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This page was last updated on 31 December 2016, 5:05PM
- Changelogs
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Version 2.5.5
- Arcane Strike > Quick fix to turn off the effect when you equip a non-bound weapon.
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Version 2.5.4
- -Added "Ring of the Beast" and "Ring of the Erudite" to Forbidden Knowledge
- -Removed FX shader from Aura of Light. This was mistakenly left in for testing.
- -Both types of Bone Walkers have been re-skinned and now have new animations. This also makes them much faster, so you won't leave them behind.
- -Bone Walkers can no longer use spells; instead, they have powerful claw attacks. Giving them elemental salts with Crypt Lore gives them elemental claw attacks.
- -Updated Lord of Bones description
- -Updated Crypt Lore 1 and 2 description
- -Added recipe message when creating skeletons
- -Added another check to prevent the player from creating duplicate shadows with Shadow Weaver
- -Fixed "Favored Child: Auriel" description
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Version 2.5.3
- Scrubbed out the last of the stubborn SKSE scripts! You can kiss your SKSE dependency goodbye. :)
- Removed a script from Relentless that was duplicating the weapon speed adjustment.
- Took out the USLEEP dependency. Easy come, easy go...
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Version 2.5.2
- Quick fix: Forgot to include the extended utility script in the zip file, which would prevent the Ritual enchantment full-moon boost from functioning
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Version 2.5
- Time for an update! In preparation for moving to SE, I've been making a lot of changes to remove the dependency on SKSE. Most of these changes are under the hood and will not be visible to users. Other changes will have a minor impact on how perks function, because there was no way to perfectly duplicate the existing functionality in those cases.
- Changed Spell Eater to remove SKSE dependency > Hostile spells restore a small percentage of your maximum health. Stronger spells restore a larger percentage. (Novice=5%, Apprentice=7%, Adept=9%, Expert=12%, Master=15%)
- Reworked Careful Prepartion to removed SKSE dependency.
- Added a slight delay to Adaptability when switching resistances, to avoid glitches caused by being continuously bombarded.
- Changed Spell Mastery to use a list of valid spells, to prevent accidentally storing spells that shouldn't apply. Spell package mods will need to update their compatibility patches to add their valid spells to this new list.
- Changed Blood To Power to remove SKSE dependency > Now removes a percentage of your max HP on casting, where the % depends on the level of the spell used. Compatibility patches will need to be updated.
- Plague Carrier > Changed vermin from scribs to baby chaurus. Feels more gross and eerie that way. :D
- Updated Witch's Familiar: New sound and visuals, removed SKSE dependency > Mods that add new daedra and familiar will need to update their compatibility patches.
- Updated Gift Of The Master > Can choose whether to give Health, Magicka, or Stamina to your minion; by choosing "Give Power" 3 times, you can give all 3 stats.
- Added a link from Witch's Familiar to Elemental Potency.
- Increased the unarmed reach and movement speed of Bone Walkers.
- Updated Arcane Strike to remove SKSE dependency. Sheathe your bound weapons and save before updating!
- Fire/Frost/Shock cloaks now benefit from PoS destruction perks.
- Removed ice piles from the ice wraiths spawned by Frostborn.
- Updated Piercing Cold > Does 30% of BASE magnitude as additional damage > compatibility patches will need to be updated if they add new frost magiceffects.
- Added a fix to "Slow" frost effects to update the target's speed when the effect starts instead of when the target changes animations (this is a vanilla bug).
- Enchanter's Ritual > Now gives you a set of plain robes with the Ritual enchantment which you can break down to learn the enchantment, to avoid issues where the knowledge of the enchantment wasn't sticking.
- Changed Draconic Infusion to remove SKSE dependency > Grants the power "Draconic Infusion". When used, a dragon soul is consumed and the next enchantment you create is powered up by 50%.
- Telepathy > Cannot be used while your weapon is drawn.
- Added a dependency on USLEEP. Everyone should have it anyway, and too many things are broken without it.
