Skyrim Special Edition

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SeaSparrow

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Shekhinaga

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About this mod

Adds Ordinator perks to Path of Sorcery in a tasteful and somewhat balanced fashion.

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Path to Ordinance is a small but very impactful mod that introduces Path of Sorcery perks to Ordinator. This is not just a splice like Vokriinator++, but it changes, combines, and rebalances several perks in order to facilitate more unique and interesting builds. If you are looking for a completely unique playthrough, give Path to Ordinance a try!

Alteration
“My magic is my armor.”
In Path to Ordinance, Alteration is by far the most diverse school of magic. Within this tree, you will find perks that can change your attributes, open locks, make you intangible, change the way you cast perks, and even turn your enemies to gold. In order to fit everything, many perks have actually been merged. A fix for Path of Sorcery's “Synergy” perk is also included. Full list of perks:

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15 – Student: Alteration(2 Ranks)
25 – Careful Preparation

30 – Arcane Armor (4Ranks)
Arcane armor's 4thrank is Ordinator's Distorted Shape.

40 – Mystical Energies (2Ranks)
New perk. This combines Pathof Sorcery's “Synergy” and Path of Sorcery's “Magic Resistance”. This also FIXES Synergy, making it now only apply its buff when you have a flesh spell on.

40 – Bastion (2 Ranks)
1st rank gives you Path of Sorcery's “Adaptability”. 2nd rank gives you Path of Sorcery's “Bastion”.

40 – Wild Shrines

50 – Golden Fingers (2Ranks)
New name, old perks. 1strank gives you Ordinator's “Philosopher's Stone” and the second rank gives you “Open Lock”.

50 – Spellblade (2 Ranks)
Spellblade's 2ndrank gives you Ordinator's “Rend Resistances” perk.

50 – Geomancer (2 Ranks)
The 2nd rank was always there but was not enabled.

60 – Energy Shield
60 – Energy Roil

60 – Alter Self (3 Ranks)
Rank 1 is Ordinator's “AlterSelf: Resistances”. Rank 2 is Ordinator's “Alter Self: Attributes”. Rank 3 is Path of Sorcery's “Transmutation”.

60 – Intuitive Magic (2Ranks)
70 – Home Mythral
70 – Welloc's DormantArcana

70 – The Monarch (2 Ranks)
The 2nd rank gives you Ordinator's “Nullifier” perk.

70 – Vancian Mage
You CANNOT get this perk if you get Blood mage until I think of a workaround. Getting both allows you to continue casting spells even after running out of spells.

70 – Blood Mage
80 – Blood Siphon
80 – Quadratic Wizard
80 – Emergency Teleport

90 – Throne of Nirn
I recommend also using “Improved Throne of Nirn”

90 – Dungeon Master
90 – Blood to Power
90 – Eldrich Energies
100 – Arcane Thesis
100 – Aurification

Conjuration
"The Conjuration Mage never stands alone."
Conjuration is split into two distinct paths – the path of the Necromancer and the path of the Oblivion Caller. Command an army of the undead, the ranks of which consist of mighty revenants, rattling skeletons, and even undead Dragons. The oblivion caller is an army by himself, able to conjure forth atronachs, daedra, and wield weapons of terrible power.  

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Skeleton Lord:
20 – Bonecraft
Path of Sorcery's bone craft now allows you to make skeletons AND harvest bones.

30 – Foreign Anatomy
Allows you to craft more Skeletons – Bone horses and Abominations.

40 – Ancient Tongues
60 – Crypt Lore
70 – Forgotten Secrets
This is crypt lore rank 2.
80 – Chosen Disciple
90 – Lord of Bones


Necromancer:
30 – Ravenous Dead
40 – Preservation
50 – Undead Crown
60 – A Plague Upon Thee

80 – Cruel Firebloom
Renamed “Corpse Gas”.Why? I like this name better.

90 – Shocked to Life
90 – Necromaster


Atromancer:

30 – Gatekeeper (3 Ranks)
The 1st rank is Ordinator's “Planemeld”. The second is Ordinator's “Atromancy”. The third is Path of Sorcery's “Gatekeeper”.

40 – Signed in Blood
50 – Pact Magic
60 – Elemental Potency
70 – Witch's Familiar
80 – Gift of the Master
90 – Summon Resist


Oblivion Binder:
20 – Mystic Weapon
30 – Soul Raider
40 – Rend From This World

60 – Void Burn (2 Ranks)
The 2nd rank of void burn is Path of Sorcery's “Thirsty Blade 3”.

65 – Arcane Strike

70 – Hollow Binding (2Ranks)
The 2nd rank gives you Ordinator's “Dark Whispers”.

75 – Ghost Dance (2 Ranks)
80 – Brand of the necromancer


Miscellaneous Perks:
20 – Conjuration DualCasting
40 – Rat King
60 – Edge of Oblivion
70 – Maelstrom
70 – Feed the Monster
90 – Unleash Hell

Destruction
"Fire, frost, or shock - you will perish by MY hand."
Fire, frost, and lightning. Rain down disaster on your foes and become a walking force of nature. Will you wield all elements, casting them in devastating combinations or will you specialize in a single element, unlocking its hidden potential? Or will you rely more on skullduggery and runes to unmake your enemies before they even know what hit them?

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Base Perks:
15 – Student: Destruction

30 – In your Element
It was Ordinator's “Elementalist”. I had to rename it because of...

40 – Elementalist
This.

