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~ MANUAL INSTALLATION ~


Dont like NMM? Ok, give a look to this module as substituite!

I am not encuraging installing manually my module. Btw if you will do it anyway, please read carefully cause you could get into mistakes!


When you download the NMM made for file, you will notice is a RAR archive.
1) Unrar this archive in any folder you like.
Structure is composed by couple of two numbers starting from 00. Every folder may contain essential files or just optional ones.
Every folder is named proprerly according with his content. "00 Supernatural AI ENG" & "01 Supernatural AI ITA" contains core files.

2) So open the archive that contains the core files as first from one of the two (Supernatural AI ENG or ITA) versions and copy this esp plus the script folder contained in your Skyrim/Data folder.
3) Choose from each other folder which modules you may need or you are interested.
Do not apply SkyTest patch if you are not insterested on improving animals.

Content of the folders:
a) 00-01 Supernatural AI: contain Core files, italian (01) and english version (the 00 one)
b) 02 SkyTest Compatibility: it contain the patch for SkyTest - Realistic Animals and Predators (apply only if you install Wilderness)
c) 03 Deadly Dragnos Compatibility: contain the patch for Deadly Dragons Normal edition, add the content to your Data folder if you own Deadly Dragons module
d) 04-05 Wilderness: contain Core files if you need to extend the perks and the special AI to animals (04 is english, 05 is italian). Need to be in couple with SkyTest if you own Skytest (check point b)
e) 06 Ideal difficulty settings: contain proper settings for difficulty. Please refer to -> IDEAL DIFFICULTY SETTINGS MODULE for more infos
f) 07 Follower: contain the module that apply the Supernatural AI changes also to followers, it has been splitted due to requests, someone
think it make followers too overpowered (actually only Serana is supported).
g) 08-09 Npc and Undeads: please refer to HUMANS & UNDEADS of that documentation.
g) 10 Realistic Poison: contain core files for optional Realistic poison. Refer to Realistic Poison module
h) 11 Tweaks: contain core files about perk fix overhaul.
i) 12 Adjustments: it contain a module that will simply improve: physics for jumping and fall damage with properer values & multipliers.
Include a fix to classes, for instance a 2H bandit if disarmed can still grab a knife and let him able to manage it.
l) 13 Documentation Bonus: include the Bestiary book. Please refer to -> BESTIARY (bottom of this guide)
m) 14-15 Town NPC: contain Town NPC. Please refer to TOWN NPC (bottom of this guide).

n) 16 Encounters: contain assets to increase rankings of creatures when the requirement is met. Refer to "Hardcore Encounters" in the guide.

o) 17-18 Dragonborn: contains assets to extend SAI to Dragonborn creatures.


~ DEADLY DRAGONS PATCH ~

Now Deadly Dragons become fully supported by this patch. Deadly dragons patch will bring changes in damage scaling and armor even for dragons, so if you find dragons too hard for your taste NOW with DD, it's recommended to lower difficulty to NORMAL from the mcm menu related to DD!

Remember to apply this patch only if you own the Normal edition of Deadly Dragons.

 


~ IDEAL DIFFICULTY SETTINGS MODULE ~

Due to different concepts of gameplay, who seems so far away when I compare Vanilla to a "on field" realism, you may notice a consistent approach of what may look like a more unpredictable and
irremissible gameplay in the use of Supernatural AI modules. Which is more similar to real fight mixed with old-school gaming.


"That's one of the basis of the "old-school" game: you feel like to be kept on your toes for who you may meet next, grabbing and buying more potions you can to heal yourself, spending you money for the best equipment to challenge your enemies and sometime when you loose your confidence,
pray about more life and luck."


Every fight from now on will count, you will no longer see countless hits dealt, difficulty mean just one thing: realism.


If you play with realism, the factor that count is timing and tactics.

That's the reason of this optional module. Vanilla difficulty settings are too diluted, that mean that
they will look much like a distorsion of the game making it boring or more predictable.

My difficulty settings are designed instead to encourage a more professional play and even fit Supernatural AI
who already manage a scaled difficulty, softening Vanilla values both for player and enemy.


According to that chart values will be changed instead with the following:


Dealt-Received

VE 2.5 - 0,5
E  2 - 0,75
N  2 - 1
H  2-1.5
VH 2 - 2
L  1.5 - 2

As far as you can see, these looks like softnened vanilla values only, but there are reason hidden behind: due to fair balancing in creatures managed, especially used to hard settings users,
using standard vanilla settings someone could occur to unbalancing phenomena. Infact in my module many creatures already will deal up to 3 times the damage when they reach high levels, while their armor and hp may be enough high to turn them tougher the right.

What this mean? We take a lev 60 troll who deal x3 damage, now we multiply this again x3 (Legendary difficulty Vanilla), now we have x9.. it will be an instakill guarantee for player, while
backside, player will deal 25% damage (why a sword should be 1/4 less effective btw? Do a sword is always a sword or what else has became?).

