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It's looking good though it does need a small tweak.

 

The toggles are affecting the LSP as well as the SP so for instance if Conjuration is toggled off not only does it not any skill points but it also doesn't lose any skill xp (the ones on the bar). Ideally it would be good to have the toggles tied to the SP only if possible, so in this set up (see screenshot) all the LXP is zero but only the toggled SP are reduced by -1

 

Quick way might be just to keep the old routine to zero the SXP or perhaps add another toggle so it can apply to one or either

 

Sorry you must think I'm horribly picky

 

post-237718-0-42726800-1454872119_thumb.jpg

 

EDIT:

 

Further testing, everything looks good, items were returned correctly and the scene completes. Also tried changing the SP deduction amount which deducted the correct amount of points each time. If possible it may be worth keeping Nobles out of the corridors when the jailer is moving the pc as they get a bit jammed (though it does clear itself)

 

I was arrested by a guard in Markarth, for testing I fast forwarded but I was wondering if a guard would be able to escort the pc all the way to Windhelm and survive the journey as they're not tough like BH's

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The toggles just disable the modding of the specific skill. The rest is as it was.

 

So if a skill modding is disabled that skill will not add/subtract from the LSP pool ... kinda makes sense, no?

 

Or perhaps I'm not understanding your point.

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The toggles just disable the modding of the specific skill. The rest is as it was.

 

So if a skill modding is disabled that skill will not add/subtract from the LSP pool ... kinda makes sense, no?

 

Or perhaps I'm not understanding your point.

 

What happens at present (7f) is that every skill level (the bit on the skill bar) gets set to zero when the pc is released and every skill is reduced by whatever is set on the slider.

 

The new toggle is affecting both and I'm suggesting it should just affect skill reduction, and all the skill levels (the bit on the skill bar) should remain as it was (so the two are independent of each other). Sorry it's hard to explain in words

 

EDIT:

 

I'll try and explain it better. Let's say I have conjuration at 27 with 300 skill level  xp, with 7f I would end up with 27 and 0 skill level  xp (the level would be reduced depending on what is set on the skill point reduction slider assume 0 for this example.)

 

If I don't have conjuration toggled then it now stays at 27 with 300 skill level  xp and isn't reduced to 27 and 0 skill level  xp

 

EDIT2

 

This is the stuff I mean

 

[02/04/2016 - 05:39:53PM] xpoPatches.::. xpopModifySkill: Now setting OneHanded XP to 0.000000!

[02/04/2016 - 05:39:53PM] xpoPatches.::. xpopModifySkill: Now setting TwoHanded XP to 0.000000!

[02/04/2016 - 05:39:53PM] xpoPatches.::. xpopModifySkill: Now setting Marksman XP to 0.000000!

[02/04/2016 - 05:39:53PM] xpoPatches.::. xpopModifySkill: Now setting Block XP to 0.000000!

[02/04/2016 - 05:39:53PM] xpoPatches.::. xpopModifySkill: Now setting Smithing XP to 0.000000!

[02/04/2016 - 05:39:53PM] xpoPatches.::. xpopModifySkill: Now setting HeavyArmor XP to 0.000000!

[02/04/2016 - 05:39:53PM] xpoPatches.::. xpopModifySkill: Now setting LightArmor XP to 0.000000!

[02/04/2016 - 05:39:53PM] xpoPatches.::. xpopModifySkill: Now setting Pickpocket XP to 0.000000!

[02/04/2016 - 05:39:53PM] xpoPatches.::. xpopModifySkill: Now setting Lockpicking XP to 0.000000!

[02/04/2016 - 05:39:53PM] xpoPatches.::. xpopModifySkill: Now setting Sneak XP to 0.000000!

[02/04/2016 - 05:39:53PM] xpoPatches.::. xpopModifySkill: Now setting Alchemy XP to 0.000000!

[02/04/2016 - 05:39:53PM] xpoPatches.::. xpopModifySkill: Now setting Speechcraft XP to 0.000000!

[02/04/2016 - 05:39:53PM] xpoPatches.::. xpopModifySkill: Now setting Alteration XP to 0.000000!

[02/04/2016 - 05:39:53PM] xpoPatches.::. xpopModifySkill: Now setting Conjuration XP to 0.000000!

[02/04/2016 - 05:39:54PM] xpoPatches.::. xpopModifySkill: Now setting Destruction XP to 0.000000!

[02/04/2016 - 05:39:54PM] xpoPatches.::. xpopModifySkill: Now setting Illusion XP to 0.000000!

[02/04/2016 - 05:39:54PM] xpoPatches.::. xpopModifySkill: Now setting Restoration XP to 0.000000!

[02/04/2016 - 05:39:54PM] xpoPatches.::. xpopModifySkill: Now setting Enchanting XP to 0.000000!

