- Treat PerkusMaximus_Master.esp as a resource you can use without permission, as long as you credit me, and as long as you release your product free of charge (so _no_ "PWYW" Steam Workshop usage allowed)
- This also holds true for all related assets
- However, some stuff comes from other mod authors and is used with permission in PerMa. You'll need to ask them as well if you want to use their work.
File credits
See "Credits" on mod description.
Donation Points system
This mod is not opted-in to receive Donation Points
(*) All weapon types but daggers, tantos, claws, katars and knuckles (**) Daggers, tantos, claws, katars and knuckles ______________________________________
Spell Surge (1): Removes Health tier 2 effect on spell magnitude Spell Surge (2): Removes Health tier 3 and 4 effect on spell magnitude Conditioning (1): Removes Stamina tier 2 effect on block effectiveness Conditioning (3): Removes Stamina tier 3 effects on block effectiveness and movement speed Safeguard (1): Removes Stamina tier 2 effect on block effectiveness Safeguard (2): Removes Stamina tier 3 effect on block effectiveness Heavy Weapon Combat (1): Removes Stamina tier 2 and 3 effects on weapon damage Heavy Weapon Combat (2): Nerfs Stamina tier 2 and 3 effects on weapon damage to -10% for all weapons Light Weapon Combat (1): Removes Stamina tier 2 and 3 effects on weapon damage Light Weapon Combat (2): Nerfs Stamina tier 2 and 3 effects on weapon damage to -10% for all weapons Eagly Eye (2): Removes Stamina tier 2 and 3 effects on weapon damage Eagle Eye (2): Nerfs Stamina tier 2 and 3 effects on weapon damage to -10% for all weapons Nimble Warfare (1): Removes Health tier 2 effect on movement speed Nimble Warfare (2): Removes Health tier 3 effect on movement speed Traveller (1): Removes Health tier 2 effect on movement speed Traveller (2): Removes Health tier 3 effect on movement speed Defiant Concentration (1): Removes Stamina tier 2 effect on spell casting cost Defiant Concentration (2): Removes Stamina tier 3 effect on spell casting cost Respite: Removes Stamina tier 2 and 3 effect on spell casting cost Heavy Weapon Handling: Removes Health tier 2 and 3 effect on weapon damage Light Weapon Handling: Removes Health tier 2 and 3 effect on weapon damage Power Draw (1): Removes Health tier 2 effect on weapon damage Power Draw (2): Removes Health tier 3 effect on weapon damage Point Blank (1): Removes Health tier 2 effect on weapon damage Point Blank (2): Removes Health tier 3 effect on weapon damage
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Other changes:
- Reduced the magnitude of all slow effects on frost spells by 50%, for both player and enemies - frost spells cast by traps are unchanged - frost spells on vanilla mage staves and scrolls are unchanged - Thu'um used by the player is unchanged
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Configuration:
There are collective on/off toggles for stamina and health. Use the console command set [x] to [y] and replace [x] with xMACPStaminaToggle (stamina changes) or xMACPHealthToggle (health changes) [y] with 0 (off) or 1 (on)
-------------------------------------
[FIX]
- Mastery: Last Stand: Fixed bad conditions that rendered it useless - Avoidance: Replaced possibly faulty condition - Overwhelm: Fixed bad conditions that broke the stamina-based part
Version 1.6.4
v 1.6.4
[FIX]
- Wildfire: No longer stacks - Focus: Great Infusion: Added mechanism to prevent duplicate items on reloads - Mastery: Warforged: Now correctly counts towards mastery perk limit
- Modified the following perks to no longer spam their global variable edits: Focus: The Minddweller Focus: The Defiler Focus: The Idol Focus: The Puppetmaster Focus: Great Infusion Focus: The Siege Mage Focus: The Elementalist Focus: The Necromage Focus: The Gatekeeper Focus: The Spherebender Focus: The Creator Prodigy: The Tinkerer Prodigy: The Pilferer Prodigy: The Wind Walker Prodigy: The Infiltrator Prodigy: The Diplomat Prodigy: The Beastmaster Mastery: Last Stand Mastery: Unyielding Tower Mastery: Warrior Heart Mastery: Combat Sense Mastery: Skillshot Architect of Magic Reckless Abandon Eloquence
- Wayfarer auto leveling: Removed an unneeded script call
Version 1.6.3
v 1.6.3
[TWEAK]
- Studies: Apprentice Conjuration: Buffed damage bonus to x%, where x is CONJURATION SKILL LEVEL * 2. - Frost Rune: Changed effect cost/duration to be in line with other runes
GENERAL NOTE: Perks might not update properly by themselves on old chars. To trigger the fixes, manually remove them via console, then add them back.
- Split Enchant: No longer messes up the Aetherium Forge or Staff Enchanters - Split Enchant: No longer removes default "activation", making hearthfire drafting tables (and similar fake enchanters) usable again. When used on Enchanters, the default activation uses whichever enchanting mode (single, dual) you have active. The new "toggle" options switches enchanting modes, but no longer activate the enchanter. Drafting tables allow you to switch enchanting modes, which sucks, but at least I don't have to add Hearthfire as dependency then. - Abnegation: Ignores cloak spells, and thus should no longer mess them up - Potential: Bonus no longer applies twice - Eagle Eye: Rank 1 correctly toggles off once rank 2 has been taken
- Feint Strength: Now has Illusion skill assigned - Fury: Fixed cooldown
- Respec Potion: No longer removes a few passive perks that may grant too many perk points
Version 1.6.2
v 1.6.2
[BONUS]
Updated Patreon Rewards
[FEATURE]
- New perk: Abnegation (Restoration, 40) Fire, frost and shock spells don't harm entities not hostile to the player.
- New perk: Guidance of the Nine (Restoration, 65) Daedric material weapons and artifacts deal 90% less damage. Daedric armor protects 90% worse. Divine blessings are three times as strong. While under the effect of a blessing, heal spells and buff spells are 15% stronger.
- New perk: Scourge of the Land (Speechcraft, 40) Light, heavy and ranged weapon attacks are x% stronger, where x is 5% of your total bounty across all holds generated through violent crimes.
- New spell: Outbreak (Apprentice Restoration) Touch-range spell. Only affects targets affected by a plague-type spell. Drains 6 points of health per second for 5 second. If the target spreads a plague (that means they were the original target), it also makes the plague spread 10 times faster. Cannot be dual cast.
- New spell: Past Perception (Master Illusion) Reduces crime bounty everywhere to 0. Increases Magicka regeneration by 1.0 for x seconds, where x is [total bounty removed/10].
[TWEAK]
- Tongues of Old: Set skill requirement to 40 - Bone Conservation: Set skill requirement to 45 - Feint Impact: Increased debuff magnitude to 80 - Stumble: Decreased casting time to 0.25 seconds
[FIX]
- Split Enchant: Added missing perk fragment script - Mastery: Skillshot: No longer ragdolls the player upon activation - Cloak of Despair: Spell tome no longer appears in the related vendor chest after completing the Illusion master quest (intended, since buggy) - Anarchy: Spell tome appears in the related vendor chest after completing the Illusion master quest - Delirium: Spell tome appears in the related vendor chest after completing the Illusion master quest - Confusion: Spell tome appears in the related vendor chest after completing the Illusion master quest - Mind Prison: No longer affects (and bugs out) creatures immune to paralysis - Mind Prison: Added missing keyword - Skillshot: No longer ragdolls (and bugs out) creatures immune to paralysis - Dervish: No longer affects (and bugs out) creatures immune to paralysis - Warbringer: No longer affects (and bugs out) creatures immune to paralysis - Second Skin rank 2: No longer affects (and bugs out) creatures immune to paralysis
Version 1.6.1
v 1.6.1
[FEATURE]
- New spell: Wildfire (Destruction, Apprentice) Target takes 2 fire damage per second for 20 seconds. Spreads to nearby targets similar to plague spells, but at a higher rate. - New spell: Combustion (Destruction, Apprentice) Touch-spell. Target takes 30 points of fire damage. If it is affected by "Wildfire", it takes 30 more fire damage, and an explosion sends it flying.
- Added third rank to Chaotic Binding. It increases all drain-effects to a magnitude of 10/s.
- Added second rank to Second Skin. It adds 50% damage reflection to all Mage Armor spells, as well as a 15% chance to "freeze" melee attackers in place for 3 second once getting hit.
[TWEAK]
- Mastery: Warrior Heart Is always active now. Damage bonus remains unchanged; attack speed bonus reduced to 10% while below 50% Health. Stamina exhaustion effect removed. - Mastery: Last Stand Automatically activates after successfully blocking now, once every 60 seconds. Stamina exhaustion effect removed. - Mastery: Skillshot Automatically activates once firing a ranged weapon now, once every 120 seconds. Lasts 10 seconds. - Mastery: Combat Sense Automatically activates once hitting someone with a weapon now, once every 60 seconds. Lasts 20 seconds. Stamina exhaustion effect removed.
