SKYRIM
Equilibrium - Rogue-like Encounters 1.47 release 3 by ArwingXL_aka_Afrotoast42
Skyrim » Overhauls
Added: 26/09/2015 - 12:37AM
Updated: 19/01/2017 - 04:48AM

183 Endorsements

1.47r3 Latest version

1,782 Unique D/Ls

7,627 Total D/Ls

55,098 Total Views

Uploaded by ArwingXL

Description

Last updated at 4:48, 19 Jan 2017 Uploaded at 0:37, 26 Sep 2015




"You'll see death... enough death to leave you broken."
------------------------------------
Populated Cities/Towns/Villages +1 Edition || 34/96 Edits - 35.4%
Populated Lands/Roads/Paths +1 Edition || 0/132 Edits - 0%
Beyond Reach: NG+ ||  0/161 Edits - 0%


The goal of Equilibrium - Rogue-like Encounters is to flesh out skyrim and increase the difficulty to a point where it stands with similar rpg games (like Dark Souls). While the prime focus lies on the addition of new creatures, its grander scope encompasses other additions to enhance game-play. These additions enhance enemy spellcraft, combat, damage mechanics, balance, and unpredictability.

EQ - RLE is compact (~295mb), featuring over 350 creatures derived from the same open-source packs as SiC and Monster Mod.
 This mod has been maintained for 479 days as of 1/13/2017.

VIDEOS:
Earth-bound Sinner encounter(lvl 11 - adept): https://my.mixtape
.moe/kwkkqq.webm
necromancer coven(lvl 36 - master): https://my.mixtape.moe/mfkybd.webm 
falmer encounter(lvl 30 - master): https://my.mixtape.moe/vvbuls.webm
daedra hunting(lvl 40 - master): https://my.mixtape.moe/oeafqu.webm
dwemer encounter(lvl 30 - master): https://my.mixtape.moe/byoerp.webm
bleak falls (lvl 17 - expert): https://my.mixtape.moe/wdqhdg.webm

----------------------
GUIDE TO THE STANDALONE ADDITIONAL Modules
------------------------------

- combat: tweaked ai, load-door & soft boundary support, water navigation, attack profiles
combat_npr: no changes to player races to avoid conflicts with race overhauls

- morereagants: changes to vanilla leveled lists to drop more ingredients
- spellchanges: edits VANILLA attack spells changing burst damage to damage over time to make mage fights last longer 


----------------------
GUIDE TO THE CORE Modules
------------------------------

- full: full cast of new monsters
lore: made-up and least lore-friendly critters removed
monsters only: no new player spells / gear
- rote_eq_merged: compatibility patch for Revenge of the Enemies 



ATTACK PASSIVES
Every creature in Equilibrium has at least three passive effects attached to their attacks as a combat profile. Each of these effects is resistible based on the player's level. They include the following:

Flame damage over time
Frost damage over time
Attack speed degradation
Bleeding
Melee damage degradation
Sunder Fire Resistence
Sunder Frost Resistence
Rotting damage
Magicka degradation
Sunder magic resistence
Movement speed degradation
Stamina degradation
Sunder Armor
and many more!

IMPACT AND BURN-IN
All vanilla spells cast by players and npcs, specifically spells that inflict a substantial amount of damage, have been changed into 2-3 second damage over time spells. This re-balances mage fights by allowing the person or npc more-prepared with potions and healing effects a chance to recover and continue, rather than die instantly. This way, two mages hurling large damage spells will become less of a "victor shot first" and more of a "victor has the strategical advantage" scenario.



ALTERATION BUFFS (5 min. each)
-------------------------------------------------------------

Elemental Guard (resist fire/frost/cold)
Ether-hand (enchanting)
Brewer-brain (alchemy)
Battle-blood (1-handed, 2-handed, and block)
Spell-guard
Poison-guard
Regenerator (hp/magicka/sta regen)
Silver-Tongue(barter)
Burden-bearer(increases carry weight)

DESTRUCTION
------------------------------------------------------------------

Blood drain
Blood bolt
Blood Blast
Blood wave
Blood rune
Blood cloak
Blood storm

Wind wave
Flame wave
Frost Wave
Doom
Disarm

CONJURATION
----------------------------------------

Magicka Eater
Leech
Clay Atronach
Obsidian Atronach
Grimhound
Draugr Graveguard
Forest Atronach
Frost Lurker
Frost Creeper
Sentinel of Sanguine
Flame Lurker
War Hound
Flame Creeper 

SUMMONABLE MOUNTS

Chaurus Crawler
Chaurus Hunter
Spider
Snowy Spider
Young Mammoth
Scrib
ValeDeer
Vale Sabre Cat
Moose (male and female)
White Stag
Fox(Red and Snowy)
Wolf(brown, snowy, and red)
Elk (Male andFemale)
Skeever(Brown and Grey)
SpectralStag
Beaver
Raccoon
Gazelle(naked and armored)
CaveLion
Cougar
Lynx(Plains and Forest)
Boar
Bear(Black andPolar)
Vampiric Hound
Armored Husky
Sheephound




ArwingXL - form-writing, leveled-list filling, zbrush sculpting, texturing, testing, etc.
muppetpuppet - the original sloadmodel
Skywind Team - cyrodil goblin meshes
MrCasual - the skaven resources
Erkeil& t3ndo - combat profiles
abbalovesyou - creature player mesh resources
tonycubed2 - load door, water behavior, and the Skyrim Remastered conversion
TheOldOne822 - faster mining/wood-chopping animations
dogtown1 &ironman5000 - varied creature resources
m150 - bug/walrus people creature resources
candit & allzero - blood magic
TheGreyLight - alternate summoning visuals
jackga, Gendundrup,and vicn - creature resources
StudioCD Projekt RED - witcher creature resources



A) Download the esp collection

B) Copy a core of your choice and the BSA to your data folder

C) If you want enhanced combat, copy EITHER the *_combat or *_combat_npr file to your data folder. The npr version is for race mod compatibility. Either/all/both other addition esps that enhance reagant drops and magic are also available. ALL additional modules are STANDALONE and do not require equilibrium.

D) If you are running this and vanilla, THIS IS ALL YOU NEED TO DO. If you run any other creature mods, go to
(E)

E) Create a BASHED PATCH and possibly a MERGED PATCH. This mod edits EVERY leveled list, creature forms, race forms, and other important parts of vanilla. Without these patches, you will get bugs when playing with other mods.

F) Download Sheson's Memory Patch and  set your buffers as high as your game will allow. (mine is 1gb/1gb). This is not necessary, but because Equilibrium chews up a lot of ram even with optimized meshes and assets, it will save you some unexpected ctd's when stumbling upon more complex creatures (like daedroth pit lords)


G) enjoy