Gain skills way to fast

Post » Sat May 28, 2011 4:45 pm

Like the topic say I gain skills like crazy , went to 50 in restoration in 7 uses and gain 7 skills in speechcraft after talking to one npc . I've messed up somewhere but I can't pin it down . I use Elys Unncapper , ngcd,progress and sumpreme magicka

Here's my L/O :

Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]02  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]03  MD_Saddle_Master.esm04  Cobl Main.esm  [Version 1.73]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  TamrielTravellers.esm  [Version 1.39c]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Armamentarium.esm  [Version 1.35]0A  Artifacts.esm0B  Progress.esm  [Version 2.2]0C  Unofficial Oblivion Patch.esp  [Version 3.2.10]0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  SM Plugin Refurbish - SI.esp  [Version 1.30]10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Chance of More Enemies.esp13  Francesco's Optional Leveled Quests-SI only.esp14  Francesco's Optional Leveled Guards.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]15  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]16  Fran Armor Add-on.esp17  Fran_Lv30Item_Maltz.esp18  Clear_Water-3763.esp19  Ayleid Loot EXtension.esp1A  Ayleid Loot EXtension - OOO Dungeons.esp1B  CLS-Object Renamer-OBSE.esp1C  DaggerfallBooks.esp1D  DID3_DoubleTrouble.esp++  Item interchange - Extraction.esp  [Version 0.78]1E  MorrowindBooks.esp1F  Menu Time.esp20  ReneersNotesMod.esp21  Reznod_Mannequin.esp22  Willful Resistance.esp  [Version 4.0]23  Enhanced Economy.esp  [Version 4.2.1]24  Crowded Roads Revisited.esp  [Version 1.1]25  Crowded Roads Revisited_YellowRoad_5.esp26  Crowded Roads Revisited_GoldRoad_25.esp27  Crowded Roads Revisited_ChorrolCheydinhal_10.esp28  Crowded Roads Revisited_GreenRoad_10.esp29  DLCHorseArmor.esp2A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]++  Mart's Monster Mod - DLCHorseArmor+Slofs .esp  [Version 0.91]2B  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]2C  DLCOrrery.esp2D  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]2E  SM Plugin Refurbish - Orrery.esp  [Version 1.11]2F  DLCVileLair.esp30  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]31  DLCMehrunesRazor.esp32  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]33  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]34  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp35  Action_Figures_Series1.esp36  Action_Figures_Series2.esp37  BlueAndWhitePorcelain - Shop Inventory Only.esp38  ClassyClothingCompendium.esp39  Gloves.esp**  Armamentium female.esp3A  MD Saddlebags v3.0.esp3B  MD Saddlebags v3.0 Alternative Trader Script.esp3C  DLCThievesDen.esp3D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]3E  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]3F  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]40  Slof's Oblivion Robe Trader.esp41  Cobl Glue.esp  [Version 1.73]42  Cobl Si.esp  [Version 1.63]43  Bob's Armory Oblivion.esp44  FCOM_BobsArmory.esp  [Version 0.9.9]45  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]46  Oblivion WarCry EV.esp  [Version 1.08a]47  FCOM_WarCry.esp  [Version 0.9.9MB3]48  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]49  OMOBS Optional Combat Settings.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]4A  ArmamentariumArtifacts.esp  [Version 1.35]4B  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]4C  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]4D  FCOM_Convergence.esp  [Version 0.9.9Mb3]4E  Mart's Monster Mod - Diverse Runeskulls.esp  [Version 1.1]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]4F  FCOM_RealSwords.esp  [Version 0.9.9]50  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9Mb3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]51  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]52  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]53  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]54  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]55  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]56  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]57  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]58  MMM - Playable Undead Armors.esp  [Version 1.7]++  MMM - Playable Undead Armors - Oblivion WarCry Compatability Patch.esp  [Version 1.7]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]59  TamrielTravellers4OOO.esp  [Version 1.39c]5A  TamrielTravellersItemsCobl.esp  [Version 1.39c]5B  ShiveringIsleTravellers.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]5C  FCOM_Archery.esp++  FCOM_ArcheryArmamentarium.esp  [Version 2]++  FCOM_ArcheryRealSwords.esp  [Version 2]5D  FCOM_ArcheryHunting&Crafting.esp  [Version 1]5E  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]5F  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]**  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.73]**  EVE_StockEquipmentReplacer4FCOM.esp60  Ivellon.esp  [Version 1.8]61  Amajor7 Imperial Furniture.esp62  Artifacts.esp**  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]63  BrotherhoodRenewed.esp  [Version 1.0.4]64  eyja.esp65  Jagnot- Imperial City Library V1.3.esp66  GlenvarCastle.esp67  The Ayleid Steps.esp  [Version 3.4]68  Cyrodiil Travel Services.esp  [Version 2.0.3]69  za_bankmod.esp6A  DLCBattlehornCastle.esp6B  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]6C  SM Plugin Refurbish - Battlehorn.esp  [Version 1.30]6D  DLCFrostcrag.esp6E  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]6F  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]70  Knights.esp71  Knights - Unofficial Patch.esp  [Version 1.0.10]**  EVE_KnightsoftheNine.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]72  The Lost Spires.esp73  Origin of the Mages Guild.esp  [Version 5.1]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]74  FCOM_OMG.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]75  EmptyHouses_v1.0.esp++  100% Harvest Chance.esp76  Cliff_BetterLetters.esp  [Version 1.2]77  DecoratorAssistant with OBSE v1.1.esp78  DecoratorAssistant Unlock for OBSE version.esp79  DS Less Predictable Respawn.esp  [Version 1.1]7A  EVE_ShiveringIslesEasterEggs.esp7B  gardening.esp7C  RTSWelkyndClstrTreasure.esp  [Version 2.0]++  Short Grass V3.esp7D  Ayelid Wells.esp7E  Enhanced Economy - House prices.esp  [Version 1.0]7F  Alternative Start by Robert Evrae.esp80  Roughing It.esp81  SupremeMagicka.esp  [Version 0.90]82  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp83  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]84  nGCD.esp++  nGCD Skeleton Key.esp85  ProgressGSD.esp  [Version 2.0]86  Grandmaster of Alchemy.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  EVE_KhajiitFix.esp87  ElaborateEyes.esp++  Better Lava by elveon.esp**  Enhanced Economy - Soulgems.esp  [Version 4.2.1]++  CoreRandmonClothing4Npcs.esp++  sdn LOD Fog Full.esp88  Bashed Patch, 0.esp


Here's my ini file settings:


Sumpreme Magicka:

