Skyrim Special Edition

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absol89

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  1. absol89
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    Hello 2023, author here. I have updated the perk overhaul after some back and forth testing with the sneak conditions. I also nerfed Headsmans Axe

    If you want to check out my other recent mods, try my Spells of Terror mod too https://www.nexusmods.com/skyrimspecialedition/mods/103392/

    If you are starting a new character with the latest patch of the mod (from 11/11 2023) try out the new bladesman/mace/warhammer perks with:
    The giants club (benefits from Skullcrusher and greatsword perks). The Rueful Axe benefits from Warhammer and Skullcrusher. Trollsbane is good.
  2. lucifer1978
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    Hello there does this mod work with my existing save or do i need to start over (new game) thanks
    1. absol89
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      It could work installing midgame, you can always redo the perks using the dragonborn DLC by defeating mirak
    2. lucifer1978
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      I can confirm that it does work without starting a new game 
  3. HellWitcher93
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    Hello there so first time user here over on Xbox. 

    Was wondering how the poison applying to regular weapons work exactly?

    From testing i never noticed a difference. Maybe am testing wrong. 
    1. absol89
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      So It does some kind of hitscan to where your aim is when you attack (even with magic). And adds a stronger poison effect per alchemy perk stage you have unlocked. If you have the first Alch perk, you can deal the even stronger poison effect by having a falmer weapon in your hand
    2. HellWitcher93
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      Oh so is it a flat damage hit rather than over time damage?

      If its extra damage on hit then it probably is working as i was expecting over time damage being poison. 
    3. absol89
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      To me, I mostly notice it in unarmed combat. In vanilla skyrim, each hit is a direct damage. With alchemy perk, there is a small DoT of poison
    4. HellWitcher93
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      Thanks for clearing it up. I'll test my unarmed then. 
    5. absol89
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      There is also some poisoner perk higher up in the alchemy tree that doubles doses applied on melee weapons, and extra on falmer weapons.

      That should include the Woodsman's Axe that has the falmer keyword. So it can be poisoned for twice as many hits compared to other axes.
    6. absol89
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      I also updated the mod today to include the Nettlebane as a bosmer/falmer poisoning weapon option. I also adjusted weights of some items
  4. Lyss
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    Was the bugfix incorporated with the main file, or does it still need to be installed?
    1. absol89
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      Bugfix is optional, as it depends on AE content. I am using the mod for Skyrim Together, which currently excludes AE content (hence separate)
  5. CabritoDaMontanha1
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    Hi, I recently downloaded your Mod on PS4 and am loving it, I just have a question, do the restoration Perks increase Magicka regeneration "%" or do they work like the "Ring of the Erudite"? What is the value that each level adds? Thank you for your help! <3
    1. absol89
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      Hi, thank you for downloading it. I believe it uses the vanilla skyrim magica regeneration perk calculations. That ring is a great combo
  6. noveldragons
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    Hi I just downloaded this mod on ps4– first thank you for making it! I’m excited to play with it. I noticed that Persuasion in the speech skill tree has been replaced with Dragon Hunter. I just wondered, does persuasion still level up at all with that? Thank you for your help! 
    1. absol89
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      Yes I believe i moved it as the tier 1 perk in the position of the intimidation, so persuation is 1/2 and intimidation is 2/2.
  7. imnotfamous
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    Nice mod, very close to vanilla one, with very nice perks, which is great for those who doesn't want to spend hours to understand 800 perks like on other mods. Very underestimated, should be endorsed much more.
    1. absol89
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      Huge thank you for reccommending, this is just what I was going for when making it
  8. Aioriax
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    I Need a patch for "mix and match" or i can Just let overrwrite "Better vanilla perks'"?
    1. absol89
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      You can let mix & match overwrite BVP if you want only the XX% per piece benefits that come with M&M. But you lose unique effects

      You can also overwrite M&M with BVP loaded later in the load order. And get M&M scaling on perks I didn't change. See what works
  9. macnitrolpost
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    Been using this for a while now. And it’s in general very compatible , meaningful and unintuitive.looked in sedition at the esp, found some new perks called leadership/influence .   What do they do? I. Not sure I found them implemented in the games perksystem? Anybody knows?
    1. absol89
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      The Sedition anniversary content had hidden perks about being allowed to craft and upgrade amber and madness material items.

