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 %ual 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) Changes in 1.51 ------------------------------------------------------------------------------------------------------------------------------------- - The passive Skill gain from using Heavy/Light Armor has been overhauled - it now factors in all worn pieces and features a more detailed system. However, this requires you to re-don your characters armor. Otherwise, the changes won't take effect until new pieces are equipped! - Many NPCs will now suffer more penalties (and bonuses) from (low) stamina: � Their speed now scales with their Stamina � Low Stamina will slow them down (and a low health, too) � Low Stamina will decrease the amount of damage they can block � Low Stamina will decrease the damage they deal in melee and ranged combat - Increased the amount of Elixirs of Vitality and Elixirs of Poison Resistance certain alchemists in larger cities and a few rural areas have to offer - Increased the amount of skill points when succesfully sneak attacking someone/something by 100% - Increased the power of Vaemina's Devotees greatly - Increased the strength of trolls: They now have a 40% damage resistance to arrows and bolts - Increased the strength of Mistmen, Bonemen and Wrathmen: Much higher damage output, more perks & abilities - Increased the strength of Frost Giants: As stated in the lore, they now have a very fearsome regeneration rate - similar to that of trolls but much stronger (120 points per second) - Decreased the amount of high quality scrolls you can find and buy - Decreased the damage of a few spells that deal poison damage - Decreased the duration of Paralysis scrolls and poisons - Decreased the cost of Sunfire spells by 25 to 70% - Decreased required lock breaking values to 350/450/550 - Decreased the Alchemy Skill Rate by 10% - Decreased the Sneak Skill Rate by 20% - Decreased the range of a Dragon's Fear Aura again (by 150 units), that's about 20% of the former value) - Decreased the effectiveness of Falmer Weapons - Decreased the radius in which you gain skill points for sneaking by 20% (from 1000 units to 800) - Decreased the carry weight gain by leveling up stamina to 1 point - Decreased the amount of skill gained by using Bound Weapons and Light spells - Decreased the amount of ingredients harvestable from mountain flowers by about 50% - Decreased the stamina cost of bashing to 25 points for a normal one, and 40 for a power bash - Decreased the radius in which you have to be to immediately provoke an attack of Wolves, sabrecats, Skeevers and Bears by 25 to 50% - Decreased the fire resistance of Dark Elves to 65% - Decreased the Frost Resistance of Frost Giants to 95% - Decreased the bonuses of the Vampire Lord form to +200 Health, +100 Magicka and +200 armor Rating - Decreased the highest possible resistance value one can have to 90% (It was 95% before) - Decreased the impact of some barter related perks - Decreased the overall money you get for selling items by 5% - Decreased the reach of mudcrabs by about 15% - Added a new perk to smithing: Arcane Craftmanship (Req. 50 Skill + the Advanced Blacksmithing perk) - it now is required to craft elemental arrows of any material you can work with. It's also a new prequisite to acquire the legendary blacksmithing perk. - The perk "Focused Mind" will also prevent you from losing mana when being hit - The perk "Herbalism" now only grants its bonus only 50% of the time - The perk "Deft Strike" now only grants a 50% armor penetration instead of 100% - The perk "Sophisticated Conjuration" no longer grants the Summon Ghostly Steed spell. It is now only obtainable after completing the Winterhold Conjuration Ritual Spell quest! - The perk "Extended Binding" now only grants a 50% longer summon duration, not 500% - The perk "Electrostatic Discharge" no longer dispels magic at all. However, it now increases the magicka damage of lightning spells even more. The impact of it has been adjusted for each affected spell. - The perk "Poison Resistance" has been merged with "Immunization" - The Altar of Talos will no longer grant you its blessing should you have searched Ogmund's House for his Amulet for the Thalmor - The Shout "Elemental Fury" should now work with every type of weapon, and also affect enchanted ones - The Sign of the Apprentice only decreases magic resistance by 25% instead of 100% - The High Elves' racial ability that increases spell power and duration now only affects spells, not potion strength and other things - Skeletons now drop Human Skulls - Renamed Potions of Spellbane to Potion of Spellshield (other instances of the word have also been substituted accordingly) - Tweaked some minor items (weight, Price and more) - Tweaked Stormcloak Helmets so that they are considered Heavy Armor instead of Light Armor - Tweaked the skill gain from conjuration spells. It should now be slightly faster overall, and most spells should now yield more similar amounts of skill XP - Summon Swarm spells now deal half their damage as physical damage - Horses now benefit from bags of holding in their inventory - Skeleton Mages can now be encountered randomly - Werewovles now do regenerate Stamina and MAgicka even when running - this is always the case and independent of currently using werewolf form or not - Werewolves gain 100 Health, 200 Stamina and 50 additional carry weight and 15 points increased unarmed damage as a passive bonus, even when they are not in werewolf form - Humans now drop Human Flesh when killed (by the player) - Humanoids drop hearts when killed (by the player) - Humanoids drop Bottled blood when killed by the player if he's currently a vampire - Vampires will sometimes drop Bottled Blood - Most Daedric Quests will now only start if you are on level 35 or higher - The Shout Marked for Death has been decreased in power - Healing Poultices now affect an Area when used, so you can also apply it to nearby Horses, Followers etc. - However, its duration has been halved. - Blocking now drains your stamina moderately. This should also encourage to time your blocks, as that will save you stamina. (This can be toggled with the command "Set AA000XarrianBlockCostControl to 1" (0 enables it again)) - Added a new Enchantment: Illumination (It grants the ability to cast a Light spell without any magicka cost as long as the enchanted item is equipped) - Added Rings of Illumination that can be bought or found. They are enchanted with the above custom enchantment. - Added a hidden Key to a certain door in House Battleborn (related to the Quest Missing in Action) - Fleshed out a few loading screens - Fleshed out the Soulcairn (revised lootlists, encounters and a lot more handplaced NPCs - it's now as deadly as one would think of a Plane of Oblivion dedicated to Death) - Fleshed out the visual displays of some spells - Fleshed out the book "The Torturer's Guide" - Fixed a bug that caused Apprentice and Master Conjuration spells not to scale properly - Fixed a bug that caused the Power "Voice of the Emperor" to cancel blessings of the divines - Fixed a bug that caused Orcish Invaders in the Dream not to wear Orcish Equipment - Fixed a bug that caused "Summon Skeletal ... " spells to grant to many skill points - Fixed a bug that caused certain conjuration spells not to display the Unsummon Effects - Fixed a bug that caused stamina to be drained rapidly when galloping while wearing heavy armor while not having the second rank in conditioning - Fixed a bug that caused Dragon fear auras to affect followers - Fixed a bunch of spelling mistakes - Fixed many minor bugs - Massive performance tweaks - Improved compatibility greatly - a lot of mods that did not work flawlessly with Requiem before should now be causing much less to no conflicts! - Running and sprinting also increases the Light Armor skill if you do not have any worn armor at all - The passive armor skill gain is now dependant on the respective pieces you wear. Torse armor has the greatest influence, while everything else a lesser - Your weapon will no longer drop if you almost have no more stamina while in combat, but only with a moderate chance when your opponents hit you - Added Options: � Potion Strength Adjustments (Consol command to toggle ingame potion strength to 33/66%) � Enchantment Strength Adjustments (Consol command to toggle ingame enchantment strength to 33/66%) � Maximum Resistance Adjusments (Set the maximum possible resistance of magical and physical damage resistances to the indicated amount (60/70/80%) � Attribute Gain On Leveling Up Adjustments (0,3,5,7,10) � Carry Weight on Leveling Up Stamina Adjustments (0,1,2,3,4,5) � NPC Accuracy - This can be used to fine-tune the accuracy of NPC archers and crossbowers up to more than twice as inaccurate as they are by default � Gold has more weight - Gold weighs twice as much � Starting Skill Adjustment - Adjust starting skills to a value between 0 and 100 points � Jump Height Adjustment - Adjust your jump heigt to something between 0.75% and 500% the normal value � Vanilla Harvesting - You only get one unit when harvesting stuff � Vanilla Shrines - Completely removes of tweaks from all divine shrines � merdia likes vampires - Makes artifacts of meridia not kill any vampire instantly. (consol Command: Set AA000XarrianMeridiaLikesVampires to 1 (o disables it again)) - Updated Options: � No Dragon Fear Aura � No FAst Travel Prohibition � Zero Frustration Setup Changes in 1.5 ------------------------------------------------------------------------------------------------------------------------------------- - Decreased the default strength of the enchantment "Fortify Magicka Regen" by about 50% - Decreased the range of Dragons' Fear Auras by 20% and tweaked them not to affect any followers - Decreased the magicka cost reduction of all Spell Mastery Perks to 55% (it was 75% before that) - Decreased the amount of spells gained when investing in the Spell Mastery Perks (2 spell for all except the Masterly [Spellschool]; those only grant a single spell) - Decreased the duration of most conjuration spells further (Depending on their mastery level, they now last between 12 and 5 seconds by default) - Decreased the damage of most Novice level damage dealing spells - Decreased the mastery levels of all ward spells by one level - Decreased the amount of physical damage absorbed by wards by 10% each (It's now 50/35/25/15% taken damage while maintaining the respective rank) - Decreased the damage of most arrows and bolts by 20 points (5 points in the editor, since all weapon damage ingame is multiplied by 4 by default with Requiem) ( This is to make ranged weapons slightly less effective when not being trained in their use - maybe it needs some more fine-tuning. Feedback regarding this would be highly appreciated! :) - Decreased the gold reward of the delivery quest from Klimmek to 50 coins - Decreased the reward of the quest Pilgrimage greatly - now, you only get a single Novice Restoration spell tome (Heal Self I) - Decreased the amount of Health, Magicka and Stamina gained by leveling them up to 5 points instead of 10 (this will not work retroactively! If you wish, you can use the consol to set things right! - Also, there's an option to revert to the vanilla standard!) - Decreased the amount of damage you can block below 33 points of stamina to only 5% of your normal amount - Increased the poison resistance of Dragons to 80% - Increased the Health of Dragons by 25% - Increased the strength of Automatons: +100...200 Health, +10...25 damage with shock and steam abilities, +10% movement speed - Increased the strength of Gargolyes: +200 Health, +4...5% max health regeneration (It cannot be interrupted), raised magic resistance to 75% - Increased the strength of Death Hounds: +225 Health, +2% max health regeneration (It cannot be interrupted), +20% speed - Increased the strength of Chaurus Hunters: +150 Health, +1% max health regeneration (It cannot be interrupted), +20% speed, their bite ignores poison resistance - Increased the strength of the Forgemaster: +2500 Health, increased fire ability damage, increased stats - Increased the strength of Trolls: They regenerate +10 points of health per second - Increased the strength of Frost Trolls: They regenerate +20 points of health per second - Increased the strength of Dawnguard Members and Vampire Hunters greatly - Increased the strength of certain unique characters (Mostly Jarls and Bodyguards) - Increased the chance that enemies use power attacks - Increased the skill rate of Illusion to 90% of the vanilla value - Increased the amount of money fences get from making progress in the Thief Guild questline drastically - Increased the damage bonus from the second rank of the perk "Overdraw" slightly - Increased the shout cooldown of the amulet of Talos to 10% - Increased the damage of being immersed by Lava greatly - Increased the amount of stamina consumed with each successful block by 150% - Tweaked a few minor items (Encumbrance, price etc.) - Changed the way skill points affect spell power: � By default, the spell school skill level does not affect spell power at all anymore � By buying the spell school mastery perks, the overall effect of the skill level increases. For instance: Destruction spells do not gain any bonuses when you have no spell mastery perk. If you have Basic Destruction, every destruction spell will be stronger: 1% more power per skill point If you also have Advanced Destruction, every destruction spell that is higher than Novice level will be 2% more powerful per skill point So with a skill of 100, and all the related perks, destruction spells would scale like this: Novice: +100% power Apprentice: +200% power Adept: +300% power Expert: +400% power Master: +500% power � Though I already tried to adjust everything to fit this new concept, some stuff in the high-end section might proof to be overpowered with this concept. If anything like that should happen, just tell me and I'll take another look! ;) � I also tried to improve compatibility in terms of balance with other spell mods - those should now be affected by this concept, too, though it might also lead to other conflicts. Still, this approach might improve compatibility and also saves a bit of performance and maintanance time! (Before this, I manually added spells that were supposed to scale to a list - now, I only check the associated spell master perk, plus a few extra conditions to prevent certain exploits) - Added a new rank to the ward spells, which acts as a Novice spell. Ward spells have been renamed accordingly, as there are now 4 ranks. - The following new spells 11 have been added: Illusion: � Phantasmal Pain (I, II): Decreases maximum health of the target by X for Y seconds - the effect stacks. Does only work on humanoids. (The second rank has an area effect) � Create Phantom (I, II) : Creates a Phantom that distracts enemies. The second rank also casts a stronger version of Phantasmal Pain I when it hits a target. Conjuration: � Summon Skeletal Warrior � Summon Skeletal Lord � Summon Skeletal Warlock � Summon Skeletal Archer � Teleport Vitals: Teleports a humanoid target's heart out of its body right into your inventory. Only works on things with less than 50% magic resistance. This spell can only be obtained through the Superior Conjuration Perk! Restoration: � Arcane Disjunction (I, II): These spells reduce the target's magic resistance - Adjusted skill rates slightly (Mostly +/- 5 to 10% , Lockpicking gets an experimental 75% due to the lack of enough locks in the game world.) - Adjusted the secondary slow effect of frost spells to 20/30/35/40/75%, depending on their mastery level - Adjusted casting time, casting duration, cost and more minor aspects of many spells slightly - Adjusted the duration and effect of Restore Health/MAgicka/Stamina potions: They now last twice as long, but restore only about half the amount per second. Most ingredients are also affected. - Adjusted the effects of low quality alchemy ingredients (in general, they now are worth less and weaker) - Frostbolt spells now deal their damage as both frost and physical damage (50/50). The frost part acts as usual, but the physical part can be resisted with armor - The casting time of a single-handed spell now is in almost all cases tied to its mastery level - The higher the mastery level, the faster it can be cast; durations range from 0.5 seconds to 0.1 seconds - The perk Investment Strategy has been merged with the "Merchant" perk - The perk Allure has been merged with the perk "Silvery Tongue" - The perk Domination no longer allows to affect undead, contructs and Daedra with Fear, Fury and Harmony Spells - The Illusion perk tree received a new perk called "Otherworldly Deception", which requires 50 skill points and the Dual Casting perk. It allows to affect undead, constructs and Daedra with Fury, Fear and Harmony spells. - Renamed many enchantments to fit the ones of the alchemy effects - The Greybeard Robe now grants a 10% shouting cooldown time - Fleshed out the "Bestiary of Skyrim" some more - Fleshed out some other texts and load screens - The spell Light (Rank I) is now toggable - The spell Dispel (Rank II) now also deals damage to things animated by magic - Rings and Necklaces made purely from metal can now be thrown into the smelter - Alcoholic beverages do no longer have a static chance of 100% of applying the drunk visuals. Instead, it's now based on chance and on your characters Health and Stamina. For 100 points of each, the chance of getting drunk is reduced by about 10%. If the sum is about 1000, you'll never get drunk. - Gem Dusts can now be found randomly as loot and are sometimes sold by alchemists - Harvesting ingredients from plants no longer just gives you a single item - it now depends on its type and size - The effect of the daedric Artifact "Sanguine Rose" now only lasts 15 seconds and drains its charge completely - The stamina restoration granted by the second rank of improved blocking now restores 12 points of stamina over a second instead of 8 points instantly after being hit while blocking, but it only can trigger once a second, now - The "Phantasm" perks of the Illusion perk tree now also increase the duration of affected spells by 3 seconds. These also scale with skill level. - The spell "Animate Lockpick" now consumes one piece of Quicksilver Ore each time it is cast. Casting it without any will have no effect. - The Ghostly Lich and the Dremora Warlock now can also summon a servant of their own (Frost Atronach/Storm Atronach) - The Shout Kyne's Peace now also restores a considerable amount of Health, Stamina and Magicka - The Shout Animal Allegiance has been renamed to "Predator's Might" and now also fortifies Health and Stamina greatly for as long as it lasts - The Skeleton Key no longer is capable of openening Master Locks (A lorefriendly reason has been integrated, too!) - Added Firewood to the components of certain low quality weapon recipes - Added the following items to the craftable lists of smithing: Woodcutter Axe, Executioner Axe, Pickaxe - Keening can now be tempered if you have the Legendary Blacksmithing perk and the Dwarven Blacksmithing perk - Soul Gems now only can be used to recharge enchanted weapons if you have the perk Improved Enchantments (Rank II)! (This can be toggled with the following consol command: Set AA000XarrianSoulGemControl to 1 (O disables it again) - Wizards now sell Scrolls of Soulgem Evocation, which can be used to circumvent the perk requirement for soulgem recharging temporarily. They can also be found randomly! - Fixed a bunch of spelling mistakes - Fixed a bug that caused the perk "Electrostatic Discharge" to sometimes dispel the player when casting certain spells affected by it - Fixed some inconsistencies in readable alchemy recipes - Fixed a vanilla problem causing some frost spells of NPCs not to apply any movement speed slowdown - Fixed a vanilla problem causing the ghosts encountered in Yngvil and Forelhost not to be considered Ghosts - Fixed a bug causing the option that toggles screen effects related to being poisoned to stop already started screen effects to not clear after the effect ends - Fixed a vanilla bug that caused the Shrouded Armor to be incorrectly depicted on Argonians and Khajiit - Fixed a bug related to craftable daedric staffs - Minor Performance Tweaks Added options: The option that toggles the screen effect of poisons now also affects alcohol and diseases Less Carryweight - Reduces the character's carry weight by 50 points (This is part of the Carry Weight Bonuses option!) Vanilla Attribute Gain On Leveling Up - Leveling up Stamina, MAgicka or Health increases the respective attribute by the vanilla value of 10 points Vanilla Bashing - Bashing works just as exploitable as it did in Vanilla Skyrim The Zero-Frustration setup now also contains the 10 points attribute gain option and the gold has no weight option and the following: - Being hit will not stagger you - Fast Traveling is allowed - Poison, Alcohol and Diseases do not cause visual screen effect - You'll not drop your weapon when being low on stamina Changes in 1.0 ------------------------------------------------------------------------------------------------------------------------------------- First of all, a happy new year to everyone! :) It's been quite a long time now since I released this mod (18:46, 23 Jun 2012). Before I uploaded it to the Nexus, I was mostly creating it for myself. But I was interested if anyone would not want to use it, too - shortly after making it public, a great community started to form around the project, and that is something I really appreciate! Without your constant help, feedback, suggestions, testing, donations and so on, this would not have been possible! Kudos to you all! :D Also, I am very content to announce that the mod no longer is considered to be in a BETA stage. Of course, this does not mean it's finished or completely bugfree - I still have lots of things I want to do, and honestly, I do not think this mod will ever truly be finished - in