[REL] SkyTweak

Post » Sun Mar 17, 2013 2:49 pm

SkyTweak has been released!
http://skyrim.nexusmods.com/mods/33395
http://steamcommunity.com/sharedfiles/filedetails/?id=132455293
https://docs.google.com/spreadsheet/pub?key=0AldEhLOK6ejJdHEwQmRZaVh3TWwzc0pKWTU5aEpUQlE&single=true&gid=18&output=html

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I'm not a fan of big, monolithic balance mods.
And even if I use one, there are still kinks that need to be ironed out.

I really liked the concept behind http://skyrim.nexusmods.com/mods/18474
I thought it was a real shame that it hasn't been updated for a few months.

So I'm going to make a mod I'm calling SkyTweak to fill this void.
http://i.imgur.com/CaJh9UT.jpg

Right now I'm focused on setting a spreadsheet to parse the code for the menu more efficiently.
So I'd like to take suggestions on what kind of features to include in the mean time.

Update:
The menu is both working and successfully editing settings in game.
It's just a matter of adding all the editable settings :smile:
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Claire Lynham
 
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Post » Sun Mar 17, 2013 7:54 pm

Jump height, movement speed, falling damage (distance before first damage, rate at which damage grows with distance).
Those are the sorts of things I'd like to just tweak once in a while.

(Oh, but you should put the default option somewhere.)
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Alessandra Botham
 
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Post » Mon Mar 18, 2013 6:27 am

the barter values
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Mario Alcantar
 
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Post » Sun Mar 17, 2013 10:28 pm

Weapon damage is a biggie. health/magica/stamina regeneration (combat/non combat if possible). Movement speed. List goes on and on.
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Solène We
 
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Post » Mon Mar 18, 2013 5:41 am

Update:
The menu is both working and successfully editing settings in game.
It's just a matter of adding all the editable settings :smile:

Expect the final release in 2 days.
(I wish GELO only took me 3 days start to finish <_<)

Thanks for all the suggestions so far.
I've been focused on the coding, so it's going to save me so much time to have a quick checklist of things to include in the release, than to have to research and look things up myself.
Keep'em coming!
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Lisa
 
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Post » Sun Mar 17, 2013 8:23 pm

Does this work with mods that already balance your game? I'd rather start from those templates than vanilla.
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Monika Fiolek
 
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Post » Sun Mar 17, 2013 6:33 pm

I'd assume so. If the mechanism is just get/setIniSetting (which is probably is) then there should be little issue with other mods, as long as they're not all trying to change the setting onGameReload.

Even then, you could just open the other mods, check what values they use, un-install them, install this and spend about 2 minutes setting them up.
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Kelly James
 
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Post » Mon Mar 18, 2013 6:48 am

Well anything that modified gamesettings with a script is going to fight to set them on load because they don't persist, one work around would be to set them, then delay a bit and see if they are still what skytweak thinks they should be.

I'm curious to see what's ending up in the crafting section.

edit: congrats on getting it working!
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Doniesha World
 
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Post » Mon Mar 18, 2013 5:21 am

Does this work with mods that already balance your game? I'd rather start from those templates than vanilla.
My mod would probably completely override any other mods you might have.
it depends on which runs after the other in game.

lets say balanced magic for example.
that directly edits gamesettings via creation kit.
Whereas SkyTweak would edit each time you load a game.
I'm pretty sure SkyTweak would run second in this case, so it would override some of balanced magic's settings (not all of them)


I'd assume so. If the mechanism is just get/setIniSetting (which is probably is) then there should be little issue with other mods, as long as they're not all trying to change the setting onGameReload.

Even then, you could just open the other mods, check what values they use, un-install them, install this and spend about 2 minutes setting them up.
yeah I'm using onGameReload as you instructed on the github API.
I'm also using onPlayerGameLoad, because it seems like onGameReload and OnConfigInit didn't seem to cover every scenario when I playtested it.

