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Indaril

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Indaril

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44 comments

  1. chaosoftwillight
    chaosoftwillight
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    is there a mod that overhauls the leveling system like this (gain 1 attribute point instead of 10) but does not come with the clutter of un-customizable additions such as bows do damage?
    1. LeandroGoethals
      LeandroGoethals
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      no u will keep getting one-shotted with bows i have searched for the same answer
    2. JohnGaltIsAllive
      JohnGaltIsAllive
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      Check out https://www.nexusmods.com/skyrim/mods/96817
  2. Pitris11
    Pitris11
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    Uninstal doesn´t work...
  3. Indaril
    Indaril
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    Yes, topeira, the mod is abandoned. I played with it all the time I wanted and now i´m tired of it. I´m playing the game with other mods. So I give you, or whatever other, all the rights to make all do you want with the archives.

    - I only noticied one bug: the respawn don´t worked, but was easily fixed with one mod to edit the respawn time. The bug of the arrows must be one incompatibility with some other mod that I´m not using.
    - I wanted relate the carry weight with the health, and not with the stamina. Because, if the stamina represents the fitness, and the health represents the strength, I think this more appropiate. Could be interesting increment the carry weight with the health, but I don´t know how. I haven´t modding knowledge, and only work with CK. Modify carry weight of all the races is easy, but my intention was make difficult wear heavy armor for a weak race specializated in magic, or fittness.
    - Yes, perhaps the magic is some overpowered, because I played with no magic characters, and wanted more difficult to kill wizards and magues.
    - for other instance, I think only stamina could gain more per level. Stamina itself is underpowered in the game, and only work to have more carry weight. But I don´t like the "ethereal" inventory of the TES, and ever try to avoid use it, and carry only the "logical" things I should carry. I thik with the addeqate perks and magic items, you can cast all the spells of the game with 230 base of magic, but suppose it could up 2 or 3 per level, yes.
    - The damage sistem, in general... I like that, actually.
    - Finally, thanks for writing. I stopped developing it because of time, and because the new mods are better than mine (i´m only amateur), and because my mod conflict with all that change NPCs armour and weapons, and did not see future. Bye!
  4. topeira
    topeira
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    hmm. i never noticed this mod. interesting idea and something i HAVE been looking for.

    but i have a few important questions -

    1) im lvl 25. if i install this mod (and alter my stamina, magicka and health) and later remove it - what will happen to all the armor, weapons and NPCs that have been changed? if i feel like i dont like what the mod is doing - will removing the ESP reset everything to how it was before i used the mod?

    2) indaril, what changes have you done to armors and weapons? did u make them all stronger? weaker?

    3) how will modded armor and weapons behave with this mod? if i have a mod that brings me an armor that is about 35 strong and a sword that does 25 damage by default, will these be extra weak or extra strong and unbalanced? or will your mod take care of balancing them??

    4) i use "deadly combat" mod and i like what that mod does. will they conflict in any way?

    5) from your experience, how many hits does it take to take out a human?

    EDIT:
    after trying the mod for alittle bit i encountered bugs i can not overlook.
    aiming with the bow causes stamina to go down immedietly and never regenerate and there is no zoom anymore and the arrow flys in slow motion.

    also my carry weight went down so drastically i had to lose most of what i was carrying, which is a bit of a shame.
    i think there should have been a different formula to how carry weight is calculated. like instead of 5 carry point for every 10 stamina points it's something like 5 carry points for 1 stamina point, to retain the original carry weights or something.

    some enemies became a lot harder and some a lot easier (easier=less to kill). i found trolls to be too hard and skeletons as well but that's not a bug. it's a matter of taste. since i couldnt play because of the archery bugs and the carry weight issue i couldnt give a full play through and give an informed opinion on how it's balanced.

    i hope this mod will not be completely abandoned. also it changes a lot of stuff.
    i sorta feel like the only changes the mod needed to do is
    1) make ONLY health to level less. keep stamina and magicka gain 10 points every level so keep the magic and stamina in balance.
    2) change the AI's health meters to stay balanced.
    3) change how armor is protecting the warrior.
    4) change how much damage weapons do so against no armor you can kill with 2 or 3 normal hits but against heavy armor it takes about 10.
    5) make shields protect more against spells to make sure magicians and wizards aren't OP.

    i think that's it. nothing more. my opinion at least.
  5. Gorbachev
    Gorbachev
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    This mod would get a lot more hits if the word "immersive" was in the title. Otherwise, now that I've happened upon it, I will try it.
  6. Indaril
    Indaril
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    The formula is in the readme. This is the base values, according to your race. You must add one point for level (not ten points) at one principal characteristic (if you have level 20, you can add 20 points, to distribute among stamina/health/magicka). You must input: player.setav health ... (here your appropiated health); player.setav stamina ...; player.setav magicka ... (long ago that did not enter around here, but better late than never ...) Greetings.
  7. Boutin
    Boutin
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    Seems a very good "ALL In One" mod, thanks a lot for releasing it to us! I would like to test it to replace the ton of mod I'm currently using in order to have a "realistic and immersive" world. My issue is that I want to use my previous save. So, can you please give the exact formula and console commands I will have to use to convert my "almost vanilla" stats to something in sync with the world modified by this mod.
    Thanks a lot.
  8. Indaril
    Indaril
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    Imperial race abilities (and argonian) easily fixed. By now, the only knowed bug that remains is the light armor converted to heavy armor (elven, glass and dragonscale) They up the level of the "heavy armor" ability, but are governed by the "light armor" ability and perks. Logically, it can be fixed with console, but I don´t know how to make this works right.Thanks for comment. Checking "armor to the teeth" mod, I don´t know why bethesda not make this since the principle. Bye.
  9. Indaril
    Indaril
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    agunsthemagi, I will test the Imperial racial powers now. I also saw a problem, but thought I had arranged.
  10. Agnusthemagi
    Agnusthemagi
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    I like the ideas you used in this mod, reducing health per level is simple and actually impactating. Downloading and testing it!
    When you say:
    'The damage unnarmored of all the races are relationed with health (with exception for Khajit and Argonian), that represents "strength". Weight you can carry is calculated with -50 over the health. (Stamina represents the "fitness")'
    This means we should change it with player.setav too?
    Edit: no use using setav on carry weight, it comes back after game load.
    Edit2: Imperial racial powers not working.