Spoiler
;=============================================================================;;                                                                             ;; This is the INI file for Supreme Magicka v0.90                              ;; (IT MUST BE USED FOR SUPREME MAGICKA TO WORK CORRECTLY)                     ;;                                                                             ;; Edit this file to customize it to your preferences                          ;;                                                                             ;; Place this in your "Oblivion", "Data", or "Supreme Magicka Files" folder    ;;                                                                             ;;=============================================================================;;	DEBUGGING OPTIONS						      ;;=============================================================================;; Set these options only if you're having problems with the mod. There are 6 optionsSet SMDebugMode1 to 0		;turns off the central spell script- everything related to enemies (spell effects, 				;Poison Damage, etc). Adds the token for the spell knockbacks and staggers		Set SMDebugMode2 to 0		;turns off the configuration quest so if you set it to that you can only change it				; back in the console.Set SMDebugMode3 to 0		;turns off the conjuration script controlling multiple summons.Set SMDebugMode4 to 0		;turns off the levitation token scriptSet SMDebugMode5 to 0		;turns off the magicka based skill progression script.Set SMDebugMode6 to 0		;turns off the main quest script which basically controls some other things.Set SMDebugMode7 to 0		;turns off the system that monitors your current spell and sets variables and 				;custom scripts on them;set zzSMQuest.bShieldFix to 1	;Uncomment to fix any issues with the players armor rating value or waterwalking. Once you have 				;run the fix its best to turn this back off before loading your game again.				; (NOTE: It may be better to call this from in game by typing the same line into the game console);Set UninstallMode to 1		;Going into game with this uncomented will cause supreme magicka to uninstall and stop all processes				; (NOTE: Its better to call this from in game by typing the same line into the game console);=============================================================================;;	Spell Control Systems						      ;;=============================================================================;;Spell Token systems (SMDebugMode1 turns these all off)Set SMFireTokenOn to 1		;Set to 1 to turn on fire stagger effectsSet SMFrostTokenOn to 1		;Set to 1 to turn on frost slowing/paralyzing effectsSet SMShockTokenOn to 1		;Set to 1 to turn on shock bounce effectsSet SMPoisonTokenOn to 1	;Set to 1 to enable poison spellsSet SMDamageHealthTokenOn to 1	;Set to 1 to enable cancelled out restoration spellsSet SMVampireTokenOn to 1	;Set to 1 to enable damaging vampires with lightSet SMStealthTokenOn to 1	;Set to 1 to do extra damage with magic attacks while stealthedSet RestoreDamageEnabled to 1		; Determines whether Restore Health damages undead						; or not, 0 = disabled, 1 = enabledSet SMBurdenEffectOn to 1	;Set to 1 to enable burden spells slowing you based on your fatigue availableSet zzSMTokenScript.bFortifySpellOn to 1	;Set to 1 to stop fortify health,magicka,fatigue,endurance spells from 						;taking away your original health, magicka and fatigue when spells end;=============================================================================;;	Conjuration                                                           ;;=============================================================================;; NOTE: if sustainable summons is enabled consistent, variable and levelled summon settings are ignored.; If levelled summons is enabled consistent and variable summon settings are ignored.; If variable summons is enabled consistent summon settings are ignored.; These different summon durations do not apply to your own made spells. 	; The following settings lock all default spells of that type to a specific duration	; Setting it to 0 sets them to their default durations	; # in parenthesis = recommended duration if you wish to turn it ONSet ConsistentSummons to 0		; Sets duration for all summon spells (60)Set ConsistentBoundArmor to 0		; Sets duration for all bound armor spells (120)Set consistentBoundWeapon to 0		; Sets duration for all bound weapon spells (60)	; The following settings set the default spells of that type to durations based on	; your skill in conjuration. 	; # in parenthesis = recommended duration if you wish to turn it ONSet VariableSummons to 60		; Set max duration (master) of all summons spells to fixed values based on your conjuration skill. This is how long summons last at 100 conjuration skill (60)Set VarSumMin to 20			; Set min duration (novice) of all summons spells if conjuration based duration system turned on. This is how long summons last at 0 or less conjuration skill (20)Set VariableBoundArmor to 120 		; Set max duration of all bound armor spells to fixed values based on conjuration skill (60)Set VarBoundA to 30			; Set min duration (novice) of all bound armor spells if conjuration based duration system turned on (20)Set VariableBoundWeapon to 120		; Set max duration of all bound weapon spells to fixed values based on conjuration skill (60)Set VarBoundW to 30			; Set min duration (novice) of all bound weapon spells if conjuration based duration system turned on (15)	; The following setting sets the default conjuration spell durations based on your conjuration skill and the magic effect costs	; So cheap effects like the skeleton will have larger durations than the lich magic effect which is much more expensive	; Duration = BaseConjuration / ( SQRT(Magic Effect Base cost*1000) * ( 1 / LevelledSummons ) )    (Secret formula discovered by Kyoma)Set zzSMConjurationControl.LevelledSummons to 0		; Divisor (recommended 134 - Increase value for generally longer laster summons or decrease for shorter lasting summons).	;Set to 1 to turn on a sustainable summon system where summons will stay out as long as you have enough mana to sustain them.	;The spell cost of the summon will keep that amount of magicka in use until summons dies or u run out of magicka.	;Overrides consistent summons and variable summon control.	Set SustainableSummons to 0set SustainableXP to 0.01	; Conjuration skill use per second while sustained summons is active. Set to <= 0 to disable gaining experience. Recommended value 0.01							; These settings sets the summoning limit for each level of Conjuration	; Some suggested choices are listed next to each setting (might get buggy if > 5)	; (Technically a maximum limit of 10)Set ConjSummonLimitNovice to 1		; 1 | 1 | 1 | 1 | 5Set ConjSummonLimitApprentice to 2	; 1 | 1 | 1 | 2 | 5Set ConjSummonLimitJourneyman to 3	; 1 | 2 | 2 | 3 | 5Set ConjSummonLimitExpert to 4		; 1 | 2 | 3 | 4 | 5Set ConjSummonLimitMaster to 5		; 1 | 3 | 4 | 5 | 5	; These settings set the summoning limits for npcs. The higher these values the harder the game will be. 	; (Technically a maximum limit of 4 for performance reasons)	set AISummonLimitNovice to 1	set AISummonLimitApprentice to 1set AISummonLimitJourneyman to 2set AISummonLimitExpert to 2set AISummonLimitMaster to 3set zzSMConjurationControl.LimitAISummons to 0	; Set to 1 which makes sure the AI can never summon more creatures than you are able to	; These settings set the percentage chances of npc's summoning 4,3,2 summons respectivlyset AISummonPercent4 to 25set AISummonPercent3 to 50Set AISummonPercent2 to 75Set ModifyBoundArmorType to 1	; Set to 0 to stop supreme magicka changing the				; type of bounded armor (To heavy or light) to match your higher armor skillSet zzSMQuest.bUseLeveledBounds to 1	; Set to 0 to stop supreme magicka levelling bound weapons an armor based on your 					; conjuration skill. Note i recommend another mod is loading afterwards (like LAME)					; when turning this off so that the bound spells are balanced for when this feature is off.set DispelDamageMult to 5	; Set to value that is multiplied to dispel magnitude to determine damage dispel does on summonsset SummonAura to 2	; Set to 1 for a particle shader around summons, Set to 2 for a membrane shader around summons, Set to 0 to disable the aura around summons;=============================================================================;;	Elemental Spell Effects                                               ;;=============================================================================;Set FireScare to 2			; Sets % chance of fire spells scaring enemies (2)set FireScareMult to 2			; Sets multiplier % added to fire spells per mastery levelSet FirePush to 1			; Sets % chance for enemy to be blasted away (1)Set FirePushMult to 1					Set FireStagger to 5			; Sets % chance for enemy to stagger (5)Set FireStaggerMult to 5		; Set FrostSlow to 5			; Sets % chance of frost spells slowing enemies (5)Set FrostSlowMult to 5Set FrostParalyze to 1			; Sets % chance of frost spells paralyzing enemies (1)set FrostParalyzeMult to 1Set FrostRestore to 33			; Sets % chance enemies recover from paralysis due to					; 	frost every 3 seconds (33)Set ShockPush to 1			; Sets % chance of shock recoiling enemies (1)Set ShockPushMult to 1Set ShockBounce to 5			; Sets % chance of shock causing enemy to spasm/stagger (5)Set ShockBounceMult to 5Set SMElementalShieldFactor to 5	; determines