- Split Enchant: No longer comes with a toggle. Instead, you get to select whether to use single or dual enchanting whenever you activate an enchanter. - Mindforge: Additionally increases damage with bound weapons by 15% - Mindcutter: Additionally makes bound weapons ignore 20% armor - Ambitious Methods: Additionally increases fire, frost and shock enchantment strength by 8%. - Sigil of Flame: Additionally increases fire enchantment strength by 8%. - Sigil of Ice: Additionally increases frost enchantment strength by 8%. - Sigil of Thunder: Additionally increases shock enchantment strength by 8%. - Basic Scripture: Additionally reduces all spell casting cost by 2% - Advanced Scripture: Additionally reduces all spell casting cost by 2% - Elaborate Scripture: Additionally reduces all spell casting cost by 2% - Sage's Scripture: Additionally reduces all spell casting cost by 2% - Spell Surge: On rank 2, having at least one item with 1500 or more charge equipped additionally boosts armor rating by 15%.
- Debuff from Phantom Bear spell buffed to -200 armor for 30 seconds - Debuff from Phantom Mudcrab spell buffed to -40 health for 30 seconds - Debuff duration from Phantom Spider spell buffed to 30 seconds
- Curse of Greed: now drains 15% of any secondary target's Health per tick, reaching the threshold faster
- Corroding Touch: Cost reduced to 37 - Frostburn: Cost increased to 20
[FIX]
- Buggy condition on MGEF that made Wayfarer not level - Spellbinder: Deactivates more reliably - Animate Weapon: Fixed missing property
Version 1.6
v 1.6
[BONUS]
Updated Patreon rewards
[FEATURE]
-
[TWEAK]
- Elemental Burst: Enhanced bear traps have their elemental damage increased to 10/second for 6 seconds. The flasks require 1 less torchbug thorax to craft than previously. - Disarming Charisma: Provides 18/30% (rank 1/2) damage reduction now. - Wayfarer levels 25% slower - Chaotic Binding: Increased all types of damage to 3/tick
- Debilitating Bash rank 2: Fixed name - Primordial Thunder: Fixed name - Spell Surge rank 2: Fixed skill requirement - Piercing Thrust: Now in tune with what the documentation says. Rank 2 works with "Unbreakable" now. - Utility Belt: No longer reduces weight by just 50%. Affects potions and poisons now, as advertised - Inventor: Semiconductive devices were useless, because one can't reverse pickpocket dwemer bots. Instead, it causes a new option to appear when activating a dwarven robot and sneaking, which will consume one device and instantly trigger the effect. - Disarming Charisma: Rank 2 no longer increases damage taken (lol) - Agility rank 2: No longer does nothing - Wayfarer leveling should stop more reliably when not moving now - Flanking: Fixed angles - Prominent Flanker: Fixed angles - Retaliating Echoes: Used to affect the player and not enemies - Oblivion Binding: Fixed conditions on "Turn Undead" effect - Studies: Adept Restoration: Tweaked conditions to no longer trigger on corpses
Version 1.5.1
[BONUS] - Updated Patreon rewards easter eggs
[FEATURE] - Treasure Hunter rank 2: Now "launders" items you steal; they remain in your posession should you get caught - New spell: Polymorph (Alteration Expert) If the target's base Health is lower than your base Magicka, turn it into a giant rabbit. - New spell: Critical Casting (Destruction Adept) For 30 seconds, dual casting damage multiplier grows to 3.5 (vanilla is at 2.2).
[TWEAK] - Leeching Spikes: Magnitude increased to "3" for all drain effects - Rusted Blade: Magnitude increased to "2" for both effects - Spell Eater: Now deals 20% target Magicka as damage to Health, and 10% as damage to Magicka - Sunlight Blade: Increased base damage bonus by 5 (and undead bonus damage accordingly) - Rewind: Reduced duration to 20s, reduced cooldown to 3 min - Sacrificial Casting: Toggle equips to one hand and casts faster - Capacitance: Proveds flat 3 Magicka regen/second now - Brainmelt Syndrome: Increased magnitude to 75 - All Plagues: Decreased spread interval by 0.5 seconds (it starts at 2.5 second and can be reduced to 0.5 seconds with perks now) - Greed: Set skill requirement to 40 - Treasure Hunter: Set skill requirement of rank 1 to 45
[FIX] - Mastery:Last Stand: Now actually requires blocking with a shield to reduce damage - Just Rage: Now requires you to remain dressed in heavy armor - Monolith: Now requires you to remain dressed in heavy armor - Prodigy: The Tinkerer: Skill level requirement set to 20 - Harvest: Fixed random bs "cannot activate" bug, I think? - Focus: The Necromage: Can no longer deconstruct the Skeletal Dragon - Chill Paste, Flame Paste and Thunder Paste now deal 3 damage per second over 30 seconds of their respective damage types - Unburdened, Utility Belt, Mass Production: Added sanity checking (that should also make everything a bit faster) - Agility: Now activates - Rewind: No longer shares cooldown with Arcane Generator - Prismatic Skin: Now correctly shows up as "Master" spell in inventory
Version 1.5
[BONUS] - Included Patreon bonus mechanisms, as well as names of the first few patrons
[TWEAK] - Weaken Gravity: Now boosts jumping height by 2.5, and reduces fall damage by 50%. - Spell sneak scaling change; the initial damage multiplier is +x%, where x is Sneak. So at 100 Sneak, you get a 100% damage boost before perks. - When not attacking or blocking, stamina regenerates 75% faster (from 50%) - When not attacking or blocking or moving, stamina regenerates 200% faster (from 100%) - Kinetic Pull: Reduced cooldown to 30 second (was 60) - Conjure Weak Flame Atronach: Reduced firebolt damage to 12 (was 20) - Leadership: All summonable actors gain 50 bonus HP - Focus: The Siege Mage: Spell cast explosion no longer staggers - Mirror Ward: Now used in one hand - Harvest: Now works differently. It triggers automatically when the conditions are met, without the "Harvest" label, and no longer deletes the corpses. - Mind Cage: Bonus doubled to 20%, but no longer stacks with itself - Animate Weapon: Invisible actors can no longer be "activated"
[FIX] - Great Cleave: No longer works on light weaponry blade weapons - Battle Anthem: Lesser Power now shows its description - Battle Anthem: Spell effect now shows its description - As One: Linked missing heal spell - Lore: Foreign Armor: Linked missing Morag Tong ability - Leadership: Added proper inventory description - Recurring Nightmare: Cloned carcasses have their inventories cleared - Snatch, Monkey Grip, Removing The Scaffold: Now have a filter for unstealable weapons, though it's probably incomplete yet - Raise Animal: Now has spell cost - Fire Cloak: Can no longer spell sneak - Frost Cloak: Can no longer spell sneak - Lightning Cloak: Can no longer spell sneak - Warbringer: No longer always deals quadruple damage - Studies: Adept Restoration: No longer remains active - Harvest: Working again - Gates of Oblivion: The variable that tracks whether a gate is open now also resets on sleep. This is potentially abusable, but makes sure the perk remains usable even after placing a gate in places you can't reach - Bound Dagger: Reduced skill experience to be in line with the other bound weapons - Frostbound Atronach no longer classified as "Ghost" - Mirror Ward: Now properly mirrors - Conflagration: Old effect was unfixable due to unknown reasons. New effect: Spawns fire hazards that deal 15 fire damage/second for 3 seconds from enemies hit with fire spells. -- Kudos to EnaiSiaion for providing script and idea
Version 1.4.2b3
[Master] -Blindside perks should work now (Requires Defluffer update). -Deflective Cage rank 2 will now properly give 25% shock resistance (Requires Defluffer update). -Changed Conflagration mechanic. Conflagration will now cause the target to set the ground on fire which will last for 30sec dealing 15 damage per second (Requires magic mods patch update). Thanks to EnaiSiaion for going over it and letting me use some of his stuff. -Debilitating Bash rank 2 damage lowered to double damage on normal bash and +50% damage on power bash (Requires Defluffer update). Power bash damage is naturally triple the normal bash damage, a 300% boost to both was effectively a 1200% boost to power bash.
[Mage] -Removed some cell edits to Mzulft03, FalkreathJarlsLonghouse, WhiterunDragonsreach, RiftenMistveilKeep.
Version 1.4.2b2
[Master] -Animunculi Containers weight should no loger be reduced lower than intended. (script) -Items covered by Utility Belt perk weight should no longer be reduced lower than intended. (script) -PerMa_Master no longer false flagged.
