Thank you for your patience, everyone. I was sucked into the vacuum of space within the star field before I could get this update out. It's a big one, so I hope it's worth the wait. There are a load of changes and fixes I've outlined in the changelog, but the main aspects of this update are:
A new Hunting sub-branch to the Marksman skill tree, so harvesting animals for meat and pelts no longer requires a large perk investment. The Hunter and Trophy Hunter perks have been renamed to Game Hunter and Monster Hunter, and they now affect all weapons and spells, and are based off of the number of enemies you've killed in a playthrough. I've also added 3 new perks to this subtree: Man Hunter, Vampire Hunter, and Demon Hunter, that affect damage to humanoids, undead, and daedra, respectively.
Two new perks to the enchanting tree that affect Armor Enchantments: Unimpeded Magics - Equipped enchanted items are 1% more powerful per level in Enchanting while not wearing or carrying any armor. Compounding Magics - Equipped enchanted items are 1% more powerful per level in Enchanting while wearing another enchanted item with the same effect.
All 2nd-Rank weapon perks, like Daze, Cleave, Rend, etc, and the Heavy Armor perks Breaking Charge, and Immovable have been changed, so they now apply to intimidated targets, in addition to staggered targets for swords; injured targets for axes; and exhausted targets for hammers/maces.
And finally, new effects for The Masque of Clavicus Vile, and The Rueful Axe: Masque of Clavicus Vile - Intimidation attempts almost always succeed, and Speech skill is increased by 25 points. (This effects perks like Cripple, Concuss, and Breaking Charge) The Rueful Axe - Does 50 points of undefendable damage to Werewolves, Werebears, Vampires, Daedra, and Dragons.
I was wondering if it would be possible to change some perks via SSEdit so that e.g. one-handed, two-handed, heavy armour, light armour, speech and archery do not require the original perk to be usable in terms of stats? I don't mind the XP gain as I use static skill levelling anyway. I feel like those are some of the skills people can learn naturally, or for example heavy armour still protects you smh. Basically just an immersion tweak. It's very nice for craftsmanship or especially magic as i do feel as in you need some sort of book to get an entry.
I looked at it in SSEdit but couldnt find a way to do it so just a lead if it is possible would be nice.
When using Alternate start, should I take the three perks before I choose my start? I started a new game and chose "camping in the woods". After this I cant choose any perks.
Could you maybe expand on what it means to have 3 relevant items in the smithing tree? Because I currently have a whole set of dwarven armor and I can't unlock that perk.
God honestly, the mod would be good if it didn't make the character SO OP in so little time. Like, I'm barely lvl 30 at destruction and my fireballs already kill everything with this mod, even in legendary difficulty. Not to mention I can't choose another spell school even if I have the book with me. I expected it to be a fun run but instead I'll have to start all over by deleting this mod...
I love this mod because he modifies almost every aspect of this game. But because there is so much to do that it is not perfect in all aspects, and its compatibility is also poor, there are almost no other patches. What's more, the update is too slow
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A new Hunting sub-branch to the Marksman skill tree, so harvesting animals for meat and pelts no longer requires a large perk investment. The Hunter and Trophy Hunter perks have been renamed to Game Hunter and Monster Hunter, and they now affect all weapons and spells, and are based off of the number of enemies you've killed in a playthrough. I've also added 3 new perks to this subtree: Man Hunter, Vampire Hunter, and Demon Hunter, that affect damage to humanoids, undead, and daedra, respectively.
Two new perks to the enchanting tree that affect Armor Enchantments:
Unimpeded Magics - Equipped enchanted items are 1% more powerful per level in Enchanting while not wearing or carrying any armor.
Compounding Magics - Equipped enchanted items are 1% more powerful per level in Enchanting while wearing another enchanted item with the same effect.
All 2nd-Rank weapon perks, like Daze, Cleave, Rend, etc, and the Heavy Armor perks Breaking Charge, and Immovable have been changed, so they now apply to intimidated targets, in addition to staggered targets for swords; injured targets for axes; and exhausted targets for hammers/maces.
And finally, new effects for The Masque of Clavicus Vile, and The Rueful Axe:
Masque of Clavicus Vile - Intimidation attempts almost always succeed, and Speech skill is increased by 25 points.
(This effects perks like Cripple, Concuss, and Breaking Charge)
The Rueful Axe - Does 50 points of undefendable damage to Werewolves, Werebears, Vampires, Daedra, and Dragons.
one-handed, two-handed, heavy armour, light armour, speech and archery
do not require the original perk to be usable in terms of stats? I don't mind the XP gain as I use static skill levelling anyway.
I feel like those are some of the skills people can learn naturally, or for example heavy armour still protects you smh. Basically just an immersion tweak. It's very nice for craftsmanship or especially magic as i do feel as in you need some sort of book to get an entry.
I looked at it in SSEdit but couldnt find a way to do it so just a lead if it is possible would be nice.
Static Skill Leveling need to be loaded after synergy for obvious reasons. Thats it, thats the guide.
Especially a shout perks overhaul. Synergy only has 4 perks and they don’t even have upgrades…