Sky Re
Sky Re
Sky Re
Ivactheseeker
CONTENTS
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Contents
1 Introduction 2 What you need 3 What you get 3.1 Items, Gameplay and Races . . . . 3.1.1 Combat, Weapons, Enemies 3.2 Racial abilities . . . . . . . . . . . 3.2.1 Redguards . . . . . . . . . . 3.2.2 Nords . . . . . . . . . . . . 3.2.3 Imperials . . . . . . . . . . 3.2.4 Argonians . . . . . . . . . . 3.2.5 Wood Elves . . . . . . . . . 3.2.6 High Elves . . . . . . . . . 3.2.7 Dark Elves . . . . . . . . . 3.2.8 Bretons . . . . . . . . . . . 3.2.9 Orcs . . . . . . . . . . . . . 3.2.10 Khajiit . . . . . . . . . . . . 3.3 Standing Stones . . . . . . . . . . . 3.4 Magic, Spells and Spelltomes . . . 3.5 Vampirism . . . . . . . . . . . . . . 3.6 Sneak, Stealth and Thievery . . . . 3.7 Miscellaneous . . . . . . . . . . . . 4 Perk related changes 4.1 General Stu . . . . . . . . . . 4.2 Conjuration . . . . . . . . . . . 4.3 Destruction . . . . . . . . . . . 4.4 Alteration . . . . . . . . . . . . 4.5 Restoration . . . . . . . . . . . 4.6 Illusion . . . . . . . . . . . . . . 4.7 Enchanting . . . . . . . . . . . ( ( (((( Light Weaponry . 4.8 ( One-Handed ( ( (((( 4.9 ( Two-Handed Heavy Weaponry 4.10 Block . . . . . . . . . . . . . . Marksmanship . . . . . 4.11 Archery 4.12 Smithing . . . . . . . . . . . . . 4.13 Heavy Armor . . . . . . . . . . 4.14 Sneak . . . . . . . . . . . . . . 4.15 Alchemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 5 5 5 5 8 8 8 8 9 9 9 10 10 10 10 11 11 16 17 17 20 20 20 21 21 21 22 22 22 23 23 23 24 24 24 25
CONTENTS 4.16 4.17 4.18 4.19 Light Armor . . . . . . . Speechcraft . . . . . . . ( Pickpocket (((( Fingersmith ( (( Vampirism Lockpicking ((( ( . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Up 25 26 26 26 28 28 29 29 32 33 36 36 37 37 38 38
5 How to install 6 How to uninstall 7 Compatibility 7.1 Mods that are compatible with SkyRe . . . . . . . . . . . . . . . . . . . . . . . . 7.2 Mods that are not compatible with SkyRe . . . . . . . . . . . . . . . . . . . . . . 8 FAQ 9 Notes and legal stu 10 Thanks and credits 11 Compatibility Patches and add-ons 11.1 Compatibility patches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11.2 Add-ons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Changelog
Introduction
You think Skyrim has the potential to be great, but suers from certain aspects being implemented rather lackluster? Then youve come to the right place, friend. Im T3nd0, a modder trying to make Skyrim as enjoyable as possible by unleashing its potential. Take a seat and read on - itll be worth it. Skyrim is awesome. Ive invested hundreds of hours in this game, even before the Creation Kit started. I love Skyrims atmosphere, I like the new perk system (compared to Oblivions "character progression", that felt like clawing your own eyes out), and hell, I even enjoy the combat. But once youve seen most of the stu, youll realize that a lot of elements lack depth and couldve been done so much better. Ive spent lots of hours modding this game, improving not a single aspect, but everything. Heres what youll nd in this mod: The best perk trees on the Nexus Use Speechcraft to sharpen your Thuum, Conjuration to harvest bones and reassemble skeletons, Alteration to imbue magic into your weapon or Sneak to diguise as Forsworn. Specialize in Wakizashis, Tantos, Longswords, Katanas, Shortbows or Longbows, Nodachi or Bastard Sword. Or subdue entire Riverwood to be a vampire overlord... the possibilities are great. The best racial abilities on the Nexus SkyRe is the origin of RaRe, which used to be the most popular mod for vanilla races on the Nexus, and lives on as SkyRe_Races. No boring copy-pasted abilities and stats from Oblivion/Morrowind; instead, powerful, new abilities for everyone, be it Imperial or Breton. Dangerous enemies, rewarding combat Enemies are smarter than ever, and every hit counts. Be prepared for foes that block and bash you, that are more randomized, and that have perks. And be prepared to keep track of your stamina, or else youll end up weakened and slowed... More balance and immersion No more "I AM GOD" after grinding Enchanting to 100, no more sneaking in full heavy armor, no more crappy destruction spell damage. More of everything Craft new arrow types, summon new familiars, cast new bus and auras, use the new touch spells to sneak attack, or use the hundreds of new recipes. Synergy By modding everything, I make sure stu plays well together, and has a lot less bugs than one might expect. And needless to say, a bunch of mods designed to play well together wont cause compatibility conicts, while a lot of random small mods do. Sounds nice? Then give it a try. Regards and thanks for listening, T3nd0
Youll need to start a new game or make a clean save, or else your perks, and possibly other stu, will most likely be messed up. Youll also need Elys Uncapper for a lot of stu, since Ive designed everything with a cap of 300 in mind. Its not a MUST, but, to kinda quote SMB, neither is bathing. Think about it. Link to Elys uncapper http://skyrim.nexusmods.com/downloads/file.php?id=1175 For Elys Uncapper, youll also need the SKSE, so get it as soon as possible. Get SKSE at http://skse.silverlock.org/ Skyrim
3
3.1
3.1.1
NOTE: Many of these elements can be toggled on/o in game. See the FAQ . Did a "deep merge" with "Weapons of the Third Era" Renamed vanilla swords to Broadswords, Wot3E swords to Longswords, Wot3E Longswords to Bastard Swords, and most bows to Shortbows or Longbows. All weapon types have distinct stats (speeds, reach, damage, chance to stagger). All weapon types have distinct keywords and perks. Read on in the perk section. Modied armor to be less eective (- 1/6), youll need better armor to reach the cap. Considerably reduced reach for melee and bash attacks (141 100). Blocking an attack costs stamina, depending on weapon type. Big weapon High stamina cost. Attacking costs stamina, depending on the weapon type. Big weapon High stamina cost. Stamina inuences everything: - Damage dealt is depending on the percentage of your remaining stamina. - Blocking eectiveness is depending on your remaining stamina. - Attack speed is depending on your remaining stamina. 5
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- Movement speed is depending on your remaining stamina. (console: "set xxxStaminaSpeed to 0" turns it o "set xxxStaminaSpeed to 1" turns it on) Attack speed is generally lower (85% of vanilla Skyrim before any debus) All weapons and unarmed attacks get a considerable at damage boost. Armor passively protects from arrows, based on the number of pieces you wear. You have a passive chance to half incoming arrow damage. - Heavy Armour: - 1 piece 12% chance to reduce incoming arrow damage by 85% / incoming dagger/sword/greatsword damage by 30% - 2 pieces 25% chance to reduce incoming arrow damage by 85% / incoming dagger/sword/greatsword damage by 30% - 3 pieces 51% chance to reduce incoming arrow damage by 85% / incoming dagger/sword/greatsword damage by 30% - 4+ pieces 83% chance to reduce incoming arrow damage by 85% / incoming dagger/sword/greatsword damage by 30% - Light Armour: - 1 piece 11% chance to reduce incoming arrow damage by 50% / any incoming weapon damage by 15% - 2 pieces 23% chance to reduce incoming arrow damage by 50% / any incoming weapon damage by 15% - 3 pieces 44% chance to reduce incoming arrow damage by 50% / any incoming weapon damage by 15% - 4+ pieces 75% chance to reduce incoming arrow damage by 50% / any incoming weapon damage by 15% Also - Getting hit without blocking might cause stagger. - Getting hit by a two-handed melee weapon with a power attack while not blocking might strike the target to the ground. - Being staggered by a weapon reduces armor and magic resistance by 50 / 25% for two seconds. - Getting hit without blocking will always cause a debu. * The debu aects all incoming damage and incoming stagger * It has greater magnitude when coming from a power attack and/or big weapon * It lasts longer when coming from a power attack and/or big weapon
At the start of SkyRe, youll be given an "unarmed weapon". Use it to do attack with your sts. It is tied to "Light Weaponry" and will grow in strength. Do NOT use it during brawls. Modied humanoid AI 6
CHAPTER 3. WHAT YOU GET - Enemies attack more often - Enemies block more often - Enemies get a lot more aggressive when ganging up on someone - Enemies are a lot better at bashing while you power attack - Enemies attack more often while youre staggered
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Increased rating of heavy armor by 9 points across the board Heavy armor should be considerable more protective than light armor, and this was necessary, due to the "less protection per armor point"-change Heavy Armor slows you down, more pieces slower movement, up to a maximum of 16% Changed Magicka regen factor during combat to 0.5. Changed Stamina regen factor during combat to 0.66. Changed Health regen factor during combat to 0.5. Modied enemy leveling, just humanoids and Falmer (for now?). Basically, vanilla enemies had a xed level, no matter when you encounter them. I changed that by the following rules: - Enemies of level x now vary between 2/3x and 4/3x, for example: Level 10(vanilla) Level 5 - Level 15 (modded) - High level enemies and boss level enemies scale up to level 100 - Enemies at vanilla level 1 scale between 1 and 3. - Thieves and random Assassins have a new max level of 100, and level at the same speed as the player. Modied arrow speed, arrow impact factor, max distance and gravity inuence, mostly based on material. Disabled auto aim support for all arrows Added more perks to enemies Bandits: Multiple ranks of "Barbarian","Armsman" and "Overdraw", and also up to six ranks of "Agile Defender". Mages get Destruction Spell Scaling. Draugr: Basically the same as Bandits. No armor perks, but Defender. Falmer: Destruction spell scaling and up to three ranks of Juggernaut. Forsworn: Destruction spell scaling and up to four ranks of "Agile Defender". Truth be told, they already have heaps of perks, and are dangerous f*****s. Imperials/Stormcloaks: Defender, Armsman, Barbarian, Overdraw, and Agile Defender. Thalmor: Armsman, Agile Defender, Mystic Binding, Careful Studies Vampires: Destruction spell scaling. They wear no armor, have a few perks, and are strong already. All types of mages: Destruction spell scaling and multiple ranks of "Careful Studies". Like vampires, they are already dangerous. Witches/Hags: Destruction spell scaling and multiple ranks of "Careful Studies". Not that they are impressive, but they dont oer much space for improvement, since their numbers are rather limited. Assassins: Armsman, Barbarian, Dual Flurry, Agile Defender Thiefs: Armsman, Dual Flurry, Agile Defender 7
CHAPTER 3. WHAT YOU GET Tweaked the enemy level multipliers. Slightly higher on all diculties now. Reduced enemy respawn times for both cleared and uncleared cells by 50%. Fixed and modied various weapon keywords and stats.
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3.2
3.2.1
Racial abilities
Redguards
Removed "Resist Poison" Removed "Adrenaline Rush" Added "Alikr Training" Added "Defensive Stance" Being the most talented warriors in all of Tamriel, "Alikr Training" gives them a headstart in melee combat, increasing stamina by 50. "Defensive Stance" is great to control the ow of battle, and gives Redguards an unique feel. Its atoggleable lesser power that slows time by 15% while active, reduces incoming damage by 25% and reduces all outgoing damage by 75%. Use it often.
3.2.2
Nords
Removed "War Cry" Added "Warrior Heart" Nords are erce warriors, and I think the new ability suits someone who ght until the bitter end. Your damage output increases as your health decreases. If you are at x% health, the damage boost is roughly (100-x)%.
3.2.3
Imperials
Removed "Imperial Luck" Removed "Voice of the Emperor" Added "Imperial Charisma" Added "Tactician" Added "Attack Order" Added "Guard Order" They used to be crappy ability-wise. Now they ll a niche by having the strongest followers, since "Attack Order" and "Guard Order" allow you to adjust your followers speed, attack damage and incoming damage, depending on whats necessary at the moment (oense or defense). Both are lesser powers that can be used every ten minutes and last for ve minutes. "Imperial Charisma" modies buying and selling prices, and "Tactician" damages an attackers stamina by 10% if the attack was blocked.
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3.2.4
Argonians
Removed "Resist Disease" Added "Protective Scales" Added "Claws" Heaviliy modied "Histskin" "Protective Scales" reduces damage from all blade-based weapons by 25%, tting a scaled lizard."Waterbreathing" stays, as it is pure RP and sometimes handy. The new Histskin works entirely dierent than the old one; basically, you can switch between "disabled" (everything as usual), "Health","Magicka" and "Stamina" mode. The latter three double the regeneration of their respective value, but negate the other two. Sounds like a bad deal? I bet there are a few uses you can think of. :) Also added "Claws", which is the same ability as Khajiit have (that means the bonus scales with stamina).
3.2.5
Wood Elves
Removed "Resist Disease and Poison" Removed "Command Animal" Added "Wild Hunt" Added "Avoidance" Added "Wood Lore" I replaced the useless/generic abilities with stu that turns Bosmer into supreme hunters and archers, just as it should be. "Wild Hunt" increases bow damage against all non-NPS by 50%, "Avoidance" ignores incoming arrow damage with a chance of 50%, and "Wood Lore" allows you to enhance all arrows with a magical infusion at a forge. Infused arrows explode on impact, paralyzing all targets for one second, and reduce their one-handed and two-handed damage by 30% for ten seconds. Crafting these arrows requires 15 arrows, two empty petty soul gems and three spider eggs (creates bundles of 5).
3.2.6
High Elves
Removed "Regenerate Magicka" higher power Added lesser power "Channel Magicka" I considered a at boost to spell magnitude as well, but this is way more interesting. "Channel Magicka" allows you to enhance both your spell magnitude and cost by x, where x is your remaining magicka (percentage). Burn your magicka fast for better spells, switch tactically between "Channel" "non-Channel" mode, depending on enemies. Suits the image of Tamriels most talented mages.
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3.2.7
Dark Elves
Heavily modied "Ancestors Wrath" Added "Ancestors Fury" ON ENEMIES, Ancestors Fury now triggers automatically, once you get hit and drop below 50% health, and is not limited to one use per day. In addition to the ame cloak spell, it also adds 50% additional strength to re-based spells. The ame cloak eect starts at a damage of 5 per second, but grows by 3 every 10 levels, up to a maximum of 17 (before bonuses are calculated in, including its own). ON THE PLAYER, it also carries the re bonus, but no cloak is cast; instead, youll get a 15% chance to avoid incoming physical damage. Players also get "Ancestors Fury": Once per day, if your health drops below 30%, you trigger a huge explosion and two angry Dunmer ancestors arrive to aid you. They are leveled and use strong weaponry.
3.2.8
Bretons
Removed "Dragonhide" Added spell "Twin Blood Summoning" Added spell "Twin Blood Eruption" This is a very interesting one. Both new abilities are spells, not powers, but still can be cast once per only, in total. That means just one cast of one spell per day. Both spells take extremely long to cast and reduce health and stamina by 90% once completed (no magicka cost), and also negate your passive magic resistance for two minutes. Why bother casting? Well, they have supreme eects once pulled o. "Twin Blood Summoning" allows you to summon an unlimited number of creatures while active, and "Twin Blood Eruption" doubles spell magnitude of all spells, while halving casting cost. High risk, high gain.
3.2.9
Orcs
Added "Orcish Smiting Lore" (25% improved tempering) Modied "Berserker Rage" "Berserker Rage" is a good power, strong and with RP-value, so it stays, but changed. Instead of being limited to one use per day, it can now be used multiple times, but it is required to sleep between uses. While active, you still deal double damage, and all incoming damage is reduced by 25% now (includes magic). However, the activation costs health, and while raging, benevolent potions are 75% less eective, so use some tactic. I also wanted to give them an additional passive bu though, and "Orcish Smithing Lore" seems perfect.
3.2.10
Khajiit
Added "Feline Athletics" Added "Survival Instinct" Tweaked "Claws" Tweaked "Night Eye" to be permanent/toggleable 10
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I want Khajiit to feel like agile cats, and increasing movement speed and reducing falling damage via "Feline Athletics" (+ 25% speed, half falling damage) seems like a logical step to this goal. "Survival Instinct" triggers once per day, if your health drops below 25%, and increses attack speed, and movement speed even further. The bonus on "Claws" is now stamina dependent; the formula is x += (0.1*stamina).
3.3
Standing Stones
Warrior Stone: Unchanged Thief Stone: Unchanged (does NOT boost vampirism, though) Mage Stone: Unchanged Apprentice Stone: Gives 100% magicka regen boost and 50 magicka, but -50% magic resist. Serpent Stone: Gives a 50% bonus to sneak attacks, but 20% malus on all attacks if target is alerted. Lord Stone: Gives 25% magic resist, increases damage from non-magical attacks by 25%. Atronach Stone: Gives 150 magicka, spell absorb unchanged, almost negates magicka regen (-95%). Lady Stone: Boosts stamina and health regen by 50%, reduces magicka regen by 50%. Steed Stone: Carry weight increased by 150 and 25% frost resistance, but 50% re weakness. Lovers Stone: Doubles melee damage dealt, triples melee damage received Tower Stone: Eect has unlimited uses now. Shadow Stone: 25% boost to pickpocket chance, 25% higher buying prices Ritual Stone: Triples duration of summons, at the cost of 25% spell magnitude for other spells.
3.4
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Up DESCRIPTION
SPELLS
CONJURATION
Conjure Dremora Markynaz Conjure Dremora Valkynaz These are Master level spells; one of them is a ranged attacker, the other one is a warlock. For more info on how I balanced them out, see 4.2. Just some more familiar variety. Apprentice through Master level.
