Skyrim Special Edition

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  1. EnaiSiaion
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    Notice

    Due to time constraints and the sheer number of mods to keep track of, I may not be able to reply to all posts. The Enairim community can probably help you out faster!

    Discuss this mod on /r/EnaiRim or the Enairim Discord
  2. EnaiSiaion
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    What do you like or dislike?

    This in the context of a potential update.
    1. Parsalian100
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      Doombringer and Spelldancer being separated from their parent perks seems like an unnecessary perk tax for spellswords/armor mages.

      Vastly prefer Vokrii's version of Lion's Arrow due to both better balance and the arcane archer build coming online earlier.

      Other than that, I like the rest.
    2. BlyZeraz
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      Necromancy perks really need a mass overhaul. They don't mesh with the primary objective to necromancy spells by being incredibly short windows for any effect on spells meant to last absurdly long to permanent duration. I've also avoided the skeleton army route since the bones are just weight clutter and having to eventually spend a perk just to get a power to avoid getting body blocked to Oblivion seems silly.

      Necromancy seems oddly designed when compared to the rest of the reworked magic trees that all seem to greatly understand their class feel and goals while providing ways to empower them or spec into unique focuses.
    3. morriboes
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      Like:

      • different paths in skill trees supporting different playstyles e.g. the various weapon paths, frost destruction path seems to be clearly aligned to support melee builds, etc, and synergy with other trees/paths. Replayability has skyrocketed since I found this mod.
      • stat scaling perks which keep abilities relevant at higher levels/difficulties e.g. melee power attack stamina scaling, speech shout scaling
      • "practical/combat" options in non-combat trees which make you actually want to consider spending points in

      Dislike:

      • 2h weapon perks aren't good enough to put them on par with 1h weapons - 1h already has better dps and with Valravn enemies constantly bash me out of 2h power attacks while 1h is apparently too fast for them, so 2h is still a slower and weaker experience (plus 1h indirectly benefits from several other trees due to having a variable left hand). The heavy armor tree has a perk for stagger resist chance but I feel like reliable stagger resist should be given to the 2h tree (e.g. stagger resistance during power attacks)
      • conjuration tree needs improvements; skeleton army is clunky (why need a separate perk power to turn them off?) and I'm not a fan of the expiry/upkeep. Some necromancy perks only last for some time after the corpse is raised instead of lasting forever with the corpse, which contradicts the philosophy that raised dead last longer compared to atronachs and also since it takes a while for the raise animation to play you also get less mileage in a fight out of that limited effect; you'd want to bring them to the next fight but the perk effect will be gone. Bound weapons and atronachs could scale better (not sure why the atronach levels after the upgrade perk are still fire<frost<storm instead of all being the same). Summons in general just feel like meat shields but it would be cool if there was a path for dedicated summoner dps.
    4. Houdini111
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      I don't like having to choose between what kinds of equipment I can make in smithing, especially since I can't look at what those equipment pieces take and provide. 
      I'd really like a configuration option to not have to choose and just get both.

      My point about not being able to make a wise decision because you can't preview the armors still stands. But I see now that you can use a second perk point to get the other.
    5. moldyeggroll
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      I don't have anything that I dislike about this mod. With that being said, the bone collector perk clashes with the undead fx mod. I wish there was a fix for this. Other than this I love this perk overhaul mod it's fantastic, by no means perfect but it's awesome! Some people say that The Dark Arts mod is what messes with undead fx but I removed the dark arts and still get the same bug. I guarantee that it's something to do with the bone collector perk. Please fix! This mod is awesome and I choose this mod over undead fx but I would love to play with both.
    6. ShadowDemon527
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      Overflowing cup seems to be constantly activated even when i reset perks i wouldnt mind it but it seems to kill my hud with it repeatedly activating and deactivating.
    7. EnaiSiaion
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      skeleton army is clunky (why need a separate perk power to turn them off?)

      How would you turn them off otherwise?

      and I'm not a fan of the expiry/upkeep.

      If you never have to replace your skeletons, firstly they won't scale with you and therefore become useless, and secondly the whole feature becomes irrelevant after 20 minutes and you just make some skeletons once and forget about it.

      Some necromancy perks only last for some time after the corpse is raised instead of lasting forever with the corpse, which contradicts the philosophy that raised dead last longer compared to atronachs and also since it takes a while for the raise animation to play you also get less mileage in a fight out of that limited effect; you'd want to bring them to the next fight but the perk effect will be gone.

      This has been requested many times but Skyrim has a bug where minion buffs fall off when you go through a load screen.

      Yes, that means the vanilla Dark Souls perk as well as most "permanent" reanimation perks in every other perk mod are actually broken and just as limited as the Ordinator ones, they just don't say so. There are very few exceptions and they use trickery to avoid the bug, but you can only do that with a small subset of possible effects.

      Bound weapons and atronachs could scale better (not sure why the atronach levels after the upgrade perk are still fire<frost<storm instead of all being the same). Summons in general just feel like meat shields but it would be cool if there was a path for dedicated summoner dps.

      If bound weapons do the same damage as crafted weapons, then smithing and enchanting are useless because bound weapons are much easier to get. They have to do less damage for balance, and that means they will never be competitive on damage. So instead they have other effects, such as reducing magic resistance and inflicting damage over time.

      This has proven to be something people do not readily understand. They see a lower number in the text box and conclude bound weapons are useless. Actually, reducing magic resistance will benefit atronach damage, so this is the option you wanted for a dps summoner: use a bound weapon and hit them with it.

      Also, minion level scaling is not the job of a perk overhaul, but a magic overhaul such as Odin, which it does.
    8. EnaiSiaion
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      Overflowing cup seems to be constantly activated


      it repeatedly activating and deactivating.

