I always have a text file where i comment everything i add or remove in order for me to track down potential problems within the game. Other than that its going to be a lot of work for you to disable latest added mods until the game run. I then opened the PerkTreeUI to relocate them, and then saved and closed. Double check you have installed correct mods non-AE vs AE. Since I didn't want these perks to be connected to the main tree, I added a connection between the root node (Node 0) and the first perk in this "sub-tree". I changed their index numbers to avoid overlap, then corrected the connections.
#SKYRIM SSEEDIT PERK TREES MOD#
I then added the race mod as a master and added its perks to the smithin tree. Right click on OUPUTS select All Mods -> create separator. Using SSEEdit, I found the Smithing tree and created an override esp from the Adamant mod As for the previous step, we will create a separator for our user interface mods. In case anyone else runs into the same issue, here were my steps: Update: I've managed to make a patch using the PerkTreeUI tool, and it seems to be working properly. Additionally, I figure I'll probably need to change the race mod's perks so they have the right conditions. I also found the PerkTreeUI Automation Tool, which seems helpful, but while it seems great at changing an existing tree, I can't seem to get it to accept perks from another mod.
Tool wise, I have SSEEdit, zEdit, Wrye Bash, and Mator Smash installed, but have never really used the creation kit (weird, I know). Shouldn't be too hard to edit the Adamant tree and just add the 4 perks right? So, I'm currently building a new modlist, and I have some conflicts between a perk overhaul (Adamant) and a race mod that adds 4 perks to the Smithing perk tree.