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Wintercross Weapon Skills [RELZ]


Wintercross

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I'm sure plenty of you like the new one handed two handed skills, but I personaly prefer having the Blade/Blunt style from Oblivion. I would rather a morrowind style if possible, but thats beyond me at the moment.

 

So the next best thing is Wintercross Weapon Skills: http://skyrim.nexusm...ile.php?id=8621

 

I have altered the one handed and two handed skills into "Blade" and "Hafted" skills.

All vanilla weapons have had their skill settings altered, and the perk trees for the skills have been adjusted to suit the new style.

 

I've still got some work to do on it, balancing perks, changing the skill menu background ect. but it should be playable at this point.

 

Here's an idea of the new perk trees:

 

Hafted:

Barbarian: Affects Warhammers, Maces, War Axes and Battleaxes

Skullcrusher: affects both warhammers and maces.

Hack and Slash: Waraxe perk moved from onehanded (Blade)

Limbsplitter: No change

Devestating Blow: Affects Warhammers, Maces, War Axes and Battleaxes

Beserker Charge: Same as 'Great Critical Charge' except now affects Warhammers, Maces, War Axes and Battleaxes

Sweep: Now only affects Battleaxes and Warhammers

Warmaster: Affects Warhammers, Maces, War Axes and Battleaxes

 

Blade:

Armsman: Affects Swords, Daggers and Greatswords

Bladesman: No change

Blademaster: A modifyed Deep Wounds. Gives the increased Critical Damage, but also give greatswords the 'sweep' effect.

Combat Rogue: Replaces Bone Breaker. Lets daggers bypass armor (Might alter this in future)

Fighting Stance: Affects Swords, Daggers and Greatswords

Mighty Charge: modifyed Critical Charge that affects Swords, Daggers and Greatswords

Savage Strike: Affects Swords and Greatswords (I felt this perk didn't suit daggers)

Overpowering Force: Affects Swords and Greatswords. Instead of paralyzing it causes knockdown. I always hate melee weapons causing paralyze, seems wrong.

 

 

 

Anyways, I hope there are some people out there who are interested.

I'm eager to get some feedback on possible perk alterations and balance changes.

In future I'd also like to make the perks a little more unique and less 'same-y'

 

Also, once Duke Patricks combat mod starts taking off, I'm hoping to make my mod as compatible as possible with it.

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