fact, I'd like to continue working on it for quite a long time - at least until all the DLCs are out and implemented, if not even longer. Unfortunately, due to the always present lack of time, there are a few things this update does not feature - a very detailed readme (listing every spell, perk etc.) and a few performance/compatibility related tweaks did not (yet) make it. But - along with a lot of other things - they still are on my always growing to - do list for the next year! :) But I'll keep it short - here's what's changed: - Shock Glass, Ebony, Daedric and Ebony arrows now deal three times their damage to dwemer automatons - Mage Armor spells now profit more from their related perks - Added Silver Arrows to more random loot lists - The damage of Silver Arrows and Bolts now equals that of their steel counterparts - Tweaked the Master Thief Armor some more - The sneak penalty you get when wearing heavy armor has been increased greatly - The Variable DLC1VQMinLevel has been set to 30 - this means that the Dawnguard should not seek you out if you're below level 30. Prior to this, it was 10. You can still start the quest on any level, though, but that is not considered to be very healthy! ;) - Renamed Gold to Septim (This only affects the item for now, due to restrictions) - Werewolves now receive double the health bonus (+1000) - The reach of the Ebony Blade has been increased by 30% - Increased the Range of Dragon Fear Auras somewhat - The mace of Molag Bal now deals less damage - General Tullius now uses the Imperial Hero Armor from Lorefriendly Armors - The former Armor of General Tullius is now used by some other high ranking Imperial Leaders - Paralysing Poisons now only work on things with less than 75% resistance - The Terminate Undead spells have been replaced with the Sun Fire spells, which have also been tweaked - The Accuracy of NPC archers has been decreased again - The damage the Summon Swarm spells deal has been increased greatly (even more when having the related perk, which has been removed) - Summon Swarm spells can no longer be absorbed - Increased the power of the spell "Summon Ghostly Hound" and added it to the list of gained perks when choosing the Advanced Conjuration perk - Some Novice Level spells no longer scale in Magnitude with the skill level (Firesparks, Icewind, Lightning Sparks, Summon Swarm I & II, and Mage Armor I) - Dawnguard weapons are now considered to be made out of a silver alloy, thus dealing more damage against all undead and have been tweaked some more - The base duration of all summoning spells has been decreased greatly, depending on their spell level - Tweaked some more loot lists - The spell telekinetic Nova now uses teh same resistance thresholds as Fus Ro (less than 36% magic resistance, less than 400 points of health) and has been halved in damage hand range and increased a bit in its cost - Rebalanced all Summong spells' magicka cost - Decreased the sneak attack penalties for trying to sneak attack with ranged weaponry over longer distances in relation to the archery skill level - Cutting down spider webs will no longer cause the player to be staggered - Added a few more conditions to smelter recipes so most only pop up if you carry anything that can be smelt down - Ebony, Glass and Draugr equipment can now be used at the smelter to create ingots (Draugr equipment yields Corundum) - Increased the damage of Novice Destruction spells a bit - Decreased the high range - low skill penalties when using ranged weaponry by about 15% - Alduin is now immune to the instant kill effect of Mehrunes Razor - Alduin in Sovngard now regenerates health slightly slower (35 points per second), and it stops completely if he's affected by the shout "Dragonrend" - Alduin's special ability in Sovngard now has a cooldown of 30 seconds - The Perk "Legendary Blacksmithing" now also allows to temper Artifacts if you also have the related perk for the material - The Perk Endurance has been renamed to Windrunner and now only increases stamina regeneration while you are not running or sprinting. However, it also causes your stamina not to be drained anymore when running. - The Perk Elemental Binding will now also cause your Fire/Frost/Storm Thralls to be unbanishable or controllable via respective spells - The perks "Arcane Experimentation" and "Artificer's Insight" now both grant a 15% enchantment strength bonus - The lockpicking perk tree has been overhauled: It now only consists of three main perks and two unassociated ones: � Basic Lockpicking: Allows to pick Novice and Apprentice Locks � Skilled Lockpicking: Allows to pick Adept and Expert Locks � Masterly Lockpicking: Allows to pick master locks and positions your pick close to the lock's sweet spot � Self Sufficient: You can smelt steel ingots into picks � Treasure Hunter: Increases found loot If you already had other perks, you might have to remove them from your character with the consol to avoid weird glitches! The ones affected have the following vanilla names: Expert Locks, Master Locks - The skill Rate of Pickpocketing has been decreased by 10% - Further increased the following skill gain rates (by 5 to 10%): Onehanded, Twohanded, Marksman, Heavy Armor, Conjuration, Illusion, Alchemy, Lockpicking, Sneaking - Fixed some spelling mistakes - Fixed an issue that caused bashing to make your screen go slightly red for a short duration - Fixed an issue that caused waterbreathing effects not to fully work as intended regarding their elimination of swimming based stamina penalties - Fixed an issue that caused the spell animate lockpick to have slightly false threshold values - Fixed an issue that caused the Tome "Dispel Soulgems" to grant the wrong spell - Fixed an issue that caused Dawnguard Tempering Recipes to not use the correct conditions - Fixed an(other) issue that caused silver arrows not to cause bonus damage to skeletons - "Fixed" the spinning Death Animation NPCs use all too often. - Fixed some minor bugs Options Added: � No Spider Poison Image Space Modifiers (Disables all screen affecting effects from spider poisons) Consol Command: Set AA000XarrianPoisonISMControl to 1 (0 enables it again) � Vanilla Sleeping (Enables health gain when sleeping like in vanilla) Consol Command: Set AA000XarrianVanillaSleepingControl to 1 (0 disables it again) Changes in 0.999 ------------------------------------------------------------------------------------------------------------------------------------- - Experimental tweaks to Bashing (All these things only come through if the bash has not been blocked): � Bashes now do not stagger anything by default � Certain creatures will not be staggered by bashes at all anymore � Bashes only stagger when your timing is right and you hit something that is trying to attack. Fast attacks, however, are extremely hard to counter, as you need to bash almost the moment the animation starts. It's more economic to wait for an opening when the enemy tries to powerattack you or uses slower weapons. � Shield Bashes will knock down things with less than 75 health points and no other form of greater protection (Armor rating greater than 300, an active ward spell) � Shield Bashes will knock down things that do have no weapon or just a spell equipped in their main hand (no Armor rating greater than 300, no active ward spell, less than 150 Health points) � Most Marksmen will always be disarmed when being bashed (This does only count when bashed by the player, currently, due to technical reasons) � Shield Power Bashes have a chance to knock down weak enemies (if they have less than 250 Health and less than 300 points of armor - the chance is 50%. If the enemy only has 150 or less, the chance is 100%) � The Shield Power bash knockdown gets improved if you have the Deadly Bash perk (Then, the conditions are less than 350 Health, less than 350 Armor and the chance is 75%) As said, these tweaks are experimental! Let me know how it plays out! I am most positive this system will need some more fine-tuning, but it's structure should allow easy and comfortable hotifxes, so here's no risk of breaking things permanently should this prove to be more a curse than a blessing! - Experimental tweaks to tune down the range at which NPCs become aggro-ed - Experimental tweaks to the sneaking system to tune down the impact of sound and general difficulty ( I am not sure if this is perfect, but my tests were way better than how it was before these tweaks. It might be too easy, now, though - it's just very hard to judge how it works out, since the settings are not fully documented, and behave somewhat strangely - Feel free to tell me how these tweaks play out, as said, it's experimental!) - Carrying an artifact of Meridia as a vampire will now result in an instant death (due to technical problems with the damage over time solution). Also, it is now possible to place such an artifact on a vampire via reversed pickpocketing, thus killing him or her instantly! - Removed the third rank of the Conjuration Perk "Oblivion Lore" - All "Summon Ghostly X" spells are no longer ritual spells - Necromancers are now able to also summon Ghosts - Farkas now wears a full set of Wolf Armor - Added the Dragon Knight Armor from Hoothtrooper (Immersive Armors) - it is worn by Ulfric Stormcloak himself under certain conditions - Added a new Restoration (Apprentice) spell: Dispel Soulgems - It cleans all soulgems in your inventory that you have filled with souls (not those that already have souls stored when found) - The Nightingale Bow is now unbreakable - Wrathmen can now use a Drain Vitality Shout - The Rueful Axe now uses the model of the Headsman's Axe - The Ebony Mail now also makes you immune against poisons - Raised Undead now get a high frost and shock resistance plus some other bonuses by default, but also a weakness to fire - Due to technical problems, Raised Undead are not resistant to arrows (As I figured out, the tweak that was supposed to make them did not work due to them ignoring the perk that should be added to them) - Removed the Knockdown of the non-Powerattacks of Giants due to some weird glitch regarding the range they were applied on - Rearranged certain exterior encounters - The Jarl of Whiterun will no longer give the player any armor as the second reward, instead you now only receive the Resist Potions, to which one Restore Full Health potion has been added - Removed Enchanted Arrows from random Iron and Steel arrows (this should finally make these almost unused by any bandit or hunter, Thalmor remain unaffected) - All weapons acquired during Thane Quests now use the models of the Nord Hero Set and have been tweaked greatly - Skeletons now are dealt bonus damage from silver arrows - All Turn Undead enchantments have been tweaked: They now deal unresistable damage to undead, but have a decreased turn duration of only 5 seconds, but can now affect higher levels by default. - All alcohol now actually makes you drunk in terms of vision - Being poisoned will most often result in a very blurred vision. You'll hate spiders more than ever! Now where's that potion of poison resistance again??? - Being diseased will also lead to more or less vexing visual effects - Ward spells most NPCs use are now just as good as those the player can use - Tweaked Dragons so that they have a more diversified preference of used shouts: Some use the continous breath attack, while others prefer to use their higher damaging Fireball or Icestorm shouts - Tweaked all Banish enchantments so that they affect higher level creatures and also deal unresistable damage to any Daedra, regardless of its level - Added a second rank to shock enchantments: These also deal additional unresistable damage against all dwarven constructs - Vigilants of Stendarr now mostly use one-handed silver swords with a low-end banish enchantment - The enchantment Fortify Stamina (Rank II) now also protects from being frozen by most frost spells - Removed the perk "Heavy Impact" from the twohanded tree and put its effects into the Great Weapon Mastery Perk - Removed the perks "Masterly Potions" and "Masterly Poisons" and put their effects into "Purification Process" - Removed the second rank of the archery perk "Quickness" and combined them into a single rank (which now requires a skill of 50 to take) - The perks Strong Grip and Deflection have been merged - The perks Mysticism and Exorcism have been merged - The perks Juggernaught and Resilience have been merged - The two ranks of Extended Binding have been merged into one single rank - Sleeping no longer restores your health (except if you have a magic effect active that restores health, in that case, you will awake fully healed) - Removed the Sleeping penalty for wearing armor (for now) - Increased the power of the Thief Master Armor - Increased the number of enemies at some locations in Skuldafn - Increased the power of Alduin in the last battle in Sovngarde (Doubled his health, slightly increased resistances, gave him a high health regeneration, as well as more shouts, along with a unique that will be a nasty surprise!) - Increased the power of some of Morokei's Abilities - Increased the power of some of Ancano's Abilities - Increased the power of some more named NPCs - Increased the speed of Centurions by 25 to 30% - Increased the durability and power of Guards and Soldiers some more - Increased the durability of Dwemer Constructs against magic: Fire and Frost resistances of them are now 80%, and they receive only 75% of all shock damage - Increased the health of Centurions by 400 points and increased the damage of Steam Breath by 25% - Increased the health of Gargoyles by 400 to 600 points - Increased the Health of Wrathmen, Bonemen and Mistmen by a few hundred points each - Increased the range of the Soul Trap spell greatly - Increased the duration of the spell "Mage Armor (Rank V)" by 6 seconds - Increased the cooldown of the Shout Dragonrend - Increased the amount of Gemdust obtainable via smithing - Increased the sell price bonus from the Perk Haggle - Increased the weight of Meridia's beacon - Increased the power of the Rueful Axe (It now has a stronger enchantment value and absorbs health) - Increased the power of the Gauldur Amulet (It now offers secondary bonuses and an additioanl 25 points to each attribute) - Increased the resistance of Skeletons against projectiles slightly - Increased the duration of the Shout "Become Ethereal" to 5 to 15 seconds - Increased the power of the Ancient Shrouded Armor - Increased the loot Beehives yield - Increased the skill rates of Blocking, Heavy and Light armor and restoration by a few percents - Increased the Impact of the Enchantment Perk Elemental Lore slightly - Decreased the enchantment skill rate by 25% - Decreased the damage of Forsworn Swords and Axes - Decreased the ranged damage of Dwarven Spheres - Decreased the fire weakness of Draugrs to 50% - Decreased the chance of finding Restore Health/Magicka/Stamina potions by about 50% - Decreased the amount of gems dwarven spiders drop greatly - Decreased the damage bonus of Power Attack improving perks - Decreased the power of Elemental Fury enchantments: Duration is now 1 second instead of 3. - Decreased the power of the Nightinggale artifacts slightly - Decreased the speed of the Ghostly Steed by about 20% - Decreased the duration of spider paralysis effects to 5 to 15 seconds - Decreased the duration of the Spell "Paralysis (Rank II)" to 5 seconds. - Decreased the bonus damage skeletons receive from blunt weapons to 50% - Decreased the duration of all Fear enchantments to 3 seconds and also increased their maximum affectable level - Decreased the duration of all Paralysis enchantments to 1 to 3 seconds - Decreased the damage of Unrelenting Force to 20/40/60 points - Decreased the number of encountered Dragon Priests in Labyrinthian and tweaked a few other things - Fixed a bug that switched the armor penetration values of many creatures. For instance: Dwarven Spheres got 75%, while only supposed to have 25% - while Centurions got 25% instead of 75% - Fixed a bug that caused the Bestial Stew not to grant its stamina regeneration - Fixed a bug that caused vampires not to be able to sleep (It might be required to remove a certain ability with the consol and then add it again to make this work due to how the engine handles it: Player.RemoveSpell ED0A8 and then Player.AddSpell ED0A8 should do the trick) - Fixed some minor bugs - Fixed some lootlist problems - Fixed some spelling mistakes - Fixed some problems relating to some armor not being depicted correctly when worn - Fixed some problems regarding the skill gain from certain Alteration spells. Combat oriented ones now give you much more, while the easily exploitable ones yield much less - Fixed an issue that caused dwarven spheres not to use up their ammo - Fixed an issue with afflicted marksmen by giving them bows instead of crossbows - Fixed an issue with the Ghostly Steed Spell - It was supposed to be unsummoned after you dismount from it, as sometimes, the character did not dismount, but the game did disable the Ethereal Effect, which lead to certain bugs. With this, it should not happen anymore! - Fixed an issue that applied false bounties in certain Holds - Fixed an issue that caused some Ghosts not to get the Ghost Template - Fixed an issue that caused the caster to become invulnerable by projectiles when using Raise Dead spells - Fixed an issue that caused raised corpses to disintegrate even if the NPC caster had the Necromancy perk - Fixed an issue related to Delphine and a handplaced tree. They did not like each other, so I cut out the tree again! - Fixed an issue related to making certain poisoning effects and fire hazards absorbable - Fixed an issue to Flaming Oil Traps still dealing damage based on the player's level - Fixed an issue causing custom enchantments not being learned correctly because they did grant the rank I instead of Rank II - Fixed an issue causing some custom enchantments gained through perks to create weird stats on items sometimes (The related ones have been redone completely) - Fixed an issue causing Ghosts not to receive the correct amount of bonus damage from Silver Arrows - Fixed an issue with the spell "Telekinetic Disarray" - Fixed an issue with certain Dark Brotherhood Armor not being depicted on beast races - Fixed an issue that caused Atronachs and Spriggans to be suspectible to poisons - More performance tweaks to reduce script processing load Added options: � Vampire Spawns reenabled (Makes vampire attacks possible again) Set AA000XarrianVampireAttacksControl to 1 (0 disables it again) Removed Options: � No Arrow Immunity (Due to technical problems) Updated Options: � No Vampire Bonuses (It's now called No Vampire Tweaks and comes in an .esp that reverts all of Requiem's vampire tweaks to the vanilla settings) Changes in 0.9976 ------------------------------------------------------------------------------------------------------------------------------------- - Tweaked the chests of Giants some more (Decreased most lock difficulties and tweaked them so that they only spawn animal parts, but quite a bunch of that, often being worth about 500 gold an more) - The Wabbajack received a new effect: *Spoiler-Alert* � If it is used on a weak paralysed target, it will catapult it randomly through the air - Fleshed out the easteregg of the previous update some more... - Most Fear/Calm/Fury effects now can be resisted with Magic Resistance - the better the spell, the higher the threshold needed: Rank I spells: 15%+ to resist Rank II spells: 50%+ to resist Rank III + IV spells: magic resistance is ignored Alchemic effects: 25%+ to resist Enchantments: 25%+ to resist - Made some weapons and armor cursed. Using these will have severe disadvantages to them... - Sneak attacks will no longer make ranged weapons break - If a ranged weapon is broken, a few reusable materials will still be scavengable - Handplaced more hostile NPCs in the game world - Handplaced more treasures in the game world - Added a new perk called "Strong Fists" - requirementless, Onehanded: It doubles the bonus for unarmed combat you get from your health bonus - Added a new perk called "Draconic Rhetoric" to the speechcraft tree (requires 50 skill points and the Silvery Tongue perk): It decreases shouting cooldowns by 10% - Added Teleport scrolls to vendors and random loot - Added a new spell called "Dominate Nature" to the Illusion Expert perk - it basically allows you to avoid aggressive contact with most animals when you do not provoke them. - Spriggans are now like Draugr when it comes to arrows and bolts, they are not bothed by non-magical ones. They also now receive 66% less damage from blunt weapons, and 33% less damage from swords, and axes cause full damage. - Carrying Meridia's Beacon will burn your character to death within seconds if he's a vampire! - Decreased the damage bonus of some Two-Handed perks - Decreased the impact of light on detection chances - Decreased the impact of your carried weight when sneaking by about 60% - Decreased the damage of Chaurus and Spider poisons greatly (0.2 to 1 point of damage for 300 seconds) - Decreased the power of Dawnbreaker slightly (Halved its chance to deal enormous damage to an undead) - Decreased the shout cooldown bonus of Amulets of Talos to 5% instead of 20% - Increased the power of certain key characters further (Ulfric, Tullius, Silverhand Bosses, Rikke, Galmar) - Increased the accuracy of NPC archers by 5% - Increased the Health of most Dragons by 1500 points - Increased the power of Serana some more - Increased the difficulty of Meridia's Quest - Increased the power of Ancano further - Added a new set of Armor: The Aetherium Set, which is based on the mod Dwarven Dwemer Power Armor by lautasantenni. It is a major artifact left behind from the dwemer cities that were once ruling over the Aetherium Forge, and only a single handplaced set exits, which is obviously hard to acquire, but it still is worth the trouble! - Added some selected sets from Immersive Armors (Some Alik'r now wear Hammerfell Chaimail, Galmar received a unique