MrGamer100 Posted June 10, 2013 Share Posted June 10, 2013 Hey there folks! So I had been completely out of the Skyrim scene for a while since 1.8 I believe. I recently heard of patch 1.9 involving a new difficulty and "Legendary Skills". I was quite impressed that they'd be willing to change some things regarding the skill system, and looked forward to becoming an even more powerful mage! Sadly, that's not quite what Legendary Skills was about, I found out. I had expected that perhaps re-leveling them each time, the Legendary counter would multiply the effect of my skills (example: Legendarying one-handed a few times would multiply its damage output based on the Legendary counter number). That doesn't seem to be the case, in which I am quite disappointed, and wish to create that reality myself. I popped open the Creation Kit, highlighted the latest Patch, and clicked "Details". Strange thing, I can't seem to find any scripts or such relating to it, besides for a loading screen and two "variables", I suppose I could call them. I was hoping to find something that I could hook my own script code to, or maybe a global for each skill indicating its Legendary counter. I can't seem to find such a thing, which makes me wonder if it was instead hard-coded in, and not actually added content that I could manipulate. I was wondering if someone more knowledgable could point me in the right direction of where I could find added records relating to Legendary Skills and the Legendary system for skills. I've tried the Creation Kit wiki, gave Google a shot, but I can't seem to find the information that I am looking for to begin this. On the other hand, if a mod like this has already been created, please feel free to link it to me! I haven't found anything of the sort, but perhaps others have dug much deeper than me! Link to comment Share on other sites More sharing options...
SCAVENGER_1 Posted June 10, 2013 Share Posted June 10, 2013 yeah when i finally made the jump to 1.9 i to couldnt wait to see my skill increase with the lengendary status to them. but sadlly they didnt. well they only make you go back and relevel them back up to where ever you had them at, which will take a lot of time. for me the main reason why i didnt uipdate to 1.9 was that i have been using the community uncapper mod which removes all level capps from both player level and skill level. but another thing is that many of the mods out have the 1.9 as being a requirement for the mod. but now i wish they never did cause this 1.9 patch has made my game crash/freeze and stutter in game. but i like the mods so i am stuck with that. but yes the lengendary for skills is a huge let down.. Link to comment Share on other sites More sharing options...
GrimyBunyip Posted June 10, 2013 Share Posted June 10, 2013 http://skyrim.nexusmods.com/mods/33395 skytweak has a legendary bonus script. Link to comment Share on other sites More sharing options...
MrGamer100 Posted June 10, 2013 Author Share Posted June 10, 2013 http://skyrim.nexusmods.com/mods/33395 skytweak has a legendary bonus script. I'll see how it looks! Thanks! EDIT: It indeed has it. I was curious to see how it made these calculations (in case I wanted a stronger bonus, for example, on Sneaking... et cetera). Unfortunately I cannot access that information from it, as it is compiled. I suppose that I will have to assume on good faith that the Legendary bonus is meaningful (in that it doesn't take you 200+ legendary counts to actually see a significant difference) and that it works with every skill. Thank you for showing me this. It has the Legendary bonus, and even more. Amazing what you find when you look for only one thing. Link to comment Share on other sites More sharing options...
GrimyBunyip Posted June 10, 2013 Share Posted June 10, 2013 EDIT: It indeed has it. I was curious to see how it made these calculations (in case I wanted a stronger bonus, for example, on Sneaking... et cetera). Unfortunately I cannot access that information from it, as it is compiled. I suppose that I will have to assume on good faith that the Legendary bonus is meaningful (in that it doesn't take you 200+ legendary counts to actually see a significant difference) and that it works with every skill.you can check it with console commands, it edits your power mods. example:player.getbaseav onehandedpowermod Link to comment Share on other sites More sharing options...
MrGamer100 Posted June 10, 2013 Author Share Posted June 10, 2013 EDIT: It indeed has it. I was curious to see how it made these calculations (in case I wanted a stronger bonus, for example, on Sneaking... et cetera). Unfortunately I cannot access that information from it, as it is compiled. I suppose that I will have to assume on good faith that the Legendary bonus is meaningful (in that it doesn't take you 200+ legendary counts to actually see a significant difference) and that it works with every skill.you can check it with console commands, it edits your power mods. example:player.getbaseav onehandedpowermod I see! How does this work for magic, sneaking, lockpicking or other such skills? Or rather, is there a specific resource I can look at to find how power mods work with each skill? Link to comment Share on other sites More sharing options...
