Guide:Skyrim -Community- Uncapper

From STEP Modding Wiki

Skyrim -Community- Uncapper by Elys is a powerful SKSE plugin that allows users to customize many of the leveling statistics that exist in Skyrim. The plugin can be modified to the desired settings by editing the SKSE_Elys_Uncapper.ini. It is recommended that the SKSE_Elys_Uncapper.ini is edited with Notepad++, and that a back up of the default file is made to revert back to should something go wrong.

Before starting, be aware that comments can be made to the file that are not read by the plugin. These comments can be used to keep additional notes about changes or information about the settings. To make a comment simply start a line with a semi-colon. Furthermore, there are two levels to be aware of: the player character level and the skill level for each individual skill. Overall the skill level caps and the skill experience gain affects the overall player character level.
Updated: 0:30:52 15 July 2015 (UTC)

GUIDE FORUM THREAD

The following breaks down each section and what effect takes place when a setting is altered. This SKSE plugin may seem very insignificant, but it is actually one of the most powerful mods available to customize a Skyrim experience. By learning more about what each part does, a very different experience is attainable, rather than the standard one 'size fits all' Skyrim.

After playing Skyrim for many hours, a certain playthrough, like a pure mage or pure warrior, might be wanted and this plugin will help do that without the need for another mod or mods. To get an idea about this type of setup read the Advanced tab.

[General]

The General section is to toggle on or off each separate section that is available. Each setting must have either a '0' for disabled or a '1' for enabled, except for the first setting (iINIFileVersion) which should be '3'.
iINIFileVersion = 3
  • Never modify this line and if the number is anything other than three, it is an incorrect version.
bEnabled=1
  • This setting allows the entire plugin to be turned on or off. Default is '1'.
bAutoUpdate=0
  • This allows the Uncapper to have automatic update functionality. Default is '0'.
iSplashWindowDuration = 1000
  • The splash window displays after launching Skyrim through the SKSE launcher and before Skyrim is launched. The splash window can be used to confirm that the plugin is loaded. Default is 1000, for 1000 milliseconds. Can be set to '0' to disable.
bUseSkillCaps=1
  • This setting allows skill caps to be controlled by the plugin. Default is '1'.
bUseSkillFormulaCaps=1
  • This setting allows skill formula caps to be controlled by the plugin. Default is '1'.
bUseEnchanterCaps=1
  • This setting allows enchanter caps to be controlled by the plugin. Default is '1'.
bUseSkillExpGainMults=0
  • This setting allows skill experience gain to have multipliers for each skill. Default is '0'.
bUsePCLevelSkillExpMults=0
  • This setting allows player character skill experience gain to have multipliers for each skill. Default is '0'.
bUsePerksAtLevelUp=0
  • This setting allows the number of perks at level up to be adjusted. Default is '0'.
bUseHealthAtLevelUp=0
  • This setting allows the number of health points at level up to be adjusted. Default is '0'.
bUseMagickaAtLevelUp=0
  • This setting allows the number of magicka points at level up to be adjusted. Default is '0'.
bUseStaminaAtLevelUp=0
  • This setting allows the number of stamina points at level up to be adjusted. Default is '0'.
bUseCarryWeightAtHealthLevelUp=0
  • This setting allows carry weight to be adjusted when choosing health at level up. Default is '0'.
bUseCarryWeightAtMagickaLevelUp=0
  • This setting allows carry weight to be adjusted when choosing magicka at level up. Default is '0'.
bUseCarryWeightAtStaminaLevelUp=0
  • This setting allows carry weight to be adjusted when choosing stamina at level up. Default is '0'.

[SkillCaps]

This section allows the skill cap to be set to any value from 0 to 10000 for each individual skill. Setting this value too high or too low can have a negative effect on the game, so caution is advised. By raising or lowering the skill caps from the default value of 100 the game's player character level cap of 80 will also be changed as a result.

  • Each skill is listed by i<skill name> = 999 as a default (example: iAlchemy = 999). The game default value is 100. Change each skill to the desired level, they do not need to all be the same number and do not use partial values; i.e. 50.5, 31.6.

[SkillFormulaCaps]

This section caps the magnitude of each individual skill and the set level from 0 to 10000 for each individual skill. Setting this value too high or too low can have a negative effect on the game, so caution is advised.

