Skyrim

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Badboyd22

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badboyd22

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About this mod

A set of mods aiming to balance the game better.

Permissions and credits
http://forums.bethsoft.com/topic/1348441-relz-boyds-better-balance/

[size=8]Boyds Better Balance[/size]

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Welcome to my mod project!
I had some issues with the vanilla game, so I started this project to improve the game.
My main issues were:
  • Leveling too fast
  • Earning gold too fast
  • No motivation to adventure, other than the sake of adventuring
  • Dragons being a nuisance, not a challenge
  • Bad character development

Beneath you will find a list of all mods I'm making to fix these issues.

It is split up into multiple mods so you can choose which parts you want. I always hated it if I wanted one effect of a mod, but not all the other effects.

The project is still in an early stage, and I'm still having some trouble with the CK.
However, most of the work is simple and easy to implement, so the main functionality should be no problem.

Copyright and permission and stuff:
You do not need my permission to do anything with this mod.
Re-upload to other sites, edit and re-release, or modify all you want.
I wont stop you.
(Could I even stop you if I wanted? )

Legend:
Aim: What I hope to achieve with this mid
Conflicts: Conflicts I expect. I haven't tested anything.
Download: Link to download the mod. Only available when the mod is done, or in usable beta.
Short description: A list of things changed by this mod
Full description: My task list. Colors show what is done. (Due to technical problems with the forum, green is no longer used to mark 'Done' task)
Not started
Working on it
Done


BBB Smithing
Aim:
Make smithing harder, make high tier armor a challenge to obtain. Extend Smithing.

Conflicts:
Any mod that alters vanilla smithing recipes and tempering.

Short description:
Smithing is 2x more expensive for regular (ingots and leather) ingredients.
High tier armor needs firesalts.
(Enchanted) Arrow smithing added.
Several unique armors smithable.

Full description:
Daedric perk at 100 smithing
Arcane Smithing at 50 (CHECK BBB_PerkPoints!)
Add arrow smithing (recipe only, no tempering)
  • Iron arrows(10): 1 iron ingot, 1 leather stripes, 1 Firewood
  • Steel arrows(10): 1 steel ingot, 1 leather stripes
  • Daedric Arrow(10): 1 ebony ingot, 1 leather stripes, 1 Firewood, 1 daedra hart, 1 fire salts
  • Dwarven Arrow(10): 1 dwarven ingot, 1 leather stripes, 1 Firewood
  • Ebony Arrow(10): 1 ebony ingot, 1 leather stripes, 1 Firewood , 1 fire salts
  • Elven Arrow(10): 1 refined moonstone, 1 leather stripes, 1 Firewood
  • Glass Arrow(10): 1 refined malachite, 1 leather stripes, 1 fire salts, 1 Firewood
  • Orcish Arrow(10): 1 Orichalcum Ingot, 1 leather stripes, 1 Firewood

Add enchanted arrow smithing (recipe only, no tempering) Enchantment does 10 elemental damage (Rule: base dmg + enchantment daedric base dmg)
  • Create fire enchantment
  • Create frost enchantment
  • Create shock enchantment
  • Create Fire Explosion
  • Create Frost Explosion
  • Create Shock Explosion
  • Create Projectiles using correct explosion
  • Create arrows using correct projectile
  • No elven, daedric, ebony, glass arrow enchanting

Fire (base: 10 arrows, 1 fire salts):
  • Steel fire arrows(10): 10 steel arrows, 1 fire salts
  • Iron fire arrows(10): 10 iron arrows, 1 fire salts
  • Forsworn fire arrows(10): 10 forsworn arrows, 1 fire salts
  • Falmer fire arrows(10): 10 falmer arrows, 1 fire salts
  • Orcish fire arrows(10): 10 orcish arrows, 1 fire salts
  • Dwarven fire arrows(10): 10 dwarven arrows, 1 fire salts
  • Ancient nord fire arrow(10): 10 ancient nord arrows, 1 fire salts

Frost (base: 10 arrows, 1 frost salts):
  • Steel frost arrows(10): 10 steel arrows, 1 frost salts
  • Iron frost arrows(10): 10 iron arrows, 1 frost salts
  • Forsworn frost arrows(10): 10 forsworn arrows, 1 frost salts
  • Falmer frost arrows(10): 10 falmer arrows, 1 frost salts
  • Orcish frost arrows(10): 10 orcish arrows, 1 frost salts
  • Dwarven frost arrows(10): 10 dwarven arrows, 1 frost salts
  • Ancient nord frost arrow(10): 10 ancient nord arrows, 1 frost salts

