Skyrim Special Edition
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Paradoxnrt

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This mod is based on my 'Classic Roleplay' mod, but includes FULL NPC Perks! IF an NPC (or any actor) has the necessary skill level, they can use many of the same perks the PC has access to! There are additional changes (listed) that increase difficulty while remaining faithful to Lore ....prepare for difficult times!

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NOTE#1:  This mod greatly increases difficulty, but remains faithful to Lore/'Realism'.  NPCs/Actors gain access to perks and are potentially as powerful as the PC now!  I STRONGLY advise playing on Normal Difficulty!!!


NOTE#2:  ORDINATOR + WINTERSUN USERS! My Mod is 'mostly' compatible....however, please read the following!
KoeniglichePM was kind enough to create 2 patches (found in download section) to fix compatibility issues with both Ordinator and WinterSun.
*Regardless of Load Order, my NPC Perks will still be fully implemented!


NOTE#3:  Divine Blessings (and their specific Perk Trees), Paladin of the Divines Blessings AND Daedra Blessings are completely implemented!

NOTE#4:  Bard Skills/Abilities/Animations are now fully implemented!  Requires Skyrim's Got Talent mod!





Mod Components (3) Overview




Mod Component 1)

All NPCs/Actors (includes everyone except the Player Character) can gain access to the same perks that Players use.  However, the NPCs/Actors still need to have the necessary skill level to make use of these perks!

Be prepared for NPCs/Actors to fight on your level!  Uber-Perks like Atronach, Avoid Death, Necromage, and more are all available to the NPCs/Actors!

*The NPCs use THIS mods Skill Trees for their Perks, NOT vanilla perks (or perks from other mods)!



Mod Component 2)

The goal here is to add more 'realism' AND better defined character 'classes'!



While Mods like Ordinator might be fleshed out, the perks and tweaks are generally FAR from rational (or balanced).  This mod tweaks settings AND alters/adds to the Perk Trees in a way that makes sense AND adds support for classical builds:

Adventurer: A 'Mixed Armor' Perk tree (in HA) is introduced, combined with better developed Weapon Perks.

Barbarian: A 'Barbarian' Perk Tree (in LA) is introduced, combined with better developed Weapon Perks.  Barbarians have faster movement, increased agility, and strike harder WHILE CARRYING LESS INVENTORY WEIGHT.  They also gain a 'Greater Rage' Lesser Power* that is similar to how Berserker Rage works in D&D.

Bard: A Bard Perks Tree (in Speechcraft), abilities and animations are introduced, combined with better developed Bard Perks.  'Skyrim's Got Talent' mod must be installed....for which my mod will make the following changes:

-Lute/Flute/Drum buffs have a ~28% chance of activating each time you skillfully use an instrument!
-Lute/Flute/Drum can't be activated during combat!
-Lute's default buff now grants 20 Magicka and 40 MagickaRegen!
-Mods Flute Buff x3 (duration AND magnitude) when you have Bardic Knowledge Perk AND 200+ skill with flute!
-Mods Drum Buff x2 Magnitude and x6 Duration when you have the Battle Ballad Perk and 300+ skill with the drum!
-Mods Black Book 'Bardic Knowledge' Lesser Power when you have Battle Ballad Perk AND have the Drum buff active AND your Drum Skill is 300+....all NPC races (including Player) are super buffed, but not raised dead NPCs!
-Mods Lute Buff (Magicka/MagickaRegen) x3 Magnitude and x5 Duration when you have the Tranquility Perk AND 300+ Lute Skill!

-Lutes Buff can also provide a 'Bard's Luck' ability that influences your luck!  Tranquility Perk AND 500+ Lute Skill AND Lute Buff active are required for the Bard's Luck ability to automatically activate!  Effects include the following:
+10% chance of Falling Damage reduced by 30%
+10% chance of light conditions being 20% more favorable while sneaking
-20%  chance for enemies to land a critical hit on you
+10% chance of getting lucky while picking a lock (20% easier)
+10% chance of lockpicks not breaking when they otherwise should have!
-20%  chance of being noticed by guards during lockpicking attempts
+50% increased chance of you landing critical hits
+10% chance of arrow completely being deflected by an equipped shield
+10% chance of your bribe attempt being 50% less expensive (the target was in a really good mood that day)
+10% chance of your sneak attack doing 20% more damage
+20% Disease Resistance while Lute buff is active
1% chance that incoming physical damage is reduced to 0%
1% chance that incoming physical damage is reduced to 25%
1% chance that incoming physical damage is reduced to 50%
1% chance that incoming physical damage is reduced to 75%

Cleric + Paladin: A Cleric/Paladin Perk Tree is introduced (in Restoration) for the 8 Divines.  Faith based spells are granted directly by the Divines, and require prayer, the corresponding amulet worn AND Lawful Good behavior.  Divine Spells can be cast limited times, but require no magicka.  Additional benefits are granted that depend on which Divine you choose to worship. 
*you lose access to Divine spellcasting + blessings if you act in an evil manner!  Lawful Good 'requirements' are listed at the bottom!
**For those seeking a D&D type Cleric/Paladin that uses prayer instead of magicka to cast spells....you've found your mod!!!

