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Mattski123

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mattski123

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About this mod

This is my preset that should help you out heaps in the beginning, but not make you insanely OP by the end!

Requirements
Permissions and credits
Changelogs
Donations
I based this originally off an ordinator preset and another preset I got (but not sure where from), so this is my one to help.

And I thought Well done! And saw the comments saying how great this was! But there were some things I wanted to tweak to make it juuuuuuust right.

What v1.2 looks like:
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Show
#
# Author: Kassent
# Author: Kasplat
#
# This is the default configuration file for the Skyrim Uncapper AE mod. Note
# that if this file is missing or outdated, warnings will be present in the
# log file. Check that file to determine if this one needs to be updated.
#

[General]

#
# Enables the code which uncap skill levels.
#
# Enables patches:
#   - GetSkillCap
#
bUseSkillCaps = true

#
# Enables the code which cap all skill formulas.
#
# Enables patches:
#   - PlayerAVOGetCurrent
#   - DisplayTrueSkillLevel
#   - DisplayTrueSkillColor
#
bUseSkillFormulaCaps = true

#
# Enables the code which patches to the enchantment charge cost calculation.
#
# Enables patches:
#   - BeginMaxChargeCalculation
#   - EndMaxChargeCalculation
#   - CalculateChargePointsPerUse
#
bUseEnchanterCaps = true

#
# Enables the code which applies the skill experience multipliers.
#
# Enables patches:
#   - ImprovePlayerSkillPoints
#
bUseSkillExpGainMults = true

#
# Enables the code which applies the level experience multipliers.
#
# Enables patches:
#   - ImproveLevelExpBySkillLevel
#
bUsePCLevelSkillExpMults = false

#
# Enables the code which modifies perk point gain.
#
# Enables patches:
#   - ModifyPerkPool
#
bUsePerksAtLevelUp = true

#
# Enables the code which modifies attribute point gain.
#
# Enables patches:
#   - ImproveAttributeWhenLevelUp
#
bUseAttributesAtLevelUp = true

#
# Enables the code which modifies the legendary skill system.
#
# Enables patches:
#   - LegendaryResetSkillLevel
#   - CheckConditionForLegendarySkill
#   - CheckConditionForLegendarySkillAlt
#   - HideLegendaryButton
#   - ClearLegendaryButton
#
bUseLegendarySettings = false

;Preset by Mattski123 :3

# Set the skill level cap. This option determines the upper limit of
# skill level you can reach.
[SkillCaps]
iOneHanded = 999
iTwoHanded = 999
iMarksman = 999
iBlock = 999
iSmithing = 999
iHeavyArmor = 999
iLightArmor = 999
iPickpocket = 999
iLockpicking = 999
iSneak = 999
iAlchemy = 999
iSpeechcraft = 999
iAlteration = 999
iConjuration = 999
iDestruction = 999
iIllusion = 999
iRestoration = 999
iEnchanting = 999

# Set the skill formula cap. This option determines the upper limit of
# skill level used in the calculation of all kinds of magic effects.
[SkillFormulaCaps]
iOneHanded = 175
iTwoHanded = 175
iMarksman = 175
iBlock = 175
iSmithing = 175
iHeavyArmor = 175
iLightArmor = 175
iPickpocket = 175
iLockpicking = 175
iSneak = 175
iAlchemy = 175
iSpeechcraft = 175
iAlteration = 175
iConjuration = 175
iDestruction = 175
iIllusion = 175
iRestoration = 175
iEnchanting = 175

[Enchanting]

# Sets the formula cap for the enchanting magnitude calculation.
# This value is also capped by the enchanting skill formula cap.
iMagnitudeLevelCap = 100

# Sets the formula cap for the enchanting weapon charge calculation.
# The formula breaks above level 199, so values above that will be ignored.
# This value is also capped by the enchanting skill formula cap.
iChargeLevelCap = 199

