Changelog for Supernatural AI
- Revised reg formulas for vampires & werewolves, in addition their reg ability
will drastically BREAK while burning.
- Revised damage formulas for every supernatural so it can be easily tweaked better with difficulty change.
- More corrections on damage calculations.
- Fixed corruption issue
- Ghostblade & Harkon swords have been slightly tweaked in better due to satisfing reward reason.
- Nettlebane translation
- file rename to Supernatural AI - Vampires & Monsters
1.5.2
- Scaled weakness to most supernatural.
- Spriggan 1st weakness Ebony 2nd magic/artifacts
- Wisp Mother 1st weakness Daedric/daedric artifacts 2nd magic/artifacts
- Dragonpriest 1st Dragonbone 2nd magic/artifacts/silver
- Update to all armor rating exception made for vampires (who own equipment that already provide)
- Small update on conditions checks (werewolf can overcome the immunity of many supernatural btw
some of them may own resistances even to claw attacks who are considered as daedric artifact)
- Gargoyle own a high amount of armor but resistance to slashing became weakness to
- Troll regeneration has been slowered by 40% to check if is more proper, btw armor will scale
increase for them too.
- Full support plus on: Spiders, Dragonpriests.
1.6 optional: Supernatural Deadly Dragons (Deadly Dragons Required)
- New "Supernatural AI DD compatible" version for who own Deadly Dragons mod.
1.6
Huge list of: Giants, Dwarven (include all of: spheres, centurions & spiders), Dragons, Chaurus, Hounds & Dogs
(also spectral) included in the AI plus tweak list with auto-calc for armor and dynamic
dmg values increase based on levels instead static vanilla increase.
This update is intended to be applyed also for every creature previously tweaked.
Dwarven: resist fire, dwarven resistance 50% to some materials: silver, iron, steel, 25 to: falmer & draugr.
Dwarven & Spiders due to their physical conformation have now additional resistance to arrows.
1.6.1
Revised spell damage formulas for: Dragonpriests, Hagraven & Spriggans, who now will rely on their magika to define
the bonus to their spell damage!
Revised likewise the shout damage for dragons, who will rely on their stamina to define the damage bonus of their shouts!
Some minor optimizations related to useless abilities who were removed or replaced in terms of variables.
1.6.2
Supernatural AI - Vampires & Monsters knockback system: see description.
Supernatural AI - Vampires & Monsters knockback system, knockback is an ability of following creatures:
- Trolls
- Giants
- Werewolves
- Frost atronachs
- Dwarven centurion
- Dragons
- Hounds & Dogs
- Gargoyles
can be triggered by a power attack or if victim run out of stamina. Btw there are some factors that prevent a
knockback to hit: player armor or/and behavor (for example a blocking stance looks effective in order to attempt
preventing a successful knockback).
This system work basically on armor rating, shield & creature size, the bigger is your enemy, the less
you attempt blocking attacks, the higher are the chances he own to knock you down.
The more you will attempt to have a blocking stance, the more is your armor rating, the less will be the chances
to be knocked down by a power attack!
For instance: giants can knockback almost everytime, btw it could be possible for a mini-tank to attempt
resisting it with a raised shield while a less sized creature could be already unabled to knockdown anyone
wearing a good amount of armor rating... Note: I talked about armor rating.. no heavy armor..
(no matter if you are a R2D2 starwars robot but own 70 armor even a dog will beat you down)
1.6.4
- Correction on armor system (now an armor system for all not npc enemies are implemented)
- Werewolf resistance to std weapons has been decreased to static 50% (instead 75%)
- Barbas inclusion
- Updated Deadly Dragons Patch
1.6.5
Better tweakings to overall damages by managed creatures: nerfed or converted formulas to better match the in-game
difficulty about creatures. Reviewed spell &/OR melee for following creatures: Daedra, wisps, wispmothers, werewolves, trolls,
gargoyles, spriggan, frost-fire-storm atronachs & chaurus.
Some fixes.
1.6.7
Werewolf new appropriate damage formula.
Better level system: now each creature will own his level cap which that could be at maximum achieved according to his type.
Some creatures are kept unchanged, this include ghosts (which could be faced at all levels) and some big creatures. Btw the level ranging is generous, so for example if a creature base level was
5 we will see a level cap of 30. Some not ranked creatures may own a higher level cap btw due to their uniqueness.
Excluded from level limitations: Dragons.
Corrections.
1.7
- Wispmothers, Wraiths & Ghosts now own a deadly ability which sticks on player by power attack and reduce by about 15% his strength rate and drain magicka every hit. After all magicka has been dreant and all rate of heal and stamina are 0 may occur a instadie effect.
- Conditions check corrections.
- Damage calculation correction.
- Serana tweak has been splitted in another file.
1.7.1
Corrections in spider: level cap increased, removed resistance to arrows, armor class & damage formula.
Corrections in damage formula for: chaurus & dogs.
1.8
Improved armor rating with more dynamic class leveling conditions
Include Durnehviir, Undead Dragon from Labyrinthian & Alduin doubled hp, leveled and tweaked for epic fights
Corrections
Included levelcap for dragons
Raise size of dragons according to their level and type
Fixes to Wilderness
Updated DD Patch
Updated Supernatural AI - Wilderness and Skytest Patch
Sybille included
Translation fixes
Installer updated with realistic Poison 1.8.1 - http://skyrim.nexusmods.com/mods/31101/
1.8.1
Rebuilt spell damage formulas preventing overpower issues related to npc and some monster and undeads
Rebuilt DD Patch to better take advantage from module master
1.8.4
Fixes to armor class (now defined in keyword list to exclude it from eventual collision with other stacking effects)
Improved pain system (related to humans) with proper formulas.
Include Babette vampire.
Bandit now own shieldwall perk and disarming bash at higher levels
Fixed wherewolf spawns at lower levels. From now on they will start spawning from lvl 5 allowing player to get prepared.
1.8.5
Fixes troll relating to perks: health reg, health and stamina preventing overpower issue with armor class.
Italian version: big fix.
1.8.6
Improved knockback system with much better realistic calculation of probabilities, who is based on the pos of the enemy too.
Creature: trolls corrected in level ranges (every range own a troll type now compared then previously, so it will look much more realistic now)
Leveled list fixes according to previous correction.
Harkon & vyrtur fixed SAI perk missing
1.8.7
Improved knockback for huge creatures (dragons, abhorrent trolls, dwarven cent) with more severe checks
Fixes in wilderness
Fixes in Skytest Patch
1.8.8
Now knockback system will consider block skill too (all modules aligned)
Fixes in wilderness
Fixes in Humans & Undeads
Giants (clubslam & stomp) now can be parryed (90/60 block skill required)
2
Bestiary mod released: it include a lore book who can be bought occasonally if found for a price and additional helpful equipment which can be self created. Every info is in the book.
Documentation mod released, it include a lore book who can be bought occasonally if found for an expensive price and additional helpful equipment which some can be self created. Every info is in the book.
Level system changed into dynamic: now implemented for some npc and dragons scaling level speed instead level cap. It will be rank based. The higher is the rank the higher they will equal player level.
Huge fix list in humans & Undeads - include Penitus Emissaries, Thalmors, Nightingale (Male & Fem), Imperials/Stormcloak, Warlocks & Bandits plus Forsworn perk fixes
Fixes in main module about Dragonpriests which now include SAI perks and Vampires back-blink whom now include a fx bats effect too instead just only disappear and reappear.
Harkon and Vyrthur has been rebalanced to prevent overpower issues now with the implementation of SAI perk (check 1.8.6 changelog version)
Critical fix for stacking armor effects on undeads module and core module affecting misc creatures list such like: draugr, trolls, hagraven, atronachs, spriggans, dragonpriests.
Fix on perk overhaul on Elemental protection 100.
2.1
- Fix skytest patch (previously missed some creatures in the list) and tweaked some speeds
- Fix troll frost to higher dmg resist
- Correction in Undead armor class
- SAI Humans, Undeads spell magnitude & melee/ranged damage bonus by rank corrections
- SAI Humans intelligent spell magnitude bonus only wherever is missing and needed by perk
- Removed spell magnitude bonus for Hagraven, Dragonpriests in favor of perks tweaks.
- Hagraven now can cast frost/flame cloak.
- Huge fixes to Dremora: spell magnitued, armor class removed due to the already present armor/perks, health and stamina.
