[color=#666666][size=5][color=#999999]Overview[/color][/size][/color]
Major features:
[list]
[*]Generic potions and enchantments and their player-made equivalents have similar ranges across the board. There is no generic item that is too weak or too strong for the player to craft one with equivalent strength.
[*]Various Alchemy and Enchanting effects have been tweaked to improve balance, consistency, and cohesion within the skills.
[*]Crafting skills do not directly improve each other, and the relevant effects have been replaced by new ones. This encourages build variety and eliminates certain tedious gameplay practices.
[*]Compatible with vanilla-based content add-ons, like Beyond Skyrim and Project AHO.
[/list]
More features:
[list]
[*][color=#93c47d]The gold values of certain player-created potions now match up better with the generic equivalents.[/color]
[*][color=#93c47d]Pure beneficial potions last twice as long.[/color]
[*][color=#93c47d]Armor skill potions now increase armor effectiveness by a percentage, making them significantly more effective.[/color]
[*][color=#93c47d]Block potions also increase bashing damage.[/color]
[*][color=#93c47d]Weakness to Poison does not stack with itself.[/color]
[*][color=#6fa8dc]There are now 14 skill enchantments that increase the skill directly.[/color]
[*][color=#6fa8dc]Skill progression has been improved in order to put more value in increasing skill levels.[/color]
[*][color=#6fa8dc]Combat, magic, and stealth skills now continue to provide benefits when buffed past level 100.[/color]
[*][color=#6fa8dc]NPCs now benefit from combat and magic enchantments.[/color]
[*][color=#6fa8dc]Lunar weapons have a new lore-friendly effect.[/color]
[*][color=#6fa8dc]Muffle enchantments now display their effectiveness and scale properly when enchanting.[/color]
[*][color=#6fa8dc]Smaller soul gems have increased enchanting capacity.[/color]
[*][color=#e06666]Smithing formulas have been tweaked for better consistency.[/color]
[*][color=#e06666]Chitin and Bonemold items only appear in the menu once Solstheim is visited.[/color]
[*][color=#e06666]Daedric items can only be forged at night.[/color]
[*][color=#ffd966]Perks acquired from Black Book: The Sallow Regent improve item efficacy instead of crafting, eliminating more tedious gameplay practices.[/color]
[*][color=#b6b6b6]Many bugfixes related to Alchemy, Enchanting, and Smithing are included.[/color]
[/list]
Below is a more detailed breakdown of notable changes made by the mod.
[color=#6aa84f][size=5]Alchemy[/size][/color]
[color=#93c47d][size=4]Potion Effects[/size][/color]
[spoiler]
[i]Magnitude changes have not been listed.[/i]
[b]Cure Disease[/b]
[list]
[*]No longer scales in value with skill. Player-made Cure Disease potions will generally have the same value as built-in potions (except for Hawk Feathers + Charred Skeever Hide).
[/list]
[b]Fortify Enchanting[/b]
[list]
[*]Name changed to [b]Fortify Enchantment[/b].
[*]Effect changed to "[b]Staves and weapon enchantments are <mag>% more powerful for <dur> seconds.[/b]"
[/list]
[b]Fortify Smithing[/b]
[list]
[*]Name changed to [b]Fortify Defense[/b].
[*]Effect changed to "[b]Incoming physical damage is reduced by <mag>% for <dur> seconds.[/b]"
[*]Effect capped at [b]75%[/b].
[/list]
[b]Fortify Heavy Armor / Light Armor[/b]
[list]
[*]Effect changed to "[b]Armor Rating of <skill> is increased by <mag>% for <dur> seconds.[/b]"
[/list]
[b]Fortify Block[/b]
[list]
[*]Effect changed to "[b]Blocking and bashing are <mag>% more effective for <dur> seconds.[/b]"
[/list]
[b]Restore Magicka[/b]
[list]
[*]Added to Ash Hopper Jelly (replacing Resist Shock as the 3rd effect).
[*]NB: Try mixing Ash Hopper Jelly, Pearl, and Charred Skeever Hide!
[/list]
[/spoiler]
[color=#93c47d][size=4]Poison Effects[/size][/color]
[spoiler]
[i]Magnitude changes have not been listed.[/i]
[b]Damage Health[/b]
[list]
[*]Player-made poisons no longer have a duration.
