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This page was last updated on 03 December 2020, 2:56PM
- Changelogs
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Version 3.2
- [General]
- This update focused on balancing the armor rating and damage of NPCs throughout different stages of the game.
- Damage - In vanilla low lvls NPCs deal too little damage and high level ones deal way too high damage, this is caused by multiplicative stacking of many different sources (and gets even worse with other difficulty mods) and since Skyrim scaling mix low and high level enemies together it often throw at the player harmless enemies along with 1-shot capable ones. In order to counter this the following changes were made.
- fDamageSkillMin -> From 1.0 to 1.5 (This is the damage multiplier the NPCs get at level 0 with the related skill)
- fDamageSkillMax -> From 3.0 to 2.5 (This is the damage multiplier the NPCs get at level 100 with the related skill, the high value offset that most NPCs have no weapon perks)
- crExtraDamageXXX Perks -> Reduced it`s damage multiplier from vanilla 1.12 / 6 to 1.2 / 3 (Armor System - DT plugin further reduce these multipliers by half to 1.1 / 2). These perks were the biggest offenders when coming to damage balance and unreasonable spikes with high level enemies and some difficulty mods even give it`s own variantion on top of those so for example, a Draugr Overlord have a 4.5 damage multiplier and were given an extra 3, that would cause a multiplicative damage of 13.5, instead of 7.5).
- Other Changes:
- - Increased armor rating scaling for Draugr so that they have twice as much AR (the former value was still too low, now a high level one should have around 200 - 300 AR).
- - Dwarven automatons have 200 AR instead of 150
- - fArmorRatingPCMax -> From 1.5 to 1.25
- - fArmorRatingBase -> From 1 to 1.5
- - fArmorRatingMax -> From 3 to 2.5
- - fDamagePCSkillMax -> From 1.5 to 1.25
- - fBlockMax -> From 0.7 to 0.8
- - fNPCHealthLevelBonus -> From 5 to 0 (removes some sponginess of high level enemies)
- - fDamagedMagickaRegenDelay -> From 2.0 to 1.0
- - fDamagedStaminaRegenDelay -> From 2.0 to 1.0
- [Fatigue]
- - Reduced the stamina cost when swimming from [20% of armor weight + 5] to [10% of armor weight + 2] per second.
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Version 3.1
- --- 3.1 ---
- --- General ---
- . All actors (excluding the player) have an extra 100 stamina and it regen twice as fast, to counter that NPCs have very low start stamina and worse scaling when compared to health and magicka.
- . NPCs power attacks cost 75% less stamina so low lvl actors won`t drain all stamina in a few seconds (this require Armor System - DT).
- . Added a forced 2 second delay from Health Regeneration to start again after an actor is damaged, this also apply to the player (this was necessary since the related game setting has no effect in-game). Now health regen behave like stamina and magicka regen, with the same delay.
- . All non-main plugins are now ESL flagged.
- --- Armor System - DT ---
- . Improved how minimum damage is applied (added a quarter of second delay to prevent weapon enchantments from messing up with the calculation and block condition).
- . Minimum damage will now always deal an extra 5 points of damage on top of the normal calculation.
- . Fireballs no longer apply minimum damage (this is a vanilla issue that for an unknow reason makes that fireballs trigger on hit events as weapon source),
- . Off-hand weapons no longer use the main hand base damage value to calculate the minimum damage, now it uses it`s own value as intended.
- . Armor Reduction now scale more differently with staggered values for each weapon, ranging from 0.03 (maces) to 0.15 (bows). Also reduced the overall protection from armor.
- . Removed the damage multipliers from weapon types to compensate the new reduced armor protection at lower levels.
- . Heavy Armor modifier for the player reduced from 1.1 to 1 (like vanilla). While for NPCs increased from 1.8 to 2.
- . Light Armor modifier for the player reduced from 0.85 to 0.75. While for NPCs increased from 1.35 to 1.5.