- Perk tweak for dremoras that include new perks
- Bestiary: Flaming oil fix
2.2
- Include nightingale weapons to magic type
- Fix minor issue about disguised vampire.
- Swapped Mercer Fey, Estormo, Ancano, Alva, Babette, Sybille, Nightingale Sentinels npc from human & undeads and from core modules to town npc (which prevent any changes of unofficial patches to be overwritten)
- Include some balancing tweaks to stats and perks/spells to previous npc.
- Isran include now perk to let him able to take advantage from light armor plus perk tweaks
- Include combat AI of: Dexion, Isran, Ralof, Katria, Delphine, Sinding, Celann and Tsun
- Special tweak to Mercer Fey, Tsun, Gunmar, Celann makes "a bit" more boss like the fight with dedicated work on Mercer.
- Miscellaneous fixes
- Fix to dwarven spell magnitude
- Fix to Karliah and Brynjolf perks so they are a bit more "helpful company" instead "trap-trigger company"
2.3.3
- Fix issue which previously prevented some trainers to teach
- Include ancano tweaks up
- New tweaks for Vyrthur and Harkon perks
- Fix nightingale sentinels now considered ghosts and tweaked according to previous
- Fix Ghost Touch effect: now disease like ability you have to drink cure disease to get rid from: BEWARE his deadlyness!
- Ice wraith touch now damage strength too (fight ability, stamina and health according to level)
- Fix to Wispmother and Ghost perk that now apply Ghost Touch disease under some random chances
- Updated bestiary according to Ghost Touch changes
- Shade Drain tweak - Shades now own drain strength and drain health
- Minor tweaks and optimizations
- Giant stomp/club slam fixed and now work propely
- Knockback now will apply also to non-player characters like followers
- Perk fix overhaul update
2.4
- Fix package to Vampire Spell which include gargoyle summoning fix, names, magnitudo changes
- No longer vampire bat spell can be considered "copy" of MyEvergreenHometown.
- Include more Harkon & Vyrthur tweaks balancing spells and perks to prevent overpower.
- Gargoyle tweak armor and health preventing overpower
- Improved bat form for vampires
- Improved blink for ancient vampires
- Improved bloodcloak effects
2.4.5 31/12/2013
- Fix missing perk ability to some creatures related to armor class normal
- Dragonpriest tweaked up and new spell built they will summon the hell.
- Werewolves Speed + Attack speed increased, special attacks from high leveled werewolves now drain victim life too.
- Werewolves Vagr Boss fixed: now he own all abilities he should
- Wispmother/Ghost perk- ability correction
- Realistic Poison Smart Correction
2.5 02/01/2014
- Troll toughtened hp and size tweaked
- Atronach summoned are now leveled too
- Werewolves now gain some bonus in toughness & damage when in fullmoon
- Werewolves has now shock weakness in terms of denied regeneration and fullmoon rising effect (instead fire which anyway they keep the weakness to damage) - Credit to Teen Wolf serie
- Fix animal armor class definition effect
- Aconite extract now craftable with 15 mountain blue aconite (you can find around skyrim: previously named blue mountain flower) at the cooking pot
2.5.5 04/01/2014
- Werewolves now own different howl powers according to their rank: Scaring call of The Alpha & Stormy howlings.
- Werewolves packs and Alpha (bosses) may be now faced during forest escursions.
- Werewolves resized and managed speeds due to animation issues, btw beta ones will be a bit smaller then alpha ones.
- Dragons have been resized due to animation issues.
- Werewolves will no longer attack wolves.
2.5.7 05/01/2014
- Tweaked werewolves fear shouts
- Werewolves ice storm shout replaced by fear shout which now differs from alpha and beta one
2.6.0 16/01/2014 - Hardcore burst!
- Some leveled list for monsters tweaked so encounters with player will be fair and more challenging (Forests & Snow Mountains areas)
- Werewolves will frequently gather in packs especially at high levels and should start howling at 12 AM till early morning.
- Werewolf and werebears aggro behavor changed to be more appropiate from Beta to Alpha like.
- Bestiary updated according to werewolf new weakness to shock (see 2.5)
- Fix to bestiary in flamable oil so now should apply to vampires too.
- Include purple aconite extract and purple mountain aconite (instead named flower)
- Bestiary is now Dragonborn support only
- Vampires melee/unarmed speed tweaked
- Perk Fix Overhaul new changes:
>added Martial Arts perk to One Handed perk tree who increase unarmed combat speed!
>Fighting Stance now increase also 1H combat speed up to 38% more (according with 1H skill) for both NPC and Player! Beware!
>Champion Stance same as above for 2H weapons!
>Dual Flurry perk became useless due to cited changes, so it has been converted to "Endure" which increase stamina rate handing 2 weaps!
- Hardcore encounters
> Optional in the installer.
> Highest meetable rank of every creature or npc who own rankings.
> Example: no longer at lev 10 you will meet a Bandit Outlaw: every enemy will be the highest rank.
> Do not apply if you dont like hardcore encounters.
-Hardcoore Dragonborn support
>New customized spells and tweaks as well. Some examples:
Serpentine dragon poison
Werebear Ice storm + Howl
Ash Guardian: resistance 50% up to immunity dmg from weaps except from blunt ebony plus frost - combination with magic - blunt may have different effects
Seeker customized spells (confusion+fear+slow) + new conc spell + Human Control
Ghostly Giants
Tweaked bandits, ash spawns
Bosses
All dlc2 creatures have been tweaked!
All creatures DLC2 own combat AI (credit to Erkeil)
2.6.1 16/01/2014
- Corrected english translation issues on Perk Fix Overhaul - english version
- Include dragonborn lists in hardcore encounters
- dlc2 Redoran Guards tweaks
- Fixed installer
2.6.2 18/01/2014
- Further translation issues corrected in english version of Perk Fix Overhaul
- Correction prevent overrated animal armor.
2.6.3 19/01/2014
- Trolls races (frost and normal) corrected armor class stacking issue (with possible extended fix to many other creatures)
- Bestiary: flaming oil fix
- Bestiary: purple aconite extract is now craftable
- Bestiary: better fix description and effects to aconite extracts
- Dragonpriest tweaked level and mind wave to be more challenging especially at higher levels
- Werewolf howl now has extended efficacy to the back side too.
2.6.3b 19/01/2014
- Retweaked Dragonpriests: now they are better then ever! Challenge should be kept even at highest over 60 levels now.
2.6.4
- Vampire immunity fixed
- Dragonpriest spell damage rebalanced
2.7 24/01/2014
- Reviewed draugrs/skeleton tweaks and perks: now attack speed lowered to increase damage dealt
- Some updates: missing skeletons added to SAI system
- Potema Remains previously missed has been now tweaked in SAI: now she will include additional ghosts abilities too!
- now knockbacks cant be resisted by ward anylonger when they met trigging conditions
- tweak damage for atronachs, spriggans, trolls, dwarven omuncoli & dremora ranged.
- Hagraven new Curse Of The Elements spell added, balanced spell damage increase after player reach lev 50, in addition tweaked melee aggressivity in terms of damage dealt, speed and reach. Very deadly.
- Dremora Warlocks will now own same Hagraven spell.
- Fix Serana face previously wrong settings.
- Mass critical correction previously present in Town Npc: now compatibility with flee/retreating/fear and many other mods such like "fight or fly" or "When Dragons/Vampires attack" has been restored!
2.7.6 27/01/2014
- Gargoyles increased attack speed and armor according to rank
- Dwarven Centurions/Forgemaster HP tweaks
- Small fix in hardcored encounters
- Perk fix overhaul fix conditions for attack speed bonus
- Bestiary update: now blue aconite and purple will both work onto both lycans type but purple one is deadlier and may cause also paralisis.
- Bestiary module update: Bestiary book according to changes.
2.8.3 3/02/2014
- Fixed vampires faster hand to hand combat
- Perk fix overhaul tweaks for Martial Arts now renamed to Boxing (and working with right speed attack bonus now) and a next step who get silver knuckles is now available.
- Perk fix overhaul werewolf knockdown fix (due to improve compatibility with SAI) - NOTE: without Perk Fix Overhaul, werewolves will no longer apply knockback on ppl.
- Vampire bat form now available to higher vamps starting from Ancient rankings but slightly powered the effect.
- Gargoyles summon couple bug fixes for vampire spell which prevented gargoyle summon to occur.
