Limiting Skill Level?

Post » Wed Jun 20, 2012 7:08 pm

Hello!

I'm wondering if there is any way to limit the level you can raise a skill to from inside the CK. I know that Elys's wonderful Uncapper plugin can arbitrarily define skill caps, but I need to be able to set any cap based on arbitrary criteria and change the cap at runtime as needed.

How would I go about doing this?

Thanks in advance!
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Terry
 
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Post » Wed Jun 20, 2012 10:08 pm

Bump >.>
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Liv Staff
 
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Post » Thu Jun 21, 2012 2:22 am

Another bump.

Someone has to have some idea of how to cap skills.
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JD FROM HELL
 
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Post » Thu Jun 21, 2012 4:38 am

There is an OnSkillIncrease node within the SM Event Manager. What you could do is say that whenever a skill increases, it checks to see if the skill in question is above or below a global (which you can modify in game by your arbitrary criteria) and if its above it runs a small quest. The quest just starts up, decreases the player's skill by one rank, and then stops itself.
It's not pretty, but thats the only way I can think of how to arbitrarily cap skills and be able to manipulate the caps in game.
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Phillip Hamilton
 
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Post » Thu Jun 21, 2012 10:28 am

There is an OnSkillIncrease node within the SM Event Manager. What you could do is say that whenever a skill increases, it checks to see if the skill in question is above or below a global (which you can modify in game by your arbitrary criteria) and if its above it runs a small quest. The quest just starts up, decreases the player's skill by one rank, and then stops itself.
It's not pretty, but thats the only way I can think of how to arbitrarily cap skills and be able to manipulate the caps in game.

That's a thought that had occurred to me, but then the player would still gain XP toward a levelup.

Is there a way to change how much skill XP different activities grant on-the-fly?
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Latisha Fry
 
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Post » Wed Jun 20, 2012 10:24 pm

In case anyone else happens to need the answer to this, I basically derped a big one and totes forgot about the four doomstones that affect the rate at which skills increase. It's easy enough to add a perk to the player that uses a multiplier of 0 if the condition of "skill > somenumber" is met.
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Iain Lamb
 
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