Well anything that modified gamesettings with a script is going to fight to set them on load because they don't persist, one work around would be to set them, then delay a bit and see if they are still what skytweak thinks they should be.

I'm curious to see what's ending up in the crafting section.

edit: congrats on getting it working!
Heh, yeah it all boils down to how the other modders implement their mods.
And since I haven't cracked open that many other balance mods in my CK, it's hard for me to say which would work first and which would work second.
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Juan Suarez
 
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Post » Sun Mar 17, 2013 6:10 pm

My mod would probably completely override any other mods you might have.
it depends on which runs after the other in game.

lets say balanced magic for example.
that directly edits gamesettings via creation kit.
Whereas SkyTweak would edit each time you load a game.
I'm pretty sure SkyTweak would run second in this case, so it would override some of balanced magic's settings (not all of them)
but will it default to values set by those mods?
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Lewis Morel
 
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Post » Sun Mar 17, 2013 6:28 pm

I just ran into a problem =(
Papyrus scripts have a limit on the number of characters they can contain.
Just means I need to divide my code up a little bit.

but will it default to values set by those mods?
unfortunately, no it won't
Maybe I'll look into that as a feature later on, but right now it isn't a priority.
Is importing settings from other mods a make or break feature?
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Cameron Garrod
 
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Post » Sun Mar 17, 2013 8:09 pm

I just ran into a problem =(
Papyrus scripts have a limit on the number of characters they can contain.
Just means I need to divide my code up a little bit.

You don't have to do that. Forget the CK editor and use an external editor instead, then compile the script with that. See http://www.creationkit.com/Sublime_Text_Setup
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flora
 
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Post » Sun Mar 17, 2013 7:47 pm

You don't have to do that. Forget the CK editor and use an external editor instead, then compile the script with that. See http://www.creationkit.com/Sublime_Text_Setup
bwuuhh that's awesome.

thank you, that's a great tool.
You just saved me a few hours of work.

edit: wait a minute, does notepad++ work too?
god I'm such an idiot, I've tried editing pex but never psc before.
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Svenja Hedrich
 
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Post » Mon Mar 18, 2013 5:07 am

SkyTweak has been released!
http://skyrim.nexusmods.com/mods/33395
https://docs.google.com/spreadsheet/pub?key=0AldEhLOK6ejJdHEwQmRZaVh3TWwzc0pKWTU5aEpUQlE&single=true&gid=18&output=html

development period: 2 days 7 hours
lol oh god I wish GELO took me only that long.
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Princess Johnson
 
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Post » Mon Mar 18, 2013 7:05 am

Brilliant.
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Your Mum
 
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Post » Sun Mar 17, 2013 3:09 pm

Hopefully more requests will come in when more people try my mod.

Thinking of what settings to include is probably the most time consuming aspect for this mod.
Anyways, here are some ideas/features I am considering:

let other mods affect default settings of skytweak
Rescaled Tempering Perk
Weight of Gold Slider
Drain Stamina while sneaking perk
movement and sprint speed sliders
Arrow famine challenge perk (firing an arrow consumes multiple arrows)
potion spell magnitude/duration perks
extra effect enchantment perks
disease spell magnitude perks
Times Block/Powershot Perks
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Jessica Phoenix
 
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Post » Sun Mar 17, 2013 7:45 pm

I'm only downloading it now (and many thanks, by the way, really appreciated), so I haven't looked at it yet, but as a suggestion if you haven't already thought of it, how about a destruction magic damage slider?

Not that I have an issue with it as it is, but a lot of people do. If it's possible for people to self-adjust it's another thing for them to use (although there are other mods out there that address the issue in many ways).
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luis ortiz
 
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Post » Mon Mar 18, 2013 3:00 am

I'm only downloading it now (and many thanks, by the way, really appreciated), so I haven't looked at it yet, but as a suggestion if you haven't already thought of it, how about a destruction magic damage slider?

