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How do i change the skills so that they get better without using perks


jack254

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So i am making a total conversion of skills. But i have no idea how to do the following...

 

 

1: At 100 skill a spell is 33% cheaper. I want to change this too 90% . Maybe once i get good i might be able to change it so that at each milestone (nov,apprentice,expert etc) it's something like (novice) 0% (apprentice) 35% (adept) 60% (expert) %75 and master 85%

 

2: with weapons i want to have it so that... You swing faster and for less stamina as you level up. Gaining more and more critical hits too. But there's less damage increase after level 50.

 

3: armour is obvious. I might add a dodge chance to light armour.

 

4: enchanting, i want to change enchanting

 

5: with lock picking/pickpocket i actually want to make the player WORSE at the start.

 

 

How would i do this? I cant find the globals that handle these

Edited by jack254
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Don't overpowered the cost, it would make all the magicka acumulated in vain, just have it at 33% and rather increase the power of each spell, as in destruction are underpowered. I had basically free spells on my mage and it turned boring fast.

 

4. I tried to change alchemy, had no luck, so if you get anywhere, be sure to post any info you find.

Edited by GisleAune
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There could be Globals handling that stuff

 

For example, if you search for Enchantment, there is one multiplier that handles how better Enchanting gets with more skill points on it.

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Go to gameplay on the top bar, settings.

 

There you find all the global variables.

 

fEnchantingSkillFactor is the one for the power of the enchantments. For example, if you change it from 1.25 to 1, the maximum spell cost reduction enchantment that you can make is for 20% reduction, for a total of 80% if you wear the other 3 pieces. At 1.25 you can reach 28% i think for each piece.

 

Doesnt affects already enchanted stuff though (whether you enchanted it or not).

 

I was thinking to make a cell with levers that change the values to test them. But i could find an appropriate wall to extend the size of Honeyside in Riften :P Wanted to have some secret door cabinet like Delphine's...

Edited by eltucu
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Huh? See the bar at the top? The one that you click on "File" when you want to load up game resources and your mod?

 

Well, in that same bar, to the right, it says Gameplay. Put your mouse over there to display the list. On that list, click settings and a window will pop up

 

In that window you'll see the full list of global variables that modify various settings for the game. There is a filter there if you just want to type in what you're looking for.

 

Type enchanting, you'll see the list of global variables that have that word on them.

 

Specifically, fEnchantingSkillFactor global variable deals with the power of your enchantments compared to your skill level in Enchanting. The higher the factor, the more powerful enchantments you can make relative to your skill level on enchantment.

 

Just to give you an example, the default value is 1.25. Like i said, if you put it on 1, the maximum spell reduction enchantment you could make per armor piece enchanted woul be 20%, for a total of 80% of spell cost reduction if you wear the maximum 4 pieces allowed for that particular enchantment.

 

Probably if you type spell on the filter you will get across the global variables that handle the rest of the stuff that you want to change. That said, if the spell cost relative to your skill on that school of magic follows the same guidelines as enchanting, you wont find a easy way to set "milestones" for spell cost reduction like the ones you explained.

 

That is cuz you'd need to dynamically change the spell reduction factor to maintain, say a 35% value until you reach the next milestone, since for each skill point gained, the factor would increase the spell cost reduction, it could be hard to maintain it in a specific value, you'd need to modify the factor each time a skill point is gained. And it would require you to figure out the equation for from wich the spell reduction is calculated.

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So i am making a total conversion of skills. But i have no idea how to do the following...

 

 

1: At 100 skill a spell is 33% cheaper. I want to change this too 90% . Maybe once i get good i might be able to change it so that at each milestone (nov,apprentice,expert etc) it's something like (novice) 0% (apprentice) 35% (adept) 60% (expert) %75 and master 85%

 

2: with weapons i want to have it so that... You swing faster and for less stamina as you level up. Gaining more and more critical hits too. But there's less damage increase after level 50.

 

3: armour is obvious. I might add a dodge chance to light armour.

 

4: enchanting, i want to change enchanting

 

5: with lock picking/pickpocket i actually want to make the player WORSE at the start.

 

 

How would i do this? I cant find the globals that handle these

 

  1. You'll probably need to use perks to do a lot of these but that doesn't mean they have to be part of the perk tree. What you can do is use a quest to automatically add the perk to the player if they don't already have it. Take a look at my mod destruction or illusion mod for an example, the quest's editor id starts with 'ocy'.
     
    Some guidance on how to do the actual cool stuff, take a look at the milestone perks (i.e. novice destruction, etc...) all you really need to do is change the conditional to check against the base actor value for the skill then box it in.
  2. Basically you'd probably attack this the same as above but obviously look at the appropriate perks for what parameters to use like blademaster for crit, etc...
  3. attach a script with an OnEquipped event to add a perk like the top light armor one, conversely use OnUnequipped to remove it.
  4. obviously you'll have to be more specific
  5. Take a look at the lock pick perks, could probably just add a silent perk that multiplies by a value between 0-1.

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