      Which is it?
    9. modguymath
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      I really enjoy the overhaul to the magic perks.

      I really love how the lightning spells work in your mod, especially seeing enemies jitter across the ground when they get electrocuted.

      The two handed skill tree super fast swing perk is awesome when you can swing that fucking zweihander 5x as fast.

      I think that conjuration could use some more love, the conjure bone altar definitely made things more convenient but at a level 60 requirement its kinda eehhhh "do I really want to power level conjuration to get it", maybe a magic spell or power that just uses up the bones in your inventory could be used to summon a skeleton? I like the idea and the bound weapons are really great at where they're at.
    10. CrystalBreath
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      May I suggest making use of Dynamic Activation Key to improve the UI a bit? Many of Ordinator's perks involve adding an option when activating something, which involves a game-pausing pop-up menu. DAK could help reduce those pop-up menus, making the gameplay experience "smoother".
    11. TheCrumbinator3
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      At the moment, I dislike that there's not much incentive to not just wear heavy armor as a mage. 

      Including an optional file that adds penalties to magicka (e.g. regen, cost, whatever) if wearing light or heavy armor (with heavy having the highest penalty) would be pretty cool.

      Or if including penalties isn't your preference, maybe consider adding perks to the light armor tree that increase magicka regen/damage/whatever if wearing only light armor or unarmored clothes (with unarmored clothes having the higher benefits).

      Would be amazing if you did this for Vokrii too!
    12. EnaiSiaion
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      May I suggest making use of Dynamic Activation Key to improve the UI a bit? Many of Ordinator's perks involve adding an option when activating something, which involves a game-pausing pop-up menu. DAK could help reduce those pop-up menus, making the gameplay experience "smoother".

      Using SKSE means abandoning console players and makes every game update a risk. I can't count on Dynamic Activation Key getting updated for new game versions in perpetuity, so tying this mod to it seems like a liability.
    13. EnaiSiaion
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      At the moment, I dislike that there's not much incentive to not just wear heavy armor as a mage.

      Or if including penalties isn't your preference, maybe consider adding perks to the light armor tree that increase magicka regen/damage/whatever if wearing only light armor or unarmored clothes (with unarmored clothes having the higher benefits).

      Making mages wear light armor instead of heavy armor is not an improvement.

      If Robe of the Magi, Geomancer and Energy Shield plus flesh spells are not good enough to encourage robes for DPS casters, then nothing is going to be good enough, specifically magicka regen, which already comes on robes in spades.

      But these perks are not specifically in the light armor tree because robes are not light armor. Is it possible that you only looked in the light armor tree for robe perks?
    14. EnaiSiaion
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      Doombringer and Spelldancer being separated from their parent perks seems like an unnecessary perk tax for spellswords/armor mages.

      It is funny to see two exact opposite requests in this thread, one saying there's no reason for mages not to wear heavy armor, the other saying heavy armor is not mage friendly enough.
    15. ComradeStranger
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      Overall, I think Ordinator is well balanced mod - it nerfs some things from vanilla for ability to make super powerful, but specialized builds. Only improvements I would say would be "objective" improvements would be making "Born to Fight" from Heavy Armor make heavy armor weightless like the Light Armor skill perk equivalent, since Light Armor already grants speed buff(s) and Heavy Armor requires huge skill and perk investment to become really good; secondly, I think "Sorcerer's Robe" from Vokrii is objectively better than "Robe of the Magi"; thirdly I think Ordinator has a lot of once per day perks, and I don't think they are "fun".

      Subjectively, as somebody who has played a lot of both Ordinator and Vokrii, I found that while playing Ordinator I miss some perks from Vokrii more than I miss some Ordinator perks while playing Vokrii. For example, I really like Vokrii's telekinesis perks and Destruction cloak perks. Vokrii also has something like "Sun's Judgement", but that one is double edged sword. And as I said before, Ordinator allows for highly specialized builds, but I feel like I need to take extra perk per level for making more fun hybrid builds, or that I like Vokrii's one perk mastery system more than Ordinator's two perks. That being said, I think magic scales better in Ordinator, I think some trees like Smithing and Alchemy (not to mention Conjuration and Illusion) are better done than Vokrii's and  Ordinator's massive perk trees are best for actual roleplaying and making unique characters. 
    16. morriboes
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      How would you turn them off otherwise?
      Sorry I meant why is there a separate perk at level 40 to gain the ability to temporarily disable them, instead of being a feature of the base perk, as it's a whole 20 levels away for something that is purely a useful (and arguably mandatory) QoL function rather than anything that would help in combat.

      If you never have to replace your skeletons, firstly they won't scale with you and therefore become useless, and secondly the whole feature becomes irrelevant after 20 minutes and you just make some skeletons once and forget about it.
      Personally I feel that the experience of upgrading your skeletons only for them to expire out of your control and you then have to start all over again is unsatisfying. The feature wouldn't become irrelevant if they were made permanent if the skeletons could actually be killed - last I checked, they can get knocked out in combat but resurrect afterwards. So I guess something like permanent skeletons which you could beef up and lose if they were killed makes more sense to me (and introduce a gameplay factor of needing to heal/support your most invested skeletons). We already have conventional summons which can be used as meat shields as long as you have magicka, so why not have special skeletons you care about? Also an option to destroy one/all to refund bones could alleviate the issue of needing to remake them to keep the scaling up (or they would just eventually get killed off anyway once they fall too far behind). Admittedly, some enemies could wipe out your skeletons easily/unfairly if this was the case, and the current immortal skeletons would be less punishing...but maybe being able to upgrade their magic resist could solve it.

