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ArwingXLVirus scan
About this mod
A massive creature and gameplay overhaul to make Skyrim more grim and unpredictable.
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Author's instructions
Ask me before you begin butchering my esp or using my sload and draugr cryptguard retexture, first for the courtesy of crediting my form-writing, and second so you know where things are. I only used tes5edit, nifskope, and photoshop so a lot of this may simply not work in the CK.
As for resources, credit the authors who made them. if you need to know where a resource came from, ask, and i will give you a name. There's so much that it's all become a mishmosh of content.File credits
ArwingXL/Afro - mod organization, mount rigging, esp writing, logic scripting, texturing, texture fixing, bug-fixing/testing
Oaristys - mortar and pestle mesh
Grimy - unleveled enemies patch
Musashiden - revision of the unleveled patch that effects all new enemies added by mods
viltuska - the Gehenoth mesh/textures/esp base
muppetpuppet - the original sload mesh
coda - tundra chimera mesh
rireki - new dwemer boss creature and weapon meshes
Skywind Team - cyrodil goblin meshes
MrCasual - the skaven resources
Erkeil& t3ndo - combat profiles
proksi - coding reference for building a clean parrying script
summerdew - Yurei resource(unholy remnant)
abbalovesyou - resources for advanced spriggans, troll-men, and other such humanoids
tonycubed2 - load door, water behavior, and the Skyrim Remastered conversion
junin/zerofrost - griffin meshes and textures
Mihailmods - grave lord, sload high-blood, blind cave drake, wraiths, furnace centurion, wild bats, gladiator of mephala, rock spider, seeker of mephala, myriad will of sithis, sentinel of jygallag, cyclopian troll, spriggan rectifier, goblin witch, ogres, falmer hound, flesh sculptor of mephala, woodlord, watcher of mora, Scamps, Seducers of Sanguine, mounted draugr, emus, moas, young dreugh, and harvester meshes
dogtown1 &ironman5000 - varied creature resources
m150 - bug people creature resources used for Dreugh
walkingmassofcomplexes - prey-lord of hircine, seeker incubator, dragon welp, wraith of the north meshes
candit & allzero - blood magic
TheGreyLight - alternate summoning visuals
Gendundrup,and vicn - creature resources
jackga - psionic atronach, spider daedra, sentinel of sithis, pig troll, clay atronach, queen-regent of sheogorath, shivering rook, shivering tree-knight, shivering bishop
StudioCD Projekt RED - witcher creature resources
Urwy - morian surgical blade, sundering maul meshes
minermanb - ogrim mesh
diegoforfun - Stunted Imp and unholy vessel meshes
gg77 - Unresting Remnant meshes
reaperix - water, earth, and air magic spell resources
berkian - dicynodon, macrauchenia, and tapir meshes/textures
crushboss - insight into game-settings and how they affect AI
residents of skyrim - armored soul-stealer, young hagraven, shivering pawn
jzbai - the lovely scroll-crafting menu setup
Deep Silver/Pihrana Bites - inspiration for the injury/first-aid system
jjpeabody - cover artDonation Points system
This mod is not opted-in to receive Donation Points
- Changelogs
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Version 3.50
- RLE 3.5 - SAVAGE NORTH OVERHAUL
========================
STAFF-CRAFTING FINAL EDIT
----------------------------------------------
Basically, there are four stages to staff-crafting in RLE/S&S, all accessible in the Spellcraft/First-Aid power menu:
1. Keep a dagger in your inventory. This will allow you to carve blank staves for a specific magic schools.
2. Obtain a Stasis Crucible from a court magician, merchant, witch, or bandit mage. This will allow you to convert filled soulgems into spellgems for a magic school
3. Obtain an ingot relative to the spell's power you wish to cast.
4. Acquire enough Smithing and Enchanting to unlock tiers of staves. (60 in each will allow you access to every spell in the game)
Although the process of making staves is rather simple, it can be very expensive and not as useful as using soulgems, ingots, and wood for other items like enchanted ink, charged/enchanted items, regular crafting, etc. Be mindful of your resources.
FIXES:
========================
- added staff-crafting to the Spellcraft power menu
- added the stasis crucible to mage merchants
- added the missing spell staves missing from the vanilla library
- updated some old item leveled lists so shopkeepers wouldn't overstock on mortar&pestels, allembics, and stasis crucibles
- fixed the Dead Thrall Scroll so it supported up to level 60
- adjusted Daedra banishing to compensate for RLE's npc level range
- adjusted Illusion-based magic to compensate for RLE's npc level range
- adjusted Restoration-based undead-turning/repeling magic to compensate for RLE's npc level range
- edited spell names for new magic to make them easier to find in the menu
- rebalanced a lot of illusion, alteration, and conjuration magic skill-growth
- FIXED THE BLOODSTORM SPELL (finally. it also now doesn't affect your followers, so you can use it in dungeon runs)
- Renamed the spellcraft menu from Scroll-crafting Workbench to Alchemical Spellcraft
- the Doom spell now does removes 33 health and 33 armor for 10 seconds(not 6). at skill 100 in Illusion, it removes 99 of each
- Cyclone Spell costed too much previously. it is now 250 magicka
- added gauntlet-crafting to reckoner
- fixed companion module's body tint issues
- RECKONER: for traps that have fired(caltrops and ankle)can be recrafted into throwable traps
- credit LWatson95 on nexus for the staves
- add mobile enchanting(use LWatson95 staves)
+ (moss staff)The Life-Sundering Staff will be purchaseable or craftable with one empty grand soulgem, wood, and ectoplasm
+ Life-sundering Staff has 1000 enchanting points and using it drains 100 to bring up the enchanting menu
- Life-sundering staff can be bought off of mage vendors
- compile and test mobile-enchanting scripts for the life-sundering staff
- Cloak spell follower damage(SSE + SLE) fixed with a conditional
- new creature master-summon staves will use the mossy(woodland), matron(frost), elk(storm), and spriggan(flame) staves as bases
- remove dependencies of the staff crafting update for the More Reagents module
- lol, merged morereagants into spell-crafting
- double-check race-forms for version inconsistencies in combat modules
- double-check everything vs. USLEEP
TO FIX:
=======================
- Unbound Dremora Dialogue issue(SSE + SLE)
- Unholy Vessel Freeze(SSE) (test?)
- add loot drop chances for bandit hedge-mages(rename), forsworn shamans, witches, warlocks, and falmer shamans: completed staves(10%), stasis crucible(12%), spellgems(14%), carved staves(16%), and ingots(18%)
- create Sword&Storm - Savage North Edition
- RLE 3.5 - SAVAGE NORTH OVERHAUL
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Version 3.05
- - Bloodlust rules edit: only one instance per deathitem list
- Bloodlust rules edit: only one heart drops per creature
- Bloodlust rules support for Horses, Dremora, and Goats
- change Elan armor name to "female elk"
- check frost lord and giant ant skin armor values in regular core
- check armor skin values for dogs and armored trolls in regular core
- check minotaur skin armor value in regular core
- check female riekling armor value in regular core
- check seeker incubator armor value in regular core
- set falmer bugrider body armor values to 125
- set falmer pursuer body armor values to 75
- set falmer hulk armor body values to 115
- set falmer burrower armor body values to 50
- check dwemer defender armor values
- set ogrim body armor to 190
- set numidium farseeker armor to 200
- check nanite blood, anchorite, and knight armors
- briar lord and deadwood walker armor set to 125
- remove unsupported spells from Spriggans
> RLE: Nitpicker's Core
> CORE File, minus many features
> MODULES: Crossbow distribution, Advanced spell-craft, Blood-lust(immersive vampirism/lycanthropy), wildlife, wildlife+(other non-animals), inclusive cooking, falmer, undead, forsworn, bandits, rieklings, dragons, dwemerbots, daedra, no armor per npc skin, true armor, no griffons, rogues don't stealth, no skaven, etc.
