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StewB

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Stewb

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About this mod

An overhaul of various parts of Skyrim, including crafting (smithing, cooking) and making all product worth more than the ingredient while weighing roughly the same as them. My magic overhaul will be added in later, as well as my dragon overhauls.

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This is me re-making some of my old mods into one, ready for Skyrim Remastered.  The description will be a bit brief as I work to get everything done.  Everything so far is for the base game, none of the DLC have really been touched on yet.  I will add my magic overhaul to this later, first these bits as they're all inter-twined and need to be done together. I'm just looking for feedback on how it all plays together right now.

I've made sure ALL scripts have been included now - make sure to remove them if you un-install - it can cause issues in  games if you just leave them there in your skyrim directory.

Game Start
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You now start with all skills at 1 and racial bonuses will boost them to 5 and 10.  The chests in the initial area of Helgen Keep where Hadvar cuts your bonds now has gear for any character type - a set of heavy and light legion armour, a full set of iron weapons, a longbow and a small cache of arrows.  Starting spells have been removed and you'll find two spell tomes for novice level spells from each school of magicka (3 for destruction to let you pick what element you want) have been placed in the chests in Helgen Keep too.


Smithing
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All weapon and armour recipes have been tweaked to use an amount of material equal in weight to the item produced (Ore veins give more faster to reflect this, 2 ore pe pick and 4 picks at the rock for 8 ore).  Some crafting Ingredients have been re-weighted (Leather is now 0.5lbs and strips are 0.2lbs) and hides now weigh 0.5lbs and give 1 leather each, but you an amount of hides based on the weight of the creature skinned.  The values of hides are based upon the creature killed too - Mammoths and Horkers now have hides too. Dragons are supposed to be tough but you get a shitty weight to value on their bones on scales which frankly haven't been on any market for a long time - so now they weigh 1lb and you get 15 bones and 10 scales per dragon and they are valued much better too.

Dwemer metal smelting has been tweak - you get an aount of ingots equal in weight to what you smelt and I added a few extra recipes.  You can also smelt Corundum and Iron ingots into Steel, instead of just the ores.  I may add weapon and armour smelting later down the line.

I removed Arcane Blacksmithing and made it no longer needed to improve weapons than armour (I see no reason an enchantment would affect the sharpening of a sword :S).  It has been transformed into Pelt Tanning which allows you to improve Fur and Hide armours now.  There is also Iron and Leather smithing perks and Advanced Armours is now Scaled Armour.  Steel Plate smithing is now part of Orcish instead of the old Advanced Armours.  I switched the damage values of Dwarven and Orcish armours - Orcish weapons doing less damage when it was higher up the perk tree was dumb.

Converted the DLC Armour and Weapon prices/recipes to my new system.

General
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The NPC Dodge chance has been removed - it was annoying to see a NPC dodge an arrow coming from behind them because of a random chance.

All Unique Weapon and Armours have been de-leveled and are always the same stats regardless of your level.

Heavy and Light Armour skills increase slightly faster, as does Block.

The Wood Chopping Block will now let you harvest upto 250 firewood before stopping.

Ore selling values for mine owners has been adjusted, so they give you gold based on the new values of some ores.

Vampires now take sun dame from 7am to 7pm, instead of 5am.  This keeps it in accord for when the sun is actually up.

NPC Attributes - Health/Magic/Stamina now scale more lineraly.  Previous the NPC got 10 Att points per level to distribute by their "Class Weights" plus a health bonus per level - so a class with 4 weight in hp and 2 weight in stamina would get 7 hp and 3 stamina per level for their class and another 4 hp as a level bonus.  Now they just the 7 and 3 with 1 hp bonus.  To put it in perspective By Lvl 40 the NPC would have 440 Hp and 120 Stam on top of Base values. Now they will have 320 Hp and 120 Stam on top of base values. My aim is to stop them becoming health tanks at higher levels and actually make the progression in the game become - Hard at the beginning and easier as you become more powerful.  Unlike bethesda 2 hit kills on enemies at lvl 1 and 3000 hit kills on enemies at lvl 40 :S


Cooking/Alchemy
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All foods and ingredients have had their weights/values tweaked, food now has weight/value according the the items used in the recipe.

Food has a "positive needs" system into it - eating food will give you buffs for a length of time equivalent to what a meal would last you.  Raw food gives you a 5 sec regen to one attribute - Red meats give health, seafood/dairy products give magicka and everything else gives stamina.
 
All roasted/Baked foods will give an instant restore, soups will give a passive regen and Stews will fortify an attribute (All based on the ingredients)

The Hearthfires food has been adjusted to the same standard - I adjusted a few base foods that were in Hearthfires recipes.


Magic
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Dual Casting cost is now 2.5x spell cost and dual casting damge is now 2.4x spell damage, changed from 2.8x cost and 2.2x damage - this seemed to a complete waste of magic.

Aedric and Daedric artefacts no longer have an enchantment cost and work forever (There's a part of the daedra/aedra infused in them :S)

I just started on this - I've worked on Destruction - Spells have a magicka cost per damage based on how they work instead of being based on the skill level of the spell.

Conjuration now has a few more spell choices for what you can summon at each mastery level and I will be adding more to the other schools later.  These have been added to the appropriate levelled lists.  All summon are not affected by your own spell absorption now.

Destruction Spells have been added - you can now choose what type of spell you want at each level instead of being forced to use AOE spells at level 50 or weaker aimed spells.  However you still have to get to the appropriate level to use a spell type, you have to be level 50 Destruction to use AOE/Cloaks, level 25 to use a Rune e.t.c.  You do get a version of these spells for every mastery level after that though.

Illusion has the same overhaul as Destruction, with a new spell added, Nightvision - a togglable spell version of Night Eye, available at Apprentce level of Illusion.

Alteration - same deal really, adding new tiers to spells and adjusting the cost of spells to be more consistent.

Restoration has undergone the same overhaul - making all the base game magic schools overhauled.


Dragons
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An option to change the max amount of souls you receive, based on the four level ranges I set for dragons, which then randomises between 1 and the max value for how many you receive.

You can tweak the days between dragon spawns - in vanilla it's 3 in game days before a new dragon will spawn, at random based on you changing cells. now you can set a max and min value and the script (Not a new one, I modified the base game script for it) will randomise it between those values.  The minimum is 0, which is basically a chance for a dragon everytime you load a new cell, for the more hardcore user XD.