Skyrim Special Edition
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About this mod

(v2.3 - 07/07/17) ---- Gameplay overhaul (leveling, perks, economy, enemies, loot, combat, mechanics, etc). Smooth, stable, hardcore.

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Changelogs
                             


First of all, I want to say that #RussiaIsATerroristState
So, after we've cleared this out... The mod:

1)
Static. Reducing the auto leveling influence.
2) Leveling. Gold - experience. Changing the type of leveling - the main way to get at the trainers. Perk trees expansion.
3) Gameplay. Complications by adding and modifying mechanics and regulations in order to heighten interest.


                                                                                               

-Some poetic notes-
                                                                                               

The core of Static Skyrim (hereinafter simply "Static") was established in 2012, based on the 3 pillars mentioned above, and was further changed and became more complex on the basis of thousands of reviews, comments, discussions, and suggestions of different players. Generally, if you are looking for something with a "new experience" for SSE, I would suggest looking closer at Static Skyrim.


Here are some videos from Thyworm (mod version 2.21):
Spoiler:  
Show

 


                                                                                               

-An extended summary-
                                                                                               

1) Auto level
Level ranges are set for the majority of enemies and locations. Example:
Bandits have a level range of 7-20, and if the main character of level 3 enters the location of bandits with a range of 10-15, the bandits will be of levels 7-10. In the same situation, but if the main character is of level 40, the bandits will be of levels 7-15. Draugrs have this range at 35-52, so one should be more careful in choosing the quests at the beginning.
On the open area, you can stumble on Skeever and Werewolf at any level, but the chance to meet the last mentioned yet slightly increases with the level. In other words, in this respect, static allows to get a compromise between the auto-level world and completely static in favor of the last.
This approach has affected the following: artifacts, quest rewards, trade, etc.
Loot was also reworked (pretty much like "MorrowLoot Ultimate", but in its own way).
Most enemies are also reworked with a bunch of new perks, abilities, attributes, equipment, characteristics, and resistances (I should mention that Vampires/Draugrs are no longer immune to poison and have 80%/75% respectively). Many bosses became more survivable and deadly.


2) Leveling
The standard way of skill leveling remained unchanged but has been considerably slowed down. The dependence on the amount of required experience is not linear (very difficult to raise it on high skill levels).
Now the key way is - through training with the trainers, thus money = experience, which significantly affects the economy and the money role.
Changing of skill trees: more than 50 new balanced perks, replacing/changing/combination of many of them from the original game.
In the process of the first change of location, the main character receives 3 basic perk points.
Each first Doomstone visit will grant an ability point.

Now there is a possibility to purchase the basic attributes and perk points at Danica.

More about perks:

Spoiler:  
Show

I won't provide every small change but will describe general conceptions with some examples.

Vanilla Perks.
There are a lot of changes, but you probably won't notice a big difference:
- Most of them simply nerfed - boring perks like "+20% effectiveness of ..." turned into +10%, %15 for bows), armor weight perks reduce it not completely (-70% light, -40% heavy - significant influence on stealth) and so on.
- Some were completely replaced with new ones as were overpowered/useless/not fit (Shadow Warrior, Green Thumb, Silence, Hunter's Discipline, Locksmith, Keymaster).
- Some nerfed more creatively - "Light Foot" works only if you are sneaking (not changed for NPC), and "Impact" works only in 30% of cases.
- Some reworked - "Shield Wall" ranks has additional effectiveness against specific weapon type, "Enchanter" ranks stronger only for specific materials, and main Destruction perks now grand extra power instead of reduced mana cost (by the way, it also applies to Destruction enchantments).
- Some united in one - "Poisoned" + "Extra Pockets", "Misdirection" + "Perfect Touch", "Cushioned" + "Fists of Steel" and others.
- Many become more tolerant of synergy - "Wind Walker", "Reflect Blows", "Deft Movement", "Bullseye", "Fighting Stance" for example work with any armor/weapon, "+% Armor effectiveness" perks work with at least 3 corresponding equipment type, "Hack and Slash" power does not depend on axe material.