X rogues/assassins drop venom
X add allembic and mortar&pestle to mage vendors
X removed combat style edits from the core module
X removed combat rules form the core module ice atronach animation references
X removed combat rules from the core module dragon tail attack
X fixed some missing USLEEP edits in the combat and core module
X fixed some inconsistency in the more reagants module (can be fixed otherwise with a bashed or merged patch)
- - Bloodlust rules edit: only one instance per deathitem list
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Version 2.99
- ------------------------------------------- v.299 notes
X check all craftable spells for the VendorItemScroll[] tag to make sure they appear on merchants
X remove cloak of eternal slumber from the Dream Eater of Vaermina and give it the npc stealth ability
X remove falmer ghouls
X fix dwemer knowledge cube implementation
X once-over magic effect edits for typos, skill usage modifiers, and other inconsistencies
X more stealth creatures (imported from SSE)
X make stagger debuffs proc half as often for regular and hardcore combat module - X combat rules' proc settings tuned to compensate for heavy scenes
- X remove unneeded sound and enchant references from combat rules and melee effects to reduce papyrus load 5/6th's
- X remove dozens of unused sound references from creature effects to reduce dynamic reference buffer
- X allowed ghosts to use alternate race animations
- X nuked All-in-One version of the core for now.
- X debug goblinoids
- X mismatched weapon equip data(goblins can only use two-handed weapons and bows, not right and left hands)
- X missing attack data between thirsk and regular goblins(not to mention skaven and goblin-based new enemies that borrowed the regular riekling data which was missing one animation)
- X mismatched weapon equip support for skaven and skaven types
- X bad attack recovery variables across the board for all goblinoids(reset all to 1)
- ------------------------------------------- v.299 notes
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Version 2.90 - Release 7
- X limit injury system in the combat mod to minimize papyrus strain
- X update syncronization with all cores
- X spell and combat effects tweaked to reduce errors
- X Hardcore combat 5.5 for full and monsters-only editions
- X injury combat given max stability with player faction conditions for injuries
- X Fixed a few crash bugs in the hardcore combat module
- X Alchemist Allembic not craftable without Alchemist Allembic bug.
- X Fix names for injuries in Hardcore Combat 5.66
- X Use keyword conditions to isolate injuries in HC 4.69 to lessen papyrus strain to something minimal.
- X brought all scrolls and spell forms up to UKSP standard
- X removed last of the bad conditional methods from Hardcore combat for 5.7
- X brought update files up to UKSP standards
- X stabilized update by removing bad conditionals
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Version 2.86x
- ---------------------------------------- LAST WINTER 2.86a
- - fix female rieklings X
- - change vampiric effects to not use a virtual machine, which can be kind of crashy X
- - change vampiric effects to use less script instances in general, which can be kind of crashy X
- - the Reckoner trap-crafting module X
- - new Module: eqRLE_vanillaBanditMagic_SLE (makes all npcs use only vanilla spells) X
- - fix bulbous hunger's life-stealing shout X
- - Bloodskal Strike - H/V spell effect fixes X
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Version 2.70
- > 2.7 DLC Release: Dog Days
- - Sheogorath Daedra:
- + Tree-Knights (DONE)
- + Shivering Pawn (DONE)
- + Queen-Regent (DONE)
- + Shivering Rook (DONE)
- + Shivering Bishop (DONE)
- - Seeker Spells to be rebalanced away from always picking blood magic via template lists (DONE)
- - Seeker Incubators erupt on death, releasing a weak Seeker (DONE)
- - Monstrous Bandit trees rebalanced (DONE)
- - Riekling Witch (DONE)
- - Spider Daedra Combat Style switched back to flanking due to a harsh ai exception (DONE)
- - Spider Daedra Combat Style switched to Dueling by default (DONE)
- - tweak the distrobution of water creatures and certain predators to even out weighting (DONE)
- - because Hungers appear everywhere on the openworld daedra lists, naming conventions now reflect their demeanor (DONE)
- - open world boss Dreugh renamed to Sea and Lake Lords (DONE)
- - Young Dreugh(mihail) (DONE)
- - emus/moas get generic combat dynamics (DONE)
- - emus & moas (DONE)
- - Wisp Matrons remove their calm exterior and become Wisp Wraiths (DONE)
- - Grand flame atronach to be protected by flame hounds in its first form, become winged in its second form, and ravenously dewinged in its last form (DONE)
- - Grand Flame Atronach's melee attacks and combat style tweaked (DONE)
- - young hagraven (DONE)
- - Huntsman of Bal given Hellfire dire arrows instead of falmer arrows (DONE)
- - Armored Soul-Harvester (DONE)
- - Armored Soul-Harvesters get phase two health bars where tehy remove their armor (DONE)
- - update injury combat module (DONE)
- - Fort Neugrad and Snowhawk crash fixes by patching scripted npc forms (DONE)
- - removed update's dependency on the combat module (DONE)
- - stability stress-test (DONE)
- - many USLEEP updates to subtle things like predator scripts, vampire factions, and npc stats (DONE)
- - vale sabrcats respawn and burn spriggans nolonger gain redundant spells on regen (DONE)
- - skins for Snow Dragons, Tundra Dragons, Forest Dragons, and Alduin brought up to form 43 and set to Non-Playable to prevent some follower mods from stealing them. (DONE)
- - Ingestible records for Potion of Ultimate Stamina, Clam Meat, and Cooked Boar Meat brought up to USLEEP standard (DONE)
- - RLE versions of crDragonTail, Dead Thrall, Raise Zombie, Revenent, Dread Zombie, And Right hand lightning bolt for npcs brought up to USLEEP standards (DONE)
- - exclude Fort Greymoor interior spawns from RLE replacers due to FRAGILE civil war/dark-brotherhood scripts (DONE)
- - Death to Agnis bug(bandits kill her. game crashes) (DONE)
- - change some additional bandit races from the BanditFriendFaction to BanditFaction to prevent from triggering a game-crashing bug (DONE)
- - add BanditFriendFaction/BanditAllyFaction to the DLC2Riekling faction's friend list (DONE)
- - accidently assigned unrelated masters to the combat module (DONE)
- - griffons and drakes should not spawn in caves or dungeons? (leveled list/cell fix?) (DONE)
- - hallowed wardog rendering as wrong mesh (DONE)
- - Wet and Electric Stunted Daedroths given proper meshes (DONE)
- - USLEEP and consistency fixes for combat module (DONE)
- - consolidated creature spawns to make patterns less weighted (DONE)
- - some wild werebears lose their Hircinian favor before death in the form of ejecting spirit bears, and upon death, return to the human form of a nameless hunter. Other werebears become dire bears upon death, sinking further into their curse. there is still the chance of killing a werebear outright. (DONE)
- - armored trolls remove their armor on first death (DONE)
- - global fix to all 'Casting Ogres' and Ogre-pugilist types to remove unsuitable perks(DONE)
- - some wild werewolves lose their Hircinian favor before death in the form of ejecting spirit wolves, and upon death, return to the human form of a nameless hunter. Other werewolves become dire wolves upon death, sinking further into their curse. there is still the chance of killing a werewolf outright. (DONE)
- - Reweighted Spriggan Spawns(DONE)
- - Higher Presence of Minotaurs in the world(DONE)
- - using lists, give seekers a 50% chance to become headless beasts on death (DONE)
- - flame-clad warrior weapons overhaul(greatsword, sword&board, bow&dagger) (DONE)
- - Stunted Daedroths get other elemental variants(ice(X), shock(X), earth(x), air(x), water(x), conjurer/necromantic(X)) (DONE)
- - Sebastion Lort fix for "A Daedra's Best Friend" (DONE)
- - General maintenance on anything that spawns in Rimerock Barrow (DONE)
- - Spell-casting Giants generally cleaned of improper perks and isolated between conjurers and necromancers (DONE)
- - Female and Male Giant Casters split into subtypes and cleaned of improper perks (DONE)
- - Daedroth lists consolidated to animation and style types to reduce uneven weighting(DONE)
- - fix broken/missing breath attacks for high/stunted daedroths, daedroth pitlords, and daedroth pitfiends. (DONE)
- - fixed hallowed undead spawn list issues (DONE)
- - fixed an issue where the full version Core files were assigning an unused alias to the menu script (DONE)
- - ELemental Types of lurker tongue-mages added (DONE)
- - spirit weapons held by Hallowed undead set to nord hero types (DONE)
- - Hallowed Undead freeze the game on agro (DONE)
- - Hallowed Undead meshes updated to support DraugrRace and DraugrMagicRace as well as the basic race forms (DONE)
- - Hallowed Undead(reuse of labyrinthian draugr) now have a custom visual effect for their halfway health point, proper factions, spells, perks, and dissolve on dead. (DONE)
- - reduce papyrus burden of the spell Bloodwave from 4 effect threads to 2. (DONE)
- - mass edit of blood spells to reduce papyrus burden. (DONE)
- - Dragon combat module conflict resolutions(DONE)
- - crash bug with dreugh mages summoning deadwood whisperers(DONE?)