the amount by which elemental shield magnitudes are divided 					; to determine the damage dealt by the shields. If it's less than or equal 					; to 0, the elemental shield changes are disabled.;=============================================================================;;	Telekinesis Effects                                            	      ;;=============================================================================;; Sets % chance of telekinesis pushes enemy if magic; skills are equal. So will be twice as likely if; your skills are double the targets. (Set to -1; to always be able to push the enemy)Set TelekinesisPushChance to 25		; 20	(Novice and Apprentice spells)Set TelekinesisPush2 to 30		; 30	(Journeyman Spells)set TelekinesisPush3 to 50		; 40	(Expert Spells)set TelekinesisPush4 to 70		; 50	(Master Spells); Sets % chance of telekinesis staggering the enemy.; (Set to -1 to always be able to stagger the enemy)Set TelekinesisStaggerChance to 30	;50	Set TelekinesisStagger2	to 40		;60Set TelekinesisStagger3 to 70		;70Set TelekinesisStagger4 to 90		;80;These setting controls the general amount of damage done by telekinesis when used to throw items into enemies; Damage Done = (Speed item is moving * Weight of item) / Divisor; The setting is best put at a value that when squared is the maximum possible value the speed * weight can reach; Reduce this to generally do more damage, increase to generally do less damage; Set fTelekinesisDivisor1 to 0 to completly disable this telekinesis feature set zzSMQuest.fTelekinesisDivisor1 to 145	; (145) Divisor for novice and apprentice telekinesis magnitude < 45set zzSMQuest.fTelekinesisDivisor2 to 130	; (130) Divisor at journeyman magnitude >= 45set zzSMQuest.fTelekinesisDivisor3 to 115	; (115) Divisor at expert magnitude >= 75set zzSMQuest.fTelekinesisDivisor4 to 100	; (100) Divisor at master magnitude >= 100 set zzSMQuest.fTeleDamageKnockover to 5		; (5) Amount of damage required when throwing items at enemies to possibly knock them over and play the damage sound						; Note the chance the object knocks the enemy over is based on the telekinesis push chances set above; These settings can be used to change specifically the damage from different item types when thrown by telekinesis; These settings are multiplied by the general amount of damage calculated above.; Set any of these values to 0 to make those item types do no damage at all when thrown by telekinesisset zzSMQuest.fTeleWeapMult to 1.00	;Weapons(1.00)set zzSMQuest.fTeleArmorMult to 0.80	;Armor(0.80)set zzSMQuest.fTeleLightMult to 1.00	;Torches(1.00)set zzSMQuest.fTeleClothingMult to 0.60	;Clothing(0.60)set zzSMQuest.fTeleIngrMult to 0.60	;Alchemy Ingredients(0.60)set zzSMQuest.fTeleMiscMult to 0.80	;Other items(0.80);=============================================================================;;	RapidFire Effects                                            	      ;;=============================================================================;; Controls the settings for the three rapidfire spells; Magicka Cost of each rapidfired projectile = Original spell cost * SMRapid__Cost; Number of extra projectiles released per second = 1 / SMRapid___Speedset SMRapidWeakCost to 1.0	; (1)set SMRapidWeakSpeed to 1.0	; (1 = 1 extra projectile per second for weak rapidfire spell)set SMRapidMediumCost to 0.5	; (0.5)set SMRapidMediumSpeed to 0.5	; (0.5 = 2 extra projectiles per second for medium rapidfire spell)set SMRapidStrongCost to 0.33	; (0.33)set SMRapidStrongSpeed to 0.33	; (0.33 = 3 extra projectiles per second for strong rapidfire spell);=============================================================================;;	Magic sneak attack settings                                     	      ;;=============================================================================;; Multiplier to your spells damage when you succesfully sneak cast a spell.; The multipliers are based on your sneak skills mastery.; Only set to values >= 1set zzSMQuest.fNoviceMagicSneakMult to 1.00		; (1.00)set zzSMQuest.fApprenticeMagicSneakMult to 1.25		; (1.25)set zzSMQuest.fJourneymanMagicSneakMult to 1.50		; (1.50)set zzSMQuest.fExpertMagicSneakMult to 2.00		; (1.75)set zzSMQuest.fMasterMagicSneakMult to 3.00		; (2.00);=============================================================================;;	Staff settings                                     	      ;=============================================================================;; Chance that using your staff returns a % amount of the charge based on how skilled you ; are in the particular school the staff casts. The value used depicts how much is returned; at 100 skill which is reduced or decreased based on your skill in the school.set zzSMQuest.fStaffChargeMult to 0.50	; (0.60) At 100 skill gain 60% charge back. Set to <= 0 to disable any returnset zzSMQuest.sStaffChargeStart to 25	; (25) Minimum skill required to gain back charge. 					; At defaults once you hit apprentice skill you gain back 15% of chargeset zzSMQuest.fStaffXP to 0	; Set to value of XP to gain for the staff spell school.;=============================================================================;;	Enchantment Settings                                                  ;;=============================================================================;	; Sets the soul values for each soul gem type (vanilla value in parenthesis)	; To prevent SM modifying these setting add a comment character (;) to start of line  SetGS iSoulLevelValuePetty 250		; (150)SetGS iSoulLevelValueLesser 500		; (300)SetGS iSoulLevelValueCommon 1200		; (800)SetGS iSoulLevelValueGreater 1600		; (1200)SetGS iSoulLevelValueGrand 2800		; (1600)  (OOO: 2800)	; Sets the weapon enchant limits for each soulgem type (vanilla value in parenthesis)	; To prevent SM modifying these setting add a comment character (;) to start of lineSetGS fEnchantPettyLimit 20.00		; (15.0)SetGs fEnchantLesserLimit 40.00		; (25.0)SetGS fEnchantCommonLimit 80.00 	; (40.0)SetGS fEnchantGreaterLimit 100.00	; (60.0)SetGS fEnchantGrandLimit 200.00		; (85.0)set UseProgressiveEnchant to 1		; Set to 1 to allow your mysticism skill to determine how powerful your enchantments are.					; Will be half as effective at 0 skill but double effective at skill 100. 					; You may want to reduce the above values because of this. This wont effect constant enchantments.;=============================================================================;;	Alchemy Settings                                                      ;;=============================================================================;	; Sets how many potions you can drink at a time depending on your alchemy level	; vanilla value in parenthesis, suggested values after that	; To prevent SM modifying these setting add a comment character (;) to start of lineSetGS iMagicMaxPotionsNovice 1		; (4) 1 | 1 | 2 | 2 | 3 | 3 | 3 | 4 | 3 | 2 | 4 | 10SetGS iMagicMaxPotionsApprentice 2	; (4) 1 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 3 | 3 | 5 | 10SetGS iMagicMaxPotionsJourneyman 3	; (4) 1 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 10SetGS iMagicMaxPotionsixpert 4		; (4) 1 | 4 | 4 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 10SetGS iMagicMaxPotionsMaster 5		; (4) 1 | 5 | 4 | 4 | 3 | 5 | 5 | 4 | 5 | 6 | 6 | 10;=============================================================================;;	Gameplay Settings                                              ;;=============================================================================;; Sets some in built magic related settings of oblivion; Key Vanilla = V, Supreme Magicka = SM, bgRaceBalancing = bg, Less Annoying Magicka = L, MM = Mighty Magick, OOO =Oscuros Overhaul; To prevent SM modifying these setting add a comment character (;) to the start of line. ; For example fPCBaseMagickaMult setting change is never applied because its commented out.;setGS fPCBaseMagickaMult 1		;Sets how much magicka 1 point of intelligence gives you.					;Always add 1 to the value given here for true value (V: 1.00 bg:4.00 OOO:1.2)	SetGS fNPCBaseMagickaMult 2.0		; Sets the amount by which NPCs have their base magicka					; multiplied to conpensate for the fact that					; they're so stupid (v: 1.5)SetGS fMagicArmorPenaltyMax 0.25		;Armor reduces magic effectiveness by a maximum of value%(V: 0.3 bg:1 OOO:0.6)			setGS fMagicArmorPenaltyMin 0.01	;Armor reduces magic effectiveness by a minimum of value%(V:0.05 bg:0.2 OOO:0.12);Skill based spell cost decrease settings that determine how prices of spells change as your skill improves;Vanilla Formula = 0.2 + ( 1 - Skill / 100 ) * 1.2 Set fMagicCasterSkillCostBase 0.25		;(V: 0.2 bg:0.4)set fMagicCasterSkillCostMult 1.00		;(V: 1.2 bg:0.75)setGS fMagicCEEnchantMagOffset 2.50	; The Minimum possible constant enchantment magnitude (V: 5.00, SM: 2.5)setGS fSpellmakingGoldMult 5		; The Magicka cost of a spell is multiplied by this value to determine what the spell costs in Gold to buy or create. 					