The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Flounce's Crafting Perks
   
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31 mar 2012, ore 8:48
7 apr 2012, ore 11:16
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Flounce's Crafting Perks

In 1 collezione di Kendrick_Yes
Flounce's Mod Pack
8 elementi
Descrizione
Modifies the Enchanting, Alchemy and Smithing perk trees.

This is part of a series of mods that overhaul most of the perk trees.
I know there are a lot of similar mods out there but I didn't really like everything they did... So I made my own.

If you find any issues or problems, however minor, while using this could you let me know so I can fix it.
If you have other mods that alter the same perks as this does whichever you have LATEST in your load order will apply.
Please make sure you have checked this is loading last before reporting bugs.

V1.1.1
Minor text changes
V1.1
-Purity now requires snakeblood, used to only require what is now Concentrated Poison.



>>Enchanting
As many of you are aware enchanting, at high levels anyway, was kinda broken... So I 'fixed' it. The new rank of Extra Effect still allows for high elemental and magic resistance but the reduction in actual enchantment strength means the insanely high sneak and damage buffs are no longer possible.

Enchanter - Now only 3 ranks, top rank nerfed to 60%. 20skill-20%, 50skill-40%, 80skill-60%
Insightful - Split up and moved. A lot of skills removed completely.
Corpus - Moved
Fire, Frost and Shock enchantments now all 1 perk called 'Elemental Enchanter'
Extra Effort - Now much lower skill level to compensate for the nerf in enchantment strength and an extra rank added at 100 skill
Cleansing Enchanter - New, boosts poison and disease resist enchantments
Soul Squeezer and Soul Siphon remain unchanged
Magic Resist enchantment boosted to 10%.

>>Alchemy
The only real problem I had with the Alchemy tree was the uselessness of some of the perks. Green thumb isn't really worth spending a point and the skill requirements for experimenter are waaaay to high to be helpful, by the time you're at a high enough level you should know most alchemy effects anyway.

Alchemist - Now only 3 ranks. 20skill-30%, 50skill-60%, 80skill-100%
Experiemter - Skill much lower.
Rearranged all the middle range perks but left them unchanged
Green Thumb - Removed and added 'Vitality' a disease resistance equivelant of Snakeblood.

>>Smithing
Smithing is the tree I have changed the least and will update the most (as soon as I start my crafting mod). Updates shouldn't effect anything as all I'll be doing is adding certain weapons and armors to crafting, mostly daedric artifacts and other unique stuff.

Dwarven - DraugrHoned removed, Falmer weapons added
Steel - Renamed 'Basic Smithing' Able to improve a lot of the low level armors and weapons twice as much.
Linearity removed. All perks now only have skill level requirements. Smithing is the ONLY tree I will be doing this with (probably)
Because it doesn't make sense that my Orc has to teach himself to craft and refine steel and Dwemer gear before he can create Orcish armors and weaponry.
/Smithing rant.
17 commenti
Kendrick_Yes  [autore] 6 lug 2013, ore 10:40 
@Fytayn
The tempering boost is fully based on perks. So I couldn't alter tempering boosts without changing a perk.
I didn't want to alter perks in my other Mod because that would make them Load Order sensitive and I didn't want that.

I made these changes based on personal experience, so it makes sense for people to disagree. I actually use an unreleased, more 'advanced' version of my Mods, which is one ESP file containing everything I've changed. So it's even less modular... Not to mention incomplete.

What I would recommend is downloading the CK yourself. I couldn't quite find the right set of perk/item altering mods for my taste, so I just stole the ideas I liked and mashed them together. There are plently of tutorials, both text and video, and messing with perks and items is incredibly simple.
Fytayn 6 lug 2013, ore 10:22 
So I'm really just interested in "fixing" smithing so that all armours and weapons can be made/improved and ahve a perk that doubles improvement. Specifically leather, studded, iron and hide because your other mod takes care of everything else (and it's a great mod). Buuuut... I don't think Enchanting is particularly "broken" and your changes, at best, make it "differently broken" when compared to the original. So I'm just wondering why not fold all of the equipment improving/perk associations into the same mod and allow people to choose if they want to overhaul their perk trees or not?
Dovakiin 15 nov 2012, ore 5:03 
ah ok
Kendrick_Yes  [autore] 15 nov 2012, ore 0:52 
@treach66
Urm... Not sure what you mean. Kinda the idea behind my changes was to REDUCE enchantment strength
Dovakiin 14 nov 2012, ore 13:37 
can you make the enchantments have a stronger combined total?
DefaultGamer1101 8 ago 2012, ore 19:23 
Rated and Favorited!! Added to my Collection of mods!!
http://steamproxy.net/sharedfiles/filedetails/?id=88162445
T0//XX 6 lug 2012, ore 14:47 
That's it! The condition that disables the first perk when the second one is activated. That's why the value didn't change.
Thanks for the hint! :D
Kendrick_Yes  [autore] 6 lug 2012, ore 14:23 
I can't remember, it was quite a while ago.

Feel free to open this in your CK if you want. You can have a look at my extra perk.
The only thing I can think of is it will maybe need a condition to deactivate the first rank... But without checking myself I can't be sure.
T0//XX 6 lug 2012, ore 14:20 
Yeah, in the CK. I've been trying to achieve this myself but it doesn't seem to work for me. When I modify the original extraeffect perk's value from 2 to 3 it does work but when I add another rank to it then it doesn't. It does appear in game on the perk tree but the limit stays at 2 effects. Did you do anything else besides adding another rank to it?
Kendrick_Yes  [autore] 6 lug 2012, ore 13:51 
@Fenrir. You mean in the CK?