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TheThirdRace

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  1. TheThirdRace
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    This mod will work with the Skyrim Special Edition. I've uploaded the version here
  2. TheThirdRace
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    If you discover a bug, please use the "Forums" tab and post in the "Bug reports" section. This will assure you I see the bug and that I won't miss anything.

    If you have a problem with my mod, use the "Forums" tab and post in the "Troubleshooting" section. This will help others to answer their own questions and this will avoid cluttering the "Posts" tab, making it easier for everyone to find what they're looking for.

    Any feedback is welcome here. If you don't like my work, I can respect that as long as you show respect in return. And if you have any suggestions, feel free to post them too.
  3. BrotherKobra
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    I noticed that when closing and reopening the game or loading a previous save, my skills would begin initializing and my skill points get reset. It seems like per the description, this should only happen once. How can I keep this from happening?
    1. TheThirdRace
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      Definitely not supposed to happen on every load 🤔

      I don't think you're doing anything inherently wrong. My suspicion is that it's one of those unique Bethesda game issues that makes no sense...

      Given how unusual the issue is, bear with me for the basic or weird questions; I'm just trying to trim down the weird stuff first...

      ======================

      This is the Skyrim version of the mod, are you per chance using the Skyrim Special Edition or the Skyrim Anniversary Edition of the game?

      How many mods do you have in your load order?

      Did you try loading the mod ESP file as the last entry to make sure it overrides everything?

      Did you try installing and uninstalling the mod?

      Did you check if the files are copied at the right spot when installing?
      (the old nexus mod manager used to skip some files sometimes, I'm paranoid)

      Did you try if a completely new game has the same issue?

      Did you try with someone's else savegame file to see if it has the same issue?

      What happens if you run the reset quests in the console?

      What happens if you run the uninstall quests in the console?

      ======================

      Let me know the answer for each of these questions, it will help me narrow down what could be the culprit.

      To my knowledge, it shouldn't be possible from a code point of view. Since you're seeing the messages, the quests do load and executes. Something is preventing the quests from going to the next stage and why when loading it doesn't detect the next stage. 
    2. BrotherKobra
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      Thanks a ton for your reply!! I love that you're still answering questions for people! I managed to find the cause of the issue; I was failing to play the game with SKSE. I was using the default Steam version, running SKSE instead of Skyrim has solved the problem! Now everything works perfectly and I'm having a blast playing with all the new changes. Thanks again for reaching out to me, I'm happy to see that you're still around helping!
    3. TheThirdRace
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      Awesome!

      Thanks for coming back with a reply too, it's really appreciated 🙇‍♂️

      P.S. For those that will inevitably ask what does SKSE has anything to do with the problem? Well, nothing per se 😅

      I'm guessing the game itself had an issue because some other mods needed SKSE and it might have caused random and unrelated issues elsewhere in the game, including the problem seen by BrotherKobra. TTRSO does not use SKSE and it's not a dependency. Bethesda games are notorious for their weird bugs, you can add this one to the list...
  4. Anelk
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    While the modularity its nice, its very overshadowed by a full install consuming so MANY esp slots, can they be safely merged?
    1. TheThirdRace
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      There's a battle-tested version with all files merged in the Skyrim Special Edition version. 

      So yes, it can be done for Skyrim (original). Just make sure you merge the correct ESP files according to the extensions you own. For example, if you are trying to merge Dawnguard esp files and you don't own that extension, it won't work well with your game. 

      Although, I'm pretty sure the Skyrim SE is free if you had the original Skyrim, so I would just migrate to that edition instead of doing the merging work yourself. This could save you some time and you'd get access to all the new mods for that version of the game.
    2. Anelk
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      Nah, those still playing Original Skyrim we all have our own reasons.

      Edit: Well after having a snack, I realised my quick answer might come across as rude. Thank you for taking your time for answering and so promptly too plus sharing your mod which looks well thought out and a finished or close to it product, hence my interest.
    3. TheThirdRace
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      Nah, those still playing Original Skyrim we all have our own reasons.

      We all have our quirks 😋

      You're right that I did plan a lot before doing this mod. I had a lot of fun playing with TTRSO and I hope everybody that goes the extra mile and really try the mod can feel the love I poured into it.

      As long as you're enjoying the game, that's what matters the most.
  5. Raukue
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    This is still my favorite perks mod. Keeps close to the vanilla but makes it better. Even taking look at Vokrii Perks by Enai, his is still a bit too technical.