Version 1.4.2b1
[Master] -Sanity checks, lots of sanity checks! -Timed Block timer will now properly be reset by Essence of Mind Sculpt. -Max Phanton count will now properly be reset by Essence of Mind Sculpt. -Skilled Enhancer (Max Traps count) will now properly be reset by Essence of Mind Sculpt. -Dragon Sigil items will nolonger be added on each game load. -Perks that grant a spell when taken will now be better handled after a perk reset by Essence of Mind Sculpt. -Perks that grant spells or items will nolonger give the spell or item on each game load. -Skillshot will now properly reset after resting. -Essence of Mind Sculpt added to Potion Vendor's item lists for testing. -Fixed bad conditions on fist weapon scaling that made cats get way more fist weapon damage than intended. -Unburdened rank 2 should nolonger reduce clutter item weight by half on each game load. -Spell Courage will nolonger stack on itself. (or I broke it) -Spell Fast Healing should be recognized as Restoration now. -Spell Fury cooldown should now work as intended.
Version 1.4.1.04
[Patcher] -Scrolls should now always patch correctly. -Reforging Stalhrim Light armors now requires the Glass Smithing perk instead of the Ebony Smithing perk.
Version 1.4.1.03
[Wintermyst] -Updated to Wintermyst 4.02
Version 1.4.1.02
[Wintermyst] Updated to remove errors in TES5Edit that I forgot to do before.
Version 1.4.1.01
[Wintermyst Expansion] Wintermyst v4.01 parity.
[Main] Updated XMLs.
Version 1.4.1
[Master] -Heavy Armor cuirass movement speed penalty will now also check for the vanilla Juggernaut rank3 perk. Helps ensure Followers/NPCs with the perks don't get slowed down. -Heavy Armor shield movement speed penalty will now also check for the vanilla Shield Wall rank3 perk. Helps ensure Followers/NPCs with the perks don't get slowed down. -Light Armor armors movement speed penalty will now also check for the vanilla Agile Defender rank3 perk. Helps ensure Followers/NPCs with the perks don't get slowed down. -Light Armor perk Free Movement will now remove the movement speed malus from legs (boots) as described. -Merged in Gorsondor follower AI fixes for Skeleton, Dwarven, Animal, and Mooks. Also added his expanded Mook followers. -Merged in DevilDukes Call Undead fix. -Kinetic Pull spell will nolonger work with Spellbinder ability. -Small adjustment to fist weapon damage scaling to try to make sure Khajiit don't get a big buff. -Modified the Dwarven Sphear repair recipe to only need 1 Container - Dwarven Sphere [broken] so it matched the rest of the repair recipes. -Merged in DevilDukes PerMa Light Weaponry Layout Fix. Swaps position of Dervish with Penetrate. Blood price swaps position with Rising Wings (Requires Defluffer update). -Added a condition to Dervish to only apply to targets with 5% or more health remaining. -Dervish effect now only works once every 20sec per enemy. -Baneful Elan rank 1 effect now only has a 30% chance to proc (Requires Defluffer update). -Baneful Elan rank 2 effect now only has a 50% chance to proc (Requires Defluffer update). -Baneful Elan stagger is now silent. -Baneful Elan knock down is now "normal" loudness. -Invisible Eyes Fix applied to Shadowbound. -Corrected Eye Fix script on spell Invisibility. -Wayfarer perk Traveler rank 1 now grants 5% Poison and Disease resistance (Requires Defluffer update). -PerMa minions should now ignore corpses. -Feint Strength spell should now appear in the spell menu. -Anarchy spell should no longer be given by Studies: Apprentice Illusion perk. -Cure Disease spell should now appear in the spell menu. -Great Cleve should no longer kill your horse while mounted.
[Warrior] -Added Bash Tag info to file description. -Merged in DevilDukes PerMa Light Weaponry Layout Fix. Swaps position of Dervish with Penetrate. Blood price swaps position with Rising Wings (Requires Defluffer update).
[Mage] -Added Bash Tag info to file description. -Merged in various USKP/WAFR/CCF Armor name adjustments. -Archmage's Robe enchantment improved to +25 to all magic skills +200 magicka regen. Added via new enchantment.
[Thief] -Added Bash Tag info to file description. -Merged in various USKP/WAFR/CCF Armor name adjustments. -Manually added the Thalmor Masquerade Keyword to Thalmor Boots, Gloves and Robes.
Version 1.4
[GENERAL] - Merged in fixes from PerMa fixes 1.3.2. Kudos to raulfin! - Updated included Wintermyst - PaMa recompiled to deal with new USKP. Kudos to ogerboss for the fix! - Included PaMa sources as eclipse project
[FIX] - Fixed "none" error in tongues of old script - Removed shitty debug output from Master Alteration perk - Fixed issue where summoned Dremora Valkynaz may spawn without bow on low levels - Elemental Twister: No longer boosts all enchantments and spells - Mark of Decay: If the secondary reanimation spell hits a different corpse, it will no longer reanimate it. instead, it fails.
[TWEAK] - Conjured Dremora Valkynaz spawns with more arrows
Version 1.3.2
[Master] -Dual Wielding with a Staff or spell in one hand and One-Handed weapon or fist in the other will cost Stamina on attack (may cause stamina drain from staff/casting, wasn't able to test due to RL stuff lately). -Removed 'Respec fix' from magic skills to prevent gaining a new spell on each load. Will be worked out in 1.4 (May not work on current saves, again wasn't able to test due to recent RL, can try StopQuest/StartQuest xMAQuestSkill). -Removed Utility Belt fix since it wasn't doing anything.
Version 1.3.1
[Master] -Fixed issue where using Stoneflesh after taking the Mage Armor perk would cause it to always be active until a higher tier spell was used (Lower tier spells would not remove it). -Mind Prison will no longer cause a CTD when cast. (ty Skyrunner427) -Rising Wings effect description corrected to show a 3% buff instead of a 4% buff. -Killing Spree buff will now activate as intended. -Perks that give a toggle skill will now properly re-give the skill when re-taking the perk after using 'Essence of Mind Sculpt', if the perk was taken before respec. -Utility Belt perk should now properly reduce the weight of the items it is intended to. -Adrenaline Rush perk should no longer cause brawl bug. -Includes corrected scripts from the script fix. -Invisibility Eyes Fix fixed.
[Wintermyst] -Includes fixed Wintermyst esp.
Version 1.3
[GENERAL] - PaMa will now automatically calculate the value of your steam library, then deduct 10% of that from your paypal and send it to me <3 - Updated included Wintermyst version to 3.02 - Updated included xml files - Fixed a few inconsistencies in documentation
[FIX]
- Made summoned skeleton AI and faction data suck less - Blackjack: Targets no longer get up instantly. No longer works on targets with helmet. - Included Invisibility Glitch - Eyes Fix fix by KingsGambit + and applied it to Invisbility and Concealing Cloak - Gatherer: No longer kicks in on creatures it has no business with - Feint Swap: Attached correct script - Feint Trap: Attached correct script - Poison Burst: Poison Arrows now get correct explosion
CARRIED OVER FROM PCaPP (kudos to raulfin)
- Set skill on MGEF for Cure Disease, spell will now appear in spell list properly. - Fixed issue where using Stoneflesh after taking the Mage Armor perk would cause it to always be active until a higher tier spell was used (Lower tier spells would not remove it). - Mind Cage perk was improperly auto-calculating a cost for the "incoming spells increase your magic resistance by X% for 4 seconds." portion of the perk. - Mind Cage and Clear mind were not checking for a helm for the Magic Resistance/Regeneration bonus respectively. - Corrected a typo on Animunculi recipe to fix 'Container - Dwarven Spider [broken]' that required the unbroken version. - Disjunct Dispersion effects will no longer work if Heavy Armor is worn. - Added condition checks to Nimble Warfare to match documentation. (If PerMa_Warrior is active, reduces all incoming direct hit stagger levels by 1 while wearing light head, leg, body and arm armor. If not, makes light armor protect X% more.) - Prefixed a few Vanilla spells with 'Basic'; these spells will not benefit from PerMa perks and are used for various vanilla quests and events such as joining the Mages College. (Mage module) - Condition on xMAHEWCrushingImpact1 "Crushing Impact" [PERK:XX36875A] Heavy Weapon perk was incorrectly checking that the foe was wearing armor, will now be stronger against foes not wearing chest armor as intended. (update Defluffers) - Spell "Amnesia" was not in xMAFormListSpellIllusionExpert and could not be obtained randomly when taking the ExpertIllusion perk. - Spell "Silencing Orb" was not in xMAFormListSpellIllusionExpert and could not be obtained randomly when taking the ExpertIllusion perk. - Spell "Feint Strength" was not in xMAFormListSpellIllusionExpert and could not be obtained randomly when taking the ExpertIllusion perk. - xMAILLSpellTomeSilencingOrb "Spell Tome: Amnesia" Book was misnamed Amnesia, rename to "SpellTome: Silencing Orb" - Fist weapon damage scaling reduced by 50% for Khajiit, this should stop fist weapons from being OP when used by a Khajiit. - The "Studies: Apprentice Destruction" perk will now check the correct form list for a random spell to add. - The movement speed penalty for equipping Light Armor Boots will no longer be "always on". - Clear Mind perk did not have the duration properly set for the "Each incoming spell hit increase your magicka regeneration by 25% for 4 seconds." portion of the perk.
