I haven't done much extensive testing where skyrim leveling is concerned, and I'm unsure if you know the answer. But if you reduce a skill to 1 or even 0 does the act the skill is based on become impossible to perform?
the idea of this mod is to redistribute the same number of skill/stat points as in vanilla or any other predefined number of points if you want a different balance, not to set up whatever skill and stat levels you want for each character. therefore it doesn't make much sense to add such an option to this mod. there may already be other mods that allow that and in a more convenient way than changing json for each playthrough.
I love it, but there's one thing I'm trying to do but I can't get it to work.
I'm trying to modify CYSSMenuScript to make it so the menu only appears after I've left the cell in Alternate Start (that is, I've talked to Mara, chose something, and interacted with the bed). But I can't get it to work as I want.
Would there be a way to make the mod activate via a console command whenever I wished?
you can add a condition to line 106 GetPlayer().GetParentCell() == Abandoned Prison Interior Cell if you can't found the cell, use .GetParentCell() on the Mara statue or any other object in that room or an alternate way is to check LAL quest stage I could probably add a startup mode like this
to make it runned by request, remove the Start Game Enabled flag from CYSSQuest and google the console command to run a quest
Hi, mate! I thought, maybe you will be interested to study the UI framework for a fantasy style textured buttons and input fields. Just take a look at Rado3's mods (author of JC Containers). He created modular UI library separated on three mods, which allows to customize the UI in real time and it allows to use textures. This framework allows to create UI windows with all fields visible at once, +/- buttons and anything you want.
Is this going the play nice with birthsign and other mods that do stuff at game start? I'm wondering if your mod zeroes everything directly, or subtracts points to reach zero. That is, if Mod X gives you a +5 bonus to archery or whatever, it would be good if this mod did not reset it to 0, but simply subtracted the +15 you get from vanilla, leaving you with the +5 from the other mod. Though I guess it should check for below-zero conditions and reset them to zero. I'm not sure what would happen if you had something like -5 for a skill.
it depends on the another mod. my mod uses SetActorValue function (base value (gamesetting) + custom bonus). this sets the value, that is, replaces the old with the new one. if another mod works the same way (for example, sets "current value + 5") and my mod sets skills after another mod, then it will reset it. and here it is much better if another mod changed the value set by my mod. since there is no universal way to separate a racial bonus from any other (i can create NPC of each race, but the skill values are set in the NPC entry and don't follow the mods without the patch). another mod will be able to easily add\subtract the value after my mod. a universal solution would be to delay changing skills by another mod before my mod sets a value. for a more accurate answer i need to investigate a specific mod. except for such conflicts, SetActorValue works fine and I think it is the most appropriate function.
The one I'm using is Classic Classes and Birthsigns 2.4 (Skyrim Nexus mod no. 16736). In a new game, it fires off its menus and selections during the cart ride as a prisoner. If you load a just-before-CharGen save from your last game, it will try to do it before the RaceMenu stuff, but can sometimes overlap with it (which doesn't seem to break anything - just have to be clear on dealing with the top-most dialog at any given time). I'm not sure what methods it uses to do what it does.
it also uses SetActorValue. I'll find time later to delve into the mod and script. I can make it compatible, but for that I need to know what exactly is compatible. I mean, how is this supposed to work together. how should my mod be combined with a class system? (perhaps, to leave only birthsigns?) by the way, it says "Class Selection will begin after you equip a weapon or spell for the first time" and it is in the script.
Various mods add spells to you at startup time, and some aren't really spells in the in-game sense, but "doing background stuff" scripting that works via spell mechanisms. I would surmise that some of them force-equip the "spell" to do what they do. I'm not able to equip a spell at that stage in an in-game, in-character way (and have no weapons), so something else must be triggering Classic Classes and Birthsigns to run before its author expected it to.
As for what "compatible" would mean, I would think that your mod would zero out the vanilla differences, but that this other mod's changes would remain in effect. If someone only wanted a birthsigns mod and not a classes mod, they'd just install a birthsigns mod. :-)
v1) no racial bonus for CCB (just script replacer for CCB, you can remove bsa) MEGA
v2) it's a hybrid mutant. I merged scripts and esps: - CYSS starting algorithm - the CYSS menu starts first, then CCB - CYSS custom bonus replaces the racial bonus in the calculation - the formula for calculating racial bonus <current skill - 15> is replaced by <current skill - baseskill> so that the mod correctly calculates bonuses when baseskill < 15. MEGA (includes all files except SkyUILib files (download this from his page))
35 comments
(version 4.1.0)
EDIT:
Can it be because i used an old start save where i had an old version of this mod enabled?
it may not change on saved games
I'm trying to modify CYSSMenuScript to make it so the menu only appears after I've left the cell in Alternate Start (that is, I've talked to Mara, chose something, and interacted with the bed). But I can't get it to work as I want.
Would there be a way to make the mod activate via a console command whenever I wished?
GetPlayer().GetParentCell() == Abandoned Prison Interior Cell
if you can't found the cell, use .GetParentCell() on the Mara statue or any other object in that room
or an alternate way is to check LAL quest stage
I could probably add a startup mode like this
to make it runned by request, remove the Start Game Enabled flag from CYSSQuest and google the console command to run a quest
thanks and endorsed
a universal solution would be to delay changing skills by another mod before my mod sets a value. for a more accurate answer i need to investigate a specific mod.
except for such conflicts, SetActorValue works fine and I think it is the most appropriate function.
I can make it compatible, but for that I need to know what exactly is compatible. I mean, how is this supposed to work together. how should my mod be combined with a class system? (perhaps, to leave only birthsigns?)
by the way, it says "Class Selection will begin after you equip a weapon or spell for the first time" and it is in the script.
As for what "compatible" would mean, I would think that your mod would zero out the vanilla differences, but that this other mod's changes would remain in effect. If someone only wanted a birthsigns mod and not a classes mod, they'd just install a birthsigns mod. :-)
MEGA
v2) it's a hybrid mutant. I merged scripts and esps:
- CYSS starting algorithm
- the CYSS menu starts first, then CCB
- CYSS custom bonus replaces the racial bonus in the calculation
- the formula for calculating racial bonus <current skill - 15> is replaced by <current skill - baseskill> so that the mod correctly calculates bonuses when baseskill < 15.
MEGA
(includes all files except SkyUILib files (download this from his page))