Eskarn's Real World Realism - A Complete Overhaul Of Skyrim!
Reason why i made this mod is i like to play with no hud at all except health, stamina and magicka bars which are at 20% transparency
using Immersive HUD - iHUD by Gopher
and always got annoyed at 1 hit killing a bandit then getting smashed by the same looking bandit because he had "cheif" in his name tag
so i started out just changing all the values i could find to make equimpent, skill and tatics matter more then some nametag
Dont like something then change it
SkyTweak
DOES NOT INCLUDE DLCS
##########################################
REQUIRED MODS
Any kill cam mod that turns off player death kill cams
(due to the lowered health some npc's will just keep instantly kill cam you)
The Dance of Death - A Killmove Mod
Is what I'm currently using
#########################################
ALSO REQUIRED
New game is really recomended
and Master difficulty is the default
Lower then that is easier
##########################################
OPTIONAL FILES
a friend made a small mod that reduces the weight of most items in the game to be what they are in KG
This will make your stamina drain less while running
and make you run faster with heavy armor
not required but there if you want it
##########################################
STATS N STUFF
Forget everything you have learnt in your travels, You are about to face new challenges most would steer from!
Change-log: Please keep in mind this change log is not complete, there are more changes. (I just forget them)
This mod is NOT intended to be balanced by video game terms. This is an attempt to bring Real World Realism to the game and one thing to keep in mind....the real world is not balanced.
Race values:
Argonian
Base Health 95
Base Magicka 500
Base Stamina 10,000
Carry Weight 110
Health Regen 0.01
Magicka Regen 0.01
Stamina Regen 0.01
========================
Breton
Base Health 115
Base Magicka 600
Base Stamina 12,000
Carry Weight 120
Health Regen 0
Magicka Regen 0.01
Stamina Regen 0.02
========================
Dark Elf
Base Health 95
Base Magicka 700
Base Stamina 11,000
Carry Weight 110
Health Regen 0.01
Magicka Regen 0.02
Stamina Regen 0.01
========================
High Elf
Base Health 90
Base Magicka 900
Base Stamina 9,000
Carry Weight 110
Health Regen 0.01
Magicka Regen 0.02
Stamina Regen 0.01
========================
Imperial
Base Health 105
Base Magicka 600
Base Stamina 10,000
Carry Weight 120
Health Regen 0
Magicka Regen 0.01
Stamina Regen 0.01
========================
Khajiit
Base Health 90
Base Magicka 400
Base Stamina 13,000
Carry Weight 100
Health Regen 0.01
Magicka Regen 0.01
Stamina Regen 0.02
========================
Nord
Base Health 110
Base Magicka 300
Base Stamina 15,000
Carry Weight 130
Health Regen 0
Magicka Regen 0.01
Stamina Regen 0.02
========================
Orc
Base Health 150
Base Magicka 200
Base Stamina 20,000
Carry Weight 140
Health Regen 0.01
Magicka Regen 0.01
Stamina Regen 0.03
========================
Redguard
Base Health 100
Base Magicka 500
Base Stamina 10,000
Carry Weight 120
Health Regen 0
Magicka Regen 0.01
Stamina Regen 0.01
========================
Wood Elf
Base Health 95
Base Magicka 400
Base Stamina 14,000
Carry Weight 100
Health Regen 0.01
Magicka Regen 0.01
Stamina Regen 0.02
========================
Understanding the above values:
Player Health: You only go up by 2 point if you select "Health" in the Skills menu. But things that are enchanted like clothes, rings, amulets whatever can boost your Health points. Using Potions like Fortify Health will also boost Your Health but they are only temporary.