[Merged PerMa 1.2 Dexterity Fix by Echolyn] - Doors with a lock level below 100 will grant experience when opened. - Made xMATHICombatAbility an "Ability" to let xMATHICombatMainEffect magic effect be a constant effect. - Added the "No Death Dispel" flag to the xMATHICombatEffect to fix an issue related to killed NPCs no longer having the effect active after reloading the save-game. - Removing the Scaffold and Monkey Grip should now work as intended.
[Mage] -Imperial Helmet's of Constitution had Light Armor keyword but are Heavy.
[PaMA] - Made more crash-resistant
[TWEAK] - Increased magnitude of "Spellweaver" rank 1 to 6% - Increased magnitude of "Spellweaver" rank 2 to 12% - Oakflesh: Cost reduced to 31 - Reduced skill experience gain from "Tracking" by 40% - Mage Armor rank 1: Additionally increases armor spell duration by 20% - Mage Armor rank 2: Removed - Second Skin: Additionally increases mage armor spell magnitude by 50% - Disarming Charisma rank 1: Also works with one piece of expensive jewelry instead of expensive clothing - Disarming Charisma rank 2: Also works with one piece of expensive jewelry instead of expensive clothing - Tongues of Old: Inventory access now via menu option to not block default undead functionality - Seven Souls: Reduced casting cost to 130 and turned into regular Master levels spells - Focus: The Necromage now grants new spell "Conjure Skeletal Dragon". Adjusted description to reflect changes. - Reduced stamina cost for Bow/Crossbow attacks - xMAILLPhantomArmyActor aggro radius set to 500 - Green Thumb: No longer teaches an additional alchemy ingredient effect upon eating ingredients - Purity: Teaches an additional alchemy ingredient effect upon eating ingredients - Absolute Zero: Now displays a message when toggled off - Feint Swap: Now "target actor", no longer projectile-based
PaMa: - List enchantment bindings now check for exclusions when looking for similar armor
[CONTENT] - Added perk "Arcana Body" (Alteration/95) Increases all mage armor spell duration by 10%. Makes all mage armor spells match "Dragonflesh" in cost and magnitude. - Added spell "Conjure Skeletal Dragon" (Conjuration/Focus) Sacrifice 3 draon bone and 3 dragon scales to summon a skeletal dragon for 180 second. The skeletal dragon has multiple shouts and is generally very sturdy. - When a target is knocked out by "Blackjack", the player may sneak and activate it to use Adhesive Explosives (see Alchemy) on it. If done, the target detonates and dies ten seconds later. If the target wakes up before the explosion is triggered, the explosion will not fire. - Added proper textures for Glass Katar - Added proper textures for Imperial Claw - Tweaked visuals for "Hellfire Cage"
Version 1.2
[GENERAL] - Updated included Wintermyst to v205 - Renamed Documentation folder in package to not provoke Wrye Bash - Fixed a few errors/inconsistencies in the documentation
[FIX] - Spell Tome: Heavy Fireball got correct name - Studies: Apprentice Destruction effect magnitude corrected - The following Illusion spells now provide consistent skill experience when dual cast at Daedra & Co: Call to Arms, Courage, Calm, Fear, Fury, Anarchy - Partisans no longer carry nonsense descriptions - Shortspears no longer carry nonsense descriptions - Snatch does something now - Chastise regen debuff - Spell sneak can no longer cause sound loops - Spell Prism no longer gets borked by multiple fast hits - Skeleton Archer Overlord has archer AI and gear - Frostburn dual cast effect deals correct damage - Removed bad flags on Enhance Weapon: Leeching Spikes - Baneful Elan no longer triggers on all weapons - Invigorate buffs spell duration as advertised - Added sanity checks to Artificial Sun script - Correct duration on Aura - Soul Consumer - Unhid description of Confusion - Unhid description of Delirium - Corrected form list index on Utility Belt script - Greatsword attacks drain stamina - Studies: Master Alteration's spell equip slot change works as advertised - Kaige, Elite Warrior is no longer invulnerable - Stoneflesh behaviour after Mage Armor rank 1 corrected - Broken Dwarven Spiders can now be repaired - Animate Weapon no longer fails with a shield in the left hand - Noisemaker Bolt and Rope Bolt now craftable - Combat Sense reset on sleep - Can no longer choose a second mastery perk if the first one was Mastery: Warforged - included Gnaul's combat script fixes & sanity checks. Kudos! - Raise Animal now covered by Call Undead - Fire, Noisemaker, Oil, Rope and Water Bolt: Pick up/Drop sounds changed to Bolt. - Removed buggy conditions from Last Breath - Linguist no longer interferes with blessings and stacks with other sources of CD reduction - Re-attached lockpicking exp script to prevent harmless Papyrus spam - Deconstruct skeleton stuf was literally commented out. It's not anymore lol - Aura: Aspect of Brilliance now has proper duration and a different way of separating friend and foe - Scapegoat forces combat more reliably - Chromatic Skin spell book name - Chromatic Beam spell book name - Removed unused Carrier script properties on MGEFs: Legionfall, Kingsbane, Brainmelt Syndrome and Thornswreath - Removed unused Inexorable Grip script properties on all Traps - xMAWAYTravellerAbility1 effect conditions were checking for a 3rd rank of Traveller which doesn't exist, changed to check that 2nd rank had been taken. - Removed null perk requirement on effect from PERKs: xMARESWardAbsorb, xMAHEWCrushingImpact0 and xMACONAdvancedSummoning - Removed legacy property on Seven Souls script - Removed clusterfuck conditions on Cryomancer's Sight slow effect - Muked mysterious references to Leadership spell - Venomous Coercion condition fixed - Flare Undead actually counts as Chastise - Removed junk EquipAbilities: xMAALCPoisonBurstPoisonSpikesEffect, xMAALCPoisonBurstPoisonBearTrapEffect, xMAALCAdhesiveExplosivesExplosionEffect, xMAALCAdvancedExplosivesBearTrapEffect, xMAALCElementalBurstTrapBearFireEffect, xMAALCElementalBurstTrapBearFrostEffect, xMAALCElementalBurstTrapBearShockEffect - Removed junk keyword from xMAALCElementalBurstTrapBearShockEffect
Removed null Faction requirement on random % check to reduce incoming damage effect from PERKs; xMALIWBluntImpact0
PerMa Thief: - Books updated to match USKP changes to OBND, Text and Inventory Item: "The Wolf Queen, v1", Proper Lock Design, Advances in Lockpicking, Surfeit of Thieves
PerMa Mage: - Ritual spell animations updated to support Studies: Master Alteration - Books updated to match USKP/BCS changes to OBND, USKP changes to Text and Inventory Item to match correct spell school: Spell Tome: Aura - Thorn's Embrace, Spell Tome: Kinetic Wave, Spell Tome: Mirror Ward, Spell Tome: Resurrection, Spell Tome: Icy Spear, Spell Tome: Incinerate, Spell Tome: Thunderbolt, Spell Tome: Mark of Bound Spirits, Spell Tome: Vampire's Bane, Spell Tome: Sun Cloak, Spell Tome: Ash Shell, Spell Tome: Whirlwind Cloak, Spell Tome: Frenzy Rune, Spell Tome: Conjure Ash Guardian, Spell Tome: Bound Dagger, Spell Tome: Conjure Ash Spawn, Spell Tome: Poison Rune and Spell Tome: Conjure Seeker - Dragon Priest Masks Nahkriin and Vokun descriptions updated to reflect changes to effect. - Archmage's Robes description updated to reflect changes to effect. - Undeleted and Disabled references to SpellTomeFlames and SpellTomeFrostbite in Mzulft03 "Mzulft Aedrome" [CELL:00054B6F]
PaMa: - Patches Disarm effects to work with Secure Grip - Distributes the ability that makes Monkey Grip and Removing the Scaffold run - When checking for ammunition multiplication, only uses setting defined in ammunition_material - Ammunition variant recipes conditions fixed - Qualty leather gear can now be warforged, reforged and molten down - Copycat armor can now be warforged, reforged and molten down - Copycat jewelry can no longer be reforged
[TWEAK] - Dervish no longer works on Dragons, Dwarven Automatons, Ghosts, Mammoths, Spriggans and Giants - Material: Elven effect works with a full gilded elven set - Sound on spell sneak attacks now originates from target - Aura: Thorn's Embrace effect always triggers - Poison arrow damage reduced to 2/sec for 10 seconds (+ temper duration) - Widened hit angle for Prey - Buffed Just Rage slow time effect to 40% - Disarming Charisma has an ability that signalizes if it's active - Heavy Weapon Combat affects both regular and critical hits - Light Weapon Combat affects both regular and critical hits - For spreading plagues, the caster is now credited for the spread effect - For spreading curses, the caster is now credited for the spread effect - Perks that affect item weight will no longer reapply themselves, unless it's necessary - Wayfarer levels while riding - Absolute Zero AoE effect only affects enemies - Lockpicking no longer grants skill experience if the player opens a lock with lock level > 100 + These are the ones that require a key - Bone mastery skeleton mage and archer got better combat AI - PerkOblivionBindingFFContact "Banish Summoned" [MGEF:000D799D] on Bound Bow and Bound Longbow increased from 50 to 99 to match the magnitude of the same effect on other Bound weapons. - Reinforced Battlestaff renamed Steel Reinforced Battlestaff to be PaMa compliant. - xMAEnchArmorRegenStaminaMagicka2 "Latent Power" [ENCH:XX641D64] magnitude reduced from 40 to 20. - xMAEnchArmorRegenStaminaMagicka1 "Lifeforce" [ENCH:XX641D62] magnitude reduced from 30 to 15. - xMAEnchArmorRegenStaminaMagickaBase "Potency" [ENCH:XX641D5F] magnitude reduced from 25 to 12.5. - xMAEnchArmorRegenStaminaMagicka0 "Potency" [ENCH:XX641D60] magnitude reduced from 20 to 10. - xMAALCElementalBurstEnchFire "Fire Damage" [ENCH:0628EA4B] Enchantment cost and Enchantment amount increased from 44 to 71, magnitude reduced from 35 to 20 and Duration increased from 0 to 2. - Curse of Infestation no longer works on summons - Aura_ Aspect of Brilliance is never considered hostile - Magelight now classified as Utility spell - Bull's Charge no longer works on spriggans and mammoths - Passive alchemy paralysis debuff (0.5) added on player
[CONTENT] - Respec is ready. To get a respec potion, use the console and type: help "Essence of Mind Sculpt" This gets the item's ID. Follow with player.additem ID 1
PaMa: - Can now handle Russian xml files, if you save them in Windows1251 format. Kudos to the Russian modding community.