Call Familiar - Ice Wolf Call Familiar - Frostbite Spider Call Familiar - Large Mudcrab Call Familiar - Large Frostbite Spider Call Familiar - Snow Bear Call Familiar - Chaurus Call Familiar - Chaurus Reaper Call Familiar - Mammoth Call Familiar - Hunting Pack Call Familiar - Tundras Hunting Pack Call Familiar - Medium Bombcrab Call Familiar - Large Bombcrab
Bombcrabs are fast, red crabs that have 90% resistance to any damage. Not that they need it; they explode once hit, and die. Be sure not to be too close when the magic happens. Bigger bombcrab - bigger explosion. Adept and expert level.
ALTERATION
Open Beginner Locks Open Advanced Locks Open All Locks "Open Beginner Locks" allows you to open all Apprentice or lower level locks for 30 seconds, "Open Advanced Locks" does the same for locks up to expert level, and "Open All Locks" works on master level locks as well. Alteration school, apprentice/adept/expert level. Cast spell, then activate a lock, the choose "unlock". Apprentice level Alteration. Note that water is still not a hard surface, but youll sink in very slowly when running. Enhances size, damage resistance, and damage at the cost of speed. Expert level
Walk on Water
Colossus Form
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Up DESCRIPTION Single target, short distance "push" spells that need to be aimed at an actor directly, and are very potent. After each cast, youll have to wait a set cooldown until "push"-spells are usable again. Novice/Apprentice/Expert level. Ignore 25% armor. Absorb 2 points of health/magicka/stamina per second for 3 seconds 15 base re damage, burn 15 base frost damage, health and stamina 15 base shock damage, half as much magicka 5 poison damage per second for 10 seconds 25% reduced melee weapon damage 25% weaker to spells, 25% worse spell magnitude 15% slower attack speed, 30% worse blocking
Enhanced Weapon - Sharpen Enhanced Weapon - Leeching Spikes Enhanced Weapon - Fire Enhanced Weapon - Frost Enhanced Weapon - Shock Enhanced Weapon - Venom Enhanced Weapon - Sickness Enhanced Weapon - Elemental Maelstrom Enhanced Weapon - Entangle
The Enhanced Weapon spells are for spell blades and enchant the currently equipped weapon, if its not already enchanted. These spells can not be equipped if you dont have an unenchanted weapon in the other hand. Novice through Expert level. Feather Boost max carry weight by 50. Apprentice level Alteration. Boost max carry weight by 150. Expert level Alteration. Adept level teleporting spell. "Imprison" sends any target to a prison plane of Aetherius, where it will die within three days. Only one actor can be imprisoned at any time. "Freedom" frees the actor trapped by "Imprison". Unlike the original spell from BG, you do not need to be close to the location of imprisonment. Master level.
Advanced Feather
DESTRUCTION
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Up DESCRIPTION Takes 50% of your health and deals it as damage to the target. If the target dies by this eect, you gain the health back. Adept level. Deals 10 damage to the target for each spell the caster knows. If the target does not die by this eect, the caster takes half as much damage. Master level. Some spells that attempt to bring back close-combat magic from Oblivion. In comparison to missile spells, these spells are stronger, cheaper and more silently, but suer from longer casting time and the short range. Work with "Intense Flames" and its brethren, but not with Impact. Apprentice level.
SPELLS Resonance
Battle of Wits
ILLUSION
Make Disappear Make others invisible. Should help Illusionists to sneak with followers.
RESTORATION
Stream of Life A stronger version of "Healing". Adept level Restoration. Does exactly what youd guess. Adept level Restoration. Auras are permanent, toggleable bus. Some harm others, some bu you and all friendly creatures nearby. Only one can be active at a time. Apprentice and Adept level Restoration. These spells are "plagues". Plagues work in touch range initially. After the rst hit, they spread to nearby targets. Range and spread speed grow with certain perks. The new anti-undead spells; "Chastise" only deals minor damage, while the other spells can deal havoc among undead, but require "Chastise" to be active. Initially unusable by vampires.
Cure Disease
Oversouls Protection Armored Ascension Grand Blaze Cryomancers Sight Upcoming Tempest
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Up DESCRIPTION Curses are strong debus. Just like plagues, they can jump between targets, but theyll only do so once the initial target dies. A unique reanimation spell. No level limitation, but only works on animal-like creatures. While its active, you gain a boost based on the race of the creature you resurrected.
The following spells and spell tomes were removed: Conjure Flame Thrall Conjure Frost Thrall Conjure Storm Thrall These spells dont t in my concept of Conjuration Repel Undead Repel Greater Undead Turn Lesser Undead Turn Undead Turn Greater Undead Other adjustments: Adjusted charge time of Destruction spells to spell rank; bascially, they start at 0 (Novice) and grow by 0.5 per rank, up until Expert. Master level spells still are at 3 seconds. "Wall" spells are unchanged. "Rune" spells are xed at 4 seconds, to prevent mid-combat spam. Modied rune spells to create less noise (theyre still not completely silent though). Increased skill experience gain for Destruction and Restoration modded Dragonhide Its a 120-armor granting spell now that prots from "Mage Armor". For consistency, renamed it to "Dragonesh", and made it castable faster and with one hand. Modied values on most destruction spells Doubled Blizzards duration to make it worth while Changed magnitude of master level illusion spells to 40. With investment in all relevant perks, they should allow you to inuence all enemies that are not outrught immune. 15
CHAPTER 3. WHAT YOU GET Soul Trap should not be spammable on dead bodies anymore
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Modied ame atronach base class to drastically increase the Atronachs destruction value Destruction skill level amplies spell magnitude Restoration skill level amplies spell magnitude Illusion skill level amplies spell duration Dual casting spells modied; cost and eect are both at 250%. All ward spells are 25% stronger Modied "reanimate"-type spells to not provoke annoying comments anymore. Reduced base Magicka regen on all playable races by 50%.
3.5
Vampirism
The vanilla vampires are boring and generic, and they have no connection to the in-game Volkihar Lore (Skyrims own breed of vampires) at all. I changed that by modifying vampire abilities and progression, and by adding a distinct perk tree for vampires. This section does not describe the new perk tree; scroll down to section 4.19 to nd out more about that. in SkyRe, all vampires start with the following abilities: Hunters sight (permanent/toggleable) Resist Disease (unchanged) Weakness to Sunlight (unchanged, but can be inuenced by perks) Tainted Blood: Reduces magnitude of all Restoration spells to zero, except auras, plagues and curses Vampiric Blood: Blood Deprivation (Armor is reduced by x, where x is the number of days without feeding * 25) Vampiric Blood: Frost Resist (Starts at 60%, gets reduced by 5% per day without feeding, minimum: 15%) Vampiric Blood: Fire Weakness (Starts at 30%, grows by 5% per day without feeding, maximum: 75%) That means you should better not avoid feeding for too long, as you just get weaker. Also, it means that vampires, without perk investment, are rather neutral to play. You have some hassle, the reduced regen and reduced re resistance, but a very nice bonus to Illusion, great frost resist, and some utility stu. Also youll not get attacked for being a vampire, and NPC vampires will consider you a friend. The perks are necessary to make stu really interesting though.
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3.6
Enemies search for you way longer during all phases of detection Doubled initial dagger sneak damage multiplier to x6 Increased initial two-handed sneak damage multiplier to x3 Increased initial unarmed sneak damage multiplier to x6 Reduced enemy detection view cone Increased sneak exp gain from bow sneak attacks Equipment weight has greater inuence on sneaking success Light has greater inuence on sneaking success Movement has greater inuence on sneaking success Sound has a slightly reduced inuence on sneaking success, but cant be reduced as easily, due to perk changes Crime report distance has been greatly reduced Modied the inuence of heavy armor on sneaking; Basically, wearing one or two heavy armor pieces reduces your sneak skill by 50%, wearing three or more reduces it by 70% Modied the inuence of gauntlets on Pickpocketing while wearing gauntlets, pickpocket chance is reduced by 75% Removed "Fortify Pickpocket" enchantment, replaced with "Fortify attack speed" Removed "Fortify Lockpicking" enchantment, replaced with "Fortify Fingersmith" If a target is searching for you, sneak attacks deal 34% less damage against that target Modied the leveling speed of "Pickpocket", should be lower now
3.7
Miscellaneous
Signicantly boosted power of all diseases Reduced pieces of equipment that allow for weapon-related enchantments. Reduced pieces of equipment that allow for fortify magic school enchantments. Boosted base value of Magicka regen enchantment on enchantments with two components to 25% Alchemy levels slightly faster, to keep it in tune with the other crafting skills Modied Potions and Poisons - All potions and poisons work over time (except for "Cure Disease" and "ultimate" potions); potions usually work over four seconds, poisons over three seconds To compensate that, most stu has been slightly bued in total magnitude. 17
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- "Lingering" poisons have been bued more than just slightly, and work a lot longer than regular poisons - "Fear" and "Fury" poisons got some love as well - Weapon skill related potions have been nerfed (theyre still good) - Also adjusted prices on potions when appropriate - Added stamina regen and magicka regen to Skooma - And while I was at it, I also renamed everything to minimize inventory clutter Modied alchemy ingredients. Basically, I modded everything to work over time, I bued values of underused eects (such as "poison resist"), I adjusted ingredient values and weight on some, not all, ingredients. Also, some ingredients are considerably better with certain eects than others. Added a more potent Frostbite Venom; dropped by Giant Frostbite Spiders Fixed "Critical Charge" for swords, "Great Critical Charge" for Greatswords and Valdrs Lucky Dagger Modied Lighting - Nights are darker, days are bright - The amount of tint depends on weather and time - During sunny days, colors are more colorful than vanilla - During night and/or bad weather, all colors are grey-ied, giving a strong contrast to bright days - No impact on performance Increased vendor inventory respawn time to 6 days Modied "Elemental Fury" to give 10/20/30% attack speed and to work with all weapons (excluding unarmed) Modied race height; I went with Morrowinds values for some more variety Increased cooldown time on a few shouts that wouldve become sickly strong with the relevant speech skills (and are already strong without them) Beefed up Fire Breath and Frost Breath Increased the maximum number of placeable runes to 3 Modied bartering; stu is more expensive, and loot sells for less Deleveled vendors Modied load screen texts according to the changes Removed alchemy/enchanting/smithing cycles by replacing the enchantments/eects. Instead, youll nd "Clairvoyance" and "Slow Time" potions and enchantments that boost speed and armor value. Modied special loot level multipliers. Loot is generally better. 18
CHAPTER 3. WHAT YOU GET Modied load screen texts according to the changes. Modied recipe for Iron Ingot; requires two Iron Ore now
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Added new recipes for arrows 25 arrows require two ingots of the respective metal, three re wood and either two hawk feathers or hagraven feathers. Daedric arrows require one Daedra Heart and one Ebony Ingot, instead of "two ingots". Added recipe for "Arrow - Nord Hero" Dierent from other arrow recipes, this one requires three steel ingots and 25 "Arrow Ancient Nord" for 25 items created. Added "Explosive" and "Timebomb" arrows "Explosive" arrows detonate on impact (with a non-elemental explosion), "Timebomb" arrows need to be red right into a non-living surface, where they stay for 5 seconds, and then detonate with a massive explosion. All regular arrows can be enhanced with explosives and timebombs at the forge. Added recipes for "Explosive" and "Timebomb" arrows To enhance any arrow type with explosives, one needs 15 arrows, three re salts and ale (creates ve explosive arrows). To enhance any arrow XXX with timebombs, one needs 15 arrows, three re salts, ale and an empty lesser soul gem (creates ve timebomb arrows). Added recipe for charcoal 4 charcoal require one rewood at the smelter Added "Noisemaker" and "Lightsource" arrows Utility arrows that either use the "Throw Voice"-eect to irritate enemies or emit light. Only used with "Thiefs Toolbox" and creatable at forges. 5 Lightsource arrows require 15 regular arrows, 3 Torchbug Thorax and 2 Leather Strips. 5 Noisemaker arrows require 15 regular arrows, 2 empty petty soul gems. Added meltdown recipes for a hell lot of items. Modied all members of the skeleton race to take 50% less damage from sharp weapons, but 50% more damage from non-sharp weapons (mace, warhammer, battlesta) Changed Khajiit race bonus from "Vampirism" to "Light Armor" Changed Wood Elf race bonus from "Vampirism" to "Light Weaponry" Changed Argonian race bonus from "Lockpicking" to "Alchemy" Removed loads of spell school assignments from enchantments, they only caused issues and fail Added Misc items "Bone - Leg", "Bone - Arm", "Bone - Foot", "Bone - Hand", "Bone Skull", "Bone - Ribcage" Added ingredients "Elven Heart", "Beast Heart", "Elven Flesh", "Beast Flesh" Eastern Dwemer weapons cant be found anymore; instead, youll need to nd the new book "A Last Request" and craft them. 19
4
4.1
As Ive already noted, this mod has been created with elys uncapper in mind. In my opinion, it allows you to play the game in a way that makes a lot more sense, because it does not force your mage to train in two-handed weapons to gain levels at some point. As a result, Ive added new ranks to many skills, even if not explicitely mentioned below (unless it made zero sense). Also, some of the entirely new perks are completely out of reach with a skill cap of 100. Your game should not crash if you refuse to use SKSE and the uncapper, but itll be less fun. tl,dr: Use the uncapper or deal with the consequences.
4.2
Conjuration
This is the tree that has undergone the most changes. I wanted some more distinction between the dierent branches (Necromancy vs. Atromancy). Neither branch skill was really important to success, and both lead to Twin Souls, which is the main sellling point here. Thus, I came up with something. Daedra (Atronachs and Dremora) now have a considerable shorter summoning time (30/45 sec), while undead stu is permanent on all levels. However, all undead will turn to ashes when being killed, unless you invest in a new perk of mine, "Gravebound". All Atronachs and Dremora level with you, initially at half of your speed (Atronachs) and at the same speed (Dremora). Ive included a series of perks that speeds their leveling up and that adds additional perks to them, keeping all summons useable during the entire game. On the undead side, Ive kept Dark Souls. Ive also decided to move Necromage in this branch, since it makes sense- youre a knowledgeable Necromancer after all. Also, youll need investment if you want to revive boss level enemies. Gravebound, as already mentioned, allows you to keep corpses intact. Summoner now branches o Apprentice Conjuration; Twin Souls, renamed to "Ancient Rites", branches o Summoner, is accessible faster and has multiple ranks now. Apart from modied old stu, Necromancers also get a few new perks to play with. "Harvest" allows you to gather bones, esh and hearts from corpses. Each rank not only increases the chance for every piece to be gathered, it also allows for more pieces of esh to be harvested from every corpse. The loot you get depends on luck and the targets race. What is that loot useful for? Hearts and esh are alchemy ingredients. Bones can be sold or used in conjunction with another new perk "Bone Mastery". "Bone Mastery" allows you to summon skeletons from the bones in your inventory. Each skeleton requires two arms, two hands, two feet, two legs, a ribcage, a skull, and a lled petty soul gem. You can have skeletons in addition to any other minion (they have their own summon limit), but skeleton summoning is not aected by "Ancient Rites" or "Twin Blood Summoning". Skeletons are leveled. Higher ranks of "Bone Mastery" allow for dierent skeletons (warrior, archer, mage) and for more skeletons to be summoned. The last new Necromancy perk, "Tongues of Old", allows you to rearrange the inventory of skeletons and reanimated corpses. Nothing fancy, but useful nonetheless. Note that skeletons
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dont wear armor, but do use weapons you give them if you remove their old stu. Also note that the stu you give them is lost if they die, so better be careful. Familiars, at this stage, are a "no point"-alternative for part-time conjurers. Adding a distinct tree for them might be an option in the future, but is not likely to happen. "Mystic Binding" will not suddenly turn your bound weapons into ebony/daedric stu anymore; instead, it allows bound weapons to grow with your conjuration skill.
4.3
Destruction
As we all know, Destruction was not good for damage at all. I changed that. Ive included a hidden perk that allows spell damage to scale with skill, 1% per skill level. I also included a new perk called "Careful Studies", the equivalent to "Armsman" and its brethren. I has 5 levels, each adding 10% damage and reducing cost by 5% While 10% damage / 5% cost reduction doesnt sound like much, remember that a strong melee ghter is forced to invest in various crafting skills, while a mage can do ne without. Impact works chance-based now, It has two level, granting a 15%/25% chance to trigger. Augmented Frost, Shock and Flames have three levels now. The damage gain is 30% at maximum rank, but these perks also add a small chance for secondary eects to each respective spell. Frost spells can paralyze, Shock spells can disintegrate and Fire spells can strike targets to the ground. Intense Flames, Disintegrate (renamed to "Eye of the Storm") and Deep Freeze have three ranks now and entirely new eects. "Deep Freeze" boosts ice damage and the "slow" eect on ice spells, "Intense Flames" boosts re damage and adds an armor debu to re spells (scales with spell damage), and "Eye of the Storm" gives shock damage and a 20% chance for massive Magicka drain on hit (again, based on spell damage). The new "top" perk is called "Elemental Ram". Each hit with a missile-type spell debus an enemys magic resistance by 5% for three seconds. These debus stack up to 25%, when additional hits will just reset the timer.
