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nauziem

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21 comments

  1. EmeraldShadow
    EmeraldShadow
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    Can you make a version which doesn't punish using spells in the offhand?
  2. Lotus97
    Lotus97
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    Looks good. There's a SPERG add-on that has similar perks, but I'm glad there's a stand-alone version so I don't have install SPERG. I definitely don't think this one is OP. Especially when compared to the SPERG one.
    http://www.nexusmods.com/skyrim/mods/41609/?
    1. Mookeylama
      Mookeylama
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      yeah, i wish this mod let ya have torches in offhand like the one in the link
    2. KakushiSenshi
      KakushiSenshi
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      The balance comes from being able to set foes on fire with the torch. I think it's fine.
  3. KakushiSenshi
    KakushiSenshi
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    Check out this mod, "Fortify Weapon Block," it lets block enchantments effect one handed weapon and two handed blocking: http://www.nexusmods.com/skyrim/mods/34737/?

    I suggest considering that for balance.

    I tested this in-game and this is the best " Duelist" style perk mod out there. Others try to add damage to one handed without something in the off hand, which makes no sense. I couldn't tell a difference in the stamina regeneration rate, but it may have been too subtle for me to notice. I think instead of a block bonus it could be reduced stamina consumption for bashing with the weapon so we could bash more often as that would be closer to how fighting with one weapon works. Right now it looks like bashing with a shield and a sword with nothing in the off hand costs the same amount of stamina. If I knew how to change it I would. Still the best Fencer mod on the Nexus.

    EDIT: I just killed 99% of Raven Rock on Legendary difficulty with all block, light armor, and one handed perks maxed out and using unenchanted Dragonscale armor and one handed Dragonbone weapons. Maybe reduce the block bonus or replace it with something more deft and situational.
  4. OctoBomb
    OctoBomb
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    Nice mod, you could add an elimental protection perk like the sheild perk only reduced to say 15% and one that increases dodgeby 15% and armor by 10% ?

    OctoBomb
  5. Restutitor Orbis
    Restutitor Orbis
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    This is a great idea, and I just started a new "duellist" character with it: Endorsed!
    1. nauziem
      nauziem
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      Thanks
      Hope you like it!
    2. Restutitor Orbis
      Restutitor Orbis
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      One question: does the "free" hand mean having no weapon in it or does a spell equipped in that other hand count as a weapon? Also does this perk apply to swords only or are daggers also included?
    3. nauziem
      nauziem
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      A "free" hand is intended to mean no spell or offhand of any kind; the main weapon can be any of the 1H primary melee options (swords, daggers, maces, war axes).
    4. MoonV
      MoonV
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      Darn. This mod looks really cool but when I use melee weapons I usually have a sword in my right hand and a healing spell in my left hand. I've always found healing to be better than using a shield and having no defense on my left hand would make me feel vulnerable. This is why I never use torches too.
  6. PaulMcGann
    PaulMcGann
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    I'm assuming this will conflict with my ACE?
  7. nauziem
    nauziem
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    I wonder what people think of 2H balance. Personally I have felt similarly underwhelmed on vanilla.

    My own observations suggest that while 2H starts off reasonably potent, in the later parts of the game, its offensive advantage evaporates as single handed forged weapons become comparatively powerful while swinging at faster speeds and with greater defensive options. Might consider some new perk love in that tree (thoughts?).
    1. Lotus97
      Lotus97
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      The author of ACE nerfed a lot of things, but they made enchantments on two handed weapons twice as powerful I assumed to correct imbalances. Vanilla enchanting makes dual wielding and even single weapons very powerful.
    2. nauziem
      nauziem
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      I've been working on my own 2h redux -- which similarly adjusts enchanting to make up for grindstone funniness, as well as a few other changes. I've also been experimenting with attack speed buffs, but it's a bit tricky to tweak without breaking things, as the stagger on 2H weapons can be pretty massive.

      *To add a point of clarification, I believe the key vanilla imbalance is at the grindstone rather than enchantments (enchantments appropriately add percentage buffs to damage; but the grindstone tends to disproportionately buff up fast weapons relative to slow ones); enchantments are just a more practical fix.

      Presently, the key balance features are:
      +80% MORE damage in the 2H tree (you get the bulk of that later on, early/mid game strength is similar to vanilla)
      +24% attack speed (I started at 30, and may tweak down further)
      +50% more potent 2H enchants
      Generalisation of the "Balance" (lopsided) perk to refer to "shieldless" blocking rather than specifically 1h/empty (also moved to the block tree)
      Axe/Sword/Hammer specialization becomes 1 point each (to encourage people to try out different weapon types rather than commit to just the one).

      Once I'm happy that the balance is decent, I'll likely make my own generic perk redux mod (that I can continue adding to without starting a new page/concept each time).

      Update: still investigating whether adjusting elemental fury + perk interaction is necessary.
  8. nauziem
    nauziem
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    I notice that when I updated my addon (to 1.1), spent lopsided perk points were lost. I believe this issue has since been resolved by re-uploading 1.1 with the same (version-free) name as the original file (so that the game doesn't assume you've lost an addon).

    However, if anyone encounters this issue, it can be resolved with these console commands (the first retrieves a perk code, the second restores the point):
    help <perkname>
    player.addperk <code>

    source: http://elderscrolls.wikia.com/wiki/Console_Commands_(Skyrim)/Perks
  9. Gethesmain
    Gethesmain
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    I have an idea for a perk. If the focus is on a sible blade, and no protection, then a master would try and make sure his weapon strikes not just any area, but at targeted areas, so a Critical hit enhancement or a bleedout effect. I RP a character who wields an Estoc, A weapon that looks a bit like a very heavy rapier. The weapon was used to gouge people who wore Full Armor, using it to reach the weak points (armpits-main artery, Inner elbow and inner knee-also main artery. Thirdly it could get into the slits that made the face visors of helmets for the eyes, all of these locations are very vital and lead to quick bleed outs or instant death.

    Frankly, I would like to see it that whenever a critical hit is made, this causes the bleed out, which has a very high effect time (it SHOULD be fatall, people don't just stop bleeding. Without something to staunch the wound, you die.)

    So that's my two cents. Great mod.

    Oh also, I don't think its a good idea to change the players running/movement, only the speed of weapon.
    1. nauziem
      nauziem
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      A fun idea, but I might leave such comprehensive changes to a more ambitious modder. My humble project is to simply bring the duelist a little competency with a minimum number of new mechanics
  10. Byron Black
    Byron Black
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    I really like this idea! There is a distinct lack of Duelist/Fencer representation in the vanilla games.