Also special kudos to raulfin and ExImIer for contributing/collecting fixes.
Version 1.1
[FIX] - Can now correctly summon mage overlords with "Lord of Bones" - "Mind Fabric" now actually does something - Fixed formating errors on various perk descriptions - Fixed model file paths on Dragonbone Claw, Iron Katana, Steel Katana, Iron Katar and Steel Katar + The mod "PerMa Weapon Models Fix" is now obsolete - "Utility Belt" now makes correct items weightless - "Spellweaver" rank 1 requires "Studies: Apprentice Alteration" as intended - Removed image space modifiers from "Gates of Oblivion" daedra spawn explosion - Removed two junk files buried in my texture folder - Fixed a sound on "Prismatic Beam" - Removed bad conditions on "Assassinate" - Spell sneak no longer triggers on dead targets - Greatswords now drain stamina when attacking - "Nose for Coin" rank 2 should trigger only once per target now - "Just Rage" no longer slow time by 90% - "Warbringer" only works once per target - "Reckless Abandon" rank 2 no longer removes the toggle - "Dervish" is no longer limited to weapons that are both blunt and piercing - "To Black" checks for attacker stamina and attack type - "Rising Wings" checks for blocked hits - "Boiling Point" adds its ability - "Thick Padding" correctly reduces damage by 75%, not 25% - "Blindside" no longer needs weapons to be both blade and piercing - "Dervish" works on blade and blunt weapons - Removed bad condition on "Savage Storm" - Removed bad consitions on "Linguist" rank 2 - Enemies no longer instantly recover from "Sigil of Ice" damage - Enemies no longer instantly recover from "Pristine Frost" damage - "Split Enchant" decription no longer lies - Fixed conditions on "Material: Daedric" passive perk - Fixed conditions on "Material: Steel" passive perk - "Invigorate" now enables dual casting of buff spells - "Vessel" no longr unlocked by "Phantom Host" - Added missing link in perk tree between "Vessel" and "Studies: Expoert Illusion" - "Battle Anthem" has a description now, and no longer spawns message boxes when used too soon - Fixed conditions "Dragonflesh Second Skin" effect - Fixed conditions "Stoneflesh Second Skin" effect - All "Second Skin" effects correctly grant 10% of the spell's base armor as bonus - "Stoneflesh" uses correct effect shader - "To Black" disorient effect no longer kicks in on helm-wearing targets - "Warrior Heart" damage boost now scales as it should - "Material: Leather" effect with "Potential" no longer needs Elven gear - Restoration skill no longer boosts mage armor spells - Halved magnitude of "Disarming Charisma" rank 2 - Both ranks of "Spell Surge" now got their powers of 10 right - "Juggernaut" no longer badly mislinked in perk tree
PaMa: - All secondary arrow and bolt recipes are now used at the forge - "multiply" field in ammunition material does something - Creates warforged refined silver weapons - Correctly fills properties on shout experience script
Else: - Fixed a few errors in documentation - Fixed error in installer that would call PerMa SkyRe - Merged with EnaiSiaion's "Useful Spell Descriptions for PerMa" - Transferred some USKP changes (kudos to raulfin)
[TWEAK] - Increased magnitude of slowdown on "Eagle Eye" to 30/45% (rank 2/3) - Increased speed of reanimation projectile on spells like "Mark of Decay" to make it miss less - Direct health damage from "Cleansing" and "Purgatory" is halved against undead dragons and dragon priests - "Gatherer" increases arrow recorvery chance by 25/50% (rank 1/2) - Silver and Refined Silver weapons ignore the undead's 40% sneak damage resistance - "Nose For Coin" rank 2 only triggers while sneaking - Skeletons summoned via "Bone Mastery" or "Lord of Bones" are 30% resistance to blade and piercing weapons, but 15% weaker to blunt weapons. If a weapon matches both blade/piercing and blunt, both modifiers apply. - The spell prism lasts for a total of 10 hits with spell or weapons. Weapon hits count as two hits. - "Defiant Concentration" works on all Destruction spells - "Prismatic Beam" renamed to "Chromatic Beam" - "Prismatic Skin" renamed to "Chromatic Skin" - "Lore: Solstheim" magic damage effect works on all Destruction spells - "Lore: Predators" magic damage effect works on all Destruction spells - "Lore: Lesser Creatures" magic damage effect works on all Destruction spells - "Lore: Great Monsters" magic damage effect works on all Destruction spells - "Lore: Cave Dwellers" magic damage effect works on all Destruction spells - "Lore: Forces of Nature" magic damage effect works on all Destruction spells - "Lore: Humanoids" magic damage effect works on all Destruction spells - "Avoidance" rank 1 works on all Destruction spells - "Studies: Expert Illusion" spell damage effect works on all Destruction spells - "Studies: Adept Illusion" spell damage effect works on all Destruction spells - "Mastery: Unyielding Tower" spell resist works on all Destruction spells - "Studies: Master Destruction" works on all Destruction spells - Spell sneak damage scaling works on all Destruction spells - Destruction spell scaling workd on all Destruction spells - "Arcane Assassin" works on all Destruction spells - "Ambitious Methods" works on all Destruction spells - "Touch of Calamity" works on all Destruction touch spells - "Spell Surge" works on all Destruction spells - "Studies: Master Conjuration" spell resist works on all Destruction spells - "Curse of Binding" spell resist works on all Destruction spells - "Bull's Charge" is only active while weapon or magic is drawn - "Reaper's Verdict" effect is shown in active effects - "Shove" requires 95% Stamina (regular bash) or 80% Stamina (power bash) - "Monolith" has 50% chance of triggering
PaMa: - Now allows a lot better repatching on existing savegames - Changed error message to piss me off less - Armors and weapons excluded from reforging no longer generate meltdown recipes either - Weapons excluded from reforging no longer generate refined silver recipes - Changed weapon damage formula to: int newDamage = (int) (skillBase + typeMod*matMod) * [modifiers]
Else: - Updated included Wintermyst to version 2.03
[CONTENT]
- Added new ingredient "Daedra Skin", obtainable by harvesting Dremora. Kudos to Link815 for the resource (Special Flora of Tamriel)
PaMa: - Added a new bat file for 32 bit and Mod Organizer people - Makes all body-slot clothing with value > 50 count as "expensive" - Now adds the AlchemySkillBoosts perk to NPCs. This allows powermod AV modifiers to work on them - Added ingredient_exclusions to xml. These make the patcher ignore ingredients
Hey people, for all intents and purposes, consider this mod, and all my other mods, "done". If you want a tiny bit more to read, take this. Goodbye and have fun -T3nd0 ____________________________________
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Disclaimer: This mod is large, and this description is not very detailed. However, you NEED to read it. No excuses. Thanks in advance.
