657 comments
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LockedStickyPlease read this before posting.
If you are reporting an issue, please use the "BUGS" section. Posting there sends me a notification on nexus. When posting, please check if someone else has already reported the same issue. You may post in their thread if they have, or make a new one if the bug was incorrectly labeled as fixed.
When reporting an issue, please include a copy of the mods log file from when you encountered the problem. This file will contain information which will help me resolve the issue promptly.
Notice about INI file loading changes.
As of version 2.0.0, the INI file is *not* automatically generated. It is included with the mod zip file. The automatic generation of the INI has been removed, as it has historically caused issues for a lot of users. Many people failed to have the INI generate, or simply could not locate it (its location would change depending on what mod manager the person was using).
As of version 2.2.0, automatic INI file updating has been re-implemented in a way which should address the shortcomings of the original implementation. This new system does not rely on the version field of the INI file, and should preserve any comments/formatting in the file being updated.
Note that versions 2.0.0-2.1.5 do not automatically update the INI file. -
im a bit confused about the part in conpatability issues where is says" Set bUseSkillFormulaCapsUIFix to false". Is this in the ini file of this mod or the skill framework mod?
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No update since 2023 so I'm guessing either this is abandoned or it works with 1.6.1170.
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Hello, so I discovered that NPCs don't require the same amount of skill rank to level their skill. This mod allows you to configure the rate at which each skill gains experience as well as well as the amount of experience required to level up. Does it come with a preset that allows you to switch to a linear progression, which is what NPCs have?
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Anyone know if I can tweak this to alter starting skill levels as well?
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Would it be possible to let the skill cap be increased by a skill being legendary'd? Like for example the cap being 100, but if you make it legendary, it becomes 120? Or maybe even 140 after you legendary it twice?
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that's such a cool idea! I hope someone makes it
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This gives a bonus each time you Legendary
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So, based on my read, this is a manual-install mod only and cannot be added via Vortex, like I've tried (I just get a duplicate menu in MCM of Dual Wield Parry). Issue is that since this is incompatible with CSF 3.1.0 and I have multiple profiles for different game types, it will be a massive pain To just go into the files and come out (unless it simply just deactivates itself when CSF is active). With that in mind, I'll have to pass, which is a shame, because I'm a big fan of uncapping skills.
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why can't it be install by vortex? I assume you don't even use half of what vortex actually do.
Install by vortex normally, than enable it, right click the mod on vortex and select open in file manager. It will open a window to the vortex staging area (which is not the game directory, just a virtual area). Once there go SKSE - Plugins. There is only 2 file there. Open SkyrimUncapper.ini setting with note pad. Change what you want. Than redeploy all mod. DONE for this profile. Than you can select other profile as you want.
Only when you uninstall or reinstall the mod. Than the settings will be gone. Disable/enable is fine.
If you read the sticky post about the INI file. you know its fix so vortex now run fine. All other SKSE mods config should be done this way too, -
Sorry, been away a while and getting back to this, but the INI alterations given in the Description tab will resolve incompatibility in CSF versions newer than 2.2.0?
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Thanks this worked for me, I'm about to install a full conversion mod, now I wonder if I have to do the same thing again. either way it isn't a big deal @zerorage1983
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I'm not sure its a bug or just me not knowing using this. But other primary stat at level up seems not applied. For example when i set health at magicka level up to 10, after leveling up, my character health wont increase after i choose magicka. Is anyone have the same problem as me?
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nie działa, nie polecam
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This doesn't work and I don't know why it doesn't work.
I downloaded it on MO2 but I didn't have an skse.ini so I used the pre-download you can find on nexus. I changed the numbers in the uncapper.ini and it didn't seem to do anything. Just to see if it worked I changed skillexpgainmults to 1000000 and my skills weren't leveling faster.
I have no idea where to find a mods log file and have no idea what is stopping it from working -
Every part of this mod is working except the SkillFormulaCaps. I have alteration set to 200 to increase the duration of my alteration spells but nothing changes in-game and I have no idea why. I've looked for old versions or duplicates of this mod but haven't been able to find anything.
Does anyone have any idea's as to what I'm doing wrong?-
What are you doing/trying to do? The formula caps just cap the skill when used in certain formulas, it generally isn't a visible change. If you want the game to show you have a higher level you have to change the regular caps (they come right before the formula caps in the ini).
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I think I know what you mean. In prior versions of the Uncapper, things would work thus:
You'd uncap the level and skills would improve further. I.e. The basic "Flames" spell would start at a set level of damage, and be buffed by the various Destruction Perks. For example, mine does 12 Damage per second currently, with various perks to increase damage unlocked.
However, with the Uncapper, as you levelled *past* 100, you get further buffs to damage. i.e. that basic Flames spell would go over that prior 12 damage cap. At particularly high levels of Destruction, above 100, the basic Flames spell could be quite devastating. Outside of destruction, things like summons would last longer and *seem* stronger, but I have no exact metrics for that like with Destruction spell damage.
I literally just came here to comment on the same thing. My Destruction Skill is now 112, yet my spells are not doing more damage as they did with prior versions of the uncapper. Perhaps I've not set something correctly, but I thought I had. I.e. the "formula" setting was specific to ensure that skills continue to improve as the player levels them over 100.
To site another example: The Master level Lightning Destruction spell. It became both more damaging as I levelled Destruction over 100 *plus* the "charge up" time before the beam was active got shorter and shorter. So, that's two aspects of the spell that the Uncapper allowed to improve as the player levelled the Destruction skill over 100.
Edit: to be 100% clear, it was the game's own UI that showed a Destruction spell as doing more damage. It did not show any indication of the faster "charge up" time for that Master level spell though of course. -
I know, by default. Alteration skill do not increase your duration. You must have play with a mod that alter your perk before. The vanilla alteration skill only decrease mana cost. So unless you are using a perk mod. 1000 Alteration will still give you the same duration only reduce the mana cost to zero.
Its by vanilla design, I remember crying about being a mage at skyrim LE.
I suggest using ordinator or something. the first perk of alteration in ordinator will scale your alteration level and increase your spells duration. Thus 200 alteration will mean like 200% longer? -
Again, its perk mod.
Destruction by default only reduce your mana cost. In vanilia with zero mods. 1000 destruction will reduce mana cost to zero.
Prior version of uncapper, you are using which perk mods? You must have been using a perk mod that scale your damage to your magic level.
As a example, please use ordinator. the 1st perk of destruction will give you 0.5% per magic level at 100 skill level. you should increase your magic by 50%. Compared your magic to the default damage it does.
Your magic flame doing 12 damage is because its suppose 8 damage, thereby at 100 pts, its doing 12. I assume you are using ordinator. I believe if you increase to 200 destruction it will be 16. Using flame is a bad example as the spell damage dont show as the value is too low. I suggest you look at the highest damage skill like Incinerate and compared the damage. the base is suppose to be 60 damage. if you are using ordinator your should have 60 x 0.5% x 112.
you will see the different every skill level. Using flame because the increase is only 0.05 damage. it would not reflect until maybe you reach 130 destruction. Than your damage will be 13.
You must have use a OP magic scaling mod that scale your level by 1% or more per level. I think older perk mods used to be OP.
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