Player Stamina and Magicka: These values for all Races as you can tell are very high, The way we have worked Stamina and Magicka is you have a sort of "User Allowance". Stamina and Magicka are both physical and mental ability's so therefore to regain these back to full is to get a good-nights rest...8 hours to be exact using the "Well Rested" perk. or by using portions but stamina will come back over time aswell just slowly
========================
Values for NPC's and Misc Changes:
NPC's: Their Health is dependent on their Race and NOT Their name IE "Bandit Chief" And or the players level. "NPC's do not use Stamina or Magicka, By default"
The NPC's "Skill" is now dependent on their gear, Tactics and Spells....Again not their name. So now Names really only signify rank.
It is NOT recommended to run face first into a full Steel Plated Orc using a Sword or bow :)
This brings us into "levelled lists" The world of Skyrim has been around long before you came into it, So now you have chances to find items you normally wouldn't in default Skyrim, But don't think that shiny cool loot gives you an advantage in your future battles.
Drauger: now have their own resistances.
Vampires are now very powerful but have weaknesses to Fire and Silver based weapons, Silver Weapons and arrows are now a craftable item. You have been warned!
Also vampires have had their "Drain Life" spell removed, To make them slightly more lore friendly.
Player Vampire:
Has the same resistances as NPC Vampires. Also we have added "Sun Safe" Armor and Clothing. This works as If the piece of clothing or Armor *Looks* like it covers your entire body we have added it as "Sun Safe".
Vampires and Player Vampire: are very resistant to normal based weapons. DO NOT attempt to attack a Vampire with a steel dagger < example.
New Garlic and Silver poision to kill vampires
Garlic and silverdust mined from silver ore
Dragons: are now very VERY dangerous and powerful. All we will say on this note is. If you play Battlefield 4...try shooting a Tank with a Pistol.
Giants and Mammoths: now have the "Large Animal Perk". Which makes them more resistant to things.
Horses:
All Horse speeds have been increased by 20%. We also recommended using Convenient Horses by Alek
http://www.nexusmods.com/skyrim/mods/14950/?
NOTE!! If you add Horse Armor they will lose their speed value.
Trolls: Beware.
Animal Poisons:
Now have increased effect times and increased effectiveness.
Merchants:
Now have more Gold, and due to our Levelled lists change they now sell all types of wears.
Mage Merchants:
Now sell ALL spells regardless of "Player Skill"
Mining:
Ore Mines now yield more ores.
=========================
Skill Tree:
Has been completely rebuilt. You no longer select perks when you level up. Instead the "perks" are given to you upon hitting a specific level. You can view all perks in the Skills menu to see what level you must be for the Skills to be active.
The more you use a "Skill" The more you level it up.
Skill levels do not stack but rather override.
=========================
Armor:
Light Armor:
10% resistance to Frost and Fire
20% resistance to Shock
Of course Player speed isn't fully effected while wearing the Full Set.
Heavy Armor:
60% Frost and Fire resistance
20% Weakness to Shock Damage
Of course player speed is reduced while wearing the Full Set.
Heavy and light Armor:
30% resistance to Frost and Fire
10% weakness to Shock
Keep in mind those values can be altered using Enchants and Potions
Armor Scaling Factor:
Has been reduced, Max Armor resistance has been increased to 90.
All above values also apply to NPCS
========================
Weapons:
Swords - 60% damage to Heavy Armor. 80% damage to Heavy and Light
Axes - 100% damage to all Armor types
Maces - Do 80% damage to Heavy Armor. 90% damage to Heavy and Light.
Daggers - 25% damage to Heavy Armor. 60% damage to Heavy and Light.
Bows - 60% damage to Heavy Armor. 80% damage to Heavy and Light.
Crossbows DLC Only - 100% damage to all Armor types
Great swords - 70% damage to Heavy Armor. 90% damage to Heavy and Light.
War hammers - 100% damage to all Armor types
BattleAxes - 100% damage to all Armor types
Slightly based on Historical Accuracies.
=========================
Weapon Bleeding values
The Bleeding effect DOES NOT apply to
Ghosts
Dwarven/Dwemer/Automations
Vampires
Undead
Bleeding effect DOES NOT happen when blocking.
