SkyRe

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SkyRe - Skyrim Redone - by T3nd0 Idea and formatting by Ivactheseeker 1

description

A word document containing all the information you will ever need about the skyrim mod, SkyRe.

Transcript of SkyRe

Page 1: SkyRe

SkyRe- Skyrim Redone -

by T3nd0

Idea and formatting by

Ivactheseeker

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CONTENTS Up

Contents

1 Introduction 4

2 What you need 5

3 What you get 53.1 Items, Gameplay and Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

3.1.1 Combat, Weapons, Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . 53.2 Racial abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

3.2.1 Redguards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83.2.2 Nords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83.2.3 Imperials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83.2.4 Argonians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93.2.5 Wood Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93.2.6 High Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93.2.7 Dark Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103.2.8 Bretons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103.2.9 Orcs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103.2.10 Khajiit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

3.3 Standing Stones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113.4 Magic, Spells and Spelltomes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113.5 Vampirism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163.6 Sneak, Stealth and Thievery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173.7 Miscellaneous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

4 Perk related changes 204.1 General Stuff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204.2 Conjuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204.3 Destruction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214.4 Alteration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214.5 Restoration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214.6 Illusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224.7 Enchanting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224.8 (((

((((One-Handed Light Weaponry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224.9 (((

((((Two-Handed Heavy Weaponry . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234.10 Block . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234.11 �����Archery Marksmanship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234.12 Smithing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244.13 Heavy Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244.14 Sneak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244.15 Alchemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

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CONTENTS Up

4.16 Light Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254.17 Speechcraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264.18 ((((((Pickpocket Fingersmith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264.19 (((((

(Lockpicking Vampirism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

5 How to install 28

6 How to uninstall 28

7 Compatibility 297.1 Mods that are compatible with SkyRe . . . . . . . . . . . . . . . . . . . . . . . . 297.2 Mods that are not compatible with SkyRe . . . . . . . . . . . . . . . . . . . . . . 32

8 FAQ 33

9 Notes and legal stuff 36

10 Thanks and credits 36

11 Compatibility Patches and add-ons 3711.1 Compatibility patches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3711.2 Add-ons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

12 Changelog 38

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1 IntroductionYou think Skyrim has the potential to be great, but suffers from certain aspects being implementedrather lackluster?

Then you’ve come to the right place, friend. I’m T3nd0, a modder trying to make Skyrim asenjoyable as possible by unleashing it’s potential. Take a seat and read on - it’ll be worth it.

Skyrim is awesome. I’ve invested hundreds of hours in this game, even before the CreationKit started. I love Skyrim’s atmosphere, I like the new perk system (compared to Oblivion’s"character progression", that felt like clawing your own eyes out), and hell, I even enjoy thecombat. But once you’ve seen most of the stuff, you’ll realize that a lot of elements lack depthand could’ve been done so much better.

I’ve spent lots of hours modding this game, improving not a single aspect, but everything.Here’s what you’ll find in this mod:

• The best perk trees on the Nexus Use Speechcraft to sharpen your Thu’um, Conju-ration to harvest bones and reassemble skeletons, Alteration to imbue magic into yourweapon or Sneak to diguise as Forsworn. Specialize in Wakizashis, Tantos, Longswords,Katanas, Shortbows or Longbows, Nodachi or Bastard Sword. Or subdue entire Riverwoodto be a vampire overlord... the possibilities are great.

• The best racial abilities on the Nexus SkyRe is the origin of RaRe, which used to bethe most popular mod for vanilla races on the Nexus, and lives on as SkyRe_Races. Noboring copy-pasted abilities and stats from Oblivion/Morrowind; instead, powerful, newabilities for everyone, be it Imperial or Breton.

• Dangerous enemies, rewarding combat Enemies are smarter than ever, and every hitcounts. Be prepared for foes that block and bash you, that are more randomized, and thathave perks. And be prepared to keep track of your stamina, or else you’ll end up weakenedand slowed...

• More balance and immersion No more "I AM GOD" after grinding Enchanting to 100,no more sneaking in full heavy armor, no more crappy destruction spell damage.

• More of everything Craft new arrow types, summon new familiars, cast new buffs andauras, use the new touch spells to sneak attack, or use the hundreds of new recipes.

• Synergy By modding everything, I make sure stuff plays well together, and has a lot lessbugs than one might expect. And needless to say, a bunch of mods designed to play welltogether won’t cause compatibility conflicts, while a lot of random small mods do.

Sounds nice? Then give it a try.Regards and thanks for listening,

T3nd0

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2 What you need• You’ll need to start a new game or make a clean save, or else your perks, and possibly

other stuff, will most likely be messed up.

• You’ll also need Elys Uncapper for a lot of stuff, since I’ve designed everything with a cap of300 in mind. It’s not a MUST, but, to kinda quote SMB, neither is bathing. Think about it.Link to Elys uncapper http://skyrim.nexusmods.com/downloads/file.php?id=1175

• For Elys Uncapper, you’ll also need the SKSE, so get it as soon as possible. Get SKSE athttp://skse.silverlock.org/

• Skyrim

3 What you get3.1 Items, Gameplay and Races

3.1.1 Combat, Weapons, Enemies

NOTE: Many of these elements can be toggled on/off in game. See the FAQ .

• Did a "deep merge" with "Weapons of the Third Era"

• Renamed vanilla swords to Broadswords, Wot3E swords to Longswords, Wot3E Longswordsto Bastard Swords, and most bows to Shortbows or Longbows.

• All weapon types have distinct stats (speeds, reach, damage, chance to stagger).

• All weapon types have distinct keywords and perks. Read on in the perk section.

• Modified armor to be less effective (- 1/6), you’ll need better armor to reach the cap.

• Considerably reduced reach for melee and bash attacks (141 → 100).

• Blocking an attack costs stamina, depending on weapon type. Big weapon → High staminacost.

• Attacking costs stamina, depending on the weapon type. Big weapon → High staminacost.

• Stamina influences everything:

- Damage dealt is depending on the percentage of your remaining stamina.- Blocking effectiveness is depending on your remaining stamina.- Attack speed is depending on your remaining stamina.

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- Movement speed is depending on your remaining stamina. (console: "set xxxStami-naSpeed to 0" turns it off "set xxxStaminaSpeed to 1" turns it on)

• Attack speed is generally lower (85% of vanilla Skyrim before any debuffs)

• All weapons and unarmed attacks get a considerable flat damage boost.

• Armor passively protects from arrows, based on the number of pieces you wear. You havea passive chance to half incoming arrow damage.

- Heavy Armour:- 1 piece → 12% chance to reduce incoming arrow damage by 85% / incoming dag-ger/sword/greatsword damage by 30%

- 2 pieces → 25% chance to reduce incoming arrow damage by 85% / incoming dag-ger/sword/greatsword damage by 30%

- 3 pieces → 51% chance to reduce incoming arrow damage by 85% / incoming dag-ger/sword/greatsword damage by 30%

- 4+ pieces → 83% chance to reduce incoming arrow damage by 85% / incomingdagger/sword/greatsword damage by 30%

- Light Armour:- 1 piece → 11% chance to reduce incoming arrow damage by 50% / any incomingweapon damage by 15%

- 2 pieces → 23% chance to reduce incoming arrow damage by 50% / any incomingweapon damage by 15%

- 3 pieces → 44% chance to reduce incoming arrow damage by 50% / any incomingweapon damage by 15%

- 4+ pieces → 75% chance to reduce incoming arrow damage by 50% / any incomingweapon damage by 15%

Also

- Getting hit without blocking might cause stagger.- Getting hit by a two-handed melee weapon with a power attack while not blockingmight strike the target to the ground.

- Being staggered by a weapon reduces armor and magic resistance by 50 / 25% fortwo seconds.

- Getting hit without blocking will always cause a debuff.* The debuff affects all incoming damage and incoming stagger* It has greater magnitude when coming from a power attack and/or big weapon* It lasts longer when coming from a power attack and/or big weapon

•• At the start of SkyRe, you’ll be given an "unarmed weapon". Use it to do attack withyour fists. It is tied to "Light Weaponry" and will grow in strength. Do NOT use it duringbrawls.

• Modified humanoid AI

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- Enemies attack more often- Enemies block more often- Enemies get a lot more aggressive when ganging up on someone- Enemies are a lot better at bashing while you power attack- Enemies attack more often while you’re staggered

• Increased rating of heavy armor by 9 points across the board Heavy armor should beconsiderable more protective than light armor, and this was necessary, due to the "lessprotection per armor point"-change Heavy Armor slows you down, more pieces → slowermovement, up to a maximum of 16%

• Changed Magicka regen factor during combat to 0.5.

• Changed Stamina regen factor during combat to 0.66.

• Changed Health regen factor during combat to 0.5.

• Modified enemy leveling, just humanoids and Falmer (for now?). Basically, vanilla enemieshad a fixed level, no matter when you encounter them. I changed that by the followingrules:

- Enemies of level x now vary between 2/3x and 4/3x, for example: Level 10(vanilla)→ Level 5 - Level 15 (modded)

- High level enemies and boss level enemies scale up to level 100- Enemies at vanilla level 1 scale between 1 and 3.- Thieves and random Assassins have a new max level of 100, and level at the samespeed as the player.

• Modified arrow speed, arrow impact factor, max distance and gravity influence, mostlybased on material.

• Disabled auto aim support for all arrows

• Added more perks to enemiesBandits: Multiple ranks of "Barbarian","Armsman" and "Overdraw", and also up to sixranks of "Agile Defender". Mages get Destruction Spell Scaling.Draugr: Basically the same as Bandits. No armor perks, but Defender.Falmer: Destruction spell scaling and up to three ranks of Juggernaut. Forsworn: Destruc-tion spell scaling and up to four ranks of "Agile Defender". Truth be told, they already haveheaps of perks, and are dangerous f*****s. Imperials/Stormcloaks: Defender, Armsman,Barbarian, Overdraw, and Agile Defender.Thalmor: Armsman, Agile Defender, Mystic Binding, Careful StudiesVampires: Destruction spell scaling. They wear no armor, have a few perks, and arestrong already.All types of mages: Destruction spell scaling and multiple ranks of "Careful Studies".Like vampires, they are already dangerous.Witches/Hags: Destruction spell scaling and multiple ranks of "Careful Studies". Notthat they are impressive, but they don’t offer much space for improvement, since theirnumbers are rather limited. Assassins: Armsman, Barbarian, Dual Flurry, Agile DefenderThiefs: Armsman, Dual Flurry, Agile Defender

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• Tweaked the enemy level multipliers. Slightly higher on all difficulties now.

• Reduced enemy respawn times for both cleared and uncleared cells by 50%.

• Fixed and modified various weapon keywords and stats.

3.2 Racial abilities

3.2.1 Redguards

• Removed "Resist Poison"

• Removed "Adrenaline Rush"

• Added "Alik’r Training"

• Added "Defensive Stance"

Being the most talented warriors in all of Tamriel, "Alik’r Training" gives them a headstart inmelee combat, increasing stamina by 50. "Defensive Stance" is great to control the flow of battle,and gives Redguards an unique feel. It’s atoggleable lesser power that slows time by 15% whileactive, reduces incoming damage by 25% and reduces all outgoing damage by 75%. Use it often.

3.2.2 Nords

• Removed "War Cry"

• Added "Warrior Heart"

Nords are fierce warriors, and I think the new ability suits someone who fight until the bitterend. Your damage output increases as your health decreases. If you are at x% health, the damageboost is roughly (100-x)%.

3.2.3 Imperials

• Removed "Imperial Luck"

• Removed "Voice of the Emperor"

• Added "Imperial Charisma"

• Added "Tactician"

• Added "Attack Order"

• Added "Guard Order"

They used to be crappy ability-wise. Now they fill a niche by having the strongest followers,since "Attack Order" and "Guard Order" allow you to adjust your followers’ speed, attack damageand incoming damage, depending on what’s necessary at the moment (offense or defense). Bothare lesser powers that can be used every ten minutes and last for five minutes. "Imperial Charisma"modifies buying and selling prices, and "Tactician" damages an attacker’s stamina by 10% if theattack was blocked.

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3.2.4 Argonians

• Removed "Resist Disease"

• Added "Protective Scales"

• Added "Claws"

• Heaviliy modified "Histskin"

"Protective Scales" reduces damage from all blade-based weapons by 25%, fitting a scaledlizard."Waterbreathing" stays, as it is pure RP and sometimes handy. The new Histskin worksentirely different than the old one; basically, you can switch between "disabled" (everything asusual), "Health","Magicka" and "Stamina" mode. The latter three double the regeneration oftheir respective value, but negate the other two. Sounds like a bad deal? I bet there are a fewuses you can think of. :) Also added "Claws", which is the same ability as Khajiit have (thatmeans the bonus scales with stamina).

3.2.5 Wood Elves

• Removed "Resist Disease and Poison"

• Removed "Command Animal"

• Added "Wild Hunt"

• Added "Avoidance"

• Added "Wood Lore"

I replaced the useless/generic abilities with stuff that turns Bosmer into supreme huntersand archers, just as it should be. "Wild Hunt" increases bow damage against all non-NPS by50%, "Avoidance" ignores incoming arrow damage with a chance of 50%, and "Wood Lore" allowsyou to enhance all arrows with a magical infusion at a forge. Infused arrows explode on impact,paralyzing all targets for one second, and reduce their one-handed and two-handed damage by30% for ten seconds. Crafting these arrows requires 15 arrows, two empty petty soul gems andthree spider eggs (creates bundles of 5).

3.2.6 High Elves

• Removed "Regenerate Magicka" higher power

• Added lesser power "Channel Magicka"

I considered a flat boost to spell magnitude as well, but this is way more interesting. "ChannelMagicka" allows you to enhance both your spell magnitude and cost by x, where x is yourremaining magicka (percentage). Burn your magicka fast for better spells, switch tacticallybetween "Channel" "non-Channel" mode, depending on enemies. Suits the image of Tamriel’smost talented mages.

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3.2.7 Dark Elves

• Heavily modified "Ancestor’s Wrath"

• Added "Ancestor’s Fury"

ON ENEMIES, Ancestor’s Fury now triggers automatically, once you get hit and drop below50% health, and is not limited to one use per day. In addition to the flame cloak spell, it alsoadds 50% additional strength to fire-based spells. The flame cloak effect starts at a damage of 5per second, but grows by 3 every 10 levels, up to a maximum of 17 (before bonuses are calculatedin, including it’s own). ON THE PLAYER, it also carries the fire bonus, but no cloak is cast;instead, you’ll get a 15% chance to avoid incoming physical damage. Players also get "Ancestor’sFury": Once per day, if your health drops below 30%, you trigger a huge explosion and two angryDunmer ancestors arrive to aid you. They are leveled and use strong weaponry.

3.2.8 Bretons

• Removed "Dragonhide"

• Added spell "Twin Blood Summoning"

• Added spell "Twin Blood Eruption"

This is a very interesting one. Both new abilities are spells, not powers, but still can be castonce per only, in total. That means just one cast of one spell per day. Both spells take extremelylong to cast and reduce health and stamina by 90% once completed (no magicka cost), and alsonegate your passive magic resistance for two minutes. Why bother casting? Well, they havesupreme effects once pulled off. "Twin Blood Summoning" allows you to summon an unlimitednumber of creatures while active, and "Twin Blood Eruption" doubles spell magnitude of allspells, while halving casting cost. High risk, high gain.

3.2.9 Orcs

• Added "Orcish Smiting Lore" (25% improved tempering)

• Modified "Berserker Rage"

"Berserker Rage" is a good power, strong and with RP-value, so it stays, but changed. Insteadof being limited to one use per day, it can now be used multiple times, but it is required to sleepbetween uses. While active, you still deal double damage, and all incoming damage is reducedby 25% now (includes magic). However, the activation costs health, and while raging, benevolentpotions are 75% less effective, so use some tactic. I also wanted to give them an additionalpassive buff though, and "Orcish Smithing Lore" seems perfect.

3.2.10 Khajiit

• Added "Feline Athletics"

• Added "Survival Instinct"

• Tweaked "Claws"

• Tweaked "Night Eye" to be permanent/toggleable

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I want Khajiit to feel like agile cats, and increasing movement speed and reducing fallingdamage via "Feline Athletics" (+ 25% speed, half falling damage) seems like a logical step to thisgoal. "Survival Instinct" triggers once per day, if your health drops below 25%, and increses attackspeed, and movement speed even further. The bonus on "Claws" is now stamina dependent; theformula is x += (0.1*stamina).

3.3 Standing Stones• Warrior Stone: Unchanged

• Thief Stone: Unchanged (does NOT boost vampirism, though)

• Mage Stone: Unchanged

• Apprentice Stone: Gives 100% magicka regen boost and 50 magicka, but -50% magicresist.

• Serpent Stone: Gives a 50% bonus to sneak attacks, but 20% malus on all attacks iftarget is alerted.

• Lord Stone: Gives 25% magic resist, increases damage from non-magical attacks by 25%.

• Atronach Stone: Gives 150 magicka, spell absorb unchanged, almost negates magickaregen (-95%).

• Lady Stone: Boosts stamina and health regen by 50%, reduces magicka regen by 50%.

• Steed Stone: Carry weight increased by 150 and 25% frost resistance, but 50% fireweakness.

• Lover’s Stone: Doubles melee damage dealt, triples melee damage received

• Tower Stone: Effect has unlimited uses now.

• Shadow Stone: 25% boost to pickpocket chance, 25% higher buying prices

• Ritual Stone: Triples duration of summons, at the cost of 25% spell magnitude for otherspells.

3.4 Magic, Spells and SpelltomesThe following spells and spell tomes were added:

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SPELLS DESCRIPTIONCONJURATION

Conjure Dremora MarkynazConjure Dremora Valkynaz

These are Master level spells; one of them is a rangedattacker, the other one is a warlock. For more infoon how I balanced them out, see 4.2.

Call Familiar - Ice Wolf Just some more familiar variety. Apprentice throughMaster level.Call Familiar - Frostbite Spider

Call Familiar - Large MudcrabCall Familiar - Large FrostbiteSpiderCall Familiar - Snow BearCall Familiar - ChaurusCall Familiar - Chaurus ReaperCall Familiar - MammothCall Familiar - Hunting PackCall Familiar - Tundra’s HuntingPack

Call Familiar - MediumBombcrabCall Familiar - Large Bombcrab

Bombcrabs are fast, red crabs that have 90% resis-tance to any damage. Not that they need it; theyexplode once hit, and die. Be sure not to be too closewhen the magic happens. Bigger bombcrab - biggerexplosion. Adept and expert level.

ALTERATION

Open Beginner LocksOpen Advanced LocksOpen All Locks

"Open Beginner Locks" allows you to open all Ap-prentice or lower level locks for 30 seconds, "OpenAdvanced Locks" does the same for locks up to ex-pert level, and "Open All Locks" works on mas-ter level locks as well. Alteration school, appren-tice/adept/expert level. Cast spell, then activate alock, the choose "unlock".

Walk on Water Apprentice level Alteration. Note that water is stillnot a hard surface, but you’ll sink in very slowly whenrunning.

Colossus Form Enhances size, damage resistance, and damage at thecost of speed. Expert level

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SPELLS DESCRIPTIONPushForceful PushAllmighty Push

Single target, short distance "push" spells that needto be aimed at an actor directly, and are verypotent. After each cast, you’ll have to wait aset cooldown until "push"-spells are usable again.Novice/Apprentice/Expert level.

Enhanced Weapon - Sharpen Ignore 25% armor.

Enhanced Weapon - LeechingSpikes

Absorb 2 points of health/magicka/stamina per sec-ond for 3 seconds

Enhanced Weapon - Fire 15 base fire damage, burn

Enhanced Weapon - Frost 15 base frost damage, health and stamina

Enhanced Weapon - Shock 15 base shock damage, half as much magicka

Enhanced Weapon - Venom 5 poison damage per second for 10 seconds

Enhanced Weapon - Sickness 25% reduced melee weapon damage

Enhanced Weapon - ElementalMaelstrom

25% weaker to spells, 25% worse spell magnitude

Enhanced Weapon - Entangle 15% slower attack speed, 30% worse blocking

The Enhanced Weapon spells are for spell blades and enchant the currently equipped weapon, ifit’s not already enchanted. These spells can not be equipped if you don’t have an unenchantedweapon in the other hand. Novice through Expert level.

Feather Boost max carry weight by 50. Apprentice level Al-teration.

Advanced Feather Boost max carry weight by 150. Expert level Alter-ation.

Phase Shift Adept level teleporting spell.

ImprisonFreedom

"Imprison" sends any target to a prison plane ofAetherius, where it will die within three days. Onlyone actor can be imprisoned at any time. "Freedom"frees the actor trapped by "Imprison". Unlike theoriginal spell from BG, you do not need to be closeto the location of imprisonment. Master level.

DESTRUCTION

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SPELLS DESCRIPTION

Resonance Takes 50% of your health and deals it as damage tothe target. If the target dies by this effect, you gainthe health back. Adept level.

Battle of Wits Deals 10 damage to the target for each spell the casterknows. If the target does not die by this effect, thecaster takes half as much damage. Master level.

Fiery TouchChilling TouchSizzling Touch

Some spells that attempt to bring back close-combatmagic from Oblivion. In comparison to missile spells,these spells are stronger, cheaper and more silently,but suffer from longer casting time and the shortrange. Work with "Intense Flames" and it’s brethren,but not with Impact. Apprentice level.

ILLUSION

Make Disappear Make others invisible. Should help Illusionists tosneak with followers.

RESTORATION

Stream of Life A stronger version of "Healing". Adept level Restora-tion.

Cure Disease Does exactly what you’d guess. Adept level Restora-tion.

Aura - Oversoul’s ProtectionAura - Armored AscensionAura - Grand BlazeAura - Cryomancer’s SightAura - Upcoming Tempest

Auras are permanent, toggleable buffs. Some harmothers, some buff you and all friendly creatures nearby.Only one can be active at a time. Apprentice andAdept level Restoration.

KingsbaneBrainmelt SyndromeThornswreath

These spells are "plagues". Plagues work in touchrange initially. After the first hit, they spread tonearby targets. Range and spread speed grow withcertain perks.

