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Halendia

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Posts posted by Halendia

  1. I didn't have any such spells available at the time of testing, but Conjuration spells (e.g. summons) are displayed in the SkyUI Active Effects HUD. I'm pretty sure everything else does, too.

  2. Does anyone know if there's already a mod that does this, cause if not I think I might be willing to make one. Maybe even just make another.

     

    I am generally quite good at keeping track of what exists and not on the Nexus, but I've never found a mod like this.

     

     

    because when you set your skill to legendary you get back all the perk points from that skill and when you level the skill all the way up again you gain more character levels and that gives you even more perk points, so you basically end up with a lot more perk points that you had the first time you hit 100/100 with a skill.

     

    I'm kind of surprised noone else has taken the time to tell you this already.

     

    Did you even begin to read my post?

  3. Right, I can't possibly be the only one out there wondering WHY the Legendary skill system was released (or rather, what good it actually does except allowing you to level to infinity (which gets tedious, mind you)). What I'd like to request is a sort of reward system, where you immersively are able to channel your skillpoints into permanent passive bonuses instead of "just resetting".

     

    Essentially; every time you convert a skilltree into a legendary one, you receive a permanent bonus similar to racial powers (preferably of choice).

     

    Examples following (choices, you only get to pick one):

     

    Magic: +5% effectivity increase (dmg/duration/etc) / -5% cost to school / Unique Spell (relevant to whatever school is made legendary).

     

    Archery: +5% bow damage / +5% draw speed / +5% chance to paralyze enemy

    Block: +5% movement speed with 1h!weapon/shield drawn / +5% increased bash damage / -5% damage taken while blocking

    Heavy Armor: +10% armor rating / Small chance to reflect physical damage / Small chance to reflect magical damage

    One-Handed: +5% damage output with 1h!weapons / +10% critical strike rating / +5% attack speed with 1h!weapons

    Smithing: Improved armor receive 10% more armor rating / Selling and buying weapons and armors at 10% better prices

    Two-Handed: +5% damage output with 2h!weapons / +10% critical strike rating / Small chance to perform instant execution

     

    Alchemy: +5% poison potency / +5% poison potency / Small chance to occasionally receive 2x of what's crafted

    Light Armor: +10% armor rating / Small chance to reflect physical damage / Small chance to reflect magical damage

    Lockpicking: ???

    Pickpocket: Decrease chance of detection / Carrying capacity increased by 25 / Better pickpocketing loot

    Sneak: +5% harder to detect / +5% damage output while sneaking / Critical strike chance increased slightly while sneaking

    Speech: +10% better prices / 15% off on Investments / Merchants have more gold

     

    I hope this piques someone's interest :smile:

     

    /Hal

  4. Actually, it's the other way around.

     

    The index displays the # of mods you have, while the load order is... umm, I actually can't explain.

     

    You'll find, though, that when you have a certain amount of mods, the LO will include not only numbers but also alphabetical characters and so on.

     

    In my case, my last mod is LO B2 Indexed 179

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