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Improving Skyrim / Recommended Mods thread (Mostly about Requiem)

DraQ

Arcane
Joined
Oct 24, 2007
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Chrząszczyżewoszyce, powiat Łękołody
Isn't the spoiler compass sort-of required though? I recall descriptions on where to go being way, way more vague than in Morrowind.
You can always look up the marker on your map, then use your God-given naturally evolved eyes and sense of direction to match the map to terrain and navigate where the marker is supposed to be pointing. Beats "keep the pizza slice in the middle of the bar while pressing walk forward key" minigame and requires at least some nominal attention to be paid to environment.

You can also use clairvoyance spell, if you really want compass for any reason.
Other than there are some directions in Skyrim, you generally don't get them for local area (like asking A where in town can you find B) and radiant quests.

Disabling compass has two additional upsides:
-You don't have enemy radar.
-You don't have every location in half km radius spoiled to you by helpfully showing up on your compass.
 
Self-Ejected

Ulminati

Kamelåså!
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DiNMRK
Well... Tried the civil war overhaul mod. Got as far as to killing the ice wraith. Next up is supposed to be the jagged crown quest, but whatshisname the nord I have to speak with to start it is stuck in Whiterun assault mode. So save is borked. Smooth going, mod :P

[edit]

According to the mod author it's a known issue that has a ~30% chance of occuring. Apparently there'll be a patch out ot fix it in a day or two.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Well... Tried the civil war overhaul mod. Got as far as to killing the ice wraith. Next up is supposed to be the jagged crown quest, but whatshisname the nord I have to speak with to start it is stuck in Whiterun assault mode. So save is borked. Smooth going, mod :P

[edit]

According to the mod author it's a known issue that has a ~30% chance of occuring.
:hero:
 
Self-Ejected

Ulminati

Kamelåså!
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I added immersive hud to hide the quest compass and even better quest descriptions to get proper directions in my journal. No problems finding my way around so far. :thumbsup:
 
Self-Ejected

Ulminati

Kamelåså!
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It made exploration interesting again. Now I'm actually thinking "wonder if there's anyhting over here" instead of "No glowing marker, nothing to see there". Good thing I didn't spend much time with skryim back when it was originally out. It looks like mods have almost fixed it now. Or at least fixed it as much as they can. Dungeons are still banalshitboring corridors.
 
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Glass Fields, Ruins of Old Iran
So I decided to leave DUEL aside (using Enhanced Enemy AI now, since I already use the Dragon and general overhauls by the same modder). SkyRe and ACE's improvements sound a little boring, Deadly Combat sounds interesting but it's a bit old. Then I found this.

http://skyrim.nexusmods.com/mods/24377/

========================================================
-==3.DESCRIPTION==-
========================================================
A combat adjustment package inspired by mods like SkyRe, ACE, and Deadly Combat. Credits to the authors of those mods for their excellent work.

This mod does not aim to be as complex or comprehensive as those, but should hopefully have a solid set of streamlined features to make combat more engaging.

========================================================
-==4.FILE: Combat Remastered.esp==-
========================================================
Main module. Includes combat system changes and changes to the weapon, armor, and block perk trees.

=GENERAL CHANGES=
Base melee weapon range from down from 141 to 130.
Arrows are faster, especially with less drawing time. Minimum arrow velocity is increased by 100%, maximum velocity is increased by 50%. Note that damage for any given draw strength is unchanged. Ini tweaks recommended to make arrows follow crosshair (see "Recommended Ini Tweaks" near the end of this readme).
Power attack and power bash cost halved.
Power attack costs increase slightly as your base stamina rises, increasing the extra base stamina needed for more power attacks.
Weapon speed reduced to 90%.
Melee weapon damage ranges from 150% to 75%, depending on stamina %.
Combatants take up to 50% extra damage at low stamina levels.
Combatants take another 30% damage if struck while winding up for an attack or spellcasting or while staggered.
Base stamina regen greatly increased, especially when at low levels.
Stamina regen halts while attacking, being staggered, or 2 seconds after blocking an attack.
Attacking drains stamina with each swing, based on the weight of the weapon.
Combatants take stamina damage if hit with a melee weapon while they are attacking or casting a spell. The stamina damage increases based on the attacker's weapon, skill and level, but decreases based on the attacker's current stamina percentage and the victim's current health.
Blocking costs a bit of stamina to initiate, depending on the weight of the item you are using.
-When dual wielding and blocking (using Dual Wield Parrying by Borgut1337), the left weapon is used for weight calculations.
Blocking an attack drains stamina based on the weights of the clashing objects and the attacker's weapon skill vs. your block skill.
-When using a shield, its base armor rating is added to their weight for this calculation, making shields better than weapons at reducing stamina loss.
Blocking further reduces a % of damage received based on your remaining stamina %.
Blocking a normal attack slows down the attacker's wind up speed if they try to attack too soon after being blocked.
Timed blocking. Raise your guard just before an attack hits to negate normal attack damage. This also uses less stamina and does not halt your regen for as long against both normal and power attacks. Some perks add further bonuses to timed blocks.
Stamina regenerates more slowly when running, especially with armor.
Movement is slower at lower stamina levels, especially with armor.
Exact regen and movement penalties depend on number of pieces worn and whether they are light or heavy.
Melee Weapon speed and damage are also reduced at lower stamina, though armor does not directly influence these penalties.
Ranged weapons are slowed down more than melee weapons in exchange for not losing any damage at low stamina levels.
Enemies may try to distance themselves if they're at low stamina and you're not using a ranged weapon/spell.
Armor formula reworked; now, each point of armor increases the amount of damage you can take linearly. This means:
-Armor is more meaningful at lower levels.
-No more armor cap. Damage reduction keeps increasing, but never quite reaches 100%.
If you're familiar with how armor works in Warcraft III, this is quite similar.
At 600 armor you'll have 80% damage reduction, similar to vanilla.
You will be notified of your actual damage resistance after a change in your armor rating.
To compensate for the increased effectiveness of armor, the player's Light Armor rating is reduced by 20% while NPCs gain up to 30% damage resistance based on how much Heavy Armor they wear.
NPCs may visibly flinch when struck by normal attacks. The following conditions must be met for this to happen:
-They are not blocking.
-They are not releasing a spell.
-They are not swinging a melee weapon. They can be staggered if they are recovering from a swing.
-You have at least half as much stamina as they do.
How severely they flinch is determined by the speed of your weapon and their stamina.
If you have mastered both the One-Handed and Two-Handed skills you can craft one-handed variants of certain two-handed weapons, including unique artifacts. Support is included for Dawnguard, Heavy Armory by PrivateEye, Extended Vanilla Weapons by Lrsamways and Weapons of the 3rd Era, MoS edition by masterofshadows.
The one-handed variants will appear in the forging menu if you are carrying the original two-handed item. For non-unique items, you must find an unenchanted copy of that item before it can be converted.


