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Rahiiyja

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  1. Thank you very much! I need the player to be able to access inventory though, not shut down all menus. Is there no function that specifically controls the Quests/General Stats/System menu?
  2. I have finished a mod containing an entertaining but hard boss battle that rewards the player greatly (in mysterious items). But to make it the real deal I want to disable save functionality and usage of potions. Is this possible? Any ideas on how to achieve this?
  3. To be specific, the changes I want to make are: A general experience pool (not tied to specific skills) that accumulates when completing quests and killing enemies The possibility to allocate skill points after leveling Level-up through this general experience, not individual skill increases What I'm concerned about is the last point, so: Can level-up be made to trigger by a custom counter, or is it hardcoded to skill increase? Would be grateful for your help in this matter.
  4. I'm planning a mod that introduces an experience-based leveling system like in the Fallout games. That is, general experience (not tied to a skill) shall be received when killing enemies, discovering new areas, completing quests and successfully opening locks. Enough experience gives the player a new level, where he/she can choose skill points and perks. Only crafting skills will increase when using them, to keep the fun in crafting. It's not a logical system, but it's time-tested and actually more fun since you can kill enemies any way you want without having to think about using the right weapons to level the right skills. TES leveling is actually a bit tedious compared to the traditional approach. I would like to know: is the leveling system hard-coded, or is my idea possible to realize? Thanks in advance
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