4.4
Alteration
I added additional ranks to Stability, and a bunch of interesting spells (Colossus Form, Feather, etc.). Ive also added "Second Skin", which adds secondary eects to armor spells, and "Tempered Arcana", which reduces cost, magnitude and duration of many spells, unless you wield spells in both hands. Mainly for spellblades with limited Magicka pool. Moreover, Alteration allows you to create Dwemer constructs from metal pieces and soul gems (perks "Animunculi", "Machinate" and "Repair Unit"), including three dierent types of Centurions. All constructs level at 80% of your speed. Alteration also houses "Deep Infusion", a perk that enhances the duration of weapon enhancing spells by huge amounts. Ive also added a new perk, "Medium", that allows for two perks to be spent. While wielding a sta, it can boost your spell magnitude by up to 50%. Might just make stas a viable choice. Last but not least, "Traveller" has the sole purpose of increasing the distance of "Phase Shift".
4.5
Restoration
This is the tree that feels the most dierent from vanilla.
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As already mentioned, Necromage is absent. Ive added a perk that adds passive health regeneration, as well as two perks that support the new "Aura" spells. "Auramancer" increases the radius on all auras, and "Life and Death" boosts the eect of damaging auras, based on both Restoration (rank 1) and Destruction (rank 2) skill level. "Ward Deect" allows ward spells to provide additional protection against arrows, which are very deadly against mages in SkyRe. "Carrier" and "Plaguelord" support the new "plague" type of spells, making them spread in a wider radius and faster. "Beacon of Light" makes spirit guide creatures more resistent to damage, and "Patron" makes them permanent.
4.6
Illusion
This tree has undergone serious changes. "Aspect of Terror" was renamed to "Aspect of Fear" and, just like "Hypnotic Gaze" and "Rage", it has multiple ranks and works multiplicative. Master level illusion spells are much stronger now (start at magnitude of 40). When all respective perks have been acquired, they can hit anything thats not immune. "Animage" and "Kindred Mage" have been removed, "Quiet Casting" is a Sneak perk now, I introduced four new perks in total, with the rst three adding secondary eects to inuencespells. "Terror" reduces feared enemies magic resistance by 25%, "False Peace" reduces calmed enemies armor class by 100, and "Zealots Fury" doubles an enraged enemies melee damage output. The fourth one is "Incite". It strengthens positive bus on Illusion spells such as "Call to Arms", by up to 100% for three perk points.
4.7
Enchanting
This was a dicult one. While enchanting is fun imho, it had a few aws. First of all, it just oered too much. Eight perk points pretty much turned an Enchanter into a UbermageberserkersneakassassinofDoooooom. Secondly, its ok between skill level 15 and 99, then suddenly becomes haxx. Thirdly, one path to Extra Eect was vastly superior to the other. Thus, a lot changed. The base skill only nets 15% damage increase per point, but the new top of the tree, Hidden Potential, adds up to 50% as well (multiplicative). All enchantment specic skills (Corpus Enchanter etc.) have two level. Extra Eect is accessible way earlier. Ive removed Fire/Frost/Storm Enchanter; I instead included Elemental Enchanter, a skill that boosts all elemental damage enchantments, and Defensive Enchanter, boosting all "Resist"-type Enchantments. All in all, this results in enchantments growing steadily, rather than suddenly becoming uber. At max investment, Enchantments are stronger now, but that requires more perk points than before. On top of that comes the perk "Dreamweaver" that boosts enchantment strength on clothing created with "Weaving Mill ( Smithing)".
4.8
(((
Personally, I was always missing the option to become a swift swordsman, wielding no shield, instead alterating between blocking with my weapon and using spells. With the new perks Ive included I try to x that.
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The rst new perk is called "Myrmidon". Three levels max, each adding to your attack speed, but only while your left hand is either empty or wielding a spell. The second perk, "Duelist", gives a passive chance to ignore incoming damage, with the same restrictions as Myrmidon. That makes for a fast, swift striker. However, I also nerfed Armsman. I wanted the damage dierence between two-handed weapons and one-handed weapons to make more of a dierence (Due to the higher max level you can still become stronger than with vanilla Skyrims perks, though). This tree houses various new specialization perks- no matter if you prefer Tantos ("Hornets Sting"), Wakizashis ("Ninjato"), Longswords ("Masterful Fencer"), Katanas ("Kendo") or Scimitars ("Dervish Dance") - there are perks for everyone in here.
4.9
( (((
While users of one-handed weapons usually invest in something for their o-hand, the barbarians among us have more points to spend on their weapon prociency. Thus, three new skills were added, and the "Deep Wounds" perk has been tweaked to provide more of a "critical hit"-experience. The new greatsword-specic skill is called "One With The Blade", and can increase your attack speed by up to 30%. Works well with the nice crits, and makes for an elegant swordmaster. Users of warhammers can now user "Supremacy" to Power Bash all opponents in front of them at once (of course, this needs the relevant Block-perk unlocked). Raw power dominates. Users of Battleaxes get the most fun, though. With "Boiling Point", each enemy hit has a chance to enrage your character, giving a huge damage boost for a short duration. That perk was rather dicult to implement, and Im proud of it. M And, to support the Wot3E integration, Ive added a new branch for Battlestaves ("Endeavor", "Pillar of Strength") and two perks for Greatsword subcategories - "Blade Barrier" makes timed blocks with Bastard Swords dangerous, "Buttery Strikes" lets you strike faster with Nodachis when doing repeated hits.
4.10
Block
Aside from tweaking Shield Wall (renamed it, improved values, displayed values were incorrect), Deect Arrows caused issues and was buggy. Instead of negating arrow damage, it capped out blocked damage, eectively rendering Shield Wall and similar enchantments useless and being insanely OP. I hopefully balanced it out; it adds a chance to ignore arrow damage while blocking now. Also, "Quick Reexes" was modied to work with the new combat mechanics; it now increases the time frame for well-timed blocks by up to 0.5 seconds.
4.11
Archery
Marksmanship
The original tree was crap. Essentially, it just added perks that made arrows better, you run faster, or you preserve arrows. So I smashed it and created it new. The new "root" is called "Focus". It redces the bows draw time and increases bow damage. You need o invest here if you want to become an archer. The tree has three areas. The left one contains Longbow perks. Longbows are meant to deliver slow, deadly shots at huge distances. You can further overdraw them to accumulate
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damage (Power Draw), and should preferably aim at moving or staggered targets- or those that didnt notice you yet... At close range, theyre helpless. Shortbows play dierently. They are strongest in mid and close range, and even have a few aces up their sleeve in melee combat (Rangers Trick, Mongoose). They deal less damage than Longbows, and require more movement to unleash their potential. Aside from "Focus", the only perks that aect both bow types are "Curare" (more poison shots), "Coup De Grace"(Bonus damage against enemies below a certain threshold) and the old "Eagle Eye" and "Steady Hand".
4.12
Smithing
The last crafting skill for me to modify. Serious changes were made. All "old" perks do not boost tempering quality anymore. However, they are now necessary to be able to even begin tempering stu; for example, you might be at 300 smithing, having crafted thousands of Iron Daggers, but without Ebony Smithing youll not be able to sharpen that nice Greatsword you just found in that Draugr Crypt. Having unlocked Ebony Smithing, you can temper that Greatsword, but you will probably be underwhelmed- I removed the "improve twice as much"-part from all old perks. Just too much bang for your buck. Instead, youll need to invest in the two new perks, Armorer and Weaponsmith, if you want your tempering attempts to lead to great results. Both perks have ten ranks, each adding 15% quality to armor/weapon tempering. These changes make sure that smithing is less overpowered early on, stronger in the end, and requires serious perk investment to be of good use. As it should be. To add more variety and synergy, I also adder a perk that unlocks meltdown recipes, a perk necessary to craft jewelry, a perk for special clothing, and a perk that unlocks "Rened Silver" weapons for crafting. Also note that Dragon Armor is now exclusive to the Light Armor branch. That means Heavy Armor dudes still get the best material, but dont get the best light armor almost for free as well. Light Armor smiths stay versatile - wear that Dragonscale armor and give the Dragonplate stu to Lydia. Or your Thralls.
4.13
Heavy Armor
I enforced my "vision" of heavy armor. Heavy Armor should protect. Thats what its good at, and nothing else (while light armor is more versatile, but less protective). "Reect Blows" was crap, so I removed it. Tower of strength can now completely negate stagger (for two perk points). The new top perk is called "Endure"; it can reduce power attack damage by 50% when fully clad in heavy armor. I also added "Monolith", which can stagger attackers after an unblocked hit, and "Impenetrable", which gives a chance to negate incoming arrow damage, based on the number of heavy armor pieces you wear (non-linear growth; 3% - 25% chance). Unlike its light armor cousin, "Juggernaut" still grants +100% armor for 5 perk points only.
4.14
Sneak
I removed the broken abilities "Silence" and "Shadow Warrior" and added a variety of new perks. "Deadly Strike" has been renamed to "Blindside" and turned into a three rank perk, each rank adding 1 to the sneak damage multiplier to all melee weapons and unarmed sneak attacks. 24
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"Last Breath" multiplies sneak damage against sleeping targets tenfold, usually allowing for an insta-kill. Archers still have "Deadly Aim", though its location and eect has changed. It branches o to "Thiefs Toolbox", a new perk that allows you to enhance low-ranked arrows (Iron, Steel, Falmer, Forsworn and Ancient Nord) with useful eects (light sources and noise). Mages get many benets; rst of all, they can now sneak attack with spells for double damage from the beginning (semi-compatible to spells added by other mods - damage is calculated correctly, but message wont pop up and wont level sneak). "Arcane Assassin" increases the damage factor to 3, and "Touch of Calamity" boosts it to 6 for touch spells. Also, "Quiet Casting" is now a high level sneak perk. A few more new perks: "Inltration" fools others about your faction if you wear a dierent factions gear. To work, youll need a full set of armor- Imperials, Stormcloaks, Thalmor, Bandits (Fur gear) and Forsworn work for now. Any combination of dierent armor sets of a single faction is valid (for example, you can mix heavy imperial armor and light imperial armor). This perk is highly experimental. "Assassinate" ignores the targets armor during dagger sneak attacks, "Ambush" slows time after a successfull dagger sneak attack. "Intruder" increases sneak capabilities while trespassing and is an alternative for those that dont want "Light Foot". "Silent Warmonger" increases sneak damage against target currently in combat - useful for people that like to wreak havoc from the shadows.
4.15
Alchemy
Aside from the usual added perk levels, I mainly change the layout to allow for distinct poison, or cure-specialization. This might be the one skill that prots most from the additional perk levels, especially for poison lovers. Also recycled a skill called "Catalyst" that amplies pure positive potions on consumption. I also introduced a new element: Explosives. They come tied to three new perks, "Fuse" (allows you to craft explosive arrows) and "Advanced Explosives" (allows you to craft timebomb arrows). Check them out for some serious fun! "Adhesive Explosive" is the most funny one though, and the most tactical. It works like a poison and detonates after 10 seconds when applied, dealing xed health damage. If the target is not in combat however, it instantly dies. Combine it with reverse pickpocketing, and you got the funniest item in the entire game.
4.16
Light Armor
I personally prefer light armor all the way, but found it overpowered and vastly superior in vanilly Skyrim. I "xed" that mostly indirectly by removing smithing/enchanting/alchemy cycles, but I also nerfed Agile Defender. It can still net a 100% boost, bur needs twice as many perk points as before. Heavy Armor really should provide better protection than light gear, while light gear is more versatile. The new "Adrenaline Rush" gives speed- and stamine boosts when enemies power attack you and you dont block, and "Adrenaline Overload" lets you strike with increased forced right after that. "Balance" reduces Power Attack stamina consumption, and "Swift Counter" makes blocks with Ligh Shield reduce damage to zero. "Flexibility" makes you immune to "Ignore Armor" eects, and "Weak Spot" increases damage against other Light Armor users. 25
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4.17
Speechcraft
After being puzzled for a while, Ive found a use for speech: Shouts! Shouting levels speechcraft now, and speech provides three new perks that help your shouts: "Violent Voice" bus harmful shouts, "Heroic Voice" extends the duration for non-harmful shouts, and "Leaders Voice" increases the time your shout-summoned companions stay with you. "Echoing Rage" and "Echoing Reason" further increase these eects by letting shouts directly scale with speechcraft, and "Fluent Speaker" reduces shout cooldown. Also removed Allure and Bribery due to being crappy/buggy.
4.18
Fingersmith
As I gured out how to do the crazier stu in the CK, I merged Pickpocket with the old Lockpicking tree. Thus, some old perks carry additional eects now, and the better Lockpicking perks (Treasure Hunter) found a new home. Fingersmith is the new main attraction for everyone who wants to make some coin without bartering. Note that lockpicking does not level ngersmith for now; Ill x that if I can, but its a price Im willing to pay. Renamed "Golden Touch" to "Nose for Coin", and incorporated it into "Fingersmith" Incorporated "Treasure Hunter" into "Fingersmith" Modied "Light Fingers" to also modify the sweet spot when picking locks Incorporated "Locksmith" into "Fingersmith" Modifed "Locksmith" to also allow you to pick locks unnoticed. Modied "Keymaster" to generate keys when picking locks
4.19
Vampirism
Most trees were tweaked and enhanced. This one was created from scratch. Instead of telling you that this is my baby and I love it <3, Ill give you some information on the new perks and how to level Vampirism. Note that all perks are only eective while being a vampire. SKILL Unnatural Skin DESCRIPTION 5% weapon resist per reank against non-silver weapons, 10% weakness against silver weapons, ve ranks. Increases carry weight by 25 and reduces fall damage by 25% per rank, but only between 6pm and 8am. Two ranks. Reduces the regeneration malus caused by sunlight by 25% per rank. Two ranks.
Child of Knight
Tainted Sunrise
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DESCRIPTION As a vampire, lesser creatures (skeever, spiders, wolves etc.) are not hostile towards you. Increases destruction spell damage, depending on your Vampirism skill level. Only works during the rst 24 hours after feeding. Increases weapon damage, depending on your Vampirism skill level. Only works during the rst 24 hours after feeding. Unlocks the spell "Frost Blood Prison". "Frost Blood Prison" imprisons the target in ice and drains life. Its usable once after feeding per perk rank. Moreover, this perk boosts ice-based spell magnitude by 10% per rank. Three ranks. "Frost Blood Prison" and "World of Ice" also drain Magicka. "Frost Blood Prison" and "World of Ice" also drain Stamina. "Fear"-type spells deal damage while active (only on living targets). The damage depends on spell and perk rank. Two ranks. Whenever you could feed on a target, this perk allows you to turn it into a vampire. The transformation takes ve real-life minutes. Once infested, you can not feed on a target anymore. Unlocks the spell "Domination". After casting "Domination" on a vampire created by Infest, you can recruit him/her via a new dialogue option. Per default, three vampire followers are allowed. They ght for you, exchange equipment when prompted, but dont do favours. Unlocks the aura spell "Frost Blood Circle"; it drains 2 health per second from all hostile, non-mechanical enemies nearby while active. Works with all aura perks. Unlocks the spell "World of Ice". AoE-variant of "Frost Blood Prison", centered on the caster. Usable once after feeding. Allows for one additional use of "Frost Blood Prison" and "World of Ice" after feeding, and allows for one more vampire follower per rank. Three ranks.
Promise of Power
Sinister Strength
Volkihar Lore
Infest
Domination
Inner Circle
World of Ice
Overlord
The following things can be done in order to level vampirism: Contract Sanguinare Vampiris 27
Progress Sanguinare Vampiris Turn into a vampire Progress in stages as a vampire Bite necks (only nets experience if you have progressed at least one stage; more stages more experience) Infest targets Dominate targets Use vampire spells Note that after you purchase a perk that unlocks a new spell or bonus, you usually have to feed once for the power to become active.
How to install
Read the FAQ If you want to use the SkyRe_Main module, download the resources for Wot3E manually, and place them in your Skyrim/Data folder. If using NMM, just download the SkyRe_Core_XXXX.zip le with NMM. Youll be asked which modules to install. If not using NMM, just drop everything you want into the Skyrim/Data folder. if you didnt do so in step one, read the FAQ.
How to uninstall
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CHAPTER 7. COMPATIBILITY
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7.1
Compatibility
Mods that are compatible with SkyRe
This is based 99% on user reports. All purely optical mods (unless they actually alter races, and youre using SkyReRaces) All ENB/lighting mods (unless you use the lighting module) All mods that add armor/weapons/craftables (though there might be duplicates) A quality World map Adventurers and Travelers Amazing Follower Tweaks Apachii SkyHair Apocalypse Spell Package (some redundancy though) Armored Sabrecat mount Better Dynamic Snow Better Horses Better Shrouded Armor Better Villages Better Females by Bella Black Tower and Black Sacrament Armor pack Calientes Female Body mod Big Bottom edition Calientes vanilla armor for CBBE Camping kit of the northern Ranger Cartoon Nightingale armor HQ Categorized favorites menu Cloaks of Skyrim Better Quest objectives cMk - Custom Storage Spells Convenient Horses 29
CHAPTER 7. COMPATIBILITY Deadly Dragons Deadly traps and diseases Detailed Cities Dinkys Custom realistic lightning ini Diverse enhanced rocks Dovahkiin Hideout & Retreat Dragons Diversied Dramatic clouds Dual Wield Parrying (random attack option) Economics of Skyrim Enhanced distant terrain Enhanced Night Skyrim EzEs Disenchantable Weapon/Armor Artifacts Fishing in Skyrim Frostfall Glowing ore vein Greater Ore Veins Greatsword Sheats and Scabbards HD textures x Imaginator Immersive Hud
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Imps More Complex Needs (be sure to set IMCN - Overrides.esp BEFORE all of the SkyRe stu) Intersting NPCs voiced only Intro Music replacement by Malukah Locational Damage Less talkative NPCs Lore friendly armor pack More Loot From Chests Night eye ring No more blocky faces 30
CHAPTER 7. COMPATIBILITY NPCs uses ammo Killable Children (send those f*****s to hell) Paarthurnax Choices Plus 3 PISE/ASIS (when using SkyRe_Enemies, leave AI option unchecked) Populated Cities Psychosteves dragon priests masks Quest - Sea of Ghosts Quest - Secret prayers Radience Realistic lightning with customization Realistic Ragdolls and force Realistic smoke and embers Ruins clutter improvement HD Scenic Carriage Shadow striping x Skyrim 2K HD textures Skyrim Expanded Loot tables Skyrim Flora Overhaul Skyrim Monster Mod Skyrim Monster Mod Additions SkyTEST SkyUI Smart Souls Slower companions advancement Sounds of Skyrim - The wilds Sounds of skyrim - dungeouns Spouse Store Mod Spouses Can Live Everywhere Subliminal Traps The Dance Of Death 31
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Torches for Realistic Lighting Tougher Traps Ultimate follower Overhaul Unlimited Bookshelves Unocial Skyrim Patch (load before SkyRe, just to make sure...) Unread Books Glow Utopolysts Item Sorting Vanilla Mannequin Script Fix W.A.T.E.R - Water and terrain enhancement redux W T F Shout Weapons variants expansion Weapons and Armor Fixes (load before SkyRe) Live Another Life (No Vampire start with SkyRe_Main!!!)
