[WIP] CBM: Survival of the Fittest

Post » Tue Dec 11, 2012 4:32 am

With this mod enabled you can expect hardcoe realism and survival (anyone who played New Vegas would be familiar with this, although I refer to it as "Realism Mode") which adds hunger, thirst, sleep and many other changes as well as extra combat effects that affect you and the enemy. Most would think "whats the point of adding additions such as these to THIS type of game?" and I reply "because this mod adds more and does more and at the same time makes it work extremely well". This mod also includes the "actionic durability system" allowing weapons and armor to actually break. This mod is not for the faint of heart, only the strongest will survive!


STATUS:

A mod that is currently a work in progress. Fixes, tweaks and balancing are being applied.


LANGUAGES:

English.


REQUIREMENTS:

Skyrim full game, latest patch.
SKSE, latest version.


COMPATIBILITY:

This mod is designed as an overhaul and may not be compatible with any other mod which alter any of the following base data entries or values.

- Weapon items
- Armor items
- Ingredient items
- Misc Items
- Soul Gem items
- Key items
- Some Leveled Item lists
- Shouts (player only)
- Spells (player only)
- Book items
- Scroll items


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MOD DETAILS
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This mod is designed to overhaul a great deal of the game and change your gameplay experience almost entirely while at the same time keeping the original TES experience intact.

Item Renaming

Spoiler

- Most items and spells in-game have been renamed to include acronymns. One of the most noticable flaws about Skyrim (and many of Bethesda's games unfortunately) is the sloppy unpolished UI and menus (and Skyrim is no exception by far). Because of this all items have been "rearranged" by renaming them so they all sort into their own sub-categories within every menu that they belong to. For example most weapon items have "APRL/WEP" in front of the name so that they become easier to track and equip especially during combat when you have to switch around quickly and quite often by using the favorites menu. Also many perks which involved crafting many items, weapons and armor items that did not have required keywords attached to them have been fixed (this fixes many problems to do with smithing) and many unique items that could not be crafted before are now craftable. In addition all quest related items now have a weight value of 0 (usually displayed in-game regardless) because nobody wants to spend 30 minutes or more going through a very difficult dungeon only to discover that the required quest item weighs heavier than a armor plated dragon and cannot be carried.

Config & Settings

Spoiler

- SOTF adds many new features to Skyrim, but players will disagree with some changes which is why the item "SOTF: Config " can be activated from the PC's inventory which will allow you to enable, disable and/or change many of these features. Most features when disabled are simply frozen and no longer have any effect or impact (meaning its best to disable any mod features you dislike as soon as the mod is active in-game, the reason for this design is to prevent exploitation). Below is a list of what can be changed or enabled/disabled completely.
  • Auto Move Items
  • Limbs Damage
  • PC Scarring
  • Eating/drinking animations.
  • Arrow/Ice missiles being removed from PC body.
  • Breakable Items
  • hardcoe Mode
- Auto move items will allow all ingredient and material type items to be moved to the backpack automatically, if their is no room in the backpack they will be added to your inventory as usual instead.

- Disabling limbs damage will prevent your character from taking any limb damage whatsoever and disable the feature entirely.

- PC scarring is special debuffs like laceration induced bleeding and burn wounds, disabling this option will prevent the effects from ever occuring to your character.

- Eating and drinking animations is exactly what it sounds like, whenever you eat food or drink beveredges you will see the PC perform an animation depending on the type of food consumed.

- Arrow and ice missiles very often can "attach" to the PC, this allows you to choose wether they will remain for a duration of time (couple of game hours or so) or be removed every 10 seconds.

- Breakable items refers to weapons and armor being able to "break", please refer to the "Weapons & Armor Durability" section further below.

- hardcoe mode while enabled disables fast-travel completely unless your have the "Camping Supplies" misc item in your backpack, this mode also prevents you from equipping armor items at any time while in combat and enables stamina to be drained slowly while running (in addition to sprinting).