Great Swords
90% chance to Bleed if not wearing Armor
30% chance to Bleed while wearing Light Armor
20% chance to Bleed while wearing Heavy and Light
10% chance to Bleed while wearing Heavy Armor
Swords
90% chance to Bleed if not wearing Armor
30% chance to Bleed while wearing Light Armor
20% chance to Bleed while wearing Heavy and Light
10% chance to Bleed while wearing Heavy Armor
Axes
90% chance to Bleed if not wearing Armor
30% chance to Bleed while wearing Light Armor
20% chance to Bleed while wearing Heavy and Light
10% chance to Bleed while wearing Heavy Armor
Maces
90% chance to Bleed if not wearing Armor
30% chance to Bleed while wearing Light Armor
20% chance to Bleed while wearing Heavy and Light
10% chance to Bleed while wearing Heavy Armor
Daggers
90% chance to Bleed if not wearing Armor
30% chance to Bleed while wearing Light Armor
20% chance to Bleed while wearing Heavy and Light
10% chance to Bleed while wearing Heavy Armor
Bows and Crossbows
80% chance to Bleed if not wearing Armor
40% chance to Bleed while wearing Light Armor
20% chance to Bleed while wearing Heavy and Light
10% chance to Bleed while wearing Heavy Armor
Warhammers
BattleAxes
80% chance to Bleed all types of Armor
New Bandages that stop all bleading except internal bleeding caused by warhammers and greataxes
========================
Shields:
Shields a Shield, They are NOW extremely effective in combat.
Now have a 80% Magic resistance only while blocking
Now block 90% of all combat damage only while blocking
Arrows now bounce off all Shields, except Hide Shields.
Can also be altered by Enchants
All above values also apply to NPCS
========================
Secret button in whiterun
TALOS OHHH TALOS MIGHTY TALOS
Nothing in this overhaul is impossible....
Use Tatics
#####################################
BUGS
1. I broke Refining enchanted items while it should work it does not
so make sure to refine your items before you enchant them
#####################################
EXTRA
I will not be updating this mod anymore unless there is a serious error
Reason why i made this mod is i like to play with no hud at all except health, stamina and magicka bars which are at 20% transparency
using Immersive HUD - iHUD by Gopher
and always got annoyed at 1 hit killing a bandit then getting smashed by the same looking bandit because he had "cheif" in his name tag
so i started out just changing all the values i could find to make equimpent, skill and tatics matter more then some nametag
Dont like something then change it
SkyTweak
DOES NOT INCLUDE DLCS
##########################################
REQUIRED MODS
Any kill cam mod that turns off player death kill cams
(due to the lowered health some npc's will just keep instantly kill cam you)
The Dance of Death - A Killmove Mod
Is what I'm currently using
#########################################
ALSO REQUIRED
New game is really recomended
and Master difficulty is the default
Lower then that is easier
##########################################
OPTIONAL FILES
a friend made a small mod that reduces the weight of most items in the game to be what they are in KG
This will make your stamina drain less while running
and make you run faster with heavy armor
not required but there if you want it
##########################################
STATS N STUFF
Forget everything you have learnt in your travels, You are about to face new challenges most would steer from!
Change-log: Please keep in mind this change log is not complete, there are more changes. (I just forget them)
This mod is NOT intended to be balanced by video game terms. This is an attempt to bring Real World Realism to the game and one thing to keep in mind....the real world is not balanced.