      This has been requested many times but Skyrim has a bug where minion buffs fall off when you go through a load screen.
      Since that's the case, would it be feasible to instead change the perks to instead grant a spell/power to the player to apply the buff on demand? Or perhaps even make them into self-buff spells/powers/passives (not sure if permanent passives would cause lag) aura/cloak that would apply the perk effects to nearby reanimated undead, so that they would be kept up through load screens (would definitely need some rebalancing though, like maybe making the shock one apply the speed buff for like 1-2 seconds, so you could keep it up constantly throughout a fight and throughout a whole dungeon but it would require active management). Otherwise, if there's no feasible way to let you carry the effects into subsequent fights without constantly replacing your undead (which might not be preferable if you have to trade a strong unit for a weak one just because it would gain the perk effect) then my personal preference would be to just replace them with different perks that aren't beholden to such restrictions since I personally find them to be very limited in use, and especially since they are perks and not just niche spells you can pick up at a vendor, though of course I can only speak for myself and not anyone who might enjoy them.

      If bound weapons do the same damage as crafted weapons, then smithing and enchanting are useless because bound weapons are much easier to get. They have to do less damage for balance, and that means they will never be competitive on damage. So instead they have other effects, such as reducing magic resistance and inflicting damage over time.
      I don't think they should do the same base damage because as you said they come with other effects and smithing/enchanting are higher effort and therefore should produce better results, but I do think the current upper limit to their strength is too low. Perhaps I'm just biased because my first thought for bound weapons would be to use them as a primary weapon for a melee spellsword type character, so my mind goes towards improvements in the form of additional scaling based on skill level like some other magic trees or maybe magicka stat to be the reverse of the stamina scaling present in the 1h/2h trees, considering they are functionally a damage-dealing ability. I use Zim's Immersive Artifacts and I actually prefer using the artifact weapons over enchanting my own even though they wouldn't be as strong as minmaxed enchantments because they have some novel and useful effects, and at the same time they can be smithed to scale into late game - I suppose my perspective is also influenced by this and I would wish for something similar for Ordinator bound weapons, for them to have unique/fun effects that I would forgo crafted weapons for and can still be used on harder difficulties. For example, just giving them something like an absorb magicka effect would be my idea of a useful effect that supports certain magic builds/playstyles and isn't something that turns them into heavy hitting god weapons. Currently the low levels perks don't feel as impactful as some other magic trees at the same level (the level 40 perk is just aimed at battling uncommon daedra and reanimated undead, and auto soul trap at level 30 which could just be built into mystic weapons and have another perk in its place, feel lackluster compared to destruction at those levels for example) only to finally get some more impactful perks at 50/60+.
    17. Curtainosphere25
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      Significantly less extensive of a request but is it possible to make Mage Armor lose its effect only when an armored chest piece is equipped? 
    18. EnaiSiaion
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      The feature wouldn't become irrelevant if they were made permanent if the skeletons could actually be killed - last I checked, they can get knocked out in combat but resurrect afterwards.

      I feel like losing them because they do something stupid would feel a lot worse than losing them because the time runs out?

      Since that's the case, would it be feasible to instead change the perks to instead grant a spell/power to the player to apply the buff on demand?

      That's what the minion buff conc spells in Odin are for and people mostly complain about having to cast them. (Which is the whole point: you can't make pure minion builds viable if you can just add equally strong minions to every other build with no commitment beyond perk points. Minion builds have to have access to minion buffs that other builds don't.)

      Or perhaps even make them into self-buff spells/powers/passives (not sure if permanent passives would cause lag) aura/cloak that would apply the perk effects to nearby reanimated undead

      Cloaks that apply long term buffs have the same problem as passives in that the effect breaks on transition but the cloak doesn't immediately refresh it. The cloak has to tick rapidly to make sure the effect comes back quickly, and it seems each tick briefly removes the effect before reapplying it (much like how weapon hit perks will remove their effect before the hit lands and reapply it afterwards, so weapon hit perks that buff your damage like Denting/Crushing Blows need an awkward workaround). I don't know how long this gap is, but it seems to be more than one frame. So if you have like a damage increasing effect on your cloak, there's some number of attacks that occur between those events and don't get the damage buff.

      The Vokrii solution does use a cloak, but it uses a cloak to apply a cloak because that's what that particular perk does: it gives minions a vampiric cloak. It syncs up so that the vampiric cloak turns off and on in between its own ticks and its own effect has a 1 second duration, so the gaps don't matter. If you want to apply anything other than a cloak, you'll have to deal with the strobing.

      The other Vokrii perk 

      The other thing is that people today are obsessed with avoiding hidden cloaks (or "cloaked spells" or whatever else they think the term is) because putting OnHit() scripts on NPCs is bad practice and somehow this message got distorted into cloaks being bad practice because you can use cloaks to put OnHit() scripts on NPCs.

      So now a mod having a cloak in it is a deal breaker for low information users regardless of what the cloak actually is for (see: Valravn).
    19. Enderskape
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      Perks like Serenade being restricted to the opposite sex only kinda sucks for gay peeps and is restrictive for roleplaying. Would be nice to see it as a perk choice where you could choose opposite sex or same sex when you take the perk, and maybe even a second perk level to take both.
    20. Scathis1337
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      I think the Necromancer side of the Conjuration tree needs some additions. The tree is mostly for reanimating of the dead, but since the daedra side excludes summoned undead, all of them get ignored. With all your spell mods, Anniversary, and Dawnguard there are tons of cool summoned undead that are simple less usefull than a fully buffed non-undead summon. Removing the non-undead requirement from the daedra side and this dividing it into a pure summon side and pure reanimation side or adding a similar path as the daedra path to the reanimation path would be really nice. 