7.2
Again, mostly user-based. SkyRe_Races: Enhanced Character Mod DSpSob - Duel Sheath plus Shields on Back (conicts with skeletons) ATT - Armed to the Teeth (Also conicts with skeletons) Gender and Race Heights (Once again, conicts with skeletons) SkyRe_Main: ACE (Every module that aects perks) Syynxs Perky PerkUp Uncapped perks SkyRe_Vampirism: Belua Sanguinare Better Vampires Vampire Overhaul 32
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FAQ
Q: Hi, I really enjoy this mod but havent been able to use it to its full potential yet because I am worrying about issues that may arrise when Skyrim: Dawnguard is released and so I am holding back. Do you plan on supporting and updating this mod through the release of Bethesdas new expansion? A: Yes, I do plan to do so. Q: What exactly does each module contain? A: SkyRe_Main : Changes to perks, spells, leveled lists, the Wot3E-weapons, adjusted/added smithing recipes, adjusted vanilla weapons and armor, bugxes, adjusted shouts (for speechcraft), timed blocking, game settings related to sneak and cell/vendor respawn. No Vampirism/Fingersmith trees. SkyRe_Races : Racial abilities and race related loading screens SkyRe_Combat : Stamina dependent slowdown/damage/blocking eciency, huge damage boost for both enemy and player, armor-dependent sneak and pickpocket modications, debu and stagger upon unblocked hits, stamina consumption upon blocking SkyRe_Enemies : Changes to enemy AI, enemy scaling, general minimum levels for most encounter zones, additional perks for enemies SkyRE_StandingStones : Standing Stones, and related loading screens SkyRe_Lighting : Lighting tweaks SkyRe_Vampirism : Vampirism and Fingersmith tree, UI tweak to remove skill bar when lockpicking. Q: Do I need the SkyReMain.esp for the rest to work? A: No. The modules are independent. Q: Really? Can you add the SkyRe perks to enemies without SkyReMain? A: Yes. SkyReEnemies will contain modied copies of all the perks. Q: I think Ive found a bug! How do I report it in a most helpful way? A: Tell me which modules you are running, which other mods you are running that might conict, and try to give a detailed report. "Bandits are buggy" is not helpful, "Bandits are not aggressive enough and arent lootable, tested at Embershard Mine" is helpful. 33
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A: Nope. SkyRe used to be one big mod, but the esp became too big, which caused severe issues (CTDs and save le corruption). Q: Can you make your mod more modular? A: Nope. This is the limit. If I go any further, the overall quality will suer. Q: I heard I can switch a few parts of the mods o. How do I do that? A: You need to use the console to adjust certain global variables. The command is set x to y where x is the variable, and y is the value. For y, "1" means ON, everything else means OFF. Here comes a list of variables: SkyReCombat: xxxCMStaminaAttackBlock Stamina inuence on attack damage and block eciency xxxCMStaminaLoss Stamina loss while attacking xxxCMStaminaSpeed Stamina inuence on attack and movement speed, and initial 15% slower attack speed xxxCMArmor Armor penalties for sneaking and lockpicking, heavy armor slowdown, passive chance to reduce incoming arrow damage Q: What do the compatibility plugins do? A: They adjust tempering requirements and add meltdown recipes, and somethimes also adjust values. Q: I have a bow added by [insert any mod without compatibility patch]. Is it a shortbow or longbow in SkyRe? A: All bows default to shortbows. Q: Can you make a compatibility patch for "Lore Friendly Armor Pack", "Omegared99s Armor Compilation" or [any single armor from Omegared99s compilation]? A: No. Contacted both authors a long while ago, neither answered. Q: Can you make a compatibility patch for [any skimpy armor]? A: No. I only make those patches for stu I can see myself using. Q: Can you make a compatibility patch for [any well done, lore friendly armor or weapon mod]? A: Sure. I usually do these between major updates, so it might take a while. 34
CHAPTER 8. FAQ
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Q: Will my gaming experience suer or my game break from using anything without compatibility patch? A: Nothing will break, just dont use stu with uber values, and dont temper stu without the necessary perk. Q: I have a decent suggestion for a new feature. Shall I PM you? A: I answer all PMs, but I prefer suggestions to be in the respective thread (SkyRe Brainstorming), so that people can discuss them in public. Q: I like SkyRe, and Im good with 3d art/2d art/animations. Would you like help? A: Sure! PM me asap. Q: Is SkyReRaces the same as RaRe? A: Less buggy, but basically yes. Q: Is SkyReStandingStones the same as StaRe? A: Yes. Q: What is a clean save? A: 1. Uninstall any mods. 2. Load savegame. 3. Save. Yay, cleaned! 4. Quit game. 5. Reinstall mods. 6. Load savegame. 7. Use console to add anything lost while cleaning. 8. Yay, done! Q: Oh wow, you seem to know a lot! I want to do something similar to [cool stu from SkyRe]. Can you help me? A: Sure. PM me for modding questions. As long as you bring the basics, I gladly share what I know. Q: Is picking locks supposed to level Fingersmith? A: Its not. Blame Bethesda.
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Q: You told me to send Papyrus logs. How do I create them? A: 1. Go to /Documents/MyGames/Skyrim 2. Add the following lines to you Skyrim.ini: [Papyrus] bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 3. 4. 5. 6. 7. Play After playing, go back to the mentioned folder. A new subfolder has popped up, "Logs" Paste the content of the Papyrus log either in a PM to me, or at http://pastebin.com/ PM me
Q: My weapon speed bugs out! Its suddenly slow! A: In the console, type player.setav weaponspeedmult 1 player.setav leftweaponspeedmult 1 Q: Where is my unarmed weapon? A: Should be added automatically. If Skyrim decided not to add it (happens :/), type help "unarmed" in the console to get the ID, then player.additem ID 1
Always make sure to tell me if you nd a bug. Any helpful hand is needed, since Im a full-time student and doing this mostly alone. If you nd any errors in writing, notify me as well. Im not a native speaker, but no one needs to know about that. :) Youre free to do with this mod whatever you want. If you redistribute it, make sure to mention me though. Also, if you include something cool, let me know, so that I can include it in the main le.
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The authors of SkyEdit, because thats what I used before the CK, and I still use it every now and then due to its sheer speed. Quite a few modders that authored the mods Ive used over the course of time, since I learned a lot by looking at some of their les. All the people that help me with useful feedback and bug reports, especially the following: TheThirdRace, seandavid, ragnarr, knac, CloudR, ArchXeno, Hyet, shiaun, shiaun again (single most important bug report during this mods development), Slayer3010, Crashloop, MsLeeches, Aknevrec, eskmul, SirVinnie, mjharper (contributed "avor text" for atmosphere, thanks a lot dude!),Marekwie3, desuzakido, Nowhereville, konrad1703, Starlight14, DanAgile,lorenzpianist, Fearil, Toffer90, RisingManes, Krhanal, Lokiron, vegeta0585, obdown666, Blake81 Uber contributors: mcdraken, The Prince of SkyRe. RileyWulf, Storyteller of SkyRe. The following mod authors for giving me permission to create compatibility patches: jaysus - JaySuS Swords faxivcm - Daggercraft Nicoroshi - Nicoroshi Creation hothtrooper - his various armor mods howiego - Better Bows Zenl - Berserk Black Swordsman Armor (plugin done by smedennils, thanks!) jojjy - Dread Knight Weapon Set frankdema - Nordic Hunter Light Armor WickedJ ester - Bow Of Iorveth
wasser13 for creating a Japanese translation of SkyRe Credits and thanks to 747823 for creating "Weapons of the Third Era" and for allowing modders to use his les Also thanks to Borgut1337, whose "Deadly Combat" provided me with inspiration for my own battle changes, and who helped me getting started with "timed blocking" And thanks to Athyra, who pointed me at a scriptless alternative to handle unarmed combat
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11.1
With compatibility patches, I usually adjust smithing recipes to my new restrictions. All of the mods I create them for are awesome, so you should get them all. :) 37
DO NOT ACTIVATE A PATCH THAT YOU DO NOT HAVE THE ORIGINAL MOD FOR, IT CAN, AND WILL, CAUSE CRASHES! Note that these instructions do not refer to the Wot3E integration. How to use: 1. Download the original mod from the authors page. 2. a) On JaySuS swords, install all of the les as usual, but no optional les - just the esm and meshes/textures. b) On everything else, install only the original textures and meshes; do not install the original esp les. 3. Install my modied esp that corresponds to the mod. 4. Come back and endorse the original mod you downloaded.
11.2
Add-ons
Japanese translation out, done by wasser13. Get it http://skyrim.2game.info/detail.php? id=9286 Heres a WIP categorized favorites menu cong done by Toer90. http://www.mediafire. com/?156286venlh1z8r. Make sure to send him all your kudos! Heres another categorized favourites menu cong, done by DemonAK, and optimized for maximum compatibility:http://skyrim.nexusmods.com/mods/18955 Slightly altered version without helm requirement for armor perks: http://skyrim.nexusmods. com/mods/19190
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Changelog
v0.99.13.1
Fixed info.xml Fixed install script for SkyRe_Plugin_BowofIorveth_1.2.esp SkyRe_Main: Fixed name of "Ingot - Iron" SkyRe_Main: Fixed unarmed weapon to not be disenchantable SkyRe_Main: Fixed prices of "Restore Health/Magicka/Stamina" potions SkyRe_Main: Fixed prices of "Damage Health/Magicka/Stamina" poisons SkyRe_Main: Removed memrane shader from aura eects SkyRe_Races: Fixed bad condition on "Defensive Stance" SkyRe_Races: Modied "Ancestors Fury" to not trigger if youre dead (lol) SkyRe_Races: Removed optical eects from "Last Stand" trigger spell 38
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SkyRe_Main: Fixed "Prominent Flanker" SkyRe_Main: Fixed Mongoose to work with shortbows, as advertised SkyRe_Main: Lowered prices of salt and wheat SkyRe_Main: Removed bow blur SkyRe_Main: Expanded "Focus" to ve ranks; each adds a little damage and attack speed SkyRe_Main: smithing Modied mining to level
SkyRe_Main: Modied dagger meltdown recipes to require twice as many daggers SkyRe_Main: Added missing meltdown recipe for Dragon Priest Dagger SkyRe_Main: Modied weight of all ores and ingots; most stu is heavier now SkyRe_Main: Modied recipes for ingots; they require more ore now SkyRe_Main: Modied prices of all ingots; theyre considerably more expensive now SkyRe_Main: Modied rewood meltdown recipe to not require the "Meltdown perk" SkyRe_Main: Modied "animunculi" spells to slowly level Alteration while active SkyRe_Main: Reduced lootable arrows, depending on their rank SkyRe_Main: Removed second rank of "Deep Infusion", and increased the skill requirements of rank 1
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pieces 83% chance to reduce incoming arrow damage by 85% / incoming dagger/sword/greatsword damage by 30% Light: 1 piece 11% chance to reduce incoming arrow damage by 50% / any incoming weapon damage by 15% 2 pieces 23% chance to reduce incoming arrow damage by 50% / any incoming weapon damage by 15% 3 pieces 44% chance to reduce incoming arrow damage by 50% / any incoming weapon damage by 15% 4+ pieces 75% chance to reduce incoming arrow damage by 50% / any incoming weapon damage by 15% SkyRe_Plugin_DreadKnightWeaponSet: Fixed meltdown recipes SkyRe_Plugin_NordicHunterLightArmor: Fixed meltdown recipes
0.99.12.1
SkyRe_Main: Fixed missing tempering recipe for "Rened Silver Greatsword" SkyRe_Main: Fixed bug where rened silver longsword was not usable SkyRe_Main: Fixed bad condition on "Augmented Shock" rank 3 SkyRe_Main: Fixed bug in init quest SkyRe_Vampirism: Recompiled "Feed" script SkyRe_Combat: Reduced penalty on sneak attacks when enemy is searching to 25
v0.99.12
Fixed installer to only install the starsign texture when using the vampirism module Fixed installer to include the Daggercraft compatibility patch Added compatibility patch for frankdemas Nordic Hunter Light Armor Added compatibility patch for jojjys Dread Knight Weapon Set SkyRe_Vampirism: Fixed misassigned factions that prevented ngersmith training SkyRe_Vampirism: Fixed "Child of Night" SkyRe_Vampirism: Modied vampire script to add "Vampires Sight", in case your custom race wont do it SkyRe_Vampirism: SkyRe_Main: Removed auto-leveling from reanimation spells (weird behavior when combined with vanilla bug) SkyRe_Main: Fixed "Extra Pockets" to work for vampires SkyRe_Main: Fixed absence of init quest SkyRe_Main: Named the skill boosts perk "xxxSB". You can search and remove it via console if you want. SkyRe_Main: Modied "MasqueradeThalmor" to work only for high elves SkyRe_Main: Modied conditions for spell sneak to be less error prone SkyRe_Main: Lowered sneak experience gain from spell sneak attacks SkyRe_Main: Fixed casting time of "Thunderbolt" SkyRe_Main: Sharpen" Fixed "Enhance Weapon -
SkyRe_Main: Fixed bug where "Colossus Form" could be recast for madness
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roughly (x is the vanilla level). High level enemies break this rule of thumb. SkyRe_Enemies: Distributed even more perks than in the last version SkyRe_Enemies: Added new high level enemies "Falmer Doombinder" and "Falmer Shadowbringer" SkyRe_Enemies: Added more spells to casters
v0.99.11
Created scripted NMM installer Created new module for vampire/ngersmith changes: SkyRe_Vampirism SkyRe_Main: Added the following spells and spell tomes: Resonance Takes 50% of your health and deals it as damage to the target. If the target dies by this eect, you gain the health back. Adept level Destruction. Battle of Wits Deals 10 damage to the target for each spell the caster knows. If the target does not die by this eect, the caster takes half as much damage. Master level Destruction. SkyRe_Main: Fixed typo on "Curse of Chains" description SkyRe_Main: Fixed typo on "Brainmelt Syndrome" SkyRe_Main: Fixed area eect on "Sizzling Touch" (?) SkyRe_Main: Fixed tempering modier on "Orcish Smithing Lore" SkyRe_Main: Fixed curses to not jump on the player anymore SkyRe_Main: Fixed missing keyword on Daedric Nodachi SkyRe_Main: Fixed some vanilla property issue on the cannibalism script SkyRe_Main: Fixed display issue on "Prism" enchant SkyRe_Main: Fixed mis-linked Prism enchant on high level gear SkyRe_Main: Gave "Ring of Pure Mixtures" a 15% fortify alchemy enchant Value it; its the only source of "fortify alchemy" in the game SkyRe_Main: Did the same with "Muiris Ring" SkyRe_Main: Gave "Silver-Blood Ring" a 10% "fortify smithing" enchantment, and made it non-disenchantable SkyRe_Main: Did the same for "The Forgemasters Fingers" Again, these items are the only source for those eects. SkyRe_Main: Made "Ring of Pure Mixtures" non-disenchantable SkyRe_Main: Nerfed destruction damage scaling with skill SkyRe_Main: Slightly bued damage on touch spells SkyRe_Main: Reduced cost on touch spells SkyRe_Main: Modied descriptions on "restore health/magicka/stamina" potions SkyRe_Main: Removed all "turn undead", "repel undead" and reanimation-type stas from loot lists They still exist in certain locations... collect them if you want. ;) SkyRe_Main: Modied names of "Summon Skeleton" spells SkyRe_Main: Reduced skill experience gain from aura spells by 80 SkyRe_Main: Modied "Child Of Night"s eect to not be hidden SkyRe_Main: Reduced vampirism experience gain from contracting and progressing the disease SkyRe_Main: Modied bow image space modier SkyRe_Combat: Nerfed passive damage boost; now 12 points
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SkyRe_Vampirism: Adjusted training texts on Silda and Vipir the Fleet SkyRe_Vampirism: Made Vex and Majhad train Fingersmith SkyRe_Vampirism: Removed perk "Blasphemy" from Vampirism SkyRe_Vampirism: Fixed issue where "Frost Blood Circle" leveled Restoration SkyRe_Vampirism: "Frost Blood Circle" does not work with "Auramancer" anymore SkyRe_Plugin_JaySuSSwords: Made "Khajiit Saber" a Scimitar" SkyRe_Plugin_JaySuSSwords: Made "Scimitar" a Scimitar SkyRe_Plugin_JaySuSSwords: "Akavirii Battlesaber" a Nodachi Made
SkyRe_Plugin_JaySuSSwords: Renamed "Akavirii Battlesaber" to "Akavirii Nodachi" SkyRe_Plugin_JaySuSSwords: "Akavirii Saber" a Katana Made
SkyRe_Plugin_JaySuSSwords: Renamed "Akavirii Saber" to "Akavirii Katana" SkyRe_Plugin_JaySuSSwords: meltdown recipes Fixed all
v0.99.10
