I have lost interest in modding Skyrim. All I can say is that this mod is is build using the dependencies as Frameworks. This means as long as the frameworks keep updating and don't include changes to how they read their config files this mod should keep working as long as they do.
I am not certain if I ever feel like modding Skyrim again so it is unlikely that I will revisit and retest this mod since I stopped working on my personal setup I used this mod in.
To remove the Leadership perk branch from the Speech perk tree and only use this mod's custom perk tree: First, either delete or hide (if using MO2) the Leadership - *insert perk overhaul name*.esp file (e.g. Leadership - Ordinator.esp) from the original Leadership mod, leaving only the Leadership.esp file. Then load this mod after the original Leadership mod, sorting both with LOOT afterwards.
I would advice against relying on LOOT, and instead learning to check conflicts yourself with tools like xEdit or using some basic logic thinking (both things LOOT, can't and never will be able to do) for sorting your mods. But besides that
should perk skill tree addon from speechcraft tree (this 3 perks on the left side) after i install this? seems to work fine but those old perks are also there and i dont know if thats intended
hey there i was wondering how one should go about making this mod independent from speech skill? meaning the progression being separate from speech and it uses its own level system and perk level requirement
You can learn how the custom Skill framework works and then make a mod with it that implements a completely new XP and Level tracker and then you need to patch the OG perks to make them dependant on that global variable instead and write custom scripts to handle the leveling up.
In short you need to make a completely new mod with tons of game design and planning and trial and error for blancing the new skill.
thank you for the updated mod.I would not have installed this if it wasn't for the new separate custom skill menu
I implemented your future plans for my game and sharing it in case anyone need it .it's pretty essential I would say otherwise you can just waste 6perks on the first two levels of each perk without even doing anything.descriptions are also updated to make more sense.
if author of leadership mod is active again and don't give permissions I should obviously delete this post.
Thank you sir! Your tweaks are definitely essential. A+
For anyone unsure what the OP's "leader ship tweaks" file does, it changes the flavor text within the newly added (custom) perk tree to something similar to the mod author's vision in his images above. So, instead of every perk being called "Leadership" and having it's description say "increase influence", they are now "Leadership, Expert Leadership, Master Leadership" and the descriptions are something like "Increase influence to recruit more followers".
Do you happen to know if this is compatible with any follower mod?
EDIT: Tried it with Lucien and Gore and I was able to add them without perks. Though, I did install mid-playthrough, but I also did dismiss them before installing the mod. Could be a mid-playthough thing tbh.
It works with any followers that follow the damned vanilla followers implementation.
Follower mods like Lucien, Inigo (or how you write that name) and the likes go out of their way to break the rules on followers implementation to be uNiQuE and to add more iMmErSiOn to the followers. Which is the reason those follower mods are incompatible with ANY technical mod that touches follower management. Because they aren't actually followers but just NPCs set to follow you via the "escort quest" system where you have NPCs follow you because they are part of the quest you are playing without the game counting them as followers.
Calling Quest mods like that Follower mods is in my personal opinion false advertising, misleading and unnecessarily increasing the learning curve to modding for new modders because they don't understand why the NPCs they just "added as followers" aren't compatible with follower mods.
In addition to that those "followers" due to this implementation break any balance tweaking mods as well that would help you balance followers and yourself because they aren't actually followers as far as the game is concerned about them.
Followers like that are cool on paper but in practice they are such a headache that I try to avoid them for my setups, and due to the way they work I can't make them compatible with my mod either.
I have this, the LotD custom skills, and Custom Skills Menu installed. LotD works fine, while this mod shows up in the menu but when I select it the menu just closes. I also tried the hotkey and that didn't work either. I'm using the latest version of AE.
The mod stopped working for some reason? It was working great but know when I enter the perk menu it's just empty I still can't get more than one follower but no way for me to get perks
I did not make the perks for this mod, they come from another mod. I do know how to make perks, but the thing you are asking for would be a compatibility nightmare with other equipment mods due to the limited amount of equipment slots available to the game + I don't think it would be possible without a custom SKSE .dll mod.
So, I use NFF, and I cant make it work. Theres no Leadership options on Speech tree (original mod), and with this mod, the key shortcut does nothing. Help ?
