Skyrim Special Edition
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Cerest

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  1. officialdeo
    officialdeo
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    Thank you for the mod. It is truly performance and compatibility friendly.

    For other Aetherius/SimonRim users, I suggest changing min. stat to 80 and slope to 6. As stated for Requiem in the description page, you can also set them to 90-100 and 5 respectively for vanilla-esque HMS at lower levels; lowering it below 70 makes for more challenging early and mid-game from my tests.

    Tl;dr for noobs like me, set low slope, high min. stat if you want an easy early game. High slope, low min. stat if you want a challenge and more dramatic progress.
  2. nvalue
    nvalue
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    I love the idea of the mod but after starting my second playthrough I noticed that my racial bonuses aren't being applied correctly? or at least I don't think they are...

    I was going to play as a high elf with the aetherius mod(+50 magicka and 50% magicka regen rate), min stat and slope is the default of this mod, I used the excel provided within the mod to check if my H/M/S stats were only influenced by my skills or if the racial bonuses are being applied and I noticed that the +50 magicka racial bonus wasn't being applied to my character and I'm not sure if the magicka regen rate is being applied correctly.

    1. norbert1954
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      You have to modify with "player.modav magicka 50", I got the same problem with SPERG by health and stamina
  3. BlackLotus0222
    BlackLotus0222
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    <p>Love the concept of this mod but I have 1 question.



    Why did you use Personality instead of Charisma? My OCD is killing me.
  4. Kayzorkross
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    Such a great mod! Thank you! I was wondering if there is an easy way to extend the min/max value in the MCM for the starting stats? Currently caps at 100 and I would like to be able to increase higher if needed
  5. reinyn
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    Hi there, i have a few questions about this mod. First of all i have tested it out a bit and it is an amazing mod from what i could tell. But i think i level slightly different then other skyrim players.

    Where most players decrease experience gain per skill level i actually do the opposite. I use the experience mod (sxp) and use the skyrim skill uncapper next to it. I don't get skill increases because i only increase it with that experience mod. Furthermore i get 1.6 times as much experience per skill level. (This is to prevent me from getting those higher level perks at a low level and to symbolize about the same skill increases per level for regular npc's) I also have a few other mods that play directly into this. For example all skills start at 0 except those that get a boost. Normally i also use a mod that lowers starting attributes to 50 and also one that gives a health bonus of 5 per level.

    If i would use this mod with those mods combined (except for the last 2 because this one would replace them) would your mod be able to take the different level curve into account? And which settings would be ideal for which build?

    With high regards,

    Reinyn
  6. Kolagon
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    Wait, I'm confused. I downloaded this before and I know it didn't have regen bonuses, but now it does, but it got updated in 2019 while I last downloaded 2020.....?????
  7. egonalbrecht
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    So the weapons should have requirements, like bows should have minimum dex, axes minimum str etc.
  8. khaertz
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    This is little bit cheating but also good to make an equal stats between npc and player. 10 point/level is just too badly broken
    1. Cerest
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      If you think it's cheating you can adjust the rough amounts within MCM menu 

      I recommend modifying the Min Stat to 90-100 and the slope to 5. This should make the early game bearable while not changing the late game.

      I consider the min stat * slope to roughly equal 450-500 to be balanced for vanilla but if you think that's too much than do 425 or something.

      See sticked post.
  9. shunpro
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    Do the attributes do anything other than increase H/M/S and regeneration? Like increased melee damage, attack speed, movement speed etc.
    1. Cerest
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      It used to increase melee attack speed but it was interacting with too many other mods.

      Now it only increases movement speed. You'll see it in the screenshots.
  10. CluelessCourier
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    Can't wait to try this out!

    EDIT 28/11/2020: Just tested this, and I actually had a minor conflict with Races Abilities Enhanced (https://www.nexusmods.com/skyrimspecialedition/mods/23223). It modified the HMS values, which was expected and desired, but also this mod raised the starting skills from 1 (from Rae) to 15 (vanilla). Otherwise, Rae's skill boosts worked fine.
    Like you said in the mod description and in some posts, one can compensate low starting attributes by modifying the scaling in MCM. But how can I allow Rae to overwrite Alternate Stat's starting skill levels?
    1. Cerest
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      The mod doesn't modify any of the initial starting skills. You can verify this by looking at the script source or ssedit.

      I am 100% sure of this because this mod doesn't even use skyrim.esm as a master nor does it ever have a reason to change starting skills.

      When you turn this mod off (and only this mod) while keeping everything else the same, is that undesired behavior still there?
    2. CluelessCourier
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      Hello! Sorry for the late response. I told this to SkyRem's author to and he said (quote)
      "Just at a glance, my guess is that mod adjusts the HMS and Skills via a script following character creation (similar to how my attribute mod does). This will override any changes made to the race records, which is how Rae works. The only work around for this I am aware of is cracking  open the script and adjusting what you want, then recompiling the script. "
      However, my issue ONLY occured when starting a new game with BOTH mods activated. I've now tested starting with Rae on from the beginning and then activating Alt Stat. They both work well! Rae applies its' starting skills modifications and then Alt Stat provides the correct stat distribution without modifying any skills.
      I've no idea why or how, but I'm content with this outcome. Thank you again for such a wonderful mod that reminds me of playing D&D with my friends!
  11. SkyrimAddict0
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    Hi there, quick question. Is there a way to change the 'carry weight = 250 + 1/2 * (average of Health + Stamina)' to  1/4 * (average of Health + Stamina)...? Do we use the excel or xedit? I cannot find this formula. Where is it located? 
    1. Cerest
      Cerest
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      You'll have to edit the script file and recompile it unfortunately :/ if a few other people ask for it I'll program it in for you.
    2. SkyrimAddict0
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      All right thank you.