ideal. anyways never the less, good job on your mod bud. have a good one. if i can get a 2x slower you got yourself an endorse as well.
As I said in your "Lower Training Costs..." mod comments, I just started over last night. I'm on the cusp of turning level 2, lol. It is a perfect time for me to try this mod also.
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Excerpt from that post:
What about the other in-game skill increase rate-modifying Standing Stones (Warrior, Thief and Mage stones) or abilities like Ancient Knowledge [(+25% Armor if wearing all Dwarven armor, *smithing skill increases 15% faster)?
if i can get a 2x slower you got yourself an endorse as well.
my caracter waiting this mod for continue in the game slowly
Endorsed!
yes it is exactly that
As I said in your "Lower Training Costs..." mod comments, I just started over last night. I'm on the cusp of turning level 2, lol. It is a perfect time for me to try this mod also.