About this mod
Fixes a few bugs and inconsistencies
- Requirements
- Permissions and credits
-
Translations
- Spanish
- Changelogs
Weapons/Armor:
-Silver and Dawnguard weapons no longer display as dealing additional damage when the player is a vampire
-Fixed enchanted Lunar, Imperial, Bonemold, Chitin, Nordic, and Stalhrim weapons and armor having incorrect base values
-Fixed enchanted Glass Swords of Paralysis, Shock Damage, Soul Trap, Damage Stamina, and Turn Undead having a base value of 205 instead of 410
-Fixed TG07Chillrend004 having a value of 205 instead of 350
-Fixed Deathbrand Gauntlets having PerkFistsEbony keyword
-Fixed Glass Gauntlets not having the Survival_ArmorWarm keyword
-Fixed Falmer Sword and Honed Falmer Sword having a crit damage multipler of 0
-Swapped values of Ancient Nord Battleaxes and Ancient Nord Greatswords so that battleaxes are more valuable
-Blades armor now recieves improved tempering with the Steel Smithing perk
-Removed DaedricArtifact keyword from Auriel's Shield and Auriel's Bow
-Reduced Dragonbone Bow speed from 0.75 to 0.5 (equal to Daedric, Amber, and Madness)
-Fixed Amber, Madness, Dark, and Golden battleaxes having normal detection sound level instead of loud
-Fixed Volendrung having normal detection sound level instead of loud
-Increased Fur Shoes value from 5 to 10
-Increased weight of Fur Bracers and Fur Helemt from 1 to 2
-Increased value of Fur Helemt from 23 to 25
-Decreased weight of Chitin Bracers from 2 to 1 to be equal to Elven Gauntlets
-All guard cuirasses and helmets now count to the Matching Set perk with Fur Boots and Fur Gauntlets instead of only Stormcloak's
-Removed ArmorClothing keyword from Fine Armguards
-Added ArmorLight keyword to Ulfric's Bracers
-Fixed Elders using the Argonian model for Vampire Hood
-Changed description of Shrouded Gloves from "Backstab deals double damage." to "Double sneak attack damage with One-handed weapons."
-Rueful Axe now has a stagger of 1.15 instead of 0.85, now equal to standard battleaxe instead of a waraxe
-Lowered damage of Stalhrim War Axe and Mace to be equal to Ebony
-Decreased value of Ancient Nord Bow from 45 to 28 to match other Ancient Nord weapons
-Decreased value of Supple Ancient Nord Bow from 235 to 50 to match Honed Ancient Nord weapons
-Increased value of Nord Hero Bow from 200 to 250 to match other Nord Hero weapons
-(USSEP Fix) Nord Hero Bow now has a crit damage of 6
-(USSEP Fix) Blade of Sacrifice tempering is now improved by the Ebony Smithing perk
-(USSEP Revert) Reverted Ancient Nord armor requiring the Steel Smithing perk to craft
-(USSEP Revert) Reverted Nord Hero Bow weight back to vanilla
Clothing/Jewelry:
-Fixed Black, Brown, Green, Grey, Red, and Necromancer Hooded Robes using the Argonian hood model for Khajiit
-Fixed Wedding Sandals not having footstep sounds
-Added ClothingBody keyword to Greybeard's Robes
-Fixed Ragged Cap not being able to be displayed on Mannequins
-All circlets now have the same base value of 250 instead of being based on its template (All Fortify Archery had a value of 500, all Fortify Restoration had a value of 50 ect.)
Food:
-Changed weight of Black-Briar Mead from 0.2 to 0.5 to match other mead
-Changed weight of Abecean Longfin from 0.5 to 0.25 to match other fish
-Redwood Skooma's slow effect is longer affected by frost resistance
-Potion debuffs from fatigue no longer affects Restore Magicka and Regenerate Magicka effects of foods.
-Potion debuffs from fatigue no longer affects Homecooked Meal.
-Added "Food Item" flag to Stros M'Kai Rum
-(USSEP Revert) Reverted the "No Auto-Calc" flag being removed from Homecooked Meal, causing it to have a value of 195 instead of 5
Misc Items:
-(USSEP Revert) Reverted blacksmiths not being able to buy and sell Charcoal
Potions/Poisons/Alchemy Effects:
-Fixed some alchemy ingredients with the Damage Health effect having a duration of 1 instead of 0, causing poisons made with them to have an extremely low value
-Weakness to Poison/Fire/Frost/Shock/Magic no longer stacks additively when applied by multiple different poisons
-AlchDamageSpeed's description now shows the actual magnitude of the effect instead of 50%
-Added MagicAlchDurationBased keyword to Light
-Fixed Frostbite Venom having "Painless" flag
-(USSEP Revert) Reverted Deathbell's Ravage Stamina effect duration from 10 back to 20
-(USSEP Revert) Reverted Frenzy poisons being affected by the Rage perk
-(USSEP Revert) Reverted description of Fortify Enchanting from "Items enchanted are <mag>% stronger for <dur> seconds." back to "For <dur> seconds, items are enchanted <mag>% stronger."
-(USSEP Revert) Reverted description of Resist Poison from "Resists <mag>% of poison damage for <dur> seconds." back to "Resists <mag>% of poison for <dur> seconds."
-(USSEP Revert) Reverted description of Weakness to Poison from "Target is <mag>% weaker to poison damage for <dur> seconds." back to "Target is <mag>% weaker to poison for <dur> seconds."
Merchants:
-Fixed Orgnar not being able to sell alchemy recipes.
