Increase Skill Points Per Point of Intelligence

Post » Fri Oct 23, 2009 11:11 am

I'm trying to create a mod that gives you 1 skill point per level of intelligence instead of 0.5. As far as I can tell changing iLevelUpSkillPointsInterval does not change anything in game. Also, I thought it may be the iLevelUp01Mult-iLevelUp10Mult, but changing those as well did not seem to change anything. Any ideas?
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Sandeep Khatkar
 
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Post » Fri Oct 23, 2009 5:27 pm

I'm trying to create a mod that gives you 1 skill point per level of intelligence instead of 0.5. As far as I can tell changing iLevelUpSkillPointsInterval does not change anything in game. Also, I thought it may be the iLevelUp01Mult-iLevelUp10Mult, but changing those as well did not seem to change anything. Any ideas?


Strange. According to the GECK Wiki the setting is http://geck.gamesas.com/index.php/Derived_Skill_Settings...but in FNV it is still 1. I couldn't find anything else on the Wiki or in the GECK Settings menu itself that would affect it (if only we could sort by value...).
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Leah
 
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Post » Fri Oct 23, 2009 1:23 pm

The closest I could get to simulating the int thing to work was to make a perk that would substitute the extra points you'd get from the int as a static +whatever. I'm not happy with the way it turned out, but the ilevelup skill thing seems to be totally broken until someone fixes it. I was wondering if you could make a similar educated perk, but rather than give you a static +1, it'll give you an additional int x .5 to your pool; I got close to doing it, but for some reason one dropdown box on the geck was disable and stayed on aggressive. What was it, get actor value is multiply of some value x etc, haven't really messed with it, but if someone can figure it out, might be a temporary work around. Hope that helps.

Mind you, credits to Talkietoaster for the original perk idea, it did the job.
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Valerie Marie
 
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Post » Fri Oct 23, 2009 8:54 am

The closest I could get to simulating the int thing to work was to make a perk that would substitute the extra points you'd get from the int as a static +whatever. I'm not happy with the way it turned out, but the ilevelup skill thing seems to be totally broken until someone fixes it. I was wondering if you could make a similar educated perk, but rather than give you a static +1, it'll give you an additional int x .5 to your pool; I got close to doing it, but for some reason one dropdown box on the geck was disable and stayed on aggressive. What was it, get actor value is multiply of some value x etc, haven't really messed with it, but if someone can figure it out, might be a temporary work around. Hope that helps.

Mind you, credits to Talkietoaster for the original perk idea, it did the job.


Thought of making a perk, but just seems like an unnecessary work around when supposedly you could just change the value in the settings... but I'll see if I can make it work later
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Dagan Wilkin
 
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Post » Fri Oct 23, 2009 10:13 pm

skill points interval would i assume change when you are allowed to distribute skill points.... kinda like perks... perks interval set to 2, so every 2 levels you get a perk... skill is set to 1, so every level you bring up skill points.
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Céline Rémy
 
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Post » Fri Oct 23, 2009 1:16 pm

skill points interval would i assume change when you are allowed to distribute skill points.... kinda like perks... perks interval set to 2, so every 2 levels you get a perk... skill is set to 1, so every level you bring up skill points.


According to the wiki it determines how many skill points you get per intelligence, and even if it's not, changing it to 2 or 3 or 4 still gives you skill points every level, I still haven't been able to figure out an easy way to work around this issue as I really don't want to create a perk and have to add it to the player, would be nice if someone smarter than me could figure out why it doesn't work
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Antonio Gigliotta
 
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Post » Fri Oct 23, 2009 4:53 pm

Anyone figure out an easy way to do this yet?
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Christine
 
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