Paladin of Talos: Talos is different than the 8 Divines, and so his Paladins have a different development path.  Talos worshippers are required to pray at a Talos Shrine + wear a Talos Amulet to gain their blessings.  Blessings revolve around increasing the power of your Thu'um and increased learning rates for combat skills.

Duelist/Spellsword: Perks are introduced (in 1H) that grant fencing type abilities to those using 1handed weapons in one hand, and nothing/dagger/spell in the other.  Abilities (that require proper timing) involve disarms, inducing stagger, dodging, and inflicting extra damage.

Werewolf: While not intentional, I realize now that my Barbarian Class Perks ALSO support lightly encumbered Werewolf builds VERY well!  ...You can even use Greater Rage before transforming into werewolf form = you can do a lot of damage in the 1rst minute of transforming!



Mod Component 3)

Introduces more developed Divines.  Now the Divines have their own skill trees and some mechanics have been changed (for example, amulets are required to gain the blessings).

Additionally, to receive their blessings, good behavior is a must.

By choosing Divine Perks, the Divines will grant you spells/abilities when you pray at their shrines.

Paladin level Perks can grant many wonderous abilities....there is even a 'Paladin of the Nine Divines' status introduced as well!

Finally, Daedric Blessings (Temple in Solstheim) have been fleshed out to fit Lore + enhanced when you serve that specific Daedra Prince.



A LONG List Of Perks And Tweaks!:


CURRENT Health Stat is tied to Disease Resist.  Gains +5 at 200 Health, and +5 every 200 extra Health. Max 25% at 1000 Health.
*As you get injured, your resistance to disease bonus also diminishes!

CURRENT Stamina Stat is tied to Poison Resist. Gains +2.5 at 200 Stamina, and +2.5 every 200 extra Stamina. Max 12.5% at 1000 Stamina.
*As you get tired/worn-out, your resistance to poison bonus also diminishes!

CURRENT Magicka Stat is tied to Magic Resist.  Gains +2.5 at 200 Magicka, and +2.5 every 200 extra Magicka.  Max 12.5% at 1000 Magicka.
*As your mental focus (magicka) diminishes, so does your Magic Resist bonus!


-even without perks, melee weapons gain inherent abilities + bonuses against certain enemies....it is all very logical, for example, spriggans are weak against axes, skeletons are weak against blunt, NPCs take a bit more damage from swords, and so on....also bladed weapons have a chance to cause bleeding (duhh) and blunt weapons can partially bypass armor.  *you can pick weapon perks that enhance these effects further!

-Critical Hits can occur (both by PC and Actors) without requiring perks....the odds of that happening are small though.

-Friends/Allies/Lovers will no longer let you take valuable items from them!  It might make sense for a buddy to lend you some clothes/shoes or let you eat something if you are hungry....but they wouldn't give you their most expensive stuff!
The item value limit is reduced to:
Friends 2GP
Confidant 3GP
Ally 8GP
Lover (marriage) 100GP

-wearing gear is easier than carrying that gear = all worn armor/jewelry/clothing weights 35% less.

-Khajiit & Vampire Night Eye duration increased to 6 hours (can be toggled on/off)....this ability is actually useful if you play with darker nights/dungeons.

-Werewolf changes (only if Beast Blood is gained during Companion Questline):
1) Full Moon Rising is implemented.  Between the hours of 22:00-4:00, your werewolf form gains +150 Health/Stamina AND an automatic 'Night Eye' effect!
2) Your normal form (human or elf) gains a Night Eye power that lasts 6 hours and can be toggled on/off.
3) Both your normal AND beast form gain + 25 fortify carry weight, fortify stamina, fortify stamina regen rate.
4) Both your normal and beast form gain +10% Damage Reduction from all sources...EXCEPT from SILVER based weapons!
5) Both your normal and beast form gain a 50% Weakness VS Silver weapons!
*You might have to save + reload for the effects to take place once you become a werewolf!


-Default Lockpicking 'sweet-spot' is reduced by 99%!!!  Lockpicking Perks (or potions and enchantments) are required if you want to pick locks!

-Lockpicking 'Skill Use Offset' is reduced to 0.  No longer can you power-level lockpicking by simply breaking lockpicks.

-No Starting Spells!

-Divine Amulets (and Marriage Ring) no longer have enchantments.  Instead they are now used to channel Divine energies while praying at their corresponding Altars.
*you still can't enchant the Divine Amulets since that would only profane them.
*you CAN enchant Mara's marriage ring!  It's a symbol of love (Mara's Portfolio), but not a symbol of Mara herself!
*I removed the amulet enchantments because 1) it made no sense, 2) it was also strange you couldn't disenchant them, and 3) it would have been strange if you played an evil character, and the Divines refused to give you blessings...but still gave you the benefit of their Amulets power!

-Divine Altar Blessings are now stronger to make up for the Amulets no longer having enchantments.

-You now must wear the matching Divine Amulet to gain a Divine Altar Blessing (and all the other Lawful Good requirements).

-Talos has his Worship Perk Tree in Speechcraft

-The 8 Divines have their Worship Perk Tree in Restoration.

-Candlelight light range extended by 2.2x...making it actually useful.

