Skyrim
0 of 0

File information

Last updated

Original upload

Created by

Deadmano

Uploaded by

Deadmano

Virus scan

Safe to use

250 comments

  1. Deadmano
    Deadmano
    • premium
    • 124 kudos
    Locked
    Sticky
    Welcome to the Skyrim XP Addon mod page!

    New to the mod and wondering what it does?

    Skyrim XP Addon actively (in a lightweight manner, which is configurable) tracks a list of XP activities and when it detects that you have completed an activity will reward you with SXPA exclusive generic XP which can be used towards levelling up any of the 18 vanilla Skyrim skills.

    Got any further questions? Please do see the Frequently Asked Questions section below to see if it hasn't been covered already.

    Rest assured that, like all my mods, you are safe to update at any point in time, without breaking a single thing; ergo, my mods have been, and will always be, backwards compatible. So want to give my mod a try but worried about future updates? Leave that to me, as that is what I deal with, with every update, to ensure you never need to start over or lose progress, and you focus on enjoying the mod with additional content/features each update!

    Please feel free to track the mod so as to be informed when a new updated is uploaded!

    I welcome any and all suggestions, so please do feel free to share yours! Found a bug? Please report it so I can attend to it ASAP.
  2. Deadmano
    Deadmano
    • premium
    • 124 kudos
    Locked
    Sticky
    Frequently Asked Questions
    Spoiler:  
    Show
    Q: Will this be made available for Skyrim Special Edition?
    A: Absolutely! But I wish to first finalise this for Oldrim so as to avoid having to basically develop the same mod twice!

    Q: How is XP gained?
    A: By completing one of the many supported XP activities.

    Q: Why am I not receiving XP for activities you listed?
    A: Some activities are optional and disabled by default. All you'd need to do is open up your Skyrim XP Addon Configurator from your inventory and then head to Tracking Options and then Tracked Activities and browse through the categories to enable the XP activities you'd like to be rewarded XP for.

    Q: Can XP activities be repeated?
    A: Yes, they can! Every activity completed counts.

    Q: I completed an XP activity but my skills didn’t progress, why?
    A: SXPA does not replace the vanilla levelling system, it is meant to enhance and work alongside it and various other mods. You gain generic SXPA XP by doing activities, but in order to actually advance your skills you need to spend generic SXPA XP from the configurator menu.

    Q: How does this affect skills or perks?
    A: It doesn’t directly affect them, but allows you to exchange SXPA generic XP for skill-specific XP.

    Q: What happens if I make a skill Legendary?
    A: It won’t affect the way SXPA operates, at all. You will continue to gain generic SXPA XP which can be used towards levelling up skills that you choose by spending (converting) the generic SXPA XP into skill-specific XP.

    Q: Does this affect other aspects of the game, such as enemies?
    A: No, the only thing SXPA does is award you SXPA XP which can be exchanged for skill-specific XP to level that specific skill.

    Q: How compatible is this with other mods like overhaul or perk mods?
    A: As long as they don’t drastically change the core 18 skills which you’ll be putting generic SXPA XP into, 100%, as SXPA has its own internal workings that keep it completely separate/isolated from Skyrim and other mods.

    As for mods that disable skill gain by traditional means (like using the skill i.e casting Destruction spells to increase your Destruction skill or making weapons/armour to increase your Smithing skill), it will be fully compatible with those as you’ll just convert generic SXPA XP into the skill-specific XP of your choice.

    For integration with other mods, that would depend on what needs to be done, so feel free to request a patch if need be and I’ll see what I can do!


    Q: How does it affect the levelling system, is it faster or slower?
    A: The XP gain from completing SXPA XP activities is balanced in accordance with the activity. So with things that are relatively easy to do, such as harvesting ingredients, you may get a small amount of generic SXPA XP whereas slaying a dragon (and absorbing its soul) will give a huge amount of generic SXPA XP.

    One thing to note is that XP gained per activity is exponential, meaning that if you’re level 1 you’ll gain a small amount of XP for all activities in general compared to you being at level 50 which would earn a far greater amount of XP overall.