ChastiseCleansingPurgatory

The new anti-undead spells; "Chastise" only dealsminor damage, while the other spells can deal havocamong undead, but require "Chastise" to be active.Initially unusable by vampires.

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SPELLS DESCRIPTIONBloodcaster’s CurseCurse Of ChainsCurse of Greed

Curses are strong debuffs. Just like plagues, they canjump between targets, but they’ll only do so once theinitial target dies.

Spirit Guide A unique reanimation spell. No level limitation, butonly works on animal-like creatures. While it’s active,you gain a boost based on the race of the creatureyou resurrected.

The following spells and spell tomes were removed:

• Conjure Flame Thrall

• Conjure Frost Thrall

• Conjure Storm Thrall

These spells don’t fit in my concept of Conjuration

• Repel Undead

• Repel Greater Undead

• Turn Lesser Undead

• Turn Undead

• Turn Greater Undead

Other adjustments:

• Adjusted charge time of Destruction spells to spell rank; bascially, they start at 0 (Novice)and grow by 0.5 per rank, up until Expert. Master level spells still are at 3 seconds. "Wall"spells are unchanged. "Rune" spells are fixed at 4 seconds, to prevent mid-combat spam.

• Modified rune spells to create less noise (they’re still not completely silent though).

• Increased skill experience gain for Destruction and Restoration

• modded Dragonhide It’s a 120-armor granting spell now that profits from "Mage Armor".For consistency, renamed it to "Dragonflesh", and made it castable faster and with onehand.

• Modified values on most destruction spells

• Doubled Blizzard’s duration to make it worth while

• Changed magnitude of master level illusion spells to 40. With investment in all relevantperks, they should allow you to influence all enemies that are not outrught immune.

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• Soul Trap should not be spammable on dead bodies anymore

• Modified flame atronach base class to drastically increase the Atronach’s destruction value

• Destruction skill level amplifies spell magnitude

• Restoration skill level amplifies spell magnitude

• Illusion skill level amplifies spell duration

• Dual casting spells modified; cost and effect are both at 250%.

• All ward spells are 25% stronger

• Modified "reanimate"-type spells to not provoke annoying comments anymore.

• Reduced base Magicka regen on all playable races by 50%.

3.5 VampirismThe vanilla vampires are boring and generic, and they have no connection to the in-game VolkiharLore (Skyrim’s own breed of vampires) at all. I changed that by modifying vampire abilities andprogression, and by adding a distinct perk tree for vampires.

This section does not describe the new perk tree; scroll down to section 4.19 to find out moreabout that.

in SkyRe, all vampires start with the following abilities:

• Hunter’s sight (permanent/toggleable)

• Resist Disease (unchanged)

• Weakness to Sunlight (unchanged, but can be influenced by perks)

• Tainted Blood: Reduces magnitude of all Restoration spells to zero, except auras, plaguesand curses

• Vampiric Blood: Blood Deprivation (Armor is reduced by x, where x is the number ofdays without feeding * 25)

• Vampiric Blood: Frost Resist (Starts at 60%, gets reduced by 5% per day withoutfeeding, minimum: 15%)

• Vampiric Blood: Fire Weakness (Starts at 30%, grows by 5% per day without feeding,maximum: 75%)

That means you should better not avoid feeding for too long, as you just get weaker. Also, itmeans that vampires, without perk investment, are rather neutral to play. You have some hassle,the reduced regen and reduced fire resistance, but a very nice bonus to Illusion, great frost resist,and some utility stuff. Also you’ll not get attacked for being a vampire, and NPC vampires willconsider you a friend.

The perks are necessary to make stuff really interesting though.

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3.6 Sneak, Stealth and Thievery• Enemies search for you way longer during all phases of detection

• Doubled initial dagger sneak damage multiplier to x6

• Increased initial two-handed sneak damage multiplier to x3

• Increased initial unarmed sneak damage multiplier to x6

• Reduced enemy detection view cone

• Increased sneak exp gain from bow sneak attacks

• Equipment weight has greater influence on sneaking success

• Light has greater influence on sneaking success

• Movement has greater influence on sneaking success

• Sound has a slightly reduced influence on sneaking success, but can’t be reduced as easily,due to perk changes

• Crime report distance has been greatly reduced

• Modified the influence of heavy armor on sneaking; Basically, wearing one or two heavyarmor pieces reduces your sneak skill by 50%, wearing three or more reduces it by 70%

• Modified the influence of gauntlets on Pickpocketing while wearing gauntlets, pickpocketchance is reduced by 75%

• Removed "Fortify Pickpocket" enchantment, replaced with "Fortify attack speed"

• Removed "Fortify Lockpicking" enchantment, replaced with "Fortify Fingersmith"

• If a target is searching for you, sneak attacks deal 34% less damage against that target

• Modified the leveling speed of "Pickpocket", should be lower now

3.7 Miscellaneous• Significantly boosted power of all diseases

• Reduced pieces of equipment that allow for weapon-related enchantments.

• Reduced pieces of equipment that allow for fortify magic school enchantments.

• Boosted base value of Magicka regen enchantment on enchantments with two componentsto 25%

• Alchemy levels slightly faster, to keep it in tune with the other crafting skills

• Modified Potions and Poisons

- All potions and poisons work over time (except for "Cure Disease" and "ultimate"potions); potions usually work over four seconds, poisons over three seconds Tocompensate that, most stuff has been slightly buffed in total magnitude.

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- "Lingering" poisons have been buffed more than just slightly, and work a lot longerthan regular poisons

- "Fear" and "Fury" poisons got some love as well- Weapon skill related potions have been nerfed (they’re still good)- Also adjusted prices on potions when appropriate- Added stamina regen and magicka regen to Skooma- And while I was at it, I also renamed everything to minimize inventory clutter

• Modified alchemy ingredients.Basically, I modded everything to work over time, I buffed values of underused effects (suchas "poison resist"), I adjusted ingredient values and weight on some, not all, ingredients.Also, some ingredients are considerably better with certain effects than others.

• Added a more potent Frostbite Venom; dropped by Giant Frostbite Spiders

• Fixed "Critical Charge" for swords, "Great Critical Charge" for Greatswords and Valdr’sLucky Dagger

• Modified Lighting

- Nights are darker, days are bright- The amount of tint depends on weather and time- During sunny days, colors are more colorful than vanilla- During night and/or bad weather, all colors are grey-ified, giving a strong contrast tobright days

- No impact on performance

• Increased vendor inventory respawn time to 6 days

• Modified "Elemental Fury" to give 10/20/30% attack speed and to work with all weapons(excluding unarmed)

• Modified race height; I went with Morrowind’s values for some more variety

• Increased cooldown time on a few shouts that would’ve become sickly strong with therelevant speech skills (and are already strong without them)

• Beefed up Fire Breath and Frost Breath

• Increased the maximum number of placeable runes to 3

• Modified bartering; stuff is more expensive, and loot sells for less

• Deleveled vendors

• Modified load screen texts according to the changes

• Removed alchemy/enchanting/smithing cycles by replacing the enchantments/effects. In-stead, you’ll find "Clairvoyance" and "Slow Time" potions and enchantments that boostspeed and armor value.

• Modified special loot level multipliers. Loot is generally better.

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• Modified load screen texts according to the changes.

• Modified recipe for Iron Ingot; requires two Iron Ore now

• Added new recipes for arrows25 arrows require two ingots of the respective metal, three fire wood and either two hawkfeathers or hagraven feathers. Daedric arrows require one Daedra Heart and one EbonyIngot, instead of "two ingots".

• Added recipe for "Arrow - Nord Hero"Different from other arrow recipes, this one requires three steel ingots and 25 "Arrow -Ancient Nord" for 25 items created.

• Added "Explosive" and "Timebomb" arrows"Explosive" arrows detonate on impact (with a non-elemental explosion), "Timebomb"arrows need to be fired right into a non-living surface, where they stay for 5 seconds, andthen detonate with a massive explosion. All regular arrows can be enhanced with explosivesand timebombs at the forge.

• Added recipes for "Explosive" and "Timebomb" arrowsTo enhance any arrow type with explosives, one needs 15 arrows, three fire salts and ale(creates five explosive arrows). To enhance any arrow XXX with timebombs, one needs 15arrows, three fire salts, ale and an empty lesser soul gem (creates five timebomb arrows).

• Added recipe for charcoal4 charcoal require one firewood at the smelter

• Added "Noisemaker" and "Lightsource" arrowsUtility arrows that either use the "Throw Voice"-effect to irritate enemies or emit light.Only used with "Thief’s Toolbox" and creatable at forges. 5 Lightsource arrows require 15regular arrows, 3 Torchbug Thorax and 2 Leather Strips. 5 Noisemaker arrows require 15regular arrows, 2 empty petty soul gems.

• Added meltdown recipes for a hell lot of items.

• Modified all members of the skeleton race to take 50% less damage from sharp weapons,but 50% more damage from non-sharp weapons (mace, warhammer, battlestaff)

• Changed Khajiit race bonus from "Vampirism" to "Light Armor"

• Changed Wood Elf race bonus from "Vampirism" to "Light Weaponry"

• Changed Argonian race bonus from "Lockpicking" to "Alchemy"

• Removed loads of spell school assignments from enchantments, they only caused issues andfail

• Added Misc items "Bone - Leg", "Bone - Arm", "Bone - Foot", "Bone - Hand", "Bone -Skull", "Bone - Ribcage"

• Added ingredients "Elven Heart", "Beast Heart", "Elven Flesh", "Beast Flesh"

• Eastern Dwemer weapons can’t be found anymore; instead, you’ll need to find the newbook "A Last Request" and craft them.

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4 Perk related changes4.1 General StuffAs I’ve already noted, this mod has been created with elys uncapper in mind. In my opinion, itallows you to play the game in a way that makes a lot more sense, because it does not force yourmage to train in two-handed weapons to gain levels at some point.

As a result, I’ve added new ranks to many skills, even if not explicitely mentioned below(unless it made zero sense). Also, some of the entirely new perks are completely out of reachwith a skill cap of 100. Your game should not crash if you refuse to use SKSE and the uncapper,but it’ll be less fun.

tl,dr: Use the uncapper or deal with the consequences.

4.2 ConjurationThis is the tree that has undergone the most changes. I wanted some more distinction betweenthe different branches (Necromancy vs. Atromancy). Neither branch skill was really importantto success, and both lead to Twin Souls, which is the main sellling point here.

Thus, I came up with something. Daedra (Atronachs and Dremora) now have a considerableshorter summoning time (30/45 sec), while undead stuff is permanent on all levels. However,all undead will turn to ashes when being killed, unless you invest in a new perk of mine,"Gravebound".

All Atronachs and Dremora level with you, initially at half of your speed (Atronachs) and atthe same speed (Dremora). I’ve included a series of perks that speeds their leveling up and thatadds additional perks to them, keeping all summons useable during the entire game.

On the undead side, I’ve kept Dark Souls. I’ve also decided to move Necromage in this branch,since it makes sense- you’re a knowledgeable Necromancer after all. Also, you’ll need investmentif you want to revive boss level enemies. Gravebound, as already mentioned, allows you to keepcorpses intact. Summoner now branches off Apprentice Conjuration; Twin Souls, renamed to"Ancient Rites", branches off Summoner, is accessible faster and has multiple ranks now.

Apart from modified old stuff, Necromancers also get a few new perks to play with. "Harvest"allows you to gather bones, flesh and hearts from corpses. Each rank not only increases thechance for every piece to be gathered, it also allows for more pieces of flesh to be harvested fromevery corpse. The loot you get depends on luck and the target’s race.

What is that loot useful for? Hearts and flesh are alchemy ingredients. Bones can be soldor used in conjunction with another new perk "Bone Mastery". "Bone Mastery" allows you tosummon skeletons from the bones in your inventory. Each skeleton requires two arms, two hands,two feet, two legs, a ribcage, a skull, and a filled petty soul gem. You can have skeletons inaddition to any other minion (they have their own summon limit), but skeleton summoning isnot affected by "Ancient Rites" or "Twin Blood Summoning". Skeletons are leveled. Higher ranksof "Bone Mastery" allow for different skeletons (warrior, archer, mage) and for more skeletons tobe summoned.

The last new Necromancy perk, "Tongues of Old", allows you to rearrange the inventory ofskeletons and reanimated corpses. Nothing fancy, but useful nonetheless. Note that skeletons

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don’t wear armor, but do use weapons you give them if you remove their old stuff. Also notethat the stuff you give them is lost if they die, so better be careful.

Familiars, at this stage, are a "no point"-alternative for part-time conjurers. Adding a distincttree for them might be an option in the future, but is not likely to happen.

"Mystic Binding" will not suddenly turn your bound weapons into ebony/daedric stuffanymore; instead, it allows bound weapons to grow with your conjuration skill.

4.3 DestructionAs we all know, Destruction was not good for damage at all. I changed that. I’ve included ahidden perk that allows spell damage to scale with skill, 1% per skill level. I also included a newperk called "Careful Studies", the equivalent to "Armsman" and its brethren. I has 5 levels, eachadding 10% damage and reducing cost by 5%

While 10% damage / 5% cost reduction doesn’t sound like much, remember that a strongmelee fighter is forced to invest in various crafting skills, while a mage can do fine without.

Impact works chance-based now, It has two level, granting a 15%/25% chance to trigger.Augmented Frost, Shock and Flames have three levels now. The damage gain is 30% at

maximum rank, but these perks also add a small chance for secondary effects to each respectivespell. Frost spells can paralyze, Shock spells can disintegrate and Fire spells can strike targets tothe ground.

Intense Flames, Disintegrate (renamed to "Eye of the Storm") and Deep Freeze have threeranks now and entirely new effects. "Deep Freeze" boosts ice damage and the "slow" effect onice spells, "Intense Flames" boosts fire damage and adds an armor debuff to fire spells (scaleswith spell damage), and "Eye of the Storm" gives shock damage and a 20% chance for massiveMagicka drain on hit (again, based on spell damage).

The new "top" perk is called "Elemental Ram". Each hit with a missile-type spell debuffsan enemy’s magic resistance by 5% for three seconds. These debuffs stack up to 25%, whenadditional hits will just reset the timer.

4.4 Alteration

I added additional ranks to Stability, and a bunch of interesting spells (Colossus Form, Feather,etc.). I’ve also added "Second Skin", which adds secondary effects to armor spells, and "TemperedArcana", which reduces cost, magnitude and duration of many spells, unless you wield spells inboth hands. Mainly for spellblades with limited Magicka pool.

Moreover, Alteration allows you to create Dwemer constructs from metal pieces and soulgems (perks "Animunculi", "Machinate" and "Repair Unit"), including three different types ofCenturions. All constructs level at 80% of your speed.

Alteration also houses "Deep Infusion", a perk that enhances the duration of weapon enhancingspells by huge amounts.

I’ve also added a new perk, "Medium", that allows for two perks to be spent. While wieldinga staff, it can boost your spell magnitude by up to 50%. Might just make staffs a viable choice.

Last but not least, "Traveller" has the sole purpose of increasing the distance of "Phase Shift".

4.5 RestorationThis is the tree that feels the most different from vanilla.

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As already mentioned, Necromage is absent. I’ve added a perk that adds passive healthregeneration, as well as two perks that support the new "Aura" spells.

"Auramancer" increases the radius on all auras, and "Life and Death" boosts the effect ofdamaging auras, based on both Restoration (rank 1) and Destruction (rank 2) skill level.

"Ward Deflect" allows ward spells to provide additional protection against arrows, which arevery deadly against mages in SkyRe.

"Carrier" and "Plaguelord" support the new "plague" type of spells, making them spread in awider radius and faster.

"Beacon of Light" makes spirit guide creatures more resistent to damage, and "Patron" makesthem permanent.

4.6 IllusionThis tree has undergone serious changes. "Aspect of Terror" was renamed to "Aspect of Fear" and,just like "Hypnotic Gaze" and "Rage", it has multiple ranks and works multiplicative. Masterlevel illusion spells are much stronger now (start at magnitude of 40). When all respective perkshave been acquired, they can hit anything that’s not immune.

"Animage" and "Kindred Mage" have been removed, "Quiet Casting" is a Sneak perk now,I introduced four new perks in total, with the first three adding secondary effects to influence-

spells. "Terror" reduces feared enemies’ magic resistance by 25%, "False Peace" reduces calmedenemies’ armor class by 100, and "Zealot’s Fury" doubles an enraged enemie’s melee damageoutput.

The fourth one is "Incite". It strengthens positive buffs on Illusion spells such as "Call toArms", by up to 100% for three perk points.

4.7 EnchantingThis was a difficult one. While enchanting is fun imho, it had a few flaws. First of all, it justoffered too much. Eight perk points pretty much turned an Enchanter into a Ubermageberserker-sneakassassinofDoooooom. Secondly, it’s ok between skill level 15 and 99, then suddenly becomeshaxx. Thirdly, one path to Extra Effect was vastly superior to the other. Thus, a lot changed.

The base skill only nets 15% damage increase per point, but the new top of the tree, HiddenPotential, adds up to 50% as well (multiplicative). All enchantment specific skills (Corpus En-chanter etc.) have two level. Extra Effect is accessible way earlier. I’ve removed Fire/Frost/StormEnchanter; I instead included Elemental Enchanter, a skill that boosts all elemental damageenchantments, and Defensive Enchanter, boosting all "Resist"-type Enchantments.

All in all, this results in enchantments growing steadily, rather than suddenly becoming uber.At max investment, Enchantments are stronger now, but that requires more perk points thanbefore.

On top of that comes the perk "Dreamweaver" that boosts enchantment strength on clothingcreated with "Weaving Mill (→ Smithing)".

4.8 ((((((((

((One-Handed Light Weaponry

Personally, I was always missing the option to become a swift swordsman, wielding no shield,instead alterating between blocking with my weapon and using spells. With the new perks I’veincluded I try to fix that.

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The first new perk is called "Myrmidon". Three levels max, each adding to your attack speed,but only while your left hand is either empty or wielding a spell. The second perk, "Duelist",gives a passive chance to ignore incoming damage, with the same restrictions as Myrmidon. Thatmakes for a fast, swift striker.

However, I also nerfed Armsman. I wanted the damage difference between two-handedweapons and one-handed weapons to make more of a difference (Due to the higher max level youcan still become stronger than with vanilla Skyrim’s perks, though).

This tree houses various new specialization perks- no matter if you prefer Tantos ("Hornet’sSting"), Wakizashis ("Ninjato"), Longswords ("Masterful Fencer"), Katanas ("Kendo") or Scimitars("Dervish Dance") - there are perks for everyone in here.

4.9 (((((((

(((Two-Handed Heavy WeaponryWhile users of one-handed weapons usually invest in something for their off-hand, the barbariansamong us have more points to spend on their weapon proficiency. Thus, three new skillswere added, and the "Deep Wounds" perk has been tweaked to provide more of a "criticalhit"-experience.

The new greatsword-specific skill is called "One With The Blade", and can increase yourattack speed by up to 30%. Works well with the nice crits, and makes for an elegant swordmaster.

Users of warhammers can now user "Supremacy" to Power Bash all opponents in front ofthem at once (of course, this needs the relevant Block-perk unlocked). Raw power dominates.

Users of Battleaxes get the most fun, though. With "Boiling Point", each enemy hit has achance to enrage your character, giving a huge damage boost for a short duration. That perkwas rather difficult to implement, and I’m proud of it. M

And, to support the Wot3E integration, I’ve added a new branch for Battlestaves ("Endeavor","Pillar of Strength") and two perks for Greatsword subcategories - "Blade Barrier" makes timedblocks with Bastard Swords dangerous, "Butterfly Strikes" let’s you strike faster with Nodachiswhen doing repeated hits.

4.10 Block

Aside from tweaking Shield Wall (renamed it, improved values, displayed values were incorrect),Deflect Arrows caused issues and was buggy. Instead of negating arrow damage, it capped outblocked damage, effectively rendering Shield Wall and similar enchantments useless and beinginsanely OP. I hopefully balanced it out; it adds a chance to ignore arrow damage while blockingnow.

Also, "Quick Reflexes" was modified to work with the new combat mechanics; it now increasesthe time frame for well-timed blocks by up to 0.5 seconds.

4.11 ������Archery Marksmanship

The original tree was crap. Essentially, it just added perks that made arrows better, you runfaster, or you preserve arrows. So I smashed it and created it new.

The new "root" is called "Focus". It redces the bow’s draw time and increases bow damage.You need o invest here if you want to become an archer.

The tree has three areas. The left one contains Longbow perks. Longbows are meant todeliver slow, deadly shots at huge distances. You can further overdraw them to accumulate

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damage (Power Draw), and should preferably aim at moving or staggered targets- or those thatdidn’t notice you yet... At close range, they’re helpless.

Shortbows play differently. They are strongest in mid and close range, and even have a fewaces up their sleeve in melee combat (Ranger’s Trick, Mongoose). They deal less damage thanLongbows, and require more movement to unleash their potential.

Aside from "Focus", the only perks that affect both bow types are "Curare" (more poisonshots), "Coup De Grace"(Bonus damage against enemies below a certain threshold) and the old"Eagle Eye" and "Steady Hand".

4.12 SmithingThe last crafting skill for me to modify. Serious changes were made.

All "old" perks do not boost tempering quality anymore. However, they are now necessary tobe able to even begin tempering stuff; for example, you might be at 300 smithing, having craftedthousands of Iron Daggers, but without Ebony Smithing you’ll not be able to sharpen that niceGreatsword you just found in that Draugr Crypt.

Having unlocked Ebony Smithing, you can temper that Greatsword, but you will probablybe underwhelmed- I removed the "improve twice as much"-part from all old perks. Just toomuch bang for your buck. Instead, you’ll need to invest in the two new perks, Armorer andWeaponsmith, if you want your tempering attempts to lead to great results. Both perks have tenranks, each adding 15% quality to armor/weapon tempering.

These changes make sure that smithing is less overpowered early on, stronger in the end, andrequires serious perk investment to be of good use. As it should be.

To add more variety and synergy, I also adder a perk that unlocks meltdown recipes, a perknecessary to craft jewelry, a perk for special clothing, and a perk that unlocks "Refined Silver"weapons for crafting.

Also note that Dragon Armor is now exclusive to the Light Armor branch. That means HeavyArmor dudes still get the best material, but don’t get the best light armor almost for free as well.Light Armor smiths stay versatile - wear that Dragonscale armor and give the Dragonplate stuffto Lydia. Or your Thralls.

