Skyrim Special Edition
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Faxo76

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Comprehensive accurately hand-made overhaul of Skyrim NPCs (humanoids, animals & monsters). All NPCs have been affected, except Dragons.
Various tweaks: Combat & Magic, Player's progression, Encounter zones; Quest-giver & Quest-related NPCs, Monster & Humanoids races.
For your Old-school -vanilla friendly- enhanced game

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Comprehensive accurately hand-made overhaul of Skyrim NPCs (humanoids, animals and monsters). All NPCs have been affected, except for Dragons. 
Various tweaks: Combat & Magic Mechanics, Player's progression, Encounter zones; Protected Quest-giver & Quest-related NPCs, Trainers & Vendors; Monster & Humanoids races. 
This overhaul is old-school style: higher difficulty since game start, partially unleveled world, to give you more challenge and - hoping - fun.



Important notes:

1) You have to start a NEW GAME to play properly all the features added/tweaked by this mod;

2) gameplay may be significantly harder than vanilla or similar, please consider lowering the difficulty level (suggested = "adept").

3) To play ESNPCs with mods that alter same edits do a bashed patch with Wrye Bash or similar. Then (I suggest to) check your mod list with SSEEdit.



SUMMARY

I) "Mod Contents"

1) Unique and generic NPCs specifics
2) Combat & Magic Tweaks
3) Player's level progression
4) Tweaked encounter zones
5) Realistic Wildlife
6) Safe Quest Actors
7) Safe Trainers & Vendors
8) Enhanced Monsters & Animals Races
9) Enhanced Humanoid Races


II) "Requirements"

III) "Recommended Mods

IV) "Load Order"


V) "Compatibility"

VI) "Credits"





I) Mod Contents

===============================
1) Unique and Generic NPCs specifics:
===============================


a) have and use potions;

b) have vanilla proper perks

c) have enhanced vanilla racial powers;

d) may have a standing stone power;

e) have & use torches;

f) Mages have proper vanilla and Odin (required) spells;

g) have more reasonable, balanced and useful inventory/equipment (looting and/or stealing is more satisfying, as fighting against NPCs);

h) may pick up objects from the ground after a (won) battle;

i) are generally thougher than vanilla ones;

j) at high level have and use enchanted weapons/objects;

...

======================
2) Combat & Magic Tweaks:
======================


a) All NPCs (humans, animals and monsters) are smart and more responsive (enchanced combat AI).

b) NPCs bash, parry and power attack enemies, for a more challenging combat experience.

c) Magic Users cast different and proper spells (vanilla plus "Odin - Skyrim Magic Overhaul" - required)

d) NPCs may dual wielming weapons and spells.

e) Animals adopt different combat styles related to their species and size.

f) Casting spells slows magic user moviments.

g) Falling damage is more realistic (for NPCs and Player both).

h) Auto-aim for long range and melee weapons has been disabled.

i) New "mage armor" scaling system:

Oakflesh: 
+40 armor rating if also wearing light/heavy armor (same as vanilla). Dur 90 sec (vanilla 60 sec.)
Adding:
+20 armor rating if wearing no armor.
+40 armor rating for each rank of mage armor perk.
Max 180 armor rating

Stoneflesh:
+60 armor rating if also wearing light/heavy armor (same as vanilla). Dur 120 sec (vanilla 60 sec.)
Adding:
+30 armor rating if wearing no armor.
+60 armor rating for each rank of mage armor perk.
Max 270 armor rating

Ironflesh:
+80 armor rating if also wearing light/heavy armor (same as vanilla). Dur 150 sec (vanilla 60 sec.)
Adding:
+40 armor rating if wearing no armor.
+80 armor rating for each rank of mage armor perk.
Max 360 armor rating

Ebonyflesh:
+100 armor rating if also wearing light/heavy armor (same as vanilla). Dur 180 sec (vanilla 60 sec.)
Adding:
+50 armor rating if wearing no armor.
+100 armor rating for each rank of mage armor perk.
Max 450 armor rating