New Perks.
Most of the perks are working on specific conditions but for both main damage sources. Examples (all descriptions are taken from the game):
- "Dirty Fight" (Stealth) - Attacks and elemental spells from behind are 35% more deadly, from flanks - by 15%.
- "Paladin" (Restoration) - Increases physical damage and spells power by 20% against undead.
- "Headsman" (Two-Handed) - Increases physical damage depending on current enemy Health (+100%, if Health less than 10%, don't give any bonuses if Health is more than 50%).
- "Sniper" (Marksman) - Increases damage depending on the distance to the target (double damage on maximal distance). Effect bonus halved for spells.
- "Don't Get Up" (Illusion) - Elemental and weapon damage is 35% stronger against knocked down, sleeping, sitting, or paralyzed enemies.
- "Antimage" (Heavy Armor) - Increases physical damage and storm spells by 25% against mages.
- "Block Breaker" (One-Handed) - Power attacks with any weapon against blocking enemies one and a half times stronger. Also, it's harder to block the usual attack for enemies.
- "Stress" (Two-handed) - Attacks with any weapon deal 40 damage to the enemy's Magicka with a 35% chance.
- "Break Formation" (Two-handed) - Increases damage depending on the current number of enemies in a group (+10% for each enemy after first up to +50%). Effect bonus halved for spells.
- "Inertia Ward" (Restoration) - While casting the ward, the caster takes 35% less damage from arrows and bolts and a 35% chance to fully ignore such hits.
*Speaking of "Inertia Ward" - many enemies received this perk (rank 1 or 2) - keep in mind.
- And many others.

Other ones depend on your condition:
- "Morphallaxis" (Alchemy) - Increases Health regeneration by 1.5 points per second, if current Health is less than 90%. This value doubles for each 25% missing Health (75%, 50%, 25%) up to 12 points per second.
- "Stymie Beast" (Pickpocket) - Increases physical damage by 40% (20% for spell damage) if current Health is less than 35%.
- "Redeployment" (Pickpocket) - Incoming damage reduced by 30% while sprinting or sneaking. Doesn't work while blocking.
- "Know Thyself" (Alchemy) - Reduces incoming magical damage depending on current Magicka (by 10% if Magicka is more than 100, by 40% if more than 300).
- "Boisterousness" (Heavy Armor) - Each enemy's melee attack you not block increases your attack speed by 5%. Stacks up to 5 times.

The other ones give you more freedom:
- "Horrendous" (Speechcraft) - Defensive ability of enemies decreases by 40% if you are not using a helmet.
- "Careful Leader" (Speechcraft) - While in combat, your attacks, shouts, destruction spells, grenade effects, special arrows, and bolt effects do not affect your followers. Also, your traps do not trigger by your followers or you.
- "Simple Materials Knowledge" (Lockpicking) - Effectiveness of iron, steel, wood, leather, studded and hide weapons and armor increased by 25%.
- "Secret Recipe" (Alchemy) - Allows you to brew alchemist's potions (based on "Apple of Stamina", "Carrot of Magicka" and "Tomato of Health") in the bowlers.
- "Free Style" (One-Handed) - Attack speed and damage increased by 30% if the right hand is equipped with a one-handed weapon and the left hand is free or equipped with a spell or grenade.
- "Arcane Lockpicking" (Lockpicking) - Gives "Telekinetic Lockpick" spell. It allows you to unlock most doors and chests from a distance at the cost of lockpicks. The number of required lockpicks depends on lock level, Lockpicking skill level, Lockpicking perks, and Alteration skill level.

And some are opening new mechanics:
- "Grenadier" (Smithing) - Allows to craft iron grenades.
- "Special Ammunition" (Smithing) - Allows to craft special steel bolts and iron arrows.
- "Traps Master" (Smithing) - Allows to craft traps. Traps do more damage to more powerful enemies. Use from inventory will pace trap. Activation while standing takes it back while sneaking - arms/disarms.
- "Toxic Potions" (Alchemy) - Allows you to brew powerful, but toxic potions in the bowlers.
- "Soul Break" (Enchantment) - Gives "Soul Break" spell. Its power raises within the Enchantment skill level.
*Each of these is like a small overhaul itself.

