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  1. Kerberus14
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    Version 1.4

    You can level down now if you sleep while any of your pools have negative values.

    Decay Rate was updated accordingly, Decay occurs every 4 hours of game time (Stat increase cooldown is 16 in-game hours before since last time you slept and increased your stats). Your Stamina and Magicka pool decay by a quarter of their maximum values.

    Because your Health is a fourth of your Magicka and Stamina if both your Magicka and Stamina go below 0 by a huge margin your character could die so I had to implement a limit for it. Stamina and Magicka cannot go below 0.

    ==================================

    Version 1.3

    *Patched in preparation for Alternative Needs release. [Real-Time sleeping removes "Tired" status effect]

    **You do not need Alternative Needs to run this version.

    ***Comes with a few bugfixes (stuff I forgot to edit before releasing, nothing major).

    ====================

    Version 1.2

    *Sleeping cooldown is no longer heavily scripted, it now uses Grimy's Plugin to set the duration of the cooldown with precision based on your current timescale. [it is more spell/mgef based than script]

    **If you change the timescale from the MCM Menu the sleeping cooldown will reset if it is active.

    ***When the cooldown ends you'll receive a notification that tells you that you can sleep to increase your stats again.

    ****Example: With a timescale of 20 you have to wait 48 real time minutes to increase your stats again, with a timescale of 10 you have to wait 96 real time minutes to increase your stats again, you could just wait/sleep the time out (exactly 16 hours in the menu's) or play the game for that time.

    I will attempt to test some new values to balance out this new feature, for now I believe an increase in Stamina/Magicka percentage conversion is warranted to make it worth your while.

    Leaving the values as they are right now makes it a hard grind but still all-right nonetheless, see examples below.

    Magicka Percentage Conversion at 2 means that you get 20 Magicka if the pool is filled, with it at 3 you get 30, with it at 4 you get 40 etc.

    Stamina Percentage Conversion at 3 means that you get 15 Stamina if the pool is filled, with it at 4 means that you get 20, with it at 5 you get 25.

    I recommend Magicka Percentage Conversion at 4 or 3 and Stamina Percentage Conversion at 5 or 4, I will make these changes myself in a quality of life update.

    ==============

    Version 1.1

    * Fixed a few minor bugs. [Nothing that made the game unplayable]
    ** Added a cooldown for increasing your stats, once you've increased your stats you cannot do so for another 16 in-game hours. You can either wait, sleep or just play the game for 16 in-game hours. The clock on the timer that you find in the Magic Effects tab is not accurate, it is depicted in Real-Time Hours (for now), I'll change it to In-Game hours soon, I've done this update quickly to remove an exploit and fix some bugs.

    =========================================



  2. sonicisone2435
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    Theres a bug in version 1.3 which i refuse to use version 1.4 because at that point youre just making the mod bloated and stupid. The pools are inconsistant in how they decay AND the max stamina pool setting DOES ABSOLUTELY NOTHING. Its severely unbalanced this way as you can just sprint forever and get to like 10000 stamina very quickly because there is literally NO CAP to how much you can gain at one time
  3. Avastgard
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    Do you think you could make a mod that would allow you to set how many attribute points your character would get when leveling up? Like, evey time the character levels up, it would get a configurable number of Magicka, Health and Stamina points.
  4. NoahsFactory
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    I just started playing with this awesome mod. But I've got a question:

    Does this affect Leveled lists?
    I've realized that with the default settings its really a long way to level up, at least at the start. Still, its then possible to get skills up really "high" before you reach even level 5. So, by then, most mobs should be paste before you since youre too strong or have a ton of Magicka. So... are leveled lists affected at all? or am I missing something?
  5. Nichoice
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    Does the 16 Hour CD reset everytime I sleep? It doesn't seem to be resetting for me.

    And isn't the CD redundant now? As after I sleep and gain my well earned stats, when I wake up sleep immediately again would just decrease them correct?
    1. Kerberus14
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      > when I wake up sleep immediately again would just decrease them correct?

      No, the pools are re-set to 0, but that would be a cool idea and it would make the sleeping CD redundant. I'd have to increase the Stamina/Magicka Pools default maximum values so when you wake up they are in negative 3000 or something, but I have to do some maths that scale with the timescale to see how I would ratio it. I'll think about it for a while.

      > Does the 16 Hour CD reset everytime I sleep?

      No, it doesn't.
    2. Nichoice
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      Is the timer on the magic effect accurate or is it still broken?

      And would I gain stats by sleeping for 17 hours or should I get up at 16 then sleep again to test
    3. Kerberus14
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      > Is the timer on the magic effect accurate or is it still broken?

      The timer is accurate, since 1.2 it uses the real-time into game-time conversion.

      3600seconds divided by timescale(20) = 180 seconds of game time, 3600 seconds means 60 minutes, so that translates into 1 hour of game time.

      If you sleep for 8 hours you'll notice the timer got halved, if you sleep for exactly 16, the timer will expire and you will gain stats, then it will re-apply, if you sleep for 17, the timer will reset and you'll gain no stats I believe.

