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Robbie

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Robbie922004

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47 comments

  1. DarkNova50
    DarkNova50
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    This mod doesn't get enough love. Definitely a worthy addition to the list. 
  2. Yashori
    Yashori
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    The respect potion is not working at all for me, any advice ? ( I've got SKSE in order and up to date. )
    1. Yashori
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      Well, I've been trying everything to get this mod to work, except broadcast that keep telling me that the respec is going on, and finally that is done, there's no respect of my skill points at all I supposed that nothing is working so will wait for an answer.
  3. LKP40
    LKP40
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    Looks interesting, especially since I always have to choose one perk over another and I feel like I'm always missing on something that could help me. So I may install this. However, do I have to create a new character or can I use it mid-playthrough? Also, is there a way to know what each perk does with your mod before installing (inside a guide or a readme)?
  4. Raethal77
    Raethal77
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    Hi! I've found this gem yesterday and loaded it into my mod list: I wanted to change Ordinator to something more vanilla-friendly, but not excatly vanilla. So I found EPO.
    It's great, I love your small changes, however I do have one question: Would it be possible to change perks that require all pieces of armor to require only 4/3? Honestly, that's the only addition/change I would like to see in your mod to improve vanilla perks.
    Great job!
    1. TiberiusFrost
      TiberiusFrost
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      https://www.nexusmods.com/skyrim/mods/96011 This mod removes the requirement of wearing all 4 pieces from perks, i. e. what you're looking for.
  5. Faelrin
    Faelrin
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    So I'd like to use the customization commands so that all the skills do the automatic perk thing after perk investment. I'm assuming I can just make a bat file with all the "set _ to 2" console commands and use the respec potion after running the bat. Now I'm just a little confused on how I should be writing the skill names that have two words like Heavy Armor and One Handed. Would they be two words with a space, a - in between them, or just one word? I'm also wondering if doing this would effect the Alchemy Experimenter perks or not, or if it would just effect the base perks only.

    One more thing, any idea if this would have any compatibility issues with the changes made in Weapons and Armor Fixes Remade (like the changes to the Steel perk that makes it able to upgrade Iron, Leather, etc like the Steel armor after taking it)?
    1. Robbie922004
      Robbie922004
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      These are the .bats I use:

      set EPOAlteration to 0
      set EPOConjuration to 0
      set EPODestruction to 0
      set EPOEnchanting to 0
      set EPOIllusion to 0
      set EPORestoration to 0
      set EPOArchery to 0
      set EPOBlock to 0
      set EPOHeavyArmor to 0
      set EPOOneHanded to 0
      set EPOTwoHanded to 0
      set EPOAlchemy to 0
      set EPOLightArmor to 0
      set EPOLockpicking to 0
      set EPOPickpocket to 0
      set EPOSneak to 0
      set EPOSpeech to 0

      Switch to 0/1/2 as you prefer. Usually I set everything to 2 and then set 6ish skills to 1 from there.

      This shouldn't have any incompatibilities with anything whatsoever (besides other perk overhauls obviously).
  6. Alifardhu
    Alifardhu
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    This mod is very good, I really appreciate it. But I have a question. Does this mod automatically apply to the first perk only? For some reason my One-Handed (30) does not automatically open more perks than the first. Sorry if I missed something. Thank you!
    1. Robbie922004
      Robbie922004
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      Only the base perk (the first perk in each tree) levels automatically. The only exception to this is the Experimenter perk in the Alchemy tree, which also levels up on its own.

      This mod's aim is to enable the player to conserve more points so they can dip their toes into more skills, but not to do complete auto-leveling.
    2. Alifardhu
      Alifardhu
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      Very good! Thank you for the response.
  7. tanzplagen
    tanzplagen
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    Hi,

    If I am already using another mod that overhauls the Smithing perk tree - such kryptopyr's Smithing Perks Overhaul - and would prefer to keep that mod's changes to the Smithing tree, and use EPO's changes everywhere else, do I just need to place EPO's ESP file before Smithing Perks Overhaul in the mod order list? Or will I need to make a patch to make these 2 mods work together?


