This mod causes messages for discovering locations, starting/finishing quests and updating quest objectives to not appear anymore. This doesn't break anything, it just takes some getting used to and is the result of how Bethesda coded these things.
The next part however, breaks things.
When the player character is at the level cap, companions don't gain affinity automatically anymore, as they would usually do for traveling with him. This is caused by a link between player XP gain and affinity gain. Bethesda didn't want companions to gain affinity while the player was standing around doing nothing or at least nothing that would grant XP. The only option to gain affinity in that scenario, is to do things that the companion likes or loves. This can be very hard for some companions.
Oh that might mean there could be another potential factor to consider. Gaining a bit of affinity when rehiring means in theory you could keep rehiring and gaining that way. Yet, according to the wiki this only keeps working at each rehire IF in the meantime you've progresed a quest - and from what you say, I wonder if that might also be triggered by XP (i.e. from quest progression XP).
Personally, I use Slower Levelling rather than a cap, and that obviates all these issues. But I see for those who prefer a cap you yourself have just added a new mod, Level Cap Affinity fix, for users of either this mod or the Level Cap one. Well done. Just in case you've anything to add, I'll reprise the above at your mod so you don't need to return here. Cheers.
Yes, I created the level cap fix for myself (I'm using Simple Level Cap mod), but decided to share it with others. I saw the affinity related bug reports for all these level cap mods on the Nexus and experienced the same thing in my game when I hired Longfellow recently. After hours of playing his affinity was still at zero...
For people that are still asking for different level caps, even when yellowAce has stopped being around since 2016, there is a simple solution, if you know how to use FO4Edit that is. All you need to do is load up in FO4Edit any of the esp files yellowAce offers in the downloads and in the Perk entry this mod has look for Effect > Perk Condition > Condition #0 PlayerRef [PLYR:00000014].GetLevel >= 50.000000 AND then expand it until you see the Comparison Value - Float which in this case it will be 50.000000.The 50 on this entry shows the level cap. Change it to whatever number you want your max level and voila!
As an example, level 95 would mean changing the line to PlayerRef [PLYR:00000014].GetLevel >= 95.000000 AND Just to point out, it will not show the change on this line, until you actually close FO4Edit and it saves the changes.
According to Fallout Wiki, level 95 is where everything is accessible (specifically, where Ancient Behemoth starts spawning). Can you please make a level 95 cap?
It's late, but still. Thanks so much for this. I have a lot of mods i would call essential, but this one is VITAL. The lvl 50 cap not only removes the unintentional hit marker at a relatively early point in the game, but it also brings character-builds back into the series.
Hi guys I whipped up some of these for you :-) Haven't tested them so please don't get mad if they don't work as intended xD They are hosted on my own website, I hope that's ok :-D
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The next part however, breaks things.
When the player character is at the level cap, companions don't gain affinity automatically anymore, as they would usually do for traveling with him. This is caused by a link between player XP gain and affinity gain. Bethesda didn't want companions to gain affinity while the player was standing around doing nothing or at least nothing that would grant XP. The only option to gain affinity in that scenario, is to do things that the companion likes or loves. This can be very hard for some companions.
Personally, I use Slower Levelling rather than a cap, and that obviates all these issues. But I see for those who prefer a cap you yourself have just added a new mod, Level Cap Affinity fix, for users of either this mod or the Level Cap one. Well done. Just in case you've anything to add, I'll reprise the above at your mod so you don't need to return here. Cheers.
PlayerRef [PLYR:00000014].GetLevel >= 50.000000 AND
then expand it until you see the Comparison Value - Float which in this case it will be 50.000000.The 50 on this entry shows the level cap. Change it to whatever number you want your max level and voila!
As an example, level 95 would mean changing the line to
PlayerRef [PLYR:00000014].GetLevel >= 95.000000 AND
Just to point out, it will not show the change on this line, until you actually close FO4Edit and it saves the changes.
Can you please make a level 95 cap?
Haven't tested them so please don't get mad if they don't work as intended xD
They are hosted on my own website, I hope that's ok :-D
http://skylarker.net/yace_LevelCap500.zip
http://skylarker.net/yace_LevelCap60.zip
http://skylarker.net/yace_LevelCap20.zip
http://skylarker.net/yace_LevelCap10.zip
http://skylarker.net/yace_LevelCap777.zip
http://skylarker.net/yace_LevelCap65535.zip
Enjoy!