[02/04/2016 - 05:39:54PM] xpoPatches.::. xpopModifySkill: Done with setting PC levels. LXP = -80.436295 and LP = 9!

 

 

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Oh wait, so this is something new, then?

 

I'll have to go in game and see what is happening.

 

EDIT:

Hm, I see your first edit and I raise you my first edit ... I thought that was the original request, to have the option not to mod a certain skill, i.e. magic or stamina.

 

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See my edit above, but I thought that was the idea?  

 

Yes but just for the skill point reduction slider not the skill point xp reduction. Sorry I haven't explained myself very well

 

Here's what I had in mind, assume the skill point reduction slider is set to -2

 

Sorry table hasn't worked - gimme a sec

 

 

                       Before                      After

Skill                SP    XP    Toggled    SP    XP

Conjuration    27    500    N             27    0

Marksman      23    320    Y             21    0

 

Last edit I hope, I had in mind toggle would only affect this setting

 

post-237718-0-04557800-1454877997_thumb.jpg

 

but the xp would be the same as it is in 7f

 

post-237718-0-57174100-1454879901_thumb.jpg

 

so this one is left alone and works as before

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Oh, so just toggle the XP. Now I see, that would have been easier.  
 
I could add a toggle to select between how it is now, and modding just the XP for a certain skill.
 
I could call it something like,
 
'Mod Skill XP Only' toggle
 
So your table would be like so,
     
                           Before                                                               After
Skill                   SP     XP     Skill Toggle       Mod SXP Toggle        SP       XP
Conjuration       27     500          off                       off                  27        500

                                               off                       on                  27        500

                                               on                       off                  25        0

                                               on                       on                  27        0

 

I must say we are probably the only ones using these skills mod. :P

 

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Oh, so just toggle the XP. Now I see, that would have been easier.  

 

I could add a toggle to select between how it is now, and modding just the XP for a certain skill.

 

I could call it something like,

 

'Mod Skill XP Only' toggle

 

So your table would be like so,

     

                           Before                                                               After

Skill                   SP     XP     Skill Toggle       Mod SXP Toggle        SP       XP

Conjuration       27     500          off                       off                  27        500

                                              off                       on                  27        500

                                              on                       off                  25        0

                                              on                       on                  27        0

 

I must say we are probably the only ones using these skills mod. :P

 

That would be the perfect solution I would say as it gives the maximum amount of choices.

 

OCD kicking in here I think that should read:

 

                           Before                                                               After

Skill                   SP     XP     Skill Toggle       Mod SXP Toggle        SP       XP

Conjuration       27     500          off                       off                  27        500

                                               off                       on                  27        0

                                               on                       off                  25        500

                                               on                       on                  25        0

 

or have I got them the wrong way round :)

 

I hope we're not the only ones using it as it adds a lot to the game immersion wise. Say I'm a Battlemage and I get justly incarcerated for committing an outrageous act with Inte's goats.

 

Now I have a bit of a problem as stuck in a cell my options are limited so I will lose the current xp for all my skills. However a greater concern is that I can't practice many of those skills surreptitiously, I can get away with a bit of magic when the guards aren't around which at least keeps my skill level stable. But I've no chance with armour and swords, I will simply get rusty and my performance will decrease significantly in these skills.

 

Loss of xp wouldn't worry me that much, but loss of sp, well that's a different matter entirely as it will take much longer to get back, so it gives some real rp bite to going to jail

 

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I agree on the immersion front, and stay away from my goats!

 

As far as the skills go, my thinking is that if a skill is unchecked in the MCM menu it will not be touched in any way.

 

And, if you have the new toggle on it will only mod the XP of all the selected skills. In the other hand, with it off - everything will be modded on the selected skills.

 

I mean it about my goats! ^_^

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Gotta chime in for once and praise you work just had a very interesting chain of events happen involving this patch and learned some lessons. I run Skooma Whore, DDCL, Simple Slavery, DD Enslaved and a few others. I came into whiterun bound up a little from ddcl asked Adriana to unlock me she basically said fuck you bend over now and proceeded to rape me which in turn triggered a bounty  but before the guard brought up the dialog she force fed me more skooma. Next i got busted i'm also running a Sw addon that makes it a crime to carry or use skooma bam bounty @ 13k now i'm fucked i had only 7k on me so i submitted. Next day pillory i forgot to do a few things before hand like shut down the sex attacks in DDCL, and forced drugging in SW. I ended up having to console command clear my bounty but yet a few guards tried to attack me due to publicly screwing and being forced to drink skooma. So console killed them however i guess a few didn't get the message i ended up with 3 jailers in my cell i had to console kill. 

