Skyrim Special Edition
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WildSlayer

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About this mod

VIGILANT will forever remain as one of the greatest mods ever made for Skyrim. I just aim to to make some adjustments to make the experience more blanaced and rewarding, without the rewards feeling overpowered.

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The problem:
VIGILANT
is and will forever remain as one of the greatest mods ever made for Skyrim. Its only and biggest flaw (to me at least), is that its rewards slightly undermine the entire experience, since after having finished this mod, the items you found along the way turn any and every enemy into fodder, no matter how hard your modded setup might be.

My solution:
Two plugins, Rebalanced Rewards and No Boss Summons.


REBALANCED REWARDS

This plugin will rebalance the enchantments of most of the equipment (armor and weapons), to make it less or more overpowered when necessary (indeed, some items needed a buff to keep up with other items, like Varla's Shotel). Also, I overreached and went beyond the original scope of the plugin. I tried for the first time my coding skills, adding new weapons arts to some weapons, some of which have (really simple, plagiarized) brand new scripts.

Abbreviations used:
OE = Old Enchantment (originally in Vigilant)
NE = New Enchantment (after this mod is installed)

OWA = Old Weapon Art (originally in Vigilant)
NWA = New Weapon Art (after this mod is installed)

ARMORS

St. Alessia's Head
  • OE: Take 50% less damage from Dragons and Aedra.
  • Issue: It doesn't take a usual armor slot, so this is a free effect on top of all the armor (helmet, curiass, gloves, boots, necklace and ring) you can wear in Skyrim. For a free effect, I deem it too strong.
  • NE: Take 10% less damage from Dragons and Aedra (the only Aedra are the aurorans in Pelinal's memory I believe).

Lillian's Doll
  • OE: +60% magicka regen.
  • Issue: It doesn't take a usual armor slot, so this is a free effect on top of all the armor (helmet, curiass, gloves, boots, necklace and ring) you can wear in Skyrim. For a free effect, I deem it too strong.
  • NE: +10% magicka regen.

Atima's Favorite Doll
  • OE: +50% health regen.
  • Issue: It doesn't take a usual armor slot, so this is a free effect on top of all the armor (helmet, curiass, gloves, boots, necklace and ring) you can wear in Skyrim. For a free effect, I deem it too strong.
  • NE: +10% health regen.

Crown of the Leech King
  • OE: -50% damage from Coldharbour leeches.
  • Issue: Too niche of an effect for a helmet that is hidden enough that is easy to miss.
  • NE: -50% damage from Coldharbour leeches, absorb 10 health when melee attacking.

Fire Quartz Ring
  • OE: +90% fire resistance.
  • Issue: With just one item you can almost max out your fire resistance. Too powerful.
  • NE: +60% fire resistance.

Frost Quartz Ring
  • OE: +90% frost resistance.
  • Issue: With just one item you can almost max out your frost resistance. Too powerful.
  • NE: +60% frost resistance.

Shock Quartz Ring

  • OE: +90% shock resistance.
  • Issue: With just one item you can almost max out your shock resistance. Too powerful.
  • NE: +60% shock resistance.

Spell Quartz Ring
  • OE: +75% magic resistance.
  • Issue: Put this ring on and forget about enemy mages. With just one item you can almost max out your magic resistance. This might be one of the most powerful items in the entire mod.
  • NE: +40% magic resistance.

Nirn's Origin Ring
  • OE: +100% health regen.
  • Issue: Too strong.
  • NE: +80% health regen.

Phynaster's Footstep Ring
  • OE: +100% stamina regen.
  • Issue: Too strong.
  • NE: +80% stamina regen.

Magnus' Return Ring

  • OE: +200% magicka regen.
  • Issue: To begin with, it should have been 100% to be consistent with the other rings; secondly, too strong.
  • NE: +80% magicka regen.

Silver Ring of Jhunal
  • OE: The effects from all spells have x2 duration.
  • Issue: Double duration paralysis, double duration illusion spells like harmony, hysteria, invisibility, double duration blizzard... As if those spells weren't already powerful enough.
  • NE: Alteration spells last 50% longer. While under the effect of a 'flesh' spell (oakflesh, ironflesh, etc) you recover 5 stamina and magicka per second.

