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Digineaux

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Digineaux

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32 comments

  1. n7shepard1987
    n7shepard1987
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    this was working fine for me for 40 plus hours of a playthrough then randomly stopped working and i dont know why cosi hadnt added any other mods since starting
    1. Digineaux
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      Could you elaborate? What exactly stopped working? Will the save load? does the mnu open?

      It's unlikely ill fix it if it is an issue. i Gave up on the creation kit and bethesda. neither are worth the effort.
  2. AuroanVaren
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    I know the Mod Author has been inactive for some time, but figured I'd ask. Any possibility of coming out with that option to disable normal skill gain? Would help give it a very Souls-Like feel. I know there's other mods out there that do something similar, but overall, I like the simplicity and flexibility yours has. It's just overall the best, IMO.

    All the other planned features you had seem like a really solid idea too. I know there's a mod out there that differentiates player level and skill level, so if that's a possibility, that'd be an awesome feature as well. I'd get myself to player level 100 as a personal cap for those traditional RPG vibes. Could get my skills to level 100 too without going legendary, all while still being able to buy attribute and skill points so I don't stop scaling. Would please the OCD as well, lol.

    Anyways, still an awesome mod. Works like a charm and I'm glad I discovered it. Here's to hoping you might pick it back up!  
    1. Digineaux
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      It's difficult for me to do. The only way i can think of is to set the xp gain multiplier stat to x0. Unfortunately that would also multiply xp gained by this mod by 0. You could mayby do some trickery where you set the multiplier to 1 only while this mods levelup script runs. It's been a while so i don't 100% remember how it works.

      This mod should work fine: https://www.nexusmods.com/skyrimspecialedition/mods/17751?tab=description 
      but you will need the mcm addon to tweak everything to 0 (or whatever you want). https://www.nexusmods.com/skyrimspecialedition/mods/65880
      Checkout it's reccomended mods at the bottom of the description.

      The creation kit makes me want to punch things, so i no longer develop anything for it. All my mods should contain source files if anyone else wants to take a crack at it. if they don't just ask.
    2. openzmindz
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      My case is opposite. I am picking this because it allows skill gain normally :p
    3. Digineaux
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      compatibility was a priority. Glad you enjoyed
  3. icesherbet
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    I was looking for mods like this. the biggest question is whether this is compatible with 'experience' & 'ordinator'. 
    1. Digineaux
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      Fully compatible with Ordinator as well as any perk mod.

      Compatible with experience, but your character level probably won't increase from buying skill levels, which is a feature of Experience. I'm also not sure how Experiences skill caps will behave, my mod might just ignore them.
  4. I love this mod but id had a few weird issues with it, I use ordinator but don't know if that is what is affecting it but some time you spend on certain skills like smithing and it will not up the skill only take the gold and sometimes you pay to level a certain skill and it levels up another. is it possible that i have found an incompatibility with another mod in my order or have others experienced this?
    1. Yeh, im in the proccess of recoding an balanced leveling. after that im gonna remake this one from scratch. I thought i updated the description, my bad.
      I doubt it's an incompatiblity unless another mod changes either or both smithing and my scripts. I would reccomend against using this for now. wait for v2. Sorry for the inconveniance, i know how annoying this sort of thing can be.
    2. no not at all, this mod is awesome and the only one ive ever found of its like. A lot of them work fine but about 5 of them when you purchase including and smithing, enchanting when you purchase they increase heavy armour.
      I look forward to your new version and thank you so much for making such an awesome mod for role playing. This has allowed me to start with new characters at different skill ranges instead of the same basic person every time.
      I love it.

      Also your to do list has me eagerly waiting your awesome updates, this mod could be one of the most epic permenant mods in my load order And once the bugs are ironed out would happily donate for your time spent on this.
    3. In that case remember to track the mod and/or follow us on twitter/ reddit for updates.
    4. Yup im tracking and will follow you on twitter :-)

      Looking forward to having V2 in my load order. This is disabled at present and eagerly waiting the update as i am waiting to start a new play through. I was glad to find it is a known issue and not likely a compatibility error as even for a seasoned gamer, with 715 mods it would be a lot of work to find the conflict.
    5. i got sidetracked an fixed everything except lockpicking alteration and enchanting. but that modding session has convinced me V2 is the way to go, focusing on buying levels rather than xp. It's just easier for both me and the players. What do you think?
    6. I definately think it will be more manageable, I am about to download this now and have a go with a new character. This mod has so much potential, i was using it even when it didn't work 100%.
    7. Enjoy 
    8. hmm you it work one the first use but then reverted to removing gold but not increasing the lvl of what you purchased.
    9. Could you elaborate?
    10. oh, do you mean the remaining gold in the tooltip doesn't update? ill be fixing that in the next update, as well as the level/cost parameters switching order in the text when mousing over. 

      I triple checked, the gold costs and skill gain are working fine for me, it's just the tooltips won't update until you mouse-over something else. im also almost finished the feature to allow players to set their own prices.
    11. its weird, I used it as soon as I started the game and it leveled the skills I chose but as soon as I closed it down and then reopened it to raise more skills, It would remove the gold but not level the skill anymore.
    12. Digineaux
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      Ive just copied this to the bugs tab so it's easier to keep track of.
  5. cocacrispy
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    This is a great idea! I hope it sees further development.  I'd love to see configurations for how much xp you get for 1 gold.  Even better would be if this were configurable on a per skill basis.  That would allow me to calculate values that would level out the costs, so, for ex, I could make every skill cost ~60,000 gold to level to max.  

