[RELz] Borealis :: a piecemeal overhaul.

Post » Tue Mar 26, 2013 1:55 pm

http://skyrim.nexusmods.com/mods/33943

In the vast and complex Elder Scrolls games, small gameplay and balance changes can yield a cascade of side-effects through seemingly unrelated systems. In my experience modding Oblivion, it became progressively harder to maintain balance even between my own mods, since I assumed an unmodified game as the basis for each. Add mods by other authors, and all bets were off!

Skyrim offers a clean slate, so I'm adopting a different basis: Borealis.

Borealis is a family of mods. When designing each of them, my assumption is that you're using them all. This doesn't mean I'm throwing all external balance considerations out the window; but when I'm forced to choose between playing nice with an unknown multitude of other mods, versus creating the most cohesive and consistent experience possible within my own work, I will choose Borealis.

You can, of course, use some components and not others. That's why they're kept separate, instead of merged into a true overhaul: I can't expect anyone to use nothing but my mods! If you have compatibility issues or simply prefer someone else's take on a particular game aspect, it's perfectly safe to skip over some Borealis components while using the rest; it just becomes your responsibility, not mine or another author's, to ensure balance between the mods you've picked.

Small Components
    Armor Scaling
  • Goal: Make it harder, but not impossible, to hit the armor cap.
  • The perks Juggernaut (Heavy Armor) and Agile Defender (Light Armor) give greatly reduced benefits.
  • Improving armor through Smithing gives slightly reduced benefits.
    Falling Damage
  • Goal: more realistic falling based on real-world phsyics and fatality rates.
  • Damage begins at about 9 feet, and increases with the square of distance.
  • A fall of about 30 feet deals 100 damage. (Tweaked to guarantee survival with 100 health for a certain fall required by the main quest.)
  • NPCs follow the same falling rules as the player.
    Soul Values
  • Goal #1: It shouldn't be so easy to buy filled gems to level up Enchanting.
  • Goal #2: Buying empty gems and selling filled ones should yield a profit.
  • The value of filled gems now ranges from 125 (petty) to 1500 (grand/black).
  • NOTE: for goal #2, you'll also need the http://skyrim.nexusmods.com/mods/14559 SKSE plugin by shadeMe.
    Trade Rates
  • Goal: (Insert a bunch of math here.) It's a small but significant tweak.
  • At 15 skill, trade prices are about 25% worse. At 100 skill, about 15% worse.
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Vera Maslar
 
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Post » Tue Mar 26, 2013 7:47 pm

Reserved #1
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Cagla Cali
 
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Post » Tue Mar 26, 2013 4:54 pm

Racial Adjustment

Starting Spells:
The player does not automatically start with Flames and Healing. If your race does not grant a starting spell, you will start with no spells at all.

Base regeneration rates:
Health no longer regenerates faster outside of combat, but the in-combat rate is slightly increased. Base health regeneration is 100% in 180 seconds. NPCs are affected by this change.

Miscellaneous:
Werewolf and Vampire night-eye abilities are now toggled, with no duration. Unless otherwise specified, the unarmed damage of all races is 4.

    Argonian
  • Traits:
    65% resistance to Poison
    40% resistance to Disease
    +85 Armor
    +20 Health, Magicka and Stamina
    15% increased movement speed
    Unarmed damage is 10
    Waterbreathing
  • Sap Tongue: Greater Power
    Base regeneration is increased to return 100% in 12 seconds, for 60 seconds.
    Breton
  • Spell: Conjure Famliar
  • Skills:
    +10 Alchemy, Conjuration
    +5 Speech, Illusion, Restoration, Alteration
  • Traits:
    40% resistance to Shock
    15% increased spell power
  • Dragonskin: Greater Power
    40% Spell Absorption and 85% resistance to Magic, for 60 seconds.
    Dark Elf
  • Spell: Flames
  • Skills:
    +10 Light Armor, Destruction
    +5 Sneak, Lockpicking, Illusion, Conjuration
  • Traits:
    65% resistance to Fire
  • Blood of Red Mountain: Greater Power
    65% increased attack damage and spell power, for 60 seconds.
    High Elf
  • Spell: Fury
  • Skills:
    +10 Illusion, Enchanting
    +5 Alchemy, Conjuration, Destruction, Alteration
  • Traits:
    30% weakness to Fire, Frost and Shock
    40% resistance to Disease
    +40 Magicka
    +30% base Magicka regeneration
  • Highborn: Greater Power
    Unlimited Magicka, for 30 seconds.
    Imperial
  • Spell: Healing
  • Skills:
    +10 Block, Restoration
    +5 Heavy Armor, Pickpocket, Speech, Enchanting
  • Traits:
    +15% base Magicka and Stamina regeneration
    10% improved barter rates
  • Star of the West: Greater Power
    Absorb all Stamina and Magicka from enemies within 15 feet.
  • Voice of the Emperor: Greater Power
    Calm people within 75 feet, for 60 seconds.
    Khajiit
  • Skills:
    +10 Sneak, Lockpicking
    +5 One-Handed, Archery, Light Armor, Pickpocket
  • Traits:
    20% resistance to Frost and Shock
    Unarmed damage is 20
  • Sugar: Greater Power
    +65% movement speed and +35 unarmed damage, for 60 seconds.
  • Eye of Night: Lesser Power
    Night Eye, toggle at will.
    Nord
  • Skills:
    +10 Two-Handed, Speech
    +5 Smithing, Heavy Armor, Block, Restoration
  • Traits:
    40% resistance to Frost
    +30% base Stamina regeneration
  • Shor's Boast: Greater Power.
    Cause fear in enemies within 75 feet, for 60 seconds.
  • Ysmir's Woad: Greater Power.
    Enemies within 30 feet suffer 40% reduced attack damage and spell power, for 30 seconds.
    Orc
  • Skills:
    +10 Smithing, Heavy Armor
    +5 Block, Two-Handed, One-Handed, Enchanting
  • Traits:
    20% resistance to Magic
    +100 encumbrance capacity
    +40 Health and Stamina
    Blood-Kin
    Redguard
  • Spell: Oakflesh
  • Skills:
    +10 One-Handed, Alteration
    +5 Smithing, Two-Handed, Archery, Destruction
  • Traits:
    40% resistance to Disease and Poison
    +15% damage with melee weapons
  • Adrenaline Rush: Greater Power.
    Unlimited Stamina, for 60 seconds.
    Wood Elf
  • Skills:
    +10 Archery, Pickpocket
    +5 Light Armor, Sneak, Lockpicking, Alchemy
  • Traits:
    65% resistance to Disease
    +65% base Health regeneration
    +15% damage with ranged weapons
  • Beast Tongue: Greater Power.
    Command animals within 75 feet, for 60 seconds.
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Alessandra Botham
 
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