;For spell merchants this cost is then modified by barter settings. (V: 3 SM:5)setGS iNumberActorsAllowedToFollowPlayer 10	; Increased in SM to support the higher number of summons that follow (V: 6 SM: 10)setGS iNumberActorsGoThroughLoadDoorInCombat 5	; (V: ? SM: 5)setGS fMagicFogMaximumDistance 4000	; Maximum distance for firing this projectile type, must be greater than optimal value(V: 2000 SM:4000)setGS fMagicFogOptimalDistance 2000	; Prefered distance for firing this projectile type(V: 1000 SM:2000)setGS fMagicBallMaximumDistance 4000	; Maximum distance for firing this projectile type, must be greater than optimal value(V: 2000 SM:4000)setGS fMagicBallOptimalDistance 2000	; Prefered distance for firing this projectile type(V: 1000 SM:2000)setGS fMagicBoltMaximumDistance 4000	; Maximum distance for firing this projectile type, must be greater than optimal value(V: 2000 SM:4000)setGS fMagicBoltOptimalDistance 2000	; Prefered distance for firing this projectile type(V: 1000 SM:2000)setGS fMagicProjectileBaseSpeed 1800	; Base speed (in ball form) of spell projectiles (V:1000 SM:1800)setGS fMagicAreaScale 1.50		; (UNKNOWN FUNCTIONALITY) Likely for controlling AOE graphic or havoc size of spellsSetGS fMagicLevelMagnitudeMult 0.75	; Sets the multiplier for level based spell effects like					; Calm and Command Creature, 0.5 means that a					; spell of magnitude 100 will affect enemies					; up to level 50 (vanilla: 0.25); ------Spell Cost game settings (For controlling the mana cost of spells)-------; Effect Factor = Base Cost * fMagicDurMagBaseCostMult; Magnitude Factor = Magnitude ^ fMagicCostScale; Duration Factor = Duration (minimum of 1); Area Factor = Area * fMagicAreaBaseCostMult (minimum of 1); Range Factor = if Target, fMagicRangeTargetCostMult; else, 1; Skill Factor = fMagicCasterSkillCostBase + fMagicCasterSkillCostMult * (1 - Effective Skill/100);; Unscaled Effect Cost (Base Cost) = Effect Factor * Magnitude Factor * Duration Factor * Area Factor * Range Factor (minimum 1); Scaled Effect Cost (Actual Cost) = Effect Factor * Magnitude Factor * Duration Factor * Area Factor * Range Factor * Skill Factor (minimum 1)setGS fMagicRangeTargetCostMult 1.40	; Spells magicka cost is multiplied by this value if ranged (V:1.5 SM: 1.4);setGS fMagicDurMagBaseCostMult 0.10;setGS fMagicCostScale 1.28;setGS fMagicAreaBaseCostMult 0.15;setGS fMagicCasterSkillCostBase 0.2;setGS fMagicCasterSkillCostMult 1.2;=============================================================================;;	Magicka Regeneration Settings                                            ;=============================================================================;SetGS fMagickaReturnBase 0.05		; Sets the base magicka regen per sec (V: 0.75 bg:-1.01 SM:0.05 OOO:0.4)SetGS fMagickaReturnMult 0.034		; Sets the addtional magicka regen per sec from willpower (V: 0.02 bg: 0.05 SM 0.034 OOO:0.045)set zzSMConfigurationQuest.MagickaCombatBase to 0	; Magicka gameplay settings while in combat, set to -1 to disable reduced magicka in combatset zzSMConfigurationQuest.MagickaCombatMult to 0.0033set zzSMConfigurationQuest.MageMagickaBase to 0.01	; Magicka gameplay settings while in combat with the mage birthsign only if above setting is enabledset zzSMConfigurationQuest.MageMagickaMult to 0.01;=============================================================================;;	Magicka-Related Settings                                              ;;=============================================================================;Set MagickaSkillProgression to 0	; Set to 0 to disable.					; Set to 1 to use a magicka based skill					; progression system so that higher costing spells					; will train your skills more than lower costing					; ones which will prevent you from needing to spam					; weak spells to train magic skills at higher					; levels. 					; Set to 2 to modify this further so you get 75% of the experience if not in combat and 					; 150% if you are in combat.Set WPResistMult to 0.08		; Set to amount of resistance to paralysis each point of willpower provides					; Setting to less than or equal to 0 disables this effect.Set SMLightDivisor to 10		; Set value to divide light spell magnitudes by to determine damage to vampiresset SMRestoreMult to 1.00		; Multiplies the magnitude of restore spells by this to determine how much damage to do to undead. (0.5)set SMDamageMult to 8			; Prevents this * damage health magnitude amount of health being restored when affected by damage health spells. (8)Set SMDamageUndead to 1.00		; Multiplies magnitude of damage health spells to determine how much to heal undead (0.5)Set SMDamageVampire to 0.00		; Multiplies magnitude of damage health spells to determine how much to heal vampires (0)set zzSMQuest.fMagicDamage to 0.5	; set to 1.00 to make you do double damage spells, set to 2.00 to do triple damage with spells, set to 0.5 to do 1.5 more damage etc. 					; WARNING: This settings is extremly unbalancing and can make magic dangerous against both you 					; and foe alike. Note self spells will not get any boost (Exception being resist magic spells)					; Set to <= 0 to turn this off.	; Magic Effect Enchanting and spellmaking configurationset zzSMConfigurationQuest.bDisableStartSpells to 1	; Set to 1 to disable the flare and health spell as starting spells. Adds replacement spell scrolls to sewer loot (only affects new games)set zzSMConfigurationQuest.bAbsorbRestoration to 0	; Set to 1 to make absorb spells revert to being under the school of restoration instead of mysticismset zzSMConfigurationQuest.bDisableChameleonSM to 0	; Set to 1 to disable spell making for chameleon spellsset zzSMConfigurationQuest.bEnableCharmSM to 1		; Set to 1 to enable spell making for charm spellsset zzSMConfigurationQuest.bEnableDrainHealthSM to 1	; Set to 1 to enable spell making for drain health spellsset zzSMConfigurationQuest.bEnableMagickaSM to 1	; Set to 1 to enable spell making for restore magicka spellsset zzSMConfigurationQuest.bDisableChameleonEN to 0	; Set to 1 to disable enchanting for chameleon spellsset zzSMConfigurationQuest.bEnableFatigueEN to 1	; Set to 1 to enable enchanting for restore fatigue spellsset zzSMConfigurationQuest.bEnableHealthEN to 1		; Set to 1 to enable enchanting for restore health spellsset zzSMConfigurationQuest.bEnableMagickaEN to 1	; Set to 1 to enable enchanting for restore magicka spellsset zzSMConfigurationQuest.bNoPoisonLevitationEffects to 0	;Set to 1 to disable the casting graphics and sounds of these spells 								;Disable only if you have swirling pink clouds or swirling green clounds								;constantly appearing in your game.;=============================================================================;;	Other Settings                                                        ;;=============================================================================;Set SpellsTargetSmallAOE to 0		; Sets all 0 area target spells to have an area of					; the number you set here					; intended for those who play in 3rd person					; since it's harder to aim than in 1st person					; custom spells not affected					; (If ON, Recommended: 3)Set LevitationPenalty to 4		; Enables/Disables penalties to levitation					;	0 = No penalty					;	1 = Stunted Magicka while levitating					;	2 = Silenced while levitating					;	3 = Both effects while levitating					;	4 = Cannot attack or cast spells in any way (But it becomes easier and smoother to levitate up and down)Set ChameleonLimit to 95		;Set the maximum percantage limit of chameleon to allow. Set to 100 					;to disable any limiting. (Recommended: 95)Set ChameleonInvi to 1			;Setting to 1 changes how chameleon works above 100%. It will 					;instead act like invisibility. Do an action and your invisibility goes 					;(but you still have your chameleon effect). After 15 seconds your 					;invisibility will re-enable automatically. (Chameleonlimit must be 					;enabled)set zzSMQuest.fRechargeTime to 200	;Amount of time it takes for recharge spells to return a bit of your life force (200)					;Note the time the spells lasts you cannot rest or wait for it to end. It uses real time not game time.Set SMDetectLifeOn to 1			;Set to 0 to turn off the this coloured detect life system and only use the original shader. 					;(Look at option 3 if you need to disable the system for compatability with a shader mod)					;Set to 2 to use the less bright detect life shader.					;Set to 3 to turn off the coloured detect life system and use original effectDetectLife shader					;Only do this if you use your own detect life shader mod and load that mod after					;supreme magicka otherwise detect life will show no graphic and not work.Set DetectLifeUndead to 1		;Setting to 1 makes detect life always detect undead creatures instead of 					;requiring player to be a vampire. Ignored if SMDetectLifeOn is set to 0 or 3.Set QuestSpellLevelling to 1		;Setting to 1 makes the quest award spells finger of the mountain and wizards fury					;improve in strength as your skill and level improves. Setting to 0 will turn off					;and give you back the original spell you first received.Set SMSpellLevelling to 0		;Set to 1 to allow birthsign powers and racial powers to get stronger as you level					;This only works with the standard vanilla birthsigns and racial powers and so should					;not be used with other mods that modify these abilities.Set zzSMQuest.bAutoDeadlyReflexComp to 0	;Set to 1 to allow supreme magicka to apply deadly reflex elemental effects to spells						;if deadly reflex is installed. (Has no effect if deadly reflex cannot be detected)set zzSMTokenScript.bDisableArenaInvisibility to 0	;Set to 1 to prevent casting invisibility within the Arenaset zzSMTokenScript.bAIDetectLife to 1		;Set to 1 to allow AI with detect life to see through your invisibility spellsset zzSMTokenScript.bVampireDetectLife to 1		;Set to 1 to allow vampires to be able to see through your invisibility spells


