Kubikus Posted November 25, 2018 Share Posted November 25, 2018 I tried this: <perk name="perkShotgunMessiah" parent="skillMarksmanship" name_key="perkShotgunMessiahName" desc_key="perkShotgunMessiahDesc" icon="ui_game_symbol_shotgun" base_skill_point_cost="2" max_level="10" > <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="1" desc_key="reqPerceptionLevel1"/></level_requirements> <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="3" desc_key="reqPerceptionLevel3"/></level_requirements> <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="5" desc_key="reqPerceptionLevel5"/></level_requirements> <level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="7" desc_key="reqPerceptionLevel7"/></level_requirements> <level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="10" desc_key="reqPerceptionLevel10"/></level_requirements> <level_requirements level="6"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="10" desc_key="reqPerceptionLevel10"/></level_requirements> <level_requirements level="7"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="10" desc_key="reqPerceptionLevel10"/></level_requirements> <level_requirements level="8"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="10" desc_key="reqPerceptionLevel10"/></level_requirements> <level_requirements level="9"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="10" desc_key="reqPerceptionLevel10"/></level_requirements> <level_requirements level="10"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="10" desc_key="reqPerceptionLevel10"/></level_requirements> <effect_group> <effect_description level="1" desc_key="perkShotgunMessiahRank1Desc"/> <effect_description level="2" desc_key="perkShotgunMessiahRank2Desc"/> <effect_description level="3" desc_key="perkShotgunMessiahRank3Desc"/> <effect_description level="4" desc_key="perkShotgunMessiahRank4Desc"/> <effect_description level="5" desc_key="perkShotgunMessiahRank5Desc"/> <effect_description level="6" desc_key="perkShotgunMessiahRank5Desc"/> <effect_description level="7" desc_key="perkShotgunMessiahRank5Desc"/> <effect_description level="8" desc_key="perkShotgunMessiahRank5Desc"/> <effect_description level="9" desc_key="perkShotgunMessiahRank5Desc"/> <effect_description level="10" desc_key="perkShotgunMessiahRank5Desc"/> <requirement name="HoldingItemHasTags" tags="perkShotgunMessiah"/> <passive_effect name="EntityDamage" operation="perc_add" value="0.5,2.5" level="1,5"/> <passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value="0.1,0.30" level="1,5"/> <passive_effect name="RoundsPerMinute" operation="perc_add" value="0.15,0.35" level="1,5"/> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryStunned1"> <requirement name="ProgressionLevel" progression_name="perkShotgunMessiah" operation="Equals" value="3"/> <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="50"/> </triggered_effect> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryStunned2"> <requirement name="ProgressionLevel" progression_name="perkShotgunMessiah" operation="Equals" value="4"/> <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="75"/> </triggered_effect> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryStunned2"> <requirement name="ProgressionLevel" progression_name="perkShotgunMessiah" operation="Equals" value="5"/> </triggered_effect> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="walker" buff="buffInjuryCrippled1"> <requirement name="ProgressionLevel" progression_name="perkShotgunMessiah" operation="Equals" value="5"/> </triggered_effect> <passive_effect name="EntityDamage" operation="perc_add" value="0.5,2.5" level="6,10"/> <passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value="0.1,0.30" level="6,10"/> <passive_effect name="RoundsPerMinute" operation="perc_add" value="0.15,0.35" level="6,10"/> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryStunned1"> <requirement name="ProgressionLevel" progression_name="perkShotgunMessiah" operation="Equals" value="6"/> <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="50"/> </triggered_effect> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryStunned2"> <requirement name="ProgressionLevel" progression_name="perkShotgunMessiah" operation="Equals" value="7"/> <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="75"/> </triggered_effect> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryStunned2"> <requirement name="ProgressionLevel" progression_name="perkShotgunMessiah" operation="Equals" value="8"/> </triggered_effect> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" target_tags="walker" buff="buffInjuryCrippled1"> <requirement name="ProgressionLevel" progression_name="perkShotgunMessiah" operation="Equals" value="9"/> </triggered_effect> </effect_group> </perk>max_level increased, some stuff for the higher levels. But ingame I get this: The perk is locked, I can't buy more levels. I guess to make further levels visible, you'd have to fiddle with XUi-xmls, but I doubt stuff only becomes buyable after doing that. Did anybody have any luck changing the number of perks? Or - haven't even started trying that - to add new attribute pages? If it's impossible - quite the harsh restriction on modding, eh. Link to comment Share on other sites More sharing options...
