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SMM's Revamped Magic Perks
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Category: Cheats, Gameplay
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0.079 MB
Jun 24, 2013 @ 12:52pm
Jul 24, 2013 @ 7:27pm
11 change notes ( view )
In 1 collection by twastehsquirrel
SMM's Revamps
5 items
Description
I am no longer modding and as such all these mods are as-is, without a chance for update or bug fixes. RL has taken me off the grid as far as modding goes, I'm sorry to all affected.
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This is a fairly serious mod, don't let the meme fool you!
Okay, somewhat, kinda, sorta serious.
Mages, Dragonborns, Man, and mer (Those giant felines and lizards too....), this is a total, well, 90% rework of the magic related perk trees. As the work downe was extensive, I will not spell everything out, but run through each portion. Questions, concerns, comments, quanders, queeries, quagmires, critiques, and short love letters are appreciated.

--I know the wards have a long description. I know the ward adept to ward expert perk path isn't working. I fixed it in the creatio kit, but I keep getting an error when trying to upload the changes...

DOES NOT REQUIRE DAWNGUARD OR DRAGONBORN

Without further aeidu (I spelled it wring, I'm sure...), the run-down:

ALLL TREES
Recovery perk - req Novice Mastery perk
-Grants 10% magicka recover perk rank, up to 30%

Spell Sword: Focus <Magic Shool> - req Adept Mastery rank (Except Alteration, requiring Atronach Shield)
When wielding a sword, axe, mace, or shield, the respective school of magic will be more potent.

ILLUSION:
-Illusion novice-master perks remain unchanged, still half-cost spells of that gradient. Dual cast unchanged.
-Illusion Recovery - Illusionist
-Animage and kindred mage are no longer linear. Both are required for the Master of the Mind Perk.
-Rage/ Aspect of Terror/ Hypno Gaze No longer linear, all required for new perk: Master of Emotions, basically enhances all three influence spell categories.
-Quiet Casting require Adept Illusion (50), and is required for two new perks: Dead Silence (muffle effect added to invisibility, but only 3/4 muffle, not 100%) and Phantom (3/3 ranks) for 6x Invisibility duration, totalling 3 mins if you don't break it by doing something.
-Master of the Mind now increases the level of enemies affected by your influence spells.

CONJURATION
IN ORDER TO SUMMON ALL 10 MINIONS, YOU NEED ALL THE RANKS OF THE "SUMMONED HORDE" PERK AND THE "MASTER OF SOULS" PERK.
-Novice-Master unchanged. Dual cast unchanged. Recover perk is Reaper.
-Mystic Binding-Soul Stealer-Oblivion Binding line required for the perk Chaotic Binding - bound weapons will steal health/stamina/magicka, but not 100% of the time.
-novice-- summoner -- Summoned horde (summon more and more minions as you invest here. up to 5 by itself)
-Necromancy -- Dark souls unchanged
-Atromacy -- Elemental potency unchanged
-Master of Souls requires Dark Souls or Atromacy and 95 Conjuration. It increases the number of summons by 5, making 10 total if you have all the Summoned Horde ranks.

DESTRUCTION
-Novice-master-dualcast-impact unchanged. Recover Perk - Acolyte
-Destruction Apprentice req for Rune Adept (2 ranks, 3 and 5x casting range for runes) -- Rune Expert (2 ranks for damage) -- Rune master 2 ranks for up to 5 runes and more damage
-Destruction Expert req -- Augment Weakness, 2 ranks to make novice/apprentice/adept level spells about as strong as expert and cost similar. (and runes are affected, hint hint, REALLY STRONG, i think...)
-Augmented elements + special perks were unaffected. So far...

RESTORATION
-Novice-Master-DualCast unaffected. Recovery perk is... Recovery d'oh.
-Regeneration, (now 2 ranks, up to 75% more healzz) required for Respite
-Resto Adept required for Necromage
-Resto Expert required for Avoid Death
-Ward Adept/Expert buff wards. Ward Master: Absoption is the Ward Absorb Perk. Ward Master: Elemental Juggernaut adds elemental protection to wards.

ENCHANTING
-Enchanter 5/5 ranks unaltered. Dual cast, unaltered. Recovery, non-existent
-Enchanting doesn't have dual-cast, idiot, and you fell for it. Better read carefully.
-Insightful Enchanter req Enchanter rank 1
-Copus Enchanter Req Enchanter rank 1
-Extra Effect Req Enchanter rank 1. 2nd rank gives permenant bonus to Heatlh/Stamina/Magicka, 3rd rank adds another extra effect.
-3 specializations branch from Insightful Enchanter and Copus Enchanter.
-A 3-rank perk replaces the fire, frost, and shock enchanter perks.
-Soul siphon and soul squeezer perks are unaltered
-Master of Staves req- 60 enchanting: Powers up all schools of magic when a staff is equipped.


