Regarding your complaint about high level NPCs having massive health pool, you can easily tone it down in the creation kit. In Skyrim, an NPC's HP consists of 3 components. For the sake of simplicity I'll write it out as HP = base health and racial bonus + level scaling bonus + 'NPC health level bonus' By default the base HP value of each playable humanoid character in Skyrim is 50 at level 1. On top of that there's also a racial bonus which by default is 50 for every single playable humanoid race in Skyrim. This makes most characters including the player start at 100 HP (50+50) at level 1. You can edit these attributes in the Creation Kit under the category 'Races'. Like the player, NPCs get hp increases as they 'level up'. While the player gets to arbitrarily choose between magicka, health or stamina to give 10 points bonus to at each Level Up event, for NPCs the distribution of the 10 points per level among the 3 attributes is governed by a class system not accessible to the player. (think TES4 Oblivion) You should be able to edit the leveling stats of these classes in the Creation Kit under the 'Classes' category. However unlike the player, the NPCs also get an additional health bonus governed by the variable fNPCHealthLevelBonus which by default is set to 5. This means at level 20, an NPC would get a 'Health Level Bonus' of 5x(20-1)=95 on top of the normal level scaling described in the previous paragraph. You can easily find this variable in the Creation Kit by clicking Gameplay --> Settings and searching for the keyword NPC. In case you have trouble finding it, the Gameplay menu is located on the top edge of the CK window alongside Character and Help. It took me a while to find it the first time I tried. In case you're not familiar with the CK, to start modding in CK you need to go to Files --> Data and double click to select Skyrim and all the DLCs you've got. Make sure you get a cross symbol infront of every one of them or else your mod might not take effect on DLC content. It will give you loads of error notifications when all the contents are loaded up. Don't worry that's normal. Depending on how good your PC is the loading process might take a minute or two. When you finish modding in CK, remember to save as its own esp file. The next time you want to open up this esp in your CK, you can open it up in Files --> Data and double click to select it like with every other mod. Remember to Set As Active File, or your changes won't be recorded in this esp and will just be lost when you close CK. And lastly don't forget to tick the esp in Skyrim's launch data list when you start your game to see the effect in game. Good luck modding. I wish I had time to play with these settings myself but I don't