Now 100% compatible with Perkus Maximus (Perma) with the new compatibility patch in the Files section.
Updated the Perma patch to bring it in line with Perkus Maximus 1.2 and PCaPP 2.4.3
Upgrade Instructions 1. Copy the new files into your Data folder and replace all 2. Rebuild your Bashed patch
Version 3.9a -Fixed the missing mesh that removed the ball of light for Sunshine and other light spells
Version 3.9 -Max arrow count that can be stuck (from being shot with an arrow) on an actor - 6 -Max duration the arrow will be stuck on an actor - 2.5 seconds (default 10 seconds)
Version 3.8 Minor adjustments to bump reaction with followers - followers are less likely to run into the player from behind now Removed the Follower Sandbox Search Radius tweak - was causing some followers to try and run through walls Lowered Duel Casting Effectiveness to 2.5 (down from 2.8 ) - was a bit too powerful Lowered Remove Excess Dead Actor count settings to 40 (was 80, default 20) - was causing instability with mods that spawn large number of actors/enemies Lowered NPC fall damage by 50% to match the player's setting - NPCs and actors will no longer die when falling from short distances Alchemy ingredients availability changes - Merchants and Vendors: - Increased the quantity of Common ingredients by 100% (availability percentage per ingredient untouched) - Increased the quantity of Uncommon ingredients by 50% (availability percentage per ingredient untouched) Perma Patch updated to include all of the potions, ingredients, and spells that this mod affects. Patch must now be placed after PatchusMaximus.esp in your load order in order to be effective.
Version 3.7 Removed encumbrance changes from the mod - Elys Community Uncapper highly recommended Lowered merchant gold by 50% - 75% to be more realistic - still 5x over vanilla defaults (new values listed under version 3.5) Alchemy ingredients availability changes - Merchants and Vendors: - Common ingredients will have increased availability and quantity - Uncommon ingredients will have lessened availability (USKP change) but improved quantity - Rare ingredients will be difficult to find (USKP change) but have improved quantity Added the missing Glowing Mushroom ingredient to the Common ingredients leveled list Improved Skyrim Thunder game settings - Louder and more variation in pitch and tone - Thunder sounds closer and may scare you now - no audio file changes - compatible with Thunder and Lightning mods Added Object Bounds settings to the four added Spell Tomes so they shouldn't fall through the floor anymore if dropped Increased the value of the four added Spell Tomes Increased the duration of most light and armor spells to 6 minutes (was 3 minutes)
Version 3.6 Lowered jump height from 150 to 133 (default 76) Lowered torch brightness by 12% Lowered the frequency of NPC comments reguarding Poor Clothing (75% reduction), Being Naked (75% reduction), and Sneaking (50% reduction) Added Relev bash tag to ESP to fix the vendor gold changes not working correctly
Version 3.5 Removed the Unofficial Skyrim Patch requirement - Mod is still base game compatible and DLC free Improved compatibility with Perkus Maximus (Perma) - patch still required - Ingredient changes - some potions will work over time now instead of instantly Removed changes made to Candlelight and Magelight so that players have the option of using the vanilla light spells if desired - Candlelight bulb is still removed Added a new spell - Sunspot - which is an enhanced version of Magelight - added it to the leveled lists for distribution (vendors and loot) Added a new spell - Sunshine - which is the new improved Candlelight spell - added it to the leveled lists for distribution (vendors and loot) Unlimited instances of Magelight and Sunspot can be cast now! Cast as many as you'd like and they won't disappear until the duration expires - light up any room or area!
Increased follower search/wander radius when sandboxing Followers will not always draw weapons when the player does now but always will when in combat Lowered cell reset from 96 hours to 72 hours Housecarls and followers will now sleep in player owned beds such as in Breezehome, Hjerim, Honeyside, Proudspire Manor, Vlindrel Hall Housecarls and followers have the option of sleeping with the player in player owned double beds (above residences)
NPC guards and Skyrim residents no longer say annoying comments about magic to the player. Here is a small sample:
'Whoa, whoa, whoa! Watch the magic!' 'Go cast your fancy magic someplace else.' 'So you can cast a few spells. Am I supposed to be impressed?' ' Destruction magic's fine, just don't go burning down any buildings.' 'It should be careful with those flames' 'Your not suppose to play with fire' 'Careful with that fire' 'Take care with those flames' 'That spell looks dangerous... keep your distance' 'I trust you know what you are doing with that spell?' 'Ohhh, pretty colors' 'What a display of colors' 'Is that magic? Careful please' 'Keep that magic away from me'
You will need to rebuild your bashed patch in order for the new version to work properly.