[*]NB: Because of how costs are calculated, the 1 second duration caused a large (~12.3) penalty to the cost of Damage Health poisons. Now their cost will scale the same way as built-in potions. Nirnroot and Emperor Parasol Moss are being buffed to compensate for the increased value of other ingredients.
[/list]
[b]Weakness to Poison[/b]
[list]
[*]Cannot be reapplied.
[/list]
[/spoiler]
[color=#3d85c6][size=5]Enchanting[/size][/color]
[color=#6fa8dc][size=4]Generic Enchantments[/size][/color]
[spoiler]
[i]Magnitude and cost changes have not been listed.[/i]
[b]Fortify Alchemy[/b]
[list]
[*]Name changed to [b]Fortify Potions[/b].
[*]Effect changed to "[b]Consumed potions are <mag>% more powerful.[/b]"
[*]No longer flagged as an Alchemy skill enchantment.
[*]Krosis also uses the new effect.
[/list]
[b]Fortify Smithing[/b]
[list]
[*]Name changed to [b]Fortify Armor Rating[/b].
[*]Effect changed to "[b]Increases Armor Rating by <mag> points.[/b]"
[*]No longer flagged as a Smithing skill enchantment.
[*]Can be enchanted on the head slot, can no longer be enchanted on the body slot.
[/list]
[b]Fortify <skill>[/b]
[list]
[*]Effect changed to "[b]Increases <skill> skill by <mag> points.[/b]"
[*]Cicero’s Clothes, Jester’s Clothes, and Deathbrand Gauntlets use Alchemy version of Fortify One-handed instead.
[*]Krosis and Kyne’s Token use the Alchemy version of Fortify Archery instead.
[*]Krosis uses the Alchemy version of Fortify Lockpicking instead.
[*]Most unique enchantments still use the old version of Fortify <magic school>.
[*]Normal skill scaling has been altered to improve the effectiveness of skill increases.
- Weapon skill damage scaling: [b]1 + 0.006 * skill[/b]- Magic skill cost scaling: [b]1.25*(1-(min(skill,100)*0.003)^0.5)*(1+0.0033*skill)[/b][/list]
[b]Fortify <magic school> & Magicka Regen[/b]
[list]
[*]See changes for Fortify <skill>.
[*]No longer learned from College robes.
[*]Magicka Regen magnitude: [b]10 -> 50[/b]
[*]NB: All apparel other than the College robes have the Magicka Regen effect at 50 magnitude.
[/list]
[b]Fortify Barter[/b]
[list]
[*]No longer flagged as a Speech skill enchantment.
[/list]
[b]Fortify Magicka Regen[/b]
[list]
[*]New enchantment named [b]Mage Robes[/b] can be learned from robes with this effect, and it can be enchanted on the body slot.
[/list]
[b]Fortify Stamina Regen[/b]
[list]
[*]Can be enchanted on rings, can no longer be enchanted on boots.
[/list]
[b]Muffle[/b]
[list]
[*]Effect changed to "[b]Noise from movement is muffled by <mag>%.[/b]"
[*]Cost now scales with magnitude.
[/list]
[b]Paralyze[/b]
[list]
[*]Success chance: [b]26% -> 25%[/b]
[*]Description changed to "[b]<25>% chance to paralyze the target for <dur> seconds.[/b]"
[/list]
[b]Chaos Damage[/b]
[list]
[*]Player-enchanted effect changed to "[b]Reduces the target's Magic Resistance by <mag>% for <2> seconds. <50>% chance for each element of Fire, Frost, and Shock to do <10> points of damage.[/b]"
[*]Base magnitude: [b]8[/b]
[*]No longer scales with elemental perks.
[*]NB: The player-made variant won't scale past 10 damage, unfortunately. Other workarounds cause other issues and the alternative was removing it from crafting entirely.
[/list]
[/spoiler]
[color=#6fa8dc][size=4]Special Enchantments[/size][/color]
[spoiler]
[b]Shrouded Robes[/b] ("Fortify Destruction")
[list]
[*]Added new effect: [b]Fortify Magicka Regen 75%[/b]
[/list]
[b]Shrouded Hand Wraps[/b]
[list]
[*]New enchantment name: [b]Nightblade[/b] (replaces Backstab)
[*]New effect: "[b]Double Destruction damage when undetected.[/b]"
[/list]
[b]Predator’s Grace[/b]
[list]
[*]See changes for Muffle.
