Console cmd to add perk points?

Post » Sun May 27, 2012 12:06 am

I've seen a number of console command websites and while all of them list ways to give perks, they also mention that it can be buggy.

I haven't seen anything that would allow a user to just give themselves some perk points so that they can just purchase the perks "naturally". It seems strange that this would be one of the few variables that can't be altered. Is anyone aware of a command that alters this amount?

Also, in reference to adding individual perks, how buggy are they? As long as they're done in order are they fine or are there other things to be concerned about even then?
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Amiee Kent
 
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Post » Sat May 26, 2012 1:31 pm

Not sure of your desired way, but the least buggy method is to use the player.addskill "skill ref" "value".

Ofcourse, this will increase the skill level and player level as well. But it is the only real stable way of the doing it because you keep everything synchronised.
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c.o.s.m.o
 
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Post » Sat May 26, 2012 10:57 am

Not sure of your desired way, but the least buggy method is to use the player.addskill "skill ref" "value".

Ofcourse, this will increase the skill level and player level as well. But it is the only real stable way of the doing it because you keep everything synchronised.
Don't you still max out at lvl 81?

My goal is to get to level 81 and then just max out my character since the game magically thinks I can't learn anything after a completely arbitrary point of time.
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Causon-Chambers
 
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Post » Sat May 26, 2012 5:47 pm

If you use the community uncapper your skills can go past 100, allowing you to level past 81.

As to perk points, there was a script dragon mod that allowed you to convert dragon souls to perk points (though I think it's abandoned and no longer works with latest versions of the game?), so there has to be some way to add perk points.
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Karen anwyn Green
 
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Post » Sat May 26, 2012 11:39 pm

That's what I'm confused about. There's a way to add practically everything in the game. How would this have been left out? It seems that adding perk points would side step a lot of trouble we've been having.

Community uncapper? I'm unfamiliar, with that.

To pose the question again to anyone reading this: in reference to adding individual perks, how buggy are they? As long as they're done in order are they fine or are there other things to be concerned about even then? ProjectVRD mentioned keeping everything synchronized.
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Shelby McDonald
 
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Post » Sat May 26, 2012 5:17 pm

The community uncapper also has an option to give you more perk points per level as well.
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Sierra Ritsuka
 
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Post » Sat May 26, 2012 2:46 pm

The community uncapper also has an option to give you more perk points per level as well.
Ah, it's a nexus mod. Ok. I was expecting there to be a simple console command like there is with everything else.
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Roanne Bardsley
 
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Post » Sat May 26, 2012 4:32 pm

Perk points aren't a variable in game, nor are they governed by any console commands. Meaning no standard mod can adjust them. The are hard coded into the game itself.

In order to mess with them, you need something that modifies the game's memory while running, ie. a "trainer" or SD or SKSE plugin.

The location has the potential to change each patch, and so such mods must also be updated. It's a very tricky thing to edit.

Just using "addperk" is pretty much the safest/easy way of doing it, but you have to find the specific perk you want. Which is hardly a generic "spend anywhere" type of point.
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Laura Ellaby
 
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Post » Sat May 26, 2012 5:15 pm

There is no console command to add free spending perk points.
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Kieren Thomson
 
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Post » Sat May 26, 2012 12:21 pm

Perk points aren't a variable in game, nor are they governed by any console commands. Meaning no standard mod can adjust them. The are hard coded into the game itself.

In order to mess with them, you need something that modifies the game's memory while running, ie. a "trainer" or SD or SKSE plugin.

The location has the potential to change each patch, and so such mods must also be updated. It's a very tricky thing to edit.

Just using "addperk" is pretty much the safest/easy way of doing it, but you have to find the specific perk you want. Which is hardly a generic "spend anywhere" type of point.
Actually they are a game setting. The number of perks you gain per level. But aside from that, the perk points are tied to level advancement.
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sas
 
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Post » Sun May 27, 2012 2:46 am

Ok, thanks for all your responses. I'll probably just wait till I'm level 81 and then manually add the remaining perks in order (saving as I go).

Any pitfalls I should be aware of aside from making sure I go in order?
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Susan Elizabeth
 
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Post » Sat May 26, 2012 1:10 pm

Ok, thanks for all your responses. I'll probably just wait till I'm level 81 and then manually add the remaining perks in order (saving as I go).

Any pitfalls I should be aware of aside from making sure I go in order?
An alternative to consider is my mod.... look at my sig
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Killer McCracken
 
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Post » Sat May 26, 2012 6:09 pm

An alternative to consider is my mod.... look at my sig
I'll happily consider mods after Bethesda's development team stops patching the game. Thanks for your response, I'll put yours on the list of mods to look at then.

I'm already quite concerned about having the Unofficial Skyrim Patch installed. If they ever fail to update to match the latest skyrim mod I'll be screwed. But they were trustworthy in Oblivion I see and it has made a significant difference in my gameplay.
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Brooks Hardison
 
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Post » Sat May 26, 2012 6:27 pm

I'll happily consider mods after Bethesda's development team stops patching the game. Thanks for your response, I'll put yours on the list of mods to look at then.

I'm already quite concerned about having the Unofficial Skyrim Patch installed. If they ever fail to update to match the latest skyrim mod I'll be screwed. But they were trustworthy in Oblivion I see and it has made a significant difference in my gameplay.

Mods aren't tightly tied to the game version like that. I think you're thinking of SKSE (Skyrim Script Extender), which has to be recompiled for each new game version. Even if a mod requires SKSE, it will continue to function with new versions of the game.

If Bethesda fixes a bug that's also fixed by the USKP, it won't hurt anything and Kivan will get a new version out as soon as practical after an official patch is released.
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Ricky Rayner
 
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Post » Sun May 27, 2012 1:47 am

Mods aren't tightly tied to the game version like that. I think you're thinking of SKSE (Skyrim Script Extender), which has to be recompiled for each new game version. Even if a mod requires SKSE, it will continue to function with new versions of the game.
Some mods are and I can't necessarily be sure of which ones. We see mods screwing up people's games all the time after an update.

If Bethesda fixes a bug that's also fixed by the USKP, it won't hurt anything and Kivan will get a new version out as soon as practical after an official patch is released.
It's still a level of trust in Kivan and the group doing it.
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Chad Holloway
 
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Post » Sat May 26, 2012 3:40 pm

Some mods are and I can't necessarily be sure of which ones. We see mods screwing up people's games all the time after an update.

It's still a level of trust in Kivan and the group doing it.
The mods that typically fail are ones that require the optional SKSE or Script Dragon.
Mods like mine do not fail because Beth updates Skyrim - though that doesn't mean an update wouldn't affect them. It depends on what is updated.
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April
 
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Post » Sat May 26, 2012 9:18 pm

How reliable is the incpcs command? I tried it a bit last night but my level didn't always progress. Is there a known problem?

Also, how good is that Dragon Souls for perks mod? It seems wildly popular but I don't know if it's buggy. Anyone know what happens if you install it, buy the perks, then uninstall the mod?
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Lyndsey Bird
 
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