    Thanks,

    Dan.
    1. Robbie922004
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      Placing EPO higher than Smithing Perks Overhaul should do the job. If it doesn't, I'd recommend using TES5Edit to snip the reference to the Smithing perk tree from EPO.
    2. tanzplagen
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      Hi,

      Thanks for the reply. I have looked at both mods in TES5Edit now, and it appears that Smithing Perks Overhaul (SPO) and EPO have only 1 record that both mods edit: "AVSmithing "Smithing" [AVIF:00000450]". I am assuming that this record this is the smithing perk tree definition then, yes? So if I just remove the AVSmithing entry from EPO, then SPO defines the smithing perk tree, and the load order between them does not matter anymore? Does that sound correct?

      Also there are 2 Form Lists in your mod. They appear to be used in the Install/Uninstall scripts. But the script .psc source files are not included with the download, so I cannot see exactly what they do. But both are lists of PERK entries, including some smithing perks. Should the smithing perk entries be removed from these 2 Form Lists to ensure that EPO cannot apply its smithing perks when installing/uninstalling?

      FormID Lists:

      02004949 <MODEPOVanillaPerksToRemove>
      - remove 10 items from list, leaving about 250 other perks left in the list
      SteelSmithing "Steel Smithing" [PERK:000CB40D]
      OrcishSmithing "Orcish Smithing" [PERK:000CB410]
      GlassSmithing "Glass Smithing" [PERK:000CB411]
      ElvenSmithing "Elven Smithing" [PERK:000CB40F]
      EbonySmithing "Ebony Smithing" [PERK:000CB412]
      DwarvenSmithing "Dwarven Smithing" [PERK:000CB40E]
      DaedricSmithing "Daedric Smithing" [PERK:000CB413]
      ArcaneBlacksmith "Arcane Blacksmith" [PERK:0005218E]
      AdvancedArmors "Advanced Armors" [PERK:000CB414]
      DragonArmor "Dragon Armor" [PERK:00052190]

      0200494A <MODEPOModPerksToRemove>
      - remove 6 items from list, leaving just 2 Enchanting perks left: in the list
      MODEPOSmithingApprenticeSmithingPerk01 "Apprentice Smithing" [PERK:02000D81]
      MODEPOSmithingDragonSmithingPerk01 "Dragon Smithing" [PERK:02000D85]
      MODEPOSmithingExpertSmithingPerk01 "Expert Smithing" [PERK:02000D83]
      MODEPOSmithingJourneymanSmithingPerk01 "Journeyman Smithing" [PERK:02000D82]
      MODEPOSmithingMasterSmithingPerk01 "Master Smithing" [PERK:02000D84]
      MODEPOSmithingNoviceSmithingPerk01 "Novice Smithing" [PERK:02000D7F]

      So with AVSmithing record removed and smithing Perks removed from the Form Lists, does that remove the EPO smithing changes then? There are also PERK/SPEL/MGEF smithing entries - should they be removed also for good measure? Or are they not doing anything on their own?None of the Virtual Machine Adapter entries that reference those scripts pass any of the smithing PERK/SPEL/MGEF entries, so I would I be correct in assuming they are safe to just delete also?


      Thank you for your help!


      Dan.
    3. Robbie922004
      Robbie922004
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      The form lists are for the install/uninstall/respec scripts, don't remove them.

      If you snip AVSmithing on its own you should be good. Unlike the other trees, it doesn't use auto-leveling of any kind and is safe to remove on its own. You shouldn't need to remove any of the associated perks or magic effects.

      That being said, I'm still somewhat confident that if you just put SPO lower in your load order it should save you the hassle.
  8. Duke Fortuna
    Duke Fortuna
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    Oops, outdated info, please ignore
  9. KingfoxXephcas
    KingfoxXephcas
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    Is this compatible with your "Revenge of the Iron Daggers" mod? Building a new mod list and just wanted to know.
    1. Robbie922004
      Robbie922004
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      Yessir. Revenge of the Iron Daggers is compatible with everything. Compatibility notes for each mod can always be found on their respective pages.
  10. Kredans
    Kredans
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    Any chance this might be coming to the special edition?
    1. Robbie922004
      Robbie922004
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      It will be. I've rebuilt it so the respec works without SKSE, and so you can choose which skills level automatically/which ones require perk investment/which ones don't. I'm not ready for a public release just yet because I might be making more changes but know that it's in the works.

      If anybody is really itching for it, send me a PM and I'll hook you up with a private link ahead of a full release. The version I've got is currently fully useable.
    2. Kraynic
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      I came over here just to see if there was any plans to port this over. I'll wait until you are ready for the public release. I'm just glad to know it is coming.