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Have you noticed an increase of leveling xp after the first few? I just started a new game with the same mods you just mentioned. Didn't want to get too far into it if it was going to be that way for every level. How is the leveling for you after the first few levels?
If you're using an uncapper mod though, isn't the point behind that, to level faster and longer, rather than slower? The game doesn't go on forever, so if you level slower, you may not even get to enjoy an uncapper mod. Just my opinion though.
Thanks for the info :)
No, I level slower so that I don't rush to level 50+ before I've explored 25% of the map. I would never actually increase the leveling speed, good lord. The "max level" is 81, if you skill everything up to 100 and don't Legendary any skills. About level 50 is where most things stop scaling with you anyways, so I don't see much point in going past 60-ish personally. Unless you really want to fight The Ebony Warrior, that is.
Cheers!
Cheers,
Sometime convenience is worth the initial work. For me at least,lol.
Here's the ini for the uncapper, in case you'd be interested in seeing what all you can customize with that mod. (Adding a new comment for it following this one)
#Configuration file version, DO NOT CHANGE
Version = 4
Author = Kassent
[SkillCaps]
#Set the skill level cap.This option determines the upper limit of skill level you can reach.
; Set the Skill Level Cap to
; Between 0 and 10000;
; Using too low or too high values may crash the game. Handle them with caution.
; Default game value = 100
iAlchemy=255
iAlteration=255
iMarksman=255
iBlock=255
iConjuration=255
iDestruction=255
iEnchanting=255
iHeavyArmor=255
iIllusion=255
iLightArmor=255
iLockpicking=255
iOneHanded=255
iPickpocket=255
iRestoration=255
iSmithing=255
iSneak=255
iSpeechcraft=255
iTwoHanded=255
[SkillFormulaCaps]
#Set the skill formula cap. This option determines the upper limit of skill level uesd in the calculation of all kinds of magic effects.
; Set the Skill Formula Cap to
; If your skill level is higher than the cap set below, then the skill level showing in game will be capped and displayed in red color (like if it was affected by a negative enchantment)
; Between 0 and 10000;
; Using too low or too high values may crash the game. Handle them with caution.
; Default game value = 100
iAlchemy=155
iAlteration=155
iMarksman=155
iBlock=155
iConjuration=155
iDestruction=155
iEnchanting=155
iHeavyArmor=155
iIllusion=155
iLightArmor=155
iLockpicking=155
iOneHanded=155
iPickpocket=155
iRestoration=155
iSmithing=155
iSneak=155
iSpeechcraft=155
iTwoHanded=155
[SkillExpGainMults]
#Set the skill experience gained multiplier.The skill experience you gained actually = The final calculated experience value right before it is given to the character after any experience modification * SkillExpGainMult * Corresponding Sub-SkillExpGainMult listed below.
; Set the Skill Experience Gained Multiplier to
; betwen 0.0 and 10000.0
; Using too low or too high values may crash the game. Handle them with caution.
; Default game value = 2.0
; (This set-up will use BASE SKILL Level instead of Character Level for the subsection modifications)
fAlchemy=1.0
fAlteration=1.0
fMarksman=1.0
fBlock=1.0
fConjuration=1.0
fDestruction=1.0
fEnchanting=1.0
fHeavyArmor=1.0
fIllusion=1.0
fLightArmor=1.0
fLockpicking=1.0
fOneHanded=1.0
fPickpocket=1.0
fRestoration=1.0
fSmithing=1.0
fSneak=1.0
fSpeechcraft=1.0
fTwoHanded=1.0
#All the subsections of SkillExpGainMults below allow to set an additional multiplier depending on CHARACTER LEVEL, independantly for each skill.
; The format is PlayerCharacterLevel = Multiplier. You can specify many different levels.
; If a specific level is not specified then the closest lower level setting is used.
; Default value: 1=1.0
; This modifier IS NOT USED in this setup, so a setting of 1.00 doesn't change any applied multipliers.
