After this november update, is 1.1 still functional if you didn't update your game? I had to do a back-patch thing and I saw that this mod went to V2, but lost all the extra attributes to alter when leveling up. Is it safe to revert back to 1.1 if I still want the extra stats or does it not work with Skyrim 1.5.9 if I had to back-patch?
skyrim version shouldn't matter. alot of the extra attributes in 1.1 didn't work properly. it should be fine to revert to 1.1 if you want, but back up your saves just in case. ill be working on updating some mods this month, ill try to get around to this one.
I unfortunately have no idea when it comes to modding with skyrim. I don't understand how to back up saves. My game now keeps breaking for some unknown reason, and I don't have the knowhow on how to figure out what keeps crashing it. I think I'll just have to drop it after the update completely ruined it for me.
to be clear, is anniversary edition causing issues or v2 of this mod? either way, this is why you should read the descriptions on mods. we don't write them for fun.
Okay, I have a much better understanding when it comes to these mods thanks to someone taking the time to help explain things to me. I see now what the versions of Skyrim and the mod all play out to be. I will try V2 and see if it still works with Skyrim SE instead of current AE.
First off, I love this mod. I love that you added a myriad of stats we can customize when we level up. I am having an issue, and perhaps I'm just doing it wrong...
I started a new game with the mod enabled, and it works as advertised. Eventually I got to a point where I wanted to clear my stats since I wanted to add destruction per level. So I cleared the stat changes and calculated now using the Mod Config menu (by the way, thanks for adding that, it's fantastic).
After removing the stats I added the destruction to 1 per level and hit calculate now and exited the menu using tab. I waited well over a minute, checked stats, and no change. Did the same using Escape instead of tab, waited a minute, no change.
Stats will not recalculate even after a level. Calculate now seems to not make a difference.
I'm not sure if anyone else can reproduce, and frankly it could just be user error. Any guidance would be lovely.
Im looking into it now, can't toggle magik resist on and electric resist and armor rating don't seem to be working. It's probably a typo somewhere in the code.
Nice - one more step in my quest to make "leveling up" a complete non-event! Too bad that it's not possible to remove the "pick a stat to gain" popup entirely, but technical limitations are what they are, eh?
One thing you may have overlooked: Carrying capacity. In vanilla, that's keyed to increase when you pick Stamina at level-up, but the mod description doesn't mention carry capacity as one of the things it automatically increases. I can work around that by using uncapper to increase carry cap by the same amount regardless of the stat chosen in the level-up dialog box, but incorporating it directly into this mod along with the other stats would be really slick.
it may be possible with an SKSE plugin, but that's pretty advanced stuff.
Do you mean that carry weight should be (optionally) increased at the same rate as stamina? The focus was just the 3 attributes. But I might add, carry weight, spell magnitude, duration and damage bonuses, that work the same way way as the attribute bonuses.
I will probably finish up the shock begone mod next tues, before coming back to this one though.
My thought was to add Carry Weight as a fourth attribute with settings similar to the existing three, so that players can have it scale however they want as they level up, although you could also hardcode it at the vanilla ratio of (IIRC) +1 Carry Weight per +2 Stamina if you wanted to keep it simpler.
Yes, that's exactly what i meant. i can do it with any actor value listed here: https://www.creationkit.com/index.php?title=Actor_Value But ill be sticking to the ones mentioned including carry weight i think. This was never meant to be an overhaul or anything.
Though i'm currently brainstorming features for a leveling overhaul based on buying upgrades with gold, gems and other stuff thats otherwise useless or merchant fodder. eg, buying levels of a fear cloak with troll skulls, passively gaining fish in water by buying the skill with fishing rods, or buying skill xp with gold.
ok im a adding a bunch of stuff scheduled for next tues. damage resistances, carryweight, move speed, attacks speed, spell school effectives and much more!
If you wish to support me without donating, please remember to endorse the mod, leave a comment on the blog post and checkout my other stuff at digineaux.com
Feedback both good and bad is also a huge help, i can't fix something if i don't know it's a problem.
Appreciate the update and bugfix! I tested on my current save (which had previously missed the stat gain from multiple level ups) and it corrected to the proper values. Nice work! I have mods that increase the difficulty of the game in various ways, and this mod provides a small but nicely balanced advantage to the player character.
The stat increase does not seem to work if you level up multiple times in a row. For instance, I did not access the skills menu until I reached level 3, so when I exited the skills menu I only received the stat bonus once (+1 to all stats instead of +2 to all stats).
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ill be working on updating some mods this month, ill try to get around to this one.
I am having an issue, and perhaps I'm just doing it wrong...
I started a new game with the mod enabled, and it works as advertised.
Eventually I got to a point where I wanted to clear my stats since I wanted to add destruction per level. So I cleared the stat changes and calculated now using the Mod Config menu (by the way, thanks for adding that, it's fantastic).
After removing the stats I added the destruction to 1 per level and hit calculate now and exited the menu using tab. I waited well over a minute, checked stats, and no change. Did the same using Escape instead of tab, waited a minute, no change.
Stats will not recalculate even after a level.
Calculate now seems to not make a difference.
I'm not sure if anyone else can reproduce, and frankly it could just be user error. Any guidance would be lovely.
Thanks again @kodaxmax, you rock <3
One thing you may have overlooked: Carrying capacity. In vanilla, that's keyed to increase when you pick Stamina at level-up, but the mod description doesn't mention carry capacity as one of the things it automatically increases. I can work around that by using uncapper to increase carry cap by the same amount regardless of the stat chosen in the level-up dialog box, but incorporating it directly into this mod along with the other stats would be really slick.
Do you mean that carry weight should be (optionally) increased at the same rate as stamina? The focus was just the 3 attributes. But I might add, carry weight, spell magnitude, duration and damage bonuses, that work the same way way as the attribute bonuses.
I will probably finish up the shock begone mod next tues, before coming back to this one though.
This was never meant to be an overhaul or anything.
Though i'm currently brainstorming features for a leveling overhaul based on buying upgrades with gold, gems and other stuff thats otherwise useless or merchant fodder. eg, buying levels of a fear cloak with troll skulls, passively gaining fish in water by buying the skill with fishing rods, or buying skill xp with gold.
Feedback both good and bad is also a huge help, i can't fix something if i don't know it's a problem.