About this mod
Stat gain on level up is a configurable percentage of their current value, as opposed to a fixed constant. Extends the early- and mid-game, delays godhood.
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Geometric Stat Growth changes how your health, magicka and stamina increase on level up. Rather than increasing by 10, they grow by a configurable percentage of their current value (4% by default).
This solves a problem with vanilla stat growth: gaining a fixed 10 points of health, magicka or stamina per level means the growth of your survivability, spell casting capacity and endurance actually slows as you level up. The result is that almost all player growth is achieved by about level 25, prematurely halting player development and reducing the sense of progression. Geometric Stat Growth makes survivability, spell casting capacity and endurance grow steadily across your playthrough. This spreads out player growth, drawing out the early- and mid-game and, in turn, delaying late-game godhood. For more info, open the spoiler below.
1. You are a level 1 character with 100 health, facing an enemy that can kill you in 10 strikes. If you advance to level 5 and choose health each time, that same enemy would now need 14 strikes to kill you - a sizable improvement.
2. You are a level 21 character with 300 health, facing an enemy that can kill you in 10 strikes. If you advance to level 25 and choose health each time, that same enemy would now need 11 strikes to kill you - a tiny improvement.
Notice that those 4 levels are much more valuable for the low level character than the mid level character. This is the vanilla problem: growth is fast and significant for low level characters, but slow and somewhat meaningless for high level characters. As a contrast, here are the same two scenarios with Geometric Stat Growth (set to the default rate of 4%):
1. You are a level 1 character with 100 health, facing an enemy that can kill you in 10 strikes. If you advance to level 5 and choose health each time, that same enemy would now need 12 strikes to kill you - a noticeable improvement.
2. You are a level 21 character with 300 health, facing an enemy that can kill you in 10 strikes. If you advance to level 25 and choose health each time, that same enemy would now need 12 strikes to kill you - a noticeable improvement.
Notice that the 4 levels are equally valuable for both characters. Notice also that, relative to vanilla, growth is slower at low levels, but faster at high levels. This example used health and how many hits you can take, but the same logic applies to magicka and how many spells you can cast, or stamina and how many times you can power attack.
One additional point, because growth at low levels is slowed, enchantments are particularly valuable for low level characters. Think about the novice hood that grants 25 more magicka. In vanilla this is 2.5 levels of magicka, so not bad. With geometric stat growth, for a new character it would take 5 level ups to get to 125 magicka, so for new characters the hood is twice as valuable. At high levels this reverses. For an arch-mage whose base magicka is already 500, a single level up brings 20 magicka, so the hood is worth less than in vanilla.
Geometric Stat Growth detects when your stats increase and recalculates them according to its own system. When you level up simply choose your stat as per usual. At first you'll get the vanilla 10 points, but once you exit and re-enter the skill menu you'll see your new values. Simple!
For a more detailed description open the spoiler below.
- Your starting stats.
- How many times you have invested in each stat.
- Any offset to each stat from a source other than leveling up.
Each stat can then be recalculated as:
All these values can be specified in the MCM, but GSG is smart enough to figure them out automatically in most cases as follows:
- Starting stats: If you start a new game (or install the mod at level 1), GSG saves your current stats as its starting stats values. This allows it to accommodate mods that change starting stats without a problem. If you install GSG at a higher level it cannot tell what your starting stats were, but it will assume they were 100. If your stats are not consistent with this (e.g. a stat isn't a multiple of 10, or your stat total is too high or too low for your level) a pop up will tell you that you need to manually set starting values in the MCM.
- Investments: Every time you level up, GSG detect the stat change and notes which stat you increased. It keeps tracks of how many time you have invested in each stat. If you level up multiple times, it will notice the multiple stat investments correctly. If you install GSG on an existing save where you have already leveled up, GSG will try to infer investments assuming you had vanilla stat growth, but if it can't make it work, you'll see the popup telling you to manually configure things in the MCM.
- Offsets: If a stat changes without you leveling up, GSG will detect this and store the stat change as an offset. This will let it re-apply the stat change whenever it recalculates your stats. It also prevents a stat buff from accelerating your stat growth. That said, changes to your stats without leveling up shouldn't ever happen, and do not happen in vanilla (enchantments, potions, etc. do not directly modify your stats). However, because other mods could do this, I added this functionality for safety.