Dragonhide:
Caster ignores 80% of all physical damage for 90 seconds (vanilla 30 sec.).
Time casting 1 sec. (vanilla 3 sec.)
Can now equip in either hand and cast immediately just like the other flesh spells.

j) Augmented Element perks don't affect weapon enchantments, only spells.

k) Rune spells benefit from Augmented Element perks.

l) Difficulty damage values has been grown up (for more realistic fights):

- Difficulty "Novice": damage x1.50 to NPC / damage x0.75 by Player (vanilla x2.00/x0.50)

- Difficulty "Apprentice": damage x1.25 to NPC / damage x1.00 by Player (vanilla x1.50/x0.75)

- Difficulty "Adept": damage x1.25 to NPC / damage x1.25 by Player (vanilla x1.00/x1.00)

- Difficulty "Expert": damage x1.25 to NPC / damage x1.50 by Player (vanilla x0.75/x1.50)

- Difficulty "Master": damage x1.00 to NPC / damage x1.75 by Player (vanilla x0.50/x2.00)

- Difficulty "Legendary": damage x0.75 to NPC / damage x2.00 by Player (vanilla x0.25/x3.00)

m) Strongly reduced arrow max dogde chance (3%).

n) Stamina regens same value in combat as in non-combat state (Players & NPCs).

o) Magicka regens same value in combat as in non-combat state (Players & NPCs).

p) Health regens same value in combat as in non-combat state (ONLY Player. NPCs don't regen health in combat).

q) Armor pieces damage Magicka Regen Rate (each piece of armor =) -5% regens. (ONLY Player. NPCs don't suffer magicka penalities).

- Wearing Light Armor (1+ pieces =) -10% Magicka Regen Rate (ONLY Player. NPCs don't suffer magicka penalities).

- Wearing Heavy Armor (1+ pieces =) -40% Magicka Regen Rate (ONLY Player. NPCs don't suffer magicka penalities).

- "Complete Light Armor Set" (boots, gauntlets, curiass and helmet) = -30% Magicka Regen Rate.

- "Complete Heavy Armor Set" (boots, gauntlets, curiass and helmet) = -60% Magicka Regen Rate.

- Carry a Shield doesn't affect Magicka Regen Rate.

to give a real (and satisfactory) gameplay to Pure Mage Player
.

...

========================
3) Player's level progression:
========================


a) Player leveling is more equilibrated. You need more experience to level up at first levels, a bit less at high levels.

...

========================
4) Tweaked Encounter Zones:
========================


a) Encounter difficulty level settings have been enhanced: easy 0.4 (vanilla 0.33), medium 0.8 (vanilla 0.66), hard 1.2 (vanilla 1.0), very hard 1.5 (vanilla 1.2).

b) Encounter zones are differentiated by own enemies and present specific levels of (minimum) difficulty/danger. The world not scales anymore by player's level.

c) Some encounter zones never reset (almost all draugr and ghost lairs), they remain cleaned forever.

d) Some encounter zones haven't combat boundaries (i.e. bandit forts and caves), so enemies may follow you out.

e) Few encounter zones are capped, indipendently by player's level. 

...

================
5) Realistic Wildlife:
================


a) Realistic wildlife and animal behaviours

b) Logical animal loot (no more gold or similar in dead animal corpses) and new animal powers. Also Ghost loot may be only ectoplasm.

c) Large/Extra Large animals may knockdown you (1.5 seconds) with their power attacks.

d) Vanilla diseases have been potentiated and new diseases have been introduced

e) Animals don't report crimes (!) anymore.

...

=================
6) Safe Quest Actors:
=================


a) All questgiver & quest related actors (if not "essential") are protected (= killable only by player), to save your quest play.

...

======================
7) Safe Trainers & Vendors:
======================


a) All Trainers and Vendors, if not "essential", are protected (= killable only by player).

...

