cajofor Posted September 5, 2016 Share Posted September 5, 2016 (edited) EDIT: Instead of using the Perk Tree, it might be better to use the MCM, and make the level requirement configurable(using 100 as general minimum, and 150 as minimum for the top perk, going up to 500). Still very interested in possible ideas, or concept corrections for these suggestions.Also, I guess the custom animations only applying under certain conditions is beyond Skyrim... Ok, so here is the problem:Even if you get the Community Uncapper to increase your skill level limit, you get very slightly more powerful for those levels, and you don't gain any new abilities. Now, there are some mods that make some perks require more than level 100, but those have 2 problem for me: they change the skill tree completely, and they make a level 100 character weaker(against the world) than their vanilla counterpart vanilla, instead of making the level 101+ skill even more awesome. And here is what I thought, that might remedy this, at least slightly:You get all the vanilla perks up to skill level 100, ok. Then, you unlock perks in the skill tree that require even higher levels. Weapon skills get "Style" perks that change the weapon animations while you have the perk, and ASPD(attack speed) perks, that increase attack speed(duh). Armor skills get no-helmet perks(one perk for each tree that makes the "full set" perks not require helmets). Light Armor gets a perk that increases Movement Speed while not wearing Heavy Armor, as well as gets a perk line for unarmored combat(including unlocking the previous perks to work as long as there is no Heavy Armor). Heavy Armor gets a Carry Weight perk, Health, Stamina and Magicka regeneration increases, and Power Attack damage increase(since you put more weight into them). Sneak gets a cool feature: drastically decreases the detection range while (non-sneak)walking, and makes the crime detection range even shorter than the sneak mode(since you don't seem nearly as suspicious). Also, a Blink-like power(preferably draining stamina per use) called Shadow Step, and then another like the "Teleport Strike" from ESO, but using and actual strike, called Shadow Strike(or Hazy Ambush). The most obvious change there might be for Magic Skills would be being able to cast one-hand spells with the shout button, and two hand spells with only one hand(copies of the spells you know, instead of replacers). That being said, it might be nice to make some new spells that are only accessible to those above level 100 in the skill, like huge area spells for Restoration and Destruction, teleportation for Conjuration(instead of making portals linking Nirn to Oblivion, you make portals linking different points in Nirn), domination for Illusion, and physical enhancement for Alteration(increased jump, run speed, etc). Above 100 Lockpicking, it might be nice to finally have powers at the level Mercer had with the Skeleton Key, and then some. First you get to disarm more kinds of traps, then you learn to unlock dragon claw doors, then you get a Dimension Chest perk, that gives you an inventory item that brings up a container when activated, at the highest perk level you get a Dimension Escape, that takes you to an isolated cell and back. Above 100 Pickpocket you get to steal from non-NPC actors(like beasts) and get some of their items(pelts from giants, gold and jewelry from beasts that have them), then steal spells, and finally, their hearts(literally). With Alchemy, it might be nice to be able to process ingredients into versions with a higher potency, and at higher levels, make an extract(make an ingredient with only one effect, at even higher potency, costing 2 or 3 of the same ingredient, but allowing to select the desired effect), that can be used by itself to make a potion or poison. I can't think of any more ideas right now, but I would love to see more suggestions(be it a new idea, a way to make these feasible, or another idea that would be more doable). If you decide to take this up, I would love to help plan the features, though I can't handle anything else in modding, other than ideas themselves. Edited September 6, 2016 by cajofor Link to comment Share on other sites More sharing options...
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