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[LE] Seeking info on skills, and how to make them scale based on level


Jordanecus

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Hello fellow modders! I post here today hoping that some brilliant soul out there can help me with something i cant seem to find any information on, and therefor adding to the archives of this already impressive and useful forum!

 

So the problem: I am trying to make it so that certain skills, or most skills even, will get stronger based on your level in that skill. Instead of having to spend 5 perk points to gain maximum efficiency (its kind of frustrating) i know that this is already sort of a mechanic in the game, i just cant find the setting to change how much it does! None of my search results came up with anything, hence the post, so it would be awesome if someone would be bad ass enough to enlighten us noobs on this subject :) any and all information is welcome, thank you for your time in reading this, you are a wonderful beautiful person.

 

I am still somewhat inexperienced in the modding realm, so i rely on this forum quite a lot. I wish i could better express how much i appreciate the people here who are willing and able to answer questions! I love this community, and Skyrim (after a few mods of course) thank you all so much for being so awesome!

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I would recommend try following:

Create a perk, that would have In perk entry: [ModSpellMagnitude Multiply by 1 + *SkillLevelofDesiredSkill* * 0.20] and condition [spell SpellHasKeyword = /*desired spell school keyword*/]

 

In theory, this should work in the way, thou desirest and 1 + skilllevel * 0.20 is general formula, by which damage scales in case with weapons, so it should be balanced too. Thou may tweak multiplier of course according to thy needs.

 

I fear, that base effect of how much skill lvl affects dmg/spell magnitude by the game is hardcoded as it is dependent on actor values, which seem to be used by some non-tweakable code, that contains damage calculation formulas.

Edited by TairaNoritsune
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  • 2 weeks later...
"

I would recommend try following:

Create a perk, that would have In perk entry: [ModSpellMagnitude Multiply by 1 + *SkillLevelofDesiredSkill* * 0.20] and condition [spell SpellHasKeyword = /*desired spell school keyword*/]"

 

hmmmmm, i tried this and it seems that when ever i edit "multiply by 1+ *SkillLevelofDesiredSkill* it keeps reverting my desired skill to absorb damage,which is the first option in the drop down list.... other wise i think this would work!

 

 

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*UPDATE Hey i think i got it figured out! Here is what i did:

I opened up the perk tree for One Handed under Character> Actor Value> One Handed> and then clicking Perk Tree. From there i right clicked to edit "Armsman" perk.

 

Here you can see Perk Entries, so i edited the existing one and added one more doing the following:

Right click and click edit, then i added a new condition [HasPerk "Armsman 00" == 0.0] (to be honest im not sure what the value does...) i set Run on to [Player] then hit OK. After that on the right under Entry Point [Mod Attack Damage] Function [Multiply 1 + Actor Value Mult] Value *=1 + [OneHandedMod] * .8 (Obviously you would select the skill you want to change, but you want the skill MOD and not just the skill. Then add in the multiplier .8 = .8% so once a player is at 100 skill level they will do 80% more damage)

 

Creating a new one is pretty much the same process, i just added one more condition that gives the palyer a 20% damage boost once they take the perk as well. So i put [Multiply Actor Value Mult] so that is just multiplies by the given percentage and doesn't take skill level into consideration.

 

 

Thank you, this would have taken alot more time to figure out without your input!
Now i just have to figure out how to make the mod refund any skill points if you already had "armsman" 01-05......
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Skill points or Perk points? Both you need a script for, when wanting to add to the base value. I mean.. you COULD do it all with perks and some condition checking, and just add as a percentage, but it wont be accurate if you're wanting to refund the difference.

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  • 4 weeks later...

Skill points or Perk points? Both you need a script for, when wanting to add to the base value. I mean.. you COULD do it all with perks and some condition checking, and just add as a percentage, but it wont be accurate if you're wanting to refund the difference.

Hey, thanks for responding! Im currently trying to make it so the mod would refund perk points you had spent in any of the trees my mod alters (so you are not screwed if you had a few points in those first perks) Also need to find resources on how uninstalling a mod like this would work... thank you again for the response!

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  • 5 months later...

 

*update part 2

 

So it seems that the parameter [Hasperk *armsman 00=* the value needs to be 1.0 or else you wont have to have the perk for the effect to kick in. I am currently still struggling with this though, because i dont want to mess with scripting i guess. For a couple of perks it works as intended, but namely for heavy armor, my armor rating scales based on my skill with or without the perk.... Just annoying that i cant get it to work right....

Edited by Jordanecus
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