Hello. It is really cool idea. It encourages players to not keep books unread like 95% of playtime and read only when they have 95 skill points :D I anticipated new experience with this mod but… it doesn't work unfortunately. Books continue just increasing skill points. I put mod files in "Data Files" directory. I use MGE with its built-in MWSE. What did I do wrong?
I've got the point of my problem. I'm sorry for disturbing you, it it just my sillness: I've been told to disable built-in MWSE in order to run my game properly. I'll try to cope with this on my own now.
Hey, it's me again. The mod was working very well until today. I use MO2 to install and manage mods and I decided to install Expeditious Exit since I had problems with the game. When I installed the mod, MO2 decided to mess with load order so I had to reverse it. After that I started the game, loaded the save where I have read some skill books but after reading a few more I noticed that they increased value by the base (default 4%) when I already did read a book which did grant me bonus. I checked mod settings and noticed that all the books bonuses I got until now were gone. I tried to read some of the books I read before but didnt get any notification as if they were still working, just not registered.
Thanks for the bug report. Are you using the most recent version of the mod? I had a similar experience with an early version, but nothing like that after the updates.
Just to clarify: The 'increased value by the base' is expected behavior; each skill books should increase training XP by 4%, unless you'd already read five skill books for that specific skill, in which case the cap setting (Hard, Soft, Vanilla) comes into play.
This is definitely an issue. The way the mod works, each skill book file has a number that corresponds to the skill that it boosts. When a skill book is read, that number changes to -1, so it can no longer give a bonus from reading it a second time. It sounds like the game kept track of which books are assigned that -1, but otherwise lost track of which skills were receiving the bonus. Is that right?
I've passed your bug report on to Spammer, so hopefully we'll be able to figure this out soon.
EDIT: got a response from Spammer already. In other words, best guess is that the problem isn't with Reading Is Good, but with your MWSE install itself. If you accidentally dumped your Lua data, then that'd affect every MWSE mod you have installed. Can you double-check to see if other mods are also affected?
Sorry for late reply. I use the most recent version of the mod to answer the first question. I might have not describe it the most correctly the first time (english isn't my native language) and thus sorry for the confusion.
I cannot check it anymore as I deleted that save. Wasn't very far in the playthrough and didn't like the character I was trying to make so I ditched it and decided to try and make diffrent one. As for the other potentially affected mods, I checked most of them but it seems they didn't reset similarly so really not sure what happened there. MO2 just played the trick on me I guess.
Thank you! That's exactly the kind of mod I was waiting for! Morrowind is still far too easy to play for experienced role-players.
Suggestion for an optional version: To increase realism, the reader should have to OWN the book or to have it in his inventory. No free reading at bookshops or libraries!
Reading and learning is in need of time and focus! If the player steals a book - no learning during combat with the owner!
Thanks for the suggestion! I don't think I'll be incorporating that change; this mod is mostly about changing how skill books function (their effects on skill leveling) rather than changing the rules for how the player interacts with them in the world. Plus, 'Reading Is Good' is designed to *encourage* reading skill books, while your change seems more suited to a mod named 'Reading is Bad'. :-D
Thanks for the report! Can you clarify, by 'conflicting', what specifically you mean?
Does 'Reading Is Good' break the leveling rate or return an error for Unarmored leveling? Or do you mean simply that the XP Multiplier has no effect? I use Nimble Armor myself, and haven't seen any errors, even when I get a +4% multiplier for the Unarmored skill.
Let me know whatever details you can, thanks.
EDIT: Thanks for the bug report! Version 1.4 (with Spammer's brilliant code) resolves this problem.
You can use it on an existing save, though if you read a skill book you've already gained a skill point from, you won't receive a separate XP bonus from it. So it would apply to any new skill books, but doesn't work retroactively.
I'd also be interested in getting the mod to work for Oblivion! Unfortunately, I'm still a script kiddie when it comes to Morrowind MWSE, and my knowledge of OBSE is even less than that.
Hey. I'd like to say it's fantastic idea. Really like how it's done. That being said, do you know if it would conflict with Magicka Based Skill Progression? I think they both change similar things but I wonder if I can use both at the same time, as - let's be honest - leveling up magic skills takes really long time otherwise.
Also while at it, do you think it would be possible to adjust every skill separately as an option? For example have Long Blade raise at 4% with each book read but say, Heavy Armor by 6% and Illusion by 2%?
Thanks! I use 'Magicka Mastery (Lua)', which makes similar changes to how magic skills are trained. From the code, it looks like both mods are perfectly compatible with Reading Is Good -- they don't hardcode the XP change, but use multipliers on the vanilla XP gain, which is the same method used here.