- Knockback fixes (now it should apply) for Gargoyles, Dwarven Centurions, Animals and other concernings...
- Werewolves now own scaled attack speed too according to rankings in addition to knockback fix
2.8.3b 4/02/2014
- Perk Fix Overhaul: corrected translation "silver knuckles" ability - eng version
2.8.7 5/02/2014
- Skytest patch: knockdown fix issue
- Wilderness: animal armor fix
- Bestiary - purple aconite tweak: chance to confusion for werewolves
- Bestiary - Added SAI book chance to some rare chests in addition to sell chance
2.9.3 07/02/2014
- Fixed Gargoyles perk: only sentinel and brute gargoyles now may apply knockback.
- Humans and undeads now include Sanctuary Sentinels ghosts (foes encountered during quest seeking for Cicero near downstar)
- Humans and undeads include fix to nightingale sentinels ghosts - fighting stance
- Humans and undeads fix for Skeever and Wolf Spirits which now are considered ghosts too for abilities purposes.
- Humans and undeads Penitus Oculatus tweaks to be more challenging
- Ideal difficulty settings now apply a more appropriate armor value to NPC
2.9.7 08/02/2014 - Finally Falmers reach respect they deserve...
- Ideal difficulty settings: decreased max resistance to elements from 85% to 60%
- Fix for weaps reach: werewolves, gargoyles, centurions, dragons, frost atronachs and trolls (who previously due to knockback system were bugged)
- DD patch aligned
- Humans & Undeads - fix for falmer and frozen falmer class (now they gain leveled heavy armor skill) and added heavy armor perks. Tweaks include base armor due to skin toughness.
3.0 8/02/2014
- Several bug fixes to knockback system conditions previously incorrect
- Several bug fixes to Optional Realistic Poison: falmer poison perks/spell plus system conditions fix
- Bug fixes to wilderness knockback system
3.0.6 10/02/2014
- Increased leveled toughness for following animals: sabre cats, bears, mammoths & horkers
- Increase trolls health reg
- Shadowmere is included to SAI if you choose Follower option which include Serana also
- Gargoyles are now considered undeads for condition purposes (ex fear)
- Giants are no longer affected from Howl Of Fear (werewolves npc)
- Some brawlers tweaked to be harder (especially orcs brawlers... Larak, Burguk, Yamarz...)
3.1 13/02/2014
- Lurkers/Seekers leveled toughness and armor increased.
- Armor class level tweak and now is based by level (not parry skill anylonger). Affected: undeads, all supernatural kind & animals.
- falmer skin armor bonus now increase with falmer level
- Humans gain bonus for magic armor spell
- Dwarven Centurion level tweak toughness increase
3.1.4
- Fix to Vampires & Monsters restored an original shock spell from Storm Call shout previously modded for test purposes
- Riekling now have damage resist according to rank
- Dremora, Lurkers and Seekers now own higher damage absorb from weapons which are not designed for daedra killing (sai book)
- Lurker & Seeker deal now higher spell/ability & melee damage
3.1.5
- Perk fix overhaul - now block runner no longer work during stealth
- Lurker now own knockback
- Werebear fix
3.2.8 23/02/2014
- Increase Lurker damage
- Increase general daedras resistance to elements and magic to 50% (seekers,lurkers and dremora involved)
- Giants tweaked
- Karstaag dmg and leveled toughness increased
- Morag Tong Assassin, Thalin Ebonhand Tweaked to SAI
- Morag Tong Assassin & Severin familty own Light Foot perk (preventing pl to take advantage of traps to easy kill them)
- Burnt Spriggan tweaked armor and added summoning of ash spawn
- Humans & Undeads nerfed bow bonus damage formula to scale better with npc level now
- Ash Guardian tweaked resistances/health
- Dragonborn module - creatures who previously were setted not to resist ebony now are switched to Stalhrim
- Werebear tweaked to be tougher with higher lev mult ratio and damage resist and health
- Bristleback tweaked
- Now following dlc2 weapons are considered magic type for damage purposes: Bloodskal Blade, Soulrenderer,
Bloodscythe, Dwarven Black Bow of Fate, Champion's Cudgel, Miraak's Sword, Glass Bow of the Stag Prince,
Hoarfrost.
3.3.4 - Miraak Revenge update - 2/03/2014
- Fix summon ash spawn from burnt spriggan
- Fix trolls ranked spawn accordingly to sai typology in Solstheim
- Miraak clockwork tweaked and scaled difficulty according to level to make dragonborn ending closer to an epic fight
- Miraak now is able to summon some minions to aid him during battle
- SAI Miraak update will prevent a Vanilla bug related a stage where Miraak sometime stucks during soul absorbing making game unable to finish
- Werebear enabled health regeneration now
3.4 - 9/03/2014
- Assorted fixes and tweaks about perks on basic, dragonborn and humans & undeads module
- Fixed translation about ghost touch effect now in english.
- Mana drain for ghost touch reduced to 0.5 per second (instead 1.5) before soul absorb
- Miraak small fix about minion summoning
- Rewritten first part of SAI book till chapter II (thanks and credits to forum member named U1849KA)
- Sai book extended % find chances
3.4.2 - 10/03/2014
- Dragon breath damage calculation nerfed in favor of better compatibility with Deadly Dragons (if you think dragon dmg is too low tweak it with DD module)
- Dragonborn: Rewritten SAI book chapter part related to vampires, lycans, ghosts and wraiths (thanks and credits to forum member named U1849KA)
3.4.4 - 10/03/2014
- Fix a bug where Alduin didnt have armor value and could be killed easily
- Fix nerf dragon in previous version inaccurate
3.5
- Fixed an issue about dragon size which prevent a possible bug about texture clipping and cut-scene.
- Fixed Frozen Chaurus issue where previously ctd may occur
- In game bestiary better translation update (U1849KA credit)
3.5b
- Include better translation of last rows of the SAI book (U1849KA credit)
3.8.5
- Fixed bug which cause Hagraven to be passive
- Hagravens now can summon minions (Forsworn or Werewolf) to come in aid
- Fixed DD patch minor issue that previously stucked executioner 'cut-head' animation in Alduin attack
- SkyTest patch Update: now compatible with 1.38
- Fixed bug in Town NPC module which prevented Vilkas to appear in order to complete "Proving Honor Quest"
- Minor fixes
3.9
SAI Town NPC - fix trainer issue Vilkas now teach two handed weaps
SAI Adjustment - include a fix to Voice of the imperor: now last only 2 (the right time to deal a few strikes. Previously duration was 60: the time to kill half an army) secs while forcing npcs around in an uneasieness that give penalties to stamina for 60 secs
SAI Skytest patch - now animals have a workaround for health increase, while previously wasnt working correctly
Vampires & Monsters - vampires removed Prey faction
Deadly dragons patch - restored all sizes of dragons to 1
Realistic Poison - Spider Web-spit fixed: now they will be able to spit a web which decrease movement and melee speed.
4.0
VAMPIRES & MONSTER MODULE
- Fix to knockbacks: now they works again, previously break working (dont know reasons)
- Vampires & Monsters: all knockbacks has been added dinamically to races.
- Fix knockbacks in order not to check on block skill anylonger (in order to avoid two handed/dual spec wield drawback).
- Knockbacks apply back to NPC too with improved correction.
- Fix ghost touch so that will work on ppl only, to prevent bugs with others npcs/followers.
- Include Sindings werewolf Boss in SAI + fixed faction in order not to be attacked from sabrecats
- Include some fixes cited but mentioned in previous version for ENG module about hagravens
- Giant Slams fixed
- Dragons now gets tougher with 3X HP (ideally made to not to alter settings in other mods that may increase dragon health)
- Minor fixes
PERK FIX OVERHAUL
- Fix werewolf knockback against NPC to be locational
SKYTEST PATCH
- Created Wilderness SkyTest patch in an "all in 1" solution named "SAI - Wilderness", same name as the plain Wilderness but to be replaced
if you own Skytest.
- Include fixes in Wilderness module
- Corrected health values
WILDERNESS
- Fix knockbacks and add different kind of knockback attack for each kind of power attack of the animals.
ALL
- Knockbacks now consider also the location of the attack, for ex now will be hard to resist a knockback from the back side.
DD PATCH
- UPDATED WITH CHANGES OF HP MADE IN BASE MODULE
REALISTIC POISON
- Chaurus, Spiders, Spriggans & Falmer now improved checks preventing game issue due to unmanaged condition checks.
