Skyrim

Ideas (657 comments)

  1. littleblackwing
    littleblackwing
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    Does anyone know if there's a way to remove items from the leveled list? I run this with VIGILANT, because the perk tree makes combat more interesting, but seeing bandits run around with Smough hammers that deal 4 damage is kind of... odd. I'm gonna mess with TesVEdit either way but if anyone knows that would be super helpful! I'm new to this whole modding scene so if there's an easy way to do this with TesV please let me know. Thanks in advance!
  2. mrcoyman
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    does anyone never thinks of hand-to-hand destruction spells martial arts like casting a thundery shock at your fist?
  3. argininesy
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    Been playing with PerMa for a couple years now and I don't think I could ever go back to vanilla skyrim. I do have a few minor gripes though:

    Destruction magic feels a tad overpowered now, especially at later stages. I say this as someone who almost always plays mage-types. The master destruction perk that triples the damage output of spells means that fights with vanilla enemies become trivial and are over in seconds. I feel that that particular perk could stand to be nerfed.

    Enchanting as a whole feels too weak. At 100 Enchanting skill and all perks the strength of enchantments are too weak for the amount of investment required. Looking at the perks in Creation Kit, the second level of the Enchanter perk only benefits the enchanting skill up to level 100, so even using a skill uncapper doesn't seem to have any benefit. I would suggest removing the upper level cap for the Enchanter perk, and making each perk in the tree provide a bigger boost to enchantment strength, say, 5 to 10 percent each. Great Infusion needs a significant buff to be worthwhile, either a higher passive enchantment boost or much stronger effects while active. On the note of Great Infusion: I'm still getting a pair of dragon sigil stones every time I load my save. I'm going to have to convert Breezehome into a ballpit at this rate.

    Wayfarer seems to be lacking in relevance for players like me who dont use survivalist mods. It's a nice way to get extra experience towards level-up just by running around, but it doesn't have any major practical use without serious perk investment. I wouldn't mind seeing the cooking system tied to Wayfarer like it was with the survival skill from FO:NV. Raising wayfarer could make food more efficient at healing or confer additional bonuses from eating, which would make the skill and food both more impactful to the game. I also noticed in my playthroughs that lurkers are affected by the lore/harmony perks, while horkers apparently are not. This doesn't make the most sense to me, since lurkers are daedra from Oblivion, while horkers are relatively common animals native to Skyrim.

    The inventor gadgets from Dexterity feel a tad too weak and/or fragile to be worthwhile.

    Damaging auras are ridiculously OP with the Life and Death and auramancer perks. At 100 destruction and restoration I can clear an entire cell of enemies in about a minute just by standing inside the entrance and letting the aura damage kill everything. I think that either the damage percentage bonus from life and death should be weakened, or the maximum radius should be severely reduced. The aura damage also seems to kill random wildlife like rabbits and deer whenever an active hostile is being affected by the aura.
  4. HlBlanklH
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    Just a few things about this mod that make it odd for me to use. it would be wonderful if it could be changed. the fact that money has a weight idk if you can fix that or not (no modding experience) and also the fact that the vanilla armour stats are changed so durasticly. more so that in skyre. this also leads to havving things like immersive armors being useless. thanks for the read
    1. ryko13
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      ....... it doesn't take being a modder to change a setting in tesedit5...
    2. becarval
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      Put your money in a safe in your house. Learn how to manage weight (with carry weight enchanted ring, amulet and stuff), bring fortify carry waight potions with you (learn how to craft them too). In fact, if you patch this mod right, the armors from IA will be all good.
    3. argininesy
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      There is a perk in the Dexterity tree that makes gold weightless, although it takes a few points of investment to get to.

      You could also probably edit gold's weight using CreationKit or TES5Edit.

      As for Immersive Armors being made useless, make sure you have all the right patches installed, as well as a proper load order with LOOT. I find that a bad load order can give modded equipment funky values.
  5. MRM70
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    A little suggestion - can you add cooking recipes for human, elven and any other flesh and eatable bodyparts I have not seen yet ? Would be helpful for cannibal RND and iNeed users.

    And maybe in general a branch of cooking skills in alchemy.
    1. argininesy
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      I wouldn't mind seeing cooking being tied into the Wayfarer skill, like the Survival skill from FONV. Higher wayfarer could make food more efficient at healing, so that it is somewhat practical instead of just immersive for non-survivalist players.
  6. Thedanimal888
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    try'd to read through b4 asking but theres so much here. does anyone know if there are perks for fighting with ur bare hands like in skyre? im rebuilding my skyrim from the ground up again and i always build a khajit assassian class who kills with his hands frist. thx for any feed back?
    1. argininesy
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      Ditto on this. I wouldn't mind seeing a perk or two that benefits unarmed combat, like something that allows your unarmed strikes to increase in damage with the Dexterity skill or Stamina. If nothing else, this would make winning brawls much less of a drag.
  7. clickerz16
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    I think this mod have potential, but at the moment its not worth using.
    Reasons:
    1. Installation, maintenance and other tecnical aspects not worth the time wasted.
    2. Magic bias. All you need is an iron knife and you can murder the world and also yourself.
    3. When can you consider a weapon perfect if you cant f**king enchant it. Makes smithing impotent and super weak.
    4. T3nd0 hates enchanters. You need all perk to increase enchantment power, it not the worst part tho, he even wants you to spend dragon soul for a very minute boost replacing the dual enchantment at encha lvl 100.
    (The author is one of those magician loving peron who hates those who became god in skyrim via enchanting, smithing, alchemy, vampirism, ahzidal's genius, and sneak. Dude bethesda hates magic live with it lol)
    5. Wayferer is no use.
    6. A lot more to name.

