Skyrim

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- Small Components -
--------------------
These are simple changes, though not necessarily minor. They are safe to add or
remove mid-game, with no special procedures.

Armor Scaling.
- Goal: Make it harder, but not impossible, to hit the armor cap.
- The perks Juggernaut (Heavy Armor) and Agile Defender (Light Armor) give
greatly reduced benefits.
- Improving armor through Smithing gives slightly reduced benefits.

Falling Damage.
- Goal: more realistic falling based on real-world phsyics and fatality rates.
- Damage begins at about 9 feet, and increases with the square of distance.
- A fall of about 30 feet deals 100 damage. (Tweaked to guarantee survival with
100 health for a certain fall required by the main quest.)
- NPCs follow the same falling rules as the player.

Soul Values.
- Goal #1: It shouldn't be so easy to buy filled gems to level up Enchanting.
- Goal #2: Buying empty gems and selling filled ones should yield a profit.
- The value of filled gems now ranges from 125 (petty) to 1500 (grand/black).
- NOTE: for goal #2, you'll also need the "Smart Souls" SKSE plugin by shadeMe.

Trade Rates.
- Goal: It's a small but significant tweak.
- At 15 skill, trade prices are about 25% worse. At 100 skill, about 15% worse.


- Blessings of the Nine -
-------------------------
Religion, reworked. It is possible to add or remove this component from an
existing game, though not recommended. Take off any amulets before doing so.
Note that NPCs wearing amulets will have unintended stat changes as a result.

ALTARS.
Blessings gained from altars are stronger overall, but have shorter durations.
Most altars no longer cure disease. The intent is to encourage seeking out a
particular altar then using its benefits immediately, rather than picking the
closest one when you get sick and hardly noticing the blessing itself.

Secondary effects:
- Altars of Arkay, Dibella, Kynareth and Mara cure disease.
- Altars of Akatosh, Julianos, Stendarr and Zenithar grant 5% faster skill gain
in addition to their primary blessings.
- Altars of Talos have no secondary effect.

Primary effects:
- Akatosh: 20% Health, Magicka and Stamina regeneration.
- Arkay: 40% Disease and Poison resistance.
- Dibella: 20 Speech.
- Julianos: 10% Alteration, Conjuration, Destruction and Illusion spell power.
- Kynareth: 20% Fire, Frost and Shock resistance.
- Mara: 20 Health, Magicka and Stamina.
- Stendarr: 10% less damage received.
- Talos: 20% quicker shout recovery.
- Zenithar: 10% improved prices.
- Secret Tenth Altar: Also affected. But it's a secret!


AMULETS.
All generic religious amulets now have a fixed value of 120. Effects from
wearing a religious amulet have roughly the same average power as before.
However, wearing one for an extended time period grants additional benefits,
called Devotion. Each amulet carries five ranks of Devotion, gained from
wearing it non-stop for 1 day, 2 days, 4 days, 7 days, and 12 days. If at any
point the amulet is removed, you start over!

Akatosh -
Initial: 6% movement speed.
per Devotion: 4% Health, Magicka and Stamina regeneration.
Arkay -
Initial: 20 Health.
per Devotion: 8% Health regeneration.
Dibella -
Initial: 5% faster skill gain.
per Devotion: 10% Disease and Poison resistance.
Julianos -
Initial: 20 Magicka.
per Devotion: 8% Magicka regeneration.
Kynareth -
Initial: 20 Stamina.
per Devotion: 8% Stamina regeneration.
Mara -
Initial: 10% Restoration spell power, 10% reduced Restoration spell cost
per Devotion: 3% Magic resistance.
Stendarr -
Initial: 20% Disease and Poison resistance.
per Devotion: 8 Carry Weight.
Talos -
Initial: 10 Speechcraft.
per Devotion: 5% reduced shout recovery.
Zenithar -
Initial: Increased gold found.
per Devotion: 3% movement speed.


- Racial Adjustment -
---------------------
Improved diversity between races, in both the player's subjective experience
and the challenges presented by NPCs. This mod is NOT safe to add or remove
during an existing game.

