GrimyBunyip Posted May 28, 2013 Share Posted May 28, 2013 there's a papyrus script for checking if a skill is legendary.if that is used to flip a global variable, then you could use condition functions to check if skills are legendary. Someone's going to make a mod like this eventually, because it's not a hard one to make at all.I think the only reason no modders have bothered yet is because legendary resets aren't a very interesting game mechanic. Good game mechanics shouldn't need further incentives :P eh what the heck I'll do it. I'd say biggest reason why it's not done is:SkyReAce As it wouldn't work too well with those mods if the bonuses would be in the perks itself.eh, i guess if you wanted to make perks that could only be unlocked after a legendary reset, sure.But what the OP is asking for is far simpler. Link to comment Share on other sites More sharing options...
Deleted1308005User Posted May 28, 2013 Share Posted May 28, 2013 I understood it so that you're trying to make perks gain "unique" effects after the skill is resetted and turned to legendary, this happens by editing the perks, right? Link to comment Share on other sites More sharing options...
GrimyBunyip Posted May 28, 2013 Share Posted May 28, 2013 (edited) I understood it so that you're trying to make perks gain "unique" effects after the skill is resetted and turned to legendary, this happens by editing the perks, right?Nah, too much work for the moment, maybe some other time. The OP just asked for +X% bonus to a skill per legendary reset.That's all I'm doing. You certainly could make perks have new and different effects if a skill is legendary, or have new perks that only unlock when legendary.Just too lazy right now, and since I'm not the kind of gamer who thinks those kinds of mechanics are that interesting anyways, I'll let someone else bother with that. but if anybody else wants to know how exactly to do any of the above I can certainly help. anyways I'm done, here you go:http://skyrim.nexusmods.com/mods/33395/ Edited May 28, 2013 by GrimyBunyip Link to comment Share on other sites More sharing options...
Deleted1308005User Posted May 28, 2013 Share Posted May 28, 2013 I understood it so that you're trying to make perks gain "unique" effects after the skill is resetted and turned to legendary, this happens by editing the perks, right?Nah, too much work for the moment, maybe some other time. The OP just asked for +X% bonus to a skill per legendary reset.That's all I'm doing. You certainly could make perks have new and different effects if a skill is legendary, or have new perks that only unlock when legendary.Just too lazy right now, and since I'm not the kind of gamer who thinks those kinds of mechanics are that interesting anyways, I'll let someone else bother with that. but if anybody else wants to know how exactly to do any of the above I can certainly help. anyways I'm done, here you go:http://skyrim.nexusmods.com/mods/33395/ Ouch, my I hit my chin to table when my mouth dropped open. I didn't even remember you were behind that SkyTweak mod :biggrin:Aye, probably you know your way around CK better than I do. Link to comment Share on other sites More sharing options...
Davidegzz Posted May 28, 2013 Author Share Posted May 28, 2013 (edited) First of all i thank you for your time and your help! Anyway, i Installed your mod, found the part i was interested in and activated it. I don't know if i'm doing something wrong but it appears to not be working : \ I already had a skill 3x Legendary, another 1x legendary, and i've seen no bonuses anywhere. I tryed to make other skills legendary, rebooting the game after changing settings. I also tryed to bring the setting to 100*lvl to see if the bonus was hidden but still active and i would say it's not. I tryed other scripts (like the endurance cost for sneaking) and they are working flawlessly. Has anyone else tested it and got my same problem?? edit: I also tryed to deactivate any other mod except the texture ones, still not working Edited May 28, 2013 by Davidegzz Link to comment Share on other sites More sharing options...
Davidegzz Posted May 28, 2013 Author Share Posted May 28, 2013 (edited) idk I feel like the fact that you see the skill physically go over 100 kind of makes the concept of legendary kind of redundant doesn't it. I mean if skills could go over 100, then whats the point of legendary. Why not just break the skill cap and allow people to continue leveling up their skills past 100. Also, gaining additional skill levels past 100 is completely useless for people in the magic school or sneak school because the main reason they have skill points is to get perks. A higher skill level for schools of magic and sneak mean absolutely nothing because they don't NEED skill levels over 100. anyway, I like the idea of having a bonus after achieving legendary, I don't like the idea of making it something as simple, and useless, as having additional skill points. It's kind of meaningless because first of all, its only useful for the school of combat, and, second of all, even then its STILL pretty useless. Imagine how many times you would have to achieve legendary for it to actually make a difference. Skill levels really don't do much for you, damage-wise. Its not as satisfying as gaining a passive perk/ lesser power. And isn't the goal to make achieving legendary more satisfying. Well, if you remove the skillcap over 100 you will definitively break the game. Would be both hard to implement/be compatible and definitively too overpowered. Maybe a bonus of 5 is really too small for some skills that takes a lot to be raised to 100 and doesn't get rly much affected by a change of 5 points, like Sneak, restoration and many others. Still, a bigger bonus would probably do for it(the bonus is adjustable in this released version, if you feel 5 isn't worth it, go for 10, or even 20) Having magic skills over 100 isn't useless, you will consume less mana, which is actually what of most magic perks already do. Sneak over 100 would mean you will be harder to detect.Every skill is already designed to be affected in a useful way by increasing it over 100, because there are many potions/item/spells that do exactly that. I'm already kinda satisfied with this 5points for everything version (as soon as i can get it to work). In case we could think of setting a different bonus for every skill so that the harder and less affected would give more points, but that would sound kinda wrong and i'm not totally sure about it. Edited May 28, 2013 by Davidegzz Link to comment Share on other sites More sharing options...
