So the general gist of WHY it doesn't work in vanilla boils down to a disconnect between buffs and quests.
Buffs can track time and do exactly what I want, except there is NO event that works to assign a skillpoint.
Quests do NOTHING with time anymore and CAN assign skillpoints.
The only "hook" between the two is using a "Requirement" in quests that a buff is running at the time, which is fine and works great...
...except that the "Requirement" property requires an "Objective" property (else the requirement gets ignored), and that's where we run into problems.
There are very few "Objective" options, NONE of them are passive... you can kill a zombie, go to a trader, fetch and item, etc. "Optional = 'true'" no longer works in a17, so I couldn't defeat the objectives that way. Setting a "fetchKeep" to 0 didn't work either.
The closet I came was using the "random goto" objective, and making the goto distance really small and your proximity larger, so that it "automatically" said "you're there".
Sounds great, right?
Nope!
The spot it picks HAS to be the same spot during the perk assignment, so you would have to, at midnight, go back and stand in the same spot at the right time (when the new day buff kicks in) in order to meet the objective.
So instead, Sphereii just wrote an sdx mod that allows buffs to assign skillpoints. =)
The way I saw it, there were a few things that the devs can do to allow this.
One, finish buffs so that they allow skill point assignments.
Two, add back in the "optional = 'true'" property.
Three, remove the objective requirement when re-using the requirement objective.
The dev in question went with option four, which I'm not going to discuss since it's some real golden circle stuff. =)
(or because it might not make it in so why stir crap up, but pick your favorite reason! It's not like anyone reads my longer posts anyway!).
tldr; it ain't working right yet, but might be fixed.