Hi man, thank you for the mod. Regarding the implementation. I personally really like the bonuses. I see mainly these ways (if your unsatisfied now). Probably you have done it, but in case of need; 1)"Reading Is Good" mod add a permanent bonus, after you read a skill book. 2)"Know Your Enemy" mod add similar resistances, to NPCs and enemies. 3)"Haki" mod adds magical abilities, through the Custom Skill Framework. 4)"Missive Perk Point" and "Perk & Gold for Bounties" adds perk points, by completing a quest. 5)Idrinth has similar series of mods, they had perks/abilities and skills. 6)SImonmagus and EnaiSiaion probably have a Discord server, maybe you can catch them or another modder on those. 7)There is the Skyrim Guild mod? maybe them have a Discord. If you are able to get in touch with the authors, they might be able to explain how to do the implementation you wanted. Or one similar to those, by reverse-engineering.
Thanks for the feedback. I already know how to do most those things, but I don't think it'd make much sense in some cases (making skill books when there's already that mod for it), and modifying NPC's to have the same bonuses would likely conflict with several mods, while I aim to keep this as compatible and unobtrusive as possible.
Though regardless, I appreciate it. Those mods should compliment the LO of players using this mod quite nicely.
currently using this mod, but i'm a bit confused about a few things, i cant see the codex effects under magical effects, so it's hard to know: is it based on having the item or having read the note? will multiple of the same codex entry stack? would be nice if they showed up either under magical effects or having an MCM where you could check which you have and haven't found yet
The magic effects are currently independentfrom the actual codex entries, because spell tomes aren't readable. If I made the codex entries grant the abilities, you wouldn't be able to read them, and the 10+ pages of content I wrote wouldn't matter.
I can't make an MCM because I don't know how. But I uploaded this mod in the current state, in hopes that people can help to improve it. I left the mod permissions open, for that reason.
Ideally, you would get the codex after killing your first enemy of that type, and then their ability after killing maybe 20. But like I said, I don't know how to do that.
Hej there, thanks for the great mod and your hard work (which must have been tedious i think).
I just had a quick look into the 'enemy drops codex' version (via xedit) and would recommend, that you edit the 'Death Items'/INAM's of an NPC instead of editing the NPC's directly. 'Death items' are implemented as leveled lists, which are not edited very often in the mods i had a look into. That would reduce conflicts with other mods, which edit NPC's. You can also set probabilities/drop chances via leveled lists, e.g. a 10% drop chance of an codex entry (that can also be done by using xedit). PS: There is a spell and some magic effects in the esp... a leftover?
I don't know how to use xedit, so I don't think that's an option?
Yeah, I knew about the spell and magic effects left in there. My first mod was actually made over a year ago, but the Creation Kit got a fatal error and crashed, I lost all my progress, it was quite demoralizing so I quit. Went through the trouble of restoring it just last month when I realized the file still existed, but I also forgot some of the things I learned when I first started making mods. So instead I copy that "blank" file as a template, add what the mod is supposed to have, as I don't know how to actually make the CK create a new ESP to save changes to.
Pretty sure that since I didn't alter anything vanilla, those magic effects lingering around are quite harmless. You definitely won't notice them in-game. The only harmful thing they do is make the mod 2 kilobytes larger, but that's an abysmal amount of space, so I figure it's fine.
Nice! I remember wishing for something like this. The vendor version sounds good to me, if they're rare and only sold by select merchants. (Like as you said, Gunmar. Also maybe Aela)
Another option would be to compile your codex entries into various tomes. For example: "Codex of Insects".
Yeah, the vendor version is probably the main one I'll be updating in the future.
I did think of compiling them! Although it's a little tricky to categorize some enemies, like wisps being undead or magical. Same goes for ice wraiths. When I add individual abilities for the enemies (like "perks" for killing them) I might have them just appear as tomes where it makes sense. Chaurus ability will probably be found in the Morthal region, for example.
13 comments
In which version can i get this?
In version "Codex of Skyrim - Codex grants abilities": there are no sheets inside the corpses.
? i dont want the buffs just the codex
1)"Reading Is Good" mod add a permanent bonus, after you read a skill book.
2)"Know Your Enemy" mod add similar resistances, to NPCs and enemies.
3)"Haki" mod adds magical abilities, through the Custom Skill Framework.
4)"Missive Perk Point" and "Perk & Gold for Bounties" adds perk points, by completing a quest.
5)Idrinth has similar series of mods, they had perks/abilities and skills.
6)SImonmagus and EnaiSiaion probably have a Discord server, maybe you can catch them or another modder on those.
7)There is the Skyrim Guild mod? maybe them have a Discord.
If you are able to get in touch with the authors, they might be able to explain how to do the implementation you wanted. Or one similar to those, by reverse-engineering.
Though regardless, I appreciate it. Those mods should compliment the LO of players using this mod quite nicely.
would be nice if they showed up either under magical effects or having an MCM where you could check which you have and haven't found yet
I can't make an MCM because I don't know how. But I uploaded this mod in the current state, in hopes that people can help to improve it. I left the mod permissions open, for that reason.
Ideally, you would get the codex after killing your first enemy of that type, and then their ability after killing maybe 20. But like I said, I don't know how to do that.
I just had a quick look into the 'enemy drops codex' version (via xedit) and would recommend, that you edit the 'Death Items'/INAM's of an NPC instead of editing the NPC's directly. 'Death items' are implemented as leveled lists, which are not edited very often in the mods i had a look into. That would reduce conflicts with other mods, which edit NPC's. You can also set probabilities/drop chances via leveled lists, e.g. a 10% drop chance of an codex entry (that can also be done by using xedit). PS: There is a spell and some magic effects in the esp... a leftover?
Best regards
Yeah, I knew about the spell and magic effects left in there. My first mod was actually made over a year ago, but the Creation Kit got a fatal error and crashed, I lost all my progress, it was quite demoralizing so I quit. Went through the trouble of restoring it just last month when I realized the file still existed, but I also forgot some of the things I learned when I first started making mods. So instead I copy that "blank" file as a template, add what the mod is supposed to have, as I don't know how to actually make the CK create a new ESP to save changes to.
Pretty sure that since I didn't alter anything vanilla, those magic effects lingering around are quite harmless. You definitely won't notice them in-game. The only harmful thing they do is make the mod 2 kilobytes larger, but that's an abysmal amount of space, so I figure it's fine.
Another option would be to compile your codex entries into various tomes. For example: "Codex of Insects".
Thank you so much!
I did think of compiling them! Although it's a little tricky to categorize some enemies, like wisps being undead or magical. Same goes for ice wraiths. When I add individual abilities for the enemies (like "perks" for killing them) I might have them just appear as tomes where it makes sense. Chaurus ability will probably be found in the Morthal region, for example.