-Divine Spellcasters can cast 'Holy Light'...functions as per Candlelight, but lasts about 15 minutes.
*I recommend using 'Tweaks No Orb Candlelight Fix' to get rid of the annoying default circling, glowing ball!

-TimeScale set to 7 (7 minutes game time = 1 minute real time) *this is simply a personal preference that you can change with 'set timescale to #' command

-Merchants have FAR LESS Gold available!

-Favor/Quest rewards give FAR LESS Gold!  No more dirt poor peasants giving you 1,500 Gold for delivering donuts to their friend!!!  Doing these type of quests will be more about making friends and spreading your good name!

-Purchase/Sell prices are harsher for player! ....merchants now seem less enthused about buying blood soaked + rusted + damaged + soiled (cleaved intestines will do that!) equipment you looted!

-Enemies successfully blocking your attacks will negate many of the special effects your (or NPC) attacks trigger on hit  (bleed, disarm, critical damage, so on).

-Bleed damage starts off heavy, but quickly diminishes (heals) over time.  With all relevant Perks, you can possibly bleed enemies 40hp over 16 seconds with 1 hit (most of the bleed damage occurs in the first few seconds).

-Stormcloak Sleeved Cuirasss is now a 'Heavy Armor' piece.  It weighs only 16lbs (and is considered rain resistant if using Hypothermia Mod) but is inferior to Iron in protection value.

-Lower Tier Armors (fur/hide/studded/imperial/stormcloak/iron/banded/ancientnord, steel and bonemold) have had their weight/protection tweaked slightly for 'realism' purposes.
*it was strange that lower level armor that visibly covered far less, somehow weighed as much (or more) than full plate type high tier armor

-Lower Tier Heavy Cuirasses that have Pauldron's offer a bit more weight/protection compared to their non Pauldron'ed versions.

-Steel Horned Helm weighs +1lbs and has +1 protection compared to regular steel helmet.

-Steel Horned Helm now counts as both Steel AND SteelPlate in regards to armor set perk bonus.

-Unlimited Training (999 skill levels of training allowed per level).  *Still CAN'T train past skill level 90 with Master Trainers!

-Nord 'BattleCry' is now a Passive (constant) ability that gives Nords +10% Magnitude (power) to their shouts.

-Orc Berserk: for 60 seconds, you do x2 damage with MELEE/UNARMED strikes (no more vanilla x2 damage fireballs from a staff!).  For 60 seconds, you gain +50 Health AND +150 Stamina.  For 5 minutes, you have negative Stamina Regen (exhausted)!

-Kyne's Token is now give you 10% DR vs animals, 5% DR vs electrical, +50 Stamina, +50% Stamina Regen.  This Token can also be used in place of a Kynareth Amulet for Divine Spellcasting/Effects!  *The quest is so long to complete, the reward should be worth the effort.
*ADDITIONALLY, using the Kyne's Peace shout while wearing Kyne's Token will restore health and stamina (100/200/300)!

-Gauldur Amulet enhanced to better match Lore.  It made ZERO sense that his sons would kill him to get 3x lame +30 single stat amulets!  I mean, they could have instead spent 100 gold and easily bought equivalent +30 stat amulets!  Now the amulet (and fragments) are more noteworthy!
*the fragments each give +50 to single stat AND +50% Regen to matching stat!
**the Full Amulet now gives +55 to each stat and +55% Regen to each stat!

-Aetherial Crown should now function as per Vanilla skyrim (as per v7.3).

-Ring of Matrimony can now be enchanted (it no longer has vanilla Restoration Enchantment).  It still provides the Restoration boost when you use the Kynareth Altar Blessing.

-Necromancer's Amulet now gives 75% Conjuration cost reduction, and -85% StaminaRegen and -85% HealthRegen
*Vanilla made no sense, since you could easily enchant a stronger amulet with none of the Necromancer Amulet's penalties!
**The Amulet now only benefits Necromancer/Summoner types, while incurring a hefty 'Diminished Vitality' penalty on the user....fits both the 'Ideal Master' vitality drain theme + Necromancer Amulet lore perfectly now!

-Savior's Hide Enchantment now provides 25% Magic Resistance and 100% Poison Resistance.

-Some scrolls have had their duration increased (making them actually useful) and effects (magnitude) set to match their spell equivalents (mostly the Flesh Armor type spells, which were strangely underpowered).

-Elemental Fury Shout duration now matches the vanilla duration of Battle Fury (60/120/180 seconds).
*it was stupid that you could give ALL nearby allies an elemental fury that lasts up to 3 minutes, but could then only give yourself the same effect for 15 seconds = !?!?

-Marked For Death shout was made useless by the Unofficial Patch.  To make it slightly less useless, I've upped the 60 second Armor Reduction to 75/125/200 (from 25/50/75)!