armor, a certain drunken Bandit got a nice, stolen piece of unique Plate Armor, and Alain Dufont also wears a unique piece of armor) Of course, all sets are temperable! - Added an empty video file that causes the Bethesda Intro to be skipped - a few seconds less to enter your favourite game! :) This can be toggled by removing the BGS_Logo.bik file in the Video section inside the Data folder! - Fixed an issue with Serana's leveling script (by removing it entirely, she now gets it by default) - Fixed some lootlist problems - Fixed some spelling mistakes - Fixed some minor bugs - Fixed a problem that caused reanimated undead still be affected normally by projectiles - Added Options: � Vanilla Pressure Plates (Makes pressure plates visible again) � Slower Horses (Makes Horses slower by about 25%) Consol Command: Set AA000XarrianSlowerHorsesControl to 1 (0 disables it again) - Removed Options: � Lesser Arrow & Bolt damage (due to it being outdated) Changes in 0.9975 ------------------------------------------------------------------------------------------------------------------------------------- - Experimental Balancing tweak regarding archery: � If you manage to hit an archer in melee, you will destroy his ranged weapon if it is not made mainly out of metal. Elven, Dwarven, Orcish, Glass, Ebony and Daedric Bows cannot be broken (for now). � If you are hit by a melee attack while having a bow equipped that is not of the above listed material, it will also be torn apart. This whole thing can be toggled on and off with the following consol command: Set AA000XarrianTearingBowsControl to 1 (0 enables it again) - Removed Shield enchantment effects from all Dragonmaks and the Archmage Robe again to see if this has been causing problems with Mage Armor Spells - Dark Brotherhood Armor is now considered to be made of Leather (It was missing material type keywords due to a vanilla bug) - Meridia's Quest will not start if you are a vampire - Again changed the effect of reading the Oghma Infinium: Instead of granting any skill points, it now grants an additional 2 perk points (now it's 7 points) and increases the attribute associated with the chosen path by 200 points. Also fleshed out its activation message. - Carrying Dawnbreaker in your inventory will cause you to lose 33 points of Health each second if you are currently a vampire. - Decreased the cooldown of the shout "Become Ethereal" to 30/40/50 seconds - Increased the marksmanship bonus from the related Dragonpriest mask to 25% - Increased the power of Auriel's Bow by doubling the dealt sun damage - Fixed some minor bugs - Fixed a bug that caused vampires of stage 1 and 4 to still receive the penalties of being in daylight even when using Auriels bow and Bloodcursed Elven Arrows. Changes in 0.9974 ------------------------------------------------------------------------------------------------------------------------------------- - Added a major, but still lorefriendly easter egg I am quite happy to announce: A somewhat hidden cave has been added to the path behind the Greybeard Monastery that leads further up to Mount Hrothgar, where a secluded, but mad greybeard hermit resides. To those who know Monty Python, especially John Cleese: You'll love it! For all others: The one you find obviously is a Sheogorath worshipper! :P Some clarification: I am quite a fan of John Cleese's work, and in a video I just found a few days ago, he claimed that he'd like to be a Greybeard in Skyrim. Now I had to do something about that! (Here's the video, for all those who are interested: http://www.youtube.com/watch?v=x8Afv3U_ysc - it's at the minute 3:20 and on!) - Added a few Wait functions to the script that should give you three free perk points at the start - this might fix the problem that some people do not receive it even if the script fires correctly (it seems to be an issue with the function not working properly on all systems for whatever reason, if this does not help, I'll try some more complex workarounds) With the new tweaks, you'll receive the perks about 20 seconds after starting! - Added two new spells: Terminate Undead (Rank I + II) - Restoration, 25, 50, achieved with the related perks. They deal extreme damage to undead things. - Named Dragonpriests and some other very strong bosses are now immune to most illusion spells, even with the Domination perk - The Artifact "Oghma Infinium" now also grants 5 perk points upon reading it - Some Dragonpriest masks are now considered clothing - Removed some more hostile encounters close to large towns and some villages - Armor made mainly of fur and leather can now be broken down into Leather at a tanning rack (Of course, they are toggable with the No Clutter Recipes Option!) - Werewolves now gain a 75% poison resistance - Edited the rewards of some quests - Sinding now correctly gains all benefits from being a werewolf - Exchanged the armor ratings and prices of scale Armor and Elven Armor (this decision is lore based) - Exchanged the armor ratings and prices of Dwarven Armor and Steel Plate Armor (this decision is lore based) - Steel Plate Armor now is made craftable by the perk "Advanced Blacksmithing" - The Perk "Blacksmithing Lore" has been renamed to Orcish Smithing and has been swapped with Dwarven Smithing to their original positions. - Removed all Light related changes again - Increased the power of the Archmage Robes greatly - Increased the sound running causes by 50% - Increased the cost of the spells Light (Rank I) and Fear (Rank I), as well as some other Fear and Harmony spells greatly - Increased the damage of the spell "Arcane Missile" by 50% - Increased the weight of Guard Armor to be more like that of Iron Armor - Increased the Weight of Daedric Armor and Weapons by up to 50% - Decreased the cost of the spell "Arcane Volley" by 50% - Decreased the perception of NPCs slightly more - Decreased the damage Ghosts take from normal arrows and bolts greatly - Decreased the duration of most Fear and Harmony spells greatly - Decreased the damage bonus some destruction perks grant to a level that's comparable to that of the increased weapon damage perks - Decreased the amount of valuable items most viallagers, civilians etc. carry on their person greatly - The Shout become Ethereal now lasts much shorter and has a longer cooldown - Fixed some spelling mistakes - Fixed some item descriptions - Fixed some keyword association bugs with Dragonpriest masks - Fixed a problem that caused Strange Meat to drop from things that were not supposed to when playing as a Wood Elf - Fixed a problem with some Ghosts at Rannveig's Fast not getting the proper keywords - Fixed a bug that allowed the spell lightning jolt to be cast through walls by NPCs - Fixed some minor bugs related to loot lists Added Options: � Follower Carry Weight Bonus (Increases the carry weight of followers by an additional 100 points) Consol Command: Set AA000XarrianFollowerCarryBonusControl to 1 (0 disables it again) Changes in 0.9973 ------------------------------------------------------------------------------------------------------------------------------------- - You can no longer craft your own lockpicks at a forge with the Perk "Self-Sufficient", but you can at a smelter. (This is meant to prevent skill gain exploits, as reports have stated it seems to be just like that) - The Bandit Boss in Duskglow Crevice is now considered a small Mini-Boss, being elevated to being the tiwn brother of Halvar the Drunk - Halvar the Other! - The spell Arcane ward (Rank II) is now able to sometimes reflect spells (30%) that do not break it. They are then shot in the direction the caster is facing, so aiming is still necessary! - The spell Arcane ward (Rank III) is now able to also reflect spells that do not break it. They are then shot in the direction the caster is facing, so aiming is still necessary! - Added a new perk: Reflective Wards (Restoration, 100) - It doubles the damage reflected spells deal. - Every character now receives 3 perks to spend from the start on (These are handed out retroactively, so even if you do not start all over again, you get these! ;) - Removed the effect bonuses from all affected shouts that were based on how often the player shouted and tweaked them some more to compensate it by default. - Removed some hostile encounters around towns and villages (If there still remain some spawns that just are too annoying, feel free to inform me! :) - Fleshed out the Standing Stone messages. - Increased the rewards from certain Bounty quests, somewhat according to their challenge - Decreased NPC detection rates even more - Fixed some spelling mistakes - Fixed some minor bugs Changes in 0.9972 ------------------------------------------------------------------------------------------------------------------------------------- - Spell costs are now much less affected by your skill. With a skill of 100, they were lowered to 65%, now, it is only 90%. - The main perks to decrease spell cost now do not decrease your spell cost by 50%, but by 80%. - These two changes will make spells much more expensive for those without the perks, but those who have them can actually cast them with a slightly reduced cost compared to what it costs now. - A new perk with no "Normal" requirements in the restoration tree: � Painful Regrets: The character can still gain a Cure (Disease, Poison, temp. magic effects) at all shrines despite any crimes as long as they do not stress the new limit of a total lifetime bounty of 6000 Gold, 20 stolen items or 2 murders). However, your character will permanently suffer from the tormentation of the regrets, which lead to 15% increased spell cost, 20% to 40% worse prices at vendors, slightly increased power attack costs and an overall reduced skillgain of only 85%. This perk does not make the other parts of a gods blessing available, though! Those are only for the truly devoted! The perk can be taken as soon as your character has achieved one of the permanent conditions which render shrines unusuable (This does not cover joining the Dark Brotherhood or the Thieves Guild). - Handplaced more very small Frostbite Spiders (134) and also tweaked their stats. - Skeletons now come in a greater variety, sometimes wearing armor. - Chaurus will use their spit attack more often. - The Bandits at the Valtheim Towers have become much more aggressive and stronger in numbers and equipment - they no longer want a toll, they want whatever you have, including your very life! Be careful when trying to use that road! - Increased the speed of Chaurus Hunters - Decreased the Duration of the Spell "Mage Armor V" to 12 seconds. ! - Decreased the damage of the shout Unrelenting Force by about 50%. - Decreased sneaking difficulty somewhat again. - Decreased the field of view of NPCs to 155�. - Decreased the Health points bonus of the perk Dark Infusion by half. This will also make things raised by most vampires easier to defeat. (If they seem to be immortal, it's because their Health bar does not depict the additional Health from the perk. Nothing I can do about that, it's something with the engine itself.) - Decreased the difficulty of Dragon Priests slightly. - Decreased the chance of pickpocketing from someone who has detected you to 0%. - Highelves now gain 5% overall reduced spell cost, 10% increased range, 5% more duration and 5% more power by default and a somewhat higher magicka regen rate. - Fixed some minor bugs - Fixed some lighting issues - Fixed some spelling mistakes - Fixed some issues with ingredients - Fixed some problems with Skeleton NPCs - Fixed a problem with Chaurus Hunter loot lists - Fixed some issues with Bandits attacking random critters and other more or less harmless creatures on sight. No idea why they did that in the first place, but now, they should treat those things as Neutral and will not attack them unless provoked. Options Added: - Vanilla Sneaking - Vanilla Melee Weapon Reach Changes in 0.9971 ------------------------------------------------------------------------------------------------------------------------------------- - Bandit archers will receive less arrows and much less enchanted ones, and will almost always use iron arrows only. Crossbow Bandits are not affected. - Swapped the positions of Elven Smithing and Advanced Light Armors - Swapped the positions of Dwarven Smithing and Blacksmithing Lore - Some dragon maks received an additional enchantment: A shield effect that grants 100 points of armor - Sneaking is now much more difficult - Increased the perception of all NPCs - They will now hear you much more easily if you are not sneaking very slowly - Increased the skill-range-penalties for projectile-based weapons - Increased the Level Actor Value of some stronger enemies (This does not affect any other stats, only their resistance to some Illusion spells and some other minor things) - Increased the amount of ingredients some alchemists have for sale - Decreased the effects of some common alchemy ingredients - Decreased the weight of Elven Armor greatly - Decreased the skill gain from "Courage" Illusion spells - Decreased the power of the Spell "Arcane Dominance" - It will only last for 5 minutes and can only affect things below level 36. - Improved some more descriptions - Fixed a weird glitch which caused a Breton's off-hand equipment not to be rendered ingame (It's still beyond me how that happened...) - Fixed a bug that caused the Diadem of the Savant not to be categorized as Clothing - Fixed some minor problems with loot lists - Fixed some spelling mistakes - Fixed some minor bugs Options added: � Vanilla Torches (Resets torches to how they are in vanilla Skyrim. This might also fix a random glitch that causes them to stop being rendered ingame.) � Vanilla Lights (Resets all of Requiem's light tweaks to their original values) � Vanilla Standing Stone Effects (Reverts the effects of the Standing Stones to the vanilla ones - this DOES NOT remove the limitation!) � Lower Spell damage (This globally decreases the damage of most spells, both for the player and most NPCs - best used with lower weapon damage modifiers) Consol Command: Set AA000XarrianSpellPowerHalvedControl to 1 (0 disables it again) � Better Marksmanship (This decreases the range/skill based penalties when using ranged weaponry) Consol Command: Set AA000XarrianBetterBowControl to 1 (0 disables it again) Changes in 0.997 ------------------------------------------------------------------------------------------------------------------------------------- - Requiem is now bundled with a new font type to further improve atmosphere. The used font is called "Smaller Kingthings Petrock Font Light" and, personally, I think it just suits the mod perfectly! Thanks to Eckhart (skyrimnexus.com) for allowing me to bundle it with Requiem! It is completely compatible with other Interface Mods, and is scaled so that no problems should result from its use. You can turn it off by going into your Skyrim Data folder, then into the Interface folder, where you just have to delete these files: fontconfig.txt fonts_en2.swf - Worked over the Optional Files folder and made it a bit more accessible - Added a lot of preset characters to each Race to provide a wider varity - Made the light from Torches and some other Fire Sources "warmer" - Overhauled the skill rate system again to make adjustments easier. - The Block skill rate has been decreased by 5% - The Restoration skill rate has been increased by 5% - The Speechcraft skill rate has been increased by 25% - The Lockpicking and Pickpocketing skill Rates have been decreased by 10% - A new Speechcraft Perk has been added: � Leadership (req. 75, Silvery Tongue): All followers become stronger: +50 carry weight, -15% spell cost, +75% blocked damage, + 100 Stamina, +100 Magicka, +50% Stamina and Magicka regeneration rates. - The Perk "Deep Freeze" now only affects Expert and Master Level Frost Spells - The Perk "Cremation" now only affects Adept to Master Level Fire Spells - Increased the amount of enemies encountered in Labyrinthian greatly - Increased the amount of nasty surprises in Labyrinthian - Increased the amount of enemies encountered in Bleakfalls Barrow greatly - Increased the damage of silver arrows by about 50% - Increased Dragonspriests in strength - Increased the strength of Morokei further - Increased the strength of General Tullius and Ulfric Stormcloak - Increased the accuracy of NPC archers slightly - Increased the amount of items obtainable from veins - Increased the required time to draw a ranged weapon by 5% - Increased the damage Torch Bashing deals, as well as the duration of its fire effect, their price, weight and duration. - Increased the view cone of NPCs to 170� regarding their ability to detect sneaking things - Increased the Creature Limit for higher level Conjurer NPCs to 2 - Increased the strength of the strongest Draugr bosses some more: � They are immune to any form of Paralysis � Their Unrelenting Force Shout will fling you around if you do not bring proper resistances - Increased the strength of the strongest Giants some more: � They are immune to any form of Paralysis - Decreased the duration of Frost Based Paralysation to only one to two seconds ! - Decreased the Carry weight bonus of the "Bags of Holding" further to 100 points each - Decreased the loot of Urns in Draugr Ruins. Also added Bone Meal to small Urns. - Decreased the shout cooldown bonus from knowing words to 4% per 6 words. - Decreased the overall chance to find very good loot further - Adjusted the treasure dwemer chests hold - now, they'll not grant anything but things related to the dwemer, but their loot has been increased to make up the loss - Replaced Frostbite Spider and Chaurus lootable Poisons with an ingredient called "Venomous Spittle" - however, Frostbite Spider poison can still be found in its current form at some merchants who know how to properly extract it, or be found in a few locations. - Removed the Paralysis property from more common ingredients and replaced it with damaging effects - Most Daedric Artifacts that can serve as weapons now again consume charges - Daedric Staffs now also consume charges - Khajiit now gain 15% more fall damage reduction - The ability "Highborn" now works as intended - Stamina dependant slowdowns have been decreased to a 25% movement penalty. - Having less than 30 points of Health will also slow the player down by 25% - Moonsugar, Skooma and Black Soulgems are not treated as critical goods - only a few more sinister merchants will consider trading with them. - Fixed some minor bugs - Fixed some spelling mistakes - Fixed a problem with some potions giving too much bonuses - Fixed a misset function with the Apprentice Conjuration Perk and its spells - Fixed a weird bug that caused the Orcs in a certain Daedric Quest to be invisible - Fixed a bug that caused NPCs to say the character was using magic despite that not being the case - Options added: � Vanilla Caps (Reduces the maximum armor based damage resistance and magic resistance values to the vanilla ones [80%/85%]) � Vanilla Starting Skills (Unmodified Starting skills equal 15 again) � No Attribute System (Turns off Requiem's dynamic Attribute system entirely) � No Shout System (Turns off Requiem's Shouting Bonus System) Consol Command: Set AA000XarrianAttributeSystemControl to 1 (o enables it again) Changes in 0.996 ------------------------------------------------------------------------------------------------------------------------------------- - Greatly improved Dragon Priests, especially Morokei - Greatly improved Ancano - Greatly improved Alain Dufont - Greatly improved Hajvarr Ironhand - Nords have received an activated racial power: "The Dragon Within" - For 5 seconds, shouting does not trigger any cooldowns - Reduced the damaging effects of Dremora Hearts by 50% - Reduced the amount of the global skill rate bonus of Dark Elves to 3% - Increased the Weakness to Fire the player receives when being a vampire greatly - Adjusted the health and height of slaughterfishes. They should be less fearsome now. - Adjusted some prices of some miscellaneous items - Werewolves and Vampires will no longer be blessed by Stendarr - The Breton Power now lasts 30 seconds - The Redguards now also gain a 20% power attack cost bonus - Added some more recipes to the Clutter Item option - Added some more lootable items to Trolls - Added a Recipe for Healing Mush, available at some alchemists and as (random) loot. It has to be in the characte's inventory in order to be able to craft Healing Mush at a tanning rack! - Added the Attribute penalties of Vampires to the respective option (You could die in daylight when your character had a to small amount of hit points, this can be turned off with the option, now, too) - Added line breaks to most perks to ensure compatibility with some font packs and to make them more readable in lower resulutions. - Improved the descriptions of some perks, skills, magic effects, spells and more. - Removed Gold Coins (septims) as random loot from most Draugr and Dwemer Chests and other containers - Fixed some spelling mistakes - Fixed some problems with spawn lists - Fixed some more inconsistencies with loot lists - Fixed some smaller bugs related to being a vampire Options added: - Vanilla Guard Armors (makes them light again) - Skill Rates Three Fourths (changes skill rates to 75%. Can be combinded with the other Skill Rate options!) Consol Command: Set AA000XarrianSkillRatesThreeFourths to 1 (0 disables it again) - Difficulty bar restored - Nightmare (This allows the configuration of overall difficulty again, and affects how much damage the player takes: Master - 450% ; Expert - 350% ; Adept - 250% ; Apprentice - 200% ; Novice - 150%) Updated Options: - Vanilla continous spells Changes in 0.9955 ------------------------------------------------------------------------------------------------------------------------------------- - Without at least one perk in Sneaking, your character will get high penalties when sneaking. This does not apply to Vampires, Khajiit, Argonians, Woodelfs and Darkelfs. - Without at least one perk in