Skyrim Special Edition
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Zauberin Paracelsus

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ZauberinStardreamer

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55 comments

  1. jfperilla
    jfperilla
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    Love this mod
    I've noticed skills only start giving attributes when they're at skill level 15~20, is there a way to make this work from skill level 1? I'm using You Are Not Special to lower my skills to 1 at the start and get no bonus from the first 15 or so skill levels
    1. jfperilla
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      For anyone wondering the same in the future, looking at the script source code and the esp in the Creation Kit i see the author added a variable called "AutoAttrSkillFactor", set to 15, that is substracted from your skill level to see if you get an attribute advance, likely to avoid a newly created characters having free bonuses right out of the gate

      If you're using YANS just open the ESP with the CreationKit and set AutoAttrSkillFactor to 0, and you'll start getting bonuses straight from level 1
    2. Horderlocke
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      Thanks for the heads-up! I love this mod too, makes playing the game way more enjoyable for me.
    3. rpgfreak9999
      rpgfreak9999
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      You mean "AutoAttrSkillBase."
  2. billykre32
    billykre32
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    Is there a way to use this mod on legendary edition ?
  3. AdonisGaming93
    AdonisGaming93
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    Anyone experiencing the stats boosts stacking?
    Like.. say my stamina is +6 at 106 thanks to this mod. Awesome so far so good.
    When I save and quit. And go to sleep school etc. Comeback to play again. I can load the save but then the +6 is applied again and I have 112 stamina. This doesn't stop I'm at like 200+ stamina because everytime I come back to play the game the attributes keep stacking?
    1. ZauberParacelsus
      ZauberParacelsus
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      Which version of this mod are you using?

      EDIT: As a side note, I'm currently working on an update which overhauls how the attribute increases are calculated, and I've determined that at least in the newer code, this is not occurring.
  4. kevinmig
    kevinmig
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    Possible to esl?
  5. Navo511
    Navo511
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    Description mistyped, on instruction about using console command to change carry weight, AutoAttriCarryAdjust were shown as variable instead of AutoAttriCarryRate when come to instruct us about changing how much skill affect carry weight
    1. ZauberParacelsus
      ZauberParacelsus
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      Thanks for letting me know, this has been corrected
    2. Navo511
      Navo511
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      Neat
  6. zhuemin
    zhuemin
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    What would be the best way to use this alongside Aetherius (https://www.nexusmods.com/skyrimspecialedition/mods/26686)?
    Using without a race mod the base skill is considered 15 so I get extra attribute points based on each races starting skill levels, pretty neat. Great mod!
  7. clackie1996
    clackie1996
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    Hey there, I've come back to skyrim after a hiatus and updated all my mods, and this one seems to have stopped working. For some reason, my character doesn't gain any of the active effects that actually add the attributes.

    Edit: I think it's because my starting skills are down at 5. My bad.

    Edit Edit: Actually, thinking about it, that should still work as it was working before, giving me negatives to my attributes.

    Edit Edit Edit: This line kind of looks like it prevents the attribute modifier going below 0:
    ?int pAttr = Max(0, PlayerRef.GetBaseActorValue(asSkill) - SkillBase.GetValue()) as Int
    Is that the case? How would I put it back to allowing negatives, like this?
    ?int pAttr = PlayerRef.GetBaseActorValue(asSkill) - SkillBase.GetValue()

    Edit Edit Edit Edit: Just read below that yes, you've clamped it at 0. That's kind of a bummer, I wanted negative attributes since it makes the start a bit more challenging. Going to remove this so I can have negative attributes again. Cheers!

