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Changing Skill Perks at 25, 50, etc.


Grindspice

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Changing Skill Perks at 25, 50, etc. and other skill related questions.

 

I would like to know if there is a way to change the perks you receive at 25, 50, etc. I've checked the skill menu and all it does is show the text you see when you hit those levels. I've looked in the scripts and quest lists for something that might be related to this but I haven't found anything.

 

Here's some examples of what I would like to do incase anybody can think of any methods:

 

1) I want to switch the armorer perks at 25 and 50 so my characters can start repairing magic equipment sooner.

 

2) I'd also like to cap the repairs lower skilled armorers can make such as 60% below 25, 85% below 50, etc..

 

3) I'd like to switch out the sideways disarm power attack with a whirlwind power attack instead.

 

4) I'd also like to keep the 1-99 forward power attack and just shorten the recovery speed at 100.

 

5) I'd like to switch the 25 and 50 perks of acrobatics so my characters can start dodging sooner.

 

6) Lastly, I'm going to set it so that minor skills cannot advance through use and I'm confused about fSkillUseMinor and fSkillUseMajor. Minor has a larger value (1.25 vs .75) and I always thought they advanced slower than major skills. Does that mean I need to crank that number up as high as I can get it to slow down minor skill progression or can I still just set it to zero? I'll be testing that out later tonight if nobody posts an answer and I'll stick it here.

 

 

 

 

 

 

 

 

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The perks system in Oblivion is fixed. You can't change anything about it but few minor parameters.
You can't absolutely add/remove/switch perks. This bring down the points 1) and 5).

2) I'm not sure if it's possible at all. When the player open the repair menu we have no control on how the repair mechanics work. The only way to prevent the player from repairing an item above a certain value is by removing it from the inventory, but this may cause the Repair menu to become inconsistent, as it may not update the list...

3) This is an animation replacer. Anyway, you can't make an attack hit everything around you. Every melee (either normal or power) attack can only hit a single target. Only (area) spells can hit multiple targets.
This means you need the animation for the attack movements, and you need to use a spell to "simulate" the hit for all enemies around you).

4) Another animation replacer. Can't help with them.

6) The skill progression is defined inside every skill menu. You'll find one or two actions/values for every skill. You could set all them to 0 and later use scripts (the command SetSkillUseIncrement) to restore only the major skills ones.

Edited by forli
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Shooot. There's some of my vision smashed.

 

I tried out my idea for 6) and found out that has nothing to do with the skill progression. I set fskilluseminor to 0 and loaded up a dark elf. His minor skill of destruction jumped from its base value to 33. Some other minors seemed high as well. Whatever that means...

 

As for your 6) idea Forli, genius. I've already found a few functions to get that thing working but I've got some more questions now.

 

a) Is there a list or some link that shows how many actions for setskilluseincrement there are for each skill? If anybody knows of one, toss the link.

 

b) I found IsClassSkill and IsMajor. Is there a difference between the two? I'm worried that IsClassSkill may not work for a custom class.

 

c) So my script is gana look like this

 

scn LevelStunt

 

short major

 

;don't know when I should begin this guy.

 

set major to player.IsClassSkill Alchemy

if (major != 1)

SetSkillUseIncrement 1 Alchemy 0

SetSkillUseIncrement 0 Alchemy 0

endif

 

set major to player.IsClassSkill everyotherskill

.

.

.

end

 

My question is where should I begin this guy? Should I set this to a quest and have it start at Begin GameMode? Would this bug out my game if I started a fresh character? See anything that's bad about this script?

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Ok so I looked in that skill menu thing and I found out how to tell which skills have two SetSkillUseIncrement 's associated with them. Then I realized the script I posted wont work for a character that decides to change his class as he exits the sewers. I also realized I had my values backwards. The first SetSkillUseIncrement should have been SetSkillUseIncrement 0 Alchemy 1 .

 

I'm going to do EXACTLY what you said this time Forli. I'm writing down the vanilla use value per action, going to 0 it all out and my script will look like this:

 

scn LevelStunt2

 

short major

 

;Still don't now where to begin this dude

 

set major to player.IsClassSkill Alchemy

if (major ==1)

SetSkillUseIncrement 5 Alchemy 1

SetSkillUseIncrement .5 Alchemy 0

else

SetSkillUseIncrement 0 Alchemy 1

SetSkillUseIncrement 0 Alchemy 0

endif

 

set major to player.IsClassSkill everyotherskill

.

.

.

end

 

I'll just have to hope I don't get some of the actions backwards, but I can always test for that. I still don't know how to start it either so I'd appreciate it if somebody could toss me some c).

Edited by Grindspice
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