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; IF YOU DON'T KNOW HOW WORKS AND HOW TO MODIFY AN INI FILE PLEASE READ:
; http://en.wikipedia.org/wiki/INI_file
;
; Anything behind a semicolon is considered a comment and has no effect
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[General]

;DO NOT MODIFY THIS VALUE
;INI file version
iINIFileVersion = 3

;Enable(1) or Disable(0) the plugin
;Default value = 0
bEnabled=1

;Enable(1) or Disable(0) the AutoUpdate functionality. IT MIGHT NOT WORK WITH CERTAIN SKYRIM VERSION! ENABLE AT YOUR OWN RISK!
;Default value = 0
bAutoUpdate=0

;Enable(1) or Disable(0) the Uncapper Skill Level Caps;
;Default value = 0
bUseSkillCaps=1

;Enable(1) or Disable(0) the Uncapper Skill caps inside formulas governed by skills.
;Default value = 0
bUseSkillFormulaCaps=1

;Enable(1) or Disable(0) the ingame Enchanter Uncapper skill caps
;Default value = 0
bUseEnchanterCaps=1

;Enable(1) or Disable(0) the Uncapper Skill Experience Gained Multipliers;
;Default value = 0
bUseSkillExpGainMults=1

;Enable(1) or Disable(0) the Uncapper Skill Experience to Player's Character Experience Multipliers;
;Default value = 0
bUsePCLevelSkillExpMults=0

;Enable(1) or Disable(0) the number of perks gained, set by the Uncapper, at each level up
;Default value = 0
bUsePerksAtLevelUp=0

;Enable(1) or Disable(0) the number of health points, set by the Uncapper, gained at each level up when Health is selected during the Level Up screen
;Default value = 0
bUseHealthAtLevelUp=0

;Enable(1) or Disable(0) the number of magicka points, set by the Uncapper,  gained at each level up when Magicka is selected during the Level Up screen
;Default value = 0
bUseMagickaAtLevelUp=0

;Enable(1) or Disable(0) the number of stamina points, set by the Uncapper,  gained at each level up when Stamina is selected during the Level Up screen
;Default value = 0
bUseStaminaAtLevelUp=0

;Enable(1) or Disable(0) the number of "Carry Weight" points, set by the Uncapper,  gained at each level up when Health is selected during the Level Up screen
;Default value = 0
bUseCarryWeightAtHealthLevelUp=0

;Enable(1) or Disable(0) the number of "Carry Weight" points, set by the Uncapper,  gained at each level up when Magicka is selected during the Level Up screen
;Default value = 0
bUseCarryWeightAtMagickaLevelUp=0

;Enable(1) or Disable(0) the number of "Carry Weight" points, set by the Uncapper,  gained at each level up when Stamina is selected during the Level Up screen
;Default value = 0
bUseCarryWeightAtStaminaLevelUp=0


[SkillCaps]
; Set the Skill Level Cap to
; Between 0 and 10000;
; Using too low or too high values may crash the game. Handle them with caution.
; Default game value = 100

iAlchemy=150
iAlteration=150
iArchery=150
iBlock=150
iConjuration=150
iDestruction=150
iEnchanting=150
iHeavyArmor=150
iIllusion=150
iLightArmor=150
iLockpicking=150
iOneHanded=150
iPickpocket=150
iRestoration=150
iSmithing=150
iSneak=150
iSpeech=150
iTwoHanded=150


[SkillFormulaCaps]
; Set the Skill Formula Cap to
; If your skill level is higher than the cap set below, then the skill level showing in game will be capped and displayed in red color (like if it was affected by a negative enchantment)
; Between 0 and 10000;
; Using too low or too high values may crash the game. Handle them with caution.
; Default game value = 100

iAlchemy=150
iAlteration=150
iArchery=150
iBlock=150
iConjuration=150
iDestruction=150
iEnchanting=150
iHeavyArmor=150
iIllusion=150
iLightArmor=150
iLockpicking=150
iOneHanded=150
iPickpocket=150
iRestoration=150
iSmithing=150
iSneak=150
iSpeech=150
iTwoHanded=150


[EnchanterCaps]
;However high the Enchanting skill is, the following values set an Enchanting skill level cap when using the ingame Enchanter.
;If bSkillFormulaCaps is enabled, then the following values are also capped by iEnchanting inside [SkillFormulaCaps], if iEnchanting is lower.
; Between 0 and 10000;

;Max Enchanting skill level for enchantment magnitude.
iMaxEnchantingLevelForMagnitude=150

;Max Enchanting skill level for enchantment charges
;A value higher than 199 will cause inconsistencies in vanilla Skyrim.
iMaxEnchantingLevelForCharges=150


[SkillExpGainMults]
; Set the Skill Experience Gained Multiplier to
; betwen 0.0 and 10000.0
; Using too low or too high values may crash the game. Handle them with caution.
; Default game value = 1.0
;(Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections)

fAlchemy=0.0
fAlteration=0.0
fArchery=0.0
fBlock=0.0
fConjuration=0.0
fDestruction=0.0
fEnchanting=0.0
fHeavyArmor=0.0
fIllusion=0.0
fLightArmor=0.0
fLockpicking=0.0
fOneHanded=0.0
fPickpocket=0.0
fRestoration=0.0
fSmithing=0.0
fSneak=0.0
fSpeech=0.0
fTwoHanded=0.0

bUsePCLevelNotBaseSkillLevel=0


; All the subsections of SkillExpGainMults below allow to set an additional multiplier depending on the base skill level, independantly for each skill. 
; The format is PlayerLevel = Multiplier. You can specify many different levels. 
; If a specific level is not specified then the closest lower level setting is used.
; Default value: 1=1.0

