i thought the level of the attribute increased the ease of leveling the skills?Magicono43 wrote: ↑Sun Jan 16, 2022 2:29 amThe governing attribute does not do anything, so would not really matter.
[MOD] Language Skills Overhaul
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Re: [MOD] Language Skills Overhaul
- Magicono43
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Re: [MOD] Language Skills Overhaul
Nope, we debunked that probably like 2 years back in some other thread. In both the vanilla game and DFU the governing attributes do literally nothing in the code atm.Regnier wrote: ↑Sun Jan 16, 2022 3:39 ami thought the level of the attribute increased the ease of leveling the skills?Magicono43 wrote: ↑Sun Jan 16, 2022 2:29 amThe governing attribute does not do anything, so would not really matter.
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Re: [MOD] Language Skills Overhaul
they do nothing to the skills you mean, right? oh i didnt know...does that count as something not to be fixed in DFU and will need to be modded?Magicono43 wrote: ↑Sun Jan 16, 2022 4:54 amNope, we debunked that probably like 2 years back in some other thread. In both the vanilla game and DFU the governing attributes do literally nothing in the code atm.Regnier wrote: ↑Sun Jan 16, 2022 3:39 ami thought the level of the attribute increased the ease of leveling the skills?Magicono43 wrote: ↑Sun Jan 16, 2022 2:29 am
The governing attribute does not do anything, so would not really matter.
- Magicono43
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Re: [MOD] Language Skills Overhaul
Likely just an unfinished feature among many others in the original game. It can be done fairly easily as I have done in my own fork, but currently not (easily) moddable due to the skill scripts being not very accessible to outside calls and overrides.
- Arneb
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Re: [MOD] Language Skills Overhaul
First, I have to say that this mode is great, finally giving usefulness to language skills, plus Etiquette and Streetwise to the point that they are now maybe a bit OP.
Anyway, playing with Limited Gold Shops make NPC having no gold to trade, even when they actually have gold in their inventory. The only choice left is to buy from them. Is a fix planned for the future? Is maybe something Limited Gold Shop author should address?
Anyway, playing with Limited Gold Shops make NPC having no gold to trade, even when they actually have gold in their inventory. The only choice left is to buy from them. Is a fix planned for the future? Is maybe something Limited Gold Shop author should address?
- Macadaynu
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Re: [MOD] Language Skills Overhaul
Hi glad to hear you're enjoying the mod,Arneb wrote: ↑Sat Feb 05, 2022 5:07 pm First, I have to say that this mode is great, finally giving usefulness to language skills, plus Etiquette and Streetwise to the point that they are now maybe a bit OP.
Anyway, playing with Limited Gold Shops make NPC having no gold to trade, even when they actually have gold in their inventory. The only choice left is to buy from them. Is a fix planned for the future? Is maybe something Limited Gold Shop author should address?
I won't have much free modding time for the foreseeable, so won't be able to look at this for a while I'm afraid
- Arneb
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Re: [MOD] Language Skills Overhaul
Yep, I think I understand. No problem, and thank you for this already great mod.
- DunnyOfPenwick
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Re: [MOD] Language Skills Overhaul
You mentioned earlier that you used EnemyMotor to trigger the follow logic, but there are very few public bits available in EnemyMotor. I assume you are using MakeEnemyHostileToAttacker()?
- Macadaynu
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Re: [MOD] Language Skills Overhaul
Hi you can check out the code on my GitHub here: https://github.com/Macadaynu/dfunity-mo ... s-overhaulDunnyOfPenwick wrote: ↑Fri Feb 11, 2022 1:32 am You mentioned earlier that you used EnemyMotor to trigger the follow logic, but there are very few public bits available in EnemyMotor. I assume you are using MakeEnemyHostileToAttacker()?
The EnemyFollower.cs class is probably what you'll be most interested in
- DunnyOfPenwick
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Re: [MOD] Language Skills Overhaul
Thanks. I've been working on PC follow logic for my Create Atronach mod and upcoming Reanimate necromancy mod and this should help.