I am having an issue with version 2.4.0. LastHealth only gets updated when ( Player.GetActorValue Health ) is reduced, the consequence is that one can only progress in the skill (outside of training) when one's health drops to a new level. I added "set LastHealth to ( Player.GetActorValue Health )" (without the quotes) just below the debugging block, like so:
;------------------------------------------------------------------------; Debugging;------------------------------------------------------------------------;Debugging (only if LPUSfEShowDebug is 5, because it uses the full Console) if ( LPUSfEGlShowDebug == 5 ) SetDebugMode 1 set Slot to ( LPUSfEGlPlayerMajor == 0 ) sv_Set "%{Major%}%{Minor%} Skill.", LPUSfEGlPlayerMajor, Slot, String if ( ReplacedSkill != -2 ) sv_Set "%z Replaces %v", String, ReplacedSkill, String endif DebugPrint "%r%rUnarmored Skill and Defense calculated.%rCurrent Skill level: %.0f%rModified Skill Level: %.0f%rCurrent Unarmored Defense: %.0f / %.0f%rProgress to next skill level: %.2f / %.2f%r%z%rSkillUseIncrement: %.3f%rEncumbranceLimit: %.2f%rTotalDamagePercent: %.2f%r%r%r%r%r", LPUSfEGlPlayerSkill, ModifiedSkill, Defense, DefenseMax, Progress, SkillNext, String, LPUSfEGlSkillUseIncrement, EncumbranceLimit, TotalDamagePercent endif set LastHealth to ( Player.GetActorValue Health )EndBegin Menumode
This seems to fix the problem.
I am also having a minor incompatability issue with training (I do not seem to get more training sessions on level up), but that's just seems to be due to a mod conflict which I haven't isolated yet (Using FCOM, COBL, Supreme Magicka, nGCD) though a simple hack would just be for me to change the speech conditions. In all honesty I haven't even tried training other skills yet, so I have no idea how the mods affect it.
I had a language issue where some of the mod would seem to be in English, but the added spells were in German, as well as the added door names to the trainers. Haven't isolated this issue yet, and the spell name issue seemed to fix itself. (Sorry, another edit: the spell names are correct, however when one mouses over one of the spells the spell effect added by the mod is in German).