      Another thing would be the Autocannon. I really like the idea, especially for a melee built as a ranged option, but it is really hard to use. An extra could be something like a shoulder cannon. A late perk could change the Cannon from being stationary to floating near the player with the ability toggling the cannons instead of placing them. Another option could be to give the cannon auto aim, with potentially reduced damage / disabled aoe damge. This way they could give support fire without harming friendlies, but would do less damage as a downside. 

      Bedsides this just minor things. I personally like to play with custom races or use the less represented races which makes the kinship perk (speech) useless. could be changed to use the same sex instead of same race or be placed in a parallel path like Business relation. This way it would be equally useful for every race or at least it would be an optional perk that doesnt waste a perkpoint for this that only want the salesman perk. 
    21. violetforce
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      I think for flavor purposes it would be cool if I could hide my skeletons I feel really weird walking into a city and having tons of skeletons following I also think it would be interesting if  there was just more interactions with skeletons in general maybe you could reshape skeletons as you please a skeleton that was once a warrior could be turned into a mage or you could turn fire mages into frost mages when facing a Atronarch , I also think that the earthquake drum Is pretty useless maybe I need to broaden my horizons but the amount of damage it does isn't all that special and not only that it requires you to get really close to an opponent while also standing completely still so in my load order its a death sentence I think an increase in range and damage would be cool, that way I could potentially use the drum to support summons while not being right next to my enemies 
    22. VioletFeathers
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      Hello! I like mostly everything as you can do so many things thanks to Ordinator
      The only thing that bothers me is when you Legendary Alchemy, you have no access to the Last Perk ''That which does not kill you'' anymore
      That could've been such a good thing as an RP Alchemist and/or being able to get more extra perk points by achieving to get to 100 again
      Would make mods like Dragon Souls for Perk Points in my opinion obsolete :3
    23. EnaiSiaion
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      I think for flavor purposes it would be cool if I could hide my skeletons

      This was a power in older versions but the game loses track of actors that aren't loaded and it resulted in you losing those skeletons at random.
      The only thing that bothers me is when you Legendary Alchemy, you have no access to the Last Perk ''That which does not kill you'' anymore
      That could've been such a good thing as an RP Alchemist and/or being able to get more extra perk points by achieving to get to 100 again

      Endlessly looping for infinite perk points and alchemy magnitude doesn't seem very balanced. I could make the bonus temporary, but then the perk points would have to go away.
      Would make mods like Dragon Souls for Perk Points in my opinion obsolete :3

      There's a pickpocket perk for that.
      I think the Necromancer side of the Conjuration tree needs some additions. The tree is mostly for reanimating of the dead, but since the daedra side excludes summoned undead, all of them get ignored. With all your spell mods, Anniversary, and Dawnguard there are tons of cool summoned undead that are simple less usefull than a fully buffed non-undead summon.

      Agreed - Ordinator is from 2015 and back then the Creation Club undead creation didn't exist yet (and neither did the spells from Apocalypse they allegedly copied to design their effects), so there were a lot fewer to go around. The bad news is that I'm pretty sure they also didn't keyword them properly so detecting them is going to be a problem.
      Removing the non-undead requirement from the daedra side 

      Understood, but then Elemental Potency becomes a problem. I'll need to think about this.
      Perks like Serenade being restricted to the opposite sex only kinda sucks for gay peeps and is restrictive for roleplaying.

      Agreed, and anything to avoid getting dragged into the culture war is good.
    24. shipmate
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      Expanded weaponry support like SkyRe/PerMa.
    25. never2881998
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      The Advanced Smithing perk need a second investment that allow the other type, currently can only be chosen between workbench and grindstone and cannot be changed after.
    26. Nielivarez
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      I just wanted to cease the moment and thank you for the incredible mod. On many many regards it has brought way more fun to the perk system for many years. For that, thank you and I'm grateful.

      A simple side note regarding the update you're considering.
      I have nothing to add except that Necromancy, especially the Bone Collector path requires some rework. Others have said it many times, and if I were you I would roll my eyes saying "This again?" :)
      So basically, there is nothing you don't already know. There needs to be a way to somehow bring back "bury/exhume" functionality, at least.
      Regardless, I am sure however you decide to solve this is gonna great.
    27. WalkerInShadows
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      I'm using the Thief Skills Rebalance (which I love, thanks), but the Lockpicking perks pretty much wipe out the nerfs - the first one doubles how easy Novice locks are to pick, and I have to take it to get anything else in the tree. So... could you alter this for the TSR patch? Or, (maybe in addition) lower the lockpick values in TSR a little further - I think they're still too easy. 

      Oh, and Sneak. I didn't look at that one, but it might need it too.
    28. Alansm2
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      I Have one big question about timed/perfect blocks, can someone find the answer to me? Ordinator timed block is ALMOST Perfect, Stuns the target, has a time penalty if you don't hit, and only ads 30% more damage block instead of negate 100% damage of the atack, and that is for me make it soo good, other timed block mods you can just span timed blocks and complety negate 100% damage by a lvl 150 enemy with a lvl 1 caracther and just block all their atacks ultil they die, the problem with ordinator timed block is the 1 fucking second time to time block, making almost impossible to miss, and very exploitable since you have other mods that adds damage buffs when you perfect block a enemy, its possible to make a punish sistem like ordinator for valhala? Or is possible to edit ordinator timed block to be like 0.3 seconds? or like, make a patch to make valhalla or other timed block mods benefit for the other buffs for timed block for ordinator? I tried to edit  ordinator timed block in sseedit but you can't put any number lower than 1 or decimal number at all, I Think Ordinator timed block perk have incridible potencial to make skyrim combat more skill based with that change
    29. Exiler9705
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      Here is my suggestion,

      for Heavy armor, rallying standard does not always have to bring out banner every time withdraw the weapon

      For sneak also, please make tripwire power as a passive where you can set it up anytime.

