Changes in 1.6
-------------------------------------------------------------------------------------------------------------------------------------
Perk-related Changes:
- The Perk Basic Blacksmithing has been renamed to "Craftmanship" and now also requires a book to be acquired.
- The Book needed is called "The Craftman's Manual", and is avaialable in almost every blacksmith's shop and can be found in the world randomly.
- The Perk Craftmanship now is a prequisite to create Leather and Leather Strips at a Tanning Rack
- The Perk "Precise Aim" no only drains 5 points of Stamina each second when zooming in
- The Perk "Self Sufficient" has been removed - Instead, you can now create your own lockpicks at a smelter if you have both the Craftmanship perk and the Basic Lockpicking perk
- The Perk "Agility (Rank I)" has been merged with the Perk "Fleet Feet"
- The Perk "Fleet Feet" has been renamed to "Agile Spellcasting", which almost negates any penalties for casting spells in Light Armor. It is no longer a Prequisite for the Perk "Vexing Flanker".
- The Perk "Alchemical Lore" is now required to be able to make potions (with a magnitude/duration greater than 0) - This does not apply to races that get an Alchemy Advantage
- The Perk "Enchanter's Insight" is now required to be able to make enchantments (with a magnitude/duration greater than 0) - This does not apply to races that get an Enchantment Advantage
- The Perk "Strong Fists" has been renamed to "Martial Arts" and should now work as intended. Also, it is now required to be able to perform unarmed finishing moves (however, these do no longer work on heavily armored targets - so you'll no longer be throwing around a guy in full plate armor as if he was a sack of feathers)
- The Perk "Haggling" now grants a higher bonus on received gold when selling things
- The Perk "Merchant" now grants an additional bonus on selling your items
- The Perk "Fighting Stance" has been renamed to "Swift Strikes". It now also is required to perform kill moves with one-handed weapons, including dual-wielded attacks.
- The Perk "Balanced Stance" has been renamed to "Barbaric Might". It now also is required to perform kill moves with two-handed weapons. (It should no longer be possible to chop off an enemie's head with a pure blunt weapon)
- The Perk "Elven Blacksmithing" is now required additionally to be able to craft more exotic weapons like Katanas, Wakizashis or Scimitars of any type.
- The Perk "Enchantment Mastery" now decreases all charge costs by 15%, allows to place two enchantments on a single item with only 55% efficiency and still allows to create daedric staves.
- The Perk "Soul Gem Mastery" is now a part of the main enchanting tree
- The Perk "Arcane Maelstrom" has been removed
- The Perk "Perfected Art" now allows you to pickpocket things even if the victim can currently see you
- The Perk "Juggernaught" no longer grants an attack damage bonus, but decreases the attack speed and movement speed penalties for wearing heavy armor
- The Perk "Alchemical Lore" (Rank II) no longer allows to craft Poisonous Oils (which have been removed entirely). Instead, it allows you to create special dusts at a smelter with the same components. For technical reasons, these powders are classified as scrolls. They can be used as close-ranged weapons, and fully work on anything, even things immune to poisons (if not explicitly said otherwise). Every 25 points of your alchemy skill, a new type can be made: 0 -> Frost Powder, 25 -> Fire Powder, 50 -> Void Powder ; we plan to further expand this concept with time!
- The Perk "Regenration (Rank I)" has been merged with its second rank
- The Perk "Herbalism has been removed
- The Perk "Concentrated Poisons" has been changed: Instead of a fixed amount of additional charges, it now grants additional charges based on your alchemy skill level. It also has been swapped in position with the "Improved Poisons" perk
- The Perk "Increased Yield" now only features two ranks
- The Perk "Self-Experimentation" has been merged with the second rank of Alchemical Lore
- The Perk Trees of "Onehanded" and "Twohanded" have been altered a bit in appearance by rearraning perk requirements for weapon specialization perks
- The Perk "Draconic Rhetoric" has been renamed to "Lore of the Thu'um" and is now independant of other speechcraft perks. It becomes unlocked after you have completed your first training with the Greybeards.