=ONE-HANDED=
Altered Perks:
-Armsman: 4 levels only now. Each level increases damage by 10% and adds a 5% chance for a critical hit.
-Critical Charge: Now includes 60% reduced cost on the sprinting power attack.
-Dual Savagery: Now gives only 20% extra damage, but reduces cost by 25%.
-Paralyzing Strike -> Armsmaster: Also adds 10% attack speed and 5% damage with one-handers.
-Bladesman/Hack and Slash/Bonebreaker: Only the 3rd level is available (lower levels have been replaced with new perks). Hack and Slash and Bonebreaker add 50% critical damage. Bladesman is further modified as follows: Critical hits with swords are 30% more likely and deal an extra 200% critical damage against enemies who are starting an attack.
New Perks:
-Blade/War Axe/Mace Expertise: Double critical damage dealt and 10% less damage received with the given weapons. Blade includes swords and daggers.
-Defender's Stance: When wielding a shield with a drawn weapon, you receive less damage from frontal attacks and power attacks are cheaper for 3 seconds after you bash or power bash. 2 levels.
-Duelist's Stance: When one hand is empty or wielding a spell, attacks are faster and power attacks cost less stamina. Also, your attacks deal more damage against enemies recovering from their own attacks. 2 levels.
-Riposte: Timed blocks while wielding a sword or dagger increase attack speed by 30% for 2 seconds.
-Wild Swings: Unblocked normal attacks with war axes increase attack speed by 5% for 5 seconds. This stacks up to 5 times for 25% faster attacks.
-Drummer: A blocked normal attack with a mace increases attack speed by 30% for 2 seconds.
-Dual Whirlwind: Dual wielding power attacks strike all targets before you.
-Offensive Parry: Striking an attacking opponent mid-swing while Dual Wielding will negate incoming damage and cause brief stagger.
-Elemental Burst: Elemental damage enchantments are magnified by 50% during one-handed power attacks if not dual wielding. If dual wielding, enchantments are magnified by 20% instead.
-Skirmisher: Stamina regenerates 50% faster when not attacking or blocking.
-Spin Attack: Sideways power attacks with one-handed weapons deal 40% more damage to running opponents.
-Advancing Smash: Forward power attacks deal 30% extra damage against a blocking opponent.
-Deadly Serenity: Drawing your weapon just before an enemy strikes briefly slows time. You can only attempt this 5 or more seconds after sheathing your weapon.
-Martial Fist: Your unarmed damage increases by 0.5 for each point of your One Handed skill, and striking with unarmed attacks advances your skill level.
-Hammer Blow: Your unarmed power attacks inflict stagger and deal 25% more damage plus another 30% more damage against a blocking opponent.
-Concussive Strikes: Your unarmed attacks ignore 50% of the target's armor rating and inflict stamina damage.
-Cross Counter: While unarmed, you take half physical damage and ignore stagger if struck while starting an attack. You deal 20% more damage against opponents at or just past the apex of their attacks.
-Tiger Blow: While crouching (sneaking), striking an attacking enemy with an unarmed attack while they are starting their own attack will deal 2x damage and knock them away.
-Flowing Strikes: While unarmed, your attacks do not halt your stamina regeneration as long.
-Mystic Fist: You gain the Mystic Fist lesser power that allows you to bind your currently equipped spells to your fists. Your unarmed power attacks cast the spell bound to that hand on the target they strike. Does not work with ritual spells. Spell binding is lost if you run out of magicka.


=TWO-HANDED=
Altered Perks:
-Barbarian: 4 levels only now.
-Champion's Stance: 2 levels, reduces power attack cost by 10%/20% and gives 15%/30% increased power attack damage.
-Great Critical Charge: Now includes 60% reduced cost on the sprinting power attack and deals 50% bonus weapon damage, but only 1x critical damage.
-Warmaster: Also adds 20% attack damage with two-handers.
-Deep Wounds/Limbsplitter/Skullcrusher: Only the 3rd level is available (lower levels have been replaced with new perks) and each adds 20% damage with the specified weapon.
-Sweep: Also affects backwards power attacks.
New Perks:
-Heavy Smash: Forward and sprinting power attacks may knock down enemies depending on their stamina level compared to yours. Slower and heavier weapons are easier to knock down with.
-Mighty Stance: When wielding a weapon with both hands (i.e. doesn't work when wielding a two-handed weapon with one hand), you gain 1% damage for every unit of weight that weapon has.
-Greatsword/Battle Axe/Warhammer Expertise: 15% extra damage dealt and 10% less damage received with the given weapons.
-Critical Counter: Power attacks with greatswords deal 1.5x damage on enemies repelled by a timed block. You also deal greater damage to enemies starting a power attack, 2x for your normal attacks and 3x for your power attacks.
-Furious Assault: Power attacks with battle axes increase your attack speed by 30% for 5 seconds after they connect.
-Guard Break: Warhammers have a chance of staggering a blocking opponent based on their stamina percentage.
-Cleaving Gale: Attacks with greatswords are 15% faster, and time briefly slows down when killing an enemy with a greatsword power attack after a timed block or while they are in mid-swing. The slow effect is dispelled if you start another attack or are struck by one.
-Relentless: Normal attacks with battle axes reduce the swing cost of the next power attack by 15%, if executed within 5 seconds. This stacks 5 times for up to 75% reduction. Also, swing stamina costs on all battle axe attacks are reduced by 30%.
-Crushing Blows: Attacks with warhammers deal an extra 30% stamina damage on block or counterattack. Warhammer power attacks deal up to 25% extra stagger and damage depending on your stamina.
-Elemental Focus (2 levels): Elemental damage enchantments are magnified by 25% while wielding a weapon with both hands. They are magnified again by 25% during power attacks. Magnification increases to 50% at level 2.
-Bulwark: Two-handed normal attacks hit all targets in front of you while you are standing still.
-Berserker: Two-handed normal attacks hit all targets in front of you while you are moving forwards.
-Imbue Weapon (3 levels): Charging a fire-and-forget spell and switching to a two-handed weapon before you cast it enhances your next 1/2/3 power attack(s) with that spell in exchange for a one-time magicka cost.
-Break Resistance: Your melee attacks temporarily reduce your target's magic resistance. The amount reduced is equal to half your weapon's weight, while the duration ranges from 5 to 8 seconds depending on your weapon's natural attack speed.


=HEAVY ARMOR=
Altered Perks:
-Conditioning: Heavy Armor has its weight reduced by half when worn. 15% increase to Heavy Armor rating.
-Cushioned -> Heavy Armor Expertise: Deal 3% more damage to an opponent per piece of Heavy Armor they wear, and gain a 15% bonus Heavy Armor rating.
-Fists of Steel -> Armored Brawling: Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage, and Heavy Armor rating is increased by 15%.
-Reflect Blows -> Breach: Take half physical damage and become immune to stagger while starting a power attack and wearing at least 3 pieces of Heavy Armor.
-Tower of Strength: 2nd level adds immunity to stagger when wearing only Heavy Armor and blocking.
-Well Fitted: 9/17/25% Armor bonus if wearing 2/3/4 or more items of Heavy Armor.
-Matching Set: Now provides 10/15/20% Armor bonus if wearing 2/3/4 matching pieces of Heavy Armor.
New Perks:
-Weighted Blows: 15% increased melee damage and 15% more stagger on all melee attacks when wearing at least 3 pieces of Heavy Armor.
-Jumping Tackle: Performing a running jump onto an enemy from a higher elevation will stagger them, and your fall damage is reduced by half. Only works if wearing at least 3 pieces of Heavy Armor.
-Insulated: Each item of Heavy Armor worn reduces elemental damage by 8% up to a maximum of 32%, and Heavy Armor rating is increased by 15%.
-Heavy Infantry Training: Maximum carry weight increases by 100 and Heavy Armor rating is increased by 15%.
-Armored Charge: You take 50% less damage from ranged weapons and 25% less damage from melee weapons while sprinting and wearing at least 3 pieces of Heavy Armor. Also, you deal 15% more melee damage while this perk is in effect.
-Battlemage: Immune to stagger while casting spells, standing still, and wearing only Heavy Armor.
-Iron Will: You receive 30% less physical damage and gain 20% magic resistance when your health is below 1/3.