Version 3.0 Improved follower sandboxing - allows them to go up and down several levels in homes, buildings, etc. when idle/sandboxing Arrows that hit you and your followers don't get added to your inventory anymore Lowered the delay when cells reset - Cell (96 hours), Cell Cleared (336 hours), and Clear Corpse (18 hours) Increased the max runes that can be displayed on the player to three Increased the max arrows that can be stuck in a character to twelve Housecarls and followers will be less insulting to the player - "Hey, ugly!", "Hey, slug-breath!", etc. modified Increased the Night Eye power duration for Werewolves and Khajiits to three minutes Fixed the Candlelight spell so it works much better now - the spell of choice for great indoor lighting and cave plunging - mimics real sunlight (not lore friendly - who cares in this case) Added a new light spell - Bloodmoon - works great outdoors - I tried to make a light spell that worked well indoors and outdoors and finally gave up and made one optimized for outdoor use only Added a new spell - Night Eyes - same as the Werewolf and Khajiit power except that it can be recast and used more than once per day - can they see in the dark or not, seriously? Both spells were added to the leveled lists so you will want to rebuild your bashed patch - you will find both spells in-game by the usual methods (vendors and loot) Tweaks to bring the mod in compliance with Combat Evolved
I looked for some mod, which can make "Candle light" longer, while walks in the dark "Wheels of Lull". This mod - was Very helpful in the darkness. Thank You!
But when I returned to Whiterun and start creating new alchemy potions - I found incredible increased power of potions of +Enchant Skill.
After some time spent in workshop... Item can be enchanted up to +400% OneHanded Skill. (my max without this mod +79%) 200+ LightArmor. Resist Fire/Ice/Electro - up to 300+ 300+% RegenHealth and Stamina 600+% RegenMana. 150+% Less mana spend for spells... And many more :)
So i created set which allow my Rogue (with max alchemy/blacksmith/enchant) do more than 20000 damage per single swing of Steel Dagger(Legendary) (Max OneHanded skill, 61 lvl hero) :) Also around 15000 Armor, ignore magic attack, incredible regen and around +800% Stealth.
*LOL*
Yes... I am like to be some "Munchkin". But - THIS... Looks like OverCheat ever for me :)
I never use TESVEdit, but seems it need to be used....
I am not about complain. I am about serious disbalance.
Excuse my bad english, hope You can understand me :)
Another annoyance is when those magic resist potions only last a measly 60 seconds, it can get very tedious especially during boss/normal fights that last more than 3 mins
EDIT: A tip to anyone that wants to implement some of the fixes/improvements of this mod, but not all of them.
1) download the mod manually, unpack the archive and put the .esp file in skyrim's data folder 2) boot up TESVEdit, deselect all, select the mod 3) take a look at all records relevant to the mod's description, delete everything else you don't need, save the mod 4) if using Mod Organizer, cut & paste the file elsewhere, pack it into a 7-zip archive and install the mod to your mod profile through 'Install a new mod from an archive' button ... or just load the .esp manually with skyrim launcher or w/e you're using (you'll need the graphic file that goes further into /data folder if any of the records you've left reference the graphic file uploaded with the mod, so when moving the mod to another folder before packing into an archive and installing, maintain the original folder structure of the archive you've downloaded manually)
If you have a ton of mods, especially those that might influence game settings for their correct operation, select all packs relevant to your profile in TESVEdit and take a look whether the changes you want to make are already made by your other mods ... also read the descriptions/troubleshooting areas of those mods, especially if they warn against installing certain mods which modify particular records, or specify which records are important and shouldn't be touched.
Hmm... Your mod modifies the interval between weathers too, right? Its very disturbing when weathers change abruptly. Thanks for your mods and tutorials
Your mod is great. So I try to translate it into a foreign language. Would it be okay? If you allow, I will upload the file here (http://www.nexusmods.com/skyrim). If you do not approve it, I will keep it on my personal blog.