# Forces the game to use a smoothed formula for level-based weapon
# charge calculation. Note that the formula is not actually linear, the
# name of this setting is historical; the formula is actually quadratic.
#
# This setting is useful if the charge cap is close to 199, as the
# later level-ups in enchanting will give massive boosts to the number
# of charge points available.
#
# Note that smoothing this equation results in weapon charge values much more
# powerful than vanilla at lower levels.
bUseLinearChargeFormula = false

#
# Set the skill experience gained multiplier for base and offset.
#
# For compatibility reasons, the skill multiplier configuration sections accept
# three different formats for their values.
#     1) A single floating point number (e.g. 2.0). This will set the base
#        exp multiplier to the given value (2.0 in our example) and the offset
#        multiplier to 1.0.
#     2) A single float + a trailing '/' (e.g. 2.0/). This will set both the
#        exp base and exp offset multipliers to the given value (2.0 in our
#        example).
#     3) Two floating point numbers, separated by a '/' (e.g. 2.0/3.0). This
#        will set the exp base mult to the first number and the exp offset mult
#        to the second number. In our example, the base mult would be 2.0 and
#        the offset mult would be 3.0.
#
# Note that the game applies its own multipliers to the exp base value. For
# example, enchanting has a base multiplier of 900 in an unmodified game.
#
# The skill experience you gain is actually:
# <final exp> = <vanilla base> * <skill base mult> * <specific skill base mult>
#             + <vanilla offset> * <skill offset mult> * <specific skill offset mult>
#
[SkillExpGainMults]
fOneHanded = 1.000000
fTwoHanded = 1.000000
fMarksman = 1.000000
fBlock = 1.000000
fSmithing = 1.000000
fHeavyArmor = 1.000000
fLightArmor = 1.000000
fPickpocket = 1.000000
fLockPicking = 1.000000
fSneak = 1.000000
fAlchemy = 1.000000
fSpeechCraft = 1.000000
fAlteration = 1.000000
fConjuration = 1.000000
fDestruction = 1.000000
fIllusion = 1.000000
fRestoration = 1.000000
fEnchanting = 1.000000


# All the subsections of SkillExpGainMults below allow you to set an
# additional multiplier depending on BASE SKILL LEVEL, independantly
# for each skill.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[SkillExpGainMults\BaseSkillLevel\OneHanded]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\TwoHanded]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\Marksman]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\Block]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\Smithing]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\HeavyArmor]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\LightArmor]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\Pickpocket]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\LockPicking]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\Sneak]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\Alchemy]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\SpeechCraft]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\Alteration]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\Conjuration]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\Destruction]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\Illusion]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\Restoration]
0 = 1.000000

[SkillExpGainMults\BaseSkillLevel\Enchanting]
0 = 1.000000

# All the subsections of SkillExpGainMults below allow you to set an
# additional multiplier depending on CHARACTER LEVEL, independantly
# for each skill.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[SkillExpGainMults\CharacterLevel\OneHanded]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\TwoHanded]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\Marksman]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\Block]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\Smithing]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\HeavyArmor]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\LightArmor]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\Pickpocket]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\LockPicking]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\Sneak]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\Alchemy]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\SpeechCraft]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\Alteration]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\Conjuration]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\Destruction]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\Illusion]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\Restoration]
0 = 1.000000

[SkillExpGainMults\CharacterLevel\Enchanting]
0 = 1.000000

# Set the skill experience to player level experience multipliers. When you
# level up a skill, the player level experience gained is:
# <exp> = <base skill level> * <level exp mult> * <specific level exp mult>
[LevelSkillExpMults]
fOneHanded = 1.000000
fTwoHanded = 1.000000
fMarksman = 1.000000
fBlock = 1.000000
fSmithing = 1.000000
fHeavyArmor = 1.000000
fLightArmor = 1.000000
fPickpocket = 1.000000
fLockPicking = 1.000000
fSneak = 1.000000
fAlchemy = 1.000000
fSpeechCraft = 1.000000
fAlteration = 1.000000
fConjuration = 1.000000
fDestruction = 1.000000
fIllusion = 1.000000
fRestoration = 1.000000
fEnchanting = 1.000000

