ASUnited Posted January 16, 2014 Share Posted January 16, 2014 I have a small mod just about ready for release that I would like a few willing beta testers for. It's a relatively simple mod, with an extremely small footprint and only two files. Here's the description: This mod rewards players making a skill "Legendary" by providing that skill with a small, permanent bonus. The bonus will increase for each additional time you make the corresponding skill legendary. After a skill has been made legendary, you will receive a passive ability that grants a 5-point bonus to that skill.The bonus will increase by 5 points for every subsequent legendary levelYou can view the bonus under your "Active Effects" tab in the Magic menuAll of the magic effects are called Legendary *Skill Name*, so they should group together in the menus and be easy to notice.The bonus will also be visible (green "level" number) the next time you open the skills menu (star sign menu).The bonus will increase by 5 for every subsequent time that skill is made legendary. There is no limit to how high the bonus can be increased, but I believe the game stops counting skill bonuses once they reach 199. It does require SKSE 1.6.16, and should work with pretty much any other mod, so long as it doesn't modify the Spells.pex script from the SKSE version. I've been running the mod for a week now, I just need a couple of aditional testers before I release it. It would be great if someone could confirmt that it does work with the Unofficial patches, and the NMM, since I don't use either of them. If you would be willing to test it out, I guess either send me a PM, or post here. Link to comment Share on other sites More sharing options...
EatsCookies Posted February 12, 2014 Share Posted February 12, 2014 Been trying this mod out. I gives me trouble, I tried changing the values that it gave to +damage or +resist instead of +skill. None of them worked, the effect is there, but the actual buff (player.av) doesnt work. Link to comment Share on other sites More sharing options...
ASUnited Posted February 12, 2014 Author Share Posted February 12, 2014 Buffing actor values that way doesn't work. It's a fairly complex problem, and is similar to the issue outline in point [1] in the description for this mod. You can also run into problems if you have an active effect, save, make certain creation kit changes, and then load that save. When testing, it's best to have a starting point clean save (save made before the mod ever existed) that you never overwirite, and load that one every time. It helps isolate bugs. Anyway, I have the next version coming out soon, that adds %damage for all combat skills, and adds a bonus for first-time legendary skills. Link to comment Share on other sites More sharing options...
EatsCookies Posted February 13, 2014 Share Posted February 13, 2014 Great! So I made a small change to the mod and applied (alchemy buff %) and I like it. However even with an unmodded (your vanilla) version I notice that once I save the game and load it seems that the script no longer checks for new Legendary trees. So I can load up (first time un modded save), get the buffs for my legendary trees, play, save, quit then come back and load up and play and try to get a new Legendary tree but it will not check/give me buffs. Link to comment Share on other sites More sharing options...
EatsCookies Posted February 13, 2014 Share Posted February 13, 2014 Just A thought, maybe remove the script all together and add a craft-able potion to drink to receive the buffs!? Could come with a cool effect! Link to comment Share on other sites More sharing options...
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