Skyrim Special Edition
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deleted152537993

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About this mod

All my new and improved Perkish 2 spells in one ESP-FE!

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NOTICE : This mod requires vanilla skill perks otherwise you won't be able to scale the spells. I use a script to inject the spell tomes into merchant inventories, so no need for a bashed patch. This mod doesn't modify vanilla records. These are new spells and NPCs and followers will not use them. You can use this AIO with my other mods. I added a 2 on the end of their names so you can tell the difference. Have fun!

The term "Perkish" refers to increasing spell power as you gain skill perks. The hope is to keep the spell useful beyond vanilla where they tend to fizzle out. I made as sure as I could that these Perkish 2 spells wouldn't be underpowered or overpowered, even so I also offer 2 optional versions. High is more powerful and Low is less powerful.

This mod contains the following Perkish 2 spells :

4 Restoration :
Heal Fast
Heal Other
Heal Undead
Ward

4 Summons :
Arvak
Familiar
Mistman
Wrathman

4 Bound OneHanded :
Dagger
Sword
War Axe
Mace

3 Bound TwoHanded :
Greatsword
Battleaxe
Warhammer

4 Bound Crossbows :
Plain with Steel Bolts
Fire enchanted with exploding Fire Bolts
Frost enchanted with exploding Ice Bolts
Shock enchanted with exploding Lightning Bolts

5 Bound Bows :
Legendary
Legendary Fire enchanted
Legendary Frost enchanted
Legendary Shock enchanted
Legendary Viper absorbs all 3 HMS

3 Near Destruction :
Flames
Frostbite
Sparks

3 Far Destruction :
Firebolt
Ice Spike
Lightning Bolt

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--- The Perkish 2 Concept :
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--- The Basics :

All spells have 6 levels of power. As you invest in skill perks the spell gets stronger.

The weapons will change appearance to match the skill level when available, there is a glow on the weapons but no moving flames and crossbows only have the one mesh.

Melee weapons, bows and crossbows are legendary versions. Legendary weapons are what you get if you temper the weapon at 100 smithing with the perk (+10). Simply add 10 to vanilla damage to get legendary damage.

A vanilla steel sword is valued at $45, the legendary steel sword is $90, I use legendary value to determine spell tome cost. The casting cost is based on the vanilla bound version when applicable otherwise I do sum maths to extrapolate.

--- There are 3 different plugins to choose from :

Main : going for that sweet spot where it all just works.
Low  : for those vanilla combat setups where it's easy to end up overpowered.
High : for those high difficulty setups where life in Skyrim is just a bitch.

These 3 plugins can be swapped back and forth at any time with no risk to save file. This is meant to allow some flexibility since balancing can be difficult when using mods. Ultimately, you can edit the numbers in xedit for your own needs.

--- Tome Locations :


All spells are available at level 1 at spell vendors in Skyrim. Fethis Alor in Raven Rock will also have them.
If you just want to test them open the console and type this :
help "perkish chest"
then take the idnumber it gives and type this :
player.placeatme idnumber
That chest contains all the Perkish spells.

--- Conjuration Duration :

All conjures will last 2 hours. I use bound weapons almost exclusively and I'm sure Bethesda had their reasons for using a duration of 120 seconds for bound weapons, but idk what they were.

--- Magicka Reduction Perk :

All spells will use Adept. Novice and Apprentice can be acquired so quickly that you don't have to do much to get the reduction bonus. Expert and Master take so damn long to acquire that a magicka cost reduction by that time isn't all that useful. Adept then seems like the most strategic time to reduce magicka cost to me. Adept also helps offset the extra power these weapons have in the early game, higher power requires more magicka.

--- Spell Charging Time :

My spells have no charge time. I kinda understand the theory behind having a charging delay, at least when it comes to summoning some big powerful Thrall. Those big spells however all require two handed casting and the ones I am using don't so it' fine ;)

--- Bound weapons :

The normal weapon can be tempered and enchanted which is a big advantage over the bound weapon. I use the Mystic Binding perk to enable a pretty powerful buff to help offset this disadvantage, but it's simply not enough by itself. I also use the temper bonus based on 100 smithing with perks which is called legendary. That being said these bound weapons can't compete with improved normal versions. The advantages of using the bound versions however might be worth it;

Normal weapons require the player to invest in smithing and perhaps enchanting to get those bigger numbers. Bound weapons weigh nothing. Bound bows and crossbows provide their own ammo. Bound weapons can't be shouted out of your hands and if you get stripped in jail or such you can conjure them and own them damn fools!

--- About the bound dagger that caused all this mesh :

The bound dagger does not have it's own mesh it uses the bound sword mesh. The USSEP gives it a mesh but that requires my mod add it as a dependancy. I prefer to keep my mods as independant as possible. Heres the problem, if you want to add a specific mesh for the bound dagger, the AIO plugin would have to be patched. I really want to allow people to change the appearance of thier weapons and have those changes take effect automatically when using this mod. So this is how I ended up using the vanilla meshes instead of the bound ones. Its a similiar method to how I handled crossbows so this will make everything consistant and allows me to add all melee weapons.

