About this mod
Requires MWSE. Allows you to change how the vanilla difficulty slider works and define a difficulty curve. Functions include affecting physical damage, spell resistance, NPC stats, potion strength, repair effectiveness, chance to hit/cast/lockpick/disarm/pickpocket/reflect, experience, and travel/training/repair/spellmaking/enchanting prices.
- Requirements
- Permissions and credits
- Changelogs
Define your own difficulty.
All settings are optional and customizable.
Default settings assume a difficulty slider value of 0 or above.
General:
This mod's settings are applied before the vanilla difficulty slider is taken into account, and is based on its difficulty setting.
Slider Interaction Example:
The initial damage you are hit for is 20. Because your difficulty slider is set to 100, and your settings increase NPC physical damage by 1% per difficulty point, the damage is increased by 100% to 40. Then, the vanilla difficulty slider increases physical damage even further. At 100 difficulty, physical damage is increased by about 5x so 40 becomes 200. Therefore, the damage is increased by 10x total with these settings. Keep in mind that the vanilla slider only affects melee/ranged physical damage so only physical damage will be affected this way. Other mod values will be less complicated.
The default values are applied as percentages, but can be changed to flat values in most cases. The game can be made easier as well as harder. Dynamic Difficulty by NullCascade is HIGHLY RECOMMENDED for use alongside this mod to affect the difficulty slider dynamically over time. Health/Attribute gains for NPCs can be dynamic (changes alongside your difficulty) or static (keeps the stats they were assigned when they were first met even when difficulty changes).
Combat Difficulty:
Affect player and NPC physical/H2H damage. By default, player physical/H2H damage is reduced by -0.50% per difficulty point. NPC damage is unchanged from vanilla. (50% damage reduction at 100 difficulty) This mod's settings are applied after the vanilla difficulty slider is taken into account, and is based on its difficulty setting.
Affect player and NPC melee hit chance. By default, player hit chance is reduced by -0.25% and NPC hit chance is increased by +0.25% per difficulty point. (25% hit chance reduction/increase at 100 difficulty)
Affect player and NPC spell resistance. By default, player spell resistance is reduced by -0.50% and NPC spell resistance is increased by +0.50% per difficulty point. (50% resistance/weakness at 100 difficulty)
Affect NPC Health and Attributes. By default, NPC/Creature Health is increased by 2.5% per difficulty point. In addition, all NPC/Creature Attributes are increased by 0.30 per difficulty point. (250% Health increase and 30% Attribute increase at 100 difficulty) NOTE: Included is a blacklist, which allows you to blacklist NPCs/Creatures that should not have their attributes modified this way (such as companions!).
Affect player cast chance. By default, player cast chance is reduced by -0.30% (30% @ 100) per difficulty point. This setting makes it a little harder to reach 100% cast chance. Note: Your final cast chance will NOT be accurately reflected in the spell menu with this setting on.
Affect player enchantment charge cost. By default, player enchantment charge cost is increased by 0.30% (30% @ 100) per difficulty point. This helps tame the effectiveness of enchanted items.
Affect player reflect effectiveness. Off by default. This helps tame the effectiveness of reflect effects.
Non-Combat Difficulty:
Affect lockpicking/trap disarming/pickpocketing effectiveness. By default, lockpicking/trap disarming/pickpocketing effectiveness is reduced by -0.30% (30% @ 100) per difficulty point. This setting makes it a little harder to reach 100% pick/disarm/pickpocket chance.
Affect player potion strength. By default, player crafted potion strength is reduced by -0.30% (30% @ 100) per difficulty point. This helps tame the effectiveness of player made potions.
Affect player repair effectiveness. By default, player repair effectiveness is reduced by -0.30% (30% @ 100) per difficulty point. This helps make armorer increasingly more important as difficulty increases.
Affect skill experience. Off by default. This can make skills harder to train as difficulty increases. In addition, this could also help skills level up slower when desired.
Economic Difficulty (Off by default):
Affect travel prices.
Affect repair prices.
Affect training prices.
Affect spellmaking prices.
Affect enchanting prices.
Recommended:
Dynamic Difficulty by NullCascade. My mod was practically made to be used alongside this mod. Allows you to define a difficulty slider curve based on your level and location. Coupled with Defined Difficulty, you can determine for yourself how your difficulty curve will play out over time.
Time Consumer by me. Configurable MWSE mod that allows activities such as alchemy and repair to require in-game time to complete, which can add a layer of difficulty when used with mods such as Ashfall by Merlord, also recommended for the added mechanics which can add intuitive difficulty.
Buying Game by VitruvianGuar. Useful for making bartering a little more difficult/interesting. This mod can be a great complement to the economic difficulty settings offered in Defined Difficulty. You can use them together or separately.
Silver Tongue by VitruvianGuar. Useful for making persuasion a little less broken. Persuasion mechanics were a headache to look at, so I'm glad this mod did it for me.