Even if I like the "old-school" game, that doesn't mean I have to play that way at all.. I can be a warrior of honour who may raise a shield a block an attack even if I wouldnt give a chance
to a troll even to strike my shield if I can dodge the attack itself... these values are designed to make fights more realistic and equal both fairly with a bit tweak choice for user-configurations purposes.

Configurations included:

- resistance cap to elements 60%

- npc armor rate adjustment 15x


SUPERNATURAL AI - WILDERNESS ~

If you like the concept of the main module, you can yet extend a decent combat AI even for animals.

With this stand alone module, you will extend so a decent combat and challenge that will provice leveled enhancement for damage, toughness (include armor system) & knockback system
of the following animals: bears, sabrecats, wolves, mammoths, horkers, horses, skeevers & mudcrabs.

There are many modules who alter animals, but I included 1 patch only that merge with SAI, which is reasonably the best on nexus, and is named Skytest - Realistic Animals & Predators.

If you own SkyTest - Realistic Animals And Predators, a "Supernatural AI - Wilderness" module is ready to be applyed to bring you a reliable, full working version of the great SkyTest AI behavor with the improvements of my combat AI module relating animals!

Each animals will own the same leveled enhancement for damage, toughness & knockback system but extended to all animals managed by Skytest too.

Pay attention to the installer: from the v.4 of SAI I have unified the patch with wilderness in an ALL in 1 solution SO if you own Skytest you have to INSTALL the PATCH ONLY which is called as the original module but is designed to fit SkyTest ONLY.

That mean you have to use the file which is included in the subfolder named "02 SkyTest Compatibility" ONLY not others.

How it works (without installer):

You DO NOT OWN SkyTest -> go for 04 Wilderness (or nothing)

If you OWN SkyTest DO NOT use the SAI 04 because that's only for plain Vanilly pure version of animals but instead...

If you DO OWN SktTest use "02 SkyTest Compatibility" ONLY.

Alternatively if you want to leave animals without SAI, DO NOT flag Wilderness and DO NOT flag Skytest Compatibility neither.

 

IF YOU USE THE INSTALLER instead pay only attention to read everything related to Wilderness and SkyTest.

 

However there have been made some new small tweaks in occasion of the patch who will fit with SkyTest to bestly according family rankings (cub,female,packmasters).
It will consist in a limiter for animals level increase of an amount that may range from 10-15 (puppies or cubs) to 60-65 adult big predators.

Compared to the plain wilderness, with skytest patch will manage a wider amount of animals, in addition of the previously listed, we will see included: bulls, elks & deers.

 

~ TWEAKS (PERK FIX OVERHAUL) ~

Contains several fixes and interesting improvement for perks.

Improvements:

- Elemental protection perk (block tree) has been reworked to generate a ward with shield that can protect from frontal spells/dragonbreaths (instead of the odd elemental resistance when shield is raised - new reworked perk consist in 2 spec points that toughen up the ward up to 100 total resistance). Somehow similar to Spellbreaker ward.

- Concentrated poison perk reach now rank 2 which allow poison to stack 4 times.

- Fighting/Champion Stance now increase RIGHT weapon speed too according to skill up to 38% (not working in dual flurry WITHOUT the DUAL FLURRY PERK)

- Dual Flurry perk now increase ALSO LEFT weapon speed too according up to 38% and enable to dual flurry without loosing the attack speed!

- NEW Deadly Instincts perks One-handed tree has now one new available entry

Deadly Instincts will increase damage of unarmed up to 18 fight according to player level (+3 at lev 1, +6 at lev 10, +9 at lev 20 ecc) useful especially if you are using TOWN NPC to prevent yourself becoming a potato bag during brawls.

NOTE: Deadly Instinct will stack with fists of Steel perk if you have it or racial unarmed damage bonus.

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)

- NEW DRAGONLY DRAGON SHOUTS

4 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 multiply it to the magnitude of the hundreds of your stamina!
With stamina 200 you will benefit from disarm up to lev 40 and dismay up to lev 30, and you will deal 150 dmg bonus for your frost and fire breaths!!!

Since this bonus comes from a PERK you can ACTIVATE it simply using successfully one of the any of these 4 shouts over another enemy.

OPTIONALLY:

If you want to make sure to own then the PERK just use console. Seek for the perk with: "help dragonshout" then write down its ID. Then write "player.addperk " (the ID should end with F3B9)

 

- NEW DISARMING STRIKES

This feature coupled with SAI is a true kick in the ass! Infact whenever you master your favorite weapon, you will be a true duellist!

- All the weaps spec perks in the third last stage now enable the chance to disarm your opponent if he's attempting to block your charged attack.

HOW IT WORKS:
The conditions required to it are very wide and main factor is: the system's concept victim's % stamina based and victim's block vs attacker's one handed skill.

When the victim's stamina is almost depleted blocking an attack may save victim's life just this last time before loosing his weapon or both weapons or even eventually even his shield!