Need Stats

Spoiler

- Their are now need stats that must be satisfied in order to avoid the side effects no matter how minor or extreme they may be. If you played Fallout New Vegas and enjoyed hardcoe mode (having to keep hunger, thirst and sleep in check) then this is definately for you. The need stats are as realistic as possible but that does not mean it will take 3 weeks or so in-game for your character to starve to death, due to this being just a game (and for the sake of immersion and fun) it will take far less time for each stat to have a negative effect if any at all. These stats are able to be checked on by you at any time using the "Inspect Stat Values" option found in the SOTF main menu. In addition when any food item is consumed an animation is triggered ("eat bread" for eating and "drink from tagart" for drinking). As need stats degrade the effects they have on the PC become stronger, at first the effects are almost unnoticable (health, magicka and stamina regen reduced a little) but as the effects become stronger stats such as skills, combat effectiveness and power bars (maximum health etc not sports candy) are all affected greatly. Each of the need stats included are as follows:
  • Satiation (hunger) - This stat is a measure of how satiated your char is and how "hungry" they're body is based on calorie intake. Only by eating solid foods can this stat be satisfied and prevent starvation. Cooked food is obviously much more efficient than raw food as cooked food grants buffs and easily fills the stomach while most raw foods only restore satiation partially and have a chance to cause food poisoning. Failing to satisfy this stat over time will result in your char becoming physically weaker (all 3 default stats reduced), inflicting less damage with weapons and eventually death. This need stat does NOT apply if your char is a vampire. Also your char is immune to food poisoning if they are a werewolf (if vampires eat any food they immediately become poisoned). It takes approximately 3 days for this need stat to reach 0.
HINT: Raw food can be gathered from most slain creatures and then cooked.
  • Hydration (thirst) - This stat is a measure of how hydrated your char is and how much water is currently in they're system. Only by drinking beverages or any clean liquid substance can this stat be satisfied and prevent dehydration. Failing to satisfy this stat over time will result in your char becoming physically weaker (all 3 default stats reduced) and eventually death. This need stat does NOT apply if your char is a vampire (you have to use the hardcoded vampire thirst system instead). It takes approximately 2 days for this need stat to reach 0.
  • Energy (sleep) - This stat is a measure of how much energy your char currently has left in they're system. Only by sleeping can this stat be satisfied and prevent your character from passing out. Failing to satisfy this stat over time will result in your char becoming weaker (magicka and stamina reduced). Their are also drinks and some rare foods which satisfy the energy stat by a small margin. If your char is a vampire this stat decays faster during the day but slower during the night (meaning you have to sleep during the day and move around at night). While sleeping most need stats will decrease as usual. It takes approximately 1.5 days for this need stat to reach 0.
  • Bladder - This stat is a measure of your char's current bladder strength. Only by using the restroom located inside the Room of Relaxation can this stat be satisfied (the RoR can be found in all manjor cities as well as the wilderness). Failing to satisfy this stat over time will result in your char losing concentration, some stamina and eventually your char soiling themself (which resets the bladder stat but unfortunately leaves your char with a fully depleted hygiene stat and negative effects). The rate at which this stat decreases depends on what and how often you eat and drink but by default it takes 1 day.
  • Social - This stat is a measure of your char's current sanity and how much he/she has been conversing with other races. Only by socially interacting with other NPC actors can this stat be satisfied (you do this by talking to any actor/creature then choosing the "Social Interaction" option). Failing to satisfy this stat over time will result in your char feeling lonely and depressed. It takes approximately 4 days for this need stat to reach 0.
  • Stimulation - This stat is a measure of your char's current adrenal and caffeen levels. Unlike other need stats stimulation only increases rapidly during combat or other intense situations and will steadily decrease while out of combat. The higher the stimulation level stat the more positive effects it will have on your char (such as slightly increased weapon speed). This stat also decides when some combat effects, like disarming or knockdown, are able to occur. This stat also increases much faster while in combat if your char is a werewolf. This stat does not need to be satisfied over time and has very few side effects if any.
  • Hygiene (cleanliness) - This stat is a measure of your char's current cleanliness. Only by taking a shower can this stat be satisfied. Failing to satisfy this stat over time will result in your char becoming unclean and more vulnerable to poisons and diseases as well as reduced stamina and health regen. It takes approximately 4 days for this need stat to reach 0.