But if you do not answer after many days, I will translate this mod and post it on nexusmods site. I want to get your permission. So I look forward to a welcome answer.
To start i'd like to say i love this mod, i think all the changes are nice except for one eenee teenee tiny little change. Probably a dumb question but is it possible to play this mod with out getting the jump height change and running walking speed. I just feel like it's kinda of dumb when you're wearing full heavy armor (and/or over encoumbered) and you're jumping around like an olympic gold medalist, jumping 1-2 meters into the air and running like usain bolt.
I tell everyone the same thing - if you don't like something in the mod, change it. You are free to delete the jumping height change and other settings. Most of them are in the Gameplay settings section of the mod. Use TES5Edit to make the changes. There are plenty of tutorials on the web on how to use this great and invaluable tool. Anyone serious about modding their game needs to learn how to use it.
Hi, i have a request: please upload a modular mod, subdivided in groups. I like most of them but several not and need more control over all your options. would be easy to merge these in TesVedit with the Merge Plugins Xedit Script. thanks
I second this opinion. Mods that make numerous little tweaks across a wide away of the game's mechanics really should be modular so that the user can better customize their experience. Please CrushBoss, consider making it modular for future updates (assuming you're even still active)
I don't have any plans on making this mod modular. If you don't like something in the mod you should edit it with TES5Edit and remove or change it.
If you don't know how to use TES5Edit and similar tools you really shouldn't be modding your game as all but the lightest load orders will require it's use in order to have a stable and well optimized game!
yeah but in third person u was able to see through the ball of light, thus u could see everything, I miss the ball Also the new ver. is not very bright, can't see well..
The only thing I changed was adding the mesh I missed. If you want the ball of light back then delete the mesh from your skyrim data folder that came with the mod.
It's impossible to say. It all depends on what settings you tweak and how much. I haven't gone through that mod to see what all the settings it modifies are so IDK.
I took a trip into tes5edit and removed those things in your mod that I "think" can frak stuf up. It remains to see how bad it goes, hehehe. I dont use all settings from Skytweak at all. I tried to mess around with tes5edit in skytweak, but I slowly stepped away. Not possible to do what I wanted. At least not for me.
154 comments
Highly Recommended Mods List - can be found towards the bottom of any of my mod pages (Description). UPDATED: 03/05/2015
My Skyrim mod offerings:
Combat Evolved
Skyrim Guides and Tutorials
Longer Durations and Annoyance Fixes
Backup Movement Speed Reduction
Animal Tweaks
Marked for Death
Updated the Perma patch to bring it in line with Perkus Maximus 1.2 and PCaPP 2.4.3
Upgrade Instructions
1. Copy the new files into your Data folder and replace all
2. Rebuild your Bashed patch
Version 3.9a
-Fixed the missing mesh that removed the ball of light for Sunshine and other light spells
Version 3.9
-Max arrow count that can be stuck (from being shot with an arrow) on an actor - 6
-Max duration the arrow will be stuck on an actor - 2.5 seconds (default 10 seconds)
Version 3.8
Minor adjustments to bump reaction with followers - followers are less likely to run into the player from behind now
Removed the Follower Sandbox Search Radius tweak - was causing some followers to try and run through walls
Lowered Duel Casting Effectiveness to 2.5 (down from 2.8 ) - was a bit too powerful
Lowered Remove Excess Dead Actor count settings to 40 (was 80, default 20) - was causing instability with mods that spawn large number of actors/enemies
Lowered NPC fall damage by 50% to match the player's setting - NPCs and actors will no longer die when falling from short distances
Alchemy ingredients availability changes - Merchants and Vendors:
- Increased the quantity of Common ingredients by 100% (availability percentage per ingredient untouched)
- Increased the quantity of Uncommon ingredients by 50% (availability percentage per ingredient untouched)
Perma Patch updated to include all of the potions, ingredients, and spells that this mod affects. Patch must now be placed after PatchusMaximus.esp in your load order in order to be effective.