Dracos99 Posted November 25, 2018 Share Posted November 25, 2018 at the beginning of the perk portion of the progression.xml file, there is a <perks> row that has the max level displayed for all perks as a default (same for attributes) <perks min_level="0" max_level="5" base_skill_point_cost="1" cost_multiplier_per_level="1" max_level_ratio_to_parent="5"> when i changed the max_level to 10, it changed the right windows to a paged view with 3 pages showing 10 choices for all perks. Additionally, you can add the max_level to each perk tag to change just the one perks values as you can see in Charismatic Nature <perk name="perkCharismaticNature" max_level="4" parent="skillInfluence" name_key="perkCharismaticNatureName" desc_key="perkCharismaticNatureDesc" icon="ui_game_symbol_talk"> Here is a test i did for Gunslinger to add a level 6 perk and it works <perk name="perkGunslinger" parent="skillMarksmanship" name_key="perkGunslingerName" desc_key="perkGunslingerDesc" icon="ui_game_symbol_gunslinger" max_level="6"> <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="1" desc_key="reqPerceptionLevel1"/></level_requirements> <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="3" desc_key="reqPerceptionLevel3"/></level_requirements> <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="5" desc_key="reqPerceptionLevel5"/></level_requirements> <level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="7" desc_key="reqPerceptionLevel7"/></level_requirements> <level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="9" desc_key="reqPerceptionLevel10"/></level_requirements> <level_requirements level="6"><requirement name="ProgressionLevel" progression_name="attPerception" operation="GTE" value="10" desc_key="reqPerceptionLevel10"/></level_requirements> <effect_group> <requirement name="HoldingItemHasTags" tags="perkGunslinger"/> <passive_effect name="RoundsPerMinute" operation="perc_add" value="0.15,0.35" level="1,6"/> <passive_effect name="ReloadSpeedMultiplier" operation="perc_add" value="0.1,0.30" level="1,6"/> <triggered_effect trigger="onSelfAttackedOther" action="ModifyCVar" cvar="GunslingerCombo" operation="add" value="1"> <requirement name="ProgressionLevel" progression_name="perkGunslinger" operation="GTE" value="3"/> </triggered_effect> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="self" buff="buffPerkGunslinger"> <requirement name="ProgressionLevel" progression_name="perkGunslinger" operation="GTE" value="3"/> <requirement name="NotHasBuff" target="self" buff="buffPerkGunslingerBonus"/> </triggered_effect> <effect_description level="1" desc_key="perkGunslingerRank1Desc"/> <effect_description level="2" desc_key="perkGunslingerRank2Desc"/> <effect_description level="3" desc_key="perkGunslingerRank3Desc"/> <effect_description level="4" desc_key="perkGunslingerRank4Desc"/> <effect_description level="5" desc_key="perkGunslingerRank5Desc"/> <effect_description level="6" desc_key="perkGunslingerRank5Desc"/> </effect_group> </perk> hope that gets you in the right direction. Link to comment Share on other sites More sharing options...
Kubikus Posted November 25, 2018 Author Share Posted November 25, 2018 at the beginning of the perk portion of the progression.xml file, there is a <perks> row that has the max level displayed for all perks as a default (same for attributes) <perks min_level="0" max_level="5" base_skill_point_cost="1" cost_multiplier_per_level="1" max_level_ratio_to_parent="5"> when i changed the max_level to 10, it changed the right windows to a paged view with 3 pages showing 10 choices for all perks. Additionally, you can add the max_level to each perk tag to change just the one perks values as you can see in Charismatic Nature <perk name="perkCharismaticNature" max_level="4" parent="skillInfluence" name_key="perkCharismaticNatureName" desc_key="perkCharismaticNatureDesc" icon="ui_game_symbol_talk"> Here is a test i did for Gunslinger to add a level 6 perk and it works hope that gets you in the right direction.It did. Cuz it's the same thing I did. Just that I was brilliant enough to have a 2nd mod overwriting the changes. Good bye, I guess, to an hour of my life. -.- Thanks a ton, though. Link to comment Share on other sites More sharing options...
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