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Epic Crab

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EpicCrab

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6 comments

  1. jspee1965
    jspee1965
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    How do you actually set the degree of difficulty in the MCM across the 5 (I think) difficulty categories. I would like to use the "Average" , but don't know how to make it "default" in the sub-menu.

    THANKS!
  2. Sceadugengan
    Sceadugengan
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    Would it be possible to cap it at values beyond 100?
    I'm using a skill uncapper, so once my character's speech skills are high enough 100 is nothing :)
    1. EpicCrab
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      should be. all the values used come from globals you can set in the MCM, and I don't think anything assumes a hardcoded maximum.
    2. Sceadugengan
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      I've changed the values using TES5Edit, they aren't reflected in the MCM, though.
      The slider still caps at 100 aswell.
      Do I need to start new save for this?
  3. blingling34
    blingling34
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    I love this idea. Could you elaborate more on how your mod does its check and the difference between yours and tweak 10s?
    1. EpicCrab
      EpicCrab
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      Sure thing.
      Persuade checks compare your current speech skill against a global variable which contains the minimum value your Speech has to have to pass that check. Both this mod, and Tweak 10, do not change the actual conditions of the dialogue, just the value of that variable.
      Tweak 10 sets the global variable to a random value within the range it's picked. It uses a Uniform Distribution, meaning that any possible value within the range is equally likely. It rerolls its values whenever you succeed the Persuade check.
      This mod uses a Normal Distribution to produce its values, or Gaussian Distribution, depending on whether the person you're talking to feels too self-important to call it a Normal Distribution. That means that while the result is kind of random, the values are not equally likely. The normal distribution is based on two key numbers: the mean and standard deviation. The closer the value is to the average, the more likely it is to occur - specifically, 68% of the random values it produces are going to be between the mean plus or minus one standard deviation, 95% are within two standard deviations, and 99% are within three. The values I use to generate the normal distribution can be picked in the MCM.
      Once it generates the numbers, it sets the value of the global variable to the generated numbers, and then things work as normal. All this mod does is reroll the values when you pass a persuade check or every 24 hours.
      The main difference in the mods is that mine will reroll once in a day in addition to after successful Persuade checks, and how we pick our random values for the speech checks.

      Further reading, if you're interested:
      http://mathworld.wolfram.com/UniformDistribution.html
      http://mathworld.wolfram.com/NormalDistribution.html

      If you're asking about implementation and not just a high-level summary, I use the story manager to catch Persuade events and Andrealphus edits the Quest script that handles persuasion, although both should work in the same situations. The comments in the normal distribution script probably explain how it works better than I can at this point. I've verified its results are distributed correctly, but forgotten the specifics of why it works.