[RELWIP] Skyrim -Elys- Uncapper

Post » Mon May 21, 2012 5:22 am

Version 1.1.1PR released.

Fix the value from the INI file not being used.
Added Internal version for SKSE so you see the plugin version in SKSE log.

...\Data\SKSE\Plugins\\SKSE_Elys_Uncapper.dll (00000001 S 01010010) loaded correctly
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claire ley
 
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Post » Mon May 21, 2012 9:31 am

Well I have "playing Skyrim" on standby, I'm waiting for the Creation Kit to play it, because I want to add some Succubus abilities before starting a "serious" playthrough.
[i]Poems? :blink: :laugh:. And yes you can give out USV code.
Awesome :D
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Shianne Donato
 
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Post » Mon May 21, 2012 5:12 pm

I've made my smithing 10000 before and used it to make some Forsworn armor with 5000 armor rating.. It's definitely possible to go far beyond the 100 rank =P
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Everardo Montano
 
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Post » Mon May 21, 2012 6:35 pm

I've made my smithing 10000 before and used it to make some Forsworn armor with 5000 armor rating.. It's definitely possible to go far beyond the 100 rank =P

If you try to level up naturally your smithing skill in the game to level 10000, that's gonna take a while :P

As for enchanting it jaybud4 on Nexus said "I CAN say that it works fine up to at the very LEAST 3200." (talking about safe enchanting level before you might encounter enchant/charge bugs)
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Anne marie
 
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Post » Mon May 21, 2012 11:19 am

Running about in a dwemer ruin my sneak seemed increasingly effective. At 105, lower level opponents didn't seem able to see the player even when she was pounding on them with a dagger. The oddity that I noticed was that my Wood Elf seems to gain levels in sneak very quickly. I had figured that the uncapping wouldn't have an immediate effect, and that it might take several gamedays of sneaking to gain levels. I installed it and forgot about, but the levels just started popping up.
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Lilit Ager
 
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Post » Mon May 21, 2012 9:45 am

I have this installed now and I did endorse it over at Nexus.
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Marine Arrègle
 
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Post » Mon May 21, 2012 12:35 pm

... my Wood Elf seems to gain levels in sneak very quickly. I had figured that the uncapping wouldn't have an immediate effect, and that it might take several gamedays of sneaking to gain levels. I installed it and forgot about, but the levels just started popping up.

Faster than from 99 to 100?
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Ashley Hill
 
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Post » Mon May 21, 2012 7:25 am

I noticed the very fast skillgains after lvl 100 too. My smithing skill went from lvl 100 to 112 just from crafting and improving iron helmets with 230 iron ingots. It feels way too fast at least and the cost doesnt increase.

Alchemy is totally broken though. Alchemy skill improves depending on the value of the created potion and at lvl 110 with perks and alchemy gear you can create invisible, slow and regen magicka potions worth over 1500 gold each. I think there may be some exponential growth potential hidden there especially when you make enchanting potions to create better alchemy gear.

Not sure what can be done about this. Did you find something like exp tables for skills while poking around ? If they are included in the esm we will have to wait for the CS.
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Darlene Delk
 
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Post » Mon May 21, 2012 11:47 am

This plus a level slower mod should make the jump from level 1 to level 20 less... abrupt, while still not restricting perks too badly by allowing extra levelups further down the road. ^^ Very cool, imho.

As for the high skill rank XP speed? I hope it's not hard coded... <_<
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Alexis Estrada
 
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Post » Mon May 21, 2012 5:10 am

There is a mod that changes the amount of XP that is needed to level and slower skill gain mods so it isn't hard coded.
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elliot mudd
 
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Post » Mon May 21, 2012 7:59 am

The name string you're setting in the PluginInfo structure is in unicode (wchar_t), it needs to be a standard 8-bit char string.

edit: also *please* stop doing anything other than filling out the PluginInfo structure in the Query callback. The Query callback isn't supposed to have any side effects, the Load callback will get called right afterwards if Query returned true. This creates problems if I ever need to make changes to the API.
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Blessed DIVA
 
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Post » Mon May 21, 2012 7:24 am

Faster than from 99 to 100?
Went up five levels in about two hours sneaking around bandits, falmer and constructs in a dwemer ruin.
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Miranda Taylor
 
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Post » Mon May 21, 2012 6:19 am

The name string you're setting in the PluginInfo structure is in unicode (wchar_t), it needs to be a standard 8-bit char string.
...