Not that I have an issue with it as it is, but a lot of people do. If it's possible for people to self-adjust it's another thing for them to use (although there are other mods out there that address the issue in many ways).
I can definitely do a few destruction damage perks.
I wonder if skse has a setperkmagnitude thing, probably not.

I'll also check for a magic damage gamesetting thing, since then I could make it a slider.
but obviously that would affect npc's too.

anyways your suggestion has been noted and I will make sure something comes out, whether it is in the form of a slider or not.

thanks!
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Trey Johnson
 
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Post » Mon Mar 18, 2013 1:43 am

Morionic, I've tried a few times, and confirmed that both SKSE and SkyUI are up to date, but SkyTweaks isn't showing up in MCM, although it shows as active in both the data files menu, and NMM. It is last in my load order at the moment though.

Any suggestions?
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Trevi
 
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Post » Sun Mar 17, 2013 10:26 pm

Morionic, I've tried a few times, and confirmed that both SKSE and SkyUI are up to date, but SkyTweaks isn't showing up in MCM, although it shows as active in both the data files menu, and NMM. It is last in my load order at the moment though.

Any suggestions?
sounds like the OnConfigInit event botched somehow.
out of curiosity are you using the steam version by any chance?

I'm firing up the computer to troubleshoot but why dont you try renaming your esp and bsa as a first attempt at fixing this.
that should force onconfigevent to run again.
hopefully it'll work a second time.

edit: figured out two issues.
One is that SkyTweak sometimes takes a while to load, so it may not appear on your MCM menu immediately.
The other issue is sometimes SkyTweak shows up but there are no pages.

I've just uploaded version 2.0 to both steam and skyrim.nexusmods.com
version 2.0 has a hardcoded pagelist in addition to the one generated by OnConfigInit
This should guarantee that you never have an empty pagelist.
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cosmo valerga
 
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Post » Sun Mar 17, 2013 5:42 pm

I'll reboot it mate, and see how it goes, then try the rename. Cheers, will update you shortly.


Edit:

Morionic, I let the game run for about 5 mins before checking after updating to version 2, and it's all fine. That's with the Workshop version.

Congrats and thanks :)
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Rachel Hall
 
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Post » Sun Mar 17, 2013 6:44 pm

Am I to take it that Arrow Gravity Base means how much an arrow or bolt is affected by gravity? This was something I was going to request. How about arrow range? I know that's in the .ini but can you put it in the menu?
Also, for Telekinesis, how about the amount a projectile is affected by gravity, also the TK lauch speed. And magic projectile speed (which isn't the same thing).
Bow zoom stamina cost, sprint-run-walk speed (separate values)

I assume Health Regen Delay affects NPCs, as it's not that useful on the player, generally.


Also, will the menu display the current values for each? So that when you change it, you can tell how much to change it by. This isn't the same as the default values, mind, as people will want mods.
(also for weapon attack speed you may want to tell people about the issues: that by default it's set to zero, which is the same speed as 1, and that if X is the value, for 0
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Claire Mclaughlin
 
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Post » Mon Mar 18, 2013 4:48 am

I got the importer out.
I tested it on balanced magic and it worked.

but then i tested it on sneak tweak and it didn't

it would seem that older mods may have changed game settings in a different way than how a more recent version of creation kit would make the change.
and it isn't like sneak tweak has any scripts either.

either way, I am stumped. I don't know of any alternative ways to detect game settings with papyrus scripts, so some mods may just end up being incompatible.
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Trevi
 
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Post » Sun Mar 17, 2013 8:13 pm

Great Idea, likes it!

I got the importer out.
but then i tested it on sneak tweak and it didn't
just an obvious silly question, is your mod loaded after the other mod or before it?
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Gisela Amaya
 
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Post » Sun Mar 17, 2013 9:29 pm

Great Idea, likes it!


just an obvious silly question, is your mod loaded after the other mod or before it?
it doesn't matter.
Load order is only relevant for conflicting records, and that does not apply skytweak.
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Danial Zachery
 
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