[MOD] Skill Books
- Ralzar
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Re: [MOD] Skill Books
v1.0.4 released. Should fix any bugs with Tomes Of Arcane Knowledge
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Re: [MOD] Skill Books
There seems to be a small overlook, when the skill is too high and the starting books can't teach you anymore, it still says "this book is too advanced for you". Maybe it'd be better with a different message like "There's nothing more you can learn from this book".
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [MOD] Skill Books
Huh, yeah that seems like a bit of an oversight on my partfruitsnack wrote: ↑Fri Oct 29, 2021 7:16 am There seems to be a small overlook, when the skill is too high and the starting books can't teach you anymore, it still says "this book is too advanced for you". Maybe it'd be better with a different message like "There's nothing more you can learn from this book".
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [MOD] Skill Books
v1.0.5
-Bug fix for reading too basic books.
-Bug fix for reading too basic books.
- Ralzar
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- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
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Re: [MOD] Skill Books
Could books and tomes be made to act like equipped enchanted items?
Mostly for magelike characters, they carry a holy tome in a dungeon to make their spells stronger or cost less. The item deteriorates quickly from use. Or it could be equipped when carrying a staff, like a classic mage
or, carrying a book about ingredients increases your drop chances, mimicking being able to spot them thanks to the reference manual you have.
And of course carrying a language book increases language skills passively for a short time. If you are going through a giant stronghold as a pacifist or w/e having a Giants dictionary handy is really nice
Maybe this is redundant
Mostly for magelike characters, they carry a holy tome in a dungeon to make their spells stronger or cost less. The item deteriorates quickly from use. Or it could be equipped when carrying a staff, like a classic mage
or, carrying a book about ingredients increases your drop chances, mimicking being able to spot them thanks to the reference manual you have.
And of course carrying a language book increases language skills passively for a short time. If you are going through a giant stronghold as a pacifist or w/e having a Giants dictionary handy is really nice
Maybe this is redundant
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [MOD] Skill Books
Hm. That is outside this mods scope, but I like the idea. I actually did this mechanic allready for my Skulduggery mod: When you get access to the Thieves Guild fence, he sells you thief equipment that you equip in the jewelry slots. While equipped, they give you skill buffs like lockpicks giving a buff to lockpicking skill etc.
Something I considered back when I did this mod was scrolls. Which would be some kind of short term knowledge item. Thing is, that would be a mage thing and the game is allready so filled with content for mages while so under developed for everyone else I never went any further with it
If anything scrolls might have been for some major magic overhaul where you would need to find/buy scrolls to create/learn spells. Instead of just being free to buy whatever you want from the mages guild.
Something I considered back when I did this mod was scrolls. Which would be some kind of short term knowledge item. Thing is, that would be a mage thing and the game is allready so filled with content for mages while so under developed for everyone else I never went any further with it
If anything scrolls might have been for some major magic overhaul where you would need to find/buy scrolls to create/learn spells. Instead of just being free to buy whatever you want from the mages guild.