As for separating XP bonuses... yeah, that's probably not going to happen. It's be a lot of effort for minimal gain, and a feature I don't think many people would use. Frankly, it seems the root issue is that you find certain skills leveling up too slow. The solution shouldn't be to change skill book multipliers, but go to the source of the problem and change the vanilla XP calculation.
Not to mention, if we did apply variable skill book multipliers for different skills, it'd almost certainly boost skills that would benefit from book learning (mostly Magic skills, some 'Stealth' skills like Mercantile and Speechcraft) and reduce the XP multiplier for physical/combat skills like 'how to wear armor'?)
Well then, I guess I need to check if those two would work together well. Thanks for reply!
As for separate bonuses, it's ok. Just wanted to know if you would consider it something doable and true, some skills takes forever to level up manually without training and mods. But even as it is it should be good. Can still adjust multiplier for training sessions alone and restore normal value later
Probably not. This mod is MWSE dependent, which isn't compatible with OpenMW. I know the OpenMW team is developing options for Lua, but that day hasn't yet arrived.
26 comments
could you add an option, to display if a book is already read while facing the book. And also that the tooltip shows what it teaches?
Greetings.
Thanks for the fantastic mod.
I anticipated new experience with this mod but… it doesn't work unfortunately. Books continue just increasing skill points. I put mod files in "Data Files" directory. I use MGE with its built-in MWSE. What did I do wrong?
https://i.ibb.co/sPKHCWX/123qwe.png
Any idea what might have caused it?
Just to clarify:
The 'increased value by the base' is expected behavior; each skill books should increase training XP by 4%, unless you'd already read five skill books for that specific skill, in which case the cap setting (Hard, Soft, Vanilla) comes into play.
This is definitely an issue. The way the mod works, each skill book file has a number that corresponds to the skill that it boosts. When a skill book is read, that number changes to -1, so it can no longer give a bonus from reading it a second time. It sounds like the game kept track of which books are assigned that -1, but otherwise lost track of which skills were receiving the bonus. Is that right?
I've passed your bug report on to Spammer, so hopefully we'll be able to figure this out soon.
EDIT: got a response from Spammer already.
In other words, best guess is that the problem isn't with Reading Is Good, but with your MWSE install itself. If you accidentally dumped your Lua data, then that'd affect every MWSE mod you have installed. Can you double-check to see if other mods are also affected?
I cannot check it anymore as I deleted that save. Wasn't very far in the playthrough and didn't like the character I was trying to make so I ditched it and decided to try and make diffrent one. As for the other potentially affected mods, I checked most of them but it seems they didn't reset similarly so really not sure what happened there. MO2 just played the trick on me I guess.
Suggestion for an optional version: To increase realism, the reader should have to OWN the book or to have it in his inventory. No free reading at bookshops or libraries!
Reading and learning is in need of time and focus! If the player steals a book - no learning during combat with the owner!
Adding this line at line 57 is a quick way to solve the issue:
if e.skill == tes3.skill.unarmored then return end
This will disable any bonuses to Unarmored, so not an ideal solution.
Does 'Reading Is Good' break the leveling rate or return an error for Unarmored leveling? Or do you mean simply that the XP Multiplier has no effect? I use Nimble Armor myself, and haven't seen any errors, even when I get a +4% multiplier for the Unarmored skill.
Let me know whatever details you can, thanks.
EDIT: Thanks for the bug report! Version 1.4 (with Spammer's brilliant code) resolves this problem.
Can I use it for an existing save? What would happen if I try to read a skill book that has already been read?
I'd also be interested in getting the mod to work for Oblivion! Unfortunately, I'm still a script kiddie when it comes to Morrowind MWSE, and my knowledge of OBSE is even less than that.
Also while at it, do you think it would be possible to adjust every skill separately as an option? For example have Long Blade raise at 4% with each book read but say, Heavy Armor by 6% and Illusion by 2%?
As for separating XP bonuses... yeah, that's probably not going to happen. It's be a lot of effort for minimal gain, and a feature I don't think many people would use. Frankly, it seems the root issue is that you find certain skills leveling up too slow. The solution shouldn't be to change skill book multipliers, but go to the source of the problem and change the vanilla XP calculation.
Not to mention, if we did apply variable skill book multipliers for different skills, it'd almost certainly boost skills that would benefit from book learning (mostly Magic skills, some 'Stealth' skills like Mercantile and Speechcraft) and reduce the XP multiplier for physical/combat skills like 'how to wear armor'?)
As for separate bonuses, it's ok. Just wanted to know if you would consider it something doable and true, some skills takes forever to level up manually without training and mods. But even as it is it should be good. Can still adjust multiplier for training sessions alone and restore normal value later