[*]Stamina Regen magnitude: [b]1% -> 20%[/b]
[/list]
[b]Chillrend[/b] ("Frostfeed")
[list]
[*]See changes for Paralyze.
[*]Does double damage to Stamina like the standard Frost Damage enchantment.
[/list]
[b]Lunar Weapons[/b] ("Silent Moons Enchant")
[list]
[*]Name changed to [b]Silent Moons[/b].
[*]Effect changed to "[b]While the moons are out, burns the target and absorbs <mag> points of Health.[/b]"
[*]Enchantment cost removed.
[*]Visual effects have been altered.
[/list]
[b]Notched Pickaxe[/b]
[list]
[*]Name changed to [b]Thunder Craft[/b].
[*]Smithing Expertise effect works as advertised.
[*]Smithing Expertise magnitude: [b]5 -> 8[/b]
[*]NB: 108 Smithing with perks unlocks a new Legendary+ tier for tempering.
[/list]
[/spoiler]
[color=#cc0000][size=5]Smithing[/size][/color]
[color=#e06666][size=4]Forging[/size][/color]
[spoiler]
[b]Skyforge Weapons[/b]
[list]
[*]Requires the Steel Smithing perk to forge.
[/list]
[b]Shellbug Helmet[/b]
[list]
[*]Only appears when Shellbug Chitin is in your inventory.
[/list]
[b]Chitin & Bonemold[/b]
[list]
[*]Only appear after Solstheim is visited.
[/list]
[b]Daedric[/b]
[list]
[*]Can only be forged between 9pm and 5am.
[/list]
[/spoiler]
[color=#f1c232][size=5]Abilities and Blessings[/size][/color]
[color=#ffd966][size=4]Abilities[/size][/color]
[spoiler]
[b]Ahzidal's Genius[/b]
[list]
[*]Effect still applies when wearing more than 4 relics of Ahzidal.
[/list]
[b]Ancient Knowledge[/b]
[list]
[*]Effect works as advertised.
[/list]
[b]Seeker of Might[/b]
[list]
[*]Tempering effectiveness removed.
[/list]
[b]Seeker of Shadows[/b]
[list]
[*]Alchemy effectiveness changed to potion and poison effectiveness.
[/list]
[b]Seeker of Sorcery[/b]
[list]
[*]Enchanting effectiveness changed to worn enchantment effectiveness.
[/list]
[/spoiler]
[color=#ffd966][size=4]Altar Blessings[/size][/color]
[spoiler]
[b]Blessing of Mara[/b]
[list]
[*]Uses the Alchemy version of Fortify Restoration (makes vanilla description correct).
[/list]
[b]Blessing of Stendarr[/b]
[list]
[*]Uses the Alchemy version of Fortify Block.
[/list]
[b]Blessing of Zenithar[/b]
[list]
[*]Uses the Alchemy version of Fortify Barter.
[/list]
[b]Blessing of Auriel[/b]
[list]
[*]Uses the Alchemy version of Fortify Marksman.
[/list]
[b]Blessing of Nocturnal[/b]
[list]
[*]Uses the Alchemy version of Fortify Sneak (makes vanilla description correct).
[/list]
[b]Blessing of Mephala[/b]
[list]
[*]Uses the Alchemy version of Fortify Barter.
[/list]
[/spoiler]
[color=#999999][size=5]Optional Armor Tweaks[/size][/color]
[color=#999999](I recommend using [url=https://www.nexusmods.com/skyrim/mods/85358]Armor Rating Rescaled[/url] in favor of this if you can. I believe it to be more balanced.)[/color]
The Optional Armor Tweaks add-on modifies armor scaling to bring mage armor closer in power to physical armor and make it much harder to reach the armor cap. Dragonhide is also turned into a normal armor spell that follows the same progression as the others.
[spoiler]
Changes
[list]
[*]Armor skill rating scaling: [b]0.5*(1+0.005*skill)[/b]
[*]NPC Armor skill rating scaling: [b]1.3*(1+0.02*skill)[/b]
[*]Armor protection: [b]0.14% per point of Armor Rating[/b]
[*]Hidden armor bonus: [b]3.5% per piece[/b]
[*]Max armor protection: [b]84%[/b]
[*]Armor tempering bonus at Legendary: [b]+6[/b]
[*]Dragonhide is [b]single-cast and increases armor rating by 120 for 60 seconds[/b].
