Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

Simon Magus and aljoxo

Uploaded by

aljoxo

Virus scan

Safe to use

Tags for this mod

About this mod

My personal tweaks for SimonRim that I feel are worth sharing. Mostly made to make SimonRim fit better in Modern Combat frameworks.

Requirements
Permissions and credits
Changelogs
aljo's SimonRim Tweaks

I don't know there isn't much to say, these are just some tweaks I made for Simon Magus' mods so that they were better suited to my modlist. I plan to make some tweaks to the Attack Speed perks, but I'm unsatisfied with my current edits so I'll release those at a later date.

The changes to Hand to Hand, One-Handed, and Two-Handed are mostly made with the design philosophy of providing more ways to "counter" the negative effects of Advantage in Blade and Blunt. In the case of Hand to Hand and One-Handed, changing the flat damage reduction is also a form of balance in my eyes since mods like MCO bring back the ability to block while dual wielding. Two-Handed is mostly as a replacement for the original perk when using a mod like Precision.

Adamant

One-Handed
Original:
Dual Fury (70): You take 25% less damage while dual wielding.
Tweaked:
Dual Fury (70): You resist 50% of incoming stagger during dual wield power attacks.

Two-Handed
Original:
Cleave (70): Power attacks with two-handed weapons hit all targets in front of you.
Tweaked:
Relentless (70): You resist 50% of incoming stagger during Two-handed power attacks.

Bound Shield Consistency Patch: Chaos Binding, Mystic Binding, and Curse Binding now grant bonuses for Bound Shields. (requires Thaumaturgy)
Spoiler:  
Show
Chaos Binding: Bound weapons have a change to deal Fire, Frost or Shock Damage / extra Fire, Frost, and Shock damage. Bound shields resist Magic Damage / extra Magic Damage.
Mystic Binding: Bound weapons deal extra damage / even more damage. Bound shields resist more damage / even more damage.
Curse Binding: Bound weapons reduce enemy Magic Resistance by 50% for 10 seconds. While blocking with a Bound shield, you resist 50% of incoming spell damage.


Bound Weapons Give XP: Bound Weapons give some Conjuration experience when attacking enemies. This works similarly to how Thaumaturgy introduces enchanting experience when using enchanted weapons or staves.

Hand to Hand

Hand to Hand
Original:
Brace (70): You take 25% less damage while unarmed.
Tweaked:
Brace (70): You resist 50% of incoming stagger during unarmed power attacks.

Pilgrim
No Skill Requirements: Removes the Restoration and Conjuration perk and skill requirements for Pilgrim and Cultist, instead rank 1 of Pilgrim and Cultist require level 10 and rank 2 requires level 20.

Vaermina Blessing Fix: Corrects Vaermina's Blessing to no longer give +10/+20 Stamina in addition to the -10%/20% Illusion Spell Cost.

Artificer

Dragon Priest Mask No Absorb: Adds No Absorb flag to the cloak spells on Nahkriin, Krosis, and Morokei. Mostly to remove the visual feedback that you can see if you have npcs with spell absorbs, and also because I don't think this is a balance issue.

Merchant

My personal edit of Guitarninja's Merchant mod. Raises house and house upgrade prices, rebalances cost of ores and gems to be more consistent, changes the reward gold values for certain favor quests, and makes some minor tweaks to crime costs. Also adds Quarried Stone and Clay to Mine Merchants (at request of Aosana).

This mod technically isn't SimonRim, but is SimonRim-adjacent and making a separate page for this rebalance seemed a little pointless.

Spoiler:  
Show

Doing crime is now more expensive, depending on location:
Murder: 1000 --> 2500
Assault: 40 --> 100
Trespass: 5 --> 50
Pickpocket: 25 --> 100
Escape (from prison): 100 --> 1000
Werewolf: 1000 --> 5000

Global changes:
Lowered the amount of gold you get from selling ores to miners (by ~50-70% depending on the ore). No more buying iron from a vendor and selling it back to them via dialogue with a profit.
Cost of Mercenaries: 500 --> 1000
Cost of Dogs (or other animals): 500 --> 750
Cost of Horse: 1000 --> 2000
Housing Costs and Housing Upgrades are increased, going into the actual values here would be too much.

Misc Items (Ores/Ingots/Gems)
Ores, Ingots, and Gems have their prices increased to better fit an actual progression path.
All ingots are now equal to the value of the 2 ores used to smelt them.
All flawless gems are worth 1.5x as much as the regular variant.

Merchant Edits
Miners now sell Quarried Stone and Clay.


Recommended Pairings

- Blade and Blunt
- Precision is intended to be used with the Sweep change.
- Attack - Modern Combat Overhaul or a mod like Dual Wield Parrying SKSE to open up the ability to block while dual wielding.
- The Mannimarco nerf is specifically intended to be used with Vestige - An Artifact Overhaul, but I uploaded it here since it could be potentially useful in other setups.

Credits

 Simon Magus since this mod is just derivative work and I take a lot of ideas from the discord.