Im not able to change school for some reason. the option to change it is there, but when i click on it for the menu to pop up, it just opens a blank black box.
I think the mod is broken, I had it before and it worked fine, since I did a new installation of the game and mods, when I installed it the interface appears intelligible, I have all the requirements and it's strange because it's the only one that comes out like this
I hope you consider the update to using address library, AE support would be excellent, there's some good mods and options that are pretty AE exclusive, things like ussep and skyrim together and pretty much any new mod developed from this point on will require the updated SKSE and cause loosing this fantastic mod from a modlist. This mod paired with Experience and Character Natural Growth and decay make an excellent solution to the age old problem of overleveling support character skills and having the world around you outlevel your combat abilities. While there are other workarounds to that problem I've always preferred the solution your provide here of completely decoupling skill progression from leveling and still allowing perk growth in skills.
On the plus side, if you ever do update this to support the GoG versions, that version can finally be static and never worry about skyrim updates ever again. I personally hope that becomes the static benchmark for all modding in the future as it provides a consistent platform universally accessible that need never fear the bethesda update hammer.
For now it's hard for me to consider developing mods at all due to work and other IRL stuff, so I can't promise anything.
On the plus side, this mod is not complicated at all, the sources are there, so anyone can "fix" the mod easily. I just don't have time and space to install another Skyrim version just to test if the mod works when I'm not even playing it for now.
P.S. this reminded me of an unfinished Third Era Attributes remake I started 2 years ago, maybe it's time to just release sources lol.
Hah, thanks for pointing out the scripts, hadn't thought to check if there were sources so maybe I'll light a fire under my butt and fix it.
Try to remember to take some time for yourself, we all only get so many years and we're not going to look back on all the work we did and say 'man that was a good use of my time' but rather on the good times and have a smile on our face thinking of how much we enjoyed our life. For me thats sometimes some work, sometimes some play, sometimes some projects and development work and sometimes some outdoors working with my hands.
Just don't forget to spend some time to play some games too.
If i understand correctly, "progress" should go up by 0.5+(level of highest skill in the "mage" school * 0.1) But starting at 0, leveling Illusion from 16 to 17 gives 1.2 "progress", when the formula says it should be 2.3 Is there something i'm missing here?
0.001 is the lower limit for progress, so it's probably because your skills are too low. Test is with early-learner formula, it should give more at the beginning.
Thanks for the reply, it seems the mod was not recognizing my formula file because the variables didn't even show up in the formula parsing, but i reinstalled the mod and now it can read it for some reason *shrugs*
Is it possible to craft a formula such that you get a perk point for every x levels in a certain skill without counting the rest? As in, one perk point for every 5 points in Lockpick or 5 points in Sneak, but not 3 levels in one and 2 in the other
Sorry about all the messages, this mod is just perfect for how i always wanted skill leveling to be so i am trying to understand the way formulas work to adapt it to my vision Do the Vanilla.json or other files allow for custom schools? For example if i were to add: "necromage" : [ "Illusion", "Conjuration", "Restoration", "Alchemy" ] To one of these files, would i be able to use variables such as NECROMAGE_sum and so on?
Unfortunately, that would require separate formulas to process or logic (AND, OR, etc.) Cool idea, actually, I'll look into it. Will probably add semicolon as a separator, but it's quite tricky.
That opens up a host of cool possibilities for role-playing, thanks! The article mentions the "Craft" ruleset as an example on how to make custom categories, but i see in it "crafting" skills are excluded from the mage, warrior or thief schools Are skills mutually exclusive from schools? As in, would the mod not work if i added Alchemy to both the Thief and Mage schools? Or would an Alchemy skill-up simply be counted twice if the formula has both Mage and Thief included somewhere in it?
Skills should count towards any category they are in. So yes, you can put Alchemy in two categories and benefit from both. Same way, you can "exclude" skills by putting them only in categories you don't use in the formula. Helps with crafting overleveling.
Currently none, I don't want to mess with my current mod setup, and AE doesn't seem worthy. That is unless I kick myself into learning how Address Library code works, then AE support will come naturally.
Could you either remove or change the Message Box, that notifies you that the preset loaded successfully, to not appear or not appear for the first time initialization and after race menu ends. Sometimes when it loads it loads while the race menu is open and freezes the game. It doesn't happen always but happens enough on larger load orders.
Sure, I've uploaded a fix for that. Now messageboxes should only appear after you load an existing save or exited the starting dungeon (if you use Alternative Start).
52 comments
On the plus side, if you ever do update this to support the GoG versions, that version can finally be static and never worry about skyrim updates ever again. I personally hope that becomes the static benchmark for all modding in the future as it provides a consistent platform universally accessible that need never fear the bethesda update hammer.
On the plus side, this mod is not complicated at all, the sources are there, so anyone can "fix" the mod easily. I just don't have time and space to install another Skyrim version just to test if the mod works when I'm not even playing it for now.
P.S. this reminded me of an unfinished Third Era Attributes remake I started 2 years ago, maybe it's time to just release sources lol.
Try to remember to take some time for yourself, we all only get so many years and we're not going to look back on all the work we did and say 'man that was a good use of my time' but rather on the good times and have a smile on our face thinking of how much we enjoyed our life. For me thats sometimes some work, sometimes some play, sometimes some projects and development work and sometimes some outdoors working with my hands.
Just don't forget to spend some time to play some games too.
Have you tried to update this mod to AE?
How can I earn 1 perk point with EACH skill level up.
In other words, how can I earn 10 perk points for leveling sneak 10 times in a row? (Or any other skill)
Is this possible?
{
"string" :
{
"formula" : "X1"
}
}
I'm on SE 1.5.97
"formula" : "X0.5+MAGE_max0.1"
If i understand correctly, "progress" should go up by 0.5+(level of highest skill in the "mage" school * 0.1)
But starting at 0, leveling Illusion from 16 to 17 gives 1.2 "progress", when the formula says it should be 2.3
Is there something i'm missing here?
Test is with early-learner formula, it should give more at the beginning.
Is it possible to craft a formula such that you get a perk point for every x levels in a certain skill without counting the rest? As in, one perk point for every 5 points in Lockpick or 5 points in Sneak, but not 3 levels in one and 2 in the other
Do the Vanilla.json or other files allow for custom schools? For example if i were to add:
"necromage" :
[
"Illusion",
"Conjuration",
"Restoration",
"Alchemy"
]
To one of these files, would i be able to use variables such as NECROMAGE_sum and so on?
The article mentions the "Craft" ruleset as an example on how to make custom categories, but i see in it "crafting" skills are excluded from the mage, warrior or thief schools
Are skills mutually exclusive from schools? As in, would the mod not work if i added Alchemy to both the Thief and Mage schools? Or would an Alchemy skill-up simply be counted twice if the formula has both Mage and Thief included somewhere in it?
That is unless I kick myself into learning how Address Library code works, then AE support will come naturally.