Character Creation Overhaul - Dynamic Skill Progression
105 Comments
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SAM Mar 14 @ 5:21am 
All hail Uriel Septim IV
SAM Mar 14 @ 5:21am 
Oblivion style, it's awsome!!!
RoCkAbLaStEr Mar 1 @ 3:45am 
keeps getting an error saying that i need the CCO before my DSP will work ? plz help me out here :/
dj Feb 6 @ 3:57am 
Awesome mod
azuroth Feb 1 @ 8:17pm 
i'm not sure if the book was removed but if it wasn't you don't get the book with the alternate start mod
Syclonix  [author] Jan 18 @ 9:51pm 
@pedantic_roc, @THREATs ^^, @Master of Puppets: So glad to hear you guys are enjoying the mod. I'ts been my pleasure creating it and sharing it with you :D
pedantic_roc Jan 18 @ 1:19pm 
Hah! Thanks to you that "other" Dragon Born is now miraakulously dead. And me? low lvl 24 this time. So, why do I keep making new characters - LOL. It's this mod (that's why) and I'm
still Loving it, Syclonix. Thanks for your earlier reply and thanks again for sharing your work.
THREATs Jan 11 @ 2:12pm 
EPIC!
Master of Puppets Jan 10 @ 5:07am 
Amazing work Syclonix! This skill progression formula makes a lot more sense and the starting attributes for the new class types are just outstanding!
Syclonix  [author] Jan 6 @ 4:29pm 
@onehitpoint: Correct. With this module, the increased skill progression rates correspond to the skill bonuses you receive. Racial skills, and Specialization skills both gives increased skill bonsues. So for example if you get a 5+ racial skill bonus you will also get a +5% racial skill progression rate bonus.
onehitpoint Jan 6 @ 2:08pm 
Greetings Syclonix, and thank you for taking the time to creating and sharing this mod with the community. Outstanding work.
Quick clarifications: Only racial skill bonuses also give increased progression rates?
What about class skills and specialization bonus? If so, by how much?
Best regards,
1hp
Syclonix  [author] Jan 5 @ 11:14pm 
@pedantic_roc: Yes, that's correct. You will receive a 5 to 10 skill bonus as well as 5 to 10% faster skill increase if you are using this DSP module.

@ben_retter: As long as you have CCO - Dynamic Skill Progression.esp loaded in your load order, it is working. There is no separate page for DSP. Effects are applied automatically.

@Hazz50: Yes, I actually did think long and hard about incorporating the old attributes, but finally decided against it--It would simply unbalance the game b/c Skyrim is not designed to with these other attributes in mind. Not to mention it would unbalance other mods as well bc other mods wouldn't take these attributes into consideration.
Syclonix  [author] Jan 5 @ 12:28am 
@lycanthropy_buff: This does not affect NPCs. If you want NPCs to have the same perks and abilities that you do try "ASIS" mod over at Skyrim Nexus.
pedantic_roc Dec 15, 2013 @ 5:12pm 
Love it. Only thing missing for me was not being able to name my Custom Class. Regardless, many thanks for sharing. Also, thanks for the base and diverse mods.

Q: Was the dynamic intended to add a 5 or 10 skill bonus as well as 5 to 10% faster increase? The reason I ask is that I started with 35 One-Handed. I am NOT complaining. :-)
ben_retter Dec 14, 2013 @ 12:56am 
Great mod, however, I don't get the Dynamic Skill Progression page when I start a new character. Does that mean it's not working? Is there a load order for all the CCO mods, I also have your random alternate start mod loaded aswell.
Hazz50 Dec 5, 2013 @ 8:00am 
Awesome Mod. You did a really good job.
Have you thought about incorporating a mod or creating a mod like Third Era Attributes for Skyrim (http://www.nexusmods.com/skyrim/mods/13968/?). I think bringing back all the attributes would make your mod the complete old school RPG experience.
IronSheep Nov 2, 2013 @ 11:16pm 
epic mod dude, good job, u shud make imperials good at block and heavy and 2 handed and then stupid at everything that requires a bit of brain power
kutusr Oct 23, 2013 @ 2:16pm 
not only HAVE better personality... forgot to put have in the sentance
kutusr Oct 23, 2013 @ 2:15pm 
love it but, imperials have not only better personality but average intelagence.