- - spectral draugr given names and vanish properly (DONE)
- - DushnikhYalZone [ECZN:000A3856] allowed to reset in the combat module(DONE)
- - dragon priest race set to form 43 and fixed (DONE)
- - flame atronach attack reset and chance timings set to 1 and full RNG (DONE)
- - Troll race unlocked attack turn and multiplier values fixed (DONE)
- - khajiit race forms in the combat module updated (DONE)
- - Rebuild more-reagants Monsters-Only module (UNNEEDED)
- - USLEEP updates for silently bugged race forms (DONE)
- - Conflict patch updates for silent bugs (DONE)
- - Rebuild more-reagants FULL module (DONE)
- - Dropped the follower module and resorted the main downloads (DONE)
- - cap bleed dynamics to preserve papyrus stability (DONE)
- - Ascendent and Transcendant Hungers renamed to Bulbous and Gluttonous Hungers (DONE)
- - Ascendent and Transcendant Hungers deflate halfway through fights with them becoming Deflated Hungers (DONE)
- - magic missile effect changed to something less likely to kill papyrus (DONE)
- - spectral enemies passed down from Labyrinthian (DONE)
- - ice ghouls shatter and become ice wraiths on death (DONE)
- - the three classes of Daedroth: Sluggish, Stunted, and Pitlord/Pitfiend to have their naming conventions matched accordingly (DONE)
- - spell selection and types tweaked for all sluggish daedroths (DONE)
- - The Dreamer of Bal - casting bug (DONE)
- - reupdate main page with old injury and first-aid info (DONE)
- - Injury and First-Aid System constrained to 500 units around the player to further reduce papyrus strain from additional ai vs. ai combats. (DONE)
- - Stalagmite Spell nerfed (DONE)
- - Sundered Woodlord unneeded perks removed (DONE)
- - Spriggan wood lord aoe attack causes physics glitches; switch to different explosion (DONE?)
- - Sundered Woodlord script crash (DONE)
- - Seekers have a 50% chance to become a headless, rampaging mass upon death. (DONE)
- - Spriggan Woodlord sheds its skin on death, becoming a Sundered Woodlord (DONE)
- - Earth-bound sinners release the spirit trapped within their mass upon death (DONE)
- - Spider daedra's combat style changed to stalk for only half as much time (DONE)
- - Spider Daedra now cast chain lightning and lightning cloak? (DONE?)
- - mounted goblins have a 50/50 chance for either the rider or the mount to avoid the deathblow on the mainland. only the mount passes on solstheim. (DONE)
- - Magister of Hermaeus Mora's second form is that of seeker (DONE)
- - armored skeletons remove themselves from their armor and fight unarmored upon death (DONE)
- - Magister of Hermaeus Mora nolonger crash on load (DONE)
- - falmer bugriders have a 50/50 chance for either the rider or the mount to avoid the deathblow. (DONE)
- - mounted draugr (mihail) (DONE)
- + 66% chance to kill only the mount or rider, at which point, the other will rise to fight you (DONE)
- - mounted skaven have a 50/50 chance for either the rider or the skeever to avoid the death blow and rise from the ground (DONE)
- - remove injury and first-aid system (too much strain on papyrus) (DONE)
-
Version 2.56
- - Fellglow Keep boss mages not properly switching out ai with custom creatures X
- - Fellglow keep boss mages not properly switched out for daedra X
- - Fellglow keep skeletons given added variety X
- - corrected some mage leveled lists to incorporate missing vanilla entries X
- - broken draconic breath attack choosing due to some sort of engine fuggliness fixed by converting draconic ice storms and fireballs to channeled X
- - dragon 0 cost breath bug causing them only to default to one breath weapon(helped but essentially doesn't fix an aggravating issue) X
- - more recipe variants for aggravated wound bandages so players are less likely to be stranded with advanced frostbite and burn wounds X
- + purple mountain flower
- + elf's ear
- + thistle
- + dragon's tongue
- - attachment of exsanguination sickness injury chances to drain life abilities of late game dragons, harkon, and serana X
- - releveling of dragon's breath damage in the combat modules so that they equally prefer ball and channeled X
- - proper exsanguination injuries attached to dragon drain-health abilities X
-
Version 2.51
- - attachment of exsanguination sickness injury chances to drain life abilities of late game dragons, harkon, and serana
- - releveling of dragon's breath damage in the combat modules so that they equally prefer ball and channeled
- - proper exsanguination injuries attached to dragon drain-health abilities
-
Version 2.47
- Version 2.470
- - injuries restricted to player only X
- - add chance to succeed for bleed and sunder to tone down papyrus spam X
- - patches the charcoal crafting recipes for Seeker, Ash Guardian, and Ash Spawn X
- - dire earth arrow fix X
- - burnt spriggan leveling fix X
- - Surlie brothers wine > ethanol wash recipe fix(#15) X
- - stopped shield damage spam by having it proc only 10% of the time and only if blocking X
- - rescan of vanilla and dlc spell effects for missing injury support X
- - physical damage trap support for the injury system X
- - blizzard spell injury support X
- - Ideal master crystal injury (ionization) X
- - ice wraith ice-wall injury support X
- - hagraven-like spell fixes X
- - patches ash guardian and seeker scroll copying X
- - patches ash spawn scroll copying X
- - patches an ionization sickness bug where blue mountain tea wasn't dispelling the injury effect. X
- Version 2.464
- - patches ash guardian and seeker scroll copying
- - patches ash spawn scroll copying
- - patches an ionization sickness bug where blue mountain tea wasn't dispelling the injury effect.
- Version 2.461
- - descriptions of effects updated X
- - all combat effects such as bleed, sunder, stun, etc. have their conditions entered at the magic effect level so they will properly proc and linger X
- - many tweaks to core forms, damage ratings, distrobution as well as recalled vanilla spell tweaks to implement optional injury and combat system X
- - injuries heal in time from gameplay, waiting, sleeping, etc. and have interface timers X
- - Tinnitus form added for partial deafness when hit by an explosive attack X
- - ghosts and wraiths nolonger do armor damage, but instead do nervous system damage X
- - tweaks that previously made spells hard-leveled have been removed X
- - psionic ability level limits removed for npcs X
- - fixed the Gladiator of Mephala not having his roar X
- - end-game dragons given a tornado spell instead of the lame windstorm X
- - fixed keywords for all combat fx X
- - raven hag no-cast bug fixed X
- - nerfed earth spells in lieu of new spell-injury system X
- - injuries not proccing dual values X
- - raven hags given wind spells instead of the variable spell school choice(which wasn't working) X
- - Change Write Scrolls to "Spellcraft & First-Aid" X
- - fixed some typos for corrosion, soaking, and exsanguination sickness X
- - scroll and staff spell updates for injury system
- =============================
- - INJURY SYSTEM(damage types)
- --------------------------------------------------------
- + physical damage(flesh-hp/sta, nerve-mag/sta, bone-move/swing speed) X
- + air magic(physical) X
- + earth magic(physical) X
- + fire burns (1st-resist fire/mag-regen, 2nd-resist magic/sta-regen, 3rd-hp/sta) X
- + frostbite (1st-resist frost/mag-regen, 2nd-move/swing speed, 3rd-hp/sta) X
- + electric/ionization(1st-weap-speed/shock resist, 2nd-move-speed/magic-resist, 3rd-attack-dmg/magic-regen) X
- + psionic(ionization sickness) X
- + poison/envenomation(1st-hp-regen/sta-regen, 2nd-mag-regen/resist/disease, 3rd-speed/weap-speed ) X
- + water/drenching(carry weight/movement speed) X
- + acid corrosion(1st-armor/block, 2nd-1h/2h) X
- + blood/exsanguination sickness(1st-hp/hp-regen, 2nd sta/sta-regen) X
- =============================
- - FIRST AID (recipe) - effects
- all craftable from the 'Spellcraft & First-Aid' power menu
- --------------------------------------------------------------------------
- + cloth samples (harvestable from any unenchanted vanilla armor) X
- + bandage (1x cloth sample) - supresses physical injury X
- + regenerative bandage (1x cloth sample + 1x red mountain flower + 1x salve oil) - suppresses frostbite/burns X
- + ethanol wash (any spirits) - supresses corrosion X
- + salve oil (any beneficial plant, butter, or troll fat) - suppresses corrosion X
- + fire salt salve (salve oil + fire salts) - suppresses frostbite X
- + ice salt salve (salve oil + frost salts) - suppresses burn injuries X
- + towel (2x cloth sample) - suppresses drenching X
- + 5 empty bottles (one glass ingot) X
- + red mountain tea(red mountain flower + empty bottle) - soothes exsanguination sickness X
- + blue mountain tea(blue moutain flower + empty bottle) - soothes ionization sickness X
- + purple mountain tea(purple mountain flower + empty bottle) - soothes first degree physical injuries X
- + Antivenom (any venom + hp potion) - suppresses envenomation X
-
Version 2.37
- X tweak spell and ability scaling to make late-game more balanced for mages
- > all spells properly scaled with their appropriate skill in a 1:1% equivalency at the very least
- > all creature abilities unrelated to magic scaled with the appropriate stat in a 1:1% equivalency. For instance, dragon's breath is scaled by how healthy the dragon is. If it has 100 hp left, it will only have a 1x advantage. the same goes for venom, supernatural claw strength, and other dangerous things secreted or grown on a critter that can hurt you.