Version 3.7
Removed encumbrance changes from the mod - Elys Community Uncapper highly recommended
Lowered merchant gold by 50% - 75% to be more realistic - still 5x over vanilla defaults (new values listed under version 3.5)
Alchemy ingredients availability changes - Merchants and Vendors:
- Common ingredients will have increased availability and quantity
- Uncommon ingredients will have lessened availability (USKP change) but improved quantity
- Rare ingredients will be difficult to find (USKP change) but have improved quantity
Added the missing Glowing Mushroom ingredient to the Common ingredients leveled list
Improved Skyrim Thunder game settings - Louder and more variation in pitch and tone - Thunder sounds closer and may scare you now - no audio file changes - compatible with Thunder and Lightning mods
Added Object Bounds settings to the four added Spell Tomes so they shouldn't fall through the floor anymore if dropped
Increased the value of the four added Spell Tomes
Increased the duration of most light and armor spells to 6 minutes (was 3 minutes)
Version 3.6
Lowered jump height from 150 to 133 (default 76)
Lowered torch brightness by 12%
Lowered the frequency of NPC comments reguarding Poor Clothing (75% reduction), Being Naked (75% reduction), and Sneaking (50% reduction)
Added Relev bash tag to ESP to fix the vendor gold changes not working correctly
Version 3.5
Removed the Unofficial Skyrim Patch requirement - Mod is still base game compatible and DLC free
Improved compatibility with Perkus Maximus (Perma) - patch still required - Ingredient changes - some potions will work over time now instead of instantly
Removed changes made to Candlelight and Magelight so that players have the option of using the vanilla light spells if desired - Candlelight bulb is still removed
Added a new spell - Sunspot - which is an enhanced version of Magelight - added it to the leveled lists for distribution (vendors and loot)
Added a new spell - Sunshine - which is the new improved Candlelight spell - added it to the leveled lists for distribution (vendors and loot)
Unlimited instances of Magelight and Sunspot can be cast now! Cast as many as you'd like and they won't disappear until the duration expires - light up any room or area!
Increased follower search/wander radius when sandboxing
Followers will not always draw weapons when the player does now but always will when in combat
Lowered cell reset from 96 hours to 72 hours
Housecarls and followers will now sleep in player owned beds such as in Breezehome, Hjerim, Honeyside, Proudspire Manor, Vlindrel Hall
Housecarls and followers have the option of sleeping with the player in player owned double beds (above residences)
Merchants now have a reasonable amount of gold:
Blacksmith - 5,000 gold
General/Misc - 3,750 gold
Apothecary - 2,500 gold
Inn/Tavern - 500 gold
Street Vendor - 250 gold
Spell Vendor - 2,500 gold
Fence Stage 1 - 2,500 gold
Fence Stage 2 - 3,750 gold
Fence Stage 3 - 3,750 gold
Fence Stage 4 - 5,000 gold
Fence Stage 5 - 5,000 gold
NPC guards and Skyrim residents no longer say annoying comments about magic to the player. Here is a small sample:
'Whoa, whoa, whoa! Watch the magic!'
'Go cast your fancy magic someplace else.'
'So you can cast a few spells. Am I supposed to be impressed?'
' Destruction magic's fine, just don't go burning down any buildings.'
'It should be careful with those flames'
'Your not suppose to play with fire'
'Careful with that fire'
'Take care with those flames'
'That spell looks dangerous... keep your distance'
'I trust you know what you are doing with that spell?'
'Ohhh, pretty colors'
'What a display of colors'
'Is that magic? Careful please'
'Keep that magic away from me'
You will need to rebuild your bashed patch in order for the new version to work properly.
Version 3.0
Improved follower sandboxing - allows them to go up and down several levels in homes, buildings, etc. when idle/sandboxing
Arrows that hit you and your followers don't get added to your inventory anymore
Lowered the delay when cells reset - Cell (96 hours), Cell Cleared (336 hours), and Clear Corpse (18 hours)
Increased the max runes that can be displayed on the player to three
Increased the max arrows that can be stuck in a character to twelve
Housecarls and followers will be less insulting to the player - "Hey, ugly!", "Hey, slug-breath!", etc. modified
Increased the Night Eye power duration for Werewolves and Khajiits to three minutes
Fixed the Candlelight spell so it works much better now - the spell of choice for great indoor lighting and cave plunging - mimics real sunlight (not lore friendly - who cares in this case)
Added a new light spell - Bloodmoon - works great outdoors - I tried to make a light spell that worked well indoors and outdoors and finally gave up and made one optimized for outdoor use only
Added a new spell - Night Eyes - same as the Werewolf and Khajiit power except that it can be recast and used more than once per day - can they see in the dark or not, seriously?