4.13 Heavy ArmorI enforced my "vision" of heavy armor. Heavy Armor should protect. That’s what it’s good at,and nothing else (while light armor is more versatile, but less protective).

"Reflect Blows" was crap, so I removed it. Tower of strength can now completely negatestagger (for two perk points). The new top perk is called "Endure"; it can reduce power attackdamage by 50% when fully clad in heavy armor.

I also added "Monolith", which can stagger attackers after an unblocked hit, and "Impene-trable", which gives a chance to negate incoming arrow damage, based on the number of heavyarmor pieces you wear (non-linear growth; 3% - 25% chance).

Unlike it’s light armor cousin, "Juggernaut" still grants +100% armor for 5 perk points only.

4.14 SneakI removed the broken abilities "Silence" and "Shadow Warrior" and added a variety of new perks.

"Deadly Strike" has been renamed to "Blindside" and turned into a three rank perk, eachrank adding 1 to the sneak damage multiplier to all melee weapons and unarmed sneak attacks.

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"Last Breath" multiplies sneak damage against sleeping targets tenfold, usually allowing for aninsta-kill.

Archers still have "Deadly Aim", though its location and effect has changed. It branchesoff to "Thief’s Toolbox", a new perk that allows you to enhance low-ranked arrows (Iron, Steel,Falmer, Forsworn and Ancient Nord) with useful effects (light sources and noise).

Mages get many benefits; first of all, they can now sneak attack with spells for double damagefrom the beginning (semi-compatible to spells added by other mods - damage is calculatedcorrectly, but message won’t pop up and won’t level sneak). "Arcane Assassin" increases thedamage factor to 3, and "Touch of Calamity" boosts it to 6 for touch spells. Also, "Quiet Casting"is now a high level sneak perk.

A few more new perks: "Infiltration" fools others about your faction if you wear a differentfaction’s gear. To work, you’ll need a full set of armor- Imperials, Stormcloaks, Thalmor, Bandits(Fur gear) and Forsworn work for now. Any combination of different armor sets of a single factionis valid (for example, you can mix heavy imperial armor and light imperial armor). This perk ishighly experimental.

"Assassinate" ignores the target’s armor during dagger sneak attacks, "Ambush" slows timeafter a successfull dagger sneak attack.

"Intruder" increases sneak capabilities while trespassing and is an alternative for those thatdon’t want "Light Foot". "Silent Warmonger" increases sneak damage against target currently incombat - useful for people that like to wreak havoc from the shadows.

4.15 AlchemyAside from the usual added perk levels, I mainly change the layout to allow for distinct poison,or cure-specialization. This might be the one skill that profits most from the additional perklevels, especially for poison lovers. Also recycled a skill called "Catalyst" that amplifies purepositive potions on consumption.

I also introduced a new element: Explosives. They come tied to three new perks, "Fuse"(allows you to craft explosive arrows) and "Advanced Explosives" (allows you to craft timebombarrows). Check them out for some serious fun!

"Adhesive Explosive" is the most funny one though, and the most tactical. It works like apoison and detonates after 10 seconds when applied, dealing fixed health damage. If the targetis not in combat however, it instantly dies. Combine it with reverse pickpocketing, and you gotthe funniest item in the entire game.

4.16 Light ArmorI personally prefer light armor all the way, but found it overpowered and vastly superior in vanillySkyrim. I "fixed" that mostly indirectly by removing smithing/enchanting/alchemy cycles, but Ialso nerfed Agile Defender. It can still net a 100% boost, bur needs twice as many perk points asbefore.

Heavy Armor really should provide better protection than light gear, while light gear is moreversatile.

The new "Adrenaline Rush" gives speed- and stamine boosts when enemies power attack youand you don’t block, and "Adrenaline Overload" lets you strike with increased forced right afterthat. "Balance" reduces Power Attack stamina consumption, and "Swift Counter" makes blockswith Ligh Shield reduce damage to zero.

"Flexibility" makes you immune to "Ignore Armor" effects, and "Weak Spot" increases damageagainst other Light Armor users.

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4.17 SpeechcraftAfter being puzzled for a while, I’ve found a use for speech: Shouts!

Shouting levels speechcraft now, and speech provides three new perks that help your shouts:"Violent Voice" buffs harmful shouts, "Heroic Voice" extends the duration for non-harmful shouts,and "Leader’s Voice" increases the time your shout-summoned companions stay with you.

"Echoing Rage" and "Echoing Reason" further increase these effects by letting shouts directlyscale with speechcraft, and "Fluent Speaker" reduces shout cooldown.

Also removed Allure and Bribery due to being crappy/buggy.

4.18 ((((((((Pickpocket Fingersmith

As I figured out how to do the crazier stuff in the CK, I merged Pickpocket with the oldLockpicking tree. Thus, some old perks carry additional effects now, and the better Lockpickingperks (Treasure Hunter) found a new home.

Fingersmith is the new main attraction for everyone who wants to make some coin withoutbartering. Note that lockpicking does not level fingersmith for now; I’ll fix that if I can, but it’sa price I’m willing to pay.

• Renamed "Golden Touch" to "Nose for Coin", and incorporated it into "Fingersmith"

• Incorporated "Treasure Hunter" into "Fingersmith"

• Modified "Light Fingers" to also modify the sweet spot when picking locks

• Incorporated "Locksmith" into "Fingersmith"

• Modifed "Locksmith" to also allow you to pick locks unnoticed.

• Modified "Keymaster" to generate keys when picking locks

4.19 ((((((((

(Lockpicking VampirismMost trees were tweaked and enhanced. This one was created from scratch. Instead of tellingyou that this is my baby and I love it <3, I’ll give you some information on the new perks andhow to level Vampirism. Note that all perks are only effective while being a vampire.

SKILL DESCRIPTIONUnnatural Skin 5% weapon resist per reank against non-silver weapons, 10%

weakness against silver weapons, five ranks.

Child of Knight Increases carry weight by 25 and reduces fall damage by 25%per rank, but only between 6pm and 8am. Two ranks.

Tainted Sunrise Reduces the regeneration malus caused by sunlight by 25% perrank. Two ranks.

Continued on next page

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SKILL DESCRIPTIONAmong Vermin As a vampire, lesser creatures (skeever, spiders, wolves etc.)

are not hostile towards you.

Promise of Power Increases destruction spell damage, depending on your Vam-pirism skill level. Only works during the first 24 hours afterfeeding.

Sinister Strength Increases weapon damage, depending on your Vampirism skilllevel. Only works during the first 24 hours after feeding.

Volkihar Lore Unlocks the spell "Frost Blood Prison". "Frost Blood Prison"imprisons the target in ice and drains life. It’s usable once afterfeeding per perk rank. Moreover, this perk boosts ice-basedspell magnitude by 10% per rank. Three ranks.

Mind Prison "Frost Blood Prison" and "World of Ice" also drain Magicka.

Exhaustion "Frost Blood Prison" and "World of Ice" also drain Stamina.

The taste of Fear "Fear"-type spells deal damage while active (only on livingtargets). The damage depends on spell and perk rank. Tworanks.

Infest Whenever you could feed on a target, this perk allows you toturn it into a vampire. The transformation takes five real-lifeminutes. Once infested, you can not feed on a target anymore.

Domination Unlocks the spell "Domination". After casting "Domination"on a vampire created by Infest, you can recruit him/her viaa new dialogue option. Per default, three vampire followersare allowed. They fight for you, exchange equipment whenprompted, but don’t do favours.

Inner Circle Unlocks the aura spell "Frost Blood Circle"; it drains 2 healthper second from all hostile, non-mechanical enemies nearbywhile active. Works with all aura perks.

World of Ice Unlocks the spell "World of Ice". AoE-variant of "Frost BloodPrison", centered on the caster. Usable once after feeding.

Overlord Allows for one additional use of "Frost Blood Prison" and "Worldof Ice" after feeding, and allows for one more vampire followerper rank. Three ranks.

The following things can be done in order to level vampirism:

• Contract Sanguinare Vampiris

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• Progress Sanguinare Vampiris

• Turn into a vampire

• Progress in stages as a vampire

• Bite necks (only nets experience if you have progressed at least one stage; more stages →more experience)

• Infest targets

• Dominate targets

• Use vampire spells

Note that after you purchase a perk that unlocks a new spell or bonus, you usually have to feedonce for the power to become active.

5 How to install• Read the FAQ

• If you want to use the SkyRe_Main module, download the resources for Wot3E manually,and place them in your Skyrim/Data folder.

• If using NMM, just download the SkyRe_Core_XXXX.zip file with NMM. You’ll be askedwhich modules to install.

• If not using NMM, just drop everything you want into the Skyrim/Data folder.

• if you didn’t do so in step one, read the FAQ.

6 How to uninstallDelete the aforementioned files.

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CHAPTER 7. COMPATIBILITY Up

7 Compatibility7.1 Mods that are compatible with SkyRe

This is based 99% on user reports.

• All purely optical mods (unless they actually alter races, and you’re using SkyReRaces)

• All ENB/lighting mods (unless you use the lighting module)

• All mods that add armor/weapons/craftables (though there might be duplicates)

• A quality World map

• Adventurers and Travelers

• Amazing Follower Tweaks

• Apachii SkyHair

• Apocalypse Spell Package (some redundancy though)

• Armored Sabrecat mount

• Better Dynamic Snow

• Better Horses

• Better Shrouded Armor

• Better Villages

• Better Females by Bella

• Black Tower and Black Sacrament Armor pack

• Calientes Female Body mod Big Bottom edition

• Calientes vanilla armor for CBBE

• Camping kit of the northern Ranger

• Cartoon Nightingale armor HQ

• Categorized favorites menu

• Cloaks of Skyrim

• Better Quest objectives

• cMk - Custom Storage Spells

• Convenient Horses

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CHAPTER 7. COMPATIBILITY Up

• Deadly Dragons

• Deadly traps and diseases

• Detailed Cities

• Dinky’s Custom realistic lightning ini

• Diverse enhanced rocks

• Dovahkiin Hideout & Retreat

• Dragons Diversified

• Dramatic clouds

• Dual Wield Parrying (random attack option)

• Economics of Skyrim

• Enhanced distant terrain

• Enhanced Night Skyrim

• EzE’s Disenchantable Weapon/Armor Artifacts

• Fishing in Skyrim

• Frostfall

• Glowing ore vein

• Greater Ore Veins

• Greatsword Sheats and Scabbards

• HD textures fix

• Imaginator

• Immersive Hud

• Imp’s More Complex Needs (be sure to set IMCN - Overrides.esp BEFORE all of theSkyRe stuff)

• Intersting NPC’s voiced only

• Intro Music replacement by Malukah

• Locational Damage

• Less talkative NPC’s

• Lore friendly armor pack

• More Loot From Chests

• Night eye ring

• No more blocky faces

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CHAPTER 7. COMPATIBILITY Up

• NPCs uses ammo

• Killable Children (send those f*****s to hell)

• Paarthurnax Choices Plus 3

• PISE/ASIS (when using SkyRe_Enemies, leave AI option unchecked)

• Populated Cities

• Psychosteves dragon priests masks

• Quest - Sea of Ghosts

• Quest - Secret prayers

• Radience

• Realistic lightning with customization

• Realistic Ragdolls and force

• Realistic smoke and embers

• Ruins clutter improvement HD

• Scenic Carriage

• Shadow striping fix

• Skyrim 2K HD textures

• Skyrim Expanded Loot tables

• Skyrim Flora Overhaul

• Skyrim Monster Mod

• Skyrim Monster Mod Additions

• SkyTEST

• SkyUI

• Smart Souls

• Slower companions advancement

• Sounds of Skyrim - The wilds

• Sounds of skyrim - dungeouns

• Spouse Store Mod

• Spouses Can Live Everywhere

• Subliminal Traps

• The Dance Of Death

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• Torches for Realistic Lighting

• Tougher Traps

• Ultimate follower Overhaul

• Unlimited Bookshelves

• Unofficial Skyrim Patch (load before SkyRe, just to make sure...)

• Unread Books Glow

• Utopolyst’s Item Sorting

• Vanilla Mannequin Script Fix

• W.A.T.E.R - Water and terrain enhancement redux

• W T F Shout

• Weapons variants expansion

• Weapons and Armor Fixes (load before SkyRe)

• Live Another Life (No Vampire start with SkyRe_Main!!!)

7.2 Mods that are not compatible with SkyReAgain, mostly user-based.

SkyRe_Races:

• Enhanced Character Mod

• DSpSob - Duel Sheath plus Shields on Back (conflicts with skeletons)

• ATT - Armed to the Teeth (Also conflicts with skeletons)

• Gender and Race Heights (Once again, conflicts with skeletons)

SkyRe_Main:

• ACE (Every module that affects perks)

• Syynx’s Perky

• PerkUp

• Uncapped perks

SkyRe_Vampirism:

• Belua Sanguinare

• Better Vampires

• Vampire Overhaul

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CHAPTER 8. FAQ Up

• Vampirism II

8 FAQ

Q: Hi, I really enjoy this mod but have’nt been able to use it to it’s full potential yetbecause I am worrying about issues that may arrise when Skyrim: Dawnguard is releasedand so I am holding back. Do you plan on supporting and updating this mod through therelease of Bethesda’s new expansion?

A: Yes, I do plan to do so.

Q: What exactly does each module contain?

A:

SkyRe_Main: Changes to perks, spells, leveled lists, the Wot3E-weapons, adjusted/addedsmithing recipes, adjusted vanilla weapons and armor, bugfixes, adjusted shouts (forspeechcraft), timed blocking, game settings related to sneak and cell/vendor respawn.No Vampirism/Fingersmith trees.SkyRe_Races: Racial abilities and race related loading screensSkyRe_Combat: Stamina dependent slowdown/damage/blocking efficiency, hugedamage boost for both enemy and player, armor-dependent sneak and pickpocketmodifications, debuff and stagger upon unblocked hits, stamina consumption uponblockingSkyRe_Enemies: Changes to enemy AI, enemy scaling, general minimum levels formost encounter zones, additional perks for enemiesSkyRE_StandingStones: Standing Stones, and related loading screensSkyRe_Lighting: Lighting tweaksSkyRe_Vampirism: Vampirism and Fingersmith tree, UI tweak to remove skill barwhen lockpicking.

Q: Do I need the SkyReMain.esp for the rest to work?

A: No. The modules are independent.

Q: Really? Can you add the SkyRe perks to enemies without SkyReMain?

A: Yes. SkyReEnemies will contain modified copies of all the perks.

Q: I think I’ve found a bug! How do I report it in a most helpful way?

A: Tell me which modules you are running, which other mods you are running that mightconflict, and try to give a detailed report. "Bandits are buggy" is not helpful, "Bandits arenot aggressive enough and aren’t lootable, tested at Embershard Mine" is helpful.

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CHAPTER 8. FAQ Up

Q: Can you make your mod less modular?

A: Nope. SkyRe used to be one big mod, but the esp became too big, which caused severeissues (CTDs and save file corruption).

Q: Can you make your mod more modular?

A: Nope. This is the limit. If I go any further, the overall quality will suffer.

Q: I heard I can switch a few parts of the mods off. How do I do that?

A: You need to use the console to adjust certain global variables. The command is set x toy where x is the variable, and y is the value. For y, "1" means ON, everything else meansOFF.Here comes a list of variables:SkyReCombat:xxxCMStaminaAttackBlock Stamina influence on attack damage and block efficiencyxxxCMStaminaLoss Stamina loss while attackingxxxCMStaminaSpeed Stamina influence on attack and movement speed, and initial15% slower attack speedxxxCMArmor Armor penalties for sneaking and lockpicking, heavy armor slowdown,passive chance to reduce incoming arrow damage

Q: What do the compatibility plugins do?

A: They adjust tempering requirements and add meltdown recipes, and somethimes alsoadjust values.

Q: I have a bow added by [insert any mod without compatibility patch]. Is it a shortbowor longbow in SkyRe?

A: All bows default to shortbows.

Q: Can you make a compatibility patch for "Lore Friendly Armor Pack", "Omegared99’sArmor Compilation" or [any single armor from Omegared99’s compilation]?

A: No. Contacted both authors a long while ago, neither answered.

Q: Can you make a compatibility patch for [any skimpy armor]?

A: No. I only make those patches for stuff I can see myself using.

Q: Can you make a compatibility patch for [any well done, lore friendly armor or weaponmod]?

A: Sure. I usually do these between major updates, so it might take a while.

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CHAPTER 8. FAQ Up

Q: Will my gaming experience suffer or my game break from using anything withoutcompatibility patch?

A: Nothing will break, just don’t use stuff with uber values, and don’t temper stuff withoutthe necessary perk.

Q: I have a decent suggestion for a new feature. Shall I PM you?

A: I answer all PMs, but I prefer suggestions to be in the respective thread (SkyReBrainstorming), so that people can discuss them in public.

Q: I like SkyRe, and I’m good with 3d art/2d art/animations. Would you like help?

A: Sure! PM me asap.

Q: Is SkyReRaces the same as RaRe?

A: Less buggy, but basically yes.

Q: Is SkyReStandingStones the same as StaRe?

A: Yes.

Q: What is a clean save?

A:

1. Uninstall any mods.2. Load savegame.3. Save. Yay, cleaned!4. Quit game.5. Reinstall mods.6. Load savegame.7. Use console to add anything lost while cleaning.8. Yay, done!

Q: Oh wow, you seem to know a lot! I want to do something similar to [cool stuff fromSkyRe]. Can you help me?

A: Sure. PM me for modding questions. As long as you bring the basics, I gladly sharewhat I know.

Q: Is picking locks supposed to level Fingersmith?

A: It’s not. Blame Bethesda.

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Q: You told me to send Papyrus logs. How do I create them?

A:

1. Go to /Documents/MyGames/Skyrim2. Add the following lines to you Skyrim.ini:

[Papyrus]bEnableLogging=1bEnableTrace=1bLoadDebugInformation=1

3. Play4. After playing, go back to the mentioned folder.5. A new subfolder has popped up, "Logs"6. Paste the content of the Papyrus log either in a PM to me, or at7. http://pastebin.com/ PM me

Q: My weapon speed bugs out! It’s suddenly slow!

A: In the console, typeplayer.setav weaponspeedmult 1player.setav leftweaponspeedmult 1

Q: Where is my unarmed weapon?

A: Should be added automatically. If Skyrim decided not to add it (happens :/), typehelp "unarmed"in the console to get the ID, thenplayer.additem ID 1

9 Notes and legal stuffAlways make sure to tell me if you find a bug. Any helpful hand is needed, since I’m a full-timestudent and doing this mostly alone. If you find any errors in writing, notify me as well. I’m nota native speaker, but no one needs to know about that. :)

You’re free to do with this mod whatever you want. If you redistribute it, make sure tomention me though. Also, if you include something cool, let me know, so that I can include it inthe main file.

10 Thanks and credits• Bethesda, for releasing modding tools in a time dominated by overpriced DLC.

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• The authors of SkyEdit, because that’s what I used before the CK, and I still use it everynow and then due to its sheer speed.

• Quite a few modders that authored the mods I’ve used over the course of time, since Ilearned a lot by looking at some of their files.

• All the people that help me with useful feedback and bug reports, especially the following:TheThirdRace, seandavid, ragnarr, knac, CloudR, ArchXeno, Hyet, shiaun, shiaun again(single most important bug report during this mod’s development), Slayer3010, Crashloop,MsLeeches, Aknevrec, eskmul, SirVinnie, mjharper (contributed "flavor text" for atmo-sphere, thanks a lot dude!),Marekwie3, desuzakido, Nowhereville, konrad1703, Starlight14,DanAgile,lorenzpianist, Fearil, Toffer90, RisingManes, Krhanal, Lokiron, vegeta0585,obdown666, Blake81

• Uber contributors:mcdraken, The Prince of SkyRe.RileyWulf, Storyteller of SkyRe.

• The following mod authors for giving me permission to create compatibility patches:

- jaysus - JaySuS Swords- faxivcm - Daggercraft- Nicoroshi - Nicoroshi Creation- hothtrooper - his various armor mods- howiego - Better Bows- Zenl - Berserk Black Swordsman Armor (plugin done by smedennils, thanks!)- jojjy - Dread Knight Weapon Set- frankdema - Nordic Hunter Light Armor- WickedJester - Bow Of Iorveth

• wasser13 for creating a Japanese translation of SkyRe

• Credits and thanks to 747823 for creating "Weapons of the Third Era" and for allowingmodders to use his files

• Also thanks to Borgut1337, whose "Deadly Combat" provided me with inspiration for myown battle changes, and who helped me getting started with "timed blocking"

• And thanks to Athyra, who pointed me at a scriptless alternative to handle unarmedcombat

11 Compatibility Patches and add-ons

11.1 Compatibility patchesWith compatibility patches, I usually adjust smithing recipes to my new restrictions. All of themods I create them for are awesome, so you should get them all. :)

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DO NOT ACTIVATE A PATCH THAT YOU DO NOT HAVE THE ORIGINAL MOD FOR,IT CAN, AND WILL, CAUSE CRASHES!Note that these instructions do not refer to the Wot3E integration.

How to use:1. Download the original mod from the author’s page.

2. a) On JaySuS swords, install all of the files as usual, but no optional files - just the esmand meshes/textures.b) On everything else, install only the original textures and meshes; do not install theoriginal esp files.

3. Install my modified esp that corresponds to the mod.

4. Come back and endorse the original mod you downloaded.

11.2 Add-onsJapanese translation out, done by wasser13. Get it http://skyrim.2game.info/detail.php?id=9286

Here’s a WIP categorized favorites menu config done by Toffer90. http://www.mediafire.com/?156286venlh1z8r. Make sure to send him all your kudos!

