Skyrim Special Edition
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Paradoxnrt

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  1. paradoxnrt
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    For you guys wanting something to make this game 'new' again, try the 'Skyrim Souls RE - Updated'.  If you liked how Dark Souls doesn't allow menu pauses = this mod is for you!

    It unpauses the game while you are in menus = the game becomes something amazing!  No more pause, eat a hundred pieces of cheese = full health......now, hotkeys are EXTREMELY important!

    *since I run with ~200 mods, I don't usually bother plugging other mods....but this one goes beyond graphics/content changes.  
  2. nazarethblood
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    How would this interact with other magic/shout/etc mods that add new content to the game that your overhaul affects? Do you have any plans in the works for a SkyPatcher or Synthesis version that applies the effects to non-vanilla additions? Great mod btw! 
    1. paradoxnrt
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      It would probably work just fine.  Only mods that mess with perks = problems.  And by 'problems', I mean last mod loaded wins.
    2. nazarethblood
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      So your overhaul should affect all mod-added creatures, weapons, potions, etc? 

      Just to clarify, I am trying to find a way to build a list around this mod. 
    3. paradoxnrt
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      My mod will add 'perks' to all creatures/actors/NPCs....and it is 100% compatible with everything!  Mods with new creatures will also get the perks.

      Potion effects should work along the 'last mod that loads = wins' concept.

      Original weapons/armor will work just fine.

      As for the tweaks to armor values in vanilla skyrim, if another mod does the same, then whichever mod loads last wins.

      And as for mods that change PC perks, again you choose which mod loads last = wins.
    4. nazarethblood
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      Thanks! I'll mess around with it a bit and see how it goes. 
  3. Fox123qwe
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    Without video, seriosly?
    1. paradoxnrt
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      I'm seriously serious!
    2. Fox123qwe
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      Bad. It should be, please
    3. paradoxnrt
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      Good, serious, video, without, thank you!
    4. klydeking
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      @ fox123qwe Then get started and make a video already.
    5. paradoxnrt
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      LOL!  Thanks man!

      It's for guys like that you that I make + post mods!
    6. Fox123qwe
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      I can't do this. If you can, do it then
    7. paradoxnrt
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      How about I do 99.99999999% of the work, and you do the video?
  4. wpgfurry
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    for those having issues with lockpicking.... I installed an old mod called "lockpicking pro" which shows a blue area where it's the "sweet spot" to open a lock.  from the screenshot i uploaded here, there is no "blue area".  That's an adept lock, it's actually impossible to open.
    1. paradoxnrt
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      This mod makes certain skills hard (impossible) to use if you don't invest a little effort (perks) in learning how to use them.

      Lockpicking is extremely difficult unless you invest at least 1 perk in it.  Same as the Magic School spells costing insane magicka, unless you invest into the basic perk first!
  5. freeinder
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    This plays really nicely with Experience and Static Skill Leveling, but I have to patch it for every update. Do you think you could add an optional patch in the future? Still loving the mod years later. Thanks for all the work!
    1. paradoxnrt
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      Glad you enjoy my work with this mod.....most of my mods are pretty 'niche'!  Most gamers aren't particularly interested in 'realism/fair/balance/lore' concepts, when it comes to mods.

      As for patches, it would be too much additional work to patch all the mods that others may (or may) not use.  Sorry about that....but it does gladen my heart that some players are willing + capable of doing their own patches! Well done!
    2. ItsHazard
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      As someone who uses those mods, I would like to know what you do to patch it to make it work. I'm dying to know.
    3. freeinder
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      Experience has a synthesis patch that I use. You just have to have synthesis installed and add the patch.

      For static skill leveling check out the mod page. About halfway down he shows the values that need changed in SSEedit. Load up SSEEdit, find Static Skill Leveling in the left hand panel, click on the Actor Value Information thread there and it will bring up all the skills, then you just need to modify the values so that they all are at 0. Click each skill in the left hand panel individually. If anything is overwriting Static Skill Leveling, the row will be red. After clicking a skill, look in the right hand panel, click the "0" located underneath the Static Skill Leveling column and drag it RIGHT and drop it over anything that overwrites it including classic rpg, but do NOT change the Skyrim.esm or Update.esm values which should be left of static skill leveling anyway.  It will ask you if you're sure, hit yes. If you do this right, the rows that were red before should be green now, but not always (Smithing and destruction are still red for me.) Once you've got zeroes across the board for every skill, close SSEEdit, save the modified ESP's and backup the old ones just in case. Poof! That's how you patch a mod. You're now one step closer to being a modding wizard.
  6. PonyTailSama
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    is this mod available if i use perk overhaul like Vokriinator Black ?
    1. paradoxnrt
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      The only real problem will be the spell costs.  My mod makes spellcasting cost x100 magicka if you don't have the skill (novice perk) in the spell school perk tree.

      So, you CAN use other Perk Overhauls!  BUT, you will need to use the console to enter the 'novice' perks (player.addperk novice****) for the different magic schools.

