Just leveled up with +5 in int(skill gains) +1 personality, +3 agility, etc... and more than 10 in my speed, str, and endurance, I now have 1 int, 1 end, 1 speed dedicated to my next level's stat progression... nothing fully carried over as the mod suggests...(set to alternate mode because according to the list provided has a solid rate instead of decimal rates) If a specific mode actually carries the values over like the description suggests, then let me know please...
Edit: next level-up... endurance :12 gave me only 2 endurance on level up... that's.... broken...
Well, i just tested here: 1 - downloaded the nexus file, just to be sure, and replaced my own mod in MO2. 2 - Had a quick look on the code without changing anything. 2 - added a button to print the globals (where the skillups are stored) to both log and console 3 - leveled up few times with different quantities of skillups in different attributes.
Results: All the mode are carrying the right amount of skillups. Few of the results. Vanilla Mode Int: 4x 8 skillups 8 skillups deduced 0 carried Wil: 2x 1 skillups 1 skillups deduced 0 carried End:3x 5 skillups 5 skillups deduced 0 carried Alternative Mode Int: 4x 8 skillups 8 skillups deduced 0 carried Wil: 1x 1 skillups 0 skillups deduced 1 carried End:2x 5 skillups 4 skillups deduced 1 carried
Conclusion: It worked as intended: - Vanilla uses all skillups available, up to 10, for the skills you select. Just like in vanilla game. - Alternative only allow the multipliers with multiples of 2 skillups, up to 10, for the skills you select.
Measures to be taken:
Copying the MWSE.log and sending it to me/posting it here so I can take a look at it. I deliberately left a lot or logging to it so people could sent it to me.
Also, make sure the .esp file is properly activated (checked) and that it's not being overwritten by anything.
If you just created the character or if is the first time you loaded a character with the mod active you should se a "Inicializado com sucesso!" printed to your log, not seeing is already a sign of trouble!
Awesome idea, I definitely like the concept. Endorsed without a doubt.
A few things to improve on. (1)When saved and reloaded the level progress pop up doesn't show the remaining points for the skills. (2)After leveling the same pop up only shows the points for the attributes you chose to raise when you last leveled, the others will show a 0 until you choose them when leveling. Both can be fixed with a few extra lines of code with no problem.
Also noticed two problems with the esp's(1)All 3 of the esp's need to cleaned, they have a lot of dirty GMST's in them. (2)You forgot to delete/comment out the code for super exp gain in 2 out of the 3 esp's. So you gain 5000X the normal exp.
After cleaning up and adding a little code it works absolutely great, and will be a permanent addition to my load order.
Hello! Worked on these issues and some other that popped up.
(1)When saved and reloaded the level progress pop up doesn't show the remaining points for the skills.
I couldn't reproduce this one but i think is included on the next
(2)After leveling the same pop up only shows the points for the attributes you chose to raise when you last leveled, the others will show a 0 until you choose them when leveling.
I removed the individual update after each if case and added an generalized update after the "calculations". Tested and seems fixed
Also, i noticed that i left a miserable line of code that changed the levelupsPerAttribute back to the original just after defining then to the intended in the preLevelUp event
Thank you for you endorsement and for your feedback!!! I was anxious to see if this would be of any use for people other than me!
Also, could you tell me which mode did you prefer and why? Do you think that it ruin the diversity or progress, vanilla wise?
PS: Cleaned the esp hahaha, sorry, forgot about it too!
I'm just using the vanilla progression, with being able to hold off on leveling until I get the 5x for attributes and keep the rest for the next level I thought it would work great.
As for the loading, I just added a "Loaded" event which updated all 8 of the "levelUpPerAttribute"s to the global values.
I see. I'm playing the same way, i just use the alternative mode so i don't get that weird feeling that i'm opting for a less efficient option (2skillups per mult with 5x instead of 1skillup per mult with 2x, in my opinion this ranges makes no sense at all, even if you can't level up enough for this to be of any use)
The save problem didn't happen for me. Also, after updating the levelupsPerAttribute in the levelUp event it stayed there after loading. Could you test if you still get this with v0.2?
11 comments
Edit: next level-up... endurance :12 gave me only 2 endurance on level up... that's.... broken...
Well, i just tested here:
1 - downloaded the nexus file, just to be sure, and replaced my own mod in MO2.
2 - Had a quick look on the code without changing anything.
2 - added a button to print the globals (where the skillups are stored) to both log and console
3 - leveled up few times with different quantities of skillups in different attributes.
Results:
All the mode are carrying the right amount of skillups. Few of the results.
Vanilla Mode
Int: 4x 8 skillups 8 skillups deduced 0 carried
Wil: 2x 1 skillups 1 skillups deduced 0 carried
End:3x 5 skillups 5 skillups deduced 0 carried
Alternative Mode
Int: 4x 8 skillups 8 skillups deduced 0 carried
Wil: 1x 1 skillups 0 skillups deduced 1 carried
End:2x 5 skillups 4 skillups deduced 1 carried
Conclusion:
It worked as intended:
- Vanilla uses all skillups available, up to 10, for the skills you select. Just like in vanilla game.
- Alternative only allow the multipliers with multiples of 2 skillups, up to 10, for the skills you select.
