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KiroKobra

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  1. You will need to make two separate effects, unless the % damage and frost damage are the same value. In the effect description, you'll want to type exactly as follows: "Damage versus Falmer +<mag>%. " Then for your second effect, the description would be something like: "Attacks are fortified with +<mag> Frost Damage." But like I said earlier, if both values are the same, then you don't need to make a second effect. You can just do this instead: "Damage versus Falmer +<mag>% and attacks are fortified with +<mag> Frost Damage."
  2. So I'm working on this little project for SSE, as I have yet to find a gameplay mod which fully satisfies me (don't get me wrong, there are plenty of amazing gameplay mods so far). I figured "why not make my own?" and thus, COMPLETE VANILLA OVERHAUL was born. I am making this forum post for general feedback on future ideas for the mod, and friendly critiques for what I have already created. =========================== CORE VALUES: The best mods are the ones which you forget are installed in the first place - clean, simple, and as minimalistic as possible. Hence the word "Vanilla" in the mod title. "Complete Vanilla Overhaul" brings several small tweaks into the game, which may not be noticeable individually, but when woven together through the magic of the CK, will provide a richer, more difficult, and more rewarding Skyrim experience. Compatibility is also something which I am keeping in mind during the development of this mod - all changes will be made via new spells, abilities, and perks to avoid editing as few vanilla assets as possible for maximum compatibility between mods. =========================== GENERAL CHANGES: (NOTE: Most (if not all) effects listed below can be lessened or negated via Perks!) 1. Leveling up all skills is 40% slower. 2. Natural health regeneration has been reduced by 99%. If you want to regen health naturally, you better have some enchanted items equipped. 3. All Restoration spells are 25% weaker and cost 25% more Magicka to cast. 4. Dual-casting a spell costs 12% more Magicka. 5. The player deals and receives 40%~48% more melee/bow and spell damage. These damage modifiers are not tied to your desired difficulty level in any way. 6. Sneaking, Lockpicking, and Pickpocketing are 20% less effective. 7. All melee attacks cost stamina - the amount of stamina drained is determined by how long the attack animation lasts. So naturally slower weapons will consume more stamina. 8. Bows drain stamina while you are pulling the string back, but does not drain stamina just by holding a shot. 9. Bows take 50% more time to fully draw the arrow back. 10. Buying and selling prices are 50% worse 11. Protection from Light and Heavy armor has been re-worked so that Light Armor is no longer on-par with Heavy Armor during late-game. (these last 2 are pretty important) 12. The world is de-leveled, but there are precautions put into place to prevent you from being one-shot by high level enemies. Basically, this is just an easy method to increase enemy diversity without actually manually changing encounter zones. Damage dealt and received will be manipulated against enemies who greatly out-level you so that the battle is not slow/tedious/impossible. 13. De-leveled loot. But there is a drawback - you must have the respective perk for the item-type that you are wielding/wearing. If you do not have the perk for the item/type which you have equipped, you will gain a debuff. For example: Debuff "Inexperienced: You are not experienced enough to use Deadric weapons to their full potential. Damage -15 points" A similar Debuff will be applied for armors as well. =========================== CHANGES TO RACES: (NOTE: all numbers are subject to change) All races will keep their vanilla abilities, although they may be tweaked a bit, they are not replaced/reworked entirely. All edits to races are done without actually messing with vanilla race files directly, so you can still install your favorite race mods. Argonian - - The only race in the game that does not have HP regen reduced by 99%, but instead is reduced by 23%. - Disease resistance from 50% > 35% - Histskin unchanged - +5% to melee and magic resistance due to their "tough skin". - +10% to persuasion - Magicka and Stamina regen increased by 50% if you are swimming - All Health, Magicka, and Stamina potions are 10% more effective - +15% and +15 points to Alchemy - Enchanting is 15% worse Breton - - Magic Resist from 35% > 18% - Whle Dragonskin is active, all ward/shield type spells are 100% more effective. Original effect of Dragonskin is unchanged. - Conjuration skill +15 and Conjuration potency +15% - +8% Magicka regen - Casting a spell has a 5% chance to instantly regain 10 > 15 > 20 > 25 > 30 > 35 Magicka depending on your player level. - All damage taken reduced by 1% per piece of light or heavy armor equipped. - One-handed damage increased by 10% if also "wielding" a spell in the other hand. - Sneaking is 8% worse - Damage with daggers is 5% worse Dark Elf - - Resist Fire from 50% > 35% - Ancestor's Wrath regens 1 > 2 > 3 > 4 > 5 Health, Magicka, and Stamina point per second for the duration of the spell. Amount depends on player level. Ancestor's Wrath also makes you 100% immune to Fire, and all other sources of damage is reduced by 10%. - Spell magnitude increased by 10% while sneaking and undetected. - Damage with daggers increased by 12%, damage with Swords increased by 6%. - 5% chance per hit to also set the target on fire for 3 seconds, causing 3 > 5 > 8 > 11 > 15 fire damage per second. Damage depends on player level. This effect cannot be triggered again if the target is already