- Fixed a script on Aura of Light that was breaking invisibility.
- Updated Midas Touch to remove SKSE dependency > Should now be much more stable.
- -Forbidden Knowledge can be used to learn the enchantments on the following items. Mods that change these enchantments will need a compatibility patch.
NOTE: These enchantments do not scale!
-All 9 divine amulets
-All dragon priest masks (except wood)
-Dragonborn dragon priest masks
-Nightingale armor
-Nightingale Blade
-Nightingale Bow
-Thieves' Guild/Guild Master armor
-Linwe's armor
-Archmage robes
-Gauldur Amulet
-Masque of Clavicus Vile
-Ebony Mail
-Rueful Axe
-Hircine's ring
-Savior's hide
-Volendrung
-Mehrunes razor
-Dawnbreaker
-Mace of Molag Bal
-Ring of Namira
-Spellbreaker
-Dark brotherhood gloves/hand wraps
-Jester clothes
-Nightweaver band
-Auriels' Bow and Shield
-Dawnguard rune axe and rune shield
-Harkon's Sword
-Locket of Saint Jiub
-Neloth's Ring
-Ghostblade
-Dwarven Black Bow of Fate
-Olar's Oathblade
-Bow of the Hunt
-Predator's Grace boots
-Pale Blade
-Bloodthorn
-Kyne's Token
-Diadem of the Savant
-Red Eagle's Bane
-Targe of the Blooded
-Notched Pickaxe
-Saarthal Amulet
-Keening
-Dragonbane
-Chillrend
-Amulet of Articulation
-Shield of Ysgramor
-Valdr's Lucky Dagger
-Necromancer's Amulet
-Bow of the Stag Prince
-Windshear
- Time for an update! In preparation for moving to SE, I've been making a lot of changes to remove the dependency on SKSE. Most of these changes are under the hood and will not be visible to users. Other changes will have a minor impact on how perks function, because there was no way to perfectly duplicate the existing functionality in those cases.
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Version 2.4.1
- Removed the accidental dependency on Hearthfre and USLEEP.
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Version 2.4
- -HUGE oversight on my part - most of the zombie perks have not been working since I took out the background scripts. Strangely, only one or two of you noticed that something was wrong. Go figure. Anyway, it's fixed now.
- -Overhauled Forbidden Knowledge. So here's the deal: There are a large list of enchantments from the base game (+DLC) that can be learned. Forbidden Knowledge will give you a NEW enchantment that very closely resembles the one on the item, except balanced for scaling and other things. Some items cannot be disenchanted in this manner, either a) because the enchantment is really just a placeholder for a quest, or b) the enchantment is just a vanilla enchantment with a fancy name. This setup solves all instability issues; HOWEVER, it also means that mod-added items cannot be disenchanted with Forbidden Knowledge, and if you have a mod that alters the enchantments on unique items, those changes will not be reflected in the enchantment you get through Forbidden Knowledge.
- -Added Adaptability.
- -Changed prompt for Midas Touch from "Aurify" to "Turn to Gold".
- -Added condition to prevent Midas Touch from being used on dead things, which includes furniture and inanimate objects.
- -Bone Dragons will now benefit from Crypt Lore 2, gaining a more powerful elemental shout.
- -Fixed the Immolate double explosion. Will now only explode once.
- -Added a lesser type of Bone Walker to the list of constructable skeletons (avaiable with Bonecraft 2) > This creature was taken from my spell package mod, Lost Grimoire, and moved to PoS for better compatibility,
- -Increased the speed of all Bone Walkers by 50%, which will hopefully prevent some of the frustration with them lagging behind.
- -Bone Walkers will now regenerate health over time, like other skeletons.
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Version 2.3
- Bone Walker > Changed soul gem requirement from Grand to Greater
- Call of the Master > I couldn't replicate the issue with this, but I added a small catch-all condition that might help
- Fixed Bone Wights returning the wrong type of soul gem when deconstructed
- Removed changes to shouts, for greater compatibility
- Crypt Lore > Second rank spells cast by skeletons will no longer harm your allies if they happen to get caught in the splash radius. This should prevent friendly-fire incidents.
