This recent update was mostly a polisher, and a much needed update to the ReadMe. Considering how difficult it was to actually read the ReadMe, it seemed strange. All the changes and additions are now catagorized in their respective skills, and the trees those skills belong, in alphabetic order. It should be much easier to read and understand now.
As per usual, bugs mentioned have been fixed. As for the Battlemage perks not showing any text (as per a commentor below) I have seen no evidence of this on my end, and the game code doesn't suggest there is anything wrong or missing. If anyone else is experiencing this issue, please notify me immediately.
Most information regarding SkyPerk can be found in the ReadMe, so please look there for answers to your questions before asking in the comments.
Thank you all for the support and patronage you have given me, and, as always, happy gaming!
I'm glad so many people have enjoyed this mod. It makes it all worthwhile, and gives me ample reason to continue working on it, and improving it. This mod is not only for myself, but for everyone. So any input, criticisms or suggestions are all welcome. I make note of every single one of them, with equal importance. If anyone would like to know what I have planned, what I'm currently working on, either specific details about something, or just in general, please let me know.
This perk was named for the type of class that may be using it, rather than the effect it applies. It was meant to benefit Illusion mages who are also sneaky assailants.
It is, however, a likely addition to my list of changes for the next build. There are many. I am not able to work on this as often as I would like to, but I am always open to suggestions and criticism, and am always keeping notes.
I haven't use the mod yet, only read the readme.txt and I got some questions
1) Is the Trick Shot perk safe to use? I read on another mod page (I can link to it if you wanted) that since Archery is common, disarm from Trick Shot can cause save bloating.
I apologize for the extremely late response, I haven't been on in a long while. Unarmed combat has been an effort of mine to include in the next versions of the mod. Still not sure when I can upload it, though.
As for the save bloating, I'm not sure how that would even be possible, aside from weapons being left behind. If that's the case, then any bloat is minimal and no cause for worry.
Hi, I just downloaded your mod and I'm very excited to start a new playthrough with it, I love how you made significant changes without taking away the feeling of vanilla Skyrim, for me, mods like yours are the best. I'll be back to give my feedback when I've already advanced more in the game. Congrats.
I appreciate your kind words and excitement. Due to RL issues, I've been slowly working on this, and haven't done as much as I would like. If you end up liking this, but feeling like it isn't quiet polished enough, track SkyPerk and give me whatever feedback you can. I will surely update this in the future, when life gets back on track. I hope you enjoy playing with this as much as I enjoyed making it!
I appreciate the enthusiasm. It hasn't been updated in some time, but it has been constantly worked on since then. Just waiting to hit that "sweet spot" where I think it'll be ready for it.
Let me know what you think, and definitely tell me what could be improved or changed in some way.
So far I've been really enjoying the mod with the Mod List I have developed. I've been playing a mage, and have been working my way through Conjuration, Destruction and Alteration. Kind of going for a battle mage, and I like that there's special perks in the restoration school for that.
I am still checking out things, and want to see how well the speech-craft perk tree plays, cause I know that tree was poorly designed. I liked you made the Intimidation perk a higher tier perk. I may not have detectable much of the nuances yet, but so far, so good. Liking it.
Green Thumb: This particular alchemy perk, I've always wondered why it was such a high skill perk. Could Green thumb be broken up into a tiered perk ? Maybe 1st rank at skill 40 (would be a x2 multiplier), and the 2nd rank at skill 80 (would be a x4 multiplier). At least then this gives the character a sense of progression in this regard. Alchemy is pretty slow as is. EDIT: Okay, after reading your description of the green thumb effect. You can forget what I have written, but I still think a skill of 80, is pretty steep. But that's just me xD
Another question is, how compatible do you think Apocolypse Spells is with this mod ?
I poked around for a bit, and found that there are no conflicts between SkyPerk and Apocalypse or Wintermyst. There are a few conflicts with CCOR and Ars Metallica, however. I'll make a patch for those once I roll out the next update. The conflicts have to do with arrow and jewelry smithing, but nothing else. It's because of the new crafting perks in the smithing tree.
The speech tree hasn't changed much from vanilla, yet. The changes and additions are slated for the next update. As for Green Thumb, I've always felt it was an underwhelming perk, especially for the skill level it requires. Even after I changed it, I wasn't very pleased. I'll likely be changing it again in the next update to something more worthwhile and something that is actually deserving of the requirement.
Thanks for the feedback and suggestions. Let me know if you have anything else you'd like to ask, or something you'd like to suggest.
