About this mod
Gameplay Overhaul: Rpg Attributes. Maximum stats. Curses. Guns. Summons etc.
- Requirements
- Permissions and credits
- Changelogs
Kill Chaos
Main Features:
-(Optional)Attributes (SE only)
-(Optional)Crystarium (SE only)
-(Optional) Academic Magick
-(Optional) Weighted Weaponry
-(Optional) Living World
-(Optional) Natural Magick
-Espers
-Firearms
-Staves
-(Optional) Undeath
-(Optional) Alchemical Toxicity
-(Optional) Pestilence
-(Optional) Modified player/enemy scaling
-Some features can be disabled in the MCM menu.
How to start:
-Use Crystal Of Creation in inventory.
Suggested:
-Favorite Misc Items
-Attributes: On character creation, you receive 7 attribute points which can be used to further define and bolster your character's stats. Additional attribute points are received at every 5 level interval up to level 20.
-Crystarium: A collection of over 30 perks that give access to more abilities, bonuses, and skills. Crystogen points earned from defeating foes are required to unlock more parts of the tree.
(Optional)-Academic Magick: Learning from a spell book requires points in your Wisdom attribute; higher grade spells require more wisdom.
(Optional)-Weighted Weaponry: Weapons are less effective if you lack the appropriate points in your Strength attribute to handle the item's weight.
(Optional)-Living World: Non-unique npcs dynamically spawn across the world via a dice roll, increasing spawns and encounters.
(Optional)-Natural Magick: On character creation, you can choose a natural element to be born with - natural elements increase your spell effectiveness and automatically provides additional spells as you level up.
-Espers: There are now over 20 pieces of red materia that can be found in various shops/on high-class enemies. Red materia allows you to summon espers that have varied fighting styles/abilities to assist in combat.
-Staves: There are now 135 staff combinations (please use them it took two years off my lifespan) that can be crafted at a staff crafting bench. Staves are separated into 5 grades: Common, Fine, Superior, Ancient, Supreme - higher grades have a higher maximum charge and increase the natural passive imbued onto the staff. High grade staves are unlocked as you increase your Mage mastery (Restoration+Destruction+Illusion+Alteration+Conjuration+Enchanting*0.021).
-Firearms: There are now 15 firearms that can be found in various shops/on enemies. Ammo can be found in small amounts throughout the world or be crafted by via the Forge or Field Craft.
(Optional)-Undeath:
-Curses: Undead enemies have a chance to place a random curse upon you which may have beneficial and/or debilitating effects. Curses can be removed with the use of a Purge Stone found randomly on some high level enemies or merchants. Curses have a chance to permanently increase or decrease
certain stats every 12 hours and multiple Purge Stones may be required to remove the curse.
-Malice: Each undead enemy has varying levels of dark magick, giving them access to additional abilities/bonuses, resistances. Malice can be reduced with the use of light magick, silver/holy weapons.
-Restless Dead: Humans that die near the undead have a chance of being reanimated. The undead have a chance of getting back up if they aren't purified with divine metals/light magick.
(Optional)-Alchemical Toxicity: Consuming ingredients or potions gradually builds up toxins in your bloodstream, causing debilitating effects that increase in intensity. Toxins naturally reduce over time or by resting.
(Optional)-Pestilence: Diseases gradually get more debilitating every 12 in-game hours and are no longer cured by one potion. Each disease requires a specific treatment potion/method. If a disease is allowed to advance into late stages, multiple treatments are required to completely cure it.
(Optional)-Player Scaling:
-After using the Crystal Of Creation, your health, magicka and stamina are randomized.
-You receive increased weight limit and a random stat increase for each level up to 25.
-Each individual race has maximum base stat values that can only be bypassed by vampirism, lycanthropy, or alchemy. (Applies to Npcs)
Elves:
-175 health
-200 Stamina
Bretons:
-225 health
-350 Magicka
-200 stamina
Orcs:
-450 Health
-175 magicka
-400 stamina
Redguards:
-300 health
-175 Magicka
-600 stamina
Nords:
-350 health
-125 Magicka
-500 stamina
Imperials:
-300 health
-200 Magicka
-250 stamina
Khajit:
-300 health
-250 Magicka
Argonians:
-250 Magicka
-200 stamina
(Optional)-Enemy Scaling: Npcs are given random stat/resistance bonuses based on race.
(Optional)-Racial Bonuses:
-Elven races(Wood, High, Dark, Orc, Breton) receive increased magicka regen rate and a random bonus of magicka.
-Khajit receive increased movement speed.
-Redguards receive increased weapon speed.
-Nords receive increased natural physical damage.
-Imperials receive better merchant rates.
-Argonians receive increased natural armor.
(Compatible with ActorProxy keywords for custom races)
Minor Stuff:
-Carriages costs increased
-Your character might be permanently crippled with debilitating effects
-Inn costs increased
-Selling prices are lower
Join our discord server for mod info and upcoming changes https://discord.gg/XZVUmAe
Credits:
Husky 2k Variants
Vicn Creature Pack
KS Hairdos SSE
MihailMods
JG Monsters
Vibrant weapons - Fire Frost Shock
Katana Crafting
Project Flintlock Rifle
Weapons Of The Third Era
Carved Brink
vpulse08's Standalone Weapons
Ancient Blades Weapons CBBE SSE
Regen Adjuster
Favorite Misc Items
Masser and Secunda - Moons HD - SE
Strange Runes
Ordo Legionis
Faithful Gear Knight
Elemental Destruction Magic
Fulcimentum
powerofthree
Ronzo in Skyrim
Skinwalker21
Elemental Giants
Lore Friendly Rifles of Skyrim
Don't Eat Spell Tomes
Eldritch Magic Weapon Enchantments
Compatibility:
-New diseases will require a patch for Progressive Diseases.
-Academic Magick will require a patch for any new spell books.
-FavorsPerDayTimer, LastFlattered actor values are used by this mod.
Q/A
S: Noooooo! That's not lore-friendly! CHIM, MAGNA GE, nooooooo!
A: When the light has gone
And the land is dark
And the moon is the only light we'll see