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This video is mostly a fancy version of the description - in case you're too lazy to read it all by yourself. ;)
Introduction of Brodual's PerMa coverage. Playlist.
Dirty Weasel install video including TES5Merge Patch and Bashed Patch creation.
Overview
. Intro .. What is Perkus Maximus? .. Why does it need to exist? .. Design principles
.. Patchus Maximus ... Stuff about the patcher you MUST know ... Full functionality .. Bug Fixing/Reporting ... Perkus Maximus ... Patchus Maximus
. Credits
. FAQ (official)
. FAQ (inofficial)
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Intro
What is Perkus Maximus?
Perkus Maximus (PerMa) is a large scale perk, skill and gameplay overhaul. I implemented new gameplay mechanics, enhanced existing ones, and rebuilt all perk trees from scratch to support the rebuilt mechanics. The result is something that will completely change the way you approach the character building process, and thus the entire game.
When working on PerMa, I used all the experience and feedback I collected during the creation of my other large mod, Skyrim Redone (SkyRe). Today, SkyRe is the most well-known and popular gameplay overhaul for Skyrim, and to be frank, I think PerMa is _a lot_ better in most ways. If you know SkyRe already and would like a list of the most important differences, go skip to the FAQ section of this page.
If not, keep reading. I will only post very rough goals and a few selected details for what I did which each skill, because the full descriptions just don't fit in the space I have on this page, but a detailed documentation, including perk tree images and perk descriptions, is available for download from the "Optional Downloads" section of the "Downloads" tab.
Why does this mod need to exist?
Before I go any further, I'll take some time justifying the existence of this mod. I'll do so by dissecting two of Skyrim's existing perk trees, and explaining why I think they are badly designed.
9 different perks, a total of 13 perk points to spent.
If you spend all 13 perk points, 10 of these will do nothing but make your enchantments stronger. which also happens to be the effect you automatically enjoy from leveling the skill.
Two perk points would be used to reduce you soul gem consumption (and are widely considered useless), and the last one is a potential gamebreaker that doubles the worth of the skill with just a single perk point.
Apart from the obvious fact that the perks themselves differ widely in terms of usefulness (Soul Squeezer vs. Extra Effect) and that Enchanting alone can turn you mage into a magewarriorthiefassassinspellbladewhatever, absolutely all of the perks are passive. At 100 Enchanting, you still enchant like you did at skill level 15, all you get is a boost in numbers. Not to mention that maxing the skill is just a huge grind.
All in all, Enchanting has no depth, not a single interesting perk, not a single interactive perk, and still breaks your game balance if you pursue it. Prime example for bad game design in my book.
Now you might say "T3nd0 pls, it's a crafting tree, these are always boring", but not only is that wrong, it's also a fact that the non-crafting trees are just barely better.
10 different perks. Five of those reduce spell cost, two increase spell duration (which in turn reduces spell cost, if you think about it), two provide passive protection against magic, and one increases the magnitude of armor spells.
See a pattern here? All passive and not interesting. Not as bad as Enchanting in my opinion, as the Magic Resistance bonus at least has a nice metamagic flavour to it, but still boring. Not a single perk in here will change the way you tackle the game. And the Mage Armor perk (as well as all related spells) is made completely redundant once you reach Master level spells, which is another no-go.
Quality-wise, I think of Alteration as medium tier in Skyrim, while Enchanting is horrible. A few trees have more interesting effects on paper (I think of Speech and, to some extent, Sneak, Lockpicking and Pickpocket here), but unfortunately the most interesting effects are killed by the huge combat-focus in gameplay.
In an RPG, character development is key, and Skyrim's perk system - which is the core of character development - is superficial at best, plain bad at worst. I think one can do a lot better. That's why I overhauled it twice.
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Design principles
Here's what I wanted PerMa to be like.
Perks should affect the way you play the game, and reward you for good gameplay.
Passives have their place, but they either require some form of interactivity to unfold their full value or consume very few perk points.
In general, a wide variety of perks, and no "point sinks"; most perks only have a single rank, only very few have three. No perk has more than three ranks, and quite often, perks gain new effects as you invest more.
No useless perks.
Large selection of perks; perk trees are at least twice as large as what vanilla Skyrim offers, enabling a lot of new builds.
Good mage perks are worthless without good spells, and warrior perks are impossible without good combat mechanics they can build upon.
Gameplay, a strong sense of progression, and immersion are king. Mastering a skill should give access to things that truly make you feel like a master.
While trying to meet these goals, I also made sure to add new content when I felt necessary, to not slow down your game by abusing "bad" scripts, and to preserve modularity and mod compatibility as much as possible.
Requirements
PerMa needs Dawnguard, Dragonborn and SKSE. Most users will also need the JRE (Java Run-Time Environment), version 7 or better. High numbers are good. NO, there will never be a version that does not need both expansions and SKSE. Don't ask. I'll not answer.
The JRE is needed for a Java-based program (Patchus Maximus) that comes with PerMa and that needs to be run on your machine to create large parts of the mod ("the patch") and do compatibility patching.
The only people that will not need the JRE are those that have a very minimalistic load order that only includes the DLC and PerMa, and use all PerMa modules (including the bundled, absolutely necessary Wintermyst). The "Optional Downloads" section of this page contains a pre-generated patch for such users.
And finally, a new savegame. Do NOT use this on old saves unless you actually bring the knowledge to do it without my help. I'll ignore any bug reports from people that failed at this step.
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Installation
PerMa consists of a "fake master", three functional modules - PerMa-Warrior, PerMa-Mage, PerMa-Thief - and the patcher program Patchus Maximus (PaMa). On top, it brings additional optional stuff that I might or might not expand upon in the future. As of now, it comes with "Wintermyst" by Enai Siaion.
1. Use NMM or Wrye Bash, or manual installation if you're up to it, to install all modules you want. PaMa and the fake master + many resources are not optional.
1.9 (Not needed if you use all three modules) You'll need to tell PaMa that you don't use all modules. Go to skyrim/Data/SkyProc Patchers/T3nd0_PatchuMaximus/PMxml/GeneralSettings.xml and check out these lines: <useMage>true</useMage> <useThief>true</useThief> <useWarrior>true</useWarrior>
Each line corresponds to one module. For each module you don't use, replace the "true" by "false".
2. Go to http://www.nexusmods.com/skyrim/mods/59257/. This is a general starting place for compatibility patches and hotfixes. You'll at least want to get the bugfix file from the optional downloads, as it is usually faster than PerMa updates. PerMa only sees updates once in a blue moon.
Get what you want/need, then proceed.
3. Go to skyrim/dData/SkyProc Patchers/T3nd0_PatchuMaximus/ and run the patcher, either by using PatchusMaximus.jar or Debug-moreHeapspace.bat. The latter is recommended, because the patcher does a lot, and demands a lot of heap space.
IMPORTANT: On a minimal load order, the patcher only takes a few (2-3) minutes. On a very large load order, it may just take an hour. It will stick at 100% after importing and tell you what it's currently working on. Do not panic while it's doing its thing. It'll tell you if it crashes.
4. Make sure the patch (PatchusMaximus.esp) loads after any PerMa module, and that the master loads before everything else. Done!
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Overview
Covers all magic skills and spells.
I didn't like how vanilla spell Z often turned out to be nothing but a stronger version of vanilla spell Y, and PerMa is quite a bit better at keeping all spells useful by providing distinct functionality for each one.
This concept also transfers to perks a lot more. The simple passive boosts still have their place, but many perks add new functionality, sometimes aiming to eliminate a spell group's weaknesses.
PerMa brings a lot of new spells and spell archetypes, adding up to roughly 200 spells in total. In PerMa, spell casting cost will, in general, not scale. There are some exceptions that allow you to lower casting cost, but these are not too common. Most notably...
... the "Novice, Apprentice...." line of perks in every spell school tree will not reduce cost. Instead, these perks grant a random spell when chosen, have passive effects of their own and serve as prerequisites for other perks. To make sure you notice a difference, I altered their name slightly.
... skill level will not lower cost, but boost magnitude/duration instead.
Spell casting cost is reworked with that in mind.
I did this to not lock out higher tier spells completely, should you find one early, and to remedy Skyrim's spell spam fest.