50 – Robe of the Magi
60 – Force of Nature
70 – War of the Elements
80 – Elemental Specialization


Runecaster:
30 – Subtle Magic
40 – Runecaster
70 – Ancient Seals


Pyromancer:
20 – Combustion (2 Ranks)
25 – Augmented Flames (2 Ranks)
30 – Scarring Burns
40 – Conflagration
45 – Searing Pain
50 – Flash Fire

60 – Pyromancer'sAscension
The first of the “Ascension Perks”. Choosing this will not allow you to get “Cryomancer's Ascension” or “Stormlord's Ascension”.


70 – Scorched Earth
80 – World in Flames
90 – Outburst
100 – Cataclysm
100 – Crown of Inferno


Cryomancer:
20 – Merciless Cold (2 Ranks)
25 – Augmented Frost (2 Ranks)
30 – Frostfall
40 – Crystalize
45 – Shatter
50 – Piercing Cold (2 Ranks)

60 – Cryomancer's Ascension
Originally named “Iced Earth”. Sorry to any fans.

70 – Hypothermia
80 – Frostborn
90 – Winter's Majesty
100 – Glacial Prison
100 – Crown of Winter


Stormlord:
20 – Ionized Path (2 Ranks)
25 – Augmented Shock (2 Ranks)
30 – Static Field
40 – Arc Burn
45 – Conductivity (2 Ranks)
50 – Magnetize

60 – Stormlord's Ascension
Originally named “Nova Charge”

70 – Electroconvulsions
80 – Power Surge
90 – Stormblast
100 – Absolute Power
100 – Crown of Storms


Enchanting
"I am a master artificer. The artifacts of old are naught but cheap baubles compared to my masterworks."

Enchanting is the art of imbuing the physical with magic. In Path to Ordinance, Enchanters are able to better use staves, scrolls, and enchanted weapons as well as weaving magic in-between each strike. Pour time into your items and they shall serve you well when the time comes.

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Uhm, I can explain.

Restoration
"Restoration is the school of magic that manipulates the energy of living things. Whether to heal, protect or harm is up to you."
Many consider Restoration to be the healer's school. That is not false, but it leaves out the whole truth – a restoration master can control all manners of natural energies. Even some... unnatural ones. To master restoration is to understand its divisions – The Healer, the Wardmage, the Crusader, the Revenant, and the Devotee.  

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15 – Student: Restoration
20 - Restoration Dual Casting
90 - Tome of Many Pages


Revenant:
40 – Plague Doctor
50 – Necromanticon
70 – Chalice of Tears


Crusader:
30 – Hallowed Burial (2 Ranks)
50 – Excorcist
60 – Crusader's Fire


Devotee:
20 – Descending Light
30 – Spirit Tutors
40 – False Light
50 – Warrior's Flame
50 – Pilgrim
60 – Sacred Flame
60 – Ashes to Ashes
60 – Lightwielder
60 – Divine Inspiration
80 – In Thy Name
80 – Battle Cleric
90 – Eternal Flame
90 – Gods and Mortals
100 – Apotheosis


Wardcrafter
40 – Vigilant
50 – Antimagic Field

60 – Magical Sanctuary
Originally Named “Forbidden Sanctuary”

70 – Bastion Ward
80 – Supreme Ward


Healer:
40 – Respite
50 – Overflowing Cup
60 – Under My Wings
70 – Wheel of Life
80 – Enduring Ideal


 After some deliberation, I decided to split up the installation into two different files. The first one is Core File, which includes the mod itself. When installing, you will be asked to choose between two different Illusion trees – Ordinator's and Path of Sorcery's. Choosing Ordinator's perk tree will revert all changes to illusion spells back to vanilla which might be better for compatibility.


The second file includes several compatibility patches. Note that some of them can be used without Path to Ordinance, like the Animated Armory patch. The reason why they are no longer packed is to allow the user to install the patches at the end of the modding process so as to avoid accidentally forgetting a patch.

Finally, load order is extremely important – if you get it wrong, Path to Ordinance will NOT work. LOOT WILL get the load order wrong, so you will need to adjust it manually.



Path of Sorcery →Ordinator → Path to Ordinance → PoS Patches → Ordinator Patches → Path to Ordinance Patches



I cannot stress enough how important it is to load path of sorcery BEFORE ordinator for this mod to work. This is a very deliberate choice on my part to make sure that certain perks like Arc Burn work properly. While Path of Sorcery will work with Ordinator, there are a few problems. If you were using Path of Sorcery with Ordinator in the past, you may have noticed that certain Ordinator destruction perks would actually activate. In the case of Arc Burn, getting “Augmented Shock” would cause you to be able to use it!
If you are using aBashed/Smash/Merged patch, know that it can (and will) mess up. My advice is to remove ALL Perk entries, remove “AVAlteration”, “AVConjuration”, “AVDestruction”, “AVEnchanting”, and “AVRestoration” under “Actor Values”.  As far as compatibility goes, the only conflicts that you will have will come from patches for Ordinator and/or Path of Sorcery. I have included a number of patches available, but if you notice any compatibility problems do contact me.

Enai Siaion and Steelfeathers for their mods and advice.

The xEdit team for their amazing program – this mod would not have been possible without it.

Corpseletter for help with getting everything to work.

SimonMagnus , ViktorF, ALEXXiRAPTOR, Ricky, and several other individuals from multiple discords. Thank you for putting up with my ceaseless questions and for your invaluable feedback!