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Mod articles
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Quest Interoperability Overview
The Quest Manager controls the definition/retrieval of Quest types, as well as the registration/unregistration of Boss Monsters.
Quest Support
In most cases, Quest mods should work out of the box. The only quests that need to be registered are Main Quests, Guild Quests*, Misc Tasks, and noXP quests. What these terms mean are described below
Main Quest - This one is pretty self explanatory. Main Quest describes quests that are part of a longform, centralized quest chain that is unconnected from any one particular faction. Examples Include the Morrowind Main Quest, the Tribunal Main Quest, and the Bloodmoon Prophecy quests. They generally don't award any faction repuation, but are more narratively significant then random side quests.
Guild Quest - ... -
Features
Enable XP? - (Default ON) if turned off, this reverts the game to using the standard skill increase method of gaining xp, and disables skill point gain (you still gain attribute points/perk points)
Level Cap -(Default 80) Allows you to set a hard level cap. Defaults to 80 (Approximately equal to the soft cap in vanilla), but can be set as low as 20 or as high as 200 -NOTE: In version 1.0, this setting does not work correctly, and points to the wrong variable. In version 1.1 onwards this will be fixed. Don't edit this setting in version 1
Enable XP for Discovering new locations? -(Default ON). As the name implies, this toggles on and off the cell discovery feature of the mod. Has no effect if XP is turned off
Enable XP for defeating boss monsters? -... -
In addition the interop functions, this mod also supports a number of custom events that get triggered/registered by the mod. They are as follows:
Sent Events - These events are sent by the mod, and contain data about the mods operations:
"KCP:Initialized" - sent when the mod initializes. Contains no Data. Perk/Quest registration should be done in a callback from this event, to ensure data is stored correctly
"KBProgression:perkActivated" - Sent by the mod when a Perk is activated through the perk system. Contains a string property perk that contains the id of the perk that was activated Removed, Perk system and relevant events has spun off into it's own mod
"KCP:XPGained" - sent when the player is given XP. Contains two properties: added is a ... -
Note that these perks are subject to change as the mod develops. Please comment with any balancing concerns so they can be addressed in future updates
General Perks - These are perks that don't have any skill requirements
Rigorous Training
Requires: Level 4
Starting next level, you now gain an additional 3 attribute points per level
-with default settings, this brings the attribute gain per level from 7 to 10, simulating what you would gain from a slightly more min-maxed level progression in the vanilla game
Lucky
You luck immediately increases by 20 points
-I made this perk to make the luck-based perks in this mod more accessible. I might reduce this to 10 points depending on player feedback
Magicka Well
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PlayerData.lua contains a host of variables and functions related to data that is stored in the Save game.
PlayerData
The Following Properties are accessible through tes3.player.data.KBProgression.* (ex. tes3.player.data.KBProgression.xp will return the Players current Experience total) You should not write directly to this table, doing so could potentially break features of the mod:
.xp - returns the players current total xp
.xpReq - OBSOLETE Abandoned property from early in development. Not present in 1.1.7 onwards. use playerData.calcXPReq() to get the player's xp requirement
.levelPoints - Table of the players attribute, skill and perk points
.atr - Attribute points .prk - Perk points
.mjr - Major Sk...