[SkillExpGainMults\CharacterLevel\OneHanded]
1 = 1.00
[SkillExpGainMults\CharacterLevel\TwoHanded]
1 = 1.00
[SkillExpGainMults\CharacterLevel\Marksman]
1 = 1.00
[SkillExpGainMults\CharacterLevel\Block]
1 = 1.00
[SkillExpGainMults\CharacterLevel\Smithing]
1 = 1.00
[SkillExpGainMults\CharacterLevel\HeavyArmor]
1 = 1.00
[SkillExpGainMults\CharacterLevel\LightArmor]
1 = 1.00
[SkillExpGainMults\CharacterLevel\Pickpocket]
1 = 1.00
[SkillExpGainMults\CharacterLevel\LockPicking]
1 = 1.00
[SkillExpGainMults\CharacterLevel\Sneak]
1 = 1.00
[SkillExpGainMults\CharacterLevel\Alchemy]
1 = 1.00
[SkillExpGainMults\CharacterLevel\SpeechCraft]
1 = 1.00
[SkillExpGainMults\CharacterLevel\Alteration]
1 = 1.00
[SkillExpGainMults\CharacterLevel\Conjuration]
1 = 1.00
[SkillExpGainMults\CharacterLevel\Destruction]
1 = 1.00
[SkillExpGainMults\CharacterLevel\Illusion]
1 = 1.00
[SkillExpGainMults\CharacterLevel\Restoration]
1 = 1.00
[SkillExpGainMults\CharacterLevel\Enchanting]
1 = 1.00
#All the subsections of SkillExpGainMults below allow to set an additional multiplier depending on BASE SKILL level, independantly for each skill.
; All the subsections of SkillExpGainMults below allow to set an additional multiplier depending on the base skill level, independantly for each skill.
; The format is PlayerBaseSkillLevel = Multiplier. You can specify many different levels.
; If a specific level is not specified then the closest lower level setting is used.
; Default value: 1=1.0
[SkillExpGainMults\BaseSkillLevel\OneHanded]
1=0.25
20=0.3
25=0.4
30=0.55
35=0.75
40=1.0
70=1.15
100=0.5
[SkillExpGainMults\BaseSkillLevel\TwoHanded]
1=0.25
20=0.3
25=0.4
30=0.55
35=0.75
40=1.0
70=1.15
100=0.5
[SkillExpGainMults\BaseSkillLevel\Marksman]
1=0.25
20=0.3
25=0.4
30=0.55
35=0.75
40=1.0
70=1.15
100=0.5
[SkillExpGainMults\BaseSkillLevel\Block]
1=0.25
20=0.3
25=0.4
30=0.55
35=0.75
40=1.0
70=1.15
100=0.5
[SkillExpGainMults\BaseSkillLevel\Smithing]
1=0.9
25=1.0
50=1.15
80=1.4
[SkillExpGainMults\BaseSkillLevel\HeavyArmor]
1=0.25
20=0.3
25=0.4
30=0.55
35=0.75
40=1.0
70=1.15
100=0.5
[SkillExpGainMults\BaseSkillLevel\LightArmor]
1=0.25
20=0.3
25=0.4
30=0.55
35=0.75
40=1.0
70=1.15
100=0.5
[SkillExpGainMults\BaseSkillLevel\Pickpocket]
1=1.0
25=1.1
40=1.2
55=1.3
70=1.4
85=1.5
100=2.0
[SkillExpGainMults\BaseSkillLevel\LockPicking]
1=1.0
25=1.1
40=1.2
55=1.3
70=1.4
85=1.5
100=2.0
[SkillExpGainMults\BaseSkillLevel\Sneak]
1=0.25
20=0.3
25=0.4
30=0.55
35=0.75
40=1.0
70=1.15
100=0.5
[SkillExpGainMults\BaseSkillLevel\Alchemy]
1=1.00
30=1.25
60=1.5
90=2.0
[SkillExpGainMults\BaseSkillLevel\SpeechCraft]
1=1.0
25=1.1
40=1.2
55=1.3
70=1.4
85=1.5
100=2.0
[SkillExpGainMults\BaseSkillLevel\Alteration]
1=0.25
20=0.3
25=0.4
30=0.55
35=0.75
40=1.0
70=1.15
100=0.5
[SkillExpGainMults\BaseSkillLevel\Conjuration]
1=0.25
20=0.3
25=0.4
30=0.55
35=0.75
40=1.0
70=1.15
100=0.5
[SkillExpGainMults\BaseSkillLevel\Destruction]
1=0.25
20=0.3
25=0.4
30=0.55
35=0.75
40=1.0
70=1.15
100=0.5
[SkillExpGainMults\BaseSkillLevel\Illusion]
1=0.25
20=0.3
25=0.4
30=0.55
35=0.75
40=1.0
70=1.15
100=0.5
[SkillExpGainMults\BaseSkillLevel\Restoration]
1=0.25
20=0.3
25=0.4
30=0.55
35=0.75
40=1.0
70=1.15
100=0.5
[SkillExpGainMults\BaseSkillLevel\Enchanting]
30=1.25
60=1.5
90=2.0
[LevelSkillExpMults]
#Set the skill experience to PC Level experience multipliers.When you level up a skill, the PC experience you gained actually = Current base skill level * LevelSkillExpMults * Corresponding Sub-LevelSkillExpMults listed below.
