how to edit a perk tree ( graphically) ?

Post » Mon Jun 18, 2012 12:29 pm

Ok I know we can add new perks but how do we do to place them on the graphic board ? and how to edit this? is possible to add new trees? all graphically ? How to make match the perks to a position on the tree?
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Hannah Barnard
 
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Post » Mon Jun 18, 2012 6:59 pm

http://www.creationkit.com/Perk_tree
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IsAiah AkA figgy
 
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Post » Mon Jun 18, 2012 6:32 am

That doesnt explain how to add in the constellation menu as well how to manage new perk trees graphically.
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Avril Louise
 
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Post » Mon Jun 18, 2012 7:33 pm

The image shown on the previous link is the same as you will see in your constellation menu (reversed up / down). Look at the general shape of the differents trees, it's the same as in game, reversed.

New perk trees can't be created, the actor value menu is bugged. Up to the next CK patch, perhaps, or the next SKSE update.
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rae.x
 
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Post » Mon Jun 18, 2012 5:49 am

New perk trees can't be created, the actor value menu is bugged. Up to the next CK patch, perhaps, or the next SKSE update.
It is not bugged, just hardcoded.
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Zoe Ratcliffe
 
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Post » Mon Jun 18, 2012 1:38 pm

I am not sure it is hardcoded I looked to all the nif files and stuff for the menu of the perktrees , may be if altering thebone structure adding more bones nodes , altering the whole meu structure of the trees in the nifs then Maybe it could be done , but honestlly its a llot of work and no sure success so unless someone has time to waste on making attempts and tests probably we will never see new perk trees .... but definetly to add new ones would requie to replan the whoole menu stuff to allow new choices and constellations .... I wish beth did a system that automated the work , may be some coder out there could make a script that allows the autocreation and rotation of the bone system of the menu to add new perk tree adding sequential stars and link according to the choices .....


unless all this is already avvailable in the ck ....
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Ann Church
 
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Post » Mon Jun 18, 2012 5:33 pm

The lastest version of SkyEdit can edit ActorValues although it is untested whether or not it will actually work in the game or not. From the raw data it would appear that juts about everything you would expect to be needed is there but I can't say exactly what may be hard coded, and there is a bunch of other things strangely hard coded as well.
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Aliish Sheldonn
 
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Post » Mon Jun 18, 2012 2:15 pm

The problem with not being able to edit the perk trees in the selection menu is...how can the player pick your new perks if there's nothing to click on in the star field?

Sure, you could go to all the work of creating an "Unarmed" perk tree...but without something to click on in the perk selection interface, the player would have to use the console to get them.
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Gracie Dugdale
 
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Post » Mon Jun 18, 2012 11:17 am

The problem with not being able to edit the perk trees in the selection menu is...how can the player pick your new perks if there's nothing to click on in the star field?

Sure, you could go to all the work of creating an "Unarmed" perk tree...but without something to click on in the perk selection interface, the player would have to use the console to get them.

Exactly my prooblem I seen ppl focusing on redoing perks ( easy ) adding new perks tough how would woork if people can't select them ? thetwo ways would be 1 hard way editing alll the nifs and perk trees files in meshes and textures then codes so to havemore stuff to look at , or the oother hard way to get a UI replacer for the whole sky menu thing ... you loose the cool factor but probably you gain in practicity and eventuallly could be easier to get moore skkill trees? may be some coder could check this ...
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Crystal Clarke
 
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Post » Mon Jun 18, 2012 10:11 am

There are plenty of skills that can be merged with others to "make room" for more.

Even without the need to free up a skill tree, combining lockpick and pickpocket is a common suggestion.

One-Handed and Two-Handed could easily be combined into a "Melee Weapons" tree. My design for this is one three-tier perk for all melee weapons at levels 0, 40, 80 and two two-tier perks specific to Two-Handed or One-Handed weapons at 20 and 40. The power attack and weapon-type perks would be shared, except for sweep which would be moved to branch from the two-handed perk mentioned above, with the dual-wielding perks branching off the one-handed perk.

My plan also calls for breaking up the enchantment tree into the various schools of magic to make way for Mysticism. Enchanter, Soul Squeezer, Soul Siphon, and Extra Effect would be retained in the new Mysticism tree.
A single new "Destructive Enchanter" perk would be added to Destruction to take the place of the damage-dealing component of the "Fire/Frost/Storm Enchanter" perks.
A single new "Resistant Enchanter" perk would be added to Alteration to take the place of the damage-resistance component of the "Fire/Frost/Storm Enchanter" perks.
The perks "Insightful Enchanter" and "Corpus Enchanter" would be added to the Restoration tree.
Overall, the game is more balanced with enchanting as a subsystem and not it's own skill IMO.
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Marcia Renton
 
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Post » Mon Jun 18, 2012 10:45 am

The problem with not being able to edit the perk trees in the selection menu is...how can the player pick your new perks if there's nothing to click on in the star field?

Sure, you could go to all the work of creating an "Unarmed" perk tree...but without something to click on in the perk selection interface, the player would have to use the console to get them.

Create an invisible NPC that spawns near the player at level-up. Set up all the perk adjustments and stuff through a dialogue. All that would be needed is prompts. It won't be as pretty as the current perk tree menu, but dialogue can branch in the same way that perk trees can. It's just a conceptual work-around, but if perk values can be set through scripting, then the scripts attached to dialogue nodes could allow for it.

After the process is completed, the invisible NPC would delete itself. Or maybe it doesn't have to be invisible. Perhaps it could be spectral, even appear differently depending on which way the perks stack. So if they lean more towards stealth and thievery, you get a rogeu-like ghost in sneak mode standing before you. If your perks favor the warrior, you get an armor-clad ghost. If it favors magic, you get a robed and hooded ghost...

Does this concept have merrit?
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Kyra
 
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Post » Mon Jun 18, 2012 8:32 am

Adding new perks the the star menu can be done. The only thing you can't do is add a new skill.

http://www.youtube.com/watch?v=ECryUnMljEU
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GEo LIme
 
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