Please log in or register. Download curated lists of mods easily, our "Collections" feature has entered Open Alpha. Check our wiki to get started. All games Skyrim Special Edition Mods Overhauls Ordinator - Perks of Skyrim. Ordinator - Perks of Skyrim. Download: Manual. File information. Last updated. Original upload. Created by. Uploaded by. Virus scan. Tags for this mod. Gameplay Lore-Friendly Replacer Fair and balanced English Scripted Events Magic - Spells Overhaul Xbox One version available Quality of Life. Description Files 6 Images 69 Videos 60 Articles 1 Docs Posts 11,247 Bugs 2 Logs Stats. About this mod. Ordinator overhauls the perk trees of Skyrim to increase the depth and fun of character building. It is highly compatible with other mods and uses lightweight and clean scripting. This mod does not have any known dependencies other than the base game. Mods requiring this file. Mod name Notes (FR) Ordinator - Perks of Skyrim Additional Patches For Nether's Follower Framework (No Team Magic Damage) Advanced Workshop Unbound SE Archer Weapon's Pack SE Automatic Perks ASAP for Ordinator Better Hallowed Remains Texture for Wintersun You need this or Wintersun. Works for both. Better Wild Companion (Gift of Kynareth) - Ordinator SE CACO Ordinator Alternate Patch Dwemer Certified - Ordinator Patch Ordinator specific patch. - v9.26SSE Ebony Damascus Crossbow If you want to download and install the patch, this is a HARD REQUIREMENT. Elemental Destruction Magic - Ordinator Patch Elemental Destruction Magic - Ordinator Patch - TRADUZIONE ITALIANA - SKI Exotic Ordinator Performance Expanded Mastery Perks for Ordinator Expanded Mastery Perks for Ordinator - German Translation Faster forgotten and apocalypse magic Forgotten Magic Redone - Ordinator Compatibility Patch Furious Patches - Barbarians With Benefits For associated patch Gardden's Perk Trees Merged Gem Crafting for Ordinator Gemstones Elaborated - A Book for Path of Sorcery and Ordinator Not a hard requirement, but obviously intended to be used together. Greater Command Lock - Ordinator Perk Addon Honed Metal .ini for Ordinator Hunt of Hircine Cut - OIF For the Ordinator related patches Hunterborn Ordinator Bone Arrow patch Required Immersive Enchanting Vanilla Ranks for Ordinator Immersive Performance for Ordinator Instant Perks SE for Ordinator Instant Perks SE for Ordinator (by category) Kyne's Peace Reinvigorated M'gnuz the Khajiit Brawler Mayhem - Perk Overhauls Overhauled Meridia's Champion Spells MisterB's Bard Perks in Vokrii Beta Multiple Enchantments - Ordinator Patch Multiple Enchantments - Ordinator Patch Update OMEGA Updated Required by the Enai patches Ordii REDUX HARD REQ Ordinator - Add back Bury Exhume Ordinator - Arc Burn buff Ordinator - Buffed Frenzy and Fear Poisons Required, or else your Alchemy skill tree will break. Ordinator - Combat Styles Ordinator - Dev Aveza Tiss_Perk Compatible Patch Later Version:9.30.1 Ordinator - Dragon Hoard patch Ordinator - Elemental regalia tweaks Ordinator - Extra Enchantments Patch Duh Ordinator - Hidden Smithing Specialization Perks The plguin requires this as a master, and its changes would be meaningless without it. Ordinator - Mage Ward Retexture Ordinator - Maximum Combat Compatibility Ordinator - Metric Units Ordinator - Multilanguage MCM Well tested on 9.30. Ordinator - Perks Grant Odin and Apocalypse Spells Ordinator - Perks of Skyrim - Chinese Localisation Based on WOK Ordinator - Perks of Skyrim - Chinese Translation Ordinator - Perks of Skyrim - German Translation Ordinator - Perks of Skyrim - PT BR Ordinator - Perks of Skyrim - Traducao para PT-BR Ordinator - Perks of Skyrim - Turkish Translation Ordinator - Perks of Skyrim PL - Polish Translation Ordinator - Perks of Skyrim SE - ITA Ordinator - Perks of Skyrim SE RU Основной файл Ordinator - Perks of Skyrim SE RUSSIAN Ordinator - Perks of Skyrim Spanish Ordinator - Perks of Skyrim SPANISH TRANSLATION Ordinator - Perks of Skyrim Traducao PT BR e CACO Ordinator Pach Ordinator - Perks of Skyrim- Translation Brazilian Portuguese - PT-BR - Version 9.28.1 Ordinator - Reduced Leveling Speed Ordinator - Scrambled Bugs compatibility (and other minor fixes) Ordinator - Settings Loader Ordinator - Slower Leveling Speed and Increased Training Costs Ordinator - Slower Leveling Speed and Increased Training Costs - Traduzione ITALIANA Ordinator - Souls-like Perks Ordinator - Start with Perks Ordinator - Sugar Atronach Compatibility Patch Ordinator - Throne of Nirn Improved Ordinator - Unarmed Free Hand Patch Ordinator - Unbind Spellscribe Ordinator - Windhelm Bridge Tweaks Patch Required Ordinator and Arcanum False Light Compatibility Patch Ordinator Beyond Skyrim Patch Ordinator Cleaned and Enhanced textures Ordinator directional perks for Skysa and AMR Ordinator Elemental Regalia Why would you want this mod if you didn't have ordinator? Ordinator Enchantment Tweaks Ordinator for Spell Perk Item Distributor V 9.30+ required for Raw power perk Ordinator for Stances Ordinator J'zargo Expert Destruction Dialogue Fix Ordinator Patch - Bypass Timed Block for Block Runner Required. Ordinator Perk Spellscribe Sound Addon Ordinator Perks of skyrim Monarch tweak Ordinator Robe Perks Shifted Ordinator tweak- Steal equipped items from conscious npc's of course Ordinator VR Patch Ordinator-Perks for Honed Metal Ordinators Vancian magic less crippling Original Shadow Warrior Perk For (Ordinator - Perks of Skyrim) Patch for Ordinator Perks and Unlimited Enchantment Mod Required if you use it, otherwise just stuck on the main mod Path to Ordinance Perk Tomes Progressive Two-Handed Attack Speed Attack speed gain is activated when getting the first 2H perk PSTPST - Pinnacle Skill Tree Perks Set To 95. With Patches Too If using the patch. QUASIPC - Qwinn's Unified Automated Self Installing Patch Compendium Re-Ordinated Robe Requirements - Less Restrictions on Robe Perks ReClassified Ordinator Hard-requirement, mod base Scaled One-Handed Attack Speed for Ordinator and Vokrii for Ordinator version Scaled Two-Handed Attack Speed Only required by the Ordinator version. Shadow Spell Package - Ordinator Patch Shadow Spell Package - Ordinator Patch Russain Simple Paladin - Ordinator Vokrii Vokriinator Patches For the Ordinator Patch Smithing Perks Overhaul and Ordinator Mashup Soul Release - Enchantment Removal SSE Only for Ordinator Version SPID INI Reworked Undead Guardians - Ordinator Patch Vokriinator - Choice Cuts Vokriinator Black - Shieldcaster Patch Weightless Bones for Ordinator Yet another Ordinator tweak with a side of Vokrii Z Eagle Eye -Patch for Ordinator- Credits and distribution permission. Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources Upload permission You can upload this file to other sites but you must credit me as the creator of the file Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file Asset use permission You are allowed to use the assets in this file without permission as long as you credit me Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms Asset use permission in mods/files that earn donation points You must get permission to earn Donation Points for your mods if they use my assets. Author notes. I don't believe in mod copyright. You are free to. - include this mod in mod packs - create and publish compatibility patches - create and publish derivative mods - fork this mod - use custom assets or scripts from this mod in your own mods. . without asking for permission, as long as you credit me (and preferably notify me so I can take a look). Money: You do NOT have permission to sell mods for real money that are based on this mod in any way. You do NOT have permission to ask for donations unless you make meaningful changes to this mod and clearly state that you are asking for donations for those changes only. Tl;dr Do anything you want with this mod, as long as you don't steal my credit or flip my work for money. File credits. This author has not credited anyone else in this file. Donation Points system. This mod is opted-in to receive Donation Points. Turkish Spanish Russian Portuguese Polish Mandarin Italian German French. Translations available on the Nexus. Language Name French Author: EnaiSiaion (FR) Ordinator - Perks of Skyrim Portuguese Author: QueridoAsno Ordinator - Perks of Skyrim Traducao PT BR e CACO Ordinator Pach Russian Author: Dalarin Ordinator - Perks of Skyrim SE RU German Author: Giebelfred und BloodySky19 Ordinator - Perks of Skyrim - German Translation Polish Author: EnaiSiaion Ordinator - Perks of Skyrim PL - Polish Translation Spanish Author: linqueo Ordinator - Perks of Skyrim Spanish Mandarin Author: BillZ and WOK Studio Ordinator - Perks of Skyrim - Chinese Localisation Based on WOK Italian Author: Rarder44 Ordinator - Perks of Skyrim SE - ITA Turkish Author: Frostpale Ordinator - Perks of Skyrim - Turkish Translation Spanish Author: Croissanito Ordinator - Perks of Skyrim SPANISH TRANSLATION Mandarin Author: chyx741021 Ordinator - Perks of Skyrim - Chinese Translation Russian Author: eyebeam Ordinator - Perks of Skyrim SE RUSSIAN Portuguese Author: hunter1890 Ordinator - Perks of Skyrim- Translation Brazilian Portuguese - PT-BR - Version 9.28.1 Portuguese Author: TatsuOni Ordinator - Perks of Skyrim - Traducao para PT-BR. Version 9.31.0. Alteration: Replace Throne of Nirn -> Ritualist: Able to cast two-handed ritual spells while moving, at 25% reduced effectiveness. Version 9.30.1. (Console) Remove editor marker that erroneously shows up on some perks (Alchemy - Walking Disaster, Enchanting - Arcane Nexus, Sneak - Greased Lightning, Sneak - Smoke Screen) due to a Creation Kit bug. Conjuration - Barrow Lord: "Make Way for Your Lord" power now lasts 10 -> 20 seconds. Conjuration - Bone Collector: Teleport to player no longer occurs when the skeleton is dead; reduce XP from 200 +20/level to 100 +20/level. Conjuration - Necromaster: Implement partial workaround for vanilla Skyrim bug where buffs are stripped from reanimated actors on cell transition. This workaround should allow players to always modify the inventory of their thralls, though the glow still become lost over time. (Note that Odin also includes a persistence fix. Despite all this, minions can lose their buffs or Binary Options disappear entirely. Some Skyrim bugs are just not properly fixable.) Lockpicking - Hotwire: Teleport to player no longer occurs when the automaton is dead. Sneak - Laughing Ghost: Improve script responsiveness by replacing a slow MoveTo() call with a faster SetPosition(). Speech - Speak With Animals: Teleport to player no longer occurs when the animal is dead. (This should not normally be possible, but could happen due to cheats or scripted deaths.) Version 9.30.0. Destruction: Add Raw Power. (With Triumvirate adding many magic damage spells, it is time for non-elemental spells to have perk support.) Version 9.29.0. Conjuration - Bone Collector: Now grants the "Make Way for Your Lord!" lesser power, which hides all your skeletons for 10 seconds. Conjuration - Bone Collector: Fix animation glitch on SSE. Illusion - Rename Quiet Before the Storm -> Silent Storm (so the (2) fits on the screen). One-Handed - Denting Blows: Now correctly increases damage dealt by maces themselves. Two-Handed - Crushing Blows: Now correctly increases damage dealt by warhammers themselves. Smithing - Dwarven Autocannon: Now deals 90% less damage to the player and non-hostile targets (but still counts as an attack). Version 9.28.1. Restoration - Necromanticon: Fix spell ignoring spell absorb and having no resistance type set. (Whoops.) Version 9.28.0. Destruction: Fix high level mage NPCs losing access to low level proc perks such as Scarring Burns. Light Armor - Breaking Waves: No longer erroneously grants 100% critical strike chance if you don't have the Wardancer perk. Restoration - Necromanticon: No longer erroneously ignores resistances. It used to be tradition to include a music video link with each Ordinator update. https://www.youtube.com/watch?v=HVw_1RZncec. Version 9.26SSE. Conjuration - March of Oblivion: changed from +1 minion and -50 Health -> +1 minion per 250 mana, up to +3 minions. (The 9.23 version that tied minion count to Magicka was valid, enabling "I may be weak. " summoner specialist builds, but the implementation was overpowered because you could trivially get +2 for no meaningful cost. This rework brings back the pre-9.25 version of the perk in a slightly nerfed state, eliminating the easy +2 while offering a payoff for builds that go balls deep on minions.) - Summon Resist: increased armor bonus from 200 -> 300. Version 9.25SSE. Alchemy - Fixed name of "The" Alchemist's Cookbook. - Lab Skeever: now also increases the magnitude of beneficial potions by 25%. (If using a compatibility patch for another alchemy overhaul, this may not show up until the patch is updated; but it works regardless.) Alteration - Home Mythal: reduced home duration bonus from x50 -> x20. - Rend Resistances: reduced resist pierce from 25% -> 15%. - Welloc's Dormant Arcana: reduced Regenerate Health effect from 2%/sec -> 1%/sec. Conjuration - Bone Collector: Skeleton Mage minimum level increased from 5 -> 8. (+30 HP) - March of Oblivion: changed from +1 minion and a further +1 per 250 mana -> +1 minion and -50 Health. (This perk was insanely overpowered.) - Pact Magic: reduced Destruction spell bonus from 15% -> 10%. Destruction - Absolute Power: reduced duration from 10 -> 6 seconds. - Ancient Seals: reduced total damage from 200% -> 150%. - Combustion: reduced bonus from 30/50% -> 20/30%. - Electroconvulsions: reduced threshold from 33% -> 25%. - Flash Fire: reduced bonus from 125% -> 100%. - Glacial Prison: reduced duration from 8 -> 5 seconds. - Hypothermia: reduced threshold from 33% -> 25%. - Ionized Path: reduced bonus from 30/50% -> 20/30%. - Magnetize: removed shock damage bonus to disabled target. - Merciless Cold: reduced bonus from 30/50% -> 20/30%. - Robe of the Magi: reduced bonus from 25% -> 20%. - Scarring Burns: reduced fire resistance pierce from 25% -> 20%. - Shatter: duration in mod description is now correct. Enchanting - Attunement: reduced enchantment effectiveness bonus from 15% -> 10%. - You Shall Not Pass: description now tells you how much damage it deals. Heavy Armor - Doombringer: is now correctly removed when you respec. Illusion - Commanding Presence: now only activates in combat (reducing script load when using unstable mods that run scripts whenever actors are affected by a magic effect). Lockpicking - Nose for Treasure: added Scrolls option. Pickpocket - Thief's Luck: added Scrolls option; fixed issue with Ingots option. Restoration - Sacred Flame: reduced heal amount from 30 -> 20 per second. - Under My Wings: description now correctly says it doesn't work on mechanical targets. Sneak - Backstab: no longer causes a guaranteed critical strike (apparently this overrides a sneak attack??!?) but buffs critical strike damage by the same amount as it buffs regular damage instead. - Demolition Job: reduced spell damage bonus from 3% (5% for runes) -> 1% (2% for runes). Version 9.23SSE. Pickpocket - Mutiny: now causes the target to frenzy. Version 9.21SSE. Well this was fast. Version 9.20SSE. Block - Deflect Arrows: now reduces arrow damage by 25% -> 50%. One-Handed - Renamed Split the Heavens -> Falling Sword. (This tree needs less dramatic names. This perk makes a lot of sense if you assume it is a powerful overhead swing that causes internal damage, but the name made it out to be something else entirely.) - Swaying