SKYRIM
Legendary Uncapped Perks by sillumlt
Skyrim » Gameplay effects and changes
Added: 14/06/2014 - 09:45PM
Updated: 16/09/2014 - 03:19AM

148 Endorsements

1.3 Latest version

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Uploaded by sillumlt

Description

Last updated at 3:19, 16 Sep 2014 Uploaded at 21:45, 14 Jun 2014

Version 1.3 overview in under 3 minutes (new personal record)



Video of Version 1.0 features (it should be embedded here but it doesn't seem to always show up) or scroll down for some light reading:



Requirements


  • Update.esm, the latest updated version of Skyrim 1.9 (you do not need the DLC just the Legendary update)
  • SkyUI for MCM menu
Strongly recommended:

Written Details


Most all perk prerequisites have been removed.

Many bug fixes (including ones found in Unofficial Skyrim Patch )

MCM Menu
Allows effects to spell magnitude to be compatible with other perk mods. That is, this can be used with Skyrim Redone. Also controls increase rates for:
  • Conjuration increases spell duration with skill level
  • Destruction increases spell damage with skill level
  • Restoration increases spell healing power with skill level
  • Alteration increases spell duration with skill level
How perks effect spells:
  • Novice perk in illusion increases spell duration and level of effectiveness with skill level.
  • Bonuses for Apprentice and higher perks affect all spells in the school
Removed helmet requirement from:
(wearing a helmet or more than 3 pieces of armor will not brake the perks as with other mods)
  • Well Fitted
  • Matching Set (heavy)
  • Custom Fit
  • Matching Set (light)
  • Cushioned
  • Reflect Blows
  • Wind Walker
  • Deft Movement
How is this mod different from the original uncapped perks mod?
  • TES5Edit reveals several errors and other problems if you look at the Uncapped Perks esps, magic especially has a ton of errors (one of the main reasons I stopped using it). It also overrides the bug fixes in Update.esm.
  • The perks are consistent. That is, you will not see a huge drop in benefit when taking perks requiring 100+ skill level.
  • Perks are realistically obtainable. Several perks required 200+ skill level to reach which, from personal experience, is only feasible for a hand full of skills. Illusion, alchemy, and smiting are the main examples, everything else starts taking a long time to level up. I all take into account the experience curve in some perks so the requirements also get closer together, instead of farther apart as some did in the original Uncapped Perks mod.
Uncapped perks: Archery tree
  • Overdraw
  • Critical Shot
  • Quick Shot
Alchemy tree
  • Alchemy
  • Poisoner
  • Physician
  • Benefactor
  • Concentrated Poison
  • Snakeblood
Block tree
  • Shield Wall
Destruction tree
  • Augmented Flames
  • Augmented Frost
  • Augmented Shock
Enchanting tree
  • Enchanter
  • Insightful Enchanter
  • Corpus Enchanter
  • Fire Enchanter
  • Frost Enchanter
  • Storm Enchanter
  • Extra Effect
Heavy Armor tree
  • Juggernaut
Light Armor tree
  • Agile Defender
One-handed tree
  • Armsman


Sneak tree
  • Stealth


Two-handed tree
  • Barbarian

Credits