About this mod
* I NO LONGER AM UPDATING THIS MOD. I'VE INSTEAD COMBINED THIS MOD AND MY NORD BARBARIAN MOD INTO A SINGLE MOD CALLED '''Warrior' 'Paladin' 'Barbarian' (Dungeons and Dragons Style) Role Play (includes NPC Perks)'. ' @https://www.nexusmods.com/skyrimspecialedition/mods/12138/?
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MOD DESCRIPTION:
So, you might be asking yourself "what's the point of this mod?".
While trying to roleplay as a Warrior, I noticed I kept falling back heavily on Non-Warrior skills (such as lockpicking, alchemy, enchanting or casting spells). I decided to make myself a mod where I'd not be tempted to break RP! Additionally, I wanted a mod that made combat related skills a bit more 'realistic' for me AND the NPCs. Finally, I wanted Rewards to mean more....so I lowered the players selling prices (-50%) + I use 'Increased Bounty Gold' by darkwahn.
Basically, the point is to limit jack of all trades type gameplay, and encourage (force) Warrior/Paladin roleplaying....all while adding some extra 'realism' for both me and NPCs. Torches actually have a use now! Shouts also become far more important as a spell casting alternative!
There are actually a LOT of changes, the 2.3 version's list of changes are all detailed below.
Enjoy!
PLZ NOTE:
-Many of the effects of this mod function off hidden perks = you might not see an effects description, but it works (kind of like how the perk Elemental Protection adds 50% Elemental protection while blocking with a shield, but you don't see it in the Active Effects list).
2 Main Mods are available here:
-Warrior Mod = default
-Paladin Mod = can cast Restoration spells without the 100X magicka cost penalty
WHAT DOES THIS MOD CHANGE: *SOME OF THESE CHANGES ALSO APPLY TO MOST NPCS/UNDEAD/FALMER....SO BE CAREFUL!
-WORN armor/shields weight only 60% (helps balance the lower carry capacity...and is realistic in that wearing armor is easier than carrying it)
-NPCs/Undead/Falmer of Level 19 or under get a critical hit chance of 10%
-NPCs/Undead/Falmer of Level 19 or under get critical hit damage of +20%
-NPCs/Undead/Falmer of Level 20 or higher get a critical hit chance of 20%
-NPCs/Undead/Falmer of Level 20 or higher get critical hit damage of +50%
-NPCs/Undead/Falmer of Level 19 or under get Mace + Warhammer Armor Penetration of 25%
-NPCs/Undead/Falmer of Level 19 or under get War Axe + BattleAxe Armor Penetration of 15%
-NPCs/Undead/Falmer of Level 20 or higher get Mace + Warhammer Armor Penetration of 50%
-NPCs/Undead/Falmer of Level 20 or higher get War Axe + BattleAxe Armor Penetartion of 25%
-Max carry weight is now set to level (somewhat more realistic carry weights):
Lvl<10 = 80lbs, Lvl<20 = 90lbs, Lvl<30 = 100lbs, Lvl<40 = 110lbs, Lvl<50 = 120lbs, Lvl<60 = 130lbs, Lvl<70 = 140lbs, Lvl<80 = 150lbs, Lvl>80 = 160lbs
-Carriages should no longer transport you if you are over-encumbered (Carriage Drivers are NOT Merchant Caravans)
-Unlimited training (can train 9999 times per level) *always thought the training limits were silly!
-Players get a -30 penalty to sneak
-Only 3 pieces of armor required for Stormcloak matched sets for Light Armor & Heavy Armor *since Stormcloak soldiers use all sorts of helmets!
-Steel Horned Helmet now counts as standard steel AND steel plate for Matching Set Perk + Tempering Bonus
-Iron boots/gauntlets also make a 'matched set' with the Stormcloak Heavy Armor Cuirass
-Matched Set/Custom/Well Fitted Perks now only offer 10% bonuses
-Skeletons now take +25% damage from Maces or War Hammers
-Crafted enchantments are only 1% effective
-Spells Cost 100X more magicka to cast for the player
*does not effect staffs/enchanted weapons/scrolls
**the Paladin mod allows the casting of Restoration magics without penalty
-Alchemy Crafting is only 1% as effective + ingredients are completely gimped!
-Tempering Crafting is only 10% as effective*balancing/sharpening/customizing grips SHOULD NOT result in a weapon 3x as capable
*14 Skill in Smithing still gives 'Fine' bonus
-Lock Picking is only 10% as effective *picking novice locks without the Novice perk is close to being as hard as picking Master locks in vanilla game
**Lockpicking Enchantments + Lockpicking Potions + Lockpicking Perks will make Master Locks possible to pick.
***Lock Bashing can be added via this mod: http://www.nexusmods.com/skyrimspecialedition/mods/4127/?
-Pick-pocketing is only 10% as effective (sleeping targets incur no penalty)
-Deflect Arrow (with Shield) chance increases by +20%
-Incoming Stagger reduced by 20%
-All selling prices are reduced by 50% (discourages overencumbered movement for greedy players...like me!)
-Hack and Slash Perks (all 3 levels) magnitude no longer effected by weapon material (all weapons are set to Elven/Honed bleeding damage level)
-Hack and Slash Perks (all 3 levels) each level slightly increases armor penetration (5% per level)
-Hack and Slash Perks (all 3 levels) now grants ALL WEAPON TYPES bleeding damage...as if a sword/dagger across the throat wouldn't bleed?!?
-Bladesman Perks (all 3 levels) Critical Hit chance now effects ALL WEAPONS (even fists)
-Added a Stormcloak Heavy Cuirass version (the long leather sleeve version). It acts as a medium armor.
-Hide shields now weight 2.5
-Guard shields are now light armor
-Dawnguard Weapons/Relics are now silver weapons (they keep their anti vampire bonuses)
-Dawnbreaker is now considered a silver weapon (keeps all its other abilities)
-iron weapons weight -2 of default, and have +0.1 speed. *this is to realistically balance their usefulness versus steel (the ingame iron weapon models are smaller after all)
-Iron Armors/Shields have their weight reduced (including Banded variants)...again to make them more viable vs steel.
Installation/Updating Instructions:
-For a new game or a simple update = Install .bsa normally or with a mod manager. Start a new game normally.
-IF installing onto a game in progress = install .bsa normally or with mod manager. While in game, open console '~', type 'showracemenu'. Then click on another race choice. Then click back on your original race. Accept, rename, play as normal!
Required Files:
Unofficial Patch (which you should be using regardless!)
Compatibility:
-the changes are in the race abilities...so you can modify races, but NOT their race abilities (for example, for the Nord Race, I 'piggy-backed' this mod onto the Nord Racial 50% Frost Resist Ability)
*Orcs are the only race without a Race Ability to 'piggy back' this mod onto. I had to make one for them....so if you want to play as an Orc and you are using a race mod = place this mod last in the load order.
That's it, enjoy!