Cobra: reduced Magicka/Stamina drain from 150 -> 100 but added a 5 second regeneration stop. - Wandering Warrior: now correctly gives one-handed damage instead of two-handed damage. (Not retroactive, but since no one noticed in a year, I'm assuming it's not important. If it is for you, the perk now modifies OneHandedPowerMod and used to modify TwoHandedPowerMod.) Pickpocket - Death's Emperor: now also affects critical strike damage. Two-Handed A common beef people have with this tree is that it "makes no sense". It is true that some perks are there to enable gameplay moments instead of appealing to realism, but there is still some work that can be done. - Replaced Flee Fool -> Tooth for Tooth - Replaced Rise and Fall -> Hero's End. Version 9.19SSE. A smaller update than it looks, but with three major improvements: - You can now farm bones regardless of how the NPC died; - Thief's Eye is more foolproof; - There's a new addon that offers an alternate way to get additional perk points. Misc - There is now an optional addon to give yourself more perk points whenever a skill reaches level 50, 75 or 100. Archery - Three Crows: updated description for clarity. Conjuration - Bone Collector: updated description to reflect correct level scaling; corpses can now be looted for bones regardless of who lands the killing blow, meaning you can now use any number of minions and mercs and still loot bones. There is a 200 foot range limit to this effect for performance reasons. (Revert to previous behaviour by typing 'set ORD_Con_BoneCollector_Global_UseAddLeveledList to 1' into the console.) - Conjure Altar: is now a lesser power (no cooldown). - Skeleton Mages: reduced their spell cost from 10 -> 5 so they don't get shut down by mods that force NPCs to have realistic mana costs; changed Destruction scaling from 0-300% -> 100-300%; fixed glowing eye glitch. Enchanting - Spellscribe: updated description to indicate that it now also triggers out of combat. Heavy Armor - Immortal: removed sliding scale, now grants its full bonus at 15% Health (20% with Rallying Standard). (This perk used to crash. There is no reason why a perk that only contains entry points and no script or ability should ever crash, but it is not the first time, which seems to point to a perk related bug in the game engine itself. Since there is no hope of debugging this, the perk has been reworked to circumvent it.) Illusion - Illusion Mastery: effects now correctly replace each other instead of stacking. One-Handed There have been some complaints about "random" perks. The idea is not that every perk must make sense from a realistic standpoint, but that the perks encourage you to do cool or tricky stuff in battle. They are the equivalent of style bonuses. - Coiling Python: updated description for improved immersion. - Cross Cut: no longer requires the follow-up attacks to be specifically a sword. - Split the Heavens: removed damage bonus; added 40 bleed damage over 20 seconds; updated description for improved immersion. - Thundering Blow: updated description for improved immersion. Pickpocket - Thief's Eye: removed "player is arrested" failure condition. (The game seems to get stuck in that state even when you are not in fact arrested until you pay off all bounties, causing the mark to escape every time.) Speech - Earthquake Drum: reduced level requirement from 70 -> 60. - Encore: reduced level requirement from 60 -> 50. - Golden Fiddle: reduced level requirement from 50 -> 40. - Irresistible Dance: increased radius from 40 -> 100 feet; reduced level requirement from 40 -> 30. Version 9.18SSE. I didn't plan on this update, but it seems like an easy win. Conjuration - Bone Collector: skeletons now have a minimum level of 2 -> 5 and maximum level of 20 -> 30. - Skeleton Mages: skeletons now have a minimum level of 7 -> 8. Version 9.17SSE. A massive bugfix update with a small amount of new content. Further updates will be slower because I will reinvent myself as a content creator in order to maybe get invited to the Creation Club at some point. Apparently I'm skilled enough to draw attention but specialise in the wrong thing and Bethesda decides what kind of skill set they need to make DLC happen. Also, I want to do something else for a change that isn't purely gameplay. Follow my Patreon (www.patreon.com/EnaiSiaion) for coming projects. Misc - Sneak detector: increased window of opportunity to accomodate slow script execution. Alteration The replacement of Energy Shield didn't go through yet. Energy Shield is a very appealing ability and its intended replacement (pick two attributes, one is replenished by draining the other) ran into major issues: a Health drain (eg. "blood magic") prevents you from fast travelling whether or not the drain is active; and Magicka is drained while casting but restored if you cancel the cast, potentially causing the loss of another attribute for no reason (and the IsCasting condition is too slow). I need to think about this some more. - Aurification: updated description. - Command Lock: updated description. - Dimension Door: now correctly destroys its animation. - Emergency Teleport: now correctly destroys its animation. - Home Mythal: fixed issue causing the mythal object to become invisible permanently after you set it to invisible and respec. - Intuitive Magic: updated description to make it more obvious that it does not eliminate the need for Vancian Magic stacks (and can't, without SKSE). - Vancian Magic: increased bonus experience gain to spells from 125% -> 135%; no longer grants bonus magnitude and duration when a bow is equipped to prevent it from affecting Lion's Arrow. Archery There have been some requests to reduce the level of Lion's Arrow. The problem is that it doesn't cost magicka (again, no SKSE) and therefore has the potential to turn into an unlimited Vancian Magic. The level requirement is there to encourage investment in actual archery and discourage mages from grabbing a bow and shooting free thunderbolts all day long. - Renamed Deadeye -> Hawkeye (to further the avian theme of Archery). - Reworked Thieving Raven -> Beak and Talon, including the old Takedown effect but with increased range. - Hunter's Discipline: fixed description. - Wingstrike: updated description to clarify that the bash bonus also applies to crossbows. Conjuration - Bone Collector: all skeletons now take 75% reduced attack damage, critical damage and Destruction spell damage from you (and they are already immune to disease and poison, so it will take some real effort to accidentally kill them). - Edge of Oblivion: reduced self stagger strength. - Necromaster: this perk was a mess and has been partially reworked: --- Giving valid actors a weapon or armor now causes them to equip it, making it much more useful. --- Now correctly states that it affects only Dread Zombies and Dead Thralls. --- Detection of killed actors now correctly requires the perk to work. --- Level cap boost only applies to Dread Zombie and Dead Thrall (or rather any spell with the crSummonThrallFortifyHealRate magic effect). Destruction - Harsh Lesson: is now blocked if the target has a ward up. - Magnetize: cleaned up script. - Pyromancer Ascension: fixed magic effect description. - Glacial Prison: no longer applied on a hit that kills its target (causing desync). Enchanting - Arcane Nexus: fixed a condition. Heavy Armor - Immortal: there were some complaints about crashes, which is incomprehensible because it's just standard entry points and conditions. Changed the order of conditions in case it matters. - Rallying Standard: increased armor buff from 100 -> 150 points; increased radius from 15 -> 25 feet. (Note: there have been some requests to make it work on all allies regardless of armor. I don't think it's a good