About this mod
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!)
- Permissions and credits
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