-Bend Will (the level 2 effect) now lasts 8 hours and effects creatures up to lvl99....so your Bend Will now matches Miraak's effect on the Shrine Workers!
*Against Dragons, the effect works as vanilla

-Black Book 'Secret of Protection' now works for 90seconds  ('Secret of Arcana' is so OP, I wanted the other 2 options to be viable)

-Black Book 'Secret of Strength' now works for 10 minutes   ('Secret of Arcana' is so OP, I wanted the other 2 options to be viable)

-Leveling Stamina (+10) per level now only grants a +1 to your CarryWeight!
*the vanilla +5 CarryWeight per level (considering you start at 300 CarryWeight) quickly leads to 'I can carry a ton of stuff' idiocy!
**I recommend that when you start a game, you lower your carry weight by AT LEAST 200lbs...you can use the iNeed mod to do this, or use the console command 'player.modav carryweight -200'
***many mods overwrite this effect, so if you get +5 carryweight per stamina level up, don't worry about it.

-Unless you have the base skill perk (for example, the Novice Restoration Perk for Restoration spells), each Magic School's spells now costs 100X!
*there is a reason why so few people in the game can cast spells!

-Unless you have the base Enchanter Perk, your enchantments will be 99% weaker!
*leaning over an enchanting table no longer automatically makes you an Enchanter!
**highly recommend 'Honed Metal' mod for added realism!

-Unless you have the Steel Smithing Perk, your ability to temper weapons and armor will be reduced by 99%!
*picking up a hammer no longer automatically makes you a Smith!
**highly recommend 'Honed Metal' mod for added realism!

-Unless you have the base Alchemist Perk, your crafted potions will be 99% weaker!
*touching an Alchemy Table no longer automatically makes you an Alchemist!

-Fortify Restoration Potions no longer effect Shout Cooldown!

-Poison based Paralysis duration is reduced by Resist Poison magnitude  (@100% Resist Poison, you can't be paralyzed)

-Enchantment based Paralysis duration is reduced by Resist Magnitude duration (@100% Resist Magic, you can't be paralyzed)

-HealRateMult is restored to default.  If you want 1% heal rate (regeneration) for your PC + NPCs, you can use my 'Reduced Heal Rate' mod instead.
*until you start a new game with v7.9+, your PC will continue to have 1% heal rate!

-CombatHealRate is now set to 0.50 (default = 0.70).  This means that you heal/regenerate even slower in combat.  Your Items/Potions of Regeneration still work, but have slightly less effect during combat!

-Alchemy is revamped!  The Perks Alchemist2, Alchemist3, Alchmist4 and Alchemist5 now increase the duration of your crafted potions by 2x, 3x, 4x, 5x.
*the increased durations for your crafted potions are applied even retroactively when you select these perks!  This might seem a bit odd....I suggest you roleplay that you simply 'reworked' older crafted potions with your newfound knowledge/skill.

-The White Phial (repaired) now is on par with Elixirs in terms of strength and duration!

-Most potions have had their durations increased based on quality.
*General rule of thumb --> potion = 1 minute, Draught = 2 minutes, Solution = 3 minutes, Philter = 4 minutes, and Elixir =5 minutes.
**Some poisons are similarly extended based on quality, but some are left default for playbalance reasons.
***these changes only apply to found/bought potions, NOT the potions you craft!
****PARALYZE Alchemical Effect Duration is NOT extended by these Perks!

-Bought/Found/Crafted 'Restore' type potions now apply their effect over time (usually 5 seconds).  For example, a Healing Potion that in vanilla instantly heals 50HP, would NOW heal 10HP per second for 5 seconds!

-You can no longer craft Potions of Smithing or Enchanting, nerfing the 'Alchemy --> Enchanting --> Smithing' exploit.

-Potions of Enchanting that are pre-placed in the world have been removed.
*This better fits the lore of Ahzidal's Armor...why would this guy spend so much effort creating his armor set (+10% Enchanting) if superior potions were readily available?

-Void Salt Alchemy Ingredient's 'Magic Resistance' effect is boosted.

-Potion of Cure Poison now ALSO grants 100% Poison Resistance for 1 minute, AND 50% Poison Resistance for 5 minutes.

-Fortify Smithing Enchantments are now roughly 1/2 the power.

-Fortify Alchemy Enchantments are now roughly 1/2 the power.

-Frida's Ring + Muiri's Ring are set to 12% Fortify Alchemy.

-Silver Blood Ring + Forgemaster Fingers are set to 12% Fortify Smithing.

-PoisonResist Enchantment Base is now at 40% = at max Enchanting, you can create 100% poisonresist enchantments!
*was strange that there are many 100% poison resist items...but that nobody can enchant to that level = ?!?

-DiseaseResist Enchantment Base is now at 40% = at max Enchanting, you can create 100% diseaseresist enchantments!
*was strange that there are many 100% disease resist items...but that nobody can enchant to that level = ?!?

-Stendarr's Aura now damages Daedra tainted creatures!  So vampires (and their thralls), daedra, dremora, atronachs, HagravenFaction (includes witches) will be damaged....but Draugr will NOT!
*Draugr/Skeleton type undead are not caused by Daedra = falls outside of Stendarr's focus on Daedra!
**this spell does NOT spare friendly/allied abominations!  Stendarr has no mercy for Daedra (or those tainted)!
***this spell now benefits from Dual Casting (duration and magnitude)!

-Perk 'Deadly Bash' now only doubles (2X) bashing damage.  The reason for this is that Bash Damage bypasses armor (vanilla game mechanic).  Also, mods like 'Bring your Silver' that grants extra damage resistance to certain enemies (ghosts for example), would be bypassed by simply bashing those enemies.

