Scaling from skill value?

Post » Sun Jun 17, 2012 10:40 pm

Did a couple searches and found some related stuff but not this question directly, so I'm posting it:

Does anyone know how to find and possibly edit or create a relationship between the value of a skill and game effects? This is separate from perks; related to the skill value directly.

For instance, the one-handed skill increases your damage with one-headed weapons as the skill increases (.5% per skill point, per the elder scrolls wiki). I can not find this relationship in the CK.

Another example is how Magic skills such as Destruction or Alteration reduce the mana cost of spells based on skill value.

I would to create a similar relationship for Magic skills, such as Destruction skill scaling up Destruction spells damage, and Alteration skill scaling up Alteration spells duration.


Thanks in advance for any responses :)
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Antonio Gigliotta
 
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Post » Mon Jun 18, 2012 7:03 am

I would be thankful for this information too.
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dell
 
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Post » Mon Jun 18, 2012 1:38 am

I asked this exact question for this exact reason a few days ago. :smile: Someone told me that it's defined in-game, but I still don't know how it's determined.

I'm interested in this too, so I'm keeping my eye out for new info. You can look at my thread if it helps any - http://www.gamesas.com/topic/1343985-help-needed-with-skill-editing/
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Guy Pearce
 
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Post » Mon Jun 18, 2012 10:28 am

It's probably one of the Mod or PowerMod actor values. You can't edit those in the CK at the moment, but you can change them in-game with the console to identify which is which.
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Red Sauce
 
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Post » Mon Jun 18, 2012 8:53 am

I reviewed the link Jabarto provided and good call on checking out PerkSkillboosts, however I'm not sure that it is exactly what we're looking for.


According to the Elder Scrolls wiki, One-Handed skill increases damage by .5% per point. PerkSkillBoosts has Mod Attack Damage function "Value *=1+OneHandedMod*0.01" for One-Handed.

According to Jarbarto's post, according to UESP, Heavy Armor increases Armor Rating by .004% per point. PerkSkillBoosts has Mod Incoming Damage function "Value *=1+HeavyArmorMod*-0.01" for Heavy Armor.

That doesn't seem to add up to me. So what is PerkSkillBoosts actually doing, if not the base skill adjustments we are looking for? PerkSkilllBoosts has 161 Users with Type="NPC_" Editor ID="Player" being the 1 use count under Use Info.

Anyone have more info please?
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DeeD
 
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Post » Mon Jun 18, 2012 1:18 pm

I reviewed the link Jabarto provided and good call on checking out PerkSkillboosts, however I'm not sure that it is exactly what we're looking for.


According to the Elder Scrolls wiki, One-Handed skill increases damage by .5% per point. PerkSkillBoosts has Mod Attack Damage function "Value *=1+OneHandedMod*0.01" for One-Handed.

According to Jarbarto's post, according to UESP, Heavy Armor increases Armor Rating by .004% per point. PerkSkillBoosts has Mod Incoming Damage function "Value *=1+HeavyArmorMod*-0.01" for Heavy Armor.

That doesn't seem to add up to me. So what is PerkSkillBoosts actually doing, if not the base skill adjustments we are looking for? PerkSkilllBoosts has 161 Users with Type="NPC_" Editor ID="Player" being the 1 use count under Use Info.

Anyone have more info please?

Do keep in mind that I'm apallingly bad at math, so it's entirely possible I messed up my decimals. The UESP says that having a heavy armor skill of 100 will increase your armor rating by 40%, so I tried to figure the effect per point invested when I wrote my OP in the linked thread.
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Matthew Warren
 
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Post » Mon Jun 18, 2012 7:50 am

Alek's Skyrim Balance -- Magic in skyrim nexus alters the SPELLS themselves to scale with destruction skill. I can see the keywords (MagicScale100, MagicScale200, MagicScale400), and they are used by a new perk (PerkScaledMagic) to increase damage, but how that perk gets added to the PC I dunno.
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REVLUTIN
 
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Post » Mon Jun 18, 2012 12:34 am

Do keep in mind that I'm apallingly bad at math, so it's entirely possible I messed up my decimals. The UESP says that having a heavy armor skill of 100 will increase your armor rating by 40%, so I tried to figure the effect per point invested when I wrote my OP in the linked thread.

No, that math looks right to me. .004*100 = .4 = 40%.I'm still not sure on how PerkSkillBoosts is being used by the game, but I don't think it is our "magic bullet" unfortunately.
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Lily Something
 
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Post » Mon Jun 18, 2012 1:26 am

Alek's Skyrim Balance -- Magic in skyrim nexus alters the SPELLS themselves to scale with destruction skill. I can see the keywords (MagicScale100, MagicScale200, MagicScale400), and they are used by a new perk (PerkScaledMagic) to increase damage, but how that perk gets added to the PC I dunno.