Race values:
Argonian
Base Health 95
Base Magicka 500
Base Stamina 10,000
Carry Weight 110
Health Regen 0.01
Magicka Regen 0.01
Stamina Regen 0.01
========================
Breton
Base Health 115
Base Magicka 600
Base Stamina 12,000
Carry Weight 120
Health Regen 0
Magicka Regen 0.01
Stamina Regen 0.02
========================
Dark Elf
Base Health 95
Base Magicka 700
Base Stamina 11,000
Carry Weight 110
Health Regen 0.01
Magicka Regen 0.02
Stamina Regen 0.01
========================
High Elf
Base Health 90
Base Magicka 900
Base Stamina 9,000
Carry Weight 110
Health Regen 0.01
Magicka Regen 0.02
Stamina Regen 0.01
========================
Imperial
Base Health 105
Base Magicka 600
Base Stamina 10,000
Carry Weight 120
Health Regen 0
Magicka Regen 0.01
Stamina Regen 0.01
========================
Khajiit
Base Health 90
Base Magicka 400
Base Stamina 13,000
Carry Weight 100
Health Regen 0.01
Magicka Regen 0.01
Stamina Regen 0.02
========================
Nord
Base Health 110
Base Magicka 300
Base Stamina 15,000
Carry Weight 130
Health Regen 0
Magicka Regen 0.01
Stamina Regen 0.02
========================
Orc
Base Health 150
Base Magicka 200
Base Stamina 20,000
Carry Weight 140
Health Regen 0.01
Magicka Regen 0.01
Stamina Regen 0.03
========================
Redguard
Base Health 100
Base Magicka 500
Base Stamina 10,000
Carry Weight 120
Health Regen 0
Magicka Regen 0.01
Stamina Regen 0.01
========================
Wood Elf
Base Health 95
Base Magicka 400
Base Stamina 14,000
Carry Weight 100
Health Regen 0.01
Magicka Regen 0.01
Stamina Regen 0.02
========================
Understanding the above values:
Player Health: You only go up by 2 point if you select "Health" in the Skills menu. But things that are enchanted like clothes, rings, amulets whatever can boost your Health points. Using Potions like Fortify Health will also boost Your Health but they are only temporary.
Player Stamina and Magicka: These values for all Races as you can tell are very high, The way we have worked Stamina and Magicka is you have a sort of "User Allowance". Stamina and Magicka are both physical and mental ability's so therefore to regain these back to full is to get a good-nights rest...8 hours to be exact using the "Well Rested" perk. or by using portions but stamina will come back over time aswell just slowly
========================
Values for NPC's and Misc Changes:
NPC's: Their Health is dependent on their Race and NOT Their name IE "Bandit Chief" And or the players level. "NPC's do not use Stamina or Magicka, By default"
The NPC's "Skill" is now dependent on their gear, Tactics and Spells....Again not their name. So now Names really only signify rank.
It is NOT recommended to run face first into a full Steel Plated Orc using a Sword or bow :)
This brings us into "levelled lists" The world of Skyrim has been around long before you came into it, So now you have chances to find items you normally wouldn't in default Skyrim, But don't think that shiny cool loot gives you an advantage in your future battles.
Drauger: now have their own resistances.
Vampires are now very powerful but have weaknesses to Fire and Silver based weapons, Silver Weapons and arrows are now a craftable item. You have been warned!
Also vampires have had their "Drain Life" spell removed, To make them slightly more lore friendly.
Player Vampire:
Has the same resistances as NPC Vampires. Also we have added "Sun Safe" Armor and Clothing. This works as If the piece of clothing or Armor *Looks* like it covers your entire body we have added it as "Sun Safe".
Vampires and Player Vampire: are very resistant to normal based weapons. DO NOT attempt to attack a Vampire with a steel dagger < example.
New Garlic and Silver poision to kill vampires
Garlic and silverdust mined from silver ore
Dragons: are now very VERY dangerous and powerful. All we will say on this note is. If you play Battlefield 4...try shooting a Tank with a Pistol.
Giants and Mammoths: now have the "Large Animal Perk". Which makes them more resistant to things.
Horses:
All Horse speeds have been increased by 20%. We also recommended using Convenient Horses by Alek
http://www.nexusmods.com/skyrim/mods/14950/?
NOTE!! If you add Horse Armor they will lose their speed value.
Trolls: Beware.
Animal Poisons:
Now have increased effect times and increased effectiveness.
Merchants:
Now have more Gold, and due to our Levelled lists change they now sell all types of wears.
