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.