"Focus" perks
Each spell school contains two "Focus" perks (Enchanting has one)
Focus perks require skill level 95 and the tree's "Studies: Master XXX" perk to be selectable
Focus perks are mutually exclusive across trees; each character may only choose one, and the selection persists even through respecs.
Exception: Alteration has a special perk called "Architect of Magic". Selecting this perk raises the maximum number of selectable "Focus" perks by 1.
Focus perks may grant passive boosts, spells, abilities, and any combination. None of them grant only passive boosts.
Spells granted by "Focus" perks are strong, but are a lot more expensive to cast than regular master level spells, and they may carry downsides.
Alteration
New archetypes: Teleportation, kinetics and weapon enhancements, and various new spells for utility.
Metamagic perks: Cast spells with health instead of Magicka, cast spells as you swing your weapon, and reap benefits for all schools of magic.
Create a fake sun in the air and let enemies gravitate right in, sharpen your weapon with a spell, multiply projectile spells...
Conjuration
New archetypes: Unbound Daedra summoning, "delayed disease reanimation", reanimation power boosters.
Harvest the bones and guts of fallen enemies, turn them into skeletons and craft an army of undead followers.
Kill an enemy with a slow disease and teach him your spells as he rises again, duplicate corpses of powerful foes, and open an uncontrollable Oblivion gate for a steady stream of visitors...
Destruction
New archtetypes: Mixed elemental spells and one-time-use, self-triggering buffs.
Invest in perks to add new effects to spells - let fire detonate any target it kills, let frost pierce through resistance with physical damage, and let shock punish heavily armored enemies.
Trap targets in a shock cage while roasting them, cast a cloak that retaliates with lightning bolts at range, use a certain spell who empowers you as if it were a piece of gear...
Illusion
Choose the path of the direct manipulator or the phantom summoner... or both. As soon as you have enemies under your influence, combo with special spells to increase the havoc.
Phantoms are back from SkyRe with all new mechanics, completely decoupled from regular summons. Summon them right next to enemies and force enemies into combat, causing negative effects as they get taken out.
Charm people to make them fight for, either temporary or as follower, extract information about your targets, and force them into suicide...
Restoration
Plagues, curses, auras, and much more.
Unlike vanilla, PerMa's Restoration is about direct life manipulation in general. Don't expect the direct killing power Destruction has, but do expect spells that bring down hurt in various ways. And also expect more elaborate ways to protect you from harm.
Kill an enemy with poison damage and watch as spiders spawn from its corpse, support summons and followers with beneficial auras, and use special wards to mirror spells and send unaware attackers flying...
Enchanting
Boring, huh? All perks here boost the enchantment strength by a bit, but only one perk has no proper primary effect.
Craft scrolls and staves for all spells from mods you have installed, and unlock special boni for staff usage.
Animate your weapons to fight for you as invincible allies, tie magic to arrows you fire, and unlock extremely powerful enchantments that demand dragon souls to keep running...
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Overview
Covers all warrior skills and combat mechanics.
Skyrim combat is very simplistic, even though most of the game seems to revolve around it. The following tweaks have been made to add some depth and tactic. All changes apply to both the player and all NPCs.
In general: Weapons hurt more, and armor blocks more of that hurt. Not gonna get into details here, but it's all configurable with the patcher of you don't like it.
Weapons not only carry a specific type and their type's stats, they also are divided in the "classes" blade, blunt and piercing. Most perks work based off weapon class, not type. A weapon may belong to multiple classes. The following venn diagram shows default weapon class assignments. Note that this is actually configurable with Patchus Maximus, should you disagree.
Weapon types convey additional stats - bleed, debuff and stagger rank. Bleed rank determines bleeding damage on unblocked hits, debuff rank determines an armor and resistance debuff on unblocked hits, and stagger rank determines how often unblocked hits stagger the target. The following table shows the default ranks per type. Again, this is configurable in Patchus Maximus.
Worn armor affects spell casting cost, movement and attack speed, in a way that relates to its type. Heavy gauntlets hurt movement speed more than light gauntlets, and a heavy cuirass hurts most
Wearing armor levels the related skill.
Block just in time to perform a "timed block" and stagger the attacker
Tempering and melting stuff down levels Smithing.
Critical hit damage scales with skills and any other damage boosting effect. All weapons have an innate chance to cause critical hits.
Even without perks, bear traps may be collected and dropped again to use them. Perks make trap handling better.
"Mastery" perks
Each Warrior perk tree has exactly one, and most of them are high level.
Mutually exclusive. Each character may select only one, and the choice persists through respecs.
They either bring abilities or, in the case of Smithing, very fancy new recipes.
Light Weaponry (was One-Handed)
Use Longswords, Shortswords, Katanas, Tantos, Hatchets, Hammers, Mauls and more to bash heads in and slice enemies up.
Turn the tide of battle by utilizing well-timed attacks, and gain advantages from good positioning.
Enter a battle frenzy by landing multiple hits in quick succession, or strike anyone without protective headgear down.
Heavy Weaponry (was Two-Handed)
Use power attacks to shatter shields and execute weakened enemies right away.
Pierce all forms of defense and attack your foe's maximum health directly.
Slow time during forward power attacks to snipe with full precision, and scar enemies for everyone to exploit their weakness.
Ranged Weaponry (was Marksman)
Invest in Shortbows to stay agile, reward flanking and short-range attacks.
Specialize in Longbows to make every hit count - the most difficult shots are the deadliest.
Master crossbows to enhance them with additional functionality at the forge. Make them silent, allow them to pierce past shields, or optimize them for minimum weight and raw damage.
Heavy Armor
Become a walking wall as you deflect regular attacks, reduce incoming power attacks to regular attacks, and even punish your enemy for direct hits.
Use the armor's weight to boost attack power, balance, and to ram nearby beings.
Watch as your training lightens the burden. Grow stronger as the number of people you fight increases, and partially overcome the speed and spellcasting malus untrained warriors suffer from.
Block
Improve your timed blocking by making it easier to pull off, and by adding additional benefits to it.
Learn to use the shield as a safe harbor to rest behind, and as a wall that punishes attackers.
Turn shields into defensive weapons by enhancing the effects of bashing and power-bashing.
Smithing
Follow the light or heavy material paths to specialize as a blacksmith.
Reforge all gear to enhance their stats beyond simple tempering. Master smithing to create devastating weapons and impenetrable armor that can not be enchanted anymore.
Apply smithing knowledge to create Dwemer autmatoi, traps, or jewelry, and melt down gear you don't need to recover resources.
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Overview Covers all thief skill tree and stealth mechanics. Main aim here was to add a smoother curve on sneak damage and enable certain mechanics.
Sneak damage scales with skill, and the scaling speed depends on the weapon type.
Spells can sneak attack, though remember that they make sound. As a beginner, only silent spells work well.
Shouting levels Speechcraft, and shout strength/duration scales with Speechcraft skill.
Gold and lockpicks have weight.
Potions work over time and do not stack with itself.
Sneak attacks are weaker on enemies that wear armor protecting vital parts, and undead have even higher sneak attack resistance.
"Prodigy" perks
Each Thief perk tree has exactly one, and all of them are very low level. They can be chosen shortly after starting the game, and only connect to the tree's root.
Mutually exclusive. Each character may select only one, and the choice persists through respecs.
A "Prodigy" perk is essentially a perk shortcut. Investing in it instantly unlocks two other perks from that tree (that are of considerably higher skill level).
If at least one of the perks unlocked by a "Prodigy" perk was already chosen via normal means, the "Prodgy" perk may not be chosen anymore.
Sneak
Choose perks that help you beyond simple sneak boosts - for example, reduce enemy view cones, and specifically move better in light or burdened.
Thanks to Sneak Tools integration, craft arrows that modify light sources or spawn ropes, knock enemies out and drag their bodies around.
Unlock secondary effects such as slowed time and paralysis for sneak attacks with certain weapon types - and spells.
Light Armor
No longer "lighter heavy armor" - settle for a mixture of protection and speed, and feel the difference from start to finish.
Get rewarded for staying on your toes in combat. Reduce negative secondary effects from weapon attacks and enjoy additional protection against repeated hits.
When the time is right, abandon all armor to get additional offensive benefits.
Speechcraft (was Speech)
Enjoy all vanilla functionality in a streamlined manner, and more.
Pay for generic hirelings that accompany you when needed, and turn NPCs that like you into followers.
Empower shouts with speechcraft, and level speechcraft using shouts.
Dexterity (was Pickpocket)
Carries all benefits from vanilla's Pickpocket and Lockpicking trees.
Craft gadgets to reverse-pickpocket into enemy inventories to decide the battle before it even started, and reduce the weight of items every thief should have with him.
Use the all-new Katars, Claws and Knuckles to steal gear mid-combat.
Wayfarer (was Lockpicking)
Select so-called "Lore" perks that represent knowledge about Skyrim's inhabitants, and that have no function by themselves.
