ACT is Now Feature Complete! I’m happy to announce that ACT is now feature complete. All core functionalities are in place, and I’ve created compatibility plugins for several popular mods that introduce new skills and perk trees. Below is an overview of the current compatibility patches. If there are others you’d like to see, please let me know!
Current Compatibility Plugins
Spoiler:
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Bloodrush (Doom-Inspired Skill)
Bloodrush is learned after reaching 3 ranks in Weight Lifting and Pain Tolerance.
Hold Breath - Mindfulness Restored
Mindfulness is learned upon achieving 3 ranks of Fitness and Wellness.
Overrides default ACT progression so that Pain Tolerance is learned only after 3 ranks of Mindfulness.
Immersive Sabers
Lightsaber Training is learned once the player has at least 3 ranks of dueling AND has completed the first temple or trigger the powers tutorial.
Momentum (New Physical Skill)
Momentum is learned after 3 ranks of Fitness and Pain Tolerance.
Shade’s Stealth Takedowns
Takedown is learned when Martial Arts reaches 3 ranks.
TN Textiles Restored
Textiles is learned at 1 rank of Research Methods.
Overrides default ACT progression so that Spacesuit Design is learned only after 2 ranks of Textiles.
Starborn Perk Tree
Progression begins once you complete the first temple or trigger the powers tutorial, granting a 3-rank advancement to start.
TimeFold (3) → Power Overflow (3) → Total Control (3) → Ability Master
Quantum Being (3) → Deadly Impact (3) → Critical Power (3) → Imbued Power
Kenjutsu
Kenjutsu is learned upon achieving 3 Ranks of Dueling. Overrides default ACT Incapacitation to be learned after 3 Ranks of Kenjutsu and 3 Ranks of Targeting (knowing vitals to exploit with EM weapons - immersion crossover of gaining capabilities to improve EM weapons).
Coffee Fiend
Coffee Fiend is learned upon achieving 3 Ranks of Gastronomy.
Beginner's Luck
Beginner's Luck is learned upon achieving 3 Ranks of Commerce. Overrides default ACT Theft to be learned after 3 Ranks of Beginner's Luck.
Sentinel - A New Physical Skilk
Sentinel is learned upon achieving 3 Ranks of Weight Lifting and Pain Tolerance.
Feedback Welcome! ACT’s extensibility makes adding compatibility for new skills or perk trees straightforward. Let me know if there are any other mods you’d like to see integrated. Your suggestions and feedback are always appreciated!
Hey EphemeralSagacity! This looks like a great idea, but I have a question about how it functions. I see from the article that custom perks should modify a form list to be included in the tree structure, but how does this mod handle custom perk challenges? Does it just read them off the perk?
Thanks for this mod. I really like the "level as you play" aspect. I do have one minor issue - about a dozen activities are still active even though I've maxed the corresponding skill. Is there a way to remove those activity entries?
Hi, thank you for this mod. I have enjoyed all your mods working together. Is there a way to see how to unlock certain perks that are not in the activities tab? Perks in an unlocked section? For example, I want to unlock Weight Lifting for RP and survival reasons but it's not in the Activities tab and the perk descriptions don't give me any indication on how to unlock it I'm not sure if it's a load order problem on my end or something I'm missing. Looking forward to hearing from you. Thank you!
I'm stupid. I finally saw the image and I saw the progression. I'm for not looking at the images. Feels weird saying that. It's usually "sorry for not reading the description" lol. Incredible mod. Thank you
It would be nice to have ACT be able to check for necessary challenges, I had to disable the mod, due to a different bug and once I enabled it, it tells me as an "Activity", to "Kill 10 foes with laser weapons", while my skill is maxed out.
I came across a very weird bug. But I don't know if it's related to this mod. I only know, that I've recently only added ACT along with Starborn Perk Tree to my setup and started a new game.
While playing I was suddenly equipped with the Alien Reanimation power - out of the blue. I was able to figure out, that it happens, whenever I trade with Sarah for the first time. It doesn't matter how I open her inventory, and I don't have to trade anything with her. Just opening her inventory and closing it, grants me with said power.
