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Hal3023

TrueDovakhinPerks

File Name: TrueDovakhinPerks

File Submitter: Hal3023

File Submitted: 09 Jan 2014

File Category: WIP / Beta



TrueDovakhinPerks


by Hal3023 (aka Harald9000)


Introduction:

I felt like the vanilla perksystem was lacking indepth thoughts, so I made this mod to my pleasure. As I use tons of mods and know how ugly mod conflicts can get, I kept it as simple as possible. And as I use a lot of mods from LL I felt like giving something in return that I can do by myself.

So here is it, my mod:


Th
is mod rebalances the whole perksystem.

If you were ever annoyed by the simplicism of magical perks, or wished melee weapons would be cooler to use, or you want to have more difference between usage of heavy or light armor (or none
:P
). Then this mod is just for you.


What does this mod do?

It adds some indepth features to some perks, adds new perklevels and even adds some custom made spells (why would you be able to enchant items with fire resistance but not use a fire resistance spell on its own?).


Weapons:

Greater difference between weapontypes, Hammers deal a lot of damage and ignore armor, swords deal damage and can strike extremely critical (imagine you pierce your opponent), axes cause bleeding and can leave horrendous wounds in its targets.

Greater difference between weaponsort: Two-handed weapons are more efficient than a single one-handed weapon. (the boni for two-handed are bigger)

Bows were too efficient on low-level (as you can kite all enemies to death) so i weakened bow damage earned from early accesable perks and moved it to later acessable perks. (No worries bows are still good, and even mightier when you become a grandmaster of archery)


Armors:

You will gain extra toughness when spending perk point in heavy armor tree, and the boni to armor value are bigger than earlier.

If you spend points in the light armor tree instead, you will be more flexible in battle (regain stamina quicker) AND all non armor relevant boni are granted to you wether or not wearing light armor as long as you don't use heavy armor (Why should you ONLY be faster when you wear light armor? is it some sort of powersuit?).


Magic:

Instead of the 50% less magicka cost of each rank in each tree of magic, I placed a smaller boni to magicka cost to each perk rank that also affects the next rank of spells (e.g. You got the Novice Restoration Perk and instead of -50% magicka cost to novice restoration it grants you -25% zo novice and -10% to apprentice level restoration spells) Ofcourse those boni will get bigger when you get higher ranks of magic perk (e.g. You got the Apprentice Restoration Perk, and it grants you -40% to novice, -25% to apprentice and -10% to adept restoration spells)


Other:

Slight changes to Sneak: a little bit smaller bonus to hide rate, you have a chance to cause bleed while using a bow in sneak

Also small changes to Speech: smaller bonus to Haggling, higher bonus to allure (so use your charms ladies and gents)

More power to alchimists: Why would i use alchemy if i can buy potions that are just more powerful than mine? greater boni to potion and poison effectiveness.

Enchanting and Alteration: weaker elemental and magical resistance enchantments, therefore added new spells to Alteration magic: e
lemental resistance spells
which can be bought by any spell merchant (created with vanilla animations and effects).


Well that's it


Requirements:

none


Compatility:

Should work fine as long as none of your mods change vanilla scripts from the speech-tree.

Conflicts with any other mod changing vanilla perks.



Changelog:


0.6

  • fixed "Investor" perk (now really applies the 1000gold instead of 500gold)
  • "Master Trader" now only grants 2500gold instead of original 5000gold (1000gold is vanilla)
  • "Poisoner" bonus poison effectiveness lowered from 33/66/100% to 15/30/45%
  • lowered value of crafted poison. Crafted poisons should now rarely be worth over 2000gold




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Seems interesting but not sure if its the one I'm looking for. Using Mighty Magick Skyrim right now and that alters some of the vanilla magick perk trees. I like what it does since it gets rid of the 0% magicka cost exploit and replaces it with fortify damage instead. Spell damage also increases as your skill goes up.


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Seems interesting but not sure if its the one I'm looking for. Using Mighty Magick Skyrim right now and that alters some of the vanilla magick perk trees. I like what it does since it gets rid of the 0% magicka cost exploit and replaces it with fortify damage instead. Spell damage also increases as your skill goes up.