Shock (base: 10 arrows, 1 void salts):
  • Steel shock arrows(10): 10 steel arrows, 1 void salts
  • Iron shock arrows(10): 10 iron arrows, 1 void salts
  • Forsworn shock arrows(10): 10 forsworn arrows, 1 void salts
  • Falmer shock arrows(10): 10 falmer arrows, 1 void salts
  • Orcish shock arrows(10): 10 orcish arrows, 1 void salts
  • Dwarven shock arrows(10): 10 dwarven arrows, 1 void salts
  • Ancient nord shock arrow(10): 10 ancient nord arrows, 1 void salts

More supplies per recipe
  • Each recipe is 2x more expensive in ordinary objects (ingots,leather, bones,scales), Including tempering
  • Add fire salts to dragon armor recipe, Including tempering
  • Add fire salts to daedric smithing, Including tempering
  • Add fire salts to glass smithing, DO NOT including tempering
  • Add fire salts to ebony smithing, DO NOT include tempering
  • Do not change food, jewelry, ingot, leather recipes
  • Add Blade-of-Woe temper recipe (2 ebony)

Add unenchanted thieves guild armor smithing (Leather quality)
  • Create unenchanted thieves guild leather armor ID
  • Copy leather crafting recipes and tempering
  • Edit for thieves guild armor
  • Place it under Leather smithing

Add nightingale armor smithing (Leather quality)
  • Create unenchanted nightingale leather armor ID
  • Copy leather crafting recipes and tempering
  • Edit for nightingale armor
  • Place it under Leather smithing

Add Companion Wolf armor smithing (Steel quality)
  • Create renamed Wolf armor ID
  • Copy steel crafting recipes and tempering
  • Edit for Wolf armor
  • Place it under Steel smithing

Add Blades armor smithing (Steel quality)
  • Create renamed blades armor ID
  • Copy steel crafting recipes and tempering
  • Edit for Soldiers armor
  • Place it under Steel smithing

Add DB armor smithing (Leather quality)
  • Create renamed DB armor ID
  • Copy leather crafting recipes and tempering
  • Edit for dark leather armor
  • Place it under leather smithing


BBB Equipment
Aim:
Prevent player from getting rich by selling regular armor / weapons.
Prevent avoiding a quest, to get best quest reward later on higher level
Extend playable / unenchanted clothing

Conflicts:
Any mod that alters the money value for armor and weapons
Any mod that alters armor value for armors.
(Armors from BBB Smithing are included, but this mod is not needed to run this one)

Short description:
Reduce the effectiveness of all armor to 85% of vanilla AR
Reduce armor/weapon value to 1/3 of vanilla value
Give max reward for any quest

Full description:
Include BBB_Smithing
Cap can still be reached: all boosts and level 100 skill. (Matching set etc) or Using ebony skin enchantment (See BBB_Magic)

Nightingale always max reward
Solitude shield always max reward
Nightingale weapons always max
Gauldur Blackbow always max
The Pale blade always max
Gauldur Blackblade always max
Tsun's waraxe always max
Dragonbane always max
Chillrend always max
Downscale all basis armor gold values
  • 1/3 of base value (vanilla)
  • Round to closest whole value
  • Not basic (DO NOT EDIT): Any daedric, Any ebony, Any dragon bone/scale, Any artifact, Any glass, Any clothing / jewelry
  • Enchanted and tempered Included: half the gold value

Downscale all armor protection values
  • Reduce to 85% of base (vanilla)
  • Round to closest whole number

Downscale all basic weapon gold values
  • 1/3 of base value (vanilla)
  • Round to closest whole value
  • Include arrows
  • Not basic (DO NOT EDIT): Any daedric, Any ebony, Any daedric artifact, Any glass
  • Enchanted and tempered included: half the gold value

Decrease smithing effectiveness
Smithing 85% less effective
Info:
  • Apparently smithing increases armor rating by a set amount, not based on base armor value.
  • fSmithingArmorMax and fSmithingWeaponMax seem to control how far you can improve armor / weapons.
  • fSmithingArmorMax from 10, to 8.5 (85%)

More playable armors (LIST MIGHT BE INCOMPLETE)
Create playabale ID’s
  • Psijic: Hood, gloves, boots and robes.
  • Grey Beard: Hood, robes and boots
  • Unenchanted mages robes: Novice robes, Apprentice robes, Adept robes, Expert robes, Unenchanted mages hoods, Novice hood, Apprentice hood, Adept hood
  • There is no Expert Hood for mages

