I just recently discovered and tried out vorkiinator and there's a bit between these merged perk mods on what did and didn't make the cut. I'll try to give a brief summary on which is better based on type
Speech - Garrdenn. Has more/better perks for animal companions and shouts and training Pickpocket - Vokriinator. Vokr offers more additions to pickpocketing such as success rates and more items the victims have Lockpicking - Vokriinator. Vokr has a few extra finding items in chest perks Sneak - Vokriinator. Vokr has Escape Artist which ends all enemy searching when sneaking. Besides that both are near identical Alchemy (With CACO patches). Identical Archery - Vokriinator. Vokrii has a few more knockdown/crit strike condition perks Light Armor - Garrdenn. Garrdenn offers a number of non-Light Armor/Unarmed perks
Alteration - Garrdenns. Gardenn's provide better flesh spell perks, upgraded race perks, the Arcane Converter (A weaker, rechargable soul gem that's fueled by magicka) and an all school magicka cost reduction perk. While Vorkii just offers Weakness and Telekinetic perks Destruction - Vorkiinator. Vokrii has perks for Cloaks and Walls while Garrdenns has a a few extra Rune perks. Garrdenns also doesn't have the choose 1 elemental specialization mastery Illusion - Vokriinator. Vokriinator gives better support for Mysticism's Paralyze and Command spells despite limitations on a few specialization perks Conjuration - Vorkiinator. Garrdenn's only does Path of Sorcery's Created Skeleton and not Ordinator's while Vorkii does both (while I haven't fiddled with this, this might be confusing if the bones needed for them are different.) Garrdenn's extra summon limit is also done differently (and doesnt have Edge of Oblivion) Restoration - Vorkiinator. Vorkii has a few more Poison and Sun perks. Garrdens has a different near death save perk, shrine perks and a greater Magicka regen perk Enchanting - Vorkiinator. While Garrden has a nice Potion Perk. Vorkiinator has more scroll and stave perks
One Handed - Garrdenns. While Vokrii offers some OneHanded with 2nd hand empty perks and a few extra power attack direction perks it has a strict limitation on only having 1 of the SPERG weapon specilization type Two Handed - Garrdenns. Almost Same reason as One Handed Heavy Armor - Garrdenns. There are a few different perks between the 2 but Garrdenns offers a bit more in defense and other bits like weight/speed loss Block - Garrdenns. While Vorkii has more Bashing perks that give extra effects. Garrdenns perks beat it with pure raw damage Smithing - Vorkiinator. While Garrdenns offers stronger smithing, it eventually caps out and doesnt have Vorkiinator's Plates/Padding
In their current states, I prefer Garrden. Most of Vokrii's uniques I barely use or are already strong. My only real gripe with Garrden is lack of support for Mysticism's Paralyze and Command spells in the Illusion tree. Adding Ordinator's Fickle Fate and Kindred Mage would be a start
I just started a playthrough and I'm getting skill levels up for Light Armor without even being in combat. Is this mod doing that? It's the only thing I changed since my last playthrough. Happens when I'm out of combat walking around in Whiterun even.
Hey, when ever you update the mod for the ner version of PoS, could you please have a look at Bound Shield - Redux, Simple Bound Weapons Expansion and Bound Weapon Extravaganza, to check if they are compatible. I mostly care about the Shield mod, which has a SPERG patch available. I am not sure how the bound weapon perks work, it seems like they require some special keywords, so I guess a simple conflict resolution won't be sufficient. Thanks and have fun modding :)
Did anyone check compatibility with Odin? There is a rather old patch. I checked it in xEdit and it seems like at least some parts of it are still required. The issue is Path of Sorcery, that overwrites and deletes some records from Odin.
I've also checked ENB light and it seems like that overwrites some properties that Sperg requires. I'll probably need to make a patch at some point.
The POS update 3.0 really messed up this mode—tons of stuff just doesn't work anymore. Shame, because thee new POS blood mage toggle is going to make builds with blood magic and Vancian spells total OP monsters!
I will stick with 2.7 POS and keep Gardden's merge for the time being. I am happy for all the wondergul compatibility patches he provides for his perk tree, so I'll probably stick to it forever or until Enai Siaion releases something new.
