My levelling mod just checks the player's base skill levels and forces a level-up after 15 major skill increases. Attributes are calculated on the fly when enough skills have been increased to warrant a stat increase (a skill increases several attributes slowly). I can't remember the cap remover I'm using unfortunately, but it's not a .esp or .esm file.
My question(s) are about the AdvSkill command. I think it used to be that using this command glitched the skill and forced you to basically let the skill catch up. I'm also not sure if it would continue to work above an armor skill of 100, although I might want to avoid this anyway as it's easy enough to get to the armor rating cap.
Another thing I came up with is the player being immune to magic and melee damage (with 100% magic resistance and 100% reflect damage). I personally find this very game-breaking, but on the other hand don't want to avoid using good equipment. Since my new character is a Breton, 100% magic resistance won't be hard to reach at all.
To solve I want to have a quest script running that lowers the players magic resistance and reflect damage actor values (I don't want to use spells that show up in the active spells tab). Is it possible to assign negative values for magic resistance and reflect damage using SetAV (I avoid ModAV like the plague).