Put in vendor lists
  • Vendor: Every vendor with LItemClothesAll list (Raidiant Rainment)


BBB Vendors
Aim:
Prevent player from earning too much money too fast
Prevent player from buying highest tier armor/weapon/ingredients
(Force player to adventure in order to obtain good armor)

Conflicts:
Not known yet

Short description:
Sell items for less, and buy for more money
Remove a high tier items from vendor selling list
Make high tier items more infrequent for sale

Full description:
Increase Job earnings (2x)
  • Crops selling (Not present in global:var list?)
  • Firewood selling
  • Iron ore selling
  • Corundum ore selling
  • ebony selling
  • gold
  • malachite
  • moonstone
  • orichalcum
  • quicksilver
  • silver
  • Incomplete?
  • Info: See Misc --> Global: JobsOreIronValue etc

Increase Buy/Sell gold ratio (2x)
  • Selling items for less
  • Buying items for more
  • info: fBarterMax from 3.3 to 6.6 and fBarterMin from 2 to 4

Remove from vendor lists:
  • daedra harts
  • ebony ingots
  • ebony ore
  • malachite ingots
  • malachite ores
  • dragon bones (if any)
  • dragon scales (if any)
  • any daedric weapons and armor (if any)
  • any dragon scale/bone armor (if any)
  • Filled greater soul gems
  • Filled grand soul gems

Make more infrequent:
  • fire salts
  • frost salts
  • void salts
  • moonstone ore
  • refined moonstone
  • gold ore
  • gold ingot
  • dwarven ingot
  • quicksilver ingot
  • quicksilver ore
  • orichalcum ingot
  • orichalcum ore
  • ebony weapons and armor(If I dont want to change loot changes, a new list should be created that replaces all vendor ebony/glass info)
  • glass weapons and armor (If I dont want to change loot changes, a new list should be created that replaces all vendor ebony/glass info)
  • Info: LItemApothecaryIngredienstRare75 now only has 60% chance, meaning other ingredients are also more infrequent
  • Info: LItemMiscVendorMineralsRaw50 now only has 40% chance, meaning other ores are also more infrequent.
  • Info: LItemBlacksmithMineralsRaw75 now only has 60% chance, meaning other ores are also more infrequent.
  • info: LItemMiscVendorMineralsProcessed25 --> 12% chance

Make more frequent:
  • Enchanted weapons and armor of quality: Leather, Iron, steel
  • (If I dont want to change loot changes, a new list should be created that replaces all vendor info)

Raise price for (1.5x):
  • fire salts
  • frost salts
  • void salts

Lower amount for sale (0.5x):(Might not be done, since the 'make more infrequent'
part, changes so much already, this might not be necessary)
  • leather
  • leather stripes
  • steel ingots
  • iron ores
  • iron ingots
  • corundum ores
  • corundum ingots
  • moonstone ore
  • refined moonstone
  • gold ore
  • gold ingot
  • dwarven ingot
  • quicksilver ingot
  • quicksilver ore
  • orichalcum ingot
  • orichalcum ore
  • fire salts
  • frost salts
  • void salts


BBB Dragons
Aim:
Make dragons fearsome
Force low level players to run / search help
Force dragon hunting for scales / bones

Conflicts:
Not known yet

Short description:
Increases Dragons strength (breath / bite / min level)
Decrease bones/scales dropped
Decrease encounters

Full description:
Add bite damage (Dragon Bite spell 1.5x stronger)
Add breath damage (Dragon voice of power 1.5x stronger)
Do not alter health (other than level based health)
Decrease bones and scales drop rate to 25% chance (vanilla: always 1, with 75% change on 2 extra.)
Decrease bones and scales amount to maximum 2 (vanilla: always 1, with 75% change on 2 extra)
Lower random encounter frequency. There is something in the Dragon Rising Quest script that triggers dragons to spawn. updateWIDragonTimer()?
Increase Alduin to static high level (65)
Add minimum level cap to dragon
  • Most mainquest dragons remain unchanged
  • Dragons are level 25
  • Blood dragons 35
  • Frost dragons 45
  • Elder Dragons 55
  • Ancient Dragons 65
  • Paarthusnax 65