    I also think an interface similar to SXP (SXP (Redone) - Skyrim Experience Mod at Skyrim Nexus - Mods and Community (nexusmods.com))
    would be useful.  Personally, I wouldn't ever buy a fraction of a skill point with a slider.
    1. Digineaux
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      I am planning to do most of that. Im new to MCM and currently experimenting with different layouts and button types, while implementing attributes.

      I don't think it's possible to directly edit the xp formulas, which is why SXP relies on the community uncapper plugin. In saying that, you could easily do it yourself with the special edition version of the Uncapper for my mod.
      SXP also doesn't contain any scripts, so i have no idea how any of it works at a glance, i do plan to unpack it further to see if theres something in the esp or bsa that could point me in the right direction for getting the xp requirements of skills.
      i could also hardcode a formula, but that would make it incompatible with any plugins that alter xp formulas, such as the uncapper.

      you get 1 skill xp for one gold. the sliders go from 0 to your current gold value dynamically.
    2. Enojitothebrave
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      You mention in your to do list that you want to display the xp needed for the next skill rank. I was wondering if it would be possible to make the amount needed for the next rank the default position of the slider (if it's less than current gold carried). I think the interface advantage cocacrispy may be getting at is 'Click here to advance skill to next rank'.

      As much levelling as there is to do, it may not make a difference (or dumping an arbitrary pile of gold into a skill might be more time efficient).
    3. Digineaux
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      I think thats a great idea and shouldn't be too hard to implement, once i figure out a good way to calculate the xp required for the next level.

      I don't think that would be less efficent, as i could just have both option adjacent each other, so the player can choose the more appropriate one in each instance.
    4. cocacrispy
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      Thanks Kodaxmax,

      I think I understand what you are saying;  use something like uncapper for that kind of 'fine-tuning' I was talking about, then this mod can remain simple at 1gold=1xp.  Regarding the slider bar, Enojitothebrave is exactly right, I was ultimately interested in a 'click to advance the skill one rank' functionality.

      BTW, SXP has the script source available, it's just packed into the BSA.
    5. Digineaux
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      I've been looking through the scripts of SXP and a few similar mods and i can't spot any helpful functions. I can't even find reference to where it sets levels or XP.

      I've also looked into SKSE addons like PapyrusUtil, but none i could find expose functions for anything close to what i need. So im going to give up on any feature that relies on knowing the xp required to reach the next level of a skill, as it doesn't seem possible without writing my own plugin.
    6. cocacrispy
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      I've never touched Papyrus before, so take this with a grain of salt, but I think I found it. The below script seems to work. (Mostly cribbed from zzzsxpconfig.psc in SXP source)  It requires SKSE ActorValueInfo Script - Creation Kit

      Scriptname dddTestXP2 extends Quest  
      Event OnInit()
              ActorValueInfo aVI = ActorValueInfo.GetActorValueInfobyName("Block")
              float GainedExperience = aVI.GetSkillExperience()
              int iPlayerCurrentSkillLevel = aVI.GetCurrentValue(Game.GetPlayer())  as Int
              float RequiredExperience = aVI.GetExperienceForLevel(iPlayerCurrentSkillLevel)
              
              Debug.MessageBox("Gained XP: " + GainedExperience)
              Debug.MessageBox("Reqired XP: " + RequiredExperience)
      EndEvent
    7. Digineaux
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      Well done, that looks legit. I might be skipping my first Tuesday update in months due to illness and a string of upcoming family events. But this has really brightened my week. I was a little upset to be stumped on a such a simple thing, so thankyou.

      I should be able to test it before this tues, but no idea if i will have an update ready.
    8. Digineaux
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      It works! we are back in business boys
  6. Enojitothebrave
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    https://digineaux.com/?p=1472 is giving me a 404 page not found error

    Also, I was wondering how this compares to regular trainers? Is this cheaper or more of a gold sink? I guess there wouldn't be a training limit (unless you wrote one) which would be a improvement in convenience (in addition to the big improvement of not having to find a trainer).
    1. Digineaux
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      Thanks for the heads up, i will fix the descriptions link in a second: https://digineaux.com/golden-progression-skyrim-mod-release-2/

      You buy xp at 1 gold per one xp. Different skills require differing amounts of xp. i assume this was a balancing mechanic. At lower skill levels this mod will be much cheaper. past skill level 50, trainers are likely cheaper.
      There is no limits and of course you don't have to find a trainer who trains the specific skill your looking for.

      I'm creating a full and customizable alternative to vanilla progression (over multiple mods and many months of development). This mod will largely ape dark souls leveling, with my own twists. i plan to limit when u can access the level up (perhaps while in towns or a safe interior), add options to disable vanilla progression and possibly overhaul trainers, now that you've reminded me.

      But i like to keep my mods customizable, dynamic and let the user do their own balancing, so everything will be optional. The mods i make are either at request or something i plan to use myself.