    In the end ty for the effort t3nd0 i appreciate it, but its not realy balance as you claim it to be, and I am the dragon born but your mod makes me feel incompitent even at level 75
    1. becarval
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      Hater? Oh well, At level 71 (Master dif) I'm pretty much HKing everything with my Legendary Warforged Dragonbone 2H Mace. Harkon took a serious beating, couldn't handle 4 blows (1 charged, 2 normals and 1 charged). Pretty much manhandling everything with my Legendary Warforged Dragonscale Shield + Legendary Warforged Dragonbone Sword. And I don't even use Thu'ums. Learn your game right, man.
    2. argininesy
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      "Installation, maintenance and other technical aspects not worth the time wasted."

      Well it is a pretty big and hefty mod that overhauls a lot, so yeah, it's going to need time, data space, and patchers to make it work right. There are tutorials floating around that do a pretty good job of explaining how to properly patch for PerMa and for making Bashed and Merged patches.

      "Magic bias. All you need is an iron knife and you can murder the world and also yourself."

      What exactly do you mean by this? Are you referring to the Spellbinder perk that lets you swing a knife or fist to rapid-fire spells? I do think that the Master Destruction perk is rather overpowered, especially in combination with destruction spells now becoming stronger with skill increase; chained 3x damage Heavy Fireballs take all the challenge out of boss battles. Maybe scale it down to 1.5x or 2x?

      "When can you consider a weapon perfect if you cant f**king enchant it. Makes smithing impotent and super weak."

      I don't think Warforged is supposed to be an endgame perk, so much as something that holds you over until your enchanting or magecraft is high enough to be worthwhile. Players who invest heavily in smithing initially can expect to get strong weapons and armor that makes them tough in traditional combat yet somewhat weak to magic. It's a tradeoff.

      "T3nd0 hates enchanters. You need all perk to increase enchantment power, it not the worst part tho, he even wants you to spend dragon soul for a very minute boost replacing the dual enchantment at encha lvl 100. "

      On this one I agree. While enchanting was OP in vanilla Skyrim, I think T3nd0 went a little overboard in nerfing the skill. At 100 Enchanting skill and all perks the strength of enchantments are too weak for the amount of investment required. Looking at the perks in Creation Kit, the second level of the Enchanter perk only benefits the enchanting skill up to level 100, so even using a skill uncapper doesnt seem to have any benefit. I actually edited the enchantment perks to each give a higher boost to enchanting and removed the upper level limit for the Enchanter perk. And I also agree that the Great Infusion perk needs a significant buff to be worthwhile, either a higher passive enchantment boost or make the dragon enchantments way stronger.

      "5. Wayferer is no use."

      I think Wayfarer is meant to be used in conjunction with survivalist mods like Frostfall that introduce elements like hunger, thirst, hypothermia, etc. and would most benefit players in those regards. For players who don't use survivalism mods Wayfarer doesnt have much direct use besides making wildlife less annoying (on that note, I find it weird that the animal knowledge/Harmony perks can apply to lurkers, creatures from a realm of Oblivion, but not horkers, native to Skyrim)
  8. geraintwd
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    Hi, would you consider making this work with Skyrim Community Uncapper (mod 1175) and Uncapped Perks (mod 7015) so that we can benefit from additional perks (or perk ranks) above level 100?
    Thanks
     
    1. argininesy
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      It should already work with Elys' Uncapper, you'll just need to go into the uncapper's .ini file after running all patchers to change the level and skill caps.
  9. fikri92
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    after installed this the marks of miscellaneous quests not shown.. how to fix it
  10. skarzt
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    Please inform whether PerMa be ported to Skyrim Special Edition? Or it is compatible now with SSE?
    Thanks!
    1. Tabass
      Tabass
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      Would be awesome if ported !
      Thanks for all the good work .
    2. RoxyLuffer
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      I want this too~!
    3. Chip402
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      Can't imagine Skyrim w.o this titan of a mod! :O
      Please T3nd0, we need you now more than ever!!!
    4. Demea
      Demea
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      This mod requires SKSE wich is not yet compatible with the special edition. The SKSE team said they extimate a beta release in mid-march. Until then this and all the other mods that require SKSE won't be ported to the special edition.