BBB Stats
Aim:
Increase player strength on non-specialized fields

Conflicts:
Any mod that alters iAVDhmsLevelUp

Short description:
All stats increase 3 each level (After you manually spend points and leave the menu)
Spend 7 points manually

Full description:
Add health / magicka / stamina for each level
  • Each level, all stats gain 3 points

Create Quest (invisible)
  • Attach script that adds 3 points to all stats

Lower stat points manually spent
  • Each level, you can only spent 7 manually


BBB Regeneration
Aim:
Force the player to heal himself instead of waiting 1 second

Conflicts:
Any mod that changes regeneration values or multipliers

Short description:
Slower health regeneration
Magicka always regenerates as if in combat

Full description:
Health regeneration rate much slower outside combat (2/7) (from 0.7 to 0.2)
Magicka regeneration rate (In combat speed) (from 3 to 1)
  • Set multiplier to 1
  • Set base to vanilla-base*vanilla-mult for each race (0.33 *base)

Race = all races, all vampire races
  • Argonian
  • Breton
  • Dark Elf
  • High Elf
  • Imperial
  • Khajiit
  • Nord
  • Orc
  • Redguard
  • Wood Elf

Info:
  • Gameplay --> Settings:
  • fCombatMagickaRegenRateMult = 0.33 (vanilla)
  • fCombatHealthRegenRateMult = 0.0 (vanilla)
  • Health does not regenerate in combat (vanilla)
  • Mana regenerates at 0.33 (vanilla)
  • Stamina regenerates at 0.35 (vanilla)
  • Character --> Race --> contains base regen value


BBB AutoPerkPoints
Aim:
A high level skill is always useful, not only when perks are invested

Conflicts:
Will probably not conflict, but it does not check any constraints given, it just forces perks on the player. So mods that alter Perk requirements will be ignored.

Short description:
Grants all basic perks of a skill when the corresponding skill level is reached.
Do note that Arcane Blacksmith is granted at level 50! (If you have steel smithing)

Full description:
Create Quest that runs on startup and runs once. Add script
Terminate quest when unregister for update
Automatically add perk points to certain skills when level is reached
Alchemy (Alchemist): Ranks 1, 2, 3, 4 and 5
Archery (Overdraw): Ranks 1, 2, 3, 4 and 5
Light Armor (Agile Defender): Ranks 1, 2, 3, 4 and 5
Alteration: Novice, Apprentice, Adept, Expert and Master
Block(Shield Wall): Ranks 1, 2, 3, 4 and 5
Lockpicking: Novice, Apprentice, Adept, Expert and Master
Conjuration: Novice, Apprentice, Adept, Expert and Master
Heavy Armor (Juggernaut): Ranks 1, 2, 3, 4 and 5
Pickpocket (Light Fingers): Ranks 1, 2, 3, 4 and 5
Destruction: Novice, Apprentice, Adept, Expert and Master
One-handed (Armsman): Ranks 1, 2, 3, 4 and 5
Sneak (Stealth): Ranks 1, 2, 3, 4 and 5
Enchanting (Enchanter): Ranks 1, 2, 3, 4 and 5
Smithing
  • Arcane Blacksmithat level50
  • Only 1 perk, but also has to check for ‘Steel Smithing’

Speech (Haggling): Ranks 1, 2, 3, 4 and 5
Illusion: Novice, Apprentice, Adept, Expert and Master
Two-handed (Barbarian): Ranks 1, 2, 3, 4 and 5
Restoration: Novice, Apprentice, Adept, Expert and Master

BBB Drops
Aim:
Add challenge to getting high tier armor

Conflicts:
Any mod that alters the drop lists on specific items

Short description:
Removes daedric and dragon armor from droplists
Make glass and ebony less frequent

Full description:
Spoiler:  
Show

Remove from droplists:
  • Dragon Bone armor parts
  • Dragon Scale armor parts
  • Daedric armor

Make more infrequent:
  • Glass weapons / armor
  • Ebony weapons / armor

Change the drops from thalmor soldiers with glass?
Change the drop from draugr deathlords with ebony?


Add static (always present) Daedric Armor (2 full sets?)
  • Give strong characters, well guarded or hidden placed 1 piece of daedric armor
  • Suggestions: A jarl's treasury, Paarthurnax, The Cistern, Skuldafn, Arcwind Point, Velehk Sain, Dagons shrine, an orcish stronghold.