idea to force conjurers into heavy armor of all things to get the most out of their minions. Its main purpose is to buff yourself when you stay in range and encourage turtling up as a heavy armor user.) Illusion - Commanding Presence: increased radius from 20 -> 40 feet. (Not retroactive; please respec.) Lockpicking - Bait: is now a lesser power (no cooldown); reduced radius from 200 -> 75 feet; reduced duration from 60 -> 30 seconds. - Lockjaw: increased drain armor duration from 4 -> 5 seconds and value from 5/level -> 10/level. - Seen This Before: updated description to clarify that you also gain perk points if you bypass locks. Pickpocket For those wondering why Trained Rabbit is a dead end: it was meant to have a follow-up perk called Prince With a Thousand Enemies that changed its effect when summoned in combat to run off in a random direction and force all opponents to chase after it; but this was bugged and never worked correctly. - Crime Wave: reduced max number of repetitions from 5 -> 4. - Mutiny: is now a lesser power (no cooldown); reduced radius from 200 -> 75 feet; reduced duration from 60 -> 30 seconds. - Stalk the Prey: reduced the required stalk time from 12 -> 10 seconds. - You Saw Nothing: now also affects other targets in a 40 foot radius around the initial target. Restoration - Necromanticon (Putrefy, Death Cloud, Carrion Wind): all spells now affect all nonmechanical targets; all spells deal double damage per second but have halved duration, matching spells such as Horrid Wilting in Apocalypse. - Tome of Many Pages: perk description now correctly states it increases a skill by 15 levels instead of 5 levels. Sneak - Renamed Smoke Curtain -> Smokescreen. - Laughing Ghost: sneak attack damage is no longer disabled when a slow time effect is active; refactored script and increased duration of sneak attack bonus from 2 -> 3 seconds to increase reliability in slow script execution conditions; removed ragdoll; increased stagger strength from 75% -> 100%. - Smokescreen: increased duration from 120 -> 180 seconds. - Spot Detection: is now a lesser power (no cooldown); duration reduced from 180 -> 30 seconds. - Whiplash: increased drain armor duration from 4 -> 5 seconds and value from 750 -> 1000 points. Version 9.15SSE. Misc - Sneak detector: implemented a failsafe in case of slow script execution. Alchemy - Green Thumb: fixed description. Archery - Hunter's Discipline: fixed description. Conjuration - Bone Collector/Barrow Lord: increased duration of commands from 5 -> 15 minutes. (Note that if skeletons would get unloaded, commands on them are lost.) Destruction - Magnetize: fixed race condition that caused Magnetize to become permanent on dead actors if script execution lags behind. Enchanting - Spellscribe: now only grants Enchanting experience in combat. - Thunderstruck: changed enchantment bonus on power attacks from 30% -> 25% (1H weapon)/50% (2H weapon). Heavy Armor - Immortal: changed damage reduction from 75% below 15% (20%) Health -> 25-75% below 30% (40%) Health, using a curve similar to Death or Glory. Lockpicking - Percussive Maintenance: now also negates your critical damage and Denting Blows/Crushing Blows when hitting an automaton to repair it. One-Handed - Into the Dust: reduced damage bonus per stack from 20% -> 15%. (This was strictly better than Meteor Storm in most use cases.) - Toll the Bell: improved script execution speed. (Many people would expect a nerf instead, but this has such a severe drawback that it risks becoming one of those perks constantly people want to respec out of if it loses its one hit power, which would be a terrible state for a mainline perk to be in.) Restoration - Mage Ward: no longer causes invalid or negative WardPower values if interrupted early (not retroactive; respec). Version 9.14SSE. I believe at this point there is not much left to do with this mod and it has pretty much reached its final state. Pretty much any tree is up for grabs for compatibility patches and will no longer be significantly changed. I did beat the buzzer with an Enchanting tree rework, which was the worst tree in the mod. Alteration - Reverted Throne of Nirn to its older functionality (raising the user on a pillar of earth) in response to your feedback. Thanks! - Energy Shield: active when in combat -> when hands are raised; now correctly disables the damage reduction when the Magicka drain is disabled; increased damage reduction from 25% -> 35%. - Geomancer: increased damage reduction from 25% -> 30%. - Throne of Nirn: active when in combat -> when hands are raised; made the pillar slightly taller. (Note to users of ritual spells: any vanilla ritual spell takes 4 seconds to cast, so you can cast it and immediately release without ending up on the pillar.) Conjuration - Bone Collector: skeletons now have 1000% resistance to poison and disease, enabling their use alongside Restoration plague spells. Enchanting - A major overhaul of the staff/weapon half of the tree, which was a complete mess and probably the worst branch in the mod. --- Enchanting Mastery: now includes the effect of the removed Soul Squeezer in addition to its previous effect. --- Removed Soul Squeezer. --- Renamed Channeler -> Staff Channeler; updated description. --- Soul Siphon: moved from level 30 -> 20. --- Secretkeeper: now also buffs weapon damage in addition to spell and scroll damage, but restricts its bonuses to one or the other hand. (You can't attack with a weapon in your left hand while casting a staff in your right hand.) --- Added Flame of Magnus. --- Removed Starlight Sage. --- Changed Weapon Recharge -> Staff Recharge; increasing its recharge rate from 3 -> 5 but restricting it to (duh) staves only. --- Renamed Battlemage -> Thunderstruck; moved from level 70 -> 30; changed bonuses from 25% magnitude/50% duration -> 30% both. --- Added Attunement. --- Added Heart of the Sun. --- Added You Shall not Pass. --- Removed Rods From the Gods. --- Removed Staff Flux. --- Charge Tap: greatly simplified effect (it no longer discriminates between left and right hand). - Last Word: now has 2 -> 3 levels. Heavy Armor - Warbringer: activates when entering combat -> when drawing a weapon. (Thanks!!) Restoration - Bastion Ward: corrected functional error in description. Some users have reported Warrior's Flame activating on targets and causing them to aggro, however Warrior's Flame does not generate aggro. It is more likely that Warrior's Flame activated as a result of them aggroing and entering combat. Smithing - The perk Arcane Blacksmith has been removed from all respec formlists, so refunding your perk points will no longer refund this perk in particular. This is a vanilla perk and according to Uesp there's a nasty bug with it: once you refund it, it may never work again. - Heart of Creation: increased duration from 15 -> 30 minutes. Version 9.12SSE. Taking a break of several weeks from this mod. I get the feeling that I'm not looking at this right, or that I'm making changes I shouldn't be making, or perhaps people don't care and the mod is fine as it is. Obligatory Patreon ad: www.patreon.com/EnaiSiaion. Conjuration - Signed in Blood: fixed missing conditions on heal over time component. Enchanting Arbitrary skill bonuses on armor are SUPPOSED to be weaker than in vanilla, because they are really strong in vanilla to the point where enchanting is almost mandatory for every build. Just as smithing is for warriors, enchanting should have a slight bias in favour of mages, who benefit from Regalia and can more easily use Miracle on an armor piece. Despite some protests about the enchanting buff in 9.11, its power level is still more or less on par with vanilla for mages and slightly weaker for warriors (at least in theory; the Arcane Nexus bug in 