The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Random Variable Perks
File Size
0.047 MB
Feb 14, 2012 @ 6:53pm
Feb 15, 2012 @ 8:02pm
2 Change Notes ( view )

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Random Variable Perks

It seems to me the set values on perks (i.e. Green Thumb) are simply too rigid where a variable factor should be involved. I see a large plant and say to myself, " How in the world is (s)he only acquiring two samples"? As a horticulturalist myself, I wonder how somebody can waste such a huge plant and only get two specimens. In my experience, production as well as quality varies from plant to plant. After changing that, it blossomed into a massive tweaking of many perks that definitely need a random variable.
These are the changes I have made:

Concentrated poison = 1-4 uses
Eagle eye = 85% zoom
Extra affect = 1-4 enchantments
Green thumb = 1-4 picked
Master trader = adds 5000 gold
Night thief = 25% to 100% chance
Sirindion's serendipity = 1-3 potions
Soul siphon = 5%-25% absorbed
Leveled vendor gold = based on player level

I originally changed the Investor perk to a higher value but it didn't work for some reason at certain vendors. So I reverted to the vanilla and changed all vendors stocked gold to a player level based system. Every five levels will net you more gold from vendors.
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Talyn Firelock Nov 27, 2014 @ 7:13am 
oh a horticulturalist? How are you at retxutures? Skyrim needs roses, hardy ones. You know they could survive there, in the southern region. I sure miss roses.
brandiej_16 Oct 29, 2013 @ 7:43am 
The description of why this mod was implemented is pretty much what I thought when I picked a plant and only managed to obtain like one flower from a bushel.
Faustian Device Jul 14, 2012 @ 12:39am 
lol palorius if you did want to make a german version you can just ask someone to help you translate it
Palorius  [author] Apr 30, 2012 @ 12:03am 
don't know German...sorry
lilu31 Apr 10, 2012 @ 5:43am 
could you make a german version of this mod pls?
Palorius  [author] Feb 28, 2012 @ 6:00pm 
make sure you have the latest one. I tweaked the merchant gold to a more realistic one (i.e main traders along big merchant routes have more than the little-out-of-the-way shops.
Fresh Rug Feb 19, 2012 @ 1:20am 
@palorius it doesn't conflict with moar minions or wars in skyrim as far as I've seen, also it doesn't comflict with dynamic merchants which i thought it might due to the fact that both affect gold on merchants, i think that your leveled gold is there but it is then "altered" further by dynamic merchants. Overall I think this will be compatible with any mods as long as they don't affect the perks you use directly or affect the perk tree too much. I like it so far but I've not really had a chance to use it as I don't have the perks, but yeah I like the concept :)
AUSGrizzly Feb 15, 2012 @ 7:34am 
Welp I will let ya know if it breaks the game, cause I will be back here Crying and sending you all my hate. BUT I like the concept...
Palorius  [author] Feb 15, 2012 @ 4:51am 
don't know. I am new to this whole (as are we all) MMOmod nexus we seem to have inherited here. I have not even tried those mods you mentioned. I mod for myself, always have, but this mechanism is so simple it allows me to stroke my ego via user comments and feedback I could not resist. The only thing I can say is "give it a try and let me know. As of right now I am working on a mod and that is taking up all my time. My initial reaction would be to say that it wouldn't unless crossing with any of the perks in this mod. I don't forsee that as a problem with moar minions, since I didn't touch any magic perks and the 'wars in skyrim' I am unfamiliar with but it shouldn't be a problem.
Fresh Rug Feb 15, 2012 @ 1:54am 
looks like a good idea, but will it conflict with other perk mods like "moar minions"? or conflict with a mod that uses perks for NPCs like "wars in skyrim"?