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PerkTrees and Skills, Skills and Perk any thoughts on how?


MofoMojo

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Yes yes yes...Player.AddPerk, etc,. All workarounds, but unacceptable!!! :) If these were one-off perks to implement that would be one thing, but having a selection of 40 books, or 40 different quests, or what have you, and managing the player through that would be incredibly.... complicated. Not to mention, not much fun for the player. The Perk Tree is perfect for what it does, which is exactly what I'd like to use it for.

 

I could tack on perks to an existing skill tree, but then any other mod that wants to "add perks" to that skill would likely overwrite. Man, I hope Bethesda explains how they developed that Lycanthropy Perk Tree in their "Game Jam" session.

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New idea, turns out you can add new perks to skill trees. or you could jsut completely rebuild a skill tree and name it something else...

You could take heavy and light armor and turn it into defence, and replace the heavy armor skill tree with the name and perks that you want...

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New idea, turns out you can add new perks to skill trees. or you could jsut completely rebuild a skill tree and name it something else...

You could take heavy and light armor and turn it into defence, and replace the heavy armor skill tree with the name and perks that you want...

 

True, but someone has to pay the price. "You can have my mod but not THAT mod because it's dependent on this Perk tree or Skill". There's another Perk thread where they've done just that, and a Lycanthropy "Proof of Concept" Perk tree which replaces Pickpocket skill was released to the nexus. Granted, I didn't test to see if pickpocketing NPCs increased your Lycanthropy skill or not! :)

 

Thanks for keeping this thread alive. I'm really hoping some ingeneous hex editing guru will figure out how to stuff in a new skill but I have my doubts. I've parsed through the TESV.exe and there's a LOT of references to various skills by name.

 

-MM

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