=LIGHT ARMOR=
Altered Perks:
-Deft Movement: 15% increase to movement and attack speeds when not wearing Heavy Armor.
-Wind Walker: Stamina regenerates 50% faster when not wearing Heavy Armor. 2nd gives 100% regen.
-Unhindered: Light Armor weighs half as much when worn, and equipped clothing weighs nothing and does not slow you down. Your running speed is increased by 15% when not wearing Heavy Armor.
-Matching Set: Now provides 10/15/20% Armor bonus if wearing 2/3/4 matching pieces of Light Armor.
New Perks:
-Light Armor Expertise: Deal 3% more damage to an opponent per piece of Light Armor they wear, and gain a 15% bonus to Light Armor rating.
-Athleticism (2 levels): Sprinting costs less stamina with no Heavy Armor. At level 2, sprinting costs even less and is free if your equipped encumberance is zero (synergy with Unhindered, though weapons still contribute).
-Evasive Leap: Time slows down if you perform a running jump at the start of an enemy's weapon swing. Only works if not wearing Heavy Armor.
-Rapid Sprint: You sprint 30% faster.
-Hard Target: You take 50% less damage from ranged weapons and 25% less damage from melee weapons while running sideways and not wearing Heavy Armor.
-Composite Armor: Perks that forbid Heavy Armor but allow Light Armor now permit you to wear one piece of Heavy Armor.
-Spell Evasion: You take 50% less damage from hostile spells if you perform a running jump just before they hit. Only works if not wearing Heavy Armor.
-Unarmored Defense: Your armor rating increases by 2 for each point of your Light Armor skill while you are completely unarmored. You still receive half this bonus if wearing only helms, gauntlets, boots, and/or shields. Also, your Light Armor skill increases if you are struck while this bonus is active.
-Unarmored Alacrity: 20% increase to movement speed and 10% increase to attack speed while not wearing body armor. Helms, gauntlets, boots and/or shields are permitted.
-Unarmored Mastery: You gain the full bonus of being unarmored while not wearing body armor. Helms, gauntlets, boots and/or shields are permitted.


=BLOCK=
Altered Perks:
-Elemental Protection: Damage is reduced by 75% if you sneak and block at the same time without running. If you do not sneak or are running, you get the usual 50% reduction.
-Quick Reflexes: Now requires at least 75% stamina to trigger.
-Deflect Arrows: Now works with weapons.
New Perks:
-Block Timing: Increase the window for timed blocks by 0.4 seconds.
-Guard Dash: You gain a brief burst of movement speed after a timed block. If you attack during this burst, your backswing time is improved.
-Guard Impact: A timed block while running delivers increased stagger. Stagger magnitude increases if you have Deflect Attack.
-Deflect Attack: Timed blocks against normal melee attacks inflict stagger upon the attacker, while melee power attackers suffer extended recoil.
-Counter Bash: Bashes and power bashes against attacking foes inflict extra stagger.
-Shield Sweep: Power bashes with a shield strike all foes in front of you.
-Second Wind: You gain 200% stamina regeneration for 3 seconds after a timed block.
-Breakthrough: You gain 40% damage resistance for up to 3 seconds if you keep running after a timed block.
-Tenacity: When at 20% health or lower, all blocks are considered timed blocks.
-Knockback: Power bashes knock down targets that are attempting power attacks. Does not work with weapons or shields that inflict magical effects when used to bash.

========================================================
-==5.FILE: Combat Remastered - Archery.esp==-
========================================================

Optional module. Includes changes to the Archery perk tree, splitting up some perks into Combat Bow, Battle Bow, and Crossbow branches.
Unless otherwise specified, all vanilla perks are still in the old general section of the tree.


=ARCHERY=
Altered Perks:
-Hunter's Discipline: Replaced with Counter Shot (see New Perks below).
-Ranger: Nerfed movement speed by 30% while drawing and running, added Hunter's Discipline effect (more arrows recovered).
-Eagle Eye: Is now the base perk for the Archery tree.
-Critical Shot: Moved to take Eagle Eye's old place in the tree.
New General Perks:
-Counter Shot: Deal 1.5x damage if you hit an enemy while they are attacking or spellcasting.
-Target Tracking: You deal extra damage against moving targets. The bonus is around 20% against a person running at top speed, growing exponentially up to 400% against dragons flying at cruising speed.
New Combat Bow Perks: Combat bows are made from lighter materials. They are versatile and provide a good mobility advantage, but can quickly drain your ammo reserves.
-Combat Bow Training: Combat Bows do 15->75% more damage and fire 5->25% faster. Hunting, Imperial, Falmer, Forsworn, Elven, Glass and Dragonbone Bows are considered Combat Bows.
-Hit and Run: You are able to move faster while drawing a Combat Bow.
-Balanced Draw: Loss of draw speed in Combat Bows made of harder materials is reduced by 50%.
-Pincushion: Each shot reduces the target's health, magicka, and stamina regeneration by 20% for 10 seconds.
New Battle Bow Perks: Battle Bows are made from heavier materials. They deal great damage per hit, but sacrifice mobility and ease of use.
-Battle Bow Training (formerly Overdraw): Battle Bows do 20->100% more damage. Long, Ancient Nord, Orcish, Nord Hero, Dwarven, Ebony and Daedric Bows are considered Battle Bows
-Long Shot: Battle Bows deal greater damage when the target is far away, 10% for every 24 feet up to a maximum of 100% at 240 feet.
-Mighty Draw (formerly Heavy Shot): Battle Bows that take longer to draw deal extra damage. Basic Long Bows get no bonus, Daedric Bows get a 30% bonus, and other materials fall in-between. This bonus only applies while you are not running.
-Piercing Arrow (formerly Piercing Shot): Battle Bows that take longer to draw ignore more armor. Basic Long Bows ignore no armor, Daedric Bows ignore 50% armor, and other materials fall in-between. This bonus only applies while you are not running.
New Crossbow Perks: Crossbows are good at debilitating enemies and are useful as a sidearm, though their reloading cycle limits their sustained damage rate.
-Crossbow Training: Crossbows inflict 20->100% more stagger.
-Point Blank: Crossbows deal 25% more damage if the target is in close range.
-Heavy Impact: Crossbow bolts deal stamina damage equal to half your Archery skill.
-Snap Shot: Firing a Crossbow soon after switching from another type of weapon or spell inflicts guaranteed stagger and ignores 50% of the target's armor.

========================================================
-==6.FILE: Combat Remastered - Magic.esp==-
========================================================


Optional module. Includes changes to all spellcasting perk trees and many vanilla spells. Also adds some new Destruction spells to vendor lists.
NOTE: For altered spells, 'X' means a skill-dependant magnitude.
Note 2: You may have to wait for spell vendors to restock before the new spells can be purchased.


=GENERAL CHANGES=
Dual-Casting power/cost multipliers are now 2.0/1.75 from vanilla's 2.2/2.8. This means that Dual-Casting gives more efficiency than double-casting at the cost of versatility.
Combat magicka regen up to 0.5 from 0.33.
You can place up to 2 runes at a time, and wall spells can cover 3x more space.
Most spells now scale in magnitude with your skill (0.5% increase per 1 skill point) if you have that school's Novice perk.