ALTERATION
-Recovery Perk - True Alchemist
-Alteration Adept/Expert/Master perks buff the spell "Equilibrium".
-Stability: Rank 2: 3 times longer durations
-Imbued Armor: Overall armor rating increased by 10 or 5%, depending on whether light or heavy armor being equipped.
-Altered Armor: Mage armor spells give a 5% chance to evade an attack entirely
-Mystic Evasion: Mage armor spells give a 15% chance to evade when no armor is equipped.
-Atronach Shield: With a shield equipped, and mage armor spell active, 10% chance to aborb 10% of a spells magicka on hit.
-Advanced Detection: Detect Life and Detect Undead spells now can see Dwarven Automatons and Deadra, but Detect Undead wont see lifeforms, and Detect Life won't see undead.
-Detect Dead renamed to Detect Undead (somehow the Spell Tome: Detect Undead teaches Detect Dead. Ever find that wierd?)
-Paralyze & Disarm: Paralyze and Mass Paralysis have a chance to disarm foes. (Not sure how well this will work...)
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Thats all folks. 16 ish hours went into this, its mostly for personal use, and I would recommend a dragon souls conversion into perks mod to deal with the extra perks, but thats up to you.
No seriously... you will want some extra perk points...
______________________________
Remember, using a mod is a choice you make, and a risk you take. I cannot garuntee this mod will work, or work correctly. I will, however be open to suggestions, and critiques. Pictures coming soon. More skill-tree mods coming soon (though probably one skill tree at a time.... Im thinking archery next... Burning arrows anyone??)
______________________________
ALL CHANGES ARE NOTED EXTENSIVELY IN THE CHANGE NOTES, AND DESCRIPTION WILL BE UPDATED AS WELL.
Changelog - 6JULY2013 Part One
--Several minor changes meant to fix aesthetics, bound weapons, and the number of summonables.
Changelog - 6JULY2013 Part Two
--Alteration tree Revamped... Finally.
--Conjuration Perk, Chaotic Harbinger, was sadly removed due to major issues.
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ISSUES
None ive noticed since removing Chaotic Harbinger.
______________________________
If I get a couple requests for a specific tree I will attempt to seperate it from the mod.
40 Comments
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☯The Green Wizard☯ Dec 1 @ 5:00pm 
"Enchanting doesn't have dual-cast, idiot, and you fell for it" Pffffft.
gamingshiz13 Jun 30 @ 1:30pm 
This is only for pyromage by the way. Cryomancer and electromage both work for me
gamingshiz13 Jun 30 @ 1:28pm 
when i put a perk point into the pyromage perk, none of my fire spell damages actually go up ... fireball says at 40, firebolt stays at 25 and flames stay at 8/s
Führer WickedToby Jun 8 @ 2:56pm 
can u make a revamped version of one and two handed weapons? That would be awesome!
twastehsquirrel  [author] Apr 3 @ 9:31pm 
That too, lol.... jk, your right, but I haven't caught it because I haven't updated anything since I released it pretty much...
☭Foxy346 Apr 2 @ 11:23pm 
"This is a fairly serious mod, don't let the eme fool you!"

meme*?
jcgswims Jan 6 @ 2:08pm 
Ok, thanks a ton! Maybe you can have a config mode for the next mod you do :)
twastehsquirrel  [author] Jan 6 @ 12:59pm 
@jcgswims : Nope. 2 mods that alter the postition of a skill tree will overwrite one another, and the one last on load order will be used, but the first one's perks will still exist, just not show up.
And the config idea is great, except I blow at scripting something like that, and adjusting my mod in that way would mean total reconstructing, basically making a whole new mod. And, I have't touched the creation kit in months. My advice: Get Tend0's Skyrim Redone from Nexus, because its amazing, and makes my mod look like fingerpainting done by a fish.
jcgswims Jan 6 @ 10:04am 
could this work or be made to work with conjuration madness? Maybe have a config mode to enable each tree?
twastehsquirrel  [author] Sep 29, 2013 @ 8:07pm 
I can check it out. I haven't been playing much, on top of that, I use Tend0's Skyrim Redone, and that changes all the perks, so I don't even use my mod atm. Its much better quality than my own. I'm not sure I'll have enough time to mod skyrim properly for a year at least. New job and whatnot.