#1. The script in this mod doesn't seem to work for everyone. If someone wishes to fix it, I'd be happy to upload your fix and credit you.
#2. This is not a fix patch. This mod changes how the perks are accessed, but does not change the perks themselves. This means that anything that didn't work originally in Sets of Skills won't work here. All skills are derived from Sets of Skills. My sole custom class is also derived from Sets of Skills perk abilities that I have removed from base classes.
#3. This is not a compatibility patch. Take any given mod: If Sets of Skills didn't work with it, this mod won't work either. And if Sets of Skills did work with it, then I'd be surprised if this didn't. I simply adjusted Sets of Skills to work with a more modern skill system.
#3. This was originally intended to be used with 1.5.97. Many insisted that it worked with other versions of CSF. I don't claim any fault if it doesn't work for its intended version.
#4. Adjustments can be made by editing the script or doing console commands. Yes, this includes adding perk points. Scroll down in the comments section for more detail, as I am no longer up to date with the concepts surrounding this mod.
#5. Development for this mod has been largely halted. I've lost interest in Skyrim for the time being.
So, I had this issue to. I fixed it in SSE Edit. I opened up r595classes.esp and this setsofskills esp then added the copied over the ability in the perk id for marked enemies that was missing in this mod's esp.
Hi! is there a way we can increase the maximum perks we can have? It says here that the total perks will be 21, can we increase that? I managed to increase the amount of perks I get per level up but I stopped gaining perks after levelling up for a while, I wonder if it is tied to that 21 number you mentioned in the description.
Alright, so I went and counted and I definitely have more than 21 perks, so I have no idea why I am not earning perks anymore, I guess it depends on if it is tied to a certain player level for it to stop counting. If anyone knows please let me know :) really enjoying my playthrough so I would like to get it fixed for this run
Always love seeing other people's vision for the job/class system.
If I could make a recommendation, if you don't use the "civilian" classes I would bring Burglar back into the Thief Skill tree, by either a) making it a Tier 2 Class (after Agent), adding a new "level 5" perk, that grants +10 carry-weight per level, and pushing the other perks to 10 and 15. or b) adding it as a Tier 1 Class and changing Bard to a Tier 2 Class by adding a new Perk at the end that allows you to have up to 3 targets under the effect of Mockery.
P.S. I love the logo, is that AI too? If not whoever made it nailed it.
Burglar wasn't included because it felt like a tradesman class, none of which were included. It really isn't powerful enough for a T2 class, and it doesn't really fit as a precursor to Bard (which is too niche to be a T2 class). If I were to add it it'd probably have to be in an additional perk tree... which may come later, but it felt out of scope for what I was trying to do.
Yep, that was AI too - though cleaned up significantly and text added by me!
Ah, I meant making Bard a T2 after Agent, while it wouldn't fit there "perfectly" it would split the Thief Tree neatly, you get the Scout Branch, with Archer and Bounty Hunter, which are focused on taking on dungeons/camps/etc. and the Agent Branch with Assassin and Bard focused on dealing with single targets. And Burglar that's not focused on combat at all, would be its own branch.
Honestly, Burglar only was removed from the Thief Tree because there was no other idea for a combi class, so if you don't want to add in the civilian tree, so I would put it back in, but that is just personnel preference.
Cool, what AI are you using, if you don't mind me asking, I was looking into generating "landscape and religious art paintings" for a mod I have been working on and tried "Stable Diffusion" but so far I haven't been able to generate anything I really liked.
Also since I have seen this: I would recommend heavily against deleting quests. I don't think it happens here as the other scripts aren't running as well but the quest gets called by multiple scripts, including the main script managing the original mod, so this would throw out an error every time it's called on, in best case.
It's easier to just delete the script on the PlayerAlias in the R959MCMQuest, which should lead to the mod not getting registered in the MCM menu, so the quest and scripts would still exist and could be called on (in case something goes amiss) while making it so nobody can interact with it unless they use console command and which point it's their own fault if they broke anything.
Oh, I see what you mean! I honestly just don't want to make Bard any harder to get, as it's a very fun concept but it would be held back by being a T2 class. It's perhaps the least powerful class in a list of powerful classes, though Mockery is perhaps my favorite added ability and the class itself is perhaps the best RP promoter. I would love to see Skald or Daredevil (D&D archetypes) added as a T2 Bard class, so that Bard is an opportunity cost to something greater.
I like your idea of a split concept tree, but it would just feel odd adding a non-combat class when every other class is combat-oriented.
I actually used Dreamlike.art! I kind of let it guide me into the style, and used simple keywords like "D&D-style" to get me where I needed to go for the class icons. As for the logo art, I literally just typed in "A fancy logo with the words "Sets of Skills - Custom Skills Framework"" and after 3 tries it gave me something I really liked. Of course, it was really messy and the words were gibberish, but it gave me enough spacing to ensure I could fit the words in. After that, it was all Photoshop (or Photopea, since I'm poor).
Since you're using Stable Diffusion, I'd definitely look up prompt guides. You may have to deeply specify the art style, Artist name, etc. You may also have to use reference images.
Thanks for the suggestion! I appreciate your expertise, as MCMs are black magic to me and I wasn't sure what else to do. I've implemented this in the latest update, and set the notification globals to 0.
