Please note that the latest version (v3.0.0+) requires Skyrim Script Extender (SKSE64) and Address Library for SKSE Plugins. It supports SkyrimSE 1.6.1170 (Steam) and 1.6.1179 (GOG), and will most likely support future game updates via Address Library.
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.
In order to get all your nodes at the correct coordinates, you need to be able to see how they look in-game while editing them. If you have Custom Console installed, you can quickly reload custom skill configurations by entering csf reload in the console.
From the github documentation. Custom console no longer exists so what has replaced it?
Hey just wanted to ask a technical question: With the source code available for this on your github and following some general procedure from the CommonLibVR for SKSE plugins github page... is there any definitive issues as to why I can't just compile with this particular library rather than CommonLibSSE in order to get a copy of this working for VR?
I have all the files and was just curious before I delved too deep into trying Have even fought a bit with getting vcpkg to play nicely because of a deprecated version check policy for cmake in the vcpkg file during dependency setup.
Ah after a few hours of tearing into it anyways even on the latest version ya have on yer GitHub seems there's a few things that are just too hard at least for someone like me to figure out
Offsets for certain things like ShowHUDMessage n other various offset things I simply can't figure and might apparently not even work for VR? Not sure.
Just wanted to say again thanks and if ever it were done that you are a ridiculously smart fella haha
Is it possible to change “custom skills” to something else? What would I have to edit to get the tween menu to say something else, having custom skills is super uninmersive for me
Im trying to use this mod with 1.5.97 with DLL Backloader and the game simply refuses to launch if the DLL is in the SKSE plugins directory. It will show the loading symbol by the cursor and it will blink for a couple minutes while task manager shows the skyrim being suspended over and over. The loading screen doesn't pop up at all.
Out of 400 mods, this is the only issue i'm having. I have all mods disabled except for plugins.
787 comments
(Updated 2024/04/21)
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.
From the github documentation. Custom console no longer exists so what has replaced it?
https://www.nexusmods.com/skyrimspecialedition/mods/133569
I have all the files and was just curious before I delved too deep into trying
Have even fought a bit with getting vcpkg to play nicely because of a deprecated version check policy for cmake in the vcpkg file during dependency setup.
Thanks for reading this :)
Offsets for certain things like ShowHUDMessage n other various offset things I simply can't figure and might apparently not even work for VR? Not sure.
Just wanted to say again thanks and if ever it were done that you are a ridiculously smart fella haha
Good stuff nonetheless, hope yer doin well.
anyone have any experience with how to fix this?
Out of 400 mods, this is the only issue i'm having. I have all mods disabled except for plugins.