DJ's Sensible Leveling Overhaul DJ
Screenshots 1 screenshots
About this mod Machine translation
INI file edited according to Elys' Uncapper. Sound leveling approach (balanced not cheating). Non-combat skills will no longer provide combat experience points (the technician is happy), and the skill limit will be increased when killing in combat. Each level has more privileges. More HP/MP/STA upgrades. Carry weight increases with STA point investment. .
First of all, thank you for visiting and considering this mod.
Why make this mod:
If you're a crafting fan and spend a lot of time gathering resources to craft truly powerful gear, you've also come across all of these handcrafted levels in the game razing monsters to the ground. Disaster. Also, your combat skills are low, but you definitely have good stuff. This is especially difficult in magic classes because the spell scaling doesn't match up well. I never understood this logic.
Non-combat skills should not improve combat levels.
What this mod is really about: Ini files edited by Uncapper. All thanks to Elys. I spent 30 hours testing this configuration
Make sure it provides solid and reasonable gaming opportunities. It makes the game more interesting, fair and balanced. I do recommend playing on a higher difficulty to offset the changes and get the most balance. It is also recommended that you start a new game to get the most out of it. It will work fine on existing saves, but your character won't be as powerful. Changes are not retroactive. If you feel that any of the following does not feel immersive to you, you are welcome to make any changes to the INI file. This is just the setup I vouch for.
Now it’s time to change things. All changes made:
*Skills level up faster: 1.5x Still a bit annoying, but not as painful as before. Since 6 full trees no longer provide Combat XP, the remainder needs to be made up so that you can reasonably earn the perk.
*PC combat level excludes: Alchemy, Enchanting, Lockpicking, Pickpocket, Smithing and Speech.
*Perks per tier upgrade: (Especially good if you use any overhaul items where you often have a lot of stuff to buy)
1-50 =
3 upgrades per floor, 51+ = 2 upgrades per floor,
I've tested this and it should give you a lot of points to gain so you can buy important crafts while leaving very few points left to improve combat skills.
- HP / MP / ST
Level 25 and above. (The default is 10, which to be honest is terrible and barely noticeable. Even with the improved stats, I still die often. At least I can run away a little longer.
*Carry STA
Weight of 25 - (default is 5). No need for backpack mods or cheat mods to carry them better, not as realistic as the weight of the items; on melee gear with high stamina they are sturdier and can lift heavier things while my poor mages have to have issues. Since you can only carry more people relying on STA, it's still more balanced than other outfits
*The following skill caps have been increased to 200:
Alteration, Archery, Block, Transformation, Destruction, Heavy Armor, Illusion, Light Armor, First/Second Hand, and Restoration.
Since 6 skills no longer provide player level advancement, I have enhanced the combat skill cap to provide more options to continue to level up your character. The remaining skills remain at 100. Note that I left Sneak at 100 even though you can get actual combat XP from it. Sneaking too high might break it imo.
Require:
SKSE
CommunityUncapper
Installation instructions:
DL and install SKE/Uncapper and install normally. Once completed, downloaded my ini file and then made a copy of Uncapper's file in the Skyrim/Data/SKSE/Plugins folder. Done!
Possible conflicts:
Elaborate Overhaul: I've seen it give combat Xp if you change the Xp gain from mining. The rest seems fine.
Any mod that changes your skill level cap.
Note that I'm running 100 mods, which seems fine. Since all my files are edits to INIs, the conflicts should be resolved on the Community Uncapper page.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.