[/list]
[/spoiler]
[color=#999999][size=5]Compatibility[/size][/color]
Compatible with just about everything [b]except for other Alchemy and Enchanting overhauls[/b]. Most other conflicts are minor and can be resolved by loading this mod early (near the top of your load order).
[spoiler]
[list]
[*][b]Beyond Skyrim: Bruma[/b] - [color=#93c47d]Compatible.[/color]
[*][b]Complete Crafting Overhaul Remade[/b] - [color=#93c47d]Compatible.[/color] Load after this mod.
[*][b]Enchantment Reload Fix[/b] - [color=#e06666]Incompatible.[/color] Should not be used because it forces enchanted items to retain the unbalanced formula used in the crafting menu. It is also incompatible with the changes to Chaos Damage.
[*][b]Project AHO[/b] - [color=#93c47d]Compatible.[/color]
[*][b]Skyrim Community Uncapper[/b] - [color=#93c47d]Patch available.[/color] Alternatively set the global variable MCBEnableUncapSkills to 0.
[*][b]Summermyst - Enchantments of Skyrim[/b] - [color=#93c47d]Patch available.[/color]
[*][b]Unofficial Skyrim Legendary Edition Patch[/b] - [color=#93c47d]Compatible.[/color]
[*][b]Unique Uniques[/b] - [color=#93c47d]Compatible.[/color]
[*][b]Unique Weapons Redone[/b] - [color=#93c47d]Compatible.[/color]
[*][b]Zim's Immersive Artifacts[/b] - [color=#93c47d]Compatible.[/color] Load after this mod.
[/list]
[/spoiler]
[color=#999999][size=5]Special Thanks[/size][/color]
The Unofficial Elder Scrolls Pages, documenting useful information and bugs.
The Unofficial Patch Project Team, finding many bugs and fixes in the vanilla game.
Skepmanmods, creating the Price-Charge Bug Fix.
Simon Magus, discussion and feedback on ideas.
Major features:
[list]
[*]Generic potions and enchantments and their player-made equivalents have similar ranges across the board. There is no generic item that is too weak or too strong for the player to craft one with equivalent strength.
[*]Various Alchemy and Enchanting effects have been tweaked to improve balance, consistency, and cohesion within the skills.
[*]Crafting skills do not directly improve each other, and the relevant effects have been replaced by new ones. This encourages build variety and eliminates certain tedious gameplay practices.
[*]Compatible with vanilla-based content add-ons, like Beyond Skyrim and Project AHO.
[/list]
More features:
[list]
[*][color=#93c47d]The gold values of certain player-created potions now match up better with the generic equivalents.[/color]
[*][color=#93c47d]Pure beneficial potions last twice as long.[/color]
[*][color=#93c47d]Armor skill potions now increase armor effectiveness by a percentage, making them significantly more effective.[/color]
[*][color=#93c47d]Block potions also increase bashing damage.[/color]
[*][color=#93c47d]Weakness to Poison does not stack with itself.[/color]
[*][color=#6fa8dc]There are now 14 skill enchantments that increase the skill directly.[/color]
[*][color=#6fa8dc]Skill progression has been improved in order to put more value in increasing skill levels.[/color]
[*][color=#6fa8dc]Combat, magic, and stealth skills now continue to provide benefits when buffed past level 100.[/color]
[*][color=#6fa8dc]NPCs now benefit from combat and magic enchantments.[/color]
[*][color=#6fa8dc]Lunar weapons have a new lore-friendly effect.[/color]
[*][color=#6fa8dc]Muffle enchantments now display their effectiveness and scale properly when enchanting.[/color]
[*][color=#6fa8dc]Smaller soul gems have increased enchanting capacity.[/color]
[*][color=#e06666]Smithing formulas have been tweaked for better consistency.[/color]
[*][color=#e06666]Chitin and Bonemold items only appear in the menu once Solstheim is visited.[/color]
[*][color=#e06666]Daedric items can only be forged at night.[/color]
[*][color=#ffd966]Perks acquired from Black Book: The Sallow Regent improve item efficacy instead of crafting, eliminating more tedious gameplay practices.[/color]
[*][color=#b6b6b6]Many bugfixes related to Alchemy, Enchanting, and Smithing are included.[/color]
[/list]
Below is a more detailed breakdown of notable changes made by the mod.