- X parrying support for the combat module
-
Version 2.35
- RLE SSE/LE 2.35 - update for 3/15/2019
- =====================================
- X spriggan and draugr companions become lesser undead and the spriggan mix
- X reweight the four necromancy spell skill usages to 5x/4x/3x/2x for both level and duration to handle everything up until late game
- X edited the main page install instructions for mod manager noobs
- X added spoiler tags to the main page for reducing word clutter
- X scaled combat module being phased out
- X Faction fixes for Cave ogres
- X new creature energy levels increased to 80-90% to make them move around more in fights
- X Spider Daedra Spiderlings - size increased by 10% and energy level increased by 40%
- X sporemind stalkers can reanimate corpses, disarm, and spew stones
- X advent sleeper spell system set to the variable one that other hagraven-likes use
- X due to new stamina-based combat scaling, stamina levels have been rebalanced
- X lvl forms patched with default combat styles to prevent unwanted accidental ctd's
- X Faction fix for sleepless ogres
- X skill fix for sleepless ogres to allow them to use all of their spells
- X Brown, White-Breasted, and White-maned skeever stats recalced to match their size and prowess
- X fixed factions for Sentinels of Sithis
- X staff drops and factions fixed for antidiluvian priest
- X fixed stats and factions for the Aedric Earth-carver/singer
- X fixed stats and factions for Dicynodons
- X lvl forms patched with default combat styles to prevent unwanted accidental ctd's
- X forward usleep fixes to all cores
- X remove level 40 cap and unleveled modules (due to threshold-leveling overhaul)
- X double bleed settings for lite combat
- X vampiric hound mount fixed
- X imps added to conjuration lists
- X spider daedra preferring hellfire over electricity is lore-breaking
- X forward any important changes to the sub-modules
- X global skill level check for all casters
- X general once-over of spell-casting critters to make sure they have both skill and magicka pools to cast things
- X once over of leveling thresholds
- X global leveling rebalance
- X clean open world frozen falmer and chaurus ice ghouls of stalker package
- X correct factions and stats on frozen falmer and chaurus ice ghouls
- X shades and ash spawn not casting spells because their skill levels are too low.
- X change griffon/chimera/drake energy level from 8 to ~90
- X rescale simple melee combat dynamics to reflect stamina and be resisted by block to phase out heavier combat dynamics systems
- X rescale fireball to reflect other fire spells
- X rescale magic combat dynamics to reflect relevent skill and be resisted by relevent enemy skills
- X cores converted to masters
- X some newer spell and faction assignments to various undead that spawn in other places
- X conjurations of the Sentinel of Namira have normalized stats and don't become impossible to deal with at late game levels. this goes for other conjurations as well throughout the game. this adds more balance to npc-vs.-player fights that tend to 100% go sour in late-game.
- X clean open world frozen falmer and chaurus ice ghouls of stalker package
- X More Reagants drops missing a few things like flesh/blood and writing materials for certain npcs
- X cremated goblins now throw exploding flame arrows.
- X pygmy lurkers now throw exploding water arrows
- X Spiral Skein Harvesters now carry packs of hellfire arrows
- X flame-clad warriors carry flame dire arrows
- X flesh-bound liches carry blood dire arrows
- X improper flags on the nonsummonable flesh-bound warrior
- X pygmy falmer throw dust-bomb arrows
- X add special necro skeleton and soulcairn remnant fx to harvesters, remnants, and all suitable critters
- X add the unholy remnant
- X modify unholy vessel/remnant to add ice ghouls upon heated battle
- X add the Unholy Remnant to necromancer, warlock, and undead boss pools
- X remove frost aura from npc bone harvester summon
- X nerf damage reduction on Dread Harvesters
- X Briarlord and briarling faction fixes
- X consistency update between daedric bloodlord and daedric concubine + conjuration and disarm spells
- X creature breath abilities involving acid/wind/curses/etc. now use health as the dominant modifier
- X guar acid spray time increased
- X frozen chaurus gets an ice breath attack
- X sleepless golgaliths given proper skill levels for casting
- X correct factions and stats on frozen falmer and chaurus ice ghouls
- X once over of all interior large enemies that get stuck in doorways
- X dungeon-lurking giant-likes sometimes get stuck
- X falmer warmongers spam healing indefinitely in the middle of a heated fight. switch with fast healing
- X Scuttling abomination magic resistence fixes
- X skeletal ogres now have necromantic abilities and minor breath attacks
- X dwemer assembler Strong-arms throw exploding electric discharge arrows
- X rebuild monsters-only version
- - rebuild lore version
- - text file compendium of mod in outline/article format
-
Version 2.29
- RLE LE v2.29 - Mournful Winter Update
- ======================================
- X Level 40 cap module missing some perks on certain npcs
- X Dreugh Dead-singer wrong height
- X remove DLCSeekerFlee from active seeker package lists because it is breaking the ai
- X check Legion shade stats and height
- X Hagraven-likes get elemental variants
- X vampire and werewolf open eating for monsters-only versions
- X monsters-only and full version of level40scaling as well as more reagant drops modules
- > distribute fixes to SSE Branch
- - update coming 3/5
-
Version 2.27
- RLE LE v2.27 Bugfixes & Features
- =====================
- X naming conventions for leveled lists updated
- X some issues with cyclic leveled lists when spawning minor lurkers fixed
- X ice ghouls removed(broken by default?)
- X seducers of sanguine balanced
- X seeker wetnurse renamed to Seeker Attendant
- X the lurker boss leveled list updated so meager lurkers wouldn't spawn
- X leveled boss lists tweaked
- X dire spell arrows and bolts have explosion flags set so that they vanish properly
- X leveled list anti-recursion update to avoid 0xC00000FD exception
- X reciprocating factions
- X replace minotaurs with updated ones
- X NEW MODULE: more monstrous bosses (reduces spawn chance for vanilla warlock, dwemer, forsworn, and draugr bosses from 50% to less than or equal to 33%)
- X The Magister of Hermaeus Mora added
- X Stress test
- X Remove unused wrapper forms
- X remove werewolf/vampire immersion update from Monsters-Only version
- X remove no-salt cooking update from Monsters-Only version
- X remove craftable arrows from Monsters-Only version
- X snow ghoul "rle22" update to monsters only version
- X abQueenChaurus_FX magic effect fix preventing queen chaurii from spawning Wraith of the North adds
- X Give frostlord "AbSOTN_wraiths "Spirit of the North Wraiths" [SPEL:05602D64]" allowing it spawn ice ghoul adds
- X some minor cleanup of unused lists in the Monsters Only Core
- X remove lore-unfriendly critters from new LORE versions:
- + ash critters on mainland X
- + skaven X
- + goblins, ogres, dreugh, hoblgoblins, and critters of hircine to the wilds X
- + crystal-weaver of jyggalag X
- + giant ants X
- + griffins and drakes moved to the rarities list for each zone X
- + more to come... X
- > Rebuild BSA with new content
-
Version 2.26
- - hagraven and falmer consumable blood/flesh/etc.. The first wrecks speech but increases magicka regen alongside basic stats. The second dialates your eyes for 3 seconds and increases cold resistence as you absorb the essence of a humanoid that lives in the cold dark.