      Overall it is good, only these I brought up need to be fixed. Thank you.
    30. Curtainosphere25
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      Unarmed Robe Monk / Flesh spell type builds are a little rough to initiate early game due to Light Armour being tied to unarmed combat, could you please make the Mastery Perk itself give Light Armor experience per punch and only let Iron Fist increase the damage dealt?
    31. NarayanShad
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      The summon tree is ... Strange. At low lvl they are one shotted by everything, so hard to make an early game around them (yeah, Skyrim problem, not Ordinator ^^)

      The skeletons (and altars) is a way around this (finally tried them once ^^). The fact they are immortals is a HUGE progress, the first ones are still weak so it's not OP (and the "Make way power" is the solution to a "one-man-army" build stuck behind hitbox). It's a huge perk Investment, which is OK for a focused character, and we got solutions for it if you just want everything (patchs here or other mods, even only Shards of Skyrim). But the 13 bones part is a bit much. If you want to build 5-6 skeleton + buff them ... And keep a minimum "reserve" at hand, it's a huge part of the  inventory (vanilla size) of a mage character.

      The others summons are hard to use in comparaison ... The "too weak" part, again. Maybe different versions of the low lvl spells with more summons ? (Like, 1 wolf with skill lvl lower than 25-30, 2 wolf with skill around 35 / 45, and 3 wolf after 50 ?) Hard to balance with the max number of summons probably ... But it would make them less useless, without stats tweaks. A bit like what you tried to do with the summon Skeever perks ?

      And you tried to "separate" the skeleton part from the others, but then the undead, which would be good additions for a necromancer build too, require to take a 2nd TONS of perks (many not useful ones) before access. Hard to balance with already a 3rd perk branch for Summons weapons, but maybe the undead branch should be more "middle ground" between the other summons and the skeletons ? So that a player could add some if he want, without being required to take every one of them. Or even fuse them (undead and skeleton branch), and make it possible for player to choose if we want to use zombie meshes, or skeleton ? Or give them different builds / use, so that we choose which one we want.

      An alternative to the altar / 13 bones would be to add a power to transform the vanilla undead (so no rework needed there) as permanant summons (skeletal ones, or variant undead / draugr). This way the weight would be less annoying as it would become a "one time" goal, and not daily consumables that you need to keep around all the time. That way they could be upgraded too ? With perks and/or better materials.


      The taming perk (speech skill) is great to use (keep the apparence of the animal tamed, which mods like Instincts do not), but ... "A bit" OP ^^' Even without the buffs. Tame one strong pet, and sit down looking at him wrecking the world. Here, the "only 1 perk point" requirement  (2 with buff) could  not be enough. The idea is a core for any tamer build (please, never remove), but few more perks could add a bit of missing balance, for type, size or lvl of animal tamable, or diverse buffs. Like the forge tree, instead of 1 specific buff "for all" (and so nothing for any modded animals without the right keywords), make the player able to choose the buffs used for the pet.

      An exemple could be:
      - Reducing the lvl of the first perk for taming the first animal (With a requirement ? Taming item ? Need to be half HP ? So we need to work a bit for a strong pet), then 20 lvl later a perk were player need to choose between two bonus (atk or armor/hp), then 20 lvl later another choice (between atk speed or move speed ?), then 20 lvl later ... And maybe even a 2 pets perk lvl 80 or 90 ? °°

      If the player can't get the 2 bonuses (which would cost 2 perks points to do) we will get animals feeling a bit more focused on than "Press E once and forget". It will not be that costly perk point wise if we can only take 1 buff each time, but it's a STRONG tool anyway, so ... Kinda justified even if it cost more points, isn't it ?

      Or one buff perk with 3-4-5 lvl, and every buffs in it. The player can take only one each time they take this perk, so they could at most only be able to take some of the buff from all the varieties available, and give priority to the one they like the most

      (Optional requirement to move those perks out of the speech tree, or to enable the player to get speech exp from those interactions ? after fighting or as time/days pass)
    32. matrixcode
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      Not sure if this is something else on my end but I think ashes to ashes in the restoration tree affects undead followers as well. Serana keeps getting her health tanked after combat ends and turning hostile, and I think it might be this perk? idk I'll see after I legendary the skill if it stops. Other than that I love the mod, it's a staple of my load order.
    33. Stryder20
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      Only thing I somewhat dislike is the axe perks Bleed like a lamb/Bleed like a dog only working on living enemies. Sucks that axes are the only weapon that get a perk that's useless against half the enemies in the game while hammer and sword perks are always useful.
    34. Treehugger1337
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      Would love to see the vanilla necromage in the restoration tree be added back in some way. (i think thats what it was called.) Also does your dual casting fix the vanilla problem of it being not worth by it costing more than 2x and not doing 2x the damage etc.?
    35. alecovi
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      I was fiddling around the creation kit for personal use, as i personally think that shock spell perks are generally weaker and could use a buff, and noticed that arc burn duration is actually 2 seconds, not 4.

      Sadly this is the first time i tried to modify something to this degree, it's not that easy.

      In my opinion i would change nova perk to also have a 20 sec effect on shock damage and i would change arc too 5 damage gets pretty irrelevant at higher level, it could be instead a portion of the damage dealt by the shock spell. In order to bring shock spells closer to the others.