=DESTRUCTION=
Altered Perks:
-Novice: Also starts Destruction spell scaling.
-Apprentice: Also causes Rune spells to stagger opponents when either you or they are not engaged in immediate combat.
-Adept: Also causes Cloak spells to grant elemental resistance.
-Expert: Also causes Wall spells to magnify stagger by 50%.
-Master: Also improves Master Destruction spell strength by 15%.
-Augmented Fire/Frost/Shock: Only gives 15/30% extra damage but also gives 10/20% resistance to each element. Also improve non-elemental damage by 8/16% each.
-Impact: Spells now need consecutive hits to stagger. Higher level spells require fewer hits.
-Rune Master -> Counter Spell: Destruction spells deal 1.3x times as much damage against enemies who are attacking or spellcasting.
-Intense Flames: 2 levels. Checks health threshold after spell damage is dealt. Destruction spells are 5/15% stronger against targets affected by fire damage.
-Deep Freeze: 2 levels. Checks health threshold after spell damage is dealt. Destruction spells are 5/15% stronger against targets affected by frost damage.
-Disintegrate: 2 levels. Health threshold increased from 15% to 20%. Checks health threshold after spell damage is dealt. Destruction spells are 5/15% stronger against targets affected by shock damage.
New Perks:
-Supercharge (3 levels): Delaying the release of a dual-cast Destruction spell increases its magnitude by up to 30/60/90%. However, you lose up to 20/30/35% of your current stamina and cease to regenerate until the spell is released. Also works with single-cast spells provided only one hand is wielding a Destruction spell.
-Combustion: Fire spells burn 20% longer. Non-elemental Destruction spells are 5% stronger.
-Bone Chill: Frost spells do 25% more stamina damage. Non-elemental Destruction spells are 5% stronger.
-Discharge: Shock spells do 50% more magicka damage. Non-elemental Destruction spells are 5% stronger.
-Ritual Mastery: Cast ritual spells while moving to retain mobility, or while standing still to reduce costs by 10%.
-Martial Casting: Destruction spells are 25% stronger against targets close to you.
-Distortion: When your health drops below 35% nearby enemies are staggered and suffer a 50% weakness to magic for 10 seconds. This can occur once every minute.
-Elemental Loop: While readying your own Destruction spell, being struck by a hostile Destruction projectile spell of the same element (or no element, if readying a non-elemental spell) increases the magnitude of your spells sharing that element by 40% for 3 seconds.
-NOTE: As long as a spell of the incoming element is equipped, you just need to be casting a spell even if it's not that particular one. See Known Issues section for details.
-Blooded Magic: Destruction spells are 25% stronger when your health is below 50%.
Altered Spells:
-Rune, Cloak and Wall spells: Now benefit from augments and power scaling.
-Runes have extended range by default, and inflict a 30% weakness to their given element for 15 seconds.
-Fireball, Ice Storm, Chain Lightning: Magicka cost increased by 20%.
-Incinerate: Temporarily drains armor rating if the target is wearing Light Armor. Projectile is 50% faster. Magicka cost reduced by 5%
-Icy Spear: Temporarily drains armor rating if the target is wearing Heavy Armor. Projectile is 50% faster. Magicka cost reduced by 5%
-Thunderbolt: Extra damage if the target attacks or casts a spell within 1 second of being hit. Range is 50% longer. Magicka cost reduced by 5%
-Wall of Fire: Causes lingering damage for 5 seconds.
-Wall of Frost: Severely slows opponents standing in it.
-Wall of Shock: Staggers opponents who first enter it.
-Fire Storm: Cast time reduced to 2 seconds from 3. Base damage increased from 100/175/225 at far/medium/close range to 125/225/300. Also knocks back or staggers based on distance.
-Blizzard: Cast time reduced to 2 seconds from 3. Base damage increased to 30 per second from 20 and targets slowly lose frost resistance while inside the area of effect.
-Lightning Storm: Cast time reduced to 1.5 seconds from 3. Targets steadily lose shock resistance while struck.
New Spells:
-Arcane Stream: A gout of raw magicka that deals 10 damage per second. Damage has a chance of being 15% lower or 15% higher.
-Arcane Missile: A bolt of raw magicka that deals 30 damage. Damage has a chance of being 15% lower or 15% higher.
-Arcane Burst: An explosion of raw magicka that does 48 points damage. Damage has a chance of being 15% lower or 15% higher.
-Arcane Strike: A long range beam of raw magicka that does 72 points of damage and bypasses magic resistance. Damage has a chance of being 15% lower or 15% higher.
-Arcane Storm: A geyser of raw magicka at the target location launches most enemies into the air and deals 80 points of damage for 4 seconds. Damage has a chance to be 15% lower or 15% higher.


=RESTORATION=
Altered Perks:
-Novice: Also starts Restoration spell scaling.
-Novice/Apprentice/Adept/Expert/Master: Each improves ward strength by 10%, up to 50% total at Master.
-Recovery: Has a 3rd rank giving 75% faster magicka regeneration.
-Ward Absorb -> Ward Deflection: Wards reflect projectile spells and stagger melee attackers if raised at the last moment (see Timed Warding below).
New Perks:
-Ward Training (2 levels): Wards drain 30/50% less magicka on impact and regenerate 50/100% faster.
-Combat Warding: Wards may be maintained while you attack or cast other spells.
-Mystic Vitality: You heal 50% faster and gain 50% resistance to disease.
-Combat Meditation: You heal much faster when at low health and not attacking or being staggered.
-Ward Snap: Wards release a small shockwave if they are lowered after successfully absorbing at least one spell.
-Healer's Charity: Healing spells cure a further 50% more when cast on other non-hostile targets.
Altered Spells:
-All Wards: Vanilla wards have been overhauled as follows:
-Ward max health now properly scales with skill.
-Wards cost nothing to maintain, but you lose some magicka whenever the ward is damaged.
-Wards also absorb physical attacks now, but doing so puts great strain on the ward and costs extra magicka. Only works for the player.
-Due to this, wards no longer provide bonus armor. Again, this only applies to the player.
-Apart from breaking on impact, wards will also break if you run out of magicka.
-Timed Warding: Raising a ward the instant before impact will cost no magicka and instantly fills up the ward.
-Different wards now appear slightly dimmer/brighter when at max health, to clue you in on what ward is being used.
-Wards now vary in strength depending on your % magicka, starting at 125% strength at max down to 25% when almost empty.
-Difficulty of timed warding also varies with % magicka; the time window is smaller as your magicka drops.
-Wards will shut down if you make an attack or release another spell, unless you have the Combat Warding perk.
-Turn Lesser Undead -> Turn Undead: Cast time reduced to 0.5 seconds from 1. Target undead flees if it has less than X health.
-Turn Undead -> Hold Undead: Cast time reduced to 0.5 seconds from 1. Target undead is paralyzed if it has less than X stamina.
-Turn Greater Undead -> Rebuke Undead: Cast time reduced to 0.5 seconds from 1. Target undead fights for you if it has less than X magicka.
-Repel Lesser Undead -> Calcify Undead: Undead in the area of effect lose stamina. If their stamina hits 0, they are paralyzed for the remainder of the effect.
-Repel Undead -> Quell Undead: Undead in the area of effect lose magicka. If their magicka hits 0, they are calmed for the remainder of the effect.
-Bane of the Undead: All undead flee, and undead with less than X health are destroyed instantly.
-Circle of Protection: Undead in the circle take X damage per second and flee if they have less than half health.
-Guardian Circle: Cast time reduced to 2.5 seconds from 3. Undead in the circle are forced out. Healing now scales with perks and skill.


=ALTERATION=
Altered Perks:
-Novice: Also starts Alteration spell scaling.
-Stability: Now has 3 levels. Improves Alteration spell duration by 50/100/200%.
New Perks:
-Armor Aspect: Unlock hidden secondary bonuses for all protection spells. Effects will be shown in your active effects menu when cast.
-Canopy Defense: Protection spells like Stoneflesh grant their base armor bonus to nearby non-hostile targets.
-Integrated Armor: Protection spells like Stoneflesh continue to benefit from Mage Armor while wearing one piece of armor.
-Deadly Telekinesis (3 levels): Objects thrown using the Telekinesis spell deal 8/12/16x more damage. Range of Telekinesis is increased by 50/100/150%.
-Borrowed Time: When your health drops below 15% time slows to a near stop for 5 seconds. This can occur once every 5 minutes.
-Residual Barrier (2 levels): You take 15/25% less physical and magical damage if you have cast a spell in the last 2 seconds.
Altered Spells:
-Oakflesh: 2 minute duration. With Armor Aspect, 25% resistance to frost and mace/warhammer damage.
-Stoneflesh: 2 minute duration. With Armor Aspect, 25% resistance to fire and arrow/dagger damage.
-Ironflesh: 2 minute duration. With Armor Aspect, 25% resistance to shock and blade/axe damage.
-Ebonyflesh: 2 minute duration. With Armor Aspect, 15% resistance to physical damage and magic.
-Dragonhide: 1 minute duration, 50% damage reduction from 80%, but stacks with Armor Rating. With Armor Aspect, 25% reflect damage and 25% shout cooldown reduction. If you are currently recovering from a shout, the remaining time is reduced by 25%.
-Paralysis/Mass Paralysis: -5 seconds duration.
-Candlelight: Now a toggle spell. Cast once to activate, then again to dispel.
-Magelight: No limit on the light orbs you can create.
-Telekinesis: May now affect living targets if they are exhausted, staggered or bleeding out when you start casting.