- Words and Deeds > Offering will now disappear after it has been accepted by your patron.
- Favored Child: Mephala > Now has the correct effect.
- Praying at shrines and casting Favored Child will now level Restoration
- Forbidden Knowledge > Added an "ignore" list for weapons and armor with enchantments that are completely borked and/or dummies for quests. So far, this list contains Zephyr, Ring of Namira, and Ring of Hircine, because those effects cannot be duplicated as useable enchantments.
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Version 2.2
- Dust To Dust: Fire and turn undead spells will now trigger Dust to Dust. I forgot to add this functionality back in after the change away from background scripts.
- Lost Grimoire Patch: Updated
- Forgotten Magic Patch: Updated
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Version 2.1
- All perks are now tagged for ASIS compatibility. Follow the instructions in the FAQ for applying ASIS to PoS.
- Thirsty Blade: No longer uses Apply Combat Hit Spell, for greater compatibility with other overhaul mods. Patches for mods that add new bound weapons will need to be updated.
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Version 2.0
- Bonecraft: Bone Wights now require only a Lesser soul gem to craft instead of a Common soul gem
- Removed ALL instances of background scripts. This is essentially the nuclear option against script freezing. See the sticky note on the comments page for more info and update instructions.
- Divine Avenger: Now only works for unenchanted weapons. This was a necessary sacrifice on the alter of removing background scripts.
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Version 1.7
- Did some fancy footwork with the internal architecture to remove a call to OnMagicEffectApply() that was attached to the player. For users with certain mods, this event would be triggered constantly, up to several times a second, which would completely overwhelm the script engine and cause it to freeze. This is one reason why some people had no issues and other people had constant issues. The call to OnMagicEffectApply() has been done away with, so anyone experiencing script freezes should get relief from the issue.
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Version 1.6
- Overhauled the main background script so that it uses less memory. This should fix most instances of script issues people have been experiencing.
- Frostborn: Now requires actually having Frostborn to trigger
- Immolate: Now requires actually having Immolate to trigger
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Version 1.5
- Fixed texture file path for the Bone Walker
- Changed the second rank of each Student perk to require at least level 50 in that skill. Being able to get that perk at level 35 was providing too much power too soon.
- Overhauled the functionality of Forbidden Knowledge. The enchantments you recieve will now be much more usable and stable. To accomplish this, I had to edit several unique items present in the game. I did not, however, edit any of the daedric artifcats, for people who like to play with mods that change the enchantments on the artifacts. This means that if you DO use one of those mods, the enchantment you recieve from an artifact with Forbidden Knowledge will not match the enchantment you see on the item itself. Additionally, if you use Forbidden Knowledge to learn the enchantment from a mod-added item, the enchantment you recieve may function a bit strangely, or not at all, depending on how the mod author structured the enchantment.
- Added additional conditions to Shadow Weaver to prevent you from making phantoms from inanimate objects. Derr herr.
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Version 1.4
- Enchanter's Ritual: You will now retain the knowledge of the Ritual enchantment through reloads.
- Forbidden Knowledge: You will now retain all the enchantments you've learned through reloads. Hidden shield enchantments now work.
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Version 1.3
- Piercing Cold: Rank 1 now applies to targets with 50% or more frost resistance; rank 2 applies to everyone, regardless of frost resistance.
- Ossuary: Bone Horses and Bone Dragons now have a chance to return a filled soul gem.
- Necromancy: The 50% "Fresh Corpse" duration bonus no longer applies to undead.
- Renamed "Skeletal Dragon" to "Bone Dragon", to match the other constructable skeletons
- Lord of Bones: Now allows you to create an additional type of minion - the Bone Walker. The Bone Walker cannot use weapons, but it has a powerful claw attack, and unlike the Bone Dragon it can be ordered to follow you.