- The Perk "Tongue's Insight" has been added, and is obtainable as soon as you have completed your first training with the Greybeards. It allows you to trade a perk point for a dragon's soul, as it reflects the Dovahkiin meditating on his unused potential and thus, to instinctively harness a word of power. It can be taken an unlimited amount of times.
- The Perk "The Way of the Voice" has been added, and is obtainable as soon as you have met Parthurnaax for the first time. It grants you the power "Tongue's Trance". If you already have the power because you're a Nord, it's duration is doubled instead.
- The Perk "Destructive Urge" has been added, and is obtainable as soon as you have talked to Parthurnaax and meditated on the Word "Yol". The perk then grants you 15% additional power with all shouts for as long as you keep meditating on "Yol".
- The Perk "Spiritual Equilibrium" has been added, and is obtainable as soon as you have talked to Parthurnaax and meditated on the Word "Feim". The perk then grants you 15% longer durations with all shouts for as long as you keep meditating on "Feim".
- The Perk "Indomitable Force" has been added, and is obtainable as soon as you have talked to Parthurnaax and meditated on the Word "Fus". The perk then decreases the duration and power of all shouts directed at you by 50% for as long as you keep meditating on "Fus".
- Perks that grant an attack speed bonus have been decreased in effect slightly
- Perks that grant Dual Cast abilities have been renamed and fleshed out a bit
- Certain Light Armor perks now grant a variable bonus depending on how many pieces of Heavy Armor you wear - the less, the better the effect. No heavy armor at all means you get the full effect, a full set of Heavy Armor means you get no benefit at all. All perks that do not state anymore that they require NO worn Heavy Armor in order to work are affected.
- The Main Spell School Perks now allow you to choose the spells they grant you upon acquiring them.
Magic-Related Changes:
- Creating a Daedra Heart at the Atronach Forge now also requires Strange Remains and Void Salts
- Recipes for the Atronach forge have been tweaked
- Halved the experience gained from Novice Level Concentration spells of the Destruction school
- Tweaked many spells in regards of cost and duration
- The Necromancer Amulet now only needs 150 points of base magicka to be used without triggering its curse
- The Necromancer Amulet now grants an additional 50 Magicka and 5% cheaper conjuration spells
- Chillrend has been decreased in power: The chance to paralyze a foe now only is 3% with each hit, and it only works on things with a magic resistance of 25 points or less
- Paralysis Encahntments now only have a chance of 2% to affect the target and only work on things with a magic resistance of 20 points or less
- Elemental Fury Enchantments have been decreased in magnitude greatly
- Regeneration Enchantments made by the player no longer feature a secondary
l boost to prevent a (vanilla?) bug that stops it being scaled correctly
- Enchantments that decrease spell cost received a small bonus so custom made ones can compete with non-self-created ones
- Enchantment charge costs will no longer be affected by magic effects that reduce the cost of spells
- Tweaked a few fire enchantments from staves and scrolls
- Resistance Bonuses enchantments grant have been decreased
- Bags of Holding now use the Coin Purse Model and are fully affected by Physics
- Decreased the amount of magicka needed to cast "Heal Self (Rank I)"
- The Atronach now grants +350 additional magicka, however, it now also decreases magicka gained by potions to 33% and also negates the magicka restoring effect of Kyne's Peace, along with some other magicka restoring effects
- The Nord Racial Ability "The Dragon within" has been renamed to "Tongue's Trance"
- Healing spells of the Restoration School no longer affect anything undead, but certain types of Daedra.
- Conjuration now features spells that allow the healing of undead things, including a self-targeted version for vampires
- Alteration now features a spell that allows to heal constructs and atronachs. It is of dwarven origin, though, and can only be found in a few dwarven ruins.