-Fixed blacksmiths not being able to buy or sell jewelery. (Enchanted jewelery exists in the merchants's inventories but they are unable to sell it without the player having the Merchant perk)
Leveled Item Lists:
-Fixed some instances where enchanted weapon leveled lists would return nothing
-Fixed some enchanted weapon sublists not having the "Calculate from all levels <= player's level" and "Calculate for each item in count" flags
-Added missing Dwarven, Elven, Hide, Leather, and Iron enchanted helmets of Alchemy to leveled lists
-Added missing Stalhrim Light, Stalhrim Heavy, Chitin Heavy, and Nordic enchanted helmets of Waterbreathing to leveled lists
-Added missing Heavy Chitin, Light Chitin, Stalhrim Heavy, Stalhrim Light, and Nordic enchanted boots of Muffling to leveled lists
-Added missing enchanted Studded Armor of Restoration, Destruction, Conjuration, Alteration, and Illusion to leveled lists
-Added missing light Chitin Armor of Illusion to leveled lists
-Added missing tier 3 Glass Greatsword, Sword, Mace, War Axe, and Warhammer of Magicka Damage to leveled lists
-Fixed enchanted Glass Helmets being at the wrong level
-Fixed Solstheim light shield leveled lists having Bonemold and Nordic Shields
-Fixed Solstheim heavy shield leveled lists having Chitin and Stalhrim Shields
-Added Bonemold armor to Solstheim leveled lists in the empty spaces where Steel armor would be
-Changed Nordic Shield entry in DLC2LItemArmorShieldHeavy from level from 24 to 19
-Changed enchanted Nordic Shield entries in DLC2LItemArmorShieldHeavy, DLC2LItemEnchArmorHeavyShieldNoDragon and DLC2LItemEnchArmorHeavyShieldSpecial from levels from 25, 27, and 29 to levels 20, 22, 24
-Fixed DLC2LItemEnchArmorHeavyCuirassSpecial not having SublistEnchArmorBandedIronCuirass03
-Fixed DLC2LItemEnchArmorHeavy*Dremora having SublistEnchArmor*Dragonplate05 instead of SublistEnchArmor*Dragonplate05Best
-Fixed DLC2LItemEnchStalhrimArmorAny75 having enchanted Stalhrim armor at level 1
-Added "Calculate for each item in count" flag to DLC2LItemEnchStalhrimArmorAny75
-Fixed DLC2LItemArmorShieldAnyTown having LItemArmorShieldLightTown and LItemArmorShieldHeavyTown instead of DLC2LItemArmorShieldLightTown and DLC2LItemArmorShieldHeavyTown
-Replaced Imperial Helmets in LItemArmorHelmetLight and DLC2LItemArmorHelmetLight with Imperial Light Helmets and changed level from 8 and 9 to level 1
-Changed Studded Imperial Armor entries in LItemArmorCuirassLight and DLC2LItemArmorCuirassLight from level from 8 and 9 to level 1
-Inserted a Leather armor entry at level 6 and 7 in LItemArmorHelmetLight, DLC2LItemArmorHelmetLight, LItemArmorCuirassLight, and DLC2LItemArmorCuirassLight
-Replaced ArmorSteelBootsA entries in LItemBanditHeavyBoots, LItemArmorBootsHeavy, LitemArmorBootsHeavyTown, and LItemArmorBootsHeavyTown with SublistArmorSteelBootsVariants
-Fixed LItemArmorBootsHeavyTown and DLC2LItemArmorBootsHeavyTown having a Steel Boots entry at level 11 instead of level 15
-Fixed LItemArmorBootsHeavyTown and LItemArmorCuirassHeavyTown having Steel Plate armor at levels 18-21 instead of levels 25-28
-Fixed LitemArmorBootsLightTown having Scaled Boots at levels 29-32 instead of levels 18-21
-Fixed DLC2LItemArmorBootsLightTown having Scaled Boots at levels 31-32 instead of levels 20-21
-Fixed LItemEnchArmorHeavyBoots, LItemEnchArmorHeavyBootsNoDragon, and LItemEnchArmorHeavyBootsSpecial having Steel Plate Boots at levels 20 and 21 instead of 21 and 23
-Fixed DLC2LItemEnchArmorHeavyBootsDremora having Steel Plate Boots at levels 21 and 22 instead of 22 and 24
-Fixed DLC2LItemEnchArmorHeavyBoots, DLC2LItemEnchArmorHeavyBootsNoDragon, and DLC2LItemEnchArmorHeavyBootsSpecial having Chitin Heavy Boots at levels 20 and 21 instead of 21 and 23
-Replaced SublistArmorSteelCuirassVariants entry in LItemBlacksmithMinCuirassHeavy with Banded Iron Armor
-Removed Iron Boots from LItemArmorBootsHeavyBlacksmith and lowered Steel Boots to level 1
-Removed Hide Boots from LItemArmorBootsLightBlacksmith and lowered Leather Boots to level 1
-Removed Studded Imperial Armor from LItemArmorCuirassLightBest and lowered Studded Armor entry from level 6 to 1
-Fixed special weapon and armor leveled lists having Dragonplate05, Dragonscale05, and Daedric05 sublists instead of Dragonplate05Best, Dragonscale05Best, and Daedric05Best, causing them to have low level items at high levels
-Removed Elven and Ebony weapons from Solstheim special enchanted weapon leveled lists because they prevented Nordic and Stalhrim weapons from appearing
