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DarkUncleBoh

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DarkUncleBoh

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About this mod

Additional ranks for a number of perks that could use a bit of an extra \"kick\", either to bring them more up to par with other perks, or to allow more specialized \"flavor\" character builds -- changes or replacements to just a few other perks that felt too... \"lacking\"

Permissions and credits
Dark Uncle's Tweaks -- Expanded Perks




What this mod is:
Mostly an expansion of the perks already in the vanilla game, providing some additional/different specialization paths for more flavorful character building. In some cases it also reworks some perks that in my opinion are either so poorly designed as to be effectively "broken", or else just so uninteresting as to never really be worthwhile.

At the most basic level however, this is less an "overhaul" - and more just an expansion of what is already in the vanilla game.

Also this mod is designed to give users a fair amount of control over what changes they do or do not want to use. I have never been one for "bigger is better"... I'm more of a "less is more" kind of developer, and my mods usually reflect that -- thus I won't be adding huge numbers of perks just for the purpose of adding perks, or other dynamics changes just because I can.

It is also worth noting that while I have tried to keep game balance in mind while designing this mod, I do not consider it to be particularly balanced - not am I interested in putting huge amount of effort into making it as balanced as possible. Overall I would suggest using this mod with higher difficult settings and/or mods that add difficulty to the game... but achieving game balance is a highly personal thing in my opinion: I'd rather see folks mix and match mods and settings to find the right balance for them, then break my own back trying to find a balance that pleases everybody.

IMPORTANT NOTE ABOUT THIS MOD:
The changes made by this mod incorporate changes from the Unofficial Skyrim Patch, and the Unofficial Dawnguard Patch mods wherever necessary to insure compatability when loading my mods after those two --- in other words, loading this mod after those two will maintain their changes, except where they specifically clash with the purpose of this mod. This does not mean that these mods are required, just that they are fully compatible. It also means that if you run this mod without either of those two mods, you'll get a few other minor changes that are not otherwise documented here (all of them minor, and unquestionable "fixes" to Bethesda's mistakes).

Required mods:
  • Dawnguard DLC
  • Skyrim -Community- Uncapper, by Elys
    (technically not required, but many of the added perks here include skill requirements up to 150, so without some manner of getting skills over 100, you won't have access to many of the expanded perks)


What is or will be in this mod:

Note: Perk names list in peach, are ones that have been changed/overhauled beyond simply having additional ranks added.

DUT-ExpandedPerks-Alchemy.esp (complete)
  • Benefactor: added three more ranks, requiring 60/90/120 skill, and providing 50%/75%/100% boost to beneficial potion effects
  • Concentrated Poison: added second rank, requiring 120 skill, and making applied poison last for three strikes
  • Green Thumb: added two more ranks, requiring 110/150 skill, and granting 3/4 plant parts per picking
  • Physician: added three more ranks, requiring 40/60/80 skill, and granting 50%/75%/100% boost to health/magicka/stamina restoring potions
  • Poisoner: added three more ranks, requiring 60/90/120 skill, and granting 50%/75%/100% boost to poisons


DUT-ExpandedPerks-Alteration.esp (complete)
  • Novice Alteration: changed to two ranks, requiring 0/25 skill, allowing for casting novice alteration spells at 66%/33% cost with a 15%/30% duration boost, as well as providing a 7.5%/15% duration boost to all other alteration spells
  • Apprentice Alteration: changed to two ranks, requiring 25/50 skill, allowing for casting apprentice alteration spells at 66%/33% cost with a 15%/30% duration boost, as well as providing a 7.5%/15% duration boost to all other alteration spells
  • Adept Alteration: changed to two ranks, requiring 50/75 skill, allowing for casting adept alteration spells at 66%/33% cost with a 15%/30% duration boost, as well as providing a 7.5%/15% duration boost to all other alteration spells
  • Expert Alteration: changed to two ranks, requiring 75/100 skill, allowing for casting expert alteration spells at 66%/33% cost with a 15%/30% duration boost, as well as providing a 7.5%/15% duration boost to all other alteration spells
  • Master Alteration: changed to two ranks, requiring 100/125 skill, allowing for casting master alteration spells at 66%/33% cost with a 15%/30% duration boost, as well as providing a 7.5%/15% duration boost to all other alteration spells
  • Atronach: added second rank, requiring 150 skill, allowing the player to absob 50% of the magicka of spells he/she is hit by
  • Magic Resistance: added two ranks, requiring 90/110 skill, granting 40%/50% magic resistance
  • Stability: added two ranks, requiring 100/130 skill, giving all alteration spells 100%/150% greater duration


