Dark Uncle's Tweaks -- Expanded Perks
THIS MOD IS A WORK IN PROGRESS
What this mod is:
Mostly an expansion of the perks already in the vanilla game, providing some additional/different specialization paths for more flavorful character building. In some cases it also reworks some perks that in my opinion are either so poorly designed as to be effectively "broken", or else just so uninteresting as to never really be worthwhile.
At the most basic level however, this is less an "overhaul" - and more just an expansion of what is already in the vanilla game.
Also this mod is designed to give users a fair amount of control over what changes they do or do not want to use. I have never been one for "bigger is better"... I'm more of a "less is more" kind of developer, and my mods usually reflect that -- thus I won't be adding huge numbers of perks just for the purpose of adding perks, or other dynamics changes just because I can.
It is also worth noting that while I have tried to keep game balance in mind while designing this mod, I do not consider it to be particularly balanced - not am I interested in putting huge amount of effort into making it as balanced as possible. Overall I would suggest using this mod with higher difficult settings and/or mods that add difficulty to the game... but achieving game balance is a highly personal thing in my opinion: I'd rather see folks mix and match mods and settings to find the right balance for them, then break my own back trying to find a balance that pleases everybody.
Required mods:
- Dawnguard DLC (currently only actually required for DUT-ExpandedPerks-Smithing.esp)
- http://skyrim.nexusmods.com/mods/1175, by Elys
(technically not required, but many of the added perks here include skill requirements up to 150, so without some manner of getting skills over 100, you won't have access to many of the expanded perks)
Note: Perk names list in peach, are ones that have been changed/overhauled beyond simply having additional ranks added.
DUT-ExpandedPerks-Alchemy.esp (complete)
- Benefactor: added three more ranks, requiring 60/90/120 skill, and providing 50%/75%/100% boost to beneficial potion effects
- Concentrated Poison: added second rank, requiring 120 skill, and making applied poison last for three strikes
- Green Thumb: added two more ranks, requiring 110/150 skill, and granting 3/4 plant parts per picking
- Physician: added three more ranks, requiring 40/60/80 skill, and granting 50%/75%/100% boost to health/magicka/stamina restoring potions
- Poisoner: added three more ranks, requiring 60/90/120 skill, and granting 50%/75%/100% boost to poisons
- Bullseye: replaced with new perk, "Dragonslayer": three ranks, requiring 100/125/150 skill, and providing a 20%/25%/30% chance of doing 200%/250%/300% damage to dragons (with bows/crossbows)
- Critical Shot: the vanilla perks were extremely "broken", as they did not scale up based on your skill, other perks, or the temper of your weapon -- I changed the first three ranks to make the critical hits be based off of 50% of your actual attack damage - then continuing with that, I added two more ranks, requiring 120/150 skill, and granting 25%/30% chance of crit with 75%/100% more damage
- Quick Shot: added four more ranks, requiring 90/110/130/150 skill, and granting 60%/90%/120%/150% faster draw speeds (doesn't actually work out to be as fast as it sounds, but still kinda nice)
- Deadly Bash: added second and third rank, requiring 100/150 skill, and doing 10x/15x damage
- Disarming Bash: added second rank, requiring 120 skill, and providing 75% chance to disarm
- Elemental Protecion: added second rank, requiring 110 skill, and providing 75% elemental protection
- Novice Destruction: changed to two ranks, requiring 0/25 skill, allowing for casting novice destruction spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other destruction spells
- Apprentice Destruction: changed to two ranks, requiring 25/50 skill, allowing for casting apprentice destruction spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other destruction spells
- Adept Destruction: changed to two ranks, requiring 50/75 skill, allowing for casting adept destruction spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other destruction spells
- Expert Destruction: changed to two ranks, requiring 75/100 skill, allowing for casting expert destruction spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other destruction spells
- Master Destruction: changed to two ranks, requiring 100/125 skill, allowing for casting master destruction spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other destruction spells
- Augmented Flames: added three additional ranks, requiring 90/120/150 skill, and providing 75%/100%/125% boot to flame spells
- Augmented Frost: added three additional ranks, requiring 90/120/150 skill, and providing 75%/100%/125% boot to frost spells
- Augmented Shock: added three additional ranks, requiring 90/120/150 skill, and providing 75%/100%/125% boot to shock spells
- Corpus Enchanter: added three more ranks, requiring 90/110/130 skill, and providing 50%/75%/100% benefit to health/magicka/stamina enchants
- Extra Effect: added two more ranks, requiring 125/150 skill, and allowing a third/forth enchantment to be placed
- Fire Enchanter: added three more ranks, requiring 50/70/90 skill, and providing 50%/75%/100% bonus to fire enchants
- Frost Enchanter: added three more ranks, requiring 60/80/100 skill, and providing 50%/75%/100% bonus to frost enchants
- Insightful Enchanter: added two ranks, requiring 100/150 skill, and providing 50%/75% bonus to skill enchants
- Storm Enchanter: added three ranks, requiring 70/90/110 skill, and providing 50%/75%/100% bonus to shock enchants
- Matching Set: added three more ranks, requiring 90/110/130 skill, and providing 50%/75%/100% armor bonus
- Reflect Blows: added a second rank, requiring 150 skill, and giving a 20% chance to reflect melee damage
- Well Fitted: added three more ranks, requiring 60/90/120 skill, and giving 50%/75%/100% armor bonus
- Custom Fit: added three more ranks, requiring 60/90/120 skill, and giving 50%/75%/100% armor bonus
- Deft Movement: added a second rank, requiring 150 skill, and giving a 20% chance to dodge