      Fire is especially the strongest element, no contest. Even if the theoretical output is similar the activation method of fire spells is more versatile than the other 2. And in my experience fire has just better damage modifiers.
    36. kaisermk2
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      The Gods and Mortals perk has some interesting effects, any plans to add the gods from Wintersun?
    37. dethtrain
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      I wouldn't even know where to begin. I enjoy the over haul so much. What i do notice is there seems to be a whole lot of powers in the perk trees. Something that I'm generally not into since you're only allowed 1 equipped at a time. It's just annoying to switch between them even though they are interesting. So glad that experimenter for alchemy is much lower on the tree. I think it ate a few perks in vanilla and was pretty high up.

      Kind of wish there was a separate unarmed skill tree. Or maybe if Heavy Armor had an unarmed splinter that focuses on staggered attacks. For ex. a power punch with heavy armor that works similar to unrelenting force (but perhaps doesn't launch enemies so far lol). Maybe have a "concussion" debuff that reduces enemy melee attack speed or causes casters to misfire a spell.
    38. Domestic7Abuser
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      it's a nice mod and the only thing i dislike is having to choose between one thing or another (for example choosing only one upgrade between the workbench or the grindstone), i know that the whole point of this mod is to have a more especific play style through the game but it would be nice adding another file to let you choose all of those options using more perk points (sorry if i mispelled something, english isn't my first language)
    39. lnodiv
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      Like:  Perks that create build-defining distinctions all on their own, giving unique identities to the tools at your disposal:  Lab Skeever, Witchmaster, Vancian Magic, Intuitive Magic, Snipe, Lion's Arrow, Timed Block, Apocalypse Proof...I was going to list a couple from every skill tree, but I think you get the idea.

      Dislikes:  Dislike is a strong word, but since I play with Realistic Damage, the directional power attack perks are rarely worth the trouble and I haven't taken them in years.

      Commentary on the ongoing conversation:
      Necromancy:  Losing skeletons at random is less annoying than the problems that come from not having the ability to temporarily hide/dismiss them.  Speaking from experience, since I use a mod that adds bury/exhume back.  Simply note that this can happen on the perk and call it a feature, not a bug.

      Conjuration Generally:  Might be able to work around summon buffs dropping off by making them reapply on activating a summoned creature, similar to some of your other effects.
    40. EnaiSiaion
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      Necromancy:  Losing skeletons at random is less annoying than the problems that come from not having the ability to temporarily hide/dismiss them.

      It is more annoying for me because it results in angry bug reports.
    41. CremantImpius
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      Overall, this mod is in a super great spot in my opinion. However, and this is a very minor thing, I would kinda like to see the bound weapons soul stealing thing either be a branch off of the line or be later in the line. Quite annoying when all your grand soul gems are filled with trash souls. haha
    42. KiotheCloud
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      Im having the same issue with Overflowing Cup it seems that spamming a healing spell that has a duration(aka constantly healing for like 5 seconds) cause the perk to keep resetting and causing massive fps lost especially with Sky ui on(also true HUD) the top right u can see its buff icon constantly resetting itself. Even after the healing is done the resetting stays for quite awhile (especially if I was spamming my heal on a hard fight). Had to go to an earlier save since removing the perk doesnt stop the resetting 
    43. koushkinn
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      I play in VR with the VR patch mod, that switch melee damage or bow draw time (since those are made by the player) by attack buff or itical chance.

      I like : 
      Roleplay possibilties, as investing on a few specific trees in mandatory and create more diverse fun builds.
      The gameplay mechanic added. 1H Rogue parry, 2H Sideways that hit all target, Stimulant speed bonus, reflexes, free ward, you shall not pass, beartrap... Those add new way to be beter at the game and are much better that flat damage boost.

      I dislike :
      Some vokri perk would be so good here, espacialy to enhance the alchemy tree, Slow Metabolism and vokri's stimulant are way better.
      EDIT : I found a mod tweak that change alchemy a bit more to my test :D
      https://www.nexusmods.com/skyrimspecialedition/mods/29079?tab=description
    44. UnchainedLord
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      would love custom weapons like scythes(battle axe) and twinblades(great sword)  be integrated 
    45. UnchainedLord
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      Necromancy needs love
    46. bleeqh
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      Necromancy needs love

      What sort of changes would you like to see?
    47. Francesco1080
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      I genuinely love this mod, my only real dislike is the miracle perk, because its a one off its basically never used.
      Something like restricting the use to a single body type like amulets, & just removing the extra % bonus imo would be good. Alternatively extend the script to allow an option to destroy it, requiring some unique item & ritual, allowing you to create another.
      I know this has been ongoing discussion forever but I still feel its an issue. Only other thing that bugs me is the gem dust pop up every time you visit an enchanter as many times you dont wish to use it or just wish to disenchant, maybe turning gem dust into a lesser power?
      The only other thing which is more targeted as something that is generally difficult to implement, would be some conjuration perk that removes friendly damage to undead/summons, mainly spell attacks without making your summons immune to magic, or highly resistent.
      As a seperate idea an Alteration perk either adding an additional or giving you a choice of a second seperate unique effect for each standing stone would be cool. 
      Conjuration maybe a power that adds a summonable merchant with 5000gold. Something also missing from the spell mods is a summonable pickaxe/woodaxe so maybe they could be merged into a perk.
      Melee trees are great, but the improvements would be based on adding more combat abilities. Maybe something like Two hand, once per 10 minutes holding a power attack causes you to enter a whirlwind flurry attack 3 times as fast hitting everything around you in x radius.
    48. smasson99
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      I'm enjoying mostly the alteration gold effects (would like to turn people into gold all the time thought) and the unlimited potential of Dragon's Hoard in pickpocketing (I'm also using a mod for 100% pickpocket chance cap, that could be available by default in your mod).

