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Crafting skills and perks without perk trees


Hosseldon

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@lofgren

That makes sense.

Are the requirements to get the perks going to be the same as vanilla? What happens when the crafting skill is completely replaced?

I made some research on the nexus, and i couldn't find a single instance of a custom skill mod that makes your character level up without completely replacing the vanilla skill (not just the perk tree). Which btw means that I was wrong about untying the skill progression from level progression.

Now, does that mean that the vanilla skill won't level up anymore? If so, acquiring the perks would be impossibile unless the skill level requirement is removed and some other requirement is set to compensate.

And, does that mean that in the alchemy formula the skill level modifier won't have any effect? If that is the case, than maybe new perks could be added to compensate the lost benefits.

Also, since the skill would be gone for good, will the fortify skill potions and enchantments have no effect at all? If this is right then the effect of those potions and enchantment should be modified to affect some other modifier. Is that possibile?

 

I'm not trying to make you do more work, I know this should be responsibility of the custom skill modmaker. I'm just trying to figure out what it will take to make a skill replacer and your mod work well together.

 

@chevyowner

I'm not sure i understand what you're saying. How do you put a perk tree in a book? Did you mean a perk in a book? If so, then it's pretty much what lofgren is saying. I think.

 

Honestly I think what you should do is open up the CK and try to make a replacement skill yourself. It's not the most intense thing.

 

The mod that I am thinking of creating would do nothing except provide an alternative method of acquiring the vanilla perks. The only requirement would be enough gold to purchase the appropriate perk tome. The only work this would save for the modmaker replacing the skill is inventing, balancing, and implementing a method of acquiring the perks that they would be replacing. The effect of modifiers and power modifiers (the actor values tweaked by potions and enchantments) will have to be investigated. It could be that their effects are hardcoded, could be that changing the effects of the actor skill also changes the effect of the modifier. If you want to fire up the CK you could do that investigation yourself.

 

The skills can be decoupled from leveling by zeroing out their skill improvement modifiers and tracking improvement the way that werewolf and vampire lord skills are tracked, i.e. by simply incrementing a global variable by script each time the skill is used rather than relying on the game engine to do it.

 

The vanilla perk trees could be simulated in MCM, I've seen this done before (Hunterborn, I think, does this with its own skill trees).

 

I really would not want to have to open an MCM to keep track of anything in-game. MCMs are for settings. For me, that would be a complete dealbreaker.

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The vanilla perk trees could be simulated in MCM, I've seen this done before (Hunterborn, I think, does this with its own skill trees).

 

I really would not want to have to open an MCM to keep track of anything in-game. MCMs are for settings. For me, that would be a complete dealbreaker.

 

 

An alternative method, but probably a lot more complicated, is a Book that keeps track of your exploits. Either Hunterborn or Hunting in Skyrim had that; would tell you how many kills and skinnings you have performed so far.

But really, I don't even know in theory how that could be implemented.

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@lofgren

That makes sense.

Are the requirements to get the perks going to be the same as vanilla? What happens when the crafting skill is completely replaced?

I made some research on the nexus, and i couldn't find a single instance of a custom skill mod that makes your character level up without completely replacing the vanilla skill (not just the perk tree). Which btw means that I was wrong about untying the skill progression from level progression.

Now, does that mean that the vanilla skill won't level up anymore? If so, acquiring the perks would be impossibile unless the skill level requirement is removed and some other requirement is set to compensate.

And, does that mean that in the alchemy formula the skill level modifier won't have any effect? If that is the case, than maybe new perks could be added to compensate the lost benefits.

Also, since the skill would be gone for good, will the fortify skill potions and enchantments have no effect at all? If this is right then the effect of those potions and enchantment should be modified to affect some other modifier. Is that possibile?

 

I'm not trying to make you do more work, I know this should be responsibility of the custom skill modmaker. I'm just trying to figure out what it will take to make a skill replacer and your mod work well together.

 

@chevyowner

I'm not sure i understand what you're saying. How do you put a perk tree in a book? Did you mean a perk in a book? If so, then it's pretty much what lofgren is saying. I think.

 

I am thinking something along the lines of creating a perk tree kind of like you see in the game, but only a picture/texture you can put on the page of a book.

Further pages would have the descriptions for the perks. Then you could buy books to teach them to you.

I am unsure how you would keep track of the perks you have already learned.

 

With something like this you don't need to touch the vanilla perk trees at all.

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