Jump to content

How to: Making a new perk.


acidcrew

Recommended Posts

Hello,

 

So far i've been busy trying to get a new perk in the perk tree. I finally done it a few days ago and when i checked the forum again a few people asked how to do it. So i made a small quick "Guide" on how to do it. There will be (a few ) spelling faulths so i hope you can read past them. If you have anything to add or you think it's done easier then don't hesitate to let me know (all tips&tricks are welcome!).

 

So here i go!

 

Skyrim.

Creation Kit.

 

How to:

Make new perks.

Version 1.0

 

Made by Acidcrew.

 

---------------------------------------------------------------------------------------

 

Making new perks in the perk tree of Skyrim.

It's always difficult to find out for yourself how you do things in the creation kit.

The guide's that are online never really explain in the fullest detail how those things

are done. This guide will tell you what (almost) everything is and what it does.

 

First of all you should think about what your perk will be. It's a lot easier if you

already know exactly what you perk does. Down here are a couple of example's:

 

Example 1:

A perk that will increase my damage with one handers or specificly with 1 handed

axes.

 

Example 2:

A perk that will do fire damage after my player landed a critical hit.

 

Example 3:

Adding perks that will boost up my unarmed combat.

 

And so on, in this guide i will be focused on 1 handed weapon perks. This is not

becuse i dislike mage types in Skyrim. It's of the simple fact that i wanted to

involve unarmed and dagger ability's in the perk tree!

 

Alright so you have thought about an awsome perk you want to make. The question

now is: Is your perk a passive one or not? This means if your perk just increases

the speed, the damage or your critical hit change. If you want to make a perk that

does fire damage when you do a critical hit with a one handed mace then you'll

need to do a bit more then if you just want to increase the speed of that weapon.

 

They are a bit different from each other. So i'll begin explaining the "Passive"

perks first.

 

 

--------------------------------------------------------------------------------------

 

"Passive" perks:

 

First of all make your Object Window as large as possible. When you make perks

you'll not need the "Render" and the "Cell View" windows.

 

In the Object Window go to "Actors" and then to "Perk". You'll see a lot of

perks right now. Well you see all of the perk from the game!

 

Now Right click in the right window and click on "New". A new screen pops up

with a lot of things you can fill in or leave blanc.

 

Beginning at the left upper corner:

 

-ID: Fill here in an ID name. This could be anything but preferable something

that has to do with the perk. This will not be shown ingame.

(Example: Armsmen00, tells you straight away its the first rank of the armsmen perk.)

 

-Name: Here you can fill in the name of your perk. This name WILL be shown in the

perk tree. (Example: Armsmen.)

 

-Trait: I don't have a clue, but leave it unchecked.

-Playable: check it, if its unchecked you cant play it.

-Hidden: Unchecked, we do want to see it ingame.

 

-Level: Fill in "0" (zero)

-Ranks: fill in "1" (one). Even if your perk will have multiple ranks, just fill

in "1" (one).

 

-Perk Icon: Leave it grey.

-Perk Discription: Here you can fill in what your perk does. This will be shown

ingame so people will read your discription and decide based on that if they'll

spend (a) point(s) in it.

 

-Next perk: If your perk will have multiple ranks then this is the place where

you fill in your next rank. (example: Armsmen00 (rank1) is your current perk

you are making then in "Next perk" you will select "Armsmen20" (rank 2).

At this moment you're probably making your first perk, so in this case select

"NONE". When you made your second perk for a follow up rank on this one. Then go

back to this perk and select the following rank.

 

-Conditions: Pretty straight forwards, what does a player need to be able to

spend point(s) in this perk. (Example: Conditions are 40 skill in one handed

and the perk armsmen00).

 

Right click and select "New".

For setting the minium skill required:

Condition function: Select "GetBaseActorValue".

(You'lll see a bar right to it appear that says Agression.)

Click on the right bar next to the "GetBaseActorValue" and select the skill that

is required by your perk.

 

On the right side you'll see "Comparison" Change this to ">=". (This means that

the skill should be equal or bigger then"

On the right side you'll see "Value" change this number to the amount of skill

that will be required to unlock this perk.

Click on "OK".

 

If your perk is higher in the perk tree and so you want the player to

select other perks before being able to select this perk. Right click again

and select "New". Condition function in this case is "HasPerk" Select the perk

the player needs first and leave the rest of the options as they are.

 

-Perk Entries: This is the place that will tell the perk what ti will do.

(example: with armsmen00 it will be told here that the damage is increased

with 20% for one handers.)

 

Right click in "Perk Entries" and select "New".

Rank: fill in "1" (one).

Priority: fill in "0" (zero)

 

Then you can select either "Quest", "Ability" and "Entry Point".

For "Passive" perks you will select "Entry Point".

 

For Damage increase perk:

Select: "Mod attack Damage"

Function: "Multiply value"

Value = Value* = Here you can tell how much the damage will increase.

(For 20% it's 1.20, for 50% it's 1.50, for 50% less its 0.50 etc.)

 

Now that is done we still have oen field open in the perk entrie.

Conditions, this is like the other one in the perk screen.

"Perk Owner" Right click and select "new".

"Condition function" "HasPerk" You can select the perk you are now making

after its completed. So click ok on this screen and the next until your

back in the Object Window - Actors - Perk. From there dubble click your

perk and go to: perk entries - conditions. Click on the right bar beside's

condition function and select this perk. click on "OK"

 

Well you made a new perk now! Now it's time to put it in the perk tree!

Above your toolbar there is the standard windows bar with: File, view etc.

Select the one called "Character" and then ActorValues... On the left side

you can select the perk tree were you want your perk (Type = skill).

 

On the right side, near the middle, click on "Perk Tree". You see the perk tree

right now in a simple version. Right click and select "Add perk".

Select the perk you made (It will be in there under the ID anme not the ingame name.)

Now drag it to the place were you want it to be (drag point is the middle grey dot in

your perk). After you've put the perk in place you can "Link" the perk to others.

This is done by clicking on a Red dot of a previous perk and drag the arrow to yours.

To link your perk with a higher perk, click on a red dot of your perk and drag it

to the perk that you want to conect.

 

Congratz, you have made a new perk!

Link to comment
Share on other sites

Very nice guide dude! This was very helpful for creating my mod... Thank you very much!

 

Mind explaining how do we create a perk that does a special effect (like fire, ice or absorb health) on critical hits ?

 

 

Atm i can't find the specificts for activating a spell on critical hits, tho i do know the specifics for a chance to deal (for example:) fire damage.

Edited by acidcrew
Link to comment
Share on other sites

I'm probably being dense but when I create a new value (while following your guide) the box that should show the new ID name just says null and never changes... However If I go to change it stays as null...

 

Is this normal?

 

 

Can you Qoute the sentence from the guide what value you mean?

(There are multiple sections were the word "Value" is being used :D)

Edited by acidcrew
Link to comment
Share on other sites

  • 4 months later...
I want to make perks for my followers that they can only use once they get to certain levels, like they won't be able to use Custom Fit until level 12, for example. I have them set so they level up with me, but I don't want to give them a bunch of perks right off the bat so they are beasts. Any help?
Link to comment
Share on other sites

  • 1 month later...
  • 1 year later...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...