  • Temperature - This stat is a measure of your char's current temperature. Unlike other stats this stat cannot be affected by you directly but more by your actions and where you currently are in the world. If you are inside any interior this stat will very slowly increase but if you are outside in the wilderness it will quickly decrease (it will also increase/decrease very rapidly depending on the current weather). Also by hanging near fireplaces, campfires and other sources of heat your temperature will increase rapidly. Being too hot or too cold has varied effects on your char and being one or the other for too long can cause hyperthermia or heat stroke. It is also possible for your char to pass out from being too cold or too hot and to actually die from these effects. Vampires are immune to hyperthermia and werewolves are immune to heat stroke.
  • Morale (mood) - This need stat is a measure of your char's current morale rating and mood. Morale is affected by many variables, for example taking a shower and being clean will increase your morale a great deal, consuming treats (sweet rolls nom nom nom) or alcohol will also have a huge positive mood effect on your char. Being in combat for too long however will have a severe negative effect on your morale. This stat returns to 0 over time which is its neutral value (no debuffs or buffs while neutral).
- Their are also other stats that must be monitored. These stats are also able to be checked on by you at any time using the "Inspect Stat Values" option found in the SOTF main menu, most of these stats will never have any effect until an action taken by you forces them to do so.
  • Alcohol - This stat is a measure of your char's current alcohol level and will increase as your consume alcoholic beverages. Alcoholic drinks also allow your char to blow off steam (no not literally lol) and decrease mental fatigue. Consuming too much alcohol will impair your char's vision, further consumption will result in staggering and eventually passing out completely. Its always fun to have a good ol' boozer but over doing it can have disastrous consequencies.
  • Potions - Most items of this type now have negative effects to prevent them from being used as a safety net, this effect is mainly potion toxicity. The more potions consumed the higher the toxicity level reducing your health, magicka and/or stamina regeneration rate even further. The regenerative stat that is degraded depends on the type of potion consumed (for example a health potion will never decrease your health regen but will always decrease your magicka regen while a magicka potion will never decrease your magicka regen but will always decrease your health regen). All potion toxicity levels go down by 1 every few game hours.
  • Fat - Their are many types of food in the game which now contain different calories, those that contain fat will cause your char to gain weight and become more unhealthy. It is now important to maintain a healthy diet or else your char's stats and overall effectiveness will degrade. Different food types will have varying effects, for example apple pie will have a much stronger effect in terms of fat than wine. This stat means you cannot just simply digest any food on the go therefore you must maintain a healthy diet to remain at peak efficiency.
  • Protein - This is part of your calorie intake, foods that contain protein will allow your char to become stronger and remain healthy as long as you stay on a strong diet. Failing to consume enough protein will result in your char becoming physically weaker. Different food types will have varying effects, for example beef will have a stronger effect in terms of protein than bread.
HINT: Staying on a healthy diet of vegetables and water with the occasional chop of meat and your will char will remain very healthy with lots of protein and normal/moderate fat.
  • Physical Fatigue - Travelling around on foot most of the time can take its toll on the body physically and cause exhaustion. Moving at a steady pace wont damage your fatigue too much but sprinting great distances all the time will increase your fatigue rapidly. You can restore your fatigue very quickly by sleeping or just by sitting down for a minute to rest, also your physical fatigue will never increase while you are travelling by horseback. Your equipped armor (body and helm only) also greatly affects your physical fatigue, for example steel plate armor will drain your physical fatigue quickly while light elven armor will drain it slowly.
  • Mental Fatigue - Casting spells is no longer a mundane task and is now very different from simply equipping spells and casting endlessly with little consequence. For every spell that is cast your char's mental fatigue will dwindle which can seriously hinder they're performance in combat. The effects of mental fatigue are light at first but should this go unchecked most spells will become far too dangerous to cast as they take their tole on your char's mind and eventually they're body by draining magicka. Mental fatigue can only be restored by sleeping or consuming beveregdes (alcohol dulls the mind's senses but also confuses it). Taking hits in combat from enemy attacks can also cause this stat to increase (this however is greatly influenced by your Endurance SPECIAL stat).