Golden Ring of Jhunal
  • OE: All illusion spells have x2 power.
  • Issue: Equip this ring and invest strongly in illusion and you can calm or scare the Ebony Warrior, or Miraak. Quite silly, right?
  • NE: Illusion spells have +25% power. While standing near anyone (friend or foe) affected by a mind controlling spell (calm, frenzy, hysteria, supports Mysticism spells automatically) you recover 10 health per second.

Alessian Ebony Parrying Dagger(a.k.a. Varla's Shield)
  • OE: +100% sneak attack damage.
  • Issue: This item looks like a dagger, but takes the shield slot, and has an enchantment befitting a dagger that has nothing to do with shields? what??
  • NE: Bashing does 5 bleeding damage per second for 5 seconds. Power bashing does 10 bleeding damage per second for 5 seconds instead. Bashing or power bashing when the enemy is power attacking does double the usual bleeding damage.
  • Extra: This shield was a heavy armor shield. I made an additional light armored version of this dagger shield. You can craft it at a Zenithar Anvil at the cost of a few ebony ingots and leather strips.

Warden's Helmet
  • OE: +15% critical chance
  • Issue: Critical chance/critical damage effects usually operate on the basis of unmodded skyrim (because critical chance and attack in vanilla skyrim are severely lacking). However, this effect can be easily exploited with mods.
  • NE: +50 stamina. If you have the Warden's Lance equipped, reflect 50% of melee damage back at attackers.


WEAPONS

Witch Hunter Saw Cleaver:
  • OWA: N/A
  • Issue: I made a weapon art.
  • NWA: Witchhunter Cuts: For 15 seconds, your melee attacks absorb health and magicka from targets.

Witch Hunter Pistol:
  • OWA: N/A
  • Issue: I made a weapon art.
  • NWA: Witchhunter Bullets: For 6 seconds, instea of normal bullets, shoot orbs of holy light that are specially effective against undead.
  • Remark: This is the only thing in this entire mod that requires SKSE to work. If you don't have it installed don't worry, everything else will work fine.

Warden's Lance:
  • OE: Attacks do 15 stamina dmg/second for 3 seconds.
  • Issue: Since we have two 'Warden' items, let's make an effect to emulate a 'set bonus'.
  • NE: Attacks do 15 stamina dmg/second for 3 seconds. If you have the Warden's Helmet equipped, this weapon gains +25% damage.

Molag Bal Sword:
  • OWA: Attack sending forward an energy wave.
  • Issue: Meh.
  • NWA: Bat form: Turn into bats, avoiding all damage for 2 seconds.

Molag Bal Greatsword:
  • OWA: Attack creating an explosion and sending forward an energy wave.
  • Issue: I actually really liked the original weapon art from this weapon, but I needed to make this consistent with Molag Bal Sword.
  • NWA: The Night's Embrace: Summon a cloud of bats that cloaks you and leeches health from enemies for 10 seconds.

Molag Bal Spike:
  • OWA: N/A
  • Issue: This weapon should have a weapon art.
  • NWA: The original one from Molag Bal Sword.

Molag Bal Greatspike:
  • OWA: N/A
  • Issue: This weapon should have a weapon art.
  • NWA: The original one from Molag Bal Greatword.
Molag Bal Mace:
  • OWA: N/A
  • Issue: This weapon should have a weapon art.
  • NWA: Bat form: Turn into bats, avoiding all damage for 2 seconds.

Whisperer's Rapier:
  • OE: Attacks do 10 poison dmg/second for 3 seconds and may paralize the target. Power attacks ignore 50% of armor.
  • Issue: This is easily one of the most overpowered items in Vicn's trilogy. Let's make something interesting while keeping the 'poison' thematic.
  • NE: Poisons applied to this weapon last for 5 additional hits. Power attacks reduce the target's poison resistance by 50% for 20 seconds. 
  • OWA: Whisper: For 15 seconds, you can swing your weapon 2x faster.
  • Issue: This is unfathomably exploitable. Again, let's keep the 'poison' thematic.
  • NWA: Fatal poison: Your next successful hit with this weapon injects the enemy with a poison that paralyzes the living up to level 50, and quickly eats stamina and magicka, while preventing regeneration. (Technically, this doesn't count as poison and you may still poison this weapon)

Varla's Shotel:
  • OWA: N/A
  • Issue: This is the weapon of one of the main story's bosses. This should definetely have a weapon art.
  • NWA: Manhunt: Release an explosion that terrorizes most caught within, and summon two bone hounds.