; Set the Skill Experience to Player's Character Experience Multipliers to
; betwen 0.0 and 10000.0
; Using too low or too high values may crash the game. Handle them with caution.
; Default game value = 2.0
; (This set-up will use CHARACTER Level instead of Base Skill Level for the subsection modifications)
fAlchemy=0.75
fAlteration=1.0
fMarksman=1.0
fBlock=1.15
fConjuration=1.0
fDestruction=1.0
fEnchanting=0.75
fHeavyArmor=1.15
fIllusion=1.0
fLightArmor=1.15
fLockpicking=1.0
fOneHanded=1.0
fPickpocket=1.0
fRestoration=1.0
fSmithing=0.75
fSneak=1.0
fSpeechcraft=1.0
fTwoHanded=1.0
#All the subsections of LevelSkillExpMults below allow to set an additional multipliers depending on CHARACTER LEVEL, independantly for each skill.
; All the subsections of PCLevelSkillExpMults below allow to set an additional multipliers depending on the base skill level, independantly for each skill.
; The format is PlayerCharacterLevel = Multiplier. You can specify many different levels.
; If a specific level is not specified then the closest lower level setting is used.
; Default value: 1=1.0
[LevelSkillExpMults\CharacterLevel\OneHanded]
1=1.0
20=0.833
25=0.625
30=0.454
35=0.333
40=0.5
70=0.869
100=0.66
[LevelSkillExpMults\CharacterLevel\TwoHanded]
1=1.0
20=0.833
25=0.625
30=0.454
35=0.333
40=0.5
70=0.869
100=0.66
[LevelSkillExpMults\CharacterLevel\Marksman]
1=1.0
20=0.833
25=0.625
30=0.454
35=0.333
40=0.5
70=0.869
100=0.66
[LevelSkillExpMults\CharacterLevel\Block]
1=1.0
20=0.833
25=0.625
30=0.454
35=0.333
40=0.5
70=0.869
100=0.66
[LevelSkillExpMults\CharacterLevel\Smithing]
1=1.00
40=0.5
60=0.25
100=0.1
[LevelSkillExpMults\CharacterLevel\HeavyArmor]
1=1.0
20=0.833
25=0.625
30=0.454
35=0.333
40=0.5
70=0.869
100=0.66
[LevelSkillExpMults\CharacterLevel\LightArmor]
1=1.0
20=0.833
25=0.625
30=0.454
35=0.333
40=0.5
70=0.869
100=0.66
[LevelSkillExpMults\CharacterLevel\Pickpocket]
1=1.00
40=0.25
60=0.1
[LevelSkillExpMults\CharacterLevel\LockPicking]
1=1.00
40=0.25
60=0.1
[LevelSkillExpMults\CharacterLevel\Sneak]
1=1.00
40=0.5
60=0.25
100=0.1
[LevelSkillExpMults\CharacterLevel\Alchemy]
1=1.00
40=0.5
60=0.2
100=0.1
[LevelSkillExpMults\CharacterLevel\SpeechCraft]
1=1.00
40=0.5
60=0.25
100=0.1
[LevelSkillExpMults\CharacterLevel\Alteration]
1=1.0
20=0.833
25=0.625
30=0.454
35=0.333
40=0.5
70=0.869
100=0.66
[LevelSkillExpMults\CharacterLevel\Conjuration]
1=1.0
20=0.833
25=0.625
30=0.454
35=0.333
40=0.5
70=0.869
100=0.66
[LevelSkillExpMults\CharacterLevel\Destruction]
1=1.0
20=0.833
25=0.625
30=0.454
35=0.333
40=0.5
70=0.869
100=0.66
[LevelSkillExpMults\CharacterLevel\Illusion]
1=1.0
20=0.833
25=0.625
30=0.454
35=0.333
40=0.5
70=0.869
100=0.66
[LevelSkillExpMults\CharacterLevel\Restoration]
1=1.0
20=0.833
25=0.625
30=0.454
35=0.333
40=0.5
70=0.869
100=0.66
[LevelSkillExpMults\CharacterLevel\Enchanting]
1=1.00
40=0.25
60=0.1
#All the subsections of LevelSkillExpMults below allow to set an additional multipliers depending on BASE SKILL LEVEL, independantly for each skill.