# All the subsections of LevelSkillExpMults below allow you to set an
# additional multiplier depending on BASE SKILL LEVEL, independantly
# for each skill.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[LevelSkillExpMults\BaseSkillLevel\OneHanded]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\TwoHanded]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\Marksman]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\Block]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\Smithing]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\HeavyArmor]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\LightArmor]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\Pickpocket]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\LockPicking]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\Sneak]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\Alchemy]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\SpeechCraft]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\Alteration]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\Conjuration]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\Destruction]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\Illusion]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\Restoration]
0 = 1.000000

[LevelSkillExpMults\BaseSkillLevel\Enchanting]
0 = 1.000000

# All the subsections of LevelSkillExpMults below allow to set an
# additional multipliers depending on CHARACTER LEVEL, independantly
# for each skill.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[LevelSkillExpMults\CharacterLevel\OneHanded]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\TwoHanded]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\Marksman]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\Block]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\Smithing]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\HeavyArmor]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\LightArmor]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\Pickpocket]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\LockPicking]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\Sneak]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\Alchemy]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\SpeechCraft]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\Alteration]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\Conjuration]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\Destruction]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\Illusion]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\Restoration]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

[LevelSkillExpMults\CharacterLevel\Enchanting]
0 = 1.000000
5 = 0.98
10 = 0.96
20 = 0.93
40 = 0.85
45 = 1.000000

# Set the number of perks gained at each level up.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[PerksAtLevelUp]
2 = 2.125
3 = 1.125
5 = 2.125
6 = 1.125
10 = 2.125
11 = 1.125
15 = 2.125
16 = 1.125
20 = 2.125
21 = 1.125
30 = 2.125
31 = 1.125
40 = 2.125
41 = 1.125
50 = 2.125
51 = 1.125
60 = 2.125
61 = 1.125
70 = 2.125
71 = 1.125
80 = 2.125
81 = 1.125
90 = 2.125
91 = 1.125
100 = 2.125
101 = 1.125
0 = 1.000000

# Set the number of health gained at each health level up.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[HealthAtLevelUp]
1 = 10
9 = 8
19 = 7
29 = 6
39 = 5
49 = 4
59 = 2
69 = 1
79 = 0.5
89 = 0.25
99 = 0.1
0 = 10

# Set the number of health gained at each magicka level up.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[HealthAtMagickaLevelUp]
1 = 3
9 = 2.3
19 = 2.25
29 = 2.1
39 = 2
49 = 1.5
59 = 1.2
69 = 1.1
79 = 1.05
89 = 1.02
99 = 1
0 = 10

# Set the number of health gained at each stamina level up.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[HealthAtStaminaLevelUp]
1 = 3
9 = 2.3
19 = 2.25
29 = 2.1
39 = 2
49 = 1.5
59 = 1.2
69 = 1.1
79 = 1.05
89 = 1.02
99 = 1
0 = 10

# Set the number of magicka gained at each magicka level up.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[MagickaAtLevelUp]
1 = 10
9 = 8
19 = 7
29 = 6
39 = 5
49 = 4
59 = 2
69 = 1
79 = 0.5
89 = 0.25
99 = 0.1
0 = 10

# Set the number of magicka gained at each health level up.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[MagickaAtHealthLevelUp]
1 = 2.3
9 = 2.1
19 = 2
29 = 1.8
39 = 1.5
49 = 1.3
59 = 1.2
69 = 1.1
79 = 1.05
89 = 1.02
99 = 1
0 = 10

# Set the number of magicka gained at each stamina level up.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[MagickaAtStaminaLevelUp]
1 = 2.3
9 = 2.1
19 = 2
29 = 1.8
39 = 1.5
49 = 1.3
59 = 1.2
69 = 1.1
79 = 1.05
89 = 1.02
99 = 1
0 = 10

# Set the number of stamina gained at each stamina level up.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[StaminaAtLevelUp]
1 = 10
9 = 8
19 = 7
29 = 6
39 = 5
49 = 4
59 = 2
69 = 1
79 = 0.5
89 = 0.25
99 = 0.1
0 = 10