BBB Leveling
Aim:
Slow the game down by slowing down leveling

Conflicts:
Any mod that alters skill leveling speed

Short description:
Armor skills and alchemy now increase slower
Other skills now increase a lot slower

Full description:
Info: Skill Use Mult is edited to achieve these goals
Slow leveling with 1/3 for (2/3 of vanilla speed):
  • Light armor
  • Heavy armor
  • Alchemy

Slow leveling with 1/2 for (1/2 of normal speed):
  • Archery
  • Alteration
  • Block
  • Lockpicking
  • Conjuration
  • Pickpocket
  • Destruction
  • One-handed
  • Sneak
  • Enchanting
  • Smithing
  • Speech
  • Illusion
  • Two-handed
  • Restoration


BBB Magic
Aim:
Extend magic and increase a mages possibilities.

Conflicts:
Any mod that alters base values for specific effects, be it enchantments or magic.

Short description:
No more free casting, but faster regeneration
More enchanting effects
More bound weapons
More general-use effects

Full description:
Lower base value to 3/4 for:
  • Fortify Destruction
  • Fortify Illusion
  • Fortify Resorarion
  • Fortify Conjuration
  • Fortify Alteration

Increase base value to 3/2 for:
  • Regen Magicka enchantment
  • Regen Health enchantment

(Allow each enchantment on each slot? Nerve base cost even more)
  • Consider the effect on new enchantments by this mod!

Add lower-Shout-countdown enchantment (Amulet of Thalos)
Modify Ward effect? More AR when not wearing armor? Or include this as a perk in BBB Perks?
Info:
  • Bound sword is orcisch quality, mythic is daedric
  • Bound battleaxe is better than iron, mythic is glass
  • Bound bow is almost daedric, bound mythic bow is greater than daedric

Create Bound Dagger
  • Dagger
  • Create bound dagger (orcisch = 6)
  • Create bound mythic dagger (daedric = 11)
  • Create magic effect of bounding dagger (Novice)
  • Create spelltome
  • Place spelltome in vendor list (make sure it’s available outside of college)

Create Bound Mace
  • Mace
  • Create bound mace (orcisch = 11)
  • Create bound mythic mace (daedric = 16)
  • Create magic effect of bounding mace (apprentice)
  • Create spelltome
  • Place spelltome in vendor list (make sure it’s available outside of college)

Create Bound 2H sword
  • Greatsword
  • Create bound 2h sword (iron + 1 damage = 15+1 = 16)
  • Create bound mythic 2h sword (glass = 21)
  • Create magic effect of bounding 2h sword (Apprentice)
  • Create spelltome
  • Place spelltome in vendor list (make sure it’s available outside of college)

Create Bound 1H axe
  • War axe
  • Create bound 1h axe (orcisch = 10)
  • Create bound mythic 1h axe (daedric = 15)
  • Create magic effect of bounding 1h axe (Apprentice)
  • Create spelltome
  • Place spelltome in vendor list (make sure it’s available outside of college)

Create Bound 2H hammer
  • Warhammer
  • Create bound 2h hammer (iron + 1 damage = 18+1 = 19)
  • Create bound mythic 2h hammer (glass = 24)
  • Create magic effect of bounding 2h hammer (Apprentice)
  • Create spelltome
  • Place spelltome in vendor list (make sure it’s available outside of college)

(Create Bound armor? Armor-gauntlet-boots-helm)
  • Mostlikely use a script that places and removes armor.
  • Create Bound Helm
  • Create Bound Cuirass
  • Create Bound Gauntlets
  • Create Bound Boots
  • Heavy armor, 85% of vanilla Ebony AR
  • (Create bound shield?)
  • Place spelltome in shops

Create Waterwalking spell (See Ice-wraiths)
  • Create magic effect of Waterwalking
  • Create spelltome
  • Place spelltome in vendor list (make sure it’s available outside of college)
  • This effect does not seem to work on characters.

Create Nighteye spell(See Kahjit racial lesser power)
  • Create magic effect of nighteye
  • Create spelltome
  • Place spelltome in vendor list (make sure it’s available outside of college)

