How exactly does the mod determine what kind of location is what in terms of clearing? How does it differentiate between, say, a Nordic Ruin and a Dwemer Ruin?
Hello my goal was to play with skill gain still on and this as added xp. bEnableSkillXP=1 was set to 1 but now all my skill bars are full and orange. Any suggestions? thanks.
Is there any option to disable the skill cap limit per level?
Having some issues, unless fSkillCapMult=0 the skill cap does not work at all. It defaults to Community Uncapper's max skill level instead. That made me suspect Community Uncapper, but when I changed the fSkillCapMult=0 instead of 2, my skill caps show correctly. I.e., all skills cannot go above whatever my fSkillCapBase is.... I have also set bUseRacialCaps to 0 just to eliminate any confusion.
Maybe another mod is in play here, but if another mod alters my base level without me knowing about it, which sounds absurd, I have positively no idea what is causing this mod to believe that I am a high enough level to get my skill level to 1000 (which is just what I set the cap to for testing purposes.) I am level 7. Not accounting for racial bonuses, my skill cap for every game by default should be 18+7=25.
I'm just a little confused, hoping others have hit this issue but I haven't seen any posts online.
I chose to leave this post as an example to others instead of editing or deleting it. The issue with my game was I was testing it incorrectly. Like any modder should, I was installing the mod, and validating that it was functioning as intended. But I did it in an unintelligent way. I increased my ability skill by 1 million instead of 1000 to speed up the testing process. I'm uncertain how this mod enforces its skill cap, but it obviously doesn't handle it in one giant burst like this, which would never happen in game anyway. Unless you have got some crazy setups going, some cheats (resto stacking for example) or you have found some kinda bug.
Mod seems to be working fine. The mod calculates the base skill cap, skill cap level mult, and race modifier appropriately.
This is to prevent multi skill rewards such as Oghma Infinium getting wasted when you are close to skill cap. There was discussion about this feature in SE version and we decided to keep it as is. It can't ever happen during normal gameplay anyway.
i wouldn't recommend anyone installing this mod. this mod single Handedly ruined all of my saves since my character no longer receives any XP. no matter how many grinding i do not to mention it seems to be now permanently stuck on level 13. and the rest of the skills are no longer increasing as well even deleting the mod wont even fix it. even editing the ini.file csv.file doesn't do anything all experience gained is zero.
i'm using this mod for 2 years, with 251 others mods, i'm lvl 95 and this mod works completly fine. Not recommended a mod for everyone just because you must have some conficts who breaks your leveling system just for you is not really nice. You can ask for help for your situation, but no need to write this kind of things because you got tilt, which i can understand.
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Is there any option to disable the skill cap limit per level?
thanks for help.
Maybe another mod is in play here, but if another mod alters my base level without me knowing about it, which sounds absurd, I have positively no idea what is causing this mod to believe that I am a high enough level to get my skill level to 1000 (which is just what I set the cap to for testing purposes.) I am level 7. Not accounting for racial bonuses, my skill cap for every game by default should be 18+7=25.
I'm just a little confused, hoping others have hit this issue but I haven't seen any posts online.
Mod seems to be working fine. The mod calculates the base skill cap, skill cap level mult, and race modifier appropriately.
This one if for SE/AE
https://www.nexusmods.com/skyrimspecialedition/mods/17751