Skyrim
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AlturDrake

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AlturDrake

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15 comments

  1. MorbidFlorist666
    MorbidFlorist666
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    Great mod. To hell with casuals.
  2. WSChase
    WSChase
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    " Does not remove Flames and Healing starting spells, I recommend using Spell Eraser" Open last plugin/race plugin, search for ID Player [name Prisoner] and delete spells Healing and Flame.
    1. AlturDrake
      AlturDrake
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      Oh you can definitely remove them that way, but weirdly the game doesn't let you re-learn the spells from the 'Healing' and 'Flames' tomes. They're basically just in the game to look nice, those books are just props lol.

      (That mod I mentioned fixed that problem)
  3. thetag
    thetag
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    Tip: The type of measure used in the game are Ounces. 300 ounces is equivalent to 18.75 pounds or 8.5kg.
    1. OerbaLightning
      OerbaLightning
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      So you're telling me that a full heavy armor weighs nothing ? The heaviest armor set, aka Daedric Armor, even with the shield, weighs 96 ounces, which is equivalent to 6 lbs, or 2.7kg ? Would make more sense if one unit was equal to 10 ounces, but it would make everyone, even a frail breton mage capable to carry 85kg, a weight that a great segment of the population couldn't even lift, so run away with that on shoulders, it's kinda unlikely.
  4. hitmanwolf47
    hitmanwolf47
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    5 points for every skill should be a standard, since each race raises their personal skills by 5-10 points.
  5. honorknight7
    honorknight7
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    Nice mod! An all-zeros (or ones) mod would be a cool thing to have, too. Good luck with the creation.
    I appreciate almost all that this mod does;
    If I can change one thing, or ask for help; when I enchant something (in this case armor) with health regeneration, it doesn't work. I didn't expect this; as either I assumed or you failed to describe it as an absolute removal of health regen. properties.
    My assumption was it is a removal of the intrinsic health regen, which makes total sense, and I like how it brings alchemy (keeping plenty of restore vials on hand) to the forefront for me, when vanilla did not. I have yet to master using the healing spell during combat so...
    Skyrim is a world with magic after all, so magical/enchanted health regen would still be possible. Point in case the healing spell still works with this mod. Please let me know if I can change this, or if it is a glitch I'm having, or is something else causing this? Otherwise, is there any other workaround to get the enchanted variety of regen working again? If not, it isn't the end of the world!
    Thank you in advance for any help or insight you can offer.
    1. AlturDrake
      AlturDrake
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      Oh that's not how it was meant to be, but I get why it happens... I get you on the magic but this might be happening for a simple reason:

      The only variables affected is the actual health regen for individual races, but since the actual magic to increase health regen is increasing 'percentage' of a base of 0 regen, it never actually regenerates any health, so I'd just stick to active healing.

      It's just the way the vanilla spell works sadly... I'd make a new magic effect to help if I knew how, but I'm afraid it's out of my league mod-wise.
    2. honorknight7
      honorknight7
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      Thank you for explaining it. That makes perfect sense, actually.

      Good work on the mod, Altur. I like it, and heh- learning how to incorporate healing into my play isn't really a BAD thing anyway.
    3. deleted6273744
      deleted6273744
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      I would suggest simply changing the base health regen to 0.1 if possible so that regeneration effects aren't useless. It's still pretty realistic (people DO heal naturally after all) but it would take nearly a full in-game day to heal from just natural regen, still pretty hardcore IMO.
  6. VorrAkkagi
    VorrAkkagi
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    There is a mod out there that reduces all skills to zero, but does not affect the racials. So I get zero in everything except the racials. Can't remember the name off hand.
    1. AlturDrake
      AlturDrake
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      I actually just figured out how to bring beginning skills to 1, but you suddenly get 14 levels as soon as you do anything, so I'm actually trying to make them playable levels, THAT would be quite a mod
  7. AlmightySquid
    AlmightySquid
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    This is great, love mods like this. Keep it up!
  8. Gafgar Adolis
    Gafgar Adolis
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    Can you make an optional version with all skills starting at 1, but leaving in the racial skill bonuses and resistances?
    1. AlturDrake
      AlturDrake
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      Honestly I kinda wanted that instead, but all skills start at 15, I was just able to get rid of all the +5's and +10s.

      I'll make an extra version if I ever figure out how, starting at 5 or even 1 could be badass (though there'd be some leveling issues) ^.-