Here’s another categorized favourites menu config, done by DemonAK, and optimized formaximum compatibility:http://skyrim.nexusmods.com/mods/18955

Slightly altered version without helm requirement for armor perks: http://skyrim.nexusmods.com/mods/19190

12 Changelogv0.99.13.1

• Fixed info.xml

• Fixed install script for SkyRe_Plugin_BowofIorveth_1.2.esp

• SkyRe_Main: Fixed name of "Ingot - Iron"

• SkyRe_Main: Fixed unarmed weapon to not be disenchantable

• SkyRe_Main: Fixed prices of "Restore Health/Magicka/Stamina" potions

• SkyRe_Main: Fixed prices of "Damage Health/Magicka/Stamina" poisons

• SkyRe_Main: Removed memrane shader from aura effects

• SkyRe_Races: Fixed bad condition on "Defensive Stance"

• SkyRe_Races: Modified "Ancestor’s Fury" to not trigger if you’re dead (lol)

• SkyRe_Races: Removed optical effects from "Last Stand" trigger spell

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CHAPTER 12. CHANGELOG Up

Older Versions

v0.99.13

• Added compatibility patch for Wicked_Jester’sBow of Iorveth

• SkyRe_Main: Fixed display issue and castingtime on "Call Familiar - Mammoth"

• SkyRe_Main: Fixed issue with "EnhanceWeapon - Leeching Spikes"

• SkyRe_Main: Fixed "Elemental Fury"

• SkyRe_Main: Fixed unarmed weapon to notbe enchantable

• SkyRe_Main: Fixed typo on "DaedricLongsword"

• SkyRe_Main: Fixed "Prominent Flanker"

• SkyRe_Main: Fixed Mongoose to work withshortbows, as advertised

• SkyRe_Main: Lowered prices of salt andwheat

• SkyRe_Main: Removed bow blur

• SkyRe_Main: Expanded "Focus" to five ranks;each adds a little damage and attack speed

• SkyRe_Main: Modified mining to levelsmithing

• SkyRe_Main: Modified dagger meltdownrecipes to require twice as many daggers

• SkyRe_Main: Added missing meltdownrecipe for Dragon Priest Dagger

• SkyRe_Main: Modified weight of all ores andingots; most stuff is heavier now

• SkyRe_Main: Modified recipes for ingots;they require more ore now

• SkyRe_Main: Modified prices of all ingots;they’re considerably more expensive now

• SkyRe_Main: Modified firewood meltdownrecipe to not require the "Meltdown perk"

• SkyRe_Main: Modified "animunculi" spellsto slowly level Alteration while active

• SkyRe_Main: Reduced lootable arrows, de-pending on their rank

• SkyRe_Main: Removed second rank of "DeepInfusion", and increased the skill requirementsof rank 1

• SkyRe_Main: Created new effect shaders for"Aura - Armored Ascension" and "Aura

• Oversoul’s Protection"• SkyRe_Main: Added armor and a natural

resistance to sharp weapons to summonableDwarven constructs

• SkyRe_Races: Nerfed "Protective Scales",and fixed a display issue related to it

• SkyRe_Races: Fixed description of "Defen-sive Stance"

• SkyRe_Races: Gave Argonians back their"Resist Disease" ability, due to popular de-mand, and because it makes sense ;)

• SkyRe_Races: Modified "Defensive Stance":The "slow time" effect will wear off when below10% stamina

• SkyRe_Races: Added new racial "Last Stand"to Nords For 7 seconds, you take no damageand your health does not regenerate. Afterthat, you lose all your stamina. Usable onceafter resting.

• SkyRe_Enemies: Added armor and a natu-ral resistance to sharp weapons to Dwarvenconstructs

• SkyRe_Enemies: Nerfed leveling speed ofFalmer

• SkyRe_Enemies: Nerfed bow damage doneby high level bandits

• SkyRe_Vampirism: Fixed bug with "SinisterStrength"/"Promise Of Power"

• SkyRe_Vampirism: Fixed bug where Vey,Ma’jhad and Razhinda would still train vam-pirism

• SkyRe_vampirism: Fixed "can’t feed" bug• SkyRe_vampirism: Modified the Restoration

nerf to not affect wards• SkyRe_Vampirism: Reverted magnitude of

"Sinister Strength"/"Promise of Power" backto 1%/vampirism skill level

• SkyRe_Vampirism: Recreated "Infest", as itsuddenly stopped working (random madness)

• SkyRe_Lighting: Removed modifications onclear days

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CHAPTER 12. CHANGELOG Up

• SkyRe_Lighting: Increased radius for torchesand light spells

• SkyRe_Combat: Slightly increased bowstamina consumption while attacking staminainfluence on attacking and blocking

• SkyRe_Combat: Fixed missing stamina de-pendent attack/block efficiency

• SkyRe_Combat: Greatly increased the influ-ence of armor on incoming damage Heavy:1 piece → 12% chance to reduce incom-ing arrow damage by 85% / incoming dag-ger/sword/greatsword damage by 30% 2pieces → 25% chance to reduce incomingarrow damage by 85% / incoming dag-ger/sword/greatsword damage by 30% 3pieces → 51% chance to reduce incomingarrow damage by 85% / incoming dag-ger/sword/greatsword damage by 30% 4+

pieces → 83% chance to reduce incomingarrow damage by 85% / incoming dag-ger/sword/greatsword damage by 30% Light:1 piece → 11% chance to reduce incoming ar-row damage by 50% / any incoming weapondamage by 15% 2 pieces → 23% chance toreduce incoming arrow damage by 50% / anyincoming weapon damage by 15% 3 pieces →44% chance to reduce incoming arrow damageby 50% / any incoming weapon damage by15% 4+ pieces → 75% chance to reduce in-coming arrow damage by 50% / any incomingweapon damage by 15%

• SkyRe_Plugin_DreadKnightWeaponSet:Fixed meltdown recipes

• SkyRe_Plugin_NordicHunterLightArmor:Fixed meltdown recipes

0.99.12.1

• SkyRe_Main: Fixed missing tempering recipefor "Refined Silver Greatsword"

• SkyRe_Main: Fixed bug where refined silverlongsword was not usable

• SkyRe_Main: Fixed bad condition on "Aug-

mented Shock" rank 3

• SkyRe_Main: Fixed bug in init quest

• SkyRe_Vampirism: Recompiled "Feed" script

• SkyRe_Combat: Reduced penalty on sneakattacks when enemy is searching to 25

v0.99.12

• Fixed installer to only install the starsign tex-ture when using the vampirism module

• Fixed installer to include the Daggercraft com-patibility patch

• Added compatibility patch for frankdema’sNordic Hunter Light Armor

• Added compatibility patch for jojjy’s DreadKnight Weapon Set

• SkyRe_Vampirism: Fixed misassigned fac-tions that prevented fingersmith training

• SkyRe_Vampirism: Fixed "Child of Night"• SkyRe_Vampirism: Modified vampire script

to add "Vampire’s Sight", in case your customrace won’t do it

• SkyRe_Vampirism:• SkyRe_Main: Removed auto-leveling from

reanimation spells (weird behavior when com-bined with vanilla bug)

• SkyRe_Main: Fixed "Extra Pockets" to workfor vampires

• SkyRe_Main: Fixed absence of init quest• SkyRe_Main: Named the skill boosts perk

"xxxSB". You can search and remove it viaconsole if you want.

• SkyRe_Main: Modified "Masquerade-Thalmor" to work only for high elves

• SkyRe_Main: Modified conditions for spellsneak to be less error prone

• SkyRe_Main: Lowered sneak experience gainfrom spell sneak attacks

• SkyRe_Main: Fixed casting time of "Thun-derbolt"

• SkyRe_Main: Fixed "Enhance Weapon -Sharpen"

• SkyRe_Main: Fixed bug where "ColossusForm" could be recast for madness

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• SkyRe_Main: Reduced leveling speed forAlchemy and Sneak

• SkyRe_Main: Made Ebony Blade a nodachi• SkyRe_Main:• SkyRe_Enemies: Deleted all direct NPC

changes, just to rebuild them (file corruption)• SkyRe_Enemies: Buffed hunters• SkyRe_Enemies: Altered enemy level equa-

tion; they’re between 2/3x and 4/3x now,

roughly (x is the vanilla level). High levelenemies break this rule of thumb.

• SkyRe_Enemies: Distributed even moreperks than in the last version

• SkyRe_Enemies: Added new high level ene-mies "Falmer Doombinder" and "Falmer Shad-owbringer"

• SkyRe_Enemies: Added more spells to cast-ers

v0.99.11

• Created scripted NMM installer• Created new module for vampire/fingersmith

changes: SkyRe_Vampirism• SkyRe_Main: Added the following spells and

spell tomes:• Resonance Takes 50% of your health and deals

it as damage to the target. If the target diesby this effect, you gain the health back. Adeptlevel Destruction.

• Battle of Wits Deals 10 damage to the targetfor each spell the caster knows. If the targetdoes not die by this effect, the caster takes halfas much damage. Master level Destruction.

• SkyRe_Main: Fixed typo on "Curse ofChains" description

• SkyRe_Main: Fixed typo on "Brainmelt Syn-drome"

• SkyRe_Main: Fixed area effect on "SizzlingTouch" (?)

• SkyRe_Main: Fixed tempering modifier on"Orcish Smithing Lore"

• SkyRe_Main: Fixed curses to not jump onthe player anymore

• SkyRe_Main: Fixed missing keyword onDaedric Nodachi

• SkyRe_Main: Fixed some vanilla propertyissue on the cannibalism script

• SkyRe_Main: Fixed display issue on "Prism"enchant

• SkyRe_Main: Fixed mis-linked Prism en-chant on high level gear

• SkyRe_Main: Gave "Ring of Pure Mixtures"a 15% fortify alchemy enchant Value it; it’sthe only source of "fortify alchemy" in thegame

• SkyRe_Main: Did the same with "Muiri’sRing"

• SkyRe_Main: Gave "Silver-Blood Ring" a10% "fortify smithing" enchantment, andmade it non-disenchantable

• SkyRe_Main: Did the same for "The Forge-master’s Fingers" Again, these items are theonly source for those effects.

• SkyRe_Main: Made "Ring of Pure Mixtures"non-disenchantable

• SkyRe_Main: Nerfed destruction damagescaling with skill

• SkyRe_Main: Slightly buffed damage ontouch spells

• SkyRe_Main: Reduced cost on touch spells

• SkyRe_Main: Modified descriptions on "re-store health/magicka/stamina" potions

• SkyRe_Main: Removed all "turn undead", "re-pel undead" and reanimation-type staffs fromloot lists They still exist in certain locations...collect them if you want. ;)

• SkyRe_Main: Modified names of "SummonSkeleton" spells

• SkyRe_Main: Reduced skill experience gainfrom aura spells by 80

• SkyRe_Main: Modified "Child Of Night"’seffect to not be hidden

• SkyRe_Main: Reduced vampirism experiencegain from contracting and progressing the dis-ease

• SkyRe_Main: Modified bow image spacemodifier

• SkyRe_Combat: Nerfed passive damageboost; now 12 points

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• SkyRe_Combat: Buffed passive boost toheavy armor rating; now 9 points

• SkyRe_Combat: "Real" unarmed combatdoes not level Light Weaponry anymore (givesperformance, main script 30% shorter)

• SkyRe_Combat: Fixed throwdown to onlyhappen on heavy weapon power attacks, 10

• SkyRe_Races: Fixed non-resetting imperialorders

• SkyRe_Races: Modified "Channel Magicka"to not be switchable on/off if you have magicdrawn. You can only switch once you havesheathed your magic.

• SkyRe_Lighting: Reduced brightness duringclear days

• SkyRe_Lighting: Reduced saturation duringcloudy nights

• SkyRe_Lighting: Slightly increased tint dur-ing cloudy nights

• SkyRe_Lighting: Slightly increased tint dur-ing non-nighty fog

• SkyRe_Lighting: Greatly increased tint dur-ing nighty fog

• SkyRe_Lighting: Slightly decreased bright-ness during fog

• SkyRe_Vampirism: Adjusted training textson Silda and Vipir the Fleet

• SkyRe_Vampirism: Made Vex and Ma’jhadtrain Fingersmith

• SkyRe_Vampirism: Removed perk "Blas-phemy" from Vampirism

• SkyRe_Vampirism: Fixed issue where "FrostBlood Circle" leveled Restoration

• SkyRe_Vampirism: "Frost Blood Circle" doesnot work with "Auramancer" anymore

• SkyRe_Plugin_JaySuSSwords: Made "Kha-jiit Saber" a Scimitar"

• SkyRe_Plugin_JaySuSSwords: Made "Scimi-tar" a Scimitar

• SkyRe_Plugin_JaySuSSwords: Made"Akavirii Battlesaber" a Nodachi

• SkyRe_Plugin_JaySuSSwords: Renamed"Akavirii Battlesaber" to "Akavirii Nodachi"

• SkyRe_Plugin_JaySuSSwords: Made"Akavirii Saber" a Katana

• SkyRe_Plugin_JaySuSSwords: Renamed"Akavirii Saber" to "Akavirii Katana"

• SkyRe_Plugin_JaySuSSwords: Fixed allmeltdown recipes

v0.99.10

• SkyRe_Main. Added the following perks:

• Florentine Combat (Light Weaponry) If youattack just as an enemy attack comes in, youtake no damage. Only works while dual wield-ing.

• SkyRe_Main: Added the following spells andspell tomes:

- Imprison sends any target to a prisonplane of Aetherius, where it will diewithin three days. Only one actor canbe imprisoned at any time.

- Freedom frees the actor trapped by"Imprison". Unlike the original spellfrom BG, you do not need to be closeto the location of imprisonment. Masterlevel Alteration.

• SkyRe_Main: Modified all "reanimation"spells to automatically level Conjuration aslong as they’re active

• SkyRe_Main: Modified "Dual Flurry" to de-crease attack damage

• SkyRe_Main: Modified "Champion’s Stance","Critical Charge" and "Savage Strike" to workwith "unarmed weapon" attacks

• SkyRe_Main: Adjusted prices of most gearwith "Fortify Weapon Speed/Fortify Damageresistance" enchantments

• SkyRe_Main: Fixed Storm Atronach spellsto not be absorbable

• SkyRe_Main: Fixed "Phase Shift"• SkyRe_Main: Fixed mis-linked Dual Flurry

rank 2• SkyRe_Main: Fixed area effect on "Guard-

breaker" (where did that come from?)• SkyRe_Main: Fixed keywords on one "Dream-

cloth Boots" variant• SkyRe_Main: Fixed description on

"Dreamweaver" rank 2

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• SkyRe_Main: Fixed typo on "Thornswreath"description

• SkyRe_Main: Removed visual effect from"Guardbreaker"

• SkyRe_Main: Removed description from"Dreamcloth" gear.

• SkyRe_Main: Removed "fortify magic skill"rings from lists. They still appear on certainlocations. Consider them "lesser artifacts". ;)

• SkyRe_Main: Modified Executioner Armorto only be craftable by male characters

• SkyRe_Main: Modified "Weaving Mill"’s de-scription

• SkyRe_Main: Modified "Icy Spike" to dealless damage initially, but decent DoT after-wards.

• SkyRe_Main: Smoothened out prices thatcorrespond to alchemy effects

• SkyRe_Main: Halfed chance for the sec-ondary effect on "Augmented Frost" to triggerPeople that already have the perk need toadjust a global variable. Open console, then

type: set xxxPerkAugmentedFrost to x "x" isyour rank in Augmented Frost.

• SkyRe_Enemies: Fixed some random baseactor duplicate FID madness

• SkyRe_Enemies: Increased max level of Af-flicted to 50

• SkyRe_Enemies: Fixed max level of misslieAlik’r

• SkyRe_Enemies: Fixed max level on two For-sworn Briarheart variants

• SkyRe_Enemies: Increased max level of Pen-itus Oculatus Agents

• SkyRe_Enemies: Increased max level of Thal-mor and reduced their leveling speed

• SkyRe_Enemies: Modified level borders ofhigh-level vampires

• SkyRe_Combat: Fixed issue where speedwould not update instantly (kudos to argvmi-nusone !)

• SkyRe_Races: Nerfed Breton magic resis-tance (15% now)

v0.99.9

• SkyReMain: Added spells and spell tomes

- Thornswreath A new plague that has achance to auto-stagger the target. Ex-pert level Restoration.

- Chastise- Cleansing- Purgatory

"Chastise" deals very minor damage to healthand negates the target’s regeneration. Con-centration spell. "Cleansing" can only be usedwhile the target is affected by "Chastise", andonly works on undead. if the target has lessthan 30% HP, it dies. If not, it takes 20%health damage. "Purgatory" works similar to"Cleansing", but has a base threshold of 50%,takes 30% of the undead’s life if the strong ef-fect doesn’t trigger, and causes an explosion ifit does trigger. The explosion causes massivedamage. Vampires can’t use these spells.

• Spirit Guide Reanimate most things that havea white soul. You gain a bonus based on thecreature’s race. If it dies, you lose a percent-age of your health.

• Bloodcaster’s Curse

• Curse Of Chains

• Curse Of Greed Curses may jump to a nearbytarget when the old one dies. BloodcastersCurse: For 60 seconds, the target loses 15%health whenever it casts a spell. Curse ofChains: 1 Stamina damage per second, 15%slower attacks Curse of Greed: Absorbs 10%points of life per second from random nearbytarget. Once at least 200 points have beenabsorbed, the target explodes and dies.

• SkyReMain: Added new perk to Restoration,"Breaching Darkness" Makes the strongest ef-fects on "Chastise"-based spells trigger earlier.

• SkyReMain: Added new perk to Restoration,"Patron" "Spirit Guide" is permanent.

• SkyReMain: Added new perk to Restoration,"Beacon of Light" Creatures revived by "SpiritGuide" gain some weapon resistance and a lotmagic resistance

• SkyReMain: Added new perk to Restoration,"Marked" Increases jump radius and jumpchance for curse spells

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• SkyRe-Main: Added new perk to Vampirism,"Blasphemy" Allows vampires to use "Chas-tise" and the related spells

• SkyReMain: Added new perk to Sneak,"Deadly Whispers" Shouts are silent to others.

• SkyReMain: Modified a few info texts tospeak true about SkyRe’s mechanics

• SkyReMain: Removed "Deconstruct" optionfrom skeletons due to CK bug

• SkyReMain: Removed "Repel Undead", "Re-pel Greater Undead", "Turn Undead", "TurnLesser Undead" and "Turn Greater Undead"from all lists

• SkyReMain: Modified Lute quest at theBard’s college to not increase Vampirism

• SkyReMain: Fixed missing Dremora Kyn-marcher on "Summon Dremora Kynmarcher"

• SkyReMain: Slightly lowered skill levelrequirements for "Sinister Strength" and"Promise of Power"

• SkyReMain: Fixed "hurr no constructs andatronachs summoned at the same time" non-sense

• SkyReMain: Did the same for skeletons• SkyReMain: Fixed missing skeleton archer• SkyReMain: Fixed misnamed "Resist Magic"

potions• SkyReMain: Fixed misnamed "Resist Shock"

potion• SkyReMain: Fixed numbers on "Kingsbane",

and slightly buffed it• SkyReMain: Fixed issue where vampires could

regenerate well in the sunlight• SkyReMain: Fixed requirements on "Point

Blank" rank 2• SkyReMain: Slightly modified "Ancient Rites"

description to make clear that it doesn’t workwith constructs

• SkyReMain: Slightly modified descriptions of"Deep Wounds" and "One with the Blade" tomake clear that it does work with all two-handed swords

• SkyReMain: Increased arrow damage by 5points

• SkyReMain: Fixed names on all magical bows

• SkyReMain: Fixed names on all magicalbroadswords

• SkyReMain: Removed shield wall rank 6

• 10 due to being unneeded

• SkyReMain: Reduced weigth (→ draw speed)of all shortbows

• SkyReMain: Fixed missing "Dark Souls" effect

• SkyReMain: Fixed some random "Unarmed"nonsense

• SkyReMain: Made bow damage scale betterwith skill level

• SkyReMain: Lowered chance of good loot

• SkyReMain: Modified "Quiet Casting" to notwork with shouts

• SkyReMain: Renamed "Deadly Aim" to"Sharpshooter"

• SkyReRaces: Fixed typo on "Night eye"

• SkyReEnemies: Fixed some dirty edits

• SkyReEnemies: Fixed some random CK mad-ness crap

• SkyReCombat: Fixed a wrong keyword assign-ment that caused maces to send you flying.Found by moldyviolinist!

• SkyReCombat: Slightly nerfed force on ef-fect that strikes targets down on two-handedpower attacks

v0.99.8.7

• SkyReEnemies: Fixed missing base actors onWorld Event thieves

• SkyReEnemies: Fixed buggy perk behavior• SkyReMain: Fixed possible bug where ene-

mies that use "Dual Flurry" attack like snails• SkyReMain: Replaced "Slow Time" effect on

ingredients (unfixable)• SkyReMain: Fixed Thief Stone to not level

vampirism faster• SkyReMain: Fixed classification of "Call Fa-

miliar - Large Bombcrab"• SkyReMain: Added new perk "Child of Night"

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to Vampirism Between 6 pm and 8 am, carryweight is increased and fall damage reduced

• SkyReMain: Added new perk "The Taste ofFear" to Vampirism Fear spells deal damageto affected NPCs and animals

• SkyReMain: Considerably changed layout onVampirism skill tree

• SkyReMain: Renamed perk "Tainted" to"Switcheroo"

• SkyReMain: Added ability "Tainted Blood"to the vampire player This ability reduces themagnitude of Restoration spells to zero. Doesnot affect auras, curses and plagues.

• SkyReMain: Fixed Level of summonableflame atronach.

• SkyReMain: Fixed the last missing flameatronach (hopefully)

• SkyReMain: Fixed well-hidden bug where un-armed attacks ignored armor

• SkyReMain: Added a base stagger of 0.5 tounarmed attacks

• SkyReMain: Fixed description on"Dreamweaver" rank 2

• SkyReMain: Replaced bow auto stagger withan image space modifer

• SkyReMain: Fixed description of Enchanting.• SkyReMain: Fixed spell tome name of "En-

hance Weapon - Frost"• SkyReMain: Fixed "Harvest", hopefully

• SkyReMain: Removed perk "Recovery" fromRestoration

• SkyReMain: Increased rate at which Restora-tion spell magnitude scales with skill

• SkyReMain: Added perk "Carrier" to Restora-tion Plagues spread within an increased radius

• SkyReMain: Added perk "Plaguelord" toRestoration Plagues spread faster

• SkyReMain: Added spells and spell tomes:

• Kingsbane Target loses stamina and doesn’tregenerate stamina

• Brainmelt Syndrome Target has to pay thriceas much Magicka to cast spells These spellsare plagues. They spread between the initialtarget and other targets nearby. They onlyignore the caster, so be careful when usingthem.