SPECIAL

Spoiler

- Their is now a SPECIAL system which brings back primary stats but in a different way, the change included with this mod is more similar to Fallout than previous TES games because I feel that the SPECIAL system is much more effective at getting the job done and is far more enjoyable. You are able to choose what your SPECIAL stats are at the beginning of the game by spending 40 SPECIAL tokens. You can manage your SPECIAL abilities from the SOTF main menu and for a sum of 5000 gold you may reset your SPECIAL stats at any time. Each SPECIAL stat has 10 ranks max (with rank 10 being the most effective).
  • Strength - With each rank of the Strength perk the amount of damage inflicted with all melee weapons increases and you are able to carry more items. Also all weapons excluding bound weapons now require that you have a minimum strength rank in order to wield them.
  • Perception - With each rank of the Perception perk your eyesight and ability to spot things improves allowing you to cause more damage with ranged weapons and find more gold in containers.
  • Endurance - With each rank of the Endurance perk you regenerate health faster and take less damage from both physical and magical attacks. Your mental fatigue also increases slower from enemy attacks.
  • Charisma - With each rank of the Charisma perk your speech skill improves, your persuasion chance increases and the cooldown of your shouts is slightly reduced.
  • Intelligence - With each rank of the Intelligence perk you become smarter increasing your magicka regen and your skill in the conjuration, restoration and destruction spell schools by a small amount. Your mental fatigue also increases slower from any spells that you cast.
  • Agility - With each rank of the Agility perk your stamina regen and sneak skill improves and your movement speed increases slightly.
  • Luck - With each rank of the Luck perk all non-combat and non-magic based skills improve slightly and the chances of finding treasure and artifacts in chests increases. A higher Luck stat also prevents mishaps from occuring (like tripping over at random while sprinting).

Weapons & Armor Durability

Spoiler

- Durability for weapons and armor has been brought into Skyrim (it was a mistake for Bethesda to remove it completely and I have worked endlessly to make it function in-game). Durability works similar to how it did in previous TES games but with a few twists. When you strike an enemy with any weapon (bows, torches, staffs and misc weapons not included) the weapon gets worn down and becomes weaker, after using a weapon enough times it will eventually increase in durability damage level (their are a maximum of 10 durability damage levels per item type), should level 10 be reached for any item type then the equipped item in that slot will break completely replacing your equipped weapon/armor with a broken item version. The same rule applies to armor except armor takes durability damage whenever you are hit by an attack. Below is a list of the item types that now have durability:
  • Weapon right hand.
  • Weapon left hand.
  • Weapon both hands (two-handed melee weapons only).
  • Weapon ranged (two-handed ranged weapons only).
  • Armor shield (can take damage when you are hit and when you bash an enemy).
  • Armor head.
  • Armor body.
  • Armor hands.
  • Armor feet.
- The durability damage levels for each item type can be reduced by using light and heavy repair kits which can be purchased at many vendors. The current durability damage level of each item type can be checked on by you at any time by choosing the "Durability Damage" option found in the SOTF main menu. All broken weapon and armor items can be repaired at a forge provided that you have the required materials. Not all weapons and armor items are capable of breaking. Weapon and armor items do NOT have their own health therefore it does not matter if you switch weapons or armor around the durability damage levels will remain the same, I refer to this system as "Actionic Durability Damage" since its all about keeping you in the action and letting you make important tactical choices instead of forcing you to worry about maintaining a large number of items that you most likely won't ever use anyway.

