Anny chance for an update on this? The Inner strenght mod is already hidden for a whole year so i was kind of wondering if you are willing to update this and add a SkyRe version.
@ Borborygmus, it is my understanding that using a shield has no impact on the eligibility of you to use these perks, at least not from my own testing.
Thanks this looks very smart and suits my mage perfectly (planning to use uncapper to make gameplay partially tougher and overall longer, tackling master diff with nothing but magicka pool, no armor and probably no or just one enchanted items!). It's extremely hard to find universally acceptable extra perks and trees mods with good updates and Dawnguard compatibility. Thumbs up I hope you expand more.
The only other mod I so far have actually had eyes on was Dovahkiin Perks by FWB at: http://skyrim.nexusmods.com/mods/9548 It would mean a lot to a lot of people including me ofc, if this gets expanded, I'm not saying using that, but all-covering in a similar way. It's one of the most fundamental and enjoyable things to have options open for character development in an RPG. My taste is all for very difficult hardcore gameplay and against cheat-like feel to the game, so personally I think 50% magic resistence is way too much, with lord stone, enchantments and passives (like Breton and Agent of Mara).
Thank you everyone for your feedback and interest. I've reworked a lot of stuff for this, so it should be working more in line with what I wanted and what you expect. Check out the changelog in the description for more details, and please keep reporting any errors or mistakes I've made.
Looks interesting (though alteration is pretty much the unarmoured skill. What I don't get hough is why Hardy has the skill no longer apply if your heavy/light armour skills are above level 30. Wouldn't the unarmours skill only apply when you aren't wearing armour anyway? It does already with alteration.
Sounds cool, e.g. for mages, but the being in Block kind of puts me off, will track and wait to see if you release an update that puts it somewhere more convenient.
Wow, thanks a ton for figuring that out for me. I'd thought it was applying it additively at each rank, but wasn't entirely sure how to confirm that. I'll be taking a closer look at my options when I get up, but thanks again for spelling so much of this out for me. I guess what I thought I'd done was still a little too out of reach for my experience in the CK.
Mmmm As a side note, I doubt anyone would want to go unarmored without alteration, considering they will be relying on the armor spells while leveling their blocking =x
Maybe you or can add a trigger to reduce the effects during an armor spell or when one has the magic resist or atronach perks?
I have no idea if that's possible, my experience with the CK has been fixing things in mods other people have made XD.
EDIT: Ok I just did a bunch of number crunching, it seems like he tempered flesh perk is reducing each rank in it additively instead of replacing. So instead of rank 5 reducing 100 incoming damage by 50 it's reducing it by 85 (taking 100 reducing it by 10%=90 then 20% off that= 72 30% off that=50 40% off that = 30 and 50% off that 15.)
A temporary solution would be to keep rank 1 at 0.90 then rank 2 at 0.89 then rank 3 at 0.88, etc. at rank 5 that leads to a total of 47.5% damage reduction. Looking at my second edit would be a better solution.
EDIT 2: Looking at the Magic Resistance perk in Alteration as a reference, it seems that they have it set up so that the perk slot doesn't do anything itself, it references an ability that is a constant effect spell for it's effect.
So it seems you should make seperate constant effect abilities and have the perks reference them.
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The only other mod I so far have actually had eyes on was Dovahkiin Perks by FWB at:
http://skyrim.nexusmods.com/mods/9548
It would mean a lot to a lot of people including me ofc, if this gets expanded, I'm not saying using that, but all-covering in a similar way. It's one of the most fundamental and enjoyable things to have options open for character development in an RPG. My taste is all for very difficult hardcore gameplay and against cheat-like feel to the game, so personally I think 50% magic resistence is way too much, with lord stone, enchantments and passives (like Breton and Agent of Mara).
I'm looking forward to reading from you.
I have no idea if that's possible, my experience with the CK has been fixing things in mods other people have made XD.
EDIT: Ok I just did a bunch of number crunching, it seems like he tempered flesh perk is reducing each rank in it additively instead of replacing. So instead of rank 5 reducing 100 incoming damage by 50 it's reducing it by 85 (taking 100 reducing it by 10%=90 then 20% off that= 72 30% off that=50 40% off that = 30 and 50% off that 15.)
A temporary solution would be to keep rank 1 at 0.90 then rank 2 at 0.89 then rank 3 at 0.88, etc. at rank 5 that leads to a total of 47.5% damage reduction. Looking at my second edit would be a better solution.
EDIT 2: Looking at the Magic Resistance perk in Alteration as a reference, it seems that they have it set up so that the perk slot doesn't do anything itself, it references an ability that is a constant effect spell for it's effect.
So it seems you should make seperate constant effect abilities and have the perks reference them.