This mod only works for perks that were originally in the game, they can however be modified as long as the original quest name has not been changed.
Not at the moment, I may be able to add some kind of plugin system where you can choose which skills are affected. Just updated the mod to version 0.2 and added a crafting only version.
I definitely think there should be some balancing, the end-game is way to easy on vanilla as it is, even on maximum difficulty. I will try and get some more ideas in before making a decision. Maybe I can even get multiple ideas to work with the plugin system I mentioned in the previous reply.
The additional perks added by this mod vs an unmodified game, really should not have an effect on the overall difficulty of the game. It isn't really possible to make use of more than 3 skill trees at any given time, while in combat (armor, right hand, left hand). Maxing out 3 skill trees is more than achievable in the unmodified game. Having more skills to choose from only really adds options and choice. I should also point out that a lot of work still has to be but into raising all of the skills. However, the issue of game difficulty, with a skill tree maxed out, with all the perks, is really a much deeper issue with the game, than the effect of this mod. Therefore, if there is any balancing needed or not, I don't think it is specifically relevant to this mod. There are plenty of other mods and overhaul packs to suite individual tastes for game difficulty.
You did a fantastic job with this mod, and with restoring the play-style freedom that the Elder Scrolls games have been known for. This functionality should have been present in the vanilla game, as it was in all past TES games. Thank you.
Automatically generated file, check this thread for more information: http://forums.nexusmods.com/index.php?/topic/556653-making-esp-out-of-loose-data-files/
Had an idea: add this feature only for the preferred skills by race (the ones with starting bonus) and for the others the player will still have to use the perk points. This will make the the race choice mean something more then esthetics in this game while not too overpowered as I consider ending up with all the perks. An idea to differentiate between the +10 and +5 skills will also be better...maybe allow getting the perk 10 levels earlier for the skill with +10
13 comments
This mod only works for perks that were originally in the game, they can however be modified as long as the original quest name has not been changed.
Not at the moment, I may be able to add some kind of plugin system where you can choose which skills are affected.Just updated the mod to version 0.2 and added a crafting only version.I definitely think there should be some balancing, the end-game is way to easy on vanilla as it is, even on maximum difficulty. I will try and get some more ideas in before making a decision. Maybe I can even get multiple ideas to work with the plugin system I mentioned in the previous reply.
You did a fantastic job with this mod, and with restoring the play-style freedom that the Elder Scrolls games have been known for. This functionality should have been present in the vanilla game, as it was in all past TES games. Thank you.
Automatically generated file, check this thread for more information:
http://forums.nexusmods.com/index.php?/topic/556653-making-esp-out-of-loose-data-files/
What's this file --> qSkillPerksSkyrim_All.bsl?
It's packaged with the bsa and esp.