      They don't show in the perk tree, they are hidden perks added to characters at some point in the questline if I remember correctly.
  10. Zephrusprime
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    Does this only touch the perk tree? 
    1. absol89
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      It touches mainly the perk trees, 1 vendor inventory and 3 NPC inventories. Some weapons and magical effects. Sorry if it is too broad
    2. Zephrusprime
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      No problem at all, thank you for the detail. I was trying figure out what would work well with this with minimal conflicts and without SKSE. I want to make sure that anything I add will allow me to see what this mod can do and I don't like to change too many aspects of overhauls. Do you have any recommendations for you mod to pair with? 
    3. absol89
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      Alright! Sure, I like to pair it with mods that add new elemental spells (not covered by the main elemental destruction perks), and summoning spell packs (I'm using Phenderix Magic Evolved). And perhaps mods that require silver weapons to deal with undeads to a greater extent. My mod also slightly buffs the necromage effect a bit, so you can probably have some fun with that. Unarmed scaling should be better as well, so pairing it with the new gauntlets from Anniversary Edition creation club could be cool. I have Summermyst for some extra enchantments, and Dragon Hearts (some extra form of gaining perks through hunting or questing is recommended). Have fun
    4. Zephrusprime
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      I am using Summermyst too and I love it. I also paired Valravn, Evenstar, and Morningstar. So far I must say I really like your perk overhaul. I have been going towards the lighter and more vanilla like ones. I really love the balance for Archers since I really only play that but I love all the little tweaks in and out of the trees. I like some of the advantages I have gained early that allows for a good start but I am not too OP. This is becoming one of my favorite overhauls and I am going to spend a lot more time with this. I was wanting to add some more minimalistic overhauls for the Vampire and Werewolf side. One problem I have noticed though is that my light armor is not leveling. 
    5. absol89
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      I recommend picking up the first Alchemy perk and getting a Falmer bow then :) when I tested last time light armor was leveling for me
    6. Zephrusprime
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      If you could tell me what is the "poison level" effects in the alchemy tree? Are you saying the Falmer Bow does something like a poison effect by itself? 

      Edit- on new play through I see the description about the Falmer bows! Real cool! The Mod is solid man!  Really fun to play with on my survival role. Sadly I can't get it to work on PS4 for my daughter because of 0kb. 
    7. absol89
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      Each level of the alchemy 1/5 perk adds a small poison damage to each of your hits made with contact weapons. (not sure if on spells)

      The first perk has an optional condition that gives the highest level effect right away, but only if the weapon used is of Falmer material.
    8. Hammerhead642
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      If some of the weapons are affected, then a patch for Weapons, Armor, Clothing and Clutter Fixes by kryptopyr need to be made.
      I created a bashed batched and noticed some effects for certain weapons like spellbreaker were not being carried across into the patch, I don't know if anyone else ran into this issue as well.
  11. edm3579
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    I'm sure I'm missing it somewhere.  Rank 1 in the Stealth tree says, "Adds 20% sneak damage with basic and dwarven weapons."

    What are "basic" weapons?

    Also, I notice Shadow Warrior has a bonus to Greatsword sneak damage.  What is the design philosophy behind granting this bonus to Greatswords but no other 2h weapons?  I'm not critiquing, I'm just trying to understand the philosophy of the decision.  I very much like the mod.  Small changes, not super game breaking.  I really like the ability to skip pre-reqs if you have a related skill high enough.  Very good idea that I see in TTRPGs.
    1. absol89
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      Thank you for writing, will try to answer best I can!

      1. Basic weapons were a shorter word for bundling wood/iron/misc weapons that don't scale as highly damage wise in the game.
      It may enable you to make better use of things with fast draw/swing speeds like Hunting bows. Faction is another such summary.
      Faction armors may include guards or guild garments that previously had no smithing benefits or sometimes had incomplete sets.
      I don't remember If i included steel weapons in basic as they scale pretty well, you can try it out with the forsworn weapons maybe.

      2. The Shadow Warrior perk was to give greatswords a damage nieche, as 2h axes got power attack dmg, 2hammer got armor pen.
      Essentially it could make things like ebony blade or silver greatsword a bit more reliable and satisfying to carry as a stealth player.
      The 2h hammers and axes also seem more heavy, and kills leaving more of a mess. While a greatsword kill can be more graceful :)