Endorsed for the simple fact that this mod is seemingly the only one that allows you to remove (or outright purge) unspent perk points with ease. Yeah, I'm probably a niche case, but for me, that tool is invaluable for respecing or resetting a character midsave.
Awesome idea, and it seems to address the "multi level" issue that Enai's perk points have. Would you ever consider expanding this to include extra perk points at player level intervals, like how Enai has a 20% and 50% more perk points mod? Keep up the great work!
Thanks man, really appreciate this! If it's possible to do, I'll definitely try to make it happen. Just to make sure — do you mean removing the need to open the level-up menu and choose stats? Because the Player Level progression already exists, but unfortunately you still need to pick a stat and exit the menu first.
No, I'm refering to a bug in Enai's Perk Points for Skill Levels that causes the game to miss skill points if you perform an action that hits multiple tiers at the same time. This is of course EXCEPTIONALLY difficult to actually do, but as an example if you go from 49 to 51 in a skill in one action, you get 0 skill points, if you go from 49 to 75 you get one instead of 2, and if you go from 49 to 76 you get zero again. This doesn't seem to have this issue.
Enai's 50% more perk points has a similar issue where if you level up twice or more at the same time (i.e. you just waited or you're using survival mode or whatever) the game may not properly add the extra skill points.
so this mod seems to neglect mods that ADD new skill trees to the base skill tree menu. for Example, The three skill trees added by the mod Constellations do not give perk points when reaching the defined skill level.
Are you referring to the mod called Constellations - Additional Player Skills? If so, it's likely caused by how mod checks which skill tree leveled up and it should be relatively easy to fix. I'll try to do it on the weekend.
Sorry if this is a dumb question. As I understand it, if I pick my start to be 75 and my step to 15, the intervals with which I receive additional perk points would be 75, 90, and 105. Obviously I can't go above 100 without some sort of uncapper mod. Would I receive the third and final perk point at 100, or would I need to set a different step number (say, 10, so my intervals are 75, 85, 95) to get the three additional perk points I want? I want something that takes a little more grind than 50, 75, 100.
Hi, just wanted to note that this plugin can be ESLified by Compacting the FormIDs and setting the ESL flag in the header using xEdit. The scripts don't refer to any of the formIDs so they don't need to be recompiled.
Easily saves an ESP slot :) (I can provide you the ESLified plugin if you do not want the hassle)
EDIT: I should add that doing this process will require a new game.
I had roughly 50 something unspent perk points in the menu, so I go to a trainer and skill up Archery to 100, drop some perks and then realized I'd rather spent those perks elsewhere. Ended up reloading a quicksave that was right before spending gold on skilling up Archery yet again....
Never spoke to the trainer but instead opened the skill menu and I quite literally saw all those extra perk points dwindle down to 1 within seconds like a quick countdown. So bizarre, but also they're pretty much gone. I reloaded another save and then went to check again and it does the exact same thing. It drops to 1 perk point available, and it will drop to ZERO if I go out of the menu and open it again. I have tried loading older saves and no matter what now, this same effect keeps occurring and it basically eats all of the perk points not used. I can re-add the points again using the MCM menu but that defeats the purpose and messes up the ones gained through leveling, there are far too many.
Could this be a possible conflict with another mod? Does this mod use scripts??
Mod when first loaded sets deafult globals MinimumSkill and SkillStep. Next when player increases skill level, event called OnStoryIncreaseSkill is triggered and script checks base skill values and adds perk point by Game.AddPerkPoints() which can't modify your base number of perk points especially when loading save because it needs a skill increase event.
The only thing that can modify your base number of perk points is deleting perks option from MCM. I've tested it many times but theoretically if you add perk points from "give perks from start", spend perks and use "delets perks from previous option" you can have negative perk points number. From my test game always make it just 0.
Please uninstall this mod and check if its still the case. Next install and check again.
If I understand right, this is a configurable version of the 50-75-100 perk point optional file in Ordinator? (https://www.nexusmods.com/skyrimspecialedition/mods/1137?tab=files)
Awesome stuff if yes! Also a suggestion instead of making all these different zip files, would it be possible to have an INI file with min skill, skill difference & retroactive (without) ?
How is this mod supposed to work? cuz it doesn't seem to do anything. Is it just an esp file? isn't some scripts missing? I chose the 20-5 version, my character is level 24 and I leveled up 20 in smithing (30 to 50) and didn't get any points (nor the previous ones). Looking in xedit all versions seems to be the same esp file.
30 comments
Enai's 50% more perk points has a similar issue where if you level up twice or more at the same time (i.e. you just waited or you're using survival mode or whatever) the game may not properly add the extra skill points.
EDIT: Nevermind, just tested it.
Would make more sense if they could be restricted.
Easily saves an ESP slot :) (I can provide you the ESLified plugin if you do not want the hassle)
EDIT: I should add that doing this process will require a new game.
I had roughly 50 something unspent perk points in the menu, so I go to a trainer and skill up Archery to 100, drop some perks and then realized I'd rather spent those perks elsewhere. Ended up reloading a quicksave that was right before spending gold on skilling up Archery yet again....
Never spoke to the trainer but instead opened the skill menu and I quite literally saw all those extra perk points dwindle down to 1 within seconds like a quick countdown. So bizarre, but also they're pretty much gone. I reloaded another save and then went to check again and it does the exact same thing. It drops to 1 perk point available, and it will drop to ZERO if I go out of the menu and open it again. I have tried loading older saves and no matter what now, this same effect keeps occurring and it basically eats all of the perk points not used. I can re-add the points again using the MCM menu but that defeats the purpose and messes up the ones gained through leveling, there are far too many.
Could this be a possible conflict with another mod? Does this mod use scripts??
The only thing that can modify your base number of perk points is deleting perks option from MCM. I've tested it many times but theoretically if you add perk points from "give perks from start", spend perks and use "delets perks from previous option" you can have negative perk points number. From my test game always make it just 0.
Please uninstall this mod and check if its still the case. Next install and check again.
Awesome stuff if yes! Also a suggestion instead of making all these different zip files, would it be possible to have an INI file with min skill, skill difference & retroactive (without) ?
Thank you! Its possible for sure but I don't know how to do it yet. I'll try to make it in a few days :).