- Matching Set: added three more ranks, requiring 90/110/130 skill, and giving 50%/75%/100% armor bonus
- Wind Walker: added a second rank, requiring 120 skill, and giving a 100% stamina regen bonus
- Bladesman: might end up reworking the entire perk, as its current implementation is of very limited usefulness
- Bone Breaker: might end up reworking the entire perk, as its current implementation is of very limited usefulness
- Dual Flurry: plan to add one or two ranks
- Dual Savagery: plan to add one or two ranks
- Fighting Stance: plan to add one rank
- Hack and Slash: might end up reworking the entire perk, as its current implementation is of very limited usefulness
- Novice Restoration: changed to two ranks, requiring 0/25 skill, allowing for casting novice restoration spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other restoration spells
- Apprentice Restoration: changed to two ranks, requiring 25/50 skill, allowing for casting apprentice restoration spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other restoration spells
- Adept Restoration: changed to two ranks, requiring 50/75 skill, allowing for casting adept restoration spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other restoration spells
- Expert Restoration: changed to two ranks, requiring 75/100 skill, allowing for casting expert restoration spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other restoration spells
- Master Restoration: changed to two ranks, requiring 100/125 skill, allowing for casting master restoration spells at 66%/33% cost with a 15%/30% power boost, as well as providing a 7.5%/15% power boost to all other restoration spells
- Necromage: added a second rank, requiring 140 skill, and providing 50% boost to power and 100% boost to duration for all restoration spells against undead (note: this mod includes the common bugfix of not allowing the Necromage perk to effect the player)
- Recovery: added two ranks, requiring 90/120 skill, and providing 75%/100% boost to magicka regeneration
- Regeneration: added one rank, requiring 120 skill, and providing a 100% boost to all healing spells
- note: this tree is more of an actual overhaul than most others
- note: several other material types added to "Steel Smithing" (such as iron, leather, hide, etc), similar to a number of other smithing overhaul mods - this should increase the likelihood of compatability with many of those mods, if this one is loaded after them
- Arcane Blacksmith: added 25% tempering bonus to daedric artifacts -- added second rank, requiring 80 skill, and granting 50% additional tempering to daedric artifacts plus 10% additional tempering to everything else
- Steel Smithing: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 20 skill, and granting 50% additional tempering to steel plus 10% additional tempering to everything else
- Dwarven Smithing: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 50 skill, and granting 50% additional tempering to dwarvern plus 10% additional tempering to everything else
- Orcish Smithing: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 70 skill, and granting 50% additional tempering to orcish plus 10% additional tempering to everything else
- Ebony Smithing: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 100 skill, and granting 50% additional tempering to ebony plus 10% additional tempering to everything else
- Daedric Smithing: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 110 skill, and granting 50% additional tempering to daedric plus 10% additional tempering to everything else
- Elven Smithing: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 50 skill, and granting 50% additional tempering to elven plus 10% additional tempering to everything else
- Advanced Armors: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 70 skill, and granting 50% additional tempering to scaled and plate plus 10% additional tempering to everything else
- Glass Smithing: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 90 skill, and granting 50% additional tempering to glass plus 10% additional tempering to everything else
- Dragon Armor: changed to only give 25% additional tempering (instead of 100%) -- added second rank, requiring 120 skill, and granting 50% additional tempering to dragon armor and dragonbone weapons plus 10% additional tempering to everything else
- Assassin's Blade: plan to add one rank
- Backstab: plan to add one rank
- Deadly Aim: plan to add one rank
- Shadow Warrior: plan to add one or two ranks, pending testing of an idea I have that I'm not sure if it will work or not...
- Champion's Stance: plan to add one rank
- Deep Wounds: might end up reworking the entire perk, as its current implementation is of very limited usefulness
- Limbsplitter: might end up reworking the entire perk, as its current implementation is of very limited usefulness
- Skullcrusher: might end up reworking the entire perk, as its current implementation is of very limited usefulness
- Sweep: plan to add two ranks
- Other spell perk trees: Once Destruction/Restoration have been further tested and/or I have more feedback on them, I plan to make somewhat similar changes to the other trees
- Lockpicking: I have a plan, but it is currently in research to make sure the mechanics/math work out the way I want as far as balance goes
- Pickpocket: I have a plan, but it is currently in research to verify how certain mechanics interact (my idea might not be possible)
- Speech: At this point I have no plans to do anything with the speech perk tree - it doesn't really lend itself to the sort of expanding work that I'm doing. If you're looking for something specific to the speech tree, check out the http://skyrim.nexusmods.com/mods/18919 mod by http://skyrim.nexusmods.com/users/851501
- v 0.1 - initial (incomplete) release
- http://skyrim.nexusmods.com/users/851501/, who has allowed me to use bits and pieces of his various mods for this one - particularly his most excellent mod, http://skyrim.nexusmods.com/mods/4374.
- http://skyrim.nexusmods.com/users/1560585, who has allowed me to use his simple (yet wonderful, for those of us not fond of the original Bullseye perk) mod http://skyrim.nexusmods.com/mods/12129 as the basis for the Dragonslayer perks in this mod.