我在这里所做的事情，最初我认为没有必要。体验ini文件可让您正常使用技能XP（我不想单独使用它，因为那样您会从经验来源获得对我的“额外” XP的感觉达到香草水平）。 Lexy的列表包括Skyrim Skill Uncapper，该变量具有变量来控制技能等级提升所贡献的角色等级XP。不幸的是，正如z4x在“体验”注释部分中向我解释的那样，他的mod和Uncapper试图使用相同的功能，并且只有一个可以工作。但是，有一个游戏变量fXPPerSkillRank通常等于1，技能中的角色等级XP被乘以。它不像解包器那样灵活，但是足以满足我的需求。最大的问题是，设置它的主要方法是使用setgs console命令，该命令在保存过程中并不持久。我可以制作一个短名称的单行批处理文件（例如“ me”），然后通过键入“ bat me”来访问它，从长远来看，这减少了我的键入操作，但是这意味着我仍然必须打开控制台每次我启动游戏时。
z4x解释了最简单的解决方案“将其设置为CK，然后另存为esp插件”。现在，我仅使用过创世工具包将我的43表格文件转换为44表格，这仅仅是因为有人（或某些程序）要求我这么做。因此，*魔术*。但是我只用Skyrim.esm（文件>>数据，双击Skyrim.esm，但不单击“设置为活动文件”）加载了创建工具包。我对整个窗口顶部的巨大按钮感到有些恐慌，但是与许多问题一样，如果您一次只评估每个选项，就可以找到解决方案。在这种情况下，它是“游戏设置>>设置...”，而列表中大约三分之二的位置是fXPPerSkillRank。因此，我单击了它，将窗口右半部分中的字段中的数字从1.0更改为0.1，单击File >> Save，并命名为新的esp。然后我花了十分钟的时间查找文件，因为我忘记了由于从Mod Organizer 2启动CK，它被发送到MO2的Overwrite文件，就像安装Lexy列表时生成的其他文件一样。
这就是困难的部分。我还包括了我使用的Experience和SkyrimUncapper ini文件。我会稍微解释一下我的想法，但我将它们放在mod中，因为它使它们易于查找（按照Lexy的说明，她修改过的Experience ini位于Experience文件夹中，但是SkyrimUncapper ini在（SJG）Omega文件夹中）。但是要使其正常工作，您需要遵循...
-SkillExpGainMults \ BaseSkillLevel现在在所有技能上都相同，就像个人喜好一样。
-Health / Magicka / Stamina AtLevelUp已被平滑。我不喜欢在几个级别获得巨额奖金，主要是因为我不想记住那些级别。我更喜欢平均分配统计数据，因此每个值的上一个级别都是3的倍数。
I've recently tackled Lexy's Legacy of the Dragonborn modlist, which gave me some exposure to a bunch of tools I haven't previously used. I won't claim an expertise in them, but I have enjoyed the learning process. For example, when the time came to add some mods I felt I needed, but hadn't made Lexy's cut, I hit the 'help' button in SSEEdit and learned how to make a conflict resolution patch. I just want to mention that, because it's one of those things I've heard modders discuss in passing like it's the easiest thing in the world, but always sounded like magic to me. But, if you take the time to learn, and think about what you're doing, it's not that hard. If I can do it, you can do it.
What I've done here, I didn't initially think would be necessary. The Experience ini file lets you apply skill XP normally (I didn't want to use that by itself, because then you're getting vanilla levelling with what felt to me 'bonus' XP from Experience's sources). Lexy's list includes Skyrim Skill Uncapper, which has variables to control the character level XP contributed by skill rank ups. Unfortunately, as z4x explained to me in the Experience comment section, his mod and the Uncapper are trying to use the same function, and only one can work. However there is an ingame variable, fXPPerSkillRank, normally equal to 1, that character level XP from skills gets multiplied by. It's not as flexible as the uncapper, but it's enough for what I wanted to do. The biggest problem is that the primary way to set it is to use the setgs console command, which isn't persistent across saves. I could have made a one line batch file with a short name (like "me"), and then access it by typing "bat me", which reduces my typing in the long run, but means I would still have to open the console every time I launched the game.
z4x explained the simplest solution "would be setting it in CK then saving as esp plugin." Now, I've only ever used the Creation Kit to get my form 43 files converted to form 44, and that only because someone (or some program) told me to. So, *magic*. But I loaded up the creation kit with only Skyrim.esm (File >> Data, double click Skyrim.esm, but don't click 'Set As Active File'). I panicked a bit at the huge array of buttons across the top of the window, but as with many problems, if you just evaluate each option one at a time, you can find the solution. In this case it was Gameplay >> Settings... and about two-thirds of the way down the list is fXPPerSkillRank. So I clicked on it, changed the number in the field in the right half of the window from 1.0 to 0.1, hit File >> Save, and named the new esp. Then I spent ten minutes looking for the file because I had forgotten that due to launching the CK from Mod Organizer 2, it got sent to MO2's Overwrite file, like several other files that were produced during the installation of Lexy's list.
