About this mod
Changes Ordinator melee and unarmed perks to be more suitable for combo-based combat. Perks altered for balance and to promote combos. Modern combat mods like mco, bfco or similar mods are not a requirement. Esl flagged plugin.
- Requirements
- Permissions and credits
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Translations
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- Changelogs
- Ordinator weapon and unarmed perks changed and balanced to focus around performing combos.
- Power attack perks have directional requirement removed.
Requirements:
- Ordinator
- "Perk Entry Points: Apply Multiple Spells" patch enabled from Scrambled Bugs
Install:
- Install the prerequisites: Ordinator and Scrambled Bugs
- In the settings of Scrambled Bugs, find and enable "Perk Entry Points: Apply Multiple Spells." A user has reported issues making the change with notepad, so use another text editor like notepad+.
- Install my mod as a new mod via ModOrganizer2 (or similar application)
- Place my plugin below (higher priority than) Ordinator and any other mods that affect the same perks in order for this mod to take effect in your game.
- Mod is safe to install or update mid-save.
- Probably safe to uninstall mid-save but no guarantees.
- No idea what will happen if you uninstall scrambled bugs mid-save.
Scope and compatibility:
This mod changes several perk effects from:
- OneHanded
- TwoHanded
- LightArmor (unarmed)
- Block
- Archery
Mod makes all Ordinator Perks compatible with "Perk Entry Points: Apply Multiple Spells" patch from Scrambled Bugs, which is why a few archery and block perks were affected too (taken from Retrah).
Sprint attack perks were not affected. The Perk tree is unaffected. No perks were hidden, removed or disabled. You do not need to respec perks if adding this mod or if uninstalling this mod and going back to original ordinator.
Details of the perks that were altered listed below on this page. Your game will not break if combined with other mods that change the same perks, however, my changes will only fully work if it is placed lower (higher priority) than the other plugins. Any mod that changes the perk tree will also affect my mod regardless of load order.
Details of all the reworked perks:
Changes to basic weapon perks:
Perk
My patch perk
one handed mastery
Each normal attack with one-handed weapons increases all your next attacks on target by 15% for 5s. Stacks multiplicatively up to three/six times (two/four while dual-wielding). Sneak damage increased by 25/60%. Scales extra critical damage up to 100%.
two handed mastery
Each normal attack with two handed weapons increases all your next attacks on target by 25% for 5s. Stacks multiplicatively up to two/four times. Sneak damage increased by 25/60%. Scales extra critical damage up to 200%.
Changes to 1H weapon-specific perks:
Perk
My patch perk
Smite
Each power attack increases critical chance by 15% (50% against undead) for 5s. Stacks up to three times. Increases critical damage by 50%, 300% against undead.
rise kinsmen
Power attacks with a mace inspire nearby allies, granting them 10% extra attack damage for 5 seconds. This effect stacks and duration refreshes each time.
toll the bell
Every third power attack with a mace on a target deplete all Stamina, dealing 1.2% more damage per Stamina point used. Each prior attack must be made within 5s of each.
meteor storm
Each power attack with a mace on any target with at least one stack of Mastery empowers subsequent power attacks for 5s, increasing their damage and Stamina cost an extra 15% each time.
shieldbiter
Power attacks with a war axe smash through a block, causing the target to drop their shield with extra 30% chance to deal critical damage.
wolfstooth
Power attacks with a war axe and at least two stacks of Mastery grant 8% extra attack damage for 30 seconds. This effect stacks and duration refreshes each time.
go for the throat
Every fifth power attack on a target with a war axe remove all Wolfstooth instance, dealing 50% bonus damage for each Wolfstooth. Each prior power attack must be made within 5s of each.
Crosscut
Unblocked regular attacks with a sword increase the damage of your power attacks against the target by 25/50% for 4 seconds.
