ACE - Comprehensive Enhancements

Post » Sun May 27, 2012 2:55 pm


[img]http://skyrim.nexusmods.com/downloads/images/13976-1-1335248971.jpg[/img]

http://skyrim.nexusmods.com/downloads/file.php?id=10037
http://skyrim.nexusmods.com/downloads/file.php?id=10037


- - -

ACE Index
1. ACE - Archery
What!? Only ONE type of ranged weapon in Skyrim?! Not anymore! Now two different types of bows!
2. ACE - Armor
Heavy and Light are too similar in vanilla. Now there is a much bigger difference between their playing styles.
3. ACE - Enchanting
No more need to self-nerf! The seriously overpowered Enchanting skill tree is reworked. Loopholes plugged!
4. ACE - Melee
Sword&Dagger, Axe, and Mace perks are split up and each given a distinct playing style.
5. ACE - Realistic Fighting
Attack from the back, the side, while running, go for Sure Footing. These factors and more all matter now!
6. ACE - Smithing
Legendary really is legendary! No more super-items or armor-cap-reaching light armor!
7. ACE - Speech
Gold is important again and shopkeepers know it too!
8. ACE - Synergy Bonuses
Synergy Bonuses automatically adds a multitude of bonus effects based on current perks, skills, items, race, etc.
9. Patches for other Weapon Mods
Patches for many popular mods are added which make them play nicely with ACE
10. BYOG (Balance Your Own Game)
A large set of optional files that tweak various parts of game balance.
11. Install & Uninstall Notes
Definitely read this before uninstalling!
(Please see http://skyrim.nexusmods.com/downloads/readmes/ACE%20-%20Comprehensive%20Enhancements_readme.txt for compatibility and perk code information)

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[img]http://skyrim.nexusmods.com/downloads/images/13976-2-1335248973.jpg[/img]

1. ACE - Archery

Mod details
* All Bows and Arrows are split into 2 Types, Long and Light.
* Arrows are further split into Worn or regular, both of which can be bought from shops or looted.
* 10 Worn arrows can be converted to 5 regular at the tanning rack.
* Regular arrows are also craftable (with the right material perk).
* When the Bow and Arrow types match there is a bonus. (i.e. light bow & light arrow)
* When the Types mismatch there is http://skyrim.nexusmods.com/downloads/images/10037-3-1333718536.jpg. (i.e. long bow & light arrow)
* When both the Type and Material match, Light get critical damage and Long ignore more armor.
* http://skyrim.nexusmods.com/downloads/images/10037-4-1334596821.jpg come with matching light/long arrows. Bound bow damage now scale to both archery and conjuration skill lvl
* The Bound Long Bow spell book is in http://skyrim.nexusmods.com/downloads/images/10037-5-1334596821.jpg and in shops.
* The bound light bow spell is cast silently and 2x faster than the bound long bow spell.

About Long Bows and Arrows
- Heavy, high damage, fire loudly and slowly, ignore armor.
- http://skyrim.nexusmods.com/downloads/images/10037-1-1333992052.jpg than light bows, great for sniping
- Higher arrow speed with more range. (Pics vs light bow range: http://skyrim.nexusmods.com/downloads/images/10037-4-1333718536.jpg - http://skyrim.nexusmods.com/downloads/images/10037-5-1333718537.jpg - http://skyrim.nexusmods.com/downloads/images/10037-1-1333718605.jpg)
- Sneaking penalty while equipped.
- Because base damage is so high, sneak attack multiplier is 1.5x, or 2.25x with Deadly Aim.

About Light Bows and Arrows
- Lower damage, fire fast and silently, strong criticals, and great sneak attacks.
- Light bows benefit much more from the Steady Hand's slow time effect.
- 4x sneak attack bonus, 6x with deadly aim.
- Added critical damage is great for light bows.
- About 2x attack speed of long bows.


Archery Tree changes
~ http://skyrim.nexusmods.com/downloads/images/10037-1-1334596818.jpg:
Light bows do 20% more damage and 30% chance of 10 seconds bleeding.
Long bows do 35% more damage and 20% chance of 20 seconds bleeding.
~ http://static.skyrim.nexusmods.com/downloads/images/10037-4-1332944961.jpg - lvl2 has http://skyrim.nexusmods.com/downloads/images/10037-1-1333992052.jpg and 50% stamina reduction
Eagle Eye affects Long Bows much more, and Steady Hand affects light bows much more.
~ http://static.skyrim.nexusmods.com/downloads/images/10037-5-1332944962.jpg - now includes the Hunter's Discipline effect
~ http://static.skyrim.nexusmods.com/downloads/images/10037-2-1334596820.jpg - long bows +30% damage and ignore 25% armor
~ http://static.skyrim.nexusmods.com/downloads/images/10037-2-1332945105.jpg - lvl2 long bows stagger all but largest enemies on every hit
~ http://static.skyrim.nexusmods.com/downloads/images/10037-3-1332945106.jpg - long bows ignore a total of 55% armor
~ http://static.skyrim.nexusmods.com/downloads/images/10037-3-1333718606.jpg - light bows +20% damage and double added critical damage
~ Critical Shot (3lvls) - Only affects light bows and the values have been increased from vanilla.


Active Effects Info
- The following info can be found inside the "Active Effects" menu -
* Currently equipped bow type and the benefits it gets from perks you have (http://skyrim.nexusmods.com/downloads/images/10037-2-1333718535.jpg) (http://skyrim.nexusmods.com/downloads/images/10037-1-1333718534.jpg)
* http://skyrim.nexusmods.com/downloads/images/10037-2-1334921492.jpg if the bow and arrow are the same type.
* http://skyrim.nexusmods.com/downloads/images/10037-3-1333718536.jpg (in red) If your bow and arrow type mismatch

Please click to see a pic of http://skyrim.nexusmods.com/downloads/images/10037-1-1334918474.jpg


Other Small Tweaks:
* By default, bows in other mods are considered Long for and perks and matching.
* The follower's Hunter Bow is removable from them. (so they stop using it!)
* NPCs properly use their ammo stock (no infinite arrows)
* Enemies fire at the player from further away (if they spot you)
* Adds tempering recipes for a few bows that couldn't be improved.


Other Recommended Changes:
I have tried and love using http://skyrim.nexusmods.com/downloads/file.php?id=13652 by omega2008. ACE Archery works wonderfully with this.
I received permission from several of the popular weapons mod authors to make ACE-friendly versions of their work.
Please check out the Patches for other Weapon Mods section below (section 7).