-Removed Orcish, Dragonplate, and Glass armor from Solstheim special enchanted armor leveled lists because they prevented Nordic, Stalhrim Heavy, and Stalhrim Light armor from appearing
-Added enchanted Studded Armor to DLC2LItemEnchArmorLightCuirass and DLC2LItemEnchArmorLightCuirassSpecial
-Added Imperial Light Boots to WE17BanditOutfitList3
-Fixed LItemBanditBossCuirass having ArmorSteelCuirassA instead of SublistArmorSteelCuirassVariants
-Removed DLC2StalhrimLightBoss from DLC2LItemBanditArmorBoss
-Fixed LItemPoisonDamageHealthLingering having a duplicate DamageHealthLinger02 entry at level 13 instead of one at level 11
-Fixed LItemPoisonMagicEffectsBest having LItemPoisonParalyze instead of LItemPoisonParalyzeBest
-Fixed LItemPoisonDamageHMSBest using normal leveled lists instead of best leveled lists
-Fixed LItemPoisonWeaknessAllBest using normal leveled lists instead of best leveled lists
-Fixed LItemPoisonWeaknessMagicBest having WeaknessMagic03 at level 30 instead of level 20
-Fixed LItemEnchNecklaceResistMagic being inconsistent with other leveled lists
-Sorted LItemJewelryNecklace, LItemJewelryNecklace25, and LItemJewelryNecklace75 based on item value
-Removed LItemSpellTomesSpecial from LItemBlacksmithSpecialLoot10
-Fixed Afflicted having a chance to wear the wrong type of cuirass
-Removed Imperial Helmet from LItemDA13ArmorHelmetLight20
-Removed Imperial Officer's Helmet from LItemDA13ArmorHelmetHeavy
-Fixed LItemWEBattlemageBoots and LItemWESpellswordBoots having ArmorSteelBootsA instead of SublistArmorSteelBootsVariants
-Fixed LItemWEBattlemageBoots having Dwarven Boots at level 15 instead of level 12
-Fixed LItemWEBattlemageCuirass, LItemWEBattlemageGauntlets50, LItemWEBattlemageHelmet50, LItemWESpellswordCuirass, LItemWESpellswordGauntlets50, and LItemWESpellswordHelmet50 not having "Calculate from all levels <= player's level" and "Calculate for each item in count" flags
-Removed "Special Loot" flag from LItemMiscVendorMineralsProcessed25 and added "Calculate from all levels <= player's level" flag
-Removed unenchanted Orcish weapons from LItemForswornBossSword and LItemForswornBossWaraxe because they are weaker than Forsworn weapons
-Fixed OutfitListSoldierImperialNoHelmet incorrectly having "Use All" flag
-Replaced Studded Imperial Armor in LItemArmorCuirassLightReward with Studded Armor
-Added Leather Cuirass to LItemArmorCuirassLightBlacksmith at levels 7, 8, and 9
-Lowered Glass Helmet in LItemArmorHelmetLightBlacksmith from level 37 to 36
-Replaced SublistWeapon*Daedric05 leveled lists in Solstheim with DLC2SublistWeapon*Daedric05
-Replaced SublistArmor*Daedric05, SublistArmor*Dragonplate05, and SublistArmor*Dragonscale05 leveled lists in Solstheim with DLC2SublistArmor*Daedric05, DLC2SublistArmor*Dragonplate05, and DLC2SublistArmor*Dragonscale05
-Replaced LItemArmorAllSpeciall and LItemWeaponAllSpecial leveled lists on Solstheim with DLC2LItemArmorAllSpeciall and DLC2LItemWeaponAllSpecial
-(USSEP Revert) Reverted LItemApothecaryIngredienstUncommon75 chance from 50 back to 75
-(USSEP Revert) Reverted LItemApothecaryIngredienstRare75 chance from 25 back to 75
-(USSEP Revert) Reverted "Calculate from all levels <= player's level" flag being removed from LItemJewelryNecklace
NPCs:
-Fixed Ebony One-Handed and Two-Handed Draugr Deathlords using the wrong template, causing them to be much weaker than they're supposed to be
-Fixed Non-Ebony One-Handed Draugr Deathlords using Ebony weapons
-Fixed Draugr Thralls not having the "Use Stats" and "Use Inventory" template flags, causing them to spawn at level 1 and without items
-Fixed LvlDraugrAmbushMelee1HMale having an Average confidence level instead of Foolhardy
-Fixed EncDraugr02Boss1H having csDraugrMagic combat style instead of csDraugrMeleeLvl3
-Fixed LvlDraugrAmbushBossFemale, LvlDraugrAmbushBossMale, and LvlDraugrAmbushBossMaleNoDragonPriest having csDraugrMeleeLvl1 combat style instead of csDraugrMeleeLvl3
-Fixed LvlDraugrAmbushMelee2HBerserkerFemale and LvlDraugrAmbushMelee2HBerserkerMale having csDraugrMeleeLvl1 combat style instead of csDraugrBerserker
-Corrupted Shades now drop Ectoplasm instead of Bonemeal on death
-Fixed DLC1EncFalmer06Shaman using regular staves instead of Falmer staves
-Fixed TG02EncMercenaryTemplate not having a combat style
-Valdr is now only aggresive to Bears and Spriggans instead of all creatures
-Fixed Giants having EncClassBanditMelee class instead of EncClassGiant
-Removed Oakflesh spell from EncWarlock01TemplateConjurer
-Fixed EncWarlock02TemplateFire and EncWarlock02TemplateIce having Healing spell instead of Fast Healing
