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Want to create a leveling/cap mod


Peter ID
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I have posted this question on Bethesda Forums and it was suggested I ask here also. While I wait for any suggestions, I am looking at the tutorials here to see if an answer can be foud.

First, I never made a mod in my life and only looked at a mod in TES4Edit (not understanding 80% of what I see).

With that said, there is a great mod called ROM (Revised Oblivion Mod) that has a great feature. It caps you minor skills at 50 and only allows you to max the major skills. I think that is a great feature and I am unable to find a mod that does this.

Since ROM creator Underground09 has given permission for the community to work with his mod and even posted the scripts for the Mod,

Quote from his thread:

"Actually, I have some news: it seems I might be traveling abroad for my work soon, and I will be unable to access my work. I don't even expect to have regular access to a computer at this point, but that might change. In the worst case scenario, at least mods are always open source to the community, so I would not forbid anyone expanding or doing with ROM what they please. I will keep you posted! "

I figure to give a shot at taking the leveling feature into a new mod to use in my game without the complete ROM mod, which requires OOO, and I would rather not use OOO anymore, want to try something else. I just don't know how best to go about it.

I have some programming experience so first thought comes to mind is strip everything but the leveling and use that. But I do not know how or what to strip that will not break the leveling feature.

Next would be a clean mod with just the leveling added but I do not know what it is that I would need to copy/create to do that.

I have read the modding tutorials but they do not deal with what I want to do, or at least I do not see the relation if there is one. I have looked at mods that revise birthsigns or provide alternate start but so far can't grasp how that would relate to what I want to do.

If anything I figure this leveling mod would have to run after exiting the sewers and be running all the time to check if a skill is advanced. At least that is my understandiong of the script ROM has for this.

I do not want to take up anyone's time for an in depth explanation of how to do this (unless they are so inclined ). I would be grateful for just some input on the following:

Is there a mod that I can look at that does this already?

Is there a mod I can look at that would be a great example for creating this leveling mod based on ROM?

Is there a tutorial that deals with the process I would need to create this mod specifically?

Any feedback would be greatly appreciated. Who knows, if this works out perhaps I can go further and make ROM modular, as it has some nice features that could be used in any game. Even remove the OOO requirement.

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My guess is that a quest is running that is checking the players skills and adjusting them on the fly.

But without seening the scripts, and not being familiar with the mod, it would be difficult to say more.

Do you know if it requires OBSE?

I am not familiar with script commands that will let you know what skills are major or minor.

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Yes, it requires OBSE. The mod download has a download for the scripts, so I can get that. I agree that it must be a quest that runs all the time, at least from my limited understanding. Now I just need to figure out how to create a plugin that just runs a quest with this script which if everything is simple, is all that is needed for this to work. Well, and figure out how to only activate this AFTER character creation, which means after leaving the tutorial dungeon. I think this would need to be a similar process as AF Leveling mod which activates after leaving seweres.

So based in your response, I need to find a tutotial for a simple quest mod that runs all the time after it is activated. Makes sense? Then I need to figure how to attach this script and if it is all that is needed. Oh, and I am sure there is more.

SInce I would be using an existing working script, the hard part is done, yes?

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If you have the mod that already has the quest, and you know what the quest name is, then you can simply copy it to a new plugin (esp).

1. Open the mod you want stuff from. Do not set it as active.

2. 'Rename' all the objects you want in your own mod. That would be the quest and the scripts. And other objects which you would need to research what they are, most likely.

3. Save your 'new' plugin mod with a new name. It will now contain all the objects that you renamed from the other plugin. And nothing else.

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If you have the mod that already has the quest, and you know what the quest name is, then you can simply copy it to a new plugin (esp).

1. Open the mod you want stuff from. Do not set it as active.

2. 'Rename' all the objects you want in your own mod. That would be the quest and the scripts. And other objects which you would need to research what they are, most likely.

3. Save your 'new' plugin mod with a new name. It will now contain all the objects that you renamed from the other plugin. And nothing else.

Sound simple enough, I will give it a try. Just need to find the right records :evil:

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