[WIP REL] ASAP, Automatic Perks and More

Post » Sun May 27, 2012 9:25 pm

ASAP
Automatic Perks and More

(No fancy acronym for the new name. I'll just stick with ASAP since it's appropriate.)




As you earn skill levels, you will automatically gain whatever perk in whatever skill you've chosen to monitor.

This mod is for players who desire the skill classes of previous TES games (leveling too when SKSE can support it).

Currently, there isn't a way to control / update perk points, health, stamina, or magicka within vanilla Skyrim. As the SKSE team exposes the necessary data and gives us commands to do so, ASAP will evolve into a true leveling mod. Until then, the current leveling system will not change with this mod.

This mod works with SKSE and Skyrim Community Uncapper. As of this time, ASAP is not dependent on either of them to work.


Notes:
  • This mod is not compatible with any mod that alters any perks except what the perk actually does. This mod depends on the vanilla EditorID and skill level conditions of perks. Though mods that only adjust the values of the vanilla perks that should be compatible.
  • This mod will not work with any mod that alters the Main Quest before stage 90.
  • Perk Points will still be granted on level up. You just won't be able to use them on perks added by this mod. You will already have all available perks for whatever skill and level you monitor. You will be able to use your perk points on non-class skills.
  • If you decide you want to make some perks ASAP awarded permanent, equip the ASAP ring and choose Reset. When the menu comes back, choose Cancel. Use the perk points as you will, then re-equip the ASAP ring and choose Reset again. This time follow through with your class selection.
  • If you choose to disable perk points with the uncapper mod to avoid seeing them in the skills menu, you will not, I repeat NOT, get them back after uninstalling this mod.
  • Scripts, script variables, and objects that are persistant in a saved game are permanent. Once this mod is removed, EVERY time you load a save that had this mod active at some point, a notation will get written to the papyrus log that some ASAP object or variable "is not found and will be skipped". This is not a bug with the mod. It is a "feature" of Skyrim. :yuck: Only Bethesda can fix this issue (if they ever do).
Current Status:
Waiting for the inevitable bug reports. I tried to be thorough in testing, but...

http://skyrim.nexusmods.com/downloads/file.php?id=12872

Change Log:
Spoiler

v3.2 - Bug fix.

v3.1 - Bug fix.

v3.0 - Corrected script error that marked perks as awarded when they were not.
Removed dependancy on Story Manager to track skill increases. The script checks the player's monitored skills every 30 seconds.
Added Stop() for all ASAP quest scripts running in the remaoval script. Now you do not need to open the console and shut them down manually.
Distributing the scripts in a bsa now to facilitate ease of removal.


Readme Excerpt (full Readme included with download):
Spoiler


Name: ASAP (Aellis' Simplified Automatic Perks)
Version: 3.2
Date: 05/18/12
Category: Skills and Leveling
Author: Aellis

Description
===========
This mod adds perks to skills as you reach the skill level required for the perk.
You have option of choosing a Character Class with preset skills, choosing your own skills, or choosing all skills.
In the future, pending SKSE commands, other enhancements may be added.
This mod does not require any other mods to work, including SKSE. (Though it is compatible with SKSE and Skyrim -Community- Uncapper.)
When you load this mod for the first time on an exsiting save, a ring and a book will be added to your inventory. Read the book for some additional information on Character Classes. Equip the ring to install, remove, or reset ASAP.
If you start a new game with this mod loaded, you will be given a couple of additional choices to configure your skills in addition to the normal options.
Current features:
Option to set all skills to 1, 5, or leave at default when starting a new game.
Option to add addtional skill levels to Racial skill traits (vanilla settings) when starting a new game.
Option to install, remove, reset, and check your settings of ASAP without using the console.
Option to choose a Character Class, a Preset Character Class, or your own skills to manage.
Option to add addtional skill levels to Class skills (not available when choosing to monitor all skills).
Option to reverse skill level adjustments on proper removal of ASAP.

Detailed info
=============
If this mod is loaded and you start a new game, immediately after you select your player's race, an ASAP menu will appear to allow you to configure ASAP more to your preference.