Glad to know what the issues are with CCOR and Ars are pretty minor, might just go ahead and change out Ars with CCOR, I have made some of my own patching of course. And yeah, I couldn't find any issues with Apocalypse magic either. Looking forward to see what you do in the next update! As for the green thumb, I might suggest the ranked idea then. Have set at skill 25,50, 75, you can increase the normal green thumb perk multiplier perhaps ? I had thought of something like this myself.
Several Things I have come across from my playing so far. My current playthrough has been a barbarian Nord using two-handed weapons and heavy armor.
Archery seems to level pretty slowly, I might adjust my uncapper settings to account for this. Not that I couldn't go visit a trainer to beef this up above skill 20, which I did.
I was wondering if you could edit some of the smithing perks, so it shows some of the recipes they can access. For example, I had to search online to find out what perk (The Elven smithing) to take to unlock the Nord plate armor recipes. which seems friggin weird to me. That and I needed access to the perk to smelt the quicksilver necessary. This seems awfully lore breaking to me for a Skyrim setting, why would a Nord want to learn Elven Smithing to make some of their ancient gear?
Perhaps a seperate smelting perk for higher level ore? Perhaps making a separate Perk, called Ancient Nord (just beyond advanced armors)?
Apologies for the late response, I've been without internet for a while. I'll do what I can to alleviate your concerns.
The skill leveling was calculated incorrectly when I designed it, which is why I uploaded the Vanilla Leveling file. However, this has been fixed in the next update and is better balanced for each individual skill, rather than a static adjustment across the board.
As for the smithing issues, I'm not sure why they are like that. I don't remember restricting smelting specific ores to perks. If so, I will have to remove it because that doesn't make much sense. Also, you are correct about the Nord Plate and how it should not be in the Elven perk. I believe that is a vanilla requirement though, and not something that I did. I'll take your suggestion to heart and see what I can come up with to fix that oversight.
Also, what did you have in mind for editing the perks to show what they grant access to? Like editing their descriptions, or what? I could add books to the game in a lore-friendly and seamless manner to delve deeper into what each perk tree does. It would probably be more fun than reading a bland informational description.
I dunno, what do you think? I like receiving feedback from people. It really does play a major role in what changes or updates in the mod.
Hey VanScythe, thanks for taking the time :) You know I like that, put a blacksmithing book near every blacksmith forge. So peeps can see what kind of recipes each perk provides. and would probably be simpler than trying to edit the perk info which would be limited by the UI anyways. And you are right that the recipes are more than likely a result of the normal vanilla game. As for Ore, I just realized that this limitation is because of the Ars Metallica mod so you can ignore me there. I'll probably delete those references then. or tweak them to my own taste. And I only use that mod cause it provides smithing xp from the tanning rack and prospecting.
If that's all you use it for, then you'll be glad to know that is also an addition to the next update. Your smithing skill increases through tanning and smelting. I've considered doing the same to the weapon wheel and workbench, but I'm not sure yet.
Also, you're correct about the UI limitations. It would be difficult getting all the info with the little space that is given in the skills menu. I like the idea of the books, and will probably do something similar for some of the other skills as well.
Created a Patch for one of my mods, https://www.nexusmods.com/skyrim/mods/84650 . Finally got that perk/harvesting idea to work. :) And of course, now its apart of your mod which I still love so much. :)
This mod is great i love it thank for making it. But it would be great if the perk INSIGHTFUL ENCHANTER and CORPUS ENCHANTER would work on clothing like in vanilla. Playing a mage is fun but to have to put armor on to gain more mana or to have less mana cost make no sense at all. If not why not make the perk SCHOLAR have a second rank.
I'm glad you're enjoying it, and I appreciate the feedback.
If you want more mana, or to make spells cost less, you are absolutely free to do so. Insightful and Corpus are stronger, but they are only able to be used with specific kinds of enchantments, and don't include the added jewelry buff. Scholar doesn't restrict what kind of enchantments can be used and the bonus applies to jewelry as well, but it is a little less potent than the others are because of it. However, I've been planning on further tuning the perks in question with more specific abilities, rather than the standard "more power per tier" that they are, to add a little more flavor to each tree. To be quite honest, I had a very vague idea of what I wanted out of the Enchanting tree when I started, but I have more concrete plans for the entire overhaul now, including enchantments. There are going to be many changes to how many of the perks work in the near future. I'm sure your mage will be happy once the update rolls out.
If you've got any more suggestions or issues, be sure to let me know!
Sure thing. I was wondering if you could give us a few ideas about your load order, and what you built Skypark overhaul around. Something like that would help me immensely, so I know what kind of mods I can build around it.
