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Found 7 results

  1. How can I change the skill and attribute limits? I found no options for it in Construction set. And the mods on the internet is not very usefull because they change the leveling system too. I just simply want to turn off the limits or make them higher (200 for example)
  2. Since when you devote too much thought into complicated matters along the day(such as scripting, as I was doing when that occured to me), it gets harder to focus on thoughts, even if your body isn't tired at all, and since in most fantasy scenarios casting magic spells is a mental task, I started thinking about a different approach and way to handle spell cost and magicka pool. After thinking about what would happen after mental strain, I came to this list(which probably should be revised and rebalanced): lose focus(vision gets darker around the edges, with a gradual progression, depending on magicka pool treshholds), difficulty to concentrate(magicka cost increases by a percentage, also gradually, depending on treshhold), losing conciousness(pass out if you abuse your magicka, getting to a REALLY low treshhold, something like, perhaps, paralyse so you fall to the ground, and pass some game time), decreased mental skill(mage-stone related skills,obviously, but also speech, alchemy and smithing) effective level(gradual debuff to these skills after going below each or certain treshholds). Besides the consequences to your general character performance, I felt that I had to elaborate ways for it to not be too limiting(c'mon, you cast one or two spells and already kiss the floor?), and so I thought up some tweaks to vanilla values so it would be playable, and reasons for them: multiply magicka pool and increase per level(like 30x normal, instead of decreasing costs, so you could use mod spells, and have to alter just one thing for this part; besides, with a larger magicka pool, along with consequences for excessive use, it becomes something way more strategic, and encourages you to leave those 900-like cost spells for emergencies or to clear a place in one go), certain skills should make you be more used to mental strain, as well as make it less heavy on you(restoration controls life forces, and alteration controls magicka flow, so at least these should, if possible, lower the treshholds), magicka regeneration should be extremely limited(mental strain is something that you recover very little from without sleeping, so much so, that school has periodic breaks like weekends, so the strain and stress should pile up along the day, instead of being gone after waiting for one hour), and also affected by skills. I know there are script functions to modify actor values(like skills), to evaluate actor values(like current magicka), to compare to set numbers(e.g. While GetActorValuePercent(Magicka) < 90), but I don't have enough experience to know how to use them for this(I just set up Notepad ++ to compile, and the only script I made was a magic effect that *should* modify health by minus magnitude if target has keyword Undead, do nothing if target has keyword daedra or dwarven, and modify health by magnitude if non of the above; still to be attached to objects in CK, and then tested), so if someone with more knowledge and experience could consider making it, using the idea in another mod(preferably modular so you could get just the magicka system modifications), or helping me with tips on functions, properties and syntax to use, it would be a great addition to Immersion mods, and I would be really thankful. Hope it's not too cramped and hard to read. EDIT 1: If you know any mod that does something like this, please point it out to me for me to check it out; EDIT 2: If you know, want to make, or have balance tips for a version of this for stamina, having the treshholds affected by the armor skills, greatly affecting weapon skills, and to a lesser degree armor and stealth skills, smithing skill, carry weight and maybe move and attack speeds, please comment; EDIT 3: Please point out if this thread is redundant, and if there is something unbalanced or impossible among the suggestions. EDIT 4: Would something along these lines work, or should I change something? Scriptname MagickaHandling extends ActiveMagicEffect import Actor Float Property MagickaTreshholdA Float Property MagickaTreshholdB Float Property MagickaTreshholdC ; | ; | {To define current magicka percentages depending on conditions} Actor Property exActor{make exActor be the effect target, no idea how besides OnEffectStart} Int Property ActorRestorationLvl = exActor.GetActorValue(Restoration) Int Property ActorAlterationLvl = exActor.GetActorValue(Alteration) Int Property TotalAltAndRestorLvl = (ActorRestorationLvl + ActorAlterationLvl) ;While exActor.GetActorValuePercent(Magicka) < 100 ; RegisterForSingleUpdate = 5{update every 5 s if Magicka is not full} ;EndWhile {Not idea if it is needed or adequately written, much less if it's the best way to make it check multiple times} Event {don't know which event I should use so it re-checks every 5.0 seconds} If TotalAltAndRestorLvl >= {number representing how used to mental tasks actor is} MagickaTreshholdA = {set a value for each treshhold} If exActor.GetActorValuePercentage(magicka) < MagickaTreshholdA {commands to make view darker(maybe Imod), increase spell cost by percentage, and debuff magic skills, alchemy, speech and smithing} ElseIf {compare magicka percentage to each treshhold} Else EndIf ElseIf {compare TotalAltAndRestorLvl to another number} MagickaTreshholdA = {repeat previous with different values} If {same conditions as above} EndIf Else EndIf EndEvent
  3. I was planning on making a race/birthsigns overhaul mod, and I would like to include a feature that causes health to not involve one-tenth of your endurance. Rather, I was hoping to change it so that your health increases by 10 points every level with no regard to what your endurance is. Is there a way to accomplish this at all? If so, how?