    That being said, converting (spending) generic SXPA XP to skill-specific XP (i.e Destruction, Sneak, Two-Handed etc.) is currently on a linear basis (meaning the cost to convert generic SXPA XP to skill-specific XP does not take into account your player level)and have modifiers that affect how much effective skill XP is gained. So where you may get the full amount of skill XP for let’s say Destruction, you will get significantly less for more specialised skills such as Sneak or Smithing. This is done to preserve the difficulty scale else you could easily overcome the challenge aspect by converting SXPA generic XP at a 1:1 ratio in any skill of your choice. I do plan to add an exponential cost option for converting XP so as to balance out the exponential XP gain for those who seek a challenge.


    Q: What if I want more or less generic SXPA XP gain?
    A: This can easily be configured from within the Skyrim XP Addon Configurator found within your inventory, under the “Books” section. Simply open (read) the book and you’ll be presented with a menu from which you can modify various SXPA settings.

    The settings that affect XP gain the most are the Minimum Base XP Reward, the Maximum Base XP Reward and the XP Multiplier per XP activity. You would customise these to meet your requirements

    The XP Multiplier multiplies the min/max reward, so you’d want to specify the multiplier for the specific activity that you wish to scale XP gain for in particular.

    You can find these settings under XP Settings in the main configurator menu.


    Q: How is generic SXPA XP gain calculated?
    A: (1 - Player Level) ^2 + 25) / 100 * Random XP Value * XP Multiplier

    Random XP Value is a random number between the Minimum Base XP Reward and the Maximum Base XP Reward, which is 250 and 1000 by default. XP Multiplier is the specific XP activities multiplier that generic XP gain is multiplied by.

    So Standing Stones Found is 5 where Ingredients Harvested is 0.15 by default.


    Q: Why am I hardly gaining experience for a skill I put SXPA experience points into?
    A: The amount of skill-specific XP you gain is based on the skill you are trying to level. The more rare the skill in terms of vanilla levelling, the less XP you’ll gain from converting generic SXPA XP to skill-specific XP. See the below two questions for an in-depth explanation on the calculations.

    Q: What is the calculation to gain a skill level via SXPA?
    A: It is the same as vanilla Skyrim, which is;
    Skill Multiplier * (Skill Level ^ 1.95) + Skill Improve Offset
    Where Skill Multiplier is the specific skill multiplier and Skill Improve Offset is the base XP required for certain skills like Sneak or Enchanting to balance the difficulty curve.


    Q: What is the calculation to convert generic SXPA XP to skill-specific XP?
    A: Generic XP Invested * Skill Multiplier / 2
    Where Generic XP Invested is the amount of generic SXPA XP you want to convert to skill-specific XP and Skill Multiplier is the specific skill multiplier for the skill you wish to gain experience in.

    Going on default SXPA settings, investing 1000 generic SXPA XP into Smithing, which has a skill multiplier of 0.125, would net you 62.5 XP whereas investing 1000 generic SXPA XP into Archery or Destruction , which both have a skill multiplier of 1, would net you 500 XP. The loss of XP in conversion is meant to balance out the fact that you can complete tons of other activities which all essentially count towards levelling ANY skill.


    Q: Do you have the source files of your scripts? I would like to learn/enhance/scrutinise/mock your code!
    A: Of course! My entire project is available here, on Github. Feel free to help yourself, learn from the countless hours I have struggled with Papyrus, and please feel free to share your knowledge/advice with me if you think I can achieve the same results in a neater/faster way. I am all about learning new things; knowledge is power!

    Q: I see this mod uses scripts; what is the performance impact? Does it cause save bloat?
    A: The short answer is: “minimal, next to zero” and “no”.

    The long answer:
    Spoiler:  
    Show
    So first off we have a config script that runs once per game load which handles version checking to see if there are any updates that need to be applied, depending on your existing script version. The impact of this is minimal as all it is doing is applying values to local variables or, in some cases, SXPA global variables. In some rare cases it may call an SXPA function to resolve an issue or perform some advanced function necessary to update the mod or correct an issue, which in any event would only ever happen once per script version.

    We then have an Event Handler script that stores all the mods data. The “Functions” scripts are a custom set of functions designed to help SXPA achieve what it needs to do, and are only ever called as and when needed, so they essentially do nothing by themselves. The Configurator Menu script handles the in-game Skyrim XP Addon Configurator and interfaces with the rest of the scripts to perform the choices selected by the user.

    Lastly, we have a polling script (on by default) which uses a single RegisterForSingleUpdate() to handle ALL SXPA updates, which polls every second. I do plan to make the polling rate configurable in a later version.