  • Each skill is listed by i<skill name> = 199 as a default (example: iAlchemy = 199). The game default value is 100. Change each skill to the desired level, they do not need to all be the same number and do not use partial values; i.e. 50.5, 31.6.
  • If [Skill Caps] skill level is set above the value for the corresponding skill under this section, the skill continues to level up, but the gain in strength for the skill is capped at the value under [Skill Formula Caps]. Also, if the skill level of the player character plus the skill level added by enchantments and potions is higher than the value in this section, it is capped by that value.

[EnchanterCaps]

This section sets a cap on the ingame enchanters regardless of the player character Enchanting skill from 0 to 10000. Also, if the [SkillFormulaCaps] is enabled and the iEnchanting setting is set lower than the values here, the cap for Enchanting takes the value from [SkillFormulaCaps].

iMaxEnchantingLevelForMagnitude=199
  • This setting changes the skill level for enchantment magnitude. Default setting is 199.
iMaxEnchantingLevelForCharges=199
  • This setting changes the skill level for enchanter charges. Default setting is 199, and raising this value higher than 199 can cause inconsistencies ingame.

[SkillExpGainMults]

This section changes the speed that each individual skill levels up. The default value is 1.0 and these settings can be changed from 0.0 to 10000.0 and each of these values is a multiplier. Setting this value too high or too low can have a negative effect on the game, so caution is advised.

  • Each skill is listed by f<skill name> = 1.0 as a default (example: fAlchemy = 1.0). Changing these values applies a multiplier, so changing the value to 1.1 a 10% gain in the skill's experience gain is applied. By lowering the value to 0.9 a 10% reduction in the skill's experience gain is applied. This can be done independently for each skill to further customize the experience for the player character.
bUsePCLevelNotBaseSkillLevel=0
  • This setting is found at the bottom of the section and it affects the next section to allow the values to take effect based on the player character level instead of the skill's level. Default is '0', which is skill's level.

[SkillExpGainMults\<Skill>]

Each skill has its own subsection that all function the same way by adjusting the speed of leveling for that skill, based on the skill's level if bUsePCLevelNotBaseSkillLevel=0 (from the previous section) or based on the player character level if bUsePCLevelNotBaseSkillLevel=1. The values for each skill can go from 0.0 to 10000.0. Setting this value too high or too low can have a negative effect on the game, so caution is advised.

  • Each skill is listed by 1 = 1.0 as a default. Changing these values applies a multiplier, so by changing the value to 1.1 a 10% gain in the skill's experience gain is applied. By lowering the value to 0.9 a 10% reduction in the skill's experience gain is applied. This can be done independently for each skill to further customize the experience for the player character.
  • The multiplier in this section is stacked with the multiplier from the previous section. For example if a skill is set to 1.1 in the previous section then whatever multiplier is used in this section will come after. So, that is 1 (default) * 1.1 (previous section) * 1.1 (this section) = 1.21 (total multiplier) or a 21% increase.
  • The first '1' is for the level that the multiplier is used from, while the '1.0' is the multiplier being applied at that level. Additional levels and multipliers can be add by following the <level> = <multiplier> formula.
Example subsection:
[SkillExpGainMults\Alchemy]
1  = 1.0
10 = 1.1
25 = 0.9
  • For the above example, at level one the multiplier is '1.0', so Alchemy will continue to gain experience without a multiplier starting at level 1. At level ten the multiplier is '1.1' which makes Alchemy gain 10% more experience starting at level ten. At level 25 the multiplier is '0.9' which makes Alchemy gain 10% less experience starting at level 25.

[PCLevelSkillExpMults]

This section allows a multiplier to be applied to the amount that each skill level gain contributes the the player character level up from 0.0 to 10000.0. Setting this value too high or too low can have negative effect on the game, so caution is advised.

  • Each skill is listed by f<skill name> = 1.0 as a default (example: fAlchemy = 1.0). Changing these values applies a multiplier, so by changing the value to 1.1 a 10% gain in the skill's contribution to player character level up is applied. By lowering the value to 0.9 a 10% reduction in the skill's contribution to player character level up is applied. This can be done independently for each skill to further customize the experience for the player character.
bUsePCLevelNotBaseSkillLevel=0
  • This setting is found at the bottom of the section and it affects the next section to allow the values to take effect based on the player character level instead of the skill's level. Default is '0', which is skill's level.