Few more words.
Read the description more carefully – most of the new perks have no additional requirements to be functional, so one should interpret the new perks bluntly: what is written - that it gives. Also, it is much cheaper to learn a bit of everything, than a full one tree, and the synergy of the different skill perks can give huge gains.
Let's take mentioned "Don't Get Up" as an example:
- "Orator" (Speechcraft) will allow you to use "fus ro da" more often - enemies lie on the ground and take more damage;
- "Grenadier" (Smithing) will allow to use of "Blast Wave" grenades - the same;
- "Special Ammunition" (Smithing) will allow to use of "Heavy Arrows/Bolts" - the same;
- "Concentrated Poison" (Alchemy) will allow to paralyze 3 enemies with one bottle - the same;
- "Pillar Smashing" (Block) will allow to knock enemies back (power shield bash against power attacking enemy) - the same;
- "Mass Balance" (Light Armor) also knocks back (power attack while sprinting) - and the same again.
See what I mean?

3) Mechanics
Some changes/innovations may at first sight seem controversial, but they should be considered in conjunction with the others. Others – are unrealistic, everything is simple here: without doubt, Static strives for realism and sound logic, but above all else is always the gameplay. Everything can’t be listed, but the main should be noted.
Spoiler:  
Show

3.1) Effects
Multipliers of the alchemical effects of most ingredients have been modified, some of which have been replaced by new ones. Restore and poisons effects are on the contrary elongated in time. The vast majority of the same effects of potions, poisons, and enchantments can no longer be stacked (dominates only the highest).
Also, the effects of enhancement, smithing, and alchemy improve have been withdrawn.  
There are changes regarding some of the effects of the Standing Stones.
Additions:
- New enchantments on weapons and armor;
- Effects for toxic potions (can be cooked having a perk in an alchemistry tree);
- New effects of potions and poisons;
- It's possible to mix low-level attributes restoration potions in a cooking pot to get theirs higher level variants;

- Painful effects (debuffs that you can get during a fight or while traveling);
- Particular foods that forever will increase the relevant characteristics, perk in an alchemistry tree allows you to brew the powered potions with these products;
- Several new spells ( I should mention the "Night Vision");
Auto-lockpicking mechanic (via perk);

- Teleportation scrolls to the city.

3.2) Fight
Innovations:
- Resistance curve has been changed (in fact, there was a straight line - now it is a curve at the beginning): in the event of the resistance, for instance, regarding 10%, in fact, damage reduction is 20%, with higher resistance – it stays as usual. This also applies to armor, but the limit is now 75% at 750 caps (having more than the cap is good because many enemies have different "armor ignore" perks). The resistance limit to the elements and magic is as well 75%;
- New developments contain also such characteristics as a "damage threshold" (less for the daggers, medium - one-handed, higher – for two-handed) for the enemies, depending on their level/type;
- The majority of the enemies now have health regeneration to prevent the excessive use of the "Hit & Run" tactic. The regeneration speed depends on the level/type of the enemy;
- In addition, the artificial intelligence has become wiser and snappier, and shows its best in the fight depending on the class (for instance archers are now more careful and do a lot of damage, whereas shield holders are much stronger, but not so dangerous such as archers) in the battle depending on the class;
- It is impossible to make a subsequent power attack (there should pass a couple of seconds);
- Depending on the current stamina level, the damage will be changed (that works as well for enemies) – normal attacks are attenuated by about a third when the power attacks - about 3 times, if the character is exhausted;
- Maces and daggers will deal extra damage to the enemies in heavy armor, and cutting-chopping weapon deals extra damage to those who are in light armor;
- a bow tension drains sustaining stamina, along with the crossbow aiming and block holding, but not so much;
- The ability to forge and set traps;
- The ability to forge special arrows and bolts;
- The ability to forge and throw grenades;
- Stealth, pickpocketing, and lockpicking have become more complicated (lockpicking becomes a lot easier after getting the corresponding lockpick perk).

