Skyrim

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Athyra - Zeromus88

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400 comments

  1. LegendaryHiccupz
    LegendaryHiccupz
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    Maybe I'm just very out of the loop, but I was looking for ACE again only to find the mod completely missing. What happened?
  2. jayzon
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    I definately like ACE over SkyRe but I have to agree with Seeker17281 that ACE has overlooked that many of us want to be monks, using our fists to punch holes in bad guys and dragons!

    It is the single largest missing thing in ACE in my opinion - but I am not swapping to SkyRe cause of it - ACE is simply too good!

    On a sidenote - even with ACE the game sometimes lost balance ( especially for my archer with a long bow ) he'd one-shot most bandits in game - it seems a bit of balancing is needed there.
  3. Grogthenailer
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    I would like to see an aiming recticle on bows. it narrows (or expands) due to perks, moving and type of bow. When shooting bow it can go anywhere within that recticle.
  4. magistrating
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    Two ideas:

    1: Implement weapon-based blocking as part of some block tree perks, alternatively remove some shield requirements. This would work very well with the excellent Dual Wield Parrying mod
    2: Enchanting perk / Enchanting-Conjuration synergy for death blows to magically animated creatures (e.g. Antronachs, Raised Undead, Dragon Priests...) would recharge weapon enchantment charges.
  5. Veldrin0815
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    Heya
    I kinda like SkyRe, but i really dont like that Patchingstuff, and translate Reproccer on and on. So i tried ur Mod an love ist. Got Shortbows and Longbows, better fighting behavior and all that stuff i didnt check yet. Great Work.
    One thing from SkyRe i kinda miss is the Wayfarer-Perk. So maybe you would be able and willing to make something similar for those using and loving Frostfall?

    Greets Veldrin
  6. wynter_z
    wynter_z
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    Honestly, I keep waiting for someone to add bonuses or faster recharge time to shouts via the speech perks...
  7. TmaxInSkyrim
    TmaxInSkyrim
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    And here are some suggestions:

    1. Fortify Potency enchantments and speech tree's enhancing shouts and buffs adjustment, mentioned, no further discription.

    2. I got some ideas for lockpicking tree.
    (1).perk allowing assembling mines, projectile explosive and other special weapons and traps (multiple ranks, work as scrolls for runes, firebolts and those spiders in Dragonborn DLC, but much more powerful)
    (2) perk allowing
    (a) disassembling auto-motions at a chance based on level ( consuming certain amount of lockpicks )
    (b) assembling auto-motions explode on death ( work as conjuration scrolls)
    (c) buffs give extra damage and protection against auto motions.
    (3) perk allowing break locks ( someone has done that and that's absolutely wonderful)
    (4) perk allowing implementing lethal explosives on targets while sneaking, which will explode in a few seconds.( can also damage player if not far enough)
    (5) perk allowing crafting elaborate Dwarwin weapons of dadric quality and with lethal steam damage (enchanted, should be with true damage like 20/s for 10scd, perfect for assassination) [you may just use the vanilla models with new stats for those new weapons, saving your time and efforts]
    (6) perk allowing making special human-time-bomb on self deal tremendous damage to targets in range and part of that to self.
    (7) Lockpicks to the Knee: spend certain amount of lockpicks to cripple your target for a few seconds while sneaking, with a cooldown ( you may stab him in the back meanwhile)
    ( Master level perk: Elaborate Mind allowing strengthen yourself with dwarwin mechansim, reducing damage taken (include magic) by 30% ( Balancing that number is up to you)

    3. About the Pickpocket tree.
    (1). retain vanilla perks like pick armor and weapons, already strong enough.
    (2). perk boosting movement speed, attacking speed, weapon damage and stamina as you master your skillful hands.
    (3). multiple perks for unarmed combat, I think this is a good place to put that missing part of ACE.
    (4). perk allowing knockdown target to be unconscious with bare hands while sneaking
    (5). Vanilla [Poisoned] boosting poison crafting.
    (6) Misdirection: Can pickpocket equipped weapons, each hit by player reduces enemy attack damage(or speed) by 5%, max at 50% ( quite suit the one-hand tweak of ACE)
    (7) Perfect Touch: Can pickpocket equipped items, you attacks ignore 25% armor and add 10% evading chance when not in heavy armor, 15% damage reflection when in heavy armor.

    4. Alchemy
    (1) Vampiric Aura(2 ranks), 1st rank, dealing extra poison damage(true damage) with each hit.2cd rank, absorb health, stamina and magicka with each hit/50% damage you deal ( the later is preferred, but I don't know if you could make that work in skyrim)
    (2) Cloak of Disease: 50% resistance to all poisons. when attacked, dealing disease damage to attackers for 20 seconds and stun all enemies nearby, 10scd cool down.
    (3) Concentrated Poison: Poison no longer last for hits but for 60 seconds.
    If that can't be made with skyrim engine, then :
    Poison last for 6 hits and boost poison quality.
    (4) Plague Aspect, killing an enemy affected by Cloak of Disease will cause a poisonous explosion dealing damage as 50% of your current health to all foes nearby and suddenly kill those under 25% health.
    (5) Healer's Blessing: Boost 10 times health, magicka and stamina regeneration once health drops under 50%, 10 minutes cooldown.
    (6) Able to craft poisoned weapon( Enchanted), arrows, bolts and Scrolls
    (7) Healer's Protection: Every time you drink a potion, raise your damage resist (include magic) by 10% for 60 seconds, stackable up to 30%.
    ( Alchemist Wrath: Drinking a potion has a small chance to put you into a rage, boosting attributes, armor, movement speed, attacking speed, weapon damage and spell magnitude for a short while.