A discussion on special arrows and adding effects to the current long/light arrows based on their materials is happening here:
http://skyrim.nexusmods.com/downloads/file.php?id=12819 - Please offer your feedback / suggestions / ideas :)

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[img]http://skyrim.nexusmods.com/downloads/images/13976-3-1335248973.jpg[/img]

2. ACE - Armor

Mod details

Light armor: (http://static.skyrim.nexusmods.com/downloads/images/10634-4-1333474761.jpg)
* Most perks work still unarmored, as long as no heavy armor is worn
* http://static.skyrim.nexusmods.com/downloads/images/10634-5-1333046906.jpg ~ 20% chance to dodge any attack but 5% chance to take +50% dmg, 3lvls, and +50% armor on 1st lvl
* http://static.skyrim.nexusmods.com/downloads/images/10634-2-1333047040.jpg combined ~ +10% armor if all light and +5% if set
* http://static.skyrim.nexusmods.com/downloads/images/10634-1-1333046902.jpg combined ~ same effects
* http://static.skyrim.nexusmods.com/downloads/images/10634-4-1333046906.jpg ~ 2lvls, do more damage and criticals to enemies wearing light armor
* http://static.skyrim.nexusmods.com/downloads/images/10634-5-1333474693.jpg ~ reduce casting penalties.
* Magicka Regen, Spell Failure, and http://skyrim.nexusmods.com/downloads/images/14495-2-1333823723.jpg change according to skill level or perks:

Without the Spellsword perks = -30% Magicka regen & 20% chance spells cost 50% more
After the Spellsword 1 perk = -25% Magicka regen & 10% chance spells cost 25% more
After the Spellsword 2 perk = -20% Magicka regen & No Spell Failure

Heavy armor: (http://static.skyrim.nexusmods.com/downloads/images/10634-3-1333474760.jpg)
* Heavy Armor is http://skyrim.nexusmods.com/downloads/images/14495-1-1333823722.jpg.
* http://static.skyrim.nexusmods.com/downloads/images/10634-1-1333047402.jpg ~ 40% chance to take half damage from any attack, 3lvls, and +60% armor on 1st lvl
* http://static.skyrim.nexusmods.com/downloads/images/10634-2-1333047403.jpg combined ~ +15% armor if all heavy and +10% armor if set
* http://static.skyrim.nexusmods.com/downloads/images/10634-1-1333047287.jpg ~ 2lvls, chance to receive a critical is -50% / -75% (ie. enemy crit chance 10% becomes 5% or 2.5%)
* http://static.skyrim.nexusmods.com/downloads/images/10634-5-1333047289.jpg ~ adds 100 carry weight
* Fists of Steel ~ now also doubles bashing damage
* http://static.skyrim.nexusmods.com/downloads/images/10634-3-1333047288.jpg ~ 1h do +25% stagger, 2h +50% stagger (In parallel with Fists of Steel)
* http://static.skyrim.nexusmods.com/downloads/images/10634-4-1333047289.jpg ~ 2lvls, do more damage and criticals to enemies wearing heavy armor
* http://static.skyrim.nexusmods.com/downloads/images/10634-3-1333474692.jpg ~ reduce casting penalties.
* Magicka & http://skyrim.nexusmods.com/downloads/images/14495-3-1333823723.jpg Regen, Spell Failure, http://skyrim.nexusmods.com/downloads/images/14495-2-1333823723.jpg change according to skill level or perks.

Without the Battlemage perks = -50% Magicka regen & 20% chance spells cost 100% more
After the Battlemage 1 perk = -40% Magicka regen & 15% chance spells cost 66% more
After the Battlemage 2 perk = -30% Magicka regen & 10% chance spells cost 33% more

Notes
* All armor effects are http://skyrim.nexusmods.com/downloads/images/10634-1-1333474689.jpg *

* Perks still work without the helmet. (for compatibility with most armor-set mods)
* In vanilla Skyrim the total bonus to both armor types is the same percent. Now heavy armors get more.

The Goal of this Mod
- balance and diversify the use of armor giving them stronger more distinct roles
- make mage robes more attractive for mages
- make heavy armor significantly more defensive than light armor



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[img]http://skyrim.nexusmods.com/downloads/images/13976-4-1335248974.jpg[/img]

3. ACE - Enchanting

Mod details
- http://static.skyrim.nexusmods.com/downloads/images/10521-3-1329932104.jpg: 3lvls - 10% / 20% / 30%
- http://static.skyrim.nexusmods.com/downloads/images/10521-5-1329932036.jpg: 10% / 20% (It combines fire, frost, and shock into one enchant)
- Insightful Enchanter: 20% at lvl 30
- Corpus Enchanter: 20% at lvl 70
- http://static.skyrim.nexusmods.com/downloads/images/10521-5-1329931999.jpg: 10% / 15% magic resistance
- http://static.skyrim.nexusmods.com/downloads/images/10521-1-1329932031.jpg: 2 enchants each at 66% power (these 3 "duality" perks expand on "Extra Effect"
- http://static.skyrim.nexusmods.com/downloads/images/10521-2-1329932033.jpg: 2 enchants each at 83% power
- http://static.skyrim.nexusmods.com/downloads/images/10521-3-1329932034.jpg: 2 enchants at full (100% of original) power


Different Item Enchantment Power
- Enchantments on 2-Handed weapons, Staves, and Unarmored Clothing have 2x power
(This bonus does not apply to Fortify Heavy Armor, Light Armor, Alchemy, or Smithing enchants)
(Clothing should now be a very tempting option for sneaky types!)

- Enchantments on torso-pieces & jewelry (rings/amulets) have 1.25x power

- Enchantments on gloves, boots, and helmets have 0.75x power
(Total Enchantment Power for armor & jewelry unchanged 1.25x *3 + 0.75x *3, vs vanilla 6x1)

- Fortify Smithing & Alchemy enchantments are 4x stronger and can only be placed on the hand-slot.
Fortify Smithing & Alchemy with reduced values can still be looted on items in other slots.


