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DarkUncleBoh

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DarkUncleBoh

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47 comments

  1. k1ngl0n3r
    k1ngl0n3r
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    Dark Souls doesn't effect any of the DG summons (Wrathman, Boneman or Mistman). It actually doesn't seem to apply to anything actually. The duration perk still works (even on other mods), and so does the Atronach tree.
  2. MDeckman
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    I'm not sure if anybody else is having this issue, but instead of the perk tree names, i'm getting hex color names... at least that's what it hink their called. like #0FFFFF. Some of the perk trees have the original names, but others don't.
  3. Graywolfe
    Graywolfe
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    Hi there wanted to say this is a great mod and i really enjoy the changes. There are 4 perks though for some reason i can not use, one-handed, two-handed, conjuration, and smithing. when ever i try and use them the game won't even start. Still enjoying the rest of it though. Thanks for all the work.
    1. Arcanant
      Arcanant
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      Maybe there is a mod conflict rather than a bug, any chance you can share an external link to your mod load order?
  4. hmgirlpopuri
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    First off, I wanted to say, great mod.  I like this one a lot, given how it's less intrusive/overhaul like many of the other perk mods (which are fun, mind).  I did have one thing I was curious about though.
     
    On a fresh character, I decided to try a stealth/bound weapons build.  I used the good old 'shooting soul trap at corpses' to level my conjuration up to 50 so I could get the first rank of the Adept Conjuration Perk, then bought the tome.  I'd dropped my points as I leveled up into Magicka, but found that I couldn't cast Bound Bow.  espite having the 1/3 reduction (plus the % reduction for having 50 Conjuration), Bound Bow still cost well over 200 Magicka.
     
    I popped open your Conjuration esp in the Creation Kit, then the base Skyrim file to compare the Bound Bow spell and found that, in your file, the cost is doubled.  It lists the cost as auto-calculated, but I'm curious how/why it wound up being so high.
    1. DarkUncleBoh
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      Hunh... strange. Off the top of my head I couldn't say, as I haven't really looked at this mod in a very long time -- but as I'll be taking a look at _possibly_ making a merged version of it, I'll try and take a look at this too.

      My gut instinct is that I might have accidentally copied that change over from one of the other magic mods that I was using at the time I made this, as I know it included a mod that drastically reworked bound weapons and their perks (though I stopped using that mod long ago).
    2. joetheguy
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      Yeah, I noticed this too. After fiddling around for a few hours in the CK I got it fixed.

      When you modified the Mystic Binding Perk you added two more ranks. These ranks still had a base mana cost attached to them. This ended up doubling the amount of mana needed to cast the spell. All I did to fix was change the 2nd and 3rd rank of Mystic Binding to have a base cost of 0. This set the mana cost back to normal. I checked in game and everything worked fine: cost was right, damage was right and skill exp gained was right (I think, still checking that one).
    3. Arcanant
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      any way we can convince you to share your fixed .esp?
  5. 999-jay-999
    999-jay-999
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    Started a new game, looked for a Perk overhaul mod and decided on this one.

    Looks detailed enough yet not OTT, so well done there.

    Will you be coming back to this DarkUncleBoh in the future ?, or do you feel its as complete as it can be ?



    Thanks,..


    1. DarkUncleBoh
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      To be honest, after several times playing through with these and some other changes, my personal tastes have changed fairly drastically -- and as such I do actually find many of these changes to be OTT now.

      The files in their current incarnation will stay up for anyone who wants them, but I don't plan to touch them anymore. I am currently working on several new mods (including several magic items with otherwise un-enchantable abilities, that you craft with farmed materials), one of which is a somewhat "stripped down" perk overhaul. It will include many of the changes here, but losing many (most?) of the "additional" perks - the focus will be more on things like "fixing" Bladesman/Bonebreaker/HackandSlash type perks (that don't scale in vanilla, and thus are useless in mid to late game), and the "flavor" things like the novice/adept/etc spell perks granting additional damage/duration/etc, in addition to reduced magicka costs, or lockpicking perks granting small cumulative bonuses to other lock types as well, etc.