Thank you for answering. I dont know if I am dumb, but I never know if a mod is compatible with my version, unless it is stated. I am on AE 1.6.640 , and I have all the dependencies, but could not find any that says its only for 1.5.97. I have ConsoleUtilSSE, Custom Skills Framework , MCM Helper , Leadership . Really read all descriptions again, and did not find any of them thats says its 1.5.97 only. Thank you again for taking the time to answering.
Well guess we are blessed, Custom Skills Framework got updated to now support 1.6.40+ just make sure to install all the correct dependencies pinned in its posts section.
No clue if nethers still works with the base mod, and I actually don't care about nethers mod. But this mod should now work with any mod supported by the Base Leadership mod.
36 comments
All I can say is that this mod is is build using the dependencies as Frameworks.
This means as long as the frameworks keep updating and don't include changes to how they read their config files this mod should keep working as long as they do.
I am not certain if I ever feel like modding Skyrim again so it is unlikely that I will revisit and retest this mod since I stopped working on my personal setup I used this mod in.
For anyone unsure (as I was), let me clear up a few things:
ConsoleUtilSSE NG does work as a replacement requirement for ConsoleUtilSSE.
To remove the Leadership perk branch from the Speech perk tree and only use this mod's custom perk tree:
First, either delete or hide (if using MO2) the Leadership - *insert perk overhaul name*.esp file (e.g. Leadership - Ordinator.esp) from the original Leadership mod, leaving only the Leadership.esp file. Then load this mod after the original Leadership mod, sorting both with LOOT afterwards.
I would advice against relying on LOOT, and instead learning to check conflicts yourself with tools like xEdit or using some basic logic thinking (both things LOOT, can't and never will be able to do) for sorting your mods. But besides that
delete the "vanilla" or the "perkoverhaul" one.
If the perks appear in the Speech skill tree then you didn't delete a file of the OG mod that should be deleted.
And to access the new per tree you use the keybind you set in the mcm.
But thank you :D
In short you need to make a completely new mod with tons of game design and planning and trial and error for blancing the new skill.
I implemented your future plans for my game and sharing it in case anyone need it .it's pretty essential I would say otherwise you can just waste 6perks on the first two levels of each perk without even doing anything.descriptions are also updated to make more sense.
if author of leadership mod is active again and don't give permissions I should obviously delete this post.
leader ship tweaks
For anyone unsure what the OP's "leader ship tweaks" file does, it changes the flavor text within the newly added (custom) perk tree to something similar to the mod author's vision in his images above. So, instead of every perk being called "Leadership" and having it's description say "increase influence", they are now "Leadership, Expert Leadership, Master Leadership" and the descriptions are something like "Increase influence to recruit more followers".
EDIT: Tried it with Lucien and Gore and I was able to add them without perks. Though, I did install mid-playthrough, but I also did dismiss them before installing the mod. Could be a mid-playthough thing tbh.
Follower mods like Lucien, Inigo (or how you write that name) and the likes go out of their way to break the rules on followers implementation to be uNiQuE and to add more iMmErSiOn to the followers. Which is the reason those follower mods are incompatible with ANY technical mod that touches follower management. Because they aren't actually followers but just NPCs set to follow you via the "escort quest" system where you have NPCs follow you because they are part of the quest you are playing without the game counting them as followers.
Calling Quest mods like that Follower mods is in my personal opinion false advertising, misleading and unnecessarily increasing the learning curve to modding for new modders because they don't understand why the NPCs they just "added as followers" aren't compatible with follower mods.
In addition to that those "followers" due to this implementation break any balance tweaking mods as well that would help you balance followers and yourself because they aren't actually followers as far as the game is concerned about them.
Followers like that are cool on paper but in practice they are such a headache that I try to avoid them for my setups, and due to the way they work I can't make them compatible with my mod either.
It was working great but know when I enter the perk menu it's just empty
I still can't get more than one follower but no way for me to get perks
I do know how to make perks, but the thing you are asking for would be a compatibility nightmare with other equipment mods due to the limited amount of equipment slots available to the game + I don't think it would be possible without a custom SKSE .dll mod.
If not then that's the issue.
If not then it must be an incompatibility with NFF and tbh I don't feel like patching this for NFF because I don't like it and don't use it myself.