# Set the number of stamina gained at each health level up.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[StaminaAtHealthLevelUp]
1 = 3
9 = 2.3
19 = 2.25
29 = 2.1
39 = 2
49 = 1.5
59 = 1.2
69 = 1.1
79 = 1.05
89 = 1.02
99 = 1
0 = 10

# Set the number of stamina gained at each magicka level up.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[StaminaAtMagickaLevelUp]
1 = 3
9 = 2.3
19 = 2.25
29 = 2.1
39 = 2
49 = 1.5
59 = 1.2
69 = 1.1
79 = 1.05
89 = 1.02
99 = 1
0 = 10

# Set the number of carryweight gained at each health level up.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[CarryWeightAtHealthLevelUp]
1 = 10
9 = 9
19 = 8
29 = 7
39 = 6
49 = 5
59 = 4
69 = 3
79 = 2
89 = 1
99 = 0.5
0 = 10

# Set the number of carryweight gained at each magicka level up.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[CarryWeightAtMagickaLevelUp]
1 = 10
9 = 9
19 = 8
29 = 7
39 = 6
49 = 5
59 = 4
69 = 3
79 = 2
89 = 1
99 = 0.5
0 = 10

# Set the number of carryweight gained at each stamina level up.
#
# If a specific level is not specified, then the
# value for the closest lower level is used.
[CarryWeightAtStaminaLevelUp]
1 = 10
9 = 9
19 = 8
29 = 7
39 = 6
49 = 5
59 = 4
69 = 3
79 = 2
89 = 1
99 = 0.5
0 = 10

[LegendarySkill]

# This option determines whether the legendary feature will reset the
# skill level. Setting this option to true will make the option
# "iSkillLevelAfterLegendary" have no effect.
bLegendaryKeepSkillLevel = false

# This option determines whether to hide the legendary button in "Skills"
# menu when you meet the requirements to legendary a skill.
# If you set "iSkillLevelEnableLegendary" to below 100, the legendary
# button will not show up, but you can make skills legendary normally
# by pressing SPACE.
bHideLegendaryButton = false

# This option determines the skill level required to make a skill legendary.
iSkillLevelEnableLegendary = 100

# This option determines the level of a skill after making it legendary.
# Setting this option to 0 will reset the skill level to default level.
iSkillLevelAfterLegendary = 0

What v1.1 looks like:
Spoiler:  
Show
[General]

#Configuration file version, DO NOT CHANGE
Version = 4
Author = Kassent

;Preset by Mattski123 :3

[SkillCaps]

#Set the skill level cap.This option determines the upper limit of skill level you can reach.
iAlchemy=999
iAlteration=999
iMarksman=999
iBlock=999
iConjuration=999
iDestruction=999
iEnchanting=999
iHeavyArmor=999
iIllusion=999
iLightArmor=999
iLockpicking=999
iOneHanded=999
iPickpocket=999
iRestoration=999
iSmithing=999
iSneak=999
iSpeechcraft=999
iTwoHanded=999


[SkillFormulaCaps]

#Set the skill formula cap. This option determines the upper limit of skill level uesd in the calculation of all kinds of magic effects.
iAlchemy=175
iAlteration=175
iMarksman=175
iBlock=175
iConjuration=175
iDestruction=175
iEnchanting=175
iHeavyArmor=175
iIllusion=175
iLightArmor=175
iLockpicking=175
iOneHanded=175
iPickpocket=175
iRestoration=175
iSmithing=175
iSneak=175
iSpeechcraft=175
iTwoHanded=175


[SkillExpGainMults]