Sath of Sorcery just got a massive update. Any chance that you will ever update your beautiful perk tree? There is no rush, I will stay with 2.7 in the meanwhile :)
the same i just cant get it to work i dont have a point in vancian it isnt sperg eiher ! its ordinator or a script part off your mod isnt working at last not for me i have it last in the load order i did try wyre bash and without no matter what its just infinte magic for the mc and yes seedit to at last lock at it sorry but i iam no modder or programer right now i consider removing the bloodmagic part to be able to enjoy the rest of the mod otherwise its to much of a cheat my game is AE 640 and yes its pirated i cant buy every year a new "definite whatever " version of the dam thing just because they cant stop milking that cash cow i mention this due to some mod authors having issues with helping "pirates" so iam honest i would like to know if others got it to work if first the vanican charges are consumed and than the toons hp for casting as intended perhaps its just the newest version of the mod that dosnt work thx for any help or advise given
Not your fault, but this breaks archery IMHO. At least for my. That perk that gives you infinite spirit arrows you get at level 20 is just OP when combined with Rapid Bow Combo V3. Gives you infinite machine gun shreading through dragons with ease.
Those spirit arrows are stronger than the steel and iron arrows I get at lower levels and have pretty much no gravity to fly an almost infinitely distance.
Doesn't help that the rapid combo does not consume magicka, but even if the magicka is empty, I still can shoot regular arrows. It just drains magicka, but does not require it.
Like I said, totally not your fault, but IMHO the merge would be better without that perk. Makes lower level arrows super pointless.
EDIT: The arrows are probably not the issue. It might be that the Locational Arrow Damage - mod does not always apply when using the rapid shot and thus the quick shots deal a huge amount of damage. So yeah, probably not related to the perks.
Edit 2: I found the issue. It's Know Your Enemies and Rapid bow Combo v3 that do not want to work together properly.
Even if the perk itself is not the issue as you explained in your edits, I may rearrage this perk on the tree into a separated brach, so people are not forced to choose it to unlock other perks :)
It's probably not the perk, but the level requirement. I would put it to at least level 60-80. Don't tempt the players to get infinite arrows that are stronger than regular arrows they get. It's fine if you get an infinite arrow supply after you have access to stronger arrows. The spirit arrows should really only be a valid choice if you run out of arrows or have really high Conjuration levels.
Especially as it trivializes Rapid Bow Combo V3. Having access to an infinite machine gun makes the bow game a bit more non-fun to me. Since we get the charge shot in Rapid Bow Combo V3 at level 60, there is an incentive not to use the machine gun and at least use stronger arrow types for charged snipes. So I'd say a level requirement of at least 60, or better a bit higher would balance Vanilla and Rapid Bow Combo V3 way better.
BTW, we figured out how to make Know Your Enemy 2 and Rapid Bow Combo V3 work together :). The infinite machine gun is not as OP as before, but still not super fun.
EDIT: Now that i think about it, I'd rather put this perk into Conjuration than Archery. Why should every archer have easy access to infinite spirit arrows? I'd say such a cheap mechanic should be only available if someone invests a lot into Conjuration and Archery. So what suggest is to move that perk to Conjuration and require at least level 60. That would make this perk quite unique and only of use for you if you are a conjuration archer combo.
This mod (Link) seems to do maken interesting and a balanced version of summonable arrows. So I even more vote to move that perk way up in the conjuration or archery tree. Level 70/ 80 or so.
532 comments
Hi folks, decided to turn the mod visible again per requests.
Fixed the last bug that was reported before the mod was set to hidden.
Please keep in mind that I couldn't test every single perk that is present in the mashup. If you report a bug I'll try to fix it.
I'll try to give a brief summary on which is better based on type
Speech - Garrdenn. Has more/better perks for animal companions and shouts and training
Pickpocket - Vokriinator. Vokr offers more additions to pickpocketing such as success rates and more items the victims have
Lockpicking - Vokriinator. Vokr has a few extra finding items in chest perks
Sneak - Vokriinator. Vokr has Escape Artist which ends all enemy searching when sneaking. Besides that both are near identical
Alchemy (With CACO patches). Identical
Archery - Vokriinator. Vokrii has a few more knockdown/crit strike condition perks
Light Armor - Garrdenn. Garrdenn offers a number of non-Light Armor/Unarmed perks
Alteration - Garrdenns. Gardenn's provide better flesh spell perks, upgraded race perks, the Arcane Converter (A weaker, rechargable soul gem that's fueled by magicka) and an all school magicka cost reduction perk. While Vorkii just offers Weakness and Telekinetic perks
Destruction - Vorkiinator. Vokrii has perks for Cloaks and Walls while Garrdenns has a a few extra Rune perks. Garrdenns also doesn't have the choose 1 elemental specialization mastery
Illusion - Vokriinator. Vokriinator gives better support for Mysticism's Paralyze and Command spells despite limitations on a few specialization perks
Conjuration - Vorkiinator. Garrdenn's only does Path of Sorcery's Created Skeleton and not Ordinator's while Vorkii does both (while I haven't fiddled with this, this might be confusing if the bones needed for them are different.) Garrdenn's extra summon limit is also done differently (and doesnt have Edge of Oblivion)
Restoration - Vorkiinator. Vorkii has a few more Poison and Sun perks. Garrdens has a different near death save perk, shrine perks and a greater Magicka regen perk
Enchanting - Vorkiinator. While Garrden has a nice Potion Perk. Vorkiinator has more scroll and stave perks
One Handed - Garrdenns. While Vokrii offers some OneHanded with 2nd hand empty perks and a few extra power attack direction perks it has a strict limitation on only having 1 of the SPERG weapon specilization type
Two Handed - Garrdenns. Almost Same reason as One Handed
Heavy Armor - Garrdenns. There are a few different perks between the 2 but Garrdenns offers a bit more in defense and other bits like weight/speed loss
Block - Garrdenns. While Vorkii has more Bashing perks that give extra effects. Garrdenns perks beat it with pure raw damage
Smithing - Vorkiinator. While Garrdenns offers stronger smithing, it eventually caps out and doesnt have Vorkiinator's Plates/Padding
In their current states, I prefer Garrden. Most of Vokrii's uniques I barely use or are already strong. My only real gripe with Garrden is lack of support for Mysticism's Paralyze and Command spells in the Illusion tree. Adding Ordinator's Fickle Fate and Kindred Mage would be a start
Thanks and have fun modding :)
There is a rather old patch. I checked it in xEdit and it seems like at least some parts of it are still required.
