SKYRIM
Smithing Perks Overhaul - Remade and Updated by kryptopyr
Skyrim » Bug fixes
Added: 26/03/2013 - 04:20PM
Updated: 22/11/2014 - 04:18PM

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Uploaded by kryptopyr

Description

Last updated at 16:18, 22 Nov 2014 Uploaded at 16:20, 26 Mar 2013

This mod started out as a remake of Headbomb's Smithing Perks Overhaul, updated for compatibility with the 1.9 patch and the Dawnguard and Dragonborn DLCs. However, I feel that with the addition of the new perk trees and perk arrangements, this mod succeeds in balancing the smithing skill in Skyrim to a greater extent then its predecessor.


This mod is designed to be used with Weapons & Armor Fixes Remade.


REQUIREMENTS
The official 1.9 update or higher is required for all versions.
In order for this mod to function correctly, you also need to install Weapons & Armor Fixes Remade.

Install Smithing Perks Overhaul AFTER Weapons & Armor Fixes.


PERK TREES
There are 4 different perk tree arrangements for you to choose from. Simply choose whichever one you prefer.

IMPROVED & MODIFIED VANILLA TREES
The first two perk tree options stick with the vanilla light/heavy division, but attempt to make the perks apply more consistently to the armors in the game. Orcish Smithing has been renamed "Advanced Heavy Smithing" and will now allow you to further improve Steel PLate armor, Honed Draugr weapons, Blades items, Nordic, and Chitin Heavy. In the vanilla game, these items were effected by the Advanced Smithing perk on the light side of the tree. Both trees also adjust the shape of the perk tree to better fit the shape of the constellation.

In addition, the Modified Vanilla Tree also removes the Daedric Smithing perk from the heavy branch of the tree and instead adds it as a branch off of the Arcane Blacksmith perk. It now requires having both the Arcane and the Ebony Smithing perk. This resolves the inconsistency in the perk progression from daedric to dragon and allows the player, if they wish, to pursue only one of these high level perks. This can enhance roleplaying options for characters who might wish to avoid daedric items. This is also a very lore-friendly and logical arrangement, since daedric items are ebony items that have been magically infused with the soul of a daedra, so considering it a form of arcane smithing is not unreasonable.


NEW PERK TREES #1 and #2
The light/heavy division of the vanilla perk tree never really worked for me. Weapons don't follow the light/heavy divide, and if playing a lightly armored character, I felt I was missing out on the ability to craft some of the higher-end weapons in the game without investing an inordinate number of perks into the smithing tree.

Also, the vanilla game sort of mucks up the division anyway, so it isn't even consistent. For example, why is Steel Plate armor on the "light" side of the tree? And Dragonborn manages to create even greater confusion with Chitin Heavy armor on the light side, Stalhrim Light armor on the heavy side, and Nordic armor on the light side. This sort of flip-flopping just doesn't sit very well with me.

The second major problem with the way the vanilla smithing perks work is that they tend to create imbalances among different grades of equipment. So lower-leveled weapons and armor will often be better than higher-leveled items until you take additional perks and can further improve the higher-leveled items.

To address these issues I've done away with the light/heavy divide in the perks and instead divided the perk tree between Crafting and Improving. Crafting perks allow you to create new types of weapons and armors, but they won't alter the amount to which you can improve those items. Improvement perks apply to all items and will gradually scale your ability to improve items with each additional perk. This also eliminates the guess-work involved in trying to figure out which perks allow you to temper your unique items and artifacts...now they'll simply use the same scaled perks as every other item. This makes crafting and improving items much more consistent than the vanilla perk structure.

To simplify installation, when the New Perk Tree version of this mod is installed, it will remove all of your smithing perks except Basic Smithing and Arcane Blacksmith and give you the equivalent number of perk points to redistribute as you see fit. You must have SKSE installed for this to work. If you don't have SKSE installed, then you may have to add/remove perks using the console.

The New Perk Tree comes in two varieties:
New Perk Tree #1 has the same number of perks as the vanilla perk tree. The final "Master Smith" perk has combined benefits, but it requires that you complete both branches to unlock both parts of the perk.
New Perk Tree #2 has one more perk than the vanilla perk tree. It splits the Master perk into both a crafting (Mythic Smithing) and an improvement perk (Master Smith).

Novice Smith: Improve all items 20% more.
Apprentice Smith: Improve all items 40% more.
Adept Smith: Improve all items 60% more.
Expert Smith: Improve all items 80% more.
Master Smith: New Perk Tree #2 only. Improve all items 100% more.

Basic Smithing: Same as Steel Smithing without the improvement bonus.
Elvish Smithing: Allows you to create Elven, Dwarven, and Chitin items.
Advanced Smithing: Allows you to create Scaled, Steel Plate, Orcish, and Nordic items.
Crystalline Smithing: Allows you to create Glass, Ebony, and Stalhrim items.
Mythic Smithing: New Perk Tree #2 only. Allows you to create Daedric and Dragon items.

Master Smith: New Perk Tree #1 only. Allows you to create Daedric and Dragon items. This perk requires the Crystalline Smithing perk (you can't get it simply by going up the "improvement" side of the perk tree). This perk also allows you to improve all items twice as much...however this part of the perk requires that you also have the Expert Smith perk. So in order to get the perk itself, you must complete the Crafting side of the tree. But if you complete both sides of the tree, you'll get the additional effect from this perk.


ADDITIONAL INFORMATION
This mod does not make corrections to weapons & armor or add missing crafting recipes. This mod simply alters the perk trees to improve the balance and consistency of the perks as they are applied in the game.

CREDITS
Credit for modifying and providing the New Perk Tree #2 version goes to Incata.



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