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Posted

Skyrim Perk Enhancements and Rebalanced Gameplay - SPERG by seorin

 

https://skyrim.nexusmods.com/mods/24445

 

Hey there - one thing that always bothered me about Skyrims skill trees is the necessity of investing in useless skills at times(with no logical progression connection) to get to promising ones higher up the tree. I mean, in real life, you learn what you wanna learn right? And repeatedly doing/practicing something would inevitably lead to improvement.

 

Not to mention the jack of all trades syndrome that can, at some point make all classes feel so similar that it affects replay value. For eg. archery + heavy armored warrior. As good as archery perks are, the experience, given enough bow use is all to similar to that of a dedicated archer - classes seemingly meld, something also addressed in this mod by the reorganization of perks into automatic and specialization perks, see the mod page for a more eloquent an detailed description.

 

It improves skill synergy across a given tree(perks interact and inter-depend on each other, as opposed to one perk doing only one, isolated thing), makes the various classes feel diverse and level in a unique fashion and apparently a whole lot more, in a customizable package.

 

It might qualify as part of theme packs, as I suppose not everyone might like it, but then again, it doesn't add any alien elements to the original feel of Skyrim, just improves what's already there.

 

In any case, the author makes a good case for the benefits and offers a detailed description on the mod page.

 

 

  Reveal hidden contents

 

 

One thing to mention though, this might be totally incompatible with the mod "Skill Interface Retexture" of the current Step compilation release, but at first glance it seems to be the only conflict.

Posted

I'm checking back with a small update of my experiences with this mod. Now, I've never tested Skyrim mods before according to the Mod Testing Workflow checkpoints stickied at the top of this forums section - and for the upcoming two weeks I don't see myself having enough time off work to learn and officially undertake this properly.

 

Anyway, my initial concern about this conflicting violently with Skill Interface retexture might have been premature. I installed this mod(consisting of 2 .esp files and 1 bsa) with Wrye Bash, as lowest/last in my load order of exclusively current Step release listed mods. Definitely after the SIR mod. Advised by BOSS, I cleaned the mod with TES5Edit. Nothing in the current list of Step mods should conflict with this mod - in fact I'm almost 100% sure, according to the Wrye Bash Installers and Mods interface, Boss and knowing each mods area of effect; other mods that are conflicting are mentioned by the author by name.

 

Physically there are no overwriting files, no active conflicts listed by Wrye Bash, and for the past hour no ctd's or obvious issues. I was going to start a New game, but I decided to see if the import existing character feature works as it should. Apparently, it does; I loaded my last non Sperg save game, no content warnings, and the game initialized and updated my now reconfigured skill setup in roughly 10 seconds. I opened up the skills window, visually everything seems in order - the aesthetic changes made by SIR have been retained beautifully(nebulas, meshes, perk stars and perk lines) and the layout of perk trees and their stars has been changed and expanded per specifications of SPERG. Nothing is missing or seems to be broken.

 

The character import reimbursed my perk(useable) points that I have previously invested in perks that were converted to automatic progression by Sperg, while retaining the points invested in the now specialization(manual investment) type perks - filling in other automatic perks according to experience in the given skill(20, 30, 40 with bows, illusion and so on). All in all by the book so far.

 

I intend to start a new game tomorrow and see how the mod works, leveling up from scratch, so far it looks awesome and it has great promise from an RP perspective. Looking at the mod, one might think its leveling mechanics and speed might be overpowered, but in fact it's quite balanced and well paced by default - elaborate description in the readme on the Nexus.

 

The mod itself lists Skyrim -Community- Uncapper(currently present in the Step list under Gameplay) as required/recommended for balancing and further customization of the means and frequency of perk rewards/perk tree features for a more challenging and selective experience of this mod.

Posted

I look forward to your feedback carlos, indeed from the description it sounds pretty awesome, I have downloaded it myself. Not quite to the mod-installing part of the process, let alone playing, but it sounds promising from your post!

Posted

If you don't use the uncapper as recommended you will end up with a bunch of perk points you can't spend. Many of the perks are automatic when you reach the required skill level. I tried it once without it and ended up with 7 perks I couldn't spend by the time I hit level 10. With the uncapper done right you only get perk every other level, plus the automatic ones.

 

Sent from my LG-P999 using Tapatalk 2

  • 7 months later...
Posted

Gonna be daring here and put in 3 (three!) requests:

 

1) Would anyone who has used SPERG be willing to write up a brief review of this mod and/or do a comparison with SkyRe?

 

2) Would also like to know how reliable its' scripts are with regards to stability and bugs.

 

3) Is there any particular combat mod that goes well with SPERG?

Posted

Not going to do a full review at this point but I have used it alot. I like it but I can't decide on complimentary mods. It is extremely compatible even with mods that alter parts of the perk tree such as Stealth Skills Rebalanced as you can switch off SPERG trees in the MCM. It wont allow you to gain a perk point in any skill until you reach 20 in that skill, and a fair number of perks are automatic.

 

It is not compatible with YASH, Requiem or SkyRe for obvious reasons or any mods that affect all of the perk trees but will work with those that affect some of them as I've already said. It seems to have no problems with combat mods or content mods and has patches for most popular. Duel is probably the most compatible combat mod possibly deadly fightling as well. It works with Revenge of the Enemies and so would be a good addition to any mod pack that does not go for the big overhaul

 

1. It;s pretty good / no.

2. Reliable no problems noted in a variety of gameplay sitiuations and levels.

3. Already answered.

 

:)

Posted

Thanks Smile. I might just decide to do a playthrough with SPERG after all. Not having to rely on reproccer or tons of compatibility patches is also a big plus.

 

Just wondering what to pick for enemy scaling. Not convinced by Skyrim Unleashed's system and HLE adds too many extra spawns, though I suppose they could simply be deleted via removal of worldspaces.

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