Mod script utilizes functions native only to SKSE.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
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File credits
flatline115
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Changelogs
Version 2.0.1a
Added a check for whether SKSE is installed or not with an accompanying message.
Version 2.0.1
Fixed an issue that a user discovered regarding the ESL flag. I don't use Loot so it skipped past me unfortunately.
Version 2.0
Completely rewrote the script into a much more simplified and streamlined operation. Now no longer calculates actual exp gain behind the scenes to determine how much exp the character has gained to factor when a level up has occured.
Also no longer requires my SM Framework to function. Instead, the mod uses the OnMenuClose SKSE event to determine when all level ups have been granted, then calculates current level versus previous level up session, awarding the desired extra perk points as done previously.
What all this means is that the mod should be 100% compatible with all other mods, whereas the previous version built upon Flatline's framework needed to know the character's race and starting skills for said race to simulate the leveling process behind the scenes.
I'd previously attempted a similar update to this one but the implementation was less than desirable. The issue arose in the way that the SM Event Node function in the Creation Kit and the OnStoryIncreaseLevel script event interacted whereupon leveling up, the node would only send its event after the perk menu was closed so you'd have to level up, close the perk menu, then open it again for the perk point to show up. I did not like the idea of having to force players to close out of the menu to get their perk points but now with the current implementation that concern is no longer of consequence.
Part of me also didn't want to scrap all of the work I'd put in revamping Flatline's code. I stubbornly stuck with it when I could have just used the previously undesirable implementation and been done with it. Now with this much more simplified version that works the way I initially intended, everyone's issues regarding compatibility should be a thing of the past.
Merry Christmas to you all!
Now also displays a message box upon loading into the world if the loaded character is level 2 or greater. It will ask if you wish to continue a playthrough in progress that has updated from a previous version of this mod, and by clicking "Yes", will set the mod to your current level so that only subsequent level ups are factored, preventing double dipping. By selecting "No" you're essentially telling the mod to calculate all levels up to your current level and grant perk points for any previously acquired levels. The latter option being meant for players who are adding the mod to a playthrough already in progress.
BE SURE TO SET PPL AFTER MAKING YOUR SELECTION!!!
Version 1.2
Added vampire races to the list. I'm not sure how I overlooked this, but shit happens.
Version 1.1
Fixed a bug where player race wasn't being initialized properly causing an issue where the math wasn't accurately lining up with level gain. This was in part the result of the OnInit event assigning the race to Nord due to the intro starting race.
Fixed a bug where alteration skill increases were not being counted in the list.
Fixed a bug where all calculations would cease on a skill that was reset via legendary skill.
Always perform a clean save upon updating!
This is a rewrite of Flatline's More Perk Points Per Level mod (at least it was prior to v2.0, now it's my own script).
There is now an ESL conversion available in the optional files section of the download page.
Usage:
The mod doesn't add any additional perks by default. If you wish to enable the mod, you may do so at any time by typing "set ppl to x" (i.e. set ppl to 1 will add one additional perk point per level) into the console without quotes. Any value above 0 will enable the mod while 0 disables it, and it can be enabled or disabled at any time.
Do note that PPL only has to be set once per character. Just set it and forget it. Make sure to save afterward, too.
Any levels gained while the mod is disabled will be retroactively calculated on the next level up after re-enabling.
Also note that unlike Flatline's mod, this one can calculate floating points for the purposes of reducing the perk points per level from whole numbers to one every other level and so forth. To calculate the value you're looking for simply take one divided by the number of levels per additional perk point. For example one additional perk point every 5 levels is 1 / 5 = 0.2. In this case you'd type "set ppl to 0.2", again, without quotes.
In cases where you'd want say one perk point every 3 levels, you always want to round up. For example 1 / 3 = 0.33 repeating. However, since the mod decrements the ppl value down from 1 to 0 every level where 1 becomes 0.67, 0.67 becomes 0.34, 0.34 becomes 0.01, this causes a rounding error to occur so instead of one perk point every 3 levels it becomes one every 4 levels. Rounding to 0.34 fixes this problem. Multiples of five of course don't suffer from this issue, i.e. 0.5, 0.25, 0.2, 0.125, 0.1, 0.05 for one every 2/4/5/8/10/20 levels.
Cheat Sheet for those not mathematically inclined:
1 per 2 levels = 0.5 1 per 3 levels = 0.34 1 per 4 levels = 0.25 1 per 5 levels = 0.2 1 per 6 levels = 0.17 1 per 7 levels = 0.143 1 per 8 levels = 0.125 1 per 9 levels = 0.12 1 per 10 levels = 0.1