Hey, can you explain me in more detail what the scaling options do? I'm talking about all of them, but for example, setting Spell Strength Scaling to 5% will make the spell have 100% more base damage/magnitude every 20 levels or in that skill? And does it start to aplly above skill level 15 (the default minimum) or something like that?
Essentially it's quite simple and your first example would be correct. The number you set is added for each level you have in that skill. So if your skill level is 15 and you set the scaling to 5% it will add 15 * 5% = 75% damage to your attacks. The level is the level in that particular skill, so destruction, two-handed etc., your overall character level is not important here and every skill level from the very first one counts.
This is a wonderful mod. Impressive. I know it's very personal, but what levels of player/NPC damage do you recommend for a challenging but even match, so that I and the enemies aren't damage sponges, and that it's realistic and fair even if I die a lot. Does anyone who's played a few hours of the game recommend anything? Also, is it worth lowering the XP gain? It's going to be a long match.
The settings I personally used are actually included in the mod as the example settings. However, you will need FISSES (and the patches to make it work on the latest versions) to load them.
As you say, these settings are quite subjective and in my case I also always used SB in combination with True Armor, which changes things. Personally, I prefer rather "fair" and "realistic" settings, where neither the enemies nor the player are inherently advantaged. Therefore, I would recommend putting game difficulty to 100% and 100% (the very first sliders). Then, increasing damage dealt and damage taken to something higher like 150%+. You can also just put the first sliders higher, but that makes horses die faster for instance (as all NPCs then take more damage including allied NPCs).
No SB settings can truly solve the problem of damage sponges. Either you put lower damage and sponges exist, or you increase your damage more and sponges feel normal, while normal enemies become laughably easy to kill. For this I use True Armor, it includes a health limiter that gets rid of damage sponges by the root.
I would indeed recommend to slow XP gain and I would adapt this a bit to what you tend to use most. I would make the gain slowest in these disciplines to encourage you to not be overly reliant on it. Prime candidates would be sneaking, smithing etc. if you tend to (ab)use these skills a lot, becoming too good at them too fast and then having little more to work towards.
But yeah, all of this is highly subjective and taste varies.
Yes, though there is some overlap and the mods may therefore both modify similar things and the overall result may be more or less than you intended. But SB can be turned on 100% selectively, so you can only activate the specific settings you want and leave all else turned off.
This mod absolutely changed the game for me, being able to balance certain weapon types to either do more or less damage is a massive game changer, endorsed 👍
Check which version of FISSES you're using. If you're on Anniversary edition, you need to be using FISSES (Beta) + FISSES AE. Make sure FISSES AE loads after FISSES Beta. Do not use the "updated" version from github. I had the same issue as this and once I loaded the two proper FISSES, this issue was fixed.
Hi, as we all know vanilla Skyrim has scaling problems for Mage builds, which basically become uselessly weak towards the middle-late game. I was looking for a mod to fix this issue. This mod seems very interesting as it is highly customizabile. But, there is one thing I don't understand about this mod: in the magic section, the tooltips of the options about scaling say:
"Multiplier for the <Cost|Strength|Duration> of the magic effects. Scaling is added for each skill level"
I do not really get what does this mean, and why does the slider go from -1% to 10%. What does those percentages represent? What does "Scaling is added for each skill level" means? Why is it called "multiplier" if it is a percentage?
Thanks for the mod, but I need a simple explaination for this. Thank you.
Hi, it's actually pretty simple and best illustrated by an example. So let's say by default you deal 10 damage with a destruction spell, which is your baseline.
Now let's say you add 1% scaling per skill level in destruction and your destruction is at 20. That would mean you add in total 20 * 1% = 20% damage to that spell. This means you will deal 10 * 1.2 = 12 damage due to the scaling.
Same example, but now you add 10% scaling for a total of 200% damage on top of your regular damage. This triples it, so you would deal 10 * 3 = 30 damage.
And that's how it works for cost and duration too. If you use a negative setting like -1% then your character actually grows weaker with increased level! So you will usually want to stay in the positive range.
Hi, Skytweak uses a different philosophy with its mod. It goes deeper and modifies game variables directly. This gives it more freedom and a wider range of possibilities, but it also compromises compatibility with other mods to some degree, where one may override the other.
SB uses exclusively perks for its effects, with the only exception being the two general game difficulty sliders. This means SB is virtually compatible and stacking with everything, but it comes at the cost of having less freedom in what can be adjusted. I already included settings for darkness detection, which can aid a thief to be stealthy, but Skyrim is a bit iffy about what it recognizes as a shadow and what not. Mostly, only permanent shadows created by static objects in the world are somewhat reliable. If you stick to those shadows, the included settings can greatly aid your sneaking. I think further changes to sneaking will require a different approach than SB offers.