You may choose to start with all skills at level 1 or at level 5. (Vanilla Skyrim is 15 + skill level bonus detailed in the Race Skills.)
If you do, you may also choose to add skill bonuses based upon your selected race. Five skills will be increased by 5 and one skill by 10 based on the vanilla race skill profiles. If you choose to use the default Skyrim skill levels, no additional skill bonuses will be added unless you choose to add the Character Class bonuses.

You may choose to use a preset Character Class, you may choose to create an Adventurer Class, or you may choose to adjust all skill perks.
Each class consists of six skills as defined by previous TES Lore (Matched as close as practical to Skyrim skills). If you choose a class, ONLY those six skills will get the perk adjustments. You may choose to add class bonuses to the six skills (currently these bonuses are skill levels. Choose one of the six to be your "major" skill. This skill gets an additional 5 skill levels.

You can now choose to "Reset" ASAP by equipping the ASAP Ring. This will remove all the changes made by ASAP and allow you to reset your selections.
Vanilla Race Skills
-------------------
Argonian: Alteration, Light Armor, Pickpocket, Restoration, and Sneak are +5 to skill level. Lockpicking is +10.

Breton: Alchemy, Alteration, Illusion, Restoration, and Speech are +5 to skill level. Conjuration is +10.
Dark Elf: Alchemy, Alteration, Illusion, Light Armor, and Sneak are +5 to skill level. Destruction is +10.
High Elf: Alteration, Conjuration, Destruction, Enchanting, and Restoration are +5 to skill level. Illusion is +10.
Imperial: Block, Destruction, Enchanting, Heavy Armor, and One-handed are +5 to skill level. Restoration is +10.
Khajiit: Alchemy, Archery, Lockpicking, One-handed, and Pickpocket are +5 to skill level. Sneak is +10.
Nord: Block, Light Armor, One-handed, Smithing, and Speech are +5 to skill level. Two-handed is +10.
Orc: Block, Enchanting, one-handed, Smithing, and Two-handed are +5 to skill level. Heavy Armor is +10.
Redguard: Alteration, Archery, Block, Destruction, and Smithing are +5 to skill level. One-handed is +10.
Wood Elf: Alchemy, Light Armor, Lockpicking, Pickpocket, and Sneak are +5 to skill level. Archery is +10.

Character Class - Adventurer
Adventurers go when and where they wish. They often go days without food, drink, or sleep. Though they occasionally perform service for others, they rarely depend on anyone for anything. They live for the thrill of experience.
Skills: Unknown (You choose your own six skills).

Character Class - Agent
Agents are operatives skilled in deception and avoidance, but trained in self-defense and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes.
Skills: Archery, Illusion, Light Armor, Lockpicking, Sneak, Speech

Character Class - Archer
Archers are fighters specializing in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver, and engaged in melee with sword and shield after the enemy is wounded and weary.
Skills: Archery, Block, Light Armor, Lockpicking, One Handed, Sneak

Character Class - Assassin
Assassins are killers who rely on stealth and mobility to approach victims undetected. Execution is with ranged weapons or with short blades for close work. Assassins include ruthless murderers and principled agents of noble causes.
Skills: Alchemy, Archery, Illusion, Lockpicking, One Handed, Sneak

Character Class - Barbarian
Barbarians are the proud, savage warrior elite. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat.
Skills: Block, Light Armor, One Handed, Restoration, Smithing, Two Handed

Character Class - Bard
Bards are loremasters and storytellers. They crave adventure for the wisdom and insight to be gained, and must depend on sword, shield, spell and enchantment to preserve them from the perils of their educational experiences.
Skills: Block, Enchanting, Illusion, Light Armor, One Handed, Speech

Character Class - Battlemage
Battlemages are wizard-warriors, trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures.
Skills: Alteration, Conjuration, Destruction, Heavy Armor, Illusion, One Handed

Character Class - Crusader
Any heavily armored warrior with spellcasting powers and a good cause may call himself a Crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil.
Skills: Destruction, Heavy Armor, One Handed, Restoration, Speech, Two Handed

Character Class - Healer
Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extremity.
Skills: Alchemy, Alteration, Block, Illusion, Restoration, Speech

Character Class - Knight
Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment.
Skills: Block, Heavy Armor, Illusion, One Handed, Speech, Two Handed

