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Non-Combat skills XP overhaul


blacklimoband

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Suggestion for the non combat skills (not sure if it's possible but worth a look)... in terms of realism it always bothered me that it's possible for your character to level up from non-combat skills (eg smithing, alchemy, lockpicking) which causes your enemies to become stronger while you remain (in combat terms) a starting character... Let's face it, having the ability to mix the most potent potions and poisons does not make you an uber dragon slayer... And just because a person can make the strongest weapons doesn't mean they know how to use them right?

Would it would be possible to mod non-combat skills so they still require training, but don't have any effect on character level?

 

Other things that would be cool:

 

- Incorporate automatic perk allocation when those skills reach the appropriate levels

- No perk points refunded if those skills are reset or made legendary (would be kinda pointless if there are no points invested or returned anyway)

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  • 2 weeks later...

After a bit of poking around I think I've worked out how this could be done, but I lack the scripting skills to do it. I'm thinking this kind of mod would not work without SKSE.

 

- Override the fXPPerSkillRank variable - set to 0

- Create a set of variables to replace fXPPerSkillRank with an individaul one for each skill (eg fXPPerArcheryRank, fXPPer1HandRank etc)

- Values configured through MCM

 

This would allow the player to decide which skills effect character level

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