Limbs & Crippling

Spoiler

- It is now possible for your char to become crippled after taking too many hits from enemy attacks. A damaged limb leaves no side-effects, however a crippled limb can leave your char extremely weakened and unfit for combat. Each limb has its own health and all non-crippled limbs can be healed using "Heal Extremity" potions which can be puchased at most alchemy type vendors. It is also rumoured that a spell exists allowing the caster to repair non-crippled limbs, maybe a tome exists somewhere in the world which teaches this powerful spell? Both spells and potions however cannot heal crippled limbs, special items are required in order to heal crippled limbs which are bandages, arm casts and leg braces which can be purchased at most vendors and found in many places. Crippled limbs once restored take some time to fully mend, the amount of time it takes depends on your choices, you can either use healing items to quickly restore limbs to full health (which can be very expensive) or rest in any bed to heal all limbs over time (which costs game time and usually no gold). The current health of each limb is able to be checked on by you at any time using the "Check Limbs" option found in the SOTF main menu. The limbs are typically as follows:
  • Head - The limb that has the least chance of being hit. Should this limb become crippled your vision will be impaired and your char dazed, it will also be virtually impossible to craft any items since your char is blinded.
  • Torso - The limb that has the highest chance of being hit. Should this limb become crippled your char's max carry weight, max stamina, sneak skill and armor skill will be drasticly reduced.
  • Right Arm - This limb has a small chance of being hit, also every time this limb takes damage their is a minor chance that you will be disarmed but this can only occur while your stamina is at 0%. Should this limb become crippled your max carry weight will be reduced by a small amount, your pickpocket skill by a great amount and you will no longer be able to wield one-handed weapons with that crippled arm or two-handed weapons at all.
  • Left Arm - See just above.
  • Right Leg - This limb has a moderate chance of being hit. Should this limb become crippled your max carry weight and stamina will be reduced by a moderate amount, also your movement speed will be reduced for each leg that is crippled.
  • Left Leg - See just above.
HINT: Going into combat while limbs are recovering from having been crippled is a very bad idea as limbs that have not fully healed which were crippled have a chance to be damaged and to easily become crippled again.