-Perk's that rely on agility for dodging no longer function while PC/Actor is staggered, knocked down or swimming.  So ' (LA) Deft Movement', ' (LA) Feral Agility' and ' (HA) 'Adaptable Defense' won't work while staggered, swimming or knocked down.

-Argonians now get 95% Disease Resist.

-Nords/Redguards/Orcs (and vampire equivalents) get a +10% bonus to melee weapon damage.

-Wood Elves (and vampire equivalents) get a -10% penalty to melee weapon damage.

-Wood Elf 'Command Animal' power now lasts for 5 minutes

-Serpent Standing Stone also grants 100% Poison Resistance

-Player Character gains a 2.5x damage bonus to balance with NPCs/Actors.  Since Actors/NPCs retain their inherent vanilla Perks (which usually grant 1.5x-3x damage) + additionally gain access to this mod's Perks = they tend to do more damage than the player.  This 2.5x damage bonus roughly puts the player on even ground with NPCs.

-Player is the Dragjavascript-event-stripped each unspent Dragon Soul you carry reduces your Shout Cooldown by 1% AND greatly strengthens Shouts AND increases shout duration by 1 second!  Now you really are stealing a Dragon's Power when you consume it's soul!
*Some shouts do NOT have the 'shout' keyword = not affected by this ability!  These include the Slow Time, Turn Ethereal, and Dragon Aspect Shouts!



Below are the Perks Added/Modified!  IF a Perk isn't listed below, then it remains as per default Skyrim!
*Perks in the same tree that sequentially strengthen effects = I just sum up the totals in each sequential Perk description...so (for example) if Bladesman30 says you get a 15% chance at a Critical Hit, and you then get Bladesman60 that says a 30% chance...that means you get a total 30% chance, NOT a 45% chance!



Light Armor Perk Tree:

(25) Barbarian: 
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(50) Unhindered: 
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(50) Barbaric Blows: 
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(50) Wind Walker: 
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(70) Matching Set: 
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(85) Greater Rage: 
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(100)  Deft Movement: 
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(100)  Feral Agility: 
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Heavy Armor Perk Tree:

(30) Piecemeal Armor: 
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(50) Toughened Up: 
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(50) Tower of Strength: 
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(50) Hard Shell
*replaces the old 'Cushioned' Perk...the idea of worn armor preventing falling damage = idiocy! 
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(70) Conditioning: 
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(70) Adaptable Resistance: 
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(100) Adaptable Defense: 
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Block Perk Tree:

(30) Deflect Arrows: 
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(40) Deflect Blow: 
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(80) Quick Reflexes (now called 'Brace for Impact'): 
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Two Handed Perk Tree:

(00) Barbarian:
 
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(20) Champion's Stance: 
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(50) Devastating Blow: 
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(50) Great Critical Charge:
*while sprinting and carrying 2handed melee weapons!
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(50) It's a Trap!: 
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(30) Limbsplitter: 
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(60) Limbsplitter: 
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(90) Limbsplitter: 
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(30) Deep Wounds: 
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(60) Deep Wounds: 
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(90) Deep Wounds: 
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(30) Skullcrusher: 
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(60) Skullcrusher: 
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(90) Skullcrusher:  
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(90) Frenzied Brute:
*You can only choose to be 1 type of Brute!
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(90) Intimidating Brute:
*You can only choose to be 1 type of Brute!
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(90) Bloodthirsty Brute:
*You can only choose to be 1 type of Brute!
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(100) Hammer Comes Crushing: 
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One Handed Perk Tree:

(00) Armsman now grants the following: 
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(20) Fighting Stance: 
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(50) Critical Charge:
*while sprinting and carrying 1handed melee weapons! 
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(50) Savage Strike: 
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(30) HackandSlash now grants the following: 
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 (60) HackandSlash now grants the following: 
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(90) HackandSlash grants the following: 
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(30) Bladesman now grants the following: 
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(60) BladesMan now grants the following: 
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(90) BladesMan now grants the following: 
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(30) BoneBreaker now grants the following: 
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(60) BoneBreaker now grants the following: 
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(90) BoneBreaker now grants the following: 
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(60) Stop Hit: 
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(100) Fell Blow: 
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Marksman Perk Tree:

(30) Eagle Eye: 
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(30/60/90) Critical Shot: 
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(50) Hunter's Discipline: 
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(100) Bullseye: 
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Illusion Perk Tree:

(90) Master of the Mind: 
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Speechcraft Perk Tree:

TALOS: "Be strong for war. Be bold against enemies and evil, and defend the people of Tamriel."
*Talos blessing's abilities require you wear a Talos amulet + conform to Talos Lawful Good + Paladin requirements (see below)!

