Jump to content

Skyrim Modding guides that are relevant + CK Perk questions


MidigYo

Recommended Posts

I want to make my own mod but most CK or Tes5Edit guides i find pertaining to perks are quite old. I made an esp. in CK, but not sure if i am supposed to just load that or load it with Skyrim.esm and update esm.

 

I want to make a new perk tree in Skyrim. As i understand it perks in Skyrim already have 18 paths and i cant add any new there. However can i make an alternative skill tree in the same veins as werewolf or vampire lord one? If i can access it by hotkey or praying to a shrine that would be swell. I want it to pertain to shouting and will require dragon souls to level with certain shout bonuses. I know some overhauls have it in speech tree, but i prefer not to.

 

I also want to change out one handed and two handed into blade and blunt. I could technically go to each weapon in said section in CK and change axes, maces and warhammers into two handed then do the same with swords & daggers into one handed, rename both skill trees (no idea how i do that either) however that way it wont affect weapons added by mods i think including weapons added by amidianborn content addon. I dont think i would have any issues with changing perks afterwards if i could change the skill each weapon is pertaining to.

 

I plan to switch some spells over to other schools of magic such as light spells from alteration to illusion. Also i want to change staffs and have skill progression and magnitude based on appropriate magic school. Some people i have talked to say that it is impossible without increasing enchanting magnitude of weapon in the other hand, which i personally do not mind.

 

I find it difficult to find any good guides for this. So far i have tried to check mods i like in Tes5Edit get some clues of what they have done provided they didnt make all the changes through scripts.

 

 

 

 

 

 

Link to comment
Share on other sites

You're probably not finding guides because those are some highly specific requests.

 

Adding a new perk tree that you access through a shrine would require some advanced scripting. Luckily the mod Campfire adds a framework for new perk trees that can be accessed by lighting a campfire. I would say start there and then later if you are feeling ambitious you can spin it off and make your own independent means of accessing your tree through a shrine.

 

Campfire:

http://www.nexusmods.com/skyrim/mods/64798

 

You can use SKSE to change the skill that affects weapons on the fly, but it won't be persistent across saves. One concern from this method is that it will obviously affect the weapons wielded by enemies, which may result in a mace-wielding enemy suddenly doing pitiful damage because his weapon is dependent on the two-handed skill which is terrible because the A.I. was expecting maces to be one-handed weapons.

 

Weapon functions:

http://www.creationkit.com/index.php?title=Weapon_Script

 

Changing the skill of spells is as simple as changing the skill in their associated magic effects.

 

To make staves dependent on magic skills you would use the perk entry point Mod Spell Cost/Mod Spell Mag/Mod Spell Duration and appropriate conditions. Even though they only say "spell" they also affect ingredients, potions, and enchantments.

Edited by lofgren
Link to comment
Share on other sites

Ok, then i guess i can start with the weapon scripts. IDC about skills of enemies, i can think about that later. Most nords have good one handed and two handed skills so that should be a minor issue. I have no idea how SKSE works compared to normal scripts or how to write one. I guess i will look for a good guide on it. A lot i dont understand and the offical CK page provides few options or examples to help me understand how it should look.

Edited by alexan1308
Link to comment
Share on other sites

  • Recently Browsing   0 members

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