      OR, if my mod loads after Vokriinator, my perks will take precedence, but some of Vokriinator's perks will still show up.
    2. PonyTailSama
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      so you mean put your mod below vokriinator black ?
  7. starwolf62
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    it's a shame it lacks compatibility with ordinator. being a perk tree replacer makes it rather unmodular with ordinator patched mods since yours has to take priority. i suppose a 'fix' would be to convert this mod to custom skills framework, though i guess the idea defeats the concept you're building here. definitely keeping it installed for more diverse enemy difficulty however. can't wait to see what they can do all perked up.
    1. paradoxnrt
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      If you load Ordinator after my mod, it will still run well enough.  The biggest incompatibility issue is the increased spell casting costs (from my mod) if you don't have the novice perks.  Ordinator has its own perks that  replace the novice magic school perks, so you will continue to have high cost spells.

      To get by that, use the console to manually add the 'novice ****' perks for each magic school.
  8. PonyTailSama
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    Hello good morning sir , I would like to ask because currently I am using a different overhaul perk. Its the vanguard path and iron path perk overhaul. Mbecause you mention enemy NPC can get access of perk from "this mod" and not the perk overhaul mod I am using as of now or any vanilla perk. So here i have 2 question.Pls be patient with me. THANKS

    1)Does my follower can access to "this mod" perks when they level up becauss I have a few follower

    2)What if my follower already has some vanilla perks implemented to them by their own mod author. Will it have any compatibility issue with this mod .
    1. paradoxnrt
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      Yes, works for all NPCs/Actors...even ones added by other mods.

      There is no compatibility issues with other mods that add perks.  BUT, mods that modify perks that the Player Character uses will only be semi-compatible with my mod (won't break anything or crash, but some perks might not be available for the PC).
    2. PonyTailSama
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      Understood, so is basically not compayible with mods like ordinator , adamant, vokrii , master of one , vanguard path and etc...
    3. paradoxnrt
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      More like 'semi-compatible'.....with the mod that loads last being 100% dominant, but some issues will crop up (no crashes though).
    4. PonyTailSama
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      Alright sir
  9. cade456
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    This will make roleplaying as a dnd-like Paladin so amazing! Ahhhh I can’t wait to download this 😭❤️
    1. paradoxnrt
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      You are welcome!  However, I have a few updates done that I haven't uploaded yet.

      Give me a few minutes to upload the latest version.

    2. paradoxnrt
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      There!  v11.8 is now up.

      The only thing left for me to do with this mod is fix the Bard skills.  I'll do that sometime in the next few days....not hard work, but tedious!

      Regardless, it won't effect your Paladin playthrough.  You probably want to worship Stendarr....you can even forgo investing any Perks into Restoration, and STILL have access to Paladin healing spells.  Once you are a full fledged Stendarr Paladin, you can even cast Stendarr's Aura with no magicka cost (even if you don't have the Restoration Novice Perk)!
  10. freeinder
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    Thanks again! Maybe you've been asked before, but have you considered adding perk trees for daedric worshipers?
    1. paradoxnrt
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      As it is, you do get bonus effects from praying at Daedra shrines.....but only if you've become their champions.

      As for the Perk Trees....hmm, I'll think about it.

      But before I could do something like that, I still need to fix the Bard Perk Tree effects (a bit of a screw up occured when 'Skyrim's Got Talent' was updated).
    2. freeinder
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      Hey, me again. Sorry to bother you, but I didn't realize that your newer versions require AE masters. Any chance you could make the latest version for 1.59 available?
    3. paradoxnrt
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      Sorry, I no longer have the older versions.
    4. freeinder
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      Turns out you don't need the files personally. After a little research I figured out how to download archived files off of nexus, in case someone else asks in the future.

      https://www.nexusmods.com/skyrimspecialedition/mods/41178?tab=files&file_id=426234
  11. Tejoenardo
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    What have you done to lockpicking? It's now much much harder (if not impossible) than it is before using this mod. I have unlocked 2 levels of the first perk in it's skill tree, but even novice level lock needs 5-10 lockpicks to unlock. I also tried to raise my lockpicking level to 100 (using console ofc) but no effect at all. Please fix this annoyance. 
    1. Tejoenardo
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      Btw I'm using ordinator and it's patch that you provided
    2. paradoxnrt
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      Your problem is Ordinator.  The patch on my site is for an older version of my mod.

      My recommendation is to load my mod last.  You'll lose some of Ordinators perks, but you'll instead have my modified perks.

      The problem in detail:  Normally, lockpicking is extremely difficult unless you get the lockpicking perk's inner functions necessary to pick locks (which makes perfect sense).  But Ordinator replaces my perks = you get Ordinators perks which lack the inner functions my perks have.

      You'll find the same problem for casting spells if you load Ordinator after my mod!

      *The patch was left up for the convenience of users who are using an older version of my mod.  It doesn't work with latest version, apparently.