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Stormbl8

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Stormbl8

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About this mod

Just a small addon I made for Ordinator's Perks to be used by most actors.

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Changelogs
I made this preset for personal use. After fiddling with it for quite some time, I thought maybe other users would appreciate this addon as well. :3

What it does:

(Main) Regular:

  • Condition: There are 4 conditions for actors to check - Keywords for NPC and Undead as well as 5 classes to cover falmer and Attronach races. This should cover the majority of actors available that would benefit from perks.
  • Condition: Perks will ONLY be distributed when the actor reaches a certain skill level - just like the player does.
  • Chance: The ACTUAL chance of perks being distributed is 10/25/50/75/100 % for each perk once the above conditions are met - chooseable during installation.
  • Exclusions: I excluded many perks marked by Enai to not be distributed to NPCs, either due to balancing or functionality reasons, if you like to add those to your game install version 2, otherwise stick with V1.

(Main) No followers:
  • Same as the regular version with the exception that followers are excluded which is done by checking for the "Teammate" Trait.

(Optional) Followers Only:
  • The skill requirements stay the same as in the regular version, but only recruitable NPCs will be included as well as them having a guaranteed distribution once their skill level is met.


Installation:
  • Just extract the .rar file anywhere and pick ONE of the two "regular" folders (the first includes all the actors - the second excludes followers) and drop the "Ordinator_DISTR.ini" file into your data folder, like a normal plugin. (Where your Ordinator.esp is located) Optionally you may also install the "followers only" version which ONLY impacts followers.
  • Installation/uninstallation/Updating can be done at any point mid-play due to the way SPID works.


Known Issues:
  • Nether's Follower Framework does not show the perks, but they are there - same is true with other mod added perks. use More Informative Console instead to see all the perks!


List of perks to be distributed and their level:
Spoiler:  
Show
Alteration
  • 0/20 - Alteration Mastery - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of Alteration.
  • 20 - Alteration Dual Casting - Dual casting an Alteration spell empowers it, increasing effectiveness and cost.
  • 20/50/80 - Mage Armor - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
  • 30 - Geomancer - If wearing robes and no light or heavy armor, you take 30% less damage from attacks while charging or concentrating on a spell.
  • 40 - Distorted Shape - When you gain an armor spell in combat (or enter combat with an active armor spell), you become intangible and unable to be affected by spells or attacks for 10 seconds or until you perform an offensive or defensive action.
  • 50/80 - Intuitive Magic - Novice/ and apprentice spells of any school cost 100% less Magicka to cast.

Archery
  • 0/20 - Archery Mastery - Bows and crossbows deal 25/50% more damage./, and critical strikes with bows and crossbows do 2% more critical damage per level of Archery.
  • 20 - Clean Kill - Bows and crossbows deal 20% more damage to a target at full Health.
  • 40/70 - Thread the Needle - Bows and crossbows ignore 25/50% armor if the target is not moving.
  • 50 - Ranger - Can move at full speed with a drawn bow.
  • 50 - Pinning Shot - Arrows and bolts have a chance to stagger a target within 50 feet. More effective against targets with a lower remaining Health percentage. No effect on massive targets.
  • 60 - Quick Shot - Can draw a bow or reload a crossbow 30% faster.

Block
  • 0/20 - Block Mastery - Block 10/20% more damage.
  • 30 - Deflect Arrows - While blocking with a shield or weapon, arrows do half damage. Arrows that hit the shield do no damage.
  • 40 - Power Bash - Able to do a power bash by holding down Attack while blocking.
  • 50 - Dominion - Take 25% less attack damage from any direction when blocking in combat.
  • 50 - Skull Rattler - Bashing deals 3% more damage per point of Stamina.
  • 70 - Block Runner - Can move at full speed while blocking.

