#(OpenMW 0.49) Skill Uses Scaled
1 messages · Page 1 of 1 (latest)
Adding a thread here mostly in case anyone that plays with the mod wants to share any suggestions, ideas or problems 
VFLEx will take 90% of my time for the time being, but I'm giving SUS a bit of time here and there too, which should be enough for any issues or balance problems that crop up
Hey
continuing from our nexus thread. Thanks for the tip about checking the console, I hadn't thought to do that last time but I'll look at it next chance I get
You're welcome!
These are the settings you want, they're all the way down at the end.
Imo Verbose ON is better for seeing how much XP you're getting, and OFF is better for bugfixing since console messages don't expire
Looks very useful. I would look at my character skills directly to see the amount of xp I was getting. I'll try this
Remember the skill screen progress bar is "progress % to the next level"
Since XP required for levelup increases as you progress, the XP number you see will not match your skill's progress%
Showing XP directly is better though, as it will show the same number for all your characters and you can always be sure twice the XP means twice as fast, regardless of how high or low your skills are.
YESSSS
would you recommend to use this mod with BTB and BTBgised Tamriel Rebuild, if I use also More Exclusive Factions ?
I am asking if i will not level to slow or to fast ( as TR cca doubles content, but More exlusive factions also lowers it ( will propably play only 3 - 4 factions on one playthrough ) and BTB beside other things, changes vanilla xp values and many other GMST, and this mod propably counts with vanilla values
Does this include enchanting and alchemy?
Last I checked, neither
hey, I implemented similar features in NCGD thx to your ideas 🙂
Regarding your function to get the faced object, I noticed it gets inaccurate when looking up and down, because of the camera.viewportToWorldVector function, and I found an improvement using self.rotation:
local function getFacedObject()
local from = camera.getPosition()
local to = from + self.rotation:apply(util.vector3(0, 5000, 0))
local result = nearby.castRay(from, to, { ignore = self });
return result.hitObject
end
Say, does this mod work with custom skill caps?
When running out of ammo while shooting a projectile weapon I get this error (OMW 0.50):
[22:45:23.446 E] L@0x1[scripts/omw/mechanics/animationcontroller.lua] _onAnimationTextKey failed. Lua error: [string "scripts/skill_uses_scaled/func.lua"]:124: sol: no matching function call takes this number of arguments and the specified types
[22:45:23.446 E] stack traceback:
[22:45:23.446 E] [C]: in function 'record'
[22:45:23.446 E] [string "scripts/skill_uses_scaled/func.lua"]:124: in function 'get_weapon_damage'
[22:45:23.446 E] [string "scripts/skill_uses_scaled/func.lua"]:172: in function 'get_attack'
[22:45:23.446 E] [string "scripts/skill_uses_scaled/core.lua"]:13: in function <[string "scripts/skill_uses_scaled/core.lua"]:13>
[22:45:23.446 E] [string "scripts/omw/mechanics/animationcontroller.lua"]:26: in function <[string "scripts/omw/mechanics/animationcontroller.lua"]:22>
It only modifies XP gain, so yes it should
also yes I am 6 months late to that answer
Found and fixed, will go up with the next update sometime this month
I have some notes on possible ways to scale those two skills, but it's more likely they'll end up either being entirely separate mods or the sole purpose of an entire update sometime in the future
Enchanting, Alchemy, Armorer and Mercantile are skills that have a tendency to.. kinda require an entire rework to fix anything to any satisfactory degree
So I left them out of the initial release, otherwise SUS would never have gotten a release lol
Okay I'm a whole year and a half late to this one, but here goes the answer:
SUS should have no conflicts with BTB from what I can see, but aside from that I can't give advice for I'm not familiar enough with that mod to tell how it changes gameplay
All I remember is doing one run with it, still getting to ridiculous levels of money via stealing in a rather small amount of time, then eventually reaching the conclusion I didn't quite like the skyrim-style balancing approach of just removing everything from enchanters, and never running that mod again
As for overall leveling speeds, you can use both SUS and (if I'm not mistaken) Skills Evolution to globally modify leveling speeds.
SUS has three settings (global, per-use, scaling) that let you control how fast you level up and how much your leveling scales with what you do.
There's also options to enable/disable individual skills and to tweak each skill's multipliers to some degree.
so.. yeah, just do a run and then tweak it.
Afterwards, if you feel like it, you can share here your experience so others can learn. I put in defaults that seemed reasonable to me when compared to vanilla, and I completed a run with a character some time ago to confirm they were indeed sensible, but my defaults aren't perfect so there's surely room for improvement.
Both SUS and Skills Evolution work on top of any GMSTs you have, so they're not incompatible per-se.. I'd still advice paying attention to what you're modifying, just to be aware in case of two mods nerfing/buffing the same thing.