More about stealth:

Spoiler:  
Show
Its success depends on light, noise, and skill. Each of those factors depends on distance. The weight of all those variables has been increased.
- Light - increased influence, but the angle of the enemy's view was slightly reduced. Also, there are special arrows/bolts with a "blind" effect (via perk in Smithing).
- Noise - represented in equipped weight, increased influence. Also, there are additional penalties depending on the number of equipped heavy armor elements, weapon, shield - can be removed by perks in Stealth (only additional penalties - equipped weight still matters). I should mention "Gravity" runes here - they will also reduce equipped weight.
- Skill - also increased (applies to enemies also - vigilant enemies become more vigilant). So if you want to sneak - invest in sneaking.
- Search time - increased up to 30 seconds.
- Sneak attacks multipliers - reduced for one-handed and bows/crossbows. Also, some enemies (like undead, vampires, and mechanisms) got resistances for such hits (reduce multiplier).
- Some additional factors - is the target wearing a helmet? Is it undead/mechanism? What time of day now? They are minor and you probably won't notice them, but they are present.


3.3) Economics
Taking into consideration the increasing value of money in Skyrim, ways of earning have been given a second thought, along with the value of a range of items. The most important changes are the following:
- Prices for jewelry, potions, pelt, weapons, armor, etc.;
- Now there is an ability to enhance the armor through the recipes in the forge up to 3 times with a significant increase in their prices. It also makes it possible to obtain an acceptable armor range without leveling the smithing up. 4th levels are available only with schemes (can be found in boss chests, pretty rare);
- Awards for many quests have been increased;
- Countertrade is now more difficult to perform;
- Now the eloquence level strongly affects the price of goods being sold, but not so much the price of purchased goods;
- The level of the main character does not practically affect the range of the traders;
- You can sometimes purchase teleportation scrolls to the cities at scrolls traders;
- Traders sometimes sell expensive unique swords;
- Awards in the trunks of more complex dungeons now have been increased, as well as in the chests found on the "treasure map";
- Awards found on the corpses of many enemies have been increased;
- Craft has been added with arrows, while the steel bolts are initially available.


4) Content
Even though it is not a Static’s priority, it still adds a bit of new content:
- Runes – a new type of equipment. There are several types and 3 levels for each. One can enhance a rune's level through the forge by folding the same runes. It can be found on the corpses of the bosses or in the chests. Also, it's possible to craft scrolls of ability with 3rd lvl runes;
- Models of attributes restore potions;
- A few new swords;
- Half a dozen chain mails (mostly that are retextures of the standard outfitting);
- Some new armors (vanilla retexture);

- 3 crossbows (retexture of the steel one);
- A number of retextures for weapons as rewards for quests of "Thane";
- Several new types of enemies and dozens of "Bosses";
- Expanded equipment for many NPC.


5) Difficulty
Obviously, the game has become more difficult. Historically it is due to the fact that most of the community – the hardcore players. I therefore recommend "novice" on the stage of acquaintance with the mode even for experienced players. Considered all around, the difficulty will vary from the "novice" to "expert", but not as much as in the original game, but the "master" stays for the serious hardcore players. 
It will be pretty difficult primarily at the beginning of the game: there are not many enemies who are equal to you, there are not many affordable quests, not much money, and travels look like survival horror. It is important to remember that this is "Static" and one day you declare "Here is the retribution! Hahahaha ...", or something like that.


6) Conflicts
Generally, the static is quite tolerant towards the others, but I would not recommend (to maintain a balance) putting it together with:
- other balancers;
- perks overhauls;
- modes that change starting races characteristics (including growth);
- modes that change the NPC characteristics (if it is in the load order after static, then it breaks the static of these NPC – they will have the vanilla dynamic level);
I would pay attention to the following as well:
- Any combat realisms/overhauls are not necessary or even not desirable – Static changes almost all aspects that are affected by these mods, but taking into account its balance edits.


7) New game
Is required with the first installation of the mode. In case there are previous mode saves, the new game is not required.


8) Recommended mods
- Any packs of weapons and armor;
- Survival mods (when you don’t feel enough hardcore);
- Mods on the spells expansion – I must confess, in this respect static changes not much;
- Any cosmetic, animation mods, and mods on the skeleton (such as sword/shield on the back);
- Any new quests.


                                                                                               


Installation / Update / Delete:
Standard through NMM/Organizer.
Load save twice after update.