Unblocked regular attacks with a sword increase the damage of your power attacks against the target by 20/40% for 2 seconds.
falling sword
Power attacks with a sword cause targets to bleed for 5 seconds. When a bleeding target falls below 15% Health, your attacks against that target are critical strikes that deals ten times critical damage.
windswept
Every fourth power attack with a sword on a target pushes them backwards up to 6 feet, dealing up to 80% more damage. Each prior power attack must be made within 5s of each.
into the dust
Power attacks with a sword on a target will do escalating damage if no more than 4 seconds pass between each. This effect stacks three times, each increasing damage by an extra 15%.
twin fang
Power attacks with a dagger impale the target, dealing double Bite Marks damage, whether or not the attack is blocked.
swaying cobra
Power attacks with a dagger and at least one stack of Mastery inflict distracting wounds, draining 80 points of Magicka and Stamina.
death adder
Power attacks with a dagger and at least two stacks of Mastery ignore 70% of target armor.
coiling python
The fourth power attack with a dagger on the same target paralyzes the target for 4s, if less than 5s pass between each prior power attack.
Changes to 2H weapon-specific perks:
Perk
My patch perk
avalanche
All attacks with a warhammer and at least one stack of Mastery on the target have 30% extra chance for critical strike and 30% increased critical damage.
the pendulum
Power attacks with a warhammer hit all targets in front of you. When this hits a target twice within 4 seconds, the second hit knocks target down.
grandslam
Whenever a power attack with a warhammer inflicts a critical strike, it deals 1.5% more critical damage per point of Stamina.
Maul
Power attacks with a greatsword destabilize a target, further increasing the damage of your regular attacks against the target by 40/80% for 3 seconds.
breach the wall
After performing at least two greatsword power attacks on a target within 5s, all attacks afterwards ignore 90% of armor for 5s.
subjugate
Power attacks with a greatsword hit all targets in front of you, lowering attack speed to 50% for 5 seconds. This effect has a 10 second cooldown per target.
humiliate
Standing power attacks with a greatsword fatigue a target, draining 150 points of Magicka and Stamina and halting regeneration for 5 seconds.
Power attacks with a greatsword and at least two stacks of Mastery fatigue a target, draining 1000 points of Magicka and Stamina and halting regeneration for 5 seconds.
Rive
Power attacks with a battle axe and at least one stack of Mastery ignore 20/40% armor.
execute
Power attacks with a battle axe and at least two stacks of Mastery execute targets below 30% Health, delivering a critical strike that deals twenty times critical damage.
decimate
Power attacks with a battle axe hit all targets in front of you. This deals 10% more damage for each enemy within 3 feet.
bisect
Every second power attack with a battleaxe on a target deal bonus damage equal to 15% of target's current Health (max 300). Each prior power attack must be within 5s each.
Changes to dual wield perks:
Perk
Ordinator default perk
Patch perk
Man O'War
While dual wielding in combat, build up a battle rage with each attack, gaining 5% extra attack damage and 5% bonus attack speed for 2 seconds. This effect stacks and duration refresh each time.
Changes to unarmed perks (light armor category):
Perk
Patch perk
Sweeping wind
Each unarmed attack increases all your next power attacks on that target by 20% for 3s, stacking up to 5 times. Additionally, if your movement speed is increased, power attacks do 2% more damage per 1% movement speed. Requires two free hands.
Rushing tide
Unarmed attacks grant 20% increased Stamina regeneration and 10% movement speed for 4 seconds. This effect stacks and duration refreshes each time. Requires two free hands.
Breaking waves
Unarmed attacks after the fifth combo hit on a target add 60% chance of a critical strike, 100% if you are affected by Wardancer. Critical hits deal extra damage equal to 50% (100% with wardancer) of current Stamina.
Note that the combo timer for unarmed is 3s between each hit, per target. Normal or power attack both count.
- After a power attack combo-finisher effect triggers (eg. "go for the throat") on a target, the target receives a short cooldown before finisher effects can activate again for them.
- All altered perks have npc-only effects added to affected perks, just in case you have another mod that distributes ordinator perks onto npc. NPC with any of the altered perks will get either: the same new effect, a npc-only version of original ordinator effect, or a simple boost like in complicated situations (eg. "coiling python").
Current bugs that are actually features if I'm too lazy to fix them:
- combo effects of the weapon perks (eg. "mastery") only works for the player. NPC with this perk get a npc-specific version of ordinator default effect. In more complicated cases (eg. coiling python) npc get a simple damage boost in their power attacks.
- some of the high level perks require effects from their prerequisite perks to work properly. keep this in mind when you console your perks in.
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I'm open to feedback and suggestions, let me know in comments.
to do:
-add in alternate/optional effects to increase power attack damage the less mastery stacks you have, maybe at the cost of more stamina or only for 2h. this is to help open up to different style of animation set