[PCLevelSkillExpMults\<Skill>]

Each skill will have its own subsection that all function the same way by adjusting the contribution to player character level for that skill, based on the skill's level if bUsePCLevelNotBaseSkillLevel=0 (from the previous section) or based on the player character level if bUsePCLevelNotBaseSkillLevel=1. The values for each skill can go from 0.0 to 10000.0. Setting this value to high or to low and can have negative effect on the game, so caution is advised.

  • Each skill is listed by 1 = 1.0 as a default. Changing these values applies a multiplier, so by changing the value to 1.1 a 10% gain in the skill's contribution to player character level up is applied. By lowering the value to 0.9 a 10% reduction in the skill's contribution to player character level up is applied. This can be done independently for each skill to further customize the experience for the player character.
  • The multiplier in this section is stacked with the multiplier from the previous section. For example if a skill is set to 1.1 in the previous section then whatever multiplier is used in this section comes after. So, that is 1 (default) * 1.1 (previous section) * 1.1 (this section) = 1.21 (total multiplier) or a 21% increase.
  • The first '1' is for the level that the multiplier is used from, while the '1.0' is the multiplier being applied at that level. Additional levels and multipliers can be added by following the <level> = <multiplier> formula.
Example subsection:
[SkillExpGainMults\Alchemy]
1  = 1.0
10 = 1.1
25 = 0.9
  • For the above example, at level one the multiplier is '1.0', so Alchemy continues to contributed to player character level without a multiplier starting at level 1. At level 10 the multiplier is '1.1' which makes Alchemy contribute 10% more to player character level starting at level 10. At level 25 the multiplier is '0.9' which makes Alchemy contribute 10% less to player character level up starting at level 25.

[PerksAtLevelUp]

This section allows the amount of perks at level up to be changed from 0 to 255. It is also dependent on the the player character level starting at level 2 to 10000. This section also supports decimal values. For example: 2 = 1.5 means from level two onward there are three perks every two levels (one at level two and two at level three). Default is 2 = 1.

  • Remember that the player character starts at level one, so this section must start at level two. (i.e 2 = 1)
  • Additional lines can be added to this section for additional customization following the <level> = <perks> formula.
Example subsection:
[PerksAtLevelUp]
2  = 1.25
25 = 2
50 = 3
  • For the example above, the perks at level two is '1.25', so one perk is gained at level up and with one extra perk every fourth level. Since this has to start at level two the extra perk will be at level 5, 9, 13, and so on. Starting at level 25 two perks are gained per level and at level 50 three perks are gained per level.

[HealthAtLevelUp]

This section allows the amount of health points gained at level up to be changed from 0 to 10000. It is also dependent on the player character level from 2 to 10000. Default is 2 = 10.

  • Remember that the player character starts at level one, so this section must start at level two. (i.e 2 = 10)
  • Additional lines can be added to this section for additional customization following the <level> = <health points> formula.
Example subsection:
[HealthAtLevelUp]
2  = 10
25 = 20
50 = 30

For the example above, the player gains 10 health points if health is selected for each level up from level 2 through 24. Starting at level 25 the player gains 20 health points every time health is choen at level up. At level 50 the player character gains 30 points every time health is chosen at level up.

[MagickaAtLevelUp]

This section allows the amount of magicka points gained at level up to be changed from 0 to 10000. It is also dependent on the player character level from 2 to 10000. Default is 2 = 10.

  • Remember that the player character starts at level one, so this section must start at level two. (i.e 2 = 10)
  • Additional lines can be added to this section for additional customization following the <level> = <magicka points> formula.
Example subsection:
[MagickaAtLevelUp]
2  = 10
25 = 20
50 = 30
  • For the example above, the player characters gains 10 magicka points if magicka is chosen for each level up from level 2 through 24. Starting at level 25 the player character gains 20 points every time magicka is chosen at level up and at level 50 the player character gains 30 points every time magicka is chosen at level up.

