SM Player Levelling v0.01 alpha/beta released
http://www.tesnexus.com/downloads/file.php?id=31040
Hey!
Good to see it's already "palpable".
Let me ask you this - how hard would it be to have the skill-attributes relations configurable in the ini?
That is, for each attribu
If each attribute has an numerical id (Strength = 1, Endurance = 2, Speed = 3, Agility = 4, Cunning = 5, Intelligence = 6, Wisdom = 7, NoAttribute = 8).
If each skill has a distribution value of 1 - that is 100%.
For your default settings, you would have:
Strength: Block 0.66
...
Agility: Block 0.33
...
Intelligence: Alteration 1
...
NoAttribute: Alchemy 1, Armorer 1
NoAttributeCap 20
I'm not really sure how you could go about making this change script wise. I suppose you'd have to use an array for each attribute to hold the skills or something like that. That's more your department than mine.
The upside is that it would improve flexibility and allow for more customisation. The downside would be that some configurations may be less balanced than others.
Personally, I wouldn't pick Alchemy to max at level 20 because I often use characters without magic entirely and have to depend on that skill for healing. But, naturally, it's just a matter of preference.
For attributes, if you're keeping (you might have to) Vanilla bonuses as well:
Strength - melee weapon damage, fatigue amount, encumbrance
Endurance - health amount, fatigue amount, health gain per level (? this one should be retroactive I think),
resist weaponsSpeed - movement speed, jump length,
bonus attack speedAgility - fatigue amount, bow damage, stagger chance,
resist weaponsCunning - disposition,
resist magicIntelligence -
resist magicWillpower - fatigue amount,
magicka amountOther things you may want to consider:
Strength - attack speed (if Strength / weapon weight is really big it would swing faster), attack damage (already happens but, if you figure how to change weapon speed on the fly you might want to change weapon damage as well - bow damage too should go up here), damage weapon/armor
Endurance - resist poison/disease, fatigue consumption rate/fatigue regeneration (? this might go against your combat regen mod)
Speed - reflect damage (counter attack like)
Agility - increased chance of weapon perks happening (like the disarm/paralyse and whatever else there is)
Cunning - reflect spell
Intelligence - reflect spell (can't think of a logical reason for this, but would come in handy), global skill gain increase (smart people learn faster)
Willpower - absorb spell (this is somewhat logical)
Note: For Hand to Hand there is no weapon speed or damage to be modified on the fly (I think). Some sort of option should be found for this skill in case you implement those changes.
TODO
----------------------------------------------------------
- Skills should not be improved by usage if you are ready to level up (May be impossible)
- Consider further role of Intelligence
- Cunning and Intelligence denote a natural resist magicka effect (Morrowind)
- Endurance and Agility denotes a natural resist weapons effect
- Speed affects movement speed, maybe slightly improves attack rate
- Magic Skill affects staff enchantment loss (From supreme magicka)
- Either bundle SM Combat regen or leave as seperate mod
- Either bundle SM Rest or leave as seperate mod
- Armor affects fatigue costs?
- Detect full armor sets and add a bonus
- Fixed amount of encumbrance not controlled by strength but the quality of your backpacks (allow buying new backpacks)
- DPCS compatability
Don't know what DPCS is :blush: but it does sound important.
What do you mean by "Magic Skill"?
Armor affects fatigue costs is a good idea, but I think it should be a separate mod. It doesn't really have anything to do with levelling.
Same for full armor.
I like the backpack idea. Two things though - what backpack mod are you taking about? Secondly, this too might be better suited for a Fatigue overhaul mod. Not necessarily though because it does change Strength input.
I do believe though that Strength should matter for the amount of items you can equip - that is, the stuff you're wearing shouldn't be in a backpack. This would make it even more important for people wearing Heavy Armor and large weapons to raise their strength score. The hotkeyed but unequipped items should go in backpacks though.
An ini setting for how much weight a backpack adds would be nice.
For the first one (here I go again, bottom to top) - shouldn't it be as easy as reducing the experience factor for skill use to 0 for all skills as soon as the level up is reached and restore it afterwards?
Cheers!
cc