About this mod
Gain skill points for leveling skills. Configurable formulas, standardized parsing, MCM.
- Requirements
- Permissions and credits
- Changelogs
- SKSE64
- SkyUI
- PapyrusUtil
In general, this mod allows you to have more specific progression in perk points instead of flat "new level - new perk point", with more settings than Uncapper.
Originally, it was meant to go along with Time-Based Enemy Scaling (Automatic) mod to have more organic way of getting perk points.
- Multiple formulas that can use skills, schools and character level
- Different basic rules (Archery can be in Warrior or Thief schools, for example)
- Configurable number of perk points given
- Configurable progress value needed.
You will also hear a quiet sound effect when you receive a perk point.
MCM menu contains Information tab with additional technical info, like estimated progress for differents schools.
You can add the mod midgame and change any settings at almost any time - they are used only when you get a skill levelup.
- Install SKSE64, SkyUI and PapyrusUtil,
- Install the mod,
- Go to MCM menu and choose a preset
There are 6 presets so far:
- early-learner: more perk points at the beginning, less and less with time;
- schools-based: more points from schools, less point as your character level increases;
- skill-based: greater skill levels = more perk points (default preset);
- speciality-all: specialize in one school and get more perks from it, less perks from other schools;
- speciality-best: same as previous, but less restrictive;
- speciality-SkyRe: SkyRe-specific version of "speciality-all", less influence from Wayfarer skill;
Additionally, there are rulesets:
- Vanilla: standard schools, i.e. archery is a Warrior skill (default ruleset);
- Vanilla-fixed: swapped Light armor and Archery skills;
- Craft: separates Alchemy, Smithing, Enchanting and Speechcraft into a separate school to exclude them from calculations.
The formula itself is loaded and parsed only when you choose it in MCM, at the start of the game (default preset is loaded), or switch rulesets.
Calculations happen every time you get a skill level.
The load depends on formula complexity, but it's fast for a single level (or a few levels at once).
Getting many skill levels at a time shouldn't affect performance, but calculations may take some time (~4s for 14 levels with a complex (speciality-best) formula, for example).
This mod uses "skill level improved" event, so it might do nothing for mods that change skill leveling mechanics.
Other than that, there should be no problems.
SKSE Team and SkyUI Team - for the greater good;
exiledviper and meh321 - for PapyrusUtil;
VanKorno - for the reason this mod even exists;
Fllexs - for suggestions and helping with oddities.
DarkX ShadowX21 - for the font I used in logo