Enerzeal Posted February 11, 2012 Share Posted February 11, 2012 Not sure as I haven't fussed about with those trees yet, but wouldn't it be possible to simply change the way the trees are grouped and have plenty more perks in the tree. for example take all the magic schools and bracket them together, the first perk grants a reduction in all spell school, which then divides off however many ways to account for the other trees. Link to comment Share on other sites More sharing options...
6TemplaR9 Posted February 11, 2012 Share Posted February 11, 2012 (edited) Maybe, as you were saying, condense some of the tree's into one but keeping the structure intact. For instance, if the first perk point is free, it could go :- Fighter (free) - can use weapons ____ Armsman - on to rest of 1 Handed Tree l__ Barbarian - on to rest of 2 Handed Tree Guard (free) - can use armour ______ Agile Defender - on to rest of Light Armour Tree l__ Juggernaut - on to rest of Heavy Armour Tree The only problem would be if there's a limit to the number of perks slots in a single tree.You don't need that free first perk you mention. You could just move the perks all in one to the other tree.The problem is:-you currently can't change what levels the skill But there are some good points going to BGS:-you CAN rename the skill-you CAN create custom texture files for the shining emblem in the background Edited February 11, 2012 by 6TemplaR9 Link to comment Share on other sites More sharing options...
redxavier Posted February 11, 2012 Share Posted February 11, 2012 Yeah, even a hardcoded total number of perk trees doesn't mean we can't get creative with how each is used. Similarly, if new skills can't be created in the traditional sense, we should be able to mimic these using other game mechanics. Link to comment Share on other sites More sharing options...
6TemplaR9 Posted February 11, 2012 Share Posted February 11, 2012 Hm :S i succeded adding 2 perks for werewolves but not new perk tree :S...Are you saying bethesda deleted that Lycanthropy perk tree? Why? O.o...Bethesda MADE that perk tree by deleting the pickpocket tree. They didi?!?!?! Did they mention this somewhere or just careful observation of those frames in the Gamejam video? I've had success doing the same (replacing and renaming Perk trees). Geesh, I wish they had the ability to add. I don't think I can bring myself to replace a perk tree just because I'm that darn stubborn to have one. Looks like my perk ideas will have to be auto implemented or, as someone else suggested, read from a book or part of a "Quest" or "Dialogue Tree". -MM Look at the vid yourself at the left you can see the lockpicking tree at the right the speech. where is the pickpocket tree?! So yes it is just observation.(also keep in mind they made the GameJam special edition mods after game release!) Link to comment Share on other sites More sharing options...
6TemplaR9 Posted February 11, 2012 Share Posted February 11, 2012 http://skyrim.nexusmods.com/downloads/file.php?id=8949So here is the proof, that it can be done with a little trickery. And it can be tested in game! ;) Link to comment Share on other sites More sharing options...
Galacticat42 Posted February 11, 2012 Share Posted February 11, 2012 http://skyrim.nexusmods.com/downloads/file.php?id=8949So here is the proof, that it can be done with a little trickery. And it can be tested in game! ;)Could you write up a tutorial on that please? Been trying to figure out how to access the skill perks interface from the CK. Link to comment Share on other sites More sharing options...
6TemplaR9 Posted February 11, 2012 Share Posted February 11, 2012 So many people asked that I have to create a wiki page. So it will be done soon. Link to comment Share on other sites More sharing options...
6TemplaR9 Posted February 11, 2012 Share Posted February 11, 2012 So here it is http://www.creationkit.com/Perk_tree Link to comment Share on other sites More sharing options...
MofoMojo Posted February 11, 2012 Share Posted February 11, 2012 Understand we can rename and combine the perk trees/skills, but ultimately the problem is mod compatibility. Players will, likely, be forced to pick one mod over another.... oh well, enough of my complaining. I'm diehard AGAINST implementing anything that creates mod incompatibility if it can be achieved any other way. Here's hoping at some point they'll implement the ability to add skills and additional perk trees. -MM Link to comment Share on other sites More sharing options...
MofoMojo Posted February 11, 2012 Share Posted February 11, 2012 http://skyrim.nexusmods.com/downloads/file.php?id=8949So here is the proof, that it can be done with a little trickery. And it can be tested in game! ;)Could you write up a tutorial on that please? Been trying to figure out how to access the skill perks interface from the CK. All you have to do is go into the Character Menu -> Actor Values. From there you can rename skills, etc,. You can click on any skill and click on the Perk Tree button to modify perks. -MM Link to comment Share on other sites More sharing options...
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