I have about 5ish more already planned, just need to implement them at some point. All suggestions are encouraged, but perks that don't involve one of the schools of magic are harder to come up with ideas for... so I'd appreciate those the most
Ideas: block+2h: increased damage on the next 2h attack after blocking a hit.|blocking normal attacks with 2h wep inflicts damage|reduce melee dmg taken during power attacks.|The Best Defense: Your weapons damage grants an equal amount of armor. Alch+ench: learn Virulent Imbuement: Poisons applied to this weapon drain charges instead of being expended.| Catalytic Foci: Enchant a staff with a beneficial potion. The staff will cast the effect on you when used. (charges used scaling with magnitude of potion?) Alch+smithing: Forged in oblivion: sacrifice fire salts when sneak activating a forge to automatically temper each item created this use.| Custom Labware: Able to forge improved alchemy tools. Use them on a lab to upgrade it, increasing potency of items crafted by it.| Neutralizing Finish: increase poison and disease resist by 10% of armor rating and magic resist by 2% of armor rating. unarmed+alch: Impractical Application: Spread poisons and diseases affecting you through your unarmed strikes. Using a poison without a weapon equipped consumes it.| Bottled Adrenaline: Skooma increases move and unarmed speed by 40%. Learn to refine moon sugar into skooma. archery+any melee: Switch Hitter: toggle power. while active: your melee is equipped when enemies are within 5 feet. your bow is automatically equipped when no enemies are within 10 feet. draw and stow weapons twice as fast. Prioritizes favorited items then by damage. Unarmed is always selected if you have perks.| (1/2) Catch arrows: 20% chance to collect arrows before they hit you while unarmed. (2/2) Deflect arrows: increase catch chance by 10%. Instead of collecting the arrow it is redirected to the nearest enemy. Speech+sneak: You Saw Nothing: intimidate people to make them oblivious to your presence while out of combat. one day CD.| Look, a Dragon!: Lie to make people run away for 5 seconds. They lose sight of you during this time. 3 day CD/npc. (both abilities reduce friendliness.) 2h+speech: And Carry a Big Stick/Words and Philosophy(pick a name): after failing a speech check you can draw your 2h weapon and attempt it once more using your 2h skill in place of speech. Drawing your weapon has a chance to pacify enemies until attacked. 3 day CD/enemy. chance based on level difference and average of two handed and speech. Smithing+Lockpicking: Sturdy Picks: picks break 50% slower. LP+2h: Percussive Maintenance: bash locks to break them. chance to jam the lock on failure. chance based on average of 2h+LP.
This was kind of fun, I might do more another time.
It's not looking for a custom perk tree. In the MCM, it allows you to select a default tree to consider hand-to-hand. Most perk overhuals tend to use Light Armor for that, so that's the default.
If you want something different, you can change it there.
Channel Fire and Dawns Chosen don't seem to be lighting NPCs on fire when the DoT is applied. Known issue or is something messed up on my end?
Also, the DoT affect for these is set to last for 180 seconds it looks like. It's a quick ESP edit for those that are interested in making this perk balanced.
EDIT: Found solutions to both problems through the magic of xedit.
For Fire effects upon striking targets with Dawn's chosen, open the esp in xedit and go to "Magic Effects" -> "CSF_DawnsChosenEnchantEffect". Look for the field "Hit Shader" and change it to "FireFXShader"
For the DoT duration and damage, go to "Object Effect" -> "CSF_DawnsChosenEnchant" and edit the "Duration" to something more realistic than 180(I'm using 3). The "Magnitude" field will alter the damage delivered per second. Tweak each field as desired.
I am curious about that myself, the mod states required points in a skill tree but not sure how you'd unlock points in this tree after you have the requirements?
Just going to leave this here in case the mod author sees this: I love this mod, and some of its features are super cool (like the channeling abilities). However, it seems like this mod still doesn't work with Vokriinator Black, as the game will CTD as soon as one enters the character creator or (if they enable Vokriinator after the CC) as soon as they close out of the main perk menu. The patch does not seem to work yet, and it led to a lot of grief trying to figure out what mod was just stopping my game in it's tracks.
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I have about 5ish more already planned, just need to implement them at some point. All suggestions are encouraged, but perks that don't involve one of the schools of magic are harder to come up with ideas for... so I'd appreciate those the most
block+2h: increased damage on the next 2h attack after blocking a hit.|blocking normal attacks with 2h wep inflicts damage|reduce melee dmg taken during power attacks.|The Best Defense: Your weapons damage grants an equal amount of armor.
Alch+ench: learn Virulent Imbuement: Poisons applied to this weapon drain charges instead of being expended.| Catalytic Foci: Enchant a staff with a beneficial potion. The staff will cast the effect on you when used. (charges used scaling with magnitude of potion?)
Alch+smithing: Forged in oblivion: sacrifice fire salts when sneak activating a forge to automatically temper each item created this use.| Custom Labware: Able to forge improved alchemy tools. Use them on a lab to upgrade it, increasing potency of items crafted by it.| Neutralizing Finish: increase poison and disease resist by 10% of armor rating and magic resist by 2% of armor rating.
unarmed+alch: Impractical Application: Spread poisons and diseases affecting you through your unarmed strikes. Using a poison without a weapon equipped consumes it.| Bottled Adrenaline: Skooma increases move and unarmed speed by 40%. Learn to refine moon sugar into skooma.
archery+any melee: Switch Hitter: toggle power. while active: your melee is equipped when enemies are within 5 feet. your bow is automatically equipped when no enemies are within 10 feet. draw and stow weapons twice as fast. Prioritizes favorited items then by damage. Unarmed is always selected if you have perks.| (1/2) Catch arrows: 20% chance to collect arrows before they hit you while unarmed. (2/2) Deflect arrows: increase catch chance by 10%. Instead of collecting the arrow it is redirected to the nearest enemy.
Speech+sneak: You Saw Nothing: intimidate people to make them oblivious to your presence while out of combat. one day CD.| Look, a Dragon!: Lie to make people run away for 5 seconds. They lose sight of you during this time. 3 day CD/npc. (both abilities reduce friendliness.)
2h+speech: And Carry a Big Stick/Words and Philosophy(pick a name): after failing a speech check you can draw your 2h weapon and attempt it once more using your 2h skill in place of speech. Drawing your weapon has a chance to pacify enemies until attacked. 3 day CD/enemy. chance based on level difference and average of two handed and speech.
Smithing+Lockpicking: Sturdy Picks: picks break 50% slower.
LP+2h: Percussive Maintenance: bash locks to break them. chance to jam the lock on failure. chance based on average of 2h+LP.
This was kind of fun, I might do more another time.
Edit: nvm
If you want something different, you can change it there.
Also, the DoT affect for these is set to last for 180 seconds it looks like. It's a quick ESP edit for those that are interested in making this perk balanced.
EDIT: Found solutions to both problems through the magic of xedit.
For Fire effects upon striking targets with Dawn's chosen, open the esp in xedit and go to "Magic Effects" -> "CSF_DawnsChosenEnchantEffect". Look for the field "Hit Shader" and change it to "FireFXShader"
For the DoT duration and damage, go to "Object Effect" -> "CSF_DawnsChosenEnchant" and edit the "Duration" to something more realistic than 180(I'm using 3). The "Magnitude" field will alter the damage delivered per second. Tweak each field as desired.
I looked at the perk and it seems to assign both a spell ability and power ability that both do the same thing... and lasting 3 minutes?