- Removed the enchantment shaders from certain Dawnguard weapons
- The Annihilation enchantment no longer grants a chance to instantly kill a target, but a chance to deal 1% 250 points of unresistable damage on each strike
- Mehrunes Razor no longer grants a chance to instantly kill a target, but a chance of 2% to deal 750 points of unresistable damage on each strike. It now works on everything.
- Tweaked several spells to better fit into the new magic system, as they were still having the old values assigned
- Fire enchantments will now linger a bit on the target (4 to 5 seconds), dealing a bit additional damage and preventing most types of regernation longer
- The spell Dispel (rank I) now costs 20% less magicka
- Exchanged the spell levels of Healing Aura (RAnk I) And Heal Self (rank I)
- The Spell Teleport (rank II) now is a master level spell that can only be obtained after performing the Conjuration Ritual Spell Quest
- The Disease "Bone Break Fever" now also reduces max carry weight by 25 points
- The Disease "Brain Rot" now also deals damage to you (1 damage every 20 real time seconds)
- All Concentration spells now are cast like in vanilla skyrim - the exploit is now fixed by making them unstackable with each other
- Potions that restore Health, Magicka or Stamina over time have been decreased in their price by about one third
- Making a skill legendary will not lower the skill at all, it will just reset the perks you invested in it.
- Gem Dusts are no longer created at the forge, but at the smelter
- The Size of ice bolt projectiles has been decreased by 50% to better fit the damage they deal - Thanks to odin_ml for making this resource available!
- Atronach Forge Recipes can now always be found, regardless of if you have access to it or not. The chance to find them has also been increased a bit.
- Poison Effects that lower the Resistance of enemies towards a certain element/to poisons now will cap at a certain point (about -100% resistance, meaning double damage from the related source)
- The Strength of the Image Space Modifier that is applied when being affected by poison now gets progressively weaker the higher your poison resistance is
Miscellaneous Changes:
- Increased the skill rate of Restoration by 10%
- Increased the skill rate of Illusion by 10%
- Increased the skill rate of Conjuration by 10%
- Increased the skill rate of speechcraft by 10%
- Removed Hearts and Flesh from Humanoid NPCs as standard loot again
- Tweaked a few quest rewards
- Vampires should now no longer suffucate
- Tweaked the values of items made mainly from gold
- Warhammers and Maces will now always penetrate a bit of armor, even without having the related perks
- Decreased the amount of Gold most merchants have in stock
- Decreased the amount of ores and ingots at most merchants
- Added more locks to the game world's containers and doors
- Recipes at the smelter now are only shown if you have some of the necessary ingredients to avoid cluttering
- Random Dragon Encounters should stop to appear after you have completed the main quest
- Some World Event now are tied to your level or some other deeds. For instance, after slaying your first dragon without (much) help or reaching a certain level, simple Thiefs and Thugs will no longer dare to mess you.
- Some World Events have been tweaked - be ready for a few new surprises
- You now have 45 seconds to eliminate any witnesses of your crimes before you're stuck with the bounty
- The Passive Werewolf Bonus has been reduced to 100 HP and Stamina each
- The Sword Dragonbane should now work as intended, and deal 150 points of unresistable damage to a hit dragon. It also uses a new custom model.
- The Swords of the Red Eagle now use custom models.
- The Sword Dawngbreaker has been increased in power
- Decreased the amount of Septims some enemies drop
- Soul Gems now are more expensive
- Clams now have a small chance of yielding pearls
- Decreased the chance of finding filled soul gems in slain Dwarven Automatons greatly
- Lesser Powers no longer are affected by the 3 seconds cooldown
- Rahgot's Mask now is more powerful
- The Gauldur Amulet is now less powerful
- Sanguine's Rose will now be as wicked as its creator: Being an artifact of the Lord of Debauchery, Hedonism, and somewhat black humor, it now works as follows: Besides it now requiring 5000 charges, the summoned creature will only last if you are fully naked and under the effect of a drug, like alcohol or skooma. A somewhat hidden thing: You can circumvent the drug condition if you carry A LOT (100+) pieces of nordic mead with you!