- - exceptions placed in alchemy object effect forms so hand-brewed potions don't benefit the cursed
-
Version 2.25
- Bugfix: cleaned up ice ghoul forms
- Manual form count & clean-up unreferenced forms
- playtest werewolf gameplay
- revise consumption rules to exclude all but humanoids and giants for vampire quenching and werewolf leveling
- fix broken werewolf custom feeding
-
Version 2.23
- X synchronized factions update for CK compatibility
- X remove disguise possession system. engine can't handle virtual machines on npcs from a leveled list
- X cleaned up daedra lists more
- - clean up unused forms after rebuilding cores
-
Version 2.20
- LE Version 2.x - Update Notes
- ======================================
- X - Version 2.14 Update - Unleveled patch has bogus stats for imperials, stormcloaks and the Sleeping Golgolith
- X - Version 2.15 Update - minor USLEEP and SiA/SiW stat updates/tweaks to non-core modules
- - Version 2.2 - Mournful Winter Update
- ------------------------------------------------------------------
- X fixed some broken scroll-crafting forms
- x Removed Blood-Storm from the mod
- x Fixed a leveling bug in the unleveled patch causing forsworn to be a hundred levels higher than the player at level 20
- x minor pre-SSE checks
- x Stalleo fix for Treva's Watch
- x Orcish Invader Dawnstar fix
- X Dawnguard and Vigilants of Stendarr love
- X implement icey winged falmer, icey chaurus, and icey trolls from DLC1
- x fix broken shade mages
- X Sword and board versions of the flameclad warrior
- X Fix chance-stagger chances for earth spells
- X impact effects for dire spell arrows/bolts
- X unleveled patch: skaven fighters and dwarven souls wrong level
- X spider daedra spawns fixed
- X implement possessed cadavres and npcs, multiform bosses, ice-ghouls(souls reclaimed by the ice-wraiths to return them to nirn), and disguised daedra/aedra
- X implement female dremora
- X implement Conjure Seeker/Ashspawn/AshGuardian into scroll-crafting and book distrobution
- X implement simple scripted blood, heart, and flesh extraction/devouring on humanoids for use with werewolf and vampire characters
- X recipes for dragonborn edibles/drinkables
- X rebalance the benefits of mortal foods
- X sub-version of combat module '2 - lite combat rules:' alternate version with 2x degradation rules
- X alchemical spellcraft
- X balance daedra spawns
- X fix agro settings on unsummoned Daedric Concubines
- X fixed feeble difficulty on the daedric bloodfiend
- X added the Stunted Imp and the Unholy Vessel
- X smaller lurkers given a leveled list wrapper form to correct their factions
- X seducers of sanguine added
- X high-skill undead bosses added
- X transfer changes to level 40 cap module, unleveled module, and other cores
- ------------------------------------------------
-
Version 2.13
- X Fix bad logic trees throughout scrollcrafting
- X Fix bad logic trees with combat
- X Updates to dragon combat and unleveled patches via USLEEP specifications
- X Continuity updates between cores and modules to make sure gameplay remains the same
- X magical giants should not regenerate especially in Unleveled modes, and every combat module
- X Make everything that is part of scroll-crafting based on a use-anywhere crafting ability, removing the need for a forge/anvil
-
Version 2.10
- -2.00 - 2.03 updates
- + A renumeration of FORMID's during the last compile broke compatibility patches, so I'm going to suggest people do TES5Edit merged patches if they want to combine this with other conflicting mods.
- + The newer dreugh had some starting issues, but they are now fixed in a patch update. The dismember indexes aren't the same as the other dreugh, which caused some mesh disappearances.
- + fixed rideable dire skeevers
- + fixed the macrauchenia, tapir, dicynodon, and one other critter which were invisible
- + formlimit reached. mod no incompatible with CK
- + silver hands, silverbloods, and east empire wardens given special exceptions from the creature variation routine
- - 2.04 - 2.09 updates:
- + removes compatibility patches, since FormID renumeration broke a lot of references between patches and the core file itself.
- + fixes issues with daedric concubines and their bat familiars being assigned the wrong faction.
- + adds the level 40 scaling cap module which fixes necromancy for those who care about making new critters into thralls
- + fixes combat v3 module sunder-stacking values. (combat+ v3 will be based on this module)
- + unleveled patch q/a check to make sure spell layouts are identical with the cores
- + combat mod bug fixes to vampiric giants
- + combat module v2 ultra-lite added. The difference between the combat versions is the number of logic trees used to apply complex combat rules. v2 uses blocking as an on-off switch and nothing scales with anything but the attacker's weapon skill.
- + Frost Lord combat module consistency
- - 2.10 Update:
- + EQ14_DeathItemTrollPillager [LVLI:056000A4] zero armor drop bug(all cores)
- + duplicate ash cloak scroll recipe(all-features cores)
- + more enchanted inkwells and paper available in shops (all-features cores)
- + combat game setting edits to improve ai
-
Version 2.9 - release 1
- X Bulbous Hunger script spam reduced
- X Bad charcoal scroll-writing recipes fixed
- X npcs rely less on blood magic's more dynamic-reference-heavy effects(which crash the game)
- X goblin weapon switching is an all-around issue. forcing goblins to use a melee weapon or use either their fists and a ranged weapon is the final solution
- X nerf the guar
- X nerf the falmer ghouls(remove the infinite stalk script)
- X Sleepless Huntsman ai fixes
- X loot for emus and moas to be fixed. They'll now drop several pieces of bird meat and feathers
- X removed some incompatible spells from spider daedra that were freezing their spell queues
- X goblin/hobgoblin spawnrates balanced
- X mainland rieklings/skaven balanced between mounted/unmounted
- X raven-hags removed from the spriggan pool
- X stunted imps added to the warlock fort pools
- X missing visual cloaking effects for goblin/hobgoblin/undead shadowdancers and assassins.
- X cloaked critters get a poison/toxicity bonus to their attacks
- X Influence spells like fear and courage have been given more agressive skill-scaling
- ------------------------
- PAPYRUS-FRIENDLY INJURY MODULE REBUILD
- -------------------
- X unblocked physical attacks have a 33% chance to put a cumulative max hp/sta debuff on you for 6 hours.
- X physical injuries can be removed by crafted BANDAGES (crafted from cloth samples acquired by ripping up vanilla armors)
- X magical attacks have a 33% chance to place a cumulative max-magicka/magic-resistance debuff on you for 3 hours
- X magical injuries can be removed with corresponding elemental treatments found in the first aid power menu
- X water, fire, electricity, ice, poison, and acid all have distinct debuff properties
- X water drenches(slow), electricity/ice/fire reduces resistence, poison sickens(greatly lowering hp), and acid corrodes(lowering armor)
- X craftable towels, tinctures, antivenom, and oils/washes counteract these.
- X reduce combat module papyrus use by isolating complex combat dynamics to 1000 units around the player and by adding chances to proc for status effects in both the core special enemy effects, basic combat module, and hardcore combat(with injury and first aid) module
- X crossbow unimplementation module to debug goblins globally
- ------------------------
- ADDITIONS
- -----------------------
- X spell-crafting by combining ingredients, provided you have a high-enough alchemy skill
- X an alchemist's alembic along with a mortar&pestle is needed to craft spells alchemically
- X gargoyles drop hearts that can be used for spell-crafting
- X naming convention for scrolls changed to match with the spell-crafting system. (Spell: ____)
-
Version 2.5
- - water hag fixed(now uses water spells)
- - spell fixes on griffins (black/tornado, plain/zephyr, snowy/frost-storm)
- - addition of injury system to more traps, scrolls, and spell-staves
- - revision of the monsters-only combat file to use tanning rack for clothish 1st aid stuff, and the cooking pot for everything else that would need to be melted, fried, or brewed
- - dire earth arrow given a proper explosion flag
- - burnt spriggans given proper level thresholds
- - all combat dynamics deactivate outside of a 1600 unit sphere around the player, to make sure papyrus runs unburdened by background fights outside to the player's immediate context. THIS INCLUDES INJURIES
- - many general tweaks
-
Version 2.00
- X update to the Ideal Soul-Collector mesh
- X rebalance of universal daedra distrobution (some are so rare they might as well never spawn)
- X update Dragon Combat Module/cull entries in cores: DLC Dragon records
- X Dwarf Mammoth Mount damage Nerfed, sped up a little, and animations fixed
- X Fixed some bogus meshing issues involving the dreugh and added unused assets to the skin system
- X Other Mounts have animation fixes applied as per the last combat update
- X update all combat modules and core race forms
- X troll fix(all animations unlocked and balanced)
- X blind cave drake fix(stop hopping through the ceiling)
- X animation timer, multiplier, and chance fixes
- X fugly values
- X remove Regen HP In Combat from nontrolls
- X Swimming and No Combat in Water not assigned properly
- X combat modules v3.5, 4.5, and 4.5lite releases
- X exclude Silver-hand from bandit replacers
- X exclude East-Empire Warden from bandit replacers
- X version 1.85 scaled cores created
- X change obsidian atronach and harvester body fx to rock cloak effect introduced in 1.86
- X unleveled Cores(all new creatures hardleveled from 1 to 40, hp/sta levels rebalanced)
- > More Spellcraft module
- X clean reaperix's earth and air magic
- X clean the main full core of broken and temporary spells, replacing them with air and earth equivalents
- X implement earth and air spells:
- X onto all suitable npcs
- X into Book Vendor lists
- X into scroll lists
- X update scroll-crafting
- X RLE magic
- X water magic
- X air magic
- X blood magic
- X earth magic
- X unleveled version of module npc edits
- X merge scaled version with scaled cores
- - check for consistency in unleveled patch
- - repack and rerelease mod: v2
- X mainquest speedrun test
-

SSE Version: https://www.nexusmods.com/skyrimspecialedition/mods/23872
“I've been all across Tamriel. I've seen plenty of things just as outlandish as this. I'd advise you all to trust in the strength of your sword arm over tales and legends." – Ireleth
The goal of Rogue-like Encounters is make the world of TES5: Skyrim more interesting and dangerous. This is done with new creatures, spells, combat, minor mentions of prior TES lore, cooking recipes for every food, and overall spice-of-life additions.