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Version 1.2
- Changed Divine Avenger so that it won't conflict with other perk mods that rely on Apply Combat Hit Spell perks. If you use another perk mod (ie, Ordinator) alongside PoS, you need this update.
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Version 1.1
- Added some condition checks to the main background script to make sure that it terminates cleanly. This should fix a lot of the "word walls aren't working" problems some people have experienced.
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- Author's activity
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December 2016
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31 Dec 2016, 5:05PM | Action by: steelfeathers
Changelog added
Change log added for version 2.5.5
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31 Dec 2016, 5:04PM | Action by: steelfeathers
File added
Path of Sorcery v2.5.5
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29 Dec 2016, 5:24AM | Action by: steelfeathers
Attribute change
long description changed
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29 Dec 2016, 5:21AM | Action by: steelfeathers
Mod image added
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29 Dec 2016, 5:14AM | Action by: steelfeathers
Changelog added
Change log added for version 2.5.4
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29 Dec 2016, 5:13AM | Action by: steelfeathers
Changelog added
Change log added for version 2.5.4
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29 Dec 2016, 5:12AM | Action by: steelfeathers
Readme file added
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29 Dec 2016, 5:11AM | Action by: steelfeathers
File added
Path of Sorcery v2.5.4
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27 Dec 2016, 6:39AM | Action by: steelfeathers
Attribute change
long description changed
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26 Dec 2016, 3:49AM | Action by: steelfeathers
Attribute change
Apocalypse (and More Apoc) Patch v1.2 small description changed
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26 Dec 2016, 3:49AM | Action by: steelfeathers
Attribute change
Apocalypse Patch v1.2 small description changed
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26 Dec 2016, 3:48AM | Action by: steelfeathers
Attribute change
Forgotten Magic Redone Patch v1.3 small description changed
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26 Dec 2016, 3:48AM | Action by: steelfeathers
Attribute change
Lost Grimoire Patch v1.3 small description changed
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26 Dec 2016, 3:35AM | Action by: steelfeathers
Attribute change
Path of Sorcery v2.5.2 category changed
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26 Dec 2016, 3:12AM | Action by: steelfeathers
Attribute change
Path of Sorcery v2.5.2 category changed
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26 Dec 2016, 2:57AM | Action by: steelfeathers
Attribute change
long description changed
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26 Dec 2016, 2:54AM | Action by: steelfeathers
Changelog added
Change log added for version 2.5.3
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26 Dec 2016, 2:52AM | Action by: steelfeathers
File added
Path of Sorcery v2.5.3
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26 Dec 2016, 2:28AM | Action by: steelfeathers
Changelog added
Change log added for version 2.5.2
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26 Dec 2016, 2:26AM | Action by: steelfeathers
File added
Path of Sorcery v2.5.2
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- Mod page activity
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April 2024
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27 Apr 2024, 7:30PM | Action by: hectorgeejr
Endorsed
'Path of Sorcery - Magic Perk Overhaul'
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27 Apr 2024, 4:06PM | Action by: Allahir
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25 Apr 2024, 9:51PM | Action by: Reikishi
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14 Apr 2024, 1:53PM | Action by: KJToad
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13 Apr 2024, 11:07PM | Action by: Mordrock
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13 Apr 2024, 5:03PM | Action by: Sugerius
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10 Apr 2024, 11:14PM | Action by: ChewieTheChew
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10 Apr 2024, 9:45PM | Action by: Drmzsz7
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06 Apr 2024, 3:16AM | Action by: Eredianot
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March 2024
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30 Mar 2024, 9:39AM | Action by: Feltor1
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30 Mar 2024, 4:10AM | Action by: Totoromyfriend
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29 Mar 2024, 4:20PM | Action by: Dguha
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26 Mar 2024, 11:17PM | Action by: Xernaxas
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24 Mar 2024, 1:00PM | Action by: dehw
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23 Mar 2024, 2:52PM | Action by: AProudVirgin
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21 Mar 2024, 4:21AM | Action by: Akuilner
Endorsed
'Path of Sorcery - Magic Perk Overhaul'
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