decided to make some force powers, 3 for each skill to increase said skill slightly,all of them work except the computer use ones,even copy pasted and changed the 2 variables in this script,changing the include to something different works also,this is what i have 
 
 {
 SWFP_HARMFUL = FALSE;
 int nBonus = 5;
 effect eLink3, eLink4; 
 float fDuration = Sp_CalcDuration( 300.0 );
 eLink3 = EffectLinkEffects(eLink3, EffectSkillIncrease(SKILL_COMPUTER_USE, nBonus));
 eLink3 = SetEffectIcon(eLink3, 130 );
 eLink4 = EffectVisualEffect(VFX_PRO_FORCE_ARMOR);
 eLink4 = EffectLinkEffects(eLink4, EffectVisualEffect(VFX_PRO_FORCE_SHIELD));
 int nCnt = 0;
 
 object oParty;
 if(IsObjectPartyMember(OBJECT_SELF))
 {
 oParty = GetPartyMemberByIndex(nCnt);
 }
 else
 {
 oParty = OBJECT_SELF;
 }
 
 while(nCnt < 3)
 {
 if( GetIsObjectValid(oParty) )
 {
 SignalEvent(oParty, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL));
 
 Sp_RemoveRelatedPowers( oParty, GetSpellId() );
 
 if( !Sp_BetterRelatedPowerExists( oParty, GetSpellId() ) ) {
 ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink3, oParty, fDuration);
 ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink4, OBJECT_SELF, 1.0);
 }
 }
 nCnt++;
 if(IsObjectPartyMember(OBJECT_SELF))
 {
 oParty = GetPartyMemberByIndex(nCnt);
 }
 else
 {
 oParty = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_FRIEND, OBJECT_SELF, nCnt);
 }
 }
 }
 
 
 and that above include is in this file
 
 #include "jd_force_include"
 
 void main()
 {
 switch (GetSpellId())
 {
 case 282: //Experimental Shield
 
 #include "jd_shield_01"
 
 break;
 
 case 283://Sun Beam
 
 #include "jd_sun"
 
 break;
 
 case 284://Improved Sun Beam
 
 #include "jd_imp_sun"
 
 break;
 
 case 285://Master Sun Beam
 
 #include "jd_mstr_sun"
 
 break;
 
 case 286://Pull
 
 #include "jd_pull"
 
 break;
 
 case 287://Improved Pull
 
 #include "jd_imp_pull"
 
 break;
 
 case 288://Master Pull
 
 #include "jd_mstr_pull"
 
 break;
 
 case 289://Chain Lightning
 
 #include "jd_chain"
 
 break;
 
 case 290://Improved Chain Lightning
 
 #include "jd_imp_chain"
 
 break;
 
 case 291://Master Chain Lightning
 
 #include "jd_mstr_chain"
 
 break;
 
 case 292://Dust Devil
 
 #include "jd_dust_devil"
 
 break;
 
 case 293://Tornado
 
 #include "jd_tornado"
 
 break;
 
 case 294://Huricane
 
 #include "jd_huricane"
 
 break;
 
 case 295: //Preperation
 
 ExecuteScript("jd_prep", OBJECT_SELF);
 
 break;
 
 case 297: //Repair Droid
 
 #include "jd_droid"
 
 break;
 
 case 298: //Improved Repair Droid
 
 #include "jd_imp_droid"
 
 break;
 
 case 299: //Master Repair Droid
 
 #include "jd_mstr_droid"
 
 break;
 
 case 300: //demolitions
 
 #include "jd_demolitions"
 
 break;
 
 case 301: //Improved demolitions
 
 #include "jd_imp_demo"
 
 break;
 
 case 302: //Master demolitions
 
 #include "jd_mstr_demo"
 
 break;
 
 case 303: //awareness
 
 #include "jd_aware"
 
 break;
 
 case 304: //Improved awareness
 
 #include "jd_aware_imp"
 
 break;
 
 case 305: //Master awareness
 
 #include "jd_aware_mstr"
 
 break;
 
 case 306: //computer use
 
 #include "jd_comp"
 
 break;
 
 case 307: //Improved computer use
 
 #include "jd_comp_imp"
 
 break;
 
 case 308: //Master computer use
 
 #include "jd_comp_mstr"
 
 break;
 
 case 309: //persuade
 
 #include "jd_pers"
 
 break;
 
 case 310: //Improved persuade
 
 #include "jd_pers_imp"
 
 break;
 
 case 311: //Master persuade
 
 #include "jd_pers_mstr"
 
 break;
 
 case 312: //repair
 
 #include "jd_repair"
 
 break;
 
 case 313: //Improved repair
 
 #include "jd_repair_imp"
 
 break;
 
 case 314: //Master repair
 
 #include "jd_repair_mstr"
 
 break;
 
 case 315: //security
 
 #include "jd_secure"
 
 break;
 
 case 316: //Improved security
 
 #include "jd_secure_imp"
 
 break;
 
 case 317: //Master security
 
 #include "jd_secure_mstr"
 
 break;
 
 case 318: //stealth
 
 #include "jd_stealth"
 
 break;
 
 case 319: //Improved stealth
 
 #include "jd_stealth_imp"
 
 break;
 
 case 320: //Master stealth
 
 #include "jd_stealth_mstr"
 
 break;
 
 case 321: //treat injury
 
 #include "jd_treat_inj"
 
 break;
 
 case 322: //Improved treat injury
 
 #include "jd_treat_inj_imp"
 
 break;
 
 case 323: //Master treat injury
 
 #include "jd_treat_inj_mstr"
 
 break;
 }
 }
 
 
 is that a known problem or something?cause my files and 2da are all looking good
  
 
  
  
    i made it work,for some reason the game doesnt see the scripting of SKILL_COMPUTER_USE with EffectSkillIncrease() function,to make it work add another line in skills.2da and set it to be line 0,then change ur scripts to numbers instead of SKILL_ ect,matching the numbers to the line numbers of skills.2da,only drawback is that the game reads line 0 and displays it in the skills screen.i simply typed in some overview of skills for it,and made an icon.