-Removed Respite perk from EncWarlock03TemplateNecro
-Fixed EncWarlock04TemplateNecro and EncWarlock04TemplateConjurer not having Augmented Frost perk
-Removed Close Wounds spell from EncWarlock04TemplateConjurer
-Removed Ward Absorb perk from EncWarlock04TemplateConjurer and EncWarlock04TemplateNecro
-Fixed EncWarlock05TemplateConjurer having Stoneflesh spell instead of Ironflesh
-Fixed EncWarlock05TemplateNecro having tier 1 Magic Resistance perk instead of tier 2
-Fixed EncWarlock05TemplateIce not having the Ward Absorb perk
-Fixed EncWarlock05TemplateIce and EncWarlock05TemplateStorm not having Stability perk
-Fixed EncWarlock06TemplateIce and EncWarlock07TemplateIce having tier 2 Magic Resistance perk instead of tier 3
-Fixed EncWarlock06TemplateConjurer and EncWarlock07TemplateConjurer not having Grand Healing spell
-Fixed EncWarlock07TemplateConjurer and EncWarlock07TemplateIce not having Stability perk
-Fixed tier 5, 6, and 7 Warlocks and Necromancers not having Recovery perk
-Fixed EncWarlock04TemplateBossIce having MageCommonDestructionOutfitNoHood outfit instead of WarlockOutfitLeveled
-Fixed EncWarlock06TemplateStorm having a Stamina offset of 0 instead of -25
-Fixed EncWarlock07TemplateNecro not having LootWarlockSoulGemsNecroBonus
-Fixed tier 6 and 7 Warlocks not having AtrFrgRecipeList and AtrFrgDaedricRecipeList
-Fixed Forsworn not having DeathItemForsworn
-Fixed Berserk Forsworn not having "Use Spell List" and "Use Inventory" template flags
-Fixed EncForsworn03TemplateBossMelee not being set to repsawn
-Fixed EncForsworn06TemplateBossMelee having LItemForswornWeapon1H instead of LItemForswornBossWeapon1H
-Fixed LvlForswornMeleeBerserker not having csForswornBerserker combat style
-Fixed EncForsworn03TemplateMagic, EncForsworn04TemplateMagic, EncForsworn05TemplateMagic, and EncForsworn06TemplateMagic having LItemWeaponDagger instead of LItemWeaponDaggerForsworn
-Fixed Thalmor mages not having csHumanMagic combat style
-Fixed EncThalmor02Melee1HF not having LootThalmorRandom
-Fixed LvlFalmerShamanGuard not having "Use Inventory" flag
-Fixed EncBandit05TemplateMelee and EncBandit06TemplateMelee having csHumanMeleeLvl1 combat style instead of csHumanMeleeLvl5 and csHumanMeleeLvl6
-Fixed EncBandit03TemplateMelee not having DefaultMasterPackageList
-Fixed EncBandit01TemplateMelee having "Bleedout Override" flag causing them to not be able to bleedout
-Fixed EncBandit01TemplateMagic having Healing, Oakflesh, and WardLesser spells instaed of HealingLeftHand, OakfleshLeftHand, and WardLesserLeftHand
-Fixed EncBandit06TemplateMagic not having Recovery, Regeneration, and Respite perks
-Fixed EncBandit05TemplateMagic, EncBandit06TemplateMagic, EncBandit05TemplateMissile, and EncBandit06TemplateMissile having Brave confidence instead of Foolhardy
-Fixed LvlBanditAmbushMissile using csDraugrMeleeLvl1 combat style instead of csHumanMissile
-Fixed LvlBanditBossAmbush having "Use Scripts" template flag, causing it to not have masterambushscript
-Fixed LvlBanditBossAmbush having Brave confidence instead of Foolhardy
-Fixed LvlSilverhandMissile_Aggro1024 not having csHumanMissile combat style
-Fixed DLC2LvlBanditMissileAggro1024 not having csHumanMissile combat style
-Fixed DLC2LvlCultistNonHostile, DLC2LvlCultistNonHostileSummoner, and DLC2LvlCultistPillarGuard not having csWarlock combat style
-Fixed WEAdventurerDualPoisoner having WEWarriorTankOutfit outfit instead of WEPoisonerOutfit
-Fixed Windhelm, Winterhold, and Riften guards having a second shield in their inventory
-Fixed GuardWhiterunImperialGate having CWSoldierSonsGear instead of CWSoldierImperialGear
-Fixed WERoadCourierNord having a duplicate book in inventory
-Fixed tier 3 fire dragon having crDragonUnarmedDamage02 instead of crDragonUnarmedDamage03
-Fixed tier 3 fire dragon's fire breath having a magnitude of 40 instead of 50
-Fixed Haknir Death-Brand's class being weighted to Heavy Armor instead of Light Armor
-(USSEP Fix) Fixed some melee Forsworn not being able to Dual Wield
-(USSEP Fix) Fixed a guard in Whistling Mine having a duplicate shield
-(USSEP Revert) Reverted the bear in Helgen Keep from being a Cave Bear back to a Bear
-(USSEP Revert) Reverted Whispmothers having the Destruction Dual Casting and Impact perks
-(Improved USSEP Fix) Changed Vorstag and Cosnach's classes to a custom class that's weighted to both Light Armor and One-Handed
-(Improved USSEP Fix) Reverted Celann wearing heavy armor and having the Custom Fit perk. Celann's class has been changed to match his equipment and perks.
