Blond Posted July 20, 2015 Posted July 20, 2015 Ok, too bad. I've installed 1.00 and works again fine for me. Thx! Nice work! Edit: LOL one funny thing! NMM identify your 1.00 version as "KenMOD - Skip Bethesda intro" ( http://www.nexusmods.com/skyrim/mods/100)! i use mo not nmm. i have no idea why nmm would think anything because there is no meta file or anything. its just zip of my mod folder. It seems to be a NMM problem. No idea why it is misinterpreted, but it works as it should, that's important! Thx for the fine work! Edit: I've installed the 1.02 version it is not misinterpreted by NMM.
spoonsinger Posted July 23, 2015 Posted July 23, 2015 Potential Arhhhhhh, Urrrrgghhhhh, ummmph for a new build! (I do feel like properly thumping something for a change). However just a quick question for anybody around, (and may have tried). Do the extra perks get integrated into the SPERG tree if installed? (or is it just for the vanilla tree?). (Not a problem either way, just want to save some reproccing time if I don't have to switch back to for vanilla - i.e. just being lazy and asking).
darkconsole Posted July 23, 2015 Author Posted July 23, 2015 Potential Arhhhhhh, Urrrrgghhhhh, ummmph for a new build! (I do feel like properly thumping something for a change). However just a quick question for anybody around, (and may have tried). Do the extra perks get integrated into the SPERG tree if installed? (or is it just for the vanilla tree?). (Not a problem either way, just want to save some reproccing time if I don't have to switch back to for vanilla - i.e. just being lazy and asking). i have no idea. i'm waiting for someone to find out rofl. if they get unchoosable by the tree (because mod conflict or whatever), they can be addperk'd until i invent some other system of unlocking them. i'm really hoping the perk trees are additive. i personally do not use perk overhauls for religious beliefs.
spoonsinger Posted July 24, 2015 Posted July 24, 2015 Potential Arhhhhhh, Urrrrgghhhhh, ummmph for a new build! (I do feel like properly thumping something for a change). However just a quick question for anybody around, (and may have tried). Do the extra perks get integrated into the SPERG tree if installed? (or is it just for the vanilla tree?). (Not a problem either way, just want to save some reproccing time if I don't have to switch back to for vanilla - i.e. just being lazy and asking). i have no idea. i'm waiting for someone to find out rofl. if they get unchoosable by the tree (because mod conflict or whatever), they can be addperk'd until i invent some other system of unlocking them. i'm really hoping the perk trees are additive. i personally do not use perk overhauls for religious beliefs. Took the bullet for a quick test. Looks like it overwrites Block, Two Handed, One Handed & Restoration trees. (i.e. back to vanilla with your perks stuck on). Other trees unaffected. Seemed OK apart from that, so it fits into your vision, while maintaining other SPERG features, (most of which are now useless because, you know, the whole no mana on tap anymore thing - mind Troll Blood is a good match ) Edit: Actually should make it a bit more challenging as you only get a perk point every other level with SPERG.
spoonsinger Posted July 25, 2015 Posted July 25, 2015 Trundled my way through Bleak Falls, (very modified in terms of opponents), at 8th and it was a total blast Love the 'you'd better spend that mana' mechanic because it isn't going to be there in a bit. (Actually getting into Bleak Falls was entertaining with populated stuff enabled). If I would to put a recommendation up for things which fit, I'd nominate Exhaustion, (http://www.nexusmods.com/skyrim/mods/48172/?). It just makes the battles seem more sweaty and panty.
asd000 Posted July 26, 2015 Posted July 26, 2015 I haven't tried this one yet, but let me just say this one of the coolest mod concepts I have ever seen. Especially in the category of combat tweaks/overhauls, it's usually stuff like, "more damage, staggering happens more often, etc." Taking one of the game's resources and completely re-purposing it for a new style of fighting is awesome.
spoonsinger Posted July 28, 2015 Posted July 28, 2015 The 004 works for me just fine. Only one thing... the empty mana/rage bar is always visible. That looks a little bit bad. Can you hide this bar, if it empty? What you can do is use Immersive HUD and set the transparency of Mana down to zero. (i.e. always hidden). Actually this does make a sort of sense because with this mod you know when you have Mana, because you've been bashing stuff/taking damage. If you haven't been bashing stuff/taking damage, you just know that you won't have any of the blue stuff. So you don't actually really need to see the bar at all.
