About this mod
More useless perks and removal of necessity to by unnecessary perks. 1. All base perks that had 5 or 3 levels have only 2 levels. 2. For all Magic Schools main perks (Novice/Apprentice/Adept/Expert/Master) change spell cost NOT only for its level. 3. Some another perk requirements and tree sequences were changed.
- Permissions and credits
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1. All base perks that had 5 level have only 2 levels: new first is equal old first, new second is equal old fifth (skill requirement are same):
Alchemist
Armsman
Barbarian
Overdraw
Shield Wall
Juggernaut
Agile Defender
Light Fingers
Enchanter
Light Touch
Haggling
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2. For all Mage Schools (Alteration, Conjuration, Destruction, Illusion, Restoration) main perks (Novice/ Apprentice/ Adept/ Expert / Master) change spell cost NOT only for its level. Its change spells by next concept:
Novice Perk ( skill = 00 ):
Novice spells - 50% from current cost
Apprentice spells - 90% from current cost
Adept spells - 90% from current cost
Expert spell - 90% from current cost
Master spell - 90% from current cost
Apprentice Perk ( skill = 25 ):
Novice spells - 90% from current cost
Apprentice spells - 50% from current cost
Adept spells - 80% from current cost
Expert spell - 80% from current cost
Master spell - 80% from current cost
Adept Perk ( skill = 50 ):
Novice spells - 90% from current cost
Apprentice spells - 90% from current cost
Adept spells - 50% from current cost
Expert spell - 80% from current cost
Master spell - 80% from current cost
Expert Perk ( skill = 75 ):
Novice spells - 90% from current cost
Apprentice spells - 90% from current cost
Adept spells - 90% from current cost
Expert spell - 50% from current cost
Master spell - 80% from current cost
Master Perk ( skill = 100 ):
Novice spells - 80% from current cost
Apprentice spells - 80% from current cost
Adept spells - 80% from current cost
Expert spell - 80% from current cost
Master spell - 50% from current cost
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3. Some another perk requirements and tree sequences were changed:
Alchemy:
- Experimenter now needs 30/40/50 skill level instead 50/70/90 before
OneHanded:
2 levels instead 3 (skill requirement are minor changed):
- Bladesman
- Bone Breaker
- Hack and Slash
TwoHanded:
2 levels instead 3 (skill requirement are minor changed):
- Skullcrusher
- Deep Wounds
- Limbsplitter
Marksman:
- Changed requirements for some perks (for example, Power Shot and Hunter's Discipline were switched, Ranger was needs only Overdraw )
- Bullseye: 25% instead 15%
- Critical Shot: 2 levels instead 3 (skill requirement minor changed):
Smithing:
- Daedric Smithing needs Dragon Armor OR Ebony Smithing
HeavyArmor:
- Conditioning needs Well Fitted
LightArmor:
- Deft Movement chance 15%(instead 10%)
Pickpocket:
- Changed requirements for almost all perks ( For Example: Poisoned and Extra Pockets need only Light Fingers )
Lockpicking:
- Quick Hands, GoldenTouch, Locksmith are need only Novice Locks perk (skill requirement are same)
- Apprentice Locks and Expert Locks were removed
- Novice Locks: Novice locks are much easier to pick. Apprentice and Adept locks are a little easier to pick
- Adept Locks : Apprentice and Adept locks are much easier to pick, Expert and Master Locks are a little easier to pick.
- Master Locks: Expert and Master locks are much easier to pick.
Sneak:
Main branch was divided on three:
- Silent Roll needs only Stealth, Shadow Warrior needs only Silent Roll (skill requirement are same)
- Light Foot needs only Stealth (skill requirement are same)
- Muffled Movement needs only Stealth, Silence needs Muffled Movement (skill requirement are same)
Speechcraft:
- Allure was moved to separate branch, Merchant needs only Haggling.
Alteration:
- Changed requirements for some perks (for example: Atronach needs Magic Resistance instead of Expert Alteration and 90 skill instead of 100, Magic Resistance needs Mage Armor, Mage Armor needs Novice Alteration )
2 levels instead 3 (skill requirement are minor changed):
- Mage Armor
- Magic Resistance
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Author's Comments:
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