unleveled training cost?
Posted: Fri Dec 03, 2021 12:06 pm
I'd like to make a mod to make training cost not scale with player level, however...
...I don't see how I can mod this function without changing the sourcecode itself. I know there are unscaled mods for loots, dungeons and spells, I'd like to know how they work and see if their solution can be applied here as well. Help?
UPDATE: I've found "Unleveled Spells"' source code, I understand the modder replaced all the effects using a specific Daggerfall's function. I don't think the same is possible with training. Do you know how other mods did it?
UPDATE2: I've found "public static void RegisterCustomUIWindow(UIWindowType windowType, Type windowClassType)", this would let me replace/override the whole training window, though it seems a bit too much to me
Code: Select all
public virtual int GetTrainingPrice()
{
int costPerLev = IsMember() ? memberTrainingCost : nonMemberTrainingCost;
return costPerLev * GameManager.Instance.PlayerEntity.Level;
}
UPDATE: I've found "Unleveled Spells"' source code, I understand the modder replaced all the effects using a specific Daggerfall's function. I don't think the same is possible with training. Do you know how other mods did it?
UPDATE2: I've found "public static void RegisterCustomUIWindow(UIWindowType windowType, Type windowClassType)", this would let me replace/override the whole training window, though it seems a bit too much to me