SKYRIM
Legendary Uncapped Perks by sillumlt
Skyrim » Gameplay effects and changes
Added: 14/06/2014 - 09:45PM
Updated: 24/06/2014 - 04:02AM

112 Endorsements

1.2 Latest version

604 Unique D/Ls

714 Total D/Ls

8,853 Total Views

Uploaded by sillumlt

Description

Last updated at 4:02, 24 Jun 2014 Uploaded at 21:45, 14 Jun 2014

Watch the video (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)


Strongly recommended:


Written Details


Most all perk prerequisites have been removed.

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

How perks effect spells:
  • Novice perk in illusion increases spell duration and level of effectiveness with skill level.
  • Novice perk in conjuration increases spell duration with skill level
  • Novice perk in destruction increases spell damage with skill level
  • Novice perk in restoration increases the amount that spells heal with skill level
  • Novice perk in alteration increases spell duration 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