This page was last updated on 01 December 2023, 1:55AM
Changelogs
Version 1.5
Added optional plugin GoldWidget.esp, which displays a small widget at bottom right of screen, showing gold carried. Required iWant Widgets.
Fixed bug where we were misinterpreting the value returned by UIExtensions menu function, leading to sometimes raising a different skill from the one chosen.
Version 1.4.1
Added option to use the old multi-page leveling menu, as the new menu loaded very slowly for some people.
Fix: now possible to level up Alteration when using the new menu!
Version 1.4
Revamped leveling menu, using the UIExtensions library. Now lists all skills in a single menu, sorted by skill level so that the skills which the player has invested the most in, are shown at the top.
Add MCM option to change the number of skill points required to gain 1 level, from the default of 10.
Add MCM option to use the default Skyrim method of converting skill point gains to character levels (where points required increases as level increases), rather than a fixed number of skill points regardless of level.
Version 1.3.6
Finally fixed bug where reloading a saved game did not disable normal skill leveling through use. (The bug was caused by trying to catch an OnPlayerLoadGame event in a script that was not attached to a player alias).
Version 1.3.5
Attempt to fix bug where sometimes reloading a game would make player able to raise skills through gameplay despite mod still being active.
Slightly change how spells controbute to toughness. If an NPC has any non-constant-effect, non-self-targeted spells then they are considered a caster.
NPCs with aggression of 0 are excluded from being "bosses" for toughness calculation.
Don't allow player to increase skills if they have a level-up "pending". They must visit the Stats/Perks menu and finish leveling up before they can keep on acquiring skills.
Provide message explaining why player isn't getting the skill leveling menu, when they either have a level-up pending or they don't have enough gold to raise any skills.
Version 1.3
Added MCM option to multiply the gold cost of raising skills by a number between 0.05 and 10.
Fixed: creatures with immunities to one or more damage types, no longer drop excessive amounts of gold.
Version 1.2
Fixed: now correctly gain multiple levels when the player buys a large number of skill points at once.
Prevent player from buying skill points if a level-up is "pending".
Version 1.1
Added option to add some gold to inventories of killed NPCs. The amount is calculated based on the NPC's "toughness" which takes into account their health, resistances, spellcasting abilities, boss status, etc.
Added option to limit the gold-adding feature to NPCs who are at or above a cutoff level.
Added option to multiply the amount of gold added to NPCs by a number from 0.1 to 5.0.
You can now enable and disable the mod by toggling "enable mod" in the MCM.
When the mod is enabled or installed, XP earned towards level-up is captured and converted into the mod's system.
MCM gives some more debug info about the targeted NPC, including their toughness and amount of gold added if killed.