I got a few requests to port this mod to Oldrim and decided it was worth doing. Enjoy.
People have asked me about editing the bonuses. I tried to make it as easy as possible when implementing the mod. There are 18 skill learning perks that define the bonuses. You can edit cumulative bonuses directly, or increase the book cap by adding more perk entries. You can do this with either CK or xEdit, though I tend to think the former is easier. If you do use the CK, I recommend removing all the BOOK override records with xEdit first, since re-saving will screw up compatibility with Unread Books Glow, and the patcher is capable of restoring the correct overrides.
So i was wonder what is the point of doing the rest of the steps after activating the mod? Specifically these steps Download the xEdit Patcher and put it in the TES5Edit folder. Run any other patchers (e.g. Mator Smash) now. 'Reading Is Good 2.esp' can be excluded from these patches. Load your full load order in TES5Edit. Right-click anywhere in the plugin list, and choose "Apply script...". Select "ReadingIsGoodPatcher" from the dropdown, then click OK. Choose a name for the new patch (e.g. 'Reading Is Good Patch'), then click through the rest of the dialogs. Close TES5Edit, and make sure the checkbox is checked for the new patch. Make sure the patch is enabled in your load order. Does the mod not work unless you make changes Via Tes5Edit or is it more maximum compatibility just curious about these extra steps.
It makes the mod work with mods that add new skill books to the game. There are quite a few of them so doing them as individual patches isn't feasible.
Any idea if this works with the 'true scholar demo' of The Eloquent Reader? It gives you a little speech xp for reading and works on pick up as well. Just wondering if these can be used together. (There aren't any xEdit conflicts since the version I'm using is entirely script based, but I don't know if Skyrim can handle two mods firing scripts off the same trigger, so to speak.) Also, will there be a problem if I rename your ESP?
Been trying this mod out, works pretty goo so far. Actually it works a little too good, as many skill books still give the skill point in addition to the xp bonus. Loading it up in TESVEdit revealed that the books giving me a skill point were still tagged as such under the books DATA/skill entry. Setting these to none like the other books fixed the issue. There are about a dozen books that need this tweak, the only thing they had in common for me was that they hadn't been edited by the USLEP. It's super simple to fix, took me like ten minutes of just editing the records and making sure I got all the books. A very nice idea, endorsed! :)
This is a great idea, after all in life knowledge doesn't work like a tin of water, you're actually able to learn something that belongs to a subject more easily if you have already studied a bit of that subject. Plus the vanilla +1 is forced and mechanic. The cumulative percentage of fastness in learning is better, so great job and thank you.
Some notes and questions: -how does it work with the Oghma Infinium? does it give you the +1 or the percentage? -compatibility with Better Skill and Quest Books Names, Non-Automatic Skill Books, Improved Skill Books, reading animation mods? -for my personal taste +20% is a bit high (because you have to add it to Lover's Comfort + the Stones + mods that can increment it). Is there a way I could modify the rateo personally? -this is a bit borderline, but how about a feature that forces you to actually read the book till the end (at least scrolling through it)?
- Oghma Infinium isn't changed. - BSQBN: Handled by the xEdit patcher. - NASB/ISB: Incompatible. - Animations: Compatible, probably.
As for making your own edits, I tried to make it as easy as possible, though it is still a bit tedious. You can use either CK or xEdit to edit the skill learning perks, though I tend to think CK is easier. However, I recommend using xEdit to remove the BOOK override records before editing the mod with CK because it will break Unread Books Glow compatibility. The xEdit patcher is capable of restoring the correct records. Realize though that this mod is already a nerf to vanilla skill books, as with the default fSkillUseCurve=1.95 there is a huge amount of experience in the final levels that you could get for free, and it becomes much easier to lose efficiency now that the bonuses depend on when you discover the books.
I'm not really interested in trying to force the player to read the books. Not sure how feasible it would be, either.
Understood, makes sense that it actually nerfs them. Thank you again for your response and explanation, I'll give it a try as it is before trying to meddle with it.
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People have asked me about editing the bonuses. I tried to make it as easy as possible when implementing the mod. There are 18 skill learning perks that define the bonuses. You can edit cumulative bonuses directly, or increase the book cap by adding more perk entries. You can do this with either CK or xEdit, though I tend to think the former is easier. If you do use the CK, I recommend removing all the BOOK override records with xEdit first, since re-saving will screw up compatibility with Unread Books Glow, and the patcher is capable of restoring the correct overrides.
Specifically these steps
Download the xEdit Patcher and put it in the TES5Edit folder.
Run any other patchers (e.g. Mator Smash) now. 'Reading Is Good 2.esp' can be excluded from these patches.
Load your full load order in TES5Edit.
Right-click anywhere in the plugin list, and choose "Apply script...".
Select "ReadingIsGoodPatcher" from the dropdown, then click OK.
Choose a name for the new patch (e.g. 'Reading Is Good Patch'), then click through the rest of the dialogs.
Close TES5Edit, and make sure the checkbox is checked for the new patch.
Make sure the patch is enabled in your load order.
Does the mod not work unless you make changes Via Tes5Edit or is it more maximum compatibility just curious about these extra steps.
The ESP name can technically be anything as long as it's not the same as something already used in your save file.
Something I noticed trying to set up my newest character - the patcher only seems to cover lost library, not the original book covers mod?
Thank you for sharing your excellent new mod with the Nexus Mods Community!
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Keep up the awesome work!
- Nexus Mods Staff
Some notes and questions:
-how does it work with the Oghma Infinium? does it give you the +1 or the percentage?
-compatibility with Better Skill and Quest Books Names, Non-Automatic Skill Books, Improved Skill Books, reading animation mods?
-for my personal taste +20% is a bit high (because you have to add it to Lover's Comfort + the Stones + mods that can increment it). Is there a way I could modify the rateo personally?
-this is a bit borderline, but how about a feature that forces you to actually read the book till the end (at least scrolling through it)?
- BSQBN: Handled by the xEdit patcher.
- NASB/ISB: Incompatible.
- Animations: Compatible, probably.
As for making your own edits, I tried to make it as easy as possible, though it is still a bit tedious. You can use either CK or xEdit to edit the skill learning perks, though I tend to think CK is easier. However, I recommend using xEdit to remove the BOOK override records before editing the mod with CK because it will break Unread Books Glow compatibility. The xEdit patcher is capable of restoring the correct records. Realize though that this mod is already a nerf to vanilla skill books, as with the default fSkillUseCurve=1.95 there is a huge amount of experience in the final levels that you could get for free, and it becomes much easier to lose efficiency now that the bonuses depend on when you discover the books.
I'm not really interested in trying to force the player to read the books. Not sure how feasible it would be, either.