And that's the hard part. I've also included the Experience and SkyrimUncapper ini files I use. I'll explain my thinking regarding those in a bit, but I put them in the mod because it made them easy to find (following Lexy's instructions, the Experience ini, which she has modified, is in the Experience folder, but the SkyrimUncapper ini is in the (SJG) Omega folder). But for that to work, you need to follow the...
Installation Instructions: Install the mod last (or at least after anything else that has either of those ini files, so that this mod can overwrite them-this is easy to do in MO2, just by dragging this mod to the bottom of the left panel). Load the esp last. It's literally one thing, so if anything overwrites it, there's no point to having it. Yes, I cleaned it just to be sure. No, it didn't show as a conflict with anything on Lexy's list, or the other mods I'm using. Yes, I set the ESL flag, because, seriously, it's only one thing.
So here's what I'm thinking as far as the values go. I haven't finished a playthrough with Experience or Lexy's guide. I did get very far in a couple Requiem playthroughs in Oldrim. No matter how crushing I set the economy (I love Trade and Barter for this, by the way), I always wound up with mountains of gold and no good place to put them (I mean, I bought more crafting mats and sent those skills into the stratosphere, but that gets silly after a while). My plan in Lexy's list is to directly pump up skills (with Oghma Inifinium - A Training Station), but I need a reason to do so late in the game (past the formula caps in the uncapper) so I want to get character XP, and therefore levels and perks, but *not too much*. So I figure a balance of 80% of Experience's sources to 10% of vanilla XP from skills (Yes, I know that's less than 100%, I've halved the skill XP to keep it under control). Specifically, I've done the following:
Get Skill Experience With Experience.esp
-Only get 10% of vanilla character XP from skills (if you want another value, just do what I did above and make your own easy mod. Trust me, you'll feel better. Alternatively, load my mod into SSEEdit, and change the value of 0.1 to what you want. That's probably a good skill to develop, too)
-bEnableSkillXP has to be set to 1 for any of this to work.
-iMaxPlayerLevel is set to 999, because I don't ever want to hit a level cap.
-Questing, Exploring, and Clearing awards reduced by 20% where possible, with Lexy's values commented out for reference (If you haven't done any programming, there's no reason to know this, but here, ; causes the program to ignore what follows so you can leave notes to yourself or others. Further I want to mention, because it confused me when I first looked at Skyrim ini files years ago, those lower case letters that begin a variable name are a naming convention programmers use to quickly remind themselves what sort of variable it is. So bEnableSkillXP is a boolian value, either 0 for false or 1 for true. fXPPerSkillRank is a floating point variable, which is to say a fraction. iXPQuestMain is an integer, which is why in some cases I had to round the 20% off)
-fXPKillingMult is set to 1.6 (which is also 20% off).
-This is otherwise as Lexy altered the original file from Experience
-SkillCaps are all set to 999, because I don't ever want to hit *any* level cap.
-SkillFormulaCaps are all set to 175 so that bonuses still count for a while after getting a skill to 100, but the character can eventually become godlike. If necessary, I'm going to bump the difficulty up. I just wanted the extra levelling allowed by the uncapper to count for more than character XP for a while. I didn't go to 200 as I recall that caused a problem in Oldrim and didn't want to risk it.
-SkillExpGainMults\BaseSkillLevel are now all the same across all skills, just as a personal preference.
-LevelSkillExpMults show what I was originally trying to do, multiplying the 0.1 factor in here. As mentioned above, these settings have no effect.
-PerksAtLevelUp has had the adjustment at level 100 removed. I figure at that point, the levels are going to be pretty far apart and all I'm getting per level is 3 stat and some carry weight, so I may as well be getting a perk or two every level.
-Health/Magicka/Stamina AtLevelUp have been smoothed out. I didn't like getting huge bonuses on a few levels, mainly because I didn't want to remember which levels those were. I prefer to spread out my stats pretty evenly, so each of those values last levels in multiples of 3.
-Carry Weight at Level Up is 25 for any stat because I want a lot of carry weight. This is one area of my video games where I don't want hassle. I'm also using Achieve That and Dragon Soul Relinquishment to bump my carry weight up, too. Obviously, this won't be for everyone.
So that's it. If you can use my mod, please do. If you learned anything by reading this, that's even better.