Talk:ModPCSkill
The syntax and example are confusing, as they use a stat instead of a skill. this should be corrected to either use a skill (which I'm guessing is correct) or reword the description to mention stats, not skills.
Tegid 20:12, 3 April 2006 (EDT): I have tested the ModPCSkill fairly thoroughly and am not just posting hearsay. Let me explain the steps I have been through for anyone who is curious.
First I read about the problems. Then I looked at the problem in Oblivion using the tdt command on the console. I Scroll Locked around until I got to the Player Character Skill Usage page which shows
Skill (LEVEL): advances NUM: usage X.XX/X.XX
On initial Character creation, most skills look like this
Block (5): advances 0: usage 0.00/2.89
These numbers depend on which skill and what race you are. Then I invoked the console again and typed ModPCSkill Block 1 After which the line read Block (6): advances 1: usage -2.89/3.80 I repeated with Blade using the AdvancePCSkill and the result was the same.
Once given the chance I watched the Blade skill as I used my bladed weapon on an enemy. The usage value incremented as it should for each hit (some characters it increments by 0.5 others as much as 1.25), but starting with the value of -2.89, not 0. So if it incremented by 0.5 it was going from -2.89/3.80 to -2.39/3.80. A new level is attained when it passes 3.80.
I have tested this with various mid-game saves on a single DELL Latitude D610 laptop with always the same result. This is a regularly reproducible bug which makes the ModPCSkill and AdvancePCSkill commands unusable in their current state.
I can confirm this problem as well, using ModPCSkill changes the skill but doesn't set skill progress forward to match. There's some discussion along similar lines on the ModActorValue page, it looks like the game tracks actor values in a few parts (base part, game part, magic part and script part). Does ModPCSkill behaves in the same way? Ie: are we setting only the script part of the skill with this call and not advancing the base value? That would explain what's going on since it's only script calls that cause this sort of unexpected behavior.--Halo112358 22:37, 3 April 2006 (EDT)
--Kkuhlmann 08:49, 4 April 2006 (EDT): This is a known issue. I believe that it is likely to be fixed in the upcoming patch.
This would explain why I'm not getting attribute modifiers from overflow skill points on levelling up. Thanks for your work peeps. —mmmpld 17:54, 6 April 2006 (EDT)
Patched version of issueEdit
If I'm reading the article correctly, in the patched verison of the game, if I have:
Block (5): advances 0: usage 1.30/2.89
and I use ModPCSkill or AdvancePCSkill, the result will be:
Block (6): advances 1: usage 0.00/3.80
Correct? Essentially this behavior would be exactly the same as if the player had advanced exactly the required number of uses to level up the skill. Whereas, what people seem to be expecting is:
Block (6): advances 1: usage 1.30/3.80
And the "workaround" of using SetActorValue would result in:
Block (6): advances 0: usage 1.30/2.89
Is my understanding of the patched behavior correct? The way it's written in the article could use some clarification. If my assumption is correct, then IMO the patched behavior is perfectly appropriate, since artificially leveling up a skill should only move it up to that level and not some fraction higher - ie to level 6 and not to level 6.34.--Puf the majic dragon 03:10, 4 November 2009 (EST)