Hey, does this only edit skill gain from using the skill, or does it affect Skill Books and Trainers. Most similar mods and tools don't affect trainers, but mess with skill books. I really like that skill books give you a full level lol.
The "skill use" mults and offsets affect how much xp you get, you want to increase those a bit above their vanilla values. The "skill improve" mults and offsets affect how much xp you need to level up a skill, you don't want to edit those. You increased both, which basically cancels each other out.
> if I've understood your reasoning correctly, it's not necessary to change skill improve mult and skill improove offset. that's right Yes, this is correct.
> I just need to increase skill use mult only a bit Yes. If you want skills to increase twice as fast, then you should double these values.
> or should I also increase skill use offset Probably not. These are normally set to 0. I would leave them there.
> edit :I think I've found it, I'm testing it, it seems to work, but a bit too well. Glad you got it working. Yes, you might need to try some values to find what you like.
This is the best mod for changing the curve of the skills to my taste.
Here is the settings I am using, for my own note.
Melee weapon skills - set Skill Use Mult and Skill Improve Mult to 0.1x of Default value, Skill Use Offset to about 100 and Skill Improve Offset to around 2000 Block and archery: set use mult (gain) and improve mult to 0.1x of Default, set use offset to ~200 and improve offset to ~2000 Magic casting skills - use and improve mult to 0.1x Default, ~500 improve Offset (~650 for destruction, ~400 restoration) Enchanting - all default values Smithing - set use offset to ~600, set ~1300 to improve offset Armor skills - set use mult and improve mult to 0.1x of Default value, add ~100 to improve offset, add ~0.1 to use offset Pickpocket, lockpick - use mult & improve mult to 0.1x Default, ~100 use offset, ~300 improve offset Sneak - ~1 use offset, ~3000 improve offset Alchemy, Speech - use mult to 0, improve mult to 0.01x Default, ~120 use offset, ~800 improve offset
Alchemy sets use mult to 0 to solve the issue of too much exp gaining when you have many buffs to your "mixing potion power". For sneak, I really dont know but maybe your frames per second can affect how frequent you get experience. Hope it helps
Is it possible to reduce the amount of xp gained from using certain spells, like raise dead? The raise dead spells grant insane amounts of xp compared to the Conjure spells.
Yes, but you need to edit the magic effects themselves in xEdit. Spells are bundles of magic effects. Each magic effect has a base cost that affects how much magicka is needed to cast the spell. Magic effects also have a "skill use mult" which affects how quickly you gain xp from casting the spell. You want to lower the mults for these magic effects.
Does this work with Experience? I take it that this only affects skill leveling not character level exp? Also are there presets or advise on usage for ppl who are not good at maths?
It should work with experience, and yes, it only affects skill leveling. There are no presets, but if you tell me what you want to achieve I can advise.
Not personally, as I don't know how, though others are welcome to. It is a very simple patcher though, you could even edit the values yourself in xEdit in just a few minutes.
Massive thread necro, but since I just had the same question, figured I might as well reply. I made a simple Synthesis version of the script. It should eventually show up in the Synthesis UI via Git, but you can get it here as well: https://github.com/rewilson/LMsSimpleSyns
@tjhm4, loving your mods, btw. Found this via Thoughtful Skyrim, and I'm building around that list.
I edited all skills to not increase on use, but for some reason they still are. This is my first time using zEdit, so that might be the issue. I added the mod to my load order in zEdit, edited the parameters, and clicked build. Then I launched SKSE through MO2, but in game my skills still increase with use. Any help would be appreciated.
If you are new to this, the most likely thing is you set the wrong parameters to 0. Can you show me a screenshot of what your patcher config looks like?
OK, this looks good. You are also running the patcher, creating and esp and then activating it in your load order, right? If that's all good, make sure the patch esp is not being overwritten by any other plugins. Lastly, do you have any other experience or leveling mods that might be interfering?
The process I've done is to launch zEdit through MO2. Pressing start session (Skrim SE), then pressing manage patchers, building the patch, closing zEdit (and clicking save when the window pops up), then launching SKSE through MO2. The patch is appearing at the top of MO2 (above the game's DLC), so I assume that's right. However, when I relaunch zEdit the patch is no longer at the bottom of the load order.
"The patch is appearing at the top of MO2 (above the game's DLC)" This doesn't sound right, unless you have reverse ordered your plugins. The patch needs to load after the DLCs and overwrite them, which usually means the patch appears at the bottom of your load order. Are you loading all your other plugins into zEdit when you run the patcher? The patch needs to take your full load order into account, otherwise stuff like perk mods will revert the changes the XP editor makes.
Yeah, they need to be at the bottom. To be honest, it shouldn't even be possible for them to be at the top - zEdit adds all your other mods as masters, and masters have to load first, so the patches should have to be at the end. Still, put them at the end and see if that helps.
bruh... were was this all my life man? this is bloody awesome. now i can do the static skill growth plan ive been waiting for. to explain, i want my skill growth to mirror how sao did it(as a game) mixed with fire emblem weapon proficiency and to do that, i need the skill xp earned by using them is fixed to 10 + whatever your suppose to get. this is because the required skill xp to reach the next skill level is also static to 1000. so that means gaining 30 skill xp from attacking with one handed weapon means you get 40. and you need up to 25 hits to get a single growth. and because it is static, its consistent.
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if I've understood your reasoning correctly, it's not necessary to change skill improve mult and skill improove offset. that's right
I just need to increase skill use mult only a bit
or should I also increase skill use offset
edit :I think I've found it, I'm testing it, it seems to work, but a bit too well.
Yes, this is correct.
> I just need to increase skill use mult only a bit
Yes. If you want skills to increase twice as fast, then you should double these values.
> or should I also increase skill use offset
Probably not. These are normally set to 0. I would leave them there.
> edit :I think I've found it, I'm testing it, it seems to work, but a bit too well.
Glad you got it working. Yes, you might need to try some values to find what you like.
Here is the settings I am using, for my own note.
Melee weapon skills - set Skill Use Mult and Skill Improve Mult to 0.1x of Default value, Skill Use Offset to about 100 and Skill Improve Offset to around 2000
Block and archery: set use mult (gain) and improve mult to 0.1x of Default, set use offset to ~200 and improve offset to ~2000
Magic casting skills - use and improve mult to 0.1x Default, ~500 improve Offset (~650 for destruction, ~400 restoration)
Enchanting - all default values
Smithing - set use offset to ~600, set ~1300 to improve offset
Armor skills - set use mult and improve mult to 0.1x of Default value, add ~100 to improve offset, add ~0.1 to use offset
Pickpocket, lockpick - use mult & improve mult to 0.1x Default, ~100 use offset, ~300 improve offset
Sneak - ~1 use offset, ~3000 improve offset
Alchemy, Speech - use mult to 0, improve mult to 0.01x Default, ~120 use offset, ~800 improve offset
Alchemy sets use mult to 0 to solve the issue of too much exp gaining when you have many buffs to your "mixing potion power".
For sneak, I really dont know but maybe your frames per second can affect how frequent you get experience. Hope it helps
@tjhm4, loving your mods, btw. Found this via Thoughtful Skyrim, and I'm building around that list.
This doesn't sound right, unless you have reverse ordered your plugins. The patch needs to load after the DLCs and overwrite them, which usually means the patch appears at the bottom of your load order. Are you loading all your other plugins into zEdit when you run the patcher? The patch needs to take your full load order into account, otherwise stuff like perk mods will revert the changes the XP editor makes.