I know we can accomplish some scaling by using Perks and I know we can accomplish some similar solutions by changing the spells themselves.What I am looking to do is find the base game mechanic itself and tweak it. We know this skill to effect relationship already exists in game (one-handed increases damage with one-handed weapons based on skill alone; destruction reduces the mana cost of destruction spells based on skill alone), we're just trying to find out where this function exists and how we can edit it.
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Davorah Katz
 
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Post » Mon Jun 18, 2012 10:23 am

I've been looking for this information as well.

For my magic scaling mod, the only way I was able to reasonably do it was to create my own perk, and add various (sometimes multiple) Entry Points to that perk. I've not been able to find out where the scaling could be performed, problematically. This would be a MUCH better way to work it. My way is extremely hackish (as there are something like 20 entry points on my perk).
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Genevieve
 
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Post » Mon Jun 18, 2012 1:59 am

I'm still not sure on how PerkSkillBoosts is being used by the game, but I don't think it is our "magic bullet" unfortunately.

PerkSkillBoosts has a very poor name and description. Why would you need a perk to "apply skill benefits from perks"? Wouldn't the perks do that themselves?

It should be called EnchSkillBoosts because what it does is apply benefits to skills from enchantment effects. The related one is AlchemySkillBoosts, a perk for "applying alchemy effects".

They each read from the Mod (enchantments) and PowerMod (potions) Actor Values for each skill, which is where the collective magnitudes for active enchantments and potions are stored.

As an example, a potion to fortify one-handed damage by 50% will store 50 in OneHandedPowerMod while active, which the AlchemySkillBoosts perk will mutiply by 0.01 and add 1. This gives a multiplier of 1.5 which is applied to attackdamage when any weapon with the WeapTypeMace, WeapTypeSword or WeapTypeWarAxe keywords is used. This can all be modified in the perk entries.

You're correct. It's not your magic bullet.
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Rachel Tyson
 
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Post » Mon Jun 18, 2012 11:58 am

I've been tinkering with adding a script to the existing effects that gets the players' destruction skill, subtracts the starting value, then adds half the spells' base damage (though there's no way to call this at runtime, so I had to guess) and applies that directly to the target, like so:

Add this script to FireDamageConcAimed (something like that...it's the effect that deals the damage for the Flames spell.)
Scriptname PlayerDestructionScaling8 extends activemagiceffect  {Adds damage based on players' Destruction skill}int HalfSpellIntensity = 4 ;Have to guess, since there is no way to pass the spell intensityEvent OnEffectStart(Actor Target, Actor Caster)	Actor ThePlayer = Game.GetPlayer()	if Caster == ThePlayer ; If the caster is the player		float PDestructionLevel = Caster.GetActorValue("Destruction") as float		int DestructionPowerLevel = ((PDestructionLevel/10.0) - 1.5) as int		int Damage = DestructionPowerLevel * HalfSpellIntensity as int		if DestructionPowerLevel >= 1 ; If destruction is high enough for a bonus,			Target.DamageAV("Health",Damage) ; Deals damage equal to half the base value for each 10 levels in destruction above 15		endif	endifendEvent
The reason that 4 is a guess is, the base damage varies based on the difficulty level set.
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Latisha Fry
 
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Post » Sun Jun 17, 2012 9:14 pm

PerkSkillBoosts has a very poor name and description. Why would you need a perk to "apply skill benefits from perks"? Wouldn't the perks do that themselves?

It should be called EnchSkillBoosts because what it does is apply benefits to skills from enchantment effects. The related one is AlchemySkillBoosts, a perk for "applying alchemy effects".

They each read from the Mod (enchantments) and PowerMod (potions) Actor Values for each skill, which is where the collective magnitudes for active enchantments and potions are stored.

As an example, a potion to fortify one-handed damage by 50% will store 50 in OneHandedPowerMod while active, which the AlchemySkillBoosts perk will mutiply by 0.01 and add 1. This gives a multiplier of 1.5 which is applied to attackdamage when any weapon with the WeapTypeMace, WeapTypeSword or WeapTypeWarAxe keywords is used. This can all be modified in the perk entries.

You're correct. It's not your magic bullet.

Thank you for that information Rocket. Even if it isn't what we're looking for, it is good to know what it is and how it works.Somehow I feel that what we're looking for would be in the Gameplay->Settings area, working off the AV but I haven't been able to find it.
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Inol Wakhid
 
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