SkyRe_Main. Added the following perks: Florentine Combat (Light Weaponry) If you attack just as an enemy attack comes in, you take no damage. Only works while dual wielding. SkyRe_Main: Added the following spells and spell tomes: - Imprison sends any target to a prison plane of Aetherius, where it will die within three days. Only one actor can be imprisoned at any time. Freedom frees the actor trapped by "Imprison". Unlike the original spell from BG, you do not need to be close to the location of imprisonment. Master level Alteration. SkyRe_Main: Modied "Dual Flurry" to decrease attack damage SkyRe_Main: Modied "Champions Stance", "Critical Charge" and "Savage Strike" to work with "unarmed weapon" attacks SkyRe_Main: Adjusted prices of most gear with "Fortify Weapon Speed/Fortify Damage resistance" enchantments SkyRe_Main: Fixed Storm Atronach spells to not be absorbable SkyRe_Main: Fixed "Phase Shift" SkyRe_Main: Fixed mis-linked Dual Flurry rank 2 SkyRe_Main: Fixed area eect on "Guardbreaker" (where did that come from?) SkyRe_Main: Fixed keywords on one "Dreamcloth Boots" variant SkyRe_Main: Fixed "Dreamweaver" rank 2 description on
SkyRe_Main: Modied all "reanimation" spells to automatically level Conjuration as long as theyre active
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type: set xxxPerkAugmentedFrost to x "x" is your rank in Augmented Frost. SkyRe_Enemies: Fixed some random base actor duplicate FID madness SkyRe_Enemies: Increased max level of Aficted to 50 SkyRe_Enemies: Fixed max level of misslie Alikr SkyRe_Enemies: Fixed max level on two Forsworn Briarheart variants SkyRe_Enemies: Increased max level of Penitus Oculatus Agents SkyRe_Enemies: Increased max level of Thalmor and reduced their leveling speed SkyRe_Enemies: Modied level borders of high-level vampires SkyRe_Combat: Fixed issue where speed would not update instantly (kudos to argvminusone !) SkyRe_Races: Nerfed Breton magic resistance (15% now)
v0.99.9
SkyReMain: Added spells and spell tomes - Thornswreath A new plague that has a chance to auto-stagger the target. Expert level Restoration. - Chastise - Cleansing - Purgatory "Chastise" deals very minor damage to health and negates the targets regeneration. Concentration spell. "Cleansing" can only be used while the target is aected by "Chastise", and only works on undead. if the target has less than 30% HP, it dies. If not, it takes 20% health damage. "Purgatory" works similar to "Cleansing", but has a base threshold of 50%, takes 30% of the undeads life if the strong effect doesnt trigger, and causes an explosion if it does trigger. The explosion causes massive damage. Vampires cant use these spells. Spirit Guide Reanimate most things that have a white soul. You gain a bonus based on the creatures race. If it dies, you lose a percentage of your health. Bloodcasters Curse Curse Of Chains Curse Of Greed Curses may jump to a nearby target when the old one dies. Bloodcasters Curse: For 60 seconds, the target loses 15% health whenever it casts a spell. Curse of Chains: 1 Stamina damage per second, 15% slower attacks Curse of Greed: Absorbs 10% points of life per second from random nearby target. Once at least 200 points have been absorbed, the target explodes and dies. SkyReMain: Added new perk to Restoration, "Breaching Darkness" Makes the strongest effects on "Chastise"-based spells trigger earlier. SkyReMain: Added new perk to Restoration, "Patron" "Spirit Guide" is permanent. SkyReMain: Added new perk to Restoration, "Beacon of Light" Creatures revived by "Spirit Guide" gain some weapon resistance and a lot magic resistance SkyReMain: Added new perk to Restoration, "Marked" Increases jump radius and jump chance for curse spells
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SkyReMain: Slightly modied descriptions of "Deep Wounds" and "One with the Blade" to make clear that it does work with all twohanded swords SkyReMain: Increased arrow damage by 5 points SkyReMain: Fixed names on all magical bows SkyReMain: Fixed names on all magical broadswords SkyReMain: Removed shield wall rank 6 10 due to being unneeded SkyReMain: Reduced weigth ( draw speed) of all shortbows SkyReMain: Fixed missing "Dark Souls" eect SkyReMain: Fixed some random "Unarmed" nonsense SkyReMain: Made bow damage scale better with skill level SkyReMain: Lowered chance of good loot SkyReMain: Modied "Quiet Casting" to not work with shouts SkyReMain: Renamed "Deadly Aim" to "Sharpshooter" SkyReRaces: Fixed typo on "Night eye" SkyReEnemies: Fixed some dirty edits SkyReEnemies: Fixed some random CK madness crap SkyReCombat: Fixed a wrong keyword assignment that caused maces to send you ying. Found by moldyviolinist! SkyReCombat: Slightly nerfed force on effect that strikes targets down on two-handed power attacks
v0.99.8.7
SkyReEnemies: Fixed missing base actors on World Event thieves SkyReEnemies: Fixed buggy perk behavior SkyReMain: Fixed possible bug where enemies that use "Dual Flurry" attack like snails SkyReMain: Replaced "Slow Time" eect on ingredients (unxable) SkyReMain: Fixed Thief Stone to not level vampirism faster SkyReMain: Fixed classication of "Call Familiar - Large Bombcrab" SkyReMain: Added new perk "Child of Night"
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SkyReMain: Removed perk "Recovery" from Restoration SkyReMain: Increased rate at which Restoration spell magnitude scales with skill SkyReMain: Added perk "Carrier" to Restoration Plagues spread within an increased radius SkyReMain: Added perk "Plaguelord" to Restoration Plagues spread faster SkyReMain: Added spells and spell tomes: Kingsbane Target loses stamina and doesnt regenerate stamina Brainmelt Syndrome Target has to pay thrice as much Magicka to cast spells These spells are plagues. They spread between the initial target and other targets nearby. They only ignore the caster, so be careful when using them. SkyReMain: Modied Dremora spells to consume either a Human Heart or 75% of your maximum life upon casting SkyReMain: Fixed missing Dremora Markynaz and Dremora Valkynaz SkyReMain: Modied Dremora spells to not be targetable; instead, the Dremora spawn next to you SkyReMain: Cut "Focus" down to three ranks SkyReMain: Renamed the vanilla human skulls to "Old Human Skull"
SkyReMain: Added ability "Tainted Blood" to the vampire player This ability reduces the magnitude of Restoration spells to zero. Does not aect auras, curses and plagues. SkyReMain: Fixed Level of summonable ame atronach. SkyReMain: Fixed the last missing ame atronach (hopefully) SkyReMain: Fixed well-hidden bug where unarmed attacks ignored armor SkyReMain: Added a base stagger of 0.5 to unarmed attacks SkyReMain: Fixed "Dreamweaver" rank 2 description on
SkyReMain: Replaced bow auto stagger with an image space modifer SkyReMain: Fixed description of Enchanting. SkyReMain: Fixed spell tome name of "Enhance Weapon - Frost" SkyReMain: Fixed "Harvest", hopefully
v0.99.8.6
SkyReMain: Fixed missing actor on "Summon Flame Atronach" SkyReMain: Fixed missing "Spiteful Flame Atronach" SkyReMain: Fixed missing "Wrathful Flame Atronach" SkyReMain: Fixed missing "Furious Frost Atronach" SkyReMain: Fixed missing "Furious Storm Atronach" SkyReMain: Fixed eect names on atronach spells SkyReMain: Fixed keywords on storm and frost atronach spells SkyReMain: Fixed missing base actors on all frost atronachs SkyReMain: Fixed "Aura Armored Ascension" to only reduce incoming destruction spell magnitude SkyReMain: Modifed vampire cure quest to work again (untested) SkyReMain: Scaled down summonable centurions by 15% SkyReMain: Fixed slow time potions SkyReRaces: Fixed typo on "Claws" SkyReRaces: Streamlined script on "Tactician"
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SkyReRaces: Modifed "Survival Instinct" to work properly with the main module SkyReRaces: Modifed spell magnitude nerf on "Defensive Stance" to only aect spells with school assignments
v0.99.8.5
SkyReEnemies: Fixed missing template bug on bandits SkyReEnemies: Fixed max level of thiefs (100) SkyReMain: Fixed uber vampirism skill gain SkyReMain: Fixed timed blocking
v0.99.8.4
Made stu modular. SkyRe has the following modules: SkyReMain - Perks, spells, modications to vanilla items, Wot3E integration, Leveled lists, crafting and timed blocking SkyReLighting - Lighting changes SkyReRaces Racial abilities SkyreCombat - Damage modier, attack stagger, direct hit debus, and armor inuence on various actions SkyReEnemies - Enemy scaling, enemy perk distribution, enemy AI, encounter zone levels SkyReStandingStones - Standing Stones Note: SkyReMain does not provide the attack damage boost to weapons atomatically, but you can enable it with "set xxxCMAttackDamageGlobal to 1". SkyReCombat has it turned on by default. You can even stack the two eects if you want. SkyReRaces: Changed Lockpicking bonus for Wood Elves to One Handed, and for Khajiit to Light Armor SkyReRaces: Changed Breton racials to require resting between two uses SkyReCombat: Brought back dynamic distribution script SkyReCombat: Fixed CK-based bug on the stamina drain script SkyReRaces: Optimized Channel Magicka Script, and xed related CK bug SkyReRaces: Fixed CK performance bug on Survival Instinct SkyReMain: Added unarmed "weapon" to allow for better unarmed perks without scripts Not perfect, but can be hotkeyed, and works without scripting SkyReMain: Modied "Latent Power" to work with the changes SkyReMain: Secretly added a stamina based damage bonus to unarmed damage (beast: 10% of stamina, non-beast: 5%). This basically replaces the old racial abilities, and aims to make unarmed combat worthwhile. Needs unarmed "weapon". SkyReMain: Made unarmed damage scale with Light Weaponry skill (really ;) ), at the same speed as regular weapons. SkyReMain: Modied "Armsman" to go with the changes SkyReMain: Modied "Guardbreaker" to go with the changes SkyReRaces: Modied "Claws" on Argonians and Khajiit to work without the unarmed "weapon" as well as with the unarmed weapon. Without it, the unarmed boost is capped at 30 (300 or more stamina). SkyReMain: Fixed base enchantment for "Prism" enchant SkyReMain: Fixed base enchantment for "Deadly Touch" enchant SkyReMain: Fixed misassigned "Prism" enchant on a ring SkyReMain: Added missing silver eect to silver longsword SkyReMain: Removed duplicate recipes for silver broadsword and rened silver broadsword SkyReMain: Fixed Point Blank perk progression SkyReMain: Modied a few skill level requirements
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SkyReMain: Modied perk tree description of "Marksmanship" SkyReMain: Modied vampirism tweaks to not change vanilla scripts anymore SkyReMain: Fixed recipe for lockpicks SkyReRaces: Changes Argonian lockpicking bonus to alchemy Removed custom uncapper.ini; people shall adjust it to their liking
v0.99.8.3
Decreased auto bow stagger interval Reduced stamina consumption of bow attacks Fixed bug where o-hand attacks didnt consume stamina Removed stamina consumption during killmoves Modied "Derwish Dance" to work with the aforementioned change Fixed a few missing property assignments on combat script Reverted a few "optimization" changes due to Skyrim being a buggy piece of poop :/ Removed magicka enchant from Executioners Hood (lol) Cleaned up deleted references Removed Tanto sneak malus for being buggy Fixed damage on steel mace Fixed "Concentrated Poison" and "Curare" not stacking Fixed decription, conditions and uber buggy damage on "Coup De Grace" Included switches for multiple elements of combat. You can toggle them on/o via console, by typing "set x to y", where x is the variable and y the new value. Valid values: x: xxxCMBowStagger xxxCMStaminaAttackBlock xxxCMStaminaLoss xxxCMStaminaSpeed xxxCMArmor y: 1, anything else Explanation: x: xxxCMBowStagger - Autostagger on bows. Deactivation makes "Focus" obsolete and you a cheater :p xxxCMStaminaAttackBlock - Stamina inuence on attack damage and block eciency xxxCMStaminaLoss - Stamina loss while attacking xxxCMStaminaSpeed - Stamina inuence on attack and movement speed, and initial 15% slower attack speed xxxCMArmor - Armor penalties for sneaking and lockpicking, heavy armor slowdown, passive chance to reduce incoming arrow damage y: "1" turns something on, anything else turns it o. Per default, its all on.
v0.99.8.2
Fixed name of "Echoing Reason" Fixed dropped Redguard racials Fixed Redguard description Fixed conditions on "Mued Movement" Fixed conditions on "Silen Warmonger" Fixed conditions on "Weaving Mill"
v0.99.8.1
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v0.99.8
Removed all old perks from Marksmanship, except for "Eagle Eye" and "Steady Hand" Added perk "Focus" to Marksmanship The new base perk. Reduces the rate at which your "hand shakes" while wielding a bow. Added perk "Arrowhail" to Marksmanship Consecutive hits with shortbows against single targets deal additional damage that grows with each hit. Added perk "Curare" to Marksmanship Poisons applied to Bows last for additional hits Added perk "Point Blank" to Marksmanship Additional shortbow damage against enemies in close range Added perk "Rangers Trick" to Marksmanship Bash attacks with shortbows have a chance to disarm the enemy Added perk "Mongoose" to Marksmanship Bash attacks with shortbows speed you up for three seconds Added perk "Flanking" to Marksmanship Bonus damage with shortbows when attacking the enemies side or back (>90 degrees OR <-90 degrees) Added perk "Coup de Grace" to Marksmanship Bonus damage with all bows if the enemy drops below a certain health threshold Added perk "Power Draw" to Marksmanship Drawing a longbow longer than necessary gives a damage boost, based on duration Added perk "Keenes Lance" to Marksmanship Bonus damage with longbows against faraway enemies Added perk "Baneful Elan" to Marksmanship Longbow attacks against moving targets have an increased chance to stagger, longbow attacks against sprinting targets have a chance to strike the target down Added perk "Prey" to Marksmanship Bonus damage with longbows when hitting right in the targets back (40 degrees) Added perk "Takedown" to Marksmanship Bonus critical damage against staggered enemies. Added perk "Buttery Strikes" to Heavy weaponry Consecutive Nodachi hits build up your attack speed. Added perk "Blade Barrier" to Heavy Weaponry Timed blocks with Bastard Swords reduce incoming damage to zero and damage the attacker. Added perk "Masterful Fencer" to Light Weaponry Timed blocks with Longswords reduce incomg damage to zero. Attacks with Longswords against blocking enemies deal no damage. Attacks against non-blocking enemies ignore armor by a growing rate. Only active while having one hand either empty or spell-wielding. Added perk "Kendo" to Light Weaponry While wielding a katana, a timed block causes a short speed boost Added perk "Dervish Dance" to Light Weaponry Increases chance to stagger with Scimitars, and grants a chance to strike the target to the ground Added perk "Hornets Sting" to Light Weaponry When attacking an enemys side or back, bonus damage with Tantos Added perk "Ninjato" to Light Weaponry Wakizashi sneak attacks give a at damage boost for a medium duration. The bonus is doubled when dual wielding Wakizashis. Added perk "Adhesive Explosives" to Alchemy Allows you to create "Adhesive Explosives" at the cooking pot from Ale, Deathbell, Fire Salts and Dwarven Oil. The result behaves like a poison that lasts for ten seconds initially. Once that timer is over, the target explodes. If the target is not in combat, it dies instantly. Else, it takes 25% health damage if not a dragon, or 10% health damage if a dragon. The explosion damages anyone nearby, including the player.
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Added perk "Adrenaline Overload" to Light Armor After Adrenaline Rush wears o, you deal double damage for two seconds Removed perk "Bribery" from Speechcraft Added perk "Fluent Speaker" to Speechcraft Lowers shout recovery time Added perk "Echoing Rage" to Speehcraft Magnitude of harmful shouts scale with speechcraft Added perk "Echoing Reason" to Speechcraft Magnitude and/or duration of non-harmful shouts scale with speechcraft Added spells and spell tomes: Phase Shift Teleportation. Adept level Alteration. Modied perk tree layout and text on "Light Armor" Moved "Medium" back to Alteration Fixed "Enhance Weapon - Shock" Fixed conditions on "Masquerade - Bandit" Fixed conditions on "Deft MOvement" rank 1 Fixed bug where "Elemental Ram" could be resisted with re resist Reduced damage on "Enhance Weapon - Poison", but drastically increased its duration Reduced timer on "Infest" to ve minutes Modied how "Infest" works, for more reliability Removed passive boosts to Dragons, in order to x compatibility with Diversied Dragons Nerfed stamina inuence on movement speed Modied weapon sneak attacks to deal only 66% damage against enemies that search for you Modied the "Illusion" skill to modify spell duration instead of cost Modied the "Restoration" skill to modify spell magnitude instead of cost Added meltdown recipes for all craftable vanilla weapons and armor One-handed weapons and most small armor pieces net one ingot, two-handed weapons, shields and cuirasses net two ingots. Recipes only show up if you have the respective smithing perk, "Meltdown" and the item to melt down in your inventory. Daedric gear nets additional Ebony, compared to Ebony gear.