Thanks for the quick response. SB covers the light detection pretty well but it's the Sound detection that skytweak has that forces me not to ditch Skytweak altogether.
I see, in that case it may be required to keep Skytweak around. A quick look in XEdit also seems to suggest that there is no perk entry that would modify sound detection distance (unless I missed something). Therefore, it may not be possible to achieve the same with SB's philosophy.
Hey there, thanks for this AMAZING mod. I literally can't play Skyrim without it lol. I was just wondering if it's possible to add a level cap feature? Similar to what this mod for Starfield has. (I'm sure Fallout 4 has one, too.) I admit I don't know the inner workings and math behind leveling systems so I don't know if it's possible or if it even makes sense for Skyrim, but I've always wanted to cap my player level at 50 (as an example). Using a character planner I find that my builds tend to be pretty solid around level 50 and going beyond that seems like wasted/redundant points that I don't plan on using, plus I've never bought into the whole idea of setting my skills to Legendary. So yeah, just wanted to know. Thanks in advance!
You can essentially do this already, you just have to take care of it manually. Once you reach the level you desire, just go into the MCM menu and set all experience gain to 0%. And voila, you will stop leveling at that point ;)
A little bonus is that you can change this again if you start getting bored and would like some more levels to freshen things up.
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One other thing, the unarmed attack scaling is based on which skill level (it's listed under atributes)?
I know it's very personal, but what levels of player/NPC damage do you recommend for a challenging but even match, so that I and the enemies aren't damage sponges, and that it's realistic and fair even if I die a lot. Does anyone who's played a few hours of the game recommend anything? Also, is it worth lowering the XP gain? It's going to be a long match.
As you say, these settings are quite subjective and in my case I also always used SB in combination with True Armor, which changes things. Personally, I prefer rather "fair" and "realistic" settings, where neither the enemies nor the player are inherently advantaged. Therefore, I would recommend putting game difficulty to 100% and 100% (the very first sliders). Then, increasing damage dealt and damage taken to something higher like 150%+. You can also just put the first sliders higher, but that makes horses die faster for instance (as all NPCs then take more damage including allied NPCs).
No SB settings can truly solve the problem of damage sponges. Either you put lower damage and sponges exist, or you increase your damage more and sponges feel normal, while normal enemies become laughably easy to kill. For this I use True Armor, it includes a health limiter that gets rid of damage sponges by the root.
I would indeed recommend to slow XP gain and I would adapt this a bit to what you tend to use most. I would make the gain slowest in these disciplines to encourage you to not be overly reliant on it. Prime candidates would be sneaking, smithing etc. if you tend to (ab)use these skills a lot, becoming too good at them too fast and then having little more to work towards.
But yeah, all of this is highly subjective and taste varies.
i cant save or load
But, there is one thing I don't understand about this mod: in the magic section, the tooltips of the options about scaling say:
"Multiplier for the <Cost|Strength|Duration> of the magic effects. Scaling is added for each skill level"
I do not really get what does this mean, and why does the slider go from -1% to 10%. What does those percentages represent? What does "Scaling is added for each skill level" means? Why is it called "multiplier" if it is a percentage?
Thanks for the mod, but I need a simple explaination for this. Thank you.
So let's say by default you deal 10 damage with a destruction spell, which is your baseline.
Now let's say you add 1% scaling per skill level in destruction and your destruction is at 20.
That would mean you add in total 20 * 1% = 20% damage to that spell.
This means you will deal 10 * 1.2 = 12 damage due to the scaling.
Same example, but now you add 10% scaling for a total of 200% damage on top of your regular damage.
This triples it, so you would deal 10 * 3 = 30 damage.
And that's how it works for cost and duration too. If you use a negative setting like -1% then your character actually grows weaker with increased level! So you will usually want to stay in the positive range.
SB uses exclusively perks for its effects, with the only exception being the two general game difficulty sliders. This means SB is virtually compatible and stacking with everything, but it comes at the cost of having less freedom in what can be adjusted. I already included settings for darkness detection, which can aid a thief to be stealthy, but Skyrim is a bit iffy about what it recognizes as a shadow and what not. Mostly, only permanent shadows created by static objects in the world are somewhat reliable. If you stick to those shadows, the included settings can greatly aid your sneaking. I think further changes to sneaking will require a different approach than SB offers.
A little bonus is that you can change this again if you start getting bored and would like some more levels to freshen things up.