    But I have a question... look at the files, do I need anything inside the Scripts folder? See I wanna use a mod called, "Burdens of Skyrim" ( https://www.nexusmods.com/skyrim/mods/89662 ) but something about your perks mod, when it comes to the penalty of 40% slower attack speed from Burdens, instead my attack speed is 40% faster. I have found it is due to your perks mod.

    I have tested with removing your perks on an existing save, but the attack speed remains. So I then decided to delete the Scripts folder from your mod and start a new game, and bingo, the Burdens mod works properly, I swing slower with my axe.

    So... I just have to know. Does deleting anything in the scripts ruin any of the perks and skills? If not, then I can still use your perks mod with Burdens of Skyrim. Also what is the ESP file in the source folder? Can I just end up using that? But mainly I want to know what the scripts is about? Is it just the Modern Brawl Fix? Which I also tested using the separate Modern Brawl Fix with Vokrii Perks and Burdens was working properly.

    Again, this is my favorite perks mod. I like how you combine all weapon types into 1 perk, so don't have to choose between swords, axes or maces. I feel somethings are made a little too OP, such as maybe 3 enchantments or being able to put increased One Hand damage on more pieces of gear than vanilla, same with, but less so, magic resists, assuming it's your mod that does that.

    Thanks you for the mod. And thanks if you reply back to this and can answer my question. If I need the scripts folder or anything else I should know.

    Edit: Looked at your site for ACE, set WeaponSpeedBaseFix to 0 but that didn't work. (Not that I was using ACE, but thought a common console command) And looking at the post below mine, you do some weapon speed bug fix? So dunno if related to that and if the fix is that simple in order for me to use Burdens of Skyrim. I will just of course, otherwise not use Burdens, no big deal.
    1. TheThirdRace
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      Hi,

      Thanks for the kind words. It's always great to see something you've put so much time in being appreciated by others.

      For the ESP in the `Source` folder, it's simply the source of the ESM file. I think I had trouble modifying the ESM directly or it required to be an ESP to be modified in the Creation Kit... In any case, it's not required for TTRSO to work.

      As for the `Scripts` folder, yes it's required.

      Looking at the names of the scripts, you can see they manage:

      - The `Reset` quests of TTRSO, which manage installation, reset and uninstallation => absolutely required
      - The `Update` quests of TTRSO (not really required since I don't update the mod anymore)
      - The weapon speed fix
      - The Equilibrium spell
      - The Ward bash effect for Ward type spells
      - The new perks in Illusion (Dream feeder, Nightmare, Phantasmal Killer)
      - The experience gained when shouting

      The `Weapon Speed` fix should not be deactivated or you'll get in a situation where perks are making you swing really slow or really fast...

      The problem was the game "set" the base weapon speed at 0 on the player and NPCs, while it should have been 1. While it doesn't affect the outcome of the base weapon speed, both acts as being 100%, it plays a crucial role in how the perks work together. Unfortunately, instead of fixing this bug for every NPC, Bethesda made the perks affecting weapon speed directly add the 100% missing because they used the 0 value. It was a workaround, but it had the side effect of preventing composition.

      For example, a perk could set the weapon speed to 1.3 (see the 1), which means you get 30% increase in weapon speed. But then another perks would give 1.2 (again with the 1), for 20% increase. Because of how Bethesda coded their workaround, your weapon speed would not be 50% increase, but instead 20% or 30% depending of whick perk went into effect last...

      Suffice to say, it makes no sense whatsoever. TTRSO's weapon speed fix sets the weapon speed on all actors dynamically to 1 and then add effects so that 20% + 30% gives 50% increase.

      With this explained, you might already see where I'm going for `Burdens of Skyrim`. That mod adds 1 to the weapon speed the same way Bethesda does with the vanilla perks. Given TTRSO already fixed the base weapon speed, you now have 1 + 1.3 = 2.3, which is a 130% increase instead of 30%...

      Given no mod author dared touch the weapon speed at the time of writing TTRSO because of how finicky it was, the thought of implementing an off switch on it didn't occur to me... With retrospective, I should have provided a way to deactivate this fix from within my mod, but alas I didn't.

      There's not much you can do, it's usually a mutually exclusive situation unless one of the conflicting mods author makes a compatibility patch.

      On that front, it's unfortunately too complicated and long to make any update on TTRSO now. Add the lack of time, and will, to the list too.

      So your only options are:

      1. Use TTRSO or Burdens of Skyrim, not both
      2. Kindly ask Burdens of Skyrim author if they could make a compatibility patch
      3. Make the compatibility patch yourself

      With the latest tools available, it should be relatively easy to edit `Burdens of Skyrim` and simply make sure the effect is not adding the extra 1 to weapon speed. Given there hasn't been any update in a couple years for that mod, you wouldn't have to worry about any update...