Potions
- Fortify Restoration / Enchanting / Smithing potions: no longer craftable, but can be found
- Restore health/stamina/magicka potions restore over 5seconds, same total
- Fixed: Fortify Marksman potions no longer affect all weapons
- Fixed: Fortify One-Handed potions and enchantments now also apply to daggers


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[img]http://skyrim.nexusmods.com/downloads/images/13976-5-1335248974.jpg[/img]

4. ACE - Melee
One-Handed
http://static.skyrim.nexusmods.com/downloads/images/13502-3-1334266946.jpg
Stances are introduced: http://static.skyrim.nexusmods.com/downloads/images/13502-5-1334266947.jpg, Spellsword, and Dual Wield
* The Duelist Stance - When the off-hand is empty, get +20% attack speed, +5% critical, +5% parry/deflect.
* The Shield Stance - When holding a shield, get a 5% chance to reflect damage back.
* The Spellsword Stance: With a spell in your off-hand you have a 4% chance to disorient enemies, making them fall, and enemies have a 4% miss chance.
* The Staff Stance - When holding a staff, http://skyrim.nexusmods.com/downloads/images/13502-1-1334422212.jpg. (Time for mages to be mages!)
* The Dual Wield Stance - Largely the same as vanilla, but speed bonuses stack with other perks.
All one-handed weapons get 1/2 power attack damage & 1/2 stamina use

Perks
* http://static.skyrim.nexusmods.com/downloads/images/13502-1-1334266879.jpg lvl1 - 25% less stamina used for power attacks, and +10% damage. The Duelist, Spellsword, and Shield Stances are unlocked.
* Fighting Stance lvl2 - 50% less stamina used for power attacks
* Dagger & Sword Training - Daggers & Swords +20% damage. Take -15% damage and -50% criticals from them.
* War Axe Training - War Axes +20% damage. Take -15% damage and -50% criticals from them.
* Light Mace Training - One-handed Maces +20% damage. Take -15% damage and -50% criticals from them.
* Bonebreaker - tops out at 50% armor ignored, but only uses 2 perks
* http://static.skyrim.nexusmods.com/downloads/images/13502-1-1334266945.jpg - increases sword and dagger attack speed, lvl 1 is +10% and lvl2 is +20%
* http://static.skyrim.nexusmods.com/downloads/images/13502-5-1334266816.jpg - increases all 1-handed critical hit chances by 7%
* Savage Strike - +50% critical hit chance with standing power attacks
* http://static.skyrim.nexusmods.com/downloads/images/13502-3-1334266881.jpg - +33% critical hit chance with dual wielding power attacks
* http://static.skyrim.nexusmods.com/downloads/images/13502-4-1334266881.jpg - 15% chance to attack incredibly fast
* Expert Bone Breaker - 15% chance to attack incredibly fast
* Hack & Slash Virtuoso - 15% chance to attack incredibly fast
(note: these fast attacks are at lvl 90 and replace the 3rd level of the specialized perks)

You can check your Active Effects menu to confirm you are getting the benefits of Duelist or Shield style.
http://static.skyrim.nexusmods.com/downloads/images/13502-5-1334266947.jpg

Two-Handed
http://static.skyrim.nexusmods.com/downloads/images/13502-4-1334266947.jpg
All Two-Handed weapons get +20% power attack damage, and +20% stagger.
Sneaking with a two-handed weapon is more difficult.

Perks
* http://static.skyrim.nexusmods.com/downloads/images/13502-3-1334266734.jpg lvl1 - 25% less stamina used for power attacks, +20% damage with 2-handers
* Champion's Stance lvl2 - 50% less stamina used for power attacks
* Greatsword Training - Greatswords do +30% damage. Take -15% damage and -50% criticals from them.
* Battle Axe Training - Battle axes +30% damage. Take -15% damage and -50% criticals from them.
* Warhammer Training - Warhammers do +30% damage. Take -15% damage and -50% criticals from them.
* http://static.skyrim.nexusmods.com/downloads/images/13502-5-1334266735.jpg - Warhammers get a 30% chance to cause a small bleed but for 5 minutes
* Skull Crusher - now only 2 levels and caps at 85% armor ignored
* http://static.skyrim.nexusmods.com/downloads/images/13502-2-1334266733.jpg - Greatswords get a 15% chance to immobilize for 2secs.
* Limb Splitter - last lvl bleed effect is 3x longer and 3x stronger
* http://static.skyrim.nexusmods.com/downloads/images/13502-3-1334266814.jpg - Battle Axes get a 15% chance to cause a gushing wound dealing enormous damage for a few moments.
* Supplanter - Power attacks with two-handed weapons do +50% damage.
(note: Internal Bleeding, Crippling Blow, and Gusher are lvl 40)

- NOTE: "50% less criticals" means: original enemy critical chance is 10%, with perk it is 5%

Weapon Speed Note
ACE Melee fixes the vanilla Skyrim base weapon speed bug.
Unfortunately if another mod also does this same thing, they will double-fix and then break again.
To disable the ACE Melee weapon speed fix, open the consile (~) and type this:
set WeaponSpeedBaseFix to 1
And things should go back to normal, make sure to set it back to 0 if you remove the other mod!

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[img]http://skyrim.nexusmods.com/downloads/images/13976-1-1337347510.jpg[/img]

5. ACE - Realistic Fighting

A multitude of factors alter a variety of combat statistics, some of these factors are:
Sleeping, Prone (Crouched/Sneaking), Flat-Footed (Weapon Sheathed / Staggered), Casting, Power Attacking,
In-Combat (Weapon Drawn), Standing Still, Sure-Footed, Walking, Running, Sprinting, Damage from: side/back/front, and more

Mod details
Target is wearing:
* Clothes / Unarmored > 35% chance to do 1.5x dmg, +15% critical. (A)
* Light Armor > 20% chance to do 1.5x dmg, +5% critical. (A)
* Heavy Armor > 10% chance to do 1.5x dmg. (A)
* Clothes / Unarmored with Magic Armor > 15% chance to do 1.5x dmg, +3% critical (A)
* Light Armor with Magic Armor > 10% chance to do 1.5x dmg (A)
* Heavy Armor with Magic Armor > -5% critical (A)

Target is:
* Sleeping ~ 2x stagger, 100% chance to do 1.5x dmg, +100% critical (A)
* Prone (Sneaking) ~ 1.33x stagger, +33% chance to do 1.5x dmg, +10% critical (A)
* Flat Footed (Weapon Sheathed / Staggered) ~ 1.25x stagger, +25% chance to do 1.5x dmg, +5% critical (A)
* Sure Footed (Standing Still or Walking) ~ 0.9x stagger, +10% chance to do 0.5x dmg, -5% critical (A)
(Sure footed = NOT sleeping, staggered, swimming, sprinting, running, sneaking, dual casting, power attacking, or sheathed)
* Running ~ no penalties at all, this is the neutral state (A)
* Sprinting ~ 16% (front), 25% (sides or rear) chance that attacks make the target fall over. (A)
(no fall chance for player yet, increased stagger as place-holder)
(dragons, ghosts, giants, and horses are immune to this)

