

for all intents and purposes, consider this mod, and all my other mods, "done".

If you want a tiny bit more to read,

Goodbye and have fun

-T3nd0

____________________________________ Hey people,for all intents and purposes, consider this mod, and all my other mods, "done".If you want a tiny bit more to read, take this. Goodbye and have fun-T3nd0____________________________________

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Disclaimer: This mod is large , and this description is not very detailed. However, you NEED to read it. No excuses.

Thanks in advance.

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Overview



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Intro



What is Perkus Maximus?



very

Why does this mod need to exist?



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Design principles



Perks should affect the way you play the game, and reward you for good gameplay.

Passives have their place, but they either require some form of interactivity to unfold their full value or consume very few perk points.

In general, a wide variety of perks, and no "point sinks"; most perks only have a single rank, only very few have three. No perk has more than three ranks, and quite often, perks gain new effects as you invest more.

No useless perks.

Large selection of perks; perk trees are at least twice as large as what vanilla Skyrim offers, enabling a lot of new builds.

Good mage perks are worthless without good spells, and warrior perks are impossible without good combat mechanics they can build upon.

Gameplay, a strong sense of progression, and immersion are king. Mastering a skill should give access to things that truly make you feel like a master.

Requirements



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Installation



not

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Overview



... the "Novice, Apprentice...." line of perks in every spell school tree will not reduce cost. Instead, these perks grant a random spell when chosen, have passive effects of their own and serve as prerequisites for other perks. To make sure you notice a difference, I altered their name slightly.

... skill level will not lower cost, but boost magnitude/duration instead.

"Focus" perks

Each spell school contains two "Focus" perks (Enchanting has one)

Focus perks require skill level 95 and the tree's "Studies: Master XXX" perk to be selectable

Focus perks are mutually exclusive across trees; each character may only choose one, and the selection persists even through respecs.

Exception: Alteration has a special perk called "Architect of Magic". Selecting this perk raises the maximum number of selectable "Focus" perks by 1.

Focus perks may grant passive boosts, spells, abilities, and any combination. None of them grant only passive boosts.

Spells granted by "Focus" perks are strong , but are a lot more expensive to cast than regular master level spells, and they may carry downsides.

Alteration

New archetypes: Teleportation, kinetics and weapon enhancements, and various new spells for utility.

Metamagic perks: Cast spells with health instead of Magicka, cast spells as you swing your weapon, and reap benefits for all schools of magic.

Create a fake sun in the air and let enemies gravitate right in, sharpen your weapon with a spell, multiply projectile spells...

Conjuration

New archetypes: Unbound Daedra summoning, "delayed disease reanimation", reanimation power boosters.

Harvest the bones and guts of fallen enemies, turn them into skeletons and craft an army of undead followers.

Kill an enemy with a slow disease and teach him your spells as he rises again, duplicate corpses of powerful foes, and open an uncontrollable Oblivion gate for a steady stream of visitors...

Destruction

New archtetypes: Mixed elemental spells and one-time-use, self-triggering buffs.

Invest in perks to add new effects to spells - let fire detonate any target it kills, let frost pierce through resistance with physical damage, and let shock punish heavily armored enemies.

Trap targets in a shock cage while roasting them, cast a cloak that retaliates with lightning bolts at range, use a certain spell who empowers you as if it were a piece of gear...

Illusion

Choose the path of the direct manipulator or the phantom summoner... or both. As soon as you have enemies under your influence, combo with special spells to increase the havoc.

Phantoms are back from SkyRe with all new mechanics, completely decoupled from regular summons. Summon them right next to enemies and force enemies into combat, causing negative effects as they get taken out.

Charm people to make them fight for, either temporary or as follower, extract information about your targets, and force them into suicide...

Restoration

Plagues, curses, auras, and much more.

Unlike vanilla, PerMa's Restoration is about direct life manipulation in general. Don't expect the direct killing power Destruction has, but do expect spells that bring down hurt in various ways. And also expect more elaborate ways to protect you from harm.

Kill an enemy with poison damage and watch as spiders spawn from its corpse, support summons and followers with beneficial auras, and use special wards to mirror spells and send unaware attackers flying...

Enchanting

Boring, huh? All perks here boost the enchantment strength by a bit, but only one perk has no proper primary effect.

Craft scrolls and staves for all spells from mods you have installed, and unlock special boni for staff usage.

Animate your weapons to fight for you as invincible allies, tie magic to arrows you fire, and unlock extremely powerful enchantments that demand dragon souls to keep running...