#Set the skill experience gained multiplier.The skill experience you gained actually = The final calculated experience value right before it is given to the character after any experience modification * SkillExpGainMult * Corresponding Sub-SkillExpGainMult listed below.
fOneHanded = 1.00
fTwoHanded = 1.00
fMarksman = 1.00
fBlock = 1.00
fSmithing = 1.00
fHeavyArmor = 1.00
fLightArmor = 1.00
fPickpocket = 1.00
fLockPicking = 1.00
fSneak = 1.00
fAlchemy = 1.00
fSpeechCraft = 1.00
fAlteration = 1.00
fConjuration = 1.00
fDestruction = 1.00
fIllusion = 1.00
fRestoration = 1.00
fEnchanting = 1.00


#All the subsections of SkillExpGainMults below allow to set an additional multiplier depending on CHARACTER LEVEL, independantly for each skill.
[SkillExpGainMults\CharacterLevel\OneHanded]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\TwoHanded]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\Marksman]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\Block]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\Smithing]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\HeavyArmor]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\LightArmor]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\Pickpocket]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\LockPicking]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\Sneak]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\Alchemy]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\SpeechCraft]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\Alteration]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\Conjuration]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\Destruction]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\Illusion]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\Restoration]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


[SkillExpGainMults\CharacterLevel\Enchanting]
1 = 0.85
2 = 0.90
4 = 0.95
8 = 1.00


#All the subsections of SkillExpGainMults below allow to set an additional multiplier depending on BASE SKILL LEVEL, independantly for each skill.
[SkillExpGainMults\BaseSkillLevel\OneHanded]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\TwoHanded]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\Marksman]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\Block]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\Smithing]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\HeavyArmor]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\LightArmor]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\Pickpocket]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\LockPicking]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\Sneak]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\Alchemy]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\SpeechCraft]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\Alteration]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\Conjuration]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\Destruction]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\Illusion]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\Restoration]
1 = 1.00


[SkillExpGainMults\BaseSkillLevel\Enchanting]
1 = 1.00


[LevelSkillExpMults]

#Set the skill experience to PC experience multipliers.When you level up a skill, the PC experience you gained actually = Current base skill level * LevelSkillExpMults * Corresponding Sub-LevelSkillExpMults listed below.
fOneHanded = 1.00
fTwoHanded = 1.00
fMarksman = 1.00
fBlock = 1.00
fSmithing = 1.00
fHeavyArmor = 1.00
fLightArmor = 1.00
fPickpocket = 1.00
fLockPicking = 1.00
fSneak = 1.00
fAlchemy = 1.00
fSpeechCraft = 1.00
fAlteration = 1.00
fConjuration = 1.00
fDestruction = 1.00
fIllusion = 1.00
fRestoration = 1.00
fEnchanting = 1.00


#All the subsections of LevelSkillExpMults below allow to set an additional multipliers depending on CHARACTER LEVEL, independantly for each skill.
[LevelSkillExpMults\CharacterLevel\OneHanded]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\TwoHanded]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\Marksman]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\Block]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\Smithing]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\HeavyArmor]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\LightArmor]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\Pickpocket]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\LockPicking]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\Sneak]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\Alchemy]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\SpeechCraft]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\Alteration]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\Conjuration]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\Destruction]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\Illusion]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\Restoration]
1 = 1.00


[LevelSkillExpMults\CharacterLevel\Enchanting]
1 = 1.00


#All the subsections of LevelSkillExpMults below allow to set an additional multipliers depending on BASE SKILL LEVEL, independantly for each skill.
[LevelSkillExpMults\BaseSkillLevel\OneHanded]
1 = 1.00


