Hi folks, v1.3 contains what I hope is a working fix for a bug where health, magicka, and stamina regeneration rates could be erroneously set to zero when reloading a save. Sorry for the inconvenience, and let me know if you're still seeing such issues with the new version!
I haven't tested updating on an existing savegame, so please keep a backup save if you want to do so.
I actually never modded LE myself, so I know basically nothing about backporting sorry! However this mod doesn't use any SE-specific functions, so afaik it should be relatively doable. Permissions are fully open if you or anyone else wants to give it a try. Alternatively you may be able to use SkyTweak, although it sounds like it might be overkill for your use case.
What I meant is that those two mods also let you set a general multiplier for all skills and/or separately control the mult/offset properties (meaning that you can adjust how quick the skill progresses when your character is relatively skilled vs unskilled). This mod does let you set an experience multiplier for each skill-- but Experience Multipliers and XP Editor offer some additional functionality on top of that.
Just wanted to take a minute and say thanks! with this mod in the past i wouldn´t have to replay maybe even restart entire playtrought,i hate messin up my desired attribute distribution this not only fixes it it even allow to kinda respec the character to a certain level.
The only issue I have is that after re-launching the game or even going through loading screen whatever value I set for Magicka will disappear and return to normal
Almost certainly this is something another mod is doing, as this mod does not make any changes to magicka except when you actively change the value in the MCM. For example, I've been told in the past that Skill Based Status intentionally resets changes to health/magicka/stamina periodically. If you'd like to double-check whether it's on this mod's side, you might also try entering player.setav magicka 1000 in the console, then going through a door or re-launching the game and seeing if the changes persist-- my expectation would be that you'd see the same problem.
There is DamageResist which could theoretically be altered, but it's one of those actor values that needs to be reset every time you load so it's more annoying to add. SkyTweak does also already have some fine-grained settings for controlling armor rating iirc.
there is some even better alternative to SkyTweak for armor overhaul like armor rating rescaled but I only want to change the PC armor rating without touching npc AR or else my enemy overhauls and modded new enemies won't like it hence I rather not touch the armor rating formula
so I think best solution is to change the PC DamageResist for buffing early to mid level armors but of course if it's not causing issues while reloading
Yeah, afaik this mod's menu is put together correctly and I've never had problems getting it to show up, but it's a common issue some folks run into with mod MCMs. I've heard the MCM kicker mod can help with some cases.
I reduced the amount of experience, e.g. two-handed weapon from x1 to x0.1 and to get 81 lev of two-handed weapon from 80 lev. I need 15 hits. When I go back to the x1 experience value, I also needs 15 hits.
Do you have 'Enable experience multipliers' turned on in the MCM? That box needs to be ticked for any of the multipliers to apply.
Otherwise I'm not sure. From a quick test on my side, the experience multipliers seem to be working correctly, including for the Two-Handed skill. You could try checking in the console if the perk used to manage it has been correctly added to your character, like so: help "Experience Multiplier Manager" __SetterPerkExpMultManager "Experience Multiplier Manager" [PERK:FE067D7F] player.hasperk fe067d7f Perk Rank >> 1 You might also be able to check whether the multipliers for different skills are getting mixed up. For example, if you set all skills to have a multiplier of 0.1, does Two-Handed now take longer to level up? If so, that means the perk is correctly added to your character but the entries are getting scrambled up for some reason. Please do let me know if this is the case-- I encountered such issues during development and hope I fully squashed the bug before release, but if it's popping up again I can take a look!
Yep, the default settings will be set to whatever they'd be without the mod. It won't change health, healrate, or other attributes unless you explicitly make a change.
Worth noting that this mod doesn't set things to vanilla levels explicitly; if you have another mod that changes your character's health or experience rates, this mod will account for / stack with those, not revert them to vanilla.
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I haven't tested updating on an existing savegame, so please keep a backup save if you want to do so.
can you also let us set base armor rating please? that would be dream come true
there is some even better alternative to SkyTweak for armor overhaul like armor rating rescaled but I only want to change the PC armor rating without touching npc AR or else my enemy overhauls and modded new enemies won't like it hence I rather not touch the armor rating formula
so I think best solution is to change the PC DamageResist for buffing early to mid level armors but of course if it's not causing issues while reloading
I reduced the amount of experience, e.g. two-handed weapon from x1 to x0.1 and to get 81 lev of two-handed weapon from 80 lev. I need 15 hits. When I go back to the x1 experience value, I also needs 15 hits.
Otherwise I'm not sure. From a quick test on my side, the experience multipliers seem to be working correctly, including for the Two-Handed skill. You could try checking in the console if the perk used to manage it has been correctly added to your character, like so:
help "Experience Multiplier Manager"
__SetterPerkExpMultManager "Experience Multiplier Manager" [PERK:FE067D7F]
player.hasperk fe067d7f
Perk Rank >> 1
You might also be able to check whether the multipliers for different skills are getting mixed up. For example, if you set all skills to have a multiplier of 0.1, does Two-Handed now take longer to level up? If so, that means the perk is correctly added to your character but the entries are getting scrambled up for some reason. Please do let me know if this is the case-- I encountered such issues during development and hope I fully squashed the bug before release, but if it's popping up again I can take a look!
I understood that this adds an extra skill in the "powers" menu.
Sorry for the confusion :/
My Magic, Health and Stamina regeneration has changed to 0 - what is the vanilla value, 1?
I just want to reduce the amount of experience to 0.5.
The rest is to be left on vanilla facilitations.
Are the default settings vanilla or do I need to change something?
Worth noting that this mod doesn't set things to vanilla levels explicitly; if you have another mod that changes your character's health or experience rates, this mod will account for / stack with those, not revert them to vanilla.