blacklimoband Posted September 4, 2013 Share Posted September 4, 2013 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) Link to comment Share on other sites More sharing options...
blacklimoband Posted September 19, 2013 Author Share Posted September 19, 2013 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 Link to comment Share on other sites More sharing options...
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