Given this script:
Scriptname MHBankTrainingScr01 extends Quest {On level up, carries over unused training points.}Event OnStoryIncreaseLevel(int aiNewLevel) Int MHTimesTrained = Game.QueryStat("Training Sessions"); Int MHTrainingPerLevel = Game.GetGameSettingInt("iTrainingNumAllowedPerLevel"); Int MHTrainingOpportunities = aiNewLevel * MHTrainingPerLevel; Int MHTrainingMissed = MHTrainingOpportunities - MHTimesTrained; Debug.MessageBox("You are level " + aiNewLevel + " and have trained " + MHTimesTrained + " times. You have had a total of " + MHTrainingOpportunities + " training opportunities, and have missed " + MHTrainingMissed + " of these. You can train " + MHTrainingPerLevel + " time(s) per level."); Stop();endEventMy initial idea was to adjust the game setting iTrainingNumAllowedPerLevel after each level increase to accomodate what the player should have accrued. So in the original example at the opening of this post, iTrainingNumAllowedPerLevel would be set to 15 at level 3 if no training has been taken.
I can't see a way around adjusting the game setting iTrainingNumAllowedPerLevel, but it appears there's no way to set this value from Papyrus. This feature doesn't appear to be available in SKSE yet, either(?).
Any ideas? Or will I simply have to wait until SKSE supports this?