• SkyReMain: Modified Dremora spells to con-sume either a Human Heart or 75% of yourmaximum life upon casting

• SkyReMain: Fixed missing Dremora Marky-naz and Dremora Valkynaz

• SkyReMain: Modified Dremora spells to notbe targetable; instead, the Dremora spawnnext to you

• SkyReMain: Cut "Focus" down to three ranks

• SkyReMain: Renamed the vanilla humanskulls to "Old Human Skull"

v0.99.8.6

• SkyReMain: Fixed missing actor on "SummonFlame Atronach"

• SkyReMain: Fixed missing "Spiteful FlameAtronach"

• SkyReMain: Fixed missing "Wrathful FlameAtronach"

• SkyReMain: Fixed missing "Furious FrostAtronach"

• SkyReMain: Fixed missing "Furious StormAtronach"

• SkyReMain: Fixed effect names on atronachspells

• SkyReMain: Fixed keywords on storm andfrost atronach spells

• SkyReMain: Fixed missing base actors on allfrost atronachs

• SkyReMain: Fixed "Aura

• Armored Ascension" to only reduce incomingdestruction spell magnitude

• SkyReMain: Modifed vampire cure quest towork again (untested)

• SkyReMain: Scaled down summonable centu-rions by 15%

• SkyReMain: Fixed slow time potions

• SkyReRaces: Fixed typo on "Claws"

• SkyReRaces: Streamlined script on "Tacti-cian"

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• SkyReRaces: Nerfed "Defensive Stance" slow-down to 15%, and increased damage malus to85%. Also fixed display issue.

• SkyReRaces: Nerfed "Feline Athletics" speedboost to 20%.

• SkyReRaces: Modifed "Survival Instinct" towork properly with the main module

• SkyReRaces: Modifed spell magnitude nerf on"Defensive Stance" to only affect spells withschool assignments

v0.99.8.5

• SkyReEnemies: Fixed missing template bugon bandits

• SkyReEnemies: Fixed max level of thiefs

(100)

• SkyReMain: Fixed uber vampirism skill gain

• SkyReMain: Fixed timed blocking

v0.99.8.4

• Made stuff modular. SkyRe has the followingmodules: SkyReMain - Perks, spells, modifica-tions to vanilla items, Wot3E integration, Lev-eled lists, crafting and timed blocking SkyRe-Lighting - Lighting changes SkyReRaces -Racial abilities SkyreCombat - Damage mod-ifier, attack stagger, direct hit debuffs, andarmor influence on various actions SkyReEne-mies - Enemy scaling, enemy perk distribution,enemy AI, encounter zone levels SkyReStand-ingStones - Standing StonesNote: SkyReMain does not provide the at-tack damage boost to weapons atomatically,but you can enable it with "set xxxCMAttack-DamageGlobal to 1". SkyReCombat has itturned on by default. You can even stack thetwo effects if you want.

• SkyReRaces: Changed Lockpicking bonus forWood Elves to One Handed, and for Khajiitto Light Armor

• SkyReRaces: Changed Breton racials to re-quire resting between two uses

• SkyReCombat: Brought back dynamic distri-bution script

• SkyReCombat: Fixed CK-based bug on thestamina drain script

• SkyReRaces: Optimized Channel MagickaScript, and fixed related CK bug

• SkyReRaces: Fixed CK performance bug onSurvival Instinct

• SkyReMain: Added unarmed "weapon" to al-low for better unarmed perks without scriptsNot perfect, but can be hotkeyed, and workswithout scripting

• SkyReMain: Modified "Latent Power" to workwith the changes

• SkyReMain: Secretly added a stamina baseddamage bonus to unarmed damage (beast:10% of stamina, non-beast: 5%). This basi-cally replaces the old racial abilities, and aimsto make unarmed combat worthwhile. Needsunarmed "weapon".

• SkyReMain: Made unarmed damage scalewith Light Weaponry skill (really ;) ), at thesame speed as regular weapons.

• SkyReMain: Modified "Armsman" to go withthe changes

• SkyReMain: Modified "Guardbreaker" to gowith the changes

• SkyReRaces: Modified "Claws" on Argoniansand Khajiit to work without the unarmed"weapon" as well as with the unarmed weapon.Without it, the unarmed boost is capped at30 (300 or more stamina).

• SkyReMain: Fixed base enchantment for"Prism" enchant

• SkyReMain: Fixed base enchantment for"Deadly Touch" enchant

• SkyReMain: Fixed misassigned "Prism" en-chant on a ring

• SkyReMain: Added missing silver effect tosilver longsword

• SkyReMain: Removed duplicate recipes for sil-ver broadsword and refined silver broadsword

• SkyReMain: Fixed Point Blank perk progres-sion

• SkyReMain: Modified a few skill level require-ments

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• SkyReMain: Modified conditions to allow un-modified bows to take the "shortbow branch".Bows added by other mods will ALWAYS beconsidered shortbows, unless I mod them tobe otherwise.

• SkyReMain: Fixed conditions on "Coup deGrace"

• SkyReMain: Increased damage gap betweenshortbows and longbows, in favor of longbows

• SkyReMain: Removed perk "Ranger’s Trick"Complicated to get to work, and probably

haxx.

• SkyReMain: Modified perk tree descriptionof "Marksmanship"

• SkyReMain: Modified vampirism tweaks tonot change vanilla scripts anymore

• SkyReMain: Fixed recipe for lockpicks

• SkyReRaces: Changes Argonian lockpickingbonus to alchemy

• Removed custom uncapper.ini; people shalladjust it to their liking

v0.99.8.3

• Decreased auto bow stagger interval

• Reduced stamina consumption of bow attacks

• Fixed bug where off-hand attacks didn’t con-sume stamina

• Removed stamina consumption during kill-moves

• Modified "Derwish Dance" to work with theaforementioned change

• Fixed a few missing property assignments oncombat script

• Reverted a few "optimization" changes due toSkyrim being a buggy piece of poop :/

• Removed magicka enchant from Executioner’sHood (lol)

• Cleaned up deleted references

• Removed Tanto sneak malus for being buggy

• Fixed damage on steel mace

• Fixed "Concentrated Poison" and "Curare" notstacking

• Fixed decription, conditions and uber buggydamage on "Coup De Grace"

• Included switches for multiple elements ofcombat. You can toggle them on/off viaconsole, by typing "set x to y", where x isthe variable and y the new value. Validvalues: x: xxxCMBowStagger xxxCMStami-naAttackBlock xxxCMStaminaLoss xxxCM-StaminaSpeed xxxCMArmory: 1, anything elseExplanation: x: xxxCMBowStagger - Auto-stagger on bows. Deactivation makes "Fo-cus" obsolete and you a cheater :p xxxCM-StaminaAttackBlock - Stamina influence onattack damage and block efficiency xxxCM-StaminaLoss - Stamina loss while attackingxxxCMStaminaSpeed - Stamina influence onattack and movement speed, and initial 15%slower attack speed xxxCMArmor - Armorpenalties for sneaking and lockpicking, heavyarmor slowdown, passive chance to reduceincoming arrow damagey: "1" turns something on, anything else turnsit off. Per default, it’s all on.

v0.99.8.2

• Fixed name of "Echoing Reason"

• Fixed dropped Redguard racials

• Fixed Redguard description

• Fixed conditions on "Muffled Movement"

• Fixed conditions on "Silen Warmonger"

• Fixed conditions on "Weaving Mill"

v0.99.8.1

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• Fixed conditions on "Weak Spot"

• Fixed conditions on "Flexibility"

• Fixed conditions on "Unhindered"

• Modded Light Armor layout to be more com-

pact

• Fixed missing scripts

• Added most script sources

• Added BASH: Delev, Relev tag to description

v0.99.8

• Removed all old perks from Marksmanship,except for "Eagle Eye" and "Steady Hand"

• Added perk "Focus" to Marksmanship Thenew base perk. Reduces the rate at whichyour "hand shakes" while wielding a bow.

• Added perk "Arrowhail" to MarksmanshipConsecutive hits with shortbows against sin-gle targets deal additional damage that growswith each hit.

• Added perk "Curare" to Marksmanship Poi-sons applied to Bows last for additional hits

• Added perk "Point Blank" to MarksmanshipAdditional shortbow damage against enemiesin close range

• Added perk "Ranger’s Trick" to Marksman-ship Bash attacks with shortbows have achance to disarm the enemy

• Added perk "Mongoose" to MarksmanshipBash attacks with shortbows speed you up forthree seconds

• Added perk "Flanking" to MarksmanshipBonus damage with shortbows when attack-ing the enemies side or back (>90 degrees OR<-90 degrees)

• Added perk "Coup de Grace" to Marksman-ship Bonus damage with all bows if the enemydrops below a certain health threshold

• Added perk "Power Draw" to MarksmanshipDrawing a longbow longer than necessarygives a damage boost, based on duration

• Added perk "Keene’s Lance" to MarksmanshipBonus damage with longbows against farawayenemies

• Added perk "Baneful Elan" to MarksmanshipLongbow attacks against moving targets havean increased chance to stagger, longbow at-tacks against sprinting targets have a chanceto strike the target down

• Added perk "Prey" to Marksmanship Bonusdamage with longbows when hitting right inthe target’s back (40 degrees)

• Added perk "Takedown" to MarksmanshipBonus critical damage against staggered ene-mies.

• Added perk "Butterfly Strikes" to Heavyweaponry Consecutive Nodachi hits build upyour attack speed.

• Added perk "Blade Barrier" to HeavyWeaponry Timed blocks with Bastard Swordsreduce incoming damage to zero and damagethe attacker.

• Added perk "Masterful Fencer" to LightWeaponry Timed blocks with Longswords re-duce incomg damage to zero. Attacks withLongswords against blocking enemies deal nodamage. Attacks against non-blocking ene-mies ignore armor by a growing rate. Onlyactive while having one hand either empty orspell-wielding.

• Added perk "Kendo" to Light WeaponryWhile wielding a katana, a timed block causesa short speed boost

• Added perk "Dervish Dance" to LightWeaponry Increases chance to stagger withScimitars, and grants a chance to strike thetarget to the ground

• Added perk "Hornet’s Sting" to LightWeaponry When attacking an enemy’s side orback, bonus damage with Tantos

• Added perk "Ninjato" to Light WeaponryWakizashi sneak attacks give a flat damageboost for a medium duration. The bonus isdoubled when dual wielding Wakizashis.

• Added perk "Adhesive Explosives" to AlchemyAllows you to create "Adhesive Explosives" atthe cooking pot from Ale, Deathbell, FireSalts and Dwarven Oil. The result behaveslike a poison that lasts for ten seconds ini-tially. Once that timer is over, the targetexplodes. If the target is not in combat, itdies instantly. Else, it takes 25% health dam-age if not a dragon, or 10% health damageif a dragon. The explosion damages anyonenearby, including the player.

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• Added perk "Solid Cage" to Heavy ArmorReduces damage from shock spells and blade-based weapons

• Removed "Fists of Steel" from Heavy ArmorGoofy perk was goofy

• Added perk "Flexibility" to Light ArmorWhile dressed in all Light Armor, your ar-mor value can not be ignored by stuff like"Bone Breaker"

• Added perk "Weak Spot" to Light Armor In-creases damage against all enemies that onlywear light armor (at least one piece of lightarmor, no heavy armor)

• Added perk "Traveller" to Alteration Increasesthe range of "Phase Shift"

• Added perk "Treasurecraft" to Smithing Newprerequisite to create anything that revolvesaround gold and silver, or to melt it down.That includes silver weapons.

• Added perk "Meltdown" to Smithing Enablesthe recipes mentioned below. Recipes willonly pop up at the smelter/tanning rack ifyou have the required ingredients and perks.

• Added perk "Deep Silver" to Smithing Allowsyou to upgrade regular silver weapons to re-fined silver weapons, and to temper refinedsilver weapons

• Added perk "Weaving Mill" to Smithing Cre-ate dreamcloth clothing at the tanning rack.Dreamcloth stuff boosts other armor pieceswhen worn.

• Added perk "Dreamweaver" to Enchanting En-chantments are stronger on clothing createdwith "Weaving Mill"

• Added perk "Intruder" to Sneak Harder todetect while trespassing. Not spectacular, butan alternative for those that want to avoid"Light Feet".

• Added perk "Silent Warmonger" to SneakStronger sneak attacks against targets cur-rently in combat.

• Removed perk "Custom Fit" from Light Ar-mor

• Added perk "Balance" to Light Armor Re-duced power attack stamina consumption infull light armor

• Added perk "Adrenaline Rush" to Light ArmorGives a speed and stamina boost on incomingpower attacks, if you’re not blocking.

• Added perk "Adrenaline Overload" to LightArmor After Adrenaline Rush wears off, youdeal double damage for two seconds

• Removed perk "Bribery" from Speechcraft• Added perk "Fluent Speaker" to Speechcraft

Lowers shout recovery time• Added perk "Echoing Rage" to Speehcraft

Magnitude of harmful shouts scale withspeechcraft

• Added perk "Echoing Reason" to SpeechcraftMagnitude and/or duration of non-harmfulshouts scale with speechcraft

• Added spells and spell tomes:• Phase Shift Teleportation. Adept level Alter-

ation.• Modified perk tree layout and text on "Light

Armor"• Moved "Medium" back to Alteration• Fixed "Enhance Weapon - Shock"• Fixed conditions on "Masquerade - Bandit"• Fixed conditions on "Deft MOvement" rank 1• Fixed bug where "Elemental Ram" could be

resisted with fire resist• Reduced damage on "Enhance Weapon - Poi-

son", but drastically increased its duration• Reduced timer on "Infest" to five minutes• Modified how "Infest" works, for more relia-

bility• Removed passive boosts to Dragons, in order

to fix compatibility with Diversified Dragons• Nerfed stamina influence on movement speed• Modified weapon sneak attacks to deal only

66% damage against enemies that search foryou

• Modified the "Illusion" skill to modify spellduration instead of cost

• Modified the "Restoration" skill to modifyspell magnitude instead of cost

• Added meltdown recipes for all craftablevanilla weapons and armor One-handedweapons and most small armor pieces netone ingot, two-handed weapons, shields andcuirasses net two ingots. Recipes only showup if you have the respective smithing perk,"Meltdown" and the item to melt down inyour inventory. Daedric gear nets additionalEbony, compared to Ebony gear.

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• Added meltdown recipes for many non-craftable weapons and armor Draugr gear isold and rusty; thus, it nets less steel than othersteel-based weapons. Forsworn weapons alsonet steel, but their gear nets leather. Falmerstuff gives Chaurus Chitin, and so on...

• Added meltdown recipes for jewelry Sincerings and necklaces are small, you’ll need adecent number to recover gold or silver. Youcan also recover the gems instead, but notboth.

• Added meltdown recipes for clutter Same rulesas for weapon/armor meltdown.Various ran-dom stuff can be used to create metal ingotsand charcoal.

• Added recipes for "Headsman’s Axe", "Impe-rial Officer’s Helmet", light imperial gear, thelong bow, all circlets, Executioner Gear andlockpicks.

• Added missing recipes for Forsworn andFalmer Timebomb arrows

• Modifed Executioner gear to be classifiedas Light Armor, modded its stats to matchleather gear and made it playable

• Fixed tempering recipe for Nord Hero Bow

• Modified daedric dagger recipe to require twoebony ingots

• Modifed existing meltdown recipes (dwarvenscrap, charcoal) to also play by the enw melt-down rules

• Modified "Ambush" effects to not stack withitself

• Modified "Ambush" rank 2 to last four seconds

• Modified "Ambush" to not work with Tantos

• Modified "Bladesman" to work with Tantos

• Modified sneak attack multiplier on Tantos -lower than daggers, higher than swords

• Fixed conditions on "Bladesman" rank 1

• MOdified how the unarmed bonus on "Arms-man" works; should cause no more issues

• Fixed name of "Fortify Fingersmith" enchant-ment

• Fixed missing material keywords on Falmerbows

• Modfied battle logic to rely on less scriptingfor better performance

• Renamed "Copper and Moonstone Circlet" to"Moonstone and Sapphire Circlet"

• Renamed "Copper and Onyx Circlet" to "Cop-per and Emerald Circlet"

• Increased value of all circlets, according tothe materials they are made of

• Added possibility to deconstruct raised skele-tons via a new dialogue option

• Fixed bug with Orcish Timebomb arrows be-ing craftable too soon

• Renamed all vanilla swords to "Broadsword",and added custom keyword

• Renamed all third era swords to "Longsword",and added custom keyword

• Modified damage, reach and attack speed forall Wakizashis, and added custom keyword

• Modified damage, reach and attack speed forall Tantos, and added custom keyword

• Modified damage, reach and attack speed forall Katanas, and added custom keyword

• ... actually, overhauled stats on pretty muchall weapons.

• Made "Blades Sword" a katana, gameplaywise, and renamed it to "Blades Katana"

• Made "Bolar’s Oathblade" and "Dragonbane"katanas, gameplay wise

• Added missing silver weapon bonus damageon all Wot3E weapons, and fixed a few mate-rial assignments

• Modded tempering recipe for iron katana• Added missing material assignment to Blade

of Sacrifice (steel)• Modified name on "Perfect Silver" weapons;

"Refined Silver" now.• Added refined versions of all silver weapons

that lacked them• Renamed all "Third Era" swords to

"Longsword", vanilla swords to "Broadswords",and Longswords to "Bastard Sword"

• Icreased values of all goods that can be gath-ered with "Harvest"

• Modified visuals on "Elemental Ram"• Added enhanced effect against undead to re-

fined silver weapons• Added new keywords to bows, to distinct be-

tween short and long bows

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• Long bows have a higher chance to staggerand deal a more dangerous debuff upon directhit than short bows

• Bows will passively stagger you while aim-ing. This effect can be overcome with the new"Focus" perk.

• Added missing second rank of "Tower ofStrength"

• Modified "Tower of Strength" to require beingfully clad in Heavy Armor

• Changed almost all perk descriptions and perknames of "Heavy Armor" perks (You knowwho gets the Kudos I guess ;)).

• Nerfed effects on "Sinister Strength" and"Promise of Power"

• Modified Imperial racials to work with vam-pire followers

• Modified vampire spells to scale with vam-pirism skill level

• Fixed messed up requirements on "CarefulStudies" rank 5

• Removed the "Lockpicking" label and thewrong skill bar from the lockpicking screen

• Fixed display issue on "Endeavor"• Nerfed values on "Endeavor"• Nerfed arrow damage• Greatly enhanced duration of bleeding effect

on all ranks of "Hack and Slash" to make itworthwhile.

• Reduced speechcraft experience gain fromshouting

• Modded layout on Alchemy perk tree for aes-thetics

• Modifed the "Enhance Weapon - Poison" spellto scale with Alchemy

• Made the follower crap bow playable (andremovable)

• Buffed "Fortify Damage Resistance" enchant-ment

• Modified "Muffled Movement" to have 2 ranks

• Replaced attack speed enchantment on Neck-laces with "Prism" enchant (armor + spellprotection). Disenchantable. The magic dam-age reduction is fixed, but works on top ofmagic resist.

• Replaced attack speed enchantment on Ringswith "Deadly Touch" enchant (damage + ar-mor ignore). Disenchantable. The armornegation is fixed.

• Modified steel ingot recipe to require charcoaland iron

• Eastern Dwemer weapons can not be foundanymore; instead, you can find a new book,"A Last Request", which teaches you how toforge them.

• Modified light material arrows to profit fromhigher speed and reduced gravity, dependingon material

• Modified shortbows to draw faster and long-bows to draw slower

• Modifed Hunter’s Sight to last longer

v0.99.7

• Added new perk to Restoration, "Ward De-flect" Allows wards to partially negate incom-ing arrow damage (15/25/35%).

• Added new perk to Vampirism, "Inner Circle"Unlocks the aura spell "Frost Blood Circle";it drains 2 health per second from all hostile,non-mechanical enemies nearby while active.Works with all aura perks.

• Added new perk to Alteration, "Deep Infusion"Buffs duration of weapon enhancing spells.

• Added new perk to Alteration, "Repair Unit"Instead of normal "Dwarven Spiders", you cre-ate "Dwarven Medi Spiders". These are more

durable and have an aura that heals all ma-chines nearby.

• Added spell and spell tomes:

• Enhance Weapon - Sharpen Ignore 25% ar-mor.

• Enhance Weapon - Leeching Spikes Absorb 2points of health/magicka/stamina per secondfor 3 seconds

• Enhance Weapon - Fire 15 base fire damage,burn

• Enhance Weapon - Frost 15 base frost damage,health and stamina

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• Enhance Weapon - Shock 15 base shock dam-age, half as much magicka

• Enhance Weapon - Venom 5 poison damageper second for 10 seconds

• Enhance Weapon - Sickness 25% reduced

melee weapon damage

• Enhance Weapon - Elemental Maelstrom 25%weaker to spells, 25% worse spell magnitude

• Enhance Weapon - Entangle 15% slower at-tack speed, 30% worse blocking

These spells are for spell blades and enchant the currently equipped weapon, if it’s not alreadyenchanted. These spells can not be equipped if you don’t have an unenchanted weapon in the other hand.Novice through Expert level Alteration.

• Modified "fortify destruction" enchant onrobes to grant a damage boost

• Reduced sneak detection distance consider-ably

• Fixed bug where positive auras would staggerthe target

• Fixed "Defensive Stance" description

• Fixed voice of Dremora Markynaz

• Fixed "Machinate"

• Fixed condition on "Masquerade - Storm-cloak"

• Fixed effect names on "Masquerade"

• Fixed issue of "Masquerade" effects not disap-pearing

• Fixed "Masquerade" with custom factions.

• Added hostility to "Masquerade".

• Buffed summonable dwarven spiders

• Reduced melee auto aim

• Tweaked bow auto aim

• Modified "Colossus Form" to not stack withitself

• Modified skill description on "Sneak", "Alter-ation" and "Two-Handed"

• Modified "Animunculi" rank 1 to allow for oneconstruct in addition to all other summons

• Nerfed "Regeneration" rank 1

• Modified "Assassinate" to have only 2 ranks

• Changed "Sneak" tree layout; "Masquerade"is the new top perk.