Alchemy, your character's selfmade potions will be very weak. This does not apply to Argonians, Woodelfs, Bretons and Highelfs and Darkelfs. - Without at least one perk in Enchanting, your character's selfmade enchantments will be very weak. This does not apply to Bretons and Highelfs and Darkelfs. - Racial Changes: � Argonians: Skill Rates +10%: Light Armor, Lockpicking, Skill Rates +5%: Pickpocketing, Sneak, Alteration, Restoration � Darkelfs: +25% fire resistance, Renamed Sanctuary to Ancestor Guardian, Skill Rates +10%: Destruction, Onehanded, Skill Rates +5%: Everything else, as they are told to be a very versatile race � Woodelfs: 15% increased power attack cost, Skill Rates +15%: Archery, Skill Rates +5%: Sneak, Lockpicking, Pickpocketing, Light Armor, Alchemy � Bretons: 10% increased power attack cost, Skill Rates +10%: Conjuration, Skill Rates +5%: All other magical ones, Alchemy � Highelfs: 10% increased power attack cost, Highborn now lasts only 30 seconds, but makes their magicka practically inexhaustable, Skill Rates +10%: All magical ones � Nords: 25% reduced power attack cost, Skill Rates +10%: Twohanded, Smithing, Skill Rates +5%: Light Armor, Heavy Armor, Block, Onehanded � Orcs: 35% reduced power attack cost, Skill Rates +10%: All of the Warrior pattern, except Archery � Imperials: 20% reduced power attack cost, halved sprinting cost, they can now use the racial power "Voice of the Emperor" to gain a five minute speechcraft bonus, Skill Rates +10%: Speechcraft, Restoration, Skill Rates +5%: Destruction, Onehanded, Block, Heavy Armor � Khajiit: Halved Falling damage, Bonus on picking Novice Locks (can pick them from first level on), Skill Rates +10%: All skills related to the Thief pattern, 15% more expensive spell casting costs � Redguards: Adrenaline Rush also renders the user immune to most paralysis effects, Skill Rates +15%: Onehanded, Skill Rates +5%: Block, Archery, Smithing, Destruction, Alteration All Racial Skill Rates can be toggled with the following consol command: Set AA000XarrianRacialSkillRateControl to 1 (0 enables them again) - You can now take away your followers standard Bow - Improved some perk descriptions (Thanks to Ogerboss for the hint! :) - Improved Racial descriptions - Decreased the effect of "The Gift of Charity" by 66% - Fixed some spelling mistakes - Fixed some absorption related problems with spells that should not have been absorbable - Performance Tweaks (Thanks to Ogerboss for the hint! :) The following optional files have been added: � Crossbow Bolt Recipes (Allows to craft bolts without the Dawnguard quest) Set AA000XarrianCrossbowBoltsRecipeControl to 1 (0 disables it again) � No Standing Stone Limitation (The character is no longer locked to a constellation) The following optional files have been updated: � No Messages Changes in 0.995 ------------------------------------------------------------------------------------------------------------------------------------- - The Racial Power of Redguards now only lasts 30 seconds, but it increases stamina regeneration even more and also slows down time slightly - If your stamina is almost depleted, your dealt weapon damage will be decreased by half - The weight of arrows has been adjusted. Most arrows and Bolts now have a weight of 0.2, Glass, Forsworn and Elven have a weight of 0.1, Orcish and Dwemer have one of 0.3, and Ebony and Daedric one of 0.5. Also, enchanted arrows and all others that fall not into the above category now have a weight of 0.1! Besides, custom arrows from other mods will now also receive weight if they have the Arrow Keyword assigned to them! Since this is handled via a script, this change will only affect new savegames! - Wearing any armor (light or heavy) increases spell cost by 8% per piece. This penalty is static and cannot be reduced. In the case of Heavy Armor, it's additional to the one already in place. - Allies will turn hostile after two hits, not four - Added a new speechcraft perk: � One as Many (100 Speechcraft, requires Silvery Tongue) - You can disguise yourself as a faction member of certain selected factions when wearing at least the cuirass/robe associated with it. Currently supported factions are: Bandits, Necromancers, Warlocks, Forsworn (Restricted to Bretons), Stormcloaks, Imperials, Thalmor (Restricted to Highelves). To disguise yourself, just equip the related item while no one can see you while being out of combat. As long as you wear the item, you are considered to be a faction member, but be careful! Certain Spellcasters might look through your disguise and blow it, and any hostile action will also blow your disguise - unfortunately, this means if you disguise yourself and run into a random animal encounter that starts combat, your disguise is also considered blown, so you'd need to reequip it after that fight. I know, it sucks, but there just doesn't seem to be a better workaround. At best, you first try to get as close to your target destination as possible before disguising yourself. Unequipping the related item will also remove you from the related faction instantly. - Added an Illusion spell that also allows to paralze opponents, but it can only be acquired with the Perk "Undisbelievable Illusions" - Reverted the absorb amount of the Atronach sign to the default value again - Halved the duration of an Orcs Berserk Ability, but it also does increase stamina by 700 points for 30 seconds, now. This means that they can also break every breakable lock from the beginning. - Thalmor Melee Fighters are now a bit tougher in terms of Hit Points, and Thalmor Wizards should use some more spells. All in all, they received some more improvements in terms of perks and skills. - A lot of equipment can now be smelted down at the smelter. The recipes only show up when you actually carry something smeltable, though, and can also be turned off entirely with the respective option! - The Spells "Silence (Rank I, II)" are now considered Expert Level Spells. - Doubled the Time Scale Value. Now, one real time minute will equal 10 ingame minutes, not 5. - Trippled the chance of certain NPCs applying their poison to the player. - In order to be able to have a chance to successfully pickpocket, you do now need to have at least the first rank of the perk "Nimble Fingers". An option has been included to turn this off again: Set AA000XarrianPickpocketBarrierControl to 1 (o enables it again) - Slightly altered some more leveled lists - Slightly altered Helgen Keep - You'll now much more often encounter very tough Draugr Bosses - Now, almost always will the boss of a Draugr Ruin be no one else but one of the most finest warriors of old times! - Reduced the impact of some perks on your enchantment strength - Reduced the impact of some perks on your potion/poison strength - Reduced the duration of Paralyze spells - Reduced the amount of spell tomes Warlocks drop - Reduced the chance to find higher quality potions and poisons - Reduced the amount of potions and poisons you find by about 50% - Reduced Armor Ratings slightly - Reduced overall chance of finding enchanted items some more - Reduced the obtainable loot from Draugr Corpses - Reduced the obtainable loot from Urns - Reduced the obtainable loot from a certain room in Fellglow Keep - Made the Executioner's Outfit playable and placed some sets by hand, along with a few Executioner's Axes - Fixed a bug that caused the Spell "Umbral Vision" not to grant any skill points at all - Fixed a bug that caused the spell "Animate Lockpick" not to grant any skill points - Fixed the prices of some potions - Fixed some spelling mistakes Added the following options: � No Killing of Essential Characters Set AA000XarrianKillEssentialControl to 1 (0 enables it again) � No Armor Spellcasting Penalties (Negates any magicka cost penalties associated with wearing armor) Set AA000XarrianArmorSpellPenaltyControl to 1 (0 enables it again) � No Arrow Immunity (Makes enemies that are by default invulnerable by Arrows and Bolts vulnerable to them) Set AA000XarrianArrowResistanceControl to 1 (0 enables them again) � Healing Rate Restored (Makes the player regenerate Health by default again) Set AA000XarrianHealRateControl to 1 (o disables it again) � More Dragons (this esp will increase the amount of randomly encountered dragons to the vanilla value) � No Heartbeat (this esp disables any heartbeating sounds) Updated the following options: � Carry Weight Adjustments - they now also come in form of consol commands instead of an .esp! These commands increase your characters carry weight by a flat amount depicted in their name: Set AA000XarrianCarryWeight100Control to 1 (0 turns it off again) Set AA000XarrianCarryWeight200Control to 1 (0 turns it off again) Set AA000XarrianCarryWeight1000Control to 1 (0 turns it off again) Changes in 0.994 ------------------------------------------------------------------------------------------------------------------------------------- - All Followers can now carry 60 units more - All Followers can now also make use of the Bags of Holding - Added some more handplaced treasures - The perk "Advanced Blacksmithing" is now required to turn gems into Glitterdust at a forge - Exchanged the weight of most Dwarven and Orcish equipment - Increased the Enchanting skill rate drastically - Reduced the falling damage vampires and undead take further - Reduced the bonus of the second rank of Alchemical lore - Reduced the physical damage dragons take from projectile based weapons - Fixed a few items' somewhat weird prices - Fixed some spelling mistakes - Fixed a bug that caused the enchantment "Fortify Heal Rate" not to scale properly with enchantment perks - Fixed a bug that caused the spell "Arcane Resonance" to not grant any skill points at all The following optional files have been added: � Easy Lockpicking (This will make lockpicking as easy as it was in vanilla, if not easier) To use this, use the following consol command: Set AA000XarrianEasyLockpickingControl to 1 (0 disables this feature again) � No Clutter Recipes (This will disable most of Requiem's custom recipes that deal with minor stuff. Currently, this only affects a lot of Ingot Recipes at the smelter) To use this, use the following consol command: Set AA000XarrianClutterRecipeControl to 1 (0 enables this feature again) � No Messages (Removes most messages from the UI. this is an .esp!!!) � Skill Rates halved (This will half all skill rates when used) To use this, use the following consol command: Set AA000XarrianSkillRatesHalved to 1 (0 disables this feature again) Changes in 0.993 -------------------------------------------------------------------------------------------------------------------------------------- - Added a new mini-boss - Werewolfs now always drop a Werewolf Pelt - Sneak-Attacking a sleeping humanoid will always lead to a lethal result - Fortify Light/Heavy Armor enchantments and alchemy effects now increase the armor rating directly instead - High Level NPC spellcasters and some other characters now possess a unique ability. They telepathically monitor their sorrounding area at all times and are able to also telepahtically alert sorrounding allies of the player's presence (Technically, you get a tremendous Detection penalty when being close to these individuals) - however, a Muffle Enchantment/Spell can counter these effects. - The spell Raise Dead V has been improved so that it can raise about everything... - Halved the max carry weight bonus Bags of Holding grant - Rubies, Garnets and Sapphires can now be grinded to dust at the forge - Gem Dust can then be used as an ingredient for alchemic recipes - Minor tweaks to dragon variants: Dragons with a more redish color pattern will now only use Fire based attacks - Green dragons will now always use poison based attacks (and can paralyze with their bite attack) - Their Breath is very short ranged though, and they now tend to engage in melee. They also are much faster than most other dragons. - Made many Vampire Lord bonuses static and increased their values greatly - Increased the necessary amount of gold pieces to make a gold ingot by 100% - Increased the skill rate of smithing - Decreased the chance of randomly encountering any enchanted arrows - Decreased the duration of lootable spider and chaurus poisons to one minute - this does only affect the duration of its damaging component. This also decreases the duration of the damaging effect of most poisons NPCs use on their weapons. - Decreased the falling damage vampires and some other undead receive greatly - Decreased the loot more common boss chests yield - Fixed some issues related to the Vampire Lord (Bonuses and Penalties should now be applied correctly) - Fixed some spelling mistakes - Fixed some minor bugs Added the following options: � Resting Bonus for Skill Rates - Greatly increases the skill rate bonuses you get for sleeping Changes in 0.992 -------------------------------------------------------------------------------------------------------------------------------------- - Elven, Glass and Dragonscale Armor now also protect from arrows, though the effect is much less effective than that of Heavy Armor! Other light armor types remain unaffected! - Silver Weapons can now be tempered - Increased the Cooldown of Iceform and decreased its paralysis effect duration - The perk "Precise Aim" now grants a stronger zoom and removed its passive damage bonus again - The lockpicking perks have further been merged so each one now allows to pick locks one level above it. - Lowered the damage bonuses of the Perk "Overdraw" slightly - Lowered the Skill Rate bonuses from resting to +5/15/25% - Lowered the necessary resistance to withstand the Shout Iceform - you now just need more than 50% frost resistance - Lowered the bonus for stealing gold from the perk "Cutpurse" - Lowered the chance that highly experienced blacksmiths have Glass or Ebony equipment for sale and the amount of more advanced smithing books at them. - Handplaced some more Blacksmithing books. - Added a key to Gallows Rock that can open all chests in that dungeon - The Perks "Perfected Art", "Cutpurse" and "Nimble Fingers" only grant tehir bonuses when the target you're stealing from cannot see you. - The NPC "Astrid" is now much more powerful - The "Lost Knife Hideout" is now home to a new mini-boss... - The Quest "Mind of Madness" will now be harder to accomplish. Suitable Alterations to the Pelagius Wing have been made... - The Quest "Waking Nightmare" will now be harder to accomplish. Suitable Alterations to the Orcish Invaders have been made... - The Quest "House of Horrors" will now be harder to accomplish. Suitable Alterations to the Tyranus have been made... - The item "Necromancer's Amulet" will quickly drain Health, Magicka and Stamina when worn by someone below who'S MAgicka has not been leveled up to 300 or more. Also, black soulgems can now only be created with it between 23 and 24 PM. - Very powerful Vampires received some more master level perks - Several Dragon Maks are now treated as Heavy Armor again - Decreased the passive magic resistance from Bretons to 15% - Decreased the duration of the Breton Racial Power Dragonskin to 5 seconds, and increased absorption chance to 100%. - Decreased the spell absorption chance of the Atronach Sign from 50% to 20% - Decreased the necessary resistances for Freezing Spells further (They now range from 25% to 75%, depending on the spell) - Decreased the melee damage of Giant Spiders greatly - Decreased all Dragons' Breath Attack damage values - Increased all Dragons' Armor penetration values - Increased the damage ghosts receive from Silver Weapons - Improved the Sword of Red Eagle greatly - Improved the "later" version of the Blade of Woe greatly and renamed it to "Awakened Blade of Woe" - Improved some animals' movement behaviour - Changed some messages - Handplaced more items and treasure... - Exchanged the names of "Gruesome Shot" and "Point Blank Shot" - Exchanged the damage values of Dwarven and Orcish Weapons - Fixed some spelling mistakes - Fixed a bug with the Spell "Phantasmal Killer (Rank III) - Fixed a bug that caused certain Silverhand Members to still use Iron or Steel weapons - Fixed the weight of Elven Longswords - Fixed a bug with crossbows - Bethesda's stock script does not remove the armor penetration effect again when unequipped (I did not notice this in the first place since they cannot opened by default, you first have to make some tweaks I did not know of), which probably caused quite some miscalculations with characters who used a crossbow. This should now work properly. Just to be sure, if your character ever used a crossbow, you might want to equip one and then unequip it again. - More performance tweaks that should further reduce any script lags and FPS loss - Added new optional files: � Vanilla Death Cam (Resets the reload time after dying to the vanilla amount of 5 seconds again) � Slower Arrows (Fired projectiles are slower) � Easier Bartering (Makes selling and buying things a lot less harsh) Consol Commands: � No Paralyzing Poisons: This consol command toggles the paralysis effects spiders and some NPCs can apply: Set AA000XarrianParalyticPoisonControl to 1 (0 will enable it again) � No Slowdown on low Stamina: Set AA000XarrianStaminaSlowControl to 1 (0 will enable it again) � No Staggering on being Hit: Set AA000XarrianStaggeringControl to 1 (0 will enable it again) � No Stamina Consumption and Magicka regeneration stop while Running and Swimming: Set AA000XarrianRunningStaminaControl to 1 (0 will enable it again) � No Health Weight (Turns off your Health affecting carry weight) Set AA000XarrianHealthWeightControl to 1 (0 will enable it again) � No Heavy Armor Stamina Consumption (Turns off both the passive Stamina drain and the penalty when Sprinting) Set AA000XarrianHeavyArmorStaminaControl to 1 (0 will enable it again) Changes in 0.99 -------------------------------------------------------------------------------------------------------------------------------------- - Experimental Performance Tweaks: Decreased the updates of scripts constantly used by about 66% - this should decrease any script lag that may result from other script intensive contents. However, this may not work on old savegames, but since it all runs fine anyways in most cases, it's not that critical that it's a real drawback not to get it. Also, I am not sure if any problems might result with this tweak - affected features are: � Passive Armor skill gain � Fast Travelling � Weapon Dropping � Random Dawnguard Vampire Spawns - Decreased the carry weight bonus vampires get greatly - Added the following spells: � Umbral Sanctuary (Rank II) - Illusion, Master, obtainable only by perks - It works just as Umbral Sanctuary (Rank I), but is instead targeted and channeled on a single actor � Ward (Rank II) now also renders the caster immune to many paralysis effects as long as it is maintained. � Ward (Rank III) now also renders the caster immune to many paralysis and life drain effects as long as it is maintained. � Waterbreathing now also negates any stamina penalties when swimming, even wearing heavy armor. (This might not work on current savegames, though, due to how the engine handles the stamina drain effect used for the feature) - Altered the following enchantments: � Fortify Stamina is now available in two ranks; the second one also rendering the target immune to most paralysis effects. � Waterbreathing now also negates any stamina penalties when swimming, even wearing heavy armor. (This might not work on current savegames, though, due to how the engine handles the stamina drain effect used for the feature) - Altered the following perks: � Poison Placement has been merged with the 2. rank of Nimble Fingers � Keymaster has been merged with Cutpurse � The required perks for Perfected Art have been adjusted � Arcane Thesis is now called Artificer's Insight - Added some more size variations to certain creatures - Added two sets of playable Greybeard Robes (one to High Hrothgar, one in Ustengrav) - Greatly improved the Sword of Lord Harkon - Saddled Horses can now be used as storage - whenever you mount or dismount them while you do not have anything equipped to your right hand, their inventory screen will pop up where you can manage everything to your liking. (Please tell me if it is too tedious or if it feels alright - I did not yet find a more "comfortable" way to include this without making use of any third party programs.) - Handplaced another unique Mini-Boss encounter with unique loot. - Further decreased the value of self crafted poisons that deal damage over time. This also fixes the too large amount of skill gained when working with Dremora Hearts. - The Perk "Soulgem Mastery" now allows to craft Soulgems at a forge from Moonstoon and Quicksilver ingots. If you have the perk, you can craft better soulgems the better your skill level. - You can also craft Black Soulgems at a forge if you have the Perk "Soulgem Mastery" and an enchantment skill level of 100. But you also need the Necromancer's Amulet in your possesion to do that. The ingredients are a Grand Soulgem and a Human Skull. - When you possess the Wabbajack (Meaning if it's currently in your inventory), you can now turn regular Tomatos into Soul Tomatos at the cooking pot. Soul Tomatoes are working just like black soulgems, they only weigh less and are, well, tomatos. Try to eat them with cheese and a Sweetroll! Sheogorath approves it! :D - Vampires and Werewolves also get the Strong Stomach Feature - Further lowered the chance of finding Orcish, Elven and Dwarven equipment randomly - Fixed some spelling mistakes - Fixed some minor bugs with loot lists - Fixed some minor placement bugs - Fixed and cleaned some unneccassary entries - Fixed the dragon's fear aura effect to be unabsorbable - Fixed an issue with too many vampires wearing ebony armor - Fixed a bug that seems to have caused wearing Heavy Armor to also increase the charge amount of certain enchantments (e.g. The Mace of Molag Bal) - But I must say, I am not quite sure if it will work. If it does not, please report it! :) Changes