[Relz] Governing Attributes v2.0

Post » Wed Sep 01, 2010 5:43 pm

Governing Attributes v2

-by Skycaptain



http://www.tesnexus.com/downloads/file.php?id=24281

Note: Uploaded v_2_01, which fixed an error in the security skill info (it was reporting block skill′s info)


Governing Attributes 2.0

-by Skycaptain


!!! REQUIRES OBLIVION SCRIPT EXTENDER v19b OR LATER!!!


Changes in v2.0
---------------

-CONFIGURE YOURSELF which attributes govern which skill!

-three INI multipliers for overall effect strength, bonus strength and penalty strength

-effects no longer fill up the active effects menu

-see the governing attribute(s) of a skill and the magnitude of the effect in the skills menu

---------------




- The aim of this mod is to make attributes actually something that govern your skills, in both good and bad. -
****************************************************************************************************************


The system couldn′t be more simple:


-If the supporting attribute(s on average) exceed the skill it/they govern, the strong supporting attributes fortify the skill.

-If the supporting attribute(s on average) are weaker than the skill it/they govern, the weak supporting attributes drag down the skill through draining it.




Example (using the defaults):
-----------------------------

The player has 50 agility and 50 speed, but only 40 blade. The difference here, ((50 + 50) / 2) - 40 = 10, results to +10% fortify blade

-> the blade skill shows as 44 instead of 40.


Should the numbers be the other way around (Blade 50 but Governing Attributes only 40), it would result to -10% drain on the blade skill.

-> the blade skill shows as 45 instead of 50.




The system actively monitors changes in stats, this way any outside drains or buffs are taken into account. Skills are not monitored for changes, only changes in stats cause a recount.

This is to make the system very light weight, and the script even checks for updates only once every second.



(NEW!!)

What′s best, you can now set your very own governing attributes system! You want Agility and Personality to Govern Illusion?

Well type the attributes in the INI, after Illusion!



In practice you would edit this line:

set skycaptainsGA.illusionString to sv_construct "personality"


to read:

set skycaptainsGA.illusionString to sv_construct "agility,personality"


Simple, isn′t it? :)





List of DEFAULT Governing Attributes and their skills (remember, you can change all of this!)
----------------------------------------------------------------------------------------------

My defaults use a system where as many governing attributes as possible are paired up, and the system is somewhat different from what Bethesda used, which I didn′t find that good to be honest.



Strenght + Endurance: Block, Blunt, Armorer, Heavy Armor

Endurance + Speed: Athletics

Agility + Speed: Acrobatics, Light Armor, Blade, HtH

Agility + Luck: Security

Speed + Luck: Sneak

Strength + Luck: Marksman

Personality + Luck: Speechcraft, Mercantile


Personality: Illusion

Intelligence: Mysticism, Alchemy, Conjuration

Willpower: Destruction, Alteration, Restoration



This default system considers the following things:

1. The system aims to favor all Attributes as equally as possible, and to rise the importance of some "less important" Attributes .

2. Strength already affects blade damage, agility already affects bow damage, so I didn′t want to underline those dependencies. :)




USAGE
------

You don′t really have to do anything special, but if you want to configure the mod, see the Governing Attributes INI file in Oblivion\Data\INI. The ini has enough info to understand the settings.

To see how your attributes affect your skills, open the skill menu and *CLICK* a skill. Only then the "Governing Attribute" part of the info window updates with info from this mod.

(this is to keep the default info window text available, just incase you might need it).



Note that because the active effects from this mod would fill up your active effects tab, all active effects applied to your skills by this mod are removed when you enter your inventory menu.

Thus, only by clicking a skill you can see how much Governing Attributes actually change the skill during gameplay.



Compatibility and things to consider
------------------------------------

Technically the system is compatible with everything, and can be installed or disabled at any point of playing.

BUT: Obviously you may want to configure the skills to the attributes your levelling mod links them to - or not?


The menu info system has only been tested with Darn Dark UI, but should work well with any UI mod.

Lastly - this mod DOES NOT affect training in any way, the governing attributes defined by Bethesda still define the training limits.


Installation
-------------

-Make sure you are running Oblivion Script Extender, here: http://obse.silverlock.org/

-place the esp to Oblivion/data folder and activate it

(I′m not going to say how, there are guides to using mods in general)


-have fun, or report to me if you found a bug :)



Legal
------

All your rights are belong to us, the Skycaptain.

That is to say, you have to get an explicit permission from me before using any part of this mod in other mods and releasing them.


User avatar
Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

Post » Wed Sep 01, 2010 6:48 pm

Sweet. Now I can replace the old version. Thanks.
User avatar
Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Wed Sep 01, 2010 8:40 am

UPLOADED AGAIN!

There was a small error in the security info string - security bonus/penalty reported the bonus/penalty of block skill. The error was only the in the message though - the actual bonus/penalty was correct.
User avatar
Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Wed Sep 01, 2010 3:56 pm

Sweet. Now I can replace the old version. Thanks.

User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Wed Sep 01, 2010 10:56 am

sweet looking mod! i always hated how str, int, and will were the only status worth increasing (besides endurance early on).

i have a quick question: where should this go in the load order?

EDIT: nevermind, seems BOSS knows already. i just figured it won't because this version is brand new
User avatar
Jason White
 
Posts: 3531
Joined: Fri Jul 27, 2007 12:54 pm

Post » Wed Sep 01, 2010 10:19 pm

sweet looking mod! i always hated how str, int, and will were the only status worth increasing (besides endurance early on).

i have a quick question: where should this go in the load order?


No matter, it′s a pure script that does its job where ever it loads. :)
User avatar
Brittany Abner
 
Posts: 3401
Joined: Wed Oct 24, 2007 10:48 pm

Post » Wed Sep 01, 2010 8:22 pm

I have a very strange problem with this mod MYSELF - it seems like a conflict?

While Governing Attributes uses only commong Fortify and Drain magic effects to affect the skills, my skills just went haywire - I mean the real skills, I′m actually advancing 20p in blade for a single attack etc.


I′m using SPAM for levelling, so I wonder if it doesn′t like something I do with the new version of this mod? Is anyone else using SPAM and could verify this? Though I don′t think it deals with skills as such?

Because the old version didn′t cause any such issues with or without SPAM, and the effects are exactly the same in this version, I′m wondering if it′s how I′m removing the effects when you enter inventory? If it somehow confuses the system - even the engine itself?



EDIT: Definitely NOTHING to do with SPAM. But it has to do with this mod. I need someone to test this for me - is my save simply broken or something?

It makes no sense at all that applying magic effects trains my skills, and there were no problems before. Something is either conflicting or my game is busted.

I would appreciate if someone could confirm that he′s using this mod without similar issue, or with the same issue, with a mod list. I need to know what combination is causing this.

User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Wed Sep 01, 2010 5:06 pm

I think I had just dumb luck when testing - it looks like my problem has nothing to do with this mod, it′s totally random.

Sigh, this must be the strangest problem with this game yet..and that says A LOT.
User avatar
sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

Post » Wed Sep 01, 2010 4:08 pm

Fun thing is that I've discovered this mod the day before 2.0 release..

I was wondering "damn this is great but I want to set my own values here!!"..

And then you just come out with the new customizable version!

What a cool synchronicity, thanks very much Captain! ;)
User avatar
CYCO JO-NATE
 
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Joined: Fri Sep 21, 2007 12:41 pm


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