About this mod
Introduces some variety to your weapons and magic, multiplying their output by randomized percentages within configurable ranges. Light Plugin.
- Requirements
- Permissions and credits
- Changelogs
Installation:
- Install with mod manager of choice
- Light Plugin can be placed anywhere in load-order. No Vanilla records edited, conflict-free. Load-order agnostic
Requirements:
- SKSE
- SkyUI - Optional: Needed for configuring the mod via MCM
- PapyrusUtil SE - Optional: Needed for configuring the mod via JSON file
- Papyrus Extender - Optional: Generates random numbers much more efficiently than Vanilla
- Keyword Item Distributor (KID) - Optional: Prevents Armor Enchantments, Powers, Lesser Powers, and Abilities from being randomized
- Spell Perk Item Distributor (SPID) - Optional: Enables randomization of NPC weapons & magic
Description:
All multipliers are controlled by Global Variables, meaning that setting a given Global to 10 will multiply the damage or magnitude of the corresponding weapon or magic by random values between +10% & -10%.
Weapons are categorized by Animation Type & Keyword, so custom weapon types can be supported easily. Multipliers do not affect base damage.
Magic is categorized by School & Keyword and applies to any Spells, Enchantments, Scrolls, Potions, Poisons, Shouts, Staves and Diseases with the appropriate metadata, but not Food, Armor Enchantments, Powers, Lesser Powers or Abilities.
Magic can qualify for multiple categories simultaneously resulting in an overall reduction of variance.
- The output of Concentration effects are not randomized whilst continuously affecting a target
- Conjuration magic has its Duration multiplied instead of its Magnitude because the latter is almost meaningless in the base game
- Weapon & Magic usage by Non-Actors (traps etc) won't be affected by this mod, nor Scripted damage
- Indirectly cast spells (including some Hazards) aren't fully supported in all circumstances, but this may improve in future versions
MCM Settings are saved & loaded automatically, persisting across different Characters.
For a list of the currently supported categories please refer to the spoiler below:
Weapons:
- Axe (1H) - SOS_RandomOutputGlobalAxe1H
- Battleaxe (2H) - SOS_RandomOutputGlobalAxe2H
- Bow - SOS_RandomOutputGlobalBow
- Crossbow - SOS_RandomOutputGlobalCrossbow
- Dagger - SOS_RandomOutputGlobalDagger
- Hand-to-Hand - SOS_RandomOutputGlobalH2H
- Hand-to-Hand (Creatures) - SOS_RandomOutputGlobalH2HCreature
- Mace (1H) - SOS_RandomOutputGlobalMace1H
- Warhammer (2H) - SOS_RandomOutputGlobalMace2H
- Sword (1H) - SOS_RandomOutputGlobalSword1H
- Greatsword (2H) - SOS_RandomOutputGlobalSword2H
Magic:
- Alteration - SOS_RandomOutputGlobalAlteration
- Conjuration - SOS_RandomOutputGlobalConjuration
- Destruction - SOS_RandomOutputGlobalDestruction
- Fire - SOS_RandomOutputGlobalFire
- Frost - SOS_RandomOutputGlobalFrost
- Shock - SOS_RandomOutputGlobalShock
- Illusion - SOS_RandomOutputGlobalIllusion
- Restoration - SOS_RandomOutputGlobalRestoration
- Poison - SOS_RandomOutputGlobalPoison
- Potion - SOS_RandomOutputGlobalPotion
- Disease - SOS_RandomOutputGlobalDisease
Configure:
- In-game via Console Command: Changes to the values of the Global Variables above will take effect when the console closes
- JSON file: Changes to the values in the JSON file will take effect whenever reloading a save
- Changes made in the MCM take effect immediately
- Values outside of the expected range will be clamped
Compatibility:
Mod-added Weapons & Magic not already supported are easily done so upon request.
Anything in the SOS_RandomOutputBlacklist Formlist or with the SOS_NoRandomOutputKeyword Keyword will never be randomized,
make use of these if you wish to exclude anything from the mod.