Skyrim Special Edition
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meh321

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  1. Parapets
    Parapets
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    Please note that the latest version (v2.0.0+) requires Skyrim Script Extender (SKSE64) v2.2.3 and Address Library for SKSE Plugins v8. It supports SkyrimSE 1.6.640 (Steam) and 1.6.659 (GOG), and will most likely support future game updates via Address Library.
  2. meh321
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    Some things I thought of that would be ideal for this:

    An artifact weapon level up system (like the Dragonbane sword in vanilla game). The more you use specific weapon the more it levels up and you can have separate perks for it to improve and customize the weapon further. Or it can be weapon type like dagger, doesn't have to be specific weapon.

    Spellcrafting. Lets say you have the beginning Flames spell, and the more you use it the more it levels up and gives its own separate perk points. Then you can improve and customize the spell by taking perks that give damage or range or reduced cost or add special effects like longer duration burning and so on. But you can't pick every option that's where the customization aspect comes in. Each spell in the game can have their own perk tree and levels (since there is no limit).

    Small skills like cooking, survival (in the wilds), scavenging. Things that aren't important enough to put in the main skill menu.

    Religion system where you can choose one of the deities to devote to and get a perk tree related to them. Perhaps if you do pilgrimages you get more levels and perk points to spend there, or if you do stuff related to what the deity is about. Perhaps also covering Daedra and Aedra.

    Specializing in killing a specific type of enemy. Lets say every time you kill a bear you get some XP in killing bears specifically. If you reach a level you get a perk point related to bear type enemy. Perhaps some of those could include that bears take more damage from you, or maybe they stop being hostile altogether, and final perk is that you can tame them. Or alternatively you could get some beneficial effects that are related to bears that help you everywhere not just against bears. Each enemy type can have its own level and perk tree.

    Things that only show up in specific parts of the game and not always there. For example Lich skill tree, Vampire (regular Vampire not Vampire Lord) skill tree. Those are only there if you actually become a Lich or Vampire and not always there so they fit in their own separate menu well.

    Things that aren't so great with this mod:

    Regular skills. Lets say you add another major skill such as Leadership which is related to making companions stronger. This would be a big skill but if it has its own separate menu then it's very inconvenient, because you usually look at skills / perks in the big menu where you can go over each skill quickly, see what level it is and what perks it has. But if there are few skills in separate menus it becomes tedious to have to close and reopen all the time. Maybe I can think of some way to make it work but for now this is not ideal.

    This mod is only for showing the perks menu and level up messages. The skills will still have to be implemented by mod authors. So as many have pointed out this mod doesn't necessarily add anything that couldn't be done before (through MCM or message boxes), it's just more convenient now for both mod authors and users since they are familiar with the perks menu already and it's kind of nice to see the level up messages in the same format as regular skills.
  3. CyberGama
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    This doesn’t work on Steam Deck, I’ve tried very carefully and patiently to get this mod to work, reading it step by step, and still nothing. Every time I go to the Skill Menu Tree the game crashes. And this is an issue because I only have a Steam Deck and a Mac. Which means I really can’t use this mod, this mod only works if you have PC unfortunately, Steam Deck will not work on it. 
    1. drenaldo
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      Works with Proton GE 9.3 and presumably the proton 9 beta version too.
    2. Vai1lyn
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      I can confirm that it works with Proton 9 Beta :)
  4. Causes CTD when opening skill menu (the vanilla menu, tab - > skills) in v1.6.1130. I disabled any custom skill mods and started new game to test so I don't think modifying them will help. The mod description and sticky should be updated to clearly state that it does not support this version.
    1. agren24
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      Have the same issue. Logged the result with the TrainWreck Crash Logger.
      https://pastebin.com/Y9XkqaSn

      Question: Will this be updated to work with SKSE 2.2.6 and SkyrimSE 1.6.1170?
  5. 1Roel2Rule
    1Roel2Rule
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    "Minor incompatibility with Skyrim Skill Uncapper when it comes to making skill legendary. The uncapper required legendary level option is incompatible with this mod."

    What do you mean with this? Most people use this to go above 100 in a certain skill. Is that still possible with this mod when using skill uncapper?
    1. rysdkm
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      If you go into skill uncapper and turn off legendary it works fine.  Since you don't need legendary with uncapper there is no reason not to do this.
  6. hugoschmug0
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    Hi everyone,

    I got this working on the latest version (v1.6.1130) by following a comment in the bugs section of Custom Skills Framework.