A Module Guide for your convenience
------------------------------
THE CORES
eqRLE_Core.esp
eqRLE_DLC1.esp
eqRLE_DLC2.esp
eqRLE_CORE.bsa
These are the guts of the entire mod with DLC implementations. Without these files, NOTHING WILL WORK. Download both archives in the file section and be sure to go through EVERYTHING. I have organized it to make this easy for all modders.
------------------------------------------------
NPC ADDITIONS & CHANGES
betterDragons
betterThalmor
betterVampires
moreBanditEncounters
moreDaedraEncounters
moreUndeadEncounters
moreFalmerEncounters
moreForswornEncounters
moreGiantEncounters
moreSprigganEncounters
moreWarlockEncounters
moreDwemerAutomatons
moreWildlifeEncounters
More Monstrous Bosses
Content injectors for the creature library
Followers
Adds followers of every class type across skyrim to Windpeak Inn, Candlehearth Hall, Bee and Barb, Frozen Hearth, Silver-blood Inn, Drunken Huntsman, Vilemyr Inn, Winking Skeever, Nightgate Inn, Moorside Inn
-------------------------------------------------
CRAFTING
Balanced Food Recipes
cooking without salt? brewing fruit into wine at a campfire with old-fashioned wild yeast? creating boiled eggs? its more likely than you think!
Rogue Crafting
Material tool and gauntlet crafting. See below
Arrow Crafting
see the forge for recipes. bring wood, ingots, and any feather you find
Spell-crafting & First-aid
Material Spellcrafting, Staff-crafting, and general witchcraft. See below
------------------------------------------
GEAR
Crossbow Implementation
DLC Armor Implementation
These are self-explained
------------------------------------------
GAMEPLAY
Bloodlust
A gameplay module for vampires and werewolves. HP/STA/MAG Potions and non-meat foods stop giving benefits to the player. Instead, the player must collect Blood(health), flesh(stamina), and Nervous fluid/tissue(magicka) to provide those benefits. Hearts can be consumed for stamina and health without being in werewolf form and contribute to the leveling process.
Cell Refresher 8x36
For die-hard mmo-philes who like to see creatures respawn often. most spawns happen every 8 hours and every 36 hours in important areas
Mounts2BeastSummons
Changes every animal mount spell into a normal creature-summoning spell. This is for people who install the creature skeletons for FNIS.
nokillmoves
This is for people who enjoy fighting to the very bitter end every single time, uninterrupted by a killmove animation
NumidiumWeapon_NormalSounds
This is for people(myself included) who think the god-weapons dropped by children of numidium bosses in dwemer dungeons sound too loud and noisey.
Parry
This is a neat little mod that uses the animation states to trigger coincidental weapon-collision events between weapons being swung or held in an attack's way. It also works on bows and crossbows.
vanillaBanditMagic
Don't like the new spells I added? Well now you don't have to look at bandits using them!

COMBAT MODULES AND YOU
There three choices in this overhaul:
Clean, Sunder-based, and Weight-based.(more details below)
CLEAN - Alters only the combat styles
SUNDER-BASED - Special Attacks and spells do status debuffs that make you more vulnerable for up to 8 seconds
WEIGHT-BASED - Based on the physical size of the creature, their base damage scales between 5(crab) and 90(dragon)
INJURIES AND YOU
Injury/First-aid gameplay is YOUR choice. Not mine. This type of combat module also assumes you know how to use CRASH FIXES and how to set it to implement CUSTOM CELL BUFFER SIZES because injury data is HEAVY. Attacks can apply status effects that debuff you for HOURS, meaning you have to either sleep them off or open up the spellcraft&first-aid menu to craft things to get rid of them INSTANTLY. (details below)
Raid adds
(core module)
Dragons(and many other creatures) now have mmo-style adds which spawn mid-fight.
Regular dragons get two or more dragonlings at 50% health. Alduin gets dragonlings at 50% and 2 or more Blackguards of Akatosh(black daedroths wielding daedric greatswords) at 25%
DIRE ARROWS
(core module)
Distrobuted throughout the world, morrowind-style are creature types that use enchanted arrows. These may be crafted or collected to be used at will. Their damage ratings are much higher than normal arrows, and many of them explode upon impact
MULTI-FORM ENEMIES
(core module)
There is a growing list of special enemies in the world that have more than one form. By this, I mean when their health reaches zero, they change into a weaker or stronger version of themself. Some examples are Troll Pillages, Earth-bound Sinners, Grand Flame Atronachs, and certain Wisp Mothers.
ROGUES
(core module)
Distrobuted throughout the world are versions of intelligent enemies that can visibly stealth and perform poisonous backstab attacks.
TRUE ARMOR
(core module)
All creatures have armor/magic-resistence values added to their basic mesh relative to their mass and skin/fur thickness.
CRITICAL HITS
(core module)
Most non-humans now have a 1 in 10 chance to do critical damage with melee or ranged attacks.
BLOCK-RUNNING, QUICK-DRAW, & FASTER MOVEMENT WHILE AIMING
(core module)
Most humanoid enemies will frequently be pretty decent at positioning themselves in a fight and have these custom perks to mirror that.
CLEAVES
(core module)
Most creatures in the world, but very rarely humanoids, attack in arcs, hitting everything in those arcs. These were added to punish players who always group their party close together when fighting something large and tough. If a giant can hit everyone, for instance, with a single swing, it will. the same goes for most other creatures.
THE BLOOD LUST
(core non-MO modules)
STANDALONE VERSION: https://www.nexusmods.com/skyrim/mods/96378
As of RLE 2.2, all living creatures drop blood, hearts, spinal fluid, and flesh. Consumed by mortals, they do nothing, but when consumed by the cursed(vampires and werewolves), they restore health, stamina, and magicka.
Likewise, the cursed are now unable to recieve any benefits from non-meat based food as well as stamina, health, and magicka potions.
DRAGON COMBAT MODULE ADDITIONS:
Dragons now have conjuration magic, disarming power words to combat weapon users, necromancy, and more breath weapons in the dlc areas. Common dragon-like creatures also have a large assortment of abilities.
Breath weapon assignments
-------------------
Frost dragons(dlc versions):
water blasts, bloodstealing, and magic burning
Fire dragons(dlc versions):
lightning, ash, and acidic breath
Tundra drakes:
last wind perk, roars, whirlwind creation, water breathing, and acid spitting attacks
Griffons:
last wind perk, whirlwind creation, roaring and ice storms for the snowy griffon
Tundra chimera:
last wind perk, lightning, firebolts, ice volleys, roars, and water volleys
Chaurus queens:
acid, water volleys, and the last wind perk
Blunt-nosed Drakes:
Blood, fishing, forest, gold-hording, nightstalker, stone, storm, and venomous types with associated breath weapons and roars
The 'Last Wind' perk gives the npc a chance to heal 50% of their health when close to death if they aren't staggered or busy casting/attacking
COMBAT MODULE ADDITIONS:
ARMOR DEGRADATION & BLEED
(sunder-based modules)
All power attacks, bashes, and unique attacks debuff armor and cause internal bleeding. These balance combat by rewarding parries and bashes as well as clean power/unique attacks and punishing the reciever. These effects are also distributed by cleave and amplified by critical hits.