      As for the dislike :

      • I do agree with other fellow players that the skeletons in the necromancy skill line is not satisfying. The amount of energy you have to spend for something that is not permanent is not so fun for me, but maybe its just not my style idk. 
      • The pets you can tame in the speech skill line do not feel so good for some reason. They teleport at wrong places and they get attacked randomly in towns or big battles by neutral NPCs. Also I should not be able to tell that the animal that now follows me is a fake (I tamed a wolf for example and its name and size changed). The skill itself would be more useful if the pets tamed would die easier in combat so that you could use it again instead of one time.
      • I never use the dwarven stuff in the forge. For some reason I kinda feel like they're like the skeletons but I'll have to check to be sure.
    49. Loverdi
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      I don't know if it is intended or not, but whilst wielding a bow or crossbow, the x2 spell bonus from Vancian Magic doesn't apply, but with other two handed weapons, it does. Kind of a moot point because if you're using a bow, you can't cast - but in the case of loin's arrow or using ocato's recital -> ironflesh/muffle/etc. it's a pain.
      Otherwise, love the mod - been using one way or another for years.
    50. bleeqh
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      With 2-handers might be an oversight; I assume the intention is to avoid giving you the vancian bonus when you aren't casting because it's an attempt to abuse the mechanic. Vancian is supposed to have an upside but also downside of limited casts.
    51. Loverdi
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      If that's the case I've been enjoying the abuse for two-handers for a long time, lol. Using thundercrack from apocalypse's magic and spellscribe is easy +80 shock damage on power attack, nice on low weapon levels (as I have a habit of neglecting weapon skills for alch/ench/smith.) I thought it was intended to make up for people that focus on making things, leaving them extra wiggle room in combat in case they didn't have 80-90 in a prefered weapon skill. I understand what you're getting at, it's def an exploit and probably not meant to function like that. (Forget everything I said, don't fix it, lol!)
    52. Farstrider57
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      Things I like:

      I really like the idea of the vancian magic system. I'm not sure how it would be expanded on, but I feel like it's handled really well with the spell slot system.

      One thing I don't like:

      I feel like skeletons can become way too overpowered to a certain extent and possibly scaling the power back a smidge on them could help balance them out a bit.

      This is something I'm not sure about, but I noticed in Vokrii, the necromancy raise undead tree has synergy bonuses with both summoned and risen undead creatures. I never noticed if the bonuses to undead in Ordinator scale with summoned undead, but if it doesn't, adding bonuses for summoned undead creatures to scale with ordinator perks would be a nice QOL update to conjuration tree.
    53. KalelSniper
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      Hey.

      If you could make bound weapons more powerful, it'll be a really nice addition... I really like the bound bow, but even having all the perks related to it, and even archery perks, the bow just remains being weak in the late game. I hope you can give this a serious consideration, because bound weapons are always weak... either talking vanilla wise, or mod wise. x(
    54. corwyn77
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      I really like the Lockpicking/Sneak/Pickpocket trees. However, has anyone ever found Game of Fate chests?
    55. sylvansigh
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      Love the mod! I would like to see more perks for the armor trees that don’t require wearing all light or all heavy armor. 
    56. Ruta208
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      I love pretty much everything except the Two Handed skills that allow a power attack to hit all targets in front of the player. While not a bad idea in itself, it also lends itself to potentially friendly firing and accidentally killing any friendly NPCs such as followers, soldiers, quest companions, or other enemies. This also happens, and in my opinion this is the most important, during killmoves. Killmoves are one of my favorite ways to kill an NPC but then when I do it with these perks activated, then other enemies within a crowd of the one I'm currently kill-moving also just kind of drop dead behind them because this perk also activates on killmoves. This has happened a few times where I'm fighting in a Civil War questline, killmove a Stormcloak soldier, but a bunch of Imperial soldiers on my side happened to also be in the general front vicinity and also just drop dead in front of the soldier I'm killing, which I didn't want. Also happens in crowded bandit camps, cities where guards are fighting you, etc. Removing the perk with the console didn't really seem to help either, people are still dropping dead behind the enemy I'm killmoving. It's just kind of immersion breaking when I'm doing this to an enemy and the rest of them just die around me.
    57. EnaiSiaion
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      Im having the same issue with Overflowing Cup it seems that spamming a healing spell that has a duration(aka constantly healing for like 5 seconds) cause the perk to keep resetting and causing massive fps lost especially with Sky ui on(also true HUD) the top right u can see its buff icon constantly resetting itself. Even after the healing is done the resetting stays for quite awhile (especially if I was spamming my heal on a hard fight). Had to go to an earlier save since removing the perk doesnt stop the resetting 

      Your issue is script overload, not the perk. The perk has the same script load as vanilla Avoid Death.
    58. EnaiSiaion
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      Love the mod! I would like to see more perks for the armor trees that don’t require wearing all light or all heavy armor. 

      If you can mix and match and get perks from both, then the correct play is to mix and match and get perks from both. This is unbalanceable.
    59. EnaiSiaion
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      This is something I'm not sure about, but I noticed in Vokrii, the necromancy raise undead tree has synergy bonuses with both summoned and risen undead creatures. I never noticed if the bonuses to undead in Ordinator scale with summoned undead, but if it doesn't, adding bonuses for summoned undead creatures to scale with ordinator perks would be a nice QOL update to conjuration tree.

      The problem is that it is much easier to summon something than to reanimate it, so those perks would be much more powerful for summoned creatures than for reanimated ones...

      Maybe I should just lift the entire summon tree from Vokrii.
    60. EnaiSiaion
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      Unarmed Robe Monk / Flesh spell type builds are a little rough to initiate early game due to Light Armour being tied to unarmed combat, could you please make the Mastery Perk itself give Light Armor experience per punch and only let Iron Fist increase the damage dealt?

