Skyrim Special Edition

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KatArus

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KatArus

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About this mod

Quality of life, challenge and game balance changes

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Changelogs
A quite simple quality of life change


1. No more sore thumbs from transmuting 200 iron ore into gold! Transmute is now a channeling/concentration spell - it will continuously transmute 1 piece of ore every second until you release the button or run out of ore/mana.

2. Transmute now changes Iron ore into Silver first, if no Iron is in inventory it will transmute Silver ore into Gold instead. (vanilla transmutes silver into gold first)


I am considering adding a separate spell to allow transmuting ingots (or mixing it into existing spell as additional functionality), but balance is an issue.  Ingot transmuting will definitely be more costly, let me know in the discussion tab whether you think it should take merely more magicka, or both longer time and more magicka.



In-depth changelog:
  • Manacost was reduced from 150 to 100 per ore unit to accommodate my future regeneration system's changes (see below)
  • Uses altered vanilla script, everything from manacost to alteration experience is still handled by the game engine 
  • After 0.5 seconds standard casting time script checks if player has ore and magicka starts draining. After 0.9 seconds of concentrating replaces one ore with the other and check-drain cycle repeats. Unfortunately, SKSE function calls that get caster's exact current magicka and spell's actual manacost after all reductions are not available so I can't check if character has enough magicka left for a full 1 second cycle or not. As it works now, if your effective manacost is 65 per second, but you only have 42 left when you start casting, magicka will still be consumed, casting will stop when your magicka drains to 0 but spell will not transmute anything.


Developer's note:
I have done about 600 changes to vanilla Skyrim over the years I've played it, and eventually it ended up being a very decent game. With all SKSE delays I've decided to implement at least those parts that do not require extended scripts or where I can get around it since I'm far more experienced now.

None of these were ever released to the public not only because I'm a giant prick and did it only to appease myself as a gamer, but also because I, as it's designer, know how everything works so I've never bothered with tooltips, descriptions and reverse-balancing it with vanilla systems (e.g. Light armor and Restoration perks that increase stamina and magicka regeneration rates, along with all regeneration enchantments, completely break my overhauled regeneration systems so I just don't use those instead of making it work together one way or another)

Mod manager now handles modularity properly So I can just break magic, regeneration, food etc systems into separate ESPs and give an all-in-one download where everyone can just choose whatever parts (s)he wants and point third party mods I use as prerequisites where applicable (e.g. unlevelers, dragon overhauls etc) for you to download and endorse providing balancing patches for them to balance out with my own systems.

Next up is my very own regeneration system overhaul:
1. Regeneration does not slow down to 33% during combat anymore, but your natural regeneration is set to 0.
2. Food now heals over time (hello, FNV Hardcore mode). General rule of thumb is Meat heals HP, Veggies heal Stamina, Fruits heal Magicka. Raw and simple foods like apples or bread restore flat amount of HP/Stamina/Magicka, simple processed foods like wine or cooked beefs restore both flat H/S/M plus a somewhat low % of it, based on ingredients used. Elaborate foods like stews do not restore flat H/M/S, but restore a big % of multiple health/stamina/magicka pools over time depending on ingredients.
3. Changes to timescale, regeneration rates, fast travel speed and other things to make it work as a whole. Food and potions properly display the amount they will heal.
4. Alchemy 'restore x' still restores everything instantly, regeneration potions are brought into whole scheme and work properly.
it might take up to a week to proofread and test everything in it. It will be released under the same Make Skyrim Great (For Once) tag.

Cheers.