This is part of the solution to oblivion. This is amazing.
Unfortunately, I have no idea why oblivion won't start with this esp selected...
I use tons of other mods, and conflict report says "no conflicts"
Oh, wait, is it Francesco's Optional 3x Slower Skills? No, that's the kind of leveling mod you say is totally compatible. What could it possibly be?
S.P.A.M.? Vows and Covenants? Geez... how do I find out?
EDIT: Well, that was easy. I deselected SPAM, and it loaded.
Okay, I need SPAM to run, because I refuse to go back to the old system of Level-up Attribute Modifiers being determined by skill usage. Furthermore, I use the 100+ version with Elys uncapper.
It seems like they should be compatible; do you understand why they conflict?
Tyenthor's emails dead. Someone tell him his mod lives
This looks pretty cool. I'll test it for you. Just one thing, you have the falling part of acrobatics with a secondary skill of Agility? Maybe that would be more realistic as Endurance? Or did you do that because of game balance reasons?
Thanks, I appreciate the help.
As for the acrobatic fall, that's a tough one. I went with agility because that's what made the most sense to me--if you're falling, your body control seems most important. I would consider changing it to endurance, though, if that makes more sense to others. As far as game balance, I did try to avoid using endurance as a secondary trait a lot because it's the sole determinant for health, which makes it pretty important.
This looks pretty cool. I'll test it for you. Just one thing, you have the falling part of acrobatics with a secondary skill of Agility? Maybe that would be more realistic as Endurance? Or did you do that because of game balance reasons?
I'm looking for some people to game-test this mod. The general idea is as follows:
This mod does up to four inter-related things. First, it allows attributes to influence the speed at which related skills increase. Second, it makes health and fatigue more realistic in that their levels now have an impact on how quickly you increase your skill levels (as your fatigue drops, your skills increase slower), or whether you can learn at all (if health drops below a critical level, no learning). Third, you can incorporate my previous mod, Natural Magic, which uses a dynamic system of spell costs to determine how quickly your magic skills improve. Otherwise, they are incompatible. Fourth, you can turn on a training cost modifier that is influenced by personality, intelligence and willpower.
The overall goal is to make the attributes more influential in terms of skills, rather than just the other way around.
I need help with four things. First and foremost, how does it work for you and your game-style? I can only test it with so many characters...does skill leveling happen too quickly? Are influences too big? Too small? Etc.
The other three things are more technical, and I perhaps need some scripting help with them.
1. Currently, fatigue has no impact on magic skills if the Natural Magic option is selected. I'll keep working on that, but I'm having difficulty getting it to work.
2. Why does the options menu come up twice when first loaded? I have no clue.
3. I can't seem to grab fTrainingCostMult into a script, only set it in a script, which makes the mod more cumbersome.
And, of course, anything else that you notice...please read the readme before using, at least up until it starts getting real technical.
6 comments
EDIT: as I work on my load order, I might have found that there is no way to load this mod with deadly reflexes 5.
Makes sense, I guess, all those attribute-based abilities...
This is part of the solution to oblivion. This is amazing.
Unfortunately, I have no idea why oblivion won't start with this esp selected...
I use tons of other mods, and conflict report says "no conflicts"
Oh, wait, is it Francesco's Optional 3x Slower Skills? No, that's the kind of leveling mod you say is totally compatible. What could it possibly be?
S.P.A.M.? Vows and Covenants? Geez... how do I find out?
EDIT: Well, that was easy. I deselected SPAM, and it loaded.
Okay, I need SPAM to run, because I refuse to go back to the old system of Level-up Attribute Modifiers being determined by skill usage. Furthermore, I use the 100+ version with Elys uncapper.
It seems like they should be compatible; do you understand why they conflict?
Tyenthor's emails dead. Someone tell him his mod lives
Thanks, I appreciate the help.
As for the acrobatic fall, that's a tough one. I went with agility because that's what made the most sense to me--if you're falling, your body control seems most important. I would consider changing it to endurance, though, if that makes more sense to others. As far as game balance, I did try to avoid using endurance as a secondary trait a lot because it's the sole determinant for health, which makes it pretty important.
This mod does up to four inter-related things. First, it allows attributes to influence the speed at which related skills increase. Second, it makes health and fatigue more realistic in that their levels now have an impact on how quickly you increase your skill levels (as your fatigue drops, your skills increase slower), or whether you can learn at all (if health drops below a critical level, no learning). Third, you can incorporate my previous mod, Natural Magic, which uses a dynamic system of spell costs to determine how quickly your magic skills improve. Otherwise, they are incompatible. Fourth, you can turn on a training cost modifier that is influenced by personality, intelligence and willpower.
The overall goal is to make the attributes more influential in terms of skills, rather than just the other way around.
I need help with four things. First and foremost, how does it work for you and your game-style? I can only test it with so many characters...does skill leveling happen too quickly? Are influences too big? Too small? Etc.
The other three things are more technical, and I perhaps need some scripting help with them.
1. Currently, fatigue has no impact on magic skills if the Natural Magic option is selected. I'll keep working on that, but I'm having difficulty getting it to work.
2. Why does the options menu come up twice when first loaded? I have no clue.
3. I can't seem to grab fTrainingCostMult into a script, only set it in a script, which makes the mod more cumbersome.
And, of course, anything else that you notice...please read the readme before using, at least up until it starts getting real technical.
Thanks!