[StaminaAtLevelUp]

This section allows the amount of stamina points gained at level up to be changed from 0 to 10000. It is also dependent on the player character level from 2 to 10000. Default is 2 = 10.

  • Remember that the player character starts at level one, so this section must start at level two. (i.e 2 = 10)
  • Additional lines can be added to this section for additional customization following the <level> = <stamina points> formula.
Example subsection:
[StaminaAtLevelUp]
2  = 10
25 = 20
50 = 30
  • For the example above, the player character gains 10 stamina points every time stamina is selected at level up. Starting at level 25 the player character gains 20 points every time stamina is chosen at level up and at level 50 the player character gains 30 points every time stamina is chosen at level up.

[CarryWeightAtHealthLevelUp]

This section allows the carry weight at level up to be changed from 0 to 10000 when health is selected at level up. It is also dependent on the player character level from 2 to 10000. Default is 2 = 0.

  • Remember that the player character starts at level one, so this section must start at level two. (i.e 2 = 10)
  • Additional lines can be added to this section for additional customization following the <level> = <carry weight> formula.
Example subsection:
[CarryWeightAtHealthLevelUp]
2  = 10
25 = 20
50 = 30
  • For the example above, the player character gains 10 carry weight points every time health is selected at level up. Starting at level 25 the player character gains 20 carry weight every time health is chosen at level up and at level 50 the player character gains 30 carry weight every time health is chosen at level up.

[CarryWeightAtMagickaLevelUp]

This section allows the carry weight at level up to be changed from 0 to 10000 when magicka is selected at level up. It is also dependent on the player character level from 2 to 10000. Default is 2 = 0.

  • Remember that the player character starts at level one, so this section must start at level two. (i.e 2 = 10)
  • Additional lines can be added to this section for additional customization following the <level> = <carry weight> formula.
Example subsection:
[CarryWeightAtMagickaLevelUp]
2  = 10
25 = 20
50 = 30
  • For the example above, the player character gains 10 carry weight every time magicka is selected at level up. Starting at level 25 the player character gain 20 carry weight every time magicka is chosen at level up and at level 50 the player character gains 30 carry weight every time magicka is chosen at level up.

[CarryWeightAtStaminaLevelUp]

This section allows the carry weight at level up to be changed from 0 to 10000 when stamina is selected at level up. It is also dependent on the player character level from 2 to 10000. Default is 2 = 5.

  • Remember that the player character starts at level one, so this section must start at level two. (i.e 2 = 10)
  • Additional lines can be added to this section for additional customization following the <level> = <carry weight> formula.
Example subsection:
[CarryWeightAtStaminaLevelUp]
2  = 10
25 = 20
50 = 30
  • For the example above, the player character gains 10 carry weight every time stamina is selected at level up. Starting at level 25 the player character gains 20 carry weight every time stamina is chosen at level up and at level 50 the player character gains 30 carry weight every time stamina is chosen at level up.

This section of guide is still being worked out, check back for updates which are coming soon!

Advanced Editing

Skyrim was not setup to play as a pure mage or pure warrior, and instead was a one-size-fits-all type of playthrough. With Community Uncapper this is no longer the case because certain aspect of skill leveling can be affected to customize an experience that suits certain playthroughs. The following goes in depth on an example of how to do this using a strictly, pure mage. After seeing how this done it should be easy enough to come up with other types of characters.

Getting Started

Skill Caps

The best way to get started with creating a custom character is to decided what skills are above average, average, or below average. This gives a good idea of what the Skill Caps sections ([SkillCaps], [SkillFormulaCaps], and [EnchanterCaps]) should be changed to.

Since this is decribing a mage, magic skills should be above average. A mage should also be above average at enchanting and alchemy, below average at combat, armor and stealth skills, and average at speech, smithing, and lockpicking. Now this section can be changed to reflect the character's ceiling for these skills.

When changing the [SkillCaps] section every skill is listed as a multiplier, so i<skill> = <multiplier>, with "100" being the Skyrim default value and "999" being the Uncapper default value. For vanilla Skyrim a character obtains 1800 total skill level ups, including the starting skill level for a player character. This example works off that number of skills as a total by adjusting each skill upward or downward according to the choices made earlier.

Remember that is it easy to use comments by adding a semicolon at the beginning of a line, and it is a very good way to keep track of changes made to the INI.

