Static skill leveling
When you gain a level, choose which skills to add rather than tediously micromanaging skill buffs.
Screenshots 5 screenshots
About this mod Machine translation
When you gain a level, choose which skills to add rather than tediously micromanaging skill buffs.
Static skill leveling
Content description
Have you ever wanted to just play a game without micromanaging your skill usage? Do you feel forced to change your behavior in the game to achieve a desired skill boost, perhaps casting practice spells over and over again, taking your focus away from actually playing the game? Then this mod might be for you.
This mod adds a fully functional menu where the player can choose which skills to add after gaining experience levels. A few other mods attempted to achieve this, but I was never satisfied with their implementation, so I decided to make a mod to my liking.
This mod is balanced to prevent large skill jumps and smart players from gaming the system. If you're curious about the actual numbers involved, there's a detailed explanation in the "How it works" section. I'm trying to get a balanced skill progression curve by implementing the following:
Maximum skill cap based on player level
Increased per skill level cap by 5 to prevent unrealistic jumps in skills
Skill points earned are weighted based on player level to achieve early game balance while allowing players to limit all skills around level 80.
Require
SKSE (script uses various SKSE functions)
Skills are uncapped (so using skills does not give any skill boost. This mod balances that no skill boost is gained by using skills)
Experience mods (not a hard requirement, you can use other mods that grant player
Install
Extract the archive to the "data" folder, or preferably install the archive using Mod Organizer 2.
Modify the Skill Uncapper ini file to set SkillExpGainMults to 0.0 (must be 0.0, just 0 has no effect!):
Make sure your Experience ini file has bEnableSkillXP = 0 (default) and has the default settings related to Skillcap:
You must start a new game. This mod is not compatible with existing save games.
compatibility
This mod should be compatible with most other mods, depending on how you define "conflict". I try to design my scripts to be smart and not comment on a lot of things other than player level and skill level. Nothing is likely to "break" this mod, but if you have other mods that affect skill gain, the balance may be thrown off. This mod balances that using skills does not make any skill progress. If you have a mod that adds new skills, my mod knows nothing about it. Read the "How it Works" section for technical details and judge for yourself whether there are conflicts.
Known possible issues
You must start a new game. The script initializes some values when closing the RaceSex menu, and if you use the script on an existing character, unexpected behavior may occur. May crash because some arrays will contain null values when called in other functions.
If you have a mod that opens the RaceSex menu again after creating the initial character, it will mess everything up (if you are above level 1, you can open it again as long as you haven't leveled at least once). It may not completely break the game, but it will calculate incorrect baseline values for skills and other variables.
I'm sorry for this limitation on the RaceSex menu. This is the easiest way to have a mod calculate base skills, top skills and racial bonuses and support custom races. This could be refactored with appropriate SKSE extensions, but I don't think it's worth it.
how does this work
After creating a new game, a quest will begin that adds a hidden constant magic effect to the player. The magic effect will have a script attached to it that keeps track of the player's current level. When the player wakes up from sleep, the game will check to see if the player has leveled up. If so, they'll see a menu where they can allocate skill points.
If you choose not to assign points, they will be saved until your next upgrade. You will never lose them. Additionally, the system can handle multiple levels at once.
Skill point benefits and costs
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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.