in 0.988 -------------------------------------------------------------------------------------------------------------------------------------- - Added a few more small things to Helgen Keep... - Added a new spell called "Absorbing Grasp" - it's a Novice Level Alteration Spell that absorbs a minor amount of Health if the target is successfully touched. It can either be bought, found or acquired by the first alteration perk. - Adjusted some ingredients' effects some more - Adjusted created potion and poison prices - it now mostly depends on the price of the used ingredients. In general, their values have been about halved. - Removed some of the Lockpicking perks and added their effects to others - The perk "Summoning Mastery" has been removed and has been added as Rank three of "Oblivion Lore", so that Daedric and Undead Summoning are now completely seperate - The perk "Heavy Impact" now only consists of a single rank - The perks "Silence" and "Silent Roll" have been merged - it's now called acrobatics - The Ranks of "Agility" have been alterted: � Rank one now grants 50% decreased falling damage � Rank two now grants the attack speed bonus both perks granted together before - The Ranks of "Improved Enchantments" have been altered: � There are only two ranks now - The impact of specialized enchanting perks has been improved greatly - The Ranks of "Alchemical Lore" have been altered: � There are only two ranks now - Oils now also require the second rank in "Alchemical Lore" to be created. The description has been altered accordingly. - The impact on potion/poison strength of some other alchemy perks has been increased - Changed the word "Toxing" with "Poison" again - Increased the bonus of the perk "Ravaging Insects" - Increased the amount of NPCs carrying Healing Potions (which they will most likely use if things turn bad) - Increased the durability of lockpicks by about 100% - Increased the damage of the Mace of Molag Bal by 20% (I also had a look at a possible bug relating to the Mace not working correctly when wearing any Heavy Armor, but I could not really find anything on that one - if someone else is getting this bug, please tell me!) - Decreased the Health of most Dragons by half - Decreased the cost of player houses greatly (On one hand, to make it less a pain to find a way to carry that much gold, and on the other hand, I think it seems appropriate for a Thane to get a proper discount for the basic building) - Decreased the ranged damage of dwarven Spheres - Decreased the necessary amount of resistance to not get frozen by certain frost spells (You now need only 70 points of frost resistance or 50 magic resistance) - Decreased the difficulty of a certain lock at the Goldenglow Estate to Apprentice - Handplaced some more items (Mostly Glass and Ebony equipment and some more Dwarven things in some Dwemer Ruins, and in some houses of rich people) - Handplaced some more items on important persons (for instance, General Tullius now uses an Ebony Longsword) - Removed very high quality equipment from most random loot tables - Improved Ralof and Hadvar some more - Improved Serana greatly in terms of stats and overall power - Laelette the Vampire now gets less Health - Vigilants of Stendarr will now get the appropriate Silver Weapons - Vigilants of Stendarr and Dawnguard Members get a permanent resistance against most draining effects - Wearing the Ebony Mail will negate any sneak penalties Heavy Armor causes - Certain Animals should now avoid going into Water (this is meant to avoid the glitchiness of the general behaviour of them in bodies of water - I am not sure if this will work correctly, so tell me how it goes!) - Fixed a problem with murders sometimes not being accounted for - Fixed a problem with crossbows not always getting armor penetration bonuses - Fixed a problem with the Mace "Bouncer" - it was not meant to be disenchantable - Fixed a problem with certain enchantments adding too much to the value of self-made items - Fixed a problem that rendered the Horse Trampling absorbable by certain effects - Fixed a problem with vampires still not getting the correct attribute values [+300 Health, +200 Stamina] (counts for both the player and NPCs) - Fixed some spelling mistakes and changed some messages - Fixed some small bugs in Helgen Keep - The optional file "Requiem - Difficulty Bar Restored" has been adjusted. The difficulty setting won't affect the amount of damage the player deals, but only decreases the amount the player takes. The damage is dealt as follows now: Master: 100% Expert: 75% Adept : 50% Appr. : 20% Novice: 10% Changes in 0.987 -------------------------------------------------------------------------------------------------------------------------------------- - Some more Animal Faction interaction tweaks (Bears, Spiders, Wolfs, Sabrecats - they should not get along that well any longer - Decreased the Health of Alduin greatly - Reduced the frequency random dragons (re)spawn greatly (WiWaitDragon is 3 by default, I set it to 12. If I am correct, this should mean you should only encounter a random dragon every 12 ingame days or so, though I am not entirely sure if this one global suffices) - Reduced the amount of armor Dragons and some other creatures get - Rebalanced the Weight of some items (Especially Glass Equipment) - Adjusted the Vendor Gunmar of the Dawnguard - he should sell plenty of bolts now - Removed the penalty for changing armor in combat again until I find a better working solution (But the script might get stuck to your savegame, unfortunately - that's a problem with Skyrim's engine/source code, I am afraid! :( ) - Decreased the impact of Light on your detection risk again (might need some more tweaking) - Decreased the amount of certain enemies inside the shrine of Mehrunes Dagon - Vampires are now subjected to daylight penalties, too - Tweaked the armor some rare boss vampires wear - Removed a few speechcraft perks - Improved the effect of most remaining speechcraft perks - Improved the shields used by the dawnguard - Decreased the amount of bandits using crossbows - You also do not get staggered by common attacks if your total physical damage resistance is at least 50% (this equals an armor rating of about 300 points) - Experimental tweak that should in theory prevent chickens from reporting any crime - A new enchantment which increases your base health, and also renders you immune to most Life drain effects - Blessing of Stendarr allows you to be protected from most Life Drain effects - Corrected the armor rating of Dragon and Daedric Armor (halved) - Experienced Members of the Dawnguard are now stronger - Tweaked more ingredients so that more common ones will most often yield less potent potions/poisons - Alchemy skill is now gained twice as fast - Increased the skill rate for alchemy greatly - Decreased the impact of alchemy skill on potion strength greatly - Increased the impact of perks on potion strength greatly - Renamed all alchemic effects from ingredients according to the names of buyable potions/poisons - Soldiers have been made somewhat tougher - Lower level vampires have been made weaker, and vampire spawnlists have now a higher chance of producing lower level vampires - Training costs have been decreased - Added some new spells: �Umbral Sanctuary (Illusion, Expert) - A channeled "shadow form" that irritates opponents and makes them aim so badly that all physical damage is almost negated - magical damage is untouched, though. Costs a great amount of magicka and is currently only available through perks. �Two more ranks of Healing Aura (Both expert level with a four times stronger healing effect and the ability to block off most draining effects, only obtainable by the Superior Restoration Perk) - Further increased the bonuses the Perk "Allure" grants - Corrected the spell cost of certain rune spells - Tempering items will not give them an additional Suffix like "Epic" or "Legendary" - it's now always "Tempered" - Fixed a minor issue with the apparel vampires wear - Fixed some issues with the Vampire Traits not working correctly on the player - Fixed some spelling mistakes - Fixed a bug that caused certain scrolls to be absorbable by the Atronach Sign - Fixed a bug that caused some summoned ghosts to flee in certain situations - Fixed a vanilla bug giving horkers not the right racial abilities - Fixed the amount of Health Werewolve NPCs get Changes in 0.986 -------------------------------------------------------------------------------------------------------------------------------------- - Tweaked the spells you gain when investing in Spell Mastery Perks - Swimming: � Wearing Light Armor drains 0.5 Stamina more per second when swimming for each piece worn � Wearing Heavy Armor drains 2 Stamina more per second when swimming for each piece worn � Argonians do not lose any stamina when swimming by default, only when wearing any armor - Increased the difficulty of Hagravens - Increased the effect of the Perk "Allure" slightly - Increased the skill rates of smithing, speechcraft and blocking by 20 to 50% - Rearranged the Teleport spells: Exchanged their ranks, and the new second rank is now an Expert Spell - Decreased the duration of Umbral Vision greatly for bugfixing purposes - Raw Meat can again be cooked without Salt - Adjusted the damage of Bears and Sabrecats - All Lockbreaking Values have been increased by 50 points - Rooms at inns 50 gold - Cart 100 to 200 - Decreased the damage of the Steam Breath attack of Dwarven Centurions - Possessing the Ring of Namira will allow you to eat raw food without penalties (you do not need to equip it for this, carrying it around with you in the inventory is enough) - The effects of Strange Meat and Bestial Stew do not stack anymore - Removed the spell Fear IV due to it using a faulty mechanism - Removed most hostile encounters at High Hrothgar - The slow effect of Frost Spells now only works on things with a magic or frost resistance of 50 or lower - Doubled the bonus from the Thief Stone - Doubled the bonus from the Warrior Stone - Increased the magicka regen bonus of the Elswyr fondue - changed the effects of Beef Stew so it now does increase Maximum Health and Carry weight instead of granting higher stamina regen - Nords now receive 10 Health Points as Starting Stats - Giants and Werewolves will knock you down when they hit you in combat and you do not block - Giants move 25% faster - Increased the prices of pickaxes - Fixed the radius effect of giants' power attacks - Fixed the visual effects of some spells - Fixed some spelling mistakes - Fixed a problem with the loot of Goats - Fixed an issue that made blacksmiths still offer some things they should not - Weapon Dropping due to low stamina can now be toggled via the consol: Set AA000XarrianStaminaWeaponDropSwitch to 0 (1 enables the feature again) - Added two optional files: � Restored Rewarding Sounds (Leveling up, Skillgain and Learing a Shout now plays the vanill Sound again) � No Overencumbered Messages (Your character will not complain about being overencumbered anymore) Changes in 0.985 -------------------------------------------------------------------------------------------------------------------------------------- - Doubled the penalty for standing in light when sneaking - Giant's are now much more dangerous - Their power attack can easily knock down the entire vicinity due to their brute strength - Increased the loot Giant's yield - they really like to collect sparkling coins and gems now! - Added a new cookable item: Bestial Stew - Increased the detection chance penalty for wearing heavy armor greatly - Again increased the protection of Heavy Armor slightly - Woodelfs can now cannibalize their slain enemies: In most cases, foes you kill will drop "Strange Meat", which will grant you exceptional bonuses (this is based on lore, look for the "Greenpact") - In some cases, however, they might not, or you might end up being able to pickpocket some. In that case, take it either as they do not taste that good or that they are a little cannibalistic themselves - It's the best results possible to get, I think! - Woodelfs now also receive the Strong Stomach feature - Namiras ring is now worthy to be called a Daedric Artifact - Added more options controllable through consol commands: � Set AA000XarrianHorseChargeSwitch to 0 will disable the Horse trampling effects � Set AA000XarrianFearSystemSwitch to 0 will disable the fear/yield system of Requiem - Speechcraft and Block should now level about half as fast - Fixed some problems with bandit loot lists - Made it much more likely to find Iron Equipment than any other - Added some more locks in Whiterun and made most of them much harder to pick - Merchants now restock only once every two weeks - Increased the prices merchants offer their goods for by 33% - Increased the base training costs by 500 gold - Improved the magic damage of high quality enchanted arrows - Fixed the Trainer Bug - Now, they always grant the correct amounts of experience - Reverted available training units to 3 per level - Corrected some spelling mistakes Changes in 0.984 -------------------------------------------------------------------------------------------------------------------------------------- - Certain passive racial abilities now are depicted in the Magic Effects Window - Corrected the attack speed bonuses of the Sword Specialization perks - Fixed a glitch caused from being disarmed of your weapon while riding - Increased the value of some more items - Mudcrabs now have a chance based on their size to drop some pearls - Added a new item: Healing Mush - a traditional yet simple medicine that can be created by about anyone. It consists of ale (1), tundra cutton (3) and blue mountain flowers (3) and can be crafted at the tanning rack - it's so common that every alchemist always has at least a dozen of these in stock. It works still via magic, as the mixture is based on the healing properties of the flowers. It's works by applying the mush on the wound, after which the mush will slightly harden, making compresses and bandages somewhat unneccassry under harsher circumstances. However, physical stress will surpress it from apllying its healing effects: Sprinting, Swimming and Fighting will stop the healing effect temporarily until its over. Changes in 0.983 -------------------------------------------------------------------------------------------------------------------------------------- - Corrected some damage formulas of followers - Decreased the Health of most Dragons by one third, and decreased the damage of their breath attack greatly - Fixed a faction association bug - Fixed a bug that caused the alteration skill gain to be much too small - Decreased the fire rate bonus of the Perk Quick shot by 50% - Dwemer Misc Items have been increased in value - Dwemer Pressure Plates now are invisible, too - The Perk Focused Mind now only consists of one rank and also makes your magicka regenerate while running - Added one exemplar of the Dragon Smithing Book - Improved the sword Dragonbane and deleveled it - Increased the archery thresholds for damage reduction by about 500 units each - Made very valuable jewelry more rare - Removed the "Empty" message from containers. However, there still remains a little white diamond that tells you it's empty. - More tweaks for vampires: � Increased the maximum magicka/stamina/health malus for being in the sunlight to - 100/200/300/400 � Increased the effect of the Raise Thrall power. � Increased the effect of Vampiric Drain for the player. � Increased the effect of most Vampire Lord Abilities. - Corrected some spelling mistakes Changes in 0.982 -------------------------------------------------------------------------------------------------------------------------------------- - Decreased the player's spell damage skill bonus by 33% and that of NPCs by 50%. [This is very experimental, please give me some feedback about overall balance!!!] - I edited a value (DLC1VQMinLevelVampireAttacks) which I think of that it controls the random vamire attacks so these attacks start only if your character is at least on level 999 - which effectively should disable them completely. I also added a script that continously resets certain EclipseAttack variables that seem to be responsible for the attacks. [If you still encounter vampire attacks, please inform me about it!!!] - Increased the bonuses the Perk "Fortitude" of the Heavy Armor perk tree grants slighty (+25 Stamina, +15 carry weight) - Replaced most of the Flame Thrall Scrolls with Conjure Atronach Scrolls at Saarthal - Swapped Power Shot and Point Blank Shot in position - Disabled three World Event Locations to prevent too many bad surprises at the very beginning - Disabled some hostile encounters around Whiterun - The Ghostly Steed now is unable to trample down any enemies - Deleveled some still leveled loot lists - Deleveled some NPCs that still were leveled and gave them some more tweaks - Increased the damage bonus of the perk Mighty Strike by 50%. - Added some "Resist" Potions in a certain key location related to an especially hard quest - Added a potion of Vitality to the Potion Barrel in Helgen - During the quest dragon rising, Jarl Balgruuf will also hand you certain potions as an aid against the first dragon. - Adjusted the spawn list for mages: You will more often find somewhat weaker mages (relatively spoken, of course) - Boss Mages remain untouched - Ice Wraith Essence now grants immunity to frost for 10 seconds - Edited all the "Resist" and selected "Fortify" Potions you can buy - they now have a longer duration based on their quality of up to 5 minutes - Some high quality ingredients also grant a higher duration on these mentioned effects by default - Added some triggerplates to certain dwemer ruins - Some more locks - Smaller tweaks to a few merchants - You can now take the armor from random Dark Brotherhood encounters - Limited training units to 2 per level (due to a major trainer bug) [if you don't like it, use the options! :)] - Corrected the amount of armor frost atronachs possess - Increased heavy armor ratings by 10% - Removed the skill requirements of the second ranks of all the first perks in certain trees - Improved the perks Master Trader and Investment Strategy by 200% - Removed the Dremora from Azuras Star - Increased the amount of NPCs using heavy armor (The strongest bandits now always go for iron armor, the strongest afflicted get their hands on Dwarven Armor, and the toughest Vampires can get stuff ranging from steel plate to ebony (though the last one is restricted to the toughest of their leaders) - Amulets of the nine have been increased in value - Starting the smithing tutorial quest requires a smithing skill of 15 - Sven also is not available as a follower anymore (option available!!!) - Further tweaked certain encounters at Riverwood - Corrected the amount of obtainable spider eggs from sacs: Half of the time, they'll be empty, otherwise, they'll have 3 to 30 eggs for you! - Corrected some spelling mistakes - Slightly increased the damage bonus from the first perk in the trees Onehanded, Twohanded and Archery - Daedric Weapons pierce the damage reduction from ghosts and atronachs by 75% - Small tweaks to Vampire spawn lists - Fixed the issue with Draugr not depicting their health bar correctly (this might cause minor balancing issues with draugr already loaded in your savegame, the impact should be minimal, however) - Tweaks to certain misc items in terms of prices (animal hides and leather) Changes in 0.981 -------------------------------------------------------------------------------------------------------------------------------------- - Increased the value of a certain family heirloom by 900 gold - Adjusted the difficulty of the first Winterhold Main Quest (There are now some items accessible which make the whole encounter much more takeable, so look carefully) - The conditions for the shrines now are a little less stressing: You may have an accumulated bounty of up to 3000, and up to 9 stolen items. - Some conditions for shrines to work, however, have been changed drastically: After you have become a member of the thieves guild, the nine will not answer your prayers. The same is true if you join the dark brotherhood. - Replaced some encounters around Riverwood - Modified some NPCs in Riverwood to make them somewhat stronger - Alchemy and smithing enchantments have been improved by 200% - Tweaked the Oghma Infinium: Reading it now grants double the skill bonus as well as +300 Health/Stamina/Magicka depending on your chice - Changed the wording of some perks - Alteration Perks: � Spell Armor (Your mage armor spells also dampen incoming elemental damage by 15%) [Done] � Metamagical Thesis (decreases the cost of all spells by 10%) � Metamagical Empowerment (increases duration and effect of all spells by 10% and also increases the effects of worn enchantments and passive abilities by 10%. - Magic damage: Increased the damage of certain Novice and Apprentice destruction spells by 10 points, and increased the damage of the second rank Bolt spells by 40 points. - Some tweaks altering certain stats of some dark brotherhood armors and robes - A new mini-boss (If you want to try your luck, pay a visit to the atronach stone! ;) ) - Reduced the chance to find high quality enchanted gear as random loot (this does not affect most higher level boss loot) - Crossbows are now rarely used by the certain NPCs - Crafting staffs requires perks (Silver and Wooden Staffs still only depend on your skill level, however: �Glass staffs require you to have the Arcane Experimentation perk �Ebony staffs require you to have the Arcane Thesis perk �Daedric Staffs require the Enchantment Mastery Perk - Corrected the charge consumption of certain staffs - Soul Trap Poison added, some ingredients can be used to craft one [No, I won't spoil it right here - find out for yourself ;) ] - Increased the damage penalty distance thresholds for archery - Fixed the alchemical properties of claws - NPCs (except the spiders) that use paralytic poisons again have