• Added additional ranks to "Regeneration"

v0.99.6.3

• Added new perk to Light Armor, "SwiftCounter" Well-timed blocks with light shieldsreduce incoming damage to zero.

• Fixed typo on Steed Stone loading screen• Fixed typo on "Protective Scales" description• Fixed mysterious bug that caused certain peo-

ple to get insane unarmed damage, and prob-ably turned them peaceful.

• Fixed effect on Ritual Stone

• Nerfed "Matching Set" for light armor

• Lowered skill level requirement on "MatchingSet" for Light Armor

• Changed perk tree layout of "Light Armor"

• Added recipe for "Imperial Light Shield"

v0.99.6.2

• Fixed typo on "Daedric Study"• Fixed typo on "Red Mountain’s Calling"• Fixed display issue on "Conjure Dremora Kyn-

marcher"• Fixed calculation bugs on "Elemental En-

chanter", "Corpus Enchanter", "Defensive En-chanter" and "Insightful Enchanter"

• Buffed the aforementioned perks

• Added additional levels to "Hidden Potential"

• Added negative component to "Extra Effect"

• Removed the enchanting power gain from skilllevel (HIGHLY experimental, hope it doesn’tmess up ;) )

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• Slightly lowered cost of "touch" spells

• Modified auras to very slightly level Restora-tion while active

• Fixed effect name on "Tundra’s Hunting Pack"

• Fixed effect descriptions on "Call Familiar -Hunting Pack" and "Call Familiar - Tundra’sHunting Pack"

• Fixed unarmed damage bonus on "Armsman"On old chars, remove the "Armsman Un-armed" spell via console, if it’s still there.Then, use "player.setav unarmeddamage xxx",where x is 4 + (5 * ranks in Armsman). So,with three ranks, type player.setav unarmed-damage 19 Future ranks of Armsman updatethe displayed damage correctly.

• Fixed NoLighting esp

v0.99.6.1:

• Fixed display issue on "Conjure Dremora Kyn-marcher" spell

• Fixed display issue on "Conjure Dremora Kyn-marcher" spell tome

• Fixed display issue on "Conjure Familiar -Tundra’s Hunting Pack" spell

• Fixed the "pack" conjuration spells, hopefully• Fixed the absence of "Life and Death" rank 2• Fixed casting perk assignment on all "Centu-

rion" spells• Fixed casting perk assignment on "Create

Dwarven Spider"• Fixed casting perk assignment on "Create

Dwarven Sphere"

• Fixed display issue on "Colossus Form"

• Fixed display issue on "Ebonyflesh"

• Fixed recipe of "Create Dwarven Spider"

• Fixed display issue on all "Open Lock" spells

• Fixed display issue on Master level Dremoraspells

• Removed the bow’s ability to strike targetsdown

• Reduced base radius on auras to 20 feet.

• Reduced Stamina of Dremora Kynmarcher

• Modified Dremora Markynaz to only usedaedric bows

v0.99.6

• Added perk "Metamorphosis" to AlterationGreatly increases duration for armor spells.

• Added perk "Animunculi" to Alteration Al-lows you to create Dwemer constructs (Spider,Sphere, three different Centurions) with spells.Those servants are permanent and require alot of ingredients.

• Added perk "Machinate" to Alteration In-creases the number of constructs you can con-trol.

• Added perk "Ambush" to Sneak Slows timeafter dagger sneak attacks.

• Added perk "Monolith" to Heavy Armor Un-blocked incoming attacks might stagger theattacker.

• Added perk "Impenetrable" to Heavy ArmorGives a chance to ignore incoming arrow dam-age, based on the number of heavy armorpieces you wear. Chance grows nonlinear (3%- 25%).

• Added perk "Auramancer" to Restoration In-creases radius of all aura spells.

• Added perk "Life and Death" to RestorationOn rank 1, it allows the damage on harmfulauras to increse with Restoration. On rank 2,the damage also scales with Destruction skilllevel.

• Fixed the never disappearing "Promise ofPower" and "Sinister Strength"

• Added spell and spell tome "Aura - ArmoredAscension" 10% more melee damage and 10%melee damage resistance for all non-hostilecreatures in a 50 feet radius.

• Added spell and spell tome "Aura - Oversoul’sProtection" 10% less damage from spells andarrows for all non-hostile creatures in a 50feet radius.

• Added spell and spell tome "Aura - GrandBlaze"

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• Added spell and spell tome "Aura - Cry-omancer’s Sight"

• Added spell and spell tome "Aura - UpcomingTempest" 4 fire/frost/shock damage per sec-ond and 10% more fire/frost/shock damageagainst all hostile actors in a 50 feet radius.

• Added spell and spell tome "Call Familiar -Hunting Pack"

• Added spell and spell tome "Call Familiar -Tundra’s Hunting Pack" Allows you to sum-mone one additional wolf/ice wolf, and sum-mons up to three wolves/ice wolves at once.

• Added longer casting time to Daedra summon-ing spells Fire and Frost atronachs are at 2seconds, the Storm atronachs needs 3 seconds,and all Dremora need 4 seconds.

• Replaced "Quick Reflexes"

• Nerfed values on all ranks of "Overdraw","Armsman" an "Barbarian"

• Reduced base time interval for timed blockingto 0.5 seconds.

• Fixed "Summon Dremora Markynaz" spelltome

• Fixed skill level requirements on the two mas-ter level Dremora spells and mammoth famil-iar

• Fixed name of "Spell tome - Forcefull Push"

• Fixed requirements on "Daedric Potency"

• Fixed cost display issues on countless spells

• Fixed cost of "Call Familiar - Ice Wolf"

• Fixed display issue on "Open Advanced Locks"

• Fixed display issue on "Spell Tome - Call Fa-miliar - Snow Bear"

• Fixed unarmed damage bonus on "Armsman"On old chars, you MIGHT need to add a newpassive spell manually. In the console, type"help "Armsman Unarmed"". You’ll get an ID.Then type "player.addspell IDYouJustGot".The bonus should pop up when checked by"player.getavinfo unarmeddamage".

• Fixed "Latent Power" and "Claws" Thesebonuses are NOT displayed when executingthe above command.

• Reduced radius of "Berserker Rage" explosion

• Slightly modified cost on many other spells

• Slightly nerfed stats on Dremora Lord

• Renamed "Dremora Lord" to "Dremora Kyn-marcher"

• Modified skeleton spells to require empty soulgems

• Added "Chain Lightning" and "Thunderbolt"to summonable Dremora Valkynaz

• Tweaked stat growth on Dremora Valkynaz

• Tweaked stats and inventory of DremoraMarkynaz

• Fixed name of "Furious Dremora Markynaz"

• Replaced occurences of old "Thrall" spells inthe Master Conjuration quest

• Added flames to "Fiery Touch"

• Fixed "Thalmor" effect on Masquerade

• Added keywords to arrows for a less clutteredsmithing menu

• Modified requirements on "Touch of Calamity"

• Restored default lock pick behaviour

• Fixed typo on the Argonian loading screen

• Nerfed values on "Defensive Enchanter", "Cor-pus Enchanter", "Elementl Enchanter" and"Insightful Enchanter"

• Armor passively protects from arrows, basedon the number of pieces you wear. You havea passive chance to half incoming arrow dam-age. This chance grows non-linear (5% - 75%).Think of it as an archer’s chance to hit an un-protected part of your body. Mixing light andheavy armor nets worse results than stickingto either (but 2 heavy + 2 light is still betterthan 2 heavy or 2 light alone).

• Renamed "Two-Handed" to "HeavyWeaponry"

• Renamed "Marksman" to "Marksmanship"

• Renamed almost all smithing perks, andchanged their descriptions for flavor (Thanksto RileyWulf again!)

• Renamed Mod and all Plugins to "SkyRe"

v0.99.5.2

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• Fixed casting time on "Feather" and "Ad-vanced Feather" (for good now)

• Fixed values on "Slow Time" potions

• Fixed "Second Skin" effects to not be stackable

• Fixed casting time on "Stream of Life" and"Healing"

• Fixed display issue on "Healing"

• Fixed name of "Nose For Coin"

• Modified bonus on "Second Skin" forEbonyflesh to 20% fire resist / 15% meleedamage resist

• Fixed multi-summon bug on "Conjure StormAtronach"

• Removed buggy sound from "Survival In-stinct"

• Changed base sneak damage multiplier fortwo-handed weapons to 2.0

• Modified "Blindside"; It increases the sneakattack mult for two-handers by 0.5 per ranknow

• Modified "Assassinate" to only work with dag-gers

• Modified "Defensive Stance"; it now consumes5 stamina upon activation, and then 4 morestamina per second for each second it has beenactive.

• Changed "Harvest" to require you to sneak

v0.99.5.1

• Reverted "Thunderbolt" projectile back to nor-mal.

• Fixed display issue on "Stream of life"• Modified casting time on "Stream of Life" to

be 2 seconds• Slightly increased Magicka cost of "Stream of

Life"• Fixed display issue on "Cure Disease"• Modified casting time on "Cure Disease" to

be 2 seconds• Fixed small display issue on "Masquerade"

effect• Adjusted casting time on all "push" spells 0.5,

1.0, 1.5 seconds, depending on strength• Fixed misassigned projectile on "Shock Rune"• Removed "Detonation" (failed to fix it)• Reduced HP of most familiars (not including

Novice level)• Fixed casting time of "Feather" spells• Fixed description on "Treasure Hunter" rank

1

• Fixed description on "Locksmith"

• "Fixed" description on "Fortify Attack Speed"enchantment

• Fixed Tongues of Old

• Fixed conditions on "Conjure Frost Atronach"

• Modified Flame Atronachs to have less HP,less Restoration (lol), but higher Destruction

• Modified "Harvest" to not work on raised deadanymore

• Added animation that makes sense to all "re-animate" spells

• Added animation that makes sense to "WorldOf Ice"

• Changed "Feather" and "Advanced Feather"menu icon

• Disallowed disenchanting of "Fortify AttackSpeed" gear (necessary, due to game handlingenchantments buggy)

• Added proper duration to touch spells, in anattempt to make effects display nicely

v0.99.5

• Modified description on "Fortify AttackSpeed" enchantment

• Fixed a few instances where "Fortify AttackSpeed" was still called "Fortify Lockpicking"

• Fixed requirements on "Corpus Enchanter"rank 1

• Fixed typo in Argonian race description

• Nerfed base magnitude of "Dragonflesh" to

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120

• Added new perk to Alteration, "Second Skin"Unlocks new passive abilities on Mage Armorspells. Check the spells’ descriptions for whatthe effects do.

• Added new perk to Alteration, "TemperedArcana" Reduces spell cost, magnitude andduration for all spells, except Conjuration andIllusion. Only active while at least one handdoes not carry a spell.

• Added new perk to Destruction, "ElementalRam" Each hit with a missile-type destructionspell applies a debuff, weakening the target’smagic resistance by 5%. These debuffs lastthree seconds and build up, if another hitcomes in during that time frame. The maxstackable debuff is 25%. If that highest debuffis active, each new hit just resets the timer. Ifno new hit is landed during the three seconds,the built up debuff vanishes.

• Added spell and spell tome "Feather"

• Added spell and spell tome "AdvancedFeather" Boost max carry weight by 50/150.Apprentice/Expert level Alteration.

• Modified existing Mage Armor spells to workwith "Second Skin"

• Added recipe for charcoal (4 charcoal requireone firewood, smelter)

• Fixed effect name on "Dragonflesh"

• Fixed description on "Defensive Stance"

• Fixed names on "Fortify Fingersmith" potions

• Fixed typo on Lady Stone loading screen

• Fixed display issue on "Defensive Stance"

• Fixed name of "Arrow - Ancient Nord Noise-maker"

• Fixed bug where you could harvest a singlecorpse multiple times if you’re fast

• Fixed the absence of "Forceful Frost Atronach"

• Fixed the absence of "Wrathful FrostAtronach"

• Fixed spell school and skill usage mult on"Cure Disease"

• Fixed and readjusted level range on most sum-monable dremora

• Boosted damage reduction on "DefensiveStance" by 10% (player)

• Boosted base value of Magicka regen enchant-ment on enchantments with two componentsto 25%

• Boosted damage on Novice level destructionspells by 1

• Boosted slow effect on Frostbite• Added secondary effects to various NPC spells

that lacked them• Modified levels of Atronachs; they level with

you from the beginning, but start at half yourlevel; each perk improves their leveling speedby 10%, until they level at the same speed asyou.

• Modified "Assassinate" to be a three rank perkthat only works with melee weapons and un-armed

• Modified "Deadly Aim"; each rank grants a20% chance to completely ignore the target’sarmor

• Modified "Call Familiar - Chaurus" and "CallFamiliar - Large Frostbite Spider" to havehigher mana cost

• Modified "Thunderbolt" to pierce through tar-gets

• Modified flame atronach base class to drasti-cally increase the Atronach’s destruction value

• Modified all members of the skeleton race totake 50% less damage from sharp weapons,but 50% more damage from non-sharpweapons (mace, warhammer, battlestaff)

• Modified summonable skeletons to havegreater health, magicka and stamina, depend-ing on type

• Modified "Defensive Stance" to drain 3%stamina per active second

• Modified descriptions on bound weaponsspells to contain the weapon’s base damage(passive boost factored in)

• Modified descriptions on all Daedra Summon-ing perks to contain some more dtailed infor-mation.

• Modified all arrows (speed and gravity). Moregravity, less speed, in search for the perfectbalance.

• Fixed display issues on "Call Familiar - Chau-rus" and "Call Familiar

• Large Frostbite Spider"• Reduced Magicka cost on "Call Familiar -

Wolf"

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• Nerfed values on all ranks of "Rune Mastery"

• Nerfed bombcrab explosion damage

• Nerfed damage on Icy Spear, Thunderboltand Incinerate (20% - 30%)

• Nerfed damage on Chain Lightning, Ice Stormand Fireball (10% - 20%)

• Modified "Detonation"; it now allows runes tosend targets flying (not enabled per defaultanymore)

• Reworked descriptions on all Fingersmithperks, and renamed most of them. All forthe atmosphere. (Kudos goes to RileyWulf,who did most of the work)

v0.99.4

• Modified rune spell explosions to send the tar-gets flying (including the player, so keep yourdistance)

• Adjusted charge time of Destruction spells tospell rank; bascially, they start at 0 (Novice)and grow by 0.5 per rank, up until Expert.Master level spells still are at 3 seconds. "Wall"spells are unchanged. "Rune" spells are fixedat 4 seconds, to prevent mid-combat spam.

• Modified rune spells to create less noise(they’re still not completely silent though).

• Increased skill experience gain for Destruction

• Modified the "Fortify Destruction" enchant-ment to increase damage instead of reducingcost.

• Added spell "Colossus Form"

• Added spell tome "Colossus Form"

• Enhances size, damage resistance, and dam-age at the cost of speed. Alteration, expertlevel

• Fixed bug where "Sinister Strength" and"Promise of Power" weren’t removed properlyafter a day

• Doubled damage increase from silver weaponson "Unnatural Skin"

• Fixed values on "Unnatural Skin" rank 5

• Modified "Deep Freeze" It does not carry paral-ysis anymore; instead, it provides 10% damageand a 10% stronger slow effect for frost spellsper rank. Three ranks now.

• Modified "Disintegrate" It does not destroyanything below 30% health anymore; instead,it provides 10% damage per rank and unlocksa new effect. This effect has a 20% chanceto drain massive amounts of Magicka on asuccessfull hit, based on spell damage. Rankstwo and three make the drain last longer. Alsorenamed to "Eye of the Storm".

• Modified "Intense Flames" It does not causefear anymore; instead, it reduces the target’sarmor value for 5 seconds, based on the spell’sstrength. Each rank also adds 10% fire dam-age. Ranks 2 and 3 add five seconds of dura-tion for the secondary effect.

• Modified "slow" effect on ice spells. It’s gen-erally lower and based on the spell (Vanilla:50%, now: 25-40%), but duration is eitherunchanged or increased (Vanilla: 3-5 seconds,now: 5 seconds). After "Deep Freeze", it’s allaround more powerful than before.

• Set Magicka regen multiplier during combatto 0.5

• Reduced base Magicka regen on all playableraces by 50%.

• Reduced base Health regen on all playableraces by 4/7.

• Stamina now takes three seconds longer be-fore it starts to regenerate once completelydepleted.

• Modified weapon attack speed. You start at85% of vanilla and scale down by up to 20%,based on Stamina.

• Nerfed damage increase on all "AugmentedXY" perks (10% per rank)

• Fixed "World of Ice", hopefully• Fixed values on "Frost Blood Prison"• Fixed epic semicolon fail on "Harvest"• Fixed values on "Augmented Shock" rank 1• Fixed the absense of "Augmented Shock"’s

effect on "Thunderbolt"• Adjusted "Careful Studies", "Augmented

Flames" and "Augmented Shock" to boost thenew secondary effects

• Improved custom race support (requires scriptre-initialization via clean save, I suppose)

• Modified "Last Breath" to work on paralyzedtargets

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• Did a lot of internal cleaning up to cleansethe mod of DUPLICATE-NPCs

• Switched positions of "Quiet Casting" and"Arcane Assassin" in the sneak tree

• Replaced the race descriptions on the creationscreen with better versions (mjharper’s workagain)

• Did the same to racial power related loading

screens (guess who did most of the work i

• Nerfed "slow time" effects on "DefensiveStance" (15% now)

• Replaced "Fortify Lockpicking" on potionswith attack speed modifiers

• Fixed broken values on some old "Fortify Lock-picking" gear

v0.99.3

• Fixed "push"-spell cooldown (really ;))

• Fixed misassignment of "Sizzling Touch" toNovice Destruction

• Fixed descriptions on all reanimate spells

• Fixed reanimate spells to work on people only,as they should in TO

• Fixed "Gravebound" (really ;))

• Fixed unarmed damage multiplier duringsneak attacks still sitting at 2

• Fixed cost of "Ice Storm"

• Fixed requirements on "Extra Pockets"

• Fixed picking locks becoming easier with vam-pirism skill growth; now uses proper "Finger-smith" skill

• Replaced the generic descriptions for diseaseeffects with more atmospheric ones (kudos tomjharper)

• Did the same for standing stone loadingscreens and prompts (kudos to mjharperagain)

• Removed "Fortify Lockpicking" effects fromeverywhere, replaced by "Fortify Fingersmith"when appropriate.

• Replaced "Fortify Lockpicking" effects on gearwith an attack speed enchantment

• Renamed all items accordingly

• Adjusted item prices accordingly

• Modified "Ancestor’s Fury" to not triggerwhile you are essential (→ during brawls)

v0.99.2

• Modified former "Lockpicking" skill books tolevel "Fingersmith" instead

• Modified the Thief Stone to not boost "Vam-pirism" anymore

• Removed sound from "Channel Magicka"

• Destruction skill level does not reduce costanymore; just increases damage.

• Added spell "Fiery Touch"

• Added spell "Chilling Touch"

• Added spell "Sizzling Touch" Some spells thatattempt to bring back close-combat magicfrom Oblivion. In comparison to missile spells,these spells are stronger, cheaper and moresilently, but suffer from longer casting timeand the short range. Work with "IntenseFlames" and it’s brethren, but not with Im-pact. Apprentice level Destruction.

• Added spell tome "Fiery Touch"

• Added spell tome "Chilling Touch"

• Added spell tome "Sizzling Touch" Get themwherever spell tomes appear.

• Added "Arrow - Iron Noisemaker"

• Added "Arrow - Steel Noisemaker"

• Added "Arrow - Falmer Noisemaker"

• Added "Arrow - Forsworn Noisemaker"

• Added "Arrow - Ancient Nord Noisemaker"

• Added "Arrow - Iron Lightsource"

• Added "Arrow - Steel Lightsource"

• Added "Arrow - Falmer Lightsource"

• Added "Arrow - Forsworn Lightsource"

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• Added "Arrow - Ancient Nord Lightsource"Utility arrows that either use the "ThrowVoice"-effect to irritate enemies or emit light.Only used with "Thief’s Toolbox" and creat-able at forges. 5 Lightsource arrows require15 regular arrows, 3 Torchbug Torax and 2Leather Strips. 5 Noisemaker arrows require15 regular arrows, 2 empty petty soul gems.and 3 bone meal.

• Modified "reanimate"-type spells to not pro-voke annoying comments anymore, hopefully

• Fixed "Gravebound"• Revamped Sneak:• Enemies search for you way longer during all

phases of detection• Doubled initial dagger sneak damage multi-

plier to x6• Increased initial two-handed sneak damage

multiplier to x3• Increased initial unarmed sneak damage mul-

tiplier to x6• Reduced enemy detection view cone• Increased sneak exp gain from bow sneak at-

tacks• Equipment weight has greater influence on

sneaking success• Light has greater influence on sneaking suc-

cess• Movement has greater influence on sneaking

success• Sound has a slightly reduced influence on

sneaking success, but can’t be reduced as eas-ily, due to perk changes

• Crime report distance has been greatly re-duced

• Revamped "Sneak" perk tree:

• Removed "Silence" and "Shadow Warrior"

• Changed "Backstab"; it increases all meleeweapons’ and the unarmed sneak attack mul-tiplier by 1 per rank (3 ranks). Renamed to"Blinside".

• Added "Masquerade": This perk will fool oth-ers regarding your faction if you wear anotherfaction’s armor (Stormcloak, Imperial, Thal-mor, Bandit, Forsworn for now) (HIGHLYEXPERIMENTAL)

• Added "Assassinate": Ignore the target’s ar-mor with sneak attacks

• Added "Last Breath": Increases the sneakdamage against sleeping targets tenfold, foran instant kill.

• Added "Thief’s Toolbox": Gives the possibil-ity to create utility (light source, noise etc.)arrows at forges, by enhancing existing arrows(Iron, Steel, Falmer, Forsworn, Ancient Nord).

• Added "Touch of Calamity": Additional sneakattack damage from touch spells

• Added hostility to "push" spells

• Added cooldown to "push" spells

• Halved range of "push" spells

• Added keywords to Stormcloak, Thalmor andImperial armor (for Infiltration perk)

• Slightly modified names of Stormcloak gearto signal that it’s in fact Stormcloak stuff

• Modified the way magical sneak works inter-nally. Should be more stable now.

