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.
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.
When I use "set myskillopenmenu 1" I get "unknown variable myskillopenmenu" and nothing happens, does anyone know what the issue is? I have address library and script extender installed and up to date as well.
It gives me an error, something like relocation dll file failed to ooen cause of wrong Address library version and i use the SE version cause i have SE.. please help if i change to AE version of address i have to change other mods for AE as well and idk how that will impact my game..
Can you distribute Custom Skills framework perks to NPCs or is it players exclusively? like say also for example I wanna use SPID to distribute a Custom Skills Framework made perk tree to NPCs, will that work?
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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.
如何修改与相邻位置的模块一致的菜单?