[RELz] Slower Skill Gain

Post » Wed May 16, 2012 12:18 am

http://skyrimnexus.com/downloads/file.php?id=49

(From the description on the Nexus: )

Mostly, I wanted to get out a balance-type mod on day one, so this is quick and simple.

As with all of my mods, this will be scalable, customizable, rebalanced, etc., but I spent the majority of the day figuring out how to do this. Good news is, I figured out how to mod Skyrim just fine without the CK; bad news is, I can't seem to find most of the settings I would expect.

As such, an actual amount of slowing is impossible to give. But to put it in gaming terms: my Nord progressed from One-Handed 28 to 53 with 40k swings (simulated, of course :P) with this mod, and progressed to 79 without. This mod technically alters the CURVE of skill leveling (from an exponent of 1.95 to 2.3 in the formula - I couldn't find the base or mult yet). So while it slowed gain by about half in that period, it will slow it significantly more as more skill levels are gained.

MUCH more to come, don't worry. Like I said, just making sure I get out a mod for day one ;)

Installation instructions in the readme!

*I'm really sleep-deprived and have a flu, so I apologize if this mod seems haphazard or anything I said doesn't make sense :P I'll clean it up ;) For those of you who don't know my work, check xfo-nv.com for an idea of where this is going. Endorsemants are always appreciated!

**If a mod or admin could please PM/email me regarding my inability to access my actual account, under Xodarap777, that would be sweet (I no longer have access to the email address registered with that account) :)
User avatar
Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Wed May 16, 2012 5:45 am

*high five/downloads* Awesome! :foodndrink:
User avatar
dav
 
Posts: 3338
Joined: Mon Jul 30, 2007 3:46 pm

Post » Tue May 15, 2012 1:50 pm

*high five/downloads* Awesome! :foodndrink:

It will all be assimilated! :P I say we can get a big borg mod going with a few others before they release the kit :D

Unfortunately, I work like 60 hours over the next four days, but then I've got a ton of ideas. I say slower skills BUT two perks per level, or three, that way you can "max out," but it'll take a long time. Or fewer skills to levelup, but only 3 points of M/H/S per level, so you cap out at level 210 instead of 70, with similar stats and almost all perks, with a slowdown on top of it. I actually had that esp made, but needs more tweaking, so I settled :P I always seem to start with the "pacing" mods. I think it's because *I* don't want to be tinkering around without them :)

Blah blah blah, I need to go to sleep, what am I still doing here???
User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Tue May 15, 2012 8:14 pm

How's this working for people? I only had a few minutes of fake testing - anyone have feedback on the "feel"?
User avatar
Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Tue May 15, 2012 8:09 pm

Just installed this and will see how it works. You are the day's hero if it works half as well as the suggestion (pending release, of course, of a mod that gets rid of all the clutter on the compass! Then you'll share the honors)

Hope your flu gets better!
User avatar
Eliza Potter
 
Posts: 3481
Joined: Mon Mar 05, 2007 3:20 am

Post » Wed May 16, 2012 5:37 am

I'm really impressed with how much people can do without the creation kit.
User avatar
Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Wed May 16, 2012 5:11 am

I think that what I need the most (skill progression wise) is one that stop the crafting skills for leveling your character. Right now you can become high level without even starting any fight but just crafting. Meaning you will be toasted when a fight will come with some leveled enemy. So no addition toward the character level with all crafting skills would be a boon. You only lvl with fighting skills like armor/weapon/magic casting.
User avatar
Harry Leon
 
Posts: 3381
Joined: Tue Jun 12, 2007 3:53 am

Post » Tue May 15, 2012 2:52 pm

I think that what I need the most (skill progression wise) is one that stop the crafting skills for leveling your character. Right now you can become high level without even starting any fight but just crafting. Meaning you will be toasted when a fight will come with some leveled enemy. So no addition toward the character level with all crafting skills would be a boon. You only lvl with fighting skills like armor/weapon/magic casting.

I've always liked that in ES games, I can level a "peaceful" character (relatively). But your point holds for balance - I think I'd like to see different contributions to your character, perhaps, from different skill gains. With a static leveling system (which every Beth game needs right off the bat, IMO), your concern wouldn't be as worrisome, since it won't matter that you leveled up. Still, your request might be pretty easy to get out if I interpret some of the new game settings correctly; I'll look into it over the next week :)
User avatar
Silencio
 
Posts: 3442
Joined: Sun Mar 18, 2007 11:30 pm

Post » Wed May 16, 2012 4:57 am

Xodarap, I looooove the slow down mod, thats half of the full mod i want. The other half is being able to max out all the perks when i get to lvl 70. Which i think the only way to do is to get like 4 perk points per lvl. Can you please make a mod for this too, id love you forever!
User avatar
Céline Rémy
 
Posts: 3443
Joined: Sat Apr 07, 2007 12:45 am

Post » Wed May 16, 2012 1:08 am

Xodarap, I looooove the slow down mod, thats half of the full mod i want. The other half is being able to max out all the perks when i get to lvl 70. Which i think the only way to do is to get like 4 perk points per lvl. Can you please make a mod for this too, id love you forever!

