

All levels above 16 in skill*.dat, after unpacking lose names. These words are not present in TAGS.DAT file. And skills do not work as it should

@TwinkleToes
I have an idea but I don't know whether this method can be done or not.
Is it possible to separate the three Combos into 3 active skills (Pierce, Slash, Crush)?
So that the skill can be separately given a skill point, so you will be more free to give the effect you want to develop each tier.
That way the function of the skill "Thousand Cuts" can be used like trigger to 3 combo skills, provided that at least you have to give skill points to each combo skill (Pierce, Slash, Crush). The skill is like a skill that can run combo skills together.
I got this idea from skills in Class Kensei, Monk Fighter (FEP +) & Dragoon (Variant). That class has combo skills, but I wonder why it doesn't make a skill that can trigger the combo skill automatically without us having to press a lot of buttons just to run the combo skill.


@TwinkleToes
What about adding a tier level to 5 tiers rather than 3 tiers.
I think if you look at that mod you can find what you are looking for.
I will have some time to look into this this weekend. What i thought of exploring was to somehow edit the value that is given to the skilltree and the skill tooltip layouts, to "trick" the layout to display what u want.
The trick UI idea could work in a two possible way, one I can think of is to make a logic that changes the <STRING>WIDGET NAME: 's input (I don't if that will activate on the fly). The second one I can think of, is to have two skills registered in the UI and only show the x/15 thingy of the dummy skills, exactly on top of the actual skill's x/20 (Not sure how that would that look, though).

#edit: try this first... in the UI properties of the progressbar you will find MAXVALUE = 100. try 75 instead or stretch that bar width to 211 if both wont do the job I have another workaround.

you need to give your skill an affix that adds a custom stat with each level to your player. Then get rid of the widget name (they work like links, so removing that disables the skills access to that element, everything else keeps working as intendet) of the progressbar and use the stat1 stat2 properties instead. stat1 is your new created skill stat and stat2 is another one to create with a flat 15.
Instead of the Invested text create a new UI Stat object and use the same mechanic here and hide (or delete) the old one.
i was thinking of making a custom texture sheet with an edited version of the original to stretch out, ill see if that works.
ill see what i can do, getting a skill to do something as you press the level up button requires the skill to be tagged as a "passive" skill
id have to find a way to somehow make event end respect only skill respecs (which i still havent figured out to this day lol)
you dont have to, just strech it within the UI editor?

You can link the button to a stats operator that adds a stat on mouseinput via UI
not quite sure if I get you there...
i wanted EVENT_END to only specifically happen when the character respecs thier points
but for this case i just want to utilize it for clearing the stat given to me via the UI when i level up the skill
i can take a screen shot of the text that says... ...since the original text appears to be hardcoded to hide itself when maxing out.
what about a passive skill that adds/enables an active skill or something like that.
man you need some UI experience XD
the hard coded "hide" can be easily recreated with a custom text element (dont go the screenshot way, they are so badly to adjust later on...) I can help you with that when you get stuck!
you level up a skill that gives you a stat that you dont want to have?/remove via UI?