Like the idea of your mod - I intend to use it and True Armor in my new remodding of Skyrim LE. However, could you please explain how scaling works in the Skills section? I'm guessing it means the listed item gets better at the set percentage as your skill with that item increase? I'd just like to understand it better for when I use it in the game when I play it. Also, would this affect settings from another mod I'm considering that sets a minimum amount of stamina to be available being able to use the desired action (e.g. shield bash) so I can't just spam that action anymore? Thanks!
Yeah, I think you got the idea. The scaling works by incresing the amount of damage dealt with e.g. a shield bash for each skill level you have in the corresponding skill. As an example imagine you set shield bash attack scaling to 0.5% and you have a blocking skill of 58. That would translate to an increase in your shield bash damage of 58 * 0.5% = 29%. It works the same for all of the scaling values in the skills section.
These modifications stack with virtually everything and won't interfere with the way other mods work. Therefore the stamina threshold should work just as expected.
A few years later, but that is very impressive. I also see that it applies to magic as well, which is very nice since the vanilla spells tend to be left in the dust due to the fact that they never get stronger, and are only replaced with different spells up to a point.
No, followers are generally unaffected by the settings in SB with one exception: The difficulty sliders at the very top (because they are literally identical to the difficulty settings of the game itself, except that this way you have exact control over the values).
OMG ARE YOU SERIOUS?! I returned to skyrim after few years have 349 mods atm and this one is simply in top 5 of all time for me. How I didn’t find it earlier smh... Such a lighweight and genius mod. Finally I can play against enemies, who do shitload of damage without having 1000000000 health pool. You can play on adept and have damage recieved same as on legendary, exactly what I needed. This with Deadly Dragons and High Level Enemies really makes you feel alive in-game, every fight is challenging and especially dragons feel very dangerous again, so fights are fun and not boring/tedious shit. Thanks a lot my man, you are a legend. Will come back to endorse once I’m allowed!
Maybe I did something wrong, but I have troubleshot extensively and my Skyrim SE will not boot if this mod is enabled. I've disabled/enabled various mods, to make sure nothing was affecting player stats or damage ratios, even disabling everything BUT SImply Balanced. Game runs fine without any mods, runs fine with every mod BUT Simply Balanced, and then when I activate it the game tries to open but then stops.
Everything is up-to-date, her is my modlist:
ABT SE - Arrows and Bolts Tweaks SE Address Library for SKSE Plugin - All in one Amazing Follower Tweaks Amulets of Skyrim SSE Artificats of Skyrim Better Dialogue Controls Better Jumping Cloaks of Skyrimg Cutting Room Floor Fileaccess Interface for Skyrim SE Scripts Glower Arrows Immersieve Armors Immersive Souns Compendium Immersive Weapons Ish's Souls to Perks Lanterns of Skyrim II No BS AI Projectile Dodge PapyrusUtil SE RaceMenu Realistic Night Eye and Vampire's Sight Static Mesh Improvement Mod SSE Texture Pack Scary Ghosts SkyUI Skyrim Unbound SE Skyrim Unbound - Fixes Survive the Night SSE Survive the night inventory patch The Notice Board The Rabbit Hole SSE Unnoficial Skyrim Special Edition PAtch Unread Books Glow Warzones Winter Is Coming SSE WEarable Lanterns Wildcat more HUD Skyrim Script Extender 64 Simply Balanced
Hello Anubis I post my letter also here because I think other players can be interested in what I want to say.
First excuse my bad grammar because i'm not english native speaker, hope I can explain myself clearly enough.
I am testing your mods True Armor and Simply Balanced, trying to combine that with Sky Tweak and PACE. I must say True Armor is by itself the most complete mod to overhaul the armor system, but i'm here talking to you because I think the approach of Simply Balanced can be enough to tweak the game completely in a less complex way from the player point of view.
Sometimes i must use PACE in order to adjust weapons and actors speeds because is the easiest way to get rid of unrealistic movement, like swimming at 60-70%, and balance weapons speeds overall. That concept is also present in Simply Balanced, where you can adjust an offset to the overall damage of weapons. I think you must/can create another Simply Balanced for armors, where you can assign an offset to all armors based in their material construction (that's important because armor mods normally have a material assigned which I think is far more important than weapons which relies less in their material and more in their size/type), and also penalties or buffs if needed (for example the ratio weight/protection where heavy armors can shine). Guess that can't eliminate totally the necessity of PACE or SkyTweak, but can be an important brick in a logical modded list.
