love the idea and tried it today. I level up faster than i should. I started with 3 in tech now i'm at 14. I have 7 Crafting and 1 engineering so i should get 6 points in tech instead of 11. no idea where i get the lvls. I use the steahltrunner mod if that is important. or could it be that it counts combat level ups twice? i have the automatic scrapping perk with the scrapper mod. so when i pick up crap i automatically scrap that and get exp. Could i be that it counts them twice? once during the combat when i get the level and another time and the end of combat when it calculates the combat skill exp?
sounds a bit like the issue the first version had... now the mod hooks to the AddExperience function and when it's techie or crafting exp and the level has changed from before calling it to afterwards, it grants attribute points according to the difference. i can't see any flaws to this approach but i don't know how that other mod works.
i dont know how any of this works so i cant really tell if there are any flaws in the code. I have a few mods and some of them use scripts. Could be script lag for all i know. I just saw that it, at least for me, doesnt work as intended. I updated everything today for patch 1.62 and started a new game. I will try without the scrapper perk and see if anything changes.
Edit: Played a little without scrapper perk and traveled around buying some crafting components and getting crafting to lvl 6. Startet with 3 Tech: Crafting 1->2 / Tech 3->5 / 2 Attribute points Crafting 2->3 / Tech 5->6 / 1 Attribute point Crafting 3->4 / Tech 6->7 / 1 Attribute point Crafting 4->5 / Tech 7->8 / 1 Attribute point Crafting 5->6 / Tech 8->9 / 1 Attribute point
Before the update and with combat scrapping and everything i was already at around 12 tech. besides the first level it probably was some kind of weird incompatibility / script lag / mod interaction with whatever i have/had installed. I will test it more in the future but i looks like the mod works as intended when used alone. Will make a post if i find out what fucked it up.
Ok i found something and i have no idea how that is even possible, but i get tech points from Ninjutsu and i can level Ninjutsu above my cool level. My cool level is only 3 but i was able to level Ninjutsu to 4 and got both on levelup 2-3 and from 3-4 a point in tech. reloading an earlier save and retried it and it is repeatable. Tried other skill trees like handguns or athletic in body and reflex and didnt get any points. I have no idea what kind of conflict could create it and i dont really have the time to start new games over and over again with different loadouts to find out. i will go with it for now. Didnt manage to level up engineering yet to see if it gives points or if engineering and ninjutsu where switched somehow. Trying to level up engineering for now.
Edit: leveled up Engineering from 1-2 and didnt get a Point. so somehow my Ninjutsu and Engineering got switched.
Hmm with default settings I got my Technical Ability increased from 3 to 4 by leveling none tech skills (crafting or engineering) during progress of prologue. Did not find what triggered the level up (only Ninjutsu leveled up by 1 and Quickhacking by 2). Then in the garage after prologue I've disassembled various trash and weapons -> Crafting leveled by 1 (to level 2) and immediately my Technical Ability increased from 4 to 6. I expected it to actually be at 4 at this time.
I think it's too fast progressing, any chance to just increase Technical Ability by 1 every time Crafting or Engineering is leveled up? I think that was the initial goal, no?
Update: Reloaded my last save with Technical Ability = 4 and Crafting = 2, edited your script with: //CONFIGURATION: func grantAttributesEveryXCraftingLevels() -> Int32 = 2; func grantAttributesEveryXTechieLevels() -> Int32 = 2; func grantAttributesFromTechie() -> Bool = true; then crafting leveled up to 3 and Technical Ability went from 4 to 12! I give up. This needs a fix, lol.
Great idea! I usually use the console to get points for crafting development, who wants to lose combat effectiveness? I advise you to specify the dependence on the redscript when downloading, not everyone reads the description.
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or could it be that it counts combat level ups twice? i have the automatic scrapping perk with the scrapper mod. so when i pick up crap i automatically scrap that and get exp. Could i be that it counts them twice? once during the combat when i get the level and another time and the end of combat when it calculates the combat skill exp?
now the mod hooks to the AddExperience function and when it's techie or crafting exp and the level has changed from before calling it to afterwards, it grants attribute points according to the difference.
i can't see any flaws to this approach but i don't know how that other mod works.
Edit:
Played a little without scrapper perk and traveled around buying some crafting components and getting crafting to lvl 6. Startet with 3 Tech:
Crafting 1->2 / Tech 3->5 / 2 Attribute points
Crafting 2->3 / Tech 5->6 / 1 Attribute point
Crafting 3->4 / Tech 6->7 / 1 Attribute point
Crafting 4->5 / Tech 7->8 / 1 Attribute point
Crafting 5->6 / Tech 8->9 / 1 Attribute point
Before the update and with combat scrapping and everything i was already at around 12 tech. besides the first level it probably was some kind of weird incompatibility / script lag / mod interaction with whatever i have/had installed.
I will test it more in the future but i looks like the mod works as intended when used alone. Will make a post if i find out what fucked it up.
Edit: leveled up Engineering from 1-2 and didnt get a Point. so somehow my Ninjutsu and Engineering got switched.
I think it's too fast progressing, any chance to just increase Technical Ability by 1 every time Crafting or Engineering is leveled up? I think that was the initial goal, no?
Update: Reloaded my last save with Technical Ability = 4 and Crafting = 2, edited your script with:
//CONFIGURATION:
then crafting leveled up to 3 and Technical Ability went from 4 to 12! I give up. This needs a fix, lol.func grantAttributesEveryXCraftingLevels() -> Int32 = 2;
func grantAttributesEveryXTechieLevels() -> Int32 = 2;
func grantAttributesFromTechie() -> Bool = true;
Thanks for quick fix.