DUT-ExpandedPerks-Archery.esp (complete)
  • Bullseye: replaced with new perk, "Dragonslayer": three ranks, requiring 100/125/150 skill, and providing a 20%/25%/30% chance of doing 200%/250%/300% damage to dragons (with bows/crossbows)
  • Critical Shot: the vanilla perks were extremely "broken", as they did not scale up based on your skill, other perks, or the temper of your weapon -- I changed the first three ranks to make the critical hits be based off of 50% of your actual attack damage - then continuing with that, I added two more ranks, requiring 120/150 skill, and granting 25%/30% chance of crit with 75%/100% more damage
  • Quick Shot: added four more ranks, requiring 90/110/130/150 skill, and granting 60%/90%/120%/150% faster draw speeds (doesn't actually work out to be as fast as it sounds, but still kinda nice)


DUT-ExpandedPerks-Block.esp (complete)
  • Deadly Bash: added second and third rank, requiring 100/150 skill, and doing 10x/15x damage
  • Disarming Bash: added second rank, requiring 120 skill, and providing 75% chance to disarm
  • Elemental Protecion: added second rank, requiring 110 skill, and providing 75% elemental protection


DUT-ExpandedPerks-Conjuration.esp (complete)
  • Novice Conjuration: changed to two ranks, requiring 0/25 skill, allowing for casting novice conjuration spells at 66%/33% cost with a 15%/30% duration boost, as well as providing a 7.5%/15% duration boost to all other conjuration spells
  • Apprentice Conjuration: changed to two ranks, requiring 25/50 skill, allowing for casting apprentice conjuration spells at 66%/33% cost with a 15%/30% duration boost, as well as providing a 7.5%/15% duration boost to all other conjuration spells
  • Adept Conjuration: changed to two ranks, requiring 50/75 skill, allowing for casting adept conjuration spells at 66%/33% cost with a 15%/30% duration boost, as well as providing a 7.5%/15% duration boost to all other conjuration spells
  • Expert Conjuration: changed to two ranks, requiring 75/100 skill, allowing for casting expert conjuration spells at 66%/33% cost with a 15%/30% duration boost, as well as providing a 7.5%/15% duration boost to all other conjuration spells
  • Master Conjuration: changed to two ranks, requiring 100/125 skill, allowing for casting master conjuration spells at 66%/33% cost with a 15%/30% duration boost, as well as providing a 7.5%/15% duration boost to all other conjuration spells
  • Atromancy: added second rank, requiring 80 skill, tripling duration for conjured atronachs
  • Dark Souls: added two ranks, requiring 100/130 skill, giving reanimated undead an extra 200/300 hit points
  • Mystic Binding: added two ranks, requiring 60/100 skill, further increasing damage of all bound weapons with each rank
  • Necromancy: added second rank, requiring 80 skill, tripling duration for reanimated undead
  • Twin Souls: added second rank, requiring 150 skill, allowing for three atronachs or reanimated undead at the same time


DUT-ExpandedPerks-Destruction.esp (complete)
  • Novice Destruction: changed to two ranks, requiring 0/25 skill, allowing for casting novice destruction spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other destruction spells
  • Apprentice Destruction: changed to two ranks, requiring 25/50 skill, allowing for casting apprentice destruction spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other destruction spells
  • Adept Destruction: changed to two ranks, requiring 50/75 skill, allowing for casting adept destruction spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other destruction spells
  • Expert Destruction: changed to two ranks, requiring 75/100 skill, allowing for casting expert destruction spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other destruction spells
  • Master Destruction: changed to two ranks, requiring 100/125 skill, allowing for casting master destruction spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other destruction spells
  • Augmented Flames: added three additional ranks, requiring 90/120/150 skill, and providing 75%/100%/125% boot to flame spells
  • Augmented Frost: added three additional ranks, requiring 90/120/150 skill, and providing 75%/100%/125% boot to frost spells
  • Augmented Shock: added three additional ranks, requiring 90/120/150 skill, and providing 75%/100%/125% boot to shock spells


DUT-ExpandedPerks-Enchanting.esp (complete)
  • Corpus Enchanter: added three more ranks, requiring 90/110/130 skill, and providing 50%/75%/100% benefit to health/magicka/stamina enchants
  • Extra Effect: added two more ranks, requiring 125/150 skill, and allowing a third/forth enchantment to be placed
  • Fire Enchanter: added three more ranks, requiring 50/70/90 skill, and providing 50%/75%/100% bonus to fire enchants
  • Frost Enchanter: added three more ranks, requiring 60/80/100 skill, and providing 50%/75%/100% bonus to frost enchants
  • Insightful Enchanter: added two ranks, requiring 100/150 skill, and providing 50%/75% bonus to skill enchants
  • Storm Enchanter: added three ranks, requiring 70/90/110 skill, and providing 50%/75%/100% bonus to shock enchants