Same idea of armor rating offset can be applied to NPCs health or carry weight capacity. I'm playing now with 100lbs at start, which is somewhat a realistic amount, also adding 2 points of health/magicka/stamina (same for NPCs) per level. That way each level adds a little and makes more relevant any help via perks/standing stones/shrines/bakcpacks... Can you see now my point? "simple" tweaks to get a more "realistic" gameplay.
I know KYA try to add some sense in the combat system, but for me lacks in the sense that don't address the horrendous armor rating system and the smithing perks effects on it. That's just there where limiting health amount and armor rating and smithing buffs can be the key. SkyTweak has an obscure option to lessen the buffs for light armors, not enough and not customizable. In that sense is enough to establish a meaningful relation between the offset for weapons damage, armors rating and smithing scaling. I guess resistences and weaknesses cannot be applied without a patch like KYA does, but that way we can also get rid of another important mod like ARR.
Finally I want to mention that to get the overall balance magic must be also revised, but personally I'm very unsure about the procedure, mainly because I think is a more delicate subject. I know we can tweak aspects in SkyTweak about magic, experience gain, etc. But are displayed in a very incomprehensible way, and I think that, like myself, most players don't bother to experiment and change values because we are blindly adjusting the effects.
your english is actually decent enough, no worries. I believe I got your point about a very simple armor system based on materials. Pretty much what True Armor does, but just much much simpler. Also, I know that one of True Armors biggest problems is it's high complexity, which was unavoidable to get the desired effect.
Now regarding your suggestion, I agree that such a mod, if well done, could be pretty nice to have. However, I am currently mostly retired from modding and I don't want to start any new projects. Also, I believe that True Armor, is already able to fill this role to a large degree. Yes, it can be really complex, but it doesn't have to be. You can configure True Armor to actually be very simple (it does require a little knowledge about how the mod works though). You can for example just use the deflect protections and leave everything else deactivated. Turn the deflect chance to 100% and then just give each armor a reliable, flat damage reduction against the weapons as you wish. Then you got something very similar to what you just described. That's one of the nice things with True Armor, it's all customizable and you don't have to use all the features.
1. How does this detect the races? And how to add custom races?
2. I cannot find Trolls anywhere in the mod and many other races also seems to be missing. Do the different settings for race balance also impact other races? like werewolf settings also affect Trolls and Gargoyles or what? :D
1. The races in the MCM are hardcoded, not dynamically created. And the actual check whether an actor belongs to a certain race or not is done in the respective perks which SB adds. This system is rigid and cannot really handle new races, unfortunately.
2. No, the race list is simply not complete. There are too many different races to support them all. So I simply added some of the most important ones / most common ones which I felt could need some tweaks. Vampires / Werewolves because they affect the player too. Dragons / giants, because they can easily feel too weak. Bear, Sabrecat, Draugr, because it feels like they are everywhere and therefore particularly relevant to tweak. There are many missing, obviously. Maybe I will come around to add more to the list someday.
would be awesome if this mod would become an update. I was looking for a mod like this forever and only accidently found it. Now I can no longer be without... but realizing it does not cover everything was very hard to accept :P
No promises, as I am effectively in retirement atm. But there is definately a chance as I am currently a little more interested in Skyrim again. Maybe I'll get around to it, maybe not, we'll see =)
Repost from SE page, just in case this get more views....
I have a problem General Balance damage setting and CACO. I vaguely remember ticking some dangerous venom option in CACO installer (I could be wrong and it's a different mod, cannot remember) and after being almost insta-killed by normal Frostbite spiders poison spit (6dmg x 30s ) at 200% Game Diff Settings in SP, I went to check xEdit and found some entries about CACO_VenomDamageLevel global var. I do not understand xEdit well, and the value of this var under CACO seems 0, but the effects match - the effect of crSpider02PoisonSpit (large spider) spell , if the mentioned global var = 1, should be 3dmg x 30s, so at normal 100% Game Diff Settings , it is what I get in-game under active effects.
