Skyrim Special Edition
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Paradoxrnt

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paradoxnrt

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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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This mod has been replaced by my 'Classic RPG Archtypes AND FULL NPC Perks GAME OVERHAUL' mod.



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!