The only mods overriding this power's records (magical ability, spell, etc.) is Royal Galaxy and the Starborn Perk Tree Patch for it. But it only changes durability, so that's not the reason. It must be some scripted event. But it's probably super hard to track this down properly, because therefore I'd have to decompile several scripts from multiple mods and figure out, how they interact with each other. The spell's formID might be used somewhere. If I need to guess, I'd point on either Starborn Perk Tree affecting one of my other mods somehow - or vice versa. I didn't happen with the same setup before adding said mods. But that's just in theory. Thought, I'd ask here and hope someone else has a better idea.
I have Royal Galaxy, Starborn Perk Tree, Royal Galaxy Patch for Starborn Perktree, ACT and the compat patch for ACT for the Starborn Perktree and I do not encounter this issue (and a lot more as I use the nasapunk wabajjack by Vermillion along with all the perks that ACT has perk patches for on top...plus updates and disable a few things for smooth play from the list). ACT should not be able to cause this, though if you share logs in a spoiler with the repro I could take a gander.
Based on community feedback, I’ve adjusted the Tech tree to remove the major speedbump that Payloads created in progression:
🔧 Optimized Tech Tree (Playtest-Driven Adjustments): 🛡 Shield Systems → 🛠 Starship Engineering → 🚀 Starship Design → 📦 Payloads
From my experience, reaching Boost Assault felt well-balanced and not overly grindy.
I’m also considering an optional Fitness Perk override that would reduce the number of challenge completions required, for those who want a smoother progression.
Always open to feedback! If suggesting changes to gameplay sequencing or mechanics, be ready to propose viable alternatives to address grind/clunkiness. Let’s refine this together!
Hi there, I love your mod and I think tit is conceptually superior to the perk point system of vanilla Starfield. Here are my thoughts at the moment: 1. I am having an issue that might be related to the commerce perk where I am now selling things for at least double what they can be bought. 2. Getting starship design going is an awful grind of unrelated activities. In the end, you can capture many more, more powerful ships after all that grav jumping everywhere than to build them.
I’m really glad you’re enjoying A.C.T. and that it feels like a stronger progression system than vanilla’s perk points.
1. Commerce Perk Issue - A.C.T. itself doesn’t modify perks or their effects—only the unlocking of them based on gameplay. The perk should function exactly as it does in vanilla once acquired. It’s possible that something else (another mod, game setting, or even a vendor refresh bug) is affecting the pricing. Have you noticed this change happening suddenly, or did it gradually increase over time?
2. Starship Design Progression - I agree that the way Starship Design gets learned is extremely grindy and just not fun - would like it to feel connected to actual shipbuilding. Since A.C.T. aims for organic progression, I’d love to hear your thoughts—what kinds of gameplay actions do you think should contribute to learning Starship Design?
For example:
Should commandeering ships play a bigger role?
Should completing a certain questline or faction progression grant access?
Would working with ship technicians and making modifications feel like a more natural trigger?
Recommended changes to the pre-req progression that would make it "feel" better
...or should I just gift the player a small handful of "Epiphany points" along the way to allow you to use wisely at moments of gind time here or elsewhere.
If you have any ideas about what would make this progression feel better, I’d love to hear them! Thanks again for your feedback, and I appreciate your time testing out A.C.T.
Addressed Payloads by reordering the sequence: Optimized Tech tree based on playtest feedback: Shield Systems -> Starship Engineering -> Starship Design -> Payloads
Really interesting mod. If you, for example, grind out piloting in the Simulator or just wander around Kreet going full MurderHobo, you can jump your combat ability past your level without too much trouble.
I do have a few suggestions, though. There are some notorious challenges, and some that aren't notorious but when they're now on the critical path of progression become a problem. In particular, fitness as we all know is an absolute pain in the ass to level up, and the nature of this mod makes that an actual problem if you want the skills gated behind it. If this is a design and balance choice, i defer to the author's judgement.