Leveled NPC Lists:
-Added "Calculate from all levels <= player's level" and "Calculate for each item in count" flags to LCharBanditWizard and LCharFalmerMissile
-Changed level of SubCharBandit06Magic entry in LCharBanditWizard from 24 to 25
-Fixed all entries in DA13LCharAfflictedMissile being at level 1
-Removed "Calculate from all levels <= player's level" flag from LCharThalmorMagicBoss
-Removed "Calculate from all levels <= player's level" flag from LCharVampireBoss
-Removed "Calculate from all levels <= player's level" flags from LCharWarlockFireBossFemaleElfHaughty, LCharWarlockIceBossFemaleElfHaughty, LCharWarlockNecroBossMaleElfHaughty, and LCharWarlockStormBossFemaleElfHaughty
-Removed "Calculate from all levels <= player's level" flags from DLC2LCharBanditBoss
-Added DLC2EncBandit02Boss entry at level 5 and level 9 to DLC2LCharBanditBoss to prevent tier 3 Reaver Lords spawning at a lower level than they're supposed to if their spawn is flagged as "Very Hard"
-Added EncDraugr02Boss2H entry at level 1 to LCharDraugrBoss
-Added EncDraugr02Boss1H entry at level 6 to LCharDraugrBoss
-Fixed LCharDraugrBossNoDragonPriest spawning high level bosses at a lower level than they're supposed to
-Fixed LCharDraugrBossNoDragonPriest spawning templates instead of the actual bosses, causing them to have incorrect items
-Added Two-Handed Draugr bosses to LCharDraugrBossNoDragonPriest
-(USSEP Fix) Fixed SubCharBandit01Missile having a duplicate EncBandit01MissileKhajiitM entry
Attacks/Races:
-Dual unarmed power attacks now function like dual weapon power attacks:
Damage multiplier 1 -> 1.5
Stagger 0 -> 0.5
Stamina multiplier 1 -> 0.5
-Fixed left handed sprinting attacks not being possible
-Added a condition to prevent sprinting attacks when out of stamina
-Fixed Breton, Dremora, and Vampire Imperial dual wield power attack not being able to stagger
-Fixed Wood Elf sprinting left handed power attack not being able to stagger
-Fixed Wood Elf left handed forward power attack having half stagger
-Fixed Vampire Wood Elf left handed standing power attack and left handed sideways power attack having half stagger
-Fixed Vampire Dark Elf left handed forward power attack having double stagger
-Fixed Vampire Nord left handed unarmed forward power attack having a stagger of 0.2 instead of 0.5
-Fixed Vampire Argonian right handed unarmed forward power attack having a damage multiplier of 5x instead of 2x
-Fixed Dremora, Afflicted, and Elders having an unarmed reach of 64 instead of 96
-Fixed Elders bash having a stagger of 0.75 instead of 0.5
-Fixed Afflicted, Elders, and Vampire Elders dual wield power attack using double stamina, not being able to stagger, and having a damage multipler of 1x instead of 1.5x
-Fixed Vampire Elders left handed backwards power attack not being able to stagger and having a damage multipler of 1x instead of 2x
-Fixed Afflicted left handed forward power attack having double stagger
-Fixed Elders sideways left handed power attack not being able to stagger and having a damage multipler of 1x instead of 2x
-Fixed Vampire Wood Elf right handed leftways power attack having a strike angle of 50 instead of 35
-Fixed most races right handed normal attack having a strike angle of 50 instead of 35
-Reduced health regen of Elders from 1.0 to 0.7 to match other races
-Fixed Vampire Elder having small size instead of medium
-Removed ActorTypeDwarven keyword from Ash Spawn race and added ActorTypeUndead keyword
-Fixed the second word of Draugrs's Unrelenting Force shout having a cooldown of 15 instead of 20
-Swapped unarmed damage of Spriggan and Spriggan Matron so that Spriggan has an unarmed damage of 20 and Spriggan Matron has an unarmed damage of 25
-Poison attacks from Frostbite Spiders, Spriggans, Chaurus, and Falmer can no longer be absorbed by spell absorption
-Dragons's tail attack stagger effect can no longer be absorbed by spell absorption
-Dragon's Fire Breath, Frost Breath, and Ice Storm shouts now deal damage to wards
-Fixed some of Snowy Sabre Cat attacks not being able to apply Witbane
-Fixed some of Snow Bear attacks not being able to apply Bone Break Fever
-Fixed Cave Bear and Snow Bear having the Bone Break Fever disease applied to itself
-Fixed Cave Bear and Snow Bear standing power attack not having the Power Attack flag, causing it to not consume stamina
-Bear normal attacks can no longer stagger
-(Improved USSEP Fix) Swapped health and stamina of Bear and Cave Bear so that they have the same stats as vanilla
Movement:
-Left and forward walk speed increased from 80.089996 to 81 (equal to blocking)
-Right walk speed increased from 79.75 to 81 (equal to blocking)
-Back walk speed decreased from 71.93 to 71 (equal to blocking)
-Back walk with one-handed weapons is no longer slower than with a two-handed weapon
-Walking with a bow drawn is no longer faster than walking normally
Spells:
-Changed description of Grand Healing from "Heals everyone close to the caster <mag> points." to "Heals the caster and nearby allies <mag> points."
-Fixed FastHealingLeftHand having PerkRestoreStaminaFFSelfArea effect instead of PerkRestoreStaminaFFSelf
-Fixed HealingLeftHand not having PerkRestoreStaminaConcSelf effect
-Changed BoundSwordLeftHand equip slot from left hand to right hand to fix the sword being summoned in the wrong hand
-Reverted the Dragonborn DLC changing Flames' Skill Usage Multiplier from 1.0 back to 1.4
-Fixed LightningCloakLeftHand and FrostCloakLeftHand having a magnitude of 5 instead of 10
-StaggerPushFFAimed and StaggerPushFFSelfArea are no longer considered Restoration effects
-Conjure Ash Spawn is now affected by Ahzidal's Vision
-Fixed FrostbiteLeftHand and FrostbiteRightHand not having Slow effect
-All Slow effects no longer affects dragons
-Multiple Slow effects now only use the highest magnitude applied effect instead of stacking to prevent overflow (100% slow = 0% slow)
-Frost spells's Slow effect is no longer affected by dual casting
-Wards no longer show in the effect menu twice
-Wards's spells negation effect no longer displays as being affected by magnitude modifiers
-Fixed Equilibrium having the MagicRestoreHealth keyword, causing it to be affected by the Regeneration perk, and dispelling all other effects with the keyword when cast.
-Dragonhide is no longer overriden by other active armor spells
-Added descriptions for HazardFireBarrierFFContact, HazardFireDamageFFContact, HazardFrostDamageFFContact, and HazardShockDamageFFContact
-Lightning Bolt, Chain Lightning, and Thunderbolt no longer deals 0.1% extra damage as DoT
-Ice Storm now deals 1x stamina damage instead of 1.3x
-Ice Storm now deals damage over 1 second instead of instantly (may also fix the same projectile hitting multiple times within the same second)
-Dead Thrall and Dread Zombie can no longer be casted on living NPCs to increase their health regen
-Added "Hostile" flag to Vampire's Bane
-Healing Hands now checks if the caster has the Respite perk instead of the player.
