Skyrim Special Edition

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Gardden

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  1. Gardden
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    12/06
    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.
  2. mmodbq
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    Hi there what is main diffrence between this and vokriinator?
    1. JKthree
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      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
    2. mmodbq
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      Thank you for sharing your experience. That really helps me to choose. Wish you all the best!
  3. wederlinodesouza
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    Hello, the blood mage perk does not consume life when casting spells, is it intentional?
    1. Gardden
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      Hey!
      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.
    2. Metatempesta
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      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
  4. MasterAskarus
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    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.
    1. Gardden
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      Hey Master!

      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 :)
    2. MasterAskarus
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      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.
    3. MasterAskarus
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      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.
  5. Bangtastic
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    i want to try this mod after thousands of runs with ordinator.
    I read in the comments that we can use Optimized Scripts for SPERG without any problems.
    what about Optimised Scripts for Ordinator ?
    1. Gardden
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      Hey!
      It's safe to use it with my mod :D
  6. MasterAskarus
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    On the Archery tree, I can not select 'Crippling Shot'.
    My Archery is level 45 and I have 'Eagle Eye'. So it looks to me like the prerequisites are fulfilled.

    Edit: Same for 'Snipe'
    1. Gardden
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      Hey!
      I just tested it here and it worked fine. Is there another mod overwriting the perks?
    2. MasterAskarus
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      Hmmm, I will check in xEdit once I have time.
      Thanks for the reply, it's good to know that it might just be a load order issue.
    3. MasterAskarus
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      Aaaahhhh, user error. It was the Ordinator Power Attack patch.
      LO: Ordinator Patch for SkySA MCO Combo Perks -> Gardden's Perk Trees Merged -> This Patch
      I must have been confused and told LOOT to sort this wrong.
      It's fixed now. Thanks :)
    4. Gardden
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      Glad to know it's working now!
      Thanks for reporting back :D
  7. megablackk1d
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    I took a perk that increases my attack speed but now I swing my swords in super ultra slow motion?
    1. MasterAskarus
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      You most likely need to install a weapon speed fix mod.
      Try this one.
      Comprehensive Attack Rate Patch
    2. Gardden
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      I believe that Master is correct. Vanilla Skyrim handles attack speed in a buggy way that can cause the slow motion. The mod linked will correct this. :D
    3. megablackk1d
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      Yep that fixed it
  8. MasterAskarus
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    Are you absolutely sure about the load order regarding the Ordinator->MCO patch?
    "LO: Ordinator Patch for SkySA MCO Combo Perks -> Gardden's Perk Trees Merged -> This Patch".
    If I follow that, some perks have their wrong description.
    "Falling Sword" (one handed Sword perk) for example has its old description referring to forward power attacks.
    If I load
    LO:  Gardden's Perk Trees Merged -> Ordinator Patch for SkySA MCO Combo Perks -> This Patch
    The description is fixed.

    I tested it without my Synthesis patches enabled, so I am sure they do not mess it up.
    1. Gardden
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      Hey!
      Actually the load order shouldn't matter because both the main file and the patch doesn't touch this perk. Do you also use "Ordinator - Scrambled Bugs compatibility (and other minor fixes)" It also touches that perk, and should be placed before "Ordinator Patch for SkySA MCO Combo Perks". All the changes it makes to the perk are also done be the SkySA Patch, so you won't lose anything, and the description will be correct :D
  9. Marvash6
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    Does anyone know how the alteration racial bonus perk works (if it works) with altered racial abilities such as mannaz?
  10. huuloz1
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    for Trade and Barter mod, while playing around with SSEEdit, i found out SPERG hide Master trader perk from vanilla make Master trader in T&B useless, but the first phase Investor still work fine, i wonder somebody can take a look at Garrden side and make a patch that force Investor in T&B work like its master trader part
  11. SomeOneBetweenUs
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    Thanks for crediting me for my patch :D

    Loved your patch by the way
  12. MasterAskarus
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    I was randomly scrolling down all your patches and saw this: A patch for Arrow Overhaul.
    Now that is absolutely amazing. I never expected that . Always wanted to try out that mod.
    So may I ask how that works? I do not see any of the perks which allows to create the special arrow types.
    Were those effects merged with some other already existing perks?
    Edit:
    Seems like I can craft all the arrows once I get the crafting tools. So I guess what your patch does, is to allow to craft the arrows right from the start. Which is the best option I'd say.


    On a general note, you might consider deleting that long incomplete list of perks from the description page, but instead list the patches and set them as optional requirements.
    That way perople would much more realize how great of a mod this is with so much compatibility patches available :)

    Oh, and also call it "Path of SPERGinator". to give it a name which rivals Vokriinator :P.
    1. Gardden
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      Hey!
      I wanted to use SAO as well, that's why I created the patch to not lose it's perks haha. Damn, I forgot to add one connection, that's why the perks were not appearing in the tree. Fixed it!

      Thanks for reminding me about the incomplete description! I'll change that on thursday as I'm running out of time today and won't have time tomorrow!

      Also, I like the new name lol