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Renamed "Copper and Moonstone Circlet" to "Moonstone and Sapphire Circlet" Renamed "Copper and Onyx Circlet" to "Copper and Emerald Circlet" Increased value of all circlets, according to the materials they are made of Added possibility to deconstruct raised skeletons via a new dialogue option Fixed bug with Orcish Timebomb arrows being craftable too soon Renamed all vanilla swords to "Broadsword", and added custom keyword Renamed all third era swords to "Longsword", and added custom keyword Modied damage, reach and attack speed for all Wakizashis, and added custom keyword Modied damage, reach and attack speed for all Tantos, and added custom keyword Modied damage, reach and attack speed for all Katanas, and added custom keyword ... actually, overhauled stats on pretty much all weapons. Made "Blades Sword" a katana, gameplay wise, and renamed it to "Blades Katana" Made "Bolars Oathblade" and "Dragonbane" katanas, gameplay wise Added missing silver weapon bonus damage on all Wot3E weapons, and xed a few material assignments Modded tempering recipe for iron katana Added missing material assignment to Blade of Sacrice (steel) Modied name on "Perfect Silver" weapons; "Rened Silver" now. Added rened versions of all silver weapons that lacked them Renamed all "Third Era" swords to "Longsword", vanilla swords to "Broadswords", and Longswords to "Bastard Sword" Icreased values of all goods that can be gathered with "Harvest" Modied visuals on "Elemental Ram" Added enhanced eect against undead to rened silver weapons Added new keywords to bows, to distinct between short and long bows
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Modded layout on Alchemy perk tree for aesthetics Modifed the "Enhance Weapon - Poison" spell to scale with Alchemy Made the follower crap bow playable (and removable) Bued "Fortify Damage Resistance" enchantment Modied "Mued Movement" to have 2 ranks Replaced attack speed enchantment on Necklaces with "Prism" enchant (armor + spell protection). Disenchantable. The magic damage reduction is xed, but works on top of magic resist. Replaced attack speed enchantment on Rings with "Deadly Touch" enchant (damage + armor ignore). Disenchantable. The armor negation is xed. Modied steel ingot recipe to require charcoal and iron Eastern Dwemer weapons can not be found anymore; instead, you can nd a new book, "A Last Request", which teaches you how to forge them. Modied light material arrows to prot from higher speed and reduced gravity, depending on material Modied shortbows to draw faster and longbows to draw slower Modifed Hunters Sight to last longer
v0.99.7
Added new perk to Restoration, "Ward Deect" Allows wards to partially negate incoming arrow damage (15/25/35%). Added new perk to Vampirism, "Inner Circle" Unlocks the aura spell "Frost Blood Circle"; it drains 2 health per second from all hostile, non-mechanical enemies nearby while active. Works with all aura perks. Added new perk to Alteration, "Deep Infusion" Bus duration of weapon enhancing spells. Added new perk to Alteration, "Repair Unit" Instead of normal "Dwarven Spiders", you create "Dwarven Medi Spiders". These are more durable and have an aura that heals all machines nearby. Added spell and spell tomes: Enhance Weapon - Sharpen Ignore 25% armor. Enhance Weapon - Leeching Spikes Absorb 2 points of health/magicka/stamina per second for 3 seconds Enhance Weapon - Fire 15 base re damage, burn Enhance Weapon - Frost 15 base frost damage, health and stamina
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Enhance Weapon - Elemental Maelstrom 25% weaker to spells, 25% worse spell magnitude Enhance Weapon - Entangle 15% slower attack speed, 30% worse blocking
These spells are for spell blades and enchant the currently equipped weapon, if its not already enchanted. These spells can not be equipped if you dont have an unenchanted weapon in the other hand. Novice through Expert level Alteration. Modied "fortify destruction" enchant on robes to grant a damage boost Reduced sneak detection distance considerably Fixed bug where positive auras would stagger the target Fixed "Defensive Stance" description Fixed voice of Dremora Markynaz Fixed "Machinate" Fixed condition on "Masquerade - Stormcloak" Fixed eect names on "Masquerade" Fixed issue of "Masquerade" eects not disappearing Fixed "Masquerade" with custom factions. Added hostility to "Masquerade". Bued summonable dwarven spiders Reduced melee auto aim Tweaked bow auto aim Modied "Colossus Form" to not stack with itself Modied skill description on "Sneak", "Alteration" and "Two-Handed" Modied "Animunculi" rank 1 to allow for one construct in addition to all other summons Nerfed "Regeneration" rank 1 Modied "Assassinate" to have only 2 ranks Changed "Sneak" tree layout; "Masquerade" is the new top perk. Added additional ranks to "Regeneration"
v0.99.6.3
Added new perk to Light Armor, "Swift Counter" Well-timed blocks with light shields reduce incoming damage to zero. Fixed typo on Steed Stone loading screen Fixed typo on "Protective Scales" description Fixed mysterious bug that caused certain people to get insane unarmed damage, and probably turned them peaceful. Fixed eect on Ritual Stone Nerfed "Matching Set" for light armor Lowered skill level requirement on "Matching Set" for Light Armor Changed perk tree layout of "Light Armor" Added recipe for "Imperial Light Shield"
v0.99.6.2
Fixed typo on "Daedric Study" Fixed typo on "Red Mountains Calling" Fixed display issue on "Conjure Dremora Kynmarcher" Fixed calculation bugs on "Elemental Enchanter", "Corpus Enchanter", "Defensive Enchanter" and "Insightful Enchanter" Bued the aforementioned perks Added additional levels to "Hidden Potential" Added negative component to "Extra Eect" Removed the enchanting power gain from skill level (HIGHLY experimental, hope it doesnt mess up ;) )
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Fixed unarmed damage bonus on "Armsman" On old chars, remove the "Armsman Unarmed" spell via console, if its still there. Then, use "player.setav unarmeddamage xxx", where x is 4 + (5 * ranks in Armsman). So, with three ranks, type player.setav unarmeddamage 19 Future ranks of Armsman update the displayed damage correctly. Fixed NoLighting esp
Fixed display issue on all "Open Lock" spells Fixed display issue on Master level Dremora spells Removed the bows ability to strike targets down Reduced base radius on auras to 20 feet. Reduced Stamina of Dremora Kynmarcher Modied Dremora Markynaz to only use daedric bows
v0.99.6
Added perk "Metamorphosis" to Alteration Greatly increases duration for armor spells. Added perk "Animunculi" to Alteration Allows you to create Dwemer constructs (Spider, Sphere, three dierent Centurions) with spells. Those servants are permanent and require a lot of ingredients. Added perk "Machinate" to Alteration Increases the number of constructs you can control. Added perk "Ambush" to Sneak Slows time after dagger sneak attacks. Added perk "Monolith" to Heavy Armor Unblocked incoming attacks might stagger the attacker. Added perk "Impenetrable" to Heavy Armor Gives a chance to ignore incoming arrow damage, based on the number of heavy armor pieces you wear. Chance grows nonlinear (3% - 25%). Added perk "Auramancer" to Restoration Increases radius of all aura spells. Added perk "Life and Death" to Restoration On rank 1, it allows the damage on harmful auras to increse with Restoration. On rank 2, the damage also scales with Destruction skill level. Fixed the never disappearing "Promise of Power" and "Sinister Strength" Added spell and spell tome "Aura - Armored Ascension" 10% more melee damage and 10% melee damage resistance for all non-hostile creatures in a 50 feet radius. Added spell and spell tome "Aura - Oversouls Protection" 10% less damage from spells and arrows for all non-hostile creatures in a 50 feet radius. Added spell and spell tome "Aura - Grand Blaze"
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Reduced radius of "Berserker Rage" explosion Slightly modied cost on many other spells Slightly nerfed stats on Dremora Lord Renamed "Dremora Lord" to "Dremora Kynmarcher" Modied skeleton spells to require empty soul gems Added "Chain Lightning" and "Thunderbolt" to summonable Dremora Valkynaz Tweaked stat growth on Dremora Valkynaz Tweaked stats and inventory of Dremora Markynaz Fixed name of "Furious Dremora Markynaz" Replaced occurences of old "Thrall" spells in the Master Conjuration quest Added ames to "Fiery Touch" Fixed "Thalmor" eect on Masquerade Added keywords to arrows for a less cluttered smithing menu Modied requirements on "Touch of Calamity" Restored default lock pick behaviour Fixed typo on the Argonian loading screen Nerfed values on "Defensive Enchanter", "Corpus Enchanter", "Elementl Enchanter" and "Insightful Enchanter" Armor passively protects from arrows, based on the number of pieces you wear. You have a passive chance to half incoming arrow damage. This chance grows non-linear (5% - 75%). Think of it as an archers chance to hit an unprotected part of your body. Mixing light and heavy armor nets worse results than sticking to either (but 2 heavy + 2 light is still better than 2 heavy or 2 light alone). Renamed Weaponry" "Two-Handed" to "Heavy
Renamed "Marksman" to "Marksmanship" Renamed almost all smithing perks, and changed their descriptions for avor (Thanks to RileyWulf again!) Renamed Mod and all Plugins to "SkyRe"
v0.99.5.2
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Removed buggy sound from "Survival Instinct" Changed base sneak damage multiplier for two-handed weapons to 2.0 Modied "Blindside"; It increases the sneak attack mult for two-handers by 0.5 per rank now Modied "Assassinate" to only work with daggers Modied "Defensive Stance"; it now consumes 5 stamina upon activation, and then 4 more stamina per second for each second it has been active. Changed "Harvest" to require you to sneak
v0.99.5.1
Reverted "Thunderbolt" projectile back to normal. Fixed display issue on "Stream of life" Modied casting time on "Stream of Life" to be 2 seconds Slightly increased Magicka cost of "Stream of Life" Fixed display issue on "Cure Disease" Modied casting time on "Cure Disease" to be 2 seconds Fixed small display issue on "Masquerade" eect Adjusted casting time on all "push" spells 0.5, 1.0, 1.5 seconds, depending on strength Fixed misassigned projectile on "Shock Rune" Removed "Detonation" (failed to x it) Reduced HP of most familiars (not including Novice level) Fixed casting time of "Feather" spells Fixed description on "Treasure Hunter" rank 1 Fixed description on "Locksmith" "Fixed" description on "Fortify Attack Speed" enchantment Fixed Tongues of Old Fixed conditions on "Conjure Frost Atronach" Modied Flame Atronachs to have less HP, less Restoration (lol), but higher Destruction Modied "Harvest" to not work on raised dead anymore Added animation that makes sense to all "reanimate" spells Added animation that makes sense to "World Of Ice" Changed "Feather" and "Advanced Feather" menu icon Disallowed disenchanting of "Fortify Attack Speed" gear (necessary, due to game handling enchantments buggy) Added proper duration to touch spells, in an attempt to make eects display nicely
v0.99.5
Modied description on "Fortify Attack Speed" enchantment Fixed a few instances where "Fortify Attack Speed" was still called "Fortify Lockpicking" Fixed requirements on "Corpus Enchanter" rank 1 Fixed typo in Argonian race description Nerfed base magnitude of "Dragonesh" to
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Boosted base value of Magicka regen enchantment on enchantments with two components to 25% Boosted damage on Novice level destruction spells by 1 Boosted slow eect on Frostbite Added secondary eects to various NPC spells that lacked them Modied levels of Atronachs; they level with you from the beginning, but start at half your level; each perk improves their leveling speed by 10%, until they level at the same speed as you. Modied "Assassinate" to be a three rank perk that only works with melee weapons and unarmed Modied "Deadly Aim"; each rank grants a 20% chance to completely ignore the targets armor Modied "Call Familiar - Chaurus" and "Call Familiar - Large Frostbite Spider" to have higher mana cost Modied "Thunderbolt" to pierce through targets Modied ame atronach base class to drastically increase the Atronachs destruction value Modied all members of the skeleton race to take 50% less damage from sharp weapons, but 50% more damage from non-sharp weapons (mace, warhammer, battlesta) Modied summonable skeletons to have greater health, magicka and stamina, depending on type Modied "Defensive Stance" to drain 3% stamina per active second Modied descriptions on bound weapons spells to contain the weapons base damage (passive boost factored in) Modied descriptions on all Daedra Summoning perks to contain some more dtailed information. Modied all arrows (speed and gravity). More gravity, less speed, in search for the perfect balance. Fixed display issues on "Call Familiar - Chaurus" and "Call Familiar Large Frostbite Spider" Reduced Magicka cost on "Call Familiar Wolf"
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Modied "Detonation"; it now allows runes to send targets ying (not enabled per default anymore) Reworked descriptions on all Fingersmith perks, and renamed most of them. All for the atmosphere. (Kudos goes to RileyWulf, who did most of the work)
v0.99.4
Modied rune spell explosions to send the targets ying (including the player, so keep your distance) Adjusted charge time of Destruction spells to spell rank; bascially, they start at 0 (Novice) and grow by 0.5 per rank, up until Expert. Master level spells still are at 3 seconds. "Wall" spells are unchanged. "Rune" spells are xed at 4 seconds, to prevent mid-combat spam. Modied rune spells to create less noise (theyre still not completely silent though). Increased skill experience gain for Destruction Modied the "Fortify Destruction" enchantment to increase damage instead of reducing cost. Added spell "Colossus Form" Added spell tome "Colossus Form" Enhances size, damage resistance, and damage at the cost of speed. Alteration, expert level Fixed bug where "Sinister Strength" and "Promise of Power" werent removed properly after a day Doubled damage increase from silver weapons on "Unnatural Skin" Fixed values on "Unnatural Skin" rank 5 Modied "Deep Freeze" It does not carry paralysis anymore; instead, it provides 10% damage and a 10% stronger slow eect for frost spells per rank. Three ranks now. Modied "Disintegrate" It does not destroy anything below 30% health anymore; instead, it provides 10% damage per rank and unlocks a new eect. This eect has a 20% chance to drain massive amounts of Magicka on a successfull hit, based on spell damage. Ranks two and three make the drain last longer. Also renamed to "Eye of the Storm". Modied "Intense Flames" It does not cause fear anymore; instead, it reduces the targets armor value for 5 seconds, based on the spells strength. Each rank also adds 10% re damage. Ranks 2 and 3 add ve seconds of duration for the secondary eect. Modied "slow" eect on ice spells. Its generally lower and based on the spell (Vanilla: 50%, now: 25-40%), but duration is either unchanged or increased (Vanilla: 3-5 seconds, now: 5 seconds). After "Deep Freeze", its all around more powerful than before. Set Magicka regen multiplier during combat to 0.5 Reduced base Magicka regen on all playable races by 50%. Reduced base Health regen on all playable races by 4/7. Stamina now takes three seconds longer before it starts to regenerate once completely depleted. Modied weapon attack speed. You start at 85% of vanilla and scale down by up to 20%, based on Stamina. Nerfed damage increase on all "Augmented XY" perks (10% per rank) Fixed "World of Ice", hopefully Fixed values on "Frost Blood Prison" Fixed epic semicolon fail on "Harvest" Fixed values on "Augmented Shock" rank 1 Fixed the absense of "Augmented Shock"s eect on "Thunderbolt" Adjusted "Careful Studies", "Augmented Flames" and "Augmented Shock" to boost the new secondary eects Improved custom race support (requires script re-initialization via clean save, I suppose) Modied "Last Breath" to work on paralyzed targets
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screens (guess who did most of the work i Nerfed "slow time" eects on "Defensive Stance" (15% now) Replaced "Fortify Lockpicking" on potions with attack speed modiers Fixed broken values on some old "Fortify Lockpicking" gear
v0.99.3
Fixed "push"-spell cooldown (really ;)) Fixed misassignment of "Sizzling Touch" to Novice Destruction Fixed descriptions on all reanimate spells Fixed reanimate spells to work on people only, as they should in TO Fixed "Gravebound" (really ;)) Fixed unarmed damage multiplier during sneak attacks still sitting at 2 Fixed cost of "Ice Storm" Fixed requirements on "Extra Pockets" Fixed picking locks becoming easier with vampirism skill growth; now uses proper "Fingersmith" skill Replaced the generic descriptions for disease eects with more atmospheric ones (kudos to mjharper) Did the same for standing stone loading screens and prompts (kudos to mjharper again) Removed "Fortify Lockpicking" eects from everywhere, replaced by "Fortify Fingersmith" when appropriate. Replaced "Fortify Lockpicking" eects on gear with an attack speed enchantment Renamed all items accordingly Adjusted item prices accordingly Modied "Ancestors Fury" to not trigger while you are essential ( during brawls)
v0.99.2
Modied former "Lockpicking" skill books to level "Fingersmith" instead Modied the Thief Stone to not boost "Vampirism" anymore Removed sound from "Channel Magicka" Destruction skill level does not reduce cost anymore; just increases damage. Added spell "Fiery Touch" Added spell "Chilling Touch" Added spell "Sizzling Touch" Some spells that attempt to bring back close-combat magic from Oblivion. In comparison to missile spells, these spells are stronger, cheaper and more silently, but suer from longer casting time and the short range. Work with "Intense Flames" and its brethren, but not with Impact. Apprentice level Destruction. Added spell tome "Fiery Touch" Added spell tome "Chilling Touch" Added spell tome "Sizzling Touch" Get them wherever spell tomes appear. Added "Arrow - Iron Noisemaker" Added "Arrow - Steel Noisemaker" Added "Arrow - Falmer Noisemaker" Added "Arrow - Forsworn Noisemaker" Added "Arrow - Ancient Nord Noisemaker" Added "Arrow - Iron Lightsource" Added "Arrow - Steel Lightsource" Added "Arrow - Falmer Lightsource" Added "Arrow - Forsworn Lightsource"
