Skyrim Special Edition
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Hydromedia

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Hydromedia

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About this mod

This mod randomizes the game's NPCs to give a random, varied (and more difficult) experience for each new character, by randomizing distribution of weapons, armor/outfits, shouts, spells, potions, and perks. The goal is to create an experience like an "enemy randomizer" that other games have, while offering the player options for how random it is.

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HydroRando - a level based NPC/enemy item Randomizer for Skyrim SE

Mod requirements:
Address Library for SKSE Plugins
powerofthree's Tweaks
SPID
Enchantments and Potions Work for NPCs
SPID Random Distribution Helper
SKSE 2.0.20 (SE) OR SKSE64 2.1.5+ (AE)
Visual C++ Redistributables 2019

Description:
This mod randomizes the game's NPCs to give a random, varied (and more difficult) experience for each new character, by randomizing distribution of weapons, armor/outfits, shouts, spells, potions, and perks. The goal is to create an experience like an "enemy randomizer" that other games have, while offering the player options for how random it is. As with other games' randomizers, the goal behind this is to make the game worth replaying with a new character and trying to complete a "seed" (i.e. complete the game or some other goal with one set of randomized items) as a challenge.

It completely changes what weapons and armor NPCs have, and will greatly affect NPC perks, spells, and shouts, and other items, depending on the version downloaded.

The randomization is broken into three tiers:
Basic: NPCs level 1-15
Strong: NPCs level 15+ OR 22+
Elite/Enchanted: NPCs level 20+ OR level 30+

Each tier has a percentage chance of being applied to a given enemy, and there are options for these chances as well:
Basic: Subtle -> 50%, Default -> 100%, Ultrarando -> 100%
Strong: Subtle -> 20%, Default -> 30%, Ultrarando -> 100%
Elite: Subtle -> 10%, Default -> 20%, Ultrarando -> 100%
Note - UltraRando sets bows distribution to 100% as well.

The randomization is tiered such that higher level enemies will be significantly more difficult than they were in vanilla, with higher tier weapons and spells etc. This ignores levelled lists, so high-level enemies will be difficult (i.e., have the potential of having high tier weapons, enchanted weapons, and perks/shouts/spells) from the beginning of the game, starting at any level. 

Details:
Weapons -
How it works - Weapons are simply added to NPCs' inventories with a random chance, depending on what tier an NPC is eligible for. That means that they're not immediately equipped, and they also may get more than one extra weapon in addition to what they already had from vanilla. E.g., a bandit might have their starting bow, iron sword, and a randomly applied elven sword. In combat, they may start shooting at you with their standard bow, then switch to the elven sword for melee (as NPCs use their highest damage available weapon for combat with vanilla AI).
Weapons are split into tiers. There are three tiers:
1. Basic (default 100% chance)
- Basic weapons can apply to any NPC by default, and set the base level of difficulty. These are randomized among all NPCs, and include Iron, Steel, Skyforge, Dwarven, Orcish, Elven(minus Warhammer and Battleaxe), and some other lower damage weapons. An NPC is guaranteed to get one of these by default, but they may choose their normal weapon over these based on the damage numbers.
2. Strong (default 20% chance)
- Strong tier NPCs have ~20% chance of getting a Strong weapon by default. They will already have a basic weapon, but they will have an additional chance to have a Strong weapon, and will choose that over the normal one for combat, since they're stronger. Strong weapons are Daedric, Ebony, Glass, Dwarven Battleaxe, and Elven Warhammer and Battleaxe.
3. Enchanted/Elite (~default 10% chance)
- Elite tier NPCs have ~10% chance of getting a Elite weapon by default. They may already have a Strong weapon, but have an additional chance to get an enchanted one. This is randomized among all enchanted weapons in the game. Of note is that they still may choose to use the Strong weapon, if it does more damage (or based on other AI stuff I don't know of).
4. Bows
- Because archers are harder to deal with than other enemies, especially en masse or if they deal high damage, bows are separated into this section. Also, since they're not going to work if an NPC doesn't have arrows, arrows are distributed along with the bow, with the same type of arrow as the type of bow they're given, if possible. E.g., an elven bow carrier will have an elven bow.
Similar to other weapons, there are 3 tiers of archers. However, each tier only has a 5% chance to apply by default, with as before, basic bows applying to all enemies, strong to strong tier, and elite to elite tier.
Armor/Outfits -
Armor and outfits are completely randomized. This makes it more feasible to deal with harder enemies (i.e., ones that spawn with strong weapons) most of the time, while also leaving a very small chance that a given enemy could spawn with, for example, a daedric weapon and glass armor at the same time etc. Specifically, for an Elite tier enemy, they'd have to hit the elite weapon roll which is a 10% chance by default, and also hit the roll on the outfit, which is about a 5% chance for something good.

There are hundreds of outfits in the game, and many of them are not armor at all, so in many cases this randomization can actually make things easier. For some reason, many enemies' scripts currently ignore the outfit they're assigned, and they just wear their own normal stuff. This is being looked into.

Shouts - 
NPCs have ~5% chance of having a shout by default.
- 16 shouts included:
Become Ethereal
Elemental Fury
Fire Breath
Call Dragon
Call of Valor
Fire Ball
Frost Breath
Animal Allegiance
Marked for Death
Storm Call
Ice Form
Dragon Unrelenting Force
Dragon Storm - Note, may hit/kill random NPCs nearby, can be disabled by removing line in Shouts5Pct_DISTR.ini
Ice Storm
Alduin Firestorm - Note, may hit/kill random NPCs nearby, can be disabled by removing line in Shouts5Pct_DISTR.ini

Spells (Not yet implemented) -
NPCs have a 10% default chance of getting an appropriately tiered (basic, strong, elite - as above) spell, and also the levels to cast said spell, which is randomly chosen from all available spells.

Potions (Not yet implemented) - 
NPCs have a 10% default chance of having a potion, it can be a healing potion, a fortification potion, water breathing, invisibility, etc. Any kind really. 

Perks (Not yet implemented) -
NPCs have a 50% default chance of getting a perk group, with a variety of options.