Difference between revisions of "Extra Skills (MenuQue)"

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* First make sure the feature is enabled in the ini and make sure you have the latest version of AddActorValues installed.
* First make sure the feature is enabled in the ini and make sure you have the latest version of AddActorValues installed.
* Before you can make a new skill you need to create a new actor values. Refer to AddActorValues' documentation on how this is done if you are not familiar with it.
* Before you can make a new skill you need to create a new actor values. Refer to AddActorValues' documentation on how this is done if you are not familiar with it.
** The icon & actor value type aren't important, only that it's a '''dynamic''' actor value.
** Make sure '''Group''' is set to "Skill" and that '''AV Code''' is set to "Dynamic".
** Close the actor values dialog before continuing to ensure everything is updated properly.
* Now that we have an actor value we go to the skills dialog. You may notice the slightly altered layout, this was needed to accomodate the new and future dialog controls.
* Now that we have an actor value we go to the skills dialog. You may notice the slightly altered layout, this was needed to accomodate the new and future dialog controls.
* You will be able to right click in the skills list and select new, duplicate or delete. Select new and watch the magic.
* You will be able to right click in the skills list and select new, duplicate or delete. Select new and watch the magic.
* Your new skill will now appear in the list and you can select & edit it like any other skill. All that remains is glueing your new actor value to this new skill by selecting it in the combobox.
* Your new skill will now appear in the list and you can select & edit it like any other skill. All that remains is glueing your new actor value to this new skill form by selecting it in the combobox.
* At this point the new (skill) actor value should show up in the books & npc training dialog and can be selected like normal.
* Now save your mod and load it up. If everything went well then you should be able to see your new skill in the stats menu.  
* Now save your mod and load it up. If everything went well then you should be able to see your new skill in the stats menu.  


Now that it is shown in the UI you'll probably notice its values are all at 0. This is because the skill's actor value is 0 and from here on all interactions go through the new actor value, or rather, its dynamic code. For this we can use a small trick to simplify things. Lets assume we have a new actor value called "Enchant" with an editorID of "EnchantAV" and a formID of XY005F40 (random example). Now, the dynamic code is the same as the formID but since that itself is loadorder specific it cannot be used directly in scripts with the various ''''C'''' commands. And due to hardcoded limitations the name (or editorID) cannot be used either.
Now that it is shown in the UI you'll probably notice its values are all at 0. This is because the skill's actor value is 0 and from here on all interactions go through the new actor value, or rather, its dynamic code. For this we can use a small trick to simplify things. Lets assume we have a new actor value called "Enchant" with an editorID of "EnchantAVToken" and a formID of XY005F40 (random example). Now, the dynamic code is the same as the formID but since that itself is loadorder specific it cannot be used directly in scripts with the various ''''C'''' commands. And due to hardcoded limitations the name (or editorID) cannot be used either.
<pre>
<pre>
  ; Create a global called EnchantC
  ; Create a global called EnchantC
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  ; put this code somewhere and run it once per session
  ; put this code somewhere and run it once per session
  if GetGameLoaded || GetGameRestarted
  if GetGameLoaded || GetGameRestarted
     Set EnchantC to GetSkillCode EnchantAV ; Only use the return value with 'SkillC' commands
     Set EnchantC to GetSkillCode EnchantAVToken
  endif
  endif
  ...
  ...
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  TriggerPlayerSkillUseC EnchantC 0 1 ; triggers one skill use for the first use value
  TriggerPlayerSkillUseC EnchantC 0 1 ; triggers one skill use for the first use value
  TriggerPlayerSkillUseC EnchantC 1 5 ; triggers five skill uses for the second use value
  TriggerPlayerSkillUseC EnchantC 1 5 ; triggers five skill uses for the second use value
SetSkillSpecializationF EnchantAV 1 ; these 'F' commands accept an AVToken instead of an actor value or code
  ...
  ...
  player.SetAVC EnchantC 20 ; !!! THIS IS NOT SUPPORTED AND IS A VERY BAD IDEA
  player.SetAVC EnchantC 20 ; As of version 12 this is now supported!!
</pre>
</pre>