Conjuration
  • 0/20 - Conjuration Mastery - Cast Conjuration spells for 35/50% less Magicka, and Conjuration spells last 0.5/1% longer per level of Conjuration.
  • 20 - Conjuration Dual Casting - Dual casting a Conjuration spell empowers it, increasing effectiveness and cost.
  • 30 - Ravenous Dead - Reanimated minions receive a brief burst of strength, dealing 200% extra attack damage for 15 seconds after being reanimated. The level cap of reanimation spells and effects is increased by 1% per level of Conjuration.
  • 40 - Atromancy - Summoned Daedra and other non-undead minions last three times as long (or five times at night).
  • 40 - Preservation - Summoned and reanimated undead last three times as long (or twenty times if you place Hagraven Feathers into their inventory or use the Dread Zombie or Dead Thrall spells). Reanimated undead also gain 500 armor for
    60 seconds after being reanimated.
  • 60 - A Plague Upon Thee - If a reanimated undead is destroyed within 20 seconds, the attacker is stricken with a Daedric disease that deals 40 damage per second for 20 seconds. Those who have this perk are immune.
  • 70 - Elemental Potency - Atronach conjurations now call Potent Atronachs that are higher level and more powerful.
  • 90 - Summon Resist - Friendly conjured Daedra and other non-undead minions within 75 feet gain 50% magic resistance and 300 points of armor.
  • 100 - March of Oblivion - You can summon or reanimate 1 additional minion per 250 points of base Magicka, up to 3 additional minions.

Destruction
  • 0/20 - Destruction Mastery - Destruction spells cost 35/50% less Magicka, and Destruction spells are 0.25/0.5% more powerful per level of Destruction.
  • 20 - Destruction Dual Casting - Dual casting a Destruction spell empowers it, increasing effectiveness and cost.
  • 20/50 - Combustion - Fire spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Health percentage.
  • 20/50 - Ionized Path - Shock spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Magicka percentage.
  • 20/50 - Merciless Cold - Frost spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Stamina percentage.
  • 30 - Force of Nature - Elemental spells and effects cost 30% less Magicka to cast in favorable weather: fire spells in sunlight, frost spells during snowfall, shock spells in the rain.
  • 30 - Frostfall - Frost spells reduce the attack damage of their targets by 25% for 5 seconds.
  • 30 - Scarring Burns - Fire spells reduce the fire resistance of their targets by 20% for 5 seconds.
  • 30 - Static Field - Shock spells that would leave their target above 75% Health deal enough additional damage to make up the difference.
  • 30/60/90 - Raw Power - Destruction spells that do not deal fire, frost or shock damage are 10/20/30% more powerful.
  • 40 - Arc Burn - Shock spells hitting targets that are not fire resistant cause a plasma that deals 5 points of unresistable fire damage per second for 4 seconds.
  • 40 - Conflagration - Fire spells ignite the ground underneath their targets for 30 seconds. The burning ground deals 8 points of damage per second for 3 seconds on contact.
  • 40 - Crystalize - Frost spells freeze the blood of their targets, halting Stamina regeneration for 5 seconds. If the targets are not resistant to frost, frost spells also reduce armor by 125 points for 5 seconds.
  • 50 - Robe of the Magi - If wearing robes and no light or heavy armor, Destruction spells are 30% more powerful.
  • 80 - Exhaust - Frost spells and effects drain 50% more Stamina.
  • 80 - Show Them All - Shock spells and effects drain 50% more Magicka.
  • 80 - World in Flames - The burning ground created by Conflagration, Scorched Earth and Pyromancer Ascension deals 25% more damage. Additionally, other fire spells and effects are 25% more powerful against targets affected by burning ground.

Enchanting
  • 30 - Thunderstruck - Weapon enchantments are 25% more effective when delivered by a power attack (or 50% for a two-handed power attack).
  • 40 - Secretkeeper - When a staff is equipped in your left hand, your attacks deal 25% more damage and critical damage. When a staff is equipped in your right hand, your spells and scrolls are 25% more effective.
  • 50 - Flame of Magnus - While casting or concentrating on a staff in your left hand, you may attack with your right hand, dealing 50% more damage and critical damage.
  • 60 - Staff Recharge - Equipped staves regenerate 5 points of charge per second, up to their charge level when you last equipped them or recharged them with a soul gem.

Heavy Armor
  • 0/20 - Heavy Armor Mastery - Armor rating of Heavy Armor increased by 20/40%. You gain a small amount of Heavy Armor experience when wearing at least two pieces of Heavy Armor in combat.
  • 30 - Heavy Armor Fit - Armor rating of Heavy Armor increased by 25% if wearing all Heavy Armor.
  • 30 - Battle Weary - Tired enemies have a harder time defeating your armor. You take up to 20% less attack damage from enemies with half or less Stamina, if wearing all Heavy Armor. The lower their Stamina, the less damage you take.
  • 40 - Face of Death - You no longer need to wear a helmet to benefit from perks that require "wearing all Heavy Armor". If you are not wearing a helmet, Heavy Armor pieces have 20% increased armor rating.
  • 50 - Born to Fight - Heavy Armor weighs half as much and slows you down half as much when worn.
  • 60 - Never Kneel - If wearing all Heavy Armor, take 30% less attack damage from power attacks.
  • 60 - Break Upon Me - You are immune to basic melee weapon perks (Clash of Champions/Heroes, Denting/Crushing Blows, Bleed Like a Lamb/Dog, Bite Marks). If wearing all Heavy Armor, you take 10% less attack damage from enemies affected by one or more of these perks.
  • 80 - Out of the Inferno - Incoming fire, frost and shock damage reduced by 0.02% per point of armor if wearing all Heavy Armor.
  • 90 - Immortal - If wearing all Heavy Armor, take 75% less damage from attacks below 15% Health (or 20% Health if you are affected by Rallying Standard).

