[RELWIP] Skyrim -Elys- Uncapper

Post » Mon May 21, 2012 5:34 pm

============================
Skyrim -Elys- Uncapper v1.55
============================

1. Description
2. Requirements
3. Installing
4. Optional Settings
5. Uninstalling
6. Backup
7. Conflicts/Known Errors
8. Credits
9. Contact and Information
10. Disclaimer


===============
1. DESCRIPTION
===============

REQUIRED: REMEMBER TO INSTALL SKYRIM SCRIPT EXTENDER FIRST.

The default settings of this plugin will unlock the skill level caps of 100 and push them to 300. This allows you character to potentially reach level 252.
You will also get benefits from skills above level 100, up to level 400 including enchantement bonuses.

You may also tweaks the settings of this plugin to set your own caps, to modify the experience earning rate of each skill, or to change the number of perks gained at a specific level.

See the "4. Optional Settings" section below for such modification.

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2. REQUIREMENTS
================

Skyrim version 1.4.21 is required.
Skyrim Script Extender ( http://skse.silverlock.org/download/skse_1_04_08.7z ) version 1.4.10.

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3. INSTALLING
==============

Extract the content of this archive into your Skyrim folder. ( by default the folder is "C:\Program Files (x86)\Steam\SteamApps\common\skyrim" )
If correctly extracted you should find SKSE_Elys_Uncapper.dll inside your "\DATA\SKSE\Plugins\"


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4. OPTIONAL SETTINGS
==========================

You have the possibility to set a different skill level cap of your choice for each different skill.
You can also modify each different rate at which your character earns skill experience.
And you can set the max skill level used by the game formulas when calculating skill benefits.
Modify SKSE_Elys_Uncapper.ini with a basic text editor such as Notepad.


Example of SKSE_Elys_Uncapper.ini:
[General];Enable or Disable the pluginbEnabled=1;Skill cap inside formulas governed by skills.;It will not cap formulas that have no skill cap in the first place.;Between 0 and 10000;Default game value = http://forums.bethsoft.com/topic/1287595-relwip-skyrim-elys-uncapper/100iSkillEffectFormulasCap=400[SkillCaps]; 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 = 100iAlchemy=300iAlteration=300iArchery=300iBlock=300iConjuration=300iDestruction=300iEnchanting=300iHeavyArmor=300iIllusion=300iLightArmor=300iLockpicking=300iOneHanded=300iPickpocket=300iRestoration=300iSmithing=300iSneak=300iSpeech=300iTwoHanded=300; Set the Skill Experience Gained Multiplier to; These multiplier are applied not only on experience received by practicing the skill; but also on anything that gives skill experience such as console commands and Skill Books.; betwen 0.0 and 10000.0; Using too low or too high values may crash the game. Handle them with caution.; Default game value = 1.0fAlchemy=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[PerksPerLevelAndAbove];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; Level (1..10000) = Perks (0..255);;In the following commented example the player will gain 1 perk per level at and from level 2 to 9, then 2 perks per level at and from level 10 to 29,; then 4 perks per level at and from level 30 to 94, then no perk at all per level for level 95 and above;;2=1;10=2;30=4;95=0


================
5. UNINSTALLING
================

Delete SKSE_Elys_Uncapper.dll and SKSE_Elys_Uncapper.ini from your "\DATA\SKSE\Plugins\"
( by default "C:\Program Files (x86)\Steam\SteamApps\common\skyrim\DATA\SKSE\Plugins\" )
And then delete this SKSE_Elys_Uncapper_README.txt.

===============
6. BACKUP
===============

As a surviving golden rule, always backup all your savegames before trying a new mod. Better safe than sorry. It applies to this mod as well.

============================
7. CONFLICTS / KNOWN ERRORS
============================

The only conflicting mods I can think about, are mods that have been designed to alterate or expand how the skills level up.
After installing the Uncapper, for pre-existing savegames, before leveling a skill by talking to a Trainer, or by using a Skill Book, you should at least use the skill once normally if the skill level has already reached level 100 or above.