Create open lock spell (see tower doomstone)
  • Seems really hard to do.
  • Need a script to check and do stuff. Not quite possible since papyrus can not check if the object hit by a spell is a chest/door.
  • Perhaps Conjure Lockpick?
  • Create magic effect of unlock/place lockpick with script
  • Create spelltome
  • Place spelltome in vendor list (make sure it’s available outside of college)
  • ----------------------------------------
  • Other possibility: Give player modified tower stone perk, depending on the spell used. This seems to be much easier. Downsides: If multiple locks are close together, player can open all of them in 1 cast (or duration of spell should be really short)
  • Is the perk removed when the spell ends? TEST IT (Yes it is)
  • The actual used spells: Work the same as the tower perk. User can cast a spell on himself that can open locks.
  • Unlock Novice: Player has 3 seconds to activate any lock with lock level 1 (novice)
  • Unlock Apprentice: Player has 3 seconds to activate any lock level 25 (Apprentice)
  • Unlock Adept: Player has 3 seconds to activate any lock level 50 (Adept)
  • Unlock Expert: Player has 3 seconds to activate any lock level 75 (Expert)
  • Unlock Master: Player has 3 seconds to activate any lock level 100 (Master)

Add shield enchantment (Add ebony skin effect to armor/clothing)
  • Test: create armor with ebony skin enchantment --> place in game --> disenchant --> reapply effect to other armor possible?
  • Enchanting on:
  • Torso (armor / robes)
  • Head (hood, not helm)
  • Feet (clothing only)
  • Hands (gloves, no gauntlets)
  • Shield
  • Place in game (low level magic item --> leveld vendor list)

Add Nighteye enchantment
  • Test (see ebony skin enchantment)
  • Enchanting on:
  • Head
  • Place in game (low level magic item --> leveld vendor list)

Add Magic skill increase enchantment (Like alchemy effects)
  • Fortify Destruction Damage
  • Fortify Illusion Effect
  • Fortify Resorarion Effect
  • Fortify Conjuration Duration
  • Fortify Alteration Effect
  • Place in game (low level magic item --> leveld vendor list)

Add waterwalking enchantment
  • Test (see ebony skin enchantment)
  • Enchanting on:
  • Feet
  • Place in game (low level magic item --> leveld vendor list)
  • This effect does not seem to work on characters.

Info: For where it can be enchanted, see: Misc --> FormList

BBB Perks
Aim:
Extend perks and create more diverse characters
Not overpowering characters
Prevent player from mastering everything, when BBB AutoPerkPoints is used. (With that mod you basically need 5 perks less per skill to fully master it)

Conflicts:
Any mod that changes basic perks

Short description:
Splits up a lot of perks into multiple perks, starting lower than the original value and ending higher than the original value
Add extra perk levels to already existing perk-sets.

Full description:
Extend other perk trees with more perks (only add more ranks on already existing perks
Smithing remains unchanged
Include BBB_Magic
Do not forget to set new required perk and next perks when added / altering perk-set
Some effects, like ebony flesh, check in the spell if they should apply more effects. Spells can check perks to alter their effect. (E.g.:"Only use this effect when Perk X is active")

Destruction
  • Augmented Flames 3: 75% more damage
  • Augmented Frost 3: 75% more damage
  • Augmented Shock 3: 75% more damage
  • Impact 1: staggers 25% of the time, at level 40 (Edited for every single destruction spell, will not work for spells made by mods)
  • Impact 2: staggers 50% of the time, at level 80 (Do not forget to add this effect to future new spells in BBB_Magic)
  • Info:
  • The Impact effect is created by creating a new effect, a copy of the PerkStaggerPushFFAimed, but this one checks for the second impact perk. This effect is added to each spell with stagger effect. The stagger effect is given a GetRandomPercent 25.00 as condition, the second a GetRandomPercent 33 condition. This should result in a (0.25*0.66)+(0.75*0.33)+(0.25*0.33) = 49.5% chance to stagger.

Alteration
  • Stability 2: At level 100, spells last 2x as long instead of 1.5x as long
  • Mage Armor 1: 1.5x stronger, instead of 2x, at level 30
  • Mage Armor 2: 2x stronger, instead of 2.5x, at level 40
  • Mage Armor 3: 2.5x stronger instead of 3x, at level 50
  • Mage Armor 4: At level 70, 3x stronger

Conjuration
  • Summoner 3: Raise at 4x the distance, at level 100
  • Atromacy 1: 1.5x Atronach duration, at level 30
  • Atromacy 2: 2x Atronach duration, at level 40
  • Atromacy 3: 2.5x Atronach duration, at level 60
  • Atromacy 4: 3x Atronach duration at level 70
  • Necromancy 1: 1.5x zombie duration, at level 30
  • Necromancy 2: 2x zombie duration, at level 40
  • Necromancy 3: 2.5x zombie duration, at level 60
  • Necromancy 4: 3x zombie duration, at level 70
  • Twin Souls 2: 3 summons, at level 100
  • Mythic Binding 2: Adds 3 fire, 3 frost and 3 shock damage, at level 40 (Do not forget new spells by BBB_Magic!)

