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  1. kassent
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    Skyrim Uncapper v1.1.0 has been released,to support the launch of Creation Club.Now this plugin is designed to be version indepedent,it uses signature scan to find memory address at runtime,so as long as the function sig doesn't get broken, this plugin should work fine with monthly CC update.

    ps:This version also fixed an issue where skill effects like armor rating,spell damage or duration and weapon damage don't scale with uncapped skill level.
  2. kassent
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    @Bandit01 's comment maybe help you understand what this plugin does:

    I find this a good read to get the feel for Level XP and Skill XP and the associated factors, along with Creation Kit formulas.

    Skyrim Leveling: http://en.uesp.net/wiki/Skyrim:Leveling

    Per vanilla calculations you will stop contributing to your Level XP with a skill that has achieved 100. This mod allows you to modify that parameter to continue receiving Level XP for that skill up to the skill level you modify it to (the Skill Formula Cap) or as Lued123 eluded to if you lower the number then once you reach that point that skill will no longer contribute to your NPC level, Level XP. If you want to increase your Skill Formula Cap past 100 I believe you need to have the corresponding Skill Level Cap set to at least that value. In other words, I believe Skill Level Cap must be greater then or equal to Skill Formula cap, else no effect.

    Skill Experience gain simply multiplies the amount of Skill XP gained for any skill by a multiplier, which I am pretty sure, is applied after all other buffs you may receive from enchantments, shrines and what not whether they are vanilla or custom modded.

    Level Skill Experience Multiplier simply multiplies the contribution of each skill level (Level XP) towards your actual player level.

    You could for example, and this totally hypothetical, set all parameters to 0 for Skill Cap, Skill Formula Cap, Skill Experience Gain, and Level Skill Multipliers. Then change Destruction say to:

    Skill Cap = 200 So now you can advance destruction up to level 200 (vs 100)
    Skill Formula Cap = 200 So now you get credit towards your NPC level for destruction up to level 200 (vs 100)
    Skill Experience Gain Multiplier = 2 So now you get twice as much experience for each destruction related activity (destruction will increase twice as fast)
    Skill Muliplier = 2 So now for each level of destruction it contributes twice as much to your NPC Level (Level XP)

    And you will get no credit for any other skills (not sure if Skill Cap/Formula Cap should be 0, 1 or maybe even 2, but I hope this helps)
  3. FrederickII
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    I hope I am in the right section
    First, some context: I am using MO2 and have SKSE64. So I am using this mod and it works. I can get the .ini file to generate, move it from the overwrite file to the skse plugins folder, modify the .ini file to my liking start and play the game and all is good in the world. However, it would seem that once I have left the game, returned to my desktop to either shut-down or just do some web surfing or what have you, once I return to the game the .ini file is no longer active. It is still in the correct location and still set to my modified parameters but it is ignored by the game. Can ANYONE please tell me if they too have this problem or know a fix? I've had to uninstal, remove the download, reinstall and re-modify this file 4-5 times now. This method works but it's getting more and more difficult to generate the .ini file for some bizarre reason...
    1. TheMalazan
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      Not 100% sure what's wrong with your setup, but in my case I create 'mods' for each SKSE plugin and activate them through MO2.
      Spoiler:  
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    2. FrederickII
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      I'll give that a try. Will message back after giving it a trial run. Thanks for the suggestion
    3. FrederickII
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      Alright so I've done several tests now and this is what I have to report:

      If I keep this "ShaderCache" file in my overwrite folder when trying to generate the ini.file it seems to be more successful in trying to CREATE the ini.file when I install the mod and run the game. Now after I have said file generated, I can modify as I wish and it works without issue. When I exit to desktop and put computer to sleep mode, again no issues when I run game again after I wake up my computer. However, if I completely shut down my computer, something happens between boot up and when I rejoin my game that has the modified ini.file (which is still present in the correct location with all modified settings still present) overwritten with the default vanilla settings... Help or suggestions?
    4. TheMalazan
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      I'm not sure how to tackle your problem. I can offer some guesses, but don't know how successful they will be. First, there are several preconfigured 'ini' files for this mod on the Nexus. I made a post a few months (?) ago that lists them. You may want to just try installing one of those as a separate mod (place it below this one) and see if it works. Secondly, you may want to change your overwrite folder settings in MO2. Under the "Modify Executables" tab you can toggle the "Create files in Mod instead of Overwrite" box. That may allow you to keep the changes after a reboot.
  4. jfjb2005
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    Maybe a new one. Or it's me...