- . When this plugin is detected, it will automatically set "fArmorScalingFactor" to 0.03, preventing a wrong load order from messing with it.
- --- Global Health Regeneration
- . Increased Health regeneration for playable races NPCs to 0.7 from 0.5 (same as the player).
- . Reduced the Health Regeneration rate for creatures (except Dragons) to 0.4 from 0.5.
- . Dragons Health Regeneration rate set to 0.2 from 0.7 (found out that vanilla Dragon do have Health regeneration, they just lack the combat fortify healing, that explain their high regen in the previous version).
- . Alduin no longer regenerate Health because vanilla has it base regen set to 15 (which is VERY high) and giving it combat regen caused it to instantly fully regenerate in a few seconds.
- --- Vigor - Movement ---
- . Slightly increased backwards run speed and decreased sideways run speed so now it`s roughly the speed as the backwards movement. This prevent diagonal backpedaling as a way to bypass the backwards movement restriction.
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Version 3.0
- --- Poise ---
- . Stagger duration reduced from 0.75 seconds to 0.25 seconds.
- --- Block & Parry ---
- . Parried attacks now use the "hit block" animation instead of the large recoil one.
- . Changed the sound of parried attacks to be a bit "less metallic".
- --- Potions for NPCs ---
- . Improved the conditions for NPCs to use elemental and magic resistance potions, so now they will never miss it.
- --- Armor System - DT ---
- . Minimum damage now happen every second instead of every 3 seconds.
- . Armor elemental resistance reduced from 30% to 15% of the total armor weight.
- --- (NEW!) Global Health Regeneration
- . Every actor can now regenerate Health in combat following the same rules as the player. Passive Health Regneration slider setting also apply to NPCs if this option is enabled. (Can be toogled ON/ OFF in the MCM menu, default is ON)
- --- (NEW!) Hit Recover
- . Hits will recoil on enemies and instantly recover the weapon animation, making it ready to attack again, increasing combat speed. This feature works for every actor if enabled. (Can be toogled ON/ OFF in the MCM menu, default is ON)
- --- Game Settings ---
- . fPowerAttackStaminaPenalty: 0.5 -> 1 (Vanilla: 2)
- . fCombatDistance: 100 -> 110 (Vanilla: 141)
- . fCombatBashReach: 80 -> 110 (Vanilla: 141) (Cannot be used in-game to reduce bash reach, at least it prevent another mod from increasing it).
- . fDamagedHealthRegenDelay: 0.5 -> 1 (Vanilla: 0.5)
- . fDamagedAVRegenDelay: 1 -> 2 (Vanilla: 0.5)
- . fDamagedMagickaRegenDelay: 1 -> 2 (Vanilla: 0.5)
- . fDamagedStaminaRegenDelay: 1 -> 2 (Vanilla: 0.5)
- . fCombatMagickaRegenRateMult: 1 -> 0.5 (Vanilla: 0.33)
- . fObjectHitWeaponReach: 100 -> 90 (Vanilla: 150)
- . fObjectHitTwoHandReach: 100 -> 90 (Vanilla: 112)
- --- Vigor Movement ---
- . Added the Vigor Movement Tweaks optional file back.
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Version 2.01
- Removed the test notifications showing during combat
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Version 2.0
- -- Block & Weapon Parry --
- . (Fix Again) Fixed an issue that if you cancel attack mid swing the game would think that you were still blocking and prevent you from sprinting until this state is reset.
- --- (New) Resistance Off Set ---
- . Reduce Fire, Frost, Shock and Magic resistances from all actors by 20%, increasing the overall lethality of spells and elemental attacks. This feature will not reduce resistances from actors already immune to the corresponding elemental effect nor it will lower the player resistance cap (80%). (Can be toogled ON/ OFF in the MCM menu, default is ON)
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Version 1.2
- -- Vigor Armor System - DT --
- . Changed the damage reduction values to:
- Maces and Warhammer: From .05 to .06
- Waraxes and Battleaxes: From .1 to .09
- Swords and Greatswords: From .15 to .12
- Daggers and Bows: From .2 to .15
- --- Block & Weapon Parry
- . (Fix) Fixed an issue that if you cancel attack mid swing the game would think that you were still blocking.
