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[armor and weapons]
Added two types of enchantments: fortify endurance and fortify vitality
Vitality: slightly better health enchantment, absorption immunity. Necklaces with this enchantment are fairly rare.
Endurance: slightly better stamina enchantment, no stamina damage when hit. Two perks in the armor trees also grant a damagestaminaonhit immunity, as does Rahgot. However, Rahgot is hard to get and the others cost a perk point. Necklaces with this enchantment are rare and thinly distributed.

Morokei: +150% mag regen, 20% shout timer reduction(???), 15 fortify conjuration. Great for archmages.
Hevnoraak: 40% fortify alteration, 100% resist poison, waterbreathing. the "one with nature" mask, which would be great for a treehugger build.
Nahkriin: +50 magicka, +25% destruction, +20% mag resist. battlemage mask, simple as that.
Konahrik: vanilla script effect, restore 2 health/s, restore 2 stamina/s, restore 2 magicka/s: GOD MODE, but yeah you need all other masks.
Otar: 40 resist fire, frost, shock. same as vanilla. all around good resistances, but not best at anything in particular.
vokun: fortify one-handed and two-handed by 40, +70 armor rating. this screams melee build.
Volsung: waterbreathing, +20 speech, +50 persuasion, .20 fortify shout timer. the mask that enhances the mouth, overall pretty shitty though.
Krosis: waterwalking, +40% archery, +20% alchemy. The mask for the archer. Archery boosts damage, alchemy makes for better poisons, and waterwalking opens up a whole new level of manoeuverability.
Rahgot: +50 endurance, 10% resist magic, restore 7 stamina/second. A good all around mask for any character, as it essentially offsets or removes all stamina penalties introduced with this mod. The constant restore effect makes sprinting, aiming and whatever cheaper, while adding stamina regen. The endurance enchantment fortifies stamina and makes you not take any stamina damage on hit.

staff of magnus: absorb 150 magicka/second, if target magicka < 1 then absorb 120 health/second.
gauldur amulet: 50 magicka, endurance, vitality, 50 magicka and stamina regen, 100 health regen
blade of woe: absorb 20 health

ebony mail: poison cloak, muffle, 10% resist magic
savior's hide: 25% resist magic, 100% resist poison and disease
Volendrung: 50 absorb stamina, paralyze for 3s
dawnbreaker: dawnbreakerscripteffect, 50 sun damage, 10% chance for 100 extra sun damage to undead, benefits from silver perks
mace of molag bal: absorb 25 stamina and magicka, soul trap
ring of namira: 150 fortify stamina
spellbreaker: spellbreakerwardeffect for 200 points (probably blocks 200 magic damage)
skull of corruption: 10 dreamsteal, 200 damage on sleeping targets, 60 damage on nonsleeping targets

Crossbows, while supposedly a technological secret, have been distributed around the world. What's so advanced to attaching a bow to a stick? Bandits, guards, soldiers and thalmor patrols carry them, and crossbows of ebony and elven materials have been distributed around the world.
Crossbows are now incredibly useful tools, and not only because their enhanced versions ignore 50% armor, which is already amazing with this mod buffing armor rating.
Normal bows do nearly no damage against undead and dwarven automatons, and enhanced crossbows go right through. Bows deal 60% less damage against dwarven machinery, which crossbows just ignore. So even a weak steel crossbow, which deals 17 damage and fires moderately slow, is handy to keep around. The strongest crossbow, the enhanced ebony crossbow, deals 25 damage but fires very slow.
Crossbows have been seperated in two tiers: light and heavy, with each tier having a better crossbow than another. As mentioned before, though, all are perfectly usable, if not a little challenging to find.

Heavy crossbows Light Crossbows Medium Crossbows (middle range firing speed)
Ebony/enhanced Ebony Elven/Enhanced Elven Dwarven/Enhanced Dwarven
Dark Brotherhood Imperial/Stormcloak Steel/Enhanced Steel
Dawnguard Thieves Guild Nord Hero

Each one has their own niche: while the thieves guild crossbow fires insanely fast it deals very little damage compared to an upgraded Elven crossbow. However, even the weakest Heavy crossbow is stronger than the best light crossbow.

[gameplay changes]
The mod started out as a replacement for personally mandatory tweaks I did in Skytweak, which made weapons deal triple damage but their damage did not scale with skill level.
Armor should have received the same treatment, but as there is no game setting for the separate armor types, I had to make a mod.
As such, both armor types have gained their own quirks and mechanics.

Light armor is for the agile fighter, who is reliant on their ability to dodge. Each armor piece also grants 5% magic resistance.
Light armor is great for spellswords, barbarians and archers.
Spellswords can rely on their armor to protect them, as well as the perks they benefit from(depending on your perk mod, if any), while still being able to cast spells at a small disatvantage compared to dedicated mages.
Barbarians, wielding two-handed swords and using an agressive playstyle, need the speed to charge their opponent, and get out of the fight sa quickly as possible. However, the relatively low protection light armor gives means they have to stay nimble or make use of their smithing skills to enhance their outfit.
Archers are the wizardkillers. Striking from a distance, their bows deal insane damage to unarmored targets, and can defeat mages with ease, as their magic resistance allows them to take one lucky extra spell. 20% magic resistance comes a long way!

