Current work: I am working on a few things currently, lots of ideas, too little time to implement everything!. I will focus on an update for Ordinator Reworked after that! (Attack speed to combo perks, rework of stagger perks, ...)
Future considerations: 1. Make a patch to forward my modifications in Vokriinator Black - Very complex, will take a long time, if ever!
2. I am considering creating another mod making Ordinator fully compatible with Scrambled bugs's "Perk Entry Points: Apply Multiple Spells" Patch, which would simplify any perk rework considerably, as each perk could apply a single spell as opposed to there being only a single spell applied on any given hit... leading to a tangled and confusing (but necessary) bunch of combo-spells in Ordinator! The reason why I did not simply do it & added Scrambled bugs (with the patch active) as a requirement is that I am not entirely sure of the impact it would have on Ordinator, but also other mods... As explained on the page all of the following perk entry points are affected:
Apply Bashing Spell
Apply Combat Hit Spell
Apply Reanimate Spell
Apply Sneaking Spell
Apply Weapon Swing Spell
... which potentially means that more than just the one handed and two handed perks would be affected, potentially also the block, archery, magic and perhaps even other perks. After checking out the ordinator scrambled bugs patch mod here, it does not seem to do exactly what I would want to do! It remains a very valid "quick fix" though, simply by adding conditions to the perks themselves (I would be modifying/separating the perk spells). However I feel it would be a massive benefit for clarity and ease of use to make it compatible. So this may come after the rework!
3. Making my own perk mod, inherently compatible with recent combat mods, with a lot of different perks to choose from (akin to vokriinator black), allowing the player to commit a lot more to a certain build. Very very early in the idea stage for now.
Hey, can you please check if it's needed with the new mod (the successor of MCO) BFCO. You are much more knowledgeable, I'm not sure whether I can understand it myself :(
It's not, it does not remove the ugly slow vanilla directional power attacks... It's why I will stay with MCO, BFCO is not ready yet imo. People are jumping on it too quickly
Hello, this mod is wonderful. But nowadays attack speed is not so meanless because of the "Attack speed to damage conversion for MCO-ADXP". Please re-display the attack speed perk.
And I think this mod is not compatible with vokrinator. Because this mod edit perk tree. If you could replace "wallbreaker" (or other new perks) with the same perk ID as "Decimate", it would be more compatible without editing the privilege tree.
So i noticed in the main version the falling sword perk still says "forwards power attack" but everything else is just regular power attack everywhere else on the tree.
Is this a me thing? A bug? or how it was always meant to be?
Unfortunately I don't know what is going wrong on my end. I have uninstalled and reinstalled both through MO2 and manually and it seems to be the only perk unaffected in the main version. Is it possible that I could fix it in xEdit or something on my end to make it work? Very unfortunate to not be able to use my favorite weapon type in my new MCO playthroughs.
I am thinking you have another mod that modifies this perk, loaded after mine (which is bad!) You can indeed check in xEdit, load all your mods and select the perk. If my mod is not the rightmost one, that's your issue!
Ordinator and your mod are the only mods I have that affect perks. I’ll see if I can figure out xedit and play around with it. Thank you for the quick responses!!
I know it's been awhile but I figured out what was "Ordinator - Scrambled Bugs compatibility (and other minor fixes)" appears to have been overwriting that single part of your mod. So my bad I did have another ordinator mod. I just didnt' think this mod changed the perks. thought it just fixed the apply spell mechanic within the game
I just wanted something that would take away the attack speed, because it's very ugly in terms of animation (and at certain times very strong) As I use CGO, there aren't many animation problems other than the atk spd, can you explain to me how I can change this, even if it's just reducing the 175%
I want to use the Ordinator Scrambled Bug fix since I'm using some mods that require it I'm guessing I just let your mod overwrite it? I'm using the Balanced version and I'm seeing only 2 conflicts in xedit. And I'm seeing one conflict with your Timed Block one
Forgive me as I am at lunch, on my phone and its hard to do a text search of the comments if this has already been asked, but is there any way to disable/revert the change in this to the sideways mace power attack? It just seems more like a deteiment to have a 30% chance to lose all of my stamina when I might not want to do that. Thanks :)
You probably don't need it for the one handed/two handed perk trees when you are using this mod. You may likely have it working by loading it before my mod
214 comments
Current work:
I am working on a few things currently, lots of ideas, too little time to implement everything!.
I will focus on an update for Ordinator Reworked after that! (Attack speed to combo perks, rework of stagger perks, ...)
Future considerations:
1. Make a patch to forward my modifications in Vokriinator Black - Very complex, will take a long time, if ever!
2. I am considering creating another mod making Ordinator fully compatible with Scrambled bugs's "Perk Entry Points: Apply Multiple Spells" Patch, which would simplify any perk rework considerably, as each perk could apply a single spell as opposed to there being only a single spell applied on any given hit... leading to a tangled and confusing (but necessary) bunch of combo-spells in Ordinator!
The reason why I did not simply do it & added Scrambled bugs (with the patch active) as a requirement is that I am not entirely sure of the impact it would have on Ordinator, but also other mods... As explained on the page all of the following perk entry points are affected:
... which potentially means that more than just the one handed and two handed perks would be affected, potentially also the block, archery, magic and perhaps even other perks. After checking out the ordinator scrambled bugs patch mod here, it does not seem to do exactly what I would want to do! It remains a very valid "quick fix" though, simply by adding conditions to the perks themselves (I would be modifying/separating the perk spells).
However I feel it would be a massive benefit for clarity and ease of use to make it compatible. So this may come after the rework!
3. Making my own perk mod, inherently compatible with recent combat mods, with a lot of different perks to choose from (akin to vokriinator black), allowing the player to commit a lot more to a certain build. Very very early in the idea stage for now.
But nowadays attack speed is not so meanless because of the "Attack speed to damage conversion for MCO-ADXP".
Please re-display the attack speed perk.
And I think this mod is not compatible with vokrinator.
Because this mod edit perk tree.
If you could replace "wallbreaker" (or other new perks) with the same perk ID as "Decimate", it would be more compatible without editing the privilege tree.
Trust me, you don't need the attack speed perks, especially with vokriinator. You'll be OP in no time
Is this a me thing? A bug? or how it was always meant to be?
You can indeed check in xEdit, load all your mods and select the perk. If my mod is not the rightmost one, that's your issue!
As I use CGO, there aren't many animation problems other than the atk spd, can you explain to me how I can change this, even if it's just reducing the 175%
You may likely have it working by loading it before my mod
I'll try it.