- Horses now cost 6000 pieces of gold
- Hirelings now cost 5000 pieces of gold
- Decreased the amount of gems one can find
- Decreased the armor ratings of Dragon and Daedric Armor
- Wearing Heavy Armor now reduces movement speed and attack speed by 7.5%/5% per piece worn. Due to technical limitations, this currently only affects the player. The perks Juggernaught and Fortitude will cause up to two pieces of heavy armor not being calculated in this formula.
- Messages that say an enemy is immune to a spell have been removed to avoid cluttering of the message section from spells (this is related to certain exploit fixes)
- The maximum amount of how much an item can be tempered now is based on its material
- Vampire Dust can now cause Vampirism when consuming it. It features a much higher chance of infection, but also comes at a larger health point penalty.
- The Ebony Mail now inflicts less damage via its poison shroud
- An equipped piece of armor (this includes shields) will only encumber you by 80% of its actual weight due to the better weight distribution when it's worn
- Increased the amount of Magic Arrows crafted with each application of the respective receipt by 6
- You no longer gain any Skill XP for breaking lockpicks
- The skill rate for lockpicking has been increased greatly
- Heavy Armor now always retains some sprinting cost penalties, even if you have the related perks, though they are very small compared to what you have without them
- Each piece of Heavy Armor now decreases the damage you inflict with bows (NOT crossbows) slightly
- Training Units now always cost 250 pieces of Gold (This is to make gaining skill somewhat less a grind)
- Woodelves now deal 20% additional damage with weapons and block 20% more damage for as long as they are affected by the Greenpact Feast Effect
- Blocking no longer drains Stamina - More Blocking tweaks will come with update 2.1, as we did not yet find the time to implement the Timed Blocking Mechanism we planned
- Disenchanting items will no longer grant any skill at all. To make this even, the skill rate is now as fast as it is in vanilla Skyrim (25% increase)
- Having a low stamina now does only decrease physical damage by 25%, but also slows the attack speed by 20%
- Many minor Tweaks
Items added:
- Tyranus now wears a very impressive Plate Armor. You can also craft it with the Legendary Blacksmithing perk. Many thanks to dopalacz (
http://skyrim.nexusmods.com/users/3478029) for allowing us to use resources for that from his mod SPOA Silver Knight Armor (
http://skyrim.nexusmods.com/mods/32275)!
- A new item called "Dwarven Powder" has been added. It can be made at a smelter with gold, fire salts and oil at a smelter if you have the Dwarven Smithing perk. It is required to smelt dwarven stuff into ingots from now on!
- Ancano now posses a pair of very unique gloves...
- Tweaked a few things in Helgen...
- The merchant from Radiant Raiments in Solitude now has some more unenchanted robes in stock
- A new set of armors and weapons has been added: Legendary Elven Armor/weapons - they are slightly better than glass and are much brighter than normal Elven Equipement. Elenwen now wears a few items of this set, and you can also make it yourself if you have both the Elven Blacksmithing perk and the Legendary Blacksmithing perk.
NPC-related changes:
- The Enchanted Sphere's regeneration can now be surpressed with Lightning Spells
- Some Horses now come with a Horse Armor - While it cannot be removed or customized, it grants it additional armor. However, these horses also pay for it with a reduced Stamina, carry weight and speed. But since they are trained to wear armor ,they also are sturdier and thus also receive extra Health points.
- Decreased the accuracy of marksman very slightly
- Decreased the armor rating of small Frostbite Spiders
- Handplaced a bunch of NPCs in Blackreach
- Increased the speed of very small Frostbite Spiders by about 35%
- The Vigilants of Stendarr and members of the Silver Hand have been tweaked a lot - see for yourself!
