160 ratings
Treebalance - Speech Tree
Category: Gameplay
File Size:
0.033 MB
Jun 17, 2012 @ 3:23am
Nov 8, 2012 @ 9:04pm
15 change notes ( view )
In the base game, Speech is a poor skill and its perk tree isn't much better. With this mod, Speech becomes a powerful skill with a well-designed and useful perk tree.
Also available on the Skyrim Nexus.

- The tree was reorganized with prerequisites that actually make sense (plus it actually follows the constellation now). The criminal perks (Bribe and Fence) are separated on the left, the salesman perks (Allure, Merchant, Investor, Master Trader) are in the middle, and the speaking perks (Persuasion, Intimidate) are on the right. No longer are these three groups mixed around.

- Skill requirements were dropped on some things. Persuasion and Intimidate used to require such high Speech values that they weren't useful by the time you qualified, so I've dropped Persuasion to 20 and Intimidate to 40. Fence was dropped to 50 and Bribe to 25 to make them available earlier, and Fence's description no longer mentions an Investment requirement (both because Investor isn't its prerequisite anymore and because investing was never required to activate the sale of stolen items).

- Allure's effect was doubled from 10% to 20% because it was so unimpressive.

- A brand new yielding system exists for using Speech in combat. This doesn't require spending a perk; it's just something you can do now. While you are blocking, casting a spell, or aiming a bow or crossbow, activate an opponent to attempt a yield. The screen will flash green to let you know a yield has been attempted. After a short five second delay, you either succeed or fail based on your Speech skill and the target's level. Success costs a (very) small amount of gold, awards Speech experience, and calms the target. This was carefully balanced in cost, reward, and success chance for you as you scale through levels. This isn't permanent - enemies you yield to will be hostile again when you come back. This system was designed so that Speech can be used as a combat skill, so don't just use it when you can't win a fight. For a small gold cost it can potentially end fights very quickly.

- Persuasion, Intimidate, and Allure now have secondary effects to augment yielding. Persuasion drops the difficulty and gold cost of yielding by 30% (but doesn't lower experience earned). Intimidate adds your level to Speech skill for yield checks, making them easier. Allure is like Persuasion, except by 20% and only on NPCs of your opposite gender. The success formula was very carefully balanced so that at lower levels, you should be able to occasionally succeed without perks, but against stronger enemies, you will need these to have any chance of success.

- I've also added four new perks.

Merciful (25, Persuasion) - Activate yielding opponents to spare them, earning bonus gold.
- If a hostile NPC is reduced to bleeding out status (on knees crawling) or gets under 20% health, you'll now be given a yield opportunity. Activate the NPC and choose "Spare" to accept it. This stabilizes the target's wounds, makes it non-hostile, and awards you gold. The value given is the amount of gold the NPC had plus a random value (1 to 45 + three times that NPC's level). You earn Speech experience as if you had made a transaction at twice this value. You can use this on the same NPC more than once, but you'll only get gold and experience the first time. You're free to kill them afterward, but that's not nice. =( This perk exists as an option for players who want a more non-lethal character.

Honeyed Words (65, Persuasion) - Yielding is faster, costs no gold, and can be used on animals.
- 'I've heard about you and your honeyed words!" This does exactly what it says: removes the gold cost for yielding (does not affect success chance or experience earned) and unlocks it for use on animals. It also lowers the yield time from 5 seconds to 3 seconds.

Linguist (60/90, Allure) - Shout cooldowns are 15% shorter.
- Has two ranks, letting you reduce shout cooldowns by 30% if you take both. This will stack with an amulet and blessing of Talos for a 70% potential cooldown reduction.

Orator (75, Linguist) - All shouts are 30% stronger.
- This increases both duration and magnitude of all shouts by 30%. Some shouts have both and will benefit from both parts.
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Nerdymonkeyboy Oct 13 @ 3:11pm 
Falkwreathan seal of approval!
Albinosaurus Sep 19 @ 5:03am 
I was skeptical when I saw the description, but looking at how it all comes togther, I'm going to give it a try. Thanks for the mod. =)
SushiSquid  [author] Sep 9 @ 6:52pm 
This mod does not add experience for shouting. I like the idea, but doing so requires editing the shouts themselves, and I wanted to make this more compatible with other mods that might do that. That does mean that this will not conflict with a mod that just adds experience for shouting.
TRISTANBROLAN Sep 8 @ 3:02pm 
Does shouting give exp?
Madman Jul 20 @ 11:42pm 
Damn mate, you have some good titles for the perks.
Rarely may I find somebooty who knows what's best for the lore.
orenshmerling Apr 24 @ 7:45am 
the gaurd talks about my honeyd words but nothing happens in the tree
Fortunata Apr 9 @ 8:35pm 
This looks very useful! I was considering making a character who preferred conversation to combat, and it seems your mod is the answer to my dilema of how to play non-lethal in skyrim.
SushiSquid  [author] Dec 30, 2013 @ 7:11pm 

I do not believe those should affect anything else if you remove them, but I don't make any promises about it. =/

Also, if you'd like to remove the Merciful perk that allows you to accept enemy yields, delete:

Again, that shouldn't affect anything else negatively, but I can't be totally sure about that, so I'd suggest you make a backup before editing in the Creation Kit (or just deleting with TES5Edit).
Mephisticles Dec 30, 2013 @ 3:39pm 
Thanks for your help! I really do want to use this mod! Is there an easy way to strip the yield system out in CK? Or what do you suggest? Thanks.
SushiSquid  [author] Dec 30, 2013 @ 1:53pm 
There are scripts, but they're attached to the perks, so they only run when activated by you. Conditionals for when to run those scripts are native. If you did want to strip the yield system out, you could do that, but because it won't be affecting performance, can be ignored if you don't want it, and adds a useful new mechanic for those that do want it, I will not be.