Enchanting
  • Fire enchanter 1: 10% stronger, at level 20
  • Fire enchanter 2: 20% stronger, at level 30
  • Fire enchanter 3: 30% stronger, at level 40
  • Frost enchanter 1: 10% stronger, at level 30
  • Frost enchanter 2: 20% stronger, at level 40
  • Frost enchanter 3: 30% stronger, at level 50
  • Storm enchanter 1: 10% stronger, at level 40
  • Storm enchanter 2: 20% stronger, at level 50
  • Storm enchanter 3: 30% stronger, at level 60
  • Insightful enchanter 1: 20% stronger at level 50
  • Insightful enchanter 2: 30% stronger at level 80
  • Corpus enchanter 1: 20% stronger at level 70
  • Corpus enchanter 2: 30% stronger at level 100
  • Soul squeezer 1: Extra recharge, at level 20 (Not changed)
  • Soul squeezer 2: 2x as much extra effect, at level 70
  • Soul siphon 1: trap 5%, at level 40 (Not changed)
  • Soul siphon 2: trap 10%, at level 70
  • Soul siphon 3: trap 15%, at level 100

Illusion
  • Animage 1: 5 levels higher, at level 20
  • Animage 2: 10 levels higher, at level 40
  • Quiet casting 1: half as much sound, at level 40
  • Quiet casting 2: silent, at level 50
  • Hypnotic gaze 1: 5 levels higher, at level 30
  • Hypnotic gaze 2: 10 levels higher, at level 50
  • Aspect of Terror 1: 5 levels higher, at level 50
  • Aspect of Terror 2: 10 levels higher, at level 70
  • Rage 1: 6 levels higher, at level 70
  • Rage 2: 12 levels higher, at level 90
  • Kindred mage 1: 5 levels higher, at level 40
  • Kindred mage 2: 10 levels higher, at level 60

Restoration
  • Recovery 3: 75% faster regeneration, at level 70
  • Recovery 4: 100% faster regeneration, at level 100
  • Regeneration 1: 25% more healing, at level 20
  • Regeneration 2: 50% more healing, at level 30
  • Regeneration 3: 75% more healing, at level 70
  • Regeneration 4: 100% more healing, at level 100
  • Necromage 1: 10% stronger, 20% longer, at level 60
  • Necromage 2: 20% stronger, 40% longer, at level 70
  • Necromage 3: 30% stronger, 60% longer, at level 80
  • Ward absorb 1: 20% absorb, at level 60 (Vanilla is 25% absorb)
  • Ward absorb 2: 25% absorb, at level 80
  • Ward absorb 3: 30% absorb at level 100

Archery
  • Eagle eye 1: 30% zoom, at level 30 (Vanilla is 60%)
  • Eagle eye 2: 60% zoom, at level 40
  • Hunters discipline 1: 60% change on arrow recovery, at level 50 (Vanilla is 66%)
  • Hunters discipline 2: 80% change on arrow recovery, at level 60
  • Power shot 1: add 25% stagger, at level 50
  • Power shot 2: add 50% stagger, at level 60 (50% total stagger chance: 0.25*0.66 + 0.75*0.33 + 0.25*0.33 = 49.5% )

Block
  • Elemental Protection 1: 20% protection, at level 40
  • Elemental Protection 2: 40% protection, at level 50
  • Elementel Protection 3: 50% protection, at level 60
  • Deadly bash 1: 2x more damage, at level 40
  • Deadly bash 2: 4x more damage, at level 50
  • Deadly bash 3: 5x more damage, at level 60
  • Quick reflexes 1: slow down less than vanilla, at level 30
  • Quick reflexes 2: slow down more than vanilla, at level 50 (Both perks 'cast' a spell when you nlock during a power attack. QR1 has a time modifier of 0.15 (vanilla is 0.05) and QR2 has a modifier of 0.3, together making a 0.3*0.15=0.045 time modifier)

