The following mods are on my current patch list. Be sure to comment in the forum if you have more you'd like to patch. I will not be searching the comments list for mods to patch. You must comment in the forum.
Note: The requirements of the mod are being updated. Perk Overhaul Patches will still be released when necessary for experience balancing.
As for race overhauls, they will be approached differently, and I still don't have an ETA for this yet. It is a time consuming process, and I'd recommend loading YANS before your chosen race overhaul for now. All your skills should still be level 1, except the skills the race overhaul edits. Alternatively, you can choose the YANS [Vanilla Bonuses] file and load it after, if loading YANS before the race overhaul breaks this mod.
Currently Patched [Only needed if using the optional skill experience plugin provided by this mod.] 1. Adamant 2. Ordinator 3. Vokrii
Friendly Reminder This mod requires: 1. A new game (This is NOT optional) 2. Experience (soft requirement) - Required for any sort of balancing support. Without Experience, you will likely level up too quickly for this mod to make any difference.
I think that's because the changes in this mod affect everyone, not just the player. Every race has been changed and the game setting for skill start has been changed to 1. Not sure that's the best way to do it...
i think this mod broke some npc, because the record iAVDSkillStart set to 1 effect some NPC. at Helgen start, the imperial mage who shoot Alduin with Firebolt can't cast firebolt so they using their fist instead, probably because their skill at lvl 1. who knows how many NPC will be affected by changing that record. I didn't continue and remove the mod because I worried some NPC will be unskilled too.
Your recommended values are configurable in the Experience .ini file to be those values, however the Static Skill Leveling MCM does not allow for decimal values, the values must match between the two according to the Static Skill Leveling MCM. What settings would you recommend if using both mods?
The lowest setting for fSkillCapBase in Static Skill Leveling is 1, and fSkillCapMult can be set to 0, 1 or 2 but not 1.25
I did not realize decimals were not allowed when I made this mod. I'll update the description soon.
My recommendations (see the charts below) would be basically any configuration that has level 100 skills available at a player level 50 - 100. Anything below or above this value doesn't entirely meet my vision for the mod. You are free to choose what you want of course.
You could try any number of configurations, the best way is to have the lowest base as possible, to prevent fast leveling in the beginning. So it will fully depend on what you want the "maximum" player level to be (mult value) in order to have 100 skills.
Complete List:
Base 0, mult 1: Level 101
Base 0, mult 2: Level 51
Base 5, mult 1: Level 96
Base 5, mult 2: Level 48
Base 10, mult 1: Level 91
Base 10, mult 2: Level 46
Base 15, mult 1: Level 86
Base 15, mult 2: Level 43
Base 20, mult 1: Level 81
Base 20, mult 2: Level 41
My Recommendations:
Base 0, mult 1: Level 101 [Hard throughout entire game]
Base 0, mult 2: Level 51 [Hard beginning, easier late game]
Base 5, mult 1: Level 96 [Hard throughout entire game + nice alternative to base 0, mult 1]
Base 10, mult 1: Level 91 [Challenging beginning, slightly harder than vanilla late game]
Base 15, mult 1: Level 86 [Slightly challenging beginning, vanilla difficulty late game]
Base 20, mult 1: Level 81 [Easy beginning, vanilla difficulty late game]
Thank you for the thorough reply. Unfortunatly Base 0 is not allowed in Static Skill Leveling MCM. Base 1 is the lowest it will go (however mult can go to 0) I feel like Base 5, mult 1 is a good compromise. I'll try that out.
Installed it but all of my skills are at 10. And I tink it needs a compatibility patch for Adamant's Hand to Hand extension cuz it defaults back to the normal Adamant otherwise.
Yes, you are experiencing a conflict. If you have a mod that already sets the skills to another level, you should either get rid of that mod or get rid of this one. Alternatively, if its all too much of a hassle, you can just edit your skills through the console at the beginning of the game.
I'm confused. Doesn't every person in Skyrim have all their skills start at level 15? So if this mod makes only the player start skills at level 1...isn't that actually making the player very special?