received a lower chance to trigger it (now 3%) and will rarely drop unused poisons - The effect Vitality has been removed from Charred Skeever Hides and Mudcrab Chitin and was replaced with Poison Resistance - Vitality Potions only cost half as much - Vampire Dust has been halved in price Changes in 0.98 -------------------------------------------------------------------------------------------------------------------------------------- - Corrected the Gold rewards from the Dark Brotherhood Contracts - Archery progressive penalty (+10,20,30..., 100 flat armor bonus) - Fleshed out Blessings Blessing of Akatosh � You gain 100 Health, Stamina and MAgicka when you have fulfilled your destiny as Dragonborn Blessing of Mara � You gain 50 additional health while you're blessed by Mara and have completed her related temple Quest Blessing of Kynareth � Kynareth will not grant you her blessing when you've defiled the Eldergleam � You gain 50 additional stamina while you're blessed by her and have completed her related temple Quest Blessing of Dibella � You gain twice the basic bonus from her blessing when you've finished her related temple quest Blessing of Julianos � You gain 50 additional magicka from his blessing when you have a basic magicka amount of 300 or more � You gain 25 additional magicka from his blessing when you have read 100 or more books Blessing of Arkay � You gain a 75% magicka regen bonus from his blessing when you have read 75 books or more � You gain 75 additional Health from his blessing when you have slain at least 250 undead things Blessing of Zenithar � You gain a 3% better prices when you have crafted or improved 100 items of one kind (potions, armor, weapons, maximum bonus is 15% bonus when you made 100 beneficial potions, improved 100 weapons, 100 armor and craft 100 weapons and 100 armor) Blessing of Talos: � Talos does not grant you his blessing should you be fighting for the Imperial Legion (having taken their oath will permanently disable Talos blessing, even if you change sides afterwards) � Talos does not grant you his blessing when you offend the Greybeards (by killing Paarthurnax) Blessing of Stendarr: � If you have slain 50 daedra, Stendarr will grant you 50 additional Health � Stendarr will refuse to bless those who dable too much in the art of Conjuration (if your skill level is above 30) Blessing of Nocturnal: � The sneak bonus it grants increases with you doing thief-like stuff... These bonuses all are dynamic - if you perform the respective deed, it will be bestowed upon you immediately as long as the respective blessing is still active - likewise, the blessing will immediately stop to affect you when you violate the respective god/daedra - The Snake Stone now also allows you to poison an opponent when using its tied ability, which deals a total of 750 damage over 30 seconds. The Paralysation has been reduced to 5 seconds. - Decreased the Stamina Bonus of Skooma - Mini-Boss-Fleshout (Link Gorak, Ulik and Kru'ul by text of Gorak, add history books to the crow) - More Locks - Handplace a few high quality weapons in special locations + some more handplaced enemies and loot - Alchemy: more Mutation perks, rearrange self-experimentation - Bonus for the Zoom Perk: +10% damage - Greatly increased bribe money (about 10 to 20 times) - Fixed some spelling mistakes - Fixed a bug that prevented altars from giving you their respective blessing - Fixed a bug that made certain insects deal too much damage - Fixed some bugs related to the Dawnstar Sanctuary Ghosts (they did not receive the Ghost template) - More tweaks to merchants (available goods, money etc. based on several factors) Changes in 0.979 -------------------------------------------------------------------------------------------------------------------------------------- - Added the following spells: � Spectral Arrow (Conjuration, 50) - Fires a spectral arrow that deals 25 to 100 damage. - Khajiit received a 15% movement speed racial bonus - Removed the Bag of Holding in Twilight Sepulcher - Raised the prices of most vanilla spell tomes (about 3x) - Raised the magicka cost for almost all "Conjure Ghostly X" spells greatly - Minor bug fixes - More Locks have been placed on containers already in the game world - Doubled the skill rates for pickpocketing and lockpicking - Handplaced a few glass and ebony weapons in special locations - Ranged weapons have received another penalty in terms of armor bonus for the target when using them over longer distances - Merchant Changes: � Common Blacksmithes will almost never sell anything better than Orcish Equipment, and they also rarely sell Elven Equipment. They will also much less often be willing to sell you their crafting materials. Also, their amount of enchanted gear has been decreased greatly, though Blacksmiths in bigger towns will still have a decent amount of them for sale. � Smaller Shops and those in most villages now have a much smaller sortiment, which is also influenced by their location � General Stores now have less specified items like potions, spells, enchanted gear, weapons and armor � Inns now offer more food, which is somewhat based on their location - Lootlist Changes: � Glass and Ebony equipment will now be found randomly about half as often - Tweaks that slightly nerf NPC poisons (they now have only a 10% chance to have it trigger) - Improved the Nightinggale Armor considerably - Added some new alchemy perks: � Regeneration (2 ranks, 50) - They grant you regeneration passively � Night Vision - It basically gives you a Khajiit's night eye power � Fortified Muscles - You get +100 Stamina and Health, +50% stamina regen � Poison Resistance - You get +50% poison resistance - Ever wondered where Skyrim's merchants stock their goods? With this update, almost all merchants goods can be stolen from their chests (but they generally are locked pretty tight, so only very experienced thiefs will get their hands on this stuff) Changes in 0.978 -------------------------------------------------------------------------------------------------------------------------------------- - You now cannot change your armor during combat. Doing so will make your character drop his current apparel and not being able to equip it again. This does not apply to rings and amulets. - Removed the bash penalty and instead built in a mechanism that provides a considerable chance that you drop your weapon when you're in a fight while having a depleted stamina - Doubled the smithing skill rate - Fleshed out a special room in Fellglow Keep - Fixed some minor bugs related to summonable Ghosts - Some other small bug fixes Changes in 0.977 -------------------------------------------------------------------------------------------------------------------------------------- - The Perk "Necromancy" is now available at skill level 25 instead of 50 - The Perk "Mage Armor" now only consists of one single perk - The Mage Armor spells have been made weaker, and the perk bonuses have been made smaller (the maximum effect possible with the MAge Armor perk, skill level 100 and the best spell is +350 armor) - Some bandits, Thalmor, many Vampires and all Alik'r now make use of potent poisons based on the one spiders use, so be careful - as they now all might paralyse you! Argonians and Redguards will rejoice, for they generally are not affect by these, for now. - Guards now have measures to defend them against spiders effectively - The Perk Gruesome Shot now works as intended - Removed the additional creature Bonus from the conjuration skill level - Removed the bluish shader from Raise Dead spells - The bash penalty is lowered to a heal value of 400 points instead of "fully healed" - The Skeleton key will allow you to pick about just any lock - Spell damage of most NPCs now scales more with their skill (this should make most mage encounters somewhat easier) - Alikr are now on the list for very hard to fear enemies - Fixed some bugs with the Perk Elemental Binding - Added five Perks to Conjuration: �Ritualism (Skil Level 50) - It decreases your spell cost for Raising the dead and Summoning Ghosts by 50%. �Mystic Disruption (the old Perk Mystic Disruption is now called Mystic Banishment)) (Skill Level 100) - All bound weapons ignore 30% of armor - this stacks with other perks. �Ravaging Insects (Skill Level 50) - Increases the damage of all swarm spells by 50% �Oblivion Lore (2 ranks, Skill Level 50, 100) - For every perk rank, you can summon an additional creature - Added three perks to Destruction: �Firemastery (Skill 100) �Frostmastery (Skill 100) - They all grant +10% damage on the respective element, -10% magicka cost and a permanent 25% resistance. �Lightning Mastery (Skill 100) - Added one perk to Smithing: �Legendary Blacksmithing (Skill 100) - It increases all tempering bonuses by another 50% - Added one Perk to Archery: �Improved Quick Shot (Skill level 100) - It adds a 200% speed bonus on all ranged attacks - Added two perks to Alchemy: �Poison Mastery (skill Level 100) - It again doubles all poisons' effects �Elixir Mastery (skill level 100) - It again doubles all beneficial potions effects - Rearranged the Restoration Perk Tree and added two perks: �Exorcism (Skill Level 75) - It works like Mysticism, but targets Daedra instead of undead �Essence of Life (Skill Level 75) - It adds two daily uses of Power of the Lifegiver - Added three perks to Two-Handed �Mighty Strike (Skill Level 100) - Doubles all damage with twohanders �Heavy Strike (Skill Level 25/50) - Increases armor penetration with all twohanders by 15/30% - Added one perk to Light Armor and reaaranged it a little: �Fleet Feed (Skill Level 25) - Grants you a speed bonus on movement when not wearing any heavy armor �Vexing Flanker (Skill Level 50) - Grants you a 25% melee damage bonus when you wear no heavy armor and you're currently running Changes in 0.976 -------------------------------------------------------------------------------------------------------------------------------------- - Set the physics of arrows about back to the values of version 0.97 - Staggering and Attribute loss due to standard attacks is now also prevented by using any mage armor spell - though this only works when perks have been invested to improve these spells - The Sword and Greatsword specialization perks now also grant a minor armor penetration of 5/10% per level. - Dwarven Automatons do receive almost normal damage from all daedric weapons - Increased the Health of Frost Atronachs slightly - Increased the magicka cost of several Conjuration Spells - Decreased the damage of rune spells by about halve - Renamed the Perk Arcane Disruption to Electrostatic Discharge - There are now two ranks of "Transmute: Muscles" - the second one is now a targetable version of the first rank, though it is harder to cast - The "Arcane" Destruction spells now have certain thresholds they bypass, over that, they are completely resisted - Fixed some more minor bugs and possible exploits - Most beneficial potions now have a limitation: You can only have one active potion of one type - Added a targetable Invisibility and Muffle Spell - Added "Summon Swarm (Rank I)" to the spells granted by the Basic Conjuration Perk - Fixed some issues with certain Ghostly Spells - The Ability "Power of the Lifegiver" now makes your health almost inexhaustable for 12 seconds - Added a lot of locks (I think about 300) to already existing containers - Tweaked the loot tables of Strongboxe of Merchants and that of safes some more - The Perk Stabilized Binding is now a part of the Perk "Extended Binding" - The Perk Stabilied Binding has received a new effect that decreases all Conjuration Spell costs further by 30% - Decreased the damage from Summon Swarm Spells by 50% + Minor Bugfixes Changes in 0.975 -------------------------------------------------------------------------------------------------------------------------------------- - Added many Elemental Arrows (They deal higher base damage, plus elemental damage, plus have no weight, and are not affected by gravity very much) - Added Silver Arrows and Silver Bolts (they deal very low damage to normal enemies, but are able to hurt Draugr. They can be crafted at a forge, be found in the game world or most likely be obtained from Dawnguard Crossbowers and Silverhand Archers) - Added some forging receips (especially Elemental Arrows (it requires the respective perk)) - Added some receips to the smelter (Death Hound Collars can be smelted down to get Steel) - Added some custom items to random lootlists (Enchanted Arrows, Oils) - Added some touchspells (Fire, Ice, Shock, Poison) - Added about 50% sneak attack bonus damage (scales with your skill level) to single-targeted damage spells (Touch Spells and most single-target projectile spells like Firebolt, Ice Bolt, Lightning Bolt and Toxic Blast - however, these effects do also only work against opponents you could sneak attack with physical weapons and only when you are within 800 units of the target [a greatsword seems to have about the length of 100 units. However, this feature is absolutely silent, so you will not really notice it except for the higher damage. This also applies to spells from staffs and scrolls) - Arrows now penetrate armor based on their quality (Iron and Steel arrows do not penetrate it at all and while daedric arrows will set it down to 45% - if you use a daedric bow, too, it's already at 22,5% - so if you are an archer, most things can say goodbye to their armor) - Fixed some spelling mistakes and changed some more messages or removed them completly - Fixed the damage of pre-placed trap runes - they now deal static damage (and much more) - Fixed some issues with Hadvar and Ralof and the spiders in the tutorial - Fixed a bug that allowed certain undead to be sneak attacked - Fixed some minor bugs - Fixed the bashing exploit with a rather temporary solution (as the mechanic itself is from Bethesda themselves and it seems to be very hard to be used with conditions): When you bash an enemy without having enough stamina to pay the full cost (40 points), the opponent will be healed completely and rendered invulnerable for 3 seconds. I am pretty sorry about this, but at the moment, I do not have another working option, as the spell effects needed to produce something else (like your shield and weapon dropping or the player tripping) seem to be working incorrectly (contact spells seem not to execute scripts properly, which makes it hard for me to make something more believable, in fact, many spell effects also seem not to work on them at all - if you have any information on this matter, please inform me - this thing also prevents me from further tweaking the combat mechanics!!!) - Removed a Damage Stamina Rate from one magic effect - this might fix the No Stamina Regen glitch, though I am not sure about that one - Arrows and bolts should now behave a little more physically accurate - their gravity pull has been increased so you'll need to aim higher to hit on longer range (might require some more tweaks, if anyone is into real life archery, I am open to suggestions! :) ) - Decreased the chance of meeting archers in the following factions: Bandits, Alik'r, Afflicted - Decreased the amount of consumed stamina when blocking - Decreased armor values globally by about 20% - Decreased the armor penetration default value for ranged attacks over short distances further to 25% - Decreased the effect of armor spells, but increased their values when perked - The Mask of Clavicus Vile now is considered Heavy Armor - Thalmor Mages now carry around Elven Longswords instead of Daggers - Dawnbreaker now has only a small chance to use its strongest power - however, it also deals more damage to undead things by default, while its base damage has been decreased. It also has a small chance to deal a great amount of damage to any undead target and also fears weaker undead shortly with every hit. - Increased the spell damage of elemental bolts from Dawnguard - Increased the damage from many fire hazards greatly - Increased the armor values of certain creatures by 10% to 75% (Draugr, Mudcrabs, Spiders) - Minor tweaks to existing crafting receips - The Perk "Perfected Art" now gives you a 100% success chance when pickpocketing, however, you need to have all other pickpocketing perks before being able to choose it - The Perk "Improved Block" refreshes your stamina by 12 points whenever you take a hit while blocking if you have reached the second rank of the perk. - The Perk "Runemastery" now requires you to know all Rune (Rank I) spells in order to be obtained - Made some crossbows slightly stronger than others - Increased the global armor scaling factor for NPCs by 0.25 points - Reduced the loot giants yield - Most Draugrs will now use a weaker form of unrelenting force, though some remain who use the strongest version. Remember: Having more than 50% magic resistance protects against all versions! - Decreased the chance of meeting the strongest draugr by halve - The Shout Unrelenting Force does not work on targets with an exceptionally high health - The Shout Disarm can be resisted with a high enough Magic Resistance (25/35/50) or with a high enough stamina (250/400/600) - The Spell Animate Lockpick now is considered an Adept Level spell with increased casting cost - The Spell Summon Ghostly Steed now can only be bought after completing the Ritual Spell Quest for Conjuration - except if you go for perks, then you get it with the Adept level perk - The Spell Transmute: Fists now is called Transmute: Muscles and increases Health and Carrying capacity besides the unarmed damage bonus - Added Armor Breaking Properties to some more enemies (examples: Trolls, Large Spiders, Bears, Sabrecats) - Vampires will more often use maces as their prefered weapons and much more rarely rely on daggers - Changed the effects of almost all alcoholic drinks some more so that they do increase stamina regen rate and decrease magicka regen rate - Dragons now deal about much less damage (about 350, except for alduin who still deals a 1000 with one blow) - Removed the dragon melee damage reduction from armor - Dwarven Spheres and Spiders now get the correct damage reduction perk (due to me setting a wrong value, it was 25% reduction, now it is as intended with 75% physical damage reduction) - The worn armor now only affects Alduin (each piece of the following materials (Glass, Ebony, Daedric, Dragonscale, Dragonplate) reduces the damage he deals to you (the combination does not matter any more) - however, Glass Armor protects not as good as the others! - Tweaks to the movement mechanism: � Running now consumes 0.25 stamina per second � Running also disables magicka regeneration and actually drains it very, very slowly � Swimming will drain your stamina by 2.5 points per second These penalties do not apply if you are undead (a vampire)! - Major Combat Tweaks: � If you wear a full set of heavy armor, you're now also able to tackle some opponents � If you fullfill both tackling conditions, you will get a stronger tackling effect � Your character will now only try to tackle down hostile NPCs � Whenever you're hit by anything, you lose 5 points of stamina and 10 points of magicka � Whenever you're hit by a bow, crossbow, projectile or twohanded weapon, you lose an additional 5 stamina and 10 magicka This does not happen when one of the following is true: - You are currently blocking - You wear a full set of heavy armor (shield NOT included) - You wear a full set of glass or dragonscale armor (shield NOT included) - You are undead (this is true when you are a vampire) - You are currently using a Ward Spell - You are using the spell Mage Armor V - You possess the perk Resilience � Whenever you're hit by anything, there's a 50% chance that you will become staggered � Whenever you're hit by a bow, crossbow or twohanded weapon, you will always be staggered (This will only make the camera shake, you still can maintain your block, but it might become a little more difficult if you fight more than one or two opponents at once) This does not happen when one of the following is true: - You are currently blocking - You wear a full set of heavy armor (shield NOT included) - You wear a full set of glass or dragonscale armor (shield NOT included) - You are undead (this is true when you are a vampire) - You are currently using a Ward Spell - You are using the spell Mage Armor V - You possess the perk Resilience - New optional files: � Standard casting of continued spells (so they do not shoot once for 3 seconds, but work like in vanilla skyrim again - this enables all related exploits again, though!) � Less NPC Spell Damage - Updated the Non-Dawnguard Version 0.94 to 0.941: � Removed the arrow weight script � Added the following optional files: Saving Messages Restored, Global Damage Modifiers, Less NPC Spell Damage Changes in 0.97 -------------------------------------------------------------------------------------------------------------------------------------- - The helmets and cuirasses guards wear are now considered heavy armor - Reintegrated passive Armor Skill gain - It should work properly with the new script. With this version, it's just checked if the player wears any light or heavy armor - one piece suffices to get a small skill advancement whenever you run or sprint in the worn armor. - Unarmed Damage now scales with your Health at about +1.5 damage per 40 Health points - Adjusted the effects of Fortify Lockpicking Enchantments: �They now come in three different ranks: �Rank I (common) also allows to pick Novice Locks without any training �Rank II (rare) also allows to pick Novice and Apprentice Locks without any training �Rank III (very rare) also allows to pick Novice, Apprentice and Adept Locks without any training - Adjusted the effects of some shouts - Decreased the damage of bolts some more - Increased the protection against physical projectiles from Heavy Armor (both for you and the enemy) - Decreased overall NPC archer accuracy to the value of the optional file - Decreased the horse charge effect area - Decreased the number of valid targets of trampling - Decreased the stamina of all horses significantly - The player gets blamed for horse charging into commoners, guards and such - Increased the damage trample causes greatly - Increased the prices of horses to 2500 coins - Tweaks that should improve performance - Tweaks that also make certain channeled custom spells non-continous - Tweaks that alter the skill gain rate from a few selected spells to avoid exploits and to better balance their usability for leveling - Tweaks that alter the magicka cost of most fire/lightning/frost spells to more equal values - Tweaks that make projectile based destruction spell's cast time be more than halved - Tweaks to the Attribute system: �All attributes will now grant bonuses in steps of 40 (should fix some bugs and improves performance) - Tweaks to the arrowweight script: � It should now only fire when you actually pick up an arrow � It should fix any remaining fluctuations - Some more handplaced stuff in the Tutorial - New Books to read - Fixed some spelling mistakes - Fixed the Firestorm Scroll bug - The Perk Basic Lockpicking will give you a very slight chance to also open Apprentice Locks - The Perk Advanced Lockpicking will give you a very slight chance to also open Adept Locks - The Spell Teleport I and Teleport II are now considered Adept Level Spells - Updated the Credits file - Added some testing containers (spells, custom weapons) to the QASmoke interior (on Raikiens request) - New optional files: � Restored Saving Messages � Weapon Damage modifier (2x, 3x the vanilla value) - Updated optional files: �LessBowDamage (now also governs Dawnguard Ammo); renamed it to Less Arrow and Bolt Damage �Less Deadly Dragons (now governs Dawnguard Dragons, too) - Removed Optional files � Easier Lockpicking due to a major conflict with the main mod (will be reintegrated soon) Changes in 0.96 -------------------------------------------------------------------------------------------------------------------------------------- - Disabled Bow Staggering as it seems to allow stunlocking even though the effect has conditions to prevent it from doing so on unappropriate opponents due to a bug in the CK, as it seems - the feature will be reintegrated when there is a fix/workaround - Adjusted some more minor things not yet covered in terms of Dawnguard support: �More Tweaks to the Gargoyles �More Tweaks to all the Vampires - Decreased the loot from some enemies (Boss warlock chests have only a chance of 33% to contain very high level loot) - Tweaks to how some animals react to each other Examples: � Trolls will attack almost all of Skyrim's Fauna on sight � Sabrecats and Wolfs will attack each other when coming too close + More - More Tweaks to the Yielding System: - No increased pickpocketing chances - Many NPCs will now flee when there health drops below a certain threshold -These races/factions/whatever have an extraordinary morality and are especially hard to get feared: �Orcs �Nord �Forsworn �Thalmor �Hagraven Followers �Daedra �Vigilants of Stendarr �Dawnguard Members �The Afflicted �Guards �NPCs flagged as unique �Vampires - Certain conditions will break the fear effect (the player being paralysed, close to death) - Animals might also flee when their Health drops to critical values. Some, however, are not affected by this: �Trolls �Ghostly Animals �Large and Giant Spiders �Mudcrabs - NPCs will keep feared until they respawn (240 ingame hours by default) - NPCs will not grant any gear - if you do want more than the treasure they have been most likely guarding, you have to take it that from their cold dead hands. - Optional file that disables the improved yield system totally - for those who dislike it or want to use another mod that conflicts with these tweaks - Increased the damage of silver weapons against creatures vulnerable to it slightly - Decreased the damage of Bolts slightly Changes in 0.95 -------------------------------------------------------------------------------------------------------------------------------------- - Built in support for Dawnguard - Unfortunately, this will cause the mod to crash the game when loaded without the Dawnguard .esm!!! If you do not own Dawnguard, I'd suggest using the version 0.94! - Heal Self (I, II) is now only sold inside of Winterhold College - outside, it can only be found randomly - Firesparks, Lightning Sparks, Icewind and all Wall spells now are fired for a fixed amount of time and then have to be recast instead of being continous (this is to prevent stacking their effects by just recasting them rapidly) - More Tweaks to Bow Staggering - Removed the passive armor skill increase in order to prevent further bugs Changes in 0.94: -------------------------------------------------------------------------------------------------------------------------------------- - Your respective armor skill does now increase passively as long as you wear a cuirass of the respective armor type, though the skill gain is minimal! - Fleshed out the shrines of the divines some more: They will now only grant their blessing if you have NEVER commited any crime! This is even true for crimes that were not witnessed by anyone - the Gods do see everything - or at least more than mortals! Shrines will also dispel all temporary magic and remove all poisons from you! - Decreased the amount of consumed stamina when running to one half of the current value - Changed the description of some lockpicking perks some more to make it more clear that you need them in order to pick locks. - Vendors now only respawn once a week - In times of such peril, trading is probably not as good as you could possibly restock every two days in general - Removed Quick/Auto - save/load messages - Sleeping in Armor will not grant you any Rested bonuses; in fact, it will remove all remaining ones, too! - Made glass/ebony/dragon/daedric weapons and armor more expensive - Adjusted the time of some effects (related to food) - Added numbers to the effects of food by default - Adjusted the skill rate for speechcraft - Decreased the shout cooldown effect of Talos Blessing by half - Tweaks to shouting bonuses: �Decreased the bonus from your level from 5%/5 levels to 2%/5 levels with a 20% cap at 50. �Added another cooldown bonus for your known words of Power: For every six words you know, you get another 5% cooldown bonus, which caps at 50% for 60 or more known words. �Added yet another cooldown bonus for the amount of times the player shouted: For every hundred times the player shouted, there is a slight bonus of 1% cooldownbonus, which caps at 10% with 1000 shouts or more. �Also, based on how often you've shouted certain shouts' effects become even more powerful. You'll have gained the maximum effect bonus possible like this for all affected shouts after you have shouted 500 times. An example: - Firebreath: For every 50 times you shouted, a damage over time effect will be added to the original shout, totalling at 5x the effect (The effect itself sets your target ablaze for 30 seconds, dealing extra damage - the more effects are taking place, the more intense the fire effect will be). The damage depends on the number of words having been shouted and the amount of total shout uses (capping at 250). Shouts affected by this for now: - Firebreath - Frostbreath - Marked for Death - Ice Form - Implemented True Yield: With the permission of its author, I have just "copy-pasted" all its components and added all necessary stuff to the player, though I did not run many tests with it - if it doesn't work properly, please inform me about it! I made some tweaks though: - You can now also pickpocket worn items and weapons from yielding targets as long as combat is already over, but not when there still are enemies engaged - Yielding people will now flee from you for a long while - Fixed some spelling mistakes - Added Script Source Files to the main archive so people who wish to make sub-mods can have a look at them! - Updated the Credits file and added a section for donators New optional files: - Shrines give blessings only to those who do not currently have a bounty Changes in 0.93: -------------------------------------------------------------------------------------------------------------------------------------- - Added Lockbreaking to certain weaker doors and containers: When you melee attack such a door or container (basically all which are made mainly out of wood), a script attached to it will check the player's adjusted breaking value (which is 2x your health + 1x your stamina) - if it's at least equal to the break value of the lock, the container will be open after you hit it. Breaking values are as follows: Novice: 300 Apprentice: 500 Adept: 700 Expert and Master level locks cannot be broken, however, regardless of the material! - Added Dispel Potions: � Renamed Elixir of Cure Disease to Elixir of Vitality - besides curing any disease, it will also cure every poison and remove ALL ongoing magic effects. Also increased the price of this potion greatly. � Alchemic Ingredients that have the Cure Disease Effect now also function like this accordingly! - Added some more handplaced items (Milk, Water) - Tweaked movement: Normal running (not sprinting) also consumes a very small amount of stamina each second (0.4 points/second) - Tweaks to bow staggering, as it still does not work a 100% correctly - Tweaks to certain quest rewards (Small quest rewards were set to 400 coins - now, it's 25 coins! If there seem to be unrealistic reward levels, please inform me! It's hard to tell if this is set correctly in the Editor! - Tweaks to warlocks: Non-Boss warlocks now possess less health - Tweaks to how spells that knock people down work: �The Shout Unrelenting Force does not work on targets with a high enough magic resistance anymore - depending on how many words are used, the necessary resistances increases (25%/35%/50%). This is true for both NPCs and the player. - More Tweaks to Farkas and Aela the Huntress , as they tend to switch equipment rather often - Fixed a bug related to horses also knocking down the player when riding fast - Splitted the ReadMe and the changelog into two different text files Changes in 0.92: -------------------------------------------------------------------------------------------------------------------------------------- - Horse charge: Weak and small enemies are trampled down when a horse charges into them - Changed the Health/Weight effects so that it gives you +4 carry weight every 40 points of health - maybe this will fix the bugs some people encounter with it! - The Thalmor Archers in Northwatch Keep now actually use Elven stuff - Changed the Skillrates some more (this will cause skill books to not level up a skill by one, but only by one third!) - Adjusted the Skillgain from some spells - Decreased the duration of Lightning Jolt by about 50% - it now only works on target with magic resistance below 41. - Decreased the effect of chaurus poisons - Disabled AutoAim for good - More intelligent behaviour of NPCs when it comes to pick up weapons - Experimental Tweaks to sneaking: � Sneaking in general is harder � Enemies field of view has been reduced � Enemies will search much longer for you � Standing in Light has now a greater risk for being detected � The impact of your sneak skill has been reduced slightly - Replaced many muffle enchantments with sneak skill bonuses as muffle seems to be glitchy - Alchemists with at least 25 skill points can now craft special oils at the forge that work like poisons: - Oil of Fire: Deals fire damage - Oil of Frost: Deals frost damage - Oil of Storms: Deals shock damage - Oil of Silver: Deals severe damage to any enemy vulnerable to silver Each oil needs a certain tye of salt, a metal ingot base and some dwarven oil to be crafted Unfortunately, they only work on living enemies, as the game seems not to check the associated resistance value but the poison flag of the potion in order to judge if an effect can harm an undead or otherwise poison immune NPC. - The Perk Necromancy now prevents your raised servants to crumble to dust when they die or the spell wears off! - The Perk Well Fitted (Light Armor) has been replaced with "Combat Reflexes", which grants you a "Use at Will" power that slows time by 50 percent but also drains 100 stamina over 10 seconds - it won't work if you have less or when you wear any heavy armor! - Player Homes are now automatically locked when you leave it - Giant camps are much harder to loot - all giant chests now have master difficulty locks, but the loot they yield has been greatly decreased - the giants themselves now carry most of the precious stuff - More handplaced stuff - Tweaked the Axe of Whiterun greatly - Fixed some spelling mistakes - Fixed some minor bugs (too minor to list it all :P) �Somethign needs testing: I've encountered some crashes while working on the update, though I am not sure if they're due to vanilla bugs or because of Requiem - When I release the next update, it would be great to know if anyone experiences increased crashrates, so I know if I screwed something up! Changes in 0.91: -------------------------------------------------------------------------------------------------------------------------------------- - New ability: Charge into an enemy and make him fall down - only works on humanoid sized or smaller things and only if the opponent is eiter not heavily armored or has only low HP/STA while you need to be over 200 HP and STA each - Added a really helpful type of new item - the "Bag of Holding", which increases your max carry weigth by 500 when it is in your inventory. For now, six of them can be found - there are easily overlooked, however, so look carefully! - Some more tweaks on Irileth - Some more handplaced stuff - A single set of Daedric Armor has been scattered in the gameworld - A second Atronach Forge can be found in the game world - it's cosmetic at the moment however. Still, you'll want to find it - A lot of treasure awaits! - Tempering items now also requires the respective smithing perk - Adjusted the weight and prices of many items - Adjusted tempering values - Adjusted the cost of bashing - Adjusted Aela the Huntress and Farkas: - They now wear enchanted armor that significantly reduces their taken damage - They also received better weapons - Fixed some more spelling mistakes - Fixed the fluctuation issue with the arrow weigth (hopefully!) - Updated some optional files (especially non-immersive descriptions) New optional files: - Actually working NoArrowWeight - Less Deadly Dragons - 200 additional carry weight - 10000 additional carry weight Changes in 0.9: -------------------------------------------------------------------------------------------------------------------------------------- - Changing the version number greatly as the mod gets closer and closer to 1.0 - Arrows now have a weight (added via a script, which might not update correctly if updated - we'll have to see): �Light Arrows (Forsworn, Iron, Elven, Steel) weigh 0.1 units each �Medium Arrows (Orcish, Dwarven, Glass) weigh 0.2 units each �Heavy Arrows (Ebony, Daedric) weigh 0.3 units each - Some more spells: �Summon Ghostly Archer �Summon Ghostly Warrior �Summon Ghostly Wraith �Summon Ghostly Lich �Summon Ghostly Warhound �Blackout (similiar to Silence, but slightly different) - Craftable Staffs at the forge: � Depending on your enchantment skill, you'll find new recipes for magical staffs of different materials. The better the material, the better the spell it can hold - Artificing a Daedric Staff will yield an arcane instrument of power that does not require any charges as it feeds on the life force of a slain dremora. - More Tweaks to Loot Lists - Some more books - Some more handplaced encounters - Some more handplaced treasures - Some more tweaks to merchant sell tables - In order to get the dialogue option for the blacksmithing tutorial, you need to have the first perk of the blacksmithing tree. - Further decreased the chance of recovering an arrow - Adjusted the effects of some spells some more - Tweaked some more loottables - Added Material Keywords to arrows in order to have them listed properly in the smithing menu - Silvery Weapons are now listed in the Steel section of the forge - Adjusted the prices of many misc items - Adjusted the conjuration bonus on summonable creatures to +1 for every 50 skill points - Adjusted the spell levels of Conjuer Fireatronach and Conjure Frost Atronach to Adept/expert respectively - Faendal in Riverwood no longer is a follower. - Doubled the cost to hire a mercenary. - Fixed some bugs related to hand placed items not having the correct ownership settings - Fixed some bugs related to some bows still using up no ammo when used by npcs - Fixed some spelling mistakes - Fixed a bug related to Dragon Armor - Fixed a bug related to smithing Daedric Arrows - Updated the credits file - Updated some optional files - Added proper descriptions for optional files in the mod managing menu - New optional files: - NPCs do not use AMMO (for bugfixing reasons in the first place) - No Dragon Fear Aura - No Smithing Books required for Perks - Easier lockpicking - Adjusted Game Time - Disabled general respawn - Faendal available as follower Changes in 0.2: -------------------------------------------------------------------------------------------------------------------------------------- - More Tweaks to Helgen Keep (especially light sources in the last part) - More Tweaks to all kinds of leveled lists and loot tables - Minor Tweaks to enemy AI - Most warlocks now possess less health - Spiders aren't affected by their own poison - Ralof shouldn't be able to be paralyzed by small spiders anymore - Chauruses now drop poisons - Chauruses aren't affected by their own poison - Minor changes to the loot lists of insects - Draugrs now use the same version of Unrelenting Shout as everyone/everything else - Giant Creatures now have a higher poison resistance because of their size - The Perks "Battleaxe Specialization" (aka Limbsplitter) now grant a slightly greater armor penetration - The Perk "Summoning Mastery" (aka Twin souls) now adds only 2 creatures to your maximum controlable creatures - The Conjuration skill will increase your summoning limit by one for every 33 points, capping at 3. - Potions that restore magicka, health or stamina will not do that instantly, but over a time of 10 seconds. However, the overall effect has been increased. This also affects all ingredients with these effects. However, the best potions (Surpassing ones) will still restore you completly instantly. - Dremora Hearts are now very useful alchemic ingredients. If used with a fitting ingredient, the resulting potion will restore health, stamina or magicka completly every second for 30 seconds - or if used to make a poison, a truly deadly toxin the result. You'll now have to think about what to do with them even more properly. - Nirnroots are now more useful alchemic ingredients, as their effects have a stronger magnitude than common stuff. - Daedric Artifacts now function without consuming any charges, making them usable without the neccessity to reload them with soulgems. - The Spellbreaker has received a slight boost in strength. - Konahrik's Mask has been tweaked somewhat to make it less annoying. - Decreased the penalty for sneaking in light by half to prevent pitch black light still causing you to be a light christmas tree. - Increased the stamina cost of blocking - The Fortify Heal Rate enchantment now doesn't increase the regen rate but restores a small amount of health each second. - NPC archers won't have unlimited ammo. They're now using what they've got and then, they'll have to think of something else. - The spell Light II (aka Magelight) can now produce an unlimited number of lights - Runes now work different. You can only place one rune by default, but when acquiring the perk Runemastery, you'll be granted the second rank spells of all three runes, of which three can be placed and which have a better efficiency and range. - Renamed some Destruction spells and their books accordingly - Skooma now has drastically altered effects: It'll boost melee damage by 50% for 120 seconds, while leading to a degeneration of stamina and magicka for 5 minutes that also cancels all forms of general regeneration. It'll also increase your total stamina by 2000 points for 120 seconds, but then, the effect wears off and you'll be every exhausted. Side effects from prolongued use might also occur. ranging from short spontaneous paralyzation to instant death... - Altered the effects of alcoholic drinks - Added the book "The Bestiary of Skyrim" to certain locations and to sell lists and loot tables - Integration of selected Weapons of the Third Era (27 weapons + recipes + handplaced stuff + lootlists + other tables) - Added some new books from previous elder scrolls titles - More handplaced stuff at the following locations: - Labyrinthian Exterior - Bleak Falls Barrow Interior - New optional files: � Lesser Bow Accuracy which decreases the NPC chance to aim properly - for all those who think they shoot just too well. � Lesser Spell Accuracy which decreases the NPC chance to aim properly with spells � Fast Travel Reenabled which does what is says � Fast Travel Reenabled disabled which disables the Fast Travel Reenabled if you want to change back � Difficulty Bar Restored which also does what it says � Gold has no Weight Changes in 0.19: -------------------------------------------------------------------------------------------------------------------------------------- - Adjusted the Perk Gruesome Shot to fix a bug causing it to calculate incorrectly - Adjusted the racial Abilities of High Elves some more - Added texts for the blacksmithing books - Corrected some spelling mistakes - More Tweaks to the standing stones: You'll now have to make a tougher choice, as you will only be able to change the stone blessings between those stones that belong to your chosen guardian constellation: Those who have chosen the Mage will never be able to have another sign but The Mage, The Apprentice, The Atronach or The Ritual. Those