This mod seems bugged; it awards experience for my spear attacks before they've missed, and doesn't affect the experience gain for the eventual hit. Effectively I get experience for missing, and when I hit, I get both the experience for the "miss" and the hit.
Even if it did work correctly, this mod still doesn't address Morrowind's skill design flaw. Skill gain should depend on damage dealt, not the number of attacks. Period. The vanilla system incentivizes spam-thrusting with a dagger, as it trains your skill twice as fast than slower, full swings. Whereas with damage-based progression, defeating the same opponent would always grant the same amount of XP, regardless of weapon choice or attack speed. I'm glad there are players out there like you, who also notice this and even make an effort to fix this issue.
Just an FYI for anyone grabbing this mod, you'll probably want to turn down the value for Hand to Hand unless you want to raise the skill 30+ points in the first cave or tomb you enter.
Thanks, I was thinking I should turn it down, considering I went from 14 to 45 just fighting a Kwama larva, 2 mudcrabs and the guy who killed the tax collector.
Although that makes sense off the top of my head, the formula on the OpenMW wiki very clearly says plus. I am not about to go contradicting them on this, since they have spent years researching, and I have not.
This is great! I figure I'll give at least a tiny bit of XP for a fail/miss, I mean, someone practicing a dance routine is ALWAYS improving, even if they don't get the steps right each time, otherwise, what's the point of practicing if failing didn't also help you improve as well?
I like the concept and seems a natural complement to Nimble Armour
I also had a look at your code, may I suggest for the MCM you change the category description to category.label = "The experience gained for failing, as a percentage of otherwise successfully performing, an action:" it's a bit clearer in my opinion.
I'll take a look at updating the description for the next update. It seems silly to make an update just for that, but if I have something else to change or add I can toss it in.
Agree. I would not want to see an update just for that. Also you would need to change how the values are displayed in the e.g. 50% and make some changes to your code for calculating.
15 comments
line X = X + (tes3.findGMST("fTrapCostMult").value * trap.magickaCost)
be changed to X = X - (tes3.findGMST("fTrapCostMult").value * trap.magickaCost)
and in function H.PickFormula()
X = X + (tes3.findGMST("fPickLockMult").value * lockLevel)
to X = X - (tes3.findGMST("fPickLockMult").value * lockLevel) ?
I figure I'll give at least a tiny bit of XP for a fail/miss, I mean, someone practicing a dance routine is ALWAYS improving, even if they don't get the steps right each time, otherwise, what's the point of practicing if failing didn't also help you improve as well?
I also had a look at your code, may I suggest for the MCM you change the category description to
category.label = "The experience gained for failing, as a percentage of otherwise successfully performing, an action:"
it's a bit clearer in my opinion.
Also you would need to change how the values are displayed in the e.g. 50%
and make some changes to your code for calculating.
Thanks for a great mod.