- Killing Madanach should no longer count as murder
- Killing the Couriers in the related Civil War Quests should no longer count as murder
- Ugor now can only be killed by the player character
- Bandit Wizards now are less terrifying than those fully edjucated mages. They will most often have no Lightning spells that hit you instantly, and they also will appear less frequently. When you had a 100% chance to meet a Bandit wizard, it's now about 33% in most cases. In their place, other bandits may spawn instead.
- NPC Wizards now should use a wider variety of robes
- Horse Saddlebags no longer are accessed by (dis)mounting it with nothing equipped in your hands. Instead, the player character now receives a new ability called "Search". If you use it while targeting a saddled horse or a reanimated undead (they need to be in melee range!), their inventory will be opened. It does not work on hostile targets, though! It should also work on every saddled horses, even on those from other mods or those added by no yet supported DLCs!
- The new "Search" ability also enables you to rob most fleeing NPCs of some of their valuables. Not equipped armor, but most other things, so you can actually loot a bit and still choose to let yielding NPCs live. Unfortunately, it might not work as intended all the way, but mostly!
- A few encounters have been handplaced in various parts of Skyrim
- Most Dwarven Automatons now receive additional damage from maces and warhammers
- Highelves now receive 40% additional damage from all magical sources instead of just 25%
- Bretons now receive 20% magical resistance instead of 15% and their racial power now features a 100% absorb chance for 8 seconds instead of 50% for 30.
- NPCs should now block and attack slightly more often
- Mercer Frey should now be significantly stronger
- Enthir in the College of Winterhold now has a single Bag of Holding for sale
- Halved the damage of most Invisible Entities
- Increased the power of Dragonpriests (50 points of health regained every second, 500 points more max health, 100 points of additional armor)
- Large Spiders, Sabrecats, Bears, and Mammoths can now knock things down with most of their power attacks if the attack is not blocked
- Alduin received a few additional abilities and tweaks
- Horse trampling has been improved: Now, only things in a small cone in front of the sprinting horse will be affected. This will make it much harder to hit things with the trample effect, especially in narrow terrain. However, it will also make it much more controllable and should prevent (most of) the tedious situations that can happen currently! Not sure if this change will work on existing savegames without further tweaking, though!
- Some Animals now have a somewhat higher chance to infect you with diseases
- Vampires no longer regenerate health by default
- Vampires no longer benefit from most Health Restoring potions and enchantments
- Vampires are now capable of infecting the player with vampirism with their normal attacks instead of just their drain life spell, jsut as in previous titles
- If the player is a vampire, these tweaks will now be effective (in general, the blood mechanism has been reverted - the more hungry you are, the weaker you become):
° The Power "Vampire's Seduction" is available from stages 2 to 4, being a side-effect of an increasing thirst for blood.
° The Power "Embrace of Shadows" has been renamed to "Vampiric Hunger" - it still is only available in the last Stage of Vampirism, as a final resort of the blood-crazed character to find a source of blood. It now only works when it's night.
° The Power "Nightstalker's Footsteps" and "Champion of the Night" now only works in the first stage of Vampirism
° The Power "Vampire's Sight" will no longer work if your in the fourth Stage of Vampirism
° The Power and Duration of the power Vampire's Servant now is reverted - the higher the Stage of Vampirism, the weaker it gets
° The Power of the Life Drain power now decreases with the Stage of Vampirism
° The Frost resistance granted by Vampirism has been increased and reverted - the higher the stage of vampirism, the lesser its protection
° The Overall Health Bonuses tied to the Stage of your vampirism have been decreased
° The secondary Health Bonuses tied to the Stage of your vampirism have been reverted: The higher it is, the less health and unarmed bonus damage you receive
° The Weakness to Fire has been greatly increased, and increases further with every Stage above one
° Vampires will no longer gain any benefits (and disadvantages) from consuming any worldly food
° Vampires now start on Stage 4, not 1. Make sure to feast as soon as possible, or perish!
