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Skyrim se perk overhaul
Skyrim se perk overhaul











skyrim se perk overhaul

Many of our favorite mods from the original have now been ported, so you'll recognize some of those on this list. Even if you just use the mod during normal play and make a note of it as it comes up.Now that it's been out for a few years, Skyrim Special Edition's modding community has caught up with Oldrim modding.

skyrim se perk overhaul

It would be a huge help if people could mention if a perk effect is or is not working. We are looking for people to test the mod and brainstorm some perks! Though obviously other mods that effects the same perks will overwrite or be overwritten depending on your load order (last loaded/ lowest in the list overwrites previous mods). This should be compatible with everything. In my opinion the vanilla talents didn’t even fit the vanilla sinistrope tree apart from the flavor text. As such it’s talents have been replaced with summons and debuffs. Sinistrope now focuses on improving debuffs, spell durations and summons. Now you can get the basic features with one perk. In vanilla phasmalists had to spend 3 whole perks, before they got any benefit at all. Perks are also less specific, spell magnitude perks in the elemental tree now effect all spells, while perks increasing the magnitude of specific spells were replaced for example. Ideally most perk trees will have something to benefit most builds, without making too many perks that are absolutely essential to a build.

skyrim se perk overhaul

Rather than locking you to a specific weapon or spell school, you might simply focus on damage or spell duration for example. This will alter and/or move most perks to give specialist builds more options and make hybrid builds more reasonable.













Skyrim se perk overhaul