Skyrim Special Edition
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spandrel

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13 comments

  1. shadowskullz
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    I feel like a mod that lets you keep your assigned perks when you legendary would go well with this but can't find one, would it be possible to make that? thanks.
    1. spandrel
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      You could use the optional download for modding your own to add entry points that replicate the perks. I originally intended to do that, adding those bonuses for every legendary level, but after playing for a while got impression that it was just too overpowered. 
  2. shadowskullz
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    Hi, this mod looks really cool but I was wondering if it was compatible with ordinator? I'm guessing its not since it effects the max enchantments perk. if so could a compatible version be made?
    1. spandrel
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      I've never used ordinator, no idea how it works. While my mod does not alter any existing perks, there could be an issue (each mod adding an extra possible enchantment). The easiest fix would be to edit out the perk entry point for the extra enchantment in this mod using the creation kit or xedit to be safe. Or just try it. If I'm remembering right you need five legendary ranks before getting the extra enchantment. Might not ever be an issue for you.
    2. shadowskullz
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      Thats a fair point, I didnt think of just not progressing that far lol.
  3. QuatreYeux
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    On my game, the perks seemed to be  simply a permanent +10 modifier.
    is that normal ? If so, that is a bit underwhelming, and already done by the unfinished "permanent legendary bonuses"
    1. spandrel
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      Which skill? You can refer to the docs tab to see what you should have. Also, if you have the no footprint version you need to eat a bowl for reflection each time you gain another legendary level for any skill before it will be registered (the alternate requires you to sleep). If you are referring to either alchemy or enchanting, the basic bonus is +2% per legendary level,  at 5th legendary +10%, because those skills are game breaking if overdone. You are of course free to change it to whatever you want. That can be done in the CK without altering the script (though the uncompiled script text is also included in download).
    2. QuatreYeux
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      restoration.
      I have the on sleep version, and got the notification, and then i checked (in game menus, not through the console) a +10 in the skill, and no other visible effects. They may have been overwritten by the  near full  "simonrim" (5 of the 8 mods, including adamant which i think is probably the one conflicting, even if the manager does not see any file or parameter overwritten) setup that i am using

      I had not seen the doc.
      How did you manage to not have a huge amount of conflict with these ?
      For example the + skill point per skill book would be invalided by the common skill book remakes (alternate skill book, improved skill book, dont wait for skill, ...) or by having already read them all at that point
      ward absorb is a perk in both ordinator, vokrii and adamant, and maybe even in vanilla, if i remember correctly
      and so on ?
      the description implies that the conflict only comes from the additions of the perk (taking spots) and say nothing about the effects
    3. QuatreYeux
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      (edited because of accidental double post)
    4. spandrel
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      I'm not sure what in-game menu you are looking at. These effects do not appear in your active magic effects list, same as regular perks generally don't. You will see the effect in potion making or enchanting strength difference, some magic spells, or any other instance where the entry point conditions are not target-dependent. For example, "animage" depends on your target, so you don't see the boost in spell description, but it does apply when you cast an influence spell.

      The only conflicts (and those are soft conflicts) with vanilla skyrim are like the description says: "Two of these require modifications of the existing perks "Twin Souls" or "Extra Enchantments" before they are realized in the game (because vanilla sets these values rather than multiplies or adds)." Those two do not break the mod, they just will have no effect otherwise. As far as I'm aware, the other effects all stack with vanilla. I do not change any vanilla records here, but I do use other mods that allow those two effects to stack in my game. Also, none of the entry points in this mod "set," only add/multiply. If you are using a mod that does, you should change it or, better yet, remove that entry point from either my mod or that one.

      I do not mod for ordinator, common skill book remakes, or any other one not listed in requirements. I don't think it's reasonable for you or anyone to expect it either, or that I list every possible "conflict" with other mods. That said, I do play with over a 150 mods installed without issue. There is literally nothing to overwrite (unless by some miracle there is a script with the exact same name, which is apparently not the case, since you got the message). And you are right, if you've read all the books before you get the legendary speech perk, you will not get the extra skill points for them. Oh well.

      You are free to make a patch over a suspected conflict. Or use the base esm in the optional downloads and make an entirely new one with all the mods you like to use active and create all the effects that you'd prefer. If modding is not your thing, there are surely other legendary perk mods on the nexus that you could try.
  4. loboram
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    Also, a detailed list of added bonuses, as stated in the description, for each "level" of Legendary, would be Extremely useful.
    1. spandrel
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      Yes, I suppose I should do that. I'll go thru them in SSE Edit, make some notes, upload it to docs section.
  5. StorGondul
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    this with a configurable menu would be real nice