Character Class - Mage
Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common - an avid love of spellcasting.
Skills: Alchemy, Alteration, Conjuration, Destruction, Illusion, Restoration

Character Class - Monk
Monks are students of the ancient martial arts of hand-to-hand combat and unarmored self defense. Monks avoid detection by stealth, mobility, and agility and are skilled with a variety of ranged and close-combat weapons.
Skills: Alteration, Archery, Block, Illusion, One Handed, Sneak

Character Class - Nightblade
Nightblades are spellcasters who use their magic to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many Nightblades are thieves, enforcers, assassins, or covert agents.
Skills: Alteration, Destruction, Illusion, Light Armor, One Handed, Sneak

Character Class - Pilgrim
Pilgrims are travelers, seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion.
Skills: Block, Destruction, Heavy Armor, Smithing, Speech, Two Handed

Character Class - Rogue
Rogues are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive.
Skills: Block, Illusion, Light Armor, One Handed, Pickpocket, Speech

Character Class - Scout
Scouts rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive.
Skills: Archery, Block, Light Armor, One Handed, Smithing, Sneak

Character Class - Sorcerer
Though spellcasters by vocation, sorcerers rely most on summonings and enchantments. They are greedy for magic scrolls, rings, armor and weapons, and commanding undead and Daedric servants gratifies their egos
Skills: Alteration, Conjuration, Destruction, Heavy Armor, Illusion, Restoration

Character Class - Spellsword
Spellswords are spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune.
Skills: Alteration, Block, Destruction, Light Armor, One Handed, Restoration

Character Class - Thief
Thieves are pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities.
Skills: Illusion, Light Armor, Lockpicking, One Handed, Pickpocket, Sneak

Character Class - Warrior
Warriors are the professional men-at-arms, soldiers, mercenaries, and adventurers of the Empire, trained with various weapons and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle.
Skills: Block, Heavy Armor, Light Armor, One Handed, Smithing, Two Handed

Character Class - Witchhunter
Witchhunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers.
Skills: Alchemy, Alteration, Archery, Destruction, Lockpicking, Sneak


User avatar
^~LIL B0NE5~^
 
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Post » Mon May 28, 2012 1:43 am

I would install it mate, but I already got Auto Perks Stats Level (or whatevs it is). Script Dragon isn't a hassle, so the only downside is it screwing up new games. Disabling and deactivating is no hassle anyway.
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kirsty joanne hines
 
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Post » Sun May 27, 2012 11:12 am

I'd be curious to try this mod, how unbalancing or easy do you think it becomes? Part of the challenge of perks of only choosing what you need and you are somewhat forced to specialize. What has been your experience in using it so far?
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Alexandra walker
 
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Post » Sun May 27, 2012 11:18 am

Actually, this is better than auto perks stats level IMO. That was buggy and annoying.

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Roisan Sweeney
 
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Post » Sun May 27, 2012 3:26 pm

Thanks for the comment.

In answer to your first question, yes this is definitely unbalanced.
In the vanilla game, it would be rare to max out any perk.
With this mod and the uncapper, you could actually max all of the perks.
I like getting perks just by leveling skills I use without thinking about it. I thought others might as well.

I'm currently working on version 2. This would let you go all out or select a class which would only automate the perks associated with that class.
For classes, I'm using the UESP wiki definitions and perks. When released, it will let you choose from 30 combinations or so.
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Lilit Ager
 
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Post » Sun May 27, 2012 6:40 pm

The perk system is crap, anyway. IMO specializations should't be handled so arbitrarily with something like perk points - they should be something you actually learn, whether through tomes or from a trainer or dynamically. It should depend entirely on your character's attributes, not something as gamey as perk points. If I want to specialize, I should have to juggle X skill attribute so I'm better at it than Y skill. Not grind the skill to level up to learn how to do something or whatever.
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Wayne Cole
 
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Post » Sun May 27, 2012 8:05 pm

Not that I think you're dissing my mod, but the primary reason I released it is becasue I figured there were people like me who didn't want to use Script Dragon or anything else other than SKSE and wanted a "don't think about" leveling mod.
I'm sure somewhere along the line, the SKSE team will expose the appropriate data and come up with commands that will let modders manipulate skills, levels and attributes. Then the "real" leveling mods will start to appear.
Until that time, something like this will be pretty much all that can be done without using something like Script Dragon.

