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[LE] Custom Skill Trees Workarounds


Altarya

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Hello there forums,

 

I'm Altarya, and I'm somewhat new to the inner workings of skyrim modding so this might come across as a stupid question. But I'll ask anyways.

 

So recently i finished a small simple rework of an existing Firearms skill tree mod and released as this: https://www.nexusmods.com/skyrim/mods/96743/?

But after i did so i started to wonder if it would be possible to go even further, having to place one of the existing skill trees is a pain on compatibility with other skill mods so i was wondering if it'd be possible to go all the way and make a brand new skill. I'm aware that skills and other AVs are completely hardcoded into the game, and that the only way to make something that works like a skill tree is using Chesko's inWorld object skill tree, which is neat and i've been thinking of making a skill for Gunsmithing using that.

 

But as for a skill that governs damage and whatnot i have next to no clue at how to approach it.

So my questions are:
1 - Is it possible to make weapons advance one of the unused AVs?

2 - If not, is possible to detect with what keywords an actor was killed?(So that i can use the bullet keywords to advance the skill)

3 - Is it possible for thee other way of tracking the skill make the player level up?

4 - Is it possible to exchange perk points between the phantom skill and the game's actual perk points? (So that you can use vanilla perk points in the phantom skills and vice versa)

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4 - idk what is Phantom Skill

but "Actual Perk points" you can add or remove by "ModPerkPoints"

 

for example

Game.ModPerkPoints(3) ; add player 3 Perk Points

Game.ModPerkPoints(-3) ; remove player 3 Perk Points

 

3 - yes, by scripts you can add skill from anything you want lel

 

1/2 - if this is bullet im not sure but you can try with OnHit function and HasKeyword function

 

HasKeyword:

https://www.creationkit.com/fallout4/index.php?title=HasKeyword_-_Form

 

OnHit:

https://www.creationkit.com/index.php?title=OnHit_-_ObjectReference

Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \
bool abBashAttack, bool abHitBlocked)

 

can't start my CK now but im almost 100% sure u can add keyword to Projectile :x

 

 

Sry 4 my potato English ^_^ !

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4 - idk what is Phantom Skill

but "Actual Perk points" you can add or remove by "ModPerkPoints"

 

for example

Game.ModPerkPoints(3) ; add player 3 Perk Points

Game.ModPerkPoints(-3) ; remove player 3 Perk Points

 

3 - yes, by scripts you can add skill from anything you want lel

 

1/2 - if this is bullet im not sure but you can try with OnHit function and HasKeyword function

 

HasKeyword:

https://www.creationkit.com/fallout4/index.php?title=HasKeyword_-_Form

 

OnHit:

https://www.creationkit.com/index.php?title=OnHit_-_ObjectReference

Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \

bool abBashAttack, bool abHitBlocked)

 

can't start my CK now but im almost 100% sure u can add keyword to Projectile :x

 

 

Sry 4 my potato English ^_^ !

Thanks! I'll take a look.

 

By Phantom skill, i meant the other ways the Firearms skill will be tracked(Hidden spell, quest, etc...) and its subsequent way of keeping its own "perk points", but i see its very easy to convert between them.

 

1 Player clicks on "Exchange Firearms perk points to Normal"

 

Game.ModPerkPoints(x) - > where X is the amount of perk points in the Firearms skill

 

2 Player clicks on "Exchange Vanilla points to Firearms Perk Points"

 

Game.ModPerkPoints(-y) - > Where y is the amount of vanilla perk points the player has(that i assume i can i request with SKSE).

 

As for leveling up the player, would i need to make them level up one of the vanilla skills or does the game have a playerExperince AV/other variable?

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