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Rapporter et oversættelsesproblem











░░░░░░░░─╤▂▃▃▄▄▄███████▄▃ MODS. COPY AND PASTE HIM ALL OVER THE
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░░░░░░░░─╤▂▃▃▄▄▄███████▄▃ MODS. COPY AND PASTE HIM ALL OVER THE
▂█▃▃▅▅███████████████████▅▅▅▃▂ WORKSHOP!
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░░░░░░░░─╤▂▃▃▄▄▄███████▄▃ MODS. COPY AND PASTE HIM ALL OVER THE
▂█▃▃▅▅███████████████████▅▅▅▃▂ WORKSHOP!
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░░░░░░░░─╤▂▃▃▄▄▄███████▄▃ MODS. COPY AND PASTE HIM ALL OVER THE
▂█▃▃▅▅███████████████████▅▅▅▃▂ WORKSHOP!
◥███████████████████████████████◤
░░░░░░░░─╤▂▃▃▄▄▄███████▄▃ MODS. COPY AND PASTE HIM ALL OVER THE
▂█▃▃▅▅███████████████████▅▅▅▃▂ WORKSHOP!
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it'd be nice (purely for consistency and aesthetics) if the alchemy mod also turned the skill level number green and skill increases went over 100 or if the smithing and enchanting mods (unsure about others as im not using them) didnt turn the skill level number green with skill increases not going over 100
While not an issue i find it odd that the alchemy mod, while doing more or less the same thing (just with a different perk tree), behaves differently to the smithing and enchantment mods.
not being a modder and having limited programming experience i was curious whether the alchemy mod is implemented in a slightly different way to those that turn the skill level number green?