About this mod
Plan and edit how fast or slow your skills improve with MCM sliders for each skill.
- Requirements
- Permissions and credits
- Changelogs
- Donations
Main Features
- Individual or global skill experience modification
- Customizable experience gaps between levels
- Detailed experience calculator
- Preset configurations (Custom and Vanilla)
- It saves automatically any changes
- Main Gap Multiplier: Controls level progression spacing
- Toggle decimal value display
- Switch between global/individual skill modifications
- Advanced rates visibility toggle
Basic Parameters
- Skill Use Offset: Sets flat experience gain
- Skill Improvement Offset: Defines base experience threshold
- Skill Use Multiplier: Controls dynamic experience gain
- Skill Improvement Multiplier: Affects level gap progression
Preset Configurations
Vanilla preset rates:
- This just load vanilla rates
- Skill Use Multiplier: 0
- Skill Use Offset: 10
- Skill Improve Multiplier: 5
- Skill Improve Offset: 500
EXP threshold formula = Skill Improve Mult * (level^Main Gap Multiplier) + Skill Improve Offset
EXP threshold examples:
Example 1
if you want to calculate how many exp you need from level 1 to level 2 in lockpicking with
Skill Improve Mult = 1
Skill Improve Offset = 500
Main Gap Multiplier = 1.95
1 * (1^1.95) + 500 = 501 XP for level 1
1 * (2^1.95) + 500 = 503.86 XP for level 2
1 * (50^1.95) + 500 = 2555.85 XP for level 50
Example 2
Skill Improve Mult = 5
Skill Improve Offset = 500
Main Gap Multiplier = 1.95
5 * (1^1.95) + 500 = 505 XP for level 1
5 * (2^1.95) + 500 = 519.31 XP for level 2
5 * (50^1.95) + 500 = 10779.25 XP for level 50
Example 3
Skill Improve Mult = 5
Skill Improve Offset = 500
Main Gap Multiplier = 3 instead of 1.95
5 * (1^3) + 500 = 505 XP for level 1
5 * (2^3) + 500 = 540 XP for level 2
5 * (50^3) + 500 = 652.500 XP for level 50
Example 4
Skill Improve Mult = 0
Skill Improve Offset = 500
Main Gap Multiplier = 1.95
0 * (1^1.95) + 500 = 500 XP for level 1
0 * (2^1.95) + 500 = 500 XP for level 2
0 * (50^1.95) + 500 = 500 XP for level 50
EXP Gain examples:
Example 1
Archery, one hand, two hands, uses weapon damage value instead of base exp like other skills.
So if we are equipping a long bow which has 6 damage this is going to be the calculation:
Long bow = 6 damage
Skill Use Mult = 0
Skill Use Offset = 10
(6 × 0) + 10
EXP gain = 10
Example 2:
Long bow = 6 damage
Skill Use Mult = 2
Skill Use Offset = 0
(6 x 2) + 0
EXP gain = 12
Example 3:
Long bow = 6 damage
Skill Use Mult = 9.30
Skill Use Offset = 100
(6 x 9.30) + 100
EXP gain = 155.80
On the right-side panel, there is a skill experience calculator that shows your projection of your current experience gained for
your current level, the experience needed to level up to the next specific level, and the experience needed for levels 50, 100, and 255.
Bugs
There is only 1 bug I have encountered so far.
if you start a new game or load this mod for the first time:
The first level will not reflect the changes you have done because the system recalculate exp threshold only if there is a level up event
- You need SkyUI Version 5.2SE+ for the configuration menu to work.
- PapyrusUtil SE - Modders Scripting Utility Functions
- JContainers
Compatibility:
- Save game compatible.
- You can install/uninstall mid-game easily.