
http://skyrimnexus.com/downloads/file.php?id=1992
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PART ONE (relz):
This is the first phase of a complete pacing and leveling revamp.
Two aspects of existing mods and mod-making have bothered me in this category:
A) Not one mod *actually* reduces skill gain in a direct or linear fashion. The ones that claim things like "half skill gain" may be half at, say, SLevel 40, but then would be 1/100th at Slevel 80, because they ALL alter the EXPONENT to the formula, not the denominator.
B ) The main problem in Skyrim isn't the overall skill gain, it's the gain of particular skills relative to others. Alchemy is slow; enchanting is fast. A conjuration mage may very well master his lockpicking long before his conjuration.
I have many other goals, but I'm releasing a quick "idea" version of the mod right now, as I usually do.
This mod will, first, change skill gain overall to *exactly* half of the regular skill gain. This is optional (there are two versions). It won't alter the curve, so no crazy exponential results at higher levels.
Secondly, and more importantly, this mod alters the relative speeds of each skill gain. I've tried to base this off of my own experience, but I've been very busy - on the rare chance that I have spare time, I'm actually more likely to mod!
That means that I need your help with these values. The upside is that these are perk-implemented and in no way require a new character; we can beta test and tweak these values like crazy without screwing up a saved game (but always back up beta testing savegames!).
Here are the values so far:
Alchemy 1.5x
Conj 1.4x
L.Armor 1.3x
Block 1.2x
H.Armor 1.2x
Rest 1.2x
Alteration 1.2x
Dest 1.15x
Speech 1.1x
Archery 1.1x
2Hand 0.95x
1Hand 0.9x
Illusion 0.75x
Lockpick 0.75x
P.Pocket 0.65x
Sneak 0.65x
Ench 0.5x
Smith 0.5x
I know some of you will disagree crazily - let's all sort this out without freaking out, please

These average out to 0.94x; with tweaking, they should average to even. The mod itself has a global slowdown of 50% - so all skills progress at half rate on top of their relative changes. I will, tomorrow, add modular options for global slowing/speeding. Like I said, this is the first mod I know of where this isn't a change in the exponent curve.
THIS PART HAS BEEN TESTED TO BE COMPATIBLE WITH ELYS' UNCAPPER. Anything else in the same camp, probably not.
READ THIS: To use this, you have to have the Thief, Warrior, Mage, or Lover stones active - no other stones, and no stonelessness...itude. If you really don't have a stone, they're up the path from Riverwood (I typed Rivendell first

BUG: You won't get the well-rested perk. This bug exists with the Lover Stone in Vanilla, anyway, and it's a dumb perk

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Part Two (relz):
Linear leveling! Ever notice that levels 1-10, or even 1-20, come WAAAY too fast - all those low-level quests go to waste and you're fighting uber-liches when you still feel like you're learning how to shield bash? On the other hand, by the time you're level 40 or so, you might as well be starting a few alts, because you're in for some tedium.
I've reversed this. With linear leveling, every level takes "1100" experience, which is exactly the average amount per level on the way to the level cap. I've included a couple nifty charts in the images at the Nexus. For a rough idea - Vanilla xp to level 2 is 125; mine is 1100. Vanilla level 10 from 9 is 325; mine is 1100. Vanilla level 41 is 1100; even. Vanilla xp for level 81, the "natural" cap (all skills @ 100) is 2100, meaning at levels over 41, with this mod, you'll be leveling quite a bit faster, as much as twice as fast, than you would with Vanilla.
Take account the mod above, though, and you're still spending more time reaching the cap. It's just that their curve feels PUNISHING at the upper levels and PAMPERING at the lower levels... to me. Linear gives it that epic NWN feel (not that NWN is more epic than TES, but the levels feel equally epic to one another).
This is optional, included, and probably not the most awesome idea for a long-standing character (new character recommended). If you must use an existing character, open up the console (~ key) and go:
player.setlevel X
player.advlevel 1
player.updatelevel
Where X is your current level minus one (go back a level, up a level, and then "update," which iteself might not even do anything, but, hey, it's an idear.) Then, if this works like FO3/FNV, the game may punish you severely, keeping track of all the experience you haven't got, and expecting you to catch up before you get to level again. Teehee.
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Part Three (WIP):
Training Fix. I want to have unlimited training, but 5x the cost; found the latter setting, but not yet the former. Haven't looked too hard, yet, though.
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Part Four (WIP):
PERKS. First, there needs to be more perks per level (3?), more perks that scale, and many of the mid-level perks need to come down some (in level reqs) so that you don't have to be Thor The SuperDuperAlmighty to start specializing. The first part of that is driving me crazy, but won't be a problem once I get a script.
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Other parts... I had a whole list of ideas based on things that svcked about Skyrim's pacing, but I'm pooping out. I always do this crap late at night, which is why I ramble forever in my readmes/posts and probably left a digit out of a mod that'll make it crash, and I'll wake up and facepalm my face. Headbutt my palm. It's all relative.