-Talos Altar Blessing: 
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(0) Crusader of Talos:
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(0) Bardic Knowledge:
*Must become a Full member of the Bards College to choose this perk!
**You must have read at least 80 books to choose this perk!
***You must have completed at least 500+ barters (transactions) to choose this perk!
****You must have successfully persuaded at least 20 times to choose this perk!
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(0) Battle Ballad: 
*You must have discovered at least 120 locations to choose this perk!
**You must have visited all 13 Standing Stones to choose this perk!
***You must be carrying a Drum at the time you choose this perk!
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(0) Warrior Poet: 
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(0) Tranquility: 
*You must have learned at least 6 Words of Power to choose this perk!
**You must have unlocked at least 3 Words of Power to choose this perk!
***You must have Mastered a Shout (unlocked all 3 words for a single shout) to choose this perk!
****You must be carrying a Lute at the time you choose this perk!
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(0) Ysmir: 
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(0) Paladin of Talos: 
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Alchemy Perk Tree:

(20) Alchemist 2: 
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(40) Alchemist 3: 
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(60) Alchemist 4: 
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(80) Alchemist 5: 
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(50) Savage Constitution: 
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Alteration Perk Tree:

Spatial Storage Concept: 
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(30/50/70) Mage Armor: 
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(30/50/70) Magic Resistance: 
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DIVINE PERK TREES, BLESSINGS, SPELLS/ABILITIES:

1-Faith Based spells cost no magicka!
2-To gain + 'recharge' divine spells, you must pray at the Divine Shrine that you've invested Perk points into (in the Skill Tree)
*you do NOT require the amulet being worn to gain/recharge Divine spells!
**'Holy Light' spells can be turned off/on by removing/equipping your Divine Amulet (for those who like sneaking).
3-Shrine Blessings for Paladins now last 10 Years (default blessing and spells/abilities remain at 8 hours).
*I decided to make Paladin blessings semi-permanent due to your strong faith!
4-To gain (and keep) the benefits of Divine Blessings/Cure, you must be blessed + wear the matching Divine Amulet (and not be evil)!
6-Divine Amulets no longer have any enchantments...the power comes from wearing the Amulet + praying at the matching Altar.
*you can not enchant these Divine Amulets since that would profane them = make them useless!
*Kyne's token can be used as a Divine Amulet, but still retains the enchantment described above.
*Mara's marriage ring no longer has any enchantment, and you are able to now enchant it.
*Shrine Blessings are stronger, to make up for the loss of 'divine enchantment' that Amulets used to have.
7-Spells are cast from the 'Power's section of the interface, grouped under 'Faith - *' to better sort them.
*Paladin blessing spells recharge every 24 hours (like Powers) if you can't get to a Shrine to renew them!
8-Perks that enhance spell effects (Respite, Necromage, Regeneration, Augmented Flames, and so on) also work on Divine Spells.
9-All Divines have a unique Perk Tree.
10-Paladin of the Nine Divines (includes Talos) allows you to simultaneously gain ALL Paladin blessings/abilities + a generic 20% Damage Protection from EVERYTHING!  Additionally, you STILL gain Paladin level blessing/protection for whichever Divine's blessing+amulet you choose to use.
*this super blessing doesn't show up in the menu active effects (for reasons), but the buffs are still applied to the PC.
**to gain 'Paladin of the Nine Divines', you must have ALL Paladin Perks (costs 44 perks all together) and pray at any Divine shrine while wearing the matching Amulet....of course, you must still be Lawful Good.



AKATOSH: "Serve and obey your Emperor.  Study the Covenants.  Worship the Nine, do your duty, and heed the commands of the saints and priests."

-Akatosh Altar Blessing (requires Amulet): 
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-Acolyte Perk Grants: 
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-Priest Perk Grants: 
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-Devout Perk Grants: 
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-Cleric Perk Grants: 
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Paladin Perk Grants:
*To gain the benefits of the Paladin Perk, you must be Lawful Good + collect at least 5 Dragon Souls + be blessed! 
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ARKAY: "Honor the earth, its creatures, and the spirits, living and dead.  Guard and tend the bounties of the mortal world, and do not profane the spirits of the dead."
*Arkay's Anti-Undead effects are 3x more powerful than the equivalent vanilla spells!

-Arkay Altar Blessing (requires Amulet)
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-Acolyte Perk Grants: 
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-Priest Perk Grants: 
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-Devout Perk Grants:
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-Cleric Perk Grants: 
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Paladin Perk Grants:
*To gain the benefits of the Paladin Perk, you must return Andur's Amulet of Arkay in Whiterun, complete Alessandra's Arkay dagger delivery quest, and complete the 'Taste of Death' questline with the entire Namira Coven wiped out + saving the Priest of Arkay!
**the standard requirements of being Lawful Good, being blessed at Arkay's Altar AND wearing Arkay's Amulet all still apply!
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DIBELLA: "Come to me, Dibella, for without you, my words must lie dull and leaden without the gilding of grace and sagacity to enchant the reader's ear and eye."

-Dibella Altar Blessing (requires Amulet)
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-Acolyte Perk Grants: 
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-Priest Perk Grants: 
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-Devout Perk Grants: 
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-Cleric Perk Grants: 
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Paladin Perk Grants:
*To gain the benefits of the Paladin Perk, you must complete 'The Heart of Dibella' quest!
**the standard requirements of being Lawful Good, being blessed at Dibella's Altar AND wearing her Divine Amulet all still apply! 
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JULIANOS: "Know the truth. Observe the law. When in doubt, seek wisdom from the wise."

