How to free two perk trees

Post » Mon Jun 18, 2012 10:25 pm

Hello what you think of merging alchemy and enchantment both into a bigger crafting smithing tree , so inside it there coudl be multiple branche diramations ... and this woudl free two perk trees in magic that coudl be used for other stuff like , a magical combination tree
or another thing ...
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Lewis Morel
 
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Post » Tue Jun 19, 2012 8:20 am

Character > Actor Values

Inside the trees, just right click on a perk to remove it.
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Tikarma Vodicka-McPherson
 
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Post » Tue Jun 19, 2012 2:27 am

? I was not a question but a solution possibly by merging alchemy , enchantment and smithing into one single crafting tree....
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Rich O'Brien
 
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Post » Tue Jun 19, 2012 7:10 am

You wouldn't get everyone to agree on this and I know I for one am making a mod which relies on smithing and enchanting both being skills, soooo...
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Crystal Clarke
 
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Post » Tue Jun 19, 2012 2:49 am

a better bet would be to merge pickpocket and lockpick (the 2 skills with the most pointless trees) into sneak (where those crappy perks really should have been in the first place)
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Daddy Cool!
 
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Post » Tue Jun 19, 2012 1:57 am

Enchanting and alchemy don't really seem that similar at all. Now, if you were going to expand alchemy to deal with gastronomy, that would make some sense.
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Jessica White
 
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Post » Tue Jun 19, 2012 5:55 am

a better bet would be to merge pickpocket and lockpick (the 2 skills with the most pointless trees) into sneak (where those crappy perks really should have been in the first place)
That too makes sense and may be add a new perk tree of?
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Cathrine Jack
 
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Post » Tue Jun 19, 2012 4:51 am

a better bet would be to merge pickpocket and lockpick (the 2 skills with the most pointless trees) into sneak (where those crappy perks really should have been in the first place)

Can you even change pickpocket/lockpick actions so that they increase the sneak skill instead of their corresponding skill? That's the main problem I see here.
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Jarrett Willis
 
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Post » Tue Jun 19, 2012 5:04 am

That too makes sense and may be add a new perk tree of?

I'd love to be able to make new perk trees for stuff to keep the vanilla trees from being overly cluttered, but it doesn't look like thats going to be an option

Can you even change pickpocket/lockpick actions so that they increase the sneak skill instead of their corresponding skill? That's the main problem I see here.

no, I'm not really sure how the skill requirements listed under the perk work either...it must be hard coded to read the number from the getactorvalue-skill condition in the perk
so even if you did hijack a skill tree, it probably wouldn't display correctly
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Michelle Chau
 
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Post » Mon Jun 18, 2012 11:27 pm

For spells you can at least select the magic school which is increased (non-magic skills aren't listed). For any weapon you can select any skill to be increased by using the weapon. Sadly the other skills all have hardcoded action<->skill connections, which is a sad and regretable design-choice in my view. Since they rewrote the engine around the Gamebryo renderer this would have been the perfect moment to change this to allow for more flexible mods this time around.

So only way I see is to life with the reality that only one skill tree can be freed up and allow for exclusive and new use of the freed skill, which is by merging "one-handed" and "two-handed" into a single "weaponed combat" tree and skill. Or if you want to create new magic skills collapse two of the existing magic schools.
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Mark
 
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Post » Tue Jun 19, 2012 9:38 am

For spells you can at least select the magic school which is increased (non-magic skills aren't listed). For any weapon you can select any skill to be increased by using the weapon. Sadly the other skills all have hardcoded action<->skill connections, which is a sad and regretable design-choice in my view. Since they rewrote the engine around the Gamebryo renderer this would have been the perfect moment to change this to allow for more flexible mods this time around.

So only way I see is to life with the reality that only one skill tree can be freed up and allow for exclusive and new use of the freed skill, which is by merging "one-handed" and "two-handed" into a single "weaponed combat" tree and skill. Or if you want to create new magic skills collapse two of the existing magic schools.

I can imagine this splitting into Weaponed Combat, and Bruce Lee style unarmed combat.
Low damage, sweet status effect perks.
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I love YOu
 
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Post » Tue Jun 19, 2012 12:57 am

A great new tree would be for unarmed and unarmored combat. Improved fist attacks, high jump, dodging, etc.
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Isabella X
 
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