Heavy armor
  • Fist of Steel: Text should be changed, gauntlets do more damage than they have AR when BBB Equipment is used
  • Fist of Steel 1: 0.5x Vanilla value, at level 30
  • Fist of Steel 2: 1x vanilla values, at level 40
  • Fist of Steel 3: 1.5x vanilla values, at level 50 (Each perk adds an ability to the player, increasing damage by the same amount)
  • Well fitted 1: 15% bonus, at level 30
  • Well fitted 2: 30% bonus, at level 60
  • Tower of strength 1: 20% less stagger, at level 40 (UESP says this perk is broken, this is NOT fixed if this is true)
  • ToS 2: 40% less stagger, at level 60
  • ToS 3: 60% less stagger, at level 80
  • Matching set 1: 10% bonus, at level 60 (UESP says 25% = vanilla, CK says only 20% is given)
  • Matching set 2: 25% bonus, at level 70

One handed
  • Bladesman 4: 25% chance, same critical as Bladesman 3, at level 100
  • Bone breaker 1: ignore 20%, at level 25
  • Bone breaker 2: ignore 40%, at level 50
  • Bone breaker 3: ignore 60%, at level 75
  • Bone breaker 4: ignore 80%, at level 100
  • Dual flurry 1: 20% faster, at level 30 (Not changed)
  • Dual flurry 2: 30% faster, at level 50
  • Dual flurry 3: 40% faster, at level 70
  • Hack and slash 4: Even more bleeding, at level 100
  • Fighting stance 1: 15% less stamina, at level 20
  • Fighting stance 2: 30% less stamina, at level 40

Two handed
  • Champions stance 1: 15% less stamina, at level 20
  • Champions stance 2: 30% less stamina, at level 40
  • Deep wounds 4: 25% crit and same damage as Deep wounds 3, at level 100
  • Limbsplitter 4: even more bleeding, at level 100
  • Skull crusher 1: ignore 20%, at level 25
  • Skull crusher 2: ignore 40%, at level 50
  • Skull crusher 3: ignore 60%, at level 75
  • Skull crusher 4: ignore 80%, at level 100

Speech
  • Allure 2: 15% better prices, at level 40
  • Allure 3: 20% better prices, at level 50

Sneak
  • Muffled movement 1: 25% noise reduction, at level 30 (0.25 muffle)
  • Muffled movement 2: 50% noise reduction, at level 40 (0.33 muffle, together making 50% as shown before)

Pickpocket
  • Night thieve 1: +20% when sleeping, at level 30 (+20%)
  • Night thieve 2: +30% when sleeping, at level 40 (+10%)
  • Cutpurse 1: gold is 20% easier, at level 30 (+20%)
  • Cutpurse 2: gold is 40% easier, at level 40 (+20%)
  • Curpurse 3: gold is 60% easier, at level 50 (+20%)

Lockpicking
  • Wax key 1: 33% change for key, at level 40
  • Wax key 2: 66%, at level 50
  • Wax key 3: 100%, at leel 60

Light Armor
  • Custum fit 1: 15% bonus, at level 30
  • Custum fit 2: 30% bonus, at level 60
  • Matching set 1: 10% bonus, at level 60 (UESP says 25% = vanilla, CK says only 20% is given)
  • Matching set 2: 25% bonus, at level 70
  • Unhindered 1: 50% lighter, at level 50
  • Unhindered 2: 100% lighter, at level 70
  • Wind walker 1: regenerate 20% faster, at 40 (Ability with 20 multiplier)
  • Wind walker 2: regenerate 40% faster, at 60 (Ability with 17 multiplier)
  • Wind walker 3: regenerate 60% faster, at 80 (Ability with 14 multiplier)
  • Windwalker all levels gives 1.2*1.17*1.14 = 1.60056 times faster regeneration

Alchemy
  • Physician 1: 20% more effective, at level 20
  • Physician 2: 30% more effective, at level 40
  • Benefactor 1: 20% more effective, at 30
  • Benefactor 2: 30% more effective, at level 50
  • Poisoner 1: 20% more effective, at level 30
  • Poisoner 2: 30% more effective, at level 50
  • Snakeblood 1: 25% resist poison, at level 70
  • Snakeblood 2: 50% resist poison, at level 90

Info: For perks, see Actors --> Perks, and see Spells --> Ability

BBB LowerStartingSkills
Aim:
Prevent every character from being a decent Jack of all trades

Conflicts:
Any mod that changes iAVDSkillStart

Short description:
All skills stats at level 5, plus your races skill bonus.
Keep in mind this means that the smithing tutorial in Riverwood, becomes a serious task. You need level 15 smithing to improve an iron dagger. So you will need to spend some extra time training smithing before you can complete this task. When BBB_Smithing is installed, this becomes even harder, since you need twice as much materials.