    This, of course, can be disabled entirely and instead rely on certain built-in in-game events to batch update all SXPA XP activities, though it doesn't trigger the update for 90% of SXPA XP activities sadly. For the SXPA XP activities that do get picked up by the in-game events system, they will call my updater function that will then update all SXPA XP activities; the downside to this is that for let’s say a book you read now or an ingredient you just harvested (and many more SXPA XP activities) will only be rewarded XP when an in-game tracked event is triggered, like discovering a new location.

    All in all, through my extensive testing alongside numerous other mods, I honestly did not find any performance impact therefore thoroughly recommend the default (always-on SXPA activity tracking) to be left on.

    For those of you afraid of always running scripts due to things you may have heard, please keep in mind that the specific call used is safe in that it will only ever run once in the event that the mod is removed, vs. continuously, piling up errors, if the older RegisterForUpdate() were to be used. Furthermore, the always-running state is determined by a global variable, and so long as that global variable exists and is set to 1, the script will continue to run its function, else, it will terminate.

    Regarding “save bloat”, no scripts are attached to any references except for the single Skyrim XP Addon Configurator used to customise the mod and the player itself (via an alias) to trigger the OnPlayerLoadGame() event to handle script updates/maintenance, so everything is done dynamically. All SXPA data is stored in the Event Handler quest and its local variables and there are only a handful of global variables used.
    List Of XP Activities Tracked
    Spoiler:  
    Show
    Added:
    Spoiler:  
    Show
    Locations Discovered (since v1.0.0).
    Standing Stones Found (since v1.0.0).
    Nirnroots Found (since v1.0.0).
    Books Read (since v1.0.0).
    Ingredients Harvested (since v1.2.0).
    Wings Plucked (since v1.2.0).
    Successful Persuasions (since v1.2.0).
    Successful Intimidations (since v1.2.0).
    Misc Objectives Completed (since v2.0.0).
    Main Quests Completed (since v2.0.0).
    Side Quests Completed (since v2.0.0).
    The Companions Quests Completed (since v2.0.0).
    College of Winterhold Quests Completed (since v2.0.0).
    Thieves' Guild Quests Completed (since v2.0.0).
    The Dark Brotherhood Quests Completed (since v2.0.0).
    Civil War Quests Completed (since v2.0.0).
    Daedric Quests Completed (since v2.0.0).
    Questlines Completed (since v2.0.0).
    People Killed (since v2.0.0).
    Animals Killed (since v2.0.0).
    Creatures Killed (since v2.0.0).
    Undead Killed (since v2.0.0).
    Daedra Killed (since v2.0.0).
    Automatons Killed (since v2.0.0).
    Weapons Disarmed (since v2.0.0).
    Brawls Won (since v2.0.0).
    Bunnies Slaughtered (since v2.0.0).
    Dragon Souls Collected (since v2.0.0).
    Words Of Power Learned (since v2.0.0).
    Words Of Power Unlocked (since v2.0.0).
    Shouts Mastered (since v2.0.0).
    Souls Trapped (since v2.0.0).
    Magic Items Made (since v2.0.0).
    Weapons Improved (since v2.0.0).
    Weapons Made (since v2.0.0).
    Armor Improved (since v2.0.0).
    Armor Made (since v2.0.0).
    Potions Mixed (since v2.0.0).
    Poisons Mixed (since v2.0.0).
    Items Pickpocketed (since v2.1.0).
    Items Stolen (since v2.1.0).
    Jail Escapes (since v2.1.0).
    Locks Picked (since v2.1.0).
    On Its Way:
    Spoiler:  
    Show
    Chests Looted
    Days Passed In-Game
    Days Played as a Vampire
    Days Played as a Werewolf
    Dungeons Cleared
    Horses Owned
    Houses Owned
    Mauls Performed As A Werewolf
    Misc Objectives Completed
    Necks Bitten As A Vampire
    Stores Invested In
    List Of Planned Features/Updates
    Spoiler:  
    Show
    Struck-out items have been added in an update.

    • Adding in an extensive number of XP activities.
    • Support for exponential XP expenditure, taking into account player levels.
    • Adding in extra optionals to configure the new additions added in v1.1.0.
    • Working on an MCM menu to make configuration a breeze, for those already using SKSE.
    • Your suggestion here, post in the comments!
  3. Deadmano
    Deadmano
    • premium
    • 124 kudos
    Sticky
    So with v2.1.0 I managed to re-work the Spend XP function to take into account all possible levels that would be earned when you allocate XP. Before, it would only level up your chosen skill by 1 level if you had enough XP, and that was it, it would do multiple levels as I was still in the process of wanting to re-work that and add percentage based XP spending, which has finally been added now! So now, when you spend XP, you'll gain skill levels based on how much skill-specific XP you have available.