GrimyBunyip Posted June 10, 2013 Share Posted June 10, 2013 (edited) I see! How does this work for magic, sneaking, lockpicking or other such skills? Or rather, is there a specific resource I can look at to find how power mods work with each skill?erm, actually no, it's not well documented on the uesp and creation kit wiki's right now.But in general, PowerMod is basically the same actor value that's edited when you drink potions. LightArmorPowerMod/HeavyArmorPowerMod -> Both of these are broken, and don't do anything actually.The legendary bonus script from SkyTweak enables a fix that causes them to increase your armor rating.This fix is deactivated once the legendary bonus script is deactivated. OneHandedPowerMod/TwoHandedPowerMod/MarksmanPowerMod -> Increase your damageDestructionPowerMod/RestorationPowerMod/IllusionPowerMod -> Increases Spell MagnitudeConjurationPowerMod/AlterationPowerMod -> Increases Spell DurationAlchemyPowerMod -> Makes potions you brew more potentBlockPowerMod -> Reduces damage taken while blocking, so long as you haven't hit the cap for block damage reduction (85% by default)SmithingPowerMod -> Improves TemperingPickpocketPowerMod -> Improves your pickpocketing chances, so long as you haven't hit the cap (90% by default)SpeechcraftPowerMod -> Improves Prices, so long as you haven't hit your caps (1.05 for buying, 0.95 for selling by default)SneakPowerMod -> Improves sneaking, whatever that means.LockpickingPowerMod -> Should Make lockpicking easier. I haven't tested how enchantingpowermod affects enchanting, I'll implement a fix if I get around to testing it and find it doesn't work:EnchantingPowerMod -> Should make enchantments more powerful and make charge drain slower Edited June 10, 2013 by GrimyBunyip Link to comment Share on other sites More sharing options...
MrGamer100 Posted June 10, 2013 Author Share Posted June 10, 2013 erm, actually no, it's not well documented on the uesp and creation kit wiki's right now. But in general, PowerMod is basically the same actor value that's edited when you drink potions. LightArmorPowerMod/HeavyArmorPowerMod -> Both of these are broken, and don't do anything actually.The legendary bonus script from SkyTweak enables a fix that causes them to increase your armor rating.This fix is deactivated once the legendary bonus script is deactivated. OneHandedPowerMod/TwoHandedPowerMod/MarksmanPowerMod -> Increase your damageDestructionPowerMod/RestorationPowerMod/IllusionPowerMod -> Increases Spell MagnitudeConjurationPowerMod/AlterationPowerMod -> Increases Spell DurationAlchemyPowerMod -> Makes potions you brew more potentBlockPowerMod -> Reduces damage taken while blocking, so long as you haven't hit the cap for block damage reduction (85% by default)SmithingPowerMod -> Improves TemperingPickpocketPowerMod -> Improves your pickpocketing chances, so long as you haven't hit the cap (90% by default)SpeechcraftPowerMod -> Improves Prices, so long as you haven't hit your caps (1.05 for buying, 0.95 for selling by default)SneakPowerMod -> Improves sneaking, whatever that means.LockpickingPowerMod -> Should Make lockpicking easier. I haven't tested how enchantingpowermod affects enchanting, I'll implement a fix if I get around to testing it and find it doesn't work:EnchantingPowerMod -> Should make enchantments more powerful and make charge drain slower Blasted caps, and here I thought I might swindle a merchant out of all of his money for one of the many wines that I come across in my travels. Haha... all of my questions relating this post have been answered, then. Thanks for all of the help! (On a side note, it seems that the Legendary Bonus powermod doesn't update too often. I've legendaried Sneak 3 times and it's only a powermod of 5.00, when it was already that at the second time. Is it just not updating?) Link to comment Share on other sites More sharing options...
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