Merciless is the Level 75 auto perk which makes two handed normal attacks hit all targets "in front of" you. Sounds pretty good, except when you realize that "in front of you" is the entire 180 degree hemisphere in front of your character, and it causes you to be able to hit people off camera that you might not have even known were there. This perk as it is makes two handed weapons almost unusable when there's anyone or anything in the fight that you don't want to hit, especially when you get strong enough to one-shot weaker creatures, like normal townspeople. The range on two handed attacks is also deceptively long, so you can be hanging way back from the fight trying to just tap the enemy with your swings, and still sweep through a crowd of friendlies.
Is there any way at all to either reduce the radius, or just make the perk do nothing through xEdit so I don't have to keep reloading when I accidentally obliterate someone that wasn't even on screen at the time? I've tried just removing the perk but it re adds itself anytime any skill levels up with how the auto perk calcs work, and I really don't want to turn the auto perk feature off since I like it.
I know this might not be a popular response - but that is fairly realistic and immersive. (as long as reach is taken into account).
I have been doing stage and theater work for over 20 years, and am trained in stage combat. (yes, stage combat uses unrealistic swings and flourishes often - I am also experienced in various fencing styles as well).
Most of it has been simple weapons etc. until several years ago I was in a production of Henry V - and had to use a rather large sword (not quite 6' but pretty big) - I am a big guy so they gave me a big sword. It required a crazy amount of space to use and not hit things - curtains, lights, cables...oh, and other actors. Our fight director had a really challenging time setting up any fights with myself and the other guys I was fighting.
I am broad shouldered with long arms and with that stupid sword I needed like 16' circle to swing it safely. I did not like rehearsing with it or performing with it at all because of this. (as a side note; if you want reach and control - go with a spear - :)
So....the executive summary - swinging a two handed sword in a town should be unusable if you care about what you hit.
If you really want to use it - might have to switch to 3rd person.
I think his problem is that two handed swings become uncontrollable. He wants to be able to use his normal attacks in a controlled manner, and that is hitting only the targets he wants.
I recommend to take a look at this mod: https://www.nexusmods.com/skyrimspecialedition/mods/40645
It allows the player to activate wide swing attack by holding the assigned key button down whilst clikcing for normal attack.
Yeah the uncontrollability has basically removed two handed weapons from my character's loadout, as I'm starting to get more involved in the civil war moshpits that Open Civil War creates and every swing would hit just as many friendlies as hostiles. It's just not usable with this perk. Do you happen to know how the mod you've recommended here interacts with SPERG?
And while I do agree with what davethepak's said about the innate AoE large weapons have realistically, the perk coming in so late introduces an inconsistency in the gameplay. It completely changes the way the weapon was used. Before, it was basically just "the same idea as a one handed weapon, but hits harder and swings slower, with an optional AoE on the sideways power attack". Now, at level 75, it's purely AoE, with optional single target damage on the forward and back power attacks, completely reversing the control scheme and usability of the weapon. I don't think I'd mind it very much if, instead of this being a late perk, the two handed class was just changed to be all aoe from the start, but it wasn't, so it bothers me a lot. Also on a more nitpicky side, my animations aren't designed with every swing being an AoE in mind, so the vertical strikes from my greataxe hitting something far to my right kind of takes me out of it.
I found a way to neutralize the Merciless perk by tweaking the part which checks whether the player is wielding a two-handed weapon. It's located in the perk's entry under "Effects (sorted)/Effect/Perk Conditions (sorted)/Conditions". Under this last tab, there are three tabs which respectively serve to check whether the weapon is a greatsword, a battleaxe, or a warhammer (though checking the item class' keyword). If you delete the line about the weapon class' keywords in each tabs, the perk won't be able to recognize the weapon you're using and won't trigger the overpowered splash damage.
A perfect solution to me would have been to merge Merciless and Sweep (the reworked perk would work like Sweet but serve as the Two-Handed Expert automatic perk), but I don't enough about modding to do it.
> And while I do agree with what davethepak's said about the innate AoE large weapons have realistically, the perk coming in so late introduces an inconsistency in the gameplay. It completely changes the way the weapon was used.
A possible solution to this problem is to make the AoE effect an inherent property of large weapons. The first automatic perk could include a percentage chance of hitting everything in front of you, and that chance could increase at higher levels. Of course, that would mean that Merciless would have to be replaced with something else, but that's fine. There are enough perk mods out there that it shouldn't be too hard to steal be inspired by something from another mod.
Using SPERG as part of a collection for my new playthrough. I dont have any experience with this mod so forgive me for any ignorance. I'm having an issue regarding the Spectral Warrior perk. I am currently a level 1 character with no upgrades however the ethereal form bonus from Spectral Warrior becomes active every time I attack. I have reset all perks and done a perk check several times. I do not know how to fix this and cannot find any solutions online.