Here is an example of this section:

[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 = 100
; Total skill change -50

;iAlchemy +50
iAlchemy=150
;iAlteration +50
iAlteration=150
;iArchery -50
iArchery=50
;iBlock -50
iBlock=50
;iConjuration +50
iConjuration=150
;iDestruction +50
iDestruction=150
;iEnchanting +50
iEnchanting=150
;iHeavyArmor -50
iHeavyArmor=50
;iIllusion +50
iIllusion=150
;iLightArmor -50
iLightArmor=50
;iLockpicking 
iLockpicking=100
;iOneHanded -50
iOneHanded=50
;iPickpocket -50
iPickpocket=50
;iRestoration +50
iRestoration=150
;iSmithing 
iSmithing=100
;iSneak -50
iSneak=50
;iSpeech
iSpeech=100
;iTwoHanded -50
iTwoHanded=50

For each skill there is an additional line added to keep track of the change from "100". After using a simple formula of plus "50" for the magic and minus "50" for the combat and sneak skills, the net loss was "-50" skill levels, or "1750" total skill levels. For the additional "50" skill levels, they can be easily added to other skills. For example, add "10" to the armor and combat skills to bring them up to "60". This is still very low for the mage character, and exactly how a mage should be.

Even though a character cannot obtain perks that are higher than level 100, the skill still gains in power, so if Smithing was at level 150 then tempering would be stronger than at level 100.

Now it is time to decide what caps to place on each skill with the [SkillFormulaCaps] section. The difference with this section over [SkillCaps] is that it is the combination of skill level plus any skill enchantments or potions. Also, this is a way to nerf skills while still leveling them up to gain more player character levels or perks. For example, the formula cap is set at level 60 while the skill cap is set at level 100, so the skill will never be stronger than level 60, but will continue to gain in level until level 100. This will be designated by a red number in the skill level menu.

Here is an example of this section:

[SkillFormulaCaps]
; Set the Skill Formula Cap to
; If your skill level is higher than the cap set below, then the skill level showing in game will be capped and displayed in red color (like if it was affected by a negative enchantment)
; Between 0 and 10000;
; Using too low or too high values may crash the game. Handle them with caution.
; Default game value = 100

iAlchemy=200
iAlteration=200
iArchery=100
iBlock=100
iConjuration=200
iDestruction=200
iEnchanting=200
iHeavyArmor=100
iIllusion=200
iLightArmor=100
iLockpicking=150
iOneHanded=100
iPickpocket=100
iRestoration=200
iSmithing=150
iSneak=100
iSpeech=150
iTwoHanded=100

To keep things simple every skill is set "50" higher than the [SkillCaps] section. This means that any skill can only be a max of 50 levels higher with enchantments, potions, and player's skill level.

Now is the last section of the skill caps, the [EnchanterCaps] sections. This is to limit the magnitude of the ingame enchanter to the level specified here. It is worth noting that this section is limited by the [SkillFormulaCaps] section if iEnchanting is set lower in that section. The second setting in this section, iMaxEnchantingLevelForCharges, is recommended to stay at "199" because it can cause problems with the game.

Here is an example of this section:

[EnchanterCaps]
;However high the Enchanting skill is, the following values set an Enchanting skill level cap when using the ingame Enchanter.
;If bSkillFormulaCaps is enabled, then the following values are also capped by iEnchanting inside [SkillFormulaCaps], if iEnchanting is lower.
; Between 0 and 10000;

;Max Enchanting skill level for enchantment magnitude.
iMaxEnchantingLevelForMagnitude=200

;Max Enchanting skill level for enchantment charges
;A value higher than 199 will cause inconsistencies in vanilla Skyrim.
iMaxEnchantingLevelForCharges=199

The iMaxEnchantingLevelForMagnitude is set to 200 because that is what was set in the previous section.

That is all three of the skill cap sections, so now it is time to change the speed at which a character can level up and how much each skill contributes to leveling up the player character level.

Experience Gain

For these next four example sections it is important to pay attention to the skill level and player character level (PC level from here on) to not get confused about which is being affected.

