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Skyrim npc editor nexus
Skyrim npc editor nexus










skyrim npc editor nexus
  1. #SKYRIM NPC EDITOR NEXUS MOD#
  2. #SKYRIM NPC EDITOR NEXUS FULL#

Adds a bunch of unused and/or missing encounter zones that TUS can edit.

#SKYRIM NPC EDITOR NEXUS FULL#

  • MEZF - Missing Encounter Zones Fixed: Recommend using the full exteriors version.
  • Not needed with the default settings, but if you have level ranges instead of static levels it's practically essential.
  • Encounter Zones Unlocked SE: Prevents the game from freezing the level of encounter zones when you first visit them.
  • skyrim npc editor nexus

    It can be made easier, harder or somewhere in-between. The experience of course is highly customizable, possibly giving something more in-line with vanilla but still a lot more varied or something entirely different.

    #SKYRIM NPC EDITOR NEXUS MOD#

    With the default settings (and the recommended mods further down in the description) the experience is synonymous with a mod like Requiem or Morrowloot, giving a mostly unmoving world that doesn't revolve around the player, with all kinds of powerful items, enemies and riches being available from the very start of the game for the most daring players. The patcher doesn't fix badly balanced equipment, it merely brings them up to their Morrowloot counterparts while keeping their relative (good or bad) balance with the vanilla values. Say someone might have an armor variant mod that adds a stronger but heavier set of ebony armor that has 10% higher armor rating and weight, the patcher applies the Morrowloot stats to the armor set and increases those stats by 10%, keeping the relative balance but within the Morrowloot vision. For every item the stats are checked and a ratio is calculated based on the difference between the vanilla armor value and the modded armor value. The way it works is that the patcher takes the base stats of all rare equipment like Glass, Ebony, Daedric, etc from the supplied plugin list under the Options tab in Synthesis and then goes through every item. This means that all equipment in the current load order will receive stats they would have in Morrowloot, except without the compatibility and balancing nightmare it provides. The remaining items also get set to occur from level 1, meaning you can find anything on enemies or in shops from the start, ranging from iron to elven or orcish equipment.Īrtifact lists also get unleveled by default, rendering mods that unlevel artifacts useless since you will only ever get the strongest variant of Chillrend or Dragonbane to begin with.įourth, there is an option to "Morrowlootify" equipment. Third, leveled item lists get unleveled and many of them modified to not contain items that should be exceedingly rare like glass, ebony and daedric equipment. Extra damage perks which just straight up boosted the damage of NPCs regardless of skill level are also disabled by default. They also get their old perks removed, but only the perks that originate from the vanilla Skyrim data files, leaving any mod-added perks safely in place.Ī high level NPC who is a one handed warrior will have a high one handed skill and plenty of perks in one handed, proving to be more of a challenge, but never getting perks that they are not eligible for with their current skill level.

    skyrim npc editor nexus skyrim npc editor nexus

    NPCs also get perks distributed by default, also based on their class, with their main skills being prioritized the most. Based on their assigned levels and their class (one handed warrior, mage, etc) they also get their skill levels re-calculated (which in vanilla are usually laughably low) resulting in high level enemies having their main skills maxed out. Second, it changes NPCs to never scale in level depending on the player (unless they are followers, by default) and to have static levels assigned to them. It also makes them always adhere to their minimum and maximum defined levels without matching the player and changes the spawn level multipliers for different enemy difficulties to provide a more consistent challenge to what the Encounter Zone is supposed to offer. It's possible to have Nordic ruins with a minimum level of 10 and a maximum of 50 with a range of 30, resulting in leveled Nordic ruins from 10-40, 20-50 and everything in-between. This can mean unleveling the world or simply creating a different and unique leveled world similar to the vanilla design. What it Doesįirst, it changes Encounter Zones and sets their levels according to the supplied configuration files and the selected options. A collection of patchers meant to unlevel the game and provide a Requiem and/or Morrowloot-style experience while being highly compatible and taking into account every little piece of your modlist, be that NPC overhauls, enemy overhauls, additional enemy or creature mods, new armors and weapons or perk overhauls.












    Skyrim npc editor nexus