With these values known, GSG just waits for stat changes. When it detects them, checks whether this is from leveling up or some offset, updates its values accordingly, and recalculates your stats.
The MCM has many options, these let you adjust the growth rate, install on an existing save with mods that edit racial starting stats, uninstall the mod and even reinstall the mod. The full options are as follows:
Player level - The current player level (just a read-out, not editable).
Current health/magicka/stamina - The current player stats (just a read-out, not editable).
Total investments - How many times you have invested in all stats. It should be one less than your level, but you can change it with the sliders mentioned below (just a read-out, not editable).
Stat growth rate - How much a stat increases on level up (default is 4%). For all but the most unusual playthroughs a value between 3% and 5% is recommended.
Recalculate stats - Click this to reset your stats according to current settings. Only needed if you have changed settings mid playthrough.
Debug - If activated Geometric Stat Growth will produce many popups when it does stuff (typically only after you level up).
Uninstall - Deactivates Geometric Stat Growth and returns stats to vanilla values, you can safely delete the esp after this.
Reinstall - Appears if you uninstall Geometric Stat Growth. Reactivates the mod, but does not attempt to recalculate your stats, you should do that via the other MCM options.
Starting health/magicka/stamina - The starting stats of your character. If starting a new game Geometric Stat Growth will automatically detect these. If you are installing on an existing save, with a mod that changes starting stats and having already leveled up, Geometric Stat Growth may prompt you to set them manually.
Investments in health/magicka/stamina - How many times you have invested in each stat. If starting a new game Geometric Stat Growth will keep track of this for you. If you are installing on an existing save, with a mod that changes starting stats, and have already leveled up, Geometric Stat Growth may prompt you to set them manually.
Health/Magicka/Stamina offsets - Additional modifiers to your stats from sources other than leveling up. This does not include things like enchantments which are separate from your base stats. Under normal circumstances these should be 0, but if you have another mod that adjusts your base stats mid playthrough, Geometric Stat Growth will detect this and store the edits here. This allows the edits to persist, without them affecting stat growth.
Requirements
SKSE and SkyUI if you want the MCM, but it will work without them.
Installation
Download and install through your mod manager of choice. It is safe to install on an existing save, but if you are using a mod that changes starting stats and you have already leveled up, Geometric Stat Growth may ask you to use the MCM to set parameters correctly.
Updating
Check the update notes. Updates that change script properties will require a new game (or a thoroughly cleaned save).
Uninstallation
Safe to uninstall at any time, just use the uninstall button in the MCM.
Performance impact
None. The mod is just three scripts (one for initialization, one for the MCM, and one for stat growth), all are simple and none fire often.
Compatibility
Compatible with everything provided that the game setting that controls stat gain on level up (iAVDhmsLevelup) still works and is not set to 0. For the uncapper, you must use the most recent version and set bUseAttributesAtLevelUp to false in its ini file. Confirmed to be compatible with Experience, Static Skill Leveling (rewritten) and Gold is XP. To use it with Exercise - Incremental Growth, use the patch provided in the Exercise downloads.
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Curse of the Firmament - A standing stones overhaul that emphasizes tough choices.
Legacy - A race overhaul that bring strengths and weaknesses to each race.
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Know Your Enemy 2 (armor module, integration patch) - An upgraded resistance overhaul: more damage types, more configuration, more polish.
NPC Stat Rescaler - A patcher that adjusts player and NPC stats for faster, fairer, and less spongy combat.
Enemy Releveler - A patcher that adjusts NPC levels to truly delevel the world.
Stats and stat growth
Exhaustion - Incremental Fatigue - An ultra-lightweight injury/fatigue system.
Exercise - Incremental Growth - An add-on for Exhaustion that converts fatigue into stat growth.
Geometric Stat Growth - Stats grow by a configurable percentage on level up, instead of a fixed value.
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Tribute - Gold Based Leveling - A configurable and lightweight spell that turns gold into character levels.
Configurable Perks Per Level - An MCM to edit how many perk points you get on level up.
Trainers Galore - An expansion of the training system designed for "training only" leveling.
XP Editor - A patcher that adjusts xp gain and leveling.
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Pick Your Poison - An alchemical handbook to support strategic foraging.
Sightseer - Standing Stones - Guidebooks for the standing stones, collectibles to find, and a hidden quest to unite them.
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