-Ignite no longer tapers for the final second, now dealing 60 total damage instead of 56.6
-Rout now uses the fear effect shader instead of the generic negative illusion effect shader
-Fixed illusion spells not granting experience when used on undead, daedra, and automatons when the player has the Master of the Mind perk
-The health and stamina buff from Courage and Rally is now dispelled when overriden by another illusion spell
-Call to Arms now works on summons and zombies if the player has the Master of the Mind perk
-Call to Arms no longer affects targets hostile to the player
-Summon spells now use the summon display object in the effect menu
-Ward spells now use the ward display object in the effect menu
-Removed MagicArmorSpell keyword from AbTelekinesisEffect
-Conjure Staada is now affected by Ahzidal's Vision and Summoner perks
-(USSEP Fix) Summon Arvak is now affected by Ahzidal's Vision and Summoner perks
-Fixed Frenzy Rune using the positive illusion inventory object instead of the negative illusion inventory object
-Fixed Frenzy Rune not being affected by dual casting
-Frenzy Rune no longer deals damage
-Frenzy Rune no longer applies effect shader on targets it fails against
-Frenzy Rune now uses Frenzy explosion effect
-Ash Rune no longer drains the target's Illusion skill
-Fixed Ash Rune not being affected by dual casting
-Fixed Ash Rune not applying the ash shell effect shader
-Frost Rune no longer deals 40 points of additional damage
-Fire Rune and Lightning Rune no longer deals 2 points of additional damage
-Fire Rune, Frost Rune, and Lightning Rune now deal damage instantly, instead of over 1 second
-Fixed Wall of Frost spray effect not being affected by dual casting
-Fixed Wall of Flames, Wall of Storms, and Wall of Frost hazard effect not being affected by dual casting
-Reduced Wall of Frost hazard slow effect duration from 5 seconds to 1 because it interfered with the damage effect being reapplied
-Wall of Fire hazard duration no longer tapers because it interfered with the main damage effect being reapplied
-Wall of Flames, Wall of Storms, and Wall of Frost hazard effect no longer has a 0.3 second delay between being reapplied every second
-Fixed Wall of Flames, Wall of Storms, and Wall of Frost, Flame Cloak, and Frenzy Rune description not being affected by magnitude modifiers
-Fixed Lighting Cloak being displayed as Shock Cloak in the effect menu
-Fixed Flame Cloak being displayed as Fire Cloak in the effect menu
-Flame Cloak's resist freezing water effect is now dispelled when the main effect is dispelled
-Flame Cloak no longer tapers for 2 extra seconds
-Lightning Cloak no longer tapers for 5 extra seconds
-Whirlwind Cloak no longer uses the frost icon when SkyUI is installed
-North Wind is no longer affected by frost damage modifiers twice
-North Wind is no longer affected by the caster's frost/magic resistance
-Fixed Blizzard and North Wind being affected by destruction modifiers twice
-Changed description of Blizzard from "Targets take <mag> points of frost damage for <dur> seconds, plus Stamina damage." to "Creates a blizzard for <dur> seconds that deals <mag> points of frost damage to Health and Stamaina per second."
-(USSEP Fix) Fixed Blizzard's description not being affected by the frost damage modifiers
-(USSEP Fix) Fixed Blizzard not using the frost icon in the inventory when SkyUI is installed
-(USSEP Fix) Poison Rune description now shows its duration
-(USSEP Fix) Flame Cloak resist freezing water effect duration is now increased by dual casting
-(USSEP Fix) Changed description of Summon Arvak from "Summons Arvak from Soul Cairn to act as your steed." to "Summons Arvak from the Soul Cairn to act as your steed."
Powers:
-Breath of Nchuak is no longer considered a Destruction spell
-Fixed werewolves's Detect Life incorrectly considering casters using a reanimate spell as being undead
-Fixed werewolves's Detect Life not considering reanimated undead as being undead
-Fixed description of The Serpent Stone not being affected by destruction modifiers
-Changed description of Histskin from "Invoke the power of the Hist to recover Health ten times faster for 60 seconds." to "Invoke the power of the Hist to recover Health faster for 60 seconds."
-Changed description of Adrenaline Rush from "Stamina regenerates 10x faster for 60 seconds." to "Stamina regenerates faster for 60 seconds."
-(USSEP Fix) Changed description of The Serpent Stone from "Paralyzes and does 25 points of damage per second to the target for 5 seconds." to "Paralyzes and does 5 points of damage per second to the target for 5 seconds."
Scrolls:
-Scroll of Ice Spike no longer has a stagger effect and now applies a Slow effect
-J'zargo's Flame Cloak Scroll no longer dispels all fire effects on the caster
-Fixed J'zargo's Flame Cloak Scroll description displaying as dealing 10 damage instead of 5
-Shalidor's Insights: Alteration duration is no longer affected by alteration modifiers
-Shalidor's Insights: Conjuration duration is no longer affected by conjuration modifiers
-Fixed Oil Spider using frost explosion when the player is level 30-39
-Fixed Oil Spider exploding twice
-Fixed Exploding Flame Spider dealing frost damage when the player is level 10-29
-Scroll of Grand Healing now heals the caster
Staves:
-Fixed Skull of Corruption dealing 15/40 damage instead of 20/50
-Changed description of Staff of Jyrik Gauldurson from "Target takes <25> points of damage, and twice as much Magicka damage." to "Target takes <25> points of shock damage, and twice as much Magicka damage."
