Skyrim

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Kelsenellenelvian and JoeKa8

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Kelsenellenelvian

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19 comments

  1. Kelsenellenelvian
    Kelsenellenelvian
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    Hi dude!

    Nice job!

    If you want, I can provide a French translation!

    I can send you a link for download my translation, and you can upload it here! (Sorry for my bad English, I'm French people)!

    Sure! That would be great thank you
  2. SETVI
    SETVI
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    Hi dude!

    Nice job!

    If you want, I can provide a French translation!

    I can send you a link for download my translation, and you can upload it here! (Sorry for my bad English, I'm French people)!
  3. as220
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    I came across this mod while I was browsing archery perk mods. Not sure if you're still maintaining it, but if so, I might have found a small issue with it.

    Having looked at adding the Trickshot perk back into the Marksman perk tree in my own game, I was interested in the discussion below with JoeKa8 about the issues with having both Trickshot and Bullseye. I downloaded your mod and had a look at it in TES5Edit to see what you had done to fix the potential clash with the Bullseye perk.

    I could be reading it wrong, but it looks like there might be a couple of mistakes with the conditions.

    For the Bullseye Perk, you have removed the 15% chance check from the Perk itself and have instead added it to the PerkBullseyeTrickshot Spell conditions. This should work as intended when you have both Trickshot and Bullseye when the new PerkBullseyeTrickshot Spell is called, but in the case where you have Bullseye without Trickshot, it will call the original PerkBullseyeParalyze Spell without the 15% chance condition, which will result in Paralysis 100% of the time rather than 15%.

    For the new PerkBullseyeTrickshot Spell you have also added a 25% chance check for it to call the PerkTrickshotDisarm Magic Effect. However, that Magic Effect already seems to have a 25% chance check built into it, so you are ending up with a 25% chance of a 25% chance (i.e. 6.25% chance) for the Disarm to actually happen.

    Like I said, I've only looked at this in TES5Edit and I'm certainly no expert, but it might be worth taking a look yourself just to check if the conditions are working as you intended.
    1. Kelsenellenelvian
      Kelsenellenelvian
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      Some of the stuff you mention has conditions that are only see able in the creation kit. TSedit doesn't show all of the information.

      There is a conditional modifer added in when you go through the left side or the right side of the perk tree, AFAIK it was fixed to still give you the proper percent as I also changed the original perk too...
    2. as220
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      Ah, that might explain it. Looks like it's time for me to take the next step from TES5Edit and start making use of the creation kit to be sure I'm seeing the whole picture.

      Thanks for your reply. It's always good to learn more about how everything works and helps me to develop my fledgling modding skills.
  4. JoeKa8
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    (for beta version)

    looked it through in TES5edit and creation kit ..

    1.
    In the Trickshotperk you added a condition for not having Bullseye to the perk conditions .. I'm not sure if this works .. perk conditions are meant to decide if the perk is skillable or not ( .. example: you need skill 80 in marksman to be able to skill it .. but you don't get the perk, as soon as you hit 80, you still have to skill it)
    I don't know if a perk entry really gets removed if the perk itselfs becomes unskillable after you already skilled it, but even if works, it's not the prober way to solve it

    you have to add this condition in the perk entries - perk owner
    (double click on "perk entry", the window where you select "apply combat hit spell" as perk entry and so on)

    2.
    In your Bullseye-perk, you forgot to add "HasKeyword" "WeapTypeBow" "=1" (again, add it in the Perk Entry Conditions, not the Perk Conditions)... If you don't add it, every weapon will benefit from it, not only bows
    (if you want to make it accesable for all weapons, you got the same problem as in your first version, meeleweapon-masterperks are "apply combat hit spell"s too and won't stack)

    3.
    You don't need to skill trickshot in this setup ... you can fill the right treebranch "ranger" -> "bullseye" and will get the benefit of bullseye and trickshot

    4.
    Use TES5Edit to remove your new, but unused magic effect "PerkTrickBull"

    You're on the right way, basicly you got the idea right ..

    1. add the condition at the proper place for disabling Trickshotperk
    2. add weapontype for bullseye in your Perk Entries - Conditions - Weapons
    3. Bullseye needs two perk entries ...
    first, the vanilla version with a perk entry condition (perk owner) added for not having trick shot (if you got it by having only ranger-perk)
    second, the perk entry you made with your new spell "PerkBullseyeTrickshot" (this one needs the perk entry condition (perk owner) for having trick shot)
    (first perk entry with vanilly combat hit spell is active if you have only bullseye but not trickshot, second if you have got both -> having trickshot skilled or not will toggle between the two perk entries of bullseye perk)
    4. TES5Edit is quite self-explaining, just start it up und load your file, right click the magic effect you want to remove and click "remove"

    hope you can understand what I mean (it's hard for me to explain in english without using screenshots) ^^
    have fun while you figure it out to get this to work =D (of course I couldt do the mod for you, but that is not the spirit ^^)

    and again, sry for bad english
    1. Kelsenellenelvian
      Kelsenellenelvian
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      You are simply amazing! Thank you very much!
    2. Kelsenellenelvian
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      With your sage advice I believe I have gotten it polished rather well.