    Apparently, there is a conflict with https://www.nexusmods.com/skyrimspecialedition/mods/18860?tab=posts&BH=1 (PrivateProfileRedirector) rending the uncapper useless.
    Tested without that plugin , your uncapper worked again.

    Maybe I missed something. That plugin was the last and only addition/change to my MO2 LOOTed list.

    PS. Skyrim v1.5.73.0.8 .... SKSE64 v2.0.12 rel. 6
    1. TheMalazan
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      I haven't noticed any problems with that combo. I have the uncapper loading before the Redirector and my skills are capped at 150 as I wanted them to be.
  5. KevinDAmery
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    If you have SKSE64, do you still need Shadowman or Meh's DLL loader? Of can you just run it from the SKSE\Plugins folder without using one of the other loaders?
    1. TheMalazan
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      No. Yes.
    2. MichaelEzio2020
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      Sorry if this sounds stupid, but It was quite unclear for me and didn't get by your "No. Yes" answer, so if you have SKSE64 you do NOT or you DO NEED Shadowman or Meh's DLL loader?



      P.s : Sorry IF the question sounds "offending" by any means.
    3. TheMalazan
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      No biggie. No, you do not need Shadowman's if you have SKSE installed. It may be possible that you could run both, but that would be redundant. I have numerous SKSE plugins and do not use a dll loader.

      Yes, if the folder structure is correct, you can run any dll through the SKSE\plugins folder. I use MO2, so I set each SKSE mod as separate mods and can easily disable/enable them as I need.
    4. MichaelEzio2020
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      Ah thank you so much for some detailed explanations, I needed confirmation b'cuz on my previous game plays I've had some "save bloat" or something like that and i got my saves corrupted then I had to reinstall the whole game (verifying cache on Steam) the game, PLUS I had to start over and watched that Stormcloak guy getting beheaded over and over again, sigh, you could imagine that's like a total pain in the a#@, once again thank you, my friend, have a good day and cheers
  6. ToastWithKetchup
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    Quick question. If i set the skillcaps to 250, but keep the skillformulacaps at 100. Would this mean I'd be able to level my skills up to 250, but stats wouldn't increase past the vanilla max?
    1. xXBalthorXx
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      Yeah, more or less. The Formula caps govern up to what point you receive XP to level up (and thus increase your skills), so if you reached 100 on every single skill, you'd effectively reach a level cap, while still being able to increase your skills themselves further.
  7. Vixel4Fun
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    I realise this mod hasn't been updated in a while but I'm having issues with getting it to load consistantly.
    Here is the log output when it fails to load:

    imagebase = 00007FF7A8530000 ===============
    reloc mgr imagebase = 00007FF7A8530000 ==============
    couldn't allocate trampoline, no free space before image
    couldn't create codegen buffer. this is fatal. skipping remainder of init process.

    I am using the latest SKSE version to load this. Current SE build 2.0.15 (runtime 1.5.73)
    1. XenokMe
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      I too have this problem. Use one of the DLL loaders and it works consistently. Do not know why it is intermittent when loading though SKSE.
  8. Tainudel
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    Though I can level beyond 100 using the advskill command, I can't seem to get any XP to progress a level past 100, any help?

    Edit: after editing the .INI file I eventually got it to work
  9. tomtheclone
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    This seems broken. I am getting neither perk points, stats (HP, MP, SP), nor carrying capacity changes. Other SKSE plugins seem to be working fine.

    Disabling the Achievement Enabler fixed this.
    1. Lilimorphine
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      Thanks for this info! INI file wouldn't generate for me until I removed Achievements Enabler.
  10. Eferas
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    Hi there, old time user of this mod. I usually just edit the perk per level value so that I get to perk points each level, but this time it isn't working. Since others seem to have the same problem, is this something the author is looking into? Or someone else?
  11. moon261
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    How do you install this and the DLL loader with Mod Organizer 2?
    1. TheMalazan
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      You would install it as any other mod, just make sure the folder structure is correct.
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  12. tehdman
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    This just plain ol' ain't working, my dude.
    1. TheMalazan
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      See my post from March 27. The Uncapper works if the ini is correctly configured.
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