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Vokrii - Minimalistic Perks of Skyrim


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#281
EnaiSiaion

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In response to post #70621333.


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But weapons don't make a sound either.

#282
EnaiSiaion

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In response to post #70618563. #70619988 is also a reply to the same post.


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Update mid playthrough is just fine.

#283
EnaiSiaion

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In response to post #70639723.


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:)

#284
EnaiSiaion

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In response to post #70614943.


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Do what you want. I don't believe in overhauls anymore FWIW.

#285
SunsailorGaming

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"Do what you want. I don't believe in overhauls anymore FWIW."

I still wouldn't mind mods like Summermyst, Ordinator, Wildcat, Wintersun, Thunderchild, Imperious, and Andromeda being rolled together into one big package. I think a great deal of us would love that -- because a great deal of us do this already anyway.

#286
rogersemerad

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In response to post #70547163. #70573843, #70590518, #70590808, #70592633, #70593388, #70593633, #70593843, #70595613, #70597473, #70599248, #70600543, #70601103, #70601668, #70605788, #70606018, #70608393, #70610848, #70610883, #70611363, #70615103, #70616503, #70617358, #70621213, #70621538, #70621993, #70624468, #70624663, #70626113, #70636443, #70642013, #70644428, #70648348, #70648933, #70649183, #70656558, #70657523, #70657608, #70657748, #70658078 are all replies on the same post.


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The VR version is actually the reason that I'm interested in this. I'm currently waiting on getting enough money for a VR capable rig to upgrade my computer ( my experience with Skyrim so far has been on the Switch ), so I guess my inexperience in modding lead me to believe that the perk extender was pretty simple and basic. From reading up on the modding scene I thought that if you knew how to mod at all the perk extender would be no problem. I can appreciate the simplicity of your current solution if that's not the case.

Some of the inconsistancies between how Skyrim treats unarmed and armed weapons didn't occur to me. I didn't think shields would be a problem because it works in Skyrim in vanilla. One of my characters I made was a Kahjiit destruction/heavy armor+unarmed shield mage, but the two-weapon fighting perks I had not considered.

My pie in the sky ideas were me just thinking about the conceptual problems with putting unarmed in an armored tree. I wasn't actually asking for it, just using it as a talking point about how Skyrim handles the movement/defense/armor part of the game. With all that said now I'm actually curious about how unarmed works under the hood. It sounds like PerMa does something like this, when I get my rig I'll have to look under the hood of that and Ordinator/Vokrii and see if it's something I might be able to do myself.



#287
Layne66

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In response to post #70634208. #70658118 is also a reply to the same post.


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Gotcha, thanks for clarifying.

#288
KlausGamingShow

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In response to post #70547163. #70573843, #70590518, #70590808, #70592633, #70593388, #70593633, #70593843, #70595613, #70597473, #70599248, #70600543, #70601103, #70601668, #70605788, #70606018, #70608393, #70610848, #70610883, #70611363, #70615103, #70616503, #70617358, #70621213, #70621538, #70621993, #70624468, #70624663, #70626113, #70636443, #70642013, #70644428, #70648348, #70648933, #70649183, #70656558, #70657523, #70657608, #70657748, #70658078, #70659338 are all replies on the same post.


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Cosnach is wearing light armors, I assume the reason why his Heavy Armor is high is that the generic skill tree of Skyrim places the unarmed skills under it...

I did notice that inconsistency as well, but imo it's a lot easier to ignore (or modify) just one character in wrong armor set than everyone else.

on a side note the pugilist glove is light armored...

Yes, it's intended to be an alternative to using Heavy gauntlets, not a power creep.

I respect your opinion if you want it in Heavy Armor..

I appreciate it, but I don't "want" it to stay in Heavy Armor. I'm just throwing arguments to make sure people understand why things are as they are and avoid asking for changes only for the sake of changing. In fact, I'd be happier if unarmed perks were extinct and unarmed combat was made in a separate pseudo-skill tree, but I suppose that would be out of the scope of this mod.

In the end its EnaiSiaion's decision where to place it... cheers friend

Amen, friend. Cheers!

Edited by KlausGamingShow, 04 June 2019 - 08:08 PM.


#289
Teccam

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In response to post #70640128. #70657983 is also a reply to the same post.


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Brilliant. Thank you so much, Enai. Been a supporter on Patreon for over half a year now, and I can't think of any mod author who deserves it more than you.

If it's not too much trouble, could you clarify: Do you mean that if I combine Alkahest & Death's Emporer, Alkahest is not applied (i.e., no armor is ignored)? Or will I actually do more damage to targets <0 AR if I have Alkahest?

Edited by Teccam, 04 June 2019 - 11:12 PM.


#290
rlaxodnjs1

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Thank you. Just what I needed. Ordinator was just so unimmersive.




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