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PatrickTheDM

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PatrickTheDM

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About this mod

Makes most enchantments and poisons blockable, helps keep the upper level game more challenging and decreases magic items, soul gems and gold on vendors and MORE! Read on....

Requirements
Permissions and credits
Changelogs
See files for version requirements.

My Power Attack Plus mod has compatible versions for 1.1 - 1.4

Well, what does this mod do?
1. Makes most weapon enchantments and poisons blockable. Magic wards can block as well.

 Does not affect enchantments with scripts. I only made contact enchantments and poisons blockable. Any effect that explodes or splatters will still hit you. Shock enchantments can only be blocked by magic wards because almost every shield/weapon is made of a conductive metal. This will affect enchantments and poisons from other mods as long as they use the base magic effects and are loaded before this mod.

2. Decreases magic items and soul gems found on vendors as well as vendor gold.

 We constantly hear in Skyrim how much Nords distrust magic yet we find it in abundance on almost every vendor in every city? And somehow it is okay to have stored souls for sell all over the place? Now you will only find a rare few magic items and soul gems on vendors that make sense. The court wizards and the Khajiit caravans and of course the Mages College. Merchants added from other mods will not be affected.

Skyrim is about adventuring not shopping! Nothing outside of the city vendors has been changed so go treasure hunt! Finding magic items is more exciting than buying them.

The vendor gold has been lowered a lot. This has two major impacts. The investment perk makes sense now and it helps keep the selling of mass produced items under control.

3. Changes the Heal Self 1 spell to a novice level spell and decreases the amount healed and experience gained from casting it.

This makes the Heal Self 2 spell worth using and keeps Restoration from getting way ahead of all your other skills so quickly.

4. Moves the Experienced Blocking perk requirement from 20 skill up to 40 skill.

Simply, blocking is just too good at a skill of 20 with this perk so I feel 40 makes more sense.

*Version 1.1  and up also require Strong Grip and Powerful bashes. The stamina gain from blocking a hit has been reduced from 12 to 7. This keeps the player from being able to just keep block up and get to full stamina. Now you will need to time your blocks to get to 100% again.

5. Changes the Candlelight spell from a glowing white ball to a floating torch with matching light and keeps the original spell from Floating Torch Spell as a great starter utility.

This is actually what started this whole mod. I always hated using that bright white light in dungeons. It just kills the beauty of all those colors and deep shadows. The original free floating torch spell is still in Dragon's Reach, but I changed it to only last 15 seconds and lowered the experience gain to a very small number. You will want to get the Candlelight spell when you can.

Changes added in 1.1
6. Except for Smithing, all skills require a skill of 10 to train the first perk. Any skill that the race does not have a bonus in is now set to 0.

This changes the beginning of the game dramatically because you can't train a perk in something you have no skill in so you will need to train them up. Smithing already has the book requirement so I left that alone.

Changes added in 1.2
7. Carriage costs have been increased 50%. These drivers get you past bandits and all kinds of danger. They have to charge enough to keep the deals they have made to be able to travel the roads safely.

8. An item has been added to the Khajiit caravan vendor list for all three caravans to help with novice lock picking. See the images.

Changes added in 1.4
The main goal of 1.4 is to keep the higher level game challenging.

9. Max magic and elemental resist has been dropped from 90 to 80.

10. Destruction damage magnitude scaling from some perks has been reduced by half: Novice, Apprentice, Adept, Expert and Master perks. The specialization perks are unchanged.

11. Normal attack damage magnitude from some perks has been reduced by half on Ranged, One handed and Two handed perks. Power and sneak attack damage is unchanged. Dagger damage is unchanged.

12. Smithing tempering magnitude from all perks has been reduced by half except for Legendary Smithing.

13. The upkeep cost for Blur has been increased from 5 to 7.


Change added in 1.4b


1. A new two handed axe can be crafted when the player has the Legendary Smithing perk and is wearing the Masque of Clavicus Vile.

Change added in 1.4c


1.Adds conditions to the Dark Brotherhood assassin's knockdown. It can now be blocked or warded against and the assassin must have greater than 70% stamina to knock you down on a successful hit. This will keep players from getting knockdown locked, but still keep the danger of those nasty assassins in tact!

 

** I do recommend placing this mod as close to Requiemfortheindifferent.esp as possible.

** Versions 1.1 and up will need a patch with other mods that change the playable races.

Check out Shields Block Poisons by Paulicus1 if this mod makes too many changes for you.

Check the files for a few options. Requiem - Classic Alchemy Overhaul version available.

Here is a sample video of a few changes:




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