; The format is PlayerBaseSkillLevel = Multiplier. You can specify many different levels.
; If a specific level is not specified then the closest lower level setting is used.
; Default value: 1=1.0
; This modifier IS NOT USED in this setup, so a setting of 1.00 doesn't change any applied multipliers.
[LevelSkillExpMults\BaseSkillLevel\OneHanded]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\TwoHanded]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\Marksman]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\Block]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\Smithing]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\HeavyArmor]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\LightArmor]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\Pickpocket]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\LockPicking]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\Sneak]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\Alchemy]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\SpeechCraft]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\Alteration]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\Conjuration]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\Destruction]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\Illusion]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\Restoration]
1 = 1.00
[LevelSkillExpMults\BaseSkillLevel\Enchanting]
1 = 1.00
[PerksAtLevelUp]
#Set the number of perks gained at each level up. If a specific level is not specified then the closest lower level setting is used.
;Default game value is one perk per level (you can also use float as value, for example 1.25 per points per level)
2=2.125
3=1.125
10=2.125
11=1.125
20=2.125
21=1.125
30=2.25
31=1.25
40=2.25
41=1.25
50=2.375
51=1.25
75=3.5
76=1.25
100=0.5
[HealthAtLevelUp]
#Set the number of health gained at each level up. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 10 points per level
2=20
7=10
25=25
26=10
50=25
51=7
75=25
76=5
100=3
[MagickaAtLevelUp]
#Set the number of magicka gained at each level up. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 10 points per level
2=20
7=10
25=25
26=10
50=25
51=10
75=25
76=11
[StaminaAtLevelUp]
#Set the number of Stamina gained at each level up. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 10 points per level
2=20
7=10
25=25
26=10
50=25
51=7
75=25
76=5
100=3
[CarryWeightAtHealthLevelUp]
#Set the number of carryweight gained at each health level up. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 0 points per level
2=10
22=5
62=2
75=1
[CarryWeightAtMagickaLevelUp]
#Set the number of carryweight gained at each magicka level up. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 0 points per level (I felt that this was unfair to pure Mages, so I modified it.)
2=10
22=5
62=2
75=1
[CarryWeightAtStaminaLevelUp]
#Set the number of carryweight gained at each stamina level up. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 5 points per level
2=12
8=10
20=12
27=8
35=6
43=4
50=2
61=6
69=4
77=2
[LegendarySkill]
#This option determines whether the legendary feature will reset the skill level.Setting this option to true will make option "iSkillLevelAfterLegendary" have no effect.
bLegendaryKeepSkillLevel = false
#This option determines whether to hide the legendary button in StatsMenu when you meet the requirements of legendary skills.If you set "iSkillLevelEnableLegendary" to below 100, the lengedary button will not show up, but you can make skills lengedary normally by pressing SPACE.
bHideLegendaryButton = true
#This option determines the skill level required to make a skill legendary.
iSkillLevelEnableLegendary = 100
#This option determines the level of a skill after making this skill legendary.Set this option to 0 will reset the skill level to default level.
iSkillLevelAfterLegendary = 0