Firstly, if skill leveling doesn't seem to be working, there's a quick fix. Check your current level. Let's say you're level 5, for this example. You want to add 1 to your current level and then subtract it. To do that, you would then open the console and type player.setlevel 6, enter that, close the console and make a save, and then open the console again and type player.setlevel 5 to return your character to the correct level. Save the game again, and you should be set to go. Strictly speaking, the saving isn't necessary, but in my experience it makes the fix more reliable. This should only need to be done once per character, unless you reinstall the mod.
Second thing. If you have trouble gaining any XP at all, or you're not gaining amounts that make sense, try restoring your configuration to default (you can redownload the mod) and then change one setting at a time. You may need to perform the procedure I described above. Make sure that any values you adjust retain the correct format with a decimal place. For example, instead of setting a value of "1", set a value of "1.0". You can also do this with the MCM version, just ensure that you are only changing one value at a time and confirming that each change is successful.
Probably redundant to say this but after a few hundred hours with this mod I experienced the skill leveling cap bug as you mentioned here, and the fix worked perfectly. Saved to be safe first, then setlevel to 82, saved, setlevel to 81, saved, and it was all fixed. Easy peasy for anyone experiencing the same! Thanks Charmics!
Replaced most changes from previous update with player damage tracking. The system is now similar to Fallout4 with configurable damage threshold. The difference is that any damage dealt to the player's combat targets is considered player damage.
Damage done by player controlled actor (e.g. player ref), player teammate (followers, some quest NPCs) and actors commanded by player (summoned or reanimated) is considered as damage done by player.
Damage done to targets that are in combat with player is considered as player damage.
Environmental damage is still considered as player's as long as the target is in combat with player.
3.3.0 - Killing module changes
The level multiplier formula has been changed as per enzovolpe’s suggestion:
LevelMult = (EnemyLevel / PlayerLevel) ^ LevelFactor The multiplier is based on level proportion rather than level difference between the player and the enemy. The formula is slightly more aggressive at low levels but doesn’t output 0 XP for targets below certain level threshold (20 by default).
There is a bug with Skill books. If I read a skill book that would put me over the cap nothing happens. I don't get the skill point instantly and I don't get the skill point after level up aka just wasted a book.
It should either prevent me from using the book or assign the skill point once new skill cap is reached instead of being wasted.
If its one level below the cap then you get skill level and the remaining skill points above the cap. If its already capped it works same as vanilla cap (100) aka the book is wasted.
Q: All of my skill bars are orange, what to do? A: Make sure your statsmenu.swf is compatible with current version (some UI replacers and their patches might be outdated).
Bruh... Im sure that swf is compatible, cause in instaling I choosed the version of game that Im plaing. But im still have orange in all skil bars. And i have unnecessary notifications in the top left corner of the screen that you don't know how to turn off. Strange mod ngl.
I don't even know how I've not tried this after 7 years until now. A real positive game changer. It's a steep learning curve to not compulsively want to grind all the skills the way I'm used to for years but it's almost like playing Skyrim for the first time, figuring out how I actually want to spend my playtime. Cool.
I'm running Experience and Skyrim Uncapper. Experience for managing player levels, and Uncapper for managing skill levels. At first it was working perfectly. UNTIL, one, or more, of my skills hit level 99, and any skill reaching 99 is stuck and will not advance. Everything continues along normally (and the +1/-1 level trick does not solve this)
I have player level set to 255 in Experience. And skill level set to 255 in Skyrim Uncapper. I'm using the same UNcapper INI I have used successfully for years (except for changing the 2 Uncapper settings which need to be changed to run with Experience, and one other mod)
My question: How do I get the Skill Clipper function in Experience to either support skill levels of 255+, OR, make it go away completely, as it is not really needed?
Does this mod change how smithing works ? Do I have to obtain certain pieces to forge it because some vanilla items not showing up in the smithing menu....
something weird happened when i leveled up just now: i distributed my skill points but the game didn't register them, i have the level up but my skills are still stuck the way they were before i did
oh, right, sorry :D still i noticed that after i leveled up again everything worked so it might have been an "it just works" moment. i'll ask on the other mod's page tho, thanks :)
I'm using this as part of the NOLVUS set, and I don't think I understand how to actually get skill points, other than tiny drops at level up? Does swinging my sword no longer give me 1H skill? Making potions no longer gets me Alchemy skill points?
I have no idea what NOLVUS is. But, on a brand new MOD setup (330 mods) and brand new game (lvl 10 currently), I'm having no issues with this mod at all.