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Overview



Covers all warrior skills and combat mechanics.



Skyrim combat is very simplistic, even though most of the game seems to revolve around it. The following tweaks have been made to add some depth and tactic. All changes apply to both the player and all NPCs.



In general: Weapons hurt more, and armor blocks more of that hurt. Not gonna get into details here, but it's all configurable with the patcher of you don't like it.

Weapons not only carry a specific type and their type's stats, they also are divided in the "classes" blade, blunt and piercing. Most perks work based off weapon class, not type. A weapon may belong to multiple classes. The following venn diagram shows default weapon class assignments. Note that this is actually configurable with Patchus Maximus, should you disagree.





Weapon types convey additional stats - bleed, debuff and stagger rank. Bleed rank determines bleeding damage on unblocked hits, debuff rank determines an armor and resistance debuff on unblocked hits, and stagger rank determines how often unblocked hits stagger the target. The following table shows the default ranks per type. Again, this is configurable in Patchus Maximus.





Worn armor affects spell casting cost, movement and attack speed, in a way that relates to its type. Heavy gauntlets hurt movement speed more than light gauntlets, and a heavy cuirass hurts most

Wearing armor levels the related skill.

Block just in time to perform a "timed block" and stagger the attacker

Tempering and melting stuff down levels Smithing.

Critical hit damage scales with skills and any other damage boosting effect. All weapons have an innate chance to cause critical hits.

Even without perks, bear traps may be collected and dropped again to use them. Perks make trap handling better.

"Mastery" perks

Each Warrior perk tree has exactly one, and most of them are high level.

Mutually exclusive. Each character may select only one, and the choice persists through respecs.

They either bring abilities or, in the case of Smithing, very fancy new recipes.

Light Weaponry (was One-Handed)

Use Longswords, Shortswords, Katanas, Tantos, Hatchets, Hammers, Mauls and more to bash heads in and slice enemies up.

Turn the tide of battle by utilizing well-timed attacks, and gain advantages from good positioning.

Enter a battle frenzy by landing multiple hits in quick succession, or strike anyone without protective headgear down.

Heavy Weaponry (was Two-Handed)

Use power attacks to shatter shields and execute weakened enemies right away.

Pierce all forms of defense and attack your foe's maximum health directly.

Slow time during forward power attacks to snipe with full precision, and scar enemies for everyone to exploit their weakness.

Ranged Weaponry (was Marksman)

Invest in Shortbows to stay agile, reward flanking and short-range attacks.

Specialize in Longbows to make every hit count - the most difficult shots are the deadliest.

Master crossbows to enhance them with additional functionality at the forge. Make them silent, allow them to pierce past shields, or optimize them for minimum weight and raw damage.

Heavy Armor

Become a walking wall as you deflect regular attacks, reduce incoming power attacks to regular attacks, and even punish your enemy for direct hits.

Use the armor's weight to boost attack power, balance, and to ram nearby beings.

Watch as your training lightens the burden. Grow stronger as the number of people you fight increases, and partially overcome the speed and spellcasting malus untrained warriors suffer from.

Block

Improve your timed blocking by making it easier to pull off, and by adding additional benefits to it.

Learn to use the shield as a safe harbor to rest behind, and as a wall that punishes attackers.

Turn shields into defensive weapons by enhancing the effects of bashing and power-bashing.

Smithing

Follow the light or heavy material paths to specialize as a blacksmith.

Reforge all gear to enhance their stats beyond simple tempering. Master smithing to create devastating weapons and impenetrable armor that can not be enchanted anymore.

Apply smithing knowledge to create Dwemer autmatoi, traps, or jewelry, and melt down gear you don't need to recover resources.

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Overview

Covers all thief skill tree and stealth mechanics. Main aim here was to add a smoother curve on sneak damage and enable certain mechanics.

Sneak damage scales with skill, and the scaling speed depends on the weapon type.

Spells can sneak attack, though remember that they make sound. As a beginner, only silent spells work well.

Shouting levels Speechcraft, and shout strength/duration scales with Speechcraft skill.

Gold and lockpicks have weight.

Potions work over time and do not stack with itself.

Sneak attacks are weaker on enemies that wear armor protecting vital parts, and undead have even higher sneak attack resistance.

"Prodigy" perks

Each Thief perk tree has exactly one, and all of them are very low level. They can be chosen shortly after starting the game, and only connect to the tree's root.

Mutually exclusive. Each character may select only one, and the choice persists through respecs.