Using SPERG 1.8 as a part of the Vokriinator Black Complete collection, which is awesome, but I found a bug with one of the SPERG perks. I'm doing a katana build, so I'm working up 2-handed and taking greatsword perks. I took "Great Swings," which by its description should have given a 30% boost to 2H swing speed and 15% to 1H. Instead, after taking the perk, my weapon speed slowed down dramatically. Using console commands to remove the perk immediately solved the problem.
I checked "player.getav weaponspeedmult" and "leftweaponspeedmult" before and after taking the perk. Before I took it, the value of both was 1.15. I took "Great Swings" and re-checked the values. Both values dropped to 0.15. I then removed the perk and checked again; both values went back up to 1.15.
So either "Great Swings" is bugged in its implementation, or there is a conflict with another mod.
Hello, maybe someone find this helpful - if your skyrim isn't english, and you have $ signs in mcm, install SPERG Settings Loader, this make sperg mcm compatible with language localisation, it worked for me :)
i was having my mind so broken to know how to set up this mod, that i even came to comments and searched mcm word by word in the page, you saved me, thank you very much.
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Currently not Working on the mod anymore at this time. Sorry about that.
So no AE update from me.
But I am looking for someone to either take over this mods updates going forward. Or for someone to make a new perk overhaul and use parts from this.
Big thanks to everyone <3
and il provide a update when im able to come back and work on it more.
See yall later o/
Thanks guys for the help <3
Is there any way at all to either reduce the radius, or just make the perk do nothing through xEdit so I don't have to keep reloading when I accidentally obliterate someone that wasn't even on screen at the time? I've tried just removing the perk but it re adds itself anytime any skill levels up with how the auto perk calcs work, and I really don't want to turn the auto perk feature off since I like it.
(as long as reach is taken into account).
I have been doing stage and theater work for over 20 years, and am trained in stage combat.
(yes, stage combat uses unrealistic swings and flourishes often - I am also experienced in various fencing styles as well).
Most of it has been simple weapons etc. until several years ago I was in a production of Henry V - and had to use a rather large sword (not quite 6' but pretty big) - I am a big guy so they gave me a big sword.
It required a crazy amount of space to use and not hit things - curtains, lights, cables...oh, and other actors.
Our fight director had a really challenging time setting up any fights with myself and the other guys I was fighting.
I am broad shouldered with long arms and with that stupid sword I needed like 16' circle to swing it safely.
I did not like rehearsing with it or performing with it at all because of this.
(as a side note; if you want reach and control - go with a spear - :)
So....the executive summary - swinging a two handed sword in a town should be unusable if you care about what you hit.
If you really want to use it - might have to switch to 3rd person.
just an additional perspective.
I recommend to take a look at this mod: https://www.nexusmods.com/skyrimspecialedition/mods/40645
It allows the player to activate wide swing attack by holding the assigned key button down whilst clikcing for normal attack.
And while I do agree with what davethepak's said about the innate AoE large weapons have realistically, the perk coming in so late introduces an inconsistency in the gameplay. It completely changes the way the weapon was used. Before, it was basically just "the same idea as a one handed weapon, but hits harder and swings slower, with an optional AoE on the sideways power attack". Now, at level 75, it's purely AoE, with optional single target damage on the forward and back power attacks, completely reversing the control scheme and usability of the weapon. I don't think I'd mind it very much if, instead of this being a late perk, the two handed class was just changed to be all aoe from the start, but it wasn't, so it bothers me a lot. Also on a more nitpicky side, my animations aren't designed with every swing being an AoE in mind, so the vertical strikes from my greataxe hitting something far to my right kind of takes me out of it.
A perfect solution to me would have been to merge Merciless and Sweep (the reworked perk would work like Sweet but serve as the Two-Handed Expert automatic perk), but I don't enough about modding to do it.
A possible solution to this problem is to make the AoE effect an inherent property of large weapons. The first automatic perk could include a percentage chance of hitting everything in front of you, and that chance could increase at higher levels. Of course, that would mean that Merciless would have to be replaced with something else, but that's fine. There are enough perk mods out there that it shouldn't be too hard to
stealbe inspired by something from another mod.I checked "player.getav weaponspeedmult" and "leftweaponspeedmult" before and after taking the perk. Before I took it, the value of both was 1.15. I took "Great Swings" and re-checked the values. Both values dropped to 0.15. I then removed the perk and checked again; both values went back up to 1.15.
So either "Great Swings" is bugged in its implementation, or there is a conflict with another mod.