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== Notes ==
== Notes ==
* If any of the steps above weren't possible or crashed the game please visit the forum thread for more info.
* If any of the steps above weren't possible or crashed the game please visit the forum thread for more info.
* There is a maximum of 54 extra skills that can be loaded at one point.
* A new (skill) actor value can be used for books & npc training before it is tied to a skill form but it won't be saved in the file unless a skill uses it.  
* At the moment the new skills cannot be used for things like a book's teaching skill or a character's training skill. In the future these things will be possible, albeit ingame only.
* Mods that include new skills are completely safe to load/use without MenuQue. Ofcourse loading and saving a mod without MenuQue will flush the skill from the file.
* Mods that include new skills are completely safe to load/use without MenuQue. Ofcourse loading and saving a mod without MenuQue will flush the skill from the file.
* The user may choose to disable the creating and loading of extra skills.
* The user may choose to disable the creating and loading of extra skills.


[[Category:MenuQue]]
[[Category:MenuQue]]

Latest revision as of 09:39, 23 March 2013

Using Extra Skills with MenuQue[edit | edit source]

MenuQue provides the ability to use new actor values from the AddActorValues plugin to be used as actual skills. It will integrate them into the UI and extend the skill experience system. At the moment it is still considered beta due to the limited amount of testing.

A quick run down of how to add an extra skill:

  • First make sure the feature is enabled in the ini and make sure you have the latest version of AddActorValues installed.
  • Before you can make a new skill you need to create a new actor values. Refer to AddActorValues' documentation on how this is done if you are not familiar with it.
    • Make sure Group is set to "Skill" and that AV Code is set to "Dynamic".
    • Close the actor values dialog before continuing to ensure everything is updated properly.
  • Now that we have an actor value we go to the skills dialog. You may notice the slightly altered layout, this was needed to accomodate the new and future dialog controls.
  • You will be able to right click in the skills list and select new, duplicate or delete. Select new and watch the magic.
  • Your new skill will now appear in the list and you can select & edit it like any other skill. All that remains is glueing your new actor value to this new skill form by selecting it in the combobox.
  • At this point the new (skill) actor value should show up in the books & npc training dialog and can be selected like normal.
  • Now save your mod and load it up. If everything went well then you should be able to see your new skill in the stats menu.

Now that it is shown in the UI you'll probably notice its values are all at 0. This is because the skill's actor value is 0 and from here on all interactions go through the new actor value, or rather, its dynamic code. For this we can use a small trick to simplify things. Lets assume we have a new actor value called "Enchant" with an editorID of "EnchantAVToken" and a formID of XY005F40 (random example). Now, the dynamic code is the same as the formID but since that itself is loadorder specific it cannot be used directly in scripts with the various 'C' commands. And due to hardcoded limitations the name (or editorID) cannot be used either.

 ; Create a global called EnchantC
 ...
 ; put this code somewhere and run it once per session
 if GetGameLoaded || GetGameRestarted
    Set EnchantC to GetSkillCode EnchantAVToken
 endif
 ...
 ; various skill experience commands
 TriggerPlayerSkillUseC EnchantC 0 1 ; triggers one skill use for the first use value
 TriggerPlayerSkillUseC EnchantC 1 5 ; triggers five skill uses for the second use value
 ...
 player.SetAVC EnchantC 20 ; As of version 12 this is now supported!!

More information will be added in the future. For now this should be enough to start using and testing the system.

Notes[edit | edit source]

  • If any of the steps above weren't possible or crashed the game please visit the forum thread for more info.
  • A new (skill) actor value can be used for books & npc training before it is tied to a skill form but it won't be saved in the file unless a skill uses it.
  • Mods that include new skills are completely safe to load/use without MenuQue. Ofcourse loading and saving a mod without MenuQue will flush the skill from the file.
  • The user may choose to disable the creating and loading of extra skills.