This mod adds:
– Weapon Mastery perks, giving bonus damage to your favorite weapontype
– 10 new ranks to Armsman, Barbarian and Overdraw each rank giving additional 5% damage bonus
– 2nd rank to Deadly Aim: sneak attacks with bows and crossbows will do 15x damage
This mod alters the following vanilla perks:
– Deep Wounds and Bladesman were renamed to ‘Critical Strikes’ and now affect all kinds of melee weapons
– Hack and Slash and Limbsplitter were renamed to ‘Bleeding Damage’ and now affect all kinds of edged weapons (daggers, swords, greatswords, battleaxes, waraxes)
– the last (5th) rank of the vanilla perks Barbarian, Overdraw and Armsman to make their new ranks accessible
– Deadly Aim to make its new rank accessible
The perk tree structure is untouched.
The newly added Mastery Perks are on the left side from the first perks in the trees.
Skullcrusher and Bonebreaker are untouched, they still only affect blunt weapons.
The new Weapon Mastery Perks are:
1st rank: Your base damage with swords increases by +7, with daggers +3. (Req. 75 Skill)
2nd rank: Your base damage with swords increases by +12, with daggers +6. (Req. 90 Skill)
1st rank: Your base damage with waraxes increases by +12. (Req. 75 Skill)
2nd rank: Your base damage with waraxes increases by +20. (Req. 90 Skill)
1st rank: Your base damage with maces increases by +9. (Req. 75 Skill)
2nd rank: Your base damage with maces increases by +15. (Req. 90 Skill)
1st rank: Your base damage with greatswords increases by +15. (Req. 75 Skill)
2nd rank: Your base damage with greatswords increases by +30. (Req. 90 Skill)
1st rank: Your base damage with battleaxes increases by +25. (Req. 75 Skill)
2nd rank: Your base damage with battleaxes increases by +45. (Req. 90 Skill)
1st rank: Your base damage with warhammers increases by +20. (Req. 75 Skill)
2nd rank: Your base damage with warhammers increases by +35. (Req. 90 Skill)
1st rank: Your base damage with bows and crossbows increases by +20. (Req. 75 Skill)
2nd rank: Your base damage with bows and crossbows increases by +30. (Req. 90 Skill)
Sorry, no separate Bow and Crossbow Mastery, because crossbows have the same keyword as bows (‘WeapTypeBow’), meaning it would be necessary to list all crossbows separately in the perk conditions, which would make a patch for every crossbow mod necessary. Only the dwarven crossbows have an additional keyword (‘WeapDwarvenCrossbow’), which allows the making of the following perk:
Dwarven Crossbow Mastery:
You handle the dwarven crossbow like no one else. Your base damage with dwarven crossbows increases by +30. (Stacks with Bow Mastery!)
I recommend to use this together with mods, that increase the difficulty of the game.
– Full version: includes all above listed changes and new perks
– Only Mastery Perks: only the new weapon mastery perks are added, vanilla perks stay untouched
– No Mastery Perks: only new perkranks for Armsman, Barbarian, Overdraw and Deadly Aim are added, mastery perks are not included in this version
Dawnguard and Dragonborn dlc
Drop the desired .esp in your data folder of Skyrim and check the mod in your game launcher / mod manager.
Can be installed mid game, no new game necessary.
Remove the respective .esp-file from your data folder.
Usually it’s not recommended to uninstall a mod and later load a save, which was created when the mod was installed. I don’t know what happens, if you do so. Since this mod does not run scripts or stuff, I guess there would be no problems, but Bethesda has said, that uninstalling mods midgame is not good. When you want to delete a mod mid game, it’s better to edit the mod in TES5Edit and simply delete the changes it makes to the game, by clicking on the plus-sign after loading the mod and delete its content by simply deleting each change it makes (left-click on the respective line and press delete on your keyboard).
The usual incompabilities with perk mods, that alter the same perks as my mod does. Loadorder can help, patches can be necessary, depending on what exactly the other mod does.
As listed above this mod alters vanilla perks, which means, every other mod, that alters the same perks will be incompatible. If you want another perk-mod at the same time, then you must descide which one is more important. My mod will work, if you put it lower in the loadorder than the other mod in your Modmanager / Game Launcher. It will possibly not work together with mods, that completely overhaul the perk-tree-structures and use non-vanilla perks.
The Weapon Mastery Perks are placed left from the vanilla perks (see pictures). So if any other mod places perks at the same location, one will most likely overwrite the other.
For crossbow-mods you’ll definitely need a patch if they introduce a new keyword for crossbows and don’t use the vanilla keyword ‘WeapTypeBow’ for their crossbows, otherwise the Bow Mastery Perk won’t affect them. If the mods crossbows use the same keyword as vanilla crossbows do, then you won’t need a patch to make them being affected by the Bow Mastery Perk.
If you run a mod, that also adds additional perks for more damage somewhere in the perk tree, then a patch will possible be necessary. If more than 1 perk affects the same Entry Point (e.g. ‘Mod Attack Damage’), then each perk needs to have a different Priority. This must be done in the Creation Kit. The Perks Armsman, Barbarian and Overdraw have the priority 0. If my Weapon Mastery Perks would also have the priority 0, the damage output would be #anything#. So I set the Priority of the Weapon Mastery Perks to 1 (Dwarven Crossbow Mastery Perk has Priority 2, so it can stack with Bow Mastery). This means that any other mod, whichs perks also modify attack damage need to have a different numer in priority, otherwise they can possibly mess up the damage output.
Report them in the comments. On my side it’s working as intended.
If I remember correct, I loaded USLEEP when I started creating this mod, so the bugfixes of the edited perks from USLEEP should be included, if there were any bugs in vanilla Skyrim.
I only tested the one-handed perks of the full version ingame by myself. So if something is not working as intended, please tell me. Since I checked and rechecked everything in the CK and in TES5Edit several times, there SHOULD be no problems.
For the creation of the other 2 versions I just deleted the corresponding records in TES5Edit.
Port to SSE:
I don’t own Special Edition and was never engaged with porting mods, so if someone else wants to port this mod and reupload it, feel free to do so. Just give me credit by mentioning the original mod.
I ran into a problem, when I created this mod. npdogg gave me a hint that lead to the solution.
Here is the thread: https://forums.nexusmods.com/index.php?/topic/7753268-new-damage-perk-seems-to-cause-stacking-problem-wrong-damage-output/
Original URL: https://www.nexusmods.com/skyrim/mods/98293