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Removed "Silence" and "Shadow Warrior" Changed "Backstab"; it increases all melee weapons and the unarmed sneak attack multiplier by 1 per rank (3 ranks). Renamed to "Blinside". Added "Masquerade": This perk will fool others regarding your faction if you wear another factions armor (Stormcloak, Imperial, Thalmor, Bandit, Forsworn for now) (HIGHLY EXPERIMENTAL) Added "Assassinate": Ignore the targets armor with sneak attacks Added "Last Breath": Increases the sneak damage against sleeping targets tenfold, for an instant kill. Added "Thiefs Toolbox": Gives the possibility to create utility (light source, noise etc.) arrows at forges, by enhancing existing arrows (Iron, Steel, Falmer, Forsworn, Ancient Nord). Added "Touch of Calamity": Additional sneak attack damage from touch spells Added hostility to "push" spells Added cooldown to "push" spells Halved range of "push" spells Added keywords to Stormcloak, Thalmor and Imperial armor (for Inltration perk) Slightly modied names of Stormcloak gear to signal that its in fact Stormcloak stu Modied the way magical sneak works internally. Should be more stable now. Fixed absence of the "Furious Flame Atronach" Restored script fragments on regular vampire feeding and infest feeding, and everywhere else
v0.99.1
Fixed bug where Ancestors Wrath turned you invincible Slightly nerfed passive damage boost on all weapons Reduced stamina consumption of bow attacks Slightly raised inuence of stamina on attack damage Increased magnitude of "slow" eects of small antlers Fixed description on "ravage health" alchemy eect Added new perk "Harvest" to Conjuration Allows you to get bones, esh and hearts from corpses. Each rank increases the chance of obtaining items, as well as the maximum number
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"Bone - Foot", "Bone - Hand", "Bone - Skull", "Bone - Ribcage" Added ingredients "Elven Heart", "Beast Heart", "Elven Flesh", "Beast Flesh" Slightly modied description of the "Claws" racial bility Added "Claws" racial ability to Argonians Changed what "Guardbreaker" does Lowered skill level requirements on "Latent Power" rank 1 Lowere eect of "Latent Power" rank 1 Added additional ranks to "Latent Power" Fixed requirements on "Summoner" rank 1 Modied description of "Ancient Rites" Fixed the absence of a bombcrab on "Summon Familiar - Large Bombcrab"
v0.99
Vex, Majad and Razhinda do teach Fingersmith now. Adjusted prompt for Fingersmith training Changed Khajiit race bonus from "Vampirism" to "Light Armor" Changed Wood Elf race bonus from "Vampirism" to "Light Weaponry" Slightly modied layout of "Enchanting" perk tree to be more compact Modied layout of "Vampirism" perk tree to be less ugly Modied the way "Feline Athletics" works internally; works better with the xed speed. Added falling damage reduction to "Feline Athletics" Added new racial ability to Bretons, "Twin Blood Eruption" Has similar mechanics as "Twin Blood Summoning", but triples spell magnitude and halves spell cost while active. Shares its cooldown with TBS. Modied TBS and TBE to negate the Bretons magicka resistance while active. Modifed Werewolves Added a new hidden ability; this ability ties damage to remaining health as follows: Health Damage dealt > 90% 200% 81% - 90% 180% 71% - 80% 160% 61% - 70% 140% 51% - 60% 120% 50% 100% 41% - 49% 90% 31% - 40% 80% 21% - 30% 70% 11% - 20% 60% < 10% 50% Boosted unarmed damage bonus. The new values are as follows: Level 10 an below: 10 Level 15 an below: 20 Level 20 an below: 30 Level 25 an below: 40 Level 30 an below: 50 Level 35 an below: 60 Level 40 an below: 70 Level 45 an below: 80 Level 50 an above: 100 Fixed conditions on vampire feeding Changed "Infest" button label Fixed displayed description on vampire passive resistances Fixed absence of "Vampiric Guile"
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Fixed charge time on "Firestorm" and "Blizzard", hopefully Modied sneak experience gain from spell sneak; it scales with your sneak skill level now. "Volkihar Lore" rank 2 and 3 correctly increase the max use count for "Frost Blood Prison" now Re-added stamina dependant damage and blocking malus, as well as passive damage boost (went missing somehow lol) Slightly nerfed Heavy Armor inuence on movement speed
v0.99 beta
Bombcrabs should die more reliably now Fixed display issue on "Gravebound" Fixed display issue on "Medium" Fixed requirements on "Duelist" rank 1 Changed the way stamina reduction on blocked attacks work (to optimize scripts) Fixed silver weapon keywords on Wot3Eweapons Lockpicking doesnt level anything anymore Renamed "Golden Touch" to "Nose for Coin", and incorporated it into the "Pickpocket"-tree Incorporated "Treasure Hunter" into the "Pickpocket"-tree Modied "Light Fingers" to also modify the sweet spot when picking locks Incorporated "Locksmith" "Pickpocket"-tree into the Removed all "Thrall" scrolls and all "Reanimation"-type scrolls from the game. Enabled auto aim correction for arrows again (in the CK); included ini-tweaks to remove it This is an attempt to x the "arrows dont hit at huge distances"-problem some are reporting Fixed Silent Moons Enchantment; instead of doing re damage, it increased weapon speed lol Removed loads of spell school assignments from enchantments, they only caused issues and fail Removed "Poison Resist" from vampires Hopefully xed patch 1.5 smithing madness Added spell "Push" Added spell "Forceful Push" Added spell "Allmighty Push" Added spellbook "Push" Added spellbook "Forceful Push" Added spellbook "Allmighty Push" They do exactly what youd think they do. Single target, short distance, need to be aimed at an actor directly, and very potent. Alteration school, Novice/ Apprentice/Expert level. Consider them "beta" for now. Removed a few mysterious copy-NPCs. No idea where they came from. Hopefully theyll stay where they are. Modied combat script to not calculate stamina loss anymore. Replaced by magic eect that does the same thing. Performance. Nerfed stamina inuence on attack damage.
Modifed "Locksmith" to also allow you to pick locks unnoticed. Modied "Keymaster" to generate keys when picking locks Renamed "Pickpocket" to "Fingersmith", and adjusted description accordingly. Renamed "Lockpicking" to "Vampirism". This tree hosts vampire perks. The player will not be attacked by NPCs as a vampire anymore (exception: Vigil of Stendarr) Upon becoming a vampire, vampires and vampire thralls will not attack you anymore
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v0.98.7
Slightly modied layout of "Enchanting" perk tree Also increased all dragons stamina (it was extremely low) Modied some descriptions on potions, to allow for even better sorting Modied some descriptions on potions eects, to avoid misconceptions Fixed magical sneak From now on, you are able to sneak attack with spells from the beginning for double damage Arcane Assassin now increases the spell sneak damage multiplier to 3 Added spell "Call Familiar - Medium Bombcrab" Added spell "Call Familiar - Large Bombcrab" Added spellbook "Call Familiar - Medium Bombcrab" Added spellbook "Call Familiar - Large Bombcrab" Bombcrabs are fast, red crabs that have 90% resistance to any damage. Not that they need it; they explode once hit, and die. Be sure not to be too close when the magic happens. Bigger bombcrab - bigger explosion. Adept and expert level conjuration. Nerfed "Feline Athletics" speed boost to 25% Modied the boni on "Feline Athletics" to be additive, rather than multiplicative Modied heavy armor speed malus to be processed within the speed script Slightly nerfed the force on direct heavy weapon stagger Increased duration and potency on all "Direct Hit Debus" Increased duration and potency on all "Staggering Hit Debus" Introduced Dynamic Blocking in combat Basically, if you start blocking just as the attack comes in, you stagger and debu the attacker. The time frame is 0.75 seconds per default. The perk that allows you to perform well timed blocking is called xxxCombatModicationsDynamicBlockingAbility Modied dragon health boost. All dragons get at 250 + 100 for every ve levels up to level 50. Modied "Quick Reexes"; it now has two ranks and increases the time frame for timed blocks by 0.25 seconds per rank Moded "Blocking" perk tree layout Reduced stamina consumption on both ranks of "Eagle Eye" substantially Reduced weight of gold Reduced skill level requirements on all levels of "Aspect of Fear", "Hypnotic Gaze" and "Rage" Adjusted price and name of "Slow Time" alchemy eect Fixed speed on Ebony Dagger (1.0 1.3)
v0.98.6
Did some internal cleanup Did a "deep merge" with "Weapons of the third Era" This mod requires the WOTTE resources now WOTTE weapons are craftable and temperable, under the given smithing rules WOTTE weapons appear on enemies and traders (blacksmiths) Modied "Limb Splitter" and "Boiling Point" to not work with Battlestaves Modied Potions and Poisons All potions and poisons work over time (except for "Cure Disease" and "ultimate" potions); potions usually work over four seconds, poisons over three seconds To compensate that, most stu has been slightly bued in total magnitude "Lingering" poisons have been bued more than just slightly, and work a lot longer than regular poisons
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Fixed "Critical Charge" for swords, "Great Critical Charge" for Greatswords and Valdrs Lucky Dagger Added a more potent Frostbite Venom; dropped by Giant Frostbite Spiders Restored all ranks of "Barbarian" Another attempt to x the Tower Stone Fixed never-ending cooldown on imperial orders; use the following command to x it if youre already locked set xxxRacialImperialOrderRunning to 0 Changed Hit FX on Attack Order Slightly modied displayed string on TBS Added new perks "Endeavor" and "Pillar of Strength" These perks work with battlestas. "Endeavor" increases attack damage when enemies get low on health, "Pillar of Strength" turns all regular attacks into AoE-attacks.
v0.98.5
Fixed "Channel Magicka" madness, hopefully Modied how "Arcane Assassin" works internally; should be more stable now Fixed values on high level "Armsman" ranks Modied boost to dragons; instead of "50%" (that turned out to be 250), they now get a xed boost of 1000 health Modied the way "Wild Hunt" works internally; should be less error provoking now. Slightly raised the rate at which Light Weaponry, Two-Handed and Marksman grow Strengthened the connection between Light Weaponry and unarmed damage (each skill point adds 0.25 damage) Fixed typo on "Ancestors Fury" Fixed all Standing Stone descriptions Modied malus on the steed stone (50% weakness to re) Modied Ritual Stone due to being buggy. It now triples duration of summons, at the cost of 25% spell magnitude for other spells. Modied load screen texts Modied "Overdraw" to only give 15% more damage per level Modied "Elemental Fury" to give 10/20/30% attack speed and to work with all weapons (excluding unarmed) Removed racial "Imperial Leadership" Added new racials "Attack Order" and "Guard Order" to Imperials These are lesser powers that aect followers. "Attack Order" increases overall speed, damage dealt and damage received. "Guard Order" reduces both damage dealt and damage received. Both last ve minutes. Orders have a 10 minute cooldown. Moved "Medium" to Enchanting; it branches o "Soul Squeezer" now Weakened shockwave on "Berserker Rage" Overhauled combat yet again, hopefully it runs more reliable and stable now. Recompiled scripts related to "Open Lock" spells
v0.98.4
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Modied at damage boost on daggers to 12 points and unarmed attacks to 13 points Modied "Berserker Rage" Upon activation, it consumes 25% health now, and while active, it weakens potions by 75%. Also, it reduces incoming damage by 25%, including magical damage. It is not a greater power anymore and can be used multiple times per day, but requires you to sleep at least one hour between uses.It also reduces incoming direct health damage by 50%. Also has a nice little explosion now. Modied Dark Elf race description Modied Ancestors Fury description Added new racial ability to Bosmer, "Wood Lore" Bosmer can enhance any arrow with disruptive magic. The explosion caused by these arrows paralyses any target for one second and reduces damage with one-handed and two-handed weapons by 30% for 10 seconds. To craft 5 enhanced arrows of any type, one needs 15 arrows of that type, two empty petty soul gems and three spider eggs. Forge, "Misc" category. Modied race description accordingly Removed direct health damage from everywhere except "Heart Seeker" Reworked battles based on the lack of direct health damage
v0.98.3
Fixed duration on Ancestors Fury summons Fixed speed malus while dual wielding, hopefully Modied "Overdraw" and Bow combat Bows now have a base 25% chance to deal 20% direct health damage. Overdraw nets 10% raw damage and a 10% increased chance to deal direct health damage, up to a maximum chance of 75%. Modied "Heart Seeker"accordingly. Modied "Claws" ability Instead of xed 12 damage, it now adds stamina*0.1 damage Added new racial ability to Khajiit, "Survival Instinct" Once your health drops below 25%, your movement speed and attack speed increases massively. Triggers once per day. Modied race description accordingly Added sound to Channel Magicka Modied Dragons Dragons regenerate health faster (0.7 1.0) Dragons have 50% more health Dragons have armor Dragons have a 30% chance to halve incoming bow damage Dragons deal 25% more melee damage All Draugr are 50% resistant to direct health damage now Increased rating of heavy armor by 7 points across the board Heavy armor should be considerable more protective than light armor, and this was necessary, due to the "less protection per armor point"-change
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Unarmed damage scales with One-Handed now (1% more damage per skill level) Unarmed damage increased by 7 (at bonus) Unarmed combat levels One-Handed Blocked regular attacks net the least skill exp, unblocked power attacks the most Renamed "One-Handed" to "Light Weaponry"
v0.98.2
Fixed the material keyword on Nahkriin (was Daedric, is Ebony now) Fixed requirements on Rune Master, rank 3 Fixed requirements on Duelist Modied keyword checks on "Armorer" and "Weaponsmith"; should attract less bugs now. Modied the way "Boiling Point" works internally; should attract less bugs now. Modied the way "Imperial Charisma" works internally; should attract less bugs now. Slightly modied the way "Channel Magicka" works internally. Should x a small display issue. Slightly modied shader on "Channel Magicka" Tweaked stamina depletion during battle Modied direct health damage to be half as strong against giants Modied humanoid AI Enemies attack more often Enemies block more often Enemies get a lot more aggressive when ganging up on someone Enemies are a lot better at bashing while you power attack Enemies attack more often while youre staggered Tweaked direct health damage to be slightly stronger Introduced new Marksman perk, "Heart Seeker" Two ranks, increases direct health damage dealt by bows by 50%/100% Modifed "Ancestors Wrath" It does not cast the Flame Cloak anymore; instead, it boosts re damage by 25% and gives a 15% chance to avoid incoming non-magical damage. Added new racial to Dark Elves, "Ancestors Fury" Once per day, when your health drops below 30%, this perk causes a huge (nonhostile) explosion, then summons two angry dark elven ancestors that ght for you for 60 seconds. One is a warrior focused on onehanded weapons, the other one is a dualwielder who has quite a few spells (but prefers to use dual wield). Both level with you up to level 200, have perks and are pretty dangerous. When attacked while not wearing a chestpiece of armor, theres a 50% chance to recieve double damage Altered equation for unarmed damage; its x + (max stamina * 0.1) now.
v0.98.1
nerfed at damage boosts to all weapons, the new values are: Dagger: 7 Mace/Axe/Sword: 10 Bow: 20 Two-Handed Weapons: 25 removed at boni from bound weapons modifed the stamina-related slowdown to affect both weapons when dual-wielding removed damage boost from attacking when stamina is full modifed minimum levels for encounter zones heavily
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signicantly improved Haggling from rank two onwards
v0.98
Fixed typo in description of "Channel Magicka" Fixed the Tower Stone and the open lock spells Modifed Open Lock spells to only level Alteration when a lock is actually unlocked Fixed Redguard racial for good, hopefully Slightly nerfed values on "Protective Scales" to provide 25% protection Modied Shader on "Channel Magicka" Modied description on the Lady Stone Modied the way "Warrior Heart" works internally. Should attract less bugs now. Modied Endure to work with direct health damage Modied the levelling speed of "Pickpocket", should be lower now Modied weight of Gold (its at 0.01 now, so 100 septims have a weight of 1) Modied values on "Treasure Hunter" and the special loot chance Reverted torches back to normal Modied race height; basically went with Morrowinds values for some more variety Modied the inuence of heavy armor on Sneak Basically, wearing one or two heavy armor pieces reduces your sneak skill by 50%, wearing three or more reduces it by 70% Modied the inuence of gauntlets on Pickpocketing While wearing gauntlets, pickpocket chance is reduced by 75% Modied melee and bow combat Modied armor to be less eective (- 1/6), youll need better armor to reach the cap. Considerably reduced reach for melee and bash attacks (141 100). Blocking an attack costs stamina, depending on weapon type. Big weapon High stamina cost. Being blocked costs stamina as well, depending on weapon type. Big weapon High stamina cost. Not for Bows of course. Attacking costs stamina (if the hit connects), depending on the weapon type. Big weapon High stamina cost. Damage dealt is depending on the percentage of your remaining stamina: At full stamina, you deal 125% damage. That means, a welltimed rst hit matters, and avoiding is better than blocking. Between 99% and 51% stamina, you deal regular damage. Between 50% and 26% stamina, your damage is reduced by 25%. Between 25% and 1% stamina, your damage is reduced by 40%. While your stamina is fully depleted, your damage is reduced by 55% Blocking eectiveness is depending on your remaining stamina: Between 100% and 51% stamina, you block with full eciency. Between 50% and 26% stamina, you block 25% worse. Between 25% and 1% stamina, your block 50% worse. While your stamina is fully depleted, you block 70% worse. Attack speed has been modifed, and is depending on your remaining stamina Between 100% and 76% stamina, you attack at 80% the speed of vanilla Skyrim. Between 75% and 51% stamina, you attack at 65% the speed of vanilla Skyrim. Between 50% and 26% stamina, you attack at 50% the speed of vanilla Skyrim. Between 25% and 0% stamina, you attack at 35% the speed of vanilla Skyrim. All weapons get a considerable at damage boost: Unarmed: No at boost, but tied to maximum stamina now. Unarmed damage = 0.25 * max stamina Dagger: 20 Mace/Sword/Waraxe: 30 Greatsword/Battleaxe/Warhammer: 45 Bow: 40 Getting hit without blocking might cause stagger (20% chance for normal attacks, 40% for power attacks)
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Unarmed Power Attack: 10% One-Handed Weapons: 10% One-Handed Weapons Power Attack: 15% Two-Handed Weapons: 15% Two-handed Weapons Power Attack: 20% Bows: 10% This makes sure that no enemy survives 25365 unblocked swings of a warhammer, and that you cant survive standing in a bunch of bandits for too long, no matter the diculty or level. Weapons are dangerous. Dragons only take 1/4 of direct health damage.