9.11 made it significantly better than vanilla). The big problem with Cosmic Fire is that it is in the way and hard to avoid. Therefore it can't be a double edged perk and needs to do something more universal. - Replaced Cosmic Fire -> Weapon Recharge. - Arcane Nexus: fixed bug that caused 50% enchantment bonus instead of 25%. - Regalia: now also applies to necklaces. Illusion Illusion magnitude bonuses do improve Muffle, and duration bonuses improve Muffle and Invisibility, but here is a dedicated perk to buff invisibility. While Lord of Illusions was potentially interesting, some people seemed to assume that its only purpose was to help you land mind spells after already landing a mind spell and declared it useless, missing the Rally synergy. Oh well. - Replaced Lord of Illusions -> Shadow Refuge. Light Armor - Initiative: the bonus now gradually falls off over the course of 15 seconds instead of ending abruptly after 10 seconds. (This feels less "gamey".) Lockpicking - Hotwire: increased minimum range for recovery teleportation from 3200 -> 3600. Restoration While Hallowed Burial is a bit generic, it is the practical "undead hate" perk people expect to be in the Restoration tree. Afterglow was a wonky undead hate perk that was supposed to evoke something like Leona's shield in LoL that detonates after a delay, but any visuals would be clutter and the point was lost without them, so it was just this strange thing that made undead randomly take damage for no reason. - Replaced Afterglow -> Hallowed Burial. - Descending Light: the bonus now gradually falls off over the course of 15 seconds instead of ending abruptly after 10 seconds. - Exorcist: renamed Sun Ray subspell to Sunblast due to name overlap with other mods; improved Stellar Core projectile visual. Sneak - Dynamic Entry: increased duration of effect from 2 -> 3 seconds; reduced damage bonus from 50% -> 40%; now works with all weapons instead of just one-handed weapons. - Greased Lightning: updated description for immersion. - Laughing Ghost: reduced knockdown strength to improve effectiveness. - Partystarter: slightly reduced explosion sound volume; increased radius of knockdown effect from 4 -> 5 feet; increased damage from 150% of Sneak -> 200% of Sneak. Speech The bard path has fairly high requirements. It is a "low magic" path that requires several perks in the mundane uses of music before proceeding to music that holds or kills enemies. This is fine, because bards should have other trees to invest in as well. However, the fact that Earthquake Drum is useless until you get the upgrade is not intentional. The last thing you need is a dead perk at 70 skill. By making the perk viable without the upgrade, the point at which the build comes online has been lowered by 10 levels. Version 9.11SSE. Enchanting - Arcane Nexus: increased enchantment bonus from 15% -> 25%. - Gem Dust: increased enchantment bonus from 20% -> 25%. Version 9.10SSE. A maintenance update containing a few fixes to underwhelming mage perks in particular. Restoration has been annoying me for a while. The respec notification is now a dialog box in an attempt to reduce user churn (install mod, look at perk tree, notice missing points, uninstall without a word). What is interesting is that the SSE community has a much stronger opinion that there are too many perks. I proposed culling a number of perks in the next major update and the classic Skyrim crowd is massively against the idea while the SSE community seems to agree. I have a Patreon: www.patreon.com/EnaiSiaion. Alteration The left side of this tree is a grab bag of perks no one wants. Also, the tree lacks a hero perk for standard builds since no one uses Aurification. - Reworked Throne of Nirn: now grants power attack/bash stagger immunity while casting a spell in robes. - Aurification: no longer shares a cooldown with Command Lock; increased gold granted from 4 times Alteration -> 100 times level. - Command Lock: can now be used 2 -> 4 times a day. - Dimension Door: changed from 1/day -> at will. - Philosopher's Stone: increased gold granted from 2 times Alteration -> 4 times Alteration. Conjuration The main problem with this tree is two perks: Edge of Oblivion and Rat King, which seem to drive people to uninstall the mod. Additionally, there is no straight line through it for any minions other than conventional daedra or reanimations. - Updated the descriptions of several perks for consistency (conjure = summon + reanimate): --- Atromancy --- Edge of Oblivion --- Feed the Monster --- March of Oblivion --- Necromaster --- Planemeld --- Preservation --- Undead Crown. - Updated the description of several perks to reflect that they only work with friendly minions: --- Maelstrom --- Pact Magic --- Signed in Blood --- Summon Resist. - Bone Collector: increased range of recovery teleport from 3200 -> 3800 and disabled it in combat; increased duration of skeleton commands from 2 -> 5 minutes. - Covenant of Coldharbour: now also works with other non-undead minions. - Edge of Oblivion: removed annoying blue flame effect. - Ravenous Dead: updated description. - Summon Resist: now also works with other non-undead minions; no longer fails to activate in some circumstances (not retroactive unless you respec). Enchanting The left hand side of the tree is a bit too abstract. Perk descriptions can fix that to a point. - Channeler: corrected description. - Might and Magic: reduced bonuses from 20% -> 10%; updated description. (This was strictly better than Spellblade. ) - Secretkeeper: updated description. - Spellscribe: now activates when drawing weapons instead of entering combat, improving reliability by removing the unstable IsInCombat() function. Illusion The activate perks seem to be criminally underused. Hopefully reducing the cooldown will make a difference (but not too far because they can't stack). - Blind Guardian: updated description. - Nemesis: reduced cooldown from 300 -> 180 seconds. - Nightfall: increased damage from 30 -> 40. - The Reaper Comes: reduced cooldown from 300 -> 180 seconds. - Wraithwalker: updated description. Restoration The tree may be overly cryptic (still) and too abstract, revolving around things like Warrior's Flame and Afterglow that are far removed from what players actually expect out of Restoration. Even if there is nothing wrong with the actual perks, this creates a bad first impression that the tree is cluttered with garbage. Descriptions can fix this to a point, but some perks need to be replaced. Fun fact: Afterglow, Crusader's Fire, Warrior's Flame and Wheel of Life are Restoration spells and therefore benefit from spell scaling (Restoration Mastery, Chalice of Tears)! - Reworked Exorcist: now grants up to 3 sun damage spells, similar to Necromanticon. - Antimagic Field: now also affects the wards created by Mage Ward and Spellbreaker. - Ashes to Ashes: updated description. - Bastion Ward: now also affects the wards created by Mage Ward and Spellbreaker. - Crusader's Fire: updated description. - Forbidden Sanctuary: updated description. - Pilgrim: now improves shrine blessings by 50% -> 1% per Restoration level. - Plague Doctor: now only affects enemies instead of allies. - Overflowing Cup: updated description. - Sacred Flame: updated description. Version 9.08SSE. "When a company runs out of ideas for improving a product, they always switch to subscriptions." -random Forbes poster about Windows 10. On an unrelated note, I now have a Patreon: www.patreon.com/EnaiSiaion. Ordinator has a user satisfaction problem. I calculated some stats about my mods (link on my Patreon page :P ) and out of all of them, Ordinator is pretty much the one with the worst endorsement/upvote rate per download on both classic and SSE, the Nexus and (especially) the