  4. I am wanting to create a new resource pool. Similar to that of magicka. Something that can be filled with the a custom potion. Also the purpose of this is to create a resource aside from magicka to cast a specific spell. Thank you for reading this far. If there is anything you can do to help I would much appreciate it.
  5. I think the implants should not be bound to attributes of a character, what if I am netrunner that wants to compensate lack of strength with gorillas hands and survival with second heart, but no, you don't have enough strength. Removing the lock would bring more immersion without need to hack stats.
  6. I know that you can't currently change perks without modding the .db in CET , likely due to checksum hash protections build into the exe. BUT.... Can we all agree that the perk trees are kind of broken... There is also a clear disconnect between attribute requirements and Cyberware install requirements (to say nothing of limitations based on street credit... as if capitalists would ever let that get in the way, hell what good is a black-market with anonymous transactions if people need to know who you, word on the street, to deal with you first?). Against all Q.O.L, I tend to have one too few attribute points or one too many, depending on what that attribute might or might not unlock in the perk tree within said attribute stat compared to what an implant/chrome might require. A couple value changes is all I think it needs, 1-5 common 6-10 rare 11-15 epic 16-20 legendary.... thats it for cyberware and set each of the perk tree tiers at intervals of 3-5... 6-10... 11-15... 16-20... etc that way perk unlocks become available in congruence with cyberware implants... that way builds can be more sync. Next comes the perk bonus themselves, which I know probably can't be changed much other then values and availability. but lets look at assault for a min, perks mostly seem to require cover, or offer a pittance of a boost. The inference here is that the devs meant for riflemen to snipe from a vantage and never move from cover. Good luck in melee combat :P, and why are shotguns and smgs put together in the perk tree of body? I get that their both "pray and spray" weapons but blades should be in body (melee) and annihilation should be in reflex. Its things like that.. oh and one last thing, why is "crafting" and "engineering" not the same thing (other then to create a perk point sink). Tech should have Devices (where you perk breach daemons for cameras/turrets/bots/mechs/adam smasher) and Assembly (where you perk/unlock craftable weapons/armor/nades/consumables/etc)... Intel would then become Hacking (opening doors/access points/computers/stealing cars) and Cyberwarfare (Quick hacking with perk tiers going toward covert/control or combat/offense) as for leveling these subskills, usage and perk count should matter, so if you never perk something, even if the host attribute is 20 you shouldn't get above say halfway, so 10 ish. (no idea how to pull off that limitation, but could keep the greedy more honest with gameplay) There's more but that's a start.
  7. Hello there! I'm looking for a mod that disables constraints for attributes, especially for damage. I have already have a mod that allows player to increase stats further 100, but with vanilla formula limitations it is little incentive. I would be really appreciate if someone recommend me a mod affecting the topic problem. Thanks!
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