• Fixed absence of the "Furious FlameAtronach"

• Restored script fragments on regular vampirefeeding and infest feeding, and everywhereelse

v0.99.1

• Fixed bug where Ancestor’s Wrath turned youinvincible

• Slightly nerfed passive damage boost on allweapons

• Reduced stamina consumption of bow attacks

• Slightly raised influence of stamina on attackdamage

• Increased magnitude of "slow" effects of smallantlers

• Fixed description on "ravage health" alchemyeffect

• Added new perk "Harvest" to Conjuration Al-lows you to get bones, flesh and hearts fromcorpses. Each rank increases the chance of ob-taining items, as well as the maximum number

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of flesh you can collect. Also, items obtaineddepend on the target’s race. Three ranks.

• Added new perk "Bone Mastery" to Conjura-tion Use the bones you harvested and filledpetty soul gems to create skeletons. Each rankeither adds a new skeleton (warrior, archer,mage) or raises the max number of skeletonsyou can have. Skeleton summon limits arecalculated seperately from other summons;that means they can be summoned in addi-tion to anything else, but don’t profit from"Ancient Rites" or "Twin Blood Summoning".Five ranks.

• Added new perk to Conjuration, "Tongues ofOld" Allows you to manipulated a summonedskeleton’s and a reanimated corpse’s inven-tory. Note that skeletons don’t equip armor(but they will use new weapons if you removethe old ones and enter combat).

• Added Misc items "Bone - Leg", "Bone - Arm",

"Bone - Foot", "Bone - Hand", "Bone - Skull","Bone - Ribcage"

• Added ingredients "Elven Heart", "BeastHeart", "Elven Flesh", "Beast Flesh"

• Slightly modified description of the "Claws"racial bility

• Added "Claws" racial ability to Argonians

• Changed what "Guardbreaker" does

• Lowered skill level requirements on "LatentPower" rank 1

• Lowere effect of "Latent Power" rank 1

• Added additional ranks to "Latent Power"

• Fixed requirements on "Summoner" rank 1

• Modified description of "Ancient Rites"

• Fixed the absence of a bombcrab on "SummonFamiliar - Large Bombcrab"

v0.99

• Vex, Majad and Razhinda do teach Finger-smith now.

• Adjusted prompt for Fingersmith training

• Changed Khajiit race bonus from "Vampirism"to "Light Armor"

• Changed Wood Elf race bonus from "Vam-pirism" to "Light Weaponry"

• Slightly modified layout of "Enchanting" perktree to be more compact

• Modified layout of "Vampirism" perk tree tobe less ugly

• Modified the way "Feline Athletics" works in-ternally; works better with the fixed speed.

• Added falling damage reduction to "FelineAthletics"

• Added new racial ability to Bretons, "TwinBlood Eruption" Has similar mechanics as"Twin Blood Summoning", but triples spellmagnitude and halves spell cost while active.Shares it’s cooldown with TBS.

• Modified TBS and TBE to negate the Bre-ton’s magicka resistance while active.

• Modifed Werewolves

• Added a new hidden ability; this ability tiesdamage to remaining health as follows: Health

Damage dealt > 90% 200% 81% - 90% 180%71% - 80% 160%61% - 70% 140%51% - 60% 120%50% 100%41% - 49% 90%31% - 40% 80%21% - 30% 70%11% - 20% 60%< 10% 50%

• Boosted unarmed damage bonus. The newvalues are as follows:Level 10 an below: 10Level 15 an below: 20Level 20 an below: 30Level 25 an below: 40Level 30 an below: 50Level 35 an below: 60Level 40 an below: 70Level 45 an below: 80Level 50 an above: 100

• Fixed conditions on vampire feeding

• Changed "Infest" button label

• Fixed displayed description on vampire pas-sive resistances

• Fixed absence of "Vampiric Guile"

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• Fixed ability requirements on "Myrmidon"rank 3

• Fixed "Frost Blood Prison" and "World of Ice"

• Modified the vampire’s regeneration malus tobe visible

• Modified the way "Infest" works internally;should be more stable now.

• Modified timer on "Infest": Becoming a vam-pire takes 2 real-life hours for a NPC now.

• You can not feed on infested targets anymore

• Fixed requirements on "Purity"

• Fixed charge time on "Firestorm" and "Bliz-zard", hopefully

• Modified sneak experience gain from spellsneak; it scales with your sneak skill levelnow.

• "Volkihar Lore" rank 2 and 3 correctly increasethe max use count for "Frost Blood Prison"now

• Re-added stamina dependant damage andblocking malus, as well as passive damageboost (went missing somehow lol)

• Slightly nerfed Heavy Armor influence onmovement speed

v0.99 beta

• Bombcrabs should die more reliably now• Fixed display issue on "Gravebound"• Fixed display issue on "Medium"• Fixed requirements on "Duelist" rank 1• Changed the way stamina reduction on

blocked attacks work (to optimize scripts)• Fixed silver weapon keywords on Wot3E-

weapons• Lockpicking doesn’t level anything anymore• Renamed "Golden Touch" to "Nose for Coin",

and incorporated it into the "Pickpocket"-tree• Incorporated "Treasure Hunter" into the

"Pickpocket"-tree• Modified "Light Fingers" to also modify the

sweet spot when picking locks• Incorporated "Locksmith" into the

"Pickpocket"-tree• Modifed "Locksmith" to also allow you to pick

locks unnoticed.• Modified "Keymaster" to generate keys when

picking locks• Renamed "Pickpocket" to "Fingersmith", and

adjusted description accordingly.• Renamed "Lockpicking" to "Vampirism". This

tree hosts vampire perks.• The player will not be attacked by NPCs as

a vampire anymore (exception: Vigil of Sten-darr)

• Upon becoming a vampire, vampires and vam-pire thralls will not attack you anymore

• Removed all "Thrall" scrolls and all"Reanimation"-type scrolls from the game.

• Enabled auto aim correction for arrows again(in the CK); included ini-tweaks to remove itThis is an attempt to fix the "arrows don’t hitat huge distances"-problem some are reporting

• Fixed Silent Moons Enchantment; instead ofdoing fire damage, it increased weapon speedlol

• Removed loads of spell school assignmentsfrom enchantments, they only caused issuesand fail

• Removed "Poison Resist" from vampires• Hopefully fixed patch 1.5 smithing madness• Added spell "Push"• Added spell "Forceful Push"• Added spell "Allmighty Push"• Added spellbook "Push"• Added spellbook "Forceful Push"• Added spellbook "Allmighty Push" They do

exactly what you’d think they do. Singletarget, short distance, need to be aimed atan actor directly, and very potent. Alter-ation school, Novice/ Apprentice/Expert level.Consider them "beta" for now.

• Removed a few mysterious copy-NPCs. Noidea where they came from. Hopefully they’llstay where they are.

• Modified combat script to not calculatestamina loss anymore. Replaced by magiceffect that does the same thing. Performance.

• Nerfed stamina influence on attack damage.

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v0.98.7

• Slightly modified layout of "Enchanting" perktree

• Also increased all dragon’s stamina (it wasextremely low)

• Modified some descriptions on potions, to al-low for even better sorting

• Modified some descriptions on potions effects,to avoid misconceptions

• Fixed magical sneak• From now on, you are able to sneak attack

with spells from the beginning for double dam-age

• Arcane Assassin now increases the spell sneakdamage multiplier to 3

• Added spell "Call Familiar - Medium Bom-bcrab"

• Added spell "Call Familiar - Large Bombcrab"• Added spellbook "Call Familiar - Medium

Bombcrab"• Added spellbook "Call Familiar - Large Bom-

bcrab" Bombcrabs are fast, red crabs thathave 90% resistance to any damage. Not thatthey need it; they explode once hit, and die.Be sure not to be too close when the magichappens. Bigger bombcrab - bigger explosion.Adept and expert level conjuration.

• Nerfed "Feline Athletics" speed boost to 25%• Modified the boni on "Feline Athletics" to be

additive, rather than multiplicative• Modified heavy armor speed malus to be pro-

cessed within the speed script

• Slightly nerfed the force on direct heavyweapon stagger

• Increased duration and potency on all "DirectHit Debuffs"

• Increased duration and potency on all "Stag-gering Hit Debuffs"

• Introduced Dynamic Blocking in combat Ba-sically, if you start blocking just as the at-tack comes in, you stagger and debuff theattacker. The time frame is 0.75 seconds perdefault. The perk that allows you to performwell timed blocking is called xxxCombatMod-ificationsDynamicBlockingAbility

• Modified dragon health boost. All dragonsget flat 250 + 100 for every five levels up tolevel 50.

• Modified "Quick Reflexes"; it now has tworanks and increases the time frame for timedblocks by 0.25 seconds per rank

• Modfied "Blocking" perk tree layout

• Reduced stamina consumption on both ranksof "Eagle Eye" substantially

• Reduced weight of gold

• Reduced skill level requirements on all lev-els of "Aspect of Fear", "Hypnotic Gaze" and"Rage"

• Adjusted price and name of "Slow Time"alchemy effect

• Fixed speed on Ebony Dagger (1.0 → 1.3)

v0.98.6

• Did some internal cleanup

• Did a "deep merge" with "Weapons of thethird Era"

• This mod requires the WOTTE resources now

• WOTTE weapons are craftable and tempera-ble, under the given smithing rules

• WOTTE weapons appear on enemies andtraders (blacksmiths)

• Modified "Limb Splitter" and "Boiling Point"to not work with Battlestaves

• Modified Potions and Poisons

• All potions and poisons work over time (ex-cept for "Cure Disease" and "ultimate" po-tions); potions usually work over four seconds,poisons over three seconds

• To compensate that, most stuff has beenslightly buffed in total magnitude

• "Lingering" poisons have been buffed morethan just slightly, and work a lot longer thanregular poisons

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• "Fear" and "Fury" poisons got some love aswell

• Weapon skill related potions have been nerfed(they’re still good)

• Also adjusted prices on potions when appro-priate

• Added stamina regen and magicka regen toSkooma

• And while I was at it, I also renamed every-thing to minimize inventory clutter

• Modified alchemy ingredients Basically, I mod-ded everything to work over time, I buffedvalues of underused effects (such as "poison re-sist"), I adjusted ingredient values and weighton some, not all, ingredients. Also, some in-gredients are considerably better with certaineffects than others.

• All ward spells are 25% stronger• Added hit shader to Twin Blood Summoning

• Fixed "Critical Charge" for swords, "GreatCritical Charge" for Greatswords and Valdr’sLucky Dagger

• Added a more potent Frostbite Venom;dropped by Giant Frostbite Spiders

• Restored all ranks of "Barbarian"

• Another attempt to fix the Tower Stone

• Fixed never-ending cooldown on imperial or-ders; use the following command to fix it ifyou’re already locked set xxxRacialImperi-alOrderRunning to 0

• Changed Hit FX on Attack Order

• Slightly modified displayed string on TBS

• Added new perks "Endeavor" and "Pillar ofStrength" These perks work with battlestaffs."Endeavor" increases attack damage when en-emies get low on health, "Pillar of Strength"turns all regular attacks into AoE-attacks.

v0.98.5

• Fixed "Channel Magicka" madness, hopefully• Modified how "Arcane Assassin" works inter-

nally; should be more stable now• Fixed values on high level "Armsman" ranks• Modified boost to dragons; instead of "50%"

(that turned out to be 250), they now get afixed boost of 1000 health

• Modified the way "Wild Hunt" works inter-nally; should be less error provoking now.

• Slightly raised the rate at which LightWeaponry, Two-Handed and Marksman grow

• Strengthened the connection between LightWeaponry and unarmed damage (each skillpoint adds 0.25 damage)

• Fixed typo on "Ancestor’s Fury"• Fixed all Standing Stone descriptions• Modified malus on the steed stone (50% weak-

ness to fire)• Modified Ritual Stone due to being buggy. It

now triples duration of summons, at the costof 25% spell magnitude for other spells.

• Modified load screen texts

• Modified "Overdraw" to only give 15% moredamage per level

• Modified "Elemental Fury" to give 10/20/30%attack speed and to work with all weapons(excluding unarmed)

• Removed racial "Imperial Leadership"

• Added new racials "Attack Order" and "GuardOrder" to Imperials These are lesser powersthat affect followers. "Attack Order" increasesoverall speed, damage dealt and damage re-ceived. "Guard Order" reduces both damagedealt and damage received. Both last fiveminutes. Orders have a 10 minute cooldown.

• Moved "Medium" to Enchanting; it branchesoff "Soul Squeezer" now

• Weakened shockwave on "Berserker Rage"

• Overhauled combat yet again, hopefully itruns more reliable and stable now.

• Recompiled scripts related to "Open Lock"spells

v0.98.4

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• Fixed conditions on "Careful Studies" Rank 1

• Fixed "Dual Flurry", finally

• Also fixed "Myrmidon" and "One with theBlade" (same error as DF)

• Modified Large Mudcrab Familiar to be moreaggressive

• Removed stamina-dependent attack speed, in-stead went with a basic negative modifier Notmy choice, causes bugs

• Modified "Armsman" to empower unarmedattacks as well

• changed requirements on "Myrmidon" Re-quires one rank in either "Bone Breaker","Hack and Slash" or "Bladesman" now.

• Added new perk "Guardbreaker" When yourunarmed attacks are blocked, your Staminatakes half as much damage, and the blocker’sstamina takes twice as much damage

• Added new perk "Latent Power" Adds 10% ofyour health to unarmed damage

• Modified layout accordingly

• Modified description on "Catalyst"

• Modified battle script to work with "DefensiveSTance" and "Berserker Rage"

• Raised skill gain for unarmed attacks

• Modified flat damage boost on daggers to 12points and unarmed attacks to 13 points

• Modified "Berserker Rage" Upon activation,it consumes 25% health now, and while ac-tive, it weakens potions by 75%. Also, itreduces incoming damage by 25%, includingmagical damage. It is not a greater poweranymore and can be used multiple times perday, but requires you to sleep at least onehour between uses.It also reduces incomingdirect health damage by 50%. Also has a nicelittle explosion now.

• Modified Dark Elf race description

• Modified Ancestor’s Fury description

• Added new racial ability to Bosmer, "WoodLore" Bosmer can enhance any arrow withdisruptive magic. The explosion caused bythese arrows paralyses any target for one sec-ond and reduces damage with one-handed andtwo-handed weapons by 30% for 10 seconds.To craft 5 enhanced arrows of any type, oneneeds 15 arrows of that type, two empty pettysoul gems and three spider eggs. Forge, "Misc"category.

• Modified race description accordingly

• Removed direct health damage from every-where except "Heart Seeker"

• Reworked battles based on the lack of directhealth damage

v0.98.3

• Fixed duration on Ancestor’s Fury summons• Fixed speed malus while dual wielding, hope-

fully• Modified "Overdraw" and Bow combat Bows

now have a base 25% chance to deal 20% di-rect health damage. Overdraw nets 10% rawdamage and a 10% increased chance to deal di-rect health damage, up to a maximum chanceof 75%.

• Modified "Heart Seeker"accordingly.• Modified "Claws" ability Instead of fixed 12

damage, it now adds stamina*0.1 damage• Added new racial ability to Khajiit, "Survival

Instinct" Once your health drops below 25%,your movement speed and attack speed in-creases massively. Triggers once per day.

• Modified race description accordingly

• Added sound to Channel Magicka

• Modified Dragons

• Dragons regenerate health faster (0.7 → 1.0)

• Dragons have 50% more health

• Dragons have armor

• Dragons have a 30% chance to halve incomingbow damage

• Dragons deal 25% more melee damage

• All Draugr are 50% resistant to direct healthdamage now

• Increased rating of heavy armor by 7 pointsacross the board Heavy armor should be con-siderable more protective than light armor,and this was necessary, due to the "less pro-tection per armor point"-change

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• Heavy Armor slows you down 5% per piece,up to a maximum of 20%

• Added new racial ability to Imperials, "Tacti-cian" Whenever you successfully block a meleeattack, you drain the attacker’s stamina by10%

• Modified race description accordingly

• Unarmed damage scales with One-Handednow (1% more damage per skill level)

• Unarmed damage increased by 7 (flat bonus)

• Unarmed combat levels One-Handed Blockedregular attacks net the least skill exp, un-blocked power attacks the most

• Renamed "One-Handed" to "Light Weaponry"

v0.98.2

• Fixed the material keyword on Nahkriin (wasDaedric, is Ebony now)

• Fixed requirements on Rune Master, rank 3• Fixed requirements on Duelist• Modified keyword checks on "Armorer" and

"Weaponsmith"; should attract less bugs now.• Modified the way "Boiling Point" works inter-

nally; should attract less bugs now.• Modified the way "Imperial Charisma" works

internally; should attract less bugs now.• Slightly modified the way "Channel Magicka"

works internally. Should fix a small displayissue.

• Slightly modified shader on "Channel Mag-icka"

• Tweaked stamina depletion during battle• Modified direct health damage to be half as

strong against giants• Modified humanoid AI• Enemies attack more often• Enemies block more often• Enemies get a lot more aggressive when gang-

ing up on someone• Enemies are a lot better at bashing while you

power attack

• Enemies attack more often while you’re stag-gered

• Tweaked direct health damage to be slightlystronger

• Introduced new Marksman perk, "HeartSeeker" Two ranks, increases direct healthdamage dealt by bows by 50%/100%

• Modifed "Ancestor’s Wrath" It does not castthe Flame Cloak anymore; instead, it boostsfire damage by 25% and gives a 15% chanceto avoid incoming non-magical damage.

• Added new racial to Dark Elves, "Ancestor’sFury" Once per day, when your health dropsbelow 30%, this perk causes a huge (non-hostile) explosion, then summons two angrydark elven ancestors that fight for you for 60seconds. One is a warrior focused on one-handed weapons, the other one is a dual-wielder who has quite a few spells (but prefersto use dual wield). Both level with you up tolevel 200, have perks and are pretty danger-ous.

• When attacked while not wearing a chestpieceof armor, there’s a 50% chance to recieve dou-ble damage

• Altered equation for unarmed damage; it’s x+ (max stamina * 0.1) now.

v0.98.1

• nerfed flat damage boosts to all weapons, thenew values are:

• Dagger: 7

• Mace/Axe/Sword: 10

• Bow: 20

• Two-Handed Weapons: 25

• removed flat boni from bound weapons• modifed the stamina-related slowdown to af-

fect both weapons when dual-wielding• removed damage boost from attacking when

stamina is full• modifed minimum levels for encounter zones

heavily

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• modified combat orbit• set days to respawn vendor to six

• significantly improved Haggling from rank twoonwards

v0.98

• Fixed typo in description of "Channel Mag-icka"

• Fixed the Tower Stone and the open lockspells

• Modifed Open Lock spells to only level Alter-ation when a lock is actually unlocked

• Fixed Redguard racial for good, hopefully

• Slightly nerfed values on "Protective Scales"to provide 25% protection

• Modified Shader on "Channel Magicka"

• Modified description on the Lady Stone

• Modified the way "Warrior Heart" works in-ternally. Should attract less bugs now.

• Modified Endure to work with direct healthdamage

• Modified the levelling speed of "Pickpocket",should be lower now

• Modified weight of Gold (it’s at 0.01 now, so100 septims have a weight of 1)

• Modified values on "Treasure Hunter" and thespecial loot chance

• Reverted torches back to normal

• Modified race height; basically went with Mor-rowind’s values for some more variety

• Modified the influence of heavy armor onSneak Basically, wearing one or two heavyarmor pieces reduces your sneak skill by 50%,wearing three or more reduces it by 70%

• Modified the influence of gauntlets on Pick-pocketing While wearing gauntlets, pick-pocket chance is reduced by 75%

• Modified melee and bow combat

• Modified armor to be less effective (- 1/6),you’ll need better armor to reach the cap.

• Considerably reduced reach for melee andbash attacks (141 → 100).

• Blocking an attack costs stamina, dependingon weapon type. Big weapon → High staminacost.

• Being blocked costs stamina as well, depend-ing on weapon type. Big weapon → Highstamina cost. Not for Bows of course.

• Attacking costs stamina (if the hit connects),depending on the weapon type. Big weapon→ High stamina cost.

• Damage dealt is depending on the percentageof your remaining stamina: At full stamina,you deal 125% damage. That means, a well-timed first hit matters, and avoiding is bet-ter than blocking. Between 99% and 51%stamina, you deal regular damage.Between 50% and 26% stamina, your damageis reduced by 25%.Between 25% and 1% stamina, your damageis reduced by 40%.While your stamina is fully depleted, yourdamage is reduced by 55%

• Blocking effectiveness is depending on yourremaining stamina: Between 100% and 51%stamina, you block with full efficiency. Be-tween 50% and 26% stamina, you block 25%worse. Between 25% and 1% stamina, yourblock 50% worse. While your stamina is fullydepleted, you block 70% worse.

• Attack speed has been modifed, and is de-pending on your remaining stamina Between100% and 76% stamina, you attack at 80%the speed of vanilla Skyrim. Between 75%and 51% stamina, you attack at 65% thespeed of vanilla Skyrim. Between 50% and26% stamina, you attack at 50% the speed ofvanilla Skyrim. Between 25% and 0% stamina,you attack at 35% the speed of vanilla Skyrim.

• All weapons get a considerable flat damageboost:

• Unarmed: No flat boost, but tied to maxi-mum stamina now. Unarmed damage = 0.25* max stamina

• Dagger: 20• Mace/Sword/Waraxe: 30• Greatsword/Battleaxe/Warhammer: 45• Bow: 40• Getting hit without blocking might cause stag-

ger (20% chance for normal attacks, 40% forpower attacks)

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• Getting hit by a two-handed melee weaponwith a power attack while not blocking mightstrike the target to the ground (30%)

• Being staggered by a weapon reduces armorand magic resistance by 50 / 25% for twoseconds.

• Striking a target down applies the staggereffects, as well as 50% reduced Stamina, Mag-icka and Health regeneration for five seconds.