That's definitely a way you can look at it. Honestly the name of this mod took me all but 30 seconds to come up with, the idea of "You are not Special" was to more imply the overall strength of the character, rather than the uniqueness of the character,
Ah thanks for getting back to me and clearing that up I in no way meant it as an insult or criticism but genuinely questioning how that part of the game works and what this mod really does in relation to that. I like the idea of skills starting lower to therefore have more to build but then I don't like the idea of being weaker than everyone in Skyrim I don't understand why 15 was ever the starting point, why can't it just be 1 for everyone, that would make a lot more sense to me
Well this is a difficulty adjustment mod. It makes the start of the game a bit harder. I made it because I was kinda tired of other solutions (higher health + more damage enemies for example) and wanted to make a highly compatible mod that could do so. It doesn't make any sense for someone with the lowest level skills to be able to defeat a whole group of bandits or city guards on his/her own at the very beginning.
I understand its not for everyone, and there are more precise scripted mods out there that will do the same thing this mod does, but better. I run large load orders, so I avoid extra scripted mods if I can. As this mod states, you lose over 200 skill levels in total when all of your skill levels are reduced to 1. It's a big change, especially if you use the recommended balancing mods as the levels won't come back instantly.
You're only allowed to invest 1 perk point in any skill until the skill reaches 20, in which, normal perk allocation is applied. Again, makes the game significantly harder off the bat, and is a better solution, in my opinion, than just increasing health and damage of enemies.
I can really appreciate the modular nature of this. I'm in test character hell right now—I'm forcing myself to go through and trim back the immense amount of Skyrim-related junk I've downloaded over the years before I commit to another long-term character—but pairing the most basic version of this with Smooth Attribute Scaling seems to be a great combination with no real compatibility issues from this end. I'm leveling quickly in the early game but without the vanilla +10 from level ups, that just means that:
my enemies are getting stronger.
I'm really not because my main combat skills are still too low to invest in properly
All of my utility skills are so awful that It's very tempting to either use Skill Trainers for once or take the first-level perk just to gain basic competence.
And I can afford to branch out a little bit because my character and enemies are leveling faster than my combat skills.
please forgive if i missed something. i did try to figure this out before asking. for the ordinator patch, do i need to do something other than run the fomod installer for that to be installed? i do not see the patch in my plugin list, even if i choose the non-merged option.
i see the patch in the archive, but nothing in my load order. i did not see anything in the description indicating that i need to do anything beyond install using vortex and ensure the patch is loaded after. is there an issue with the fomod installer that is not installing the patch as well? or did i miss something?
additionally, will this or the patch have any issues with https://www.nexusmods.com/skyrimspecialedition/mods/19246 and the patch to get ordinator and it working together (https://www.nexusmods.com/skyrimspecialedition/mods/19518)?
update: i took the patch out and manually copied it to the staging folder. it is now showing in the plugins, but loot by default has the base mod (yans legendary merged) higher (smaller number) than ordinator, but does put the patch after ordinator.
Im using High level enemy mods with scaling option so the enemies level will scale with character level. I wonder if they will become too powerfull with this mod? For example if i reach to lvl 10 my character probably will be much less powerwul rather in vanilla.
Correct. Because of Experience+this mod, you will have less perks, and you will be weaker. It will add a bit of challenge, should still be manageable.
That is the purpose of this mod afterall. Its to make the beginning of the game a bit more challenging, without adding health/damage to enemies. Having less perks means you will have to either save your perks for higher levels, or alternatively, put perks into areas you may have neglected before. You'll find yourself probably making a more well rounded character, and you won't be able to easily increase smithing/enchanting/alchemy to get powerful, quickly.
You'll have to rely more on strategy, luck and whatever other mods you have installed.
Yeah, i understand the reasoning behind making a harder beginning, but i think it will make not only beginning but later game harder too, since your stats are underleveled but enemies lvl up as usual. Also im not going to use Experience+, i'm planning to use Gold is Souls wich makes that skills can only be raised with gold.
Experience introduces a level cap and separates your skills from your total level. This means you can in theory, raise all of your skills to the level cap, and your total level (which will level up your enemies) will be the same. Additionally, with the adjustments listed in the description, Experience should allow level 100 skills at level 80 ; which was the original default max level when all skills are level 100.
The best part, Experience and Gold is Souls should be entirely compatible. So just install both and the game should stay balanced, and the enemies will level up with you as you complete quests and explore the world. I recommend keeping the level cap as to prevent becoming overpowered.