      So if you're happy with what is here, great. If you're interested in something that is perhaps a bit more streamlined and not allowing for quite so much OP'ness with massive amounts of specialization, then make a note to watch for new mods/files from me over the next few weeks.
    2. SKY6A
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      @DarkUncleBoh: Very glad to hear that you are working on a "stripped down" perk overhaul!

      That is exactly what I have been looking for. I am a fan, for example, of Sushisquid's minimalistic mods, which mostly just fix what is broken. I only wish he had gone on to give the same treatment to all of the perk trees. It seems like you are carrying on in the same spirit, so I just wanted to offer you my encouragement. Your work really is appreciated!
    3. DarkUncleBoh
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      Thanks.

      As mentioned in another post, some real life/work issues took me far away from modding for a while, but things are starting to calm down a bit now... so hopefully I'll be able to clean up and release the stripped down "refined" perks mod soon.

      Note: It will be released as a new mod, not an optional of this mod -- for while it does have some things in common (like the changes to the axe/sword/mace perks, etc), it is overall an extremely different direction for perks.
  6. addict
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    DarkUncleBoh,

    This is my favorite perk pack by far and thank you very much for making it. I have one request though - right now I am using SkyRe and have been for quite awhile - NOT because I like it more, but because I can install it using less ESPs. Is there any way you would consider merging all your skill tree perks into one ESM or ESP file? If so I would immediately come back to this quality mod. It's just that 18 ESP slots dedicated solely to perks is just too much in my game. I'm constantly butting up against the max 256 mod limit and having to make tough choices about what to keep and what to shelve. A big factor is how many slots a particular mod requires. I understand separate files makes your mod more flexible but please consider my request. Thanks again for this great mod.
    1. DarkUncleBoh
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      Thanks - glad you like it.

      Real life has taken me away from modding for a while recently (major project that our entire company is working on, that the "lead" position fell into my lap), but things are starting to quiet down enough that I might have a bit of time to take a look at this...

      However, I make no promises. The method that I used to make the axe bleed perks for one-handed and two-handed weapons, was very work intensive - and won't be trivial to merge into a single file (at least not with the tools and methods that I am familiar with). I'll take a look though...
  7. LelouchDLuffy
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    I thought about using this. I'd have questions to ask if I do use it but I'm looking at some other things too. Unfortunately I can't delete my comments? Good job anyway
  8. rastasam
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    Hey, quick question.
    Are there still perk requirements in this 'overhaul'?
    Do I still have to get the Backstab perk, even if I play an archer character?
  9. Darkraist19
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    Hi! Amazing mod, thanks, but.. If I can made a request, is it possible to separate the files? Juste for take particular trees, not all? thank you
  10. bigpaws5
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    First, yes, it is a great mod and all, but there are some perk trees that won't work for me. If I activate them I CTD. If I disable them I'm fine. I was wondering if there was a fix for this yet. I'm still not very good at this, but I think the broken perk trees are: Conjuration, Smithing, OneHanded, and TwoHanded. Again I'm still not very good at this but I think the cause for this is that there are two masters included in these perk trees. All the other working perk trees have only one mod, Skyrim.esm. The broken perk trees have Skyrim.esm and Dawnguard.esm. I hope I got this right.
    1. steelstiletto
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      The perk trees which require Dawnguard.esm will only work if you have the expansion. It might not be the intended effect, but until DarkUncleBoh returns, they can't be used without the Dawnguard DLC.
    2. bigpaws5
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      Well ok thanks I guess. I'm still tying to figure all this out.
    3. DarkUncleBoh
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      bigpaws5: Apologies for my late reply - real life has had me "away" for a long time (and am still mostly not here, just popping in real quick).

      Please note on the description page for this mod that Dawnguard is specifically listed as a requirement for this mod to run. While I understand that this can be frustrating for those who do not have Dawnguard, it is actually intended that was -- as a decent chunk of what those specific files are doing behind the scenes, changes based on Dawnguard content.

      ...so while I'm sorry it isn't what you want to hear, that isn't something I have any plans on changing, and is how it was always intended.