nGCd.ini

Spoiler
; -------------; nGCD.ini v1.0; -------------; All of the values used in nGCD calculations can be adjusted here, with the; exception of skill influence ratios which are found in nGCDSkillSpread.ini.; I have included settings not actually used by nGCD's standard configuration,; for those who would like to experiment. The default for each value is listed; after a semicolon.;; You can have individual configuration per character by making a copy of this; file and renaming it like this:  nGCD - Character Name.ini; So if your character is named Gabo gra-Nozak, her settings would be contained; in the file named:  nGCD - Gabo gra-Nozak.ini; If no unique file exists for a given character, the generic nGCD.ini will be; used. This same character-naming method can be used for nGCDSkillSpread.ini.; - CLEAN -; Use this option to cleanly remove nGCD from a saved game, as described in; the nGCD Readme.; - ASSERT -; This option disables nGCD's optimization checks, causing it to run its full; process every frame rather than only when key changes are detected. This is; useful for troubleshooting, and also for those who would like to test out; changes to the other settings from the console, because otherwise they would; not take effect immediately in game mode.set nGCD.CLEAN                          to  0       ; 0set nGCD.ASSERT                         to  0       ; 0; Class Attributes and Luck; -------------------------; After all the skill calculations are complete and their attribute influence; has been calculated (see nGCDSkillSpread.ini), each attribute is in that same; magic 0.0 to 1.0 range. Before being multiplied by AttrMax, this value is; again exponentiated based on your race, birthsign, and whether the attribute; is favored to your class. The formula is:; exponent = 1 - ((RacialAttr + ClassAttr) / AttrMax); RacialAttr is detected automatically.; - ClassAttr -; The amount that "class favored" status adds to your base attribute modifiers.; - ManageLuck -; If disabled, nGCD will not enforce a value for Luck, allowing other mods to; control it. Settings below only apply if this is enabled.; - LuckAlwaysIncreases -; When disabled, nGCD will not increase your Luck unless it is one of your; class attributes. Enabling this causes Luck to increase for all characters.; - LuckGetsClassAttr -; Determines whether or not Luck receives the ClassAttr bonus when selected as; a class attribute. Enable this if you enable LuckAlwaysIncreases, or if you; want slightly faster Luck progression when selecting it as a class attribute.; - ForceBaseLuck -; If set to 0 or higher, this value is used in place of the character's racial; base Luck value.set nGCD.iClassAttr                     to  5       ; 5set nGCD.bManageLuck                    to  1       ; 1set nGCD.bLuckAlwaysIncreases           to  1       ; 0set nGCD.bLuckGetsClassAttr             to  1       ; 0set nGCD.iForceBaseLuck                 to -1       ;-1; Skill and Attribute Ranges; --------------------------; - SkillMax -; Before calculations are performed, base skill values are divided by SkillMax; with the assumption that the result will be between 0.0 and 1.0. If you use; a mod which allows skill progression over 100, set SkillMax to the highest; value that mod allows.; - AbilitiesReduceSkillMax -; In Vanilla Oblivion, Fortify Skill abilites are added to your base skill; values. The 100-cap on skills includes any Ability bonus; for instance if; you have 70 Acrobatics and Fortify Acrobatics 30 you are considered to have; 100 Acrobatics, gain the Master perk, and cannot advance the skill. To avoid; reducing your character's potential, nGCD reduces SkillMax for skills which; have a bonus from Ability effects; in the example above, the SkillMax for; Acrobatics would be set to 70. In certain situations, such as vampirism, you; can gain and lose Fortify Skill effects; this causes some fluctuation in; your character's attributes and level. If you dislike the side effect, you; can set this option to 0. Additionally, if you use a mod which lets your; skills progress past 100, adjustment is unnecessary and you should set this; to zero.; - AttrMax -; After all other calculations are performed, and assuming none of your skills; are higher than SkillMax, your attributes are also a value in the 0.0 to 1.0; range. These are multiplied by AttrMax to yield the final attribute score.; - AttrCap -; nGCD will not set an attribute higher than this value. This does not affect; any calculations, it only truncates any higher value. For instance, if you; set AttrMax to 125 and AttrCap to 100, all the calculations will be done; assuming a maximum value of 125, causing faster advancement, but you still; won't gain attributes over 100 due to the cap. This value cannot be set; higher than 255, and will have no effect if it is higher than AttrMax.; Settings below which cause adjustments to AttrMax will also adjust AttrCap.; - AbilitiesObeyAttrMax -; An "Ability" is a permanent spell effect. Some mods use them, and they're; how a birthsign grants an attribute bonus. Normally this kind of effect; cannot make an attribute go over 100, and nGCD preserves the standard; behavior by subtracting any Ability bonus from AttrMax for that attribute.; If you have +10 Agility from The Thief, for instance, nGCD will calculate; Agility as if AttrMax were 90 (assuming it's set to the default 100). When; your Ability modifiers are added, your attributes will still obey the; maximum. If you would rather allow Abilities to push you over the normal; cap, set this to 0.; - RacialAttributesOffset -; This value is added to the racial attributes for nGCD's calculations. For; instance, setting it to -20 would cause racial attributes of 30, 40 and 50; to generate nGCD base attributes of 10, 20 and 30.; - RacialAttributesRatio -; After offset, The racial base attribute is multiplied by this value to set; the final value for each attribute. (Options below also use this modified; racial value.); AttrMin and AttrMax, rather than between AttrMin and (AttrMax + AttrMin).; - AttrMin -; This value is added to calculated attributes. If you set this to -1, racial; base attributes are treated as a bonus and have no influence on gain rates.; - AttrMinRaisesAttrMax -; By default, calculation ranges are constrained to yield results between the; specified AttrMin and AttrMax. If this option is enabled, AttrMin is also; added to AttrMax; this is primarily intended for use with racial minimums,; i.e. AttrMin -1; some settings below work only in this configuration.; - RacialAttributesBaseValue -; - RacialAttributesBaseLuck -; If AttrMin is set to -1 and AttrMinRaisesAttrMax is enabled, this sets the; racial attribute value which will cause the normal AttrMax/AttrCap attribute; values to be generated. Higher racial attributes will increase the cap, and; lower ones will reduce it, by the difference between the actual racial value; and this number. For instance, with this value set to 40: an attribute with a; racial base of 30 will generate a maximum value of 90, a racial base of 50; will generate a maximum value of 110, and a racial 40 will have the default; cap of 100. Luck is calculated from a separate base value. These values are; not relative to the offset or ratio calculations above! Set them according to; base racial attributes, even if nGCD is using modified numbers elsewhere.; - RacialAttrMaxRatio -; This is a multiplier to the AttrMax adjustment as described above. With the; previous example and this value set to 2.5, a racial attribute of 30 will; cap that attribute at 75 and a racial 50 will cap at 125.set nGCD.iSkillMax                      to  200     ; 100set nGCD.bAbilitiesReduceSkillMax       to  0       ; 1set nGCD.iAttrMax                       to  200     ; 100set nGCD.iAttrCap                       to  200     ; 100set nGCD.bAbilitiesObeyAttrMax          to  0       ; 1set nGCD.iRacialAttributesOffset        to  0       ; 0set nGCD.fRacialAttributesRatio         to  1.0     ; 1.0set nGCD.iAttrMin                       to  -1       ; 0set nGCD.bAttrMinRaisesAttrMax          to  0       ; 0set nGCD.iRacialAttributesBaseValue     