=CONJURATION=
Altered Perks:
-Novice: Also starts Conjuration spell scaling. Novice level summons and bound weapons begin to grow stronger as your skill rises.
-Apprentice/Adept/Expert/Master: Summons of the given mastery levels begin to grow stronger as your skill rises.
-Dark Souls: Reanimated undead gain 50% more bonus attributes.
New Perks:
-Dominus: Your spells are 50% more effective on summoned or raised creatures.
-Tempered Casting: All spells cost 25% less magicka if you wait at least 5 seconds between castings.
-Soul Pact: When your health and/or magicka drop below 50% you start draining the health and/or magicka of nearby friendly summoned minions. The amount drained is equal to 10% of a minion's current health/magicka per second.
-Thrall Master: You can summon one extra creature if you have a Thrall under your control.
-Daedric Channeling: You can summon one extra creature while equipping a Daedric artifact.
-Essence Bloom (2 levels): When one of your summons is defeated it restores the health, magicka and stamina of nearby allies by 15/30% of its health, magicka and stamina respectively.
-NOTE: May trigger on allied summons. See Known Issues section for details.
-Protective Flux: Summoned creatures are immune to health damage for 5 seconds after they are summoned.
-NOTE: May trigger on allied summons. See Known Issues section for details.
Altered Spells:
-Conjure (Daedra): May gain bonus attributes based on your skill if you have the relevant spell mastery perk.
-Flaming Familiar: Explosion now deals 20 base damage (up from 10) and scales with your skill.
-Raise Zombie: No level limit. Raised corpse has X bonus stamina, but 50% reduced movement speed and no magicka.
-Reanimate Corpse -> Raise Feral Ghoul: No level limit. Raised corpse has X% increased movement and attack speeds, but 50% reduced stamina and no magicka.
-Revenant: No level limit. Raised corpse has X increased magicka and 50% magic resistance, but 30% less health.
-Dread Zombie: No level limit. Raised corpse has X increased health and armor, but 50% weakness to magic.
-Dead Thrall: No level limit. Now allows you to cast other reanimation spells on it, temporarily granting it the stats of that reanimation spell without destroying it.


=ILLUSION=
Altered Perks:
-Novice: Also starts Illusion spell scaling.
-Master of the Mind: Swapped with Animage.
-Kindred Mage -> Lingering Dreams: Illusion spells last 30% longer.
-Animage -> Psychic Suppression: Illusion resistance thresholds for Frenzy, Calm and Fear spells decay at half their normal rate.
-Hypnotic Gaze -> Panic: Fear spells drain 15% of their target's current stamina per second.
-Aspect of Terror -> Amnesia: Calm spells drain 15% of their target's current magicka per second.
-Rage -> Bloodrage: Frenzy spells drain 10% of their target's current health per second.
New Perks:
-Dream Strider: Your movement speed increases by 25% while affected by the Clairvoyance, Muffle or Invisibility spells.
-Shadow Weaver: Mental influence spells are 30% stronger against targets that cannot detect you.
-Psychic Bypass: Dual-cast mind influencing spells will briefly affect targets that are normally too strong to influence. The minimum duration ranges from 1 to 5 seconds depending on the mastery level of the spell.
-Dragon Eye: When your health drops below 20% you gain the ability to strike terror into enemies with your gaze for 10 seconds. This can occur once every 2 minutes. Does not affect dragons. Requires Master of the Mind to affect automatons, undead or daedra.
-Hypnotic Casting (2 levels): Enemies attacking you that see you casting a spell have their magic and damage resistance reduced by 15/30% for 3 seconds. This effect does not stack, but its duration can be refreshed. Requires Master of the Mind to affect undead, daedra and automatons.
-Deep Hypnosis (2 levels): The effect of Hypnotic Casting lasts for 6/10 seconds.
-Concealed Casting: You are 30% more difficult to detect when casting spells.
Altered Spells:
-Calm spells: Calm enemies that have less than X stamina. This threshold is checked every second and decays over time.
-Fear Spells: Fear enemies that have less than X health. This threshold is checked every second and decays over time.
-Frenzy spells: Frenzy enemies that have less than X magicka. This threshold is checked every second and decays over time.

========================================================
-==7.FILE: Combat Remastered - Inventing.esp==-
========================================================


Optional module. Replaces the Lockpicking skill with and Inventing skill. To get started, craft an Inventing Kit at any forge (Misc section).
Requires Merged Thievery Skill by LukeH at http://skyrim.nexusmods.com/mods/21792
To use the Inventing Kit, drop it in front of you and follow the on screen instructions.
At first you can only craft Caltrops and standard lockpicks. Other blueprints are unlocked via perks. Increase your skill by creating items with the Inventing Kit.
All inventions scale with your Inventing skill. Traps/explosives gain extra damage, servants gain extra stats.
Servants may also be upgraded with optional weapons, armor and soul gems. See their in-game schematics for lists of applicable items.


=INVENTING=
New Perks:
-Efficient Crafstmanship (2 levels): All inventions and enhancements only require 70/50% of their listed components, rounded up.
-Jaw Trap Construction: You can build jaw traps that severely hamper the first enemy to run over them.
-Grenade Construction: You can build throwable grenades that explode on impact.
-Mine Construction: You can build mines that explode when stepped on or struck.
-Basic Chemical Application: Traps and explosives can be enhanced with health, magicka or stamina damage poisons or ingredients. The potency of these extra effects scales with your skill level. Only one enhancement may be added per invention.
-Advanced Chemical Application: Traps and explosives can be enhanced with fear, frenzy, or paralysis poisons or ingredients. Only one enhancement may be added per invention.
-Exotic Chemical Application: Traps and explosives may be enhanced with fire, frost or void salts to deal elemental damage. Only one enhancement may be added per invention.
-Chemical Potency: All applied chemicals last 30% longer.
-Dwarven Oil Application: You can build bombs filled with Dwarven oil that detonate on a timer. Also, other explosives can be enhanced with oil to add a lingering fire effect. Only one enhancement may be added per invention.
-Dwarven Dynamo Rigging: You can rig centurion dynamo cores to explode on a timer. Also, other explosives can be enhanced with cores to greatly increase blast magnitude. Only one enhancement may be added per invention.
-Shrapnel: Explosives can be enhanced with lockpicks or ammunition to add bleeding damage. Only one enhancement may be added per invention. Also, explosives are 20% more damaging.
-Spider Construction: You can build Dwarven Spider servants. You may have only one constructed servant at a time; building another will destroy the older one.
-Sphere Construction: You can build Dwarven Sphere servants. You may have only one constructed servant at a time; building another will destroy the older one.
-Ballista Construction (DRAGONBORN VERSION ONLY): You can build Dwarven Ballista servants. You may have only one constructed servant at a time; building another will destroy the older one.
-Sphere Construction: You can build Dwarven Sphere servants. You may have only one constructed servant at a time; building another will destroy the older one.
-Reinforced Structure: Constructed servants gain 200 armor.
-Engineering Savant: All inventions are 25% more damaging.