    On an unrelated matter; if you're feeling generous, Steam currently has its annual Autumn Sale going on and I'd truly appreciate it if you'd like to send me a game from my wishlist or even send me a buck or two directly via PayPal. I do this (modding) because I love it, not because I expect something in return; your happiness when using my mods is a reward in and of itself.
    1. JamesYeoman
      JamesYeoman
      • premium
      • 2 kudos
      I have just posted quite a critical bug in the Bug Reports section that needs to be looked at ASAP because it concerns the entire mod's functionality. This mod is the first one I have seriously considered donating to because it is something I am presumably never going to remove from my load order. That being said, I may have to remove it for the time being considering the bug basically turns the mod into a cheat...

      Screw it, I'm donating anyway because this mod is quite interesting and want to always have it in my load order. Thanks for making this mod mah dood
    2. Deadmano
      Deadmano
      • premium
      • 124 kudos
      Hey JamesYeoman!

      Firstly, thanks for reporting the issue which strangely shouldn't be happening as the 2.1.0 update was supposed to addressed the levelling of additional skill levels... Weird, I'll be sure to check that out and communicate with you via the bug reports section!

      Secondly, thank you SO MUCH for the donation, I really do appreciate it! I got a notification when my internet connectivity was finally restored and it really put a smile on my face, not for the monetary value but the fact that someone actually thought my mod worthy enough to even consider a donation! Truly warms the heart, so thank you, once again!
  4. Deadmano
    Deadmano
    • premium
    • 124 kudos
    Sticky
    Hey guys!

    So I've been away for quite some time, several things have been happening at once, my birthday was on the 27th of November, I've had to be there for a friend whose father has cancer and is in ICU, I've had issues with my ISP rolling out the fibre network which resulted in pretty much non-existent internet connectivity for quite some time among several other things.

    I'm otherwise doing well myself and have slowly been shifting back into my usual routine and in the downtime I have been working on several of my mods which I plan to release in due time once I of course also tend to the reports and feedback you have all so kindly provided. So you can expect updates pretty soon!

    I do apologise if I have let anyone down or specific reports not attended to in a timely manner as I'd like. Thank you to all of you, once again, for your continued support, it really means the world to me to know that even in my downtime there are those in this community who have my back.
    1. Deadmano
      Deadmano
      • premium
      • 124 kudos
      Just wanted to keep you all updated that I'm currently celebrating the festive season with friends and loved ones, which is sadly nearing an end, but that also means I'll be back to doing what I love in due time! :D I honestly cannot wait to return. :)
    2. DevOtorium
      DevOtorium
      • supporter
      • 8 kudos
      Are you still working on this mod? It has been almost 3 full months since the last update.

      The reason why I'm asking is because you mentioned that you wanted to complete this mod first before you port it over to SSE and if you arn't working on this mod it also means that the SSE version isnt progressing aswell. There are no experience mods like this yet on SSE and I REALLY dislike the default system (after I have tried both this mod and SXP Redone). Anyway It would be nice to hear from you, letting us know if this mod is still being worked on.

      We need this for SSE pronto!
    3. Deadmano
      Deadmano
      • premium
      • 124 kudos
      Yeah... I tend not to make updates as it would just look like "working on it..." "still working on it" "yep, 3 months later, still working on it..." because the reality is... I am still working on it. The upcoming version is going to be MASSIVE due to the new feature I've added which will completely overhaul many playthroughs. I had to put an insane amount of work into everything, the one function taking me over 43 hours to fully flesh out, not to mention the countless hours of testing everything alongside the already huge amount of things that happen in the background...

      I hate to rush things, and so far, as luck would have it, pretty much every one of my releases for all my mods has been stable enough that no one has really come to complain about something being broken. I take great pride in that, as about 50% of the time goes to QA.

      As a mod user, I understand that isn't quite what you want to hear, so the best I can say is that, if everything continues as things have been progressing thus far, I am confident that the major release will be happening within the next 2 weeks.