    In all the .txt skills files I found (I believe in NetScriptFramework/Plugins), I added:
    #LevelFile = ""
    #LevelId = 0

    Right after any
    LevelFile = X
    LevelID = X

    As mentioned by user azhrael in bug "Fails to load skill menu in v1.6.1130":
    Nope, I was wrong, it's definitely something weird with the parsing for the skill tree config files. LevelFile/LevelId is definitely the issue, but it turns out that you can fix it (?) by inserting commented out blanks copies of the variable definitions after the valid ones. So for the Custom Skill - Vigilant mod, changing it from :

    #------------------------------------------------------------------
    # Global Valiable : Skill Level - zVigSkillLevel
    #------------------------------------------------------------------
    LevelFile = "Perk-Vigilant.esp"
    LevelId = 0xD64

    to

    #------------------------------------------------------------------
    # Global Valiable : Skill Level - zVigSkillLevel
    #------------------------------------------------------------------
    LevelFile = "Perk-Vigilant.esp"
    LevelId = 0xD64
    #LevelFile = ""
    #LevelId = 0

    seems to work around whatever parsing bug exists. Why this works, and why it only became an issue with this last Skyrim update,  I leave to Parapets or someone else with the code repository to figure out.
    1. KazMiller
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      I'm on 1.6.1170. Testing with Companions skill tree, and it seems to work, thank you. I'll reply here when I install every skill tree mod I want and say what works and what doesn't. From other comments seem like some other mods, like Berserkyr, don't work, but it's better to check.
    2. KazMiller
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      Okay, I've installed everything I currently want and can confirm that with this fix following perk tree mods work correctly on 1.6.1170:

      Custom Skills - Hand To Hand
      Custom Skills - Unarmoured Defense
      Custom Skills - VIGILANT
      Companions Perk Tree
      Legacy of The Dragonborn Perk Menus
      Pilgrim - Custom Skills Framework Addon
      Prelude to Purgatory - A Lich Custom Skill Tree

      That's all that I've installed right now. Though I'm still in the process of assembling my perfect Skyrim, so I can come back and report on the work of other mods if I find something that catches my interest.
    3. dunobrev26
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      Where did you add the lines in the LOTD skill tree configs? I can't seem to figure it out.
    4. Paradoxbro25
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      TY
    5. RORRUTHOGUMBOR
      RORRUTHOGUMBOR
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      Can you tell me which files you changed them in and what location are these files at.
    6. BobOfTheA
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      Good on you for getting it to work, but I think I'll keep waiting for an update to make this .1170 compatible out of the box. Once that drops... I'm going to get so many new skill trees!
    7. Daikoro333
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      uh hey, if there is a way, could you possibly tell me how you did it with Hand to Hand? Or send me the file? Thx!
  7. DnVun
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    Can someone tell me please what button I need to press to open menu with custom skills? Read all the description and didn't find it, I'm so frustrated right now, why in the hells description are so unclear?
    1. screamingace
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      go to the magic tab, theres a spell called meditation. Do it and you get the menu.
  8. DarelHeig
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    Does not work properly - issue described later in the comment section by hugoschmug0
    Checked version of mod - 2.0.2 (for Skyrim 1.6.640)
    Game version - Steam, AE, 1.6.1170.0
  9. mbaln04
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    is this going to be updated
  10. Khelorus
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    I was able to get the Archeology skills to work using the Custom Skills Merged mod, with no modifications with the latest version of SkyrimSE. It provides an alternate method to access the custom skill perks. I haven't tested it with other supported custom skills yet, but have high hopes.
    1. AnthWizard
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      Thank you. The spell/power opens it. Destiny is all!
  11. KaiSilvers
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    Does this work with Skyrim version 1.6.353?
  12. RORRUTHOGUMBOR
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    Does anyone know a program like Creation Kit or SSEdit that let's me open up and edit these files. Would be nice to make my own frameworks. It doesn't appear in the menus.
    1. argininesy
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      There's an example custom skill in the files section that you can open up and loot at in xedit/CK.  For nif files you'll want something like Nifskope.