    Edit * 5: Your scripts don't compile for me, which is weird because the only thing I changed was the above line.
    Starting 1 compile threads for 1 files...
    Compiling "AutoAttrAdvanceScript"...
    C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\AutoAttrAdvanceScript.psc(59,14): GetTotalItemWeight is not a function or does not exist
    C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\AutoAttrAdvanceScript.psc(59,35): cannot compare a none to a float (cast missing or types unrelated)
    C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\AutoAttrAdvanceScript.psc(59,35): cannot relatively compare variables to None
    C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\AutoAttrAdvanceScript.psc(68,13): variable ActorValueInfo is undefined
    C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\AutoAttrAdvanceScript.psc(68,28): none is not a known user-defined type
    C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\AutoAttrAdvanceScript.psc(68,50): none is not a known user-defined type
    C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\AutoAttrAdvanceScript.psc(68,6): type mismatch while assigning to a int (cast missing or types unrelated)
    C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\AutoAttrAdvanceScript.psc(156,17): GetNthEffectMagnitude is not a function or does not exist
    C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\AutoAttrAdvanceScript.psc(156,42): cannot compare a none to a int (cast missing or types unrelated)
    C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\AutoAttrAdvanceScript.psc(159,14): SetNthEffectMagnitude is not a function or does not exist
    No output generated for AutoAttrAdvanceScript.psc, compilation failed.
    Batch compile of 1 files finished. 0 succeeded, 1 failed.
    Failed on AutoAttrAdvanceScript.psc


    Edit * 6: Realised I needed to move the SKSE scripts into the right place for the Creation Kit to compile them. All good now.
  8. LilSpoonle
    LilSpoonle
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    I can't seem to level up when using this mod along side Static Skill Leveling, Experience, and Skill Uncapper. Would anyone have any idea why that is? Currently have gained enough XP to level up twice over but stuck on the verge of level 1 :/
    1. ZauberParacelsus
      ZauberParacelsus
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      This mod doesn't touch character leveling or skill leveling, it just applies buffs in response to skill increases.  So, I kinda doubt it is the cause of the problem you're experiencing.
  9. Cyb0r
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    Hey, don't know if you're still working on this mod, but here goes nothing.

    I encountered a very specific problem to my mod order, which is using YASH2.
    I can create characters with no problem (also using alternate start), all stats bonuses apply for the existing skills that I have.
    But since the skill levels for most skills are now at 0 for most skills, as soon as I start leveling e.g. one handed at a training dummy,
    my bonuses go from positive to negative. (negative HMS values)

    I'm not sure if this is a problem with the reduced base values of the races in HMS or the reduced skill attribute values,
    just thought I'd let you know and make others aware, since you say in the description that this is a problem from
    version 0.6 onward and I can't see any files other than 0.6 and 0.7.

    Otherwise I very much enjoy the idea of the mod, and would like to add it to my load order.
    Especially for "hardcore" playthroughs with YASH where you're already leveling slower since skill progression is about 1/3rd of vanilla,
    and all skills and HMS are lower, etc. .

    Also, I saw a mod that would work good in conjunction with yours, that sets the legendary skill value to 90 instead of 15.
    Which I'd think makes for a more balanced approach in late game, since you can't just retrain 85 levels, but only 10 in each skill.

    Best regards
    1. ZauberParacelsus
      ZauberParacelsus
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      I've written a small fix for this, which deals with the problem in two ways:
      1) A new global was added which allows you to set the base skill level if you're using a mod which changes that. This defaults to 15
      2) I changed the function for calculating the bonuses from each skill so that it is clamped to a minimum of zero.

      I'm also trying to fix something else, and will release a new version once that is tested.
  10. Drake0713
    Drake0713
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    If I understand this correctly, it gives attribute points *in addition to* the ones you usually receive rather than as a replacement of the old system, which would mean the mod acts as a pure buff to our already powerful character. I'd be more interested if it disabled the old system.
    1. ZauberParacelsus
      ZauberParacelsus
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      It is meant to act as a replacement for the old system, though I don't know how to disable it. It needs to be used alongside Skyrim Community Uncapper, or something similar.
    2. TimThe7th
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      From a gameplay perspective, I like still being able to add a couple of attribute points each level, so I’m glad it’s not disabled.