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Armor Effectiveness

Power attacks, bashes, and certain creature attacks lower the victim's armor rating. This effect lasts 4 seconds and debuffs armor by an amount relative to the weight class of your opponent. Weight classes range from dragons, which can degrade armor by default 700 points in an unblocked, unresisted bite, to mudcrabs which can degrade 35 armor. Blocking or bashing interrupts this negative debuff by default.



Parry Rules

All normal melee attacks being made by or against the player can be parried by corresponding attacks that have not passed their damage point yet. All drawing, or drawn bows/crossbows act as pseudo shields as well, deflecting the corresponding melee attack while mini-staggering both targets. While this forces a bow holder to redraw, a crossbow holder only needs to take aim again and fire.



Bleeding

Power attacks, bashes, and certain creature attacks from more threatening creatures leave open wounds which leak hitpoints and taper off after 4 seconds.



Stat Effectiveness

Base stats now affect everything. Current health and stamina act as active skills to amplify certain actions.



Health amplifies armor reduction at 1 point per percent for power and bash attacks, as well as creature abilities such as poison, claws, breath/steam attacks, and so on.



Stamina amplifies bleeding after a power attack or bash attack making it more intense and longer at a rate of 1 point per percent. It also passively influences run speed and jumping height as of version 1.1(upcoming).



Armor has now been adjusted for all creatures based on their physical stature. Vanilla creatures all came packed with zero armor, even if they appeared to be heavily shelled, armored, thick-furred/skinned.



Magic Balance

All vanilla magic has undergone a basic balance overhaul. Skill points now affect spells at the very least 1 point per percent. This is to make sure all spells take passive advantage of caster skill growth.



Necromancy spells , with exception of thrall spells, now have a skill modifier of 5/4/3/2 as opposed to 5/3/1/1(vanilla), allowing the final spell Dread zombie to raise up to level 90 creatures for 180 seconds at Conjuration 100.



Magic Distrobution

To counteract npc mages being able to spam magic semi-nonstop with their high-regen rates, scrollcrafting has been added as a passive ability called PREPARE SPELLS.



The recipes follow the below formulae:



Blank paper + enchanted ink(with Tome X in inventory) = Scroll of Tome X

Blank paper + enchanted ink(with Scroll X in inventory) = Copy of Scroll X

Ink vial + filled soul gem = # of enchanted ink vials

Log of Firewood = 15 sheets of paper (or) 4 blocks of charcoal

Charcoal/BlueMountainFlower + Glass Ingot = 3 vials of ink



As illustrated, you are copying tome X to scroll X without exhausting it or memorizing it.

SCROLLS CANNOT BE COPIED FROM MEMORY



Paper, ink, enchanted ink, and scrolls spawn on npc mages and may also be bought on vendors.



Expanded Spell Spread for players and NPCs(only in npc module version 1.1 and up)

Blood drain | Blood bolt | Blood Blast | Blood wave | Blood rune | Blood cloak

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Wind wave | Flame wave | Frost Wave | Doom | Disarm

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Water Rapids | Waterball | Water Rune | Water Geyser | Water Cloak | Water Torrent | Water Wall | Tidal Wave

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Gravel | Rock Cloak | Rock Blast | Earth Rune | Boulder | Wall of Earth | Stalagmite

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Gust | Zephyr | Wind Rune | Whirlwind Cloak | Tornado | Wall of Wind | Tempest | Cyclone

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Magic Missile | Invigorate Allies | Heal Allies | Brewer Brain | Affinity for Flight | Rain of Arrows

Storm of Swords | Bricks of the Legion | Silver Tongue



Draugr Gear

Draugr now drop 1-2 pieces of ancient nordic armor.



Stagger

Power attacks, bashes, and unique attacks from certain creatures now stagger npcs as well as the player. Players suffer screen-shake and drunken movement/aim for a duration instead of animation lock. Multiple stacks of this effect further throws the player off balance making it impossible to run in a straight line or aim properly. This system is based completely off of a subsystem introduced for Gargoyles in DLC1: Dawnguard and requires zero script load.



Zone Leveling and Load Door Restrictions

All zones are freely traverse-able by all npcs via load doors. Zones also now allow for up to level 80 scaling if your creature or npc overhaul mod adds high level creatures.



Unrestricted Water Navigation

All appropriate creatures may now navigate through water to reach a goal and in some cases, attack while swimming/wading through water. Creatures like mammoths and rieklings will freely chase you into a river and kill you if they can catch you swimming against the current.



Improved Combat Styles vs. Cooldown edits

All combat styles have been edited to make npcs a bit more willing to engage you in combat. On top of this, any attack animation that previously was set to a cooldown of zero, locking it from being accessed by anything but combat style timers, now has a cooldown of 1, allowing for previously unuseable attacks to be run. For instance, fire atronachs can now summersault-kick you if you get close.



Enemy Growth and combat(optional)

All vanilla creatures have tweaked leveling thresholds, blending progressions between higher and lower ranks of their factions. For instance, instead of a level 24 bandit and level 34 bandit, there will a bandit that levels from 24-34, and the next 34-46. This is applied across the board to all vanilla npcs.



To add, special npc-only perks have been spread across the npc library to introduce block running, quick archery, quick-step while aiming, sweeping attacks, critical hits, and second wind mechanics.



Additional Reagent drops(optional)

Ingredients are now found on most, if not all npcs you kill, helping alchemy players collect reagants to improve their potion making.

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