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Ebaryl

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26 comments

  1. Horsemen1
    Horsemen1
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    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. 
    1. ebaryl
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      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.
  2. Aluminia
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    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. 

    EDIT: Nevermind, just tested it.
    1. ebaryl
      ebaryl
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      I'm glad you figured it out :)
  3. SlappedChimp
    SlappedChimp
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    Can't perk points be used on any tree? 
    Would make more sense if they could be restricted. 
  4. Lolmaester
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    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.
    1. ebaryl
      ebaryl
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      Hello again. I guess next updates are esl. Thank you! :)
    2. Lolmaester
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      Thank you!
  5. Glasseac
    Glasseac
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    The button "remove perks" is given even more perks instead. Version 1.2 works as intended
    1. ebaryl
      ebaryl
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      Thank you, updating!
  6. twentyquads
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    Noticed something funky after playing for a bit -

    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??
    1. ebaryl
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      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.
  7. Lolmaester
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    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) ?
    1. ebaryl
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      Hello, yes, I think it works the same. I added just more options.

      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 :).
    2. Lolmaester
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      Eagerly awaiting this! Thank you!
  8. Glasseac
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    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.
    1. ebaryl
      ebaryl
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      I will fix it immediately.
    2. ebaryl
      ebaryl
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      I'm very sorry for the mistake, script added. Thank you for the post!
    3. Glasseac
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      I've been looking for a mod like this for a long time. great work!
    4. ebaryl
      ebaryl
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      Thank you! :)
  9. shallownation
    shallownation
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    this might bring me back to Vokriinator black form my next playthrough. tracking in the mean time
  10. lowl
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    does it work with https://www.nexusmods.com/skyrimspecialedition/mods/30410   ?

    also, the instructions are confusing:
    "First number is MinimumPerkLevel which has to be or passed to gain perk."
    - does this mean i need to have gained perk points equal to the first number before i start to receive perk points from skill gains?

    "Second number is how many levels needs to pass to gain perk after MinimumPerkLevel"
    - according to the options, i gain 1 perk point per 20+ skill levels but only every 5 levels? ...so if i gain 100 skill levels between level 5 and 10 i will recieve 5 perk points once i reach level 10?

    "without - it won't give you perks that you would normally have by having this mod "
    - does this mean i dont get perk points from skill levels i gained before installing this mod?
    1. ebaryl
      ebaryl
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      It should work with my mod because it runs whenever player skill level increases.

      "First number is MinimumPerkLevel which has to be or passed to gain perk."
      - Sorry, my mistake, its just SkillLevel when perks start to collect. You'll also gain perk for that level

       "Second number is how many levels needs to pass to gain perk after MinimumPerkLevel"
      - If you choose 20-5 it means skills to level 19 won't give any perks, when level 20 you'll get one, 25 next, 30 and so on :D

      "without - it won't give you perks that you would normally have by having this mod "
      - Exactly, there won't be added any perks from skill levels gained earlier

      I'll try to make better mod details today :)
    2. lowl
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      great! just the kind of mod i needed.
      been using a mod list like https://www.nexusmods.com/skyrimspecialedition/mods/87820
      gives perks from quest milestones n stuff instead of levels but it makes the game too reliant on knowing where the best loot is, making it feel like im losing if im not planning, destroying the chill vibes that skyrim is good for.
    3. ebaryl
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      Im glad to hear that! Modpack also looks very pretty :D. I'm also using mod collection, cuz it takes so long to build it from 0. Skyrim has many scaling and looting problems but more and more games are going this way so let's enjoy what we have or can do :D
    4. lowl
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      more games are looter shooter/hack n slash with fine balance and speciality classes instead of organic-do-everything like vanilla skyrim. im glad souls-like and dungeons n dragons are shaping RPGs to be more about building an interesting powerhouse than an empty vessel that can do everything poorly or too well.