Raccomandation
- Use Faster Get UP Module to recover http://www.nexusmods.com/skyrim/mods/17491
4.0.7
- Vampires & Monsters - Clean of useless records
- Included werewolf knockback effect workaround against ppl
- Vampires now have agile defenders perks
- Town NPC removed useless or wrong NPC records and corrected translation for italian version
- Humans & Undeads - Include Thieves
- Race of Skytest included in the patch (previously omitted).
4.1
- Werewolves no longer weak to fire instead...
- Werewolves are sensible to shock that mean that while under a shock spell they will not regenerate health anylonger
- Vampires now will be able to fully deliver 100% damage to werewolves too (instead previous 50%) with unarmed fight
4.1.1
- Humans & undeads: Removed useless or wrong entries
- Fixed thiefs, brotherhood assassin and some others npcs with broken pointing in stat assignments (previously caused the spawn of them with 50 hp)
4.1.4
- Hagravens summon ability now is triggered one time only, instead being repeated.
- Health of dragons has been doubled
- Updated DD patch according to above.
Note: in these last updates I have been working much on Dragon health due to the fact that raising their stat with mods like Deadly Dragon
to have higher health caused them to have even double stamina and double damage, so the fight would sooner turn to impossible.
Keeping mods such like Deadly Dragons to Vanilla values in MCM config is very recommended.
4.1.5
Perk fix Overhaul
- "Silver knuckles" perk is now CONVERTED to "Deadly Instinct" perk which may increase further up to 18 dmg your unarmed fight according to plevel.
- Boxing Perk (which increase unarmed speed by 38%) will apply only if player is not wearing any heavy armor.
Note: The Deadly Instinct perk stack with Fists Of Steel and Racial unarmed damage bonus.
4.1.6
Perk Fix Overhaul
- Workaround for Dawnbreaker sword: previously during the Meridia's light the "wave" involved all items around too causing issues
where some quest items couldnt be obtained anylonger due to missing in space and time.
Now the effect is the same but will not involve any object around like before.
Vampires & Monsters
- TO BE TESTED Giant Slam fix (now "throw on the moon" effect should be changed with a good knockdown)
4.1.7
- Hot-Fix for Trolls: finally they may spawn correctly in the right size accordingly to player level.
4.1.8
Vampires & Monsters
- Giant Stomp correction in stamina check for knockback effectiveness
- Rollback for giant's "throw on the moon" effect, and inserted back the fix in Perk Fix Overhaul
Perk fix overhaul
- Add knockback revision also for giants, that mean that when they kill you, you will no longer been thrown on the moon
4.1.9
- Fix back Boxing fists perk which was broken due to a previous update.
Troubleshooting: if your character do not fight faster with fists anylonger follow this steps:
1) unarm your character from any weapon and keep it with bare hand free but on guard
2) open console and type: help Boxer (help Pugilato for italian version)
3) write down the id of the ID of the perk
4) type player.removeperk ID (the ID of the previously written PERK)
5) type player.addperk ID (the ID of the prev written PERK)
This will make the perk work again
4.2
PERK FIX OVERHAUL
- I couldnt make unarmed speed flawless with power attacks also, so I removed the Boxing perk from the availability in one-handed tree perk. Deadly Instinct may now be acquired without this requirement.
If you need a good bare handed module try this one
4.2.2
- Minor Fixes -
Spellsword from Town NPC has been moved on Humans & Undead module
Humans & Undead Module: Undeads have been toughened with a certain health bonus
- Bestiary-
Aconite extract now can be crafted by 15 blue aconite flowers and 3 nightshade, the deadlier variant need also a daedra's heart.
Removed Flaming Oil, betterly replaced by this module or this (for italian version)
4.2.5
Vampires & monsters:
- Minor fixes
- weakening touch for shades: now it will trigger only after a successful not blocked attack from a shade
Bestiary:
- Minor fix: hidden an effect which shouldnt be seen in aconite description
Humans & Undeads:
- Minor fixes
- Many translation issue fixed
- Included Blackblood in SAI list with a different level scale to make them tougher like really a name such this better deserve.
- Previously has been added a health bonus for undeads, now effect is restricted and excluded for skeletons, shades & ghosts.
4.2.6
Humans & Undeads - Incresed further more health bonus for Draugr kind, but only when not affected by turn undead spell. In that case they will loose the health bonus resulting in less toughness during this period.
4.3
Vampires & Monsters
- Vampires changes the way they become resistant: when they are hit with std weapons they get 50% damage, in case they flee and become invisible,
this form is resistant to everything that is not fire or right weapons. Even shock/frost spells cant hurt them.
- Fix werewolf melee resistance condition
Dragonborn module
- fix werebears: now they can shout and use all their abilities like werewolves and new werebear frost shout
- minor fixes
4.4
SAI Humans & Undead module
Implemented health bonus scale ability (which is more balanced than merely level scale only + the std increase of base hp)
- Potema boss become more challenging and SAI-improved according to previously
SAI Vampires & Monsters
- Implemented health bonus scale ability (which is more balanced than merely level scale only + the std increase of base hp)
- According to previous Dragonpriests, Lord Harkon, Skeletal Dragons, Halldir, Vyrthur, Wispmothers now have a scaling health bonus
increase which is more balanced for ppl of everylevel.
*If you are using any mod that alter Dragonpriests health is recommended to set it to vanilla default his health points.
- Removed useless edits
SAI Town NPC
Implemented health bonus scale ability (which is more balanced than merely level scale only + the std increase of base hp)
List of NPC included: Tsun, Ancano, Mercer Frey, Ulfric, Irileth, Isran & Tullius
Mercer Frey will no longer fully ignore dmg when he is not invisible but half it
Minor fixes
SAI DD patch
Implemented health bonus scale ability (which is more balanced than merely level scale only + the std increase of base hp)
Involved Alduin only
SAI Dragonborn
Implemented health bonus scale ability (which is more balanced than merely level scale only + the std increase of base hp)
Involved Karstaag and the 3 main dragonpriest unique bosses: Zahkriisos, Ahzidal & Dukaan
minor fixes
4.4.4
SAI Vampires & Monsters
- Updated a revised better condition check formula in resistances for:
Dragonpriests, Atronachs, Spriggans, Vampires, werewolves, wisps & wispmothers
in order that all these can be hurt from some other creatures type instead endless fights against.
(This is done in order to prevent for ex. summoned atronach to be invulnerable from a daedra or a ghost or reverse)
- Minor Fixes
SAI Dragonborn
- Burnt Spriggan, Karstaag & Werebears improved resistances with better checks
- Minor Fixes
4.4.5
SAI - Follower
Fix Serana model which wasnt displayed correctly.
4.4.6
SAI Vampires & Monsters
Updated weapon list with keyword magic for:
- Weapons Of The Hero (those you can craft at the Skyforge in Whiterun)
- The Pale Blade (obtained in the quest "The Pale Lady")
4.5
SAI - Humans & Undeads
Afflicted Race now will include a chance for every hit to be diseased.
SAI - Vampires & Monsters
- Updated Nord hero weapons to be worth of the time and material you will spend on it. Nothing of overpowered infact the simple diff now is that they must be upgraded and tempered with silver ingots (instead steel). What it will earn from is a true magic silver weapon that is considered silver with extra dmg bonus against undeads and magic feature too against supernatural creatures (which would otherwise be immune to std weapons for ex including std silver)
Nothing else then this but really worth much more the upgrade from a std skyforge steel weapon.
- Updated resistances so that gargoyles, spriggans & trolls are included in some exception lists for vulnerabilities with dragons, daedra ecc...
- Updated wisp & wispshade race to deal magic attacks
- Summoned Familiars are now included in SAI with perks and their level will scale up to 25
- Translation corrected to eng for wispshade magic attack
SAI - Dragonborn
- Updated resistances so that gargoyles, spriggans & trolls are included in some exception lists for vulnerabilities with dragons, daedra...
- Ash Guardian, Bristleback boars, Lurkers & Serpentine Dragons updated knockback system
- Serpentine Dragons fixed poison bite
- Include DLC2 Skeletal Dragon in SAI list with perks and boss health bonus.
- update health for DLC2 Serpentine Dragons
- Minor Translation fixes
- Minor improvements
4.5.3
SAI - Vampire & Monsters
- Nord Hero Weapons include a description.
