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Neph

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Nephtelas

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  • Power Fantasy - Core gameplay tweaks

    Changes related to physical combat:



    Attacks now always hit by default; There are several changes to accomodate that (I'd even say, it's a core feature that I'm not very eager to make customizable, should the request arise, since there's a lot of interconnected mechanical aspects in here)

    You might wonder what Sanctuary and Fortify Attack are up to now...
    Fortify Attack counteracts Blind, Noise, defensive effects of Willpower and Endurance, Light Armor evasion and Heavy Armor critical damage reduction (the latter two require the Skills module), which also means, that it'll be useful for both physical and magical damage dealing
    Sanctuary reduces the chances of being affected by physical status effects and 'forced' knockdown (a lot of this ha...

  • Power Fantasy - Birthsigns

    The Tower

    With Power Fantasy, it now offers great utility, along with some decent defensive capabilities.

    Passives:

    Fortify Luck and Endurance 5 pts
    Feather 100 pts
    Sanctuary 25 pts
    Reflect Magic 25%
    25% chance to reflect 25% melee damage or ignore half of ranged weapon damage
    Spell: Spare Key

    Open 50 pts on Touch for 0 Magicka
    Toggle: Sentry

    Detect Enchantment and Life in 200 ft
    Like the Khajiit's Keen Senses toggle, this doesn't really work without Enhanced Detection (Lite), so I highly recommend to install that mod, if you intend to do a playthrough with The Tower
    Creatures deal 1.25x damage to you

    Power: Tower Key

    Unlock everything and disarm all trap...

  • Power Fantasy - Core creature additions

    A lot of creatures receive 'pseudo armor':



    I couldn't get them to have an actual armor stat, but they now have extra data attached, which basically means and works the same (according to vanilla armor mitigation behavior).
    Can't be reduced though (that would be a pain to implement)
    They receive a base value, which then gets scaled by their Endurance and Level (up to 10x the base value on Level 35 and 100 Endurance)

    Example: A Dremora has a high base armor of 25, which would end up being 250 on Level 35 and 100 Endurance (almost daedric armor level)
    Here's a comprehensive list for base armor values:

    30 (very high): Crabs (built in support for Crab Diversity)
    25 (high): Dremora, Automatons, Dreugh, Golden Saint, Old...

  • Power Fantasy - Stealth skills

    For the purpose of this documentation, I have marked perks with the following:


    S, if they scale with skill level
    1, if they are player-only
    2, if they can't be accessed by creatures
    3, if they need to be gained through conventional levelling (which means, you can't get them directly by using the console)


    Security

    One of those utility skills you can't do much with... I've just made it more convenient to use, but not much else.

    Apprentice(S,1):
    Chests yield additional gold.


    Chests you activate get added 5 + level/2 Gold, rounded up

    Journeyman(1,3):
    Lockpicks and probes last longer.


    Uses are doubled

    Expert(1,3):
    Lockpicks and probes ...

  • Power Fantasy - Magic skills

    For the purpose of this documentation, I have marked perks with the following:


    S, if they scale with skill level
    1, if they are player-only
    2, if they can't be accessed by creatures
    3, if they need to be gained through conventional levelling (which means, you can't get them directly by using the console)


    Enchant

    Mainly concerns itself with recharging enchantments, apart from the (very cool) addition to staves.

    Apprentice(S,1):
    Enchantment charges slowly replenish over time.


    Items regain up to 1 charge every 2 seconds at Enchant level 100
    I think it bleeds over to affect enchantments of NPCs as well, but I don't see this as too much of an issue

    Journeyman(1):
    On-...

  • Power Fantasy - Combat skills

    For the purpose of this documentation, I have marked perks with the following:


    S, if they scale with skill level
    1, if they are player-only
    2, if they can't be accessed by creatures
    3, if they need to be gained through conventional levelling (which means, you can't get them directly by using the console)


    Block

    This one received a massive addition in the form of semi-active blocking. When holding your attack while having a shield equipped, you'll go into 'blocking mode'. This is described as 'raising your shield' in perk descriptions. A raytest is performed to roughly check, if you're looking at an attacker, which is set up to be rather generous, but I have to admit, that it still isn't 100% reliable.
    I would of cours...

  • Power Fantasy - Races

    Argonian

    Your favorite humanoid amphibian lizards, made to be very tenacious, with strong regeneration abilities to outlast their opponents. They don't get offensive bonuses, but sometimes defense can be a good offense, too.

    M F
    STR 40 40
    INT 40 45
    WIL 30 40
    AGI 45 40
    SPD 50 40
    END 40 40
    PER 25 25
    LUC 40 40

    +5 to: Alchemy, Sneak, Illusion, Mysticism, Unarmored, Spear, Hand-to-Hand

    Passives:

    Waterbreathing
    20 pts Swift Swim
    Resist Poison 75% and Common Disease 50%
    Physical defense bonus (take 0.9x damage)
    Restore 1% maximum Health per second (minimum 1 pt)
    Restore 3% of all resources per second when swimming