[LevelSkillExpMults\BaseSkillLevel\TwoHanded]
1 = 1.00


[LevelSkillExpMults\BaseSkillLevel\Marksman]
1 = 1.00


[LevelSkillExpMults\BaseSkillLevel\Block]
1 = 1.00


[LevelSkillExpMults\BaseSkillLevel\Smithing]
1 = 1.00


[LevelSkillExpMults\BaseSkillLevel\HeavyArmor]
1 = 1.00


[LevelSkillExpMults\BaseSkillLevel\LightArmor]
1 = 1.00


[LevelSkillExpMults\BaseSkillLevel\Pickpocket]
1 = 1.00


[LevelSkillExpMults\BaseSkillLevel\LockPicking]
1 = 1.00


[LevelSkillExpMults\BaseSkillLevel\Sneak]
1 = 1.00


[LevelSkillExpMults\BaseSkillLevel\Alchemy]
1 = 1.00

[LevelSkillExpMults\BaseSkillLevel\SpeechCraft]
1 = 1.00


[LevelSkillExpMults\BaseSkillLevel\Alteration]
1 = 1.00

[LevelSkillExpMults\BaseSkillLevel\Conjuration]
1 = 1.00


[LevelSkillExpMults\BaseSkillLevel\Destruction]
1 = 1.00


[LevelSkillExpMults\BaseSkillLevel\Illusion]
1 = 1.00


[LevelSkillExpMults\BaseSkillLevel\Restoration]
1 = 1.00


[LevelSkillExpMults\BaseSkillLevel\Enchanting]
1 = 1.00


[PerksAtLevelUp]
#Set the number of perks gained at each level up. If a specific level is not specified then the closest lower level setting is used.
;Default game value is one perk per level (you can also use float as value, for example 1.25 per points per level)
2=2.125    
3=1.125
5=2.125    
6=1.125
10=2.125
11=1.125
15=2.125
16=1.125
20=2.125
21=1.125
30=2.125
31=1.125
40=2.125
41=1.125
50=2.125
51=1.125
60=2.125
61=1.125
70=2.125
71=1.125
80=2.125
81=1.125
90=2.125
91=1.125
100=2.125
101=1.125

[HealthAtLevelUp]

#Set the number of health gained at each level up. If a specific level is not specified then the closest lower level setting is used.

1 = 10
19 = 9
29 = 8
39 = 7
49 = 6
59 = 5
69 = 4
79 = 3
89 = 2
99 = 1

[MagickaAtLevelUp]

#Set the number of magicka gained at each level up. If a specific level is not specified then the closest lower level setting is used.
1 = 10
19 = 9
29 = 8
39 = 7
49 = 6
59 = 5
69 = 4
79 = 3
89 = 2
99 = 1


[StaminaAtLevelUp]

#Set the number of Stamina gained at each level up. If a specific level is not specified then the closest lower level setting is used.
1 = 10
19 = 9
29 = 8
39 = 7
49 = 6
59 = 5
69 = 4
79 = 3
89 = 2
99 = 1

[CarryWeightAtHealthLevelUp]

#Set the number of carryweight gained at each health level up. If a specific level is not specified then the closest lower level setting is used.
1 = 10
19 = 9
29 = 8
39 = 7
49 = 6
59 = 5
69 = 4
79 = 3
89 = 2
99 = 1

[CarryWeightAtMagickaLevelUp]

#Set the number of carryweight gained at each magicka level up. If a specific level is not specified then the closest lower level setting is used.
1 = 10
19 = 9
29 = 8
39 = 7
49 = 6
59 = 5
69 = 4
79 = 3
89 = 2
99 = 1

[CarryWeightAtStaminaLevelUp]

#Set the number of carryweight gained at each stamina level up. If a specific level is not specified then the closest lower level setting is used.
1 = 10
19 = 9
29 = 8
39 = 7
49 = 6
59 = 5
69 = 4
79 = 3
89 = 2
99 = 1

[LegendarySkill]

#This option determines whether the legendary feature will reset the skill level.Set this option to true will make option "iSkillLevelAfterLegendary" have no effect.
bLegendaryKeepSkillLevel = false

#This option determines whether to hide the legendary button in StatsMenu when you meet the requirements of legendary skills.If you set "iSkillLevelEnableLegendary" to below 100, the lengedary button will not show up, but you can make skills lengedary normally by pressing SPACE.
bHideLegendaryButton = true

#This option determines the skill level required to make a skill legendary.
iSkillLevelEnableLegendary = 100

#This option determines the level of a skill after making this skill legendary.Set this option to 0 will reset the skill level to default level.
iSkillLevelAfterLegendary = 0