      Regards,

      TheThirdRace
    2. Raukue
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      Thank you for the reply! Yes, I really do enjoy this mod, I wish more people knew about it. Those who want the vanilla experience really should know about this mod. Since you provide what maybe what should've been the actual vanilla games perks. Kept simple but better balanced and don't have to branch off a different path, such as the sword, axe or mace, just for the sake of adding more perks to have. Thank you for this mod!

      I only use TES5Edit to view stuff. So I dunno where I would see the weapon speed fix. Is it a SKSE script thing? Either way I will try and find these tools to view more than what TES5Edit can do. If it's already in TES5Edit, I guess I dunno where to look.

      I don't know much about mods, but all these hours with TES5Edit has made me learn at least basics? Like I see conflicts, lower the one I prefer at the bottom or edit weapon stats or keywords if I want both. I seen yours conflicted with some, such as High Level Enemies Ability Cap Raise, mostly with just like Flame Throll. Dunno if that matters in the end, you use like FlameThroll40 and FlameTroll60 and the other mod was like FlameThroll02. I also tweaked few weapon and armor values you had on Smithing to match WAFR's values, assume that is fine.

      Sounds like I would or should have this weapon speed fix though? Sounds important, and I dunno what other mods have it or not.
      Anyway again, thanks for the reply. Really do appreciate this mod as I said. Hard to imagine playing even simple Vanilla Skyrim without it. I try to tell friends to use your perks mod, even those who have yet to play Skyrim. I tell them your mod is a must for vanilla, especially if they wanna use magic and have it scale in power.

      You don't have to help or trouble yourself though. I was just curious if there was a simple fix for it. I decided to make a crazy mod setup, for survival and immersion... thus the Burdens of Skyrim. I might not even play it, I went too crazy with it and usually prefer to keep the game vanilla but enhanced and quality of life stuff, and your perks mod is part of that setup. So once I see how I went too far with this new mod setup, will just go back to a more simple setup with your perks mod, that makes Skyrim what it should've been from the start.
    3. TheThirdRace
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      I don't remember the exact functionalities of TES5Edit, but if I remember well, you can edit records directly.

      Simply load Burdens of Skyrim in TES5Edit and try to search for weaponspeedmult.

      If TES5Edit doesn't allow a search within records, simply go with the logical paths. For every magical effect (ME...?) that affects the weapon speed, simply open them manually for modification.

      What you need to do is simply change any value greater than 1 by substracting 1.

      For example, 1.5 - 1 = 0.5, 1.3 - 1 = 0.3, etc.

      Save the modifications and you're done. Burdens of Skyrim now works with TTRSO!
    4. Raukue
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      Thanks again for the reply. I found the issue somewhat. Under "Spell" on TES5Edit. At the bottom for left and right hand penalty. Has a magnitude of 0.6. I changed it to -0.4 and seemed about right. At first I went -0.6 and it was way too slow.

      No clue where their "fix" is exactly. Under "Magic Effect" I see attack speeds. But only values I see are "Base Cost 5.0" and "Scale 1.0"... the rest of the numbers are just zero.

      Don't know if I had some other mod with the weapon speed fix, and only now Burdens combined with yours showed it's flaw, or however Burdens edited their fix, since I didn't need to change a 1 to a 0 but instead to a -0.4.

      Anyway thanks again for the advice and help. I learn a bit more everytime I have to tinker with Skyrim. End up spending more time modding than actually playing it these days but... I think many others do the same... ha.
    5. TheThirdRace
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      End up spending more time modding than actually playing it these days but... I think many others do the same... ha.


      We've all been there ;)

      As for your fix, it makes perfect sense and seems to be the right fix.

      As stated, Bethesda left the weaponspeedmult at 0 on NPCs and the player. Instead of fixing it and updating everyone at 1, they made 0 behave like if it was 1. Quick and dirty edit, it works, but has dire consequences...

      So if you think about it, the original value of 0.6 would behave the same as if it was 1 - 0.4 = 0.6. That's why your -0.4 value is working as intended.

      And a value of -0.6 would make it much slower because 1 - 0.6 = 0.4. Which translate to at least another 20% slower... I'm not sure if the calculation is logarithmic or not, that's why I say "at least".

      For the other mods, as stated there's not many that actually touch the weapon speed mechanic. Actually, counting Burdens of Skyrim and TTRSO, I think there's 4 in total, of which only TTRSO really fixes it... So the chances you encountered this incompatibility in the wild is slim to none, which explain why you only see it now.

