There is a not exactly small chance I messed up somewhere. I spent 3 days trying to glue together a pile of trash in hopes to create working string variables.
Let me know if there is trash still poking out somewhere.
Feel free to suggest other mods that bring custom perks, but chances of me looking at it are better if: a) It's a popular mod b) The perks can be figured out with little effort Good example: Acrobatics Journeyman unlocks a custom dodge roll Bad example: Different sneak attack multipliers depending on type of weapon, if the enemy is sleeping, if he's wearing only underwear, if the moon is full and if I drank skooma in the last 24h. c) I actually have time (hahahahaha if only)
Until then, you can use the ini file to customize each skill, no modding knowledge needed.
Mods that have been mentioned: - Real Time Lockpicking - Persuasion Overhaul OBSE
That's not to say if or when I manage to implement them.
Please, if you use Display Skill Perk Effects, keep in mind that all the texts are handwritten. If you have any unexpected effects of the mod you are using, please make sure that they work (or don't) like described on that mod's page/readme, not the tooltip from here. If there is a discrepancy, then tell me :)
For anyone who wants it I have made my own Supreme Overhaul's Persuasion Overhaul perk descriptions. I also use Maskar's so if you don't just cut the taming animals out.
Spoiler:
Show
set lSPDMainQuest.OverrideSpeechcraft to 1 set lSPDMainQuest.PerksSpeechcraft to Sv_construct "%r%rNovice: Can receive gifts & hints. Can tame 1 animal.%r%rApprentice: Get hints for best & worst options. Can tame 2 animals.%r%rJourneyman: Minimum disposition gain for success increased. Can tame 3 animals.%r%rExpert: Total disposition loss is reduced. Can tame 4 animals.%r%rMaster: Recieve better & more unique gifts based on class of person you talk to. Can tame 5 animals."
For anyone who wants it, I have made my own Real Time Lockpicking perk descriptions, for the default .ini values:
Spoiler:
Show
set lSPDMainQuest.OverrideSecurity to 1 set lSPDMainQuest.PerksSecurity to Sv_construct "%r%rNovice: Nothing.%r%rApprentice: Gives your lockpicking attempts a 0.4%% chance per skill level in Security to avoid breaking the lockpick.%r%rJourneyman: Adds additional gold to containers you pick which already have gold.%r%rExpert: Gives you the key of what you have lockpicked, if any (not quest item, valuable nor scripted keys).%r%rMaster: Makes you roll an additional magic item in containers with enchanted loot you pick."
I have a small nitpick with both this mod and the og "Skill Perk Descriptions" mod, in that I would like the "current level" and "Governing attribute" lines to be at the top of the text box right under the Skill description line. (with the perk descriptions listed at the bottom)
I don't think so. As far as I remember (has been a hot minute) the new text isn't added in a new field, it's added TO the description. So there is no way to put anything in between, and the description sits where the xml files of whatever interface mod one might use puts it.
All right, I did some changes here and, unfortunately, I needed to remove the images that illustrates the skills because I didn't found a way to make the fonts smaller. But now its descriptions fits the screen and that is what I needed!
set lSPDMainQuest.OverrideHorsemanship to 0 ;set lSPDMainQuest.PerksHorsemanship to Sv_construct "%r%rNovice: Nothing.%r%rApprentice: Making small turns will no longer decrease galloping speed.%r%rJourneyman: Unlocks rearing.%r%rExpert: Unlocks strafing.%r%rMaster: Horse can run on water, but only when galloping."
You can't override something that doesn't exist. I'll have to update it at some point to support it (this mod is older than the Hosemanship Skill) if I remember how code works, lol.
Oh right. Hopefully you get to update this, as Horsemanship is probably the only skill missing from this. I know Extended UI has similar feature nowadays, but I far prefer your visual presentation.
I am trying to customize the block descriptions, but am having no luck. I set override to 1, and delete the ";" at the beginning of the descriptions line. I wanted to add a line to the Journeyman description that says "Shields block physical damage 100%", because I altered my game to allow a block skill of 50 to block damage at 100%.
When I load the game, the block description is completely vanilla. I let the game sit for about 30 seconds and checked, and it was still just vanilla.
