This page was last updated on 02 September 2024, 10:38PM
Changelogs
Version 2.0.0
Animals weak to bow and disease
Beasts weak to blade and poison
Frost atronachs weak to blunt
Gargoyles now unique as opposed to beasts, they strongly resist blade and bow, resist axes, weak to blunt
Seekers now unique as opposed to beasts, the gain a blade weakness
Atronachs, seekers, lurkers and dremora are daedra - resistant to disease and poison
Lurkers now unique, gain shock weakness
hagravens weak to blades
undead neutral blades, weak to axes and crossbows
skeletons weak to blunt and bash
dremora weak to shock
inspect spell updated for these new effects
fixed 3 typos in loading screens
added optional weather effects (enable through MCM); fire boosted in sunlight, shock boosted in rain, frost boosted in snow.
Weather effects will need a new save, everything else should be safe to update.
Version 1.1.4
Added corrupted shades which were missing from the SPID file (they are unintelligent skeletons).
Version 1.1.3
Changed the method used to differentiate crossbows and bows to be robust to different languages.
Version 1.1.2
MCM tooltip for physical resistance intensity now uses correct values.
Fixed typo in MCM tool tip for silver damage buff.
Version 1.1.1
Recompacted form ids for ESL flagging
If updating on an existing save silver weapons won't get the 25% buff against undead. To fix this, in the console type help "kye2 silver perk", and then use player.addperk <form id of perk> to give yourself the perk.
Version 1.1.0
Ghosts take full damage from silver weapons
Silver weapons do 25% more damage against ghosts, undead, werewolves to help them scale into the late game (can turn this off in the MCM).
If updating on an existing save silver weapons won't get the 25% buff against undead. To fix this, in the console type help "kye2 silver perk", and then use player.addperk <form id of perk> to give yourself the perk.