Per-action skill experience multipliers — SPT 4.1
This version tunes individual actions where the old one tuned whole skills, and the maths behind the gains changed with it — so nothing is carried over on its own. What each old value becomes is listed under Upgrading in the readme; a carried skill lands on every one of its actions at once.
One number on top of every row: at 2.00 each row pays double whatever it says. Applied by the game client the moment you press Apply — no restart. Crafting and Hideout Management are server-side skills the client never sees, so the global does not reach them; their own rows below do (after a restart).
These rows scale a skill from the server's globals while the same skill also has client-side rows above — and the two multiply together, so 2.00 here and 2.00 there pays 4.00 in game, not 2.00. They also need a game restart, where the client rows apply live. They are kept out of the way so a per-skill or global change cannot set both sides by accident; the group sliders above only touch the live rows. Crafting and Hideout Management stay in the main list: the client never applies multipliers to those two skills, so their server rows are the only lever, not a duplicate.
Skills with no experience to multiply at all — checked against the server's globals and against the actions the game client builds. They are missing from the list above on purpose: a slider that did nothing would be worse than no slider, so the reason is listed instead.