Not mentioned in the original documentation: There is a potion provided by the mod when first loaded that when taken will reset your current attributes. Otherwise, they will adjust themselves on your next level up. The potion is called Potion++
https://www.nexusmods.com/skyrimspecialedition/mods/32058 How does this mod with Legendary Support interact with the Legendary 90 mod that makes skill level reset to level 90 instead of 15? I'd imagine it'd weaken late game characters since they'd still level up just as fast but without their stats keeping up but would it end up making characters too underpowered to handle threats?
No idea to be honest. You'd have to try it out and see what happens.
This is just an LE port with a slight tweak to the MCM layout. I never dug into the inner workings to know exactly how things were handled.
My gut tells me that if you have the legendary option turned on, then the stats shouldn't go down and they'd continue to increase while leveling those legendary skills up from 90. It just might not have the same benefit as if one had to re-level the skills from 15. As far as underpowered, that definitely would need to be tested since that is more of a per user decision.
Very nice mod! Gives me much more mana to work with without making my health and stamina bad. The base carrying capacity is pretty low, but nothing that can't be adjusted in the MCM.
Is there a way to save the setting in a permanent way across saves ? or to set (out of the game) the default value ourselves ?
re setting everything (I like to have the attribute at a 50 + (.125 +.500 or .375+.250 *skills) as it avoids the excess attribute at the start while scaling about the same ) every game is a bit tedious
Not the way that this was originally done. If someone wants to get permission from the original author and add in support for one of the utilities that writes to a file and can recall from said file, they have my blessing (for whatever that is worth).
I honestly do not remember. Other than a slight tweak to the MCM layout this is a direct port of the original by Lofgren. I didn't really dig into the inner workings of the scripts. Feel free to extract the files from the BSA and take a look.
This mod is working perfectly with the Health, Magicka and Stamina, but it's calculation isn't making any sense for the Carrying Capacity. It never lands anywhere close to where the math says it should be, always defaulting on around 29 to 30 pounds. I'm able to just console in the carry weight I should have instead, but it get's tedious as it resets everytime I reload a save.
I found the cause, it was another mod adding a penalty. Once I removed said penalty the equation lined up. I'd delete this post if I could, but alas take this as an example of something forgetting to check for conflicts... Woops.
Best levelling mod on the nexus. Glad to see it hit SSE. If you all want a good mod combo with this, download Experience SSE, and Static Skill Levelling (Experience Add-on), it works better than SAAL. With both of those, you get to add points to your stats how you want. Then reap the benefits with this mod easier. I think it buffs NPC's as well so they remain just as strong against you.
Decreased via making legendary, yes. Decreased via other means, unsure but probably not. Other than a slight adjustment to the MCM layout this is a direct port of the LE version of the mod.
Disable? No. Auto-tap through? Yes. However, other than aligning the MCM text this is a direct port of the LE version. That author had for one reason or another decided that auto "pressing" keys to get through that menu was not something they wanted to include. I'm inclined to agree with them on this particular instance.
48 comments
There is a potion provided by the mod when first loaded that when taken will reset your current attributes. Otherwise, they will adjust themselves on your next level up. The potion is called Potion++
How does this mod with Legendary Support interact with the Legendary 90 mod that makes skill level reset to level 90 instead of 15? I'd imagine it'd weaken late game characters since they'd still level up just as fast but without their stats keeping up but would it end up making characters too underpowered to handle threats?
This is just an LE port with a slight tweak to the MCM layout. I never dug into the inner workings to know exactly how things were handled.
My gut tells me that if you have the legendary option turned on, then the stats shouldn't go down and they'd continue to increase while leveling those legendary skills up from 90. It just might not have the same benefit as if one had to re-level the skills from 15. As far as underpowered, that definitely would need to be tested since that is more of a per user decision.
TLDR
On = stats do not drop when making a skill legendary
Off = stats will drop when making a skill legendary
re setting everything (I like to have the attribute at a 50 + (.125 +.500 or .375+.250 *skills) as it avoids the excess attribute at the start while scaling about the same ) every game is a bit tedious
This mod is working perfectly with the Health, Magicka and Stamina, but it's calculation isn't making any sense for the Carrying Capacity. It never lands anywhere close to where the math says it should be, always defaulting on around 29 to 30 pounds. I'm able to just console in the carry weight I should have instead, but it get's tedious as it resets everytime I reload a save.
I found the cause, it was another mod adding a penalty. Once I removed said penalty the equation lined up. I'd delete this post if I could, but alas take this as an example of something forgetting to check for conflicts... Woops.Excellent mod, 10/10
Does the mod also register when a skill is decreased.