You might want to cover some of the quests that provide skill increases and if a major skill or minor skill then correctly apply the factor awarded to leveling up.
An example is that I just tested with your mod installed is the quest from Botrir who accompanies you on killing a witch for his axe. The reward is +1 to Axe Skill which my character gets but even though Axe is a minor skill (character is an Imperial Spellsword), I do not receive an increase of 1 towards the levelling count. There are other like beluelles bowl +1 to mecantile, the stolen raw glass quest, forgot the NPC name, +5 to mercantile and another somewhere, forgot the quest, with a +2 to mercantile.
I could be off track here but I suspect these quests with their rewards are being treated by the engine in a similar flawed fashion to skillbooks and training.
minor issue : please move the readme.txt from the MWSE folder to the Root folder as is the "standard" observed in other MWSE mods.
Skill increases from quest rewards don't trigger any of the regular skill up mechanisms in the game code. They simply increase the appropriate skill. You can see this how this works in the dialogue for the Widowmaker topic in the CS: Player->ModAxe 1 MessageBox "Your Axe skill has increased by 1." As a result you don't get progress toward leveling up or increasing attribute multipliers.
Whether or not this is a bug is debatable. How the devs handled it is pretty unambiguous. They could have implemented a different mechanism but chose not to. Whether that was by design or they simply didn't have time to do something different is difficult to know. On the other hand, I think one could very convincingly argue that this should be the same as NPC training (at least in Botrir's case, I haven't looked at the other examples).
Either way, addressing this particular issue is out of scope for this mod. In the context of another mod, changing it might be possible; I have some ideas about how to approach it, but I expect it to get very messy given that dialogue is involved.
Yeah, MCP was my first thought when I discovered this bug, and this fix would be a good candidate to be included in its list of patches.
Unfortunately, the last beta update was released over a year ago and it does not seem to be under active development. If it ever gets updates again, it should be easy enough to add this fix and make this mod obsolete.
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You might want to cover some of the quests that provide skill increases and if a major skill or minor skill then correctly apply the factor awarded to leveling up.
An example is that I just tested with your mod installed is the quest from Botrir who accompanies you on killing a witch for his axe. The reward is +1 to Axe Skill which my character gets but even though Axe is a minor skill (character is an Imperial Spellsword), I do not receive an increase of 1 towards the levelling count. There are other like beluelles bowl +1 to mecantile, the stolen raw glass quest, forgot the NPC name, +5 to mercantile and another somewhere, forgot the quest, with a +2 to mercantile.
I could be off track here but I suspect these quests with their rewards are being treated by the engine in a similar flawed fashion to skillbooks and training.
minor issue : please move the readme.txt from the MWSE folder to the Root folder as is the "standard" observed in other MWSE mods.
Player->ModAxe 1
MessageBox "Your Axe skill has increased by 1."
As a result you don't get progress toward leveling up or increasing attribute multipliers.
Whether or not this is a bug is debatable. How the devs handled it is pretty unambiguous. They could have implemented a different mechanism but chose not to. Whether that was by design or they simply didn't have time to do something different is difficult to know. On the other hand, I think one could very convincingly argue that this should be the same as NPC training (at least in Botrir's case, I haven't looked at the other examples).
Either way, addressing this particular issue is out of scope for this mod. In the context of another mod, changing it might be possible; I have some ideas about how to approach it, but I expect it to get very messy given that dialogue is involved.
Unfortunately, the last beta update was released over a year ago and it does not seem to be under active development. If it ever gets updates again, it should be easy enough to add this fix and make this mod obsolete.