Pravus Posted August 11, 2014 Share Posted August 11, 2014 I was playing around with the script in my "Trapping Books Mod" (http://theindiestone.com/forums/index.php/topic/9471-trapping-books-mod/) and I managed to throw together some new skill books for fun. For those who want to progress through their skill ranks faster or just want a larger library of collectable books: Additional Skill Books Mod New skill books have been created spanning from Beginner to Master for:TrappingAimingReloadingBladeBlunt They have all been added to the usual skill book spawn locations and should appear just like the vanilla skill books of the same level and rarity. Enjoy! v1.3Download:http://www.mediafire.com/download/cgfb4qfgawh8ahl/Additional+Skill+Books.rar For those of you who would like your skill books a little less bland, there is also: Alternate v1.3 with renamed skill books!http://www.mediafire.com/download/9ktye9x6rny47en/Additional+Skill+Books+%5BBooks+Renamed+Edition%5D.rar wsensor and Jatta Pake 2 Link to comment Share on other sites More sharing options...
Pravus Posted August 13, 2014 Author Share Posted August 13, 2014 * Updated to v1.2! Now includes books for both bladed and blunt weapon combat skills! * Updated to v1.3! Blade Skill books weren't working correctly (I overlooked a typo *blush*). All books should be 100% functional and properly distributed now. Link to comment Share on other sites More sharing options...
wsensor Posted August 13, 2014 Share Posted August 13, 2014 Might want to lower the max experience bonus for certain skills.IE: Give a smaller bonus to some skills. Sprinting, Lightfooted, Nimble, Sneaking. Actually it would be better if you gave an experience bonus based on shoes for these stats maybe make custom shoes and just do a check for if equipped and add an experience bonus based on that? Because other than sneaking I don't really see how bonus experience could be gained by reading lol... Link to comment Share on other sites More sharing options...
Pravus Posted August 14, 2014 Author Share Posted August 14, 2014 Might want to lower the max experience bonus for certain skills.IE: Give a smaller bonus to some skills. Sprinting, Lightfooted, Nimble, Sneaking. Actually it would be better if you gave an experience bonus based on shoes for these stats maybe make custom shoes and just do a check for if equipped and add an experience bonus based on that? Because other than sneaking I don't really see how bonus experience could be gained by reading lol... Well, currently none of those are included in the package for pretty much the very reason you already stated. I originally tried to script in sneaking because it legitimately sounded like something someone might study up on to me but the rest of them ...not so much, lol ("I'm going to the library to check out 'Advanced Nimble!' Be back in a bit." lol, yeah right!). There was an error in the script I originally wrote anyway that made the game crash if you tried to read a "sneaking skill book" so I simply removed the script instead of fretting over it. I think Aiming, Reloading, Blade, and Blunt are probably plenty additive as it is at this point. One thing I may experiment with, however, is the naming scheme of skill books. The currently implemented ones in the vanilla game have reasonably believable sounding titles even though they're just stating what level of skill they train. I can't much see a book existing in real life called "Blunt for Intermediates" or "Master Reloading" though (Unless maybe they were written to be "How To" manuals for drug dealers or something, lol). That said, if I feel like it and I get around to playing with the script again, I may try to write a version of the mod where all skill books have more realistic and interesting names but with the same effects as they currently grant. Link to comment Share on other sites More sharing options...
Pravus Posted August 27, 2014 Author Share Posted August 27, 2014 *update: added an alternative version of the mod that renames skill books (both new and old) with titles that are less generic and bland. Enjoy! Link to comment Share on other sites More sharing options...
syfy Posted September 3, 2014 Share Posted September 3, 2014 is this server/MP ready? Link to comment Share on other sites More sharing options...
Pravus Posted September 3, 2014 Author Share Posted September 3, 2014 is this server/MP ready? It should be. All the Lua scripting is handled server side so as far as I know it should work perfectly in a multiplayer environment provided both the server itself and all joining players have it installed. Link to comment Share on other sites More sharing options...
syfy Posted September 3, 2014 Share Posted September 3, 2014 is this server/MP ready? It should be. All the Lua scripting is handled server side so as far as I know it should work perfectly in a multiplayer environment provided both the server itself and all joining players have it installed. well, i don't know about others but so far i cannot get it to work for me. (though to be honest, the darn TC Admin panel i have to fight with has prevented every other mod i have tried in the past from working as well) Link to comment Share on other sites More sharing options...
syfy Posted September 3, 2014 Share Posted September 3, 2014 looking in the media/lua file, i don't see the "client" folder that most other mods have. only a "server" folder maybe this is preventing the mod from working in MP? Link to comment Share on other sites More sharing options...
