Altarya Posted March 13, 2019 Share Posted March 13, 2019 Hello there forums, I'm Altarya, and I'm somewhat new to the inner workings of skyrim modding so this might come across as a stupid question. But I'll ask anyways. So recently i finished a small simple rework of an existing Firearms skill tree mod and released as this: https://www.nexusmods.com/skyrim/mods/96743/?But after i did so i started to wonder if it would be possible to go even further, having to place one of the existing skill trees is a pain on compatibility with other skill mods so i was wondering if it'd be possible to go all the way and make a brand new skill. I'm aware that skills and other AVs are completely hardcoded into the game, and that the only way to make something that works like a skill tree is using Chesko's inWorld object skill tree, which is neat and i've been thinking of making a skill for Gunsmithing using that. But as for a skill that governs damage and whatnot i have next to no clue at how to approach it.So my questions are:1 - Is it possible to make weapons advance one of the unused AVs?2 - If not, is possible to detect with what keywords an actor was killed?(So that i can use the bullet keywords to advance the skill)3 - Is it possible for thee other way of tracking the skill make the player level up?4 - Is it possible to exchange perk points between the phantom skill and the game's actual perk points? (So that you can use vanilla perk points in the phantom skills and vice versa) Link to comment Share on other sites More sharing options...
TobiaszPL Posted March 14, 2019 Share Posted March 14, 2019 4 - idk what is Phantom Skillbut "Actual Perk points" you can add or remove by "ModPerkPoints" for exampleGame.ModPerkPoints(3) ; add player 3 Perk PointsGame.ModPerkPoints(-3) ; remove player 3 Perk Points 3 - yes, by scripts you can add skill from anything you want lel 1/2 - if this is bullet im not sure but you can try with OnHit function and HasKeyword function HasKeyword:https://www.creationkit.com/fallout4/index.php?title=HasKeyword_-_Form OnHit:https://www.creationkit.com/index.php?title=OnHit_-_ObjectReferenceEvent OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \bool abBashAttack, bool abHitBlocked) can't start my CK now but im almost 100% sure u can add keyword to Projectile :x Sry 4 my potato English ^_^ ! Link to comment Share on other sites More sharing options...
Altarya Posted March 14, 2019 Author Share Posted March 14, 2019 4 - idk what is Phantom Skillbut "Actual Perk points" you can add or remove by "ModPerkPoints" for exampleGame.ModPerkPoints(3) ; add player 3 Perk PointsGame.ModPerkPoints(-3) ; remove player 3 Perk Points 3 - yes, by scripts you can add skill from anything you want lel 1/2 - if this is bullet im not sure but you can try with OnHit function and HasKeyword function HasKeyword:https://www.creationkit.com/fallout4/index.php?title=HasKeyword_-_Form OnHit:https://www.creationkit.com/index.php?title=OnHit_-_ObjectReferenceEvent OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \bool abBashAttack, bool abHitBlocked) can't start my CK now but im almost 100% sure u can add keyword to Projectile :x Sry 4 my potato English ^_^ !Thanks! I'll take a look. By Phantom skill, i meant the other ways the Firearms skill will be tracked(Hidden spell, quest, etc...) and its subsequent way of keeping its own "perk points", but i see its very easy to convert between them. 1 Player clicks on "Exchange Firearms perk points to Normal" Game.ModPerkPoints(x) - > where X is the amount of perk points in the Firearms skill 2 Player clicks on "Exchange Vanilla points to Firearms Perk Points" Game.ModPerkPoints(-y) - > Where y is the amount of vanilla perk points the player has(that i assume i can i request with SKSE). As for leveling up the player, would i need to make them level up one of the vanilla skills or does the game have a playerExperince AV/other variable? Link to comment Share on other sites More sharing options...
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