I've used sperg for years and I don't think i ever managed to take those two perks, so I never knew there was something wrong with them. If i recall, there is a speech perk that is supposed to give 50 magicka but doesn't. Makes me wonder what else is broken.
Agreed. Someone really should go through it and look what else they could find (like that rather weird stuck in slow motion bug while attacking). Mod author has been gone for quite a while, which is sad - that really is one great mod. And fixes like these really make it shine.
"I've used sperg for years and I don't think i ever managed to take those two perks, so I never knew there was something wrong with them. If i recall, there is a speech perk that is supposed to give 50 magicka but doesn't. Makes me wonder what else is broken."
The perk in question would be "Master Debater", right?
Thought that would be a simple operation of looking at the Summoner-perk in TESVEdit, which has a similar bonus - adds 50 health - and works, then apply that to said perk and only change to "add magicka" or some such. No such luck, can't make head nor tail from how the Summoner-perk is structured in TESVEdit.
Honestly, the effects of these two perks are just aesthetics, they don't add any real combat value that deserve their high level requirement. Vanilla Armsman rank 1 is better than this
"Honestly, the effects of these two perks are just aesthetics, they don't add any real combat value that deserve their high level requirement. Vanilla Armsman rank 1 is better than this"
Noted, and probably not wrong, although one could argue that five level-ups worth of additional magicka with one perk isn't too shabby a bonus, while certainly far more useful at lower levels.
I managed to track down what was the issue with the magicka-bonus. Turns out that within SPEMasterDebaterEffect, string-entries beneath PerkName and SkillName were switched around the wrong way. Matter of placing "Speech" in SkillName's string and "Master Debater" in PerkName's string.
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The perk in question would be "Master Debater", right?
Thought that would be a simple operation of looking at the Summoner-perk in TESVEdit, which has a similar bonus - adds 50 health - and works, then apply that to said perk and only change to "add magicka" or some such. No such luck, can't make head nor tail from how the Summoner-perk is structured in TESVEdit.
"Honestly, the effects of these two perks are just aesthetics, they don't add any real combat value that deserve their high level requirement. Vanilla Armsman rank 1 is better than this"
Noted, and probably not wrong, although one could argue that five level-ups worth of additional magicka with one perk isn't too shabby a bonus, while certainly far more useful at lower levels.
I managed to track down what was the issue with the magicka-bonus. Turns out that within SPEMasterDebaterEffect, string-entries beneath PerkName and SkillName were switched around the wrong way. Matter of placing "Speech" in SkillName's string and "Master Debater" in PerkName's string.
Very easy edit-job with TESVedit, as it were.