- --- Misc ---
- . Added the "Remove Gulp Sound from Potions" to the main file, it prevents NPCs (and the player) from making the drink sound when consuming potions.
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Version 1.1
- -- Vigor Armor System - DT --
- . (Fix) Fixed an issue that caused enchantments to apply the scripted minimum damage more then once.
- . (Fix) When only dealing minimum damage, enemy health bar will now pop-up like before.
- . Minimum damage now do not make a special case for power attacks in order to simplify the script.
- . Minimum damage can only be applied once every 3 seconds to prevent spamming cheap damage on high armored targets and making fast/ low damage weapons better if the damage threshold can`t be reached.
- . Slightly Reduced the armor resistance added to some creatures and NPCs.
- --- Block & Weapon Parry
- . Did some work on the block & parry script so now it`s now much more reliable to "catch" damage from enchantments when blocking or parrying.
- -- Potions for NPCs --
- . Reduced the chances that NPCs will have more then one potion of the same type.
- . Added a conditions for NPCs to use resist magic potions (if his combat target has more then 100 magic) so they won`t waste it when fighting wolves.
- . Added a condition to prevent distributing potions to followers if they are in certain faction.
- -- Game Settings --
- . fMagicSkillCostScale from 0.5 to 0.65 -> Makes NPCs spell cost scale like the player`s.
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- Author's activity
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December 2020
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03 Dec 2020, 2:56PM | Action by: Alex9ndre
File added
Vigor Armor System - DT [version 3.2.1]
November 2020
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22 Nov 2020, 2:20AM | Action by: Alex9ndre
Attribute change
Description changed.
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21 Nov 2020, 10:52PM | Action by: Alex9ndre
Attribute change
Description changed.
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21 Nov 2020, 10:51PM | Action by: Alex9ndre
Attribute change
Description changed.
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21 Nov 2020, 10:43PM | Action by: Alex9ndre
Changelog added
Change log added for version 3.2
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21 Nov 2020, 10:42PM | Action by: Alex9ndre
Attribute change
File 'Skyrim Revamped - Complete Enemy Overhaul Balance Patch' version changed to 3.2.
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21 Nov 2020, 10:42PM | Action by: Alex9ndre
Attribute change
File 'Vigor - Movement' version changed to 3.2.
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21 Nov 2020, 10:42PM | Action by: Alex9ndre
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Vigor Armor System - DT [version 3.2]
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21 Nov 2020, 10:41PM | Action by: Alex9ndre
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Vigor Enhanced Combat [version 3.2]
October 2020
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22 Oct 2020, 8:32PM | Action by: Alex9ndre
Attribute change
Description changed.
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20 Oct 2020, 1:08PM | Action by: Alex9ndre
Attribute change
file visible to the public
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20 Oct 2020, 1:05PM | Action by: Alex9ndre
Changelog added
Change log added for version 3.1
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20 Oct 2020, 1:03PM | Action by: Alex9ndre
Attribute change
Description changed.
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20 Oct 2020, 12:48PM | Action by: Alex9ndre
File added
Skyrim Revamped - Complete Enemy Overhaul Balance Patch [version 3.1]
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20 Oct 2020, 12:47PM | Action by: Alex9ndre
File added
Vigor Armor System - DT [version 3.1]
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20 Oct 2020, 12:46PM | Action by: Alex9ndre
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Vigor - Movement [version 3.1]
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20 Oct 2020, 12:45PM | Action by: Alex9ndre
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Vigor Enhanced Combat [version 3.1]
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20 Oct 2020, 12:44PM | Action by: Alex9ndre
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01 Oct 2020, 10:13PM | Action by: Alex9ndre
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01 Oct 2020, 10:13PM | Action by: Alex9ndre
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