About this mod
Inspired by Time-Based Enemy Scaling, this mod offers the ability to separate world scaling from the player. The world will level-up as game-time passes. You control the time for each level-up to happen, be it a fixed amount of days per level or an incremental curve that you can tweak. You can even level-down the world, the decision is yours!
- Requirements
- Permissions and credits
- Changelogs
(ESL flagged)
So, you want Skyrim-world scaling freedom, right?
Not a rigid leveled world (vanilla) and not a completely unleveled world, either?
Inspired by Time-Based Enemy Scaling, this mod offers the ability to separate world scaling/leveling from the player. The world will level-up as in-game time passes (not RL time). You can control the number of days for each level-up to happen, be it a fixed amount of days per level or an incremental curve that you can tweak. You can even level-down the world, the decision is yours!
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TLDR:
The player won't gain XP anymore. The player doesn't have a level anymore only stats. The level you're used to is now the WORLD level (not the player level) and that will increase with time not XP. Your Health, Stamina and Magicka (base stats) will increase when you install a mod like Skill Based Status or others with the same functionality. Perks can be obtained via the feature in this mod and you can complement it with other mods if desired (Read Step 2 in the Time-Based Enemy Scaling description).
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I suggest you read the description from Time-Based Enemy Scaling as it also applies to this mod and is very good and comprehensive. Take note of the suggested mods, Skill Based Status is a great complement (you don't need Skyrim Skill Uncapper). Please go download and endorse Time-Based Enemy Scaling, just don't install it (or "safely" uninstall it first if you already have it in your load order) as they are not compatible (won't crash your game, but they'll interfere with each other).
You can disable Time tracking at any time and your 'sightseeing' time won't be counted for world leveling. Note that, when you re-enable Time tracking, the time-for-next-level will be reset according to the actual parameters in the MCM.
Alternatively, the Change World Level spell will give you the power to level-up or level-down the world again if you feel the actual level is too low or too high for your play-style (kinda cheating, I know, but it's an option you have if you need it). The spell can also be used for displaying info about world level and time for next level, just click Cancel in the next menu if you don't want to alter the actual world level.
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Update 2.0:
Now you have the option to gain perks for completing quests. You can set
how many quests you need to complete to gain one perk point. This can be
changed on-demand in the MCM.
You can play with both features (World leveling and Perk points for quests) on, or choose only one, or none!
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The scaling curve has two tweaking options: Days Offset and Scaling Factor.
The curve behavior is better explained by the following example graphs:


Days offset adds that number of days to the result of the equation** used to compute the days needed to pass for the next world level-up. In graph-terms, it controls where the curves intersect the y-axis.
Scaling Factor controls how fast/slow the curve grows with each level. The recommended value for a 'balanced' curve is 1.2 (default) if you set your Days offset to 1 (default), but you can play with those to your liking.
I suggest, the first time you install the mod, tweak those values first (if needed), before enabling Time tracking (the main mod toggle). This is not mandatory, but if you enable Time tracking first and then you want to tweak the other values, you'll need to close the MCM each time you change one value.
When Time tracking is on, every time a parameter is changed the effect takes place immediately. If Time tracking is off, you can change the other two parameters and they won't come into effect until Time tracking is re-enabled.
Note that when the world levels up (or down), the change might not take place immediately, that depends on cell loading/refreshing. That's a vanilla 'feature'.
**For geeks: the equation I crafted for computing time is:

Compatibility
Even though I just tested it in VR, I'm pretty sure it also works in SE and AE, provided you install the appropriate requirements. Use the comments section if you have a different experience.
If you have mods that introduce new unleveled NPCs, they won't be affected by this world scaling system, so they can coexist.
Mods that unlevel the world will make this mod useless (read Time-Based Enemy Scaling description).
This mod can be installed mid-playthrough.
How this mod came up to be?
Recently, when I discovered Time-Based Enemy Scaling, I thought (and still think!) it was a great idea, all credit to VanKorno for the concept. However, I noticed that it hasn't been updated in a long time and I wanted to implement my own methods and tweaks, including the fundamental time-tracking system, so the mod could be more reliable. After evaluating if an add-on to VanKorno's mod or a new mod would be more suitable, I realized that my scripts and techniques diverged too much from their implementation and I decided for the new mod. So, with their favorable opinion, here it is. Hope you enjoy it!
Credits
VanKorno for Time-Based Enemy Scaling.
All the people behind the ConsoleUtil variants.
The SkyUI team.