Measures to be taken:
Morrowind Script Extender v2.1.0-2170 (built Apr 9 2022) hooked.
Found MGE XE. Version: 0.13.7.0
Morrowind Code Patch installed features: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 29, 30, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 55, 56, 58, 64, 68, 71, 72, 74, 75, 77, 79, 80, 81, 83, 85, 86, 90, 92, 93, 94, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 107, 108, 109, 110, 112, 113, 115, 116, 118, 121, 122, 123, 124, 125, 126, 127, 128, 131, 133, 134, 135, 136, 138, 139, 140, 141, 144, 145, 146, 147, 148, 149, 150, 151, 153, 154, 155, 156, 157, 158, 159, 160, 163, 164, 168, 169, 170, 171, 173, 175, 176, 177, 178, 179, 256, 261, 262, 267, 268, 269, 271, 273, 274, 275, 276, 277
MWSE Lua interface initialized.
[Skills Module] Initialised version 1.4
[MC3 Init] SHEARS: 222 recipes
Morrowind Script Extender mod config registered
Ancestral Tomb Amulets mod config registered
Bardic Inspiration mod config registered
Attribute Carrier Mod mod config registered
Ashfall mod config registered
Morrowind Crafting mod config registered
[MC3 Init] LEATHER: 343 recipes
[MC3 Init] CRAFTING: 137 recipes
[MC3 Init] TOXIN: 57 recipes
[Ashfall: INFO] v2.7.24 Initialised
[MC3 Init] MASONRY: 67 recipes
[Demon of Knowledge: INFO] Initialized Hermaeus Mora
[MC3 Init] FLETCHING: 44 recipes
MC Trainer startup initialized
[MC3 Init] SEWING: 491 recipes
[MC3 Init] CUTTINGBOARD: 27 recipes
[MC3 Init] JEWELRY: 80 recipes
[MC3 Init] LOOM: 103 recipes
[MC3 Init] POTTERY: 64 recipes
[MC3 Init] SMELTER: 34 recipes
[MC3 Init] TOXINEXTRACTOR: 9 recipes
[Bardic Inspiration: INFO] v3.0.8 Initialised
[MC3 Init] COOKING: 57 recipes
[MC3 Init] SMITHING: 731 recipes
[MC3 Init] SCRAPPING: 890 recipes
[MC3 Init] Invalid ID found: (rrfm_silver_pitcher)
[MC3 Info] Found add-in file "Metalworking - River Rock - Denina.lua"
[MC3 Init] METALWORKING: 198 recipes
Container Labels initialized
[MC3 Init] Invalid ID found: (mc_easel)
[MC3 Init] WOODWORKING: 386 recipes
ATA storage has been set up!
[[Ancestral Tombs Amulet]] found 161 Ancestral Tombs. Setting up mod..
[Ancestral Tomb Amulets] Initialized
[Demon of Knowledge: INFO] player data loaded
[Skills Module: INFO] Skills loaded successfully
[Skills Module INFO] Registered skill Survival with active flag set to: active
[Ashfall: INFO] Ashfall skills registered
[Skills Module INFO] Registered skill Smithing with active flag set to: active
[Skills Module INFO] Registered skill Fletching with active flag set to: active
[Skills Module INFO] Registered skill Sewing with active flag set to: active
[Skills Module INFO] Registered skill Crafting with active flag set to: active
[Skills Module INFO] Registered skill Metalworking with active flag set to: active
[Skills Module INFO] Registered skill Masonry with active flag set to: active
[Skills Module INFO] Registered skill Mining with active flag set to: active
[Skills Module INFO] Registered skill Woodworking with active flag set to: active
[Skills Module INFO] Registered skill Cooking with active flag set to: active
[Skills Module INFO] Registered skill Inscription with active flag set to: active
[Ashfall: INFO] Common Data loaded successfully
[Skills Module INFO] Registered skill Performance with active flag set to: active
A few things to improve on. (1)When saved and reloaded the level progress pop up doesn't show the remaining points for the skills. (2)After leveling the same pop up only shows the points for the attributes you chose to raise when you last leveled, the others will show a 0 until you choose them when leveling. Both can be fixed with a few extra lines of code with no problem.
Also noticed two problems with the esp's(1)All 3 of the esp's need to cleaned, they have a lot of dirty GMST's in them. (2)You forgot to delete/comment out the code for super exp gain in 2 out of the 3 esp's. So you gain 5000X the normal exp.
After cleaning up and adding a little code it works absolutely great, and will be a permanent addition to my load order.
Worked on these issues and some other that popped up.
Also, i noticed that i left a miserable line of code that changed the levelupsPerAttribute back to the original just after defining then to the intended in the preLevelUp event
Thank you for you endorsement and for your feedback!!!
I was anxious to see if this would be of any use for people other than me!
Also, could you tell me which mode did you prefer and why? Do you think that it ruin the diversity or progress, vanilla wise?
PS: Cleaned the esp hahaha, sorry, forgot about it too!
As for the loading, I just added a "Loaded" event which updated all 8 of the "levelUpPerAttribute"s to the global values.
The save problem didn't happen for me. Also, after updating the levelupsPerAttribute in the levelUp event it stayed there after loading. Could you test if you still get this with v0.2?
This should be in the base game, the way that you loose points kinda make leveling feels like aging instead of progressing.