Top-Level Perks at 90
4 Comments
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CynicalSableye Jul 9 @ 8:24am 
Thank you sooo much! Now I can make my ultimate enchants... :)
David Sid  [author] Apr 14, 2013 @ 2:40pm 
I've just made a small update that separates Fence and Master Trader, reverting them to their original effects. Fence now has a requirement of 80, and Master Trader has a requirement of 90.

If you had the combined perk before this update, you'll end up with Fence and not Master Trader, but merchants will still have the 1,000-gold boost from Master Trader. (This isn't my bug, but one in the vanilla game that occurs anytime you lose Master Trader.) Taking the perk again will not result in a second boost.
David Sid  [author] Mar 29, 2013 @ 10:46am 
I agree. In vanilla Skyrim, it's frustrating that you can go through a whole ritual quest, get a Master spell, and then not be able to cast it because the cost is obscene and the cost-halving perk isn't available until you max your skill. That was one of the reasons I developed this.
Mnemonic Monkeys Mar 29, 2013 @ 8:39am 
I like the idea, it fits with what the prerequirements of the ritual spells are supposed to be