And this mod doesn't even use SKSE, later versions probably will, but not this and the next couple if I continue to tinker with it.
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brian adkins
 
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Post » Sun May 27, 2012 11:32 am

Ah, so it becomes something of the game is an unbalanced as you make it. If you choose to grind all skills to 100, then yes you have all of the perks. But if you only choose 7 or so skills to raise and don't needlessly grind more than you need, then this would be handy, is that your line of thinking? I'll stick with vanilla for now, but I'm interested to watch for your next version with the classes, that could be interesting.
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Batricia Alele
 
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Post » Sun May 27, 2012 2:52 pm

Ah, so it becomes something of the game is an unbalanced as you make it. If you choose to grind all skills to 100, then yes you have all of the perks. But if you only choose 7 or so skills to raise and don't needlessly grind more than you need, then this would be handy, is that your line of thinking? I'll stick with vanilla for now, but I'm interested to watch for your next version with the classes, that could be interesting.
This is exactly my thinking...
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Benji
 
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Post » Sun May 27, 2012 7:21 pm

Thank you for this. I hate the perks system.
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Mr. Allen
 
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Post » Sun May 27, 2012 8:06 pm

Version 1.1 available. See OP for details.
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Cathrin Hummel
 
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Post » Sun May 27, 2012 7:57 pm

great mod. This has replaced the script dragon equilvalent for me. Thumbs up!
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Sara Lee
 
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Post » Sun May 27, 2012 11:46 pm

Version 1.2 available. See OP for details.
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Dark Mogul
 
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Post » Sun May 27, 2012 10:12 am

Version 1.3 up on skyrimnexus. See OP for details.
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Emma Louise Adams
 
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Post » Sun May 27, 2012 4:16 pm

Version 1.4 available. See OP for details.
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Vivien
 
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Post » Sun May 27, 2012 10:26 am

Although i think it is, i want to be certain. Does any one know whether ASAP can be used with this Killmoves mod?

http://skyrim.nexusmods.com/downloads/file.php?id=10906

I use a good Killmoves mod right now, but i have to admit that i like the idea of how this mod ( The Dance of Death ) seems to "unlock" Killmoves. :smile:
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Jesus Sanchez
 
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Post » Mon May 28, 2012 12:44 am

Version 2.00, Name change, (esp remains ASAP)
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Josh Dagreat
 
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Post » Sun May 27, 2012 3:40 pm

Version 2.01 update - bugfix, Details section added to post 1.
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Dan Stevens
 
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Post » Sun May 27, 2012 9:31 am

Thanks for the update aellis. :)
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Bereket Fekadu
 
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Post » Sun May 27, 2012 11:53 pm

Okay i have a weird problem with ASAP the past few days. I have been trying to find out if one of the mods i use caused it but so far it does not seem to matter which mod i remove, it comes back every time...sooner or later.

The problem is this...with my current character all went well with leveling till level 8. Perks where activated when they reached the required level, but from level 8 and up ( Level 11 right now. ) perks are no longer automatically added. An example...today my characters one handed reached level 50, but all that happened was that Savage Strike and Criticall Charge turned blue? The perks where not added automatically.In order to get the right perks added by ASAP, i have to use reset first and then select the Preset class i have chosen for my character every time my character levels up. ( The Spellsword Preset class. )

I have restarted a few times, each time deleting the old savegames...removing one or more mods...making a completely new Bashed Patch. But as mentioned, sooner or later the problem returns. Since i am now out of ideas myself as to what could be causing this, i made this post here since it effects ASAP.

Here is at least my current load order.


