v1.0.0. A full rewrite of the mod to work around a vanilla engine bug the previous version uncovered. I made the MCM a lot more powerful as I was at it.
This mod is compatible with the uncapper, but you need to use the most recent version and set bUseAttributesAtLevelUp to false in it's ini file for the two to work together.
Please post below any thoughts, questions or concerns. I try to maintain an active (and friendly) presence in the comments :-)
Thanks for your downloads, comments and endorsements.
Yes, if you install when you are not level 1 it can have a hard time figuring out what your stats should be. You don't need to roll back to level 1 though, you can always manually set it up through the MCM.
doesnt work for me. i disabled lvl up after sleep from survival cc but im still getting +10 on every stat. Recalculating works but id hate to do that every time i level up.
For Valhalla, you want to disable its exhaustion system, as combined with my exhaustion mod it is pretty brutal. Because valhalla causes your stamina to drain and regen very rapidly, you might also want to lower the stamina growth rate.
Sunhelm should be fine I think, though does it require sleeping to level up? If you are using exercise and GSG you will need to disable that.
Would you be kind to point how exactly we can disable Valhalla stamina system to work with your mod, and what your suggestion for lowering stamina growth as well?
I don't use valhalla, so can't say for sure, but I think its in its MCM. Note you are not disabling its stamina system, but rather its specific exhaustion effect.
Similarly, I can't really advise on how to change the growth rate, but halving it will probably be fine.
GSG will handle things anyway, but using the uncapper and setting stat growth to 0 will just break GSG. From the mod page:
Geometric Stat Growth requires that the setting that controls stat gain on level up (iAVDhmsLevelup) still works and is not set to 0. The uncapper will break this game setting unless you use the most recent version and set bUseAttributesAtLevelUp to false in its ini file.
Also note that if you are using exercise and GSG at the same time you must not use a "sleep to level up" system, e.g. survival mode
Thanks for fast reply! My question arose from your exercise mod:
Requirements
Exhaustion - Incremental Fatigue - core requirement.The Uncapper - If you want to disable (or adjust) vanilla stat growth on leveling up. For an exercise-only playthrough you need to set HealthAtLevelUp, MagickaAtLevelUp, StaminaAtLevelUp and CarryWeightAtStaminaLevelUp to 0.
So how can I set an exercise_only playthrough? Not using GSM?
If you want an exerise-only playthrough then you shouldn't use GSG at all. GSG affects stat growth through leveling up. But if you want to just turn that off entirely then you have no need for GSG. Does this make sense?
Hello hi there, I'm having an issue changing the growth rate percentage variable. I changed it in game in the MCM to 5%, as well as in the plugin itself in SSEEdit. However ingame, it still only increases the stat by 4% instead of 5%. Anyone know a fix or solution to this? Please and thanks :)
Hi. Thanks for the reply. So I've done what you said, and the gsg_stat_growth_rate is set to 5.00 as I have also set it. However when I level up to 2 and increase a stat, it increases from 100 to 104 instead of 105. Is everything working normally? o.O I'm also using the mods if that helps: Atherius - A Race Overhaul, Mundus - A Standing Stone Overhaul, Mysticism - A Magic Overhaul, Adamant - A Perk Overhaul, Experience, Leveling Freedom
Is is probably just a rounding error. The engine doesn't always handle computations gracefully, and it is possible it is calculating 100*1.05^1 to be 104.999999... instead of 105. You can either just keep leveling up and it will sort itself out, or you can set the rate to 5.01% and everything should be fine.
Hello, I have a problem I can't figure out how to fix. I am using exhaustion, exercise and gsg with patch to exercise. Those extra stat points from exercise (?) are applying to my character but are not being written in the offset chart. And if I recalculate my stats - those points are just gone. I have been using these three mods in my previous mod packs and this problem have never occurred to me, current modpacks is not too different to ones I had before. I do not use any other mods that change or alter levelling, except sunhelm levelup after sleep (but it hasn't been a problem before). If needed I can send my modlists later when I get on pc, but before that any help appreciated 🙏.
Hmm, that sounds odd. Try turning on debug in the GSG MCM, then use exercise to increase your stats without leveling up. Record all the popup messages you get and let me know what it says (including if there are no popups).
"Base stat change without level up detected. Updating stat offset without recalculating stats. Offsets now 0/2/1."
And in debug mode they applied in offset chart now. I will test more without debug now and let you know. I also had a suspicions about script lag as I probably did not optimise my game properly, even though it is lighter than my previous modpack where all worked fine. Do you think script lag might be an issue?
So yeah, without debug mode - my problem remains. Additionally think I found reason for this bug: when I disable sunhelm completely all works as intended in both normal and debug modes. When sunhelm is on and no matter debug is on or off - I don't get those stats if I level up at the same time. Sunhelm doesn't have an option toggle level up without sleeping - gonna try it with survival control panel now.
And with disabled sleep-to-level-up through survival panel all works as it should. I think someone had this problem before as I read comments. Though it is weird that I have this problem now and did not have in the past when mod setups are identical.