===========
8. CREDITS
===========

Thanks to SKSE team for their nice work on Skyrim Script Extender :smile:
Thanks to Bethesda Softworks for letting us modding their game.
Special thanks to ianpatt for providing the necessary informations so I could made a new version of the Uncapper.

===========================
9. CONTACT AND INFORMATION
===========================

Elys on Bethesda Forums ( http://www.gamesas.com/bgsforums/ )

===========================
10. DISCLAIMER
===========================

This software is provided 'as-is', without any express or implied
warranty. In no event shall the authors be held liable for any damages
arising from the use of this software.

.http://www.skyrimnexus.com/downloads/file.php?id=1175
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Kahli St Dennis
 
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Post » Mon May 21, 2012 6:28 am

Re: "However the skills should not get additional level benefit past level 100. (Not verified yet)"...

Is that a limitation you've worked into your plugin, or in the game itself? I've seen people mention that console-ing their smithing above 100 allows greater improvements to gear, but I haven't actually done any first-hand testing.
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Lucky Boy
 
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Post » Mon May 21, 2012 3:03 am

:rock:

Extremely happy to see you releasing things for Skyrim. Can't wait to see some of your other XXSE plugins ported over!

Does anyone have insight on to how the level cap works? Is it around 70-80 with every skill at 100? If so, I imagine this would this let you (for whatever desired reason) get past level 80?

EDIT: As a C++ developer who has poured through and made plugins for Neverwinter Nights 2's NWNX4, I'm wondering if you ever release the source of your plugins? I notice that Pluggy does have its source. It'd immensely help those of us who are interested in trying our hand at making SKSE plugins.
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Love iz not
 
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Post » Mon May 21, 2012 3:01 pm

Re: "However the skills should not get additional level benefit past level 100. (Not verified yet)"...

Is that a limitation you've worked into your plugin, or in the game itself? I've seen people mention that console-ing their smithing above 100 allows greater improvements to gear, but I haven't actually done any first-hand testing.

It's more I have not verified as hinted in the readme. I have not built any limitation in the plugin. If some skill get benefits past 100 in the vanilla game then they will also get benefit using the Uncapper.

I'm interested to know what people can confirm about what skills continue to get better past level 100... or what bug one may encounter on a particular skill past a certain level :)
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Brooks Hardison
 
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Post » Mon May 21, 2012 5:57 am

:rock:
Does anyone have insight on to how the level cap works? Is it around 70-80 with every skill at 100? If so, I imagine this would this let you (for whatever desired reason) get past level 80?

EDIT: As a C++ developer who has poured through and made plugins for Neverwinter Nights 2's NWNX4, I'm wondering if you ever release the source of your plugins? I notice that Pluggy does have its source. It'd immensely help those of us who are interested in trying our hand at making SKSE plugins.

I've released the code for all the OBSE plugins I made I think so far. (Delphi)
Creating a SKSE plugin is almost identical to creating an OBSE plugin. Usually the source code included with the Script Extender contains a C++ plugin template. Exceptionally the early version ianpatt has released to please us does not contain it. But I bet the next version will :)
Also the current early SKSE release only makes your plugin DLL be loaded by the game. You can't add new functions and such yet.
If you are in hurry to learn about SKSE plugin. Download OBSE and check the plugin source code template. It's almost identical for now (SKSE probably will have an extended interface later to support the new Skyrim script functionalities).
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Jon O
 
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Post » Mon May 21, 2012 6:03 am

I've released the code for all the OBSE plugins I made I think so far. (Delphi)
Creating a SKSE plugin is almost identical to creating an OBSE plugin. Usually the source code included with the Script Extender contains a C++ plugin template. Exceptionally the early version ianpatt has released to please us does not contain it. But I bet the next version will :)
Also the current early SKSE release only makes your plugin DLL be loaded by the game. You can't add new functions and such yet.
If you are in hurry to learn about SKSE plugin. Download OBSE and check the plugin source code template. It's almost identical for now (SKSE probably will have an extended interface later to support the new Skyrim script functionalities).
Thanks for the reply!