Attack the target's:
* Side ~+10% chance to do 1.5x, +10% stagger
* Rear ~ +20% chance to do 1.5x dmg, +20% stagger, +10% chance to fall
* While Blocking ~ Rear +25% chance to do 1.5x dmg, no +stagger from sides
See Direction Diagram here: http://skyrim.nexusmods.com/downloads/images/10037-1-1337869472.png
(Attack Direction portions are only implemented for player-attacks, enemy-attack direction not yet)

* Casting Spells is considered Flat-Footed unless caster has lvl50 in any magic skill. (A)
* Power Attacking is considered Flat-Footed unless attacker has lvl50 in 1h or 2h skill. (A)

* Movement speed is 5% slower with an un-sheathed 2h melee weapons (A)
* Running or Sprinting is 10% slower with a weapon drawn (except 1h swords and daggers, and magic) (A)
* When stamina is below 25%, -30% stamina regen, -15% movement speed, and +50% stagger. (A)
* When health is below 33%, -30% stamina regen, and -10% movement speed. (A)

* Bows do +7% damage when not moving (affects damage displayed in inventory, open inv while moving to see base)
* Bows get 15% more zoom when crouching/sneaking
* Point-blank shots with bows do 15% more damage

* When holding a torch you: (A)
- get -100% sneaking
- get -20% incoming frost damage
- get +10% incoming fire damage
- your frost spells and weapon enchantments do -5% damage
- your fire spells and weapon enchantments do +15% damage

Notes
(A) = This can be seen in the Active Effects Menu
Unless noted, these apply to both the player and enemies
If the conditions of 2 or more of these effects are triggered, they will both apply and stack.


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[img]http://skyrim.nexusmods.com/downloads/images/13976-1-1335248993.jpg[/img]

6. ACE - Smithing

Mod details
- Weaponsmith: Weapons can be increased to the next rank. (Affects all weapons in the game)
and, Ignore 5% damage from weapons you know how to craft.
(No other perks required to ignore 5% damage from iron/wooden weapons)
- http://static.skyrim.nexusmods.com/downloads/images/10521-3-1331382363.jpg: Puts Legendary rank within reach.
- Armorsmith: Armor and shields can be increased to the next rank. (Affects all armors in the game)
and, Ignore 5% armor when attacking enemies wearing armor you know how to craft.
(No other perks required to ignore 5% armor from leather/hide/iron armor)
- http://static.skyrim.nexusmods.com/downloads/images/10521-2-1331382362.jpg: Puts Legendary rank within reach.
(The following 4 perks use a special system. After selecting one of the 4 new branches of the Smithing tree, as your skill level increases, each perk on that branch automatically unlocks.)
- Nordic Crafting - Unlocks Steel Forging, and later (Smithing 45) Scale and Plate Crafting, and finally (Smithing 90) Dragon Smithing.
- Refined Artistry - Unlocks Elven Casting, and later (Smithing 60) Glass Forming.
- Heavy Metal Molding - Unlocks Dwarven Engineering, and later (Smithing 50) Orcish Fabricating, and finally (Smithing 70) Ebony Molding.
- Mystic Altering - Unlocks Arcane Blacksmith, and later (Smithing 90) Daedric Shaping.
http://skyrim.nexusmods.com/downloads/images/10037-1-1337323276.jpg

- Armor Effects: - after getting these perks, the effects apply while wearing 3+ pieces of that type -
(all these effects show up in the Active Effects Menu, so you know they are working)
* Glass Forming: resist magic +5%
* Orcish Fabricating: stamina regenerates 10% faster.
* Dwarven Engineering: stagger 10% less.
* Dragon Smithing: take 5% less damage from any Dragon attack.
* Elven Casting: magicka regenerates 10% faster.
* Ebony Molding: reflect 4% of melee damage back to the attacker
* Daedric Shaping: reflect 6% of melee damage back to the attacker, conjuration spells last 5% longer
* Scale & Plate Crafting: power attacks use 10% less stamina or are 10% stronger, respectively
* Steel Forging: gain 15 health

New Tempering Progression
ACE - Smithing
* Best tempering with no perks = Exquisite at smithing lvl87+
* Best tempering with Armorsmith/Weaponsmith = Epic at smithing lvl100
* Best tempering with Master Armorsmith/Weaponsmith = Legendary at smithing lvl100
(the levels above get lower if Fortify Smithing enchantments are worn)

Vanilla Skyrim
* Best tempering with no perks = Flawless at smithing lvl100
* Best tempering with appropriate perk = Legendary at smithing lvl91
(the levels above get much lower if Fortify Smithing enchantments are worn)


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[img]http://skyrim.nexusmods.com/downloads/images/13976-1-1336289309.jpg[/img]

7. ACE - Speech

Mod details
Money becomes important again, you will want to collect that loot, and increase your carry weight
Shops will do their best to rip you off, and if you're a svcker they'll bleed you dry
Shops won't give you as much gold for your 2nd-hand blood-soaked items
Buying prices are generally higher and selling prices are generally lower
Shopkeeper's race and their stance on player race factors into buying prices. (see readme for details)

Speech Perks
Haggling - reduced to 2 levels - buying and selling prices are lvl1:15%, lvl2:30% better.
Bribery & Corruption - Everyone has their price, especially guards. Bribing and persuasion are a lot easier.
People Person - Prices are 15% better with the opposite six or when wearing fine clothes.
Loyal Investor - Investing 500g in a shopkeeper allows you to sell stolen goods to him and permanently increases his gold.
Presence - Magical charm and fear effects last twice as long, and intimidation is two times easier.
(Note: There are 3 fewer perks than the vanilla tree, you may need to redistribute some perks)

Coming soon
A line of perks in the Speech tree which improves followers.


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8. ACE - Synergy Bonuses

Mod details
Adds many small benefits which are meant to represent a player's cross-skill and other knowledge.
For example having over 80 in a weapon tree and in the smithing tree gives a small tempering bonus when upgrading that exact weapon type.
These benefits are added automatically, there is no need to cast a spell or add a perk to begin.
When you reach the appropriate skill level or perk requirements to gain a Synergy Bonus, it will just happen.
http://skyrim.nexusmods.com/downloads/images/13976-2-1333382821.jpg with http://skyrim.nexusmods.com/downloads/images/13976-1-1333382820.jpg of all the Synergy Bonuses can be found http://skyrim.nexusmods.com/downloads/images/13976-3-1333382821.jpg.