So now that the mage cannot level up combat and stealth skills very high, but can make magic skills very powerful levels, lets move on to affecting the speed at which they level up. Some skills tend to level up quite quickly even at high skill level, like Alchemy, but others start out quite fast and then get really slow, like Archery. The next two example sections address this problem and show how to customize this to the player's preference.

First is the [SkillExpGainMults] section that can speed up or slow down a skill's experience gain with a multiplier. The default is 1.0, which is the vanilla Skyrim speed. Each individual skill can have a multiplier applied with the formula f<skill> = <multiplier>. Numbers lower than "1.0" slow down experience gain and number greater speed it up.

For the mage it makes sense to have magic skills level up faster than combat skills, and the goal is to not have combat skills play a big part in the player character development. Also, crafting skills (Smithing, Enchanting and Alchemy) tend to level up way too fast and are easy to spam early on to increase PC level quickly for new characters. Because of that the example shows significantly decreased speed for these skills, and the next section will address these skills at higher skill levels.

The last line bUsePCLevelNotBaseSkillLevel affects the next section and will be explained then.

Here is an example of this section:

[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.
; Default game value = 1.0
;(Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections)

fAlchemy=0.5
fAlteration=1.25
fArchery=0.75
fBlock=0.75
fConjuration=1.25
fDestruction=1.25
fEnchanting=0.5
fHeavyArmor=0.75
fIllusion=1.25
fLightArmor=0.75
fLockpicking=1.0
fOneHanded=0.75
fPickpocket=0.75
fRestoration=1.25
fSmithing=0.5
fSneak=0.75
fSpeech=1.0
fTwoHanded=0.75

bUsePCLevelNotBaseSkillLevel=0

For every skill that was considered above average, except crafting, the speed of leveling is raised by 25%. And for all the skills that are considered below average the speed is lowered by 25%, and the crafting skills are slowed by 50%. Even at low levels some skills level up pretty quick even if they are slowed down with this section, but these skills slow down at a much quicker pace than vanilla and become very hard to level up.

The Community Uncapper also allows each skill to have a modifier applied based on the skill level or the PC level. There are actually separate sections for each individual skill, but they all act the same way, so this description and example works for every section. Additional lines have to be added for the amount of additional multipliers desired following the formula <level> = <multiplier>.

  • The last line of the example from the previous section changes how these sections work. If bUsePCLevelNotBaseSkillLevel is set to "0" then the multipliers work off of the skill level and if set to "1" they work off the PC level.
Remember that the last section also applies a multiplier, so adding another one stacks the multipliers. The difference is that the last section is constant regardless of skill or PC level.

Here is an example of this section:

; All the subsections of SkillExpGainMults below allow to set an additional multiplier depending on the base skill level, independently for each skill. 
; The format is PlayerLevel = Multiplier. You can specify many different levels. 
; If a specific level is not specified then the closest lower level setting is used.
; Default value: 1=1.0

[SkillExpGainMults\Alchemy]
1=1.0
25=1.1
50=1.2

[SkillExpGainMults\Alteration]
1=1.0
25=1.1
50=1.2

[SkillExpGainMults\Archery]
1=1.0
25=0.9

[SkillExpGainMults\Block]
1=1.0

[SkillExpGainMults\Conjuration]
1=1.0
25=1.1
50=1.2

[SkillExpGainMults\Destruction]
1=1.0
25=1.1
50=1.2

[SkillExpGainMults\Enchanting]
1=1.0
25=1.1
50=1.2

[SkillExpGainMults\HeavyArmor]
1=1.0
25=0.9

[SkillExpGainMults\Illusion]
1=1.0
25=1.1
50=1.2

[SkillExpGainMults\LightArmor]
1=1.0
25=0.9

[SkillExpGainMults\Lockpicking]
1=1.0

[SkillExpGainMults\OneHanded]
1=1.0
25=0.9

[SkillExpGainMults\Pickpocket]
1=1.0
25=0.9

[SkillExpGainMults\Restoration]
1=1.0
25=1.1
50=1.2

[SkillExpGainMults\Smithing]
1=1.0
25=1.1
50=1.2

[SkillExpGainMults\Sneak]
1=1.0
25=0.9

[SkillExpGainMults\Speech]
1=1.0

[SkillExpGainMults\TwoHanded]
1=1.0
25=0.9

For this example all skills have no additional multiplier until level 25. For the mage the magic skills increase in experience gain by an additional 10% at level 25 and 20% and level 50. From the [SkillExpGainMults] section the experience gain for magic skills is increased by 25%, so use this formula to calculate to calculate the experience gain speed at level 30 for Restoration magic:

1 (Skyrim default) * 1.25 ([SkillExpGainMults] multiplier) * 1.1 ([SkillExpGainMults\Restoration] multiplier) = 1.375 or 37.5% increase in experience gain.