• Each unblocked hit with a weapon or unarmedreduces the target’s max health by a fixed per-centage. Unarmed: 5%

Unarmed Power Attack: 10%One-Handed Weapons: 10%One-Handed Weapons Power Attack: 15%Two-Handed Weapons: 15%Two-handed Weapons Power Attack: 20%Bows: 10%This makes sure that no enemy survives 25365unblocked swings of a warhammer, and thatyou can’t survive standing in a bunch of ban-dits for too long, no matter the difficulty orlevel. Weapons are dangerous. Dragons onlytake 1/4 of direct health damage.

v0.97.1

• Modified Argonian race description to fit thechanges (derp)

• Fixed bug on "Barbarian"

• Fixed display issue on the "Augmented XY"-perks

v0.97

• Fixed typo in Bosmer racial description

• Modified "Twin Blood Summoning" to notwork with undead anymore

• Modified "Twin Blood Summoning" to pro-vide an additive bonus (not that anyone willnotice)

• Modified "Defensive Stance" to also reducemagical damage you deal

• Fixed the "Defensive Stance" bug that reducedall incoming damage to 0.25 (lol)

• Fixed "Matching Set" for heavy armor (didn’tinclude ebony and blades armor, and gaveonly 20%)

• Fixed "Matching Set" for light armor (onlygave 20%)

• Shortened description on "Ancestor’s Wrath"

• Fixed display issues caused by enemy Dunmerusing Ancestor’s Wrath

• Modified standing stones:

• Warrior Stone: Unchanged

• Thief Stone: Unchanged

• Mage Stone: Unchanged

• Apprentice Stone: Gives 100% magicka regenboost and 50 magicka, but -50% magic resist.

• Serpent Stone: Gives a 50% bonus to sneakattacks, but 20% malus on all attacks if targetis alerted.

• Lord Stone: Gives 25% magic resist, increasesdamage from non-magical attacks by 25%.

• Atronach Stone: Gives 150 magicka, spellabsorb unchanged, almost negates magickaregen (-95%).

• Lady Stone: Boosts stamina and health regenby 50%, reduces magicka regen by 50%.

• Steed Stone: Carry weight increased by 150and 25% frost resistance, but 15% slowermovement and 25% fire weakness.

• Lover’s Stone: Doubles melee damage dealt,triples melee damage received

• Tower Stone: Effect has unlimited uses now.• Shadow Stone: 25% boost to pickpocket

chance, 25% higher buying prices• Ritual Stone: Can summon one more creature,

and summons last 50% longer. All other spellsare 25% less effective, and health regenerationis negated.

• Modifed values on "Augmented XY"-perks(max 6% for augmented frost/fire, max 3%for shock)

• Fixed bug where enemies were able to setthe player’s "Augmented XY"-secondary ef-fect chance

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• Modded "Augmented XY" secondary effectsto not work against the player anymore

• Fixed bug where everyone is able to get Im-perial Leadership

• Added spell "Open Beginner Locks"

• Added spell "Open Advanced Locks"

• Added spell "Open All Locks"

• Added spellbook "Open Beginner Locks"

• Added spellbook "Open Advanced Locks"

• Added spellbook "Open All Locks" "OpenBeginner Locks" allows you to open all Ap-prentice or lower level locks for 30 seconds,"Open Advanced Locks" does the same forlocks up to expert level, and "Open All Locks"works on master level locks as well. Alter-ation school, apprentice/adept/expert level.Cast spell, then activate a lock, the choose"unlock".

• Added spell "Walk on Water"

• Added spellbook "Walk on Water" Gues whatit does. Apprentice level Alteration. Notethat water is still not a hard surface, butyou’ll sink in very slowly when running.

• Added spell "Stream of Life"

• Added spellbook "Stream of Life" A strongerversion of "Healing". Adept level Restoration.

• Added spell "Cure Disease"

• Added spellbook "Cure Disease" Does exactlywhat you’d guess. Adept level Restoration.

• Significantly boosted power of all diseases

• Did a few "under the hood" changes to stream-line scripts

• Tweaked values on Timebomb and ExplosiveArrows

• Modified the explosion on Explosive Arrowsto always strike targets down

• Removed "Shadowscale Heritage" from Ar-gonians, since it was exploitable

• Added new racial lesser power to Argonians,"Histskin" It carries the same name, but worksvery differently. It’s a toggleable lesser powerthat works with four "states". State 0: Inac-tive State 1: Doubles health regen, negatesStamina and magicka regen State 2: Doublesstamina regen, negates health and magicka re-gen State 1: Doubles magicka regen, negatesStamina and health regen It’s "RP-neutral",unlike "Shadowscal Heritage" and very versa-tile.

v0.96

• Heavily modified "Ancestor’s Wrath" racialability It now triggers automatically, onceyou get hit and drop below 50% health, andis not limited to one use per day. In addi-tion to the flame cloak spell, it also adds 50%additional strength to fire-based spells. Theflame cloak effect starts at a damage of 5 persecond, but grows by 3 every 10 levels, up to amaximum of 17 (before bonuses are calculatedin, including it’s own).

• Modified race description to fit the changes.

• Removed "Regenerate Magicka" racial abilityfrom High Elves

• Added new racial ability "Channel Magicka"to High Elves A toggleable lesser power. Ba-sically, it increases the magnitude and cost ofall spells cast by x%, where x is the ratio be-tween you current magicka and max magicka;That means, any spell cast from full magickacosts twice as much and is twice as strong.

• Modified race description to fit the changes

• Removed "Dragonhide" racial abilities fromBretons

• Added new racial power to Bretons, "TwinBlood Summoning" Actually a spell, not apower. It can be cast once per day only, takesten seconds and both hands to cast and willtake no magicka, but 90% of your health andstamina upon completion. Once you’ve pulledit off, you can summon as many creatures asyou want for two minutes.

• Removed "War Cry" racial abilitiy from Nords

• Added new racial ability to Nords, "WarriorHeart" Your damage output increases as yourhealth decreases.If you are at x% health, thedamage boost is roughly (100-x)%.

• Modified "Feline Athletics" to grant a 30%boost in speed.

• modified Image Space Modifier on "DefensiveStance"

• Slightly reduced brightness on torches

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v0.95

• Renamed "Advanced Armor" to "AdvancedSmithing"

• Renamed "Dragon Armor" to "Dragon Smit-ing" Looks better with Jaysus Swords, andother recipe mods, enabled.

• Renamed arrows "Arrow• XXX" instead of "XXX Arrow"• Added recipe for "Arrow - Nord Hero" Differ-

ent from other arrow recipes, this one requiresthree steel ingots and 25 "Arrow - AncientNord" for 25 items created.

• Added "Explosive" and "Timebomb" arrows"Explosive" arrows detonate on impact (with anon-elemental explosion), "Timebomb" arrowsneed to be fired right into a non-living surface,where they stay for 5 seconds, and then det-onate with a massive explosion. All regulararrows can be enhanced with explosives andtimebombs at the forge.

• Added recipes for "Explosive" and "Time-bomb" arrows To enhance any arrow XXXwith explosives, one needs 15 arrows, threefire salts and ale (creates five explosive ar-rows). To enhance any arrow XXX with time-bombs, one needs 15 arrows, three fire salts,ale and an empty lesser soul gem (creates fivetimebomb arrows).

• Added perk "Fuse" to Alchemy Needed to craft"Explosive" arrows

• Added perk "Advanced Explosives" toAlchemy Needed to craft "Timebomb" arrows

• Fixed requirements on "Snakeblood"

• Fixed display issue on "Hidden Potential"

• Added new racial ability to Argonians, "Shad-owscale Heritage" Argonians can become invis-ible for 10 seconds at will, as long as they’renot wearing any heavy armor and are notcurrently in battle. Lesser power.

• Removed "Resist Disease" racial ability fromArgonians

• Modified race description to fit the changes

• Added new racial ability to Redguards, "De-fensive Stance" A toggleable lesser power.While active, slows time by 25%, reduces in-coming damage by 25% and reduces damageyou deal by 75%. Use it often to control theflow of battle.

• Removed "Adrenaline Rush" racial abilityfrom Redguards

• Modifies race description to fit the changes

v0.94

• Tweaked lighting (again) Affects brightnessand tint. Stuff looks a lot better now imo.

• Modified recipe for Iron Ingot Requires twoIron Ore now

• Added new recipes for arrows 25 arrows re-quire two ingots of the respective metal, threefire wood and either two hawk feathers or ha-graven feathers. Daedric arrows require oneDaedra Heart and one Ebony Ingot. insteadof "two ingots".

• Nerfed Elemental Fury Bonus is now15%/30%/45% attack speed (instead of max70%)

• Added new racial for Imperials: ImperialCharisma 25% better buying/selling prices

• Added new racial for Imperials: ImperialLeadership Followers are 50% faster, deals

50% more damage and take 25% less damage.

• Removed old racial abilities from Imperials

• Modified race descriptions to fit the new abil-ities.

• Disabled auto aim support for all arrows

• Enabled "Pins limbs"-critical effect on all ar-rows. Not sure if it does anything. Let’s findout.

• Upon hireing a follower, automatically getsdisabled/enabled ... to level up with you

• Mystic bound weapons are weaker initially...

• ... but I modded "Mystic Binding" to let theirstrength grow with you (1% per skill level inConjuration). Thus, they’re viable later on,and less overpowered early on.

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v0.93

• Added more perks to enemies.

• Bandits: Multiple ranks of "Barbar-ian","Armsman" and "Overdraw", and also upto six ranks of "Agile Defender". Mages getDestruction Spell Scaling.

• Draugr: Basically the same as Bandits. Noarmor perks, but Defender.

• Falmer: Destruction spell scaling and up tothree ranks of Juggernaut.

• Forsworn: Destruction spell scaling and upto four ranks of "Agile Defender". Truth betold, they already have heaps of perks, andare dangerous f*****s.

• Imperials/Stormcloaks: Defender, Armsman,Barbarian, Overdraw, and Agile Defender.

• Thalmor: Armsman, Agile Defender, MysticBinding, Careful Studies

• Vampires: Destruction spell scaling. Theywear no armor, have a few perks, and arestrong already.

• All types of mages: Destruction spell scalingand multiple ranks of "Careful Studies". Likevampires, they are already dangerous.

• Witches/Hags: Destruction spell scaling andmultiple ranks of "Careful Studies". Not thatthey are impressive, but they don’t offer muchspace for improvement, since their numbersare rather limited.

• Assassins: Armsman, Barbarian, Dual Flurry,Agile Defender

• Thiefs: Armsman, Dual Flurry, Agile De-fender

• Fixed bug with Redguards suffering from per-manent paralysis

• Deleveled vendors

v0.92

• Fixed display bug on "Careful Studies"• Removed "Resist Poison" racial ability from

Redguards• Added new racial Stamina boost to Redguards

(Alik’r Training)• Modified Redguard race description to fit the

new ability.• Added fortify smithing racial ability to Orcs

(Orcish Smithing Lore)• Khajiit Night Eye is now permanent and tog-

gleable, kinda• Added new racial ability to Khajiit, "Feline

Athletics" 20% faster movement• Added new racial ability to Wood Elves,

"Wild Hunt" 50% additional bow damageagainst non-humanoids [perk name: xxxRa-cialBosmerWildHunt]

• Added new racial ability to Wood Elves,"Avoidance" 50% chance to ignore arrow dam-age while wielding a bow [perk name: xxxRa-cialBosmerAvoidance]

• Removed old racial abilities from Wood Elves

• Modified Wood Elve race description to fitthe new abilities.

• Added new racial ability to Argonians, "Pro-tective Scales" 30% damage reduction againstdaggers, swords, waraxes, greatswords andbattleaxes [perk name: xxxRacialArgonian-ProtectiveScales]

• Removed "Histskin" racial ability from Argoni-ans

• Modified Argonian race description to fit thenew abilities.

• Fixed prices on "Mentalist"-potions

• Fixed casting cost on Augmented Frost’s"Paralyze"-effect

• Tweaked values on "Concentrated Poison"2/4/8 hits at skill level 50/80/140

• Modified special loot level multipliers Loot isgenerally better

• Modified bartering Stuff is more expensive,and loot sells for less

• Packed Scripts in bsa

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v0.91

• Modified the way "Armorer" and "Weapon-smith" work internally To allow for the JaySus’swords plugin

• Modified "Matching Set" (heavy and light) towork properly with the new keywords from0.9 ... and also to allow the plugin to functionproperly

v0.9

• Modified description for the "damage reduc-tion" enchantment

• renamed Ingots, Ores and Dragon Claws

• Daedric weapons now require Daedra Heartsto temper Ebony is just too easy to come by

• Smithing is redone, finally! Weapons and ar-mor can not be tempered anymore, unless therespective perk has been unlocked (if someonewho never heard of a certain material tried totemper it, he’d probably mess it up). DragonArmor requires Glass Smithing now. DaedricSmithing requires skill level 100 now.

• Reduced requirements for Arcane Blacksmithto 50 smithing.

• Introduced new perks "Armorer" and"Weaponsmith" These are necessary to im-prove tempering, and also prerquisites forArcane Blacksmith.

• Old Smithing perks do not improve temperinganymore.

• Nord Hero and Skyforge Steel weapons/armorrequire at least Steel Smithing to becafted/improved.

• Fixed some missing conditions on high Bar-barian ranks Kudos to CloudR for finding.

• Modified some more weapons and armor:

• Savior’s Hide is now Leather type armor

• Blade of Sacrifice is Steel type, and behavesaccordingly

• Mace of Molag Baal deals slighty more dam-age

• Jagged Crown behaves like Dragonplate stuff

• Draugr Gear has it’s own keyword

• Draugr gauntlets behave like steel stuff whendetermining Fists of Steel damage

• Draugr gear behaves like steel when determin-ing whether it can be tempered or not; HonedDraugr weapons require two steel ingots totemper.

• Falmer Gear has it’s own keyword

• Falmer gear behaves like steel when determin-ing whether it can be tempered or not.

• Blades gear has it’s own keyword

• Fur gear has it’s own keyword

• Included recipes for Fur gear

• Nerfed Muffle-spell Only removes 50% of ar-mor noise now.

• Fixed countless magical item names Still dis-played as if they gave a smithing or alchemyboost.

• Removed projectile effect on AugmenzedFrost’s paralyze Caused an issue for a user.Better safe than sorry.

v0.83

• Destruction spell damage levels with skill (100skill → + 100% damage) I implemented it ashidden perk. On a new char, it’ll be addedfrom the beginning. On old chars, you mighthave to do the following steps: 1. Open con-sole with 2. help "destruction spell scaling"3. In the output, there should be an ID like0020109 (just an example) 4. player.addperk

xxx (xxx is the ID from step 3)

• Added the destruction scaling perk to allAtronachs

• Removed damage boni from Novice ... MasterDestruction. Destruction is fine now imo.

• Modified enemy leveling, just humanoids andFalmer (for now?) Basically, vanilla enemies

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had a fixed level, no matter when you en-counter them. I changed that by the followingrules:

• Enemies of level x now vary between 1/2x and3/2x, for example: Level 10(vanilla) → Level5 - Level 15 (modded)

• high level enemies and boss level enemies scaleup to level 100 (partially done before, shouldnow be completed)

• enemies at vanilla level 1 scale between 1 and3.

• Stormcloaks and Imperials used to be at 1/4the player level, now they’re at 1/2 the playerlevel.

• Thieves and random Assassins have a newmax level of 100, and level at the same speedas the player.

• Soul Trap should not be spammable on deadbodies anymore

• Introduced new Illusion spell "Make Disap-pear" Invisibility on others. Easier sneak withfollowers. Expert level.

• Modified some weapon data. Volendrung:Lore-wise, it’s dwarven, so it’s officially ofdwarven material now. Rueful Axe: Steelmaterial now. Woodcutter’s Axe: Iron Mate-rial now. Dragon Priest Dagger: Now Steelmaterial (was none) Ebony Blade: Increaseddamage, ebony material, behaves like a properGreatsword. Blade of Woe (both Astrid’s andyours): Fixed weapon material from Steel toDaedric. Wuuthrad: Now Steel material (wasnone) Mace of Molag Baal: Now Daedric ma-terial (was none) Dawnbreaker: Now Daedricmaterial (was none) Mehrunes Razor: NowDaedric material (was none)

• Modified some armor data. Spellbreaker:Nerfed armor value (still high). Officiallymade of dwarfen material now.

• Modified tempering recipes according to theaforementioned changes.

• Increased speed of all arrows by 75% and theirmax travel distance to twice its original value.Includes arrows fired by Dwarven Animunculi.More realistic. Use included ini-lines for thebest experience. Similar to Graxster’s FasterArrows, which is awesome.

• Tweaked impact force of all arrows. Includesarrows fired by Dwarven Animunculi. Notsure what this does, but it sure has some use.;)

• Reworked Light I chose a similar approach as"Realistic Lightning without post-processing"by Plutoman101 and 747823, but worked withdifferent values. Basically, nights and interiorare darker, days are brighter, ambient light-ning is almost removed. Go get some torches.

• Changed the way Magical Sneak works inter-nally Basically, it does a less error-prone checknow.

• Attached a spell school to Augmented Frost’ssecondary effect Apparently caused an issuefor an user, so did it just in case.

• Drastically reduced speech exp gain from AuraWhisper Thanks to BlackChoasRaven for re-porting

• Modified Sneak perk tree layout.

• Modified Stealth. It grants 10% reduced de-tection chance per rank now.

v0.82

• Fixed bug where enemy Shouts levelspeechcraft

• Fixed some missing stuff in the ConjurationLeveled Lists

• Fixed the last Follower issues, hopefully.• increased alteration requirements for Stability

rank 3 to 150• "Aspect of Terror" renamed to "Aspect of

Fear"• removed perks "Animage" and "Kindred

Mage"

• added perks "Terror", "False Peace" and"Zealot’s Fury" "Terror" weakens enemies’Magic Resistance while under the effect offear-spells. "False Peace" weakens enemies’Defense when hit by a calm-spell. "Zealot’sFury" increases enemies’ damage while underthe effect of rage-spells.

• Changed magnitude of master level illusionspells to 40. With investment in all relevantperks, they should allow you to influence allenemies.

• Changed the boni on "Aspect of Fear", "Hyp-

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notic Gaze" and "Rage" to be multiplicatice,rather than linear, and added additional ranksto each one.

• added perk "Incite" This perk strengthens thepositive buffs on Illusion spells, such as the"Fortify One-Handed" on Call to Arms

v0.8

• Shouting now levels Speechcraft General rule:More words→more Speechcraft gain. Someshouts have a fixed speech gain (for example"Throw Voice"). Shouts that require aiming,like Frost or Fire Breath, need to connect.High-end shouts, like Call Storm, grant morespeechcraft experience as well.

• nerfed Impact further - two ranks, granting amaximum of 25% stagger chance.

• Limited "Careful Studies" to 5 ranks andslightly raised required Destruction skill level.Also fixed a condition.

• Fixed a few instances of Intense Flames, Disin-tegrate and Deep Freeze not triggering sooner.

• Limited the "Augmented XY"-skills to threeranks with a maximum damage increase of50%. Added secondary effects.

• Augmented Flames: Can strike targets down

• Augmented Shock: Small chance to disinte-grate

• Augmented Frost: Can paralyze targetsbriefly.

• Limited "Detonation" to three ranks with amaximum damage increase of 50%.

• added sneak attack possibility to Chain Light-ning (was missing)

• added sneak attack possibility to Blizzard(was missing, not sure if works)

• doubled Blizzards duration to make it worthwhile

• reverted all "under the hood"-changes thatmessed with playerfollowercount should re-store some compatibility

• Destruction levels slightly faster

• Added second rank to "Tower of Strength"

• Added second rank to "Deft Movement"

• Introduced new perk: Endure While wearingall heavy armor, this perk reduces incomingpower attack damage by 50%.

• fixed typo on "Myrmidon"

• fixed conditions for "Ancient Rites"

• renamed to "T3nd0s Overhaul"

v0.71

• introduced new perk "Arcane Assassin" Thisperk allows you to sneak attack with spells.Needed quite some scripting to get it towork. :) Sneak attacks with spells deal dou-ble damage. When sneak attacking with aconcentration-type spell ("Flames" etc.), onlythe first hit that connects should be a sneakhit.

• lowered Sneak requirement for "Quiet Casting"to 40

• Removed typo from "Leader’s voice"

• slightly buffed "Fire Storm"

• slightly modified changelog to avoid confusion

v0.70

• introduced the new perks "ViolentVoice", "Heroic Voice" and "Leader’sVoice" heavily inspired by mcw22’s"Better Shouting Through Speech" →http://skyrim.nexusmods.com/downloads/file.php?id=5452

Finally, some better use for speech. "ViolentVoice" strengthens harmful shouts.

"Heroic Voice" increases the duration andeffect of non-harmful shouts."Leader’s Voice" strengthens shouts that sum-mon companions.

• increased the maximum number of placeablerunes to 3

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• beefed up Fire Breath and Frost Breath• increased cooldown time on a few shouts that

would’ve become sickly strong with the rel-evant speech skills (and are already strongwithout them)

• removed "Allure" from Speech. It was crap.• renamed "Speech" to "Speechcraft" and mod-

ded its description for consistency• fixed "Deflect Arrows" for good. It’s now a

two-rank perk. Rank one grants a 30% chanceto ignore incoming arrow damage while block-ing, rank 2 increases that chance to 60%.

• modified some respawn times Vendors willneed 4 days (used to be 2) to refill their stock,cells, respawn within 5 days (used to be 10),and cleared cells need 15 days (used to be 30).

• modified "Unhindered" and "Conditioning""Unhindered" reduces armor weight by 50%for one perk point, "Conditioning" reducesarmor weight by 25/50% for one/two perkpoints and is accessible slightly faster.

• modified enemy level multipliers on the differ-ent difficulties. Slightly raised them all overthe place.

• fixed a few "GetActorValue"-calls that causeddisplay issues.

• modded rank 3 "Meditation" to double healthregen

• modded Dragonhide It’s a 150-armor grant-ing spell that profits from "Mage Armor". Forconsistency, renamed it to "Dragonflesh", andmade it castable faster and with one hand.

v0.61

• added additional ranks to "Stability"• added additional ranks to "Impact"

• modded "Impact" to be based on chance

v0.6

• Initial release (0.6 because it’s stable and somewhat far in development)

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