who have chosen the Warrior will never be able to have another sign but The Warrior, The Lady, The Lord or The Steed. Those who have chosen the Thief will never be able to have another sign but The Thief, The Shadow, The Lover or The Tower. If you don't choose a guardian constellation, you can do it later - Or, you can choose the Snake, which renders all other signs inobtainable! Your choice is permanent, so choose wisely! - More Tweaks to the skill rates of Enchanting, Smithing, Alchemy and Conjuration - More minor Tweaks to some animal loot lists - Decreased the chance of finding higher quality items at certain NPCs (Bandits, some Warlocks etc.) - Decreased the likelyhood of retrieving a fired arrow from a corpse - Decreased the amount of gold coins you get for selling items greatly - Increased the effect of speech craft perks that influence barter prices - Stamina also increases the speed of movement - Having a very low amount of stamina will cause you to become much slower - Food doesn't restore magicka as long as you're under the sign of the atronach - Many essential characters can now be killed when you hit them with a weapon, but not with most spells. Also, characters that are important for the main quest aren't affected by this at the moment. - Fixed keyword association bugs with some Equipment (Dragonmasks, Mask of Clavicus Vile) - Fixed the bow staggering mechanism - it should work now as intended, though these changes might need a new start to take effect because of the way the associated perks work - Fixed a vanilla bug that prevented Mystic Disruption (aka Oblivion Binding) from also working on undead creatures. - Announce the mod to become a BETA version! - Updated the Credits - New optional files: � Lower Bow Damage � Non-Immersive Descriptions with numbers Changes in 0.18: -------------------------------------------------------------------------------------------------------------------------------------- - Adjusted the power of all Court Wizards - Adjusted the difficulty of Spriggans - Adjusted the difficulty of Skeletons some more - Adjusted the dificulty of Alduin some more - Adjusted the speed of some animals - Adjusted the prices of some items - Adjusted the barter tables of some merchants to better suit their shop - Adjusted the Timescale to a more realistic value - Adjusted the max weight gain from acquiring stamina bonuses by leveup from 5 to 2 (optional files available!) - Dremora will never flee from combat without magical means - The Effects of "Deep Freeze" , "Cremation" and "Arcane Disruption" now are useless against foes with an exceptional resistance to magic - The Perk Dragon Armor will allow now only allow you to craft Dragon Scale/Dragonplate Armor, if you possess the Perk Glass Smithing/Daedric Smithing - The Perk Fletching is now called "Gruesome Shot" and will increase all damage dealt in a very close range when using a bow. The arrows are now part of the smithing perks. - The Weapon Specialization Bonuses for Twohanded Weapons now grant higher bonuses than those of their onehanded counterparts do. - Sneak Attacking with a bow now will only grants a bonus if you're close to the target, though if you reach certain thresholds in the Archery skill, the range that grants bonus damage will increase - upon reaching level 100, you'll be able to score a sneak attack over any distance with ranged weapons. - Summon Ghostly Steed is now considered an Adept Level Conjuration spell - When the player's stamina is below 34 points, all spell costs will double - Slightly increased the cost of using the carriage - slightly increased the cost of rooms at inns - Slightly increased the health of sabrecats and bears - they should take one to two arrows more now - Slightly decreased the damage bonus from Weapon Mastery - Minor tweaks to the close-combat AI - Removed the ability to temper daedric artifacts - Removed Irileth's Helmet - Fixed a bug related to the damage calculation of vampires and briarhearts - Fixed a bug related to calculating shout cooldown bonuses wrongly - Reduced available training units per level to 3 (and included optional files for this value) - Doubled the amount of arrows you get from the Bound Bow Spell - Added the Imperial Bow to the lsit opf craftable items - Handplaced some new monsters in a special location - Fleshed out the player's attributes some more in order to make it even more oldschool style, with a modern touch ,though. �Magicka will have the following side effects, as it now represents Intelligence and Willpower: Every 10 points increase Magic Resistance by 0.25%. Caps at 25%. Every 10 points increase Magicka Regen by 2%. Caps at 200%. �Stamina will have the following side effects, as it now stands for endurance and agility: Every 10 points increase damage with bows by .35%. Caps at 35%. Every 10 points increase stamina regen by 2%. Caps at 200%. Every 40 points increase poison resistance by 1%. Caps at 25%. Every 40 points increase disease resistance by 1%. Caps at 25%. �Health will have the following side effects, as it now represents strength and vitality: Every 10 points increase carry weight by 1 point. Caps at 100. Every 10 points increase damage with melee weapons (except daggers because of a vanilla bug) by 0.35%. Caps at 35%. Every 40 points increase poison resistance by 1%. Caps at 25%. Every 40 points increase disease resistance by 1%. Caps at 25%. Please consider that these values are determined by your current value and not the maximum. Say you've got 500 Health as your maximum but Werewolf strikes you down to 250, then you'll only get the bonuses for having a health of 250!!! Also, this won't only calculate for attribute points you bought, but also those you gain via enchantments, spells etc. - this should make stuff like Fortify Stamina and similar ones even more worth your while... The Bonuses you receive by these attributes will not be shown in the Active Effects, however! This is because of both immersive and performances reasons, as showing them would cause severe stability issues. You can still see how they affect the associated stuff, like encumbrance etc. Changes in 0.17: -------------------------------------------------------------------------------------------------------------------------------------- - DON'T WONDER THAT THE .ESP IS STILL CALLED REQUIEM 0.16 - THAT'S A TEST TO FIND OUT IF THE DELETION OF SPELLS IS SOMEHOW RELATED TO THE ESP's NAME!!!!! - Enemy spellcasters are about to receive some more spells based on the mod's spellpack � Storm Mages will often possess the spell "Lightning Jolt" � Necromancers will often possess "Absorb" spells � Conjurers sometimes will possess "Conjure Dremora Archer" or "Conjure Dremora Warlock" � Some High Level Bossess will posses really nasty Master level spells - Forsworn, Warlocks and certain other humanoid NPCs have a higher chance to carry potions with them - Forsworn Archers will more often use Iron Arrows - Armor spells cast by NPCs now scale with their alteration skill - Doubled the bonus of all regenerate magicka enchantments - Cleared Dungeons do not respawn (optional file that alters this setting will be included soon!) - In order to advance further in the smithing perk tree, you'll now need to find certain books that need to be in your inventory in order to buy the perks associated with them! The required books will have a description text that will make clear that the book is used for advancing in the smithing tree and can be obtained by finding them in the world or by buying them, though not every blacksmith or scholar might want to share his knowledge. Generally, books that are related more to craftmanship will be purchasable by blacksmiths (Orcish, Scale, Plate, Glass, Ebony etc.) while those related more to research and magic (Dwarven, Elven) will be acquirable from some scholars/mages. Dragon and Daedric books will only be able to be found in the world and it will take a long time looking for them, as only one to two examples exist in all of Skyrim... - Adjusted merchant tables some more: �High quality items with very good enchantments should almost never be for sale at most vendors - Experimental Tweaks to the Skillrates: �Fixes the Trainer Bug �Fixes the Skillbook Bug �Magic skills now level somewhat slower than the others to reflect the fact that magic is possibly the most complicated stuff to learn �Might lead to certain exploits - needs some testing! �Reverted the maximum train units per level to 5 - Changed the way heavy armor works: If you've no Points in Conditioning, every piece of Heavy armor will drain one point of stamina per second and will drain an additional 5 stamina when you try to sprint in it. - Adjusted Draugr some more: � They now have more perks that allow them to fight more effectively with most weapons � Increased the chance that Draugrs will carry axes instead of swords - Adjusted Bandits some more: � They now have more perks that allow them to fight more effectively with most weapons � Increased the chance that Draugrs will carry axes instead of swords - Adjusted Forsworn some more: � They now have more perks that allow them to fight even more effectively with a bow - Made some bigger enemies more resistant to arrows - Adjusted Wispmothers: They're now handled as ghosts for all damage calculations - Added the first optional File - to use them, simply load the respective .esp AFTER the Requiem.esp Changes in 0.16: -------------------------------------------------------------------------------------------------------------------------------------- - Stopped the leveling of many Quest-Related NPCs - Adjusted the spawn lists for enemy mages - Adjusted Alduin's difficulty - Adjusted the bounty for stealing gold coins - Adjusted spellbook prices some more - Adjusted the difficulty of Dremora some more - Adjusted all altar blessings - the effects last longer, but are only cast upon those who don't have commited crimes they did not attone for - Adjusted all racial powers some more - Adjusted the Dragon's Fear Aura some more - Adjusted the Rune Mastery perk - Adjusted some smithing perks to better fit the skilltrees - Adjusted some smithing recipes - Adjusted some quest rewards - Adjusted training related settings - Adjusted some staves - Adjusted some scrolls - Fixed some more spelling mistakes - Fixed some bugs associated with forsworn briarhearts - Fixed some bugs associated with guild-related characters - Fixed a bug related to the fire rune spell - Fixed a bug related to the Arcane Vortex spell - Fixed a bug related to the custom enchantments - Fixed a vanilla bug that would make enchanted generic bows too cheap - Fixed a vanilla bug that gave certain staves the wrong effect - Fixed a vanilla bug that gave certain ghost wrong loottables - Fixed a bug related to the Spelltome "Absorb Stamina" - Some characters that fight dragons along with you during the main quest have received an alchemy-based high elemental bonus that protects them from a dragon's breath - Daedric equipment may now only be forged between 23 to 24 o'clock - Due to a very strange glitch, the available training units per level have been reduced to 0 - Updated the Credits File Changes in 0.15: -------------------------------------------------------------------------------------------------------------------------------------- - Adjusted the Skill rates some more - Adjusted the prices of some spell tomes - Adjusted the prices of many clothes - Adjusted the weight of all ingots - Changed treasure loottables - expensive gems, rings, necklaces, soulgems will be somewhat rarer - Changed equipment loottables - High quality enchanted items will be greatly rarer - Changed vendor tables - High quality enchanted items will be sold less often - Changed some spell tables - All spells will now be distributed like in the Vanilla version. You won't be able to acquire the best spells without a proper skill level, though some may still be found in the game world... - Changed some boss chests' loot to a more comprehensible level - High level dungeons now actually hold great treasures, though they also hold enemies that are only to come by with the greatest degree of preparation! - Changed some loottables so that certain enemies have a higher chance of carrying healing potions with them, which most likely will use when not killed quickly. - Changed more important characters - Bows now do progressively less damage to heavily armored targets - Bows penetrate armor based on the distance between archer and target: �If closer to the archer, the arrow will ignore a great amount of armor �If far away from the archer, the arrow might deal less to almost no damage to the target, depending on its worn armor. Unarmored targets will still receive a great amount of damage. - Decreased Sprint Cost moderately - Increased the sprint cost penalty for carrying weight - Decreased the range of a Dragon's fear aura - Decreased the range melee weapons score a hit - Decreased the range shields score a hit when bashing - Decreased the accuracy of NPC archers over longer distances - Decreased the availability of Daedra Hearts greatly. You can gain the knowledge about crafting the best armors one could think of, but gaining the required materials is a wholy other question! - Increased the liklyhood of becoming spotted when sneaking in bright light - Increased the effect of some default poisons - Increased the difficulty of vampires some more - they're now considered high level content! - Increased the difficulty of skeletons slightly - Increased the Blocking chance of NPCs - Increased the Bashing chance of NPCs - Increased the accuracy of enemy shouts - Increased the effect of some skill related enchantments - Increased the effect of some shouts some more - Increased the drawbacks for wearing close to nothing - The Perk Deft Strike now only takes effect when the player is close to the target (this is only important for archers, in fact!) - The Perk Agility now has only two ranks - The Perk Condioning now has only two ranks - The Perk Stealth now has only two ranks - The Perk Stealth requires to wear no heavy armor to work - The Perk Silence requires to wear no heavy armor to work - The Perk Shadowrunner requires to wear no heavy armor to work - The Perk Muffled Movement requires to wear no heavy armor to work - The Perk Haggling now has only two ranks - The Perk Improved Blocking has only two ranks - The Perk Nimble Fingers has only two ranks - The Perk Great Weapon Mastery has only two ranks - The Perk Weapon Mastery has only two ranks - The Perk Overdraw has only two ranks - Most Pickpocketing Perks also require the user to wear no heavy armor - Fleshed out existing unique encounters some more - Fleshed out being a Dovakhin some more: The Player will receive a shout cooldown bonus for every five levels he has gained. Caps at level 50. - The Spell Tome "Dispel II" now grants the correct spell - The Spell "Lightning Speed" now has a decreased duration - Fixed a food related bug where it would restore stuff for beast races even in combat - Fixed a weird rare glitch in Helgen Keep - Fixed a cloak spell related bug - Fixed some spelling mistakes - Removed certain limitations from all Wall spells - Updated the credits file Changes in 0.14: -------------------------------------------------------------------------------------------------------------------------------------- - More tweaks to main quest and guild related characters - More tweaks to enemy spells - Draugrs have a much smaller chance of wieding more than just Draugr Weapons. - Draugrs will be more suspectible to bladed weapons while having even more resistance to arrows and bludgeoning damage. Slightly decreased shock resistance because they're magical beings and lightning is meant to destroy magic which I didn't consider beforehand. Also, they'll receive some more extra health. - Vampires will now also be dealt much more damage by bladed weapons, though bludgeoning them will have an even lesser effect - Frost Atronachs now can be fought quite effectively by fighters experienced in the use of warhammers and maces. - Tweaked Skeletons some more - Giants will now be more resistant to arrows - Mammoths will now be more resistant to arrows - Changed the spawn ratio of many creatures: Draugrs, Spiders, Animals - Wards will dampen the impact of all physical attacks, decreasing incoming wounds significantly (Also applies to many opponents!) The downside is that they now cost slightly more - one reason for defensive mages to actually invest perks into restoration - Mage Armor Magnitude will also increase with the Alteration Skill Level - Some illusion spells now scale correctly with increasing skill level - Slightly decreased bashing cost - Decreased Stamina Consumption on Blocking attacks - Altered Race description texts some more - Some more alterations in Helgen Keep - More tweaks to playable races (Carry weight, Health, Stamina, Magicka, skills, unarmed damage - also applies to all other characters besides the player, though the effect is minimal) - More Tweaks to Basic Needs: I decided to built in a light basic needs overhaul that isn't comparable to the more complex mods - but still I felt like doing something by default about the matter: - Food now restores both higher amounts of stamina and magicka, but only when consumed out of combat. - Cooked food will restore even more and ongoing effects now last serveral hours - Raw meat will damage stamina and magicka on consumption, but beast races (Orks, Khajiit and Argonians) will receive the same amount as a bonus instead. - The default skill increase rates are now very low and are greatly boosted by sleeping. It's optional but it'll make leveling up MUCH easier. - Heartbeating will now occur at 50/25% - Dragon Fear Aura shouldn't affect important quest related characters - Dragons should be a little more managable, especially the first encounter outside of Whiterun - Dragons will deal highly decreased melee damage if the player wears at least 4 pieces of Ebony, Daedric, Dragonplate or Dragonscale Armor. - Irileth now possesses a magical armor that grants protection from fire and frost - Tweaked light armor perks some more - Replaced the effect of Agility with an overall attack speed gain - Doubled the damage bonus of weapon mastery basic perks - Increased Falling Damage - Fixed the non-working scripts - Experimental tweaks to bows: � Targets that wear heavy armor now will be dealt less damage with bows when not having perks in Point Blank Shot � Wearing at least 4 pieces of heavy armor will always decrease damage inflicted by incoming arrows by a fixed percentage. - Greatly decreased probability to find high quality items - Increased the loot of all merchant strongboxed to a more fitting level, also making it more appealing to play as a thief Changes in 0.13: -------------------------------------------------------------------------------------------------------------------------------------- - Some unique, not-respawning Encounters have been placed in the world. One example: �Gorak, the Trollslayer: A giant who leads a small clan at the Guldun Rock Cave - he collects the corpses of trolls he kills as trophies. And he also is known for collecting money and other tokens from adventurers that get in his way... - Be ready to be sometimes swallowed whole by giant slaughterfish if you dare to venture too far into deep waters... - Slightly altered lootlists from some animals - Enemy mages now aim much more precisely - Tweaked all Guards some more - Dragons will strike fear into the hearts of those who aren't truly brave or foolhardy - Changed Conjure Dremora Lord: the Dremora Lord is now an EVIL being that'll mob the floor with most things that dare to cross his path, but now, it's a master spell! - Made all "rune-decorated" trigger plates in nordic ruins invisible - triggering mechanism would probably be hidden so well by the architects that they couldn't be noticed by practically anyone. You'll hate that moment when you hear the click and know something REALLY bad is bound to happen... - New Spells: �Conjure Dremora Archer (Master) �Conjure Dremora Mage (Master) �Summon Ghostly Troll (Adept) �Summon Ghostly Sabrecat (Expert) �Summon Ghostly Werewolf (Master) �Summon Ghostly Mudcrab (Apprentice) - Changes to existing spells: �Cloak spells will now also increase resistance to one element: Firecloak will melt most of incoming ice projectiles and such -> more frost resistance Frostcloak will freeze all incoming flames and fire projectiles -> more flame resistance Lightning Cloak will electromagnetically reroot most lightning attacks -> more shock resistance The resistance will increase with your destruction level, but you still can have only one cloak at a time. Also, these changes affect enemies as well! So watch out! - Changed Perks: � Disintegration replaced with Arcane Disruption: Lightning spells now have a chance to burn even more magicka and to dispel all ongoing magical effects on a target. Very deadly to all summoned creatures, but it won't work on anything with an exceptional shock resistance! - New Enchantments: �Spellbreaking: Chance to dispel all temporary effects when striking a target (especially deadly to summoned creatures) - More lootlist changes, decreased probability of finding high quality armor and weapons - Some more handplaced stuff - Some minor text corrections - Some minor changes warlocks, dragons, banidts and undead stuff - Major changes to Draugrs: They'll now be more sucpectible to melee weapons, while they're almost immune to arrows. Also adjusted some entries I did oversee when editing them. - Increased the mastery level of all ward spells - Changed the mechanism of most enemy poisons because of a weird bug of the vanilla cure poison/resist poison effect: Now, whenever something tries to poison you, it'll check your poison resistance. If it's above a certain value (depending on the creature's strength), you won't be affected for your body will fight it off. If it's below, you've got a serious problem, so remember to boost your poison resistance before facing those monsters! If not, you'll most likely regret it!