--- Summons :

I offer the familiar and 3 Dawnguard summons Arvak, Mistman and Wrathman. The spells are normally only found in the soul cairn, which is frustrating if you have no desire to do the quest again, so now you can buy the tomes at spell vendors and skip all that.

--- New and Old Nexus Pages :

I feel that I have way too many individual Perkish mods now and the new version is simply better. However, as much as I want to just simply delete all of those old mods, I won't. Deleting mods can frustrate people and you lose the historical context. This leaves a bit of a mess for people to sort out and that bugs me but deleting mods is worse.

--- Permissions :

I wanted to explain how I feel about permissions. I approached modding as if this were a shared open source project. I don't really feel like the owner of any of this. All I did was simply rearrange what was already there. Someone who has created actual artwork however might feel differently and I respect that. I create mods for myself to use. I share them as my way to pay back to the community that has given us all so much, for free! Thanks to the community and Nexus and Bethesda!

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--- The Numbers :
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> All Perkish weapons - critical damage is same as base damage versus the vanilla half damage. This might help those perks that apply a critical hit bonus be more useful.

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--- Mystic Binding ---
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Applies to all melee, bows and crossbows.
+25% damage while weapon is equipped.
Dual wielding +50%.

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--- All Flames, Frost, Shock and Absorb amounts used by enchanted weapons ---
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Low  NoPerks 5,  Novice 10, Apprent 15, Adept 20, Expert 25, Master 30.
Main NoPerks 15, Novice 20, Apprent 25, Adept 30, Expert 40, Master 50.
High NoPerks 20, Novice 25, Apprent 30, Adept 40, Expert 55, Master 70.

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---( 1 ) Perkish 2 Restoration ---
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> Heal Fast : Respite enables Cure Disease upon casting.

Heal Fast  : Price 200, Magicka 100
Heal Other : Price 200, Magicka 100
Heal Undead: Price 200, Magicka 100

 Low (H&S) NoPerks 40,  Novice 80, Apprent 120, Adept 200, Expert 280, Master 400.
Main (H&S) NoPerks 50, Novice 100, Apprent 150, Adept 250, Expert 350, Master 500.
High (H&S) NoPerks 60, Novice 120, Apprent 180, Adept 300, Expert 420, Master 600.

--- Ward ---
Price 100, Magicka 35

 Low (armor&negate) NoPerks 30, Novice 50, Apprent 70,  Adept 90, Expert 110, Master 130.
Main (armor&negate) NoPerks 40, Novice 60, Apprent 80, Adept 100, Expert 120, Master 140.
High (armor&negate) NoPerks 50, Novice 70, Apprent 90, Adept 110, Expert 130, Master 150.

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---( 2 ) Perkish 2 OneHanded Weapons ---
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--- Dagger ---
Price 40, Magicka 90

 Low (dmg) NoPerks 13, Novice 14, Apprent 16, Adept 17, Expert 18, Master 19.
Main (dmg) NoPerks 15, Novice 16, Apprent 18, Adept 19, Expert 20, Master 21.
High (dmg) NoPerks 17, Novice 18, Apprent 20, Adept 21, Expert 22, Master 23.

--- Sword ---
Price 90, Magicka 110

 Low (dmg) NoPerks 14, Novice 15, Apprent 17, Adept 18, Expert 19, Master 20.
Main (dmg) NoPerks 18, Novice 19, Apprent 21, Adept 22, Expert 23, Master 24.
High (dmg) NoPerks 22, Novice 23, Apprent 25, Adept 26, Expert 27, Master 28.

--- War Axe ---
Price 110, Magicka 115

 Low (dmg) NoPerks 15, Novice 16, Apprent 18, Adept 19, Expert 20, Master 21.
Main (dmg) NoPerks 19, Novice 20, Apprent 22, Adept 23, Expert 24, Master 25.
High (dmg) NoPerks 23, Novice 24, Apprent 26, Adept 27, Expert 28, Master 29.

--- Mace ---
Price 130, Magicka 120

 Low (dmg) NoPerks 16, Novice 17, Apprent 19, Adept 20, Expert 21, Master 22.
Main (dmg) NoPerks 20, Novice 21, Apprent 23, Adept 24, Expert 25, Master 26.
High (dmg) NoPerks 24, Novice 25, Apprent 27, Adept 28, Expert 29, Master 30.

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---( 3 ) Perkish 2 TwoHanded Weapons ---
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--- Greatsword ---
Price 180, Magicka 160

 Low (dmg) NoPerks 21, Novice 22, Apprent 24, Adept 25, Expert 26, Master 28.
Main (dmg) NoPerks 27, Novice 28, Apprent 30, Adept 31, Expert 32, Master 34.
High (dmg) NoPerks 33, Novice 34, Apprent 36, Adept 37, Expert 38, Master 40.