The issue is Path of Sorcery, that overwrites and deletes some records from Odin.
I've also checked ENB light and it seems like that overwrites some properties that Sperg requires. I'll probably need to make a patch at some point.
Shame, because thee new POS blood mage toggle is going to make builds with blood magic and Vancian spells total OP monsters!
I am happy for all the wondergul compatibility patches he provides for his perk tree, so I'll probably stick to it forever or until Enai Siaion releases something new.
I'll try to update it when I have some time, as I want to use the new version os POS :D
Right now I don't have much free time, so it may take a while :/
Any chance that you will ever update your beautiful perk tree?
There is no rush, I will stay with 2.7 in the meanwhile :)
Attack speed perk, both one and two handed, nothing change. Is there any fix?
Sorry about the late reply!
Do you also have the perk 'Vanician Magic'? If you do, the Blood Mage Perk will only work once the uses of Vanician Magic are spent.
i would like to know if others got it to work if first the vanican charges are consumed and than the toons hp for casting as intended perhaps its just the newest version of the mod that dosnt work thx for any help or advise given
That perk that gives you infinite spirit arrows you get at level 20 is just OP when combined with Rapid Bow Combo V3.
Gives you infinite machine gun shreading through dragons with ease.
Those spirit arrows are stronger than the steel and iron arrows I get at lower levels and have pretty much no gravity to fly an almost infinitely distance.
Doesn't help that the rapid combo does not consume magicka, but even if the magicka is empty, I still can shoot regular arrows. It just drains magicka, but does not require it.
Like I said, totally not your fault, but IMHO the merge would be better without that perk. Makes lower level arrows super pointless.
EDIT:
The arrows are probably not the issue.
It might be that the Locational Arrow Damage - mod does not always apply when using the rapid shot and thus the quick shots deal a huge amount of damage. So yeah, probably not related to the perks.
Edit 2:
I found the issue. It's Know Your Enemies and Rapid bow Combo v3 that do not want to work together properly.
Even if the perk itself is not the issue as you explained in your edits, I may rearrage this perk on the tree into a separated brach, so people are not forced to choose it to unlock other perks :)
I would put it to at least level 60-80.
Don't tempt the players to get infinite arrows that are stronger than regular arrows they get.
It's fine if you get an infinite arrow supply after you have access to stronger arrows.
The spirit arrows should really only be a valid choice if you run out of arrows or have really high Conjuration levels.
Especially as it trivializes Rapid Bow Combo V3.
Having access to an infinite machine gun makes the bow game a bit more non-fun to me.
Since we get the charge shot in Rapid Bow Combo V3 at level 60, there is an incentive not to use the machine gun and at least use stronger arrow types for charged snipes.
So I'd say a level requirement of at least 60, or better a bit higher would balance Vanilla and Rapid Bow Combo V3 way better.
BTW, we figured out how to make Know Your Enemy 2 and Rapid Bow Combo V3 work together :).
The infinite machine gun is not as OP as before, but still not super fun.
EDIT:
Now that i think about it, I'd rather put this perk into Conjuration than Archery.
Why should every archer have easy access to infinite spirit arrows?
I'd say such a cheap mechanic should be only available if someone invests a lot into Conjuration and Archery.
So what suggest is to move that perk to Conjuration and require at least level 60.
That would make this perk quite unique and only of use for you if you are a conjuration archer combo.
So I even more vote to move that perk way up in the conjuration or archery tree. Level 70/ 80 or so.