Mage Merchants:
Now sell ALL spells regardless of "Player Skill"
Mining:
Ore Mines now yield more ores.
=========================
Skill Tree:
Has been completely rebuilt. You no longer select perks when you level up. Instead the "perks" are given to you upon hitting a specific level. You can view all perks in the Skills menu to see what level you must be for the Skills to be active.
The more you use a "Skill" The more you level it up.
Skill levels do not stack but rather override.
=========================
Armor:
Light Armor:
10% resistance to Frost and Fire
20% resistance to Shock
Of course Player speed isn't fully effected while wearing the Full Set.
Heavy Armor:
60% Frost and Fire resistance
20% Weakness to Shock Damage
Of course player speed is reduced while wearing the Full Set.
Heavy and light Armor:
30% resistance to Frost and Fire
10% weakness to Shock
Keep in mind those values can be altered using Enchants and Potions
Armor Scaling Factor:
Has been reduced, Max Armor resistance has been increased to 90.
All above values also apply to NPCS
========================
Weapons:
Swords - 60% damage to Heavy Armor. 80% damage to Heavy and Light
Axes - 100% damage to all Armor types
Maces - Do 80% damage to Heavy Armor. 90% damage to Heavy and Light.
Daggers - 25% damage to Heavy Armor. 60% damage to Heavy and Light.
Bows - 60% damage to Heavy Armor. 80% damage to Heavy and Light.
Crossbows DLC Only - 100% damage to all Armor types
Great swords - 70% damage to Heavy Armor. 90% damage to Heavy and Light.
War hammers - 100% damage to all Armor types
BattleAxes - 100% damage to all Armor types
Slightly based on Historical Accuracies.
=========================
Weapon Bleeding values
The Bleeding effect DOES NOT apply to
Ghosts
Dwarven/Dwemer/Automations
Vampires
Undead
Bleeding effect DOES NOT happen when blocking.
Great Swords
90% chance to Bleed if not wearing Armor
30% chance to Bleed while wearing Light Armor
20% chance to Bleed while wearing Heavy and Light
10% chance to Bleed while wearing Heavy Armor
Swords
90% chance to Bleed if not wearing Armor
30% chance to Bleed while wearing Light Armor
20% chance to Bleed while wearing Heavy and Light
10% chance to Bleed while wearing Heavy Armor
Axes
90% chance to Bleed if not wearing Armor
30% chance to Bleed while wearing Light Armor
20% chance to Bleed while wearing Heavy and Light
10% chance to Bleed while wearing Heavy Armor
Maces
90% chance to Bleed if not wearing Armor
30% chance to Bleed while wearing Light Armor
20% chance to Bleed while wearing Heavy and Light
10% chance to Bleed while wearing Heavy Armor
Daggers
90% chance to Bleed if not wearing Armor
30% chance to Bleed while wearing Light Armor
20% chance to Bleed while wearing Heavy and Light
10% chance to Bleed while wearing Heavy Armor
Bows and Crossbows
80% chance to Bleed if not wearing Armor
40% chance to Bleed while wearing Light Armor
20% chance to Bleed while wearing Heavy and Light
10% chance to Bleed while wearing Heavy Armor
Warhammers
BattleAxes
80% chance to Bleed all types of Armor
New Bandages that stop all bleading except internal bleeding caused by warhammers and greataxes
========================
Shields:
Shields a Shield, They are NOW extremely effective in combat.
Now have a 80% Magic resistance only while blocking
Now block 90% of all combat damage only while blocking
Arrows now bounce off all Shields, except Hide Shields.
Can also be altered by Enchants
All above values also apply to NPCS
========================
Secret button in whiterun
TALOS OHHH TALOS MIGHTY TALOS
Nothing in this overhaul is impossible....
Use Tatics
#####################################
BUGS
1. I broke Refining enchanted items while it should work it does not
so make sure to refine your items before you enchant them
#####################################
EXTRA
I will not be updating this mod anymore unless there is a serious error