Yes, GSG+exercise is not compatible with sleep to level up mods, I should note this on the mod page (edit: oh, it already was noted on the mod page). Once you disable sleep to level up everything will be fine though.
It is probably possible to configure AAA to work with GSG, though you'll get the effects of both on top of each other (i.e. AAA when you skill increase, but GSG when you level up). Otherwise, however, they are likely incompatible, because both mods cause the game setting iAVDhmsLevelup to not work which is critical for GSG.
I'm having a problem with Skyvalor, regarding the increased health pool (300 in my case) for a fresh character. This mod doesn't recognize this number, and my character dies even before I finish his creation. I'm using Alternate Start.
This sounds odd. I can't think why this would cause GSG to kill you. Whatever health your character starts with GSG takes it as a given. Is your character starting at level 1? Do you know how skyvalor edits your health? You can always have sky valor start you at the regular 100 and then change your starting health through GSG's MCM. Note that if you are starting at 300 you probably want to lower the growth rate as otherwise your stats will grow much faster than in vanilla.
All GSG does when you start a new game at level 1 is make a note of what your initial stats are, I really can't see how it could kill you, but then again I don't really know how skyvalor does its thing either. Are you totally sure this is GSG and not some other mod?
Ah okay, glad you figured it out. Those settings loaders are a pain, half the user issues I get are due to out of date settings loaders! Still, good to know what the cause is if others run into the same issue as you.
I also use SkyValor, and instead of changing the stat growth % I just set my base health to 150 and then add 50 to the offset ( I feel like 300 even for SkyValor is too much hp for the pc)
Yeah, that's a pretty reasonable solution. You could even put more in the offset. Starting at 150 means you'll always have 50% more of that attribute than you would if you started at 100 (unless you lower the growth rate).
Hi, While playing as a high elf there is 50 extra magicka, so in my game now there is an offset between magic shown in MCM and actual character and its bothering me, I am not able to figure out where to add the data of that extra 50 magicka, is that supposed to happen or do I need to do something from my end? Thankyou
That extra magicka is not actually part of your base magicka attribute which is what GSG cares about. Instead, the buff is from a hidden ability spell. So GSG will ignore it when calculating your base attribute, but you'll always get that 50 extra magicka. This will be super useful for a new character (worth, say, 10 level ups instead of just 5 in vanilla), but for late game character it won't matter so much.
295 comments
This mod is compatible with the uncapper, but you need to use the most recent version and set bUseAttributesAtLevelUp to false in it's ini file for the two to work together.
Please post below any thoughts, questions or concerns. I try to maintain an active (and friendly) presence in the comments :-)
Thanks for your downloads, comments and endorsements.
Probably because of New Game Plus Legendary.
I'd love to use all your growth mods (GSM, exercise and fatigue). My question, how can we set Valhalla Combat to work with that? As Sunhelm?
Sunhelm should be fine I think, though does it require sleeping to level up? If you are using exercise and GSG you will need to disable that.
Similarly, I can't really advise on how to change the growth rate, but halving it will probably be fine.
Geometric Stat Growth requires that the setting that controls stat gain on level up (iAVDhmsLevelup) still works and is not set to 0. The uncapper will break this game setting unless you use the most recent version and set bUseAttributesAtLevelUp to false in its ini file.
Also note that if you are using exercise and GSG at the same time you must not use a "sleep to level up" system, e.g. survival mode
Requirements
Exhaustion - Incremental Fatigue - core requirement.The Uncapper - If you want to disable (or adjust) vanilla stat growth on leveling up. For an exercise-only playthrough you need to set HealthAtLevelUp, MagickaAtLevelUp, StaminaAtLevelUp and CarryWeightAtStaminaLevelUp to 0.
So how can I set an exercise_only playthrough? Not using GSM?
I changed it in game in the MCM to 5%, as well as in the plugin itself in SSEEdit.
However ingame, it still only increases the stat by 4% instead of 5%.
Anyone know a fix or solution to this? Please and thanks :)
So I've done what you said, and the gsg_stat_growth_rate is set to 5.00 as I have also set it.
However when I level up to 2 and increase a stat, it increases from 100 to 104 instead of 105.
Is everything working normally? o.O
I'm also using the mods if that helps: Atherius - A Race Overhaul, Mundus - A Standing Stone Overhaul, Mysticism - A Magic Overhaul, Adamant - A Perk Overhaul, Experience, Leveling Freedom
Cheers!
And in debug mode they applied in offset chart now. I will test more without debug now and let you know.
I also had a suspicions about script lag as I probably did not optimise my game properly, even though it is lighter than my previous modpack where all worked fine. Do you think script lag might be an issue?
I'm having a problem with Skyvalor, regarding the increased health pool (300 in my case) for a fresh character. This mod doesn't recognize this number, and my character dies even before I finish his creation. I'm using Alternate Start.
Any clues?
If we could set priority when loading up... just my guess.
Thanks for your help!
I think it balances out pretty nicely.