Pope Megus' Staff:

  • OWA: Bane of the Undead: Lesser power version of the Bane of the undead spell.
  • Issue: It doesn't follow any particular theme. Let's link it with the greed of Pope Megus.
  • NWA: Greed: On demand, summon an incredible quantity of coins that, however, come with a price. You summon an equally large quantity of 'cursed coins'. If you unequip the staff while having less 'cursed coins' than normal 'gold coins', your 'cursed coins' will drop to zero, and the same quantity will be substracted from your normal coins. If you unequip the staff while having more 'cursed coins' than normal 'gold coins', you will pay with your life. (TL DR: Don't unequip the staff if you summoned too many gold coins via this weapon art, and then you spent a lot).

Gorieus' Dragonknight Sword:
  • OE: +1% damage per unused dragon soul.
  • Issue: This effect could stack infinitely. Just farm dragons and dragon souls.
  • NE: +0.5% damage per unused dragon soul, up to +25% damage with 50 dragon souls.
  • OWA: Umbra: Cheaper version of Ebonyflesh, in a lesser power form. Also, while affected by this Weapon Art, you can send out energy waves on power attacks, like the Bloodskal blade.
  • Issue: Great, now actual vanilla Ebonyflesh is useless.
  • NWA: Same as before but with weaker magnitude, shorter duration, and more expensive magicka cost.

Gorieus' Dragonblood Knight Sword:
  • OE: +2% damage per unused dragon soul.
  • Issue: This effect could stack infinitely. Just farm dragons and dragon souls.
  • NE: +1% damage per unused dragon soul, up to +50% damage with 50 dragon souls.
  • OWA: Dragon Blood: Cheaper version of Dragonhide, in a lesser power form. Also, while affected by this Weapon Art, you can send out energy waves on power attacks, like the Bloodskal blade.
  • Issue: Great, now actual vanilla Dragonhide is useless.
  • NWA: Same as before but with much weaker magnitude and shorter duration.

Emperor Gorieus' Sword:
  • OE: +3% damage per unused dragon soul.
  • Issue: This effect could stack infinitely. Just farm dragons and dragon souls.
  • NE: +2% damage per unused dragon soul, up to +80% damage with 40 dragon souls.
  • OWA: Emperor's Aura: Resist 90% of all damage for 30 seconds (and it was cheaper than Dragonhide), in a lesser power form. Also, while affected by this Weapon Art, you can send out energy waves on power attacks, like the Bloodskal blade.
  • Issue: Broken af.
  • NWA: Now it's more simmilar to ebonyflesh (I think?) in magnitude. But now you also recieve +75% damage reflection for its duration.

Sword of Jyggalag:
  • OWA: Rain of Order: Make shards of order rain from the sky and onto enemies, which then create hazards in the ground.
  • Issue: Another ridiculously broken weapon art. Also, the fewer enemies you are fighting, the more powerful this becomes. 
  • NWA: Absolute Order: Release an explosion that calms most living creatures caught within, and slow time for 15 seconds.


NO BOSS SUMMONS

This plugin is quite self-explanatory. I just deleted from the game all spells that allowed you to summon the bosses from VIGILANT (TL DR all unique NPCs, except Bourlor and Varnaccus). However, you may still summon common/lesser NPCs, like scamps, the coldharbour flame atronachs, aurorans, or NPCs from Greymarch. I might do something more interesting in the future with Belharza's Army (aka Varla, Morihaus and Pelinal) and the Knights of the Nine.



My biggest thanks to the Arcane University, specially to VictorF, km816, buck and  Thermo.