to  40      ; 40set nGCD.iRacialAttributesBaseLuck      to  50      ; 50set nGCD.fRacialAttrMaxRatio            to  1.0     ; 1.0; Skill Exponent; --------------; After division by SkillMax, the each skill is raised to an exponent which; depends on its class status. These too are between 0.0 and 1.0, guaranteeing; the final result also conforms to that range. Note that exponentiation of; fractions yields a higher result with a lower exponent.; - SkillExpBase -; This is the default exponent for skills which are not modified by any of the; following. The other modifiers are added to this (note that they are negative; values). The final exponent may not be less than 0.; - SkillExpClass -; Exponent modifier for class skills.; - SkillExpSpec -; Exponent modifier for class specialization skills (Combat, Magic, Stealth).; - SkillExpRaceFlat -; Exponent modifier for any skill with a racial bonus, regardless of how much; the bonus is.; - SkillExpRaceScale -; Exponent modifier for any skill with a racial bonus, multiplied by the value; of the bonus.;; The additional columns in this section are alternate recommendations. The; third column is recommended if you would like character class to play a; stronger role than normal in nGCD. The fourth is if you would rather have; class play no role at all.set nGCD.fSkillExpBase                  to  0.95    ; 0.98	 1.0	 0.95set nGCD.fSkillExpClass                 to -0.00    ;-0.05	-0.1	-0.0set nGCD.fSkillExpSpec                  to -0.00    ;-0.03	-0.05	-0.0set nGCD.fSkillExpRaceFlat              to -0.0     ;-0.0	set nGCD.fSkillExpRaceScale             to -0.0     ;-0.0	; Level Determination; -------------------; Level is computed from the total value of all skills, adjusted according to; the following values.; - SkillLevelBase -; Before being added to the level pool, skills are multiplied by this value,; plus any of the following values which apply. Base skills are used, not the; fractional values generated by the formulas described previously.; - SkillLevelClass -; Added to SkillLevelBase for class skills.; - SkillLevelSpec -; Added to SkillLevelBase for specialized skills.; - SkillLevelRaceFlat -; Added to SkillLevelBase for skills with a racial bonus, regardless of amount.; - SkillLevelRaceScale -; Multiplied by racial bonus amount, then added to SkillLevelBase.; - SkillLevelDivisor -; The level pool is offset by an amount computed from both starting and current; skills, to guarantee all characters start at level 1 but have the same cap.; It is divided by this value (rounding down) to yield actual character level.;; Extra columns are the same as described in the previous section.set nGCD.fSkillLevelBase                to  1.0     ; 0.75	0.5	1.0set nGCD.fSkillLevelClass               to  0.0     ; 0.50	1.0	0.0set nGCD.fSkillLevelSpec                to  0.0     ; 0.25	0.5	0.0set nGCD.fSkillLevelRaceFlat            to  0.0     ; 0.0set nGCD.fSkillLevelRaceScale           to  0.0     ; 0.0set nGCD.iSkillLevelDivisor             to  28      ; 28; Health, Magicka, and Magicka Regeneration; -----------------------------------------; Each of these derived attributes is controlled by a similar set of variables.; First, there is a flat base value. Next, each attribute is modified by a; multiplier and added to the base. Then the skill influence total (defined in; nGCDSkillSpread.ini) is multiplied by a flat value, and by each of the; attributes, again with a modifier. The skill results are added together, and; divided by the SkillDivisor. This is added to the base for the final result.; Magicka regeneration is in points per second. Finally, if the outcome is less; than a specified minimum, the minimum is used instead.;; - ManageHealth -; - ManageMagicka -; - ManageRegen -; If one of these is set to 0, nGCD will not calculate that attribute, allowing; other mods to handle any or all of health, magicka or regeneration. Setting a; value of -1 will restore vanilla Oblivion behavior for Magicka or Regen. The; -1 setting also restores the vanilla game settings for Health, but because of; the different mode for setting level this will not cause you to gain health; by the vanilla method: use this setting only if you wish to use another; retroactive-health mod which assumes but does not force the vanilla settings.; - RegenDuringSleep -; - RegenDuringWait -; Set these to 0 if you use any other mod which controls Magicka regeneration; during sleep or while waiting, respectively.set nGCD.bManageHealth                  to  1       ; 1set nGCD.bManageMagicka                 to  1       ; 1set nGCD.bManageRegen                   to  1       ; 1set nGCD.bRegenDuringSleep              to  1       ; 1set nGCD.bRegenDuringWait               to  1       ; 1set nGCD.fHealthSkillFlatMult           to  0.0     ; 0.0set nGCD.fHealthSkillStrengthMult       to  0.0     ; 0.0set nGCD.fHealthSkillIntelligenceMult   to  0.0     ; 0.0set nGCD.fHealthSkillWillpowerMult      to  0.0     ; 0.0set nGCD.fHealthSkillAgilityMult        to  0.0     ; 0.0set nGCD.fHealthSkillSpeedMult          to  0.0     ; 0.0set nGCD.fHealthSkillEnduranceMult      to  5.0     ; 5.0set nGCD.fHealthSkillPersonalityMult    to  0.0     ; 0.0set nGCD.fHealthSkillLuckMult           to  0.0     ; 0.0set nGCD.iHealthSkillDivisor            to  700     ; 700set nGCD.fHealthBaseStrengthMult        to  0.0     ; 0.0set nGCD.fHealthBaseIntelligenceMult    to  0.0     ; 0.0set nGCD.fHealthBaseWillpowerMult       to  0.7     ; 0.7set nGCD.fHealthBaseAgilityMult         to  0.7     ; 0.7set nGCD.fHealthBaseSpeedMult           to  0.0     ; 0.0set nGCD.fHealthBaseEnduranceMult       to  0.6     ; 0.6set nGCD.fHealthBasePersonalityMult     to  0.0     ; 0.0set nGCD.fHealthBaseLuckMult            to  0.0     ; 0.0set nGCD.iHealthBaseFlat                to  0       ; 0set nGCD.iHealthMinimum                 to  0       ; 0set nGCD.fMagickaSkillFlatMult          to  0.0     ; 0.0set nGCD.fMagickaSkillStrengthMult      to  0.0     ; 0.0set nGCD.fMagickaSkillIntelligenceMult  to  2.5     ; 2.5set nGCD.fMagickaSkillWillpowerMult     to  0.0     ; 0.0set nGCD.fMagickaSkillAgilityMult       to  0.0     ; 0.0set nGCD.fMagickaSkillSpeedMult         to  0.0     ; 0.0set nGCD.fMagickaSkillEnduranceMult     to  0.0     ; 0.0set nGCD.fMagickaSkillPersonalityMult   to  0.0     ; 0.0set nGCD.fMagickaSkillLuckMult          to  0.0     ; 0.0set nGCD.iMagickaSkillDivisor           to  700     ; 700set nGCD.fMagickaBaseStrengthMult       to  0.0     ; 0.0set nGCD.fMagickaBaseIntelligenceMult   to  0.65    ; 0.65set nGCD.fMagickaBaseWillpowerMult      to  0.0     ; 0.0set nGCD.fMagickaBaseAgilityMult        to  0.0     ; 0.0set nGCD.fMagickaBaseSpeedMult          to  0.0     ; 0.0set nGCD.fMagickaBaseEnduranceMult      to  0.0     ; 0.0set nGCD.fMagickaBasePersonalityMult    to  0.35    ; 0.35set nGCD.fMagickaBaseLuckMult           to  0.0     ; 0.0set nGCD.iMagickaBaseFlat               to  0       ; 0set nGCD.iMagickaMinimum                to  0       ; 0set nGCD.fRegenSkillFlatMult            to  0.0     ; 0.0set nGCD.fRegenSkillStrengthMult        to  0.0     ; 0.0set nGCD.fRegenSkillIntelligenceMult    to  0.0     ; 0.0set nGCD.fRegenSkillWillpowerMult       to  0.072   ; 0.072set nGCD.fRegenSkillAgilityMult         to  0.0     ; 0.0set nGCD.fRegenSkillSpeedMult           to  0.0     ; 0.0set nGCD.fRegenSkillEnduranceMult       to  0.0     ; 0.0set nGCD.fRegenSkillPersonalityMult     to  0.028   ; 0.028set nGCD.fRegenSkillLuckMult            to  0.0     ; 0.0set nGCD.iRegenSkillDivisor             to  700     ; 700set nGCD.fRegenBaseStrengthMult         to  0.0     ; 0.0set nGCD.fRegenBaseIntelligenceMult     to  0.0     ; 0.0set nGCD.fRegenBaseWillpowerMult        to  0.026   ; 0.026set nGCD.fRegenBaseAgilityMult          to  0.0     ; 0.0set nGCD.fRegenBaseSpeedMult            to  0.0     ; 0.0set nGCD.fRegenBaseEnduranceMult        to  0.0     ; 0.0set nGCD.fRegenBasePersonalityMult      to  0.014   ; 0.014set nGCD.fRegenBaseLuckMult             to  0.0     ; 0.0set nGCD.fRegenBaseFlat                 to  0.0     ; 0.0set nGCD.fRegenMinimum                  to  0       ; 0.0