[color=#6aa84f][size=5]Alchemy[/size][/color]
[color=#93c47d][size=4]Potion Effects[/size][/color]
[spoiler]
[i]Magnitude changes have not been listed.[/i]
[b]Cure Disease[/b]
[list]
[*]No longer scales in value with skill. Player-made Cure Disease potions will generally have the same value as built-in potions (except for Hawk Feathers + Charred Skeever Hide).
[/list]
[b]Fortify Enchanting[/b]
[list]
[*]Name changed to [b]Fortify Enchantment[/b].
[*]Effect changed to "[b]Staves and weapon enchantments are <mag>% more powerful for <dur> seconds.[/b]"
[/list]
[b]Fortify Smithing[/b]
[list]
[*]Name changed to [b]Fortify Defense[/b].
[*]Effect changed to "[b]Incoming physical damage is reduced by <mag>% for <dur> seconds.[/b]"
[*]Effect capped at [b]75%[/b].
[/list]
[b]Fortify Heavy Armor / Light Armor[/b]
[list]
[*]Effect changed to "[b]Armor Rating of <skill> is increased by <mag>% for <dur> seconds.[/b]"
[/list]
[b]Fortify Block[/b]
[list]
[*]Effect changed to "[b]Blocking and bashing are <mag>% more effective for <dur> seconds.[/b]"
[/list]
[b]Restore Magicka[/b]
[list]
[*]Added to Ash Hopper Jelly (replacing Resist Shock as the 3rd effect).
[*]NB: Try mixing Ash Hopper Jelly, Pearl, and Charred Skeever Hide!
[/list]
[/spoiler]
[color=#93c47d][size=4]Poison Effects[/size][/color]
[spoiler]
[i]Magnitude changes have not been listed.[/i]
[b]Damage Health[/b]
[list]
[*]Player-made poisons no longer have a duration.
[*]NB: Because of how costs are calculated, the 1 second duration caused a large (~12.3) penalty to the cost of Damage Health poisons. Now their cost will scale the same way as built-in potions. Nirnroot and Emperor Parasol Moss are being buffed to compensate for the increased value of other ingredients.
[/list]
[b]Weakness to Poison[/b]
[list]
[*]Cannot be reapplied.
[/list]
[/spoiler]
[color=#3d85c6][size=5]Enchanting[/size][/color]
[color=#6fa8dc][size=4]Generic Enchantments[/size][/color]
[spoiler]
[i]Magnitude and cost changes have not been listed.[/i]
[b]Fortify Alchemy[/b]
[list]
[*]Name changed to [b]Fortify Potions[/b].
[*]Effect changed to "[b]Consumed potions are <mag>% more powerful.[/b]"
[*]No longer flagged as an Alchemy skill enchantment.
[*]Krosis also uses the new effect.
[/list]
[b]Fortify Smithing[/b]
[list]
[*]Name changed to [b]Fortify Armor Rating[/b].
[*]Effect changed to "[b]Increases Armor Rating by <mag> points.[/b]"
[*]No longer flagged as a Smithing skill enchantment.
[*]Can be enchanted on the head slot, can no longer be enchanted on the body slot.
[/list]
[b]Fortify <skill>[/b]
[list]
[*]Effect changed to "[b]Increases <skill> skill by <mag> points.[/b]"
[*]Cicero’s Clothes, Jester’s Clothes, and Deathbrand Gauntlets use Alchemy version of Fortify One-handed instead.
[*]Krosis and Kyne’s Token use the Alchemy version of Fortify Archery instead.
[*]Krosis uses the Alchemy version of Fortify Lockpicking instead.
[*]Most unique enchantments still use the old version of Fortify <magic school>.
[*]Normal skill scaling has been altered to improve the effectiveness of skill increases.
- Weapon skill damage scaling: [b]1 + 0.006 * skill[/b]- Magic skill cost scaling: [b]1.25*(1-(min(skill,100)*0.003)^0.5)*(1+0.0033*skill)[/b][/list]
[b]Fortify <magic school> & Magicka Regen[/b]
[list]
[*]See changes for Fortify <skill>.
