Altering Experience Gains from Crafting (Question).

Post » Wed Jun 20, 2012 2:15 pm

Hello,

I've spent a decent amount of time researching what I could find on editing weapons, armor, crafting, etc. But something that never seems to come up in the post or video is how to adjust the experience gained from creating a specific item.

(Note: I'm not an experienced modder, but for what I'm trying to accomplish this is the only aspect I can't figure out.)

Lets just say, I wanted to increase the experience gained from crafting any particular item by 100%. So that crafting one iron dagger will level me up as if I crafted two iron daggers in the vanilla game.

Now when I go to the data files and bring up the irondagger, or the recipeirondagger there simply is no option to effect experience gained. So if I copied the iron dagger, replaced the texture with something else, and renamed it, edited materials required to craft it, creating a new item. (I'm assuming it would still level you up as if it was an iron dagger?) Which is not what I want. If I create a new item and make it more difficult to craft, I want it to increase the smiting skill more.

[EDIT: I did just read that VALUE effects experience gained since patch 1.5, but I still would love to know if there is a way separate experience gain from value. I would like to be able to increase the experienced gain from an item without doubling or tripling its value.]

I feel like I'm just not searching the appropriate section of the creation kit. If someone could point me in the right direction I would appreciate it.

If anyone has resources that answer this question I would be grateful for those links as well.

Additional questions I have on this subject;
-How does one create a new smithing category ("Iron", "Ebony", etc)...and add something like..."Forsworn" smithing that you could add Forsworn gear as craftable options from that category. (As an example)
-How do you change the effect of improving gear with smithing, right now iron dagger starts at five damage, and is upgraded at the grindstone by X damage, X scales with your smithing level, is there a way to edit X?


Thanks for all the help!
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Ben sutton
 
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Post » Wed Jun 20, 2012 9:20 pm

If altering experience gain wasn't possible with creation kit, but maybe I wanted my mod to adjust the players smiting skill on download. For example, make their smithing level 100. I know how to do that with console commands in game, but how might I edit a mod so it will automatically do that when they start the game with it loaded?
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CSar L
 
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Post » Wed Jun 20, 2012 9:11 am

.
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Charles Weber
 
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Post » Wed Jun 20, 2012 9:32 am

Kinda stinks that nobody seemed to know the answer you asked, because I'm havng a problem related to this same kind of issue.

In my case though, the recipe I created causes characters to level too fast. I went from 18 to 100 in smithing in just one crafting. Granted, it's intended to be a higher level recipe with advanced ingredients and I was just testing -- but still.

The value is probvably the culprit. The recipe creates 20 items, each valued at a few hundred gold. Still, I shouldn't go from 18 to 100 in smithing that quickly... there should be some way to control this.

Gonna play around with values... see if I have something set that's not right there. Meanwhile if anyone else sees this bump and has thoughs, thanks in advance for any assistance.
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IM NOT EASY
 
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Post » Wed Jun 20, 2012 10:40 am

The value is probably the culprit. The recipe creates 20 items, each valued at a few hundred gold. Still, I shouldn't go from 18 to 100 in smithing that quickly... there should be some way to control this.
I think you're on the right track there. Haven't played with crafting myself but I ran into something similar with custom spells. On a http://www.creationkit.com/Magic_Effectthere's a property that directly relates:

Skill Usage Mult: For Spells, a multiplier to the Skill Uses that casting this effect will give the player.


If that value is set too high you'll gain levels in that spell's School very rapidly. I'd bet that there's a similar multiplier for crafting items. Unless Beth decided the item's base value was enough...
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Matthew Aaron Evans
 
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Post » Wed Jun 20, 2012 2:56 pm


While I'm not a very experienced modder, either, I have recently researched this subject or ones very similar. Here's some of what I've found, and think.

You might have to resort to script to accomplish what you're trying to do. I don't think it can be done as a part of the item or as a property of the object itself. The Standing Stones (birthstones reborn?) increase the experience gained for certain skills. Reverse engineering them leads one to a Spell that has a Magic Effect that applies a Perk. The Perk is what affects the Skill Usage Mult (as Aenara just said above), multiplying it by a value like 1.2 to achieve a 20% increase. It can be for one or many skills at a time, that is specified in the conditions.

For your case, you might consider attaching a script to your new item, that will cause the player to cast a Spell with a Magic Effect that applies a Perk that multiplies the Skill Usage Mult. of Smithing, if the player has the new item equipped.

Additional answers:
-- From many, many posts on this subject: We can't create new Smithing categories. Those are in the game engine. We can add to the Misc category.

-- From a great deal of research on this subject: The tempering bonus is hard-coded into the game engine, as well. It should be specified in the tempering recipe, but it's not. The name of the tempering bonus (i.e. Fine, Exquisite, Legendary, etc.) are held in a Global Variable, and that is changeable. (See this mod on the Nexus: Numeric Upgrade Names [ http://skyrim.nexusmods.com/downloads/file.php?id=15582 ] ) But, not the amount of bonus per tempering.

Hope this helps and doesn't discourage. Even Papyrus and the Creation Kit can be overcome, someday.
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OJY
 
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Post » Wed Jun 20, 2012 5:29 pm

Thanks for the responses here. Personally, I'm a bit confused why we have such little control over something this vital. I reduced the "value" of the items that I'm crafting, and while it does reduce the Skill XP gain somewhat, it's not nearly enough. I went from lvl 18 to 42 this time. lol

I'm thinking that the problem in my case is that I'm crafting arrows, which come in bundles. So, crafting 20 items at once has this unfortunate amplification effect. But I need to make bundles the output, otherwise the metal cost for one single arrow would be too high. Or I'd have to leave metal out, which makes no sense.

Would rather not have to rig it with a script because of unitended consequences of that kind of approach, but may have no other choice. Appreciarte the thoughs, and if anyone else has ideas, please jump in.
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Sunnii Bebiieh
 
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Post » Wed Jun 20, 2012 2:48 pm

Just an update on this issue... basically I made an equippable item that is required to be worn to craft my items, and which adds a perk that severely dimiished the Skill XP gains. So in short, they don't see the special items on the Forge menu unless they have the item equipped. Then, they have to unequip it to go back to normal. Since the item could really hinder play if worn normally, I created an enchant that reminds the player every minute if the item is still equipped. In short, what a pain in the rear for what SHOULD have been really simple.

If anyone else comes up with a better approach, I'd love to hear it.
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Wanda Maximoff
 
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