SKYRIM
A small Collection of Modules by Galenit
Skyrim » Miscellaneous
Added: 19/01/2012 - 01:34PM
Updated: 19/01/2012 - 01:51PM

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39 Unique D/Ls

49 Total D/Ls

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Uploaded by galenit

Description

Last updated at 13:51, 19 Jan 2012 Uploaded at 13:34, 19 Jan 2012

A small collection of modules

zmModules are small mods that change specific things in skyrim. I made them for my girlfriend, after asking plutoman01, he allows to provide his "PISE-NPC Tweaks and Potions" (version 0.8 cleaned for use with zmNPCpotions/healspells) with my moduls, so i decide to provide them for you. (Try his AI-Tweaks too!)


Modules:

zmAlchemy : changed fortify Smithing/enchantig to heal/stamina over time, including ingredients and potions

zmEnchanting: Changed fortify smithing/alchemy to fortify armorrate/persuasion

zmDisease: Changed Ataxia to Rattels for Skeever

zmLingering: Changed Lingering Poisons to 20sec and more damage to match ff-poison

zmTraps: Changed Magictrapsdamage and Poison to make the trapeffect noticeable (cant change swingingblades, ... damage at the moment, sorry)

zmHealthregen01: Changed pchealtregencombat from 0.7 to 0.01, so there is nearly zero healthregen in combat.

zmBuff: Make Courage worthwhile and upped radius for rally

zmCooking: Renamed Wine, Bread to have unique names for diffrent objekts, rewightet lots of items and added new recipes.

zmGrandhealing: Upped radius to 35

zmNPChealing: Changed healing to a lowlevel casted pbae-/selfheal for player and npcs

zmNPChealspells: Added npc-only heal- and buffspells and added them to levelspelllists

zmNPCpotions: added chances for heal/stamina/magikapotions to weapon/armorlists for npcs

zmNPCpoison: Changed the NPC (creatur) poisons to higher damage/duration (make them noticeable)

zmAnimals: Changed Animal baselists to chances for greater spawns and chances for werwolfs and wolfpacks

zmAnimals2: Changed terrainbaselists to chances for greater spawns

zmAnimals2NPC: Changed terrainbaselists to chances for greater spawns, added chances for special groups to spawn

Incompability:
All Mods that alter the same levellists my moduls change (they are listed in the modul.txt)
You can use PISE-increased spawns and then load zmAnimals and zmAnimals2(NPC) after it, if you want the higher npc-spawns but my animal and terrain changes.

Recommended: PISE-AI Tweaks Only