There was an original 3. point, Unleveled Spells but I am now tackling via a mod of the same name.
I'd also like to do something to implement some more of the ideas discussed in this thread.
One of the steps could be a mod that does the following.
1. New maxima for attributes
This one should be achievable by doing something related to the FormulaHelper class's MaxStatValue() method. It suggests that there should be a possibility to register overrides somehow. Will be looking at it some more when I get the time, but would appreciate it if someone could point me in the right direction.meritamas wrote: ↑Sat Jun 22, 2019 11:58 amBreton: STR -2 END +0 INT +2 WIL +2 SPEED +0 AGI -2
High Elf: STR -2 END -2 INT +2 WIL +2 SPEED +0 AGI +0
Wood Elf: STR -1 END -2 INT 0 WIL -1 SPEED +2 AGI +2
Dark Elf: STR +0 END -2 INT +1 WIL +0 SPEED +0 AGI +1
Redguard: STR +2 END +0 INT -2 WIL -2 SPEED +1 AGI +1
Nord: STR +2 END +2 INT -2 WIL +0 SPEED -1 AGI -1
Khajiit: STR -1 END +1 INT +0 WIL -2 SPEED +1 AGI +1
Argonian: STR -1 END +1 INT +1 WIL +0 SPEED -1 AGI +0
The table is to be interpreted in the following way.
-2 means that the given race has a base maximum of 80 defined for the given attribute. Likewise, -1 implies a maximum of 90, +0 a maximum of 100, +1 a maximum of 111 and +2 a maximum of +125. I tried to set the figures so that it be as well balanced as I could manage. I left out personality and luck so that each race has equal opportunity in these areas.
2. New maxima for skills
The most likely way to do this would be a reimplementation of the PlayerEntity class's RaiseSkills() method and probably some other things in FormulaHelper and other places RaiseSkills refers to. I am not sure if this could/should be done via writing a new method and registering it somewhere or by a clean reimplementation of the class (and registering that somewhere).meritamas wrote: ↑Sat Jun 22, 2019 11:58 am[...] the basic rule could be that a character of a given race can master a skill to the same maximum as the base maximum stated above for the attribute that governs the given skill + extra points enabled by the fact that the given skill is the character's primary skill etc. [...]:
+25 for Primary skills
+11 for Major skills
+0 for Minor skills
-20 for miscellaneous skills
The skill increase mechanism would also need fine-tuning. I think the amount of effort it takes to develop a given skill should be contingent not on current skill level, but on the difference between its maximum and current state.
I'd appreciate your thoughts on my approach. Please do let me know if you think something is bound to fail. Thanks.