System is also a bit complex because consider also:

2H weapons may disarm: shields, 1h weapons, both 1h weapons & 2h weapons too. Victim's stamina req is considered at risk at 40%
1H weapons (excluding knives) may disarm 1h weapons only and victim's stamina req is considered at risk only at 20%

The disarm chance finally may eventually trigger is some cases and is determined mainly by a variable 5% plus skills difference between attacker's one/two handed and victim block if all requirements are met.

Max chance to disarm (or being disarmed) is capped at 50%

Be aware, also some NPCs may own this ability.

Note:

WILL NOT WORK OVER CREATURES WHICH ARE NOT PLAYER OR NPCS.

 

Perk Fix:

- Quick reflex trigger only when player is stand still.

- Shield charge perk dont apply during sneaking anylonger.

- Block runner perk dont apply during sneaking anylonger.

- NEW Disarm bash works differently now: instead having 50% disarm chance only, now also the effectiveness is depending mainly on attacker stamina:
the more higher is attacker stamina the more are the chances to disarm the opponent!
For example: a player with 300 stamina (which include all the bonus eventually) will be able to disarm till a lev 45 NPC.

 

Shout Fix:

- Voice Of The Emperor will be effective accordingly to player level preventing overpower, btw effect will break with attack.

- Animal Allegiance Shout will break effect whenever the player attacks the animal.

KNOCKBACK REVISION

To provide a more realistic effect for:

- Shield charge
- Werewolf knockack (player side)
- Unrelenting force

- Giant Stomp and Giant Slam fix "throw on the moon" effect

 

ITEM FIX

- 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.

ASSORTED ADJUSTMENTS ~

This simple file, will give more burst to skill gain, STAT balancing and general settings.

Some npc classes in Vanilla are not supposed to be able to fight with a 1H sword if they are supposed to wield
instead a 2H sword, same for 2H sword, a bow if he grab it... so I tweaked the SKILLgain so that a bandit for
example, can be able to fight with a secondary weapon if costrained, even if the dealt damage maybe much less
then a expert one.

Another tweaking about classes will include lissage of STATgain of the some NPC.
With "assorted adjustment" module has been made a lissage related to stat-gain increment per npc level (health, stamina & mana).

For example: in order that Supernatural AI - Humans & Undeads already provide good balancing with damages for npc, there's no need to fight against a bandit of player level who own
500 hp more... why should he take 10 hit to die while he need only 2 to kill player? Rpg funs are not masochist. Anyway choices are choices.

With assorted adjustment a bandit will own a reasonable amount of hp somehow more similar to player.

Classes who get modified: bandits, thalmor, falmer, alikr, draugr, forsworn, mages, wizards.


Other adjustments that may bring this module are related to fall damage and jump height:
I tweaked the game configurations so that fall damage looks like much more realistic, even jumping down from a high rock make you liable of hurt,
jumping down a cliff can cause you death while jump height has been slightly reduced.

Use this module if you like as it's optional.


HUMANS & UNDEADS ~

This mod complete the Supernatural AI series related to enemies in Skyrim and Dawnguard.
Basically it add some extra custom Supernatural AI perks, related to resistances, damage, armor system and
knockback system sometime even tweaking up and/or adding special abilities to some creatures (npc or undeads).

It include plenty hours of corrections, hard implementation and mind work to bring Skyrim the original taste that
a game such like that should carry.

Tweaks may involve several corrections (in a more detailed zoom on the npcm, imo Bethesda missed to give uniqueness
to his enemies, forgetting about perks, spells, right inheritments... most enemies previously were totaly dumb heads!
And I am not talking about Draugr only!

I reintroduced all of the best who a old school game should bring in difficulty and shrewdness with the
following corrections:

- Health/Mana/Stamina
- Scaled Leveling
- Adding spells
- Adding special Supernatural AI perks and style combat
- Adding pre-existing perks that should had been already implemented
- Pain system! From now on damage dealt from humans will be based essentially from their phisical status. The more they are wounded the less is their damage, the more they are wealthy, the
more pain will deal their hits!

The following NPCs had been massively tweaked up:
- Thalmor: warrior mages these fighters own both ability to cast spells and fight, anyway they may be specialized
more in casting, this time they become deadly foes.
- Alikr: since when they are born, they are trained in the hard discipline of fighting.
Their abilities and dexterity if 2 handed fights make them literally deadly.
The list keep going on with:
- Witches
- Warlocks
- Forsworn
- Draugr
- Afflicted
- Keepers
- Falmers
- Bandits
- Vigilants of Stendarr (now with proper weapons)
- Guards & Soldiers (both imperial and Sons)
- DLC1 content including undeads, new falmers, Dawnguard hunters
- Include bosses: Ancano, Mercer Fey, Estormo


TOWN NPC ~

This inclusive file will be available in the installer only to players who own the Unofficials Dawnguard and Skyrim patches.

I spent a lot of time to include in the SAI advanced perk system EVERY NPC in TOWNS, including farmers, citiziens, nