Perks per level?

Post » Mon Jun 18, 2012 12:00 pm

1) Does anyone know how the number of perks allocated per level is controlled? In New Vegas it was an integer under Gameplay -> Settings. But I've been through everything there several times, and i can't see anything which looks right. If it's a script, I can't see it either. I'm sure I've seen a mod somewhere which changes it, but that might be a script.

2) Ditto: does anyone know how the number of rings that can be worn at one time is controlled?

3) Finally, how is the permissable enchantments for each item controlled? I suspect that the keywords are involved, but I can't see how they link up.


Cheers
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Siobhan Thompson
 
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Post » Mon Jun 18, 2012 2:36 am

I've gone through gameplay settings as well and it simply isn't there. I'd like to know too.
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x_JeNnY_x
 
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Post » Sun Jun 17, 2012 9:42 pm

1. Would like to hear that myself...
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Daniel Lozano
 
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Post » Mon Jun 18, 2012 2:13 am

1.) I'd like to know too.
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Rachyroo
 
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Post » Mon Jun 18, 2012 12:25 am

1) Does anyone know how the number of perks allocated per level is controlled? In New Vegas it was an integer under Gameplay -> Settings. But I've been through everything there several times, and i can't see anything which looks right. If it's a script, I can't see it either. I'm sure I've seen a mod somewhere which changes it, but that might be a script.
2) Ditto: does anyone know how the number of rings that can be worn at one time is controlled?
3) Finally, how is the permissable enchantments for each item controlled? I suspect that the keywords are involved, but I can't see how they link up.
Cheers

1.) I'd like to know too.
2.) I'd like to know too.
3.) There are special types in CK - LIST. It is linked with specific enchantments through magic effects. This LISTs shows for specific magic effects what armor\clothes are available.
See "Worn Restriction" in "Enchantment" window: http://www.creationkit.com/Enchantment
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Emily Jones
 
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Post » Mon Jun 18, 2012 3:13 am

Thanks for that - I'll get on it!


I have a horrible idea that 1 and 2 may be hard-coded.
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Laura Mclean
 
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Post » Mon Jun 18, 2012 11:42 am

1 and 2 are possible without the CK and is done by Elys Uncapper, with which you can set how many perk points you get/level, and a mod on nexus(i forgot it's name), which sets the number of amulets and rings to infinite.
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Kelly Upshall
 
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Post » Mon Jun 18, 2012 1:28 am

Using SKSE ...

http://skyrim.nexusmods.com/downloads/file.php?id=1175

Using ScriptDragon ...

http://skyrim.nexusmods.com/downloads/file.php?id=1992

Using just the CK ...

None known.
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Emily Jones
 
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Post » Sun Jun 17, 2012 10:29 pm

Anyone figured it out yet?
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Pants
 
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Post » Mon Jun 18, 2012 3:24 am

I'm aware that there are mods which do what I want, but I want to do it myself - hence asking how it was done in-game. Which no-one seems to know? Do I assume that existing mods use scripts? Like: "If you get a perk point, add another one" sort of thing?


dkarm

I think I've now figured this last one out. I was a bit confused at first because every entry I tried already had the field in question set to "none". After a more detailed study I realised that the only ones which needed changing were the ones with a name of the form "EnchArmorxxxxxxxxBase". That's all done, so now I need to test it.
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Jennifer May
 
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Post » Sun Jun 17, 2012 11:27 pm

OK, new plan: does anyone know how to script 1) and 2) . Please note: as I said, this is part of a learning exercise, so I'm not interested in where to download a mod which does either of these. I just want to know ideally how the game handles it, or failing that, how I do.
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Yvonne
 
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Post » Mon Jun 18, 2012 1:08 am

Empedocles

if any mod is created by CK it will do for investigation too ;-)
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Andrea P
 
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Post » Sun Jun 17, 2012 10:00 pm

I've wanted to find this out too. I can't even find any variable in the CK that links levelling up to new perks, or unchosen perks, and I've been over it about a hundred times.
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Dan Stevens
 
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Post » Sun Jun 17, 2012 10:45 pm

I've wanted to find this out too. I can't even find any variable in the CK that links levelling up to new perks, or unchosen perks, and I've been over it about a hundred times.

Same here, I even looked through the hidden scripts associated with leveling up and nothing to do with perks or points.
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Kira! :)))
 
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Post » Mon Jun 18, 2012 12:52 am

Hidden scripts sound promising anyway. How do you access those?
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m Gardner
 
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Post » Mon Jun 18, 2012 6:14 am

I'd still like to know these things, but I've found that the one-perk-per-level thing is a lot less restricting once I've removed all the dependencies except required level. I realised that the one-ring-per-person thing might be set in the engine, as it requires a graphic: you can see the ring on your finger. But I can't believe that the perk-per-level is.
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Lauren Dale
 
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Post » Mon Jun 18, 2012 11:34 am


2) Ditto: does anyone know how the number of rings that can be worn at one time is controlled?

The rings are set up in a simple way. All ring meshes are bound to the same finger bone and are assigned the same slot. So only 1 ring can be equipped at any given time.

It is possible to set up rings using one of the many empty slots, however those rings will only be able to be equipped to that slot and not the other default ring slot. Basically you would end up with 2 sets of rings that were mutually exclusive from one another.

In order to get a 2 ring slot system like oblivion, you would need to do some fancy scripting and have a lot of "ring 1" and "ring 2" nifs, and use the script to detect if slot 1 was empty or not and if so, equip the other ring. It would be a mess really.
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Matthew Warren
 
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Post » Mon Jun 18, 2012 1:41 pm


It is possible to set up rings using one of the many empty slots, however those rings will only be able to be equipped to that slot and not the other default ring slot. Basically you would end up with 2 sets of rings that were mutually exclusive from one another.




Are you talking about looks only, or looks and effect? I'm not worried if ring #2 shows, only if the effects of both rings are applied.
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Stay-C
 
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Post » Sun Jun 17, 2012 10:20 pm

Are you talking about looks only, or looks and effect? I'm not worried if ring #2 shows, only if the effects of both rings are applied.

Both effects will be applied, however as Echonite has stated, you will have to set up a set of rings that will only fit in the desired unused slot.
I have already done a similar effect but used it to create satchels/bags which increase carryweight. I used the unused slots 44 and 45, but had to set up a pouch/bag for each slot.
You might find that the CK throws up an error when you load your mod, complaining about " [xx item] used invalid biped object slot [xx] for [what ever race you chose to use]

The good news is that the error doesn't appear when loading the game or affect it, or at least i haven't come across any so far
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Richard Thompson
 
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