[*]No longer learned from College robes.
[*]Magicka Regen magnitude: [b]10 -> 50[/b]
[*]NB: All apparel other than the College robes have the Magicka Regen effect at 50 magnitude.
[/list]
[b]Fortify Barter[/b]
[list]
[*]No longer flagged as a Speech skill enchantment.
[/list]
[b]Fortify Magicka Regen[/b]
[list]
[*]New enchantment named [b]Mage Robes[/b] can be learned from robes with this effect, and it can be enchanted on the body slot.
[/list]
[b]Fortify Stamina Regen[/b]
[list]
[*]Can be enchanted on rings, can no longer be enchanted on boots.
[/list]
[b]Muffle[/b]
[list]
[*]Effect changed to "[b]Noise from movement is muffled by <mag>%.[/b]"
[*]Cost now scales with magnitude.
[/list]
[b]Paralyze[/b]
[list]
[*]Success chance: [b]26% -> 25%[/b]
[*]Description changed to "[b]<25>% chance to paralyze the target for <dur> seconds.[/b]"
[/list]
[b]Chaos Damage[/b]
[list]
[*]Player-enchanted effect changed to "[b]Reduces the target's Magic Resistance by <mag>% for <2> seconds. <50>% chance for each element of Fire, Frost, and Shock to do <10> points of damage.[/b]"
[*]Base magnitude: [b]8[/b]
[*]No longer scales with elemental perks.
[*]NB: The player-made variant won't scale past 10 damage, unfortunately. Other workarounds cause other issues and the alternative was removing it from crafting entirely.
[/list]
[/spoiler]
[color=#6fa8dc][size=4]Special Enchantments[/size][/color]
[spoiler]
[b]Shrouded Robes[/b] ("Fortify Destruction")
[list]
[*]Added new effect: [b]Fortify Magicka Regen 75%[/b]
[/list]
[b]Shrouded Hand Wraps[/b]
[list]
[*]New enchantment name: [b]Nightblade[/b] (replaces Backstab)
[*]New effect: "[b]Double Destruction damage when undetected.[/b]"
[/list]
[b]Predator’s Grace[/b]
[list]
[*]See changes for Muffle.
[*]Stamina Regen magnitude: [b]1% -> 20%[/b]
[/list]
[b]Chillrend[/b] ("Frostfeed")
[list]
[*]See changes for Paralyze.
[*]Does double damage to Stamina like the standard Frost Damage enchantment.
[/list]
[b]Lunar Weapons[/b] ("Silent Moons Enchant")
[list]
[*]Name changed to [b]Silent Moons[/b].
[*]Effect changed to "[b]While the moons are out, burns the target and absorbs <mag> points of Health.[/b]"
[*]Enchantment cost removed.
[*]Visual effects have been altered.
[/list]
[b]Notched Pickaxe[/b]
[list]
[*]Name changed to [b]Thunder Craft[/b].
[*]Smithing Expertise effect works as advertised.
[*]Smithing Expertise magnitude: [b]5 -> 8[/b]
[*]NB: 108 Smithing with perks unlocks a new Legendary+ tier for tempering.
[/list]
[/spoiler]
[color=#cc0000][size=5]Smithing[/size][/color]
[color=#e06666][size=4]Forging[/size][/color]
[spoiler]
[b]Skyforge Weapons[/b]
[list]
[*]Requires the Steel Smithing perk to forge.
[/list]
[b]Shellbug Helmet[/b]
[list]
[*]Only appears when Shellbug Chitin is in your inventory.
[/list]
[b]Chitin & Bonemold[/b]
[list]
[*]Only appear after Solstheim is visited.
[/list]
[b]Daedric[/b]
[list]
[*]Can only be forged between 9pm and 5am.
[/list]
[/spoiler]
[color=#f1c232][size=5]Abilities and Blessings[/size][/color]
[color=#ffd966][size=4]Abilities[/size][/color]
[spoiler]
[b]Ahzidal's Genius[/b]
[list]
[*]Effect still applies when wearing more than 4 relics of Ahzidal.
[/list]
[b]Ancient Knowledge[/b]
[list]
[*]Effect works as advertised.