Now for combat skills the experience gain decreases even further from the previous section by an additional 10% at level 25, so at level 30 for Two Handed the formula is:

1 (Skyrim default) * 0.75 ([SkillExpGainMults] multiplier) * 0.9 ([SkillExpGainMults\TwoHanded] multiplier) = 0.675 or 32.5% decrease in experience gain.

Skill Level Up Contribution

Now the mage's skill caps and skill experience gain speed have been taken care of, so it is now time to change the amount a skill level up contributes to PC level up. When a skill level up is attained a blue bar tracking the progress to the next level fills up, but with the next two sections the amount each skill fills up the blue bar can be changed. This section again uses a multiplier much like the last two sections. And also like the last two sections magic skills are increased and combat decreased, and crafting is decreased significantly so spamming will not matter further.

The last line bUsePCLevelNotBaseSkillLevel affects the next section and will explained then.

Here is an example of this section:

[PCLevelSkillExpMults]
; Set the Skill Experience to Player's Character Experience Multipliers to
; betwen 0.0 and 10000.0
; Using too low or too high values may crash the game. Handle them with caution.
; Default game value = 1.0
; (Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections)

fAlchemy=0.25
fAlteration=1.25
fArchery=0.5
fBlock=0.5
fConjuration=1.25
fDestruction=1.25
fEnchanting=0.25
fHeavyArmor=0.5
fIllusion=1.25
fLightArmor=0.5
fLockpicking=1.0
fOneHanded=0.5
fPickpocket=0.5
fRestoration=1.25
fSmithing=0.25
fSneak=0.5
fSpeech=1.0
fTwoHanded=0.25

bUsePCLevelNotBaseSkillLevel=0

Every magic skill now contributes 25% more to PC level every time a skill is earned. Combat and stealth skills contribute 50% less every time a skill is earned. The crafting skills contribute 75% less when a skill is earned meaning that four skill level ups equal one of their vanilla contributions. This also helps if a mage character picks up a skill book from a skill that is not wanted, like Heavy Armor, and contributes only half as much to the next PC level up.

The Community Uncapper also allows each skill to have a modifier applied based on the skill level or the PC level. There are actually separate sections for each individual skill, but they all act the same way so this description and example works for every section. Additional lines have to be added for the amount of additional multipliers desired following the formula <level> = <multiplier>.

  • The last line of the example from the previous section changes how these sections work. If bUsePCLevelNotBaseSkillLevel is set to "0", the multipliers work off the skill level and if set to "1" they work off the PC level.
Remember that the last section also applies a multiplier, so adding another multiplier stacks the multipliers. The difference is that the last section is constant regardless of skill or PC level.

Here is an example of this section:

; All the subsections of PCLevelSkillExpMults below allow setting additional multipliers depending on the base skill level, independantly for each skill. 
; The format is PlayerLevel = Multiplier. You can specify many different levels.
; If a specific level is not specified, the closest lower level setting is used.
; Default value: 1=1.0