      I really need to make all my RPG mods SKSGE-only because SKGE removes the Wait menu and fixes sleeping :/.
    4. Nichoice
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      So I started a new game with 1.4 and my pools start at -500 Stam and -1000 Mag. Actions taken don't increase it either.

      1.3 the Pools were updating correctly, just not gaining stats due to sleeping <= though as I said this could be due to me not understanding the mechanics sleeping 16 hours.

    5. Kerberus14
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      Was that a one time thing? Or does it keep happening? You didn't file a bug report so my guess is that it stopped happening.
    6. spankyhufnagel
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      I'm having the same problem. I've tried removing every mod I can think of that alters race records or even temporarily alters magicka/health/stamina and nothing is working. The mod works for a little while and then the pools will just drop to -500 and -1000 and refuse to change.

      Version 1.3 works fine for me so I'll stick with that for now as I love the idea of this mod.
    7. Kerberus14
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      I'll look into it, but not now currently, I'll tag 1.4 as not safe.
  6. chunkiercloud9
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    I know it's a long shot, but I was looking at the page and noticed one thing I really liked, which was the concept of pools taking hits from being used, simulating fatigue. The rest of the mod isn't really my style, and my Skyrim would go bonkers anyway with my kind of mod list plus a mod like this. I was hoping that you could add fatigue as a stand alone mod, so I could use the following mods together in an awesome survival playthrough. The mod list would combine a needs mod (likely RND) with Frostfall, Hunterborn, Requiem, IIO from Epic Gameplay Overhaul, Immersive HUD, ROTE 2016, Combat Evolved, and many more minor mods. If you came up a mod that just added this fatigue system, it'd be awesome not to mention more than worthy of this list. Man if you were to add an MCM to a mod like that.. It really should become pretty popular and well liked. You'd just have to come up with a compatibility friendly way to give "fatigue points" to pools, which you likely already have? If you're willing or not you should let me know, thanks for the read either way.
    1. Kerberus14
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      I have no clue what you're talking about, perhaps you are confused about what the pools actually do?

      The pools are practically variables filled with the stats you used, they decay over-time and whenever you sleep you receive a percentage of them as permanent stats.

      Your Skyrim wouldn't go "bonkers" because this is lightly scripted.

      I think you wanted the character to lose Stamina and Magicka over time if they do not train them? I can do this in an update, I can allow the pools themselves to go below 0 and into negative values, doing so will lower some actor values, however I must find a workaround for freezing the level at the same value.

      Edit: I've done it, and it seems like an idea that is on par with the fundamentals of this mod, will be implemented.
    2. chunkiercloud9
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      Wait, so what your mod currently did (More or less) was buff you for sleeping? Totally misinterpreted that one! What I had ment up there ^^^ was that if one were to lose health in battle, their health cap would lower by X amount. Same goes with stamina and magica, where a fatigue system could be implemented (Keeping in mind sleeping will ease your debuffs). Only problem would be trying to keep it lightly scripted I suppose,I wouldn't think only tracking the pc would be to hard though. I also think if you used this on top of your current feature of the pools, They would make it feel like proper progression of a human body, unlike practically all other mods. The feature you said you just implemented was this? Or something different?
    3. Kerberus14
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      Version 1.4

      You can level down now if you sleep while any of your pools have negative values.

      Decay Rate was updated accordingly, Decay occurs every 4 hours of game time (Stat increase cooldown is 16 in-game hours before since last time you slept and increased your stats). Your Stamina and Magicka pool decay by a quarter of their maximum values.

      Because your Health is a fourth of your Magicka and Stamina if both your Magicka and Stamina go below 0 by a huge margin your character could die so I had to implement a limit for it. Stamina and Magicka cannot go below 0.

      =========================

      This is the changelog, now you can lose Stamina or Magicka if you don't train them.
  7. PocketRaptors
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    This looks interesting, but I must ask: what are the odds this will work with the attribute system of World's Dawn?
    1. Kerberus14
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      I read the description and I don't see why it wouldn't work. Its stat system is pretty diverse and could compliment this mod.
    2. PocketRaptors
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      Ok, so after some direct testing of both mods together, I've found the following:
      Both mods will work together; however, you will NOT receive an attribute point upon level up from World's Dawn. All other features (the enchanted gear, for instance) likely work as intended.
    3. Kerberus14
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      Well, the level-up is scripted so that's a given .

      Most people don't understand what scripted level-up means, it means that I set your level directly through Papyrus, you don't ACTUALLY level-up but I increment the values to make it seem like the levels are consecutive.

      There's a difference between SetLevel and LevelUp.

      And thanks for taking a risk and trying this out!
  8. Nichoice
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    Great Mod! I am trying desperately to get it to work with my load order! I need to test this again to confirm but when I started a new game and slept, I gained 20 perk points but no levels.

    I think its a possible conflict with Sleep to Gain Experience http://www.nexusmods.com/skyrim/mods/73001.