Physical Integrity

Spoiler

- During combat your char will now have a small chance to suffer side effects depending on the type of weapons the enemy is wielding, be it conventional weapons or spells. Even though it is now possible to suffer side-effects in combat from taking hits these same effects can also be healed or even reversed completely by using special items that can be bought from vendors or crafted by you using materials. The effects are as follows:
  • Laceration Based Bleeding - This is when permanent damage is inflicted to skin tissue or outer muscle layer which causes blood loss. This debuff effect applies to all blade type weapons (swords, axes, daggers) and bows but blunt type weapons also have a small chance to inflict laceration damage. If enough laceration damage is inflicted to your char they will start bleeding over time, this damage over time effect will get more deadly as more laceration damaged is inflicted. Bleeding can be healed by consuming health potions or casting healing spells which restore blood cells and seal wounds, sleeping also slowly heals laceration damage. If enough scarring has been inflicted no amount of potions, healing spells or sleep will reverse the damage and your char will require stiches or bandages to stop the bleeding. Bandages although they stop the bleeding only do so for a short tempary amount of time (about 12 hours) and if the bleeding is too great no amount of bandages will stop the bleeding. Stitches are the only way to completely heal laceration based bleeding, the greater the damage the more stitches that will be required. This debuff effect can only occur when a physical attack is NOT blocked.
  • Blunt Force Trauma - This is when permanent damage is inflicted to inner muscle tissue or organs. This debuff effect applies to all blunt type weapons (maces and warhammers) but blade type weapons also have a very small chance to inflict organ damage. The more blunt force trauma your char suffers the less damage they will inflict with weapons and the slower they will move. Blunt force trauma can be healed by consuming stamina potions or casting healing spells which reverse the effects. Sleeping also heals blunt force trauma while muscle soother is able to relax the muscles and stimulate organs. If enough scarring has been inflicted no amount of potions, healing spells or sleep will reverse the damage and your char will require ringers solution to heal. This debuff effect can only occur when a physical attack is NOT blocked.
  • Burn Scarring - This debuff effect applies to all burn type spells. Every time your char suffers damage from a burn/heat type spell their is a small chance that burn wounds will be inflicted reducing your char's maximum health. The strength of this debuff depends on the amount of scarring that has been inflicted. This effect can be healed by using burn solve and healing spells.
  • Frostbite Scarring - This debuff effect applies to all freeze type spells. Every time your char suffers damage from a frost/freeze type spell their is a small chance that frostbite will be inflicted reducing your char's maximum stamina. The strength of this debuff depends on the amount of scarring that has been inflicted. This effect can be healed by using warm medicinal water and healing spells.
  • Temporal Scarring - This debuff effect applies to all electric type spells. Every time your char suffers damage from a electric/lightning type spell their is a small chance that temporal scarring will be inflicted reducing your char's maximum magicka. The strength of this debuff depends on the amount of scarring that has been inflicted. This effect can be healed by using lobe fix and healing spells.
  • Other Possible Effects - Every time your char is hit by a weapon (melee or ranged) their is a moderate chance that they will stagger for a few seconds. Staggering has an internal cooldown so that it can only occur every 5 seconds. Blocked attacks prevent staggering.
- Even though your enemies will inflict debuffs upon you this does not mean that you cannot do the same to them. During combat their is now a random chance every time you strike the enemy with a specific weapon that a debuff will be inflicted upon them. Due to this change some perks which made bleed and disarm possible have been altered to do something else instead. Some of these combat only effects will not occur until your stimulation level is at a certain level. The possible effects are as follows:
  • Bleeding - With every strike from a blade type weapon their is a moderate chance the enemy will bleed for a minor amount of physical damage each second over a minor duration of time. Each type of weapon material inflicts different amounts of bleeding damage. This bleed effect can stack.
  • Crush - With every strike from a blunt type weapon their is a small chance the enemy will be staggered or even knocked down. This effect requires a moderate stimulation level.
  • Slow - With each strike from any weapon their is a small chance the enemy will be struck at the legs causing them to move slowly and limp for a minor duration of time. This effect requires that you first unlock a perk. This effect requires a minor stimulation level.
  • Stagger - With each strike from any weapon or shield their is a moderate chance the enemy will be struck hard enough that they will stagger. If the enemy is already staggered they will be knocked down instead. This effect requires a low stimulation level.
  • Disarm - With each strike from any weapon or shield their is a minor chance the enemy will be struck at the arms forcing them to drop any equipped weapon or shield. This effect requires that you first unlock a perk. A high stimulation level is also required.
  • Shatter - With each strike from any weapon or shield their is a small chance the enemy's equipped gear will be "dismantled" reducing their armor rating as the item is dropped to the ground. The item type that is dismantled depends on wether you hit the enemy with your weapon or your shield. This effect requires that you first unlock a perk. A very high stimulation level is also required.
  • Confuse - With each bashing strike from your shield their is a small chance the enemy will take a blow to the head causing them to be confused which will make them attack their own allies as well as you.
  • Knockdown - With each bashing strike from your shield their is also a moderate chance the enemy will be caught off balance and knocked down to the floor. This effect requires that you first unlock a perk. A high stimulation level is also required.

Alchemy Overhaulled

Spoiler

- Alchemy has been completely overhaulled and their are now 3 main features to the skill which are experimenting, brewing and potion mixing. Experimenting involves combining ingredients to create the required component types, more advanced components require more rarer ingredients. Brewing is being able to use recipes to create potions that you have already discovered via experimenting or buying existing recipes from vendors. In order to craft any recipe you will need ink, a quill, and paper rolls (the ink may or may not be consumed when the recipe is created). Potion mixing allows you to take 2 or 3 potions and mix them together using a special ingredient in order to merge the effects of all potions into just 1 unique potion (who knows what new effects you may discover). The reason for this huge change is simply because I strongly dislike Bethesda's hardcoded version of Alchemy and I feel that this method works much better and is more immersingly fun. Potions which fortify skills now also last much longer (5 minutes the same as most other potions).

HINT: Combining wheat, blister root and red mountain flower will get you Component A which is required to craft the recipe which allows you to create minor healing potions.