 

So notes to self (and others) before i go to jail

1) Kill DDCL sex attacks and bounties for sex in public

2) Kill SW's forced drugging

 

And id like to make a suggestion is there any way you could add some sort of food source for the undead? IE; Blood potions it does kinda suck uring to death because you had to spend several in game days in jail unable to feed. It didn't happen this time for me due to the 3 dead guards in my cell but I could just imagine if i didn't id never make it to shade in time to get released or even make it that far.

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Wow 13k in gold. :D

 

Blood potions, ... are they in the vanilla Skyrim? or Dragonborn DLC? I rather not add the Dawnguard DLC as a dependency just for a potion of blood.


Had to think a second or two about that, but yes that works as users can still switch it off entirely if they want.

 

Hmm, I guess it's back to the Jarl's chickens then... for now :P

 

Ok, done ... on to testing then. Or should I make a POP 8 Epsilon?
 

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The problem is I can't get arrested with this mod on. I even placed it last under the bashed patch. Whenever I talk to a guard and choose to go to prison, the guard says their normal line but nothing happens once the dialogue ends, the guard then has the usual "Wait, I know you" line.

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Hey Inte, thank you for the mod, I really like your additions. I was wondering if it is possible to add lieto's bound animations to the selector. When I try to change the scene through defeat I can only change to ZAP anims. Also funnybiz has 2 pillory animations that are good, just wondering if that's something your able to add. Anyway thanks again for the time you put into this.

 

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Hi Inte

 

It's still not quite right (it's the wrong way round). A picture tell a thousand words :)

 

Using these settings:

 

post-237718-0-21429200-1454964580_thumb.jpg

 

post-237718-0-56528000-1454965346_thumb.jpg

 

The bit I've circled in red every one should all be zeroed (as in 7f), whereas the skill level circled in blue should be reduced on toggled skill by the amount set in the slider.

 

What happens at the moment is that it's the other way round, anything not toggled doesn't get zeroed ( I suspect that maybe we're using the terms skill point and xp the opposite way round).

 

Another minor issue possibly, I tried Winterhold this time and surrendered to a guard, I'd be surprised if a guard could make it all the way down to the prison bearing in mind there are snow wolves and sometime snow bears (not to mention Fort Karstav). I haven't tried it but do the bonds and gag unequip when the guard dies?

 

Thanks for all your work, nearly there now

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Remember the skills not checked will not be touched.

So in your example if you want Smithing to be modded, you have to check it in the MCM.

Next, if you want everything in smithing modded i.e. the slidebar AND the 19 number in your example, leave the 'Mod The Skill XP Only' unchecked.

In the other hand, if you want just the slidebar (XP) modded, check the 'Mod The Skill XP Only' toggle.

 

If your captor dies,

If a PO BH the next guy will take over, when all dead - the POP restraints will be removed, DD will not.

If guard same thing - the POP restraints will be removed, DD will not.

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Remember the skills not checked will not be touched.

 

So in your example if you want Smithing to be modded, you have to check it in the MCM.

 

Next, if you want everything in smithing modded i.e. the slidebar AND the 19 number in your example, leave the 'Mod The Skill XP Only' unchecked.

 

In the other hand, if you want just the slidebar (XP) modded, check the 'Mod The Skill XP Only' toggle.

 

Hmm, it doesn't really change from what was before, in that if you apply all the toggles and leave "Mod The Skill XP Only" unchecked.

 

I did check with it toggled but then it just zeroed the level xp (red circle) but didn't touch the skill level itself (blue circle)

 

I was rather hoping to have it the other way round because as I mentioned in an earlier post that would make sense immersion wise. While languishing in a cell all the level xp would be lost across all skills but ones which could be surreptitiously practised would at least maintain their level. To put it into context, if I was incarcerated in rl for a time I would lose my day to day experience in say my job skills but the base experience would remain providing I can keep in some basic practice, but without practice would begin to degrade also

 

I'm pushing my luck here I know, but would it be easy to just have two set of toggles one for level xp and on for skill points for each skill, then that would cover all possible combinations, or another toggle to "Mod all Skill XP"

 

I'm sorry, you must really hate me for this, and I don't blame you

 

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Ok, POP 8 Zeta is up for grabs.

 

This one has a menu for each skill, so among all the possible combos one should fit your criteria.

 

The choices for each skill are,

  • Nope - the skill will not be touched in any way.
  • XP Only - well ... only the experience points (XP) will be modded.
  • Points Only - only the skill points will be modded.
  • Both - All will be modded.

So to mod all the skills XP to 0, you would select 'XP Only' for all. But if you want Smithing to also loose SP you would set that to 'Both'.

 

Would have been easier to have a toggle to set all XP to 0 all across the board, like you said - but I like complicated - so there you go. :P

 

And no I do not hate this, and I wouldn't be doing it, if I did not like it. ^_^

If not for RL, I'd be doing this all day. ;)

 

xazPrisonOverhaul_V033 Patch 8 Zeta.7z

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