Illusion
  • 0/20 - Illusion Mastery - Illusion spells cost 35/50% less Magicka, Illusion spells last 0.5/1% longer per level of Illusion, and mind affecting Illusion spells (Calm, Fear, Frenzy, Rally) are 0.1/0.2 points stronger per level of Illusion.
  • 20 - Illusion Dual Casting - Dual casting an Illusion spell empowers it, increasing effectiveness and cost.
  • 70 - Shadow Refuge - While affected by an invisibility spell or effect, you take 35% less damage from attacks and sneaking is 15% better.

Light Armor
  • 0/20 - Light Armor Mastery - Armor rating of Light Armor increased by 20/40%. You gain a small amount of Light Armor experience when wearing at least two pieces of Light Armor in combat.
  • 20/50 - Annoying Mosquitoes - You take 10/20% less attack damage from enemies with full Health if wearing all Light Armor.
  • 30 - As a Leaf - While sprinting in Light Armor, you cannot be staggered and take 50% less damage from power attacks.
  • 30 - Light Armor Fit - Armor rating of Light Armor increased by 25% if wearing all Light Armor.
  • 40 - Keen Senses - You no longer need to wear a helmet to benefit from perks that require "wearing all Light Armor". If you are not wearing a helmet, Light Armor pieces have 20% increased armor rating.
  • 40 - Sweeping Wind - Unarmed power attacks do 25% more damage. Additionally, if your movement speed is increased, they do 2% damage per 1% movement speed. Requires two free hands.
  • 50 - Windrunner - Move 10% faster in combat if wearing all Light Armor.
  • 50 - Unhindered - Light Armor weighs nothing and doesn't slow you down when worn.
  • 50 - Rushing Tide - Unarmed attacks grant 10% increased Stamina regeneration and 5% movement speed for 8 seconds. This effect stacks. Requires two free hands.
  • 60 - Into the Maelstrom - You take 10% less attack damage when fighting more than one enemy if wearing all Light Armor.
  • 80 - Wild and Free - While sprinting in Light Armor, you take 50% less damage from attacks.
  • 90 - Breaking Waves - Unarmed attacks have 15% chance of a critical strike that deals critical damage equal to 40% of your current Stamina. If you are affected by Wardancer, every hit is a critical strike. Requires two free hands.

One Handed
  • 0/20 - One-Handed Mastery - One-handed weapons do 25/50% more damage./, and critical strikes with one-handed weapons do 2% more critical damage per level of One-Handed.
  • 20 - Disciplined Fighter - Reduces the Stamina cost of power attacks with one-handed weapons by 15 points.
  • 30/60/90 - Bite Marks - Unblocked attacks with daggers deal an additional 1/2/3 point/s of bleed damage per second for 30/45/60 seconds to living targets. This effect stacks.
  • 30/60/90 - Bleed Like a Lamb - Attacks with war axes deal an additional 1/2/3 points of damage per second for 3 seconds to living targets. When the bleeding stops, they take damage equal to 15/20/25% of the Health they lost while bleeding.
  • 30/60/90 - Clash of Champions - Attacks with swords reduce the target's attack damage by 10/15/20% for 3 seconds.
  • 30/60/90 - Denting Blows - Attacks with maces reduce the armor rating of armored enemies by 50/75/100 points for 15 seconds.
  • 30/60 - Ravage - Dual wielding attacks are 20/35% faster.
  • 40/70 - Cross Cut - Unblocked regular attacks with a sword increase the damage of your power attacks against the target by 25/50% for 4 seconds.
  • 40 - Furious Strength - Power attack damage with one-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
  • 40/70 - Mangle - Attacks with a war axe ignore 25/50% armor if the target is staggered.
  • 40/70 - Savage - Attacks with a dagger deal 25/50% more damage if you rapidly hit the target three or more times. Resets when 2 seconds pass between hits.
  • 40/70 - Smite - Power attacks with a mace deliver a critical strike that deals three/six times critical damage (four/eight times against the undead). Targets can only be struck by Smite once every 30 seconds.
  • 50 - Overrun - Can perform a one-handed sprinting power attack that deals up to 50% more damage and critical damage to a target above half Health. The higher its remaining Health percentage, the more damage and critical damage is dealt.

