

What we should be seeing is Skill Use Mult being double what is listed in Skyrim.esm, but Skill Improve Mult being left alone. You can see that Skill Use Mult and Skill Improve Mult are double their original values.

The right pane shows two yellow-highlighted lines: those are the changes the mod makes compared to the base game. The left pane shows the list of records that manage skill data. We've found a bug! And a novice modder who hasn't done their research. Since they change the same number that Skyrim was already using in the skill-rate equation along with the things that give a percentage increase, the percentage increase is applied to the new value just fine.Īs we can see from opening 2x Skill Increase in TES5Edit, that's exactly what this one is.
#How to use tes5edit to determine mod conflicts mods
What levelling-rate mods change is this number. The various bonuses you can get from Standing Stones and other sources are designed to layer on top of these to give the advertised increase, no matter what the number. This allowed them to set a rate for, say, Alchemy's improvement, see how it affected gameplay over time, and tweak it up or down without having to recompile the entire game from scratch. These numbers are in the data files rather than the engine.

Internally, Skyrim has a number attached to each skill so that the developers could tweak the rate at which they improve on a per-skill basis. Yes, percentage increases should apply to the effects of mods on your skills, assuming they're changing the rate in the sensible, straight-forward, native way that Skyrim already uses to determine improvement rate.
