Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

Mokeine

Uploaded by

mokeine

Virus scan

Safe to use

About this mod

Enhance your enemy's health, mana, stamina, as well as attack damage and spell magnitude (including damage and buff/debuff magnitude, etc.) according to the player's or enemy's level. All configurable.
All attributes can be freely switched and adjusted in the MCM menu.If an enemy is BOSS, he will get extra Attribute and Scale.

Requirements
Permissions and credits
Changelogs
You can increase your enemy's Health, Magicka, Stamina, as well as Attack damage and Spell magnitude (including spell damage and buff/debuff magnitude, etc.) according to the player's or enemy's level. All parameter are configurable.If an enemy is BOSS(HasRefType Boss), he will get extra Attribute and Scale.

Normal version : Affect all actors from Level >= 10, not ally, not Summonable.
Unlimited version : Affect all actors from Level >= 10.


If you wanna change the level condition, edit the EnhanceEnemyAttributes_DISTR.ini.

Each attribute have 4 parameters:
Basic Percentage: Add 1% Attribute value per point
Player level: If it's on, add 1% Attribute value per Player level
Enemy level: If it's on, add 1% Attribute value per Enemy level
Value multiplier: The attribute value increased by the above three options will be multiplied by this multiplier .The default value is 1, which means that each level adds 1% of the extra attribute value, and if it is changed to 2, it means that each level increases the extra attribute value by 2%.
Boss Multiplier (v4.0):The attribute acquired by the boss will be multiplied by this value.


You can find all necessary information in the MCM menu.

These  parameters  can be freely adjusted and switched in the MCM menu. They are separated, changes you make to health options do not affect magicka.

For example on Health, you set the Basic Percentage to 10, turn Player level and Enemy level on, set Value multiplier to 2, you are at level 20 and one enemy is at level 50, then the extra health of this enemy will be [ (10+20+50)*2 ]% = 160% extra health. But his extra magicka is 0% because you set all parameters of magicka to 0 or off.

The enhance effect remains until the actor is dead or you turn it off. When the effect end, the affected actor will revert thier modified ActorValue to the Base value.

After change the MCM settings, the new settings will take effect when exiting the MCM menu, and units that have enhanced attributes  will have their stats refreshed after a short delay. Attributes will restored to their Maximum when refreshed.


Distributing spell and perk via SPID, and there are only two scripts, should have no impact on performance.

Compatibility: 99.99%

Do Not touch any existing records, Almost compatible with everything


The adjustment of spell magnitude is achieved by modifying the ActorValue "LockpickingPowerMod" in the game. Normally, this value only changes when drink fortify Lockpick skill potions, but you know your enemy will never drink a Lockpick  skill fortify potion, so it's safe to modify LockpickingPowerMod temporary.But if other MODs also adjust this value, it may cause incompatibility, if you know any MODs that do ,please tell me.
If there are modifications that from other mods, which created by using script to call ModAV or similar function , they will also be cleared When the effect end.

汉化补丁在杂项里