      Have a good day!
  6. Nikita1309
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    Hello, ThirdRace!
    How do you think these perks would be distributed through ASIS or EEOS without compatibility patches, given they already coud distribute vanilla perks?
    1. TheThirdRace
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      Hi,

      I've no idea what ASIS or EEOS  are, but given your description I'd say they're program that add perks from mods to other NPC.

      Given this...

      The great majority of the perks are the original ones slightly modified. Thus it shouldn't be a problem for those.

      Some perks are completely new, but still shouldn't be much of a problem.

      The only thing I'd be careful about is the magical effect I give the player to adjust the weapon speed bug. This effect will affect all NPCs near you, like 1 cell away, which is kinda far relatively speaking. I don't know what would happen if the enemies were given the possibility to spread this effect. I think the way the effect is coded, it wouldn't change anything, but you'd have to check it out yourself to be sure. It's in the ESM in the mod.
    2. Nikita1309
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      Thank you! I`ll be sure to check it
  7. Tentacle6
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    Hey so it looks like a very balanced mod , except heart seeker from sneak , chance to do 100x damage is way too op , any way to lower it to do a fixed aditional damage? It is the only thing preventing me from installing this
    1. TheThirdRace
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      Hi,

      I had this discussion before with others and the conclusion I got from those talks is this...

      Yes, it looks overpowered, but it depends how you look at it.

      On one hand, you can shoot an arrow, hide somewhere and wait 10 seconds for the enemy to die. Easy cheesing...

      On the other hand, you could kill that enemy in 1.2 seconds with another method and be done with it... A dead enemy can't be a threat to you (unless undead ;) ).

      I tend to believe time to kill (TTK) is a lot better metric of how overpowered a skill can be. Giving ways to players to cheese the game, given they take the time to apply them, is fair as it allows less skilled players to go through some difficult parts of the game.

      If this doesn't satisfy your inquiry, you could always open the mod in the the Creation Kit and lower it yourself. I just think it's a lot of trouble for something that won't have as big an impact as you think it will. I won't argue any further as it pertains to your personal preferences and your fun doesn't have to be mine and vice versa. What matters is you enjoy the game and have fun.
  8. adrielic
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    My favorite perk overhaul mod so far. God's work!
  9. zieraq
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    Is this mod compatible?
    HT Casting Regeneration
    https://www.nexusmods.com/skyrim/mods/60949/?

    it says "This mod only adds new forms and scripts, so it will be comparable with anything and everything. Even other mods that might mess with the player's magicka, as my mod only modifies it via the RestoreAV command (never directly sets it)."

    It kinda baffled me why magic regeneration is capped during combat so i was thinking this mod would rectify it. Hopefully compatible with TTRSO. Peace!
    1. TheThirdRace
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      Hi,

      As far as I can see, it should be compatible no problem. Be it loaded before or after, no difference at all.

      Have fun!
  10. SootyFemur
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    I've created patches for each module for the Unofficial Skyrim Legendary Edition Patch. I've also made separate patches for other bug fixes, mostly to do with percent chance conditions, and I'll probably tackle WAFR and CCF next.

    Right now these are in lots of separate patch plugins, for use with Merge Plugins. Is it okay with you if I post modified/merged versions of your plugins as well?
    1. aezart
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      Ooh sounds neat. Author, please consider allowing patches from this guy.
    2. zieraq
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      dude plz share it why u keeping it for yourself?
  11. SoloManGames
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    Hi ThirdRace! Thank you for this excellent mod! I love how well-balanced and thought out it is. I've been searching and searching for something exactly like this since all the other perk mods either add too much—overstepping the bounds of a perk mod—or they add too many perks with X% this and X% that that are hard to tangibly experience during gameplay. I like TTRSO because I can combine it with realism/hardcore mods like without feeling overpowered like you would with other perk overhauls.

    As one other commenter mentioned, the only perk that I feel is overpowered is "Puncturing Shot" from the Archery tree. If I wanted to remove it from my game can I just delete the Perk entry using xEdit/SSEEdit?

    Thank you for your time! Endorsed and kudos!
    1. TheThirdRace
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      Instead of removing the perk entry, you might as well reduce the values instead. This way, you keep the number of perks intact (balance between skill trees) and you solve your problem too.

      Glad you like the mod, have fun!
  12. BlackShruikan
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    Exists a patch for CACO 2?
    1. TheThirdRace
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      No idea what CACO 2 is, but I'd guess there's no patch with TTRSO...

      TTRSO is modular, so usually people use only the modules they want. Some people still use all the modules but load them before or after certain other perk mods, depending on their needs. I'm not doing esoteric stuff in my mod and I structure things well, so TTRSO usually plays relatively well with other perk mods.