06.01.2020
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Skyrim Fast Leveling Mod Average ratng: 7,8/10 7590 reviews
FastSkyrim Fast Leveling Mod

Hi folks,So I have been searching and I don't think the mod that I am looking for exists. So I thought I'd ask here to see if anyone knows how it could be done.EDIT: Thought I better mention that I think this is the right forum to post this, as it's something I'm probably going to have to put together myself. However, if it would be better suited to the requests forum could a kind moderator please move it there?

Thank you.-Short Version:What I am looking for is a mod that directly effects the experience earned from gaining levels in a skill.For example, if I go from 49 to 50 in archery, my understanding is that I gain 50XP towards my next character level up. I am looking for a mod or way that would allow this value to be 50% or 25% of its calculated value. So instead of 50XP in the above example, I'd get 25 or even 12.5.Anyone any idea how I would go about achieving this? I'm guessing it's not going to be as easy as a console command.Thanks.-Extended Version:I understand that there is a skill XP variable that exists, using the following:k(x1.95)+Cx being the current skill level and C indicating a different coefficient for each individual skill.However, this is no good to me. As it doesn't affect how much experience is gained from leveling a skill (such as archery, as mentioned above).Instead what it determines (in my understanding) is how many arrows you need to fire in order for the skill to increase.From what I can see, most level curve rebalance mods typically effect the following variables:fXPLevelUpBasefXPLevelUpMultWhich are used as follows:Current level.

Skyrim Leveling Up Fast

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fXPLevelUpMult + fXPLevelUpBaseHowever, this is also no good to me as it does not directly affect the experience earned from leveling a skill. Only the 'required amount' needed.So with this in mind, again, anyone any idea how I'd go about changing the XP earned per skill up?Big thanks if you bothered to read the long version, lol.Edited by yourrmother, 02 March 2012 - 03:59 PM.

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The variable that effects what I was talking about is: fXPPerSkillRankSo can different skills be made to contribute differently? For example, just lockpicking giving half the usual gain (or even no gain)?From what I can see this variable is applied for all skill-ups.

I suggest to get the effect you'e after you would have to identify the script being used for calculating skill-ups and add another variable to multiply fXPPerSkillRank by and some conditional code for each different skill to set the new variable to get the result you wanted with a potential ELSE setting the default value to 1. In pseudo code something like:if skill'Lockpicking'then some more code like:XPmult=0 before fXPPerSkillRank is calculated andfXPPerSkillRank = fXPPerSkillRank.XPmult immediately after fXPPerSkillRank is initially calculated.So XPmult (a variable I just made up for our purpose) would equal 1 for skills you wanted to leave as is, and would be 0 if skills you didn't want to level you. Obviously a value between 0 and 1 would reduce the Xp earned from that particular skill.There is a mod which apparently makes non cobat skills not give Xp towards leveling but it requires Dragon Script to work. I've not wanted to install Dragon Script as it's currently 'on hold' on Nexus and apparently pretty powerful.I'm pretty new to modding but I'm an OK coder, and am currently trying to work out how to identify which scripts do what. Anyone able to point me towards the scritp at work when a skill goes up and fXPPerSkillRank is used would be greatly appreciated. A decent data dictionary would also be handy.Edited by sirvile, 13 June 2012 - 05:11 AM.