Skill Trees

Post » Mon Jun 18, 2012 7:26 am

Okay, Well i like class's and don't this level up and choose anything, be everything crap. So I decided i will try and create class specific skill trees, this is not my first time messing with the modding tools but it is my first time editing anything remotely to do with characters and i found where the skill trees are :smile: but i am confused on how to create one.



Any help would be nice :smile: my only experience in modding with these tools were in fallout,oblivion and new vegas and those were cells and items.


Edit- It seems i can edit existing perk trees to create what i want, Still any help on this topic would be appreciated.

Edit2- if any of you are wondering how to do it, go to Character>Actor Values> then click on a perk and select the "perk tree" option and its like playing connect the dots from there.
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Adrian Powers
 
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Post » Mon Jun 18, 2012 2:49 am

I'd like to add to this thread that I am also trying to figure out how to add new skill trees to the game with their own perks, but cannot seem to even successfully 'duplicate' a skill from the Character>Actor Values> list and retain the Type:Skill. I'm going to continue working on this, but any advice or help regarding the manipulation or addition of new skill trees would be greatly appreciated.

The 'Game Jam' reel proved that this is possible (hopefully with the tools at our disposal).
Thanks.
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Louise Lowe
 
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Post » Mon Jun 18, 2012 1:55 am

Edit2- if any of you are wondering how to do it, go to Character>Actor Values> then click on a perk and select the "perk tree" option and its like playing connect the dots from there.

For me this is only doable when no esms are loaded. Any Idea why? Also were you able to actualy create a new skill?
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rebecca moody
 
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Post » Sun Jun 17, 2012 9:58 pm

It seems we can't add new skills. The CK is bugged and isn't properly creating/duplicating Actor Values, and it's possible the engine still has hard-coded limits on what Actor Values there are.

Unless this happens to get fixed, we may need to rely on user-created tools and SKSE extensions to support new skills and skill trees.
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hannah sillery
 
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Post » Mon Jun 18, 2012 2:17 am

we may need to rely on user-created tools and SKSE extensions to support new skills and skill trees.

Yup, so far all I've done is managed to crash the CK on loading the mod I was working on - and I saw exactly what you mentioned, though I was able to duplicate Alchemy as a skill to work from, the duplicate would not update to it's new name, or allow me to change the script it calls. Here's to hoping the Actor Values will be addressed in an update soon.

I'm going to start searching for any information on SKSE coding that might relate to this...any tips? When presenting the 'Game Jam' reel, it sounded like Todd Howard implied that the week of modding that took place used (only)tools that would be available to us. I guess that could have been simply me hearing with optimism.
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Mashystar
 
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Post » Mon Jun 18, 2012 1:42 pm

I'm going to start searching for any information on SKSE coding that might relate to this...any tips?
SKSE doesn't currently have anything for this, yet. But it's actively worked on, so if it becomes requested enough and if it doesn't appear that Bethesda will fix it, I bet they'll look into it. Enough of the data structures seem to be there (the skill's fields are modifiable, as is the list of perks associated with them and the relation between the perks), it's just a matter of getting the game to recognize and show it.

When presenting the 'Game Jam' reel, it sounded like Todd Howard implied that the week of modding that took place used (only)tools that would be available to us. I guess that could have been simply me hearing with optimism.
Sounded to me like they had all their own tools to work with, including access to the game's source code. But we also have no idea how hacky the lycanthropy perk tree was... it's quite possible it replaced an existing skill and the UI was modified just enough to make it look the way it did.
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Marion Geneste
 
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Post » Mon Jun 18, 2012 12:57 am

Sounded to me like they had all their own tools to work with, including access to the game's source code. But we also have no idea how hacky the lycanthropy perk tree was... it's quite possible it replaced an existing skill and the UI was modified just enough to make it look the way it did.
I could see any of those being the case, the video was pretty skimpy when it came to details. In any case, thanks for such a swift response, and I guess I have reason to add my voice to the cacophony on a SKSE forum somewhere.
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naana
 
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