Oh yeah thanks I forgot to change that from the old code when I switched to unicode :P
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sam smith
 
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Post » Mon May 21, 2012 8:12 am

This mod works great for smithing, enchanting, alchemy, sneak, one-handed, two-handed, blocking, heavy armor, light armor, and all magic schools =P
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Ownie Zuliana
 
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Post » Mon May 21, 2012 2:15 pm

This mod works great for smithing, enchanting, alchemy, sneak, one-handed, two-handed, blocking, heavy armor, light armor, and all magic schools =P

What benefits do you get above 100 for one-handed, two-handed or magic schools ?
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Danii Brown
 
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Post » Mon May 21, 2012 6:50 am

V1.12PR update:

Added a check for the Perk Pool. The maximum of unused earned perk points you can reach in the game engine is 255. If you go beyond it for example while playing with the uncapper, it would reset to 0. This update makes it so it remains to 255 in such case.
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naana
 
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Post » Mon May 21, 2012 8:28 am

Have you updated to go with the SKSE update?
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josh evans
 
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Post » Mon May 21, 2012 8:18 am

This seriously needs to be updated for the new patch =/
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Amber Ably
 
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Post » Mon May 21, 2012 12:01 pm

V1.1.3PR

Nothing new, just updated to support the new Skyrim 1.2.12 update.
Remember to update SKSE as well if not done already.
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Assumptah George
 
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Post » Mon May 21, 2012 5:42 am

Yay! I was wondering if you were going to do one for skyrim, and you did! Thanks xD
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Marlo Stanfield
 
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Post » Mon May 21, 2012 7:38 am

V1.1.3PR

Nothing new, just updated to support the new Skyrim 1.2.12 update.
Remember to update SKSE as well if not done already.

Thank you so much Elys.
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cutiecute
 
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Post » Mon May 21, 2012 4:11 pm

New version 1.2PR (for Skyrim 1.2.12 only)

Now you can specify a different level cap separately for each skill (see the INI file)

[General];Enable or Disable the pluginbEnabled=1[SkillCaps]; Set the Skill Level Cap toiAlchemy=500iAlteration=500iArchery=500iBlock=500iConjuration=500iDestruction=500iEnchanting=500iHeavyArmor=500iIllusion=500iLightArmor=500iLockpicking=500iOneHanded=500iPickpocket=500iRestoration=500iSmithing=500iSneak=500iSpeech=500iTwoHanded=500

The next steps will be to add script functions to access or modify these values from within the game so modders can make use of the plugin. That will be when it becomes possible with SKSE :)
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Kelsey Anna Farley
 
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Post » Mon May 21, 2012 12:31 pm

Not sure if these GMSTs are actually active, but IMO worth investigating as they may be responsible for at least some of the capping that people have seen:

fDamageSkillMax = 3.0
fDamagePCSkillMax = 1.5
fRepairSkillMax = 10.0
fSneakPerceptionSkillMax = 100.0


Edit: Took me a while, but I figured out the magic cost scaling formula. (The reason I was investigating GMSTs in the first place!) It seems to be hard-capped at 100 and I haven't found a GMST for that, but I'm sure Elys will fix it in code soon enough, and at least the formula itself scales far better this time around. Still a subtractive multiplier, so it eventually hits zero... but not until 400 skill with default settings!

The relevant GMSTs for the player (there are NPC equivalents for each) are as follows:
fMagicCasterPCSkillCostBase = 0.0025
fMagicCasterPCSkillCostMult = 1.0
fMagicPCSkillCostScale = 0.65

And here's the crazy formula they're used in:
SpellCostFactor = Mult * (1 - (SKILL*Base)^Scale)

Verified accurate for skills 0, 1, 15, 100. Hopefully this will be illuminating if they used similar tricks in other formulas. Incidentally: magicka costs are all floating-point now, even on the base spell forms (e.g. Fire Storm's base cost is 1426.4, which is what I used for testing), and GetAV returns floats as well.

Edit: Correction to formula.
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SexyPimpAss
 
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Post » Mon May 21, 2012 12:46 pm

New version 1.3PR:

Added the possibility to modify the rate at which each skill gains experience with the following new settings in the INI file:

[SkillExpGainMults]; 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.fAlchemy=1.0fAlteration=1.0fArchery=1.0fBlock=1.0fConjuration=1.0fDestruction=1.0fEnchanting=1.0fHeavyArmor=1.0fIllusion=1.0fLightArmor=1.0fLockpicking=1.0fOneHanded=1.0fPickpocket=1.0fRestoration=1.0fSmithing=1.0fSneak=1.0fSpeech=1.0fTwoHanded=1.0



Not sure if these GMSTs are actually active, but IMO worth investigating as they may be responsible for at least some of the capping that people have seen:
.....

I'm not into modifying the various formulas governed by skill level yet. (GMST is one of the first thing I look at when I do)
I don't know if I will ever go modifying these formulas :ninja:
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Shaylee Shaw
 
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Post » Mon May 21, 2012 4:09 pm

It would be great to see the default values as a reference. Good work. Keep it up buddy :hubbahubba:
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A Boy called Marilyn
 
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