Then use secondary perks that draw their power from "Lore" perks and grow stronger as you unlock them - befriend creatures you know, summon animal followers you know, or just fight what you know better.
Use perks to skin animals and work leather better, to improve outdoor movement, or to melt with your surroundings.
Alchemy
Apply various poisons and explosions to the traps and missiles you either find in the world or craft with perks from other trees; Alchemy has heavy crafting synergy with other trees and modules. Perks not only grant recipes, but also make existing recipes better.
Create venomous phials you can use to poison your armor, retaliating when attacked at close range.
Boost potions and poisons in multiple ways, and learn to mix them in the field with an alembic you can carry around.
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Patchus Maximus
Stuff about the patcher you MUST know
- Running the patcher is a MUST this time. It does more than the ReProccer did for SkyRe. PerMa was made with SkyProc in mind. If you don't run the patcher, A LOT of things will not work.
- If you notice some "strange" values on weapons, armor, potions, whatever, first read up on the relevant parts from the XML and verify whether they really are strange - unless it's obvious (like a mod-added iron weapon dealing only a quarter of the damage a vanilla weapon does)
- Still strange? Contact Raulfin at the PCaPP Nexus page. He's the XML and patching master
Full Functionality
This is a list of everything the patcher does.
Modify armor stats
Create armor variants needed for perks ('Armorer', 'Gatherer')
Reclassify armor ('heavy gauntlets' etc)
Modifiy weapon stats
Create weapon variants needed for perks ('Aspiring Engineer', 'Weaponsmith' ...)
Reclassify weapons, both class (blunt/blade/piercing) and type (nodachi, claw ...)
Makes NPCs use ammunition with ranged weapons
Creates enchanted variants of armor and weapons, including new enchantments and new gear, and...
... distributes it to leveled lists
Create crafting and tempering recipes for all variants of everything
Create meltdown recipes for everything
Alter existing tempering recipes to play by PerMa rules
Distribute all mod-added weapons across leveled lists
Modify projectile stats
Create projectile variants for perks ('Advanced Missilecraft' etc)
Create recipes for all new projectiles
Create a scroll for every spell learned by a book
Create a staff for every spell learned by a book
Create recipes for all the scrolls and staves created
Add all mod-added spell books to relevant leveled lists
Remove spell school assignments from Alchemy and Enchanting effects (exploit fix)
Remove spell school assignments from constant abiities (exploit fix)
Remove generic starting spells from the player
Make alchemy effects work over time
Tweak ingredient stats
Tweak existing potion stats
Add a lot of essential abilities and perks to the player, NPCs and races
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Bug Fixing/Reporting
Perkus Maximus
At first, you need to make sure that any bug you report is actually related to PerMa. To do so, try to reproduce it with only PerMa, the patch, and the DLC enabled. If it can't be reproduced, enable other mods one after another to find the conflict, and report it on PerMa's conflict subforum on the nexus. If it can be reproduced, report it with a detailed descrption of what happens to PerMa's bug reporting subforum on the nexus.
Patchus Maximus
Error: "Null pointer exception" How to fix: Multiple possible reasons. - If you run the 32 bit version of the bat file with or without Mod Organizer, 64-bit Java has to be uninstalled for it to work - Run the patcher on a minimal load order (only official esms + Wintermyst) and verify it works. Add mods one by one, and run it again after each addition. repeat this until you get the error. Congratulations, you found a "bad mod"! Report it on the Incompatible mods list. Go to Skyrim/Data/SkyProc Patchers/T3nd0_PatchusMaximus/Files, open blocklist.txt, and add the mod you just confirmed guilty,
Error: "Java ran out of heap space" How to fix: Run the patcher via the "Debug - moreHeapspace.bat" file (same directory as patcher). note that mod organizer probably can't run it, as the file assigns more RAM than a 32 bit executable can use. So you'd have to tell MO to increase heap space by a smaller amount than the bat file, which is yours to figure out.
Error: "Array index out of bounds exception" How to fix: I've only ever seen this error if the xml files the patcher uses reference an enchantment that is not present in your load order. Shouldn't happen anymore though, so report to me, and we'll figure it out.
First and foremost, thanks to my awesome dev team. - mysticentity and nerjal for textures and concept art - Marko Crnjak (boredmanmarc on the nexus) for weapon meshes - Bruce Steever for a lot of writing - Kaige Michael Lindberg for contributing the scripts related to the perk "Leadership" - My brainstormers Kyle Smith, Joseph Digiovanni, James Stewart, Julian Sass, Andreas Nilsson, Kaige Michael Lindberg, Chris Davies, Matthew Teague, :Rayne72: ... and a few who thought they didn't contribute enough to appear here.
- Thanks to EnaiSiaion for allowing me to bundle Wintermyst in this package, and for being an overall cool guy
- Thanks to noobcake Mephidross who fed me with awesome music
- Thanks Microsoft for creating MSPaint, the only acceptable image editor - Thanks Bethesda for giving me something to play with for such ridiculous amounts of time - Thanks Borgut1337 (Sneak Tools), Grantiz (Recurve Longbows), PrivateEye (Heavy Armory), 747823 (Weapons of the Third Era), Link815 (Special Flora of Tamriel) and jonwd (Brawl Bugs Patch) for allowing me to use their stuff in PerMa - Thanks Leviathan and Dienes for creating/maintaining SkyProc, which this mod very heavily utilizes - Thanks to my elite circle of alpha testers and the raging mob of beta testers for making sure YOU get a better mod form the start - Thanks to me for being insane enough to create a large overhaul for a game... twice. lol
FAQ (official)
Q: So yeah, what does PerMa have that SkyRe didn't? A: Better perk trees, more modularity, fluffy perk descriptions, and less total game coverage. PerMa is not a difficulty mod,, not a race mod and not a standing stones mod.
Q: Which SkyRe modules can, theoretically, work with PerMa? A: Everything but SkyRe-Main and, if using PerMa-Warrior, Skyre-Combat.
Q: What is, as of version 1.1, not finished? A: A few assets, mainly textures, are still missing. Balance changes will probably take a while.
Q: Load order pls A: The fake master: As early as possible. The patch: As late as possible. The small modules: In between; laster is usually better, unless you want to override certain features. But that is for you to figure out. Wintermyst: Before PerkusMaximus_Mage.esp
Q: Will you do a version that doesn't need DLC? A: No.
Q: I have Wintermyst already. Should I run your patcher and the Wintermyst patcher? A: Nope, just Patchus Maximus. The Wintermyst patcher is a cropped-down PaMa, carrying only enchantment distribution functionality.
Q: Do I need a new game for this? A: Yes. It's theoretically possible to use old saves, but I don't encourage this, and won't help you doing it.
Q: The perk descriptions are fluff, and I don't know what they do. Halp pls A: Read the documentation. It's unfluffed.
Q: Recommend me some mods pls A: - mysticentity's MFVM --> This is basically a must-have to make my Speechcraft tree work better
- Whatever you want, really. Just be wary of perk mods.
FAQ (inofficial)
Q: Explain your religous affinity. A: I believe in the Holy Trinity. Goku is the saviour who sacrificed his life for mankind, returned from the dead to save manking again, and yet displayed forgiveness towards his enemies. Shrek is the embodiment of love and life. And the Helix Fossil is the divine spokesperson, always lending an open ear if you have questions.
Q: What is the final fight in Naruto? A: Sharingan/Rinnegan Sasuke vs. Sage-of-the-Six-Paths Naruto. Both get their arms ripped off at the end of their fight. Naruto then talks Sasuke out of his rage, he becomes seventh Hokage, NaruHina and SasuSaku are canon.
Q: Hey :3 A: Sorry Q-Girl, not in the mood for jokes about man-woman relationship of any kind right now. Q: Oh, u got hurt? :3 Come talk 2 me bby, I listen XD A: No you don't. You're an imaginary character made for the sole purpose of entertaining the people that managed to read this far. Q: ... :(
Q: Name a few decent bands/ music artists, and give me a song I should check out for each. A: Celldweller (The Last Firstborn), Slipknot (Vermilion), Katatonia (Wait Outside), Blue Stahli (ULTRAnumb), Sybreed (Challenger), Tesseract (Nocturne), Pendulum (Self vs. Self), Jay Ray (The Great Art of Living)
Q: Name the bestest painter that ever existed A: Zdzislav Beksinski, hands down.
Q: I am drunk, male, 35, and those ladies from across the table seem to fancy me. What do? A: Make sure they are actually ladies, then present your pegina.
Q: I want to marry you. Are you single? A: Yes I am. Are you a guy that redtexts to appear female? Q: Goddamnit
Q: Will there ever be morningstars in PerMa? A: If I find the time, yes.