[/list]
[b]Seeker of Might[/b]
[list]
[*]Tempering effectiveness removed.
[/list]
[b]Seeker of Shadows[/b]
[list]
[*]Alchemy effectiveness changed to potion and poison effectiveness.
[/list]
[b]Seeker of Sorcery[/b]
[list]
[*]Enchanting effectiveness changed to worn enchantment effectiveness.
[/list]
[/spoiler]
[color=#ffd966][size=4]Altar Blessings[/size][/color]
[spoiler]
[b]Blessing of Mara[/b]
[list]
[*]Uses the Alchemy version of Fortify Restoration (makes vanilla description correct).
[/list]
[b]Blessing of Stendarr[/b]
[list]
[*]Uses the Alchemy version of Fortify Block.
[/list]
[b]Blessing of Zenithar[/b]
[list]
[*]Uses the Alchemy version of Fortify Barter.
[/list]
[b]Blessing of Auriel[/b]
[list]
[*]Uses the Alchemy version of Fortify Marksman.
[/list]
[b]Blessing of Nocturnal[/b]
[list]
[*]Uses the Alchemy version of Fortify Sneak (makes vanilla description correct).
[/list]
[b]Blessing of Mephala[/b]
[list]
[*]Uses the Alchemy version of Fortify Barter.
[/list]
[/spoiler]
[color=#999999][size=5]Optional Armor Tweaks[/size][/color]
[color=#999999](I recommend using [url=https://www.nexusmods.com/skyrim/mods/85358]Armor Rating Rescaled[/url] in favor of this if you can. I believe it to be more balanced.)[/color]
The Optional Armor Tweaks add-on modifies armor scaling to bring mage armor closer in power to physical armor and make it much harder to reach the armor cap. Dragonhide is also turned into a normal armor spell that follows the same progression as the others.
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Changes
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[*]Armor skill rating scaling: [b]0.5*(1+0.005*skill)[/b]
[*]NPC Armor skill rating scaling: [b]1.3*(1+0.02*skill)[/b]
[*]Armor protection: [b]0.14% per point of Armor Rating[/b]
[*]Hidden armor bonus: [b]3.5% per piece[/b]
[*]Max armor protection: [b]84%[/b]
[*]Armor tempering bonus at Legendary: [b]+6[/b]
[*]Dragonhide is [b]single-cast and increases armor rating by 120 for 60 seconds[/b].
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[color=#999999][size=5]Compatibility[/size][/color]
Compatible with just about everything [b]except for other Alchemy and Enchanting overhauls[/b]. Most other conflicts are minor and can be resolved by loading this mod early (near the top of your load order).
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[list]
[*][b]Beyond Skyrim: Bruma[/b] - [color=#93c47d]Compatible.[/color]
[*][b]Complete Crafting Overhaul Remade[/b] - [color=#93c47d]Compatible.[/color] Load after this mod.
[*][b]Enchantment Reload Fix[/b] - [color=#e06666]Incompatible.[/color] Should not be used because it forces enchanted items to retain the unbalanced formula used in the crafting menu. It is also incompatible with the changes to Chaos Damage.
[*][b]Project AHO[/b] - [color=#93c47d]Compatible.[/color]
[*][b]Skyrim Community Uncapper[/b] - [color=#93c47d]Patch available.[/color] Alternatively set the global variable MCBEnableUncapSkills to 0.
[*][b]Summermyst - Enchantments of Skyrim[/b] - [color=#93c47d]Patch available.[/color]
[*][b]Unofficial Skyrim Legendary Edition Patch[/b] - [color=#93c47d]Compatible.[/color]
[*][b]Unique Uniques[/b] - [color=#93c47d]Compatible.[/color]
[*][b]Unique Weapons Redone[/b] - [color=#93c47d]Compatible.[/color]
[*][b]Zim's Immersive Artifacts[/b] - [color=#93c47d]Compatible.[/color] Load after this mod.
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[color=#999999][size=5]Special Thanks[/size][/color]
The Unofficial Elder Scrolls Pages, documenting useful information and bugs.
The Unofficial Patch Project Team, finding many bugs and fixes in the vanilla game.
Skepmanmods, creating the Price-Charge Bug Fix.
Simon Magus, discussion and feedback on ideas.