Perk Fix Overhaul
- Animal Allegiance shout is improved to break effect whenever the player attacks the animal.
- Voice Of The Emperor tweak: effectiveness is now according to player level. Attack will break effects.
SAI Adjustments
- Removed Voice of The Emperor tweak (replaced by this in Perk Fix Overhaul)
4.5.5
SAI - Wilderness (SkyTest version)
Updated with fix Knockback immunity for bears, sabrecats & Horkers.
Minor Fixes
SAI - Vampires & Monsters
- Updated knockback immunity for frost trolls and greater Spriggans
- Simply some creatures wont be knockbacked easily with unrelenting force or a simple attacks due to their size.
- Atronachs will be no longer vulnerable to any poison
- Minor Fixes
SAI - Dragonborn
- Updated knockback immunity for lurker, werebears & netches.
4.6
SAI Vampires & Monsters
- Removed ghost vulnerability to std silver, now they are vulnerable to magic & daedric artifacts
SAI Humans & Undeads
- Removed shades vulnerability to std silver, now they are vulnerable to magic & daedric artifacts
SAI Bestiary
- SAI book UPDATED and added new useful informations.
- NEW: With SAI Book you will be able to craft special explosive arrows
- NEW: Added 4 types of recipes to convert iron and steel arrows to flaming arrows
- NEW: Include the SAI translation to ITA to bestiary now
Credit for a few textures to the author Nofumasa of elemental arrows which he didnt provide any limitation of his files.
4.6.2
SAI - Bestiary
- Updated leveled list for fire arrows looting & npc usage
SAI - Town NPC
- Updated brawling system with harder punches. You will sweat more attempting to dodge first before counterpunching!
- Minor corrections & fixes
4.6.4
SAI - Wilderness Skytest patch
-Fixes wrong factions on EncBearCave.
-Restores Horker Abilities to HorkerRace that Skytest overwrites
-Sets EncSabreCat and EncSabreCatSnow to respawn
SAI - Vampires & Monsters
- Updated with toughened value frostbite spider health and level mult
4.7
- FIXED NMM installer (thanks report from Shary3979)
- Fix few trolls leveled list
- Fixed issue in troll's name
4.7.1
SAI - Installer
- Installer reviewed and corrected descriptions for a more clearer installation.
SAI - Vampires & Monsters
- Okin & Eduj weapons has been updated with silver ingots as upgrade recipe requirements (since they are silver magic weapons)
4.7.2
SAI - Installer
Fixed a bug where in the installer wasnt available the flag option for Skytest even through the right conditions were met.
4.7.3
SAI - Perk Fix Overhaul
Dual flurry perk comes back: which now will apply attack speed to left hand only. While the right hand already is taking
advantage from fighting stance, which now increase instead attack speed only for right weapons both up to 38%.
What happen if you dual weild using 2 weaps without having dual flurry perk?
Attack speed from fighting stance will not apply neither due to your unbalance. You will be clumsier.
If you are upgrading Perk Fix Overhaul, and you have obtained the fighting stance already, please consider making a cleansave this way:
- Open your game, bring down console and type:
player.removeperk 52D50
then
save cleansave
- Ok, close your game, update perk fix overhaul with the newer version and launch game and load game from your cleansave
Add back your Fighting Stance perk using the console this way
player.addperk 52D50
Done.
4.8a
- Realistic Poison
Spiders in Realistic Poison upgrade in terms of sophistication: spiders will be able infact to throw REAL WEBS which will entangle
you litelrally leaving you clumsier.
The sophisticated webs dropped on the ground will in the best cases slow your movement speed but in case you get direct hitted you will
be unable also to attack nimbly, causing you to be more vulnerable or helpless in worst cases.
Spider size naturally will be relevant in terms of duration and power of the effects.
Keeping a knife in your boots may come in handy, infact bare hands and knives are unaffected by the effects of the web.
Webs dropped on the ground will disappear automatically after few secs has passed.
Enjoy these news from Realistic Poison and have a newer reason to be arachnophobic!
- SAI vampires & Monsters
Slightly changed werewolves damage increase curve (for lower levels to resist few more werewolves attacks).
Fix spiders to arrange compatibility with the news in Realistic Poison.
4.8b
SAI - Vampires & Monsters
Boss boost health is calculated more precisely according to monster level
Frostbite spider giant now own boss health boost
Frostbite spider giant will be able to summon minor frostbite spiders to aid in combat
5.0
SAI - Realistic Poison
Spider spit has been improved with web hazard effect so now also dropped webs will affect your attack speed! Be aware! You should see yourself for more details!
Installer
- NEW Included optional RPG Balanced gain module
- Installer has been rewrited so many modules which are included can be selected without SAI as essential.
5.01
SAI - Humans & Undeads
Draugr bosses now benefit the boss health bonus boost
SAI - Dragonborn
Included unique boss Jailer Vahlok with health boost
SAI - Town NPC
Toughened Borkul the beast, just in case you attempt the "easy" way eh-eh
SAI - Installer
Fixed availability of Dragonborn module without SAI - Humans & Undeads one
Realistic Poison
Minor Fixes
5.02
SAI - Vampires & Monsters
Minor fixes (boss health increase mult rebalanced)
5.04
SAI - Vampires & Monsters
-Clockwork on vampires AI (if you will notice harder vampire it's all about their newly improved AI, which now will rely also on their fists if you disarm them)
-Giants slightly toughened HP and level mult
-Fix troll's name (ITA version)
5.05
Perk Fix Overhaul
- 2 shouts become back to useful: Disarm, Dismay, Fire Breath and Frost Breath infact from now on, at stage 3 they will also benefit from your stamina their effects LIKE THE DRAGONS DO IN SAI MODULE!
You know that Disarm is helpful up to lev 30 enemies and Dismay up to lev 24 and frost/fire breath will deal up to 90 dmg at max.
With this improvement, at the third stage of this shout you will sum to the magnitude the 5% of your stamina!
With stamina 200 you will disarm up to lev 40 and dismay up to lev 34, dealing 10 dmg bonus for your frost and fire breaths!!!
5.10
SAI - Vampires & Monsters
A brute attack may be too much for someone in SAI, it may stun the weaker opponent, letting him leave his weapon... it's the reality applied on SAI!
- With the knockback effect in monster attack now its sticked also a chance of being disarmed that may trigger. This chance is equivalent to a variable 5% determined by a level calc for each arm.
These conditions may vary then according to the knockback type also (determined by the creature/attack).
Fighting against bigger creatures will become far more challenging.
- Improved werewolf and giants knockback compatibility with above system
Perk Fix Overhaul
- Removed bad entry which caused werewolves knockback in SAI not working
5.21
Perk Fix Overhaul
- Small improve to disarm system: a victim with a shield cant be double disarmed (in both hands), but first will drop his shield.
- Small script issue fixed for shield where right disarm by 1h attack could trigger where shouldnt
5.22
SAI - Vampires & Monsters
- Dwarven omincoli - Removed 50% resistance to bows
- Replaced damage scaled bonus for centurion steam breath by a vapor-pressure knockback.
- Forgemaster breath scaled fire damage betterly formula rebalanced
5.23
SAI - Vampires & Monsters
- Dwarven omuncoli: dwarven sphere & spiders has been HP toughened (~+77%)
5.30
SAI - Bestiary
- Minor fix covered an issue where couldnt be crafted 60 steel flaming arrows trough and hence the ingredients were used
SAI - Wilderness (skyTest)
- Minor translation fix
SAI - Humans & Undeads
- Falmers natural skin armor toughened & now with slight increased combat & health reg rate
- Vampire Falmers now will do health leech per every attack
- Minor fixes inclusive of falmers which previously were not covered by SAI
SAI - Vampires & Monsters
- Minor fix in hagraven which include a better spell magnitude scale formula
5.40
Hardcore Encounters
- Hardcore encounters has been workaround betterly, and now it's applied correctly in game.
5.41
SAI - Vampires & Monsters
Troll minor workaround fix for knockback immunity (previously not working)
5.42
Hardcore Encounters
Rebalanced in easier the hardcore encounters meetable rankings
5.45
- Perk Fix Overhaul
Reworked the dragon shout formula, now the hundreds in stamina points (like for dragons in SAI) will be multiplied to magnitude to increase
effects of the following tier 3 shouts:
Dismaying, Disarm, Frost & Fire breaths.
