Merging perk tree from one mod to another

Post » Fri Sep 06, 2013 7:52 pm

i am trying to combine the perk tree from the mod "grandmaster" with a perk tree in skyrim redone. i have successfully made the perk tree in skyre and have made the tree gain levels as intended but the only issue now is that the perks themselves are not working.

i loaded both .esp's and set skyre as the active and copied over the perks from the grandmaster esp but still the perks do not work.

what am i supposed to do to get this to work.

please help me, thanks.

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Amy Cooper
 
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Post » Fri Sep 06, 2013 8:05 pm

Merging two perk trees could produce a lot of potential problems, and it's hard to tell what might be going wrong without seeing exactly what's under the hood here. Do any of the perks you are trying to combine use the same vanilla perk form IDs? Perks also can potentially rely on a lot of other forms in the CK, such as magic effects, spells, keywords, etc, etc... in order to work right, are you sure absolutely everything required for the moved perks to work was also copied over and moved? Do all the conditions on the perks and the perk entries make sense in the new setup? The perk tree itself is just a visual aid, more or less, even if the perks look okay there, it really doesn't guarantee any of them will be working.

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Gemma Woods Illustration
 
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Post » Sat Sep 07, 2013 2:33 am

hm, i know that the perks do not use any of the same id's as vanilla perks or skyre perks. i did make sure all the conditions for the perks were good and proper. but what i dont know is if the perks use any other forms of the ck. is there anyway i can check if a perk does use other parts?

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kat no x
 
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Post » Fri Sep 06, 2013 5:53 pm

Take a look at each of the entry points in detail--since the entry points are what actually cause the perk to do something, this is more than assuredly the place where the problem is happening. If any of the entry points add an ability, that would require the spells/magic effects/scripts associated with that ability to also exist. If any of them have conditions that check custom material (like global variables, keywords, etc added by the mod), those will also have to exist somewhere most likely for it to work. I would just check each entry point very carefully to make sure it makes sense and all the assets are there.

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KU Fint
 
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Post » Sat Sep 07, 2013 12:15 am

ok i think i found the issue, on the non edited perk it says it is being used by the object "NPC_ Player" while the copied perks are saying it is being used by "AVIF AVPickpocket" how can i fix this issue

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K J S
 
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