The Synergy Bonuses
Skill & Perk Related Bonuses:

[Mages]
* 100 in Alteration & Conjuration & Destruction & Illusion = +9% spell magnitude
* 100 in 3 of Alteration / Conjuration / Destruction / Illusion = +5% spell magnitude
* 100 in Alchemy & Smithing & Enchanting = +3% bonus to tempering/enchanting/creating-potions
* Intense Flames & 80 Enchanting = +5% power for offensive fire enchantments
* Deep Freeze & 80 Enchanting = +5% power for offensive frost enchantments
* Disintegrate & 80 Enchanting = +5% power for offensive shock enchantments
* Mage Armor 3 & 80 Enchanting = +5% power for fortify heavy/light armor enchantments
* Oblivion Binding & 80 Enchanting = +5% power for fortify weapon enchants

[Warriors]
* 80 Smithing & 80 One-handed = small tempering bonus when improving 1-handed weapons
* 80 Smithing & 80 Two-handed = small tempering bonus when improving 2-handed weapons
* 80 Smithing & 80 Archery = small tempering bonus when improving bows weapons
* 80 Smithing & 80 Heavy Armor = small tempering bonus when improving heavy armor
* 80 Smithing & 80 Light Armor = small tempering bonus when improving light armor
* 80 Smithing & 80 Block = small tempering bonus when improving shields
- the tempering bonus works out to between 3 to 10 points on the end-product -
* Bladesman lvl3 & Deep Wounds lvl3 = swords and daggers get a +3% bonus critical chance
* Bone Breaker lvl3 & Skull Crusher lvl3 = maces get a +3% bonus critical chance
* Hack and Slash lvl3 & Limbsplitter lvl3 = axes get a +3% bonus critical chance
* 100 Heavy Armor & 100 Light Armor = +3% armor rating
* 100 in One-Handed & Two-Handed & Archery = +4% weapon damage

[Thieves]
* Light foot & Unhindered = 3% chance to dodge attacks
* Critical Shot lvl3 & Deadly Aim lvl3 = bows get a +3% bonus critical chance

[Warrior-Mages]
* 90 in Destruction & 90 in either heavy or light armor = +5% spell magnitude against armored enemies


Race Related Bonuses:
* Orcs get +3% armor when wearing orcish armor
* Orcs do +3% damage with orcish weapons against heavily armored enemies
* High Elves get -3% spell cost when wearing elven armor
* High Elves get +3% spell duration when holding an elven weapon
* Wood Elves ignore +3% damage from arrows when wearing elven armor
* Wood Elves do +3% damage when holding an elven bow
* Bretons get +3% spell duration when wearing iron armor
* Bretons get +6% intimidation when wearing iron armor
* Argonians get +3% sneak when wearing scale or leather
* Argonians get +3% sweet spot when lock picking in scale or leather armor
* Khajit get +6% sneak when wearing hide or leather armor
* Nords get staggered -3% when wearing steel plate armor
* Nords do +3% power attack damage when holding 2-handed nord weapons
* Redguards use -3% stamina for power attacks with steel 1-handed weapons
* Redguards get -6% falling damage when wearing steel or scale armor
* Imperials get +3% spell magnitude when wearing imperial armor
* Imperials get +3% block when holding an imperial weapon (block with weapon or shield)
* Dark Elves get +6% spell range when wearing scaled armor
* Dark Elves get -3% spell duration on incoming spells when holding a falmer weapon


=============================================

9. Patches for other Weapon Mods

Patches for popular mods are added which make them play nicely with ACE

These patches require a version of ACE more recent than 10d.
In these patches the bows have been adjusted to behave like light/long bows and to match with arrows.
Look for these files in the "Optional Files" section.
The patches replace the other popular mod's esp file. Install the other mod first. (links provided below)
Load order is not important with the patched mod and any of the ACE mods.
Please don't forget to take the time to endorse their great work while you are there!
(These are just ordered chronologically by when I received permission from them, no other special meaning.)

* Aertyr's http://skyrim.nexusmods.com/downloads/file.php?id=11520 mod. *
- - Auriel's Bow now behaves like a light bow and matches with light arrows, Nightingale bow also. - -

* AeonVita's http://skyrim.nexusmods.com/downloads/file.php?id=1935 mod. *
- - The regular Dragonbone bow/arrow is light. The Nordic Dragonbone bow/arrow is long - -

* Waalx and ShinGouki's http://skyrim.nexusmods.com/downloads/file.php?id=12506 mod. *
- - The bows now behave like light bows, and their ammo also. The progressive power increase is matched. - -

* Several bow mods by http://skyrim.nexusmods.com/modules/members/index.php?id=3099505 *
- - His 5 bows are available in the zip file, pick and choose which variation you like - -
- - http://skyrim.nexusmods.com/downloads/file.php?id=15109 is a light bow - -
- - http://skyrim.nexusmods.com/downloads/file.php?id=13520 and http://skyrim.nexusmods.com/downloads/file.php?id=15642 are available as either light or long - -
- - http://skyrim.nexusmods.com/downloads/file.php?id=14085 and http://skyrim.nexusmods.com/downloads/file.php?id=14693 are available as long bows - -

* theycallmecheese's http://skyrim.nexusmods.com/downloads/file.php?id=14701 mod. *
- - Two versions in the zip file, light bow & arrow, and long bow & arrow - -

* howiego08's http://skyrim.nexusmods.com/downloads/file.php?id=13317 mod. *
- - Mammoth Recurve Bow, Valenwood War Bow, and Colovian Composite Bow are long - -
- - Elven Hawk Bow, Orsimer Chieftan Bow, and Ornate Khajiit Bow are light - -

* DoODABoOM's http://skyrim.nexusmods.com/downloads/file.php?id=7109 mod. *
- - Two versions in the zip file, light bow and long bow - -

* jojjo's http://skyrim.nexusmods.com/downloads/file.php?id=15494 mod. *
- - Two versions in the zip file, light bow and long bow - -

* newermind43's http://skyrim.nexusmods.com/downloads/file.php?id=12276 mod. *
- - Alduin Dragon Bow, Chaurus Bow, Mammoth Bow, and Composite Modern Bow are long - -
- - Dwarven Modern Bow, Human Bone Bow, Dragon Bone Bow, and Spriggan Bow are light - -