What change?
In Perk Fix Overhaul, a t3 Fire breath has equal damage to a t2 fire breath (75 base dmg) BUT this value is multiplied to the hundreds of
stamina points to improve the effect. In few words, if you own 200 stamina you will deal 150 fire dmg (instead 90, took from the original t3
fire shout).
But if you own instead less then 100 stamina you will deal always 75 fire dmg.
Same is applied to other shouts: let's say as ex you own 200 stamina, let's call the multiplier S = 2:
You will disarm up to lev 40, dismay up to lev 30, deal up to 150 fire damage and up to 28 frost damage per 5 secs
- Vampires & Monsters
Increased armor value generated by ward for npcs mages. Now it will be more convenient the stealth killing.
- Hardcore Encounters
Even more rebalancing improvements for encounters
5.46
SAI - Vampires & Monsters
Hotfix for boss health boost which now is correctly based on plevel, previously not.
Fix Wispmothers, Dragons & Dragonpriests perks.
5.47
SAI - Vampires & Monsters
- Minor fix in hagraven Perks
- Flame, Lightning & Frost cloaks now give also a base health boost of 200 hp to npcs.
5.48
Realistic Poison
Minor fixes to spider's web effects, which now are working correctly with or without SAI
5.49
Realistic Poison
- More improvements and fix covering to spider web. This is an important update with newer condition that will prevent the effect to not work properly.
5.50
SAI - Vampires & Monsters
- Dwarven centurion has been HP toughened (consider to remove any optional hp buff from others mod). Include Forgemaster.
5.57
SAI - Vampires & Monsters
- Many huge creatures get 50% resistance of being narcotized. That mean they own 50% chance to evade the paralyze effect from poisons.
Creature are inclusive of some big predators, like sabrecats, giants, trolls and some others.
- Daedric & Dragonbone melee weapons are considered now at least magical. Btw Daedric is NOT considered as daedric artifact (which is godlike)
- Removed "magic" flag from bows (except from bound bow which shoot bound arrows), so they will not inherit "magic" property from the
material only.
That looked more realistic so that the effect is brought by the arrow which now...
- ...is applied the flag "magic" to daedric, dragonbone & nord hero arrows, so they should be able to hit supernatural beings
- Chance of being disarmed due to knockback is capped at 25%, preventing giant's power attacks to disarm player everytime after block.
- Include SAI Dragonpriest combatstyle (previously missing from eng version)
Realistic Poison
- Small improvements in web sticking effect, now more compatible and smarter then before and effect now last even after weap swap.
Perk Fix Overhaul
- Capped to 25% chances of being disarmed after blocking a disarming strike*
*feature explained in readme
5.58
SAI - Vampires & Monsters
- changed the chances with how is calculated the probability of being disarmed by a knockback. Chances are depending mainly now from enemy one handed skill and player block skill (which is more accurate comprare to previous). Disarm prob is capped at 50%
Perk Fix Overhaul
- Similarly to SAI, the probability to disarm a victim (or being disarmed) is depending on victim block skill & attacker weap skill. Disarm prob is capped at 50%
5.60
SAI - Vampires & Monsters
- Unique bows have been flagged back with "magic" flag. This to meet lack of ammo type management by conditions.
- Boss health rebalanced
- Minor fix in disarm scripts
Perk Fix Overhaul
- Minor fix in disarm scripts
- Minor fix for disarm shout
5.61
Vampires & Monsters
- All SAI troll's kind health and level mult toughened
5.63
Vampires & Monsters
- Hagravens now own a boost for health that scale with their level, so they will be no longer understimated even at high levels
- Hagravens no longer has level cap but will raise with plevel
- Soul steal effect now is more visible, and character will become ghostly-like when the disease-effect is starting to kill him.
- Soul steal effect damage process reduced, in order to increase the time to find a viable cure.
- Ghosts touch effect conditions improved & fixed
Humans & Undeads
- Forsworn briarheart will be much tougher now, they will suffer from 50% to 90% less damage from all kind of attacks if they own their heart.
After killing and whenever the heart is removed and corpse reanimated, they will loose their supernatural resistance properties without it.
5.66
EVEN MORE HARDNESS
Vampires & Monsters
- Boosted giant's health threated as boss each one, preventing easy fight at high levels
- Fixed and implemented resistance to narcotic or paralysis attacks to spriggans, giants, great spiders, and trolls
ALL Wilderness
- Mammoths are now considered as boss in hp boost bonus
- First Vale sabre cat encounter is considered as boss in hp
- Minor fixes to perks
- Fixed resistance to narcotic or paralysis attacks, reducing chances of being applyed to big predators
5.67
SAI Vampires & Monsters
- Improved best conditions and effects for wraith bites
SAI Humans & Undeads
- Shade touch improved best conditions, effects and translation fix for italian version.
5.68
SAI - Vampires & Monsters
- Hagraven improve scaled unarmed damage
SAI - Bestiary
- Flaming arrows now will also ignite oil surfaces
- Increased explosion damage for glass explosive arrows
- Several minor fixes to flaming arrows aim to improve realism, releasing better fire surfaces and more
5.69
SAI - Vampires & Monsters
- Updated weaps magic list with: ebony blade & Gauldur blackblade
5.70
SAI - Vampires & Monsters
- Wispmother: Removal of useless ability entry (previously added by SAI perk)
- Wispdrain attack improved
- Minor translation to wisp's kiss (previously written in italian)
SAI - Wilderness + SkyTestPatch
- Minor better fix to attacks-knockdown immunity for bigger predators. Previously not fully working.
5.71
SAi - Humans & Undeads
- Included in SAI durnheviir undead summons by voice
- Undeads better spell dmg scale implemented
- Minor translation and fixes
5.72
SAI - Humans & Undeads & Towns NPC
- All humans has now same DMG limiter capped at max 3X, this to prevent steep dmg limitations by low ranking bandits.
SAI Vampires & Monsters
- Dragon's health will scale additionally with player's level increase, preventing also small dragons spawns being oneshooted. With this change, Alduin will now benefit double health bonus.
SAI Wilderness & Wilderness patch
- Increased level limiter for: Wolves, Sabrecats, Bears & Horker
- Minor Fixes
SAI Wilderness
- Small tweak to increase some races base damage to align them with SkyTest Wilderness patch
5.73
SAI Vampires & Monsters
- Minor update dogs, husky & hounds level cap, respectively to max 35-45-45
- Dogs & Hounds will be able to ignore 50% armor with 50% chances or if victim is in knockback state
- Minor fix to wraith's bite (a cumulable bite that may weak you to death)
- Capped at 200 the stamina variable bonus to dragonbreaths.
SAI Humans & Undeads
- Minor fixes to shade's touch (a cumulable touch that may weak you to death)
Ideal difficulty Settings
- Reduced the bonus increase multiplier from worn armor by skill for NPCs.
SAI - Dragonborn
- Minor fixes
SAI - Town NPC
- Included Vigilant Tyranus to SAI list
SAI 5.74
SAI - Vampires & Monsters
- Updated resistance to attack conditions between species
SAI Humans & Undeads
- Included all three brothers "miniboss" to SAI list: Sidgis, Mikrul & Jyrik Gauldurson
- Bit toughened and improved difficulty for wizard guards so getting spotted in "Hard Answers" quest will be less convenient, providing a new reason toward not be spotted attitude.
- Tweaks to humans armor bonus by perk: calculation target all npcs who have the right but miss the bonus from perks.
SAI Town NPC
- ITA version: complete translation names to ITA & removed Gauldurson and added to Humans & Undeads with all brothers
- ENG version: removed Gauldurson and added to Humans & Undeads with all brothers
- Alignment with SAI - Humans & undeads
5.75
SAI Vampires & Monsters
- Curse of the elements (a very rare bad curse) minor fix will make it work properly with negative dmg too
SAI - Humans & Undeads
- Minor fixes
- Humans perk updated to decrease some spell cost to some destr spells.