Second, one that doesn't seem like a problem but is, we have payloads. You have to do an INSANE amount of jumps, with a nearly full cargo hold, to progress that skill, and Starship Design is gated behind it. For those of us who just want to play with legos in the ship builder, that's an issue. My solution was to use Shade's mod that lets you trade cash or quantum essence for a perk point to point up one or two things that were locked behind hours or days of progression.
An optional patch is a thought, or a minor revamp of the tree, so design isn't gated behind a single linear tree and had other ways to get there.
Thanks for the feedback, always appreciated. This is something I've been mulling over as well. Would a simple approach of granting a bonus skill point for using wherever a player wants after learning X skills as a bonus to breakthrough gridny moments work? Thoughts what X would be and other suggestions? Would want them to be scarce but usable for precisely things like this. Completely intentional to be entirely decoupled from "level" for all of this though level plays a role in other aspects of the game.
Addressed Payloads by reordering the sequence: Optimized Tech tree based on playtest feedback: Shield Systems -> Starship Engineering -> Starship Design -> Payloads
Sorry if this has been asked and answered but couldn't find it initially. I am having issues leveling up stealth. I've definitely done dozens of stealth takedowns but no levelup in the skill. Any ideas on why? lvl16 currently
I haven't been able to reproduce this issue. To learn the first rank of Stealth, you need to perform five sneak attacks and then sit or sleep to trigger progression.
After that, Stealth levels automatically based on more sneak attacks—no need to sit or sleep again, assuming you have the required prerequisite mods for ACT installed.
Are you experiencing issues with learning the first rank initially, or is it the leveling afterward that isn't working? Do you have any mods that modify the stealth skills?
You need the requirements since ACT is dependent on PerkAutoLevel for rank progression of a learned skill and ACT handles the adding of completely new skills the player learns as a result of meeting the requirements (ranks in skills ACT has it as dependencies.
Just want to make sure i understand this correctly. I can progress the perks but they only level up after i reach a new level? I.E going from rank 11 to 12. im having an issues where nothing is upgrading. Had installed on a new play through, had to uninstall because i couldnt get the jumpack skill, reinstalled pretty much the day after you put the update out. I may have only progressed two ranks. Would that be the cause of the issues?
They are learned independently of leveling up. You need to complete the activities to start the progressions (ensure you have the prerequisite mods) and then when ready sit or sleep to learn skills you meet the conditions for (look at the progressions from the images in the mod).
so i double checked that i had all the prereq's and installed correctly. everything is. i have the first stage of surveying completed but wont activated level 2. ive slept for 24 hours, in my own bed, bed in the ship, lodge and sat in chairs. Nothing seems to progress any of the skill's that have the first stage completed. I think it might have been when i uninstalled the reinstalled it
PerkAutoLevel is what handles the auto-leveling of the different ranks of a skill (which it will do immediately after the challenges have been completed and you must have not installed mods to get rid of challenges). ACT will automaticially give the first rank of a new skill (effectively learning it) when you meet the pre-requisites in the progression charts, which includes three ranks in the skills that the new skill depends on.
From you description, it seems you are having trouble with the PerkAutoLevel. Feel free to DM me if you want to troubleshoot further. That said, uninstalling mid playthrough and reinstalling for any mod unless just a pure texture/mesh one is generally not recommended.
i've reverted back to a save that i had that was set at level 2 in new Atlantis. So far im not having any issues, not entirely sure what the issue was on my other play through. i went through the mods and double checked everything, apparently i missed something somewhere. Oh well. Either way im loving this mod and thank you very much for trying to help debug this issue. gonna add new skills now. already got to starborn and tn's textile.
102 comments
I’m happy to announce that ACT is now feature complete. All core functionalities are in place, and I’ve created compatibility plugins for several popular mods that introduce new skills and perk trees. Below is an overview of the current compatibility patches. If there are others you’d like to see, please let me know!
Current Compatibility Plugins
Feedback Welcome!
ACT’s extensibility makes adding compatibility for new skills or perk trees straightforward. Let me know if there are any other mods you’d like to see integrated. Your suggestions and feedback are always appreciated!