* Nicoroshi's http://skyrim.nexusmods.com/downloads/file.php?id=15122 & individual mods. *
- - Contains Nicoroshi Creations (Bow of the Drow - light & Doomshard Bow - long) - -
> All the following bow and arrow mods can also be found individually in the zip file <
- - The 1.0 version of the http://skyrim.nexusmods.com/downloads/file.php?id=14162 is light, the bigger 1.1 version is long - -
- - http://skyrim.nexusmods.com/downloads/file.php?id=13992 has 2 versions, light and long - -
- - In the http://skyrim.nexusmods.com/downloads/file.php?id=16214 mod, 2 of the arrows are long, and 2 are light - -

* Darkangel13 and Jaredschons' http://skyrim.nexusmods.com/downloads/file.php?id=14811 mod. *
- - Two versions in the zip file, light bow and long bow - -

* DVAted and the Sabre Gear team's http://skyrim.nexusmods.com/downloads/file.php?id=12583 mod. *
- - Saber Bow is a light bow, Saber Long Bow is a long bow - -
- - Duplicated the included arrow and made a long and light version - -

* 3jiou's http://skyrim.nexusmods.com/downloads/file.php?id=16474 and http://skyrim.nexusmods.com/downloads/file.php?id=3741 mods. *
- - Two versions of each bow in the zip files, a light bow and a long bow of each - -

* leasm's http://skyrim.nexusmods.com/downloads/file.php?id=11139 mod. *
- - Makes his bound bows behave like the ACE bound bows - -
- - The Bound Long Bow spell book is still necessary to cast the bound long bow - -

* Sader325's http://skyrim.nexusmods.com/downloads/file.php?id=5600 mod. *
- - Makes his Mystic bow and Mystic arrow both become light - -
- - Fixes the original mod's bug where standard elven arrows displayed as Mystic above the Stamina Bar - -

* masterofshadows's http://skyrim.nexusmods.com/downloads/file.php?id=12892 mod. *
- - Made the Oriental bow and arrow both light - -
note that this Patch is not a replacer, it just adds an esp file, delete the esp to remove the patch

* cageu's http://skyrim.nexusmods.com/downloads/file.php?id=13234 mod. *
- - Long: Elven Bow Ebony, Elven Bow Ivory, Elven War Bow Elm, Elven Arrow Ebony - -
- - Light: Elven Bow Elmwood, Elven Bow Redwood, Elven Arrow Elmwood, Elven Arrow Tree - -

* Isilmeriel's http://skyrim.nexusmods.com/downloads/file.php?id=5727 mod. *
- - Two versions in the zip file, light bow and long bow - -


"Crafting 300 - Armoury of Tamriel" by ByblosHex - request sent to author

Thank you each one of you wonderful mod authors for your great mods and for giving permission to upload patches!


=============================================


10. ACE - BYOG
(Balance Your Own Game)

Features a collection of small mods to choose from which will alter specific aspects of the game.
Make sure you copy both the esp&bsa files to the /data folder, or use the NMM installer.
(effects apply to enemies also, not just player)


All effects available in -50% / -25% / +25% / +50% unless noted (**) otherwise.

Files that affect weapons & armor:
* BattleAxes = damage with and from Battle Axes
* Bows = damage with and from Bows
* Daggers = damage with and from Daggers
* Greatswords = damage with and from Greatswords
* Maces = damage with and from 1-handed Maces
* Swords = damage with and from 1-handed Swords
* War Axes = damage with and from War Axes
* Warhammers = damage with and from Warhammers

* Heavy Armor = armor rating for heavy armor, enemies too
* Light Armor = armor rating for light armor, enemies too
* Vital Torso ** = +50% armor rating on torsos and -50% on others

* Melee = damage with and from all melee weapons
* Melee1H = damage with and from 1-handed weapons
* Melee2H = damage with and from 2-handed weapons

Files that affect magic:
* Alteration Power = magnitude of all alterationspells
* Conjuration Power = magnitude of all conjuration spells
* Destruction Power = magnitude of all destruction spells
* Illusion Power = magnitude of all illusion spells
* Restoration Power = magnitude of all restoration spells

* Magic Power = magnitude of all spells
* Magic Cost = cost of all spells
* Magic Duration = duration of all spells

Files that affect general gameplay:
* Carry Weight ** = Reduce carry weight by 200/150/100/50 or increase it by 50
* Buy Prices ** = buying prices are doubled
* Sell Prices ** = selling prices are halved
* Price Penalty in Armor = buying and selling prices are 20% worse when wearing armor, look more civil!
* Sneaking = sneaking success rate
* Alchemy = modify new potions
* Smithing = modify new tempering
* Enchanting = modify new enchantments
* NPC Archer Miss-Rate ** = half, twice, or 88% more accurate

You can mix&match them in any way you want,
they are all perfectly compatible with any mod.
They make no modifications to any items, it's all transparent.
Load order makes no difference.
Finally you can match different mods together and tweak with BYOG!

I am doing this because even though ACE is well balanced with itself, it doesn't exist in a vacuum and with other mods some aspects may need slight balancing.
These don't require ACE, they are all standalone.

For anyone seeking a mod that alters leveling speed, I recommend the http://skyrim.nexusmods.com/downloads/file.php?id=1175.
It is the ONLY one I have seen that is compatible because it does not alter the skill trees.


=============================================

11. Install & Uninstall Notes

Install

Use the NMM, BAIN or manually unzip the contents to the /Data folder.
If you install manually, have a look at which ESPs you want and
make sure you copy BOTH the ESP and BSA file!
When upgrading from previous versions, I recommend using a clean save just to be safe.
(Unequip all weapons and armor, and save a new game.)
This helps to keep bugs low, not just for this mod but for all Skyrim mods!

If you see http://skyrim.nexusmods.com/downloads/images/10037-1-1334921490.jpg the next time you load your game,
then it installed successfully!
[img]http://skyrim.nexusmods.com/downloads/images/10037-3-1334921492.jpg[/img]


Uninstall

*** Run these console commands before removing any ACE mods ***
After running the commands save to a new savegame file, then exit the game
and uninstall the mod using NMM, BAIN, or manually delete the files you added in the /Data folder.

