Perk Tweaks

Post » Mon Oct 26, 2015 11:33 pm

Perk Tweaks is a mod I recently created for my latest play through of Skyrim. I've spent a lot of time in the past looking at other mods (mainly combat and magic) that changed the perk system. I found some good ideas in those mods, but also had some of my own. However, I wasn't interested in a complete overhaul of Skyrim and mostly like the vanilla perks. I tried to make a mod that wasn't terribly over-powered, but better suited to my game. This simple mod contains no scripts, only changes to perks made with the Creation Kit. Following is a list of changes:

Speech Perks:

-Tactical Coordination added which eliminates damage dealt and received from non-hostile targets. Comes after Haggling and requires 30 in Speech

-Thu'um Adept added which improves recovery time after shouts by 20%. Comes after Tactical Coordination and requires 50 in Speech

Sneak Perks:

-Quiet Casting (new perk) replaces Silent Roll and requires 50 in Sneak

Archery Perks (see note below):

-Ranger comes after Critical Shot and requires 50 in Archery

-Hunter's Discipline was removed and replaced with Trickshot ability which disarms 25% of time after a hit. Comes after Ranger and requires 80 in Archery

-Critical Shot 30 changed to 20% chance to do critical damage

-Critical Shot 60 changed to 20% chance to do 50% more critical damage

-Critical Shot 90 changed to 20% chance to do double critical damage

One-handed Perks (see note below):

-Bladesman 30 changed to 20% chance to do critical damage

-Bladesman 60 changed to 20% chance to do 50% more critical damage

-Bladesman 90 changed to 20% chance to do double critical damage

Two-handed Perks (see note below):

-Deep Wounds 30 changed to 20% chance to do critical damage

-Deep Wounds 60 changed to 20% chance to do 50% more critical damage

-Deep Wounds 90 changed to 20% chance to do double critical damage

Light Armor Perks:

-Agile Defender armor bonuses changed to 15/30/45/60/75 in order to better differentiate light and heavy armor

Block Perks:

-Block Runner now comes after Quick Reflexes so this can be accessed for weapons without going up the shield side of the tree

Pickpocket Perks:

-Extra Pockets now only requires Light Fingers and 40 in Pickpocket.

Dual Casting:

-fMagicDualCastingCostMult changed from 2.8 to 2.4 (i.e. a 20% increase in Mana cost to provide 10% increase in effectiveness instead of a 40% increase in Mana cost)

Alteration:

-Stability description clarified to state that it has 50% greater duration

Conjuration:

-Necromancy description clarified to state that the duration is doubled

Restoration:

-Necromage description clarified to state that spells are 25% more effective against undead and last 50% longer

Note on Combat Critical Perks (same for Archery, 1-handed and 2-handed blades)

I changed this because these perks seemed really weak to me. The axe and mace specialty perks seem reasonable, and give larger effects -- but obviously don't affect all opponents (i.e. creatures with no blood or with no armor). The sword and bow perks are now increased. Though still low damage, this is compensated by the fact that all creatures are affected by these perks.

Original crtical shot perks were as follows:

Example: Elven Bow with base damage=13 and critical damage=6

Critical Shot 30: 10% chance of extra 6 dmg = 0.6 (average extra damage)

Critical Shot 60: 15% chance of extra 6x1.25 = 1.1

Critical Shot 90: 20% chance of extra 6x1.5 = 1.8

With this mod it changes as follows:

Critical Shot 30: 20% chance of extra 6 dmg = 1.2 (average extra damage)

Critical Shot 60: 20% chance of extra 6x1.5 = 1.8

Critical Shot 90: 20% chance of extra 6x2.0 = 2.4

Note on Trickshot perk:

I would love to change this to disarm 20% of the time, but it's not obvious how to do this. I examined the perk and magic effects and there's no place to change the percentage. Perhaps a script controls this?

Download at http://www.nexusmods.com/skyrim/mods/70847/?

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Jonathan Montero
 
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