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2. Due to the above, Luck is not particularly worth maximizing, because by the time you can maximize it the skills that you actually use are very likely to already be at the effective cap and so aren't going to gain anything from further increases to your Luck score.
3. Luck-modified skill levels aren't displayed anywhere and don't count for mastery perks, so I'd be a bit cautious about equating it with skill levels even if they actually counted for anything when your base skill level is already at 100.
4. Drain [Skill] on Self can allow you to use the in-game trainers to raise your base level in any skill beyond 100 - all the way up to 200 ranks in a given skill using a single spell, or up to 255 ranks in a given skill using two or more spells - though as with Luck-modified skill level almost none of the skills in the game actually benefit from doing this. Finding enough training sessions to actually do this is problematic in the unmodded game since you're limited to 5 training sessions per character level, unused training sessions don't carry over from one character level to the next, and the 'natural' level cap for your character is somewhere between 43 and 52 depending on race/class/specialization, but it's not completely impossible and if you start with minor skills you could probably use this to get every skill in the game up to rank 120 or thereabouts if you really wanted to do so.
As an added bonus/exploit, training cost and the maximum rank to which a given trainer can train your character is determined by your drained skill level - not by your base skill level - so Drain [Skill] 100 on Self for some short duration can make training essentially free for as long as your base skill level is less than 100 and effectively turns any trainer into a master trainer without needing to go through the usual faff that the actual master trainers require.
Technically, that depends on how willing you are to put yourself through tedious nonsense. You can train yourself to 100 Athletics pretty easily by leaving the game running overnight (or during the day while you're doing something else) with your character auto-running into a wall or internal corner or similar, and if you have the patience for tedious nonsense you can also train yourself to 100 Security by finding a lock with at least two tumblers, setting all but one of the tumblers, exiting out of the lockpicking screen, and repeating ad nauseam or to 100 Mercantile by repeatedly buying and selling a single iron arrow or similarly low-cost item.
Also, the in-game trainers exist for a reason, and at least by high level your character will probably have more than enough gold to spend on training if you want to max an otherwise-difficult-to-advance skill.
Because the game was designed by lunatics or something
Certainly is. Just started another playthrough. Been playing off and on since 2006.
Went into the Inn for local news and totally forgot about the pipe mod I installed. I thought they were affected by a spell. NPCs only use it sparingly, so crisis over.
https://steamcommunity.com/sharedfiles/filedetails/?id=3213197264
I don't remember which mod it is but one of them adds a shack high in the mountains next to a cliff face and is inaccessible to NPCs and wildlife so I set up a table and chairs and some plant pots at the edge of the sheer drop cliff face and used the same pipe mod to place on the table with some wine and ale (even though I'm teetotal and don't smoke) to make it a refuge of solitude. I think it was added by a large mod like KOTN: Revelations.
This is simply wrong. Luck has no bearing on increasing your skills, and the value of luck is mostly in the early game. As the game progresses and your skills rise, it has little benefit and can be ignored. Putting the point into one of your controlling attributes will yield superior returns.
Choosing Thief as your birthsign and perhaps creating a custom class with Luck as one of the favored attributes can be useful, since you'll get a 15 point boost to Luck. That can be very helpful for a brand new character. But there's really no reason to put any more into it.
Getting skills and stats above 100 requires a lot of careful metagaming and micromanagement, leveraging felldew withdrawal, etc. Not really an interesting topic for a new player.
(Direct Quote from the UESP)
" Luck has an effect on everything you do, but governs no skills.
Luck modifies all your skills (except Acrobatics, Athletics and Speechcraft) behind the scenes as follows:
SkillModifiedByLuck = SkillInQuestion + ( ( fActorLuckSkillMult * Luck ) + iActorLuckSkillBase)" (sic)
"In other words, a skill is increased by 40% of however many points of Luck you have over 50; e.g., for a player with Luck of 60, influenced skills are increased by 4 (40% of 10) skill levels (skill points) and for a player with Luck of 100, influenced skills are increased by 20 (40% of 50). These luck boosts do not grant the skill perks if the hidden bonus pushes you to the journeyman, expert etc. ranks. Luck increasing your armorer skill to master or above is an exception to this, however. If luck brings your armorer skill to master, your repair hammers will not break." (sic)
"In addition to modifying skill levels, Luck probably influences most situations where the game randomly determines events, such as a repair hammer or a lockpick breaking. Confirming the role of luck in changing probability is difficult, because in most cases the details are hidden within the game engine." (sic)
However, as the luck modifier becomes more or less redundant (there are a few exceptions) as you maximise your skills it is questionable whether it is beneficial to increase luck in game. I usually take an increase of 5 points when creating my custom character and then an additional 5 points from completion of "The Knights of the Nine.
I believe I am correct in saying that the problem with luck is that it is naturally neutral when you need it most at the start your game (you can choose to modify this slightly in your favour when creating your character), and becomes progressively less important as you progress.