Heavy armor is for the tank, who does not want or need to dodge, and instead relies on dealing and taking as much damage as possible. However, due to the heavy nature of plate armor, these adventurers need some investment before they can use it effectively.
Heavy armor is great for knights, battlemages and paladins.
Knights don't have to work around the magical debuffs heavy armor gives, instead enabling from the get go to be as resilient as possible. However, due to their short range of attacks, they always need to close the gap between foes from a distance; while their armor may protect them against arrows, spells are much more dangerous.
Battlemages are, in the end, the most potent kind of any mage. However, this requires the player to work around many of the disadvantages of heavy armor. Even then, spell cost is still high. With enchanting, however, this class can attain very high resistances against all types of damage.
Paladins, or magic knights, are the tankier version of the spellsword. Their emphasis lies not on using spells to act as a convienient weapon to battle distant foes, but as a emergency back up. The higher spell cost makes spellcasting more difficult, and the adventurer thus has to decide whether or not to close the gap between the enemy.

Mage armor is for the dedicated mage, who wants to be a absolute whirlwind of destruction. However, the road to nay divinity is long and hard, but when it is attained the world is their oyster.
With the right perks, your magic spells scale with the level of their respective school. This means that the wizard with a high enough alteration level can cast armor spells that rival daedric quality in protection. However, the extra arrow resistance of heavy armor is not granted, and there is no way of doing so for the robed mage.
Mage armor is great for wizards, spellswords, and magic knights.
Wizards start off weak, andthat includes their armor, being almost useless in the beginning. Enemy archers are your nemesis and until adept level alteration spells they will be a challenge. However, once loaded with the right spells and knowledge, you're ready to unleash your fury on everyone who dares stand in your path.
Spellswords who want a little bit extra protection can really appreciate mage armor, to slightly offset the lack of armor because of their equipment. Their disability to use the mage armor perk means their overall armor rating won't reach insane levels, but they still have the magic resistance light armor provides.
Magic knights who want even more protection against foes in their faces will greatly appreciate mage armor, but that comes at the cost of potentially having to wait for hteir magicka to regenerate, as their spell cost is very high. While they don't benefit as much from the spell as adventurers clad in different gear, their arrow resistance makes up for it.

Bows deal greater damage than melee weapons, because arrows add damage as well. However, heavy armor users resist a lot of this damage, which means the archer has to account for this by using enhanced crossbows. A non-pure archer can also switch to their spells to make quick work of heavily armored foes, but that requires them to level a new skill altogether to remain viable.

Armor Type Damage Res Mod
Light Armor 1.51 � 1.11/piece
Heavy Armor 1 2.44 � 1.25/piece
Heavy Armor 2 3.13 � 1.33/piece
Heavy Armor 3 4.18 � 1.43/piece

Tier 1 Armors: Iron, Iron banded, Falmer, Imperial Heavy
Tier 2 Armors: Steel, Steel Plate, Orcish, Penitus, Dwarven, Blades, Bear Stormcloak
Tier 3 Armors: Ebony, Daedric, Dragonbone
Light: Elven, Glass, Elven Gilded, Dragonscale

Weapon damage and armor rating is static.
Weapon damage multiplier for player: 3.75
Damage multiplier for NPC: 5.6
Armor rating Mult Light/Heavy: 1.85/4.15
Armor Rating NPC Mult: 4.75
Player takes 1.75x damage from Giants, Automatons and Daedra.
Player takes 2.7x damage from Trolls and hostile animals.
Ranged weapons now deal proportionally less damage against heavily armored targets, and some lightly armored ones.
Spells cost proportionally more the more armor pieces the caster is wearing, depending on armor type.
Spells become stronger in magnitude the higher the player�s level of the respective school.
Maces and Warhammers ignore 55% of armor. Deal 10% less damage against Draugr.
Axes and Battleaxes ignore 15% of armor.
Swords and bows deal 30% less damage against Draugr.

With the right perk in Heavy armor or Light armor, spells cost less. Mages in robes don't get any of these debuffs.

Perk Spell cost/piece Spell cost/4piece Spell cost/3piece
Heavy Armor 100 1.08 1.36 1.26
Heavy Armor 1 1.3 2.86 2.197
Light Armor 100 1.03 1.13 1.09
Light Armor 1 1.11 1.52 1.36

On hit, the player takes 15 stamina damage.
When the player's stamina is below 35, spells cost twice as much.
When the player's stamina is below 25, weapons deal half damage.
Both the Heavy armor and Light armor perk trees offer a remedy. The perk for Light Armor is unlocked earlier, of course.

[enemies]
To combat unsatisfying boss battles or insanely underpowered enemies, sever stats have been changed.
The enemies in the vanilla game are fairly balanced already, however the bosses are not, as their strength is too comparable to common foes.
Most low-tier enemies like level 1 bandits, draugr and forsworn (and more) have slightly increased health so they won't get oneshot by an iron sword. Do note that stronger enemies can spawn among them at any time.
Low-tier vampires have been largely removed, and their absorb spells buffed, making the fortify Vitality enchantment very useful while making vampires late-game content at the same time.

Many bosses have just gained some extra health. These are unique bosses like Lu'ah Al-Skaven but other foes like Malkoran's shade or Boethiah's Champion have some added spells and perks.
The bosses that have been changed are:
Malkoran's Shade, Champion of Boethiah, Orchendor, the Gauldur Brothers, Sebastian Lort, Movarth, Harkon and Miraak.
Other bosses, like the forgemaster or Bashnag, have only incresaed health and a static level. These are of course not major bosses but should still be a challenge and satisfying to kill. On 1.4, with a good crossbow and a ton of enchantments, the Forgemaster died in under 30 seconds. In his instance, his health is now quadrupled.

--misc enemy changes--
Trolls restore 30hp/s and have 30% frost res
Frost trolls restore 45 hp/s and have 60% frost res
Silver weapons deal double damage to undead.
Low level enemies have higher health, so they don�t get oneshotted early game.
Draugr have a 30% fire weakness and 100 added armor rating.
Dragons have 150 extra armor rating.