DUT-ExpandedPerks-HeavyArmor.esp (complete)
  • Matching Set: added three more ranks, requiring 90/110/130 skill, and providing 50%/75%/100% armor bonus
  • Reflect Blows: added a second rank, requiring 150 skill, and giving a 20% chance to reflect melee damage
  • Well Fitted: added three more ranks, requiring 60/90/120 skill, and giving 50%/75%/100% armor bonus


DUT-ExpandedPerks-Illusion.esp (complete)
  • Note: with the investment of several additional perks, these changes make it possible to overcome the 50+ level cap without use of dual casting
  • Novice Illusion: changed to two ranks, requiring 0/25 skill, allowing for casting novice illusion spells at 66%/33% cost with a 15%/30% duration boost, as well as providing a 7.5%/15% duration boost to all other illusion spells
  • Apprentice Illusion: changed to two ranks, requiring 25/50 skill, allowing for casting apprentice illusion spells at 66%/33% cost with a 15%/30% duration boost, as well as providing a 7.5%/15% duration boost to all other illusion spells
  • Adept Illusion: changed to two ranks, requiring 50/75 skill, allowing for casting adept illusion spells at 66%/33% cost with a 15%/30% duration boost, as well as providing a 7.5%/15% duration boost to all other illusion spells
  • Expert Illusion: changed to two ranks, requiring 75/100 skill, allowing for casting expert illusion spells at 66%/33% cost with a 15%/30% duration boost, as well as providing a 7.5%/15% duration boost to all other illusion spells
  • Master Illusion: changed to two ranks, requiring 100/125 skill, allowing for casting master illusion spells at 66%/33% cost with a 15%/30% duration boost, as well as providing a 7.5%/15% duration boost to all other illusion spells
  • Animage: added second rank, requiring 60 skill, adding another 8 to max animal level effected by illusion spells
  • Kindred Mage: added second rank, requiring 80 skill, adding another 10 to max people level effected by illusion spells
  • Hypnotic Gaze: added two ranks, requiring 90/150 skill, adding another 8/8 to max level target effected by calm spells
  • Aspect of Terror: added two ranks, requiring 100/150 skill, adding another 10/10 to max level target effected by fear spells
  • Rage: added two ranks, requiring 110/150 skill, adding another 12/12 to max level target effected by frenzy spells


DUT-ExpandedPerks-LightArmor.esp (complete)
  • Custom Fit: added three more ranks, requiring 60/90/120 skill, and giving 50%/75%/100% armor bonus
  • Deft Movement: added a second rank, requiring 150 skill, and giving a 20% chance to dodge
  • Matching Set: added three more ranks, requiring 90/110/130 skill, and giving 50%/75%/100% armor bonus
  • Wind Walker: added a second rank, requiring 120 skill, and giving a 100% stamina regen bonus


DUT-ExpandedPerks-Lockpicking.esp (complete)
  • Note: these changes make lockpicking even easier than in the vanilla game, if you take even a single perk in lockpicking -- since the lockpicking game is already too easy in my opinon, rather than redo all of the balance here, I suggest using the optional file (details below) called "DUT-Optional-HarderLocks.esp"
  • Novice Locks:changed the first rank to give slighly less benefit to picking novice locks, but to also grant a slight bonus to picking all locks in general -- added second rank, requiring 25 skill, and increasing both the benefit to picking novice locks as well as the bonus to picking locks in general
  • Apprentice Locks:changed the first rank to give slighly less benefit to picking apprentice locks, but to also grant a slight bonus to picking all locks in general -- added second rank, requiring 50 skill, and increasing both the benefit to picking apprentice locks as well as the bonus to picking locks in general
  • Adept Locks:changed the first rank to give slighly less benefit to picking adept locks, but to also grant a slight bonus to picking all locks in general -- added second rank, requiring 75 skill, and increasing both the benefit to picking adept locks as well as the bonus to picking locks in general
  • Expert Locks:changed the first rank to give slighly less benefit to picking expert locks, but to also grant a slight bonus to picking all locks in general -- added second rank, requiring 100 skill, and increasing both the benefit to picking expert locks as well as the bonus to picking locks in general
  • Master Locks:changed the first rank to give slighly less benefit to picking master locks, but to also grant a slight bonus to picking all locks in general -- added second rank, requiring 125 skill, and increasing both the benefit to picking master locks as well as the bonus to picking locks in general