[SkillExpGainMults\Alchemy]
1=1.0

[SkillExpGainMults\Alteration]
1=1.0

[SkillExpGainMults\Archery]
1=1.0

[SkillExpGainMults\Block]
1=1.0

[SkillExpGainMults\Conjuration]
1=1.0

[SkillExpGainMults\Destruction]
1=1.0

[SkillExpGainMults\Enchanting]
1=1.0

[SkillExpGainMults\HeavyArmor]
1=1.0

[SkillExpGainMults\Illusion]
1=1.0

[SkillExpGainMults\LightArmor]
1=1.0

[SkillExpGainMults\Lockpicking]
1=1.0

[SkillExpGainMults\OneHanded]
1=1.0

[SkillExpGainMults\Pickpocket]
1=1.0

[SkillExpGainMults\Restoration]
1=1.0

[SkillExpGainMults\Smithing]
1=1.0

[SkillExpGainMults\Sneak]
1=1.0

[SkillExpGainMults\Speech]
1=1.0

[SkillExpGainMults\TwoHanded]
1=1.0


[PCLevelSkillExpMults]
; Set the Skill Experience to Player's Character Experience Multipliers to
; betwen 0.0 and 10000.0
; Using too low or too high values may crash the game. Handle them with caution.
; Default game value = 1.0
; (Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections)

fAlchemy=1.0
fAlteration=1.0
fArchery=1.0
fBlock=1.0
fConjuration=1.0
fDestruction=1.0
fEnchanting=1.0
fHeavyArmor=1.0
fIllusion=1.0
fLightArmor=1.0
fLockpicking=1.0
fOneHanded=1.0
fPickpocket=1.0
fRestoration=1.0
fSmithing=1.0
fSneak=1.0
fSpeech=1.0
fTwoHanded=1.0

bUsePCLevelNotBaseSkillLevel=0

; All the subsections of PCLevelSkillExpMults below allow to set an additional multipliers depending on the base skill level, independantly for each skill. 
; The format is PlayerLevel = Multiplier. You can specify many different levels. 
; If a specific level is not specified then the closest lower level setting is used.
; Default value: 1=1.0

[PCLevelSkillExpMults\Alchemy]
1=1.0

[PCLevelSkillExpMults\Alteration]
1=1.0

[PCLevelSkillExpMults\Archery]
1=1.0

[PCLevelSkillExpMults\Block]
1=1.0

[PCLevelSkillExpMults\Conjuration]
1=1.0

[PCLevelSkillExpMults\Destruction]
1=1.0

[PCLevelSkillExpMults\Enchanting]
1=1.0

[PCLevelSkillExpMults\HeavyArmor]
1=1.0

[PCLevelSkillExpMults\Illusion]
1=1.0

[PCLevelSkillExpMults\LightArmor]
1=1.0

[PCLevelSkillExpMults\Lockpicking]
1=1.0

[PCLevelSkillExpMults\OneHanded]
1=1.0

[PCLevelSkillExpMults\Pickpocket]
1=1.0

[PCLevelSkillExpMults\Restoration]
1=1.0

[PCLevelSkillExpMults\Smithing]
1=1.0

[PCLevelSkillExpMults\Sneak]
1=1.0

[PCLevelSkillExpMults\Speech]
1=1.0

[PCLevelSkillExpMults\TwoHanded]
1=1.0


[PerksAtLevelUp]
;Set the number of perks gained at each level up. If a specific level is not specified then the closest lower level setting is used.
;Default game value is one perk per level (you can also use float as value, for example 1.25 per points per level)
; Level (2..10000) = Perks (0..255)
;
;In the following inactive commented example the player will gain 1 perk per level at and from level 2 to 9, then 2 perks per level at and from level 10 to 29,
; then 4 perks per level at and from level 30 to 94, then no perk at all per level for level 95 and above
;
;2=1
;10=2
;30=4
;95=0
2=1


[HealthAtLevelUp]
;Set the number of health points gained at each level up when Health is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 10 points per level
; Level (2..10000) = Points (0..10000)
;
;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,
; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above
;
;2=10
;10=20
;30=40
;95=0
2=10


[MagickaAtLevelUp]
;Set the number of magicka points gained at each level up when Magicka is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 10 points per level
; Level (2..10000) = Points (0..10000)
;
;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,
; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above
;
;2=10
;10=20
;30=40
;95=0
2=10


[StaminaAtLevelUp]
;Set the number of stamina points gained at each level up when Stamina is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 10 points per level
; Level (2..10000) = Points (0..10000)
;
;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,
; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above
;
;2=10
;10=20
;30=40
;95=0
2=10


[CarryWeightAtHealthLevelUp]
;Set the number of "Carry Weight" points gained at each level up when Health is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 0 points per level
; Level (2..10000) = Points (0..10000)
;
;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,
; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above
;
;2=10
;10=20
;30=40
;95=0
2=0


[CarryWeightAtMagickaLevelUp]
;Set the number of "Carry Weight" points gained at each level up when Magicka is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 0 points per level
; Level (2..10000) = Points (0..10000)
;
;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,
; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above
;
;2=10
;10=20
;30=40
;95=0
2=0


[CarryWeightAtStaminaLevelUp]
;Set the number of "Carry Weight" points gained at each level up when Stamina is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.
;Default game value is 5 points per level
; Level (2..10000) = Points (0..10000)
;
;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,
; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above
;
;2=10
;10=20
;30=40
;95=0
2=5