Uninstall Commands:
Archery - set ACEArcheryUninstall to 1
Armor - set ACEArmorUninstall to 1
Enchanting - set ACEEnchantingUninstall to 1
Melee - set ACEMeleeUninstall to 1
RF - set ACERFUninstall to 1
Smithing - set ACESmithingUninstall to 1
Speech - set ACESpeechUninstall to 1
Synergy - set ACESynergyUninstall to 1


=============================================

These are suggested ideas for Synergy Bonuses

These are mine and player suggested bonuses to be considered & discussed:
* If you like any of these ideas, now is the time to comment or suggest something! *


[Mage]
? Conjuration & destruction relevant elemental damage or effect perk = stronger summoned atronachs.
[How about: all 3 basic elemental atornachs exploding upon death (much like the flame atornach already does, only make it much more powerful), causing respective elemental damage, based on destrucions skill level.]
? Alchemy & Restoration skill levels = +15% stronger restoration potions and/or fortify potions
? Master of the Mind + Master Alteration = Cannot be staggered while casting.
? Restoration + Experimenter 2 + Green Thumb = Food has additional benefits and stronger healing.

[Warrior]
? 1-handed & 2-handed = a kind of melee master
[how about: When both are level 90+: A higher % chance of finishing moves.]
? Shield charge & Reflect blows: % chance to disarm enemies when the succesfully hit you with a melee attack.
? Blocking + Two-Handed 90 = Bashing with a two-handed staggers all enemies in front of you.

[Thief]
? Sneak & Speechcraft & Locksmith = a kind of master thief
[How about: When all thief skills are level 100 (very hard to do), neutral NPC's will no longer turn hostile upon witnessing crimes. Requires presence perk.]
? Archery and Sneaking, permanent buff of detect life.
? Sneak and Speech, sell stolen goods in any vendor
? Top Light Armor perk + Shadow Warrior = additional chance to dodge any attack, ranged or melee.

[Warrior-Mage]
? destruction & light/heavy armor = spells do more damage to armored enemies
? Adept Alteration & Fighting Stance = Bull's Strength (power attacks with one handed weapons deal +damage)
? Adept Alteration & Champions Stance = Giant's Strength (power attacks with two handed weapons deal +damage)
? Disarming Bash + Enhanced Flames/Shock/Frost lvl3 = Power Bashing with a damage cloak increases the damage of the cloak.
? Kindred Mage + Champion Stance = bonus melee damage to Calmed enemies.

[Warrior-Thief]
? Intimidate & power attack perks = enemies have a chance to flee on power attacks
? Lockpicking + all Dual Wield perks in One-Handed = slightly increased "sweet spot" on locks of all difficulties
? Reflect Blows + Lockpicking + at least 3 Lockpicking perks = Once a day use your brute strength to smash a lock to pieces.

[Thief-Mage]
? Powershot & Intense Flames = Flame Imbued Shots (causes targets to flee if their health is low)
? Powershot & Deep Freeze = Frost Imbued Shots (paralyze targets if their health is low)
? Powershot & Disintegrate = Shock Imbued Shots (disintegrate targets if their health is low)
? Powershot & Poisoner = Assassins Shot (additional damage dealt as poison damage)
(Could do the same with this with One Handed and Two Handed weapons, but lessen the effects to balance it with the higher attack rate of melee weapons)
? Adept Alteration & Eagle Eye = Cat's Eyes (bow shots whilst zooming cause + damage)
? Quick Hands + Adept casting for all Alteration/Conjuration/Destruction/Illusion/Restoration = Spellcasting Prodigy (Charge up speed of all spells increased)
? Archery + Alterration, you can get closer to beasts before they spot you.
? Destruction & stamina > 75% or stamina is highest attribute = you can cast faster.
? Restoration & Speechcraft = normal heal spells heal all friendlies around you also a bit.

[Warrior-Mage-Thief]
? Snakeblood + tier 3 sword perk(s) + Alteration + Kindred Mage = chance on crit to deal poison damage over time

[Racial]
? player race & skill related to lore or racial power = ? for example, a wood elf with high archery
? Player race & enemies equipment & smithing perk = take less damage from your races weapons, do more damage to your races armors




- - - - -

Other Suggestions:
Suggestions and criticisms are welcome. I will try to include the best ideas and consider the best revisions!
If anyone runs across anything they'd like to see tweaked or changed about the mod,
I'd be more than glad to consider it for future versions!
Regarding my response time to bugs and updates and comment section replies;
I live in Japan and work 6 days a week with long/odd hours.
Modding is pretty much my hobby now with a little play-time now and then.
In other words, I'm probably sleeping while most of you are awake and can't focus on major changes most days.
Please be understanding of this.


Some of the best parts of this mod (and my other mods) came from great feedback and suggestions!
Here are some of the people that have had great ideas and whose contributions make all these mods better!
(in no particular order)
nathanj, QTQuazar, zeromus88, Masthor, stuff444, Mithoron. theoriosan, CalenEllefson, agunsthemagi, topeira, indomidable, HappyFool, argan, U1849KA, AndyPandyW, heavengracez, cheechaedo1, Vinifera7, zenogais, Meo244, and others I'm sure I missed
Thank you! :) Your help, suggestions, feedback, support to myself and other people, all of it, it's all very appreciated!





User avatar
Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Mon May 28, 2012 12:45 am

Neat.

I'm surprised you don't have a mod that changes the stars in the sky.
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Harry Leon
 
Posts: 3381
Joined: Tue Jun 12, 2007 3:53 am

Post » Mon May 28, 2012 4:15 am

Neat.

I'm surprised you don't have a mod that changes the stars in the sky.

I see what you did there, clever.
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Sylvia Luciani
 
Posts: 3380
Joined: Sun Feb 11, 2007 2:31 am

Post » Sun May 27, 2012 9:33 pm

Ooh, Synergy Bonuses looks interesting. I'll definitely check that out. Thanks for posting!

Couple of quick questions on it - does it work okay with magic overhauls that change the perk trees and do the bonuses also apply to NPCs/Followers?
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Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Mon May 28, 2012 6:23 am

I read through your changes pretty quickly so I am not yet familiar with all of them, but I have to say I really like this. You seem to have put a lot of intelligent thought into these changes. And I know it's a trivial thing but I love that the Smithing tree is shaped like an anvil! :)

Have you given any thought to releasing a combined, all-in-one version of these mods? I bet there would be more than a few who would use it. I would, if you did.

Anyway, great work!
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Kat Ives
 
Posts: 3408
Joined: Tue Aug 28, 2007 2:11 pm

Post » Sun May 27, 2012 8:53 pm

@godhugh
Thanks!
No these don't apply to followers or npcs for the moment. - Actually I'm homing to get a hand from some more experienced modders on a way to do that which is as unobtrusive as possible, the great thing about Synergy Bonuses is that it has ZERO compatibility/conflict issues because it edits no existing formIDs! :)
They should be compatible with any other mod, so long as they are just renaming the old perks to new perks but keeping the same formIDs, my mod will just match those new perks, the logic might not make as much sense though, but the effect will still show up.