--- Battleaxe ---
Price 200, Magicka 170

 Low (dmg) NoPerks 22, Novice 23, Apprent 25, Adept 26, Expert 27, Master 29.
Main (dmg) NoPerks 28, Novice 29, Apprent 31, Adept 32, Expert 33, Master 35.
High (dmg) NoPerks 34, Novice 35, Apprent 37, Adept 38, Expert 39, Master 41.

--- Warhammer ---
Price 220, Magicka 180

 Low (dmg) NoPerks 24, Novice 25, Apprent 27, Adept 28, Expert 29, Master 31.
Main (dmg) NoPerks 30, Novice 31, Apprent 33, Adept 34, Expert 35, Master 37.
High (dmg) NoPerks 36, Novice 37, Apprent 39, Adept 40, Expert 41, Master 43.

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---( 4 ) Perkish 2 Summons ---
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--- Arvak ---
Price 400, Magicka 100

No changes needed.
All I did was add a spelltome to spell vendors bypassing the quest.
Tip: Arvak will keep existing as long as you're riding him.

--- Familiar ---
Price 50, Magicka 100

 Low (level) NoPerks 2, Novice 4,   Apprent 6,  Adept 8, Expert 10, Master 12.
Main (level) NoPerks 4, Novice 8,  Apprent 12, Adept 16, Expert 19, Master 22.
High (level) NoPerks 6, Novice 12, Apprent 18, Adept 24, Expert 28, Master 32.


--- Mistman ---
Price 300, Magicka 200

Low  (level) NoPerks 13, Novice 16, Apprent 19, Adept 22, Expert 25, Master 28.
Main (level) NoPerks 23, Novice 26, Apprent 29, Adept 32, Expert 35, Master 38.
High (level) NoPerks 33, Novice 36, Apprent 39, Adept 42, Expert 45, Master 48.

--- Wrathman ---
Price 720, Magicka 300

Low  (level) NoPerks 30, Novice 34, Apprent 38, Adept 42, Expert 46, Master 50.
Main (level) NoPerks 40, Novice 44, Apprent 48, Adept 52, Expert 56, Master 60.
High (level) NoPerks 50, Novice 54, Apprent 58, Adept 62, Expert 66, Master 70.

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---( 5 ) Perkish 2 Bows ---
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> The bound arrows do 10 damage versus the vanilla 24.
> All bows get fastest vanilla draw speed of 1 versus the vanilla.
> Viper gets +2 base damage at all levels.
> Viper absorbs all 3 Magicka Health Stamina.

--- Bows ---
Plain : Price  180, Magicka 200
Flames: Price  385, Magicka 300
Frost : Price  385, Magicka 300
Shock : Price  385, Magicka 300
Viper : Price  1500,Magicka 400

 Low (dmg) NoPerks 15, Novice 19, Apprent 24, Adept 28, Expert 32, Master 35.
Main (dmg) NoPerks 19, Novice 23, Apprent 28, Adept 32, Expert 36, Master 39.
High (dmg) NoPerks 23, Novice 27, Apprent 32, Adept 36, Expert 40, Master 43.

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---( 6 ) Perkish 2 Crossbows ---
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> Steel Bolts do 10 damage, enchanted bolts do 10 + 10 enchant damage.

--- Crossbows ---
Plain : Price  240, Magicka 200
Flames: Price  560, Magicka 300
Frost : Price  560, Magicka 300
Shock : Price  560, Magicka 300

 Low (dmg) NoPerks 27, Novice 31, Apprent 36, Adept 40, Expert 44, Master 47.
Main (dmg) NoPerks 31, Novice 35, Apprent 40, Adept 44, Expert 48, Master 51.
High (dmg) NoPerks 35, Novice 39, Apprent 44, Adept 48, Expert 52, Master 55.

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---( 7 ) Perkish 2 Near Destruction ---
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--- Flames, Frostbite and Sparks ---
Flames    : Price 50, Magicka 100
Frostbite : Price 50, Magicka 100
Sparks    : Price 50, Magicka 100

Low  (dps) NoPerks 25, Novice 30, Apprent 45, Adept 60, Expert 75, Master 90.
Main (dps) NoPerks 30, Novice 40, Apprent 60, Adept 80, Expert 100, Master 120.
High (dps) NoPerks 35, Novice 50, Apprent 75, Adept 100, Expert 125, Master 150.

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---( 8 ) Perkish 2 Far Destruction ---
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--- Firebolt, Ice Spike and Lightning Bolt ---
Firebolt      : Price 100, Magicka 200
Ice Spike     : Price 100, Magicka 200
Lightning Bolt: Price 100, Magicka 200

Low  (dmg) NoPerks 25, Novice 30, Apprent 45, Adept 60, Expert 75, Master 90.
Main (dmg) NoPerks 30, Novice 40, Apprent 60, Adept 80, Expert 100, Master 120.
High (dmg) NoPerks 35, Novice 50, Apprent 75, Adept 100, Expert 125, Master 150.

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