I'm one step ahead of you - that's exactly what I'm working on right now ;)
User avatar
Stryke Force
 
Posts: 3393
Joined: Fri Oct 05, 2007 6:20 am

Post » Tue May 15, 2012 10:52 pm

How without the creation kit?
User avatar
saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Tue May 15, 2012 11:17 pm

Indeed, I'm impressed on how you did that without the creation kit :)
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Tue May 15, 2012 5:27 pm

It will all be assimilated! :P I say we can get a big borg mod going with a few others before they release the kit :D

Unfortunately, I work like 60 hours over the next four days, but then I've got a ton of ideas. I say slower skills BUT two perks per level, or three, that way you can "max out," but it'll take a long time. Or fewer skills to levelup, but only 3 points of M/H/S per level, so you cap out at level 210 instead of 70, with similar stats and almost all perks, with a slowdown on top of it. I actually had that esp made, but needs more tweaking, so I settled :P I always seem to start with the "pacing" mods. I think it's because *I* don't want to be tinkering around without them :)

Blah blah blah, I need to go to sleep, what am I still doing here???
Haha! I was gonna add leveling options myself, but it sounds like you're all over it, so I'll focus on the other listed options. Not sure how, without the editor, we'd be able to start [BORG].ESM though as we'd have to override the base forms until we can change them with scripts. The leveling submenu will most likely be SKSE dependent unless there's a native ConSetGameSetting already. AASAP, I'll add an SKSE global to [BORG].ESM which will reflect SKSE's presence, absence, and version so anything can check it. Leveling options button would have an 'If SKSE' check, so its button would be hidden in the event SKSE == 0, for instance. Sounds like you've got a bunch of fantastic ideas for leveling and I can't wait to work with you in integrating 'em. :)

Props again on getting a day one mod out there! :foodndrink:
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Wed May 16, 2012 2:11 am

I'm really impressed with how much people can do without the creation kit.
LOL that's where I'm scratching my head. How *are* you people releasing mods without the CK? I see so many WIPs and RELzs, but we don't even have any tools yet. I've got some ideas for things I plan to work on already, but I've made zero progress... cuz I can't yet. :P
User avatar
Adam Kriner
 
Posts: 3448
Joined: Mon Aug 06, 2007 2:30 am

Post » Wed May 16, 2012 4:06 am

I did all of http://fallout3nexus.com/downloads/file.php?id=334 without/before a CK... More fun this way :)

XFO-NV.com, too... I never liked their kits/sets. I use it for compiling scripts and attaching them to quests, but I prefer TESSnip's compiler by far anyway, and it appears that Skyrim... has no scripts. (????) (The SCPT group is empty...)
User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Wed May 16, 2012 3:39 am

I did all of http://fallout3nexus.com/downloads/file.php?id=334 without/before a CK... More fun this way :)

XFO-NV.com, too... I never liked their kits/sets. I use it for compiling scripts and attaching them to quests, but I prefer TESSnip's compiler by far anyway, and it appears that Skyrim... has no scripts. (????) (The SCPT group is empty...)
So it's just external utilities really is what you guys are limited to right now, correct? There's no way to start making house/quest/dialogue/script changes etc. until we get the CK, like I would expect. I think. Right?
User avatar
Jesus Duran
 
Posts: 3444
Joined: Wed Aug 15, 2007 12:16 am

Post » Tue May 15, 2012 1:53 pm

So it's just external utilities really is what you guys are limited to right now, correct? There's no way to start making house/quest/dialogue/script changes etc. until we get the CK, like I would expect. I think. Right?

You can do all that stuff, as far as I know. I'm working on quests right now, but they've changed a lot and I don't recognize many of the variables. I'm in mostly hex code at this point, but as we start to parse it all out, it looks clearer. Like I said, I did XFO and XFO-NV without any use of the GECK/CS/CK and it had *tons* of quests and scripts. I use FOMM/TESSnip, and I know that others are using FNVEdit (the most recent form of TES4Edit), but I don't think it has a script compiler. They all take a lot of messing with, since they don't actually recognize the new ESM/ESP records.
User avatar
LuCY sCoTT
 
Posts: 3410
Joined: Sun Feb 04, 2007 8:29 am

Post » Tue May 15, 2012 11:00 pm

Hmm that all sounds a bit out of my league. Guess I'm more dependent on the CK's UI for modding, if nothing else. I've done reskinning and easy stuff like that, but always with a program somebody else created that came with a UI. Guess I'm too technically illiterate in this regard to start early.
User avatar
Brentleah Jeffs
 
Posts: 3341
Joined: Tue Feb 13, 2007 12:21 am

Post » Tue May 15, 2012 4:00 pm

Just want to say I've got the mod and it's working as advertised.

The only things missing from what I can see is how much it's slowing things down and how to change that value. But, it sure makes playing a lot more fun! I hated vanilla when I was at level five or so before I even knew how to play.
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Tue May 15, 2012 1:41 pm

it appears that Skyrim... has no scripts. (????) (The SCPT group is empty...)
Probably just categorized in a new place.