A "Prodigy" perk is essentially a perk shortcut. Investing in it instantly unlocks two other perks from that tree (that are of considerably higher skill level).

If at least one of the perks unlocked by a "Prodigy" perk was already chosen via normal means, the "Prodgy" perk may not be chosen anymore.

Sneak

Choose perks that help you beyond simple sneak boosts - for example, reduce enemy view cones, and specifically move better in light or burdened.

Thanks to Sneak Tools integration, craft arrows that modify light sources or spawn ropes, knock enemies out and drag their bodies around.

Unlock secondary effects such as slowed time and paralysis for sneak attacks with certain weapon types - and spells.

Light Armor

No longer "lighter heavy armor" - settle for a mixture of protection and speed, and feel the difference from start to finish.

Get rewarded for staying on your toes in combat. Reduce negative secondary effects from weapon attacks and enjoy additional protection against repeated hits.

When the time is right, abandon all armor to get additional offensive benefits.

Speechcraft (was Speech)

Enjoy all vanilla functionality in a streamlined manner, and more.

Pay for generic hirelings that accompany you when needed, and turn NPCs that like you into followers.

Empower shouts with speechcraft, and level speechcraft using shouts.

Dexterity (was Pickpocket)

Carries all benefits from vanilla's Pickpocket and Lockpicking trees.

Craft gadgets to reverse-pickpocket into enemy inventories to decide the battle before it even started, and reduce the weight of items every thief should have with him.

Use the all-new Katars, Claws and Knuckles to steal gear mid-combat.

Wayfarer (was Lockpicking)

Select so-called "Lore" perks that represent knowledge about Skyrim's inhabitants, and that have no function by themselves.

Then use secondary perks that draw their power from "Lore" perks and grow stronger as you unlock them - befriend creatures you know, summon animal followers you know, or just fight what you know better.

Use perks to skin animals and work leather better, to improve outdoor movement, or to melt with your surroundings.

Alchemy

Apply various poisons and explosions to the traps and missiles you either find in the world or craft with perks from other trees; Alchemy has heavy crafting synergy with other trees and modules. Perks not only grant recipes, but also make existing recipes better.

Create venomous phials you can use to poison your armor, retaliating when attacked at close range.

Boost potions and poisons in multiple ways, and learn to mix them in the field with an alembic you can carry around.

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Patchus Maximus



Stuff about the patcher you MUST know



- Running the patcher is a MUST this time. It does more than the ReProccer did for SkyRe. PerMa was made with SkyProc in mind. If you don't run the patcher, A LOT of things will not work.



- If you notice some "strange" values on weapons, armor, potions, whatever, first read up on the relevant parts from the XML and verify whether they really are strange - unless it's obvious (like a mod-added iron weapon dealing only a quarter of the damage a vanilla weapon does)



- Still strange? Contact Raulfin at the PCaPP Nexus page. He's the XML and patching master



Full Functionality



This is a list of everything the patcher does.

Modify armor stats

Create armor variants needed for perks ('Armorer', 'Gatherer')

Reclassify armor ('heavy gauntlets' etc)

Modifiy weapon stats

Create weapon variants needed for perks ('Aspiring Engineer', 'Weaponsmith' ...)

Reclassify weapons, both class (blunt/blade/piercing) and type (nodachi, claw ...)

Makes NPCs use ammunition with ranged weapons

Creates enchanted variants of armor and weapons, including new enchantments and new gear, and...

... distributes it to leveled lists

Create crafting and tempering recipes for all variants of everything

Create meltdown recipes for everything

Alter existing tempering recipes to play by PerMa rules

Distribute all mod-added weapons across leveled lists

Modify projectile stats

Create projectile variants for perks ('Advanced Missilecraft' etc)

Create recipes for all new projectiles

Create a scroll for every spell learned by a book

Create a staff for every spell learned by a book

Create recipes for all the scrolls and staves created

Add all mod-added spell books to relevant leveled lists

Remove spell school assignments from Alchemy and Enchanting effects (exploit fix)

Remove spell school assignments from constant abiities (exploit fix)

Remove generic starting spells from the player

Make alchemy effects work over time

Tweak ingredient stats

Tweak existing potion stats

Add a lot of essential abilities and perks to the player, NPCs and races

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Bug Fixing/Reporting



Perkus Maximus



At first, you need to make sure that any bug you report is actually related to PerMa. To do so, try to reproduce it with only PerMa, the patch, and the DLC enabled.