° Vampires now are healed by 100 points of health when feeding on a target
° Vampires now are not send to Stage 1 when feeding, but only one stage higher than they before feeding. So if you are on stage 4, and feed, you will not end up on 1, but on 3. When on 3, on 2. And so on.
° The screen visuals you get when entering the outside world while it's day will now stick to you until you find shelter from the sun's searing light!
° Feeding on a target will decrease its maximum health by about the same amount the vampire is healed by. If the victim has not enough Health, it will die while feeding. Also, if the target survives, it will not have enough blood left for you to just suck out of it, thus rendering it yielding no more blood for the next three days. And be very careful about who you feed from, even some important characters can die from drinking them dry...
° Being in a place that is strongly aligned with the Aedra (Temples of the Divines, for instance) will cause all regeneration of the vampire to stop and lead to a blurred screen for as long as you tread on holy grounds
° The Dawnguard will attack you on sight if you are a vampire, regardless of your vampirism Stage
- Humanoid things will no longer drop Bottled Blood just like that when being a vampire. Instead, they will drop something just called Blood (Though the item is depicting a flask, it's not meant to be in a flask, but the remaining blood in the corpse). If you take it, it will be used immediately, counting as feeding. You can also conserve the blood by crafting a "Blood-Conserving Phial", which requires both the perks Craftmanship and Alchemistic Lore. You must be a vampire to craft it, too! If you loot "Blood" while having Blood Conserving Phials, an amount equal to the looted amount will be removed, and for each removed Phial, you'll get an Elixir of Blood. The Phial's conserving magic only works once, and thus, you cannot reuse them.
- NPCs now also are affected by a slower Fire Rate with ranged weaponry if they do not have the related perks
- To make off the slower attack speed, they now aim somewhat better again
Graphical and Aesthetic Changes:
- Lockpicks now have the same apearance in your inventory and the gameworld like in the lockpicking menu (so you do not see two kinds of lockpicks) - Thanks to born2bkilled for the permission to use this resource!
- The Lockpicking menu has been changed - it know has a more worn-out look and adds more to the immersion of a harsh world like Skyrim. Many thanks to quazaque for his permission to use it!
- Ruined books will now look less burned, but just very worn - Thanks to Ichibu for making these available as modding resources!
- The Third Person Animations of Dual Wielding have been tweaked to look more smooth and less anime-style-like
Bugfixes:
- The Ghosts called by the Augur of Dunlain during the Ritual Spell Quest should now correctly engage the player with spells
- Fixed a vanilla bug that caused the Shout "Marked for Death" to reduce armor permanently instead of the just the duration of its effect
- Fixed a vanilla bug that caused the Dawnguard Runehammer to be exploitable for Destruction Experience
- Fixed a vanilla bug that caused the Ghosts in Ysgramor's Tomb to nout register as undead
- Fixed a few bugs related to tempering recipes
- Fixed a few bugs related to Trainers from the Dawnguard DLC giving off amount of skill points
- Fixed a few bugs related to custom enchantments draining too much charges for each use
- Fixed a bug related to Galmar's Gauntlets
- Fixed a bug that caused the perk "Strong Fists" not to work properly
- Fixed a bug that caused Mistmen not to attack properly
- Fixed a bug that gave the Swords of the Vigilants no charge so the enchantment would not work. They're now also temperable.
- Fixed a bug that caused Plate Armor to receive no tempering bonuses from perks
- Fixed some minor bugs
- Fixed some spelling mistakes
- Fixed some slightly performance draining things
Options added:
° Starting Skill Adjustment 0 (It was missing; now, everyone who wants to start with a base skill value of 0 can do just that
° Less Non-Magical Arrow Damage (Tunes down arrow damage, magical ones are currently not supported for technical reasons. Affects both Player and NPCs)