As of RLE 2.35, all armor degradation and bleed is scaled and controlled by the attacker's health and stamina pool. The more stamina/health the attacker has during a power attack or bash, the more intense and the longer bleeding/degradation lasts. This makes all combat scale evenly into late game, is scriptless and completely balanced to work with any other combat mod
STAGGER
(sunder-based modules)
As of eqRLE 1.5, the entire world now has a script-less, engine-based stagger system applied to melee combat, based on the gargoyle's vanilla combat effects. For the player, taking a heavy or unique attack causes screen-shake and drunken movement. This effect stacks, and while freedom is maintained, accuracy becomes very difficult. NPC's merely go through their own stagger animations.
PARRYING
(parry module)
As of eqRLE 2.37, an single, player-only autoparry script will be added to the combat module to make simultaneous attacks between attackers collide, canceling both attacks. Bows also have a chance to block an attack when drawing or holding an arrow at the ready
THE INJURY AN FIRST-AID SYSTEM
(Optional combat module variant)
==================================
Injected into every spell and physical attack in the game is a balanced injury and matching first-aid system, punishing the player and any ai or follower with residual damaged stats, and rewarding players for taking the time between battles to treat themselves to healing arts and rest.
=============================
- INJURY SYSTEM(debuff types)
--------------------------------------------------------
+ physical damage (max-hp/sta)
+ air magic (physical)
+ earth magic (physical)
+ fire burns (resist fire/max-hp)
+ frostbite (resist frost/max-sta)
+ electric/ionization (resist shock/max-magicka)
+ psionic (ionization)
+ poison/envenomation (hp-regen/max-hp)
+ water/drenching (carry weight/movement speed)
+ acid corrosion (armor-reduction/block)
+ blood/exsanguination sickness (1st-hp/sta-regen)
=============================
- FIRST AID (recipe)
--------------------------------------
all craftable from the 'Spellcraft & First-Aid' power menu
--------------------------------------------------------------------------
+ cloth samples (harvestable from any unenchanted vanilla armor)
+ bandage (1x cloth sample) - supresses physical injury
+ regenerative bandage (1x cloth sample + 1x regenerative reagant + 1x salve oil) - suppresses frostbite/burns
+ ethanol wash (any spirits) - supresses corrosion
+ salve oil (any beneficial plant, butter, or troll fat) - suppresses corrosion
+ fire salt salve (salve oil + fire salts) - suppresses frostbite
+ ice salt salve (salve oil + frost salts) - suppresses burn injuries
+ towel (2x cloth sample) - suppresses drenching
+ 5 empty bottles (one glass ingot)
+ red mountain tea (red mountain flower + empty bottle) - soothes exsanguination sickness)
+ blue mountain tea (blue moutain flower + empty bottle) - soothes ionization sickness)
+ purple mountain tea (purple mountain flower + empty bottle) - soothes injuries
+ Antivenom (any venom + hp potion) - suppresses envenomation
=================================
ROGUE-CRAFTING:
----------------------
- new free ability: Trap-Building (opens a crafting menu)
- Leather and leather strip extraction on the go via the trap-building interface
- gauntlet crafting using leather, ingots, and leather straps for those who don't like shields
- Silk gland: now found on spiders
- Clay Extraction from mainland ore (for pressure plate traps and Hearthfires if needed)
- Ethanol extraction from mainland alcoholic drinks (used for fueling pressure plate traps)
- Mechanism creation via any ingot of the same type (used for all traps)
- Spear handle extraction/molding from wood, battle-axe shafts, war-axe shafts, or warhammer shafts (for spear trap creation)
- Spear tip creation: three types(chitin, common, and mer-metal) from swords, daggers, ingots, or chitin from mudcrabs or chaurus bugs
TRAPS(placeable via throwing/scroll-casting):
-----------------------------------------------
- Spirit Rune Powder: made from Charcoal, Bone Meal, Void Salt and Ectoplasm for drawing runes that conjure a bound ghost that haunts and fights for you until it dies when someone steps on its calling rune
- Ankle traps: made from any mainland ingot and a mechanism. can be picked up and recrafted into a throwable trap
- Boulders and Rocks: made from any mainland ore and freely droppable from inventory. they create ankle-twisting hazards
- Caltrops: made from any mainland ingot. can be picked up and recrafted into a throwable trap
- Pressure Plates: Four types(fire, frost, shock, corruption) made from clay/iron/malachite/steel/silver/wood, a mechanism, the matching salt type, a daedra heart for corruption if necessary, and Ethanol
- Spear Spring-Traps: (from chitin, common, and mer-metal tips) made from a spear handle, a mechanism, and a spear-tip
- Basic Trip-Wire: spear handle & leatherstrip or a bow&arrow
- Trip-mines: Six types(fire, frost, shock, dust/blind, web, corruption) made from clay/iron/malachite/silver/wood, a mechanism, the matching salt type(or silk gland), a daedra heart for corruption if necessary, Ethanol, spear handle, lockpick(the pin), and a leather strip
- ALL TRAPS HAVE A CHANCE TO STAGGER

STAFF-CRAFTING
----------------------------------------------
Basically, there are four stages to staff-crafting in RLE/S&S, all accessible in the Spellcraft/First-Aid power menu:
1. Keep a dagger in your inventory. This will allow you to carve blank staves for a specific magic schools FROM WOOD
2. Obtain a Stasis Crucible from a court magician, merchant, witch, or bandit mage. This will allow you to convert filled soulgems into spellgems for a magic school. To make a staff, the spellgem must match the staff-type.
3. Obtain an ingot relative to the spell's power you wish to cast(iron, steel, orchalcum, etc.).
4. Acquire enough Smithing and Enchanting to unlock tiers of staves. (60 in each will allow you access to every spell in the game)
Although the process of making staves is rather simple, it can be very expensive and not as useful as using soulgems, ingots, and wood for other items like enchanted ink, charged/enchanted items, regular crafting, etc. Be mindful of your resources.
ARCANE KNOWLEDGE
(core module)
As of RLE 1.8, amongst the Dwemer, you will find some boss creatures that are left-over creations of the Numidium itself. These creatures drop a variety of clockwork weaponry that rival daedric weaponry in power. They also drop knowledge cubes which add to gameplay:
Cube of Embers:
allows the player to turn skulls of daedric wardens into Skulls of Unresting Souls, single use items that can resurrect one creature level 40 or under for one hour. Combining a SUS with a filled black soulgem, doubles its level of effect.
Holding the cube of embers also increases the effect of your necromantic spells.
Cube of Arrow Infusion
allows the player to infuse dwarven arrows or bolts into dire magic arrows/bolts
Cube of Scroll Infusion
allows the player to greatly simplify scroll-creation by nullifying the need for enchanted ink, but an ink vial must remain in inventory for the symbolic bond
ROGUE WIZARDRY
(core non-MO modules)
As of RLE 1.8, this mod features spell-craft for both players and NPCs, based on study and preparation, not memorization and channeling. The main prerequisite is magical tomes or scrolls as well as writing charcoal or enchanted ink.
With this system, one need only collect the books for the appropriate spells and use them to craft batches of scrolls using the new power "SPELLCRAFT & FIRST-AID":
Blank paper + enchanted ink(with Tome X in inventory) = Scroll of Tome X
Blank paper + enchanted ink(with Scroll X in inventory) = Copy of Scroll X
Blank paper + writing charcoal(with Tome X relevent to the writing charcoal) = Scroll of Tome X
Blank Paper + writing charcoal(with Scroll X relevent to the writing charcoal) = Copy of Scroll X
Blank paper(with Tome X, the Cube of Scroll-crafting, and a vial of ink in inventory) = Scroll of Tome X
Blank paper(with Scroll X, the Cube of Scroll-crafting, and a vial of ink in inventory) = Copy of Scroll X
Ink vial + filled soul gem = # of enchanted ink vials
Charcoal + ingredient combination = # of specific writer's charcoal blocks(fiery, icey, static, etc.)
Log of Firewood = 15 sheets of paper (or) 4 blocks of charcoal
Charcoal/BlueMountainFlower + Glass Ingot = 3 vials of ink
As illustrated, you are copying tome X to scroll X without exhausting it or memorizing it. Also illustrated, the Cube of Scroll-crafting greatly simplifies the process, but it is dropped by a rare dwemer boss called "The Soul-Warden of Numidium."