-Fixed Staff of Jyrik Gauldurson dealing half magicka damage instead of double magicka damage
-Staff of Jyrik Gauldurson no longer deals 50% extra damage as DoT
-Staff of Jyrik Gauldurson now has a charge time of 0.5 instead of 0
-Staff of Chain Lightning no longer has a stagger effect
-Fixed falmer Staff of Firebolts having a charge of 500 instead of 1000
-Staff of the Flame Wall now has a burn duration of 3 instead of 1
-Staff of the Flame Wall, Staff of the Frost Wall, and Staff of the Storm Wall no longer give destruction experience
-Staff of Fear and Staff of Fury now have a duration of 30 instead of 60
-Staff of Frostbite now applies Slow for 4 seconds
Perks:
-Fixed Companion's Insight not cancelling the damage of Storm Call shout
-Fixed the Disintegrate perk being able to affect Dragons and Daedra
-Disintegrate's effect has been changed to a script because its high magnitude made AI only use shock spells if they have them.
-Fixed Fire Storm's Intense Flames effect having a duration of 7 instead of 15
-Shield Charge's stamina drain effect no longer has MagicAlchHarmful keyword
-Shield Charge can no longer be absorbed by spell absorption
-Fixed Bound, Golden, Dark, Madness, and Amber Battleaxes/War Axes not dealing bleed damage with Limbsplitter/Hack and Slash perk
-Fixed Dawnguard, Forsworn, Skyforge Steel, and Nord Hero Battleaxes/War Axes dealing incorrect bleed damage with Limbsplitter/Hack and Slash perk
-Reduced PerkBleedingSwordOrcish75 duration from 8 to 4
-Ward Absorb now increases your ward absorb chance by 25% instead of setting your ward absorb chance to 25%, allowing it to stack properly with other effects
-Bullseye perk effect duration is no longer affected by Alteration modifiers
-Fixed Ancient Nord, Stalhrim Heavy, Falmer Hardened, Falmer Heavy, and Blades Gauntlets dealing incorrect extra unarmed damage with the Fists of Steel perk
-Fists of Steel now increase unarmed damage by 19 instead of 18 when wearing Madness Gauntlets
-Fixed the Matching Set perks increasing armor rating by 1.2x instead of 1.25x for Dark, Golden, Amber, and Madness armors
-The Master of The Mind perk now works for staves and scrolls
-Changed description of Arcane Blacksmith from "You can improve magical weapons and armor." to "You can improve enchanted weapons and armor."-Changed description of Fire Enchanter from "Fire enchantments on weapons and armor are 25% stronger." to "Fire enchantments are 25% stronger."
-Changed description of Frost Enchanter from "Frost enchantments on weapons and armor are 25% stronger." to "Frost enchantments are 25% stronger."
-Changed description of Storm Enchanter from "Shock enchantments on weapons and armor are 25% stronger." to "Shock enchantments are 25% stronger."
-Changed description of Insightful Enchanter from "Skill enchantments on armor are 25% stronger." to "Skill enchantments are 25% stronger."
-Changed description of Corpus Enchanter from "Health, Magicka, and Stamina enchantments on armor are 25% stronger." to "Health, Magicka, and Stamina enchantments on armor, robes, and jewelry are 25% stronger."
-Changed description of Fence perk from "Can barter stolen goods with any merchant you have invested in." to "Can barter stolen goods with any merchant."
-Changed description of Investor perk from "Can invest 500 gold with a shopkeeper to increase his available gold permanently." to "Can invest 500 gold with a shopkeeper to increase their available gold permanently."
-Changed description of Block Runner from "Able to move faster with a shield raised." to "Able to move faster while blocking
-Changed description of Twin Souls perk from "You can have two atronachs or reanimated zombies." to "You can have two summoned Daedra or reanimated zombies."
-Changed description of Summoner from "Can summon atronachs or raise undead X as far away." to "Can summon Daedra or raise undead X as far away."
-Changed description of Muffled Movement from "Noise from armor is reduced by 50%" to "Noise from movement is reduced by 50%"
-(USSEP Fix) Bleeding damage from Nordic weapons now deal the same damage as Elven
Shouts:
-Unrelenting Force, Fire Breath, and Soul Tear now deals damage to wards
-Unrelenting Force, Ice Form, Frost Breath, Dragonrend, Dismay, and Soul Tear no longer give magicka when absorbed by spell absorption
-The second and third word of Unrelenting Force is no longer affected by Fortify Destruction
-The first and second word of Battle Fury no longer uses the third word's effect
-Fixed Elemental Fury and Battle Fury not working on weapons equipped in the left hand when not wielding a weapon in the right hand
-Fixed Elemental Fury and Battle Fury release and on hit sounds being swapped
-Changed description of Elemental Fury enchantment description from "Elemental Fury +10" to "Your Thu'um has enhanced your weapon to deal 10 points of extra damage, ignoring armor."
-Changed description of Battle Fury enchantment description from "Battle Fury +1" to "Your Thu'um has enhanced your ally's weapon to deal 1 point of extra damage, ignoring armor."
