TruePooshmeu Posted November 15, 2019 Share Posted November 15, 2019 (edited) Since my post about how to dinamically change perk trees ingame has been a total failure, I found an alternative solution, It's a gimmicky solution, that's the reason for this post. Basically, the player will have a choice in the beggining of the game, and for each choice I want a diferente perk tree, the only solution I think there is, is to make several .esp's, each .esp with It's own perk tree, I'd want these .esp's "hidden" while my mod would manage them, choosing which hidden .esp gets activated or not. It doesn't necessarily needs to be a "hidden .esp", honestly all I want is to change perk trees after the player has made its choice, hiding perks from the tree would do the job too,or also only make the perks available after the player choice. Is there anyway I can do something like that? Either that or the player will have to manually activate/deactivate the .esp before playing if he wants to change options. Edited November 15, 2019 by TruePooshmeu Link to comment Share on other sites More sharing options...
ReDragon2013 Posted November 15, 2019 Share Posted November 15, 2019 (edited) you want to do something with "hidden" esp-files dynamically updated..Updated by what? It's impossible. You should look at the vampire perk tree, which is different to normal player racial perk tree.Make a quest, create an alias (unique player) attach a ReferenceAlias script to them. script should contain something like that: https://www.creationkit.com/index.php?title=AddPerk_-_Actor Faction PROPERTY mySpecial auto ; a special faction that only is active on player, when PerkListB is running FormList PROPERTY pListA auto ; list of perks you want to switch off FormList PROPERTY pListB auto ; list of perks you want to switch on EVENT OnInit() ENDEVENT EVENT OnPlayerLoadGame() ENDEVENT EVENT OnCellLoad() ENDEVENT EVENT OnRaceSwitchComplete() actor player = self.GetActorReference() IF player.IsInFaction(mySpecial) player.RemoveFromFaction(mySpecial) ; remove all perks from ListB ; add perks from ListA ELSE player.AddToFaction(mySpecial) ; remove all perks from pListA ; add perks from pListB ENDIF ENDEVENTYou could also use other events which will be more useful to reach your aim. Edited November 15, 2019 by ReDragon2013 Link to comment Share on other sites More sharing options...
TruePooshmeu Posted November 15, 2019 Author Share Posted November 15, 2019 (edited) Hmm... So when player enters vampire faction an extra perk tree is added? Is that how it works? Is there anyway I can hide trees or remove/hide specific perks? It seems that I'm not being specific enough, I don't want to simply remove and add perks to the player....... I want to manage the perk TREE, I want to add and remove perks from the TREE, or even HIDE/ADD trees. Ideally I would hide perks IN the TREE, so players wouldn't be able to choose these perks. The goal is: Player chooses alternative A, perk X gets hidden/remove from the tree, but perk Y is still achievable. Player chooses alternative B, perk Y gets hidden/removed from the tree, but perk X is still achievable. Adding/deleting/hiding trees would cut it though. (making the perk unable to be chosen, but still being visible, wouldn't be good with my goal) Edited November 15, 2019 by TruePooshmeu Link to comment Share on other sites More sharing options...
Recommended Posts