(RELz) SCBOP

Post » Fri May 13, 2011 10:12 pm

I like the idea. However, I currently have no idea how to track a tag skill.

I believe the http://geck.gamesas.com/index.php/IsPlayerTagSkill function returns 1 if the specified skill has been tagged. I just wanted to alert you to that function in case you didn't know about it.

One suggestion I have if you start to get bored with working on your script is to listen to some music if you like any, at least that is what works for me. Usually I go for the music that has a good beat to it, because most of the time that gets me a lot more active. Good luck with your mod.


Late edit: Forgive me if I am mistaken, but if the Player invests a skill point past your cap won't the Player lose that skill point forever? If not, then do not bother reading further, I am just embarrassing myself. :D

I was thinking for a way around this, and I think I have an idea. Every time your script reduces a Player's skill by one, it could also increase a global or quest variable by one. Then you could add a perk to the Player, that uses that global or quest variable as a condition. If the condition checks the variable and it is equal to one, then a "Adjust Gained Skill Points" perk entry would add one skill point to the next level up and so on.
It would require a perk entry for each number of increased skill points however, like this picture hopefully describes: http://img5.imageshack.us/img5/4982/examplepicture01.jpg
You could then reset the variable to zero after the Player levels up, perhaps you can detect that by using the http://cs.elderscrolls.com/constwiki/index.php/GetLevel function.

With this method theoretically when the Player accidentally adds skills over the cap, the lost skill points just gets added to the next level up. However I have not tested this myself, so I am not sure if it will work.
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Bitter End
 
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Post » Sat May 14, 2011 2:08 am

Thanks for the function Kinguin :) I will put it to use.

Anyways, yes in this draft the player would lose his skill points forever. However, I have a solution to the problem. I give an item according to how many skill points you lost. Equiping that item will give you a menu. You can choose a skill, and you will get a skill point in that skill. So even if you select the wrong one it won't go wrong.
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His Bella
 
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Post » Fri May 13, 2011 8:31 pm

I'm around 75% done. I'll be able to release it tomorrow :)
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Rebekah Rebekah Nicole
 
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Post » Fri May 13, 2011 11:06 am

I'm really looking forward to this. Keep up the good work :)
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Poetic Vice
 
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Post » Fri May 13, 2011 11:56 am

It seems that the GECK won't allow scripts larger then 550 lines. Looks like I'll need to split this in four pieces.
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Paula Rose
 
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Post » Fri May 13, 2011 12:05 pm

http://www.fallout3nexus.com/downloads/file.php?id=11195 This mod is ooonlineee people!!!

Can a moderator change the topic title to (RELz) SCBOP - Skill Cap Based On SPECIALs?
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James Hate
 
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Post » Sat May 14, 2011 1:37 am

http://www.fallout3nexus.com/downloads/file.php?id=11195 This mod is ooonlineee people!!!

Can a moderator change the topic title to (RELz) SCBOP - Skill Cap Based On SPECIALs?


Downloading now.:)
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Svenja Hedrich
 
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Post » Sat May 14, 2011 12:56 am

Great to hear :) I'm lookin forward to feedback people :)
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Adrian Morales
 
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Post » Sat May 14, 2011 12:04 am

First of all, sorry people. I made a big mistake. I used a wrong function and clothing that edits your SPECIALs edit your cap. I'm goin through the 746 faulty records now and editing them. I'll upload the fixed version soon.
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Jade Muggeridge
 
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Post » Fri May 13, 2011 12:07 pm

I uploaded the correct file. Sorry for the inconvenience.
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James Smart
 
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Post » Fri May 13, 2011 7:47 pm

This has been a while...

I have an update to anounce. As of now, this mod will also check for Tagged skills. Any tagged skill get completely ignored by the script, and has just the normal skill cap.

If you find any bugs, please report the skill, level, and wether it was tagged or not.

I'm uploading now.

Harmy52
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gandalf
 
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Post » Fri May 13, 2011 7:29 pm

It's uploaded.

If there are any FO3 players who actually play with my mod, I enjoy feedback ;)

http://www.fallout3nexus.com/downloads/file.php?id=11195

And it still should be 100% compatible with: FOOK2, FWE, ART, It's Bubbly, XFO, Markb50's overhaul, any other mod.
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sam smith
 
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