DUT-ExpandedPerks-OneHanded.esp (complete)
  • Note: the original perks for Bladesman, Bone Breaker, and Hack and Slash are generall regarded as worthless due to their poor design (Bladesman and Hack and Slash don't scale with your skill/other perks/tempered weapon, and few enemies have enough armor for Bone Breaker to be that useful that often). Thus the redesign to make them more attractive options to take.
  • Bladesman: changed all three ranks to scale based on your actual attack damage -- so the three ranks give you a 10%/15%/20% chance to do a crit that does a total of 150%/175%/200% of your full damage
  • Bone Breaker: changed all three ranks to add a small damage bonus in addition to the armor penetration -- so the three ranks now give 25%/50%/75% armor penetration, and 3%/6%/9% additional damage
  • Dual Flurry: added one rank, requiring 70 skill, and granting 45% increase in dual wielding attack speed (thus the progress between all three ranks is 20%/35%/45%)
  • Dual Savagery: added one rank, requiring 140 skill, and granting 100% bonus damage for dual wielding power attacks
  • Fighting Stance: added on rank, requiring 120 skill, making power attacks with one-handed weapons cost 50% less stamina
  • Hack and Slash: changed all three ranks to scale based on the material of your war axe, as well as your one-handed weapon skill (up to 150) - also makes the assumption that you invest in the Armsman perk as your skill increases, and that you have at least basic tempering of your axe similar to your weapon skill - this was the closest I could get to actually scaling based on your actual damage... and while it will still be less than it really should in the late game, it will at least do several times the damage it used to in late game (old maximum damage with a dragonebone axe and three ranks of this perk was 3 per second for 6 seconds regardless of skill -- new maximum damage with a dragonbone axe, three ranks of this perk, and 150 one-handed skill is 11 per second for 5 seconds)


DUT-ExpandedPerks-Pickpocket.esp (complete)
  • Note: these changes will impact the maximum value that you can pickpocket, unlike enchantments and potions - that is why in this case I opted to expand Light Fingers, where I have no expanded the 5-rank starter perks in any other tree
  • Cutpurse: added second rank, requiring 80 skill, and granting 100% to gold pickpocket chances
  • Extra Pockets: added two ranks, requiring 100/150 skill, and increasing carrying capacity by 200/300
  • Light Fingers: added three ranks, requiring 100/120/140 skill, and granting a pickpocket bonus of 120%/140%/160%
  • Night Thief: added second rank, requiring 60 skill, and granting 50% pickpocket bonus if your target is asleep


DUT-ExpandedPerks-Restoration.esp (complete)
  • Novice Restoration: changed to two ranks, requiring 0/25 skill, allowing for casting novice restoration spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other restoration spells
  • Apprentice Restoration: changed to two ranks, requiring 25/50 skill, allowing for casting apprentice restoration spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other restoration spells
  • Adept Restoration: changed to two ranks, requiring 50/75 skill, allowing for casting adept restoration spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other restoration spells
  • Expert Restoration: changed to two ranks, requiring 75/100 skill, allowing for casting expert restoration spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other restoration spells
  • Master Restoration: changed to two ranks, requiring 100/125 skill, allowing for casting master restoration spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other restoration spells
  • Necromage: added a second rank, requiring 140 skill, and providing 50% boost to power and 100% boost to duration for all restoration spells against undead (note: this mod includes the common bugfix of not allowing the Necromage perk to effect the player)
  • Recovery: added two ranks, requiring 90/120 skill, and providing 75%/100% boost to magicka regeneration
  • Regeneration: added one rank, requiring 120 skill, and providing a 100% boost to all healing spells


DUT-ExpandedPerks-Smithing.esp (complete)
  • note: this tree is more of an actual overhaul than most others
  • note: several other material types added to "Steel Smithing" (such as iron, leather, hide, etc), similar to a number of other smithing overhaul mods - this should increase the likelihood of compatability with many of those mods, if this one is loaded after them
  • Arcane Blacksmith: added 25% tempering bonus to daedric artifacts -- added second rank, requiring 80 skill, and granting 50% additional tempering to daedric artifacts plus 10% additional tempering to everything else
  • Steel Smithing: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 20 skill, and granting 50% additional tempering to steel plus 10% additional tempering to everything else
  • Dwarven Smithing: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 50 skill, and granting 50% additional tempering to dwarvern plus 10% additional tempering to everything else
  • Orcish Smithing: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 70 skill, and granting 50% additional tempering to orcish plus 10% additional tempering to everything else
  • Ebony Smithing: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 100 skill, and granting 50% additional tempering to ebony plus 10% additional tempering to everything else
  • Daedric Smithing: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 110 skill, and granting 50% additional tempering to daedric plus 10% additional tempering to everything else
  • Elven Smithing: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 50 skill, and granting 50% additional tempering to elven plus 10% additional tempering to everything else
  • Advanced Armors: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 70 skill, and granting 50% additional tempering to scaled and plate plus 10% additional tempering to everything else
  • Glass Smithing: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 90 skill, and granting 50% additional tempering to glass plus 10% additional tempering to everything else
  • Dragon Armor: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 120 skill, and granting 50% additional tempering to dragon armor and dragonbone weapons plus 10% additional tempering to everything else


