Jump to content

Recommended Posts

Posted

I can't find any variables in creation kit that control skill points, is there anything like that? If not, is there some other way to achieve what's stated in the title?

Posted

It will be under 'conditions' in the entry of the perk you want to modify. Something like 'GetBaseValue [skill point category] >= number'. Change the number, and I'm guessing that will make it selectable in the skill tree earlier in the game.

Posted
  On 7/6/2023 at 8:47 PM, adb3nj said:

It will be under 'conditions' in the entry of the perk you want to modify. Something like 'GetBaseValue [skill point category] >= number'. Change the number, and I'm guessing that will make it selectable in the skill tree earlier in the game.

 

I guess I didn't make it very clear. I don't want to make it so you need more endurance or perception to unlock a skill, I want to make it so you need to spend more skill points for a perk. So for example you would spend 1 perk point to upgrade endurance from 1 to 2, but you would spend 9 perk points to go from endurance 9 to endurance 10.

Posted

I don't think there's a way to do it directly in Creation Kit, but you could create dummy perk ranks, e.g. if you have an Animal Friend 1.1 rank between Animal Friend 1 and Animal Friend 2, it would take two perk points to get from 1 to 2 rather than the default single point. You'd have to do something similar for SPECIAL ranks, with 55 ranks for each special attribute, e.g. 1, 1.1, 2, 2.1, 2.2, 3, 3.1. 3.2, 3.3, etc.

Posted
  On 7/8/2023 at 3:04 AM, adb3nj said:

I don't think there's a way to do it directly in Creation Kit, but you could create dummy perk ranks, e.g. if you have an Animal Friend 1.1 rank between Animal Friend 1 and Animal Friend 2, it would take two perk points to get from 1 to 2 rather than the default single point. You'd have to do something similar for SPECIAL ranks, with 55 ranks for each special attribute, e.g. 1, 1.1, 2, 2.1, 2.2, 3, 3.1. 3.2, 3.3, etc.

 

Shame there's no direct access to the way perk points work, but your idea is good, that's what I'll go with. Thank you.

Posted
  On 7/8/2023 at 7:48 PM, godplaygamer said:

 

  On 7/8/2023 at 3:04 AM, adb3nj said:

I don't think there's a way to do it directly in Creation Kit, but you could create dummy perk ranks, e.g. if you have an Animal Friend 1.1 rank between Animal Friend 1 and Animal Friend 2, it would take two perk points to get from 1 to 2 rather than the default single point. You'd have to do something similar for SPECIAL ranks, with 55 ranks for each special attribute, e.g. 1, 1.1, 2, 2.1, 2.2, 3, 3.1. 3.2, 3.3, etc.

 

Shame there's no direct access to the way perk points work, but your idea is good, that's what I'll go with. Thank you.

 

 

You're welcome :) You could probably do it with a plugin, i.e. DLL injection, but that is way beyond my capabilities.

Posted
  On 7/8/2023 at 10:55 PM, Fantafaust said:

You can probably just make a new condition on each perk to require a certain number of perk points, then script the extra points' removal tbh

The problem is I couldn't find a way to set such a condition.

Posted

Does anyone know where the player's unspent perk points are stored, if anywhere? That'd be the first place to start looking.

  • Recently Browsing   0 members

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