==============================
8) Enhanced Monster & Animal Races:
==============================


a) All animal and monster races have been enhanced, by more abilities and some logical weakness, to give you more variant and challenging combats.

b) All animal and monster races regen health out of combat.

c) Some monster races regen health in combat:
- Atronachs,
- Chaurus,
- Dogs,
- Dragon Priests,
- Dremoras,
- Dwarven Automas,
- Hagravens,
- Lurkers,
- Netches,
- Wraiths, 
- Spriggans,
- Trolls,
- Vampires,
- Werevolves,
- Wispes,
- Witchligths,
- Wolves.

d) Large/Giant monsters have new (generally wider) dimensions.

e) Ghosts are immune to normal weapons. You need of silver/enchanted/special weapons and shock spells (not fire or frost spells) to hit and destroy them.

...

=========================
9) Enhanced Humanoid Races:
=========================


have been enhanced and differentiated, with new specifics (PC & NPCs).

**********************
ARGONIAN (Saxhleel)
**********************

- SKILLS (35): +5 restoration, +5 sneak, +5 one handed, +5 light armor, +5 alteration, +5 lockpicking, +5 alchemy.
- STATS: 115 magicka (1,95% regen); 115 health (0,45% regen); 120 stamina (3,40% regen); 240 carry weight.
- ABILITIES: 50% resist disease; 10% resist poison, +10 resist damage; waterbreathing.
- POWER: Histskin (recover health 10 times faster for 120 seconds, once per day).
- HEIGHTS: male 1.03; female 1.02.
- SPEED: new movement speed according with new height.

*********************
BOSMER (Wood Elf)
*********************

- SKILL (35): +10 illusion, +5 light armor, +5 alteration, +5 archery, +5 sneak, +5 one handed.
- STATS: 125 magicka (2,05% regen); 100 health (0,30% regen); 125 stamina (3,50% regen); 250 carry weight.
- ABILITIES: 50% resist disease, 25% resist poison.
– POWER: Command Animal (Make an animal an ally for 120 seconds, once per day)
- RACIAL SPELL: Calm.
- HEIGHT: 0.96 male; 1.01 female.
- SPEEDS: new movement speed according with new height.

*********
BRETON
*********

- SKILL (35): +10 conjuration, +5 restoration, +5 one handed, +5 alteration, +5 destruction, +5 light armor.
- STATS: 130 magicka (2,10% regen); 110 health (0,40% regen); 110 stamina (3,20% regen); 220 carry weight.
- ABILITIES: 25% resist magic.
- POWER: Dragonskin (Absorb 50% of the magicka from hostile spells for 120 seconds, once per day).
- RACIAL SPELL: Conjure familiar.
- HEIGHT: male 0.99, female 0.95.
- SPEEDS: new movement speed according with new height.

********************
DUNMER (Dark Elf)
********************

- SKILL (35): +10 destruction +5 one handed, +5 sneak, +5 light armor, +5 archery, +5 illusion.
- STATS: 120 magicka (2,00% regen); 115 health (0,45% regen); 115 stamina (3,30% regen); 230 carry weight.
- ABILITIES: 50% resist fire, 25% resist poison.
- POWER: Ancestor’s Wrath (Close opponents take 20 pointsfire damage for 120 seconds, once a day).
- RACIAL SPELL: Flames.
- HEIGHT: male 1.04; female 1.02.
- SPEEDS: new movement speed according with new height.

*******************
ALTMER (High Elf)
*******************

- SKILL (35): +10 destruction, +5 alteration, +5 illusion, +5 conjuration, +5 enchanting, +5 restoration.
- STATS: 150 magicka (2,30% regen); 100 health (0,30% regen); 100 stamina (3,00% regen); 200 carry weight.
- ABILITIES: 50% resist shock; 25% resist poison.
- POWER: Highborn (Regenerate magicka faster for 120 seconds, once per day).
- RACIAL SPELL: Sparks.
- HEIGHT: male 1.08; female 1.07.
- SPEEDS: new movement speed according with new height.

*********************
IMPERIAL (Cyrodiils)
*********************

- SKILL (35): +10 speech +5 one-handed, +5 restoration, +5 block, +5 enchanting, +5 heavy armor.
- STATS: 115 magicka (1,95% regen); 120 health (0,50% regen); 115 stamina (3,30% regen); 230 carry weight.
- ABILITY: imperial Luck; 25% resist disease.
- POWER: voice of the Emperor (Calms nearby people for 120 seconds, once per day).
- HEIGHT: male 1.02 female 1.00.
- SPEEDS: new movement speed according with new height.