      Sure thing :)
    61. EnaiSiaion
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      The summon tree is ... Strange. At low lvl they are one shotted by everything, so hard to make an early game around them (yeah, Skyrim problem, not Ordinator ^^)

      Summons are almost impossible to balance because they scale with difficulty just like enemies. I made an attempt in Ordinator, but the difficulty scaling is unfixable.
  3. GennyWoo
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    Probably not this mod causing it, but im not sure, so the imperial race sometimes is in "IMPERIAL" all caps. And well when I select it trough lazyfollowers mod it selects the race over it that is high elf, to select imperial I must select the race under it, its as if the race id or order is messed up idk, on a playthrough I even had it default back to Nord when I was playing as an imperial, but I have not seen that particular bug again.
  4. boshesky
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    There is a bug with the ordinator mod where when you decapitate someone the neck becomes invisible,
    When i uninstall ordinator it works just fine the decapitation.
    can something be done about the mod because i want the mod to have it its fun.
    Thanks :)
    1. yiffgif
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      Bumping this because it's a huge issue (at least to me)
    2. EnaiSiaion
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      This is because Skyrim has a stupid bug where using the built-in perk entry point to add items to a dead NPC (eg. Bone Collector) makes their decapitated neck invisible.

      This bug is unlikely to be fixed unless it somehow impacts paid Creation Club content sales going forward.
    3. yiffgif
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      Damn, that sucks, but thanks a ton for responding!
  5. GahSha
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    Dropping a bear trap sometimes causes CTD, could this be because of modded ground meshes, that it doesn't recognize?
    1. EnaiSiaion
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      No, it is because of Bethesda's bugged implementation of physics objects.
    2. GahSha
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      Ah ok. Just here from just one of those CTDs ^^ dropped on a rock mesh. Some meshes in caves act the same. "Regular ground/landscape" seems ok or more stable.
      Thanks for the info, been wondering why for a while. And thank you for your great mod(s)!
  6. MaximumPony
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    Having an issue where Ambush Predator doesn't activate anymore and only turns on after combat has completed or moved to another room or map. Another issue with Warbringer is when I try to bring out my weapons, the flag will not deploy until after I've entered a different map or room as well. Any ideas what could be causing this?
    1. EnaiSiaion
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      Skyrim ability condition bug, use Scrambled Bugs.
  7. Berk150
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    I don't know how many people might see this, but could someone please help explain in more detail what the Vancian Magic perk does? I've been trying to look through these to see if it's worth it to take, but i can't find anything.

    I know what it says on the tin, but what i'm confused about is the last line, where you are "unable to cast spells until you rest by sleeping at an inn or in your home." Does that mean i have 20 spells then i'm done being a wizard till i can rest, or do i still get to cast spells with my magicka? Does my magicka not regenerate when i take this? Please help me, i'm just confused.
    1. EnaiSiaion
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      You get 20 spells and then you can't cast more spells until you rest.

      You are not supposed to be a "wizard" with this, but a spellblade. Use the boosted spell slots to heal, etc.
  8. Nightshadelullaby4781
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    Im having a small issue with this mod or atleast something that conflicts with it. I get these really bad looking golden rings for the perk icons. its ugly but thats about it.
    1. EnaiSiaion
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      Not caused by this mod.
  9. lbky684
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    The player becomes invincible during a power attack. Does anyone know how to solve this BUG? Specifically, if I have some power attack perks(e.g.Falling Sword、Execute),I can't take damage from the front during a power attack. Enemy can stagger me, but they can't damage me at all. If I remove those perks, everything goes back to normal. Someone help me !
    1. EnaiSiaion
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      There is an armor perk that prevents stagger from power attacks.
  10. EternalSwordsman
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    First off, I love this mod. However, I felt the need to point this out, if not for the mod author, than for others that may come across the same issue.
    I couldn't find where to leave it in the bugs section.

    In short, I found that when using the Sagacious Warrior perk, in the Onehanded tree, all my attacks suddenly become bugged in slow motion.
    I am playing the most recent AE version, and have not had this issue until the last update, so that is most likely the problem.

    In case; if anyone else has the same problem, make the Onehanded tree legendary, and then when going back through it, avoid this particular perk.
    As long as I've avoided that perk, I haven't had the issue.

    Thanks again, Enaisiaion, for all your wonderful work.
    1. EnaiSiaion
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      There is no "Sagacious Warrior" perk in Ordinator.
  11. gamingaccount08
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    I dont know whats wrong. I can't get the Entropic spells from Odin to function with the Ordinator Bone Lord Skeletons
    1. EnaiSiaion
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      Those are not summons (eg. they bypass the summon cap) but just allies.
  12. Sourceoflife
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    I'm using Ordinator, and my summons keep instantly dying lol. 

    After trying around with Perks, I found out it's the "Gods and Mortals" perk from restoration that kills them. As soon as I remove this perk, they stop dying lol. Anyone have any idea why?????????

    Also If I cast Reanimate spells on my followers, they keep taking a ton of damage and sit down repeatedly lol, like something keeps killing them. What the heck is going on? What kind of "blessing" would do this? I don't see any blessing in my "powers" or magic effects that would do this.
    Has anyone experienced something like this before?
    1. Sourceoflife
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      .
      
    2. Sourceoflife
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      The instant Arkay's blessing is added, they crumble and die lol. Like a high dot damage.


      So it's apparently Gods and Mortals + Arkay's blessing which gives and "additional effect" that's called Requiem! 
      So this effect burns undead and their owners, however I didn't expect it to burn my own minions?? Is this intended? (Doesn't damage me)