    5. Sneaking.
    (1) you may includes Spell Sneak Attacks 2 by Aertyr, ask him for it.
    http://skyrim.nexusmods.com/mods/12637
    (2) include 2 hand sneak attack and it benefit from 2x gloves
    (3) Shadow Warrior: Crouching in combat make you invisible for 3 seconds, resist damage by 80%, cause 3x damage when hit your target from back.
    (it no longer make your target lose you anymore, instead, make you much stronger and you need to seek for chance to do a backstab or a fireball from the shadow, if you can't find a chance, you're less likely to be killed and with a chance to escape. However, removing this perk means you're just a thief, never a warrior, it's the only perk in sneak tree that makes you confront your enemy, no reason to remove that.)
    (4)Muffled Movement : Reduce 25% noise from armor,you are 10% harder to detect when sneaking.
    (5)Light Foot: You won't trigger pressure plates, boost movement speed by 20% (you'd better not remove this perk as follower enhance mods use it)
    (6) Silence: Running does not increase your detectability, you are 10% harder to detect when sneaking.

    You don't really need too many tweaks to sneak tree but just slight adjustment will balance it well.

    6. Archery
    You may add lesser power requiring relative perks.
    1. Sniper's sight: 200% damage of all bows, 20% draw speed
    2. Assassin's arrow: 50 damage of all bows, 150% draw speed

    Both powers need a 10 minutes cool down to toggle, of course, you may cancel it during combat, revert to normal mode.

    7. About critical hits and Bleeding damage.
    We all know that vanilla critical hits and bleeding damage are based on the very basic damage of weapons and never stack. I don't know if ACE has based its critical damage and bleeding damage on that. If so, you really need to change the multiplier but not the base damage of weapon so that it will be considerable.


    All those are just some suggestions, the exact plan and extent you will tweak depend on your flavour.But I really hope you can change some very unreasonable facts of vanilla skyrim and make it better than other mods do as ACE has always done.
  8. TmaxInSkyrim
    TmaxInSkyrim
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    1. Since you've already added follower buffs to the speech tree, why don't you just add some improvements to shout as well.
    Meanwhile, adding extra skill points to follower already capped the specific magic skill is quite useless, I don't know what's the use of that buff.

    2. As I mentioned, the fortify restoration problem is hopeful to be fixed.
    And, why not adding fortify spell potency enchantments while change nothing about the vanilla fortify school ? (Balanced Magic now allow only 72% cost reduction, you don't need to do that anymore)

    Why should you add fortify potency ?
    It's because: (1). spells are born weaker than weapons a bit in end game. (2). weapon damage benefits from all 3 craft skill Enchanting, Smithing and Alchemy, BUT spell damage only from Alchemy, EVEN that spells are more flexible, they're still a bit weak. SO, their potency should also benefit from Enchanting.

    Why should you add fortify potency while many others have already done the same kind of work ?
    Though many have done that, but to be frankly, they've done it poorly, whether adding too many unnecessary extra effects or have significant technical problem as they can't fix the fortify restoration problem. And as yourself have implemented numerous changes to Enchantments, it should of course include the enhancements to mages as well.

    3. About the thief trees.
    Maybe you'll say Path of shadow and other steath overhaul have done a lot.
    BUT, the lockpicking tree remains totally useless ( no benefit to combat)Some mod added benefits to torch fight and one-handed buffs to Pickpocket tree but other trees of that mod are boring, not as good as ACE.
  9. TmaxInSkyrim
    TmaxInSkyrim
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    ATTENTION!!! YOU CAN NOW RESTORE THE FORTIFY RESTORATION POTIONS and ENCHANTMENTS

    From the front page of Mighty Magick Skyrim by DamarStiehl
    2. Mighty Magick - Fortify Magic School Enchantment and Alchemy Reversed.esp

    All "Fortify X" enchantments were previously labeled as members of Restoration school, causing them to benefit from Fortify Restoration potions and enchantments. This created a potential infinite loop of self-stacking. Now, all "Fortify X" enchantments are not members of ANY school of magick, and do not benefit from any effects other than Fortify Enchanting and Fortify Alchemy at creation.
  10. Seeker17281
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    I greatly prefer ACE over other combat overhauls, because of what it lets me assemble, but one thing Skyre has over Ace is its attention to Unarmed Combat. The perks that were in the 1-H tree allowed for some interesting option with unarmed attacks leveling 1-H and scaling in damage, with 3 different 'styles' one could pursue. Unarmed is grossly under represented and its not as simple as just beefing up Steel Fists, as that locks you down into being a heavy armor user.

    Ideally Unarmed allows you to cast weapon enchants via spells but not enchanting the craft skill (like the Windfury shout) or say Mighty Magic's weapon imbues. Having a tree that branched off into a couple of style choices would be nice as well, like say one that favored unarmored fighting style but let you dodge similiar to how the Light Armor skill is now, while the other had a greater resistence to stagger effects or something similiar. I'd offer more useful suggestions but kinda late for me and the caffiene has long abandoned my system =/