-Julianos Altar Blessing (requires Amulet)
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-Acolyte Perk Grants: 
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-Priest Perk Grants: 
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-Devout Perk Grants: 
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-Cleric Perk Grants: 
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Paladin Perk Grants:
*To gain the benefits of the Paladin Perk, you must have joined the College of Winterhold + have at least 50 skill in each Magic Skill!
**the standard requirements of being Lawful Good, being blessed AND wearing Julianos' Divine Amulet all still apply!
 
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KYNARETH/KYNE: "Use Nature's gifts wisely. Respect her power, and fear her fury."
*you can wear Kyne's Token in place of an Amulet of Kynareth, if you wish!

-Kynareth Altar Blessing (requires Amulet):
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-Acolyte Perk Grants:
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-Priest Perk Grants:
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-Devout Perk Grants:
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-Cleric Perk Grants:
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Paladin Perk Grants:
*To gain the benefits of the Paladin Perk, you must complete the good ending for the 'Blessing of Nature' quest (return a sappling to Danica) AND must complete the 'Kyne's Sacred Trials' quest!
**the standard requirements of being Lawful Good, being blessed at Kynareth's Altar AND wearing Kynareth's Divine Amulet (or Kyne's Amulet) all still apply!
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MARA: "Come to me, Mara, for without you, I might forget the ways of our fathers, and preening by the light of latest fashion, my words might tremble like the thin reeds of novelty in the tempest of enthusiasms ."
*you can wear Mara's Amulet AND/OR The Ring of Matrimony as a talisman of Mara!
**Once your a Paladin of Mara, wearing BOTH the amulet AND Ring provides a 'super enhanced blessing'.

-Mara Altar Blessing (requires Amulet)
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-Acolyte Perk Grants: 
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-Priest Perk Grants: 
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-Devout Perk Grants: 
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-Cleric Perk Grants: 
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Paladin Perk Grants:
*To gain the benefits of Mara's Paladin Perk, you must have completed 'The Book of Love', 'Spread the Love' (both quests given by Dinya Balu) AND 'Waking Nightmare'!
**the standard requirements of being Lawful Good, being blessed AND wearing her Divine Amulet all still apply!
 
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STENDARR: "Come to me, Stendarr, for without you, I might be deaf to the manswarm murmurings of thy people, and forgetting their need for comfort and wisdom, I might indulge myself in vain scribblings. ."
*Paladins of Stendarr 'Stendarr's Aura' spell is 2x as powerful, duration is 2x as long and only costs 1/2 magicka!

-Stendarr's Altar Blessing (requires Amulet)
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-Acolyte Perk Grants: 
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-Priest Perk Grants: 
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-Devout Perk Grants: 
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-Cleric Perk Grants: 
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Paladin Perk Grants:
*To gain the benefits of Stendarr's Paladin Perk, you must have completed 'Stop Braith from bullying Lars' AND killed the sadistic Grelod the 'kind' AND 'Destroy the Dark Brotherhood' quests
**the standard requirements of being Lawful Good, being blessed AND wearing his Divine Amulet all still apply!
 
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ZENITHAR: "Be kind and generous to the people of Tamriel. Protect the weak, heal the sick, and give to the needy."
*Paladins of Zenithar gain enhanced crafting skill!

-Zenithar's Altar Blessing (requires Amulet)
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-Acolyte Perk Grants: 
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-Priest Perk Grants: 
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-Devout Perk Grants: 
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-Cleric Perk Grants: 
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Paladin Perk Grants:
*To gain the benefits of Zenithar's Paladin Perk, you must have made at least 100 potions, 100 weapons, 100 armors and 100 enchanted items.
**the standard requirements of being Lawful Good, being blessed AND wearing his Divine Amulet all still apply!
 
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PALADIN OF THE NINE DIVINES:
*You gain this AUTOMATICALLY once you have ALL Divine Paladin Perks!
**the standard requirements of being Lawful Good still apply.
***simply activate by praying at ANY Divine Shrine + wearing matching Amulet = you have the Nine Divines Blessing for 10 Years!


Effects: 
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AURIEL:
*Both the regular AND enhanced blessing grant Auriel's Bow a +20% Critical Hit Chance and 3x Critical Hit Damage
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LAWFUL GOOD REQUIREMENTS!  To use Divine Shrines/Spells/Effects/Perks, you must follow these rules!

-Items Stolen is 5 or less  *Talos is a little easier on this one, for Talos it is 10 Stolen Items or less
-Zero Murders
-Do not kill any captives for Astrid (DB02)
-Do not complete any 'work' for Bynjolf (TG00)
-Do not kill any allies/friends for Boethiah + don't murder Boethiah's cultists (DA02)
-Do not reunite (or kill) Barbas with Clavicus Vile (DA03)
-Do not kill Sinding for Hircine...(DA05)
-Do not kill Silus for Mehrunes Dagon (DA07)
-Do not remove Ebony Blade from its prison (DA08)
-Do not torture Logrolf for Molag Bal's amusement (DA10)
-If you choose to risk Verulus' life by leading him to the Shrine of Namira, you must save him (DA11)
-You must let Erandur destroy the Skull of Corruption (DA16)
-Do not turn Azura's Star into an Infinite Black Soul Gem with Nelacar (DA01)
-Cannot equip any Daedric Artifact/Material  *you can take it off and put it back on....but Divine spells/effects will be correspondingly activated/deactivated!
-Cannot be a Vampire
-Cannot have Werewolf taint


DAEDRIC BLESSINGS (temple on Solstheim):

1-Azura, Boethiah and Mephala's blessings are enhanced if you've completed their quests!
2-While these Daedric Princes won't reject you for 'bad' behavior (like the Divines), Azura will still refuse to bless you if you've desecrated her Azura's Star artifact!