I can't seem to find your source, after having downloaded your Universal Silent Voice, Disable Fast Travel, and Oblivion Uncapper. I've never used Delphi (I'm a cheap CS student, and can't afford powerful IDEs or something like IDA or Hex Workshop just yet, so I've been sticking to free alternatives, save for my copy of VS2010 Professional I got for free from Microsoft), so I'm not sure if there's something there I'm missing.

Glad to hear that there's a nice packaged plugin to build off of - just what I'm used to. I'll dig around in OBSE's for now, and check back in on SKSE frequently.

Thanks again for the info, Elys. If I manage to break 100 on any of my skills (I'm character level 25 after 129 hours >.>), I'll report any oddities or changes from (100,9999].
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Frank Firefly
 
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Post » Mon May 21, 2012 5:05 am

Thanks for the reply!

I can't seem to find your source, after having downloaded your Universal Silent Voice, Disable Fast Travel, and Oblivion Uncapper. ..

They were released on request as reply inside the corresponding plugin topics.. probably buried into the forums archives now, or hiding in one of the still existing topics :P
If you have need for them I might deep them up ^_^
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IM NOT EASY
 
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Post » Mon May 21, 2012 5:39 am

I've probably missed something blatantly obvious here...

If there is no benefit to your ability if you skill it past 100, then what does this mod actually do? Other than let the numbers change? Is it just a test at the moment?

I used your uncapper with Oblivion so I'm somewhat familiar with the principle.

Apologies for the stupid question.
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Noely Ulloa
 
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Post » Mon May 21, 2012 3:25 am

If there is no benefit to your ability if you skill it past 100, then what does this mod actually do? Other than let the numbers change? Is it just a test at the moment?

This plugin allows your character to still gain experience and so to continue leveling up, by improving your skills past level 100. So That means more perks, and more stamina/health/magicka with each additional character level. And eventually benefits (or bugs :P) from skill above 100 but I have not verified that last point.

Still the experience required by each skill level up follows the same curve than before. That means the higher the skill is, the longer it will take to reach the next level. So it's gonna take time if one wants to raise a skill to 200 for example.
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Julie Ann
 
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Post » Mon May 21, 2012 5:53 pm

Ahh I see, so your 3 level up choices & perks continue to get better, but eg, 110 one-handed is no better than 100 one-handed?

Thanks.
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Janeth Valenzuela Castelo
 
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Post » Mon May 21, 2012 8:03 am

tut eg, 110 one-handed is no better than 100 one-handed?

That's what I don't know. The sure way would be to find out all the hardcoded formulas in the engine that governs the gameplay according to skills, and I've not worked on that.
So I'm curious about what the players, who have skill higher than 100, experience as improvement. Should it be from regular playing, from modifying their skill level using the console, or by using this uncapper :)
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Tracy Byworth
 
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Post » Mon May 21, 2012 8:02 am

Great to see you hacking about already, Elys :) Looking forward to the other stuff that are sure to follow!

I can't seem to find your source, after having downloaded your Universal Silent Voice, Disable Fast Travel, and Oblivion Uncapper.
I've got USV's source with me - Extorted it from the good lady a couple of years ago (It involved a lot of poems, if I recall correctly). I can send it your way if she lets me.
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Roberta Obrien
 
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Post » Mon May 21, 2012 7:51 am

Great to see you hacking about already, Elys :) Looking forward to the other stuff that are sure to follow!

I've got USV's source with me - Extorted it from the good lady a couple of years ago (It involved a lot of poems, if I recall correctly). I can send it your way if she lets me.

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.
Poems? :blink: :laugh:. And yes you can give out USV code.

Once, long ago, I was training a slave,
who endeavored most stubbornly not to behave.
So I cut off a finger or two with a knife,
and threatened to slaughter his child and his wife.
Then I stripped him down naked, and strapped to a horse,
I dragged him through miles of bramble and gorse,
poured salt in the wounds and rolled him in rubble,
and that was the last time he gave any trouble.

-- Mord Sith Mistress Cara.
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yermom
 
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Post » Mon May 21, 2012 5:00 am

I know this may sound creepy, but I :wub: you! I wasn't expecting this until sometime in December!