nGCDSkillspread.ini

Spoiler
; ------------------------; nGCDSkillSpread.ini v1.0; ------------------------; This file contains the information nGCD uses to determine how skill increases; translate into attribute increases. All other configuration options are found; in nGCD.fni. For convenience, defaults are listed after a semicolon.; Health, Magicka, and Magicka Regeneration; -----------------------------------------; This section determines which skills affect these three secondary attributes.; See the corresponding section of nGCD.fni for more information.set nGCD.fHealthArmorer			to	0.72	; 0.72set nGCD.fHealthAthletics		to	0.72	; 0.72set nGCD.fHealthBlade			to	0.72	; 0.72set nGCD.fHealthBlock			to	0.72	; 0.72set nGCD.fHealthBlunt			to	0.72	; 0.72set nGCD.fHealthHandToHand		to	0.72	; 0.72set nGCD.fHealthHeavyArmor		to	0.72	; 0.72set nGCD.fHealthAlchemy			to	0.0	; 0.0set nGCD.fHealthAlteration		to	0.0	; 0.0set nGCD.fHealthConjuration		to	0.0	; 0.0set nGCD.fHealthDestruction		to	0.0	; 0.0set nGCD.fHealthIllusion		to	0.0	; 0.0set nGCD.fHealthMysticism		to	0.0	; 0.0set nGCD.fHealthRestoration		to	0.0	; 0.0set nGCD.fHealthAcrobatics		to	0.28	; 0.28set nGCD.fHealthLightArmor		to	0.28	; 0.28set nGCD.fHealthMarksman		to	0.28	; 0.28set nGCD.fHealthMercantile		to	0.28	; 0.28set nGCD.fHealthSecurity		to	0.28	; 0.28set nGCD.fHealthSneak			to	0.28	; 0.28set nGCD.fHealthSpeechcraft		to	0.28	; 0.28set nGCD.fMagickaArmorer		to	0.0	; 0.0set nGCD.fMagickaAthletics		to	0.0	; 0.0set nGCD.fMagickaBlade			to	0.0	; 0.0set nGCD.fMagickaBlock			to	0.0	; 0.0set nGCD.fMagickaBlunt			to	0.0	; 0.0set nGCD.fMagickaHandToHand		to	0.0	; 0.0set nGCD.fMagickaHeavyArmor		to	0.0	; 0.0set nGCD.fMagickaAlchemy		to	0.72	; 0.72set nGCD.fMagickaAlteration		to	0.72	; 0.72set nGCD.fMagickaConjuration		to	0.72	; 0.72set nGCD.fMagickaDestruction		to	0.72	; 0.72set nGCD.fMagickaIllusion		to	0.72	; 0.72set nGCD.fMagickaMysticism		to	0.72	; 0.72set nGCD.fMagickaRestoration		to	0.72	; 0.72set nGCD.fMagickaAcrobatics		to	0.28	; 0.28set nGCD.fMagickaLightArmor		to	0.28	; 0.28set nGCD.fMagickaMarksman		to	0.28	; 0.28set nGCD.fMagickaMercantile		to	0.28	; 0.28set nGCD.fMagickaSecurity		to	0.28	; 0.28set nGCD.fMagickaSneak			to	0.28	; 0.28set nGCD.fMagickaSpeechcraft		to	0.28	; 0.28set nGCD.fRegenArmorer			to	0.28	; 0.28set nGCD.fRegenAthletics		to	0.28	; 0.28set nGCD.fRegenBlade			to	0.28	; 0.28set nGCD.fRegenBlock			to	0.28	; 0.28set nGCD.fRegenBlunt			to	0.28	; 0.28set nGCD.fRegenHandToHand		to	0.28	; 0.28set nGCD.fRegenHeavyArmor		to	0.28	; 0.28set nGCD.fRegenAlchemy			to	0.72	; 0.72set nGCD.fRegenAlteration		to	0.72	; 0.72set nGCD.fRegenConjuration		to	0.72	; 0.72set nGCD.fRegenDestruction		to	0.72	; 0.72set nGCD.fRegenIllusion			to	0.72	; 0.72set nGCD.fRegenMysticism		to	0.72	; 0.72set nGCD.fRegenRestoration		to	0.72	; 0.72set nGCD.fRegenAcrobatics		to	0.0	; 0.0set nGCD.fRegenLightArmor		to	0.0	; 0.0set nGCD.fRegenMarksman			to	0.0	; 0.0set nGCD.fRegenMercantile		to	0.0	; 0.0set nGCD.fRegenSecurity			to	0.0	; 0.0set nGCD.fRegenSneak			to	0.0	; 0.0set nGCD.fRegenSpeechcraft		to	0.0	; 0.0; Attributes; ----------; After skills are modified by class etc. (see nGCD.fni), the resulting value; is multiplied by an influence modifier for each attribute. Those modifiers; are set here.; - InfluenceRatio -; The skill influence results are combined, and then divided by this. For each; attribute, the skill settings below should add up to this value.set nGCD.fInfluenceRatio		to	100	; 100set nGCD.fStrengthArmorer		to	7	; 7set nGCD.fStrengthAthletics		to	4	; 4set nGCD.fStrengthBlade			to	14	; 14set nGCD.fStrengthBlock			to	4	; 4set nGCD.fStrengthBlunt			to	17	; 17set nGCD.fStrengthHandToHand		to	14	; 14set nGCD.fStrengthHeavyArmor		to	7	; 7set nGCD.fStrengthAlchemy		to	3	; 3set nGCD.fStrengthAlteration		to	0	; 0set nGCD.fStrengthConjuration		to	0	; 0set nGCD.fStrengthDestruction		to	0	; 0set nGCD.fStrengthIllusion		to	0	; 0set nGCD.fStrengthMysticism		to	0	; 0set nGCD.fStrengthRestoration		to	3	; 3set nGCD.fStrengthAcrobatics		to	7	; 7set nGCD.fStrengthLightArmor		to	4	; 4set nGCD.fStrengthMarksman		to	11	; 11set nGCD.fStrengthMercantile		to	0	; 0set nGCD.fStrengthSecurity		to	0	; 0set nGCD.fStrengthSneak			to	5	; 5set nGCD.fStrengthSpeechcraft		to	0	; 0set nGCD.fIntelligenceArmorer		to	6	; 6set nGCD.fIntelligenceAthletics		to	0	; 0set nGCD.fIntelligenceBlade		to	0	; 0set nGCD.fIntelligenceBlock		to	0	; 0set nGCD.fIntelligenceBlunt		to	0	; 0set nGCD.fIntelligenceHandToHand	to	0	; 0set nGCD.fIntelligenceHeavyArmor	to	0	; 0set nGCD.fIntelligenceAlchemy		to	14	; 14set nGCD.fIntelligenceAlteration	to	8	; 8set nGCD.fIntelligenceConjuration	to	14	; 14set nGCD.fIntelligenceDestruction	to	7	; 7set nGCD.fIntelligenceIllusion		to	7	; 7set nGCD.fIntelligenceMysticism		to	17	; 17set nGCD.fIntelligenceRestoration	to	0	; 0set nGCD.fIntelligenceAcrobatics	to	0	; 0set nGCD.fIntelligenceLightArmor	to	0	; 0set nGCD.fIntelligenceMarksman		to	0	; 0set nGCD.fIntelligenceMercantile	to	11	; 11set nGCD.fIntelligenceSecurity		to	9	; 9set nGCD.fIntelligenceSneak		to	0	; 0set nGCD.fIntelligenceSpeechcraft	to	7	; 7set nGCD.fWillpowerArmorer		to	0	; 0set nGCD.fWillpowerAthletics		to	3	; 3set nGCD.fWillpowerBlade		to	0	; 0set nGCD.fWillpowerBlock		to	3	; 3set nGCD.fWillpowerBlunt		to	0	; 0set nGCD.fWillpowerHandToHand		to	3	; 3set nGCD.fWillpowerHeavyArmor		to	3	; 3set nGCD.fWillpowerAlchemy		to	0	; 0set nGCD.fWillpowerAlteration		to	17	; 17set nGCD.fWillpowerConjuration		to	3	; 3set nGCD.fWillpowerDestruction		to	14	; 14set nGCD.fWillpowerIllusion		to	6	; 6set nGCD.fWillpowerMysticism		to	10	; 10set nGCD.fWillpowerRestoration		to	14	; 14set nGCD.fWillpowerAcrobatics		to	0	; 0set nGCD.fWillpowerLightArmor		to	4	; 4set nGCD.fWillpowerMarksman		to	0	; 0set nGCD.fWillpowerMercantile		to	10	; 10set nGCD.fWillpowerSecurity		to	0	; 0set nGCD.fWillpowerSneak		to	0	; 0set nGCD.fWillpowerSpeechcraft		to	10	; 10set nGCD.fAgilityArmorer		to	0	; 0set nGCD.fAgilityAthletics		to	3	; 3set nGCD.fAgilityBlade			to	4	; 4set nGCD.fAgilityBlock			to	3	; 3set nGCD.fAgilityBlunt			to	0	; 0set nGCD.fAgilityHandToHand		to	4	; 4set nGCD.fAgilityHeavyArmor		to	6	; 6set nGCD.fAgilityAlchemy		to	4	; 4set nGCD.fAgilityAlteration		to	0	; 0set nGCD.fAgilityConjuration		to	0	; 0set nGCD.fAgilityDestruction		to	0	; 0set nGCD.fAgilityIllusion		to	0	; 0set nGCD.fAgilityMysticism		to	0	; 0set nGCD.fAgilityRestoration		to	3	; 3set nGCD.fAgilityAcrobatics		to	5	; 5set nGCD.fAgilityLightArmor		to	7	; 7set nGCD.fAgilityMarksman		to	19	; 19set nGCD.fAgilityMercantile		to	0	; 0set nGCD.fAgilitySecurity		to	23	; 23set nGCD.fAgilitySneak			to	19	; 19set nGCD.fAgilitySpeechcraft		to	0	; 0set nGCD.fSpeedArmorer			to	0	; 0set nGCD.fSpeedAthletics		to	17	; 17set nGCD.fSpeedBlade			to	6	; 6set nGCD.fSpeedBlock			to	3	; 3set nGCD.fSpeedBlunt			to	3	; 3set nGCD.fSpeedHandToHand		to	3	; 3set nGCD.fSpeedHeavyArmor		to	0	; 0set nGCD.fSpeedAlchemy			to	3	; 3set nGCD.fSpeedAlteration		to	0	; 0set nGCD.fSpeedConjuration		to	0	; 0set nGCD.fSpeedDestruction		to	6	; 6set nGCD.fSpeedIllusion			to	0	; 0set nGCD.fSpeedMysticism		to	0	; 0set nGCD.fSpeedRestoration		to	3	; 3set nGCD.fSpeedAcrobatics		to	19	; 19set nGCD.fSpeedLightArmor		to	19	; 19set nGCD.fSpeedMarksman			to	0	; 0set nGCD.fSpeedMercantile		to	0	; 0set nGCD.fSpeedSecurity			to	8	; 8set nGCD.fSpeedSneak			to	6	; 6set nGCD.fSpeedSpeechcraft		to	4	; 4set nGCD.fEnduranceArmorer		to	14	; 14set nGCD.fEnduranceAthletics		to	3	; 3set nGCD.fEnduranceBlade		to	3	; 3set nGCD.fEnduranceBlock		to	17	; 17set nGCD.fEnduranceBlunt		to	10	; 10set nGCD.fEnduranceHandToHand		to	3	; 3set nGCD.fEnduranceHeavyArmor		to	14	; 14set nGCD.fEnduranceAlchemy		to	3	; 3set nGCD.fEnduranceAlteration		to	0	; 0set nGCD.fEnduranceConjuration		to	0	; 0set nGCD.fEnduranceDestruction		to	3	; 3set nGCD.fEnduranceIllusion		to	0	; 0set nGCD.fEnduranceMysticism		to	0	; 0set nGCD.fEnduranceRestoration		to	3	; 3set nGCD.fEnduranceAcrobatics		to	5	; 5set nGCD.fEnduranceLightArmor		to	6	; 6set nGCD.fEnduranceMarksman		to	6	; 6set nGCD.fEnduranceMercantile		to	0	; 0set nGCD.fEnduranceSecurity		to	0	; 0set nGCD.fEnduranceSneak		to	10	; 10set nGCD.fEnduranceSpeechcraft		to	0	; 0set nGCD.fPersonalityArmorer		to	3	; 3set nGCD.fPersonalityAthletics		to	0	; 0set nGCD.fPersonalityBlade		to	3	; 3set nGCD.fPersonalityBlock		to	0	; 0set nGCD.fPersonalityBlunt		to	0	; 0set nGCD.fPersonalityHandToHand		to	3	; 3set nGCD.fPersonalityHeavyArmor		to	0	; 0set nGCD.fPersonalityAlchemy		to	3	; 3set nGCD.fPersonalityAlteration		to	5	; 5set nGCD.fPersonalityConjuration	to	13	; 13set nGCD.fPersonalityDestruction	to	0	; 0set nGCD.fPersonalityIllusion		to	17	; 17set nGCD.fPersonalityMysticism		to	3	; 3set nGCD.fPersonalityRestoration	to	4	; 4set nGCD.fPersonalityAcrobatics		to	4	; 4set nGCD.fPersonalityLightArmor		to	0	; 0set nGCD.fPersonalityMarksman		to	4	; 4set nGCD.fPersonalityMercantile		to	19	; 19set nGCD.fPersonalitySecurity		to	0	; 0set nGCD.fPersonalitySneak		to	0	; 0set nGCD.fPersonalitySpeechcraft	to	19	; 19