Pravus Posted September 3, 2014 Author Share Posted September 3, 2014 looking in the media/lua file, i don't see the "client" folder that most other mods have. only a "server" folder maybe this is preventing the mod from working in MP? I doubt that's the root of the problem. Containing lua additions/changes only in the media/lua/server folder was what i was directly refering to in my previous statement that "All the Lua scripting is handled server side." As long as all parties involved have the mod installed correctly (meaning both the server and all the players who join) it should work. I'm pretty sure I remember reading a thread about this a little while ago in which someone asked what criteria made a mod multiplayer compatible and I'd almost swear they said the necessary elements were that if the mod had a server folder that all files had to be installed to the server's PZ and that if the mod author used any reference instances to a player in the mod script that hey needed to be "getSpecificPlayer()" instead of "getPlayer()" since the latter could technically reference any player currently connected to the server when triggered. I'll look around and see if I can find anythings else useful to you and I'll post a link in this thread. Link to comment Share on other sites More sharing options...
Vonholtz Posted September 14, 2014 Share Posted September 14, 2014 Pravus will this mod work with your RKF mod? And are you planing on adding it to the RKF mod? Link to comment Share on other sites More sharing options...
Pravus Posted September 15, 2014 Author Share Posted September 15, 2014 Pravus will this mod work with your RKF mod? And are you planing on adding it to the RKF mod? Yes this works with RKFmod just fine! In fact, I use the two together when I play sandbox games myself. I don't currently have any plans to integrate this into RKFmod fully. My last mod integration (my modified variant of RoboMat's Lockpicking Mod) has received some mixed reviews from players and I figure its easy enough for those who would enjoy both mods to simply download them seperately for now. Link to comment Share on other sites More sharing options...
Trazma Posted October 18, 2014 Share Posted October 18, 2014 any chance more books will be added to this mod with the recent 29.3 update? Link to comment Share on other sites More sharing options...
Probe1 Posted October 23, 2014 Share Posted October 23, 2014 Could you improve the UI handling of the books? Right now, there's three main problems with the mod. 1. It doesn't show up on the UI as a boosted skill.2. The book disappears after reading it.3. Identical books show 0/220 pages read even if you've already read it. There's no way to tell if you've read a book or not without keeping a notepad open. It'd be great if you could look into that. Link to comment Share on other sites More sharing options...
AnonPrime Posted November 29, 2014 Share Posted November 29, 2014 I decided that I would upload an updated version of the mod in the absence of Pravus. I can remove it if need be but uploading based off of the lack of a specific permission displayed on the original post. Updated for the new Build 30. Do not use this with older 29 builds, or at least don't read the First Aid book . I can upload a separate version for 29.4 if people would like. Changes- Added books for Foraging, Blunt Maintenance, Blunt Guard, Blade Maintenance, Blade Guard, and First Aid- Removed the Trapping books added by the mod as they are now present in the vanilla game The added books have been properly added to the distribution lists as well. Download link: http://db.tt/8H2OUTZo syfy and false_chicken 2 Link to comment Share on other sites More sharing options...
false_chicken Posted November 30, 2014 Share Posted November 30, 2014 I decided that I would upload an updated version of the mod in the absence of Pravus. I can remove it if need be but uploading based off of the lack of a specific permission displayed on the original post. Updated for the new Build 30. Do not use this with older 29 builds, or at least don't read the First Aid book . I can upload a separate version for 29.4 if people would like. Changes- Added books for Foraging, Blunt Maintenance, Blunt Guard, Blade Maintenance, Blade Guard, and First Aid- Removed the Trapping books added by the mod as they are now present in the vanilla game The added books have been properly added to the distribution lists as well. Download link: http://db.tt/8H2OUTZoAwesome! Funny thing is just last night I took this and used it as a base for adding a First Aid book. I removed references to everything else but my book but found that the First Aid books where the only ones that worked now. I seems like you need to define EVERY book in the ABM_XPSystem_SkillBook.lua. I assumed that since I was not overriding any game files it would just add my entry to the skill "table". That is apparently not true. I am interested in modding and would like any clarification anyone can offer on this.EDIT: Also I noticed your First Aid book only has 4 pages while book 2 has 260. Probably a typo. Also the foraging books teach trapping. Link to comment Share on other sites More sharing options...
AnonPrime Posted December 1, 2014 Share Posted December 1, 2014 Thanks for letting me know! I have updated the file, though the download link is the same. I had the pages set to 4 as a test to make sure it works (I'm impatient). Corrected the issue of the Foraging training the trapping skill too. The Skillbook array probably overwrites the entire vanilla array which is odd though likely why Pravus had them defined in the original mod. false_chicken 1 Link to comment Share on other sites More sharing options...
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