                                                                                               

-Tips for beginners-
                                                                                               

- It is necessary to combine the classes. It is much cheaper to learn a bit of everything, than a full one tree, and the synergy of the different skill perks can give huge gains, especially as there are no useless trees for the fight.
- Do not play in static as always, especially at the beginning. This is not the original game – there will be pain and suffering. You'll have to be smart before the character is able to confront "1 vs 1 with a bandit". Anything can be useful: you can use the location traps, imperfect intelligence of NPC, pitting of the hostile factions, etc.
- Can advise you to hire a partner - it will be much easier to deal with the game. Yeah, he is conditionally immortal, but in static it is the same as in love and at war. Also won’t be bad to have summoned creatures.
- First money is easier to earn not with loot but with crafting (especially with alchemy) / hunting (expensive pelts) / theft. Do not underestimate the speechcraft - in fact, it is +% to the speed of experience gaining.
- One should use consumables more often: potions, poisons, special arrows, grenades, traps (though you can pick them up back). Sure, in most cases it will be obligatory to use the preliminary preparation and completion, but the result speaks for itself.
- You shall not immediately start fighting with the zombies/vampires/falmers/forsworns/guards/imperials/stormcloaks, even not mentioning the dragons. Speaking of dragons - this is the reason why it is not necessary to hurry to perform the main quest.
- So I can continue the list for a long time - Static wants you to think, try, and save more often, getting new experiences during a play – this mode is loved for it anyway.



                                                                                               

-FAQ-
                                                                                               

- Where should I put the mode in the download order?
- Of course in the end! Like all other modes. The point is that if the modes change the same entity, then the changes are applied from the mode that is below in the loadorder. The key issue is that the "entity" may include more than it seems at first glance. For example: if the mode changes just growing of the Nordic race, it also rolls back the starting characteristics of this race to vanilla (starting indicators hp/mp/st, skills, regeneration, race keywords).

- My leveling of the basic skills has been stopped!
- It did not stop but slowed down in comparison with the original. The main way to do it – at teachers, experience – money.

- I'm not dealing any damage to most of my enemies! It took nearly 5 minutes to kill a bear...
- It's a "damage threshold" mechanic. Example: you have 20 damage and hit an enemy with 19 DT => 1 dmg dealt. If you'll raise it by 50% up to 30 dmg, you'll hit that enemy with 11 dmg = > 1000% increase. So if you can't kill someone now - just accept it and move on (you'll be able later).

- Can *smth* be left/cut and *smth else* cut/left?
- No. Most of the changes are related.

- My inventory damage rate fluctuates a lot!
- Everything is fine. The current stamina level affects the index, moreover, there are a number of factors affecting it (runes, sleep, perks).

- Where one should look for these "special" foods, referred to in the alchemist perk?
- In the same places where the other products of the same type can be found. They are quite rare. The potions should be boiled in the pot, not on the alchemist's table.

- I can’t have my *…* weapon/armor sharpened/improved!
- It is intended to be so.

- I killed the enemy but was unable to take his armor/weapon.
- This is ok. It is intended to be so. Perhaps the object was damaged in the combat or right from the beginning.

- I’ve found a "barbaric sword" on my level 3 and its damage has characteristics like an ebony ore one! Is this normal?
- Yes, it has reduced attack speed and critical strike damage and its weight is increased (which will take more stamina). 

- What difference between Static Skyrim and other rebalancers (like Requiem, SkyRe, YASH, and others)?
- I didn't try any of those, but I have feedback from other players. Not mentioning about obvious things (different leveling approach, mechanics, perks, economy), generally:
a) Those mods have much deeper world rework (extra enemies/items in interiors/exteriors, locations rework). In fact, Static almost doesn't have it, but it significantly reduces conflict possibilities with other mods.
b) The game is much harder at the beginning in Static, but also more balanced and interesting in the mid-game.
c) Static is more hasteless (grind a lot, before becoming the Terminator, and even then some enemies will cause trouble).
d) Static has a multiclassing tendency. Often, other mods push you to single specialization, when Static allows (and even encourages) to mix classes (giving broad scope for combinations).

P.S.
Enjoy the game!