According to initial inquiries by script extender team http://www.gamesas.com/index.php?/topic/1255931-wipz-skyrim-script-extender-skse/page__view__findpost__p__19158482.

... anyway - impressive that you are using completely 3rd party tools.

I will likely wait for a mod manager and even the CK before I add any mods. But this one is a good start.
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Wed May 16, 2012 3:43 am

http://skyrimnexus.com/downloads/file.php?id=49

(From the description on the Nexus: )

Mostly, I wanted to get out a balance-type mod on day one, so this is quick and simple.

As with all of my mods, this will be scalable, customizable, rebalanced, etc., but I spent the majority of the day figuring out how to do this. Good news is, I figured out how to mod Skyrim just fine without the CK; bad news is, I can't seem to find most of the settings I would expect.

As such, an actual amount of slowing is impossible to give. But to put it in gaming terms: my Nord progressed from One-Handed 28 to 53 with 40k swings (simulated, of course :P) with this mod, and progressed to 79 without. This mod technically alters the CURVE of skill leveling (from an exponent of 1.95 to 2.3 in the formula - I couldn't find the base or mult yet). So while it slowed gain by about half in that period, it will slow it significantly more as more skill levels are gained.

MUCH more to come, don't worry. Like I said, just making sure I get out a mod for day one ;)

Installation instructions in the readme!

*I'm really sleep-deprived and have a flu, so I apologize if this mod seems haphazard or anything I said doesn't make sense :P I'll clean it up ;) For those of you who don't know my work, check xfo-nv.com for an idea of where this is going. Endorsemants are always appreciated!

**If a mod or admin could please PM/email me regarding my inability to access my actual account, under Xodarap777, that would be sweet (I no longer have access to the email address registered with that account) :)
Are you the one that made the customizer mod similar to FWE 5.0 and Project Nevada(by released much sooner)?

Edit: I read more and see that you are, neato!

The dudes that make FWE and PN make fantastic mods, but they take to long. I never play Beth games at release, I waited 5 months for NV and PN was still way off. For SR I won't wait that long but I really want a couple of key features, that I think XFO had.

2x global dmg mod, 3x level slowing, loot level customization. I do wish you would use a more polish design like FWE, but as your much faster at releasing its a very reasonable trade off.
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Wed May 16, 2012 5:25 am

Are you the one that made the customizer mod similar to FWE 5.0 and Project Nevada(by released much sooner)?

Edit: I read more and see that you are, neato!

The dudes that make FWE and PN make fantastic mods, but they take to long. I never play Beth games at release, I waited 5 months for NV and PN was still way off. For SR I won't wait that long but I really want a couple of key features, that I think XFO had.

2x global dmg mod, 3x level slowing, loot level customization. I do wish you would use a more polish design like FWE, but as your much faster at releasing its a very reasonable trade off.

I make the mod that way on purpose for many reasons - mainly that it's genuinely customizable, while FWE requires that many elements always exist, not to mention how badly it messes up compatibility when you have to script GMST changes - and a bajillion other reasons :P FWE was actually made *from* XFO towards this end. Under the hood, there's much more polish, as I see it, in the simplicity of modularity. It's ugly to look at 60 esp's in that zipfile, but you can pick and choose, move around, change at will, and never have to worry about compatibility or interdependence. I also hate scripting billion-layer messageboxes, but love scripting recursive checks (like my hunger/thirst mods), so I always let people use my mod however they want. Both XFO's got incorporated into a couple dozen other mods that took them in different directions or combined them with other mods.

Currently, I'm having trouble figuring out the scripting in Skyrim, though - the SCPT files are empty (which is sad, cause I can compile them), and the QUST group records are very different with new subrecords. I may be a bit slower than my usual first few weeks. And I'm going to have to bum around these forums more and watch for anyting from timeslip, elminster, or behippo.
User avatar
Dan Stevens
 
Posts: 3429
Joined: Thu Jun 14, 2007 5:00 pm

Post » Tue May 15, 2012 3:36 pm

I have installed and tested this mod but i doesn't seem to work. Tried several times with it in and without it on the same cjharacter. Tested with the lockpicking skill and with destruction skill with the same High Elf. Either with this mod or without it the lockpicking skill levels after the fourth lock you pick. With or without it the destruction skill levels about the same stage in the caverns bellow Helgen.

Or it doesn't work or i am doing something wrong...
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Wed May 16, 2012 4:40 am

I just figured it was working because I made a char using it who finished the first bleak falls quest with it and only got to level three where my other chars were at five. Still, with so many variables, it's hard to say.
User avatar
Anna Beattie
 
Posts: 3512
Joined: Sat Nov 11, 2006 4:59 am

Post » Tue May 15, 2012 3:08 pm

but I prefer TESSnip's compiler by far anyway, and it appears that Skyrim... has no scripts. (????) (The SCPT group is empty...)

The scripts are now .pex files in Skyrim - Misc.bsa

An activator's VMAD entry contains the filename of the script.

But it seems like Scripname.PEX is only the compiled script and the source would be Scripname.PSC, and I haven't found those yet..
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Next

Return to V - Skyrim