SCROLLS CANNOT BE COPIED FROM MEMORY
1.9 CHANGES
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+ALCHEMICAL SPELLS require you have an ALEMBIC in your inventory, craftable with one malachite ingot, one iron ingot , and one torch. (or bought for ~100g at an Alchemy Shop)
+SOMATIC SPELLS require enchanted ink and paper.
+Both crafting methods yield prepared spells of equal value
+ to craft ink from charcoal or flower petals or turn mundane ink into enchanted ink now requires a MORTAR & PESTLE in your inventory.
+ MORTAR & PESTLE(made by Oaristys) can be crafted with merely two pieces of mundane ore(iron or corundum), or a single piece of firewood since you're basically carving it (or bought for ~50g at an Alchemy Shop)
+ spells usually require two to three ingredients to synthesize
+ prepared spells can somatically be transferred to new scrolls in the interface
ALTERATION BUFFS (5 min. each)
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Elemental Guard (resist fire/frost/cold) | Ether-hand (enchanting)
Brewer-brain (alchemy) | Battle-blood (1-handed, 2-handed, and block)
Spell-guard | Poison-guard | Regenerator (hp/magicka/sta regen)
Silver-Tongue(barter) | Burden-bearer(increases carry weight)
PARTY SPELLS - 100 magicka each
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Heal Allies(60hp/5sec.)
Invigorate Allies(60stamina/5sec.)
Affinity for Flight (+90% speed/90sec..)
Storm of Swords (+10% melee dps/2min.)
Rain of Arrows (+10% ranged
Bricks of the Legion (40armor/2min.)
DESTRUCTION
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Blood drain | Blood bolt | Blood Blast
Blood wave | Blood rune | Blood cloak
Wind wave | Flame wave | Frost Wave
Doom | Disarm
Water Rapids | Waterball | Water Rune
Water Geyser | Water Cloak | Water Torrent
Water Wall | Tidal Wave
Gravel | Rock Cloak | Rock Blast
Earth Rune | Boulder | Wall of Earth
Stalagmite
Gust | Zephyr | Wind Rune
Whirlwind Cloak | Tornado | Wall of Wind
Tempest | Cyclone
Magic Missile
CONJURATION
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Magicka Eater | Leech | Clay Atronach | Obsidian Atronach
Grimhound | Draugr Graveguard | Forest Atronach | Frost Lurker
Frost Creeper | Sentinel of Sanguine | Flame Lurker | War Hound
Flame Creeper | Daedroth Pit-Fiend
SUMMONABLE MOUNTS
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Chaurus Crawler | Chaurus Hunter | Spider | Snowy Spider
Young Mammoth | Scrib | Vale Deer | Vale Sabre Cat
Moose (male and female) | White Stag | Fox(Red and Snowy)
Wolf(brown, snowy, and red) | Elk (Male andFemale)
Skeever(Brown and Grey) | SpectralStag | Beaver | Raccoon
Gazelle(naked and armored) | CaveLion | Cougar
Lynx(Plains and Forest) | Boar | Bear(Black andPolar)
Vampiric Hound | Armored Husky | Sheephound
If this mod puts strain on your game, specifically the injury module, place these edits in your [papyrus] area in skyrim.ini:
iMaxMemoryPageSize=8192
and iMaxAllocatedMemoryBytes=8388608

ArwingXL/Afro - mod organization, mount rigging, esp writing, logic scripting, texturing, texture fixing, bug-fixing/testing
Oaristys - mortar and pestle mesh
Grimy - unleveled enemies patch
LWatson95 - custom staves for the final spell-crafting module
Cheshyr - for the lovely gauntlet shield idea in the rogue-crafting module
Musashiden - revision of the unleveled patch that effects all new enemies added by mods
Enai - for the tripwire code in the rogue-crafting module scripts
viltuska - the Gehenoth mesh/textures/esp base
muppetpuppet - the original sload mesh
coda - tundra chimera mesh
rireki - new dwemer boss creature and weapon meshes
Skywind Team - cyrodil goblin meshes
MrCasual - the skaven resources
Erkeil& t3ndo - combat profiles
proksi - coding reference for building a clean parrying script
summerdew - Yurei resource(unholy remnant)
abbalovesyou - resources for advanced spriggans, troll-men, and other such humanoids
tonycubed2 - load door, water behavior, and the Skyrim Remastered conversion
junin/zerofrost - griffin meshes and textures
Mihailmods - grave lord, sload high-blood, blind cave drake, wraiths, furnace centurion, wild bats, gladiator of mephala, rock spider, seeker of mephala, myriad will of sithis, sentinel of jygallag, cyclopian troll, spriggan rectifier, goblin witch, ogres, falmer hound, flesh sculptor of mephala, woodlord, watcher of mora, Scamps, Seducers of Sanguine, mounted draugr, emus, moas, young dreugh, and harvester meshes
dogtown1 &ironman5000 - varied creature resources
m150 - bug people creature resources used for Dreugh
walkingmassofcomplexes - prey-lord of hircine, seeker incubator, dragon welp, wraith of the north meshes
candit & allzero - blood magic
TheGreyLight - alternate summoning visuals
Gendundrup,and vicn - creature resources
jackga - psionic atronach, spider daedra, sentinel of sithis, pig troll, clay atronach, queen-regent of sheogorath, shivering rook, shivering tree-knight, shivering bishop
StudioCD Projekt RED - witcher creature resources
Urwy - morian surgical blade, sundering maul meshes
minermanb - ogrim mesh
diegoforfun - Stunted Imp and unholy vessel meshes
gg77 - Unresting Remnant meshes
reaperix - water, earth, and air magic spell resources
berkian - dicynodon, macrauchenia, and tapir meshes/textures
crushboss - insight into game-settings and how they affect AI
residents of skyrim - armored soul-stealer, young hagraven, shivering pawn
jzbai - the lovely scroll-crafting menu setup
Deep Silver/Pihrana Bites - inspiration for the injury/first-aid system
jjpeabody - cover art
AND A GREAT BIG SPECIAL THANKS TO EVERY PERSON THAT EVER GAVE ME GOOD IDEAS, BUG REPORTS, AND MORAL SUPPORT DURING THE MAKING OF THIS WONDERFUL NIGHTMARE OF A MOD.

WARNING: Do not attempt to convert this mod. Legendary and Special Edition RLE are two completely separate development branches due to unresolved conversion issues. SSE has different content in general and has to be worked on separately.
The manual install method: drop everything you want in ther data folder.
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Shardori's install method(for MO2):
Download and install DATA files first (copy the name of your file, so you can easily CTRL Paste as you merge the different cores and files you want to use, with your DATA files).
Download the CORE files, picking only the three main cores. Like so:
eqRLE_CORE.esp
eqRLE_DLC1.esp
eqRLE_DLC2.esp
MERGE them in with your DATA files.
Now, pick the contents from the other esp files you want to use and MERGE them into your DATA files.
02_NPC_Additions - open it up and pick what you want, uncheck what you don't
03_Crafting - same as above, open it up and pick what you want, uncheck what you don't
04_Gear - same as above
05_Gameplay - same as above
06_Content_Disablers - same as above
You'll end up with numerous esp's. You can leave it as is, or open SSEEdit and load all your eqRLE esp's. Now do the following:
- Hi-light the esp's, then right click anywhere in the left pane and scroll down the menu. Pick OTHER and MERGE PATCH
- let it generate. A box will pop up for you to name your new patch, and then you can save and exit.
Open your OVERWRITE file and create your new patch. Don't forget to uncheck all esp's you won't need, as they are included in the new merged patch, but you still need the master esp checked.
Hope I helped and not confused you any more than necessary :)
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To summarize:
RLE HEAVILY edits leveled lists. If you have to ask, yes Enairim mods work. so does sperg, skyre, and other perk/gameplay overhauls. Requiem, however, is its own issue and a fence I don't plan on hopping. Combat mods work because the mod's combat modules are entirely optional and are just patch-overs of vanilla combat to make it more punishing for sloppy fighting.
Magic mods work so long as you make a merged or bashed patch. RLE just adds its own spells, as well as attack magic in the blood, earth, water, and air category. I would suggest mods that add less attack/conjuration magic and more from the other categories. (apocalypse, forgotten magic, lost grimoire, midas maybe?)
Brewing/alchemy mods are more or less fully compatible. The mod adds recipes, ingredients, and adds uses for common ingredients to create enchanted dye and charcoal.
Basically, if you open your load order up in tes5edit/xedit, you'll see what is and isn't an issue. just look for red forms and/or yellow forms in the merged patch generated.