

That by itself is enough background to create a basic skill mod. 06 unlocks 07, 08, 09, and 10, and four points between these four unlocks 11. The next four rows and final row follow the same progression. This is the number of points required to satisfy the subset requirement. If you look at battle_06 in the first PFM image, there's a column with 4. How many is actually stated back in character_skill_nodes_tables. What this is saying is that for 06 to be available, a specific number of skill points between those four containers (Resolute, Hard to Hit, Scarred Veteran and Ancestral Grudge) must be invested.

They all say SUBSET_REQUIRED in Unknown7. These have the same Child Container (06 (contains Foe-Seeker)), with different Parent Containers, namely 02, 03, 04, and 05. In this way, you can't take these four skills unless you have a point in Full Plate Armor.


The second row says that 01 is required for 03 (contains Hard to Hit) to be available, and so on. The first row says that 01 (which contains Full Plate Armor) is required for 02 (contains Resolute) to be available. The first four rows have the same Parent Container, wh_main_skill_node_dwf_ungrim_battle_01, with Child containers 02, 03, 04, and 05 of the same name. I use the term Container because these don't point to the real skill (that's defined by character_skill_nodes_tables) but to the container (the column labeled key in character_skill_nodes_tables, which MUST BE UNIQUE AND USED ONLY ONCE IN CHARACTER_SKILL_NODES_TABLES) (caps for emphasis). The column labeled Unknown7 is the type of requirement. What about the arrow from the left skill to a box containing four more skills? That's handled by character_skill_node_links_tables, image below.Ĭhild key is the Container unlocked by points in the Parent key Container(s). The game will ignore empty tiers and skills assigned to be hidden (unchecked in the PFM pic) and snap everything to the left side of the skills screen, whether it looks pretty or not. Just like a spreadsheet, you have empty indents and rows, which character_skill_nodes_tables fills out based on the indent and tier provided. In this way, you can treat it like a spreadsheet. This is because there's nothing in indent 2 and 3, so the game intelligently centered it. Note that in PFM, Ungrim's fighting skills are in indent 1, but look like they're in indent 2. Here's the entries for Ungrim in PFM (under character_skill_nodes_tables), and how the skills are arranged in-game to show the effects of indent and tier. To make this easier to understand, I'm going to compare the image of a character's skill tree in game to the table entries for it. When looking at the tables for the first time, it's easy to get overwhelmed with huge names, vague descriptions of fields, and the massive numbers of entries.