@Pseron Wyrd
Thank you! Yeah I put a lot of time into thinking of the most balanced way to do this which would still allow mods like Deadly Combat or Duel to do their job well too.
And yeah that Smithing tree was a pain in the butt to get right! lol (save mod - load game - tweak mod - repeat x20)

Regarding the combined version, I will do that when these mods reach a state nearing completion, but the modular versions will always be there for people hoping to use other mods with similar effects. :)
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Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Mon May 28, 2012 5:29 am

Athyra...have been using your armor and synergy mods since you first put them on the Nexus...LOVE the changes!

I never even know about the melee one...somehow missed that so definitely grabbing it, as that sounds promising as well for my current character.


Great job!
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sharon
 
Posts: 3449
Joined: Wed Nov 22, 2006 4:59 am

Post » Mon May 28, 2012 12:36 am

Thanks Mithoron!
I'm glad this helped :)
And if you have any suggestions for any of them please be sure to let me know!
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Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Sun May 27, 2012 10:53 pm

:)
Wow nice stuff I'm sure loads more people will want these lil babys now your showing them off in multiply places! Back to the front page!
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Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Mon May 28, 2012 2:59 am

I hope you're right!
and thanks for checking out my mods!
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Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Mon May 28, 2012 4:19 am

This looks really good. I may just DL it tomorrow.
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Damned_Queen
 
Posts: 3425
Joined: Fri Apr 20, 2007 5:18 pm

Post » Sun May 27, 2012 11:01 pm

Thanks! If you do I'd love to hear what you think about 'em .
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bonita mathews
 
Posts: 3405
Joined: Sun Aug 06, 2006 5:04 am

Post » Sun May 27, 2012 2:32 pm

The synergy bonuses are very cool, however, I find it problematic that my Nightingale armour and my Boots of Eminent Sneaking give my Khajiit thief a sneaking penalty. Could that be fixed? It doesn't make sense. Otherwise, I'm enjoying this and the bow mod. Great work!
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Emilie M
 
Posts: 3419
Joined: Fri Mar 16, 2007 9:08 am

Post » Mon May 28, 2012 3:52 am

The synergy bonuses are very cool, however, I find it problematic that my Nightingale armour and my Boots of Eminent Sneaking give my Khajiit thief a sneaking penalty. Could that be fixed? It doesn't make sense. Otherwise, I'm enjoying this and the bow mod. Great work!

Thanks!
And... that sneaking penalty .. do you know which mod is causing that? it should not be happening ...
Unless it's the Armor Overhaul mod and your light armor skill is below 30 or 70 it would give a -20% or -10% penalty
I could add an unless to that effect for nightingale armor :)
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Baby K(:
 
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Joined: Thu Nov 09, 2006 9:07 pm

Post » Mon May 28, 2012 3:46 am

Glad you posted them here since I somehow totally missed them. Looks great!
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ANaIs GRelot
 
Posts: 3401
Joined: Tue Dec 12, 2006 6:19 pm

Post » Sun May 27, 2012 8:57 pm

Glad you posted them here since I somehow totally missed them. Looks great!

Yeah it can be difficult to get mod visibility considering how many awesome mods there are...
I wish there were more specific categories in all these sites.
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Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

Post » Mon May 28, 2012 2:56 am

my Nightingale armour and my Boots of Eminent Sneaking give my Khajiit thief a sneaking penalty.
I seem to recall reading about a glitch where the sneak skill could be boosted so high with stacked effects that it cycles around into negative numbers? Does that sound familiar to anyone? If it does turn out to be the case it's a game engine problem, not a problem with this mod.
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Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Mon May 28, 2012 3:36 am

I seem to recall reading about a glitch where the sneak skill could be boosted so high with stacked effects that it cycles around into negative numbers? Does that sound familiar to anyone? If it does turn out to be the case it's a game engine problem, not a problem with this mod.

I DO remember something like that... and also the same thing with pickpocket ... right?? If it's too high it will loop around and become horrible??
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Sun May 27, 2012 3:10 pm

Does anyone know how to change a thread's title?
I've renamed my series of mods to one name for consistency and would like to make the title of the thread:
"ACE Mods"

but I don't see any way of doing that =/
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Skivs
 
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Post » Sun May 27, 2012 2:53 pm

PM a moderator about it and they will change it for you
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Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Mon May 28, 2012 12:53 am

Thanks :)

---

Major update!
http://skyrim.nexusmods.com/downloads/file.php?id=10037
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Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Mon May 28, 2012 3:44 am

I have used your earlier versions and liked it very much. Thanks for continuing your work on this.
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Louise Lowe
 
Posts: 3262
Joined: Fri Jul 28, 2006 9:08 am

Post » Sun May 27, 2012 8:05 pm

Nice to see that this mod series is being advertised here. Ever since finding your smithing/enchant mod, I searched for all your other mods on the Nexus. So nice that it's all in one package.

One thing you mentioned about Synergy Bonuses, should not conflict with...custom race mods? I use RaRe, and I swear when I activated Synergy Bonuses it would render my Skyrim "unresponsive" (in the task manager) and could never load a save. Mind you, I had a crap ton of mod conflicts, but this one seemed to be part of the suite of problematic mods.

I got a clean save (disabled everything except for USKP) and waited 31 days to make sure all cells, what have you had cleared, and I'm in a pretty stable state right now, so I'll give it another go.

As for the rest, absolutely awesome, especially the Archery. Love the Light and Heavy bows! Diversified gameplay = big win. And thanks for nerfing Smithing and Enchanting. I'm one of those people who has trouble not taking advantage of exploits, so this also helps in the psychology dept. :P
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Sudah mati ini Keparat
 
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Joined: Mon Jul 23, 2007 6:14 pm

Post » Mon May 28, 2012 1:46 am

Thanks Peter! I'm glad you like it! :)

@parasyte
regarding Synergy Bonuses, it makes no modifications to any formIDs, all it does is add a perk which checks which race you are, custom races just wouldn't trigger the conditions, that's all.
Unresponsiveness and long-loads is a symptom of script weight/conflict, but I don't use any running-scripts, just a 1-time load and then close script to add that perk. :)
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Etta Hargrave
 
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Joined: Fri Sep 01, 2006 1:27 am

Post » Sun May 27, 2012 3:42 pm

Hey Athyra! Glad your mods are getting the attention they deserve! Keep it up :smile:
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Lauren Graves
 
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Joined: Fri Aug 04, 2006 6:03 pm

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