 

I agree with you on that, but I've developed my own perk-tree-redone version:

 

I modified magic effects of the 5 schools for spells, enchantment and potion to fortify spell power or duration (I'd like to fortify the power of summoned creatures and alteration spells but don't know how to do... :dodgy: )

 

Thus there's not much need to modify magic perks - until this TrueDovakhinPerks came out.

 

 

 

Instead of the 50% less magicka cost of each rank in each tree of magic, I placed a smaller boni to magicka cost to each perk rank that also affects the next rank of spells (e.g. You got the Novice Restoration Perk and instead of -50% magicka cost to novice restoration it grants you -25% zo novice and -10% to apprentice level restoration spells) 

 

That's really useful! Talking about perks, I believe many guys have their own judgement on 'the best perk trees'. Personally I'd like to make some slight change on a good template. So, thank you, Hal3023. I hope you won't mind if I 'hack' your esp file for personal use. :D

 

BTW, the other changes sound quite logical as well. Obviously they are much better than vanilla version... I need a long time to test and learn to modify perks myself. Before that, I'd ENDORSE x3!

 

Sorry for my English and hope you can understand. :)

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Seems interesting but not sure if its the one I'm looking for. Using Mighty Magick Skyrim right now and that alters some of the vanilla magick perk trees. I like what it does since it gets rid of the 0% magicka cost exploit and replaces it with fortify damage instead. Spell damage also increases as your skill goes up.

 

I agree with you on that, but I've developed my own perk-tree-redone version:

 

I modified magic effects of the 5 schools for spells, enchantment and potion to fortify spell power or duration (I'd like to fortify the power of summoned creatures and alteration spells but don't know how to do... :dodgy: )

 

Thus there's not much need to modify magic perks - until this TrueDovakhinPerks came out.

 

 

 

Instead of the 50% less magicka cost of each rank in each tree of magic, I placed a smaller boni to magicka cost to each perk rank that also affects the next rank of spells (e.g. You got the Novice Restoration Perk and instead of -50% magicka cost to novice restoration it grants you -25% zo novice and -10% to apprentice level restoration spells) 

 

That's really useful! Talking about perks, I believe many guys have their own judgement on 'the best perk trees'. Personally I'd like to make some slight change on a good template. So, thank you, Hal3023. I hope you won't mind if I 'hack' your esp file for personal use. :D

 

BTW, the other changes sound quite logical as well. Obviously they are much better than vanilla version... I need a long time to test and learn to modify perks myself. Before that, I'd ENDORSE x3!

 

Sorry for my English and hope you can understand. :)

 

Hehe :) 

sure feel free to adjust it (As you look into it you might notice i also made changes to spell magnitude [destruction, restoration] and duration [alteration], but i was too lazy to list all changes i made :D)

and thx for the endorse.

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Seems interesting but not sure if its the one I'm looking for. Using Mighty Magick Skyrim right now and that alters some of the vanilla magick perk trees. I like what it does since it gets rid of the 0% magicka cost exploit and replaces it with fortify damage instead. Spell damage also increases as your skill goes up.

 

I agree with you on that, but I've developed my own perk-tree-redone version:

 

I modified magic effects of the 5 schools for spells, enchantment and potion to fortify spell power or duration (I'd like to fortify the power of summoned creatures and alteration spells but don't know how to do... :dodgy: )

 

Thus there's not much need to modify magic perks - until this TrueDovakhinPerks came out.

 

 

 

Instead of the 50% less magicka cost of each rank in each tree of magic, I placed a smaller boni to magicka cost to each perk rank that also affects the next rank of spells (e.g. You got the Novice Restoration Perk and instead of -50% magicka cost to novice restoration it grants you -25% zo novice and -10% to apprentice level restoration spells) 

 

That's really useful! Talking about perks, I believe many guys have their own judgement on 'the best perk trees'. Personally I'd like to make some slight change on a good template. So, thank you, Hal3023. I hope you won't mind if I 'hack' your esp file for personal use. :D

 

BTW, the other changes sound quite logical as well. Obviously they are much better than vanilla version... I need a long time to test and learn to modify perks myself. Before that, I'd ENDORSE x3!

 

Sorry for my English and hope you can understand. :)

 

 

Pretty sure Mighty magick increases the duration of spells. Using Dual-cast, Summon Dremora Lord lasts over 16 minutes at my current Conjuration skill level.. Think it increases their stats too.

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