rethink how you would score the imperials.
mycastlecellar Sep 7, 2013 @ 9:58am 
I say this for all Syclonix[s Over haul mods and will post on each of them. Great work and I give two thumbs up and favorite on making better NPC's for Skyrim. Keep up the good work Syclonix. You have my vote.
Hobbesgoblin Aug 18, 2013 @ 6:36am 
Great mad, cheers muchly! Much prefer having to *think* about what sort of character I want from the outset, rather than just skilling up whenever/whatever because it was so easy to do in vanilla.
LittleRaskol Jul 8, 2013 @ 10:03pm 
While I like the base mod, this expansion is not for me. However, I can't see any way of disabling dynamic skills in-game. The "New Beginning" book only has "Revise" and "Destroy" as options. I don't want to uninstall the whole mod, which is what it seems "Destroy" will do... Is there something else I should do?
madhawk8 Jul 2, 2013 @ 7:49am 
sweet a lot like oblivion classes
lycanthropy_buff Jul 1, 2013 @ 4:58am 
curious question do these mods affect the npc enemies too?
thats something i have always noticed npc enemies dont use their racial gifts
Syclonix  [author] May 18, 2013 @ 7:22pm 
@Beziah, you can use the book "A New Begining" to uninstall the mod on your current playthrough. CCO will also ask you when you first load it on a save game whether you want it enabled or not.
[BD&LS] Subject Gusta May 18, 2013 @ 6:37am 
@Bezieh
CHOPPA!!
Bezieh May 17, 2013 @ 8:10pm 
How do I disable in-game?
Syclonix  [author] May 3, 2013 @ 12:44pm 
You're very welcome!
Lostlake May 2, 2013 @ 3:45pm 
Thank you very much for the info. Although I did not see any indication that SKSE was needed, I still was not sure. I have since DLed this and related mods. Great job mate! All the best to you! Thanks for the work that went into these mods!
Syclonix  [author] May 2, 2013 @ 12:44am 
@Lostlake: No it doesn't require SKSE
Lostlake May 1, 2013 @ 5:08pm 
Does this require SKSE?
Prison Barber Apr 8, 2013 @ 2:12am 
Is it possible this mod confilcts with the option to reset a skill level with the new "Legendary" feature added in patch 1.9?
Telvannizer Mar 29, 2013 @ 3:39pm 
Oh, and I already have the uncapper, but the explanation in the docs for slowing down lvling are confusing (or maybe I'm just stupid) so I thought it would be easier to make a small mod and manipulate the AVIFs directly, like setting them to 33% of vanilla.
Telvannizer Mar 29, 2013 @ 3:34pm 
It makes sense but it also kill my clever explanation for the other guys' smithing problems. :-(
Syclonix  [author] Mar 29, 2013 @ 1:25pm 
Dynamic Skill Progression's changes to skill leveling speed (including smithing) are separate from the records in skyrim.esm and update.esm. The changes are multiplicitive. For example CCO will make smithing level 10% faster relative to whatever it was before using CCO. So it doesn't matter what AV smithing has in the update.esm. I hope that makes sense.
Telvannizer Mar 29, 2013 @ 6:53am 
The actor value (AVIF) that controls lvling speed for smithing is called AVSmithing. it is 160 in Skyrim.esm and 1 in update.esm.
Syclonix  [author] Mar 29, 2013 @ 1:55am 
@Telvanni: I was thinking about it some more and actually CCO does not modify any existing records meaning there aren't any conflicts with the update.esm. I'm not sure what you mean by :smithing values" but CCO only affects the starting skill level and the rate you level the skill. None of these conflict with update.esm. Also, FYI you need to have a smithing level of 15 to be able to improve weapons.

If you want to adjust your overall leveling speed, try googling a mod called Elys Community Uncapper. I'm sure there are also other great mods that do this and they will be perfectly compatible with CCO.
Telvannizer Mar 28, 2013 @ 7:57pm 
so... could we persuade you to return to modding long enough to fix the smithing? And maybe add the possibility to sdjust your overal lvling speed? plzplz!!! :-)
Syclonix  [author] Mar 28, 2013 @ 7:13pm 
@Telvanni: Good catch on the update.esm! And yes, this mod will still work with mods that change leveling speeds. The changes will be additive.
Telvannizer Mar 28, 2013 @ 10:29am 
A possible explanation for the smithing thing: Smithing values and the way they are calculated are different in update.esm and skyrim.esm, and this mod only uses skyrim.esm
Telvannizer Mar 28, 2013 @ 10:21am 
I have a question for you: I think the vanilla lvling speed is too fast. Will it work if I make a mod that changes the AVIF's for lvling speed (-AVAlchemy and so on) and load it before this?
Syclonix  [author] Mar 20, 2013 @ 11:59pm 
Hi Seantastic, sounds like you might have ran into the double menu bug. Please try loading a save before you activated CCO and this time make sure you don't click the Change Race button.

On the other hand, if you mean that your smithing started at a normal level after activating CCO and then increases to 100 when you craft stuff, then I'm afraid its another mod causing the issue.
Sean Mar 19, 2013 @ 4:39pm 
As an Orc
Sean Mar 19, 2013 @ 4:39pm 
I really like your character creation mods, but with this one I get 100 smithing in less than a minute.
Syclonix  [author] Feb 15, 2013 @ 12:15pm 
Hi ajkosiciki, unfortunately, you've run into a bug I couldn't squash where skill bonuses are doubled. It only happens to a small percentage of people and I cannot replicate the bug myself. I am so sorry, but you'll have to restart the character to get the proper skill bonuses. When starting your character should never have a skill higher than 45 and that's if you have all the bonuses stacked.

Please also avoid the "Change Race" button using CCO as that is likely the cause of the issue.
SenorSnarf Feb 15, 2013 @ 10:05am 
Im not sure if im right correct or not but i subscribed to all of your character creation overhaul mods, i absolutely loved the idea of faster skill progression but im afraid it was just too much. i decided to play a stealthy nord sticking to all stealth branch skills etc. But being a lvl 3 with 96 archer, 78 one handed, made the game too unfair. If im confusing anyone, think of it as playing pokemon and getting a lvl 30 starter from the get go. It takes away the "rewarded" feeling of killing some npc. I
redwolflake Jan 26, 2013 @ 11:29pm 
much better character balance in your base mod, looking forward to using this one and favour.
LeJaeger Jan 18, 2013 @ 9:38pm 
awesome thanks for the response! :D love your mods btw!
Syclonix  [author] Jan 18, 2013 @ 1:08pm 
@cmhauk: It is a separate mod which you can download from Skyrim Nexus, just searched "dryad race".

@charliehands: You're very welcome :)
LeJaeger Jan 18, 2013 @ 5:50am 
how did you get the dryad race on the screen shot above?