DUT-ExpandedPerks-Sneak.esp (complete)
  • Assassin's Blade: added second rank, requiring 150 skill, increasing dagger sneak attacks to twenty one times normal damage
  • Backstab: added second rank, requiring 90 skill, increasing one-handed weapon sneak attacks to nine times normal damage
  • Deadly Aim: added second rank, requiring 120 skill, increasing bow sneak attacks to four times normal damage
  • Shadow Warrior: added second rank, requiring 150 skill, increasing the "invisible time" when you crouch to 2 seconds (from 1 second on the first rank)


DUT-ExpandedPerks-TwoHanded.esp (complete)
  • Note: the original perks for Deep Wounds, Limbsplitter, and Skullcrusher are generally regarded as worthless due to their poor design (Deep Wounds and Limbsplitter don't scale with your skill/other perks/tempered weapon, and few enemies have enough armor for Skullcrusher to be that useful that often). Thus the redesign to make them more attractive options to take.
  • Deep Wounds: changed all three ranks to scale based on your actual attack damage -- so the three ranks give you a 10%/15%/20% chance to do a crit that does a total of 150%/175%/200% of your full damage
  • Limbsplitter: changed all three ranks to scale based on the material of your battle axe, as well as your two-handed weapon skill (up to 150) - also makes the assumption that you invest in the Barbarian perk as your skill increases, and that you have at least basic tempering of your axe similar to your weapon skill - this was the closest I could get to actually scaling based on your actual damage... and while it will still be less than it really should in the late game, it will at least do several times the damage it used to in late game
  • Skullcrusher: changed all three ranks to add a small damage bonus in addition to the armor penetration -- so the three ranks now give 25%/50%/75% armor penetration, and 3%/6%/9% additional damage
  • Champion's Stance: added second rank, requiring 70 skill, and making power attacks with two-handed weapons cost 50% less stamina
  • Sweep: added two ranks, requiring 110/150 skill, and adding 25%/50% additional damage to side-ways power attacks with two-handed weapons


DUT-Optional-HarderLocks.esp (complete)
  • This is a very light-weight optional file that makes locks a little bit harder to pick. Designed to be used in conjuction with DUT-ExpandedPerks-Lockpicking.esp, although it can also be used without it. Lockpicking still isn't "dificult" per say, just not quite as laughably easy.


Not listed above
  • Speech: At this point I have no plans to do anything with the speech perk tree - it doesn't really lend itself to the sort of expanding work that I'm doing. If you're looking for something specific to the speech tree, check out the Treebalance - Speech Tree mod by sushisquid



Version info:
  • v 1.1 - fixed CTD issue with Critical Shot (Archery), Bladesman (One-handed), and Deep Wounds (Two-handed) --- for those who had earlier version, you don't need to do anything special, just install this over the previous version

  • v 1.0 - added TwoHanded perk tree (mod now covering all skill perk trees other than Speech, which will not be covered by this mod)

  • v 0.6 - fixed Sneak tree problem with Assassin's Blade incorrectly stacking with Backstab

  • v 0.5 - added Illusion perk tree

  • v 0.4 - added Conjuration and Pickpocket

  • v 0.3 - added Alteration, Lockpicking, and Sneak perk trees as well as HarderLocks optional file

  • v 0.2 - added One-Handed perk tree

  • v 0.1 - initial (incomplete) release


Special thanks to:
  • sushisquid, who has allowed me to use bits and pieces of his various mods for this one - particularly his most excellent mod, Better Magic.
  • kevkas, who has allowed me to use his simple (yet wonderful, for those of us not fond of the original Bullseye perk) mod Dragonslayer Perk as the basis for the Dragonslayer perks in this mod.
  • QuarnAndKivan, for the wonderful work on Unofficial Skyrim Patch, which has some of its changes integrated into this mod.
  • Arthmoor, for the wonderful work on Unofficial Dawnguard Patch, which also has some of its changes integrated into this mod.