    I have taken CCO out of my load order, obviously as that also is incompatible and will cause negative values as well.

    Do you know of any other mods which may conflict with this mod?
    1. Kerberus14
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      > I gained 20 perk points but no levels.

      Check your SKSE version, only the latest SKSE version has the function that allows to call level-up through papyrus.

      > Do you know of any other mods which may conflict with this mod?

      No. I don't know any, but I know that any mods that edit actor values at the beginning of the game will not be compatible.
    2. Nichoice
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      I definitely have the latest SKSE, Sleeping to Gain Experience uses papyrus functions Game.AdvanceSkill(...) or ActorValueInfo.AddSkillExperience.

      The only other mods I can think of which effect actor values would be race mods, for which your mod must be compatible with.

      I will check tonight to see what else could be causing this.
    3. Kerberus14
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      I don't think Sleeping to Gain Experience would affect this in any way, as I said, anything that edits Magicka/Stamina/Health at the beginning of the game or sets them too low can/might break the functionality of this mod, if you have a negative Stamina/Magicka value due to a mod then you might even die as soon as you spawn.

      Also you might have misunderstood something about the mod, you level up every 25 health that you gain from increasing your Stamina and Magicka, a fourth of your Stamina and Magicka becomes your Health so you would need to gain 100 Stamina or Magicka or 50 Stamina or Magicka to gain a level. (Levels are here just so you can enable quests)

      If you gained TOO many perk points without increasing any of them it might mean that there's a mod that edits skill levels at the beginning of the game (it doesn't conflict), but my mod sets them all to 0 and it calculates from there etc. the whole thing would get screwed over if there's anything else.
    4. Nichoice
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      I understand, I will continue doing some more testing.

      I started a new game without CCO and Sleeping to Gain Exp and the mod is working. I checked the skills at the start of the game when I arrived in Riverwood and all skills were zero, went to the mine and killed a few bandits, slept and no random extra perk points. In any case I will continue testing, while I like both mods.

      If Sleeping to gain EXP is the culprit, your mod makes it kinda redundant as gaining skills wouldn't gain me the levels anyway. I would have to sleep after effectively gaining enough Stam or Mag to get a level. Though it would be nice if both functioned together so that all stats/levels were gained only through sleep.

      In any case, I will try again and do more testing before I report back.

      UPDATE: DAMN IT! I found it! Its not Sleep to gain Exp.

      Starting a game through New Game = 20 Perk Points, because skills are not setting to zero.

      COC Riverwood from Main Menu = Mod Working.

      Which leads me to believe its Skyrim Unbound, unfortunately its a must have mod for me. I have tried other alternate start mods and found them either lacking or too much. I don't believe I have any other mods which alter actor values at the start of the game.

      Is there any way to force the script to run to reset the skill to 0?
    5. Kerberus14
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      No, but I can make something that can work for Skyrim Unbound.

      I'll make a potion that is added to your character as soon as you start a new game, when you use that potion all your Perk Points and Skills will be set to 0, but you'll have to wait a bit as I'm working to push the Alternative Needs remake.

      I'll put the potion script as a Misc. file on this mod page, after enabling the ESP for this fix and using the potion all you have to do is save, quit and disable the ESP (just so you don't have an extra useless ESP in the load order).
    6. Nichoice
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      A remake? Why does this need a remake?!

      And Ermahgerd! Thank you!
    7. Kerberus14
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      Done, uploaded it, go ahead and load it up, after you're done just remove it from your load order.
  9. Guilaster
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    Hi there i love ur mod but can u make it compatible with Disparity ? , i get negative value after build class on Disparity
    1. Kerberus14
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      Oh.. no.

      I'll add it to the front page, Disparity can't work with this because it sets some actor values too low : /.

      Ask the Disparity mod author if he wants to make a quick patch?
  10. Toyosa
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    What about compatability with perk overhaul mods (Ordinator,Perkus,etc)?
    1. mattwoodmansee
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      Ordinator, not so sure if that alters the leveling system but Perkus Maximus definitely does.


      Long story short, two mods that do the same thing will conflict.
    2. Kerberus14
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      Not sure about Perkus Maximus, I don't think Perkus Maximus scripts it's own leveling system, I think it expands on the vanilla system :/.
  11. chofranc
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    Does this mod work with the community uncapper mod?
    1. Kerberus14
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      Leveling up is scripted, the community uncapper mod cannot function.
    2. chofranc
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      Is heavily scripted? i mean if is going to cause lag with or something.

      And you still can select what stat you want to increment when you lvl up or this new system eliminate that?
    3. Kerberus14
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      Found the guy who didn't read the description or watch the video guys, read and watch.

      This is the least scripted version of Alternative Leveling, it has no indefinitely repeating OnUpdate events or anything that could cause script lag.

      1. Fill pools.
      2. Increase Stamina or Magicka from said pools by sleeping.
      3. Increasing those 2 stats will increase Health by a bit.
      4. Every +25 Health gets you 1 level.