• Welcome to Skyrim Forums! Register now to participate using the 'Sign Up' button on the right. You may now register with your Facebook or Steam account!

DeadArmour

New Member
Hey
I'm trying to swap around the axe and sword perks (crit and bleed), add daggers to one handed sword perk and add a stagger chance to mace/hammer attacks.

I was successful up to a point; being able to get axes to crit and swords/daggers to bleed (I haven't started on the mace/hammer stagger yet).

Problem:
1. The perk only works when I put 2 points into the specialisation instead of one.
2. I don't see where or how to define the properties of rank 1 2 3 in the perk. (putting anything in the Num Ranks box causes the game to crash when you go to the skill menu, specific skill).
3. Bleed on swords/daggers was working (when I only had iron type material done), but now that I have added all the other types to be the same as the axe had (except with swords) it has stopped working. (even when it was working I still had the problem of needing to have 2 points in the perk).


Never modded anything before, any help or advice would be much appreciated
psyduck.gif


Interesting thing I found:
The perk bleed functions are actually called
PerkBleedingSword(type)(number)
Making me think that this is what they had in mind originally, then changed it around before release
 

mokz

Member
What are u trying here its not that hard to do. I balanced my bleeding perks by using custom spells.
The effect for perks is localized at "Perk Entries"
You go at spells are create custom spells, for example u create 3 spells with the power shot effect from archery tree for your maces, each perk giving you a better chance to land the stagger or use fus-ro-dah effect, or u create 3 spells that will deal bleeding dmg, X dmg per second for Y seconds, etc... u get the idea
after that at you go back at perks tab, open the desired perk and go at perk entries
At conditions u can set for which weapon to work, on which kind of target to work or not (undead/mechanical/etc).
At *entry point* u select "Apply combat hit spell" and at *select spell* u put your the custom spell u made it for that perk.
 

DeadArmour

New Member
Thanks for the reply:)

Since last post I managed to get the axe to work correctly!

However...
My change to the text description box only works for rank 1 of a perk, after which it reverts to normal.
Is there a fix for this?

On the sword/dagger perk:

Can I show you what I'm trying to do? I don't know if maybe you can spot any glaring errors I may have made (just trying to get the iron sword and dagger to work).

I copied everything from the axe exactly; apart from changing the weapon keyword to sword and dagger (obviously) and seperating the conditions so that each rank of the bladesman perk (1,2,3) would do spell PerkBleedingSwordIron25
PerkBleedingSwordIron50
PerkBleedingSwordIron75 respectively.

In the "vanilla" axe version, there is only one condition for each material type (ie. Iron), which is HackAndSlash60; doing only spell PerkBleedingSwordIron25 (for example) which makes no sense to me (as it doesn't include Iron 50 and 75, nor HackAndSlash 30 or 90).
When I do it like that, no bleeding damage happens unless perk level 2.

I also assigned priority, so that the higher level perks will over-ride the lower ones when attained (this worked with the axe critical change I did).

jNleDMud9XUhc.jpg


jRflp9PmENjE6.jpg
 

mokz

Member
zzzzaaa.png

This is now the vanilla hackandslash30 looks like
it has all the perkbleedingsword<insert type here>25 in it
hackandslash60 has all the perkbleedingsword<insert type here>50 in it and hackandslash has all the bleeding perk ending with 75.

i think its conflicting because you put perkbleedingswordiron25, 50 and 75 in the same perk

in the 1st picture i take it from condition that its Bladesman60? cause you miss the actor value to state the skill and level required for that perk

still it would be easyer if you would change it because bleed in vanilla is kinda bad. no material req and no more stacking, just a fixed dmg, beause in vanilla daedric axe deals 18dmg in 6 seconds, it stacks but by the time u get daedric enemys have a decent hp and till you stack the bleed a few times in order for it to do some dmg your target is almost dead. Or if u wanna keep it like vanilla atleast you should buff the dmg a bit for each spell but will take you a while to do it :)
edit: also its the same story with each weapon, u barely see any dmg from 1 bleed and by the time stack the bleed your target is almost dead if not even dead at lower lvls, mostly on higher difficulty where your dmg is decreased.
 

DeadArmour

New Member
I changed it to like you said after realising I've been doing it wrong all along ;D
(not using the object window to change bladesman30/60/90, instead I was using:
-Character
-Actor Values
-OneHandedSkill
-Perk Tree
-Bladesman
Which meant that I could only see one rank, with no reference or control over the others).

Now I have everything exactly the same as the axe (which took hours)... it does nothing :p
Been doing it all day and it just doesn't want to work haha ;D

I'm gonna do as you say and forget the vanilla bleed and make my own spell for each rank ;P

Right now I've got the axe crit perk working perfectly (for real this time, I was fooled before):
Descriptions work at each rank, crit chance and damage increases.

Thanks for your help dude, I've posted on like 5 different forums and you are the only person to reply ha:)

EDIT) Hey what exactly did you replace bleed with? If you don't mind me asking...

EDIT) MY GOD I'VE DONE IT! WITH ALL THE MATERIAL AND WEAPON TYPES!!!! :D
in the conditions I had keywordsword AND keyworddagger ! AND instead of OR!!! They didn't work together because it was AND, meaning that they were both mandatory and cancelled each other out!:D
Shame I deleted all the information when trying out making a bleed spell, now I've got to do it all over again haha *cry*

Now I can swap bleed to swords/daggers, and beef up the damage while keeping stack and the properties of different weapon types
 

DeadArmour

New Member
Hey the mod is done and out :)

Thanks for your help dude, I gave you a little mention ha :p

steamcommunity.com/sharedfiles/filedetails/?id=78804168
 

mokz

Member
@mokambo
I'm not sure; it's difficult to think about what maces could actually do different or in addition to the armour reduction. I tried adding stamina damage, which in conjunction with the "duel" mod (which compares your stamina to their's in order to determine stagger chance) made the opponent stagger after a few blows and stopped them from using power attacks/shield bash. However, low stamina doesn't do a whole lot aside from taking away power attacks and shield bash, and recharges so quickly it was either pretty useless, or you would stagger with every hit (and be like godmode).
Tried adding a stagger spell to attack, but there is no way I could figure out how to make it a by chance instead of every time.

Only thing I can think of is adding a small crit chance like 0/5/10
Or maybe adding a damage % increase like 5/10/15

Or...
Every weapon doing bleed: with blades the most, maces the least.
Blades:High bleeding dmg, 15/20/25% crit chance, 0/10/25% crit dmg increase, 0/10/25 arm-
Axes:Medium bleeding dmg, 10/15/20% crit chance, 10/25/50% crit dmg increase, 10/25/50 arm-
Hammers:Low bleeding dmg, 5/10/15% crit chance, 25/50/75% crit dmg increase, 25/50/75 arm-
But I would release that as a separate mod... and it'd be really difficult to balance ;P What you think?

Have you tried with "power shot" perk effect from archery tree? Normally it has 50% chance to stagger a medium size enemy (doesn't work on dragons/giants). Maybe copying that with different conditions to fit the mace with 15/30/50% chance to stagger? Because armor penetration perks are really a waste of points because only those who wear armor actually have armor, and they don't have perks and most of the time they use light armor or low tier heavy armor. Only exeptions are certain quests at high lvl where u can actually meet ppl with end game armors.
Personally don't really like the idea with all effects for all type of weapons. Each type needs to have its unique advantage.
 
Top