Spoiler
00  Skyrim.esm01  Update.esm02  SkyMoMod.esm03  JSwords.esm04  ApachiiHair.esm05  Unofficial Skyrim Patch.esp  [Version 1.0]06  Purewaters.esp07  SkyrimURWL.esp08  KillThemGenerals.esp09  Piratelords Loot Adjustments.esp++  SkyMoMod_lists.esp++  ValCraftingMeltdownAlpha.esp0A  Winterlude's Arrowsmithing Mod.esp0B  IMAGINATOR - Visual Control for Skyrim.esp0C  ElementalBlade(epicv).esp0D  TriRings of Powers v1.0.esp0E  VagabondArmor.esp0F  PISE.esp10  LevelersTower.esp11  TKratosteleports.esp12  WeightlessQuestItems.esp13  WeightlessPotions.esp14  WeightlessOreIngotsPeltsGems.esp++  WeightlessDwemerSmeltables.esp15  WeightlessCraftedPotions.esp16  WeightlessFood.esp17  WeightlessScrolls.esp++  WeightlessDragonBones.esp++  WeightlessDragonClaws.esp18  WeightlessAlchemyIngredients.esp++  AT - Loot Arrows +25%.esp19  AT - Faster Arrows Improved +100%.esp++  AT - Merchants Arrows +50%.esp1A  AT - Recover 50% More Arrows.esp++  AT - Progressive Damage (with Nord Hero Arrow).esp1B  BetterQuestObjectives.esp1C  dD - Easy Lift Bodies and Objects.esp++  DescaledUniques.esp1D  Mighty Dragons.esp1E  Reduced Distance NPC Greetings.esp1F  Skyrim Moon Size x2.0.esp20  Soul Gems Differ.esp++  Skyrim Unlimited Rings And Amulets.esp21  Unique Region Names.esp  [Version 2.1]22  Werewolf Enhancer.esp23  Phenderix's Magic Evolved.esp24  RealDragonShoutingRecharge.esp25  Nighteye(red).esp26  ShadowOfTheMagic.esp27  Eld-combinePotions.esp28  The Dance of Death.esp29  Duel - Combat Realism.esp2A  balanceddestruction.esp2B  ASAP.esp  [Version 2.00]2C  ApachiiHair.esp2D  Better Companions.esp2E  Live Another Life.esp  [Version 1.4.1]2F  AutoCastRacials.esp++  Skyrim 1 Day DeadBody Timer.esp++  Skyrim 1 Day Respawn.esp30  Bashed Patch, 0.esp

If more info is needed, then please let me know and i will do my best to gather it. ( Not really a techy person though. )
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MARLON JOHNSON
 
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Post » Sun May 27, 2012 5:08 pm


If more info is needed, then please let me know and i will do my best to gather it. ( Not really a techy person though. )

Generate a PapyrusLog and pm me with it. If you do not have logging enabled, see http://www.creationkit.com/FAQ:_My_Script_Doesn%27t_Work!.
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Robert DeLarosa
 
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Post » Sun May 27, 2012 9:30 pm

Generate a PapyrusLog and pm me with it. If you do not have logging enabled, see http://www.creationkit.com/FAQ:_My_Script_Doesn%27t_Work!.

Thanks for the link aellis. Does it have to be a log from just before my character levelled or does that not matter?
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Danii Brown
 
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Post » Sun May 27, 2012 1:17 pm

Yes, load a save first though, and play through a leveling event.

I just had a thought...
It sounds as though the OnStorySkillIncease event is getting mucked up.
Since the bashed patch only does leveled lists right now, one of the mods loaded after ASAP also may also mess with the OnStorySkillIncrease.
I haven't tested with any other mod that does. This might be the issue.
I'll get back to you...
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Daniel Holgate
 
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Post » Sun May 27, 2012 2:39 pm

Okay i loaded up a savegame from just before my character levelled up to lvl 11, and after leveling from 10 to 11 i also did the reset and choosing the Spellsword Preset. Here is the log, i also included a screenshot that shows that the one handed skills i mentioned are blue but no perks added so to speak.

http://www.mediafire.com/?dpvivj1fok9o9pd
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Lily Evans
 
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Post » Mon May 28, 2012 12:29 am

Okay i loaded up a savegame from just before my character levelled up to lvl 11, and after leveling from 10 to 11 i also did the reset and choosing the Spellsword Preset. Here is the log, i also included a screenshot that shows that the one handed skills i mentioned are blue but no perks added so to speak.

http://www.mediafire.com/?dpvivj1fok9o9pd
This link gave me a bunch of saved games but no log.
Post a comment in the ASAP thread on skyrimnexus - I'm pretty sure you can attach a file to a post.
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Joe Alvarado
 
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