I don't want to reinstall CACO, as I like this new venom effect (longer time duration). I lack the knowledge to make a patch/edit new dmg values for this in xEdit (so far I have only made simple edits, CACO seems quite complex), so I tried to adjust the poison damage in SP. The issue is, ONLY the main Game Diff Settings in SP seems to work, and none of the other options: Poison damage taken, Poison strength, not even Difficulty damage taken seem to affect the new Frosbite Spit dmg.
The work around I guess is I just lower the MAIN game difficulty settings to 100% or 75%, and adjust other options to compensate (I am aiming at x4 damage dealt/taken)? I'd really like to understand why the other options in SP are not working. CACO edits crSpiderXYPoison... Spells , so SP should work on this, right?
I load SP after CACO.
Why the SP poison damage settings do not affect the venom effects changed by CACO?
UPDATE: Poison protection in True Armor (same author as Simply Balanced) also doesn't seem to work against the new CACO creature's venom attacks. (used 100% protection and still got exactly the same dmg as at 30%). So I suspect CACO changed something, but I cannot tell what.
162 comments
These modifications stack with virtually everything and won't interfere with the way other mods work. Therefore the stamina threshold should work just as expected.
Yes, it can be quite useful for that.
I've disabled/enabled various mods, to make sure nothing was affecting player stats or damage ratios, even disabling everything BUT SImply Balanced. Game runs fine without any mods, runs fine with every mod BUT Simply Balanced, and then when I activate it the game tries to open but then stops.
Everything is up-to-date, her is my modlist:
ABT SE - Arrows and Bolts Tweaks SE
Address Library for SKSE Plugin - All in one
Amazing Follower Tweaks
Amulets of Skyrim SSE
Artificats of Skyrim
Better Dialogue Controls
Better Jumping
Cloaks of Skyrimg
Cutting Room Floor
Fileaccess Interface for Skyrim SE Scripts
Glower Arrows
Immersieve Armors
Immersive Souns Compendium
Immersive Weapons
Ish's Souls to Perks
Lanterns of Skyrim II
No BS AI Projectile Dodge
PapyrusUtil SE
RaceMenu
Realistic Night Eye and Vampire's Sight
Static Mesh Improvement Mod
SSE Texture Pack
Scary Ghosts
SkyUI
Skyrim Unbound SE
Skyrim Unbound - Fixes
Survive the Night SSE
Survive the night inventory patch
The Notice Board
The Rabbit Hole SSE
Unnoficial Skyrim Special Edition PAtch
Unread Books Glow
Warzones
Winter Is Coming SSE
WEarable Lanterns
Wildcat
more HUD
Skyrim Script Extender 64
Simply Balanced
First excuse my bad grammar because i'm not english native speaker, hope I can explain myself clearly enough.
I am testing your mods True Armor and Simply Balanced, trying to combine that with Sky Tweak and PACE. I must say True Armor is by itself the most complete mod to overhaul the armor system, but i'm here talking to you because I think the approach of Simply Balanced can be enough to tweak the game completely in a less complex way from the player point of view.
Sometimes i must use PACE in order to adjust weapons and actors speeds because is the easiest way to get rid of unrealistic movement, like swimming at 60-70%, and balance weapons speeds overall. That concept is also present in Simply Balanced, where you can adjust an offset to the overall damage of weapons. I think you must/can create another Simply Balanced for armors, where you can assign an offset to all armors based in their material construction (that's important because armor mods normally have a material assigned which I think is far more important than weapons which relies less in their material and more in their size/type), and also penalties or buffs if needed (for example the ratio weight/protection where heavy armors can shine). Guess that can't eliminate totally the necessity of PACE or SkyTweak, but can be an important brick in a logical modded list.
Same idea of armor rating offset can be applied to NPCs health or carry weight capacity. I'm playing now with 100lbs at start, which is somewhat a realistic amount, also adding 2 points of health/magicka/stamina (same for NPCs) per level. That way each level adds a little and makes more relevant any help via perks/standing stones/shrines/bakcpacks... Can you see now my point? "simple" tweaks to get a more "realistic" gameplay.
I know KYA try to add some sense in the combat system, but for me lacks in the sense that don't address the horrendous armor rating system and the smithing perks effects on it. That's just there where limiting health amount and armor rating and smithing buffs can be the key. SkyTweak has an obscure option to lessen the buffs for light armors, not enough and not customizable. In that sense is enough to establish a meaningful relation between the offset for weapons damage, armors rating and smithing scaling. I guess resistences and weaknesses cannot be applied without a patch like KYA does, but that way we can also get rid of another important mod like ARR.
