Hi, I am fiddling around with the CS looking thru scripts and what not, trying to find any mention of skillcap. Basically, I am wanting to change the maximum level in a skill to 50 rather than 100. I couldn't found how to do it, so I turn to you for help. Will I need to write custom script for this?
Another question have is I also want to make some respawn script. If certain object is harvested, like Adamantium for example, or certain NPC is killed and will respawn in a set time. I'm not sure how to approach writing something like this
CS Questions
- DestinedToDie
- Posts: 1181
- Joined: 29 Jun 2015, 09:08
Re: CS Questions
I think this is hardcoded. You'll probably have to wait post 1.0 before it gets de-hardcoded.
Re: CS Questions
yep
custom script and it's mostly copy pasting so here (haven't tested ingame)
(edit: ups. removed to's from setskill functions)
http://en.uesp.net/wiki/Morrowind:Skills
that goes trought every skill each ten second and set them back to 50 if over it. dunno how this interact but if it calculates partial to level progressing you still can level up. otherwise it needs gapo set to 51 to allow that extra going to toward levelup
otherwise would recommend looking for galsiath, madd or mcc http://www.nexusmods.com/morrowind/mods/44294?
there's also others.
that script on up could be surely optimised for preventing lag spikes and probably won't work on vanilla with function on both sides on if lines. separating checks to one per frame maybe
incrementing one variable with set n to n+1 but which part would allow it to run trough not sure of.
separating checking logics and such....
you can also use this on dialogue result box for npc which to visit once in a while
directly going for progreslevel bar in attributes window needs mwse and reckon mcc is better model for that.
http://wiki.theassimilationlab.com/mmw/ ... gressLevel
-----------------------------------------
for getting respawn working you can use unloaded cell and write timer check for a month as chargem revamped http://www.nexusmods.com/morrowind/mods/44615/? does it
or you can use moon phases http://en.uesp.net/wiki/Tes3Mod:GetMoonPhase
ie. writing a global script with check. if all are with unigue id's you can use resurrect directly. otherwise it just find first found starting from solstheim corner. with all same id's local script is in order. don't believe that it would force the local to change based on global variable change and there's no forceload function so saving the mined / dead phases to variables and checking those against variable in global script that the effect takes hold when the cell is loaded. for example putting moon phase only on local script would cause it to trigger on certain phase only when y are in the same cell as the script / object which it's on.
there's probably some workaround way to check moonphase while in interior but idk. simples might be to set moonphase to variable in global and save it for about 60 sec. enough for interior script to trigger. changing from interior to interior would rely on moonphase when last visited outside though.
or just timer which go for 3600 for an hour as seconds. resting might be skipped as 1 sec or calculated for all.
hope that helps .p
custom script and it's mostly copy pasting so here (haven't tested ingame)
Code: Select all
Begin aa_skillscripting
short gap
short gapo
float timer
short phase
set gap to 50
set gapo to 50
set phase to 10
set timer to (timer+getsecondspassed)
if timer < phase
return
endif
if timer > phase
if player->getArmorer > gapo
player->setArmorer gap
endif
if player->getAthletics > gapo
player->setAthletics gap
endif
if player->getAxe > gapo
player->setAxe gap
endif
if player->getBlock > gapo
player->setBlock gap
endif
if player->getBluntWeapon > gapo
player->setBluntWeapon gap
endif
if player->getHeavyArmor > gapo
player->setHeavyArmor gap
endif
if player->getLongBlade > gapo
player->setLongBlade gap
endif
if player->getMediumArmor > gapo
player->setMediumArmor gap
endif
if player->getSpear > gapo
player->setSpear gap
endif
if player->getAlchemy > gapo
player->setAlchemy gap
endif
if player->getAlteration > gapo
player->setAlteration gap
endif
if player->getConjuration > gapo
player->setConjuration gap
endif
if player->getDestruction > gapo
player->setDestruction gap
endif
if player->getEnchant > gapo
player->setEnchant gap
endif
if player->getIllusion > gapo
player->setIllusion gap
endif
if player->getMysticism > gapo
player->setMysticism gap
endif
if player->getRestoration > gapo
player->setRestoration gap
endif
if player->getUnarmored > gapo
player->setUnarmored gap
endif
if player->getAcrobatics > gapo
player->setAcrobatics gap
endif
if player->getHandtohand > gapo
player->setHandtohand gap
endif
if player->getLightArmor > gapo
player->setLightArmor gap
endif
if player->getMarksman > gapo
player->setMarksman gap
endif
if player->getMercantile > gapo
player->setMercantile gap
endif
if player->getSecurity > gapo
player->setSecurity gap
endif
if player->getShortBlade > gapo
player->setShortBlade gap
endif
if player->getSneak > gapo
player->setSneak gap
endif
if player->getSpeechcraft > gapo
player->setSpeechcraft gap
endif
set timer to 0
endif
End aa_skillscripting
http://en.uesp.net/wiki/Morrowind:Skills
that goes trought every skill each ten second and set them back to 50 if over it. dunno how this interact but if it calculates partial to level progressing you still can level up. otherwise it needs gapo set to 51 to allow that extra going to toward levelup
otherwise would recommend looking for galsiath, madd or mcc http://www.nexusmods.com/morrowind/mods/44294?
there's also others.
that script on up could be surely optimised for preventing lag spikes and probably won't work on vanilla with function on both sides on if lines. separating checks to one per frame maybe
incrementing one variable with set n to n+1 but which part would allow it to run trough not sure of.
separating checking logics and such....
you can also use this on dialogue result box for npc which to visit once in a while
directly going for progreslevel bar in attributes window needs mwse and reckon mcc is better model for that.
http://wiki.theassimilationlab.com/mmw/ ... gressLevel
-----------------------------------------
for getting respawn working you can use unloaded cell and write timer check for a month as chargem revamped http://www.nexusmods.com/morrowind/mods/44615/? does it
or you can use moon phases http://en.uesp.net/wiki/Tes3Mod:GetMoonPhase
ie. writing a global script with check. if all are with unigue id's you can use resurrect directly. otherwise it just find first found starting from solstheim corner. with all same id's local script is in order. don't believe that it would force the local to change based on global variable change and there's no forceload function so saving the mined / dead phases to variables and checking those against variable in global script that the effect takes hold when the cell is loaded. for example putting moon phase only on local script would cause it to trigger on certain phase only when y are in the same cell as the script / object which it's on.
there's probably some workaround way to check moonphase while in interior but idk. simples might be to set moonphase to variable in global and save it for about 60 sec. enough for interior script to trigger. changing from interior to interior would rely on moonphase when last visited outside though.
or just timer which go for 3600 for an hour as seconds. resting might be skipped as 1 sec or calculated for all.
hope that helps .p
Code: Select all
resurrect
Re: CS Questions
Wow, sjek thanks for valuable info and explanation. I will try both things you have posted here and report back what I've done with them