Blond Posted July 29, 2015 Posted July 29, 2015 Potential Arhhhhhh, Urrrrgghhhhh, ummmph for a new build! (I do feel like properly thumping something for a change). However just a quick question for anybody around, (and may have tried). Do the extra perks get integrated into the SPERG tree if installed? (or is it just for the vanilla tree?). (Not a problem either way, just want to save some reproccing time if I don't have to switch back to for vanilla - i.e. just being lazy and asking). i have no idea. i'm waiting for someone to find out rofl. if they get unchoosable by the tree (because mod conflict or whatever), they can be addperk'd until i invent some other system of unlocking them. i'm really hoping the perk trees are additive. i personally do not use perk overhauls for religious beliefs. Works all fine for me. And I have other UI mods installed, like SkyUI, UIExtensions, Extended UI. The 004 works for me just fine. Only one thing... the empty mana/rage bar is always visible. That looks a little bit bad. Can you hide this bar, if it empty? What you can do is use Immersive HUD and set the transparency of Mana down to zero. (i.e. always hidden). Actually this does make a sort of sense because with this mod you know when you have Mana, because you've been bashing stuff/taking damage. If you haven't been bashing stuff/taking damage, you just know that you won't have any of the blue stuff. So you don't actually really need to see the bar at all. That's a good idea and I use already Immersive HUD (never without... ).
the8one Posted July 29, 2015 Posted July 29, 2015 This is an amazing mod, and I would love to see how far you are willing to take it.
SkyrimsFlux Posted July 30, 2015 Posted July 30, 2015 I have not tried the Mod yet... But the concept... My god, I love it. Throughout my years of gaming, there has (almost) always been a 2 hand class/char in various games with the same kind of nature/mechanics. Skyrim's combat and weapon + character development have scared me away from using 2 hand weapons, imo, it's the least rewarding playstyle. Especially at low levels, where you'd probably die a lot more often if you ran at a group of hostile npcs thinking to yourself "Me caveman, me ape, no fear." as where if you played a "Ranger" or "Mage" kind of character.. well.. it'd be too easy.Hope you take this mod very far and it gets popular, downloading as I write this. Take care!
b3lisario Posted August 3, 2015 Posted August 3, 2015 The 004 works for me just fine. Only one thing... the empty mana/rage bar is allways visible. That looks a little bit bad. Can you hide this bar, if it empty? no not really. i don't have any of the tools required to hack the ui as those are flash assets. You can hide the mana bar this way: UI.SetBool("HUD Menu", "_root.HUDMovieBaseInstance.Magica._visible", false)
darkconsole Posted August 3, 2015 Author Posted August 3, 2015 You can hide the mana bar this way: UI.SetBool("HUD Menu", "_root.HUDMovieBaseInstance.Magica._visible", false) SIR, I IMPLORE YOU, TELL ME MORE OF WHAT YOU KNOW ABOUT THESE SWF ASSETS can i invert the conditions? e.g. default is hide on full, show on not full. so can i hide on empty and show on not empty? can i change the colour?
b3lisario Posted August 3, 2015 Posted August 3, 2015 No idea about hide / show conditions. There is a blue bar in the swf. I didn't found a color property to be changed. https://github.com/Mardoxx/skyrimui
darkconsole Posted August 3, 2015 Author Posted August 3, 2015 We need an orange or red bar. yes, my end goal is a golden bar.
lanastara Posted September 9, 2015 Posted September 9, 2015 Would it be possible to make an MCM toggle to use Dexterity (the vanilla Pickpocket skill) for Barbaric Lockpick for people using Skyre/Perma? Currently when I use Barbaric Lockpick my Wayfarer Skill levels and it probably also uses Wayfarer as base to calculate the success chance. Aside from that I love this mod and all your other Mods.
elphilou Posted September 19, 2015 Posted September 19, 2015 Hi ! Like the mod, it's fun to play with, thank you ! Just one thing about the lockpicking: it may be a bit too OP to my taste because you can open anything (including the doors needing a key, got into dagon's temple without doing the quest), and the guards won't say a thing when you bash a closed door in town XD
Blond Posted September 30, 2015 Posted September 30, 2015 Ok, 1.03 works just fine, but... I suggest you should use stamina for rage and not mana. I'm often use outside battle magic and than ther is no mana. But stamina is mostly only used in battle. So it will be better, if stamina used for the rage system.
digital_dovah Posted October 12, 2015 Posted October 12, 2015 Any chance of a version that uses Stanima instead of magicka, to allow barbarian spellswords?
notmenotyou Posted October 27, 2015 Posted October 27, 2015 I used Furious for a couple months now and I do have to say that I like the playstyle, but it should come with a couple more abilities to use besides the shockwave. Something that increases attack speed against rage, for example, or something that heals but consumes a lot of rage, stuff like that. Also, the restoration perks are not accessible through keyboard input, I'm not sure if that is something that could be fixed but that annoyed me quite a bit when trying to learn them (since I generally deal with all perks through WASD only). Past that I haven't found a bug yet.
Kovya Posted April 20, 2016 Posted April 20, 2016 So the additional perks overwrite Perkus Maximus's overhauls and reset the rest of their respective perk trees back to vanilla even without enabling Furious in the MCM. During the install process there is no prompt to overwrite files from Perkus Maximus. So is there a way I can manually remove the perks and their effects on the perk trees or do I just have to choose between the two mods? On that same vein, what does the .esp do beside the perks? EDIT: As expected a load order swap leaves Perkus Maximus with the final say in the perk trees.
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