Greetings! I like the idea, however, it seems that (NOT alt) signs and weapons sometimes stop working or cause damage for me. However, the problem may be on my side, because there are 300 more mods installed
Friend I have a question,Would it be possible that you could make a version of this mod, where by leveling up one of the alternate signs or any of the other sign perks, all the perks can be used on the alternate signs of the position? without having to use an ability slot. Although I don't know if it is already included, I just started testing the mod
you can unlock every alt sign in combat (when TO potion is active) simply by investing a point into "Metabolic control" (or more underpowered alchemy skills if you choose one of the other files)
But you can fairly easily change the required skill(s), or remove all required skills for the mod to work. Just need to change the condition (the)player.hasEquippedSkill('to_whatever_skill_u_want'). But you need to find the right skill id for it (eg. S_alchemy_s12). And ofc you can still always invest points into alt sign skills. Doesn't affect the mod.
I also have a mod that unlocks all alt signs without requiring anything. But I think that you should sacrifice some points to not be too powerful.
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changed the description.
Although I don't know if it is already included, I just started testing the mod
But you can fairly easily change the required skill(s), or remove all required skills for the mod to work.
Just need to change the condition (the)player.hasEquippedSkill('to_whatever_skill_u_want'). But you need to find the right skill id for it (eg. S_alchemy_s12).
And ofc you can still always invest points into alt sign skills. Doesn't affect the mod.
I also have a mod that unlocks all alt signs without requiring anything.
But I think that you should sacrifice some points to not be too powerful.