*********
KHAJIIT
*********

- SKILL (35): +10 sneak +5 one-handed, +5 two handed, +5 lockpicking, +5 pickpocket, +5 light armor.
- STATS: 110 magicka (1,90% regen); 115 health (0,45% regen); 125 stamina (3,50% regen); 250 carry weight.
- ABILITIES: +12 unarmed damage; ; +5 resist damage; 25% resist disease; +25 carry weight.
- POWER: Eye of Night (Improved night vision for 120 seconds multiple times per day).
- HEIGHT: male 1.00 female 0.98.
- SPEEDS: new movement speed according with new height.

******
NORD
******

- SKILL (35): +10 two-handed, +5 block, +5 light armor, +5 one-handed, +5 smithing, +5 heavy armor.
- STATS: 90 magicka (1,70% regen); 130 health (0,60% regen); 130 stamina (3,60% regen); 260 carry weight.
- ABILITIES: 50% frost resistance; +4 melee and unarmed damage.
- POWER: Battlecry (Targets flee for 120 seconds, once per day).
- HEIGHT: male 1.10; female 1.08.
- SPEEDS: new movement speed according with new height.

****************
ORSIMER (Orc)
****************

- SKILL (35): +10 heavy armor, +5 block, +5 one-handed, +5 two handed, +5 smithing, +5 light armor.
- STATS: 80 magicka (1,60% regen); 135 health (0,65% regen); 135 stamina (3,70% regen); 270 carry weight.
- ABILITIES: +6 melee and unarmed damage; 10% resist poison and disease; +5 resist damage.
- POWER: Berserker Rage (Take 1/2 and do x2 damage 120 seconds, once per day).
- HEIGHT: male 1.14; female 1.11.
- SPEEDS: new movement speed according with new height.

************
REDGUARD
************

- SKILL (35): +10 one-handed, +5 archery, +5 block, +5 light armor, +5 sneak, +5 alchemy.
- STATS: 100 magicka (1,80% regen); 120 health (0,50% regen); 130 stamina (3,60% regen); 260 carry weight.
- ABILITIES: 50% resist poison; +2 melee and unarmed damage; +10 resist disease.
- POWER: Adrenaline Rush (Stamina regenerates 10x faster for 120 seconds, once per day).
- HEIGHT: male 1.05; female 1.02.
- SPEEDS: new movement speed according with new height.


II) Requirements

1) Unofficial Skyrim Special Edition Patch (last version)

2) Odin - Skyrim Magic Overhaul


III) Recommended mods

1) Weapons Armor Clothing and Clutter Fixes

2) Smilodon - Combat of Skyrim 


IV) Load Order

a) Unofficial Skyrim Special Edition Patch

b) Weapons Armor Clothing and Clutter Fixes


(...) / other mods


c) Odin - Skyrim Magic Overhaul

d) Smilodon - Combat of Skyrim

e) Enhanced Skyrim NPCs SE
 (at very bottom in load order)

(if you use mods that change same edits of ESNPCs, You may create a bashed patch 
after ESNPCs.


V) Compatibility

To play ESNPCs with mods that alter same edits do a bashed patch with Wrye Bash or similar. Then (I suggest to) check your mod list with SSEEdit.


FULLY COMPATIBILITY LIST:


Texture & Meshes Mods

Mods that adds new contents without changing vanilla Edits

Apocalypse - Magic of Skyrim
 

Immersive Citizens - AI Overhaul SE

Wildcat - Combat of Skyrim


NEED A BASHED PATCH LIST (see the "Load Order" instructions up):

AI Overhaul SSE




VI) CREDITS

Many thanks to:

Unofficial Skyrim Special Edition Patch by Arthmoor

Odin - Skyrim Magic Overhaul by EnaiSiaion

Mage Armor Rebalanced by Cybyss

Better Magic by sushisquid

Enhanced Vanilla Races & Enhanced Enemy AI by Erkeil