Backpack

Spoiler

- You now have a backpack which you can use to store any items (no more having items clog up your inventory which you hardly ever use). Also note that even though this backpack is a separate container that does not mean it can easily be exploited as the weight of each item will be accounted for. When you wish to deposit items of a specific type in a container (for example materials) you simply activate the "Backpack" option from the SOTF main menu. The backpack only options available to you include "your inventory &--#62; backpack" which removes items of a specific type from your inventory and adds them to the backpack automatically, when it comes to needing any items stored in the backpack you can select the "backpack &--#62; your inventory" option which will remove all items of a specific type from the backpack and add them to your inventory. Also when activating the backpack you may simply open the container to see what items are currently stored within.

HINT: At the very beginning of the game while escaping their may be a container located somewhere down in the cells which possesses some very useful items.

Arrow Crafting

Spoiler

- It is now possible for you to craft your own arrows using the forge, I realise that their is quite a few mods (including Dawnguard) which do this already but the problem is that even though they are good I believe that they dont fit in well enough with the vanilla game or are just too easy to get materials and craft dozens of arrows even if they are rare. Here is how arrow crafting with this mod works, first you need wood (fire wood is now called wood) which is cut down into shafts (this makes up the base of the arrow). Next you need the fletching which attachs to both sides of the arrow and allows it to travel accurately through the air once fired (you need feathers to get these). Thirdly and lastly you need metal tips which make up the arrow point (to get these you require metal ingots and a forge). Also in order to craft different arrows you must first find the recipe which teaches you how to make that particular arrow, recipes can be found in the world and purchased from venders. Also all arrow type items now also have a weight value of 0.1 (no more being able to carry around unlimited arrows all the time).

Reputation

Spoiler

- A reputation system has been introduced into the game. This means that your hostile actions will have more consequencies. For example killing soldiers who follow the Empire will eventually result in you being hated by all factions who are friendly with the Empire while the Stormcloaks faction will actually be more freindly towards you and vice versa.

Spell Changes

Spoiler

- One of the most dramatic changes with all spells you will quickly notice in-game is how you will now have to be careful what type spells you cast and how often. Each spell you cast will now have a "consuming" effect on your Satiation (hunger) and/or Mental fatigue stats over a short duration of time (about 6 game hours). The more powerful the spell the greater the consumption.

- All spells, shouts, tomes and scrolls have been renamed and now also include acronymns so that they are easier to sort and locate. Spells and tomes now also include ranks, for example 1 set of self-only healing spells have been renamed "SPELL/RESTO: Holy Light (spell rank)".

- Oakflesh, Stoneflesh, Ironflesh and Ebonyflesh have been renamed "Protect" (they still only increase armor) and now last for a duration of 10 minutes.

- Lesser Ward, Steadfast Ward and Greater Ward have been renamed and redesigned (now called "Reflect"). Instead of reducing physical and magic damage these spells now simply reflect any spell that hits you back towards the attacking caster.

- A new spell called "Fulcrum Energy" can be unlocked which increases the damage of any equipped weapons.

- Their is now a resurrect spell which can be unlocked via a tome, this allows you to bring the dead back to life (not as a zombie) but the spell has a 5 sec cast time and a high mana cost.

- Their is now a spell which allows you to break away the armor of your enemies leaving them vunelrable to further damage. This spell can also be used on your own loyal followers (it seems that this spell when used on followers prevents them from equiping they're default outfit even when the cell is refreshed which means you may be able to give them any armor/clothing you want and they will keep it equipped with no problem).

- Due to how dramatic many of these changes are 3 new spells have been added which are designed to increase your chances of survival in the wilderness. These new spells are "Conjure Chair", "Conjure Bed Roll" and "Conjure Campfire". The portable bed allows your char to sleep at almost any location as long as you are not in combat, the chair allows your char to rest they're legs at any time which restores physical fatigue and the campfire allows you to cook food while increasing your temperature as long as you remain close enough to it (careful not to get to close or you'll get burned!). Like most spells these spells can only be unlocked via tomes which must be found or purchased from a vendor. To remove any conjured furniture simply activate them while the PC is crouching.
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Andrew Perry
 
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