      If you have the time would you kindly inspect it again?
    3. JoeKa8
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      (for beta2)

      thanks for kudo ^^

      1. Trickshot needs to disable itself when you got Bullseye
      -> Open Trickshot perk
      -> Double click on the perk entry in the table
      -> Entry Point -> "Apply combat hit spell" -> "select spell" -> "PerkTrickshot" (this step you've made correct already)
      (now what is missing)
      -> in the same window, go to the table for conditions -> first tab "perk owner"
      -> right click it, add a new condition -> "condition function": "hasperk" -> "Perk:Bullseye" -> "comparsion": "=" -> "value": "0"
      (this way trickshot has the condition for only beeing applied if you don't got bullseye (perkowner:hasperk:Bullseye = 0)
      -> conditions for only Bows is already set (in the same little window the second tab on the table, "weapon")
      -> trickshotperk is now finished

      2. you messed up the two perk entries for bullseye a little
      - Bullseye has two perk entries, both apply combat hit spell, but both wan't to apply the spell "PerkBullseyeTrickshot"
      - one of your perk entries checks for the condition if the target exists, this is nonsense. Looks like a condition, which you wanted to set, but only created it and then forgot about it

      -> open Bullseye perk

      -> double click on the first perk entry in the table
      --> "apply combat hit spell" -> "select spell" -> "PerkBullseyeParalyze"
      (the vanilla spell, this is going to be the one, which is active when you haven't skilled trickshot)
      --> in the same window, go to the table for conditions -> first tab "perk owner"
      --> right click it, add a new condition -> "condition function": "hasperk" -> "Perk:Trickshot" -> "comparsion": "=" -> "value": "0"
      (the perk entry is only active, if "perkowner:hasperk:trickshot = 0")
      --> in the condition table, switch to the second condition tab in the table "weapons"
      --> if it ain't already there, right click on the table, add "new" condition -> "condition function": "haskeyword" -> "Keyword:WeaptypeBow" -> "comparsion": "=" -> "value": "1"
      (look it up in your trickshot perk, only one of your bullseye-entry has the restriction for bows)

      -> double click on the second perk entry in the table
      (this is going to be pretty much the same as the first, except for a different spell which should be applied, and the condition for having trickshot instead of not having it)
      --> "apply combat hit spell" -> "select spell" -> "PerkBullseyeTrickshot"
      (the stacking-spell, this is going to be the one, which is active when you have skilled trickshot)
      --> in the same window, go to the table for conditions -> first tab "perk owner"
      --> right click it, add a new condition -> "condition function": "hasperk" -> "Perk:Trickshot" -> "comparsion": "=" -> "value": "1"
      (the perk entry is only active, if "perkowner:hasperk:trickshot = 1")
      --> in the conditionstable, switch to the second condition tab in the table "weapons"
      --> if it ain't already there, right click on the table, add "new" condition -> "condition function": "haskeyword" -> "Keyword:WeaptypeBow" -> "comparsion": "=" -> "value": "1"
      (look it up in your trickshot perk, only one of your bullseye-entry has the restriction for bows)

      be carefull, both perk entries in Bullseye have the Priority 0 ... if you double click on it, the tableorder gets mixed up ... to avoid this, double click on the the first perk entry and set the priority in the top line of the window to 1 ... this will prevent you perkentry table for getting mixed up

      as I said, it's kind of hard for me to explain it in english without screenshots, I hope this step-by-step guide is better to understand

      go for it and upload it, I will look at it again ^^
      have fun ^^

      edit: the blink-smiley are not intented, it is just a closing bracket
    4. Kelsenellenelvian
      Kelsenellenelvian
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      Thank you again for your help.

      Also your instructions are quite clear enough for me to understand. I have only been using the creation kit for a little over a week and your immense help has been great.
    5. emieri00
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      Wizards working right here with skyrim witchery; Keep distance.

      Thanks for a fix for another unattended vanilla bug. :3
    6. Kelsenellenelvian
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      LOL that really made me smile thanks!
    7. JoeKa8
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      (beta3)

      yes, now everything should work correct =D

      I'm glad I was able to help ^^

      and btw, if you want to upload a german translation:
      (I'm from germany )

      change the name of Trick Shot (not the perk ID) to "Kunstschuss" .. Description would be: "Eure Treffer haben eine Chance von 25% euer Ziel zu entwaffnen."

      and for Bullseye the name would be "Meisterschuss" .. Description would be: "Es besteht eine Chance von 15%, dass das Ziel 10 Sekunden lang gelähmt ist, wenn es getroffen wird."

      (for a translation, you only have to translate the name and the description of the perks you've changed)

      ps. on your mod description page, as far as I know, option B is the right explanation ... With this perk, you will only disarm an enemy if its bow is drawn or he swings its weapon right in the moment you hit it ... which is balanced I think ... this perk is especially usefull against archers, which hold their bow drawn for a long time, while they aim ... or against a meele, which is already in meelerange

      have fun with creation kit =D
    8. Kelsenellenelvian
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      Final version and German Translation uploaded.

      P.S. JoeKa8 added to the authors name section

      P.S.S. And in the credits section.
    9. JoeKa8
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      thanks xD

      at last, there is one little thing to mention ^^

      your mod will also be incompatible to mods, which change the marksmantree itself .. because you changed the layout as you added a new perk

      only mods, which change just the settings of the vanilla perks (except for the bullseye perk of course) without changing the treestructure will be combatible
    10. Kelsenellenelvian
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      Ah! Quite right good sir. Fixed the description.
    11. CampiJR
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      Just to verify.. you said "your mod will also be incompatible to mods, which change the marksmantree itself .. because you changed the layout as you added a new perk" I'm assuming Jaxonz Archery Perks is not compatible because it alters the tree even though it's outside of the original tree.

      Thank you
  5. chimpoforevah
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    Awesome gonna give this a shot, there is another mod out here like this but it has the bullseye glitch. Thanks and will endorse.
    1. Kelsenellenelvian
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      Thank you for your comments and endorsment!