About this mod
Mods to give enemies proper spells, increase the levels and stats of some enemies, improve default spells, improve loot and leveled list variety, and increase traveling and training costs
- Permissions and credits
I made these balance tweaks for my playthrough, after it became oddly easy even for my unoptimized character. Most of the changes are small and close to vanilla, just enough to make a difference. I didn't make a detailed changelogs, but here's a quick overview for the different files:
Modest NPCs
I noticed many NPC enemies were fairly low level with low stats, and their generated spells were chosen based on the magicka cost, not their usefullness. As a result, enemy mages especially were a bit ineffective, and many missed out on even the most basic destruction spells.
This mod increases the stats of some enemy NPCs based on their location, class, and equipment. For example, NPCs found in daedric shrines now have higher levels, around 20.
I made sure most spellcasters you come across have a more balanced and varied selection of spells to use in combat, according to their class, skill and background. You'll know the mod works when the mage in Seyda Neen's smuggler cave casts a Shield on himself. Now that enemies have more appropriate spells, I recommend also using this next mod:
Modest Magic
Makes changes to default spells, to make them a bit better for the player and the enemies that use them. Some of them have reduced casting costs, increased durations, or magnitudes. Spells you buy from vendors are now more effective, in some cases more magicka efficient than custom spells would be. Absorb Health, Bound equipment, Damage Attribute and Restore Health spells are also more costly.
Modest Creatures
Creatures had their stats tweaked. Some had their damage increased, some had their agility increased, some had their agility decreased, some got their spells updated, that sort of thing. For example, Ash Slave enemies had 100 Agility and First Barrier spell, with this mod they have 60 Agility and Second Barrier spell. Greater Bonewalkers no longer damage your strength infinitely, Cliff Racers are less aggressive, and regular Dremora don't drop high-end weapons.
The rest of the mods are a bit smaller in scope:
Modest Leveled Lists
Certain creatures now spawn earlier, depending on the creature and the location
Modest Loot
Small changes to random leveled loot. Added variety, less gold at higher levels, no enchanted weapons in random crates around towns.
Modest Services
Traveling and training costs a bit more gold. A silt strider from Seyda Neen to Balmora is around 80 gold, depending on your character.
Modest Weapons
Slightly increases the damage of low damage weapons, and tones down high damage weapons. Makes the jump from regular weapons to rare weapons a bit less drastic.
Modest Armor
Small improvements to low level gear like iron armor. Reduces glass armor rating from 50 to 40.
Modest Enchantments
Slight improvements to cast on use enchantments.
Modest Potions
Slight improvements to some potions, and nerfed alcohol. Sujamma for example fortifies strength by 10 instead of 50.
Modest Artifact Nerfs
Reduces the magnitudes of constant effect enchantments. Reduces the armor ratings. For example, Fists of Randagulf fortify Agility and Strength by 10 instead of 20, and their armor rating is now the same as ebony, instead of better than daedric.
Compatibility
Create a merged patch with mods that modify the same things, like Patch for Purists. Or load before other mods.