=THIEVERY=
New Perks:
-Snatch Potion: Activate a staggered enemy in combat to steal a potion from them. May only be done once per enemy.
-Pilfer Ammo: Activate an enemy in combat from behind to steal some of the ammunition they have equipped. May only be attempted once every 3 seconds. Amount collected depends on your Thievery skill.
-Dislodge Armor: Striking an armor-wearing opponent with a dagger from their flanks or while they're staggered reduces their armor rating by 2 for each point of your Thievery skill. May only be applied to each enemy once per combat and lasts until the end of combat.

========================================================
-==8.FILE: Combat Remastered - Speechcraft.esp==-
========================================================


Optional module. Adds Shout, combat and altar blessing related perks to the Speechcraft tree.
Altered Perks:
-Haggling: With Crafted Thu'um (see New Perks below) your Shouts have 10-50% longer durations.
-Allure, Merchant, Investor, Fence, Bribery, Persuasion, Intimidation: With Crafted Thu'um, your Shouts have 10% more magnitude.
-Master Trader: With Crafted Thu'um, your Shouts recover 10% faster.
New Perks:
-Thu'um Meditation: Your Shouts begin to scale in magnitude with your Speechcraft where applicable.
-Thu'um Adept (2 levels): Your Shouts recover 15/25% faster and their effects last 10/25% longer where applicable.
-Crafted Thu'um: Other non-combat Speech perks improve your Shouts.
-Dragon's Fury: When you drop below 25% health, your Shout recovery is reset and your Shouts become 50% stronger for 20 seconds. This can occur once every 5 minutes.
-Unshakeable Charm: You take 25% less physical damage from characters of the opposite sex, as long as they have at least 50% health.
-Trade Secrets: You can convince trainers to share secrets they would not otherwise provide, gaining 30% effectiveness in that skill. You may only maintain this bonus for one skill at a time.
-Threatening Bravado: You take 30% less melee damage as long as you have more than half your health and stamina. Ineffective on constructs and the undead.
-Battle Bond: Standing near a follower grants both of you 25% physical damage reduction and 50% faster stamina regeneration.
-Tactical Coordination: While in combat the physical damage you deal to and receive from non-hostile targets is reduced to zero.
-Fervent Prayer (2 levels): All shrine blessings last 2x/3x as long and are 50/100% more potent.
-Chivalry of the Nine: While affected by a Divine blessing, you may activate an opponent who is bleeding out to spare them and renew your blessing. Does not work on undead, daedra, dragons or dwarven automations.
-Daedric Favor: While affected by a Daedric blessing and in engaged in combat, being reduced to less than 15% health renews your blessing.

========================================================
-==9.FILE: Combat Remastered - Sneak.esp==-
========================================================


Optional module. Adds more dagger, combat and stealth perks to the Sneak tree. Recommended for use beside Path of Shadows (Sneak Settings) by Ronyn (http://skyrim.nexusmods.com/mods/10456).
Altered Perks:
-Silence -> Silent Stalker: You are only silent when walking, but you now move 10% faster when sneaking.
-Shadow Warrior: Now only takes effect while you have at least 80% stamina.
New Perks:
-Combat Roll: You take 50% less physical damage and are immune to stagger during a silent roll. If you execute a silent roll immediately after crouching, you also gain 50% attack speed for a brief duration afterward.
-Crippling Blow: Attacking an enemy's flank while sneaking slows their movement speed for 10 seconds. This works regardless of whether they have or have not detected you.
-Distraction: You are 50% harder to detect by targets that are engaged conversation or in battle with a different target.
-Final Rest: You do double damage to sleeping or paralyzed targets.
-Fleeting Shadow: You move 20% faster when sneaking, and fall damage is reduced by half as long as you have at least 50% health. Fall damage reduction is cumulative with the Light Foot perk.
-Mimic Footsteps: Moving targets find it 30% more difficult to detect you if you follow closely behind them.
-Nerve Strike: Bashing a target from while sneaking and undetected paralyzes the target for 2 minutes. Does not work on automations, undead, daedra or dragons.
-Opportunist: You deal 25% more damage against enemies engaged in combat with someone other than yourself.
-Serpent Fang: Attacks with daggers are 10% faster and deal 20% more damage against an enemy's flanks.
-Wind of Death: Succesful sneak attacks with daggers grant you 50% increased movement speed for 3 seconds.
-Low Profile: You take half damage from ranged attacks while sneaking.
-Covert Poison (2 levels): Poisons are 50/100% more effective against targets that have not detected you.

========================================================
-==10.FILE: Combat Remastered - Creature Abilities.esp==-
========================================================


Optional module. Contains adjustments to creature abilities, adding more unique resistances and weaknessus plus some special racial quirks.
In general:
-Animals are quick to flee from fire.
-Furry creatures burn longer.
-Fat/bulky creatures are resistant to crushing damage, but weak to slashing damage.
-Creatures with a low profile are weak to crushing and to a lesser extent chopping damage.
-Visibly armored creatures have increased natural armor rating.
-Creatures with brittle internal structures are weak to crushing damage, but are usually resistant to slashing and piercing damage.
-Ghostly creatures and most Daedra have a weakness to shock.
-Ghostly creatures are resistant to all non-silver weapons unless electrocuted.
-Steam-powered machines have a weakness to frost (as stated by lore).
-Several creatures have special debuffs when struck with certain elements.


=ANIMALS=
Bears:
-25% weakness to swords/greatswords.
-30% resistance to maces/warhammers.
-Fire spells last 30% longer on them.
-Flee for 15 seconds when at less than half health and on fire.
-Power attacks deal 15 bleeding damage over 10 seconds.
Horkers:
-35% weakness to swords/greatswords.
-30% resistance to maces/warhammers.
-Flee for 15 seconds when at less than half health and on fire.
Mammoths:
-25% weakness to swords/greatswords.
-40% resistance to maces/warhammers.
-Fire spells last 50% longer on them.
-Flee for 15 seconds when at less than half health and on fire.
-Attacks ignore 50% of your armor.
Netch (Betty):
-25% weakness to swords/greatswords/daggers.
-30% resistance to maces/warhammers.
Netch (Bull, Calf):
-25% weakness to war axes/battle axes.
-30% resistance to maces/warhammers.
Mudcrabs:
-15% weakness to war axes/battle axes.
-30% weakness to maces/warhammers.
-50 exta armor.
-Flee for 15 seconds when at less than half health and on fire.
Sabre Cats:
-15% weakness to swords/greatswords.
-15% resistance to maces/warhammers.
-Fire spells last 30% longer on them.
-Flee for 15 seconds when at less than half health and on fire.
-Power attacks deal 20 bleeding damage over 10 seconds.
Skeevers:
-10% weakness to war axes/battle axes.
-20% weakness to maces/warhammers.
-50% resistance to poison.
-Fire spells last 20% longer on them.
-Flee for 15 seconds when at less than half health and on fire.
-Power attacks deal 5 bleeding damage over 10 seconds.
Wolves:
-Fire spells last 20% longer on them.
-Flee when at less than half health and on fire.
-Power attacks deal 5 bleeding damage over 10 seconds.


=DAEDRA=
Dremora:
-33% resistance to fire.
-20% weakness to shock.
Flame Atronach:
-20% weakness to shock.
-30% increased attack and spell power.
-Frost damage reduces attack and spell power by 30% for 5 seconds.
Frost Atronach:
-20% weakness to shock.
-40% resistance to arrows/daggers/swords/greatswords.
-40% weakness to maces/warhammers.
-200 extra armor.
-Fire damage reduces armor by 200.
-Attacks ignore 25% of your armor
Lurkers:
-Fire spells last half as long on them.
-Fire damage reduces their damage and movement speed by 20% for 5 seconds.
Seekers:
-Shock resistance increased to 50%.
-Mirrored copies have 0% shock resistance.
Storm Atronach:
-20% resistance to arrows/daggers/swords/greatswords.
-20% weakness to maces/warhammers.
-Attacks ignore 25% of your armor.