SAI - ideal difficulty settings
- Due to improved tweaks, has been restored to original the derived value from npc armor skill
5.76b
SAI - Vampires & Monsters
- Curse of the elements rebalanced
- Dremora perk now include daedra's warlocks bonus to magnitude & spell cost previously omitted
- Atronachs now benefit better spell damage tweak formula and additionally they will recover some health everytime they are hit with same
element attack
- Removed level cap to wispmothers
b+ Curse of the elements newer dmg rebalance to prevent the "strafe" effect
SAI - Humans & Undeads
- Damage resistance for humans has been furtherly improved with newer intelligent tolerance system for only those who wear any sort of armor but lack an adequate armorvalue
SAI - Town NPC
- Aligned with Humans & Undeads
SAI 5.77
SAI - Humans & Undeads
- Newer tweaks improvements to dmg reductions according with human rankings
SAI - Town NPC
- Alignments with H&U module
SAI - Wilderness & Skytest patch
- Better scaled damage calculation for all animals
- Include minor fixes for slaughterfish & mudcrab guardian
SAI 5.8
SAI - Vampires & Monsters
- Newer melee damage better revision and rebalanced formula for almost all creatures.
- Dremora own now base dmg reduction
- Include Velehk Sain to SAI list (a dremora that spawn during a quest in the winterhold academy)
- Velehk Sain toughened
- Dremora perk passive fire damage improved
SAI - Humans & Undeads
- Newer tweaks improvements to dmg reductions according with human rankings
SAI - Town NPC
- Alignments with H&U module
SAI - Wilderness & Skytest patch
- Newer melee damage better revision and rebalanced formula for all animals.
- Include minor fixes for slaughterfish & mudcrab guardian
- Fixes
SAI - Dragonborn
- Newer melee damage better revision and rebalanced formula for almost all creatures.
- Knockback system aligned and updated for abilities of Lurkers & Ash Guardians
- Spectral Wyrm melee attack update
- Fixes
SAI 5.81b
SAI - Vampires & Monsters
- Newer and more accurate damage formula for huge creatures: giants, trolls, omuncoli, frost and storm atronach. Challenge guaranteed at high levels (this has been a new discovery in formula's calculation)
- Include troll's spirit guardian in SAI list
+b Rebalanced dwarven automatons damage calculation, now more accurate for spheres and spiders
SAI - Wilderness & Skytest patch
- Formula applied to huge predators: mammoths, bears, sabrecats
- Include a fix to all animal's spirit guardians according to SAI Wilderness: mammoths, skeever, sabrecats, bears, mudcrab and toughened
SAI - Humans & Undeads
- Some corrections, better damage resist value calculation
SAI - Town NPC
- Mjoll minor fix
SAI - Dragonborn
- Newer SAI formula applied to: ash guardians, lurkers, kaarstag & netches
5.82
SAI - Vampires & Monsters
- Tweaks on damages and fixes previously omitted (+ HOTFIX: I am making a lot of test to make these perfect: the tweaks on damage are very complex, I consider all the p level scale to improve them with SAI)
- Dwarven automatons now will be sensitive to shock damage, these attacks from now on will deplete their stamina. When they reach 0 stamina, they will disable for few secs.
- Fixes
SAI - Bestiary
- Updated SAI book with automatons vulnerability effects
SAI - Dragonborn
- Tweaks on damages for: Lurker, Netch, Dwarven Ballista & Karstaag boss
5.83
SAI - Vampires & Monsters
- Included high valuable Velehk kill-loot, just in case you wish to attempt a life of a dremora lord instead freeing him.
- Vampires, Werewolf, Ghost perks splitted in two for more optimizations.
- Fixes and optimizations to damage to spells & melee for all creatures cited in this update
SAI - Humans & Undeads
- Draugr melee damage rebalance + HOTFIX for spell dmg over lev 41
5.84
SAI - Vampires & Monsters
- Include a base armor value bonus for vampires
- Newer better optimizations for material/damage resist system revised formula conditions for all kind of magic creatures and between species
- Minor fixes
SAI - Dragonborn
- Seeker, Ash guardian, Lurker spell damage rebalanced
- Damage resist for dlc2 creatures rebalanced also with revised newer formula conditions as above
- Werebear & Burnt Spriggan damage rebalance
- Include minor fixes
- DLC2 Stalrim weapons are now all considered also magic (in addition they may have particular effectiveness against some dlc2 creature)
SAI - Assorted adjustment
- Fix by tweaking armor rating adjustments for derived skill. This tweak will equal player raise skill to NPCs
SAI - Humans & Undeads
- NPC armor bonus by rank now random rebalance (npc may have armor value which may slightly differ accordingly to rank and chance)
SAI - Town NPC
- Alignments
6.0
SAI - Vampires & Monsters
- Perk optimizations* (armor value defined by the SAI main perk tree no longer by single branch ex agiledef ecc)
- Vampires armor perk tweak
- Disarm conditions fixes
SAI - Adjustments
- Minor fix
SAI - Ideal difficulty settings
- Minor update
SAI - Humans & Undeads
- Perk optimizations*
- Humans perk armor tweaks
SAI - Dragonborn
- Perk optimizations*
SAI - Town NPC
- Perk optimizations*
- Captain Aldis included in SAI
- Alignments
NEW SAI Hearthfire Support included
SAI - FOMOD installer UPDATED
*
All optimizations are/or change tweaks in SAI which will additionally improve features that were added by SAI already.
This aim to improve also balance and skill systems and will also simplify the overall conditions management.
A lot of tests has been done to find correct armor system with his balance to improve, compensate and fit damage resistance with NPC artificial intelligence. Fights against bandits or humans should look much more challenging now.
6.01
SAI - Dragonborn
- Minor resistance updates to: Lurkers, Burnt Spriggan, Dlc2 spiders, Hoppers & Seekers. These creatures are listed into Stahlrim weakness now.
- Ash Hopper ambush will proliferate now.
- Burnt spriggan will be able to call hoppers in aid and regen their health when low
- Lurker minor fix
- Ash Hopper faction fix (this is a fix that prevent them to self-kill theirselves due to Skytest module faction changes: if you do not use Skytest you will not notice any difference)
- Ash Hopper slakened proliferation ability (previously too much unstoppable spawning)
Perk Fix Overhaul
- Extended Dragon shout perk stamina bonus to Marked for death shout
6.05
SAI - Vampires & Monsters
- Unique dogs minor armor update
- Workaround to dw centurions previously sometime unable to benefit the health bonus perk
- Tweak forgemaster steam damage bonus
- Health bonus tweak for bosses and unique encounters better tweaked: no longer the incoming damage will leave health-bar unchanged
but instead at least slightly visible decrease.
- dremora minor dmg reduction corrections including vulnerability to daedric
SAI - Wilderness & SkyTest Patch
- Alignments
SAI - Dragonborn
- Alignments
- Miraak minor corrections
- Seeker spell corrections and fixes, original visual effects restored, dmg corrections
- Lurker & Seekers dmg reduction corrections including vulnerability to daedric
- Lurker stomp no longer throw into the moon
- Lurker spit now will generate tentacle hazards
SAI - Town NPC
- Alignments
SAI - Npc & Undeads
- Alignments
6.06
SAI - Vampires & Monsters
- Damage reduction scale optimizations & corrections
- Husky dogs included to armor bonus race
SAI - Wilderness & Skytest
- Animal's damage reductions optimizations
SAI - Humans & Undeads
- Draugr armor and health bonus tweaks & optimizations (the health bonus will last until they are not turned)
- Todo: warlocks 05-06 perk fix (add recovery perk)
SAI - Dragonborn
- Ancarion will now challenge with SAI boss tweak
SAI - Town NPC
- All the following: Estormo, Cicero, JareeRa, Orchendor, The Caller will now challenge with SAI boss tweak
6.07
SAI - Vampires & Monsters
- Minor fixes SAI bosses health boost perk: about immunity to influence & paralysis
SAI - Humans & Undeads
- Added warlocks missing recovery perks
SAI - Dragonborn
- Minor fixes on Miraak perks
- Hotfix for dragons, now mount dragon bug (where you cant ride a dragon due to wrong race meshes) is history.
- Minor fixes
- Hotfix for dragonborn module: fixes some corrupted assets (ts5edit)
SAI - Town NPC
- Minor asset corrupted fix (ts5edit)
6.08
SAI - Vampires & Monsters
- Giants toughness rebalance
- Disarm tweaks on some powerful attacks
- Werewolves boss hp offset small tweak
- Nightlord Vampire aggro fix
- Dragons breath and damaging abilities magnitude tweaks
- Dragons now suffer from stamina exhaustion too: when they get below 100 stamina they are forced to land!