I actually started it off by itself, to attempt to bring back the skill-based builds of previous Elder Scrolls games. I missed building a character around a set class. It made the older games feel more challenging and restrictive, and gave it more of a sense of role-play. At least that's how I felt about it. I then slowly built it to work along side my yet-unreleased magic overhaul. The biggest part about SkyPerk is that it doesn't have a lot of frills or superficially added content. I wanted to make it feel as if it belonged in the original game, albeit with a few strays here and there for personal flavor.
In regards to my personal load order, I generally run immersion, quest/land/location, gameplay, interface, and magic mods. I would recommend mods that add extra game mechanics that you could use along side the perks, such as stealth, magic or combat mods. Mods that enhance the overall game, but don't try to overhaul everything about it, as it may just end up being too busy.
In the end, there's plenty for everyone to enjoy, so any load order should do fine as long as it doesn't conflict with anything here. I've designed the individual effects so that they'll work with any mods that may call on those perks, so long as those mods don't attempt to alter the perk effects in some way. So, pretty much anything that feels as if it should have belonged in the base game would be perfect, and anything else that fits your fancy should work just fine.
Also, any mods that utilize skills and perks to their benefit would work very well here. Such as schools, trainer enhancements, perk related quest mods, skill books, and so forth. Followers that use specific class builds would benefit greatly from this, as long as they don't alter any of the base perks.
Just don't forget that this isn't simply a tiered perk overhaul, where each next step is just stronger than the last. Each new level comes with a different added bonus specific for that class. For a full list of what's currently inside, you'll need to look over the ReadMe. If I were to list everything that a perk does in-game, the menus would look like s**t.
Again, if you've any suggestions/complaints, or would like to let us know of any other mods you think would go well with this, let me know and I'll be sure to add it all to the list.
Yeah I noticed. There's lots of goodies all over the skill tree's that can work in tandem together. Which makes this very nice. I'm trying to stay away from mods that might effect this mod, like CCOR. My biggest mods are Ars Metallica instead, Realistic Needs & Diseases, True Medieval Economy Updated (by DanielUA), and Wintermyst.
I'm not sure what you mean by that. There are no perks in this mod that require a skill higher than 100. I've made the perks in a way that allow you to acquire or keep the perks if you use a skill uncapper and go over 100, but none of them need more than 100 in a skill.
What exactly are you trying to accomplish, but are unable to?
92 comments
This recent update was mostly a polisher, and a much needed update to the ReadMe. Considering how difficult it was to actually read the ReadMe, it seemed strange. All the changes and additions are now catagorized in their respective skills, and the trees those skills belong, in alphabetic order. It should be much easier to read and understand now.
As per usual, bugs mentioned have been fixed. As for the Battlemage perks not showing any text (as per a commentor below) I have seen no evidence of this on my end, and the game code doesn't suggest there is anything wrong or missing. If anyone else is experiencing this issue, please notify me immediately.
Most information regarding SkyPerk can be found in the ReadMe, so please look there for answers to your questions before asking in the comments.
Thank you all for the support and patronage you have given me, and, as always, happy gaming!
What it does: additional spell damage and effectiveness
Does anyone else think the name is kind of, you know, not fitting?
It is, however, a likely addition to my list of changes for the next build. There are many. I am not able to work on this as often as I would like to, but I am always open to suggestions and criticism, and am always keeping notes.
1) Is the Trick Shot perk safe to use? I read on another mod page (I can link to it if you wanted) that since Archery is common, disarm from Trick Shot can cause save bloating.
2) Any chance of support for unarmed combat?
As for the save bloating, I'm not sure how that would even be possible, aside from weapons being left behind. If that's the case, then any bloat is minimal and no cause for worry.
Let me know what you think, and definitely tell me what could be improved or changed in some way.
I am still checking out things, and want to see how well the speech-craft perk tree plays, cause I know that tree was poorly designed. I liked you made the Intimidation perk a higher tier perk. I may not have detectable much of the nuances yet, but so far, so good. Liking it.
EDIT: Okay, after reading your description of the green thumb effect. You can forget what I have written, but I still think a skill of 80, is pretty steep. But that's just me xD
Another question is, how compatible do you think Apocolypse Spells is with this mod ?
I poked around for a bit, and found that there are no conflicts between SkyPerk and Apocalypse or Wintermyst. There are a few conflicts with CCOR and Ars Metallica, however. I'll make a patch for those once I roll out the next update. The conflicts have to do with arrow and jewelry smithing, but nothing else. It's because of the new crafting perks in the smithing tree.
The speech tree hasn't changed much from vanilla, yet. The changes and additions are slated for the next update. As for Green Thumb, I've always felt it was an underwhelming perk, especially for the skill level it requires. Even after I changed it, I wasn't very pleased. I'll likely be changing it again in the next update to something more worthwhile and something that is actually deserving of the requirement.
