(wish I could edit the thread title as this turned out to be not so simple at all! hehe)
I've always dreamed of having birthsigns (and racial abilities to be honest, but let's stick to one thing at a time) that scale to your level, that e.g.,
once per minute*, check level, make currentlevel
check if currentlevel or currentlevel+1
if currentlevel, goto 1
but if currentlevel+1, then
removespell->ssb_serpent_spell_[equal-to-current-level, don't know how this would be accomplished]
addspell->ssb_serpent_spell_[equal-to-current-level+1]
goto... um, next line where check if level is 22 or 23, or however one could script this where it wouldn't become a kludge of spaghetti code
*GCD; another version could just check when you level up normally, but I use GCD exclusively
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I have little idea how to do the exact code, however. But I also hate to beg to be spoonfed the programming know-how to do the above. Perhaps instead, if someone were to be so kind as to provide a "skeleton" of example code that I could just copy-paste and edit for each birthsign*? I have minimal experience with tweaking existing code to my liking so if someone who knows TESCS programming could post something like that? That would be awesome.
*I'm pretty sure there'd also need to be a... startscript or whatever it's called? And a way to make the script work for ongoing games (just start it with the console?) to check at the beginning of the game which birthsign you picked, and if someone felt so inclined they could make similar scaling birthsign mods for, e.g., Glassboy's Unique Birthsigns
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Each and every level (I hate when things "scale" yet only do so every, e.g., fifth level, I'm very meticulous and like seeing power jumps at every opportunity, even if they're small) would scale the abilities, from 1 to... 50 sounds like a good cap. Yes this would mean 50 new spell entries in TESCS for every birthsign (or maybe not? see next paragraph), but aside from the tediousness of making that (which I could do myself easily if very time-consuming) I see no problem with bloat what with multiple TB hard drives being so cheap anymore (go to newegg and search "hard drive 2 tb black").
Another idea could be to, maybe, player->modstrength 1 on even levels and player->modendurance 1 on odd levels (and player->modspeed 1 for each level for The Steed) for birthsigns like The Warrior where one would be hard-pressed to imagine Abilities or Spells for (Fortify Attack 1 at level 1 which is useless during the one spot of the game Fortify Attack even matters, and capped at Fortify Attack 50 at level 50 which, again, would mean absolutely nothing unless you were dead set on leveling minor skills without seeing a trainer), but I'm not exactly sure if that'd work with GCD. I know modskill is GCD-friendly, but a theoretical GCD version may have to set gals_natural_strength to XX or its equivalent to GCDLean as well (or just by itself?), if I'm remembering correctly.
But instead maybe just make spells that do Fortify Strength/Speed/whatever, but I don't know if that would play well with vanilla leveling and without that one tweak by the Morrowind Code Patch that makes Restore Attribute not ignore Fortifications. I don't know. Just throwing ideas out there.