Perk Adjuster is an SKSE framework for the manipulation of perks. It allows for easy name changing while maintaining a high compatibility profile and perk placement.
Perk Adjuster works on a set of rules. Rules are defined in Data\SKSE\Plugins\PerkAdjuster\
as json files.
{
"descriptions": [
{
"plugins": [
"Plugin1.esm"
],
"changes": [
{
"perk": "0xFormID|PluginSource.esp",
"newDescription": "..."
}
]
}
],
"additions": [
{
"perk": "0xFormID|PluginSource.esp",
"skill": "0xFormID|PluginSource.esp",
"x": 1.0,
"y": 0.5,
"parents": [
"0xFormID|PluginSource.esp"
],
"children": [
"0xFormID|PluginSource.esp"
]
}
]
}
- Descriptions
Descriptions defines description changes. Given a perk in the form of a formatted string (
0xFormID|PluginSource.esp
) or an EditorID (PerkEDID
) if PowerOfThree's Tweaks are installed, the perk's description is changed to the specified one. - Additions Additions defines new perks. Given a perk, skill, position, and optionally parents and children the framework will place the given perk in the tree and connect it to its parents and children.
- Install VCPKG and add its installation location in an environment variable called "VCPKG_ROOT".
- Install CMake.
- Install VS with C++ Desktop Development
- Clone this repository.
- Open a Git Bash/Powershell Window in the project folder, and run this command:
git submodule update --init --recursive
- Open the project in VS, wait for CMake to finish, and build the project.
If you want to deploy directly in a MO2 instance, you can add the mods folder of that instance in an environment variable called "SKYRIM_MODS_FOLDER". Upon building, it will automatically create a mod folder in that location with the built DLL inside.