-(USSEP Fix) Fixed Battle Fury enchantment sound not working
Enchantments:
-Fortify Stamina Regen enchantment can now be applied onto rings by the player
-Targe of the Blooded's bleed damage can no longer be absorbed by spell absorption
-EnchWeaponFrostDamage02, EnchWeaponFrostDamage03, EnchWeaponFrostDamage04, EnchWeaponFrostDamage05, and EnchWeaponFrostDamage06 no longer applies slow to the player
-Frost Damage enchantment no longer deals double stamina damage
-Fixed Soulrender's dispel effect not working on armor spells additional effect from the Mage Armor perk
-Auriel's Bow and Sunhallowed Elven Arrows additional sun damage to undead now affects reanimated undead
-Fortify Speed enchantment is no longer considered an Illusion effect
-Fixed generic enchanted Stamina Damage weapons being half as powerful as they should be
-Red Eagle's Bane enchantment description now shows the magnitude of the Fire Damage effect
-Fixed Dawnguard Rune Axe enchantment not working at 100 kills
-Fixed Dawnguard Rune Axe enchantment not working on reainimated undead
-Dawnguard Rune Axe enchantment is no longer affected by the Augmented Flames perk
-Ring of the Beast no longer displays as the Khajiit Claws ability in the effect menu
-Fixed Ahzidal's Ring of Necromancy effect dealing 40 frost damage instead of 50
-Shock Damage now deals damage instantly instead of over 1 second
-Ghostblade enchantment duration no longer tapers
-Huntsman's Prowess is no longer resisted by armor rating
-Fear now uses the fear effect shader instead of the turn undead effect shader
-Fear is no longer resisted by magic resistance
-Fear is now affected by the Aspect of Terror perk
-Bolar's Oathblade fear effect now uses the standard fear effect instead of a modified version with 3.125x cost
-Bolar's Oathblade enchantment charges has been increased from 500 to 1500, to match the stats of the weapon and the enchantment effect
-Blade of Woe enchantment charges have been increased from 500 to 1500 to match the enchantment effect
Traps:
-Fixed TrapOilHazardFireDamageFFContact02 and TrapOilHazardFireDamageFFContact03 having swapped damage values
-Fixed rune traps not having a resist value
Diseases:
-Diseases are no longer considered Restoration effects
-Diseases from traps can no longer stack with the same disease from another source
-TrapDiseaseSanguinareVampiris can no longer be absorbed by spell absorption
-Brown Rot disease now reduces armor rating by 25/50/75% instead of increasing physical damage taken by 25/50/75%
Dialogue:
-Fixed Vigilants of Stendarr not recognizing diseases added by Dragonborn or Survival Mode
-The line "That's fine scale armor you've got on there. Shiny." can now occur if you are wearing the horned variant of Scale Armor
-The line "Takes a fair bit of strength to carry a greatsword like that. But can you use it?" can now occur if the player has any greatsword equipped instead of only Iron, Steel, Orcish, Dwarven, Elven, and Ebony greatswords.
-The line "Keep your arrows in their quiver, archer." can now occur if the player has any bow equipped instead of only Imperial, Dwarven, Ebony, and Long bows.
-The line "Favor the bow, eh? I'm a sword man, myself." can now occur if the player has any bow equipped and the guard has any sword equipped instead of only Imperial, Dwarven, Ebony, and Long bows, and Iron, Steel, and Imperial swords.
-Fixed incorrect conditions of the line "Favor the bow, eh? I'm a sword man, myself.", causing it to occur when the player has a bow equipped OR the guard has a sword, instead of if the player has a bow equipped AND the guard has a sword.
-The line "Best offense is a good defense, am I right?" can now only occur if the player is wearing heavy armor
-The line "Is that... fur? Coming out of your ears?" can no longer occur if the player is a Khajiit
-The line "Hands to yourself, sneak thief." can now only occur if the player's sneak AND pickpocket skills are higher than 29 instead of sneak OR pickpocket
-Fixed the College of Winterhold entry test checking if you have the Heal Other spell instead of Healing Hands
-"Calling stalhrim an ore is like calling my forge a campfire." -> "Calling Stalhrim an ore is like calling my forge a campfire."
-"It's the only tool tough enough to crack stalhrim, is what it is." -> "It's the only tool tough enough to crack Stalhrim, is what it is."
-(USSEP Revert) Undecapitalizated all instances of the word Stalhrim
Quests:
-(USSEP Revert) Reverted Auriel's Bow counting towards the Oblivion Walker Achievement
Load Screens:
-The School of Conjuration is used to raise the dead, summon creatures from one of the planes of Oblivion, and soul trap opponents killed in combat. -> The School of Conjuration is used to raise the dead, summon creatures from the planes of Oblivion, and soul trap opponents killed in combat.
-Two-handed weapons do more damage than one-handed weapons, but don't block as effectively. -> Two-handed weapons do more damage than one-handed weapons, but cannot be used with a shield.
-Cast Soul Trap on an enemy during combat, and his soul will be captured in one of your empty soul gems, when he dies. -> Cast Soul Trap on an enemy during combat, and their soul will be captured in one of your empty soul gems, when they die.
-A power attack might stagger an opponent, preventing him from immediately counteracting. -> A power attack might stagger an opponent, preventing them from immediately counteracting.
-A guard may stop combat if his attacker sheathes any weapons. But even if the yield is accepted, the guard will still attempt an arrest. -> A guard may stop combat if their attacker sheathes any weapons. But even if the yield is accepted, the guard will still attempt an arrest.
-A vampire that is using his Vampire's Seduction power can feed on any person that is not in combat, even if they are awake. Feeding reduces sun damage, but also reduces your vampiric powers. -> A vampire that is using their Vampire's Seduction power can feed on any person that is not in combat, even if they are awake. Feeding reduces sun damage, but also reduces your vampiric powers.
-Vampire Lords start with a powerful Drain Life spell in their right hand, a Reanimate Corpse spell in their left hand. The power button transforms him into a cloud of bats that reforms in the distance. -> Vampire Lords start with a powerful Drain Life spell in their right hand, a Reanimate Corpse spell in their left hand. The power button transforms them into a cloud of bats that reforms in the distance.
-(USSEP Revert) Frost enchantments are more potent when placed on stalhrim weapons or armor. -> Frost enchantments are more potent when placed on Stalhrim weapons or armor.
-(USSEP Revert) The ancient Nords of Solstheim sealed their tombs with stalhrim, a form of enchanted ice as hard as stone. The Skaal are the only ones who know the secret of crafting armor and weapons out of stalhrim. -> The ancient Nords of Solstheim sealed their tombs with Stalhrim, a form of enchanted ice as hard as stone. The Skaal are the only ones who know the secret of crafting armor and weapons out of Stalhrim.