If it can't be reproduced, enable other mods one after another to find the conflict, and report it on PerMa's conflict subforum on the nexus.

If it can be reproduced, report it with a detailed descrption of what happens to PerMa's bug reporting subforum on the nexus.



Patchus Maximus



Error: "Null pointer exception"

How to fix:

Multiple possible reasons.

- If you run the 32 bit version of the bat file with or without Mod Organizer, 64-bit Java has to be uninstalled for it to work

- Run the patcher on a minimal load order (only official esms + Wintermyst) and verify it works. Add mods one by one, and run it again after each addition. repeat this until you get the error.

Congratulations, you found a "bad mod"! Report it on the Incompatible mods list. Go to Skyrim/Data/SkyProc Patchers/T3nd0_PatchusMaximus/Files, open blocklist.txt, and add the mod you just confirmed guilty,



Error: "Java ran out of heap space"

How to fix: Run the patcher via the "Debug - moreHeapspace.bat" file (same directory as patcher). note that mod organizer probably can't run it, as the file assigns more RAM than a 32 bit executable can use. So you'd have to tell MO to increase heap space by a smaller amount than the bat file, which is yours to figure out.



Error: "Array index out of bounds exception"

How to fix: I've only ever seen this error if the xml files the patcher uses reference an enchantment that is not present in your load order. Shouldn't happen anymore though, so report to me, and we'll figure it out.



Error: Using Mod Organizer, "Failed to create Virtual Machine"

How to fix: http://forum.step-project.com/topic/5907-skyproccer-error-could-not-create-the-java-virtual-machine/



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Credits



First and foremost, thanks to my awesome dev team.

- mysticentity and nerjal for textures and concept art

- Marko Crnjak (boredmanmarc on the nexus) for weapon meshes

- Bruce Steever for a lot of writing

- Kaige Michael Lindberg for contributing the scripts related to the perk "Leadership"

- My brainstormers Kyle Smith, Joseph Digiovanni, James Stewart, Julian Sass, Andreas Nilsson, Kaige Michael Lindberg, Chris Davies, Matthew Teague, :Rayne72:

... and a few who thought they didn't contribute enough to appear here.



- Thanks Microsoft for creating MSPaint, the only acceptable image editor

- Thanks Bethesda for giving me something to play with for such ridiculous amounts of time

- Thanks Borgut1337 (Sneak Tools), Grantiz (Recurve Longbows), PrivateEye (Heavy Armory), 747823 (Weapons of the Third Era), Link815 (Special Flora of Tamriel) and jonwd (Brawl Bugs Patch) for allowing me to use their stuff in PerMa

- Thanks Leviathan and Dienes for creating/maintaining SkyProc, which this mod very heavily utilizes

- Thanks to my elite circle of alpha testers and the raging mob of beta testers for making sure YOU get a better mod form the start

- Thanks to me for being insane enough to create a large overhaul for a game... twice. lol



FAQ (official)



Q: So yeah, what does PerMa have that SkyRe didn't?

A: Better perk trees, more modularity, fluffy perk descriptions, and less total game coverage. PerMa is not a difficulty mod,, not a race mod and not a standing stones mod.



Q: Which SkyRe modules can, theoretically, work with PerMa?

A: Everything but SkyRe-Main and, if using PerMa-Warrior, Skyre-Combat.



Q: What is, as of version 1.1, not finished?

A: A few assets, mainly textures, are still missing. Balance changes will probably take a while.



Q: Load order pls

A:

The fake master: As early as possible.

The patch: As late as possible.

The small modules: In between; laster is usually better, unless you want to override certain features. But that is for you to figure out.



Q: Will you do a version that doesn't need DLC?

A: No.



Q: I have Wintermyst already. Should I run your patcher and the Wintermyst patcher?

A: Nope, just Patchus Maximus. The Wintermyst patcher is a cropped-down PaMa, carrying only enchantment distribution functionality.



Q: The perk descriptions are fluff, and I don't know what they do. Halp pls

A: Read the documentation. It's unfluffed.



Q: Recommend me some mods pls

A:

- mysticentity's

--> This is basically a must-have to make my Speechcraft tree work better

- Whatever strikes your fancy with difficulty mods

-- My own

--

and

--

--

--

--

--

--

- Whatever you want, really. Just be wary of perk mods.



FAQ (inofficial)



Hey :3

Oh, u got hurt? :3 Come talk 2 me bby, I listen XD

... :(



I want to marry you. Are you single?

Goddamnit