Restoration
  • 0/20 - Restoration Mastery - Cast Restoration spells for 35/50% less Magicka, and Restoration spells are 0.25/0.5% more powerful per level of Restoration.
  • 20 - Restoration Dual Casting - Dual casting a Restoration spell empowers it, increasing effectiveness and cost.
  • 30 - Edgewalker - Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as Health decreases.
  • 30/60 - Hallowed Burial - Your attacks and Restoration spells and effects are 20/30% more powerful against undead enemies.
  • 40 - Respite - Healing spells also restore Stamina equal to their power.
  • 60 - Forbidden Sanctuary - When your ward blocks a spell, you gain Magicka equal to 25% of that spell's cost (or 100% if you are blessed by Warrior's Flame).
  • 70 - Bastion Ward - Wards reduce incoming attack damage by 40% (or 20% for wards generated by Spellbreaker and Mage Ward).
  • 80 - Mage Ward - Casting a spell also raises a ward that increases armor rating by 100 and negates up to 100 points of spell damage and effects.

Sneak
  • 0/20 - Sneak Mastery - Sneaking is 15/30% more effective. Sneak success depends on visibility (movement and light level), sound (movement and armor weight), skill level and distance.
  • 20 - Sneak Attack - Sneak attacks with one-handed weapons deal 100% more damage. Sneak attacks with any other weapon or fists deal 25% more damage.
  • 30 - Silent Roll - Sprinting while sneaking executes a silent forward roll.
  • 40 - Assassin's Blade - Sneak attacks with daggers deal 1% more damage per level of Sneak.
  • 40 - Infiltrator - Your footsteps and equipped armor make 75% less noise when sneaking.
  • 80 - Problem Solver - Sneak attacks deal 10% more damage for each 200 points of Health the target has, up to 50% more damage.
  • 90 - Shadow Warrior - Entering sneak mode in combat grants 2 seconds of invisibility, briefly leaving combat and forcing distant opponents to search for you. This effect has an 8 second cooldown.

Two Handed
  • 0/20 - Two-Handed Mastery - Two-handed weapons do 25/50% more damage./, and critical strikes with two-handed weapons do 2% more critical damage per level of Two-Handed.
  • 20 - Trained Fighter - Reduces the Stamina cost of power attacks with two-handed weapons by 20 points.
  • 30/60/90 - Bleed Like a Dog - Attacks with battle axes deal an additional 2/3/4 points of damage per second for 3 seconds to living targets. When the bleeding stops, they take damage equal to 20/25/30% of the Health they lost while bleeding.
  • 30/60/90 - Clash of Heroes - Attacks with greatswords reduce the target's attack damage by 15/20/25% for 3 seconds.
  • 30/60/90 - Crushing Blows - Attacks with warhammers reduce the armor rating of armored enemies by 75/100/125 points for 15 seconds.
  • 40/70 - Batter - Power attacks with a warhammer have 15/25% chance of a critical strike. All critical strikes with a warhammer deal double critical damage.
  • 40 - Ferocious Strength - Power attack damage with two-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
  • 40/70 - Maul - Power attacks with a greatsword destabilize a target, increasing the damage of your regular attacks against the target by 25/50% for 5 seconds.
  • 40/70 - Rive - Power attacks with a battle axe ignore 25/50% armor.
  • 60 - Death or Glory - Two-handed power attacks deal up to 100% more damage below half Health. The damage bonus increases as your Health decreases.
  • 80 - Deadfall - Bashing with a warhammer to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to crush the attacker, reducing their armor by 500 points for 5 seconds.
  • 80 - Overthrow - Bashing with a greatsword to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to deliver a critical strike that deals three times critical damage and disarms them.
  • 80 - Ram's Head - Bashing with a battle axe to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to knock them to the ground.
  • 90 - Bear Hide - You take half damage from enemy attacks while power attacking with a two-handed weapon.


All accumulated Donations Points of my mods will directly go to charity! (2/3 to the Wildlife Conservation Society and 1/3 to the Ukraine Relief Effort)