This mod has always worked for me but on my new save currently it's not giving me any perk points at all except the first one. How do I add a perk to these menus. Is there a console command?
Yeah that's what I figured so I even tried deleting that script, and patching it out with sseedit, but still couldn't get them to work together unfortunately.
Yep ran into this issue for the first time and I have been using this mod for hundreds of hours. Is there any way to use a console command to add perk points?
Could it be that your monk skills apply against me instead of for me? I suddenly take an order of magnitude more damage when I should be the one doing the damage.
If feels like your mod is overriding the vicn unarmored combat damage reductions.
It could be. But all skills are derived from Sets of Skills (Brawler, in this case). My sole custom class is also derived from removed Sets of Skills perk abilities.
I also don't claim that this mod is fully compatible with other mods. Take any given mod: If Sets of Skills didn't work with it, this mod won't work either. And if Sets of Skills did work with it, then I'd be surprised if this didn't. I am not a compatibility filter, I simply adjusted Sets of Skills to work with a more modern skill system.
88 comments
#2. This is not a fix patch. This mod changes how the perks are accessed, but does not change the perks themselves. This means that anything that didn't work originally in Sets of Skills won't work here. All skills are derived from Sets of Skills. My sole custom class is also derived from Sets of Skills perk abilities that I have removed from base classes.
#3. This is not a compatibility patch. Take any given mod: If Sets of Skills didn't work with it, this mod won't work either. And if Sets of Skills did work with it, then I'd be surprised if this didn't. I simply adjusted Sets of Skills to work with a more modern skill system.
#3. This was originally intended to be used with 1.5.97. Many insisted that it worked with other versions of CSF. I don't claim any fault if it doesn't work for its intended version.
#4. Adjustments can be made by editing the script or doing console commands. Yes, this includes adding perk points. Scroll down in the comments section for more detail, as I am no longer up to date with the concepts surrounding this mod.
#5. Development for this mod has been largely halted. I've lost interest in Skyrim for the time being.
I got this working on the latest version (v1.6.1130) by following a comment in the bugs section of Custom Skills Framework.
In all the .txt skills files I found (I believe in NetScriptFramework/Plugins), I added:
#LevelFile = ""
#LevelId = 0
Right after any
LevelFile = X
LevelID = X
As mentioned by user azhrael in bug "Fails to load skill menu in v1.6.1130":
Well that's an interesting fix!! Thank you. I'll pin this.
Thank you! That fix made this and many other mods work on 1.6.1170.
If I could make a recommendation, if you don't use the "civilian" classes I would bring Burglar back into the Thief Skill tree, by either
a) making it a Tier 2 Class (after Agent), adding a new "level 5" perk, that grants +10 carry-weight per level, and pushing the other perks to 10 and 15.
or
b) adding it as a Tier 1 Class and changing Bard to a Tier 2 Class by adding a new Perk at the end that allows you to have up to 3 targets under the effect of Mockery.
P.S. I love the logo, is that AI too? If not whoever made it nailed it.
Yep, that was AI too - though cleaned up significantly and text added by me!
Thank you for the kind words! ❤️
Honestly, Burglar only was removed from the Thief Tree because there was no other idea for a combi class, so if you don't want to add in the civilian tree, so I would put it back in, but that is just personnel preference.
Cool, what AI are you using, if you don't mind me asking, I was looking into generating "landscape and religious art paintings" for a mod I have been working on and tried "Stable Diffusion" but so far I haven't been able to generate anything I really liked.
Also since I have seen this:
I would recommend heavily against deleting quests. I don't think it happens here as the other scripts aren't running as well but the quest gets called by multiple scripts, including the main script managing the original mod, so this would throw out an error every time it's called on, in best case.
It's easier to just delete the script on the PlayerAlias in the R959MCMQuest, which should lead to the mod not getting registered in the MCM menu, so the quest and scripts would still exist and could be called on (in case something goes amiss) while making it so nobody can interact with it unless they use console command and which point it's their own fault if they broke anything.
I like your idea of a split concept tree, but it would just feel odd adding a non-combat class when every other class is combat-oriented.
I actually used Dreamlike.art! I kind of let it guide me into the style, and used simple keywords like "D&D-style" to get me where I needed to go for the class icons. As for the logo art, I literally just typed in "A fancy logo with the words "Sets of Skills - Custom Skills Framework"" and after 3 tries it gave me something I really liked. Of course, it was really messy and the words were gibberish, but it gave me enough spacing to ensure I could fit the words in. After that, it was all Photoshop (or Photopea, since I'm poor).
Since you're using Stable Diffusion, I'd definitely look up prompt guides. You may have to deeply specify the art style, Artist name, etc. You may also have to use reference images.
Thanks for the suggestion! I appreciate your expertise, as MCMs are black magic to me and I wasn't sure what else to do. I've implemented this in the latest update, and set the notification globals to 0.
I suddenly take an order of magnitude more damage when I should be the one doing the damage.
If feels like your mod is overriding the vicn unarmored combat damage reductions.
I also don't claim that this mod is fully compatible with other mods. Take any given mod: If Sets of Skills didn't work with it, this mod won't work either. And if Sets of Skills did work with it, then I'd be surprised if this didn't. I am not a compatibility filter, I simply adjusted Sets of Skills to work with a more modern skill system.