under this effect. This effect can only be triggered by a melee weapon. - Magic resist is 5% worse - Buy and Sell prices are 10% worse High Elf - - Vanilla abilities unchanged - Destruction spells cost 10% less Magicka to cast - Restoration spells are 12% more effective - All spells become 1% > 2% > 3% > 4% > 5% stronger if you are below 30% Magicka. Strength depends on player level. This effect cannot exceed 35%. - New Power, reduces all spell costs by 100%, and increases all Magicka magnitude by 75% for 60 seconds. Once this effect is over, all Magicka and Stamina is drained. - Enchanting skill + 15 points and +15% effectiveness - +10% damage with Elven, Glass, Ebony, and Daedric weapons. - Smithing skill + 5 points and +5% effectiveness - All damage +10% is the Target is of Elven/Mer descent. - Effectiveness of Heavy Armor is 15% worse - Damage resistance is naturally 10% worse - Alchemy is 5% worse Imperial - - Vanilla abilities unchanged - Persuasion increased by 20% - Damage with one-handed swords increased by 10% - +15 points to the Shield Perk Tree and Shields block 10% more damage - Buying and selling prices are 10% better - All damage dealt to humanoids is increased by 10% - Critical strike chance increased by 10% - Stamina cost of Bashing with a weapon or shield decreased by 30%. Bashing has a 5% chance to completely knock down the target while simultaneously refunding 10 > 13 > 16 > 20 stamina depending on player level. - All melee/bow damage dealt is increased by 10% if you are above 80% of your maximum stamina. - All experience gained increased by 12% - Damage with bows is 5% worse - Pickpocketing is 15% worse - Lockpicking is 10% worse Khajit - - Night eye is now a lesser power which lasts forever until toggled off. - Noise made from sneaking is reduced by 15% - Dual power attacking with no weapons equipped has an 80% chance to cause the target to bleed for 5 seconds, causing 4 > 7 > 10 > 14 > 19 damage per second. Damage depends on player level. - "Claws" ability unchanged - Movement and attack speed increased by 10% - If sneaking and undetected, can detect nearby enemies after 4 seconds of entering stealth. (similar to the "detect life" spell) - Damage taken from falling is reduced by 50% - +15% to Pickpocketing - Power attacks cost 15% less stamina - All melee damage dealt is 3% worse - All heavy armor is 5% less effective Nord - - Frost Resistance from 50% > 35% - While "Battle Cry" is active, melee attacks and movement speed is 5% faster and attacks cost no Stamina. This effect also increases frost resistance by 100%. - When your health is below 50%, all damage taken is reduced by 1% per each additional 1% of HP lost, maxing-out at 29%. - +12% damage with Two-handed weapons, and power-attacks with Two-handed weapons costs 15% less stamina. - +12% damage to all enemies who are of Elven/Mer descent. - +10% intimidation - If wearing Heavy gloves, boots, and Torso, but NOT wearing a helmet/circlet, adds +5% damage resistance and makes "Battle Cry" last 20 seconds longer. - The effects of Drunkenness reduces all damage taken by 15% - Sneaking Skill is 15% worse - Lockpicking is 15% worse Orc - - Berserker Rage unchanged - 5% chance per hit on an enemy to heal yourself for 10 > 12 > 15 > 19 > 25 > 32 Health depending on player level. This effect cannot be triggered if already active, and can only be triggered when fighting Humanoids and Large Creatures with a melee weapon. The effects of "Berserker Rage" increases the chance to trigger this effect by 10%. - Blacksmithing + 15 point and +15% effectiveness. When wearing 3 or more pieces of Heavy Armor, increases damage resistance by 10%. - Natural +10% resistance to damage. - Two-handed weapons +8% damage - Axes and Battleaxes +5% damage - Sneaking is 15% Worse - Alchemy is 5% worse - Illusion is 5% worse Redguard - - Poison resist from 50% > 35% - Dual-wielding increases all damage dealt by 10% - "Adrenaline Rush" retains its current effects, plus time will slow down except for the player. - Wearing 3 or more pieces of Light Armor increases your attack speed with melee weapons by 10%. - If your Stamina is above 80% OR below 30%, all damage deal is increased by 10%. - Naturally Damage Resistance is 15% worse - 5% chance per hit to poison the target for 10 seconds, at 1 > 3 > 5 > 8 > 11 damage per second, based on player level. This effect CAN trigger again to reset back to 10 seconds, and can only be triggered with a melee weapon. - Destruction spells are 5% worse - Move and attack 5% slower if wearing 3 or more pieces of Heavy Armor - Blacksmithing is 5% worse Wood Elf - - Duration of "Command Animal from 60 sec > 240 sec. - Poison and Disease resist from 50% > 20% - All damage dealt to Animals increased by 10% - Damage with Bow increased by 10% - Sprinting speed increased by 10% - Damage with Daggers and One-Handed Swords increased by 5% - Sneak increased by 5% - Can loot "humanoid flesh" from Humanoids and consume the flesh to regain health and stamina. - Alchemy increased by 10% - Enchanting is 10% worse - Natural damage resist and magicka resist is 12% worse =========================== PERKS: This forum post is incomplete, as I have not gotten to working on Perks yet. However, some ideas that I know FOR-SURE will be implemented. 1. Perks which reduce/remove stamina cost of all weapon types, 1 perk for each weapon type 2. a general re-balance of Vanilla perk numbers. 3. Perks which allow you to equip certain item material-type with no negative effects (see "general changes" if this confuses you) 4. Re-working a few Alchemy, Blacksmithing, and Enchanting perks so that players can no longer exploit "infinite enchantment magnitude". This is as far as I have gotten. Thoughts?
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