=INSECTS=
Chaurus:
-10% weakness to war axes/battle axes.
-20% weakness to maces/warhammers.
-100 exta armor.
-Frost damage prevents them from spitting poison for 5 seconds.
Chaurus Hunters:
-50 exta armor.
-Frost damage prevents them from spitting poison for 5 seconds.
Spiders:
-10% weakness to war axes/battle axes.
-20% weakness to maces/warhammers.
-50% resistance to poison.
-100 exta armor.
-Frost damage prevents them from spitting poison for 5 seconds.


=MACHINES=
Dwarven Ballistae:
-0% resistance to magic (was 25%).
-15% resistance to shock.
-15% resistance to fire.
-30% weakness to frost.
-50% resistance to arrows/daggers/swords/greatswords.
-50% weakness to maces/warhammers.
-350 extra armor.
-Attacks ignore 25% of your armor.
-Fire damage negates resistance to arrows/daggers/swords/greatswords and reduces armor by 100 for 5 seconds.
-If killed while on fire, explode for 20% of their base health in physical damage which may be negated by blocking.
Dwarven Centurions:
-0% resistance to magic (was 25%).
-20% resistance to shock.
-20% resistance to fire.
-30% weakness to frost.
-50% resistance to arrows/daggers/swords/greatswords.
-50% weakness to maces/warhammers.
-400 extra armor.
-Attacks ignore 25% of your armor.
-Power attacks ignore 50% of your armor.
-Fire damage negates resistance to arrows/daggers/swords/greatswords and reduces armor by 100 for 5 seconds.
-If killed while on fire, explode for 20% of their base health in physical damage which may be negated by blocking.
Dwarven Spheres:
-0% resistance to magic (was 25%).
-20% resistance to shock.
-10% resistance to fire.
-30% weakness to frost.
-50% resistance to arrows/daggers/swords/greatswords.
-50% weakness to maces/warhammers.
-300 extra armor.
-Fire damage negates resistance to arrows/daggers/swords/greatswords and reduces armor by 100 for 5 seconds.
-If killed while on fire, explode for 20% of their base health in physical damage which may be negated by blocking.
Dwarven Spiders:
-0% resistance to magic (was 25%).
-10% resistance to shock.
-20% resistance to fire.
-30% weakness to frost.
-50% resistance to arrows/daggers/swords/greatswords.
-50% weakness to maces/warhammers.
-200 extra armor.
-Fire damage negates resistance to arrows/daggers/swords/greatswords and reduces armor by 100 for 5 seconds.
-If killed while on fire, explode for 20% of their base health in physical damage which may be negated by blocking (in addition to shock).


=MONSTERS=
Gargoyles:
-20% resistance to arrows and daggers.
-20% weakness to maces/warhammers.
Giants:
-30% resistance to arrows.
-50% resistance to daggers.
-Attacks ignore 50% of your armor.
Hagravens:
-Fire spells last 50% longer on them.
-Melee attacks deal 10 bleeding damage over 10 seconds.
Ice Wraiths:
-30% weakness to shock.
-50% resistance to all non-silver weapons.
-Shock damage negates resistance to non-silver weapons for 5 seconds.
Magic Anomalies:
-30% weakness to shock.
-50% resistance to all non-silver weapons.
-Shock damage negates resistance to non-silver weapons for 5 seconds.
Spriggans:
-20% resistance to arrows/daggers.
-40% resistance to maces/warhammers.
-30% weakness to war axes/battle axes.
-50% resistance to frost.
-30% resistance to shock.
-Fire spells last 100% longer on them.
-Flee when at less than half health and on fire.
Spriggans (Burnt):
-20% resistance to arrows/daggers.
-40% resistance to maces/warhammers.
-30% weakness to war axes/battle axes.
-20% resistance to frost.
-Frost damage reduces spell power by 50% for 5 seconds.
Trolls:
-15% weakness to swords/greatswords.
-15% resistance to maces/warhammers.
-Fire damage halts health regeneration for 5 seconds.
-Base health regeneration increased by 200%.
-Health regeneration increases by a further 300% when below 30% health.
Wisps:
-30% weakness to shock.
-50% resistance to all non-silver weapons.
-Shock damage negates resistance to non-silver weapons for 5 seconds.
Wisp Mothers:
-30% weakness to shock.
-50% resistance to all non-silver weapons.
-Shock damage negates resistance to non-silver weapons for 5 seconds.


=UNDEAD=
Bonemen:
-15% weakness to shock.
-25% resistance to all non-silver weapons.
-Shock damage negates resistance to non-silver weapons for 5 seconds.
-25% resistance to arrows/daggers.
-25% weakness to maces/warhammers.
Draugr (incl. Dragon Priests):
-40% resistance to arrows/daggers.
-25% weakness to war axes/battle axes.
-Receive an extra 20% attack/movement speed reduction for 5 seconds from frost damage.
Ghosts:
-30% weakness to shock.
-50% resistance to all non-silver weapons.
-Shock damage negates resistance to non-silver weapons for 5 seconds.
Mistmen:
-30% weakness to shock.
-50% resistance to all non-silver weapons.
-Shock damage negates resistance to non-silver weapons for 5 seconds.
Skeletons:
-50% resistance to arrows/daggers.
-25% resistance to swords/greatswords.
-50% weakness to maces/warhammers.
-Armored skeletons have 150 extra armor.
Wrathmen:
-15% weakness to shock.
-25% resistance to all non-silver weapons.
-Shock damage negates resistance to non-silver weapons for 5 seconds.
-20% resistance to arrows/daggers.
-10% weakness to war axes/battle axes.
-200 extra armor.

========================================================
-==11.FILE: Combat Remastered - Enchantments.esp==-
========================================================


Optional module, adding new enchantments that boost magic power.
-Rings with magic school enchantments now boost magic power instead of reducing cost.
-These new magic power enchantments can be learnt and added to rings, necklaces, hand gear and foot gear (the same as with Fortify One-Handed and Fortify Two-Handed effects).
-Magic cost enchantments can now only be used on head gear and body gear.
-Also stops enchantments scaling with Fortify Restoration potions.

========================================================
-==12.FILE: Combat Remastered - Blessings.esp==-
========================================================


Optional module, fixes some display issues with enchantments when Combat Remastered - Speechcraft is used plus magnitude scaling.
-Description of Blessing of Talos now accurately states its magnitude.
-Blessings of Arkay, Julianos and Kynareth increase by 5 points for every 10 levels. All max out at 100 magnitude at level 150 and beyond.
-Blessing of Kynareth increases your carry weight as well.

That's a lot of stuff. :eek:

Ulminati, I'd grab something like Better Magic to make magic more interesting and rewarding (not to mention making mages viable on difficulties above Adept).

For graffix, I use Real Colors and Realistic Nights, which changes a lot of stuff despite the name (I like it mostly for the darker dungeons). It has a quicklauncher with a few presets.
 

Dreaad

Arcane
Joined
Apr 18, 2013
Messages
5,604
Location
Deep in your subconscious mind spreading lies.
It's a shame that all these talented moders have to waste their time fixing the broken engine rather than making more interesting content. Glad to hear that after a year the combat is almost playable :roll:.

I suppose at least that fixing the game is a viable option in the long term, unlike many other AAA games.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
Has anyone tried SPERG?

It changes the perks around so you get one very two levels instead of every level. But perks do more and you get the base mastery perks automatically once you reach 25/50/75/100 skill tresholds. I'm wondering which of the various balance mods to go with.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Clockwork Knight
Why don't you try Requiem?
It's comprehensive, fun, adds a lot more meaning to perks, amps skill diversity (for example heavy armor and light armor have completely different focus with Requiem), and has a lot of additional stuff like absolutely awesome high-level spells.

Also, does EEAI work with Requiem and how well?