Thanks for the feedback and suggestions. Let me know if you have anything else you'd like to ask, or something you'd like to suggest.
As for the green thumb, I might suggest the ranked idea then. Have set at skill 25,50, 75, you can increase the normal green thumb perk multiplier perhaps ? I had thought of something like this myself.
Archery seems to level pretty slowly, I might adjust my uncapper settings to account for this. Not that I couldn't go visit a trainer to beef this up above skill 20, which I did.
I was wondering if you could edit some of the smithing perks, so it shows some of the recipes they can access. For example, I had to search online to find out what perk (The Elven smithing) to take to unlock the Nord plate armor recipes. which seems friggin weird to me. That and I needed access to the perk to smelt the quicksilver necessary. This seems awfully lore breaking to me for a Skyrim setting, why would a Nord want to learn Elven Smithing to make some of their ancient gear?
Perhaps a seperate smelting perk for higher level ore?
Perhaps making a separate Perk, called Ancient Nord (just beyond advanced armors)?
Just ideas or thoughts thus far.
The skill leveling was calculated incorrectly when I designed it, which is why I uploaded the Vanilla Leveling file. However, this has been fixed in the next update and is better balanced for each individual skill, rather than a static adjustment across the board.
As for the smithing issues, I'm not sure why they are like that. I don't remember restricting smelting specific ores to perks. If so, I will have to remove it because that doesn't make much sense. Also, you are correct about the Nord Plate and how it should not be in the Elven perk. I believe that is a vanilla requirement though, and not something that I did. I'll take your suggestion to heart and see what I can come up with to fix that oversight.
Also, what did you have in mind for editing the perks to show what they grant access to? Like editing their descriptions, or what? I could add books to the game in a lore-friendly and seamless manner to delve deeper into what each perk tree does. It would probably be more fun than reading a bland informational description.
I dunno, what do you think? I like receiving feedback from people. It really does play a major role in what changes or updates in the mod.
You know I like that, put a blacksmithing book near every blacksmith forge. So peeps can see what kind of recipes each perk provides. and would probably be simpler than trying to edit the perk info which would be limited by the UI anyways. And you are right that the recipes are more than likely a result of the normal vanilla game.
As for Ore, I just realized that this limitation is because of the Ars Metallica mod so you can ignore me there. I'll probably delete those references then. or tweak them to my own taste. And I only use that mod cause it provides smithing xp from the tanning rack and prospecting.
Also, you're correct about the UI limitations. It would be difficult getting all the info with the little space that is given in the skills menu. I like the idea of the books, and will probably do something similar for some of the other skills as well.
If you want more mana, or to make spells cost less, you are absolutely free to do so. Insightful and Corpus are stronger, but they are only able to be used with specific kinds of enchantments, and don't include the added jewelry buff. Scholar doesn't restrict what kind of enchantments can be used and the bonus applies to jewelry as well, but it is a little less potent than the others are because of it. However, I've been planning on further tuning the perks in question with more specific abilities, rather than the standard "more power per tier" that they are, to add a little more flavor to each tree. To be quite honest, I had a very vague idea of what I wanted out of the Enchanting tree when I started, but I have more concrete plans for the entire overhaul now, including enchantments. There are going to be many changes to how many of the perks work in the near future. I'm sure your mage will be happy once the update rolls out.
If you've got any more suggestions or issues, be sure to let me know!
In regards to my personal load order, I generally run immersion, quest/land/location, gameplay, interface, and magic mods. I would recommend mods that add extra game mechanics that you could use along side the perks, such as stealth, magic or combat mods. Mods that enhance the overall game, but don't try to overhaul everything about it, as it may just end up being too busy.
In the end, there's plenty for everyone to enjoy, so any load order should do fine as long as it doesn't conflict with anything here. I've designed the individual effects so that they'll work with any mods that may call on those perks, so long as those mods don't attempt to alter the perk effects in some way. So, pretty much anything that feels as if it should have belonged in the base game would be perfect, and anything else that fits your fancy should work just fine.
Just don't forget that this isn't simply a tiered perk overhaul, where each next step is just stronger than the last. Each new level comes with a different added bonus specific for that class. For a full list of what's currently inside, you'll need to look over the ReadMe. If I were to list everything that a perk does in-game, the menus would look like s**t.
Again, if you've any suggestions/complaints, or would like to let us know of any other mods you think would go well with this, let me know and I'll be sure to add it all to the list.
What exactly are you trying to accomplish, but are unable to?