[PCLevelSkillExpMults\Alchemy]
1=1.0

[PCLevelSkillExpMults\Alteration]
1=1.0
25=1.1
50=1.2

[PCLevelSkillExpMults\Archery]
1=1.0
25=0.9

[PCLevelSkillExpMults\Block]
1=1.0
25=0.9

[PCLevelSkillExpMults\Conjuration]
1=1.0
25=1.1
50=1.2

[PCLevelSkillExpMults\Destruction]
1=1.0
25=1.1
50=1.2

[PCLevelSkillExpMults\Enchanting]
1=1.0

[PCLevelSkillExpMults\HeavyArmor]
1=1.0
25=0.9

[PCLevelSkillExpMults\Illusion]
1=1.0
25=1.1
50=1.2

[PCLevelSkillExpMults\LightArmor]
1=1.0
25=0.9

[PCLevelSkillExpMults\Lockpicking]
1=1.0

[PCLevelSkillExpMults\OneHanded]
1=1.0
25=0.9

[PCLevelSkillExpMults\Pickpocket]
1=1.0
25=0.9

[PCLevelSkillExpMults\Restoration]
1=1.0
25=1.1
50=1.2

[PCLevelSkillExpMults\Smithing]
1=1.0

[PCLevelSkillExpMults\Sneak]
1=1.0
25=0.9

[PCLevelSkillExpMults\Speech]
1=1.0

[PCLevelSkillExpMults\TwoHanded]
1=1.0
25=0.9

For this example all skills have no additional multiplier until level 25. For the mage the magic skills increase their contribution to PC level up by an additional 10% at level 25 and 20% and level 50. From the [PCLevelSkillExpMults] section the contribution for magic skills was increased by 25%, so to calculate the contribution at level 30 for Restoration magic use the formula:

1 (Skyrim default) * 1.25 ([PCLevelSkillExpMults] multiplier) * 1.1 ([PCLevelSkillExpMults\Restoration] multiplier) = 1.375 or 37.5% increase in contribution to PC level up.

Now for combat skills the contribution to PC level up decrease even further from the previous section by an additional 10% at level 25, so at level 30 for Two Handed the formula is:

1 (Skyrim default) * 0.5 ([PCLevelSkillExpMults] multiplier) * 0.9 ([PCLevelSkillExpMults\TwoHanded] multiplier) = 0.45 or 55% decrease in contribution to PC level up.

Perks & Attributes

All remaining sections in the Uncapper adjust perks, attributes, and carry weight. For setting up a new character these sections do not affect much of the leveling process. The [PerksAtLevelUp] is a personal preference and obtaining a different amount for a mage playthrough versus a warrior fine tunes the experience to those type of characters. The attribute sections help a bit with different playthroughs. At level up, when choosing health, magicka, or stamina, a mage might get more magicka points than health or stamina, warriors more stamina than health or magicka.

The three sections for gaining attributes are all changed by the PC level so additional lines can be added to further customization. All three sections appear in the example since each one acts similarly.

Here is an example of this section:

[HealthAtLevelUp]
;Set the number of health points gained at each level up when Health is selected during the Level Up screen. If a specific level is not specified, the closest lower level setting is used.
;Default game value is 10 points per level
; Level (2..10000) = Points (0..10000)
;
; In the following inactive commented example the player gains 10 points per level at levels 2 through 9, 20 points per level at levels 10 through 29,
; 40 points per level at levels 30 through 94, and no points at all per level for levels 95 and above
;
;2=10
;10=20
;30=40
;95=0
2=10
25=15
50=20


[MagickaAtLevelUp]
;Set the number of magicka points gained at each level up when Magicka is selected during the Level Up screen. If a specific level is not specified, the closest lower level setting is used.
;Default game value is 10 points per level
; Level (2..10000) = Points (0..10000)
;
;In the following inactive commented example the player gains 10 points per level at levels 2 through 9, 20 points per level at levels 10 through 29,
; 40 points per level at levels 30 through 94, and no points at all per level for level 95 and above
;
;2=10
;10=20
;30=40
;95=0
2=20
25=30
50=40


[StaminaAtLevelUp]
;Set the number of stamina points gained at each level up when Stamina is selected during the Level Up screen. If a specific level is not specified, the closest lower level setting is used.
;Default game value is 10 points per level
; Level (2..10000) = Points (0..10000)
;
;In the following inactive commented example the player gains 10 points per level at levels 2 through 9, 20 points per level at levels 10 through 29,
; 40 points per level at level 30 through 94, and no points at all per level for level 95 and above
;
;2=10
;10=20
;30=40
;95=0
2=10
25=15
50=20

Now during level up every time magicka is chosen there is double the amount of points gained then when choosing health or stamina, so a mage character will receive more magicka points.

The last three sections are for carry weight that is received when leveling up and choosing stamina. The Uncapper allows carry weight to be obtained when choosing health or magicka as well, and it can be changed by PC level by adding more lines following the formula <level> = <carry weight>.