Find some bugs: 1. onehanded - blades man is unavailable even I am already lvl100 at one-handed and have taken all of other points. 2. conjunction - elemental pantcy. can not select it, and I find that it still require the previous skill which is in the old perk.
I think this is the first Perk Tree overhaul that I've liked EVERY aspect of. I've been sifting through page after page of perk revisions and there's always some change I greatly disagree with, but I read through the entire description of this mod and all of the changes sounded Great to me. I'm excited to try this out, though I see there hasn't been a lot of activity in this thread recently so i hope that I won't run into any bugs! I will be sure to come back after I've actually tried it out.
hm, if i selct the elvish (2/2) perk it's still impossible for me to craft orcish things, and there's another problem too: in the conjuration-tree you can't select the perk "atronarchs are more powerful", by writing this my level in conjuration is 76 and smithing 51. I think it's a great mod and if these two problems are solved it's perfekt ^^
I didn't notice these in earlier post, but I found a few other bugs: The pickpocket final perk doesn't allow you to take the victim's items, like normally you can pickpocket armor from bandits, etc. It won't let me do that. The respite perk in restoration gives more healing bonus than the master level perk. In the destruction tree, when you have the master level perk, the expert level spells are still more powerful than the master ones, because you get the bonus from both the master perk and the expert perk, where as with the master spells you don't get the bonus from the expert perk.
It seems to me that deep wounds should have the effect bleed effect instead of the ignoring armor, and the skull crusher should give the critical strike bonus instead of bleed, after all warhammers crush, which won't make someone bleed, and swords cut, which won't smash armor.
At the end of the game (Max skills) With the added effects its possible to make some terribly strong gear. But with the right mods added into it, there would be some type of balance.
I'll double check the Slow-Motion perk tonight and make sure it is working properly.
The 50% slow-mo doesn't seem to work for me. Might be a conflicting mod though still learning nmm+boos+wb+python..
Otherwise GREAT JOB! love the perks and they seem fairly balanced with deadly dragons smm and other difficulty changing mods. Will probably be too op in vanilla though
:] I tried this today. While the smithing tree esp is active creating anything in the forge gives you about 15 levels in the smithing skill. I hope this is a bug.
12 comments
1. onehanded - blades man is unavailable even I am already lvl100 at one-handed and have taken all of other points.
2. conjunction - elemental pantcy. can not select it, and I find that it still require the previous skill which is in the old perk.
The pickpocket final perk doesn't allow you to take the victim's items, like normally you can pickpocket armor from bandits, etc. It won't let me do that.
The respite perk in restoration gives more healing bonus than the master level perk.
In the destruction tree, when you have the master level perk, the expert level spells are still more powerful than the master ones, because you get the bonus from both the master perk and the expert perk, where as with the master spells you don't get the bonus from the expert perk.
I'll double check the Slow-Motion perk tonight and make sure it is working properly.
Otherwise GREAT JOB! love the perks and they seem fairly balanced with deadly dragons smm and other difficulty changing mods. Will probably be too op in vanilla though
Okay I am tearing that ESp apart and seeing what the heck went wrong
I fixed it, and just the smithing ESP is going to go up