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lucidaxe

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lucidaxe

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16 comments

  1. megablackk1d
    megablackk1d
    • supporter
    • 18 kudos
    ordinator patch??
    1. Masterjax
      Masterjax
      • member
      • 2 kudos
      No
  2. ciganlol
    ciganlol
    • member
    • 0 kudos
    Thanks for this mod.
  3. Macthewolf
    Macthewolf
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    This is a wonderful idea. However, a lot of people have overhauls of the current perk system. Do you think you'll consider making a patch for the likes of Ordinator and other popular perk overhauls? Or do you feel that would be too hard/game-breaking?

    Just a suggestion. :)
    1. AlanPaul
      AlanPaul
      • member
      • 75 kudos
      Obviously it would be game breaking lmao
    2. MarsCB
      MarsCB
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      • 0 kudos
      picking any perk is game breaking
    3. kn1ghtfall
      kn1ghtfall
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      "picking any perk is game breaking"

      So are cheat mods, and yet there's a whole category dedicated to them. Some people prefer easier game mechanics and concentrate on roleplaying instead of grinding stats.
    4. Duriel7
      Duriel7
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      "Some people prefer easier game mechanics and concentrate on roleplaying instead of grinding stats"

      Nonesense. Playing roleplay IS grinding stats, unless you play the role of an incarnated god who, obviously, has all knowledge in the world to have all perk available from the beginning. You won't be roleplaying like real roleplay if can have evertything without deserving it. You have to practice, and roleplay is practicing your skills to improve them and acquire new perk by work, not by divine magic of cheating. So you're sentence is utterly wrong. Apart from that, you can roleplay the role of a Hero who already has some perks, in this case, console commands are your friends.
    5. lucidaxe
      lucidaxe
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      There's more of a technical issue. In short: the creator of those mods is the only one who can really make a 'patch', and even then it's better to just ask them for a different version of their mod that incorporates whatever aspects of this mod that you like/want.

      In detail: in order to create this mod, I accessed the base game files in the Creation Kit, located the perks, and manually edited each one that I wanted to change. When the mentioned mod author has created entirely new perks and/or changed the existing perks in ways specific to their mod, then those new and expanded perks are not part of the game files that I can freely access and edit. It requires full permission from the mod author, and getting a full understanding about everything their mod changes in the data under-the-hood, in order to even begin making changes. Basically, since I only edited the base game data, you're really asking me to mod another author's far more extensive and complicated mod that I don't really know anything about how they made it and what they did with it. It seems to me like you should instead ask the person who made the mod if they'll make a different version of it for you.

      The changes I made are very small and basic in comparison to the scope of some of the other mods mentioned, so it makes sense to ask the person who made those mods to release a different version instead. They know the basic structure and impact of their mods best, I don't. And modding their mods is not what I want to spend my time on.
  4. ratboy181
    ratboy181
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    Why is Smithing an exception?
    1. lucidaxe
      lucidaxe
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      Perhaps I did not explain it clearly enough in the mod description. The mining perk tree kept its level requirements for the perks because if you add one of the mining perks before you have the appropriate mining level... though you are able to smith/improve a weapon or armor of the material that that perk gives you access to... the quality of your make/improvement will be bad if you don't have a high smithing level. Such as the level normally required to get the perk in the first place. So usually there's not much point to getting mining perks if you don't also have a high enough mining skill.

      However, I do understand the argument that, for example, if you only ever want to make/improve an armor or weapon of a specific material and avoid the other materials - even if your smithing skill is so low that the quality of what you want to make/improve will be quite bad - then it would be useful to be able to pick only the specific mining perk you need for that specific type of weapon or armor. You can get it early then, basically, even if it's not going to be very good.

      UPDATE
      I've made another version of the mod now which also makes all perks in the smithing skill tree unlockable at any level and without requiring any other perk.
  5. Vilkur
    Vilkur
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    • 4 kudos
    "This mod allows you to pick perks freely (without level requirements or other perk requirements), except the perks from the Smithing tree (in which there is a good sense of progression that makes the levelling interesting)"

    Yeah... um the sense of progression is the point of all perk trees. So I don't understand why you wouldn't go balls out and cover all of them :l
  6. indola
    indola
    • member
    • 24 kudos
    great work - thank you
  7. Rulerofthesphericalband
    Rulerofthesphericalband
    • BANNED
    • 7 kudos
    Yes! I've been disappointed since the mod you based yours off of has become obsolete and outdated. The thing is, this ABSOLUTELY needs an Ordinator patch to be complete! Make it so, Lucidax-San!