Where do vampire destruction spells like vampiric drain, and in the case of better vampires mod hemalurgic spike, anflames of cold harbor, fall in the perk tree if I wanna make them stronger?
I'm curious what you did with the Bound weapon perks ? Did you keep them in Conjuration, or did you move them to destruction (which is what they used to be in earlier elder scroll games).
Hi! It is the first time that I read in full the page about a Perk Overhaul mod about Magic. I really appreciate and I totally agree with your view point on Magic and I was looking for a mod like that! A mage has to GROW and don't just have everything on a silver plate ready for use! And this view point about specializations like Phyromancy It's amazing! It's perfect and more realistic than ever! I will use your splendid mod for sure, the others magic overhauls don't attract me at all. I'm also using Complete Alchemy and Cooking, Complete Crafting Overhaul and Smithing Overhaul that are well done and make sense too! ^^ I hope this mod is compatible with Ordinator because I will use it too! Both combined sounds super good! Let me know!
Thank you for this release! I voted your mod! I hope It will be bringed up to the Hotfiles very soon!!!
Hmm that can be complicated. Their custom spells should integrate well enough if they have set them up properly to work with vanilla perks, like Augmented Flames or Twin Souls. Then you have some spell mods that add things like Energy Beam spells or something that isn't affected by vanilla perks. I would have to make a patch for those.
Also if their mod uses any custom Soul Trap effects, the spell would be affected by the Daedrology side of the Conjuration tree, instead of the Necromancy side. This is because vanilla Skyrim has sore lack of keywords for some of its magic effects, Soul Trap included. I had to add my own keyword to it so it would work with my system. Also their custom Soul Trap would not adhere to my Harvester branch of the Necromancy tree and will be able to trap any creature without the need of the proper perk.
Lastly I MIGHT have to patch SOME of their Illusion spells if I deem it necessary, mostly putting limitations on them really. They'll still work without the patch though.
Most perk mods I've seen need patches for spell mods so it's not a massive issue. I have tried my best to make it 100% compatible with other mods but it just seems impossible. The best I could do was lessen the amount of work necessary to put into patching it.
One thing to keep in mind, and this is by no means a criticism, is that by my calculations, it would take 211 perk points to completely max out all of the mage perk trees, not including enchanting and alchemy. In other words, you'd have to get to level 212 (since you start at level 1 and don't get a perk point for that level) to fully maximize it, while have no perk points in any other tree.
I thought about that too lol. Most perk mods will probably have this problem. There are a few mods like Dragon Soul Relinquishment or Community Uncapper that will let you bypass it though, should you want to.
And don't worry about providing criticism, it is sooo important in the process of improving a mod, so thanks for your feedback! :)
Well, then, this time I do have a bug. The Dead Thrall spell gets reclassified as a novice level spell, even mechanically, it's still a master level one (crazy high magica cost w/out the required perk), and it doesn't send out the little ball of magic to reanimate the corpse.
Hi again, I found the problem. Turns out the Auto calculated cost for the ReanimateThrall effect was so high that it caused the system to crap out(even though I used a manual cost). I fixed it by setting the effect's base cost to 0. Thanks for telling me about this btw :) I'm uploading it just now.
Great, glad I could help. It's a fun mod, btw; finally given my assassin character a reason to visit Winterhold besides shooting yet another "Reckless Mage" in the back.
I'm afraid I may have found another one. The Poison Rune spell doesn't seem to be tied to either branch of the Restoration skill tree, and the cost remains over 9k even with both Adept Restoration perks.
Oh, I'll have to look at that when I get home. I think it's just a case of me forgetting to add the keyword for the poison rune effect to the perk conditions. So it should be up later today or tomorrow.
Yeah it's kind of what I thought, Poison Rune didn't have any distinguishing keywords so I had to add one to it. It'll become cheaper when you take Adept Restoration, I've uploaded that now. Listen thanks for how helpful you've been, this mod isn't that well known so it's hard to get feedback on this kind of thing. I just felt I should let you know that I do appreciate it :) And also, thank you for having such godly patience with my mod as well!
Absolutely loving this mod and hope to see more people pick it up. Especially love the part where it's not screwing with the strength of enchantments like other mods do. Also, THANK GOD for Sun Damage related perks!
Though I do have a bug to report. I maxed out my Rune Master Perks to place more than one rune at a time but it's not working. Every new one I put down erases the one from before. I even have the ESP dead last in the load order. Anyone else have the same issue?
Thanks! It's comments like these that keep me modding :D I'm glad you like the Sun perks it always bugged me that there weren't any in vanilla. Yeah I took special care to make sure enchantments weren't messed up. I haven't gotten round to the enchantment tree yet though, but I'll try to make it balanced when I do!
About this bug. Do you have SKSE installed? I forgot to put it in the requirements but I think it's in the description. Rune Master won't work without it. I'll test it anyway just to make sure. Thanks for the heads up and the nice feedback!
Well I believe I found the problem. Do you use SkyTweak? It has a setting to change Max Runes in the Magic section which overrides my setting whenever a game is loaded. The best way to fix this would be to go into the SkyTweak MCM and change the Base Rune Cap setting manually. That should stop it from changing it back to 1 when you load a game until I upload a better fix(shouldn't be too long).
EDIT: Done. Should work now, whether you have SkyTweak or not.
33 comments
Thank you for this release! I voted your mod! I hope It will be bringed up to the Hotfiles very soon!!!
Also if their mod uses any custom Soul Trap effects, the spell would be affected by the Daedrology side of the Conjuration tree, instead of the Necromancy side. This is because vanilla Skyrim has sore lack of keywords for some of its magic effects, Soul Trap included. I had to add my own keyword to it so it would work with my system. Also their custom Soul Trap would not adhere to my Harvester branch of the Necromancy tree and will be able to trap any creature without the need of the proper perk.
Lastly I MIGHT have to patch SOME of their Illusion spells if I deem it necessary, mostly putting limitations on them really. They'll still work without the patch though.
Most perk mods I've seen need patches for spell mods so it's not a massive issue. I have tried my best to make it 100% compatible with other mods but it just seems impossible. The best I could do was lessen the amount of work necessary to put into patching it.
And don't worry about providing criticism, it is sooo important in the process of improving a mod, so thanks for your feedback! :)
Though I do have a bug to report. I maxed out my Rune Master Perks to place more than one rune at a time but it's not working. Every new one I put down erases the one from before. I even have the ESP dead last in the load order. Anyone else have the same issue?
About this bug. Do you have SKSE installed? I forgot to put it in the requirements but I think it's in the description. Rune Master won't work without it. I'll test it anyway just to make sure. Thanks for the heads up and the nice feedback!
EDIT: Done. Should work now, whether you have SkyTweak or not.