- Dremora spell magnitudo rebalance (max +50%)
- Vampires & Ghosts spell magnitudo rebalance (max +50%)
SAI - DD Patch
- Alignments
SAI - Dragonborn
- Miraak sword now is a daedric artifact and you will no longer need to worry about charges
- Minor fixes
- Lurker stomp create also a tentacle hazard
SAI - Humans & Undeads
- Tweak undead dmg
6.09
SAI - Dragonborn
- Ash guardian removed ash spray knockback
- Fix ash guardian: include fire & poison resistances
- Burnt Spriggan may summon also 3 ash hopper during fight and include better combat AI
6.10
SAI - Vampires & Monsters
- Dragon exhaustion will trigger now when stamina reach below 20 (instead 100)
- Healthboost will apply only in case of creatures not under control
- Summoned Dremora & Dragonpriest now recognize around if there's a master who is expert in conjuration, if they will not find any there's a high chance they will turn hostile
- Summoned potent Atronachs had been tweaked.
SAI - Dragonborn
- Summoned Seekers now recognize around if there's a master who is adept in conjuration, if they will not find any there's a high chance they will turn hostile.
Perk Fix Overhaul
- Conjuration perks now will allow you to raise deads up 3 times more the power (essential for SAI)
- Restoration perks now will allow you to turn undeads up to 3 times the power (essential for SAI)
- Illusion perks now will allow you to influence up 3 times the power (essential for SAI)
6.11
SAI - Vampires & Monsters
- Improved and optiminzed detection master summoner script, which is more accurate now
- Include in SAI conjuration mastery check all atronachs (but potent ones, which thanks to the elemental potency perk potent summoned atronachs will always be under control)
SAI - Humans & Undeads
- Mistmen, Bonemen and Wrathmen now included in SAI conjuration mastery check
SAI - Dragonborn
- Ash guardians, Ash Spawns now included in SAI conjuration mastery check (and yes ash guardians will also need the hearthstone elseway they become hostile anycase)
6.12
Vampires & Monsters
- Improved and optiminzed detection master summoner script, which is even more accurate now
- Having a summoner teammate now may be useful to borrow some conjuration skills in order to have more summoning chances
- What happen when your summon fail and guards are on sight? You will be liable of guilty for your conjured creature out of control!
- Several improvements for conjuration check, which now is much softer and smarter.
- Removed useless script
Humans & Undeads
- Removed useless entries & aligned
Dragonborn
- Removed useless entries & aligned
6.13
SAI - Vampires & Monsters
- Summon script has been improved even furtherly, raised to max the intelligence of guards which now will wait you to take care of your summons first (instead taking part in your business) before eventually apply you a bounty due to the danger caused. The bounty may vary according to your behavor.
- Script now also fixed a minor aggro issue which previously could stop summoned aggro eventually to hunt you or to attempt in killing you.
SAI - Dragonborn
- Minor fixes
6.14
SAI - Vampires & Monsters
- Dwarven automatons EMP disable sensitivity slightly reduced.
- Dwarven centurions & forgemasters have sweep power attacks
- Due to already high toughness inherited from boosts, they have been lowered dragon's health
SAI - DD patch
- Alignments for dragons health
Perk Fix Overhaul
- Minor fixes: improve compatibility with Dragonborn module
6.15
SAI - Vampires & Monsters
- Include a base armor value boost for vampires & ghosts according with level (just like humans according with ranks)
- Fix incoming spell dmg reduce condition for bosses or dragons (was previously including armor boost at own expense instead benefit)
- Minor dragons spell magnitude corrections
SAI - Town NPC
- Fix Dryston forcegreet previously not always working (a bug which comes from Skyrim)
- Fix some level mult on several brawl npcs
- Nepos, Morven, Uaile & Tynan tweaks to improve the challenge during forsworn quest
- Madanach tweaks
- All forsworn prisoners during "no one escapes cidhna's mines" perk fixes
6.16
SAI - Vampires & Monsters
- Disarm fix now will apply on the weap (or shield) used to block only and in most unlucky case has been slightly reduced chances being disarmed both hands (whenever you got disarmed at least 1)
SAI - Town NPC
- Minor fix
- Elenwen, Rulindil SAI bossed
PErk Fix Overhaul
- Minor disarm fix (slightly reduced chances being disarmed both hands whenever you got disarmed at least 1)
SAI - Dragonborn
- Ildari added SAI boss perk
SAI - Humans & Undeads
- rebalanced undead spell magnitude increase
6.17
SAI Vampires & Monsters
- Fix ice wraith & wisps strength magnitude drained from attacks
- HOTFix a bug which previously could break Prophet dawnguard quest chain
SAI Town NPC
- Include all fort dawnguard npcs: isran, gunmar, sorine, celann, agmaer, beleval & florentius to SAI
6.18
SAI - Vampires & Monsters
- Tweaks on regeneration and tougheness of werewolves, balancing and making all rankings scary once more also at higher levels
- Tweaks on dragons breath damage
- Minor fixes
- Aladan Vyrthur & Halldir spells tweaks & scaled balancing
SAI - Humans & Undeads
- Tweaks on SAI perk human rankings
- Lspell tweaks and fixes (vanilla related). Be careful: some higher level npcs spells will get over firebolts, sparks and fireworks.
- Minor names fixes (vanilla related)
- Jyrik Gaulderson & Potema spells tweaked & scaled balancing
SAI -Town NPC
- Dexion Evicus toughened for better confrontation during Dawnguard prophet quest.
- Volk, Moric & Minorne tweaked
- Minorne, Arondil & Malkoran bosses are now SAI boosted
- Tweaked The Caller & Sild boss for much better challenging
- Alignments on SAI perk human rankings
- Several spells re-tweakings betterly balanced for all levels rankings including all above + Ancan
6.19
SAI - Vampires & Monsters
- Dogs, Huskies & Hounds now get up to lev 60
- Dragons breath damage by perk furtherly improved
- Gargoyles sentinels level uncapped & bossed
- Gargoyles lvl mult & stats tweaks
- Fixed a bug in gargoyles perks where they got heal regen instead damaged by spells
SAI - Town NPC
- Umana & Sulla Trebatius uncapped level mult
- Meeko dog added to SAI list
- Minor fixes
Realistic Poison
- Minor fix on spider's web spit
Perk Fix Overhaul
- Capped to max 3x the bonus to dragonvoice for: fire, frost, vitality drain, dismay, disarm & death mark powers.
- Minor balancing tweaks and conditions applied to elemental protection perk
SAI - Ideal difficulty settings
- Small tweaks in the difficulty settings -> refer to http://worldrpg.altervista.org/sai-readme.html
6.20
SAI - Vampires & Monsters
- Minor fixes
- Vampires weaps fixes
- Vampires equipment fixes
SAI - Serana
- Minor fixes
SAI - Humans & Undeads
- Tweaks on SAI undeads health boosts tolerance
- Tweaks SAI Keepers and bossed
- Minor fixes
- Soul cairn reaper bossed and SAI boosted
SAI - Dragonborn
- Miraak bit tougheness tweaking
6.21
SAI - Vampires & Monsters
- Durnehviir include now boost on armor value previously missing with any
- Fixes a bug for default creature troll which spawn couldnt trigger: few areas were previously involved (ex Darkfall cave).
- Arch-Curate vyrthur & Harkon health regen tweak adjustment
SAI - Humans & Undeads
- Soul cairn reaper will drop (and use) now dragonbone battle axe instead iron
6.22
Supernatural AI - Vampires & Monsters
- Optimiazations & Fixes involving Harkon's fight
6.23
SAI - Vampires & Monsters
- Summoned thralls now can break conjurer's control too and turn against him (by conj check)
- Include some tweaks of the summonable spectral assassin (by power) npc
SAI - Town NPC
- Uthgerd small tweak: switched from 1 to rank 2
- Cicero Dawnstar small tweak to prevent db first blood
- Include improved tweaks of the summonable spectral assassin (by power)
- Mercer Fey improved difficulty challenge with particular attenction in fixing also combat Vanilla issues
Sai - Bestiary
- Fixes loot & equipment of arrow flaming type
SAI - Dragonborn
- Be aware! Ash guardians now may break conjurer's control too and turn against him even whenever hearthstones are consumed (conj check)
6.24
SAI - Vampires & Monsters
- Rosa sanguine staff souls consumption adjustment
SAI - Town NPC
- Commander Maro toughened