Starting Spells.
The player does not automatically start with Flames and Healing. If your race
does not grant a starting spell, you will start with no spells at all.
NOTE: This change is actually made by the Racial Spells component, which is
separate from Racial Adjustment to ease compatibility concerns. Unless Racial
Spells is active you will not see this change, nor any race-specific spell
changes below.

Base regeneration rates.
Health no longer regenerates faster outside of combat, but the in-combat rate
is slightly increased. Base health regeneration is 100% in 180 seconds. NPCs
are affected by this change.

Miscellaneous.
Werewolf and Vampire night-eye abilities are now toggled, with no duration.
Unless otherwise specified, the unarmed damage of all races is 4.


- Argonian -
Traits:
65% resistance to Poison
40% resistance to Disease
85 Armor
20 Health, Magicka and Stamina
15% increased movement speed
Unarmed damage is 10
Waterbreathing
Sap Tongue:
(greater power)
Base regeneration is increased to 100% in 12 seconds, for 60 seconds.


- Breton -
Spell:
Conjure Familiar
Skills:
+10 Alchemy, Conjuration
+5 Speech, Illusion, Restoration, Alteration
Traits:
40% resistance to Shock
15% increased spell power
Dragonskin:
(greater power)
40% spell absorption anbd 85% resistance to Magic, for 60 seconds.


- Dark Elf -
Spell:
Flames
Skills:
+10 Light Armor, Destruction
+5 Sneak, Lockpicking, Illusion, Conjuration
Traits:
65% resistance to Fire
Blood of Red Mountain:
(greater power)
65% increased attack damage and spell power, for 60 seconds.


- High Elf -
Spell:
Fury
Skills:
+10 Illusion, Enchanting
+5 Alchemy, Conjuration, Destruction, Alteration
Traits:
30% weakness to Fire, Frost and Shock
40% resistance to Disease
+40 Magicka
+30% base Magicka regeneration
Highborn:
(greater power)
Unlimited Magicka, for 30 seconds.


- Imperial -
Spell:
Healing
Skills:
+10 Block, Restoration
+5 Heavy Armor, Pickpocket, Speech, Enchanting
Traits:
+15% base Magicka and Stamina regeneration
10% improved prices
Star of the West:
(greater power)
Absorb all Stamina and Magicka from enemies within 15 feet.
Voice of the Emperor:
(greater power)
Calm people within 75 feet, for 60 seconds.


- Khajiit -
Skills:
+10 Sneak, Lockpicking
+5 One-Handed, Archery, Light Armor, Pickpocket
Traits:
20% resistance to Frost and Shock
Unarmed damage is 20
Sugar:
(greater power)
+65% movement speed and +35 unarmed damage, for 60 seconds.
Eye of Night:
(lesser power)
Night Eye, toggle at will.


- Nord -
Skills:
+10 Two-Handed, Speech
+5 Smithing, Heavy Armor, Block, Restoration
Traits:
40% resistance to Frost
+30% base Stamina regeneration
Shor's Boast:
(greater power)
Cause fear in enemies within 75 feet, for 60 seconds.
Ysmir's Woad:
(greater power)
Enemies within 30 feet suffer 40% reduced attack damage and spell power,
for 30 seconds.


- Orc -
Skills:
+10 Smithing, Heavy Armor
+5 Block, Two-Handed, One-Handed, Enchanting
Traits:
20% resistance to Magic
+100 carry weight
+40 Health and Stamina


- Redguard -
Spell:
Oakflesh
Skills:
+10 One-Handed, Alteration
+5 Smithing, Two-Handed, Archery, Destruction
Traits:
40% resistance to Disease and Poison
+15% damage with melee weapons
Adrenaline Rush:
(greater power)
Unlimited Stamina, for 60 seconds.


- Wood Elf -
Skills:
+10 Archery, Pickpocket
+5 Light Armor, Sneak, Lockpicking, Alchemy
Traits:
65% resistance to Disease
+65% base Health regeneration
+15% damage with ranged weapons
Beast Tongue:
(greater power)
Command animals within 75 feet, for 60 seconds.