      Once that is done, there are a few minor QoL updates I wish to release, which should prove far quicker than this release, and then we're good to go for an SSE release!
  5. Worldssalvation
    Worldssalvation
    • member
    • 0 kudos
    I installed the mod but the book does not show up in my inventory
  6. Pariah77
    Pariah77
    • member
    • 12 kudos
    I did manage to get this working on Special Edition. Anyone who is curious, I used the Cathedral Assets Optimizer first (good policy on most Oldrim mods to convert, really) and then resaved it in the SSE Creation Kit to get it into Form 44 for SE. Seems to work just fine.
  7. klingonpigeon
    klingonpigeon
    • member
    • 0 kudos
    Hi, have had your mod installed for quite a while now, and ever since the first time i configured it, whenever i use the "xp addon" shout power it permanently says "Please wait for the previous changes.... " etc. Uninstalling the mod as directed and reinstalling, then using the shout power for the first time still gives that message. Any idea what could be the issue?

    Edit: nvm, disabling the mod, saving, qtd, enabling restarted the initial configuration message. leaving this up in case anyone else encounters this
  8. aboutthe1910s
    aboutthe1910s
    • supporter
    • 8 kudos
    Just wanted to say that when I finally switched over to SE, I ported this myself and it works perfectly there as well. I still adore this mod. Just curious if that MCM menu version is at all still on the horizon? No worries one way or another, and that isn't meant to be any sort of a demand or anything--whatever reasons you haven't made any further updates are absolutely none of my business, nor do there even need to be "reasons" or any sort of justification for what you do or don't do with your time, but I really hope that life is being kind to you!
    1. Darnexx
      Darnexx
      • premium
      • 293 kudos
      So it works with no problems? Cause I miss this Mod. Sadly I couldn't get the port to work. I hope it'll be official ported soon.
  9. Inurosen
    Inurosen
    • member
    • 0 kudos
    This mod is too owerpowered on higher levels.
  10. SarelFox
    SarelFox
    • member
    • 1 kudos
    I am waiting on baited breath for the SSE version of this. Looks seriously awesome, and SSE has nothing of the sort that works.
    1. SarelFox
      SarelFox
      • member
      • 1 kudos
      ... oh, this doesn't require SKSE. Please forgive me, I'm going to try self-porting it.
    2. Captain0Koala
      Captain0Koala
      • member
      • 0 kudos
      Hey, just wondering if your port worked so I should try self porting or not. Thanks.
    3. SarelFox
      SarelFox
      • member
      • 1 kudos
      Man, talk about a long awaited reply, but yes. It worked fine.
  11. Darkladylexy
    Darkladylexy
    • premium
    • 199 kudos
    stupid noobs question is there a way to configure the mod?
  12. Mummified
    Mummified
    • premium
    • 3 kudos
    Is this and your Skyshards mod still being developed?
  13. aragonit
    aragonit
    • premium
    • 53 kudos
    I have a kind of script error which gives an undefined thread:

    WARNING: SCRIPT MISSING! Remove Undefined Instances" will terminate this thread.
    Attachment ID: null
    Attachment element: not found
    This thread is attached to an instance from 9a: Skyrim XP Addon.esp.
    ScriptInstance: dmn_sxpaplayeralias: refid=FORMIDX:001475(9a009462) (39d87798)
    ID: 0367a5f0 Type: 00 Version: 0.1 Unknown (var): INTEGER:52 Flag: 00000002 Unknown1 (byte): 00 Unknown2 (int): 00000000 Unknown3 (byte): 00 Unknown4 (struct): null Unknown5 (byte): 00
  14. prugalo
    prugalo
    • member
    • 2 kudos
    Is it possible to add an option to gain level up by reaching a certain amount of xp instead of investing xp into skills? Like in classical rpgs or oblivion xp mod for instance. For now I'm using sxp redone mod, since its almost the same as this one, but has MCM support, but would switch immediately if level ups would be bound to xp and not skill gains. Keep up the good work ;)
    1. Deadmano
      Deadmano
      • premium
      • 124 kudos
      This sadly falls outside the scope of the mod. It has been requested several times before, and as such I will definitely take it into consideration and see what I can do, but until I've finished the core of this mod I can't promise anything.
    2. prugalo
      prugalo
      • member
      • 2 kudos
      Awesome, tnx for answer. A complete xp leveling overhaul is all my skyrim ever needed ;)
    3. z4x
      z4x
      • premium
      • 313 kudos
      Is this what you were looking for? https://www.nexusmods.com/skyrim/mods/89947?