Thank you!
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Jessica Lloyd
 
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Post » Mon May 21, 2012 3:47 am

I have various reports that at least Smithing and Enchanting can benefit from up to very high values such as level 500 ( if you ever grind to that skill level). :)
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Sarah Edmunds
 
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Post » Mon May 21, 2012 5:13 pm

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.
Poems? :blink: :laugh:. And yes you can give out USV code.

Once, long ago, I was training a slave,
who endeavored most stubbornly not to behave.
So I cut off a finger or two with a knife,
and threatened to slaughter his child and his wife.
Then I stripped him down naked, and strapped to a horse,
I dragged him through miles of bramble and gorse,
poured salt in the wounds and rolled him in rubble,
and that was the last time he gave any trouble.

-- Mord Sith Mistress Cara.


Wonderful to see you set lose upon Skyrim^^.
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Scared humanity
 
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Post » Mon May 21, 2012 4:44 pm

:happy:

I will release a new version soon (tomorrow at worst) that allows the user to set its own skill level cap in a .ini file.
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Niisha
 
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Post » Mon May 21, 2012 6:20 pm

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.
Poems? :blink: :laugh:. And yes you can give out USV code.

Once, long ago, I was training a slave,
who endeavored most stubbornly not to behave.
So I cut off a finger or two with a knife,
and threatened to slaughter his child and his wife.
Then I stripped him down naked, and strapped to a horse,
I dragged him through miles of bramble and gorse,
poured salt in the wounds and rolled him in rubble,
and that was the last time he gave any trouble.

-- Mord Sith Mistress Cara.


Nice Sword of Truth reference. :P

Glad to see this is out. I'm in no position to test this yet, but 40 skill ups from now I'll get back to you.
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Syaza Ramali
 
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Post » Mon May 21, 2012 6:04 pm

I can confirm that Enchanting DOES benefit from being above level 100.
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Marie
 
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Post » Mon May 21, 2012 6:50 pm

Question to Elys:

So each lvl after 100 will continue with the original exp increment? Same goes for your main exp to level up?
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Solina971
 
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Post » Mon May 21, 2012 3:46 am

in the original game, magic skills above 100 get no extra benifit. i.e. magic cost does not go down any further. for 1-handed and 2-handed and archery the damage does not go up any further.
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Rudy Paint fingers
 
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Post » Mon May 21, 2012 3:01 am

I couldn't play Oblivion without your uncapper installed, and it was among my most anticipated mods for Skyrim. So happy to see it, and didn't expect it this soon. Thanks a lot!
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Motionsharp
 
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Post » Mon May 21, 2012 5:37 pm

Question to Elys:

So each lvl after 100 will continue with the original exp increment? Same goes for your main exp to level up?

Yes. It uses the same skill leveling formula. The higher the skill, the more experience you need to reach the next level.
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Dezzeh
 
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Post » Mon May 21, 2012 4:29 am

Original post updated about the new version.
I lowered the default new cap value to 500.
However you can now define your own level cap in Skyrim_Elys_Uncapper.ini (See ReadMe For details)

I got a report from one player that very high value (how high not said by him) of Enchanting might make the game crash with enchantments and weapon charge broken
If someone has tested this case, please comment here about at what skill value such errors occur :)

I know this may sound creepy, but I :wub: you! I wasn't expecting this until sometime in December!
I did not intend to but I receive messages from people using my Oblivion Uncapper, who wanted a Skyrim Uncapper ASAP :tongue:

in the original game, magic skills above 100 get no extra benifit. i.e. magic cost does not go down any further. for 1-handed and 2-handed and archery the damage does not go up any further.
Yeah I seem to notice the same thing.

Nice Sword of Truth reference. :P
Tamriel needs Mord Siths :P
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Sara Lee
 
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Post » Mon May 21, 2012 6:17 am

I just noticed one of the native language function used in my code does not work as intended (while my code seems is correct. Since I've updated my libraries and compiler since the last time I used this function. I'm gonna investigate what is causing the unexpected function behavior.

Currently for the plugin users, that means changing the cap value of 500 in the INI files will do nothing.

EDIT: Problem solved. It was some sneaky meany undocumented WideString vs UnicodeString behavior with that function :flamethrower:
I will post the fixed version soon.
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Christine Pane
 
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