I don't like mods "sets" myself. You end up with problems and issues you don't understand from not setting up, testing and tweaking the mods as you install them. Here's an example: If I add any mod related to grass, I reinstall the Community Shaders Grass FPS mod and double check it's install options. Like, adding the Folkvangr landscape/grass mod, I would have to reinstall the CS Grass FPS mod and check it's install option so the Grass FPS mod knows it's there.
This mod overhauls the XP and skill leveling system that was present in vanilla. With this mod, you no longer improve skills by using the skill itself. Instead, you gain XP for completing various actions (listed in detail in the mod description), and when you gain enough XP, you'll be able to level up your character. Upon leveling up, you'll be able to put points toward your preferred skills in order to level those skills up.
The default options feel like they cause you to level too quickly. Example: Brand New Game: Make it to Riverwood = LVL 2 Brand New Game With Experience: Make it to Riverwood = LVL 4
That's a 50% early leveling increase at the very beginning of a new game. My only thought it to maybe just turn exploration experience completely off. The early levels are kind of precious, where it seems fairly universal most people think the early levels are the most fun. Thoughts?
4459 comments
Firstly, if skill leveling doesn't seem to be working, there's a quick fix. Check your current level. Let's say you're level 5, for this example. You want to add 1 to your current level and then subtract it. To do that, you would then open the console and type player.setlevel 6, enter that, close the console and make a save, and then open the console again and type player.setlevel 5 to return your character to the correct level. Save the game again, and you should be set to go. Strictly speaking, the saving isn't necessary, but in my experience it makes the fix more reliable. This should only need to be done once per character, unless you reinstall the mod.
Second thing. If you have trouble gaining any XP at all, or you're not gaining amounts that make sense, try restoring your configuration to default (you can redownload the mod) and then change one setting at a time. You may need to perform the procedure I described above. Make sure that any values you adjust retain the correct format with a decimal place. For example, instead of setting a value of "1", set a value of "1.0". You can also do this with the MCM version, just ensure that you are only changing one value at a time and confirming that each change is successful.
Last thing. This mod does NOT have a way to adjust fXPLevelUpBase and fXPLevelUpMult currently. Here's a mod I made specifically for this purpose (as far as I know, the only one available for SSE at the moment):
https://www.nexusmods.com/skyrimspecialedition/mods/69589/?tab=description
Replaced most changes from previous update with player damage tracking. The system is now similar to Fallout4 with configurable damage threshold. The difference is that any damage dealt to the player's combat targets is considered player damage.
3.3.0 - Killing module changes
The level multiplier formula has been changed as per enzovolpe’s suggestion:
LevelMult = (EnemyLevel / PlayerLevel) ^ LevelFactor
The multiplier is based on level proportion rather than level difference between the player and the enemy. The formula is slightly more aggressive at low levels but doesn’t output 0 XP for targets below certain level threshold (20 by default).
If I read a skill book that would put me over the cap nothing happens. I don't get the skill point instantly and I don't get the skill point after level up aka just wasted a book.
It should either prevent me from using the book or assign the skill point once new skill cap is reached instead of being wasted.
A: Make sure your statsmenu.swf is compatible with current version (some UI replacers and their patches might be outdated).
Bruh... Im sure that swf is compatible, cause in instaling I choosed the version of game that Im plaing. But im still have orange in all skil bars. And i have unnecessary notifications in the top left corner of the screen that you don't know how to turn off. Strange mod ngl.
I have player level set to 255 in Experience. And skill level set to 255 in Skyrim Uncapper. I'm using the same UNcapper INI I have used successfully for years (except for changing the 2 Uncapper settings which need to be changed to run with Experience, and one other mod)
My question: How do I get the Skill Clipper function in Experience to either support skill levels of 255+, OR, make it go away completely, as it is not really needed?
Edit: goddamnit I commented on the wrong tab XD I had another tab open for another mod lmao sorry
i'll ask on the other mod's page tho, thanks :)
I want to put it at 1.5
2 is too much and 1 is a bit too restrictive.
I don't like mods "sets" myself. You end up with problems and issues you don't understand from not setting up, testing and tweaking the mods as you install them. Here's an example: If I add any mod related to grass, I reinstall the Community Shaders Grass FPS mod and double check it's install options. Like, adding the Folkvangr landscape/grass mod, I would have to reinstall the CS Grass FPS mod and check it's install option so the Grass FPS mod knows it's there.
The default options feel like they cause you to level too quickly. Example:
Brand New Game: Make it to Riverwood = LVL 2
Brand New Game With Experience: Make it to Riverwood = LVL 4
That's a 50% early leveling increase at the very beginning of a new game. My only thought it to maybe just turn exploration experience completely off. The early levels are kind of precious, where it seems fairly universal most people think the early levels are the most fun. Thoughts?