Wow, didn't know about the separation. Mixing these two mods together with your mod now sounds like a really good idea now, thank you for it! So now it's basically going to be Enderal leveling system lol.
Hello so i finnaly on my way to create new savefile, and i tried the Gold is Souls + Experience + YANS, and i didn't quite liked it. Experience makes my leveling too fast while im not getting the gold this fast. Is there a way to use the Skill caps without the experience mod itself? :D
Instead of "Gold is Souls" try Static Skill Leveling. Pair it with Skill Rate Remover. You won't need the included YANS experience plugin, as you will instead grow skills when you level up. Heed the requirements of both mods.
87 comments
The following mods are on my current patch list. Be sure to comment in the forum if you have more you'd like to patch. I will not be searching the comments list for mods to patch. You must comment in the forum.
1. Requiem
2. Pilgrim - A Religion Overhaul
Note: The requirements of the mod are being updated. Perk Overhaul Patches will still be released when necessary for experience balancing.
As for race overhauls, they will be approached differently, and I still don't have an ETA for this yet. It is a time consuming process, and I'd recommend loading YANS before your chosen race overhaul for now. All your skills should still be level 1, except the skills the race overhaul edits. Alternatively, you can choose the YANS [Vanilla Bonuses] file and load it after, if loading YANS before the race overhaul breaks this mod.
Currently Patched [Only needed if using the optional skill experience plugin provided by this mod.]
1. Adamant
2. Ordinator
3. Vokrii
Friendly Reminder
This mod requires:
1. A new game (This is NOT optional)
2. Experience (soft requirement) - Required for any sort of balancing support. Without Experience, you will likely level up too quickly for this mod to make any difference.
The lowest setting for fSkillCapBase in Static Skill Leveling is 1, and fSkillCapMult can be set to 0, 1 or 2 but not 1.25
My recommendations (see the charts below) would be basically any configuration that has level 100 skills available at a player level 50 - 100. Anything below or above this value doesn't entirely meet my vision for the mod. You are free to choose what you want of course.
You could try any number of configurations, the best way is to have the lowest base as possible, to prevent fast leveling in the beginning. So it will fully depend on what you want the "maximum" player level to be (mult value) in order to have 100 skills.
Complete List:
My Recommendations:
I understand its not for everyone, and there are more precise scripted mods out there that will do the same thing this mod does, but better. I run large load orders, so I avoid extra scripted mods if I can. As this mod states, you lose over 200 skill levels in total when all of your skill levels are reduced to 1. It's a big change, especially if you use the recommended balancing mods as the levels won't come back instantly.
You're only allowed to invest 1 perk point in any skill until the skill reaches 20, in which, normal perk allocation is applied. Again, makes the game significantly harder off the bat, and is a better solution, in my opinion, than just increasing health and damage of enemies.
i see the patch in the archive, but nothing in my load order. i did not see anything in the description indicating that i need to do anything beyond install using vortex and ensure the patch is loaded after. is there an issue with the fomod installer that is not installing the patch as well? or did i miss something?
additionally, will this or the patch have any issues with https://www.nexusmods.com/skyrimspecialedition/mods/19246 and the patch to get ordinator and it working together (https://www.nexusmods.com/skyrimspecialedition/mods/19518)?
update: i took the patch out and manually copied it to the staging folder. it is now showing in the plugins, but loot by default has the base mod (yans legendary merged) higher (smaller number) than ordinator, but does put the patch after ordinator.
That is the purpose of this mod afterall. Its to make the beginning of the game a bit more challenging, without adding health/damage to enemies. Having less perks means you will have to either save your perks for higher levels, or alternatively, put perks into areas you may have neglected before. You'll find yourself probably making a more well rounded character, and you won't be able to easily increase smithing/enchanting/alchemy to get powerful, quickly.
You'll have to rely more on strategy, luck and whatever other mods you have installed.
Experience introduces a level cap and separates your skills from your total level. This means you can in theory, raise all of your skills to the level cap, and your total level (which will level up your enemies) will be the same. Additionally, with the adjustments listed in the description, Experience should allow level 100 skills at level 80 ; which was the original default max level when all skills are level 100.
The best part, Experience and Gold is Souls should be entirely compatible. So just install both and the game should stay balanced, and the enemies will level up with you as you complete quests and explore the world. I recommend keeping the level cap as to prevent becoming overpowered.