About this mod
Slight edits and rearrangements of some vanilla perks and perk trees for a more fluid experience.
- Permissions and credits
- Changelogs
This mod changes the way some vanilla perk trees are arranged, as well as the way individual perks work to hopefully provide a more fluid, convenient gameplay.
For example, you won't need to grab Calm and Fear Illusion perks, if you wish to focus on Frenzy spells. Likewise, you won't need to grab Fire Enchanting perk if you all you really want is Frost - those, as well as Shock Enchanting, have been bundled into one.
Balance-wise, it's a bit more powerful than vanilla, since you will have more spare perks, but also it won't needlessly punish you by forcing to perk into things you don't need before getting to things you want.
Details.
Heavy Armor and Light Armor perks that previously required all four armor pieces to be worn, now work in two different ways: For Heavy Armor, you will need to wear three (or more) pieces instead, for example allowing you to benefit from those perks without having to wear a helmet.
For Light Armor, you will need to wear at least one piece of Light, and no Heavy Armor. So you can mix and match Light Armor and clothing however you wish.
Archery perks Quickshot and Ranger have been swapped the other way around: Quickshot synergizes better with Critical Shot and Hunter's Discipline, in that both encourage continuous shooting, whereas Ranger goes well with Power Shot's stun, allowing for easier kiting.
Smithing perk tree has received a more convenient arrangement, see screenshots to get the idea.
Steel Smithing has been renamed into Blacksmith and will now allow you to upgrade "basic" equipment, such as iron or leather.
Elven Smithing will now cover basic Falmer weapons and armor.
Advanced Smithing will now cover a few more styles, such as Stormcloak Commander, Imperial Studded, or Blades.
Daedric Smithing will now cover Daedric artifacts.
Enchanting tree's arrangement has likewise been changed, and now looks closer to perk trees of other magic skills, see screenshots.
Fire, Frost, and Shock enchantment perks have been combined into Elemental Enchanting.
Insightful Enchanter perk has been merged with Corpus Enchanter.
Soul Siphon has received a second rank, which makes it's effect work on humans.
Extra Effect is now part of Master Enchanting, you will unlock both effects at the same time.
Illusion tree has been rearranged, so that a large portion of it's perks can be taken on their own, while progression remains largely the same.
Animage and Kindred Mage perks have been combined into one perk called Controlling Presence.
Alchemy tree has been arranged into 3 branches: one for potion perks, one for poisons, and one in the middle for utility. See screenshots.
All Experimenter perks were combined into one rank, and renamed to Curiosity, since you will actually be doing LESS experimentation, should you take it. :)
Concentrated Poison has received a second rank, making poisons last for 3 hits.
Speech perks Intimidation and Persuasion were combined into one perk called Charisma.
Master Trader perk can be taken without the need to take Fence, not every merchant character needs to be a criminal.
Lockpicking perks Treasure Hunter and Golden Touch were merged. Unbreakable functionality has been merged with Master Locks as well.
Compatibility.
Not compatible with perk overhauls, although you could probably get away with using something like Path of Sorcery if you let it load after.
Due to the nature of it's edits, (un)installing mid-playthrough is not a good idea, though if you must, use a mod that lets you reset spent perk points first.
Credits.
Robbie, for this mod being an inspiration.
UESP wiki, for information.