If someone wants to copy and paste here exactly what I should put in the ini, that'd be awesome.
a suggestion. Make it so this mod only compiles the information by user input, instead of the running 30 second ping. A mod you could use to look into something like that would be https://www.nexusmods.com/oblivion/mods/47153 which claims to only ping (is ping the right word?) for the information when the user opens the book provided. Thank you.
-- unless i'm misunderstanding what " It will then update the perk texts every 30 seconds or so..." means.
98 comments
I spent 3 days trying to glue together a pile of trash in hopes to create working string variables.
Let me know if there is trash still poking out somewhere.
Feel free to suggest other mods that bring custom perks, but chances of me looking at it are better if:
a) It's a popular mod
b) The perks can be figured out with little effort
Good example: Acrobatics Journeyman unlocks a custom dodge roll
Bad example: Different sneak attack multipliers depending on type of weapon, if the enemy is sleeping, if he's wearing only underwear, if the moon is full and if I drank skooma in the last 24h.
c) I actually have time (hahahahaha if only)
Until then, you can use the ini file to customize each skill, no modding knowledge needed.
Mods that have been mentioned:
- Real Time Lockpicking
- Persuasion Overhaul OBSE
That's not to say if or when I manage to implement them.
Please, if you use Display Skill Perk Effects, keep in mind that all the texts are handwritten. If you have any unexpected effects of the mod you are using, please make sure that they work (or don't) like described on that mod's page/readme, not the tooltip from here. If there is a discrepancy, then tell me :)
set lSPDMainQuest.PerksSpeechcraft to Sv_construct "%r%rNovice: Can receive gifts & hints. Can tame 1 animal.%r%rApprentice: Get hints for best & worst options. Can tame 2 animals.%r%rJourneyman: Minimum disposition gain for success increased. Can tame 3 animals.%r%rExpert: Total disposition loss is reduced. Can tame 4 animals.%r%rMaster: Recieve better & more unique gifts based on class of person you talk to. Can tame 5 animals."
set lSPDMainQuest.PerksSecurity to Sv_construct "%r%rNovice: Nothing.%r%rApprentice: Gives your lockpicking attempts a 0.4%% chance per skill level in Security to avoid breaking the lockpick.%r%rJourneyman: Adds additional gold to containers you pick which already have gold.%r%rExpert: Gives you the key of what you have lockpicked, if any (not quest item, valuable nor scripted keys).%r%rMaster: Makes you roll an additional magic item in containers with enchanted loot you pick."
In-game appearance:
(with the perk descriptions listed at the bottom)
Is there a way of doing this?
I found a small bug easily fixed: Destruction perk text says "sealth" instead of "health".
Thanks!
How did you remove the images?
I made BTmod (BTmodv220) and Skill Descriptions compatible, but keep in mind i'm using original (2011) version of the mod:Facing the same problem
Skill Perk Descriptions by mitchalek
Copy the edited stats_menu.xml to installed BTmod subfolder:
mods\BTmodv\menus\main
and confirm overwrite, done.
Load order:
BTmod
Skill_Perk_Descriptions_1_1
This new stats_menu.xml is based from BTmod's, but have one category:
<image name="stat_pop_background">
</image>
copied from optional "SPD_Vanilla_Tooltip_Fix" from mitchalek, which makes the tooltip fields wider for perk descriptions.
set lSPDMainQuest.OverrideHorsemanship to 0
;set lSPDMainQuest.PerksHorsemanship to Sv_construct "%r%rNovice: Nothing.%r%rApprentice: Making small turns will no longer decrease galloping speed.%r%rJourneyman: Unlocks rearing.%r%rExpert: Unlocks strafing.%r%rMaster: Horse can run on water, but only when galloping."
This is a great mod btw! I really like that I can customize my own descriptions.
I set override to 1, and delete the ";" at the beginning of the descriptions line. I wanted to add a line to the Journeyman description that says "Shields block physical damage 100%", because I altered my game to allow a block skill of 50 to block damage at 100%.
When I load the game, the block description is completely vanilla. I let the game sit for about 30 seconds and checked, and it was still just vanilla.
If someone wants to copy and paste here exactly what I should put in the ini, that'd be awesome.
-- unless i'm misunderstanding what " It will then update the perk texts every 30 seconds or so..." means.