Both spells were added to the leveled lists so you will want to rebuild your bashed patch - you will find both spells in-game by the usual methods (vendors and loot)
Tweaks to bring the mod in compliance with Combat Evolved
The best advice on how to optimize your Skyrim game - How to Have the Best Modded Skyrim Experience
Vanilla Skyrim too easy? Take your game to the next level with Combat Evolved
Just released Backup Movement Speed Reduction which goes perfectly with Combat Evolved to make a more realistic and challenging combat experience!
Enjoy!
Please excuse my bad english.
I looked for some mod, which can make "Candle light" longer, while walks in the dark "Wheels of Lull".
This mod - was Very helpful in the darkness.
Thank You!
But when I returned to Whiterun and start creating new alchemy potions - I found incredible increased power of potions of +Enchant Skill.
After some time spent in workshop...
Item can be enchanted up to +400% OneHanded Skill.
(my max without this mod +79%)
200+ LightArmor.
Resist Fire/Ice/Electro - up to 300+
300+% RegenHealth and Stamina
600+% RegenMana.
150+% Less mana spend for spells...
And many more :)
So i created set which allow my Rogue (with max alchemy/blacksmith/enchant) do more than 20000 damage per single swing of Steel Dagger(Legendary) (Max OneHanded skill, 61 lvl hero) :)
Also around 15000 Armor, ignore magic attack, incredible regen and around +800% Stealth.
*LOL*
Yes... I am like to be some "Munchkin". But - THIS... Looks like OverCheat ever for me :)
I never use TESVEdit, but seems it need to be used....
I am not about complain. I am about serious disbalance.
Excuse my bad english, hope You can understand me :)
*best wishes*
1) download the mod manually, unpack the archive and put the .esp file in skyrim's data folder
2) boot up TESVEdit, deselect all, select the mod
3) take a look at all records relevant to the mod's description, delete everything else you don't need, save the mod
4) if using Mod Organizer, cut & paste the file elsewhere, pack it into a 7-zip archive and install the mod to your mod profile through 'Install a new mod from an archive' button ... or just load the .esp manually with skyrim launcher or w/e you're using (you'll need the graphic file that goes further into /data folder if any of the records you've left reference the graphic file uploaded with the mod, so when moving the mod to another folder before packing into an archive and installing, maintain the original folder structure of the archive you've downloaded manually)
If you have a ton of mods, especially those that might influence game settings for their correct operation, select all packs relevant to your profile in TESVEdit and take a look whether the changes you want to make are already made by your other mods ... also read the descriptions/troubleshooting areas of those mods, especially if they warn against installing certain mods which modify particular records, or specify which records are important and shouldn't be touched.
So I try to translate it into a foreign language. Would it be okay?
If you allow, I will upload the file here (http://www.nexusmods.com/skyrim).
If you do not approve it, I will keep it on my personal blog.
But if you do not answer after many days, I will translate this mod and post it on nexusmods site.
I want to get your permission. So I look forward to a welcome answer.
Probably a dumb question but is it possible to play this mod with out getting the jump height change and running walking speed.
I just feel like it's kinda of dumb when you're wearing full heavy armor (and/or over encoumbered)
and you're jumping around like an olympic gold medalist, jumping 1-2 meters into the air and running like usain bolt.
please upload a modular mod, subdivided in groups. I like most of them but several not and need more control over all your options.
would be easy to merge these in TesVedit with the Merge Plugins Xedit Script.
thanks
If you don't know how to use TES5Edit and similar tools you really shouldn't be modding your game as all but the lightest load orders will require it's use in order to have a stable and well optimized game!
I'm sorry to sound harsh but it's reality.
EDIT: torches changed too? Is so dark now.
there is still no ball of light in this version
I dont use all settings from Skytweak at all.
I tried to mess around with tes5edit in skytweak, but I slowly stepped away. Not possible to do what I wanted. At least not for me.