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AliTheLord

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AliTheLord

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73 comments

  1. AliTheLord
    AliTheLord
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    Sticky
    Ok I've added an optional file that adds an MCM menu for customising all the values. There is no SkyProc patcher anymore, everything is done in the MCM menu. There's an option to recalculate your stats too, so you can see how things change. This should work with previous versions, just install like normal and everything should hopefully work fine. If it doesn't let me know. I've only done some basic testing on it so best to backup your save and test it out a bit first. Not sure about how being a vampire/werewolf affects things. I'll look into that when I've got more time .
    1. Tomzo711
      Tomzo711
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      HOLY CRAP! So glad you added the mcm Love this mod.
    2. BlackShruikan
      BlackShruikan
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      charon 171, very mild. Just kidding
    3. HadToRegister
      HadToRegister
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      AliTheLord
      Not sure about how being a vampire/werewolf affects things. I'll look into that when I've got more time .


      Turning into a Werewolf and back to human again in the Quest line completely messes up the stats
  2. neosquall777
    neosquall777
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    • Recalculates your Health, Magicka and Stamina based on your current skills.
    Not working. What it does - resets all parameters to default, destroying all progress player made.
  3. NexusChrono75
    NexusChrono75
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    What's possible is in Special Edition? SSE!?
  4. deleted47090208
    deleted47090208
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    Hi, could you give me permission to publishing enhanced version?
    I fixed this mod, too many changes.

    carry weight is recalculating on race default value, can force value in MCM.
    stats has base value, useful for 0 skills start, for hardcore mod user.
    applied stats after race switched. (showracemenu, vampire, werewolf)
    no more spam "MCM initialized" in debug log. (https://www.nexusmods.com/skyrim/mods/89271 patch included)
    MCM translation is supported.
    profile save/load is supported. (PapyrusUtil SE)
    optimized for Skyrim SE.
  5. NaIlkaiserBeretta
    NaIlkaiserBeretta
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    can you also add in carry weight increase together with when level up health or magic
  6. cinemagic
    cinemagic
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    It seems the recalculating script is pretty too simple at this stage, it only calculate basing on vanilla value.

    At least it should read the race records for your base skill levels and attributes.

    For using it with other game overhaul like skyRe, requiem which altered races, it will recalculate for some minor values and mess you stats up. (like in requiem you start with every skill at level 5)

    edit: I tried testing and understood how it work. the carryweight is still a problem. The script force it to start at 300, which is not compatible for requiem.

    Anyway this is a light weight and very interesting mod. I hope for further update with more options, like you can manuelly input your base attributes, then it can be more compatible with other mods.
  7. Quilgen
    Quilgen
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    Hi, I can´t find these lines in any file ....
    Can you make a video, where to find them and how should "final file" look like ?
    Thank you
  8. RedFurryDemon
    RedFurryDemon
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    Completely messed up my stats. I ended up with over 500 Magicka, 0 Health, and 0 Stamina. Also, the changes persist afret uninstalling so I guess I'll have to reset the stats via console.
  9. furukawa1343541
    furukawa1343541
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    Set the magnification of the archery on the MCM menu.
    But there comes the numerical value of one hand sword will be entered.

    Immediately after setting, it seems that the set numerical value is included, but when see again, the numerical value of one hand sword is included.
  10. Zailens
    Zailens
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    Honestly, I love this mod, it is amazing. however to play it with another mod that edits stats (health, magicka, stamina and carry weight) is a bit of a pain.

    Using Requiem as an example. the health magicka and stamina work just fine, until you tell it to recalculate states, then it drops the bases stats down to 50 magicka, 66 health, and 66 stamina (for an Imperial, it might be different for other races) but also down to those values. then WHENEVER a skill that effects stamina is increased it recalculates my carry weight, changing it from the imperial base 110 to 300.

    now this isn't a huge problem for me honestly, just a quick "player.setav carryweight 110" and it is fixed... until the next time a skill level ups that effects stamina anyways. still "`" then up arrow and enter and its a split second fix really.

    Still the ability to edit the "base" stats that your mod sets things too (or finding a way for it to import the "base" states from a character and then use those stats as it's base when recalculating would be great. I notice that your mod doesn't actually change the base stat, it just buffs it, its makes it incredibly compatible with things. Still fixing the base stats issue would make this mod absolutely perfect in my opinion. Even with these in my opinion minor issues, this mod is a permanent addition to any load order I may come up with. as those small bugs are in fact easy to "hotfix" so to speak in-game using the console. Endorsed
  11. Serchant
    Serchant
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    Can you create a Skyrim Special edition version of this mod?
    1. BlackShruikan
      BlackShruikan
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      Take a look at this:
      https://www.nexusmods.com/skyrimspecialedition/mods/3064/?