TheBlob2 Posted February 2, 2015 Share Posted February 2, 2015 a mod that doesnt force you to spend all of your skill points as soon as you level up, but you can store your skill points for later and spend them when you need them, (like right before a skill check) Link to comment Share on other sites More sharing options...
devinpatterson Posted February 8, 2015 Share Posted February 8, 2015 a mod that doesnt force you to spend all of your skill points as soon as you level up, but you can store your skill points for later and spend them when you need them, (like right before a skill check) It might be a real PITA. One of the FONV bugs involved leveling up when you don't have any skills below a 100, leaving you stuck on the screen (because you can't distribute the skill points), and having to resort to teh console. But some parts I can help with. You can hook the menumode (levelup is 1027), and you can certainly have a quest script holding a var for your skill points. The same quest script can close the menumode, so it could effectively put up a little msg box asking if you want to save your points as soon as the level up screen opened, add the points to your var and then close the screen (if you select yes, otherwise "no" would close the msg box and let you continue with the levelup screen as per normal). You'd need a token or a hotkey or some such to reintiate the levelup menumode (which is easy). But I don't know how to grab the skill points for the script, or how to transform the var to skill points that the levelup screen can use. Maybe someone else has some insight to problem? Link to comment Share on other sites More sharing options...
TheBlob2 Posted February 8, 2015 Author Share Posted February 8, 2015 It might be a real PITA. One of the FONV bugs involved leveling up when you don't have any skills below a 100, leaving you stuck on the screen (because you can't distribute the skill points), and having to resort to teh console. Also concerning the unable to exit the level up menu if all of your skills have reached 100, the cause is you can't exit the menu until you invest all of your skill points, and when all skills reach 100, you can't invest any points, so you just get stuck there. But I have a fix installed that allows me to exit the level up menu even if I have not spent them all. However, the unspent skill points go to waste if you do this, they don't get saved up, hence this mod request But some parts I can help with. You can hook the menumode (levelup is 1027), and you can certainly have a quest script holding a var for your skill points. The same quest script can close the menumode, so it could effectively put up a little msg box asking if you want to save your points as soon as the level up screen opened, add the points to your var and then close the screen (if you select yes, otherwise "no" would close the msg box and let you continue with the levelup screen as per normal).You'd need a token or a hotkey or some such to reintiate the levelup menumode (which is easy). But I don't know how to grab the skill points for the script, or how to transform the var to skill points that the levelup screen can use. Maybe someone else has some insight to problem? Or maybe instead of a token or a hotkey, if you exit and re-inter your skills list on the pipboy, a message will pop up telling you that you have X amount of unspent skill points. I don't like inventory tokens because they kinda break immersion. another possible solution is to remove skill points on level up completely, and every level the var will increase by how much skill points you should have gotten that level. and a message will pop up listing all skills and their values, you click the skill you want to increase, and if you change your mind there is a reset option that undos all the points you've invested. Link to comment Share on other sites More sharing options...
sgtKraigO Posted February 8, 2015 Share Posted February 8, 2015 Also concerning the unable to exit the level up menu if all of your skills have reached 100, the cause is you can't exit the menu until you invest all of your skill points, and when all skills reach 100, you can't invest any points, so you just get stuck there. But I have a fix installed that allows me to exit the level up menu even if I have not spent them all. However, the unspent skill points go to waste if you do this, they don't get saved up, hence this mod request I've never had this problem. I simply press the A key and it lets me bypass the skills menu. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 8, 2015 Share Posted February 8, 2015 Or maybe instead of a token or a hotkey, if you exit and re-inter your skills list on the pipboy, a message will pop up telling you that you have X amount of unspent skill points. I don't like inventory tokens because they kinda break immersion. You can hook the stats menumode, but I'm not sure you can specifically hook the skills tab per se, so that may make it awkward (popping up whenever you go into stats). another possible solution is to remove skill points on level up completely, and every level the var will increase by how much skill points you should have gotten that level. That would remove the problem of transferring skill points from the levelup page to the var. But by far a better solution would be some way/function to tick those skill points in the var, instead of rebuilding the levelup page. and a message will pop up listing all skills and their values, you click the skill you want to increase, and if you change your mind there is a reset option that undos all the points you've invested. You don't really want to use a message box for something like that, it would be awkward (your limited in number of buttons). I think it'd feel really clunky. I don't know any XML, so I can't design a nice clean interface like the levelup screen. In general I'd recommend against trying to build a analog to the levelup screen unless there is no other possible alternative. Link to comment Share on other sites More sharing options...
TheBlob2 Posted February 9, 2015 Author Share Posted February 9, 2015 How about an McM menu instead of a token or an analog menu? I heard making an McM menu is easy. Also it can pretty much do all we want it to do for the purposes of this mod like you can list out all of the players skills and their current values, and a var that stores all of your available skill points listed at the bottom, a plus sign next to each skill, or you click a skill and a slider pops out that asks you how many skill points you want to invest. So like this (skill name): (skills' value before investing) + (the amount of points you want to invest)= (skills' value after investing) and before you exit it asks you if you are sure about those skill values, and cancel will leave the skills to their original values, but OK will give you what you skill has become and will decrease your available skill point var by that amount. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 9, 2015 Share Posted February 9, 2015 How about an McM menu instead of a token or an analog menu? Well McM is for configuring other mods. The token is just a way ti implement starting a menu, there are many different ways. Analog *of*, as in analogous *to* the levelup screen, not a type of menu. I heard making an McM menu is easy. Also it can pretty much do all we want it to do for the purposes of this mod It has a framework where you can insert the info for other mods. It's XML, which I was referring to previously (and which I have no experience with). McM is not made to do what we'd like to do with it here....not at all, it's for altering settings of other mods. like you can list out all of the players skills and their current values, and a var that stores all of your available skill points listed at the bottom, a plus sign next to each skill, or you click a skill and a slider pops out that asks you how many skill points you want to invest. Yes XML can do that, and just about every other thing you'v seen in a menu. Link to comment Share on other sites More sharing options...
pintocat Posted February 11, 2015 Share Posted February 11, 2015 http://www.nexusmods.com/fallout3/mods/19083/? Grib was converting it, got sidetracked. I might give it a go after a project Link to comment Share on other sites More sharing options...
TheBlob2 Posted February 12, 2015 Author Share Posted February 12, 2015 (edited) this is exactly what i was looking for!i hope someone converts this to NV soon, but i saw in the screenshots there was a *shudder* inventory token, i would rather have a hotkey or it automatically pops up when you inter your stats screen because its very immersion breaking for me when i see an item called [character menu] in my armor tab in my inventory Edited February 12, 2015 by TheBlob2 Link to comment Share on other sites More sharing options...
pintocat Posted February 12, 2015 Share Posted February 12, 2015 Gribble had it using mcm for options an an integrated hud in stats pages for each of perks skills attribute Link to comment Share on other sites More sharing options...
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