GrimyBunyip Posted May 28, 2013 Share Posted May 28, 2013 the bonus is hidden. you can use the console command:player.getav alchemypowermod to view the bonus.or whatever skillpowermod. sorry it was hidden, there wasn't a great way to make it visible and still scale for unlimited numbers of legendary resets as well as work with a slider. Link to comment Share on other sites More sharing options...
Davidegzz Posted May 28, 2013 Author Share Posted May 28, 2013 I see, i made a bit of tryes.I don't know why but this appears to not be working on some skills.the "powermod" gets actually changed everytime in all the skill i tryed to make legendary.But on some it doesn't have any effect.On the One-handed skill, with a powermod of 200 (which is like 40x resets) the dmg of my weapon changes from 195 to 295 (i was expecting far more to be honest)While, for example on the heavy armor it does absolutely nothing, even with a powermod of 200 all my heavy armor pieces keep giving the same amount of armor. Link to comment Share on other sites More sharing options...
Tehandyman Posted May 28, 2013 Share Posted May 28, 2013 (edited) On the One-handed skill, with a powermod of 200 (which is like 40x resets) the dmg of my weapon changes from 195 to 295 (i was expecting far more to be honest) lol this is exactly what I was trying to say in my earlier post: Imagine how many times you would have to achieve legendary for it to actually make a difference. Skill points really do very little to help your damage output. Like, according to your experiment, one Legendary reset gives you an extra damage output of 0.4 damage. LOL extremely insignificant, especially for a skill that's not relatively easy to level up (one handed). Imagine how much more insignificant it would be if you were using mage or thief skills. 5 extra points is virtually useless. If anything, 20 would be more fitting (if you gain 20, theoretically your damage output would increase by 1.6 damage every reset, which is better, but not great) basically what I'm trying to say is skill points may be easier to implement as a mod, but honestly, don't do much for you. Adding an ability (similar to racial powers or lesser powers), would be far more satisfying, albeit, harder to implement and stack. Imagine you did a legendary reset on your shield, which gave you, for example, a small chance to paralyze an enemy upon power bashing them. Whenever you DO manage to paralyze someone by power bashing them, you'll think to yourself, "Boy am I glad I resetted the block skill, that was awesome, Golly Jee Willikers!!"* *Over-dramatized for effect* Edited May 28, 2013 by Tehandyman Link to comment Share on other sites More sharing options...
GrimyBunyip Posted May 28, 2013 Share Posted May 28, 2013 (edited) I see, i made a bit of tryes. I don't know why but this appears to not be working on some skills. the "powermod" gets actually changed everytime in all the skill i tryed to make legendary. But on some it doesn't have any effect. On the One-handed skill, with a powermod of 200 (which is like 40x resets) the dmg of my weapon changes from 195 to 295 (i was expecting far more to be honest) While, for example on the heavy armor it does absolutely nothing, even with a powermod of 200 all my heavy armor pieces keep giving the same amount of armor. Sounds like some of the power mods just have no effect on the game, or are perhaps capped at certain values.In the case of armorpowermods, it seems like they just don't do anything.In the case of onehandedpowermod, I think it's probably something to do with your perks.Because I tried raising onehandedpowermod to 200 in my game and it raised the damage of my weapon on a new character from 10 to 31, which makes sense. I'll have to do more research, information on this isn't exactly readily available on a wiki. Skill points really do very little to help your damage output. Like, according to your experiment, one Legendary reset gives you an extra damage output of 0.4 damage. LOL extremely insignificant, especially for a skill that's not relatively easy to level up (one handed). Imagine how much more insignificant it would be if you were using mage or thief skills. 5 extra points is virtually useless. If anything, 20 would be more fitting (if you gain 20, theoretically your damage output would increase by 1.6 damage every reset, which is better, but not great) basically what I'm trying to say is skill points may be easier to implement as a mod, but honestly, don't do much for you. Adding an ability (similar to racial powers or lesser powers), would be far more satisfying, albeit, harder to implement and stack. Imagine you did a legendary reset on your shield, which gave you, for example, a small chance to paralyze an enemy upon power bashing them. Whenever you DO manage to paralyze someone by power bashing them, you'll think to yourself, "Boy am I glad I resetted the block skill, that was awesome, Golly Jee Willikers!!"* *Over-dramatized for effect*You realize there's a slider for the magnitude of the bonus per level right? Either way I think making new abilities just for legendary resets is a waste of ideas for new abilities.I'd rather just make an overhaul and just ignore legendary resets at that point. Edited May 28, 2013 by GrimyBunyip Link to comment Share on other sites More sharing options...
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