Workshop. It seems that the newbie experience is very bad and people eagerly download but then uninstall. Too many perks? Too confusing? Key perks nerfed or removed? Probably. Archery - Hailstorm: increased margin of error for a "fully drawn" bow shot from 0.9 -> 0.8. Conjuration - Atromancy: now supports untyped conjuration spells (Seeker, Ash Spawn, Ash Guardian). - Edge of Oblivion: now correctly supports untyped conjuration spells. - Planemeld: now supports untyped conjuration spells. Destruction - Slightly moved some nodes around to try and fix a perk selection issue on consoles. - Elemental Specialization: fixed incorrect ability description. - Glacial Prison: now flags the target as restrained for the duration, preventing many forms of forced movement that could cause the hitbox to desync; now disabled during a killmove. Heavy Armor - Rallying Standard: reduced sound volume by 3 dB. Illusion - Kindred Mage: fixed incorrect perk description. One-Handed - Windswept: the knockback no longer erroneously applies to targets that are immune to paralysis due to an incorrect keyword check. Sneak - Sneak Mastery: fixed incorrect perk description. Version 9.06SSE. I broke my vow not to update any more perks, due to one perk being broken and the other being utterly unwanted. Conjuration - Replaced Daedra's Due -> Summon Resist. - Corpse Gas: corrected description. - Edge of Oblivion: corrected description. - March of Oblivion: corrected description. - Preservation: corrected description. - Undead Crown: corrected description. (Boneman/Mistman/Wrathman go under "conjured undead". Seeker isn't anything.) Version 9.05SSE. Alteration - Vancian Magic: now correctly initialised on 20/20 spells instead of 30/20. One-Handed - Coiling Python: no longer deals critical strikes to targets it could not paralyze, but now able to paralyze automatons. Version 9.03SSE. Conjuration - Edge of Oblivion: no longer applies in non-humanoid forms. Version 9.02SSE. Destruction - Absolute Power: reverted change that broke it. Version 9.01SSE. Restoration - Bastion Ward: no longer tied to nonexistent Zealot's Ward and just gives 40% damage reduction. Version 9.00SSE. Respec if you have points in a significantly modified perk tree. This is the last major update; any future updates will be strictly bugfixing and egregious balance issues. No perks will be added, removed or significantly altered. Alchemy - Elemental Oil: fixed model for SSE. Alteration - Replaced Resonance Cascade -> Rend Resistances. - Renamed Anchorite -> Home Mythal. (The name didn't make it clear enough what it was for.) - Distorted Shape: updated description. - Dungeon Master: increased Life Tap cost from 20 -> 40 per stack. - Energy Roil: increased duration from 2 -> 4 seconds; now has an animation. - Geomancer: increased damage reduction from 20% -> 25%. - Home Mythal: can now be used to mark a location for Vancian Magic recharge. - Spellblade: improved script execution speed. - Vancian Magic: no longer erroneously drains charges when using scrolls; no longer prevents the use of school-less spells (powers); disabled in non-humanoid form; now always works in the College of Winterhold dorms and the Dark Brotherhood Sanctuary whether or not you own them; now comes with 25% increased experience from spells. Conjuration - Reworked Daedra's Due: now allows you to permanently sacrifice Health in exchange for perk points. (While the old version technically worked, the AI is a bit slow in switching spells and people expected it to apply to all minions of that type.) - Bone Collector: each Sack of Bones now contains 8 -> 10 bones; increased leash radius from 100 -> 150 feet. - Rat King: updated description to clarify that this does not create "summoned" minions; minions are now keyworded as undead. - Signed in Blood: now also heals 10 points per second in combat. Destruction This school seems to be a tad strong but people also seem to be okay with this. - Glacial Prison: reduced duration from 10 -> 8 seconds. - Iced Earth: increased radius of frost hazard from 4.0 -> 4.5. - Nova Charge: reduced threshold from 8 -> 6 spells; reduced damage from 250 -> 150 but also staggers targets. - Arc Burn: increased duration from 3 -> 4 seconds; increased afterburn duration. (People underestimate this. This can easily be 1/4 of your damage on fast hitting spells like Scattershock.) - Outburst: increased damage per second from 15 -> 30. - Pyromancer Ascension: reduced threshold from 8 -> 6 spells. - All hard disables (Magnetize, Glacial Prison, Absolute Power) now respect the forced movement keyword used in all of my mods (BookShelfBook05 *see below), preventing targets from becoming affected by multiple forced movement effects at once. Enchanting - Staff enchanters are no longer erroneously considered arcane enchanters (DLC/SSE versions only). (The only difference in keywords is a specific DLC keyword. ) - Cosmic Fire: updated description. - Rods from the Gods: updated description. Illusion People have asked why Dream Thief is a prerequisite for several perks you want. This is because otherwise people would never even try the branch and just home in on the perks that make illusion spells stronger, because that's what they were looking for in the first place. (Notice how many level 100 perks have unusual perks as prerequisites.) - Dream Thief: increased magnitude bonus from 25% -> 50%. - Imposing Presence: increased magnitude bonus from 15% -> 25%. - Kindred Mage: changed magnitude bonus to mind affecting spells from +0.1/0.2 per Illusion level -> +15/30. (Problem solved.) - Nightfall: increased damage per second from 20 -> 30. - Terror: can no longer disarm bound weapons. - The Reaper Comes: the illusion can no longer be pickpocketed. Light Armor - Reworked the Wardancer cluster of perks, greatly simplifying scripting and reducing cognitive load. When you avoid hits: --- Wardancer: now grants 20% attack and crit damage that is lost for 6 seconds when you take an unblocked attack or hostile spell in combat. --- Glancing Blow -> Glancing Blows: now grants 40% damage reduction to blocked attacks during Wardancer, as well as the unblocked attack that breaks Wardancer. When you take hits: --- Fight or Flight: now grants 5% Stamina regeneration per second for 6 seconds after you take an unblocked attack or hostile spell in combat. --- Survival Instinct: now grants 10% speed for 6 seconds after you take an unblocked attack or hostile spell in combat. - Swapped the location of Glancing Blows and Spelldancer in the perk tree. - Renamed Scorn the Beast -> Annoying Mosquitoes. - As a Leaf: now also halves power attack damage taken while sprinting. - Evasive Leap: improved description. ("Ethereal" doesn't mean what people think it means.) - Spelldancer: adapted to new Wardancer; changed domain from Destruction spells and effects -> elemental spells and effects. - Tempting Fate: no longer stacks with itself and snowballs out of control. - Wild and Free: updated description. Lockpicking - Bear Traps: following reports of crashes in classic Skyrim as well as SSE, the Drop Bear Trap power has been removed in both versions. (You can use the console to get it back or use AH Hotkeys.) (Thanks guys for posting this on the Steam forums at first instead of telling me.) - Dungeoneer: now also increases the duration of Robber's Eye from 2 -> 6 minutes. - Hotwire: increased leash radius from 100 -> 150 feet. One-Handed A major overhaul of especially the sword and neutral branches. - Replaced And Stay Down -> Wandering Warrior. - Replaced Cross Cut -> Split the Heavens. - Replaced Thousand Cuts -> Judgment. - Reworked Overwhelm -> Cross Cut: increased duration from 2 -> 4 seconds; no longer deals a critical strike, but deals 25/50% increased damage. - Reworked Massive Attack -> Thundering Blow: reduced number of regular attacks to charge from 10 -> 8; reduced power attack damage bonus from 200% -> 100%; oh yeah, it ACTUALLY WORKS NOW. - Aftershock: instead of its previous effects, now grants 75% attack speed for 3 seconds after a Thundering Blow. - Bleed like a Lamb: no longer stacks, but pop now deals 10/15/20% -> 15/20/25% damage. - Death Adder: updated description. - Denting Blows: no longer stacks, but armor shred increased from 15/25/35 -> 50/75/100. - Mangle: changed effect from 20/40% damage vs staggered targets -> 25/50% armor pierce vs staggered targets. - Overrun: attack damage bonus changed from 25% -> 0-50% based on target HP%. - Swaying Cobra: increased Magicka/Stamina drain from 75 -> 150. - Unleash the Beast: updated description. - Windswept: slightly improved script execution speed; added missing sound effect; now respects the forced movement keyword. Restoration Spirit Tutors is OP, but it pretty much has to be, otherwise no one would bother finding the tutors. Also, wards seem more and more hopeless: they don't even scale with restoration magnitude and Zealot's Ward broke them. Also, Inquisitor didn't work. Welp. - Replaced Zealot's Ward -> Duel Ward. (Sorry for bug.) - Updated the Warrior's Flame branch: --- Replaced Inquisitor -> Sacred Flame. --- Replaced Battlefield Priest -> Battle Cleric. --- Replaced Fire and Steel -> Eternal Flame. --- Replaced Revelation -> Apotheosis. - Crusader's Fire: increased radius from 25 -> 30 feet. (Not retroactive.) - Enduring Ideal: reduced healing bonus from 50% -> 25%. - Mage Ward: now uses the correct animation. - Overflowing Cup: changed amount from 50 -> 1 per level of Restoration. (People have asked for increased duration. No, because then it would fall into this spot where people think they are supposed to keep it going permanently, and will proceed to complain that the duration is too short to do so. This would lead to several more duration bumps until it may as well be a passive.) - Tome of Many Pages: now increases a skill by 5 -> 15 points, but the bonus no longer scales with Restoration skill magnitude. - Under my Wings: increased radius from 12 -> 20 feet. - Warrior's Flame: added sound effect; no longer erroneously affected by resistance; updated description. Smithing - Heart of Creation: increased duration from 600 -> 900 seconds. - Iron Lore: fixed incorrect magic effect descriptions. Sneak I have given up trying to "balance" sneak, since opinions about the effectiveness of this tree seem to be split between "stealth is ridiculously overpowered in Ordinator" and "stealth is completely useless in Ordinator". I stuck to vanilla stealth numbers (and have no idea why people expect this PERK mod to do anything else), it is up to you to get a stealth mod. - Greased Lightning: fixed model for SSE. - Smoke Curtain: fixed model for SSE. - Right Behind You: increased bonuses from 10/20% -> 15/30%. Speech - Performer: now grants 1000 flat experience in addition to the experience granted by taking people's money. - Speak With Animals: clarified description to indicate that you do get a power; increased leash radius from 100 -> 150 feet. Two-Handed A major overhaul of all branches. - Reworked Ramming Speed -> Trample: reduced power attack damage bonus from up to 75% (actually up to 100%) -> up to 50%; now also grants a critical strike damage bonus of up to 50%. - Avalanche: the damage and critical damage bonus now only applies to warhammer attacks instead of any attack. - Batter: corrected misleading description. - Bleed like a Dog: no longer stacks, but pop now deals 15/20/25% -> 20/25/30% damage. - Crushing Blows: no longer stacks, but armor shred increased from 20/40/60 -> 75/100/125. - Decimate: now deals 20% more damage for each nearby enemy. - Flee Fool: target now trips after 3-6 -> 3-4 seconds; reduced duration from 10 -> 6 seconds. - Massacre: reduced attack speed bonus from 200% -> 175%. - Overthrow: can no longer disarm bound weapons. - Rise and Fall: updated description. - Rive: updated description. - Subjugate: added cleave; no longer grants critical strike damage; added shader to make the effect more obvious. - The Pendulum: added cleave; reduced damage bonus from 125% -> 50% (AoE knockdown shouldn't also deal huge damage); added a shake effect when it hits. - Wolfkin: reduced number of power attacks needed from 3 -> 2. Misc - Included several missing scripts. MCM - Added MCM. - Added MCM option to skip proximity detection on Thief's Eye. - Added MCM option for Open Cities compatibility. - Added MCM options to hide advanced crafting furniture models. - Added MCM options to disable minions teleporting to your location. Version 8.30SSE. You may want to respec before updating if you have any of these perks. The new Vancian Magic implementation is highly experimental. It works on a technical level, but may need some tuning in later updates if spells are too plentiful. Alteration - Added Vancian Magic. - Added Quadratic Wizard. - Added Dungeon Master. - Removed Innate Magic. - Removed Chosen One. - Removed Warrior-Prophet. Version 8.24SSE. Alteration - Innate Magic: now reduces Magicka cost by half instead of full. Archery - Archery Mastery: fixed description. Version 8.22SSE. Misc - The sneak detector now sets rather than mods the global state variable to avoid it going out of sync in case of a stack dump interrupting execution. Alchemy - World Serpent: disabled in werewolf form because power attacks are shouts. Alteration - Innate Magic overhaul: --- Innate Magic: no longer disables your spells when you run out of spell slots, but spell effectiveness bonus removed (this had issues with projectile spells) and cap reduced from 4 -> 3 spells. --- Chosen One: cap reduced from 7 -> 5 spells. --- Warrior-Prophet: reduced damage and critical strike bonus from 20% -> 15%. - Intuitive Magic: updated description to reflect change to Innate Magic. - Philosopher's Stone: increased gold from 1x Alteration -> 2x Alteration. Archery - Archery Mastery: increased damage bonus from 20/40% -> 25/50%. - Long Shot: improved description. - Snipe: reduced critical strike damage bonus from x5 -> x3 (enchantment damage bonus is unaffected). Destruction - Absolute Power: added safeguard to restrict the perk to players. - Cataclysm: increased cooldown from 30 -> 45 seconds. - Conflagration: added condition to ensure the hazard only affects hostile targets. - Ionized Path: fixed potential divide by zero state. - Static Field:improved script execution speed. Illusion - Dream Geas: no longer suppresses the notification that a power has been added. One-Handed - Apex Predator: increased damage from 3% -> 4% and damage cap from 22.5 -> 40. - Massive Attack: lowered threshold from 15 -> 10 attacks; fixed power attack damage being doubled instead of tripled. - One-Handed Mastery: increased damage bonus from 20/40% -> 25/50%. - Thousand Cuts: changed bonus damage from +100% @10 cuts -> +25% @5 cuts and +50% @10 cuts. - Fixed some NPCs gaining some perks twice with ASIS. Pickpocket - Thief's Eye: regenerated script to try and fix the disappearing effect bug. (This is the same thing as the Thunderchild meditation bug, where the game fails to fill script properties for no reason.) Restoration - False Light: reduced conversion rate from 80% -> 75%. - In Thy Name: reduced damage bonus from 20% -> 15%. - Lightwielder: reduced damage bonus from 20% -> 10%. (Total conversion rate 100%.) - Under My Wings: now uses IsHostileToActor condition instead of GetShouldAttack. Sneak - Sneak Mastery: reduced effectiveness from 20/40% -> 15/30%. - Right Behind You: reduced sneak bonus from 25% -> 10% at a moderate distance and 75% -> 20% at a close distance. (This was massively OP.) Speech - Shout perks disabled