There are some inconsistency data between in the screenshots and in the actual mod: #2: in this picture (pre-release), the description refers the locket as talisman. It has been corrected at the release. #3, #5: in this picture (pre-release), the Enchantment / Magic Effect (later as Active Effect in the game) name was "consumed." It has been changed to "acrimony" at the release.
Remember, you can always change the items' name, description and value with SSEEdit if you don't like them.
I like the idea, and it sure would come in handy at times. However since you placed the items in Helgen, alternate start users like myself would have to resort to console commands to get them. If we discover Helgen the Dragons are turned loose, thus defeating the purpose of alternate start.
Riverwood would be an alternate start compatible option, I would use such a mod.
I think he means "Will I still be able to level my *skills* (such as Alchemy, Smithing, One-Handed, etc) but stay level 4 (or whatever level) as long as I wear the ring?"
If I understand you correctly (sorry English is not my 1st language either), this ring or necklace freeze the *Player* level when you put it on, but allow you to continue to train or use all of your specific skills.
So If I were level 8 when I put on the ring, I could practice Alchemy and make 1000 potions, and I might level my *Alchemy* to 100 -- but I'd never raise my *Character* over level 8...until I took off the ring. Yes?
1."Will I still be able to level my *skills* (such as Alchemy, Smithing, One-Handed, etc) but stay level 4 (or whatever level) as long as I wear the ring?" Hmm. You can not level up skills but stay at a certain level. For example, the ring / necklace can not make your player character to have from 15 to 100 points in Alchemy, but keeping your level at 1.
2.this ring or necklace freeze the *Player* level when you put it on, but allow you to continue to train or use all of your specific skills. The ring / necklace doesn't "freeze" the player character level. The ring / necklace sets your player character's experience gain to zero. (Remember, experience *gain*, not the experience).
3.I could practice Alchemy and make 1000 potions, and I might level my *Alchemy* to 100 -- but I'd never raise my *Character* over level 8 No. You could make 1000 potions and you will not gain Alchemy skill.
If I read this right, this is so you can stop and restart skill gain/leveling as you wish, to delay certain game effects such as quest starts or all draugr turning into deathlords. For example, "Project AHO" has a scripted hard start at level 15, so using the ring would allow putting the brakes on at level 14 so one could run around and discover locations and get gear stowed to prepare for the quest start. Even in a normal playthrough, it would allow delay so that locations could be found without level triggered encounters (Assassins, Thalmor, Boethiah assault).
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#2: in this picture (pre-release), the description refers the locket as talisman. It has been corrected at the release.
#3, #5: in this picture (pre-release), the Enchantment / Magic Effect (later as Active Effect in the game) name was "consumed." It has been changed to "acrimony" at the release.
Remember, you can always change the items' name, description and value with SSEEdit if you don't like them.
Riverwood would be an alternate start compatible option, I would use such a mod.
Did you mean skill use ?
You can wear any armour and get hit / cast any spell and hit without gaining experience.
If I understand you correctly (sorry English is not my 1st language either), this ring or necklace freeze the *Player* level when you put it on, but allow you to continue to train or use all of your specific skills.
So If I were level 8 when I put on the ring, I could practice Alchemy and make 1000 potions, and I might level my *Alchemy* to 100 -- but I'd never raise my *Character* over level 8...until I took off the ring. Yes?
1. "Will I still be able to level my *skills* (such as Alchemy, Smithing, One-Handed, etc) but stay level 4 (or whatever level) as long as I wear the ring?"
Hmm. You can not level up skills but stay at a certain level. For example, the ring / necklace can not make your player character to have from 15 to 100 points in Alchemy, but keeping your level at 1.
2. this ring or necklace freeze the *Player* level when you put it on, but allow you to continue to train or use all of your specific skills.
The ring / necklace doesn't "freeze" the player character level. The ring / necklace sets your player character's experience gain to zero. (Remember, experience *gain*, not the experience).
3. I could practice Alchemy and make 1000 potions, and I might level my *Alchemy* to 100 -- but I'd never raise my *Character* over level 8
No. You could make 1000 potions and you will not gain Alchemy skill.
Did I get this correct?
(Edit)
Some areas have higher minimum level enemies.
Be warned that equipment is levelled, unless you use un-leveled loot.