Get an array of the "perk name" type.*
Define and call a function to count the total number of perks possible (accounting for user-added trees and perks) to define the scope of the above array.
Define and call a function that walks the array and checks for each (perk name field) if the value is 1/true and adds this to an output count integer, while simultaneously removing this perk by id from the player.
An event that performs these functions (simple activate, dialogue or quest output, etc.), then adds a number of perk points to spend based on the counted number from the above function, plus any number of existing unspent perk points at the time of the event.**
Define and call a function to count the total number of perks possible (accounting for user-added trees and perks) to define the scope of the above array.
Define and call a function that walks the array and checks for each (perk name field) if the value is 1/true and adds this to an output count integer, while simultaneously removing this perk by id from the player.
An event that performs these functions (simple activate, dialogue or quest output, etc.), then adds a number of perk points to spend based on the counted number from the above function, plus any number of existing unspent perk points at the time of the event.**
*First question: How do I get a list of possible perk ID's, accounting for user-added content?
I know the various perk "families" or constellations are Skills (like Alchemy, Marksman, etc.), and you can check the actual skill level of these using http://www.creationkit.com/GetActorValue_-_Actor, however this doesn't seem extensible as I would imagine.
What if I wanted to check the value of a user-added skill? Say a mod added the skill family/constellation "Acrobatics." How would I check the player's Acrobatics level if I didn't know the unique ID of that non-vanilla Skill?
Other than again coding a mod for each and every mod out there, shouldn't there be a way to say, send all available skill ID's to an array?
Further, in the case of this script, shouldn't there be multiple Properties of Skills available to return?
Since Skills contain Perks shouldn't a Property of Skill be Perk, and shouldn't I be able to call that with syntax specifying the variable type, to send to an array to do stuff with?
**Second question: Likewise, how do I access the “current unspent perk points” variable?
I have also looked through the default global variables list and there doesn't seem to be a holder there for "unspent perk points" either.