v0.97.1
Modied Argonian race description to t the changes (derp) Fixed bug on "Barbarian" Fixed display issue on the "Augmented XY"perks
v0.97
Fixed typo in Bosmer racial description Modied "Twin Blood Summoning" to not work with undead anymore Modied "Twin Blood Summoning" to provide an additive bonus (not that anyone will notice) Modied "Defensive Stance" to also reduce magical damage you deal Fixed the "Defensive Stance" bug that reduced all incoming damage to 0.25 (lol) Fixed "Matching Set" for heavy armor (didnt include ebony and blades armor, and gave only 20%) Fixed "Matching Set" for light armor (only gave 20%) Shortened description on "Ancestors Wrath" Fixed display issues caused by enemy Dunmer using Ancestors Wrath Modied standing stones: Warrior Stone: Unchanged Thief Stone: Unchanged Mage Stone: Unchanged Apprentice Stone: Gives 100% magicka regen boost and 50 magicka, but -50% magic resist. Serpent Stone: Gives a 50% bonus to sneak attacks, but 20% malus on all attacks if target is alerted. Lord Stone: Gives 25% magic resist, increases damage from non-magical attacks by 25%. Atronach Stone: Gives 150 magicka, spell absorb unchanged, almost negates magicka regen (-95%). Lady Stone: Boosts stamina and health regen by 50%, reduces magicka regen by 50%. Steed Stone: Carry weight increased by 150 and 25% frost resistance, but 15% slower movement and 25% re weakness. Lovers Stone: Doubles melee damage dealt, triples melee damage received Tower Stone: Eect has unlimited uses now. Shadow Stone: 25% boost to pickpocket chance, 25% higher buying prices Ritual Stone: Can summon one more creature, and summons last 50% longer. All other spells are 25% less eective, and health regeneration is negated. Modifed values on "Augmented XY"-perks (max 6% for augmented frost/re, max 3% for shock) Fixed bug where enemies were able to set the players "Augmented XY"-secondary effect chance
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Added spellbook "Stream of Life" A stronger version of "Healing". Adept level Restoration. Added spell "Cure Disease" Added spellbook "Cure Disease" Does exactly what youd guess. Adept level Restoration. Signicantly boosted power of all diseases Did a few "under the hood" changes to streamline scripts Tweaked values on Timebomb and Explosive Arrows Modied the explosion on Explosive Arrows to always strike targets down Removed "Shadowscale Heritage" from Argonians, since it was exploitable Added new racial lesser power to Argonians, "Histskin" It carries the same name, but works very dierently. Its a toggleable lesser power that works with four "states". State 0: Inactive State 1: Doubles health regen, negates Stamina and magicka regen State 2: Doubles stamina regen, negates health and magicka regen State 1: Doubles magicka regen, negates Stamina and health regen Its "RP-neutral", unlike "Shadowscal Heritage" and very versatile.
v0.96
Heavily modied "Ancestors Wrath" racial ability It now triggers automatically, once you get hit and drop below 50% health, and is not limited to one use per day. In addition to the ame cloak spell, it also adds 50% additional strength to re-based spells. The ame cloak eect starts at a damage of 5 per second, but grows by 3 every 10 levels, up to a maximum of 17 (before bonuses are calculated in, including its own). Modied race description to t the changes. Removed "Regenerate Magicka" racial ability from High Elves Added new racial ability "Channel Magicka" to High Elves A toggleable lesser power. Basically, it increases the magnitude and cost of all spells cast by x%, where x is the ratio between you current magicka and max magicka; That means, any spell cast from full magicka costs twice as much and is twice as strong. Modied race description to t the changes Removed "Dragonhide" racial abilities from Bretons Added new racial power to Bretons, "Twin Blood Summoning" Actually a spell, not a power. It can be cast once per day only, takes ten seconds and both hands to cast and will take no magicka, but 90% of your health and stamina upon completion. Once youve pulled it o, you can summon as many creatures as you want for two minutes. Removed "War Cry" racial abilitiy from Nords Added new racial ability to Nords, "Warrior Heart" Your damage output increases as your health decreases.If you are at x% health, the damage boost is roughly (100-x)%. Modied "Feline Athletics" to grant a 30% boost in speed. modied Image Space Modier on "Defensive Stance" Slightly reduced brightness on torches
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v0.95
Renamed "Advanced Armor" to "Advanced Smithing" Renamed "Dragon Armor" to "Dragon Smiting" Looks better with Jaysus Swords, and other recipe mods, enabled. Renamed arrows "Arrow XXX" instead of "XXX Arrow" Added recipe for "Arrow - Nord Hero" Dierent from other arrow recipes, this one requires three steel ingots and 25 "Arrow - Ancient Nord" for 25 items created. Added "Explosive" and "Timebomb" arrows "Explosive" arrows detonate on impact (with a non-elemental explosion), "Timebomb" arrows need to be red right into a non-living surface, where they stay for 5 seconds, and then detonate with a massive explosion. All regular arrows can be enhanced with explosives and timebombs at the forge. Added recipes for "Explosive" and "Timebomb" arrows To enhance any arrow XXX with explosives, one needs 15 arrows, three re salts and ale (creates ve explosive arrows). To enhance any arrow XXX with timebombs, one needs 15 arrows, three re salts, ale and an empty lesser soul gem (creates ve timebomb arrows). Added perk "Fuse" to Alchemy Needed to craft "Explosive" arrows Added perk "Advanced Explosives" to Alchemy Needed to craft "Timebomb" arrows Fixed requirements on "Snakeblood" Fixed display issue on "Hidden Potential" Added new racial ability to Argonians, "Shadowscale Heritage" Argonians can become invisible for 10 seconds at will, as long as theyre not wearing any heavy armor and are not currently in battle. Lesser power. Removed "Resist Disease" racial ability from Argonians Modied race description to t the changes Added new racial ability to Redguards, "Defensive Stance" A toggleable lesser power. While active, slows time by 25%, reduces incoming damage by 25% and reduces damage you deal by 75%. Use it often to control the ow of battle. Removed "Adrenaline Rush" racial ability from Redguards Modies race description to t the changes
v0.94
Tweaked lighting (again) Aects brightness and tint. Stu looks a lot better now imo. Modied recipe for Iron Ingot Requires two Iron Ore now Added new recipes for arrows 25 arrows require two ingots of the respective metal, three re wood and either two hawk feathers or hagraven feathers. Daedric arrows require one Daedra Heart and one Ebony Ingot. instead of "two ingots". Nerfed Elemental Fury Bonus is now 15%/30%/45% attack speed (instead of max 70%) Added new racial for Imperials: Imperial Charisma 25% better buying/selling prices Added new racial for Imperials: Imperial Leadership Followers are 50% faster, deals 50% more damage and take 25% less damage. Removed old racial abilities from Imperials Modied race descriptions to t the new abilities. Disabled auto aim support for all arrows Enabled "Pins limbs"-critical eect on all arrows. Not sure if it does anything. Lets nd out. Upon hireing a follower, automatically gets disabled/enabled ... to level up with you Mystic bound weapons are weaker initially... ... but I modded "Mystic Binding" to let their strength grow with you (1% per skill level in Conjuration). Thus, theyre viable later on, and less overpowered early on.
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v0.93
Added more perks to enemies. Bandits: Multiple ranks of "Barbarian","Armsman" and "Overdraw", and also up to six ranks of "Agile Defender". Mages get Destruction Spell Scaling. Draugr: Basically the same as Bandits. No armor perks, but Defender. Falmer: Destruction spell scaling and up to three ranks of Juggernaut. Forsworn: Destruction spell scaling and up to four ranks of "Agile Defender". Truth be told, they already have heaps of perks, and are dangerous f*****s. Imperials/Stormcloaks: Defender, Armsman, Barbarian, Overdraw, and Agile Defender. Thalmor: Armsman, Agile Defender, Mystic Binding, Careful Studies Vampires: Destruction spell scaling. They wear no armor, have a few perks, and are strong already. All types of mages: Destruction spell scaling and multiple ranks of "Careful Studies". Like vampires, they are already dangerous. Witches/Hags: Destruction spell scaling and multiple ranks of "Careful Studies". Not that they are impressive, but they dont oer much space for improvement, since their numbers are rather limited. Assassins: Armsman, Barbarian, Dual Flurry, Agile Defender Thiefs: Armsman, Dual Flurry, Agile Defender Fixed bug with Redguards suering from permanent paralysis Deleveled vendors
v0.92
Fixed display bug on "Careful Studies" Removed "Resist Poison" racial ability from Redguards Added new racial Stamina boost to Redguards (Alikr Training) Modied Redguard race description to t the new ability. Added fortify smithing racial ability to Orcs (Orcish Smithing Lore) Khajiit Night Eye is now permanent and toggleable, kinda Added new racial ability to Khajiit, "Feline Athletics" 20% faster movement Added new racial ability to Wood Elves, "Wild Hunt" 50% additional bow damage against non-humanoids [perk name: xxxRacialBosmerWildHunt] Added new racial ability to Wood Elves, "Avoidance" 50% chance to ignore arrow damage while wielding a bow [perk name: xxxRacialBosmerAvoidance] Removed old racial abilities from Wood Elves Modied Wood Elve race description to t the new abilities. Added new racial ability to Argonians, "Protective Scales" 30% damage reduction against daggers, swords, waraxes, greatswords and battleaxes [perk name: xxxRacialArgonianProtectiveScales] Removed "Histskin" racial ability from Argonians Modied Argonian race description to t the new abilities. Fixed prices on "Mentalist"-potions Fixed casting cost on Augmented Frosts "Paralyze"-eect Tweaked values on "Concentrated Poison" 2/4/8 hits at skill level 50/80/140 Modied special loot level multipliers Loot is generally better Modied bartering Stu is more expensive, and loot sells for less Packed Scripts in bsa
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v0.91
Modied the way "Armorer" and "Weaponsmith" work internally To allow for the JaySus swords plugin Modied "Matching Set" (heavy and light) to work properly with the new keywords from 0.9 ... and also to allow the plugin to function properly
v0.9
Modied description for the "damage reduction" enchantment renamed Ingots, Ores and Dragon Claws Daedric weapons now require Daedra Hearts to temper Ebony is just too easy to come by Smithing is redone, nally! Weapons and armor can not be tempered anymore, unless the respective perk has been unlocked (if someone who never heard of a certain material tried to temper it, hed probably mess it up). Dragon Armor requires Glass Smithing now. Daedric Smithing requires skill level 100 now. Reduced requirements for Arcane Blacksmith to 50 smithing. Introduced new perks "Armorer" and "Weaponsmith" These are necessary to improve tempering, and also prerquisites for Arcane Blacksmith. Old Smithing perks do not improve tempering anymore. Nord Hero and Skyforge Steel weapons/armor require at least Steel Smithing to be cafted/improved. Fixed some missing conditions on high Barbarian ranks Kudos to CloudR for nding. Modied some more weapons and armor: Saviors Hide is now Leather type armor Blade of Sacrice is Steel type, and behaves accordingly Mace of Molag Baal deals slighty more damage Jagged Crown behaves like Dragonplate stu Draugr Gear has its own keyword Draugr gauntlets behave like steel stu when determining Fists of Steel damage Draugr gear behaves like steel when determining whether it can be tempered or not; Honed Draugr weapons require two steel ingots to temper. Falmer Gear has its own keyword Falmer gear behaves like steel when determining whether it can be tempered or not. Blades gear has its own keyword Fur gear has its own keyword Included recipes for Fur gear Nerfed Mue-spell Only removes 50% of armor noise now. Fixed countless magical item names Still displayed as if they gave a smithing or alchemy boost. Removed projectile eect on Augmenzed Frosts paralyze Caused an issue for a user. Better safe than sorry.
v0.83
Destruction spell damage levels with skill (100 skill + 100% damage) I implemented it as hidden perk. On a new char, itll be added from the beginning. On old chars, you might have to do the following steps: 1. Open console with 2. help "destruction spell scaling" 3. In the output, there should be an ID like 0020109 (just an example) 4. player.addperk xxx (xxx is the ID from step 3) Added the destruction scaling perk to all Atronachs Removed damage boni from Novice ... Master Destruction. Destruction is ne now imo. Modied enemy leveling, just humanoids and Falmer (for now?) Basically, vanilla enemies
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Modied some armor data. Spellbreaker: Nerfed armor value (still high). Ocially made of dwarfen material now. Modied tempering recipes according to the aforementioned changes. Increased speed of all arrows by 75% and their max travel distance to twice its original value. Includes arrows red by Dwarven Animunculi. More realistic. Use included ini-lines for the best experience. Similar to Graxsters Faster Arrows, which is awesome. Tweaked impact force of all arrows. Includes arrows red by Dwarven Animunculi. Not sure what this does, but it sure has some use. ;) Reworked Light I chose a similar approach as "Realistic Lightning without post-processing" by Plutoman101 and 747823, but worked with dierent values. Basically, nights and interior are darker, days are brighter, ambient lightning is almost removed. Go get some torches. Changed the way Magical Sneak works internally Basically, it does a less error-prone check now. Attached a spell school to Augmented Frosts secondary eect Apparently caused an issue for an user, so did it just in case. Drastically reduced speech exp gain from Aura Whisper Thanks to BlackChoasRaven for reporting Modied Sneak perk tree layout. Modied Stealth. It grants 10% reduced detection chance per rank now.
v0.82
Fixed bug where enemy Shouts level speechcraft Fixed some missing stu in the Conjuration Leveled Lists Fixed the last Follower issues, hopefully. increased alteration requirements for Stability rank 3 to 150 "Aspect of Terror" renamed to "Aspect of Fear" removed perks "Animage" and "Kindred Mage" added perks "Terror", "False Peace" and "Zealots Fury" "Terror" weakens enemies Magic Resistance while under the eect of fear-spells. "False Peace" weakens enemies Defense when hit by a calm-spell. "Zealots Fury" increases enemies damage while under the eect of rage-spells. Changed magnitude of master level illusion spells to 40. With investment in all relevant perks, they should allow you to inuence all enemies. Changed the boni on "Aspect of Fear", "Hyp-
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added perk "Incite" This perk strengthens the positive bus on Illusion spells, such as the "Fortify One-Handed" on Call to Arms
v0.8
Shouting now levels Speechcraft General rule: More wordsmore Speechcraft gain. Some shouts have a xed speech gain (for example "Throw Voice"). Shouts that require aiming, like Frost or Fire Breath, need to connect. High-end shouts, like Call Storm, grant more speechcraft experience as well. nerfed Impact further - two ranks, granting a maximum of 25% stagger chance. Limited "Careful Studies" to 5 ranks and slightly raised required Destruction skill level. Also xed a condition. Fixed a few instances of Intense Flames, Disintegrate and Deep Freeze not triggering sooner. Limited the "Augmented XY"-skills to three ranks with a maximum damage increase of 50%. Added secondary eects. Augmented Flames: Can strike targets down Augmented Shock: Small chance to disintegrate Augmented Frost: briey. Can paralyze targets Limited "Detonation" to three ranks with a maximum damage increase of 50%. added sneak attack possibility to Chain Lightning (was missing) added sneak attack possibility to Blizzard (was missing, not sure if works) doubled Blizzards duration to make it worth while reverted all "under the hood"-changes that messed with playerfollowercount should restore some compatibility Destruction levels slightly faster Added second rank to "Tower of Strength" Added second rank to "Deft Movement" Introduced new perk: Endure While wearing all heavy armor, this perk reduces incoming power attack damage by 50%. xed typo on "Myrmidon" xed conditions for "Ancient Rites" renamed to "T3nd0s Overhaul"
v0.71
introduced new perk "Arcane Assassin" This perk allows you to sneak attack with spells. Needed quite some scripting to get it to work. :) Sneak attacks with spells deal double damage. When sneak attacking with a concentration-type spell ("Flames" etc.), only the rst hit that connects should be a sneak hit. lowered Sneak requirement for "Quiet Casting" to 40 Removed typo from "Leaders voice" slightly bued "Fire Storm" slightly modied changelog to avoid confusion
v0.70
introduced the new perks "Violent "Heroic Voice" increases the duration and Voice", "Heroic Voice" and "Leaders eect of non-harmful shouts. Voice" heavily inspired by mcw22s "Leaders Voice" strengthens shouts that sum"Better Shouting Through Speech" mon companions. http://skyrim.nexusmods.com/downloads/le.php?id=5452 Finally, some better use for speech. "Violent Voice" strengthens harmful shouts. increased the maximum number of placeable runes to 3
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modied "Unhindered" and "Conditioning" "Unhindered" reduces armor weight by 50% for one perk point, "Conditioning" reduces armor weight by 25/50% for one/two perk points and is accessible slightly faster. modied enemy level multipliers on the dierent diculties. Slightly raised them all over the place. xed a few "GetActorValue"-calls that caused display issues. modded rank 3 "Meditation" to double health regen modded Dragonhide Its a 150-armor granting spell that prots from "Mage Armor". For consistency, renamed it to "Dragonesh", and made it castable faster and with one hand.
v0.61
added additional ranks to "Stability" added additional ranks to "Impact" modded "Impact" to be based on chance
v0.6
Initial release (0.6 because its stable and somewhat far in development)
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