Azura's Blessing (Champion Blessing requires you to restore her Azura's Star artifact):
-Standard Azura Shrine Blessing grants +10 Magic Resistance for 8 hours + Cure Disease.
-Champion of Azura Shrine Blessing grants +25 Magic Resistance, +10% Learning Rates for all magic skills, and a Twilight illumination Lesser Power for 10 Years, + Cure Disease.


Boethia's Blessing (Champion Blessing requires you to slay her prior Champion):
-Standard Boethia Shrine Blessing grants +10% One Handed Damage for 8 hours + Cure Disease.
-Champion of Boethia Shrine Blessing grants +10% One Handed Damage, +10% Learning Rates for OneHanded/Sneak/Speechcraft/LightArmor/Heavyarmor/TwoHanded skills, and a 2x damage bonus for sneak attacks with daggers for 10 Years, + Cure Disease.


Mephala's Blessing (must free and completely power up the Ebony Blade):
-Standard Mephala Shrine Blessing grants +10 Speechcraft for 8 hours + Cure Disease.
-Champion of Mephala's Shrine Blessing grants +35 Speechcraft, +10% physical damage bonus, +10% Learning Rates for OneHanded/Sneak/Speechcraft/Illusion/Alchemy/TwoHanded for 10 Years, + Cure Disease.


Nocturnal's Blessing (must return the Skeleton Key for the shrine to even appear in the Ragged Flagon):
-Nocturnal's Shrine Blessing grants +35 Sneak for 10 Years, and Cure Disease.



MOD INSTALLATION INSTRUCTIONS!

-install Spell Perk Item Distributor (I recommend installing with a mod manager).
-install the Address Library for SKSE Plugins (for Spell Perk Item Distributor).  Again, I recommend using a mod manager.
-use your mod manager to install this mod as normal, or manually drop the .esp + _DISTR.ini files into the Data folder.
-Load this mod near the bottom of your load order!
*If you load a mod that modifies Perks AFTER my mod, my mod's Perks will be overwritten....however, my NPC Perks will still be implemented!

MOD UPDATE VERSION INSTALLATION INSTRUCTIONS!

-uninstall the mod, load your save game, save the game, exit game, install updated version of mod.  Done!

Notes/Comments/Suggestions/Thoughts:

-for those of you role-playing a Cleric/Paladin, you might want to also use my 'Holy Weapons' mod that makes the TurnUndead enchant more useful.
-something you guys might want to use is NPC limited ammo for crossbows/bows.  In Skyrim.ini, under 'Combat', add 'bForceNPCsUseAmmo=0'
-SOMETIMES, you might accidentally kill someone (ingame, of course)....which the game might count as murder (even though it was an accident).  Use 'Player.modpcmiscstat murders -1' command to enable you to continue using Divine Perks/Effects/Spells!
-SOMETIMES, you might accidentally pick up something you shouldn't = stolen items count increases.  To not be punished for game engine kludgy controls, use 'Player.ModPCMiscStat "items stolen" -1' to fix the mistake.
-I suggest using 'Vigor - Enhanced Combat'.
-I suggest using my 'No Stacking Enchantments' for a bit of realism when it comes to enchantments/potions.
-I suggest using my 'Injuries' mod, if you like the idea of NPCs/Actors/PC being able to inflict/receive injuries.
-I suggest using my 'realistic swimming' mod if you like the challenge of not being able to swim 20mph while carrying 500lbs!
-.....I guess I might as well suggest my 'Realistic Skooma', 'Longer Lasting Bodies' and 'SSE Standing Stones Overhaul' as well...



Compatibility:
*LOAD ORDER SHOULDN'T MATTER!

**The Player Record can be considered a 'dirty edit' that occurs each time I test a new update.  If it is causing trouble for you, load my mod higher OR use SEEdit to remove the dirty edit.

***This mod won't be compatible with any other mod that alters the Perk Trees (the ones I modify). Same goes any mod that modifies Divine Altar Blessings (spells) and Alteration 'Flesh' Armor spells!
It won't crash your game, but some features of my mod might be disabled if loaded before another mod that changes the same files.


***RARE bug = using multiple combat mods that alter damage MIGHT result in higher damage than expected.  To avoid this situation, do the following:
1-Start game and load your save file normally from the Main Menu
2-once your game is loaded and running, reload any saved file (either from menu or quickload).  Play/save/load normally from here onwards.
*the initial load from the main menu on startup seems to sometimes result in damage multiplication due to other combat mods....but once the game is running, loading any saves will undo this extra damage effect.  You have to do this 'double load' each time you start the game though....which is really no big
deal!