Finally I want to mention that to get the overall balance magic must be also revised, but personally I'm very unsure about the procedure, mainly because I think is a more delicate subject. I know we can tweak aspects in SkyTweak about magic, experience gain, etc. But are displayed in a very incomprehensible way, and I think that, like myself, most players don't bother to experiment and change values because we are blindly adjusting the effects.
Thank You for reading me!
Best regards
Axland
your english is actually decent enough, no worries. I believe I got your point about a very simple armor system based on materials. Pretty much what True Armor does, but just much much simpler. Also, I know that one of True Armors biggest problems is it's high complexity, which was unavoidable to get the desired effect.
Now regarding your suggestion, I agree that such a mod, if well done, could be pretty nice to have. However, I am currently mostly retired from modding and I don't want to start any new projects. Also, I believe that True Armor, is already able to fill this role to a large degree. Yes, it can be really complex, but it doesn't have to be. You can configure True Armor to actually be very simple (it does require a little knowledge about how the mod works though). You can for example just use the deflect protections and leave everything else deactivated. Turn the deflect chance to 100% and then just give each armor a reliable, flat damage reduction against the weapons as you wish. Then you got something very similar to what you just described. That's one of the nice things with True Armor, it's all customizable and you don't have to use all the features.
I am sorry that my answer is not more positive =/
Hope you are having a great day nonetheless ^^
Thank you for your answer!
Guess if not you, someone else will do the work for me,
Greetings.
some questions:
1. How does this detect the races? And how to add custom races?
2. I cannot find Trolls anywhere in the mod and many other races also seems to be missing.
Do the different settings for race balance also impact other races? like werewolf settings also affect Trolls and Gargoyles or what? :D
thx alot, the mod seems extremly useful
2. No, the race list is simply not complete. There are too many different races to support them all. So I simply added some of the most important ones / most common ones which I felt could need some tweaks. Vampires / Werewolves because they affect the player too. Dragons / giants, because they can easily feel too weak. Bear, Sabrecat, Draugr, because it feels like they are everywhere and therefore particularly relevant to tweak. There are many missing, obviously. Maybe I will come around to add more to the list someday.
appreciate your work!
No promises, as I am effectively in retirement atm. But there is definately a chance as I am currently a little more interested in Skyrim again. Maybe I'll get around to it, maybe not, we'll see =)
I have a problem General Balance damage setting and CACO. I vaguely remember ticking some dangerous venom option in CACO installer (I could be wrong and it's a different mod, cannot remember) and after being almost insta-killed by normal Frostbite spiders poison spit (6dmg x 30s ) at 200% Game Diff Settings in SP, I went to check xEdit and
found some entries about CACO_VenomDamageLevel global var. I do not understand xEdit well, and the value of this var under CACO seems 0, but
the effects match - the effect of crSpider02PoisonSpit (large spider) spell , if the mentioned global var = 1, should be 3dmg x
30s, so at normal 100% Game Diff Settings , it is what I get in-game under active effects.
I don't want to reinstall CACO, as I like this new venom effect (longer time duration). I lack the knowledge to
make a patch/edit new dmg values for this in xEdit (so far I have only made simple edits, CACO seems quite complex), so I tried to adjust the
poison damage in SP. The issue is, ONLY the main Game Diff Settings in SP seems to work, and none of the other options: Poison damage taken,
Poison strength, not even Difficulty damage taken seem to affect the new Frosbite Spit dmg.
The work around I guess is I just lower the MAIN game difficulty settings to 100% or 75%, and adjust other
options to compensate (I am aiming at x4 damage dealt/taken)? I'd really like to understand why the other options in SP are not working. CACO
edits crSpiderXYPoison... Spells , so SP should work on this, right?
I load SP after CACO.
Why the SP poison damage settings do not affect the venom effects changed by CACO?
UPDATE: Poison protection in True Armor (same author as Simply Balanced) also doesn't seem to work against the new CACO creature's venom attacks. (used 100% protection and still got exactly the same dmg as at 30%). So I suspect CACO changed something, but I cannot tell what.