in werewolf form because power attacks are shouts. - Speech Mastery: changed intimidation effectiveness from x2/x999 -> x2/x4 (since some intimidation checks are coded to always fail, guaranteeing success is a false promise). - Speak With Animals: no longer suppresses the notification that a power has been added, in the (vain) hope that people will notice. Version 8.16SSE. Alteration - Wild Shrines: fixed ability descriptions. Archery - Three Crows: first hit is free instead of attempting to do hit detection, making it more reliable. Enchanting - Spellscribe: no longer disabled while using an unarmed weapon, due to side effects. Pickpocket - Thief's Eye: now uses a keyword check instead of a magic effect check. Version 8.13SSE. Unfortunately, trying to maintain and keep in sync both the classic and SSE version turns out to be a very tall order. Either I keep porting the mod every time (risking bugs) or try to make the exact same changes in both mods (and inevitably miss something or go out of sync). I already screwed this up with Sacrosanct, so I don't think I'm going to be able to make many updates to Ordinator this way either. Music video: https://www.youtube.com/watch?v=tq17FbuTDVo. Alchemy - Advanced Lab: fixed missing script property causing the effect to persist if attempting to use a crafting object that is in use; regenerated script. - That Which Does Not Kill You: fixed corrupted script (what's with the CK these days?). Archery - Lion's Arrow: using the power incorrectly will now clear the stored spell. Enchanting - Spellscribe: using the power incorrectly will now clear the stored spell. Heavy Armor - Matching Heavy Set: added keyword Blades. Light Armor - Glancing Blow: fixed loophole where blocked damage is reduced to zero while Wardancer is active. - Matching Light Set: added keywords ImperialLight, MS02Forsworn, ThievesGuild, ThievesGuildLeader, Penitus, Forsworn, BearStormcloak. - Tempting Fate: duration reduced from 1 day -> 1 hour, offering an out if someone cheats to get the perk and doesn't have the prerequisites that also happen to dispel it. Pickpocket - Thief's Eye: added some debug lines to the Papyrus log. Since I can't reproduce the issues some players are experiencing with it not sticking, they can now give me the Papyrus log. Version 8.12SSE. Archery - Ranger: added note to description to inform player of Skyrim bug. I can't believe I have to do this. Version 8.10SSE. Misc - Fixed missing location edits. - Carried over several USSEP changes to cells. Alchemy - Elemental Oil: cannot reproduce incorrect meshes, so no changes made. Alteration - Dimension Door: fixed mesh error. Archery - Trick Arrows: fixed mesh error with Death arrow model. Block - Deflect Arrows: now also reduces arrow damage from any direction by 25% while blocking. Conjuration - Barrow Lord: removed Bury/Exhume Skeletons power due to issues with disappearing skeletons. (While these reports are largely about SSE, I did receive a report that it also occurs in classic Skyrim. I made some changes to the power itself, which might fix this issue, but the bug is so crippling that I removed the power for now. To get the power back, use the console to give yourself the spell "Bury/Exhume Skeletons". If you need the power, do so. If you have been having issues with disappearing skeletons, absolutely do so and tell me if the issues persist. If the changes I made to the power fix the issue, I will add the power back in the next update.) - Necromaster: sped up abandonment detection tick rate from 15 -> 10 seconds. - Rat King: fixed ability maginv model. - Daedra's Due: reduced model size growth from 1.25 -> 1.2. Enchanting - Fixed missing script property in several scripts that caused Gem Dust, Preserver and Arcane Nexus to stick around if the enchanting table is in use. (Use the table again to fix.) - Channeler: now uses the correct ability. - Miracle: perk disabled while holding Azura's Star, which allowed you to get unlimited Miracles. - Spellscribe: is now disabled when you have "unarmed" equipped (this is the invisible weapon that is equipped to replace your weapons or spells when you start a brawl). To reenable it, equip anything else in your hands. This does not disable Spellscribe for unarmed builds as long as you remember to equip something else and go back to fists after the brawl completes. Light Armor - Evasive Leap: now has an animation; updated description to clarify that it only works in combat. Lockpicking - Bear Traps: increased arming delay from 0.25 -> 0.5; removed Drop Bear Trap power due to a new bug with Skyrim Special Edition. Pickpocket - Crime Wave: increased the delay before a new target is found from 2 -> 5 seconds. - Stalk the Prey: changed from +50% -> +20 points to reduce the likelihood of overflow and negative pickpocket chance. - Thief's Eye: no longer dispelled when you are flagged as arrested. Smithing - Advanced Workshop: fixed mesh error with Advanced Grindstone model. - Heart of Creation: bloodforge is now silent. Sneak - Laughing Ghost: no longer slows time while active, due to a bug with Slow Time effects in Skyrim Special Edition; updated description to clarify that it is a sneak attack "attempt" and not guaranteed if you get detected while teleporting, etc. Speech - Speak with Animals: animal companion is now protected -> essential. Version 8.08SSE. Alchemy - That Which Does Not Kill You: now correctly ends after 60 seconds. Archery - Lion's Arrow: now states that it only works with bows. Version 8.07SSE. There was a tradition over on the classic Skyrim Nexus where I would post a music video alongside each major update. Here is one: https://www.youtube.com/watch?v=FsSd-1AE4QY. Misc - Removed unnecessary location records. - Forwarded SSE changes to Tamriel worldspace. - Forwarded SSE changes to water flow fields in cells. Conjuration - Bone Collector: disabled incompatible NiTrishape in summoning explosion. Both straight donations and premium membership donations accepted. Donate Donate premium membership. Support Enai Siaion on Patreon! Discuss this mod on /r/EnaiRim or the Enairim Discord Skyrim Legendary Edition version available here 25/12/2021 #12 most endorsed mod of all time! Thanks community! _ Ordinator overhauls all perk trees for a total of 469 new perks. Enables many new viable character builds. Highly compatible. Lightweight scripts, no save bloat. Can be installed during your playthrough. Full list of perks. 0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger. 20 - Physician - You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger. 20 - Stimulants - When you use a beneficial potion or ingredient, you regenerate 2% of your Magicka and Stamina per second for 30 seconds. 30 - Advanced Lab - You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be "Disassembled" by sneaking, allowing you to upgrade another. 30 - Experimenter - Eating an ingredient reveals all effects. 30 - Poisoner - Poisons you mix are 1% more powerful per level of Alchemy. 40 - Bottomless Cup - Poisons applied to weapons last for one additional hit per 10 levels of Alchemy. 40 - Crimson Haze - Stimulants also increases movement speed by 10% for its duration. 40 - Elemental Oil - You may choose a power: "Fire Oil", "Frost Oil" or "Shock Oil". At will, create a pool of oil that lasts 20 seconds. It reacts violently when struck by a projectile or explosion, exploding and dealing damage equal to your Alchemy skill level. 50 - Alkahest - Your poisons are highly corrosive, enabling you to ignore 40% of the armor rating of an affected target for their duration. 50 - Lab Skeever - For 20 seconds after using any alchemy lab, beneficial potions you drink last 15 times longer and are 25% stronger. 6
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