Currently uninstalled Duel and Locational Damage (scripting engine desperately needed a breather).
May think about reenabling the latter as it's p. cool.
 
Joined
May 6, 2009
Messages
1,876,735
Location
Glass Fields, Ruins of Old Iran
Because it's a extensive overhaul, which would require me to create a new character and disable many of my current mods. I do plan on trying it, though (it's going to be updated soon), I just have to get over the laziness.

tumblr_ls300jHbmb1qafp5yo1_500.gif


EEAI's compatibility's section says this...

This mod is compatible with most of other combat mods, as:
Ace - Combat Skills
ASIS (if you don't use ASIS Enemy AI)
Dragon Combat Overhaul
Dual Wield Parrying
Duel - Combat Realism
Deadly Combat
Skyrim Redone (SkyRe) (EEAI overwrite SkyRe AI module)
Tk Hitstop
Ultimate Combat
Locational Damage
and a lot of others...if you load it after the other combat mod/s you are using

So it shouldn't create any problems, it would just overwrite similar AI changes made by Requiem. It is a simple ESP so you could give it a try without worrying about remembering to disable scripts in the console during uninstall and all that jazz. I'm not a fan of sparse readmes but I like this guy's other mods.

fake edit: Found this in the conversation section.

Anyone using this with Requiem? How goes it?

I'm going to.

Atleast the author of this mod confirmed that it should work with requiem:

"Mmm... Yeah. Just load EEAI as last in your load order."

It's awesome. Running Requiem, Ultimate Combat, and EEAI (in that load order) and melee fights are sooooooooooo much better than vanilla.

I'm using this since it's release along with Requiem and it's great. 150 hours of playing and I still die a lot with my level 30 character.
 

escom

Learned
Joined
Jan 18, 2013
Messages
145
Falskaar
http://skyrim.nexusmods.com/mods/37994

What is Falskaar?

Falskaar is a new lands mod that adds an entirely new worldspace to the world. It's accessed by a dungeon the first time, then by boat from then on out. Falskaar's goal was to act as a DLC, adding content in almost every area. There is a new land, places, people, quests, dungeons and more for the player to experience. It adds roughly 20+ hours of content, and favors all types of characters.

This is NOT a beta. This is NOT a test version. This is a 100% completed new lands mod.

Features
- An entirely new land independant of Tamriel, roughly the size of 2-3 Skyrim holds.
- 20-30+ hours of gameplay.
- 26 quests, including a 9 quest long main story, and 17 side quests! (Along with some unmarked content)
- New items including new books, recipes, weapons and armor sets. (A mix of brand new, and retextured)
- Two new spells and a new shout.
- A bard with several unique new songs.
- A soundtrack containing 14 brand new tracks composed by Adamm Khuevrr just for Falskaar, adding more than 40 minutes of new music!
- A fully voiced experience, featuring almost 30 semi-professional and professional voice actors and actresses.

 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
I had two pretty awesome encounters in Skyrim (Requiem, Morrowloot, Heavy Armory for more weapon types). Character I was playing is relatively low-level Khajiit dude in heavy armour, uses onehanders, usually shield and supplements those with archery if needed (although HA+archery is sub-optimal with Requiem unless you have crossbow as HA hinders your ability to shoot bows a bit).

1) I was traveling at night towards Riften from the direction of Ivarstad, and was hailed by who I thought to be two Vigilants of Stendarr who just slew two vampires. Big mistake, turned out to be two vampires who killed two Vigilants and were posing as them.
:rage:
Vampires are pretty fucking powerful with Requiem. They rose the dead and looted Vigilants too and had two or three wolves with them. After slashing naked zombie that tried to punch me in the face with silver katana I found on dead Dunmer in Bleak Falls Barrow (set to appear by either Morrowloot, Heavy Armory or Requiem itself) and determining it didn't do much good, and seeing flurry of ice spikes and lightning bolts unleashed at innocent landscape in my immediate vicinity, I decided to opt for plan B - screaming like a little girl and legging it. My follower (wussy bard from Riverwood, I gave him some light armour and 2h weapon), apparently came to the same, healthy conclusion as I heard his terrified screams disappear in opposite direction at running speed. The problem was that the wolves were after me, vampires behind them and further down the road I saw a giant fucking spider which I wasn't prepared to fight with the bloodthirsty crowd on my tail, so I got off the road and decided to climb the nearest rock and lodged myself in crevice that was inaccessible to wolves and well shielded against direct fire spells.
Ok, but what could I do next? I decided to bid my time - vampires and daylight don't mix well. Immediately after sunrise I slid down the rock face (the wolves' attention span has apparently timed out) and went to see if vampires were still there. They were - sunlight didn't kill them but they were weakened considerably so hoping to not get faceful of lightning bolts and ice spikes I charged and managed to slice them! One by one!! Which also released naked Vigilants from undeath!!! :D
On the downside I was winded, had no healing potions (typical state of an adventurer in Requiem and I expected the trip to be uneventful) and the wolves remembered their allegiance and returned to bite my well armoured ass. Fighting while winded is bad idea with Requiem - you can't run, your damage output drops dramatically, your attack rate drops dramatically, you can't bash or power attack and may drop your weapon while attacking. Which I did. Shit started to look pretty grim (although not hopelessly so - as Khajiit in tincan I did stand a, let's say realistic, chance at dispatching the wolves with just shield + HTH even while wounded, but I wouldn't necessarily count on it). Suddenly my follower also remembered his allegiances and charged in with 2h axe. The wolves legged it. :lol:

2) I decided to assault a bandit keep near Riften in hope to lure a more formidable henchman by reclaiming his amulet. Assault went fairly well, as I had some ice-enchanted sword from the barrow (BFB) and managed to lure the defenders out, although I did take some whacking. What did not go well was that suddenly a wild troll appeared. I slashed it a few times got whacked in the face, watched it whack some poor bandit dead and determined that I couldn't possibly overwhelm its regeneration and was too tired to actually run away. Magnanimously sparing one covering wounded bandit (by "magnanimously" I mean "lol, trollbait", of course) I decided to run into the keep. Combat inside wasn't particularly eventful, although I did run into some tight spots, including getting battered by an Orc tincan, and watching pretty manly performance by my cornered follower who managed to repel two bandits at once immediately after, without my aid as I was too battered to risk engaging in melee and managed to botch one bow shot where I actually had clear line of fire. At one point however I found a shitty iron dagger on a table. A weapon I would not really think of using except it had some fire damage enchantment on it - just what I needed for the troll outside. I emerged out of the second exit within partially ruined fortress, made it up to the tower while looting whatever was there to loot, then leapt from the wall (Khajiit take reduced damage from falls and can fall from greater heights without harm and the wall wasn't too high to begin with) at the troll with blazing... well "butterkinfe" would be already too kind for it, in my offhand, not to deal any actual damage, but to stay the insane regeneration of wounds dealt with my primary weapon (maybe I should have tried bashing it with torch right away? Then again, Khajiit, not much use for torches so I didn't have one). Miraculously surviving wounded bandit got offed a while after by my follower.
 

subotaiy

Cipher
Joined
Aug 8, 2012
Messages
524
Location
Romania
I mean as a total conversion/separate module; i'm not bothering to install and play the same mediocre vanilla game for a chance that this mod will be any good.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
The Civil War Overhaul is a buggy mess. But when it works, it does so brilliantly. Give it a month or two for bug fixes and it'll be worth starting a new game for. If only there had been 3-4 times as many soldiers per battle and it had been included in vanilla... :(
 

escom

Learned
Joined
Jan 18, 2013
Messages
145
So, is it worth reinstalling Skyrim for?

Falskaar does feel like a DLC but it doesn't have any new models or textures so it's just more skyrim on an island.

Moonpath to Elsweyr has new models and textures but it's smaller and feels unfinished.
 

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