Progress.ini

Spoiler
; Progress.ini; ------------; Version 2.2;; OOO -; This file contains settings which match Oscuro's Oblivion Overhaul.; Basic Slowdown; --------------; The standard method of slowing down progression is to increase the value of; fSkillUseFactor. This will add a fixed multiplier to your skill advancement.; However, because of the exponent involved, the amount of increase is not; linear. Here are the values for some specific multipliers, assuming the; default fSkillUseExp of 1.5:;; 1x:0.3500  2x:0.5556  3x:0.7280  4x:0.8819  5x:1.0234  6x:1.1557  7x:1.2808set Progress.fSkillUseFactor            to  1.15; Global Settings; ---------------; These settings, including fSkillUseFactor above, affect the overall rate of; skill and level advancement. They directly control Oblivion settings with the; same names, which would otherwise need to be edited in the Construction Set.;; - fSkillUse* -; The formula used to determine how much "use" you need to advance a skill is:;; ( fSkillUseFactor * skillValue ) ^ fSkillUseExp; ; skillValue is the skill rank you are working toward (not your current rank),; and the ^ symbol represents an exponent. The value yielded by this formula is; multiplied by fSkillUseMajorMult if it's a class skill, or fSkillUseMinorMult; otherwise. Finally, if it's part of your class specialization (Combat, Magic; or Stealth), it is multiplied by fSkillUseSpecMult.;; - iLevelUpskillCount -; This is the number of skill increases you need to advance one level.;; - iTrainingSkills -; Sets how many times you can train per level.;; - fTrainingCostMult -; The gold cost to train a skill is your rank in that skill multiplied by this.set Progress.fSkillUseExp               to  1.5set Progress.fSkillUseMajorMult         to  0.75set Progress.fSkillUseMinorMult         to  1.25set Progress.fSkillUseSpecMult          to  0.75set Progress.iLevelUpSkillCount         to  9999set Progress.iTrainingSkills            to  9999set Progress.fTrainingCostMult          to  30.0; Skill Use Rates; ---------------; Here you can configure how much experience you receive for performing various; actions with your skills. Like the Global group, these directly mirror; settings in the Construction Set. Most of them have straightforward names,; but I've provided notes where there might be confusion.set Progress.fSkillArmorerRepair        to  1.0     ; Per "hit" with hammerset Progress.fSkillAthleticsRun	        to  0.02    ; Per secondset Progress.fSkillAthleticsSwim        to  0.075   ; Run and Swim stack!set Progress.fSkillBladeHit             to  0.45set Progress.fSkillBlockHit             to  1.0set Progress.fSkillBluntHit             to  0.5set Progress.fSkillHandToHandHit        to  0.6set Progress.fSkillHeavyArmorHit        to  0.75set Progress.fSkillAlchemyCreation      to  2.0    ; Per potion madeset Progress.fSkillAlchemyWortcraft     to  0.2    ; Per ingredient eatenset Progress.fSkillAlterationCast       to  0.0set Progress.fSkillAlterationHit        to  3.5set Progress.fSkillConjurationCast      to  0.0set Progress.fSkillConjurationHit       to  6.0set Progress.fSkillDestructionCast      to  0.0set Progress.fSkillDestructionHit       to  1.0set Progress.fSkillIllusionCast         to  0.0set Progress.fSkillIllusionHit          to  4.0set Progress.fSkillMysticismCast        to  0.0set Progress.fSkillMysticismHit         to  6.0set Progress.fSkillRestorationCast      to  0.0set Progress.fSkillRestorationHit       to  0.8set Progress.fSkillAcrobaticsJump       to  0.2set Progress.fSkillAcrobaticsFall       to  2.0     ; Per 10 damage takenset Progress.fSkillLightArmorHit        to  1.5set Progress.fSkillMarksmanHit          to  0.8set Progress.fSkillMercantileBarter     to  0.8   ; Per transactionset Progress.fSkillSecurityPickLock     to  2.0   ; Per tumblerset Progress.fSkillSneakAvoidNotice     to  0.75    ; Per second of motionset Progress.fSkillSneakPickPocket      to  2.0set Progress.fSkillSpeechcraftPersuade  to  3.6     ; Per turn of minigame


ProgressGSD.ini

Spoiler
; Progress: Global Slowdown; -------------------------; Version 2.0;; The Skill Slowdown option causes progress in all skills to decrease as your; overall skill total increases. With this option, going from 5 to 6 in a minor; skill will be harder at level 20 than it is at level 1. With the Training; Slowdown option, the cost of training skills also increases based on all of; your skills, not just the specific one you're training.; Feature Toggles; ---------------; - SlowdownSkills -; Enables the skill slowdown.; - SlowdownTraining -; Causes the cost of training to increase based on the same formula. This can; be enabled even if the skill slowdown is not.; - bLinear -; Normally the slowdown is applied on a curve: you'll see little or no effect; in the early game, but a much sharper difficulty increase as you approach; cap. If this option is enabled, the rate of change will be constant.set ProgressGSD.bSlowdownSkills     to  1set ProgressGSD.bSlowdownTraining   to  1set ProgressGSD.bLinear             to  0; Parameters; ----------; - iRangeFloor -; No slowdown will occur before you have this many total skill ranks. A new; character has 325 skill ranks after selecting a class.; - iRangeCeiling -; The final multipliers will be generated when you have this many skill ranks.; A character with all skills at 100 will have 2100 total skill ranks. You may; set this lower if you wish to reach maximum slowdown earlier. If you use Elys; Uncapper, you may wish to raise it as high as 4200.; - iSkillMax -; Unless you are in Linear mode, only skills close to cap will suffer the full; slowdown amount. This value defines the cap, which is 100 by default. Users; of Elys Uncapper should change it to 200. Because this controls an exponent,; setting it to a lower value than your actual skill cap will cause much higher; slowdown for skills which exceed it!; - fFinalSkillMult -; Your advancement will be slowed down by this multiplier when your total skill; ranks reach the RangeCeiling value above. This is not a total multiplier in; the sense of a "3x slowdown," but instead compounds whatever values you have; set in Progress.ini; for instance, with the default 3x base slowdown and 3.0; multiplier here, the final slowdown will be 9x Vanilla.; - fFinalTrainingMult -; Like the final skill multiplier, this is the final multiplier on training; costs, relative to your normal settings.set ProgressGSD.iRangeFloor         to  325set ProgressGSD.iRangeCeiling       to  4200set ProgressGSD.iSkillMax           to  200set ProgressGSD.fFinalSkillMult     to  3.0set ProgressGSD.fFinalTrainingMult  to  3.0



Any help would be great , I've spent days working at my setup , got everything perfect except for this :(
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Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Sun May 29, 2011 2:36 am

Like the topic say I gain skills like crazy , went to 50 in restoration in 7 uses and gain 7 skills in speechcraft after talking to one npc . I've messed up somewhere but I can't pin it down . I use Elys Unncapper , ngcd,progress and sumpreme magicka

This sounds a bit like what happened when I played with Progress un-initialized, i.e. Progress running but unable to read its ini file. So are you sure that the Progress ini file is in the correct place? You could try to write sqv in the console and see that all the progress variables are set to sensible values.
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kat no x
 
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Joined: Mon Apr 16, 2007 5:39 pm


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