I do have one minor issue - about a dozen activities are still active even though I've maxed the corresponding skill.
Is there a way to remove those activity entries?
While playing I was suddenly equipped with the Alien Reanimation power - out of the blue. I was able to figure out, that it happens, whenever I trade with Sarah for the first time. It doesn't matter how I open her inventory, and I don't have to trade anything with her. Just opening her inventory and closing it, grants me with said power.
The only mods overriding this power's records (magical ability, spell, etc.) is Royal Galaxy and the Starborn Perk Tree Patch for it. But it only changes durability, so that's not the reason. It must be some scripted event. But it's probably super hard to track this down properly, because therefore I'd have to decompile several scripts from multiple mods and figure out, how they interact with each other. The spell's formID might be used somewhere. If I need to guess, I'd point on either Starborn Perk Tree affecting one of my other mods somehow - or vice versa. I didn't happen with the same setup before adding said mods. But that's just in theory.
Thought, I'd ask here and hope someone else has a better idea.
🔧 Optimized Tech Tree (Playtest-Driven Adjustments):
🛡 Shield Systems → 🛠 Starship Engineering → 🚀 Starship Design → 📦 Payloads
From my experience, reaching Boost Assault felt well-balanced and not overly grindy.
I’m also considering an optional Fitness Perk override that would reduce the number of challenge completions required, for those who want a smoother progression.
Always open to feedback! If suggesting changes to gameplay sequencing or mechanics, be ready to propose viable alternatives to address grind/clunkiness. Let’s refine this together!
I love your mod and I think tit is conceptually superior to the perk point system of vanilla Starfield. Here are my thoughts at the moment:
1. I am having an issue that might be related to the commerce perk where I am now selling things for at least double what they can be bought.
2. Getting starship design going is an awful grind of unrelated activities. In the end, you can capture many more, more powerful ships after all that grav jumping everywhere than to build them.
1. Commerce Perk Issue - A.C.T. itself doesn’t modify perks or their effects—only the unlocking of them based on gameplay. The perk should function exactly as it does in vanilla once acquired. It’s possible that something else (another mod, game setting, or even a vendor refresh bug) is affecting the pricing. Have you noticed this change happening suddenly, or did it gradually increase over time?
2. Starship Design Progression - I agree that the way Starship Design gets learned is extremely grindy and just not fun - would like it to feel connected to actual shipbuilding. Since A.C.T. aims for organic progression, I’d love to hear your thoughts—what kinds of gameplay actions do you think should contribute to learning Starship Design?
For example:
...or should I just gift the player a small handful of "Epiphany points" along the way to allow you to use wisely at moments of gind time here or elsewhere.
If you have any ideas about what would make this progression feel better, I’d love to hear them!
Thanks again for your feedback, and I appreciate your time testing out A.C.T.
I do have a few suggestions, though. There are some notorious challenges, and some that aren't notorious but when they're now on the critical path of progression become a problem. In particular, fitness as we all know is an absolute pain in the ass to level up, and the nature of this mod makes that an actual problem if you want the skills gated behind it. If this is a design and balance choice, i defer to the author's judgement.
Second, one that doesn't seem like a problem but is, we have payloads. You have to do an INSANE amount of jumps, with a nearly full cargo hold, to progress that skill, and Starship Design is gated behind it. For those of us who just want to play with legos in the ship builder, that's an issue. My solution was to use Shade's mod that lets you trade cash or quantum essence for a perk point to point up one or two things that were locked behind hours or days of progression.
An optional patch is a thought, or a minor revamp of the tree, so design isn't gated behind a single linear tree and had other ways to get there.
After that, Stealth levels automatically based on more sneak attacks—no need to sit or sleep again, assuming you have the required prerequisite mods for ACT installed.
Are you experiencing issues with learning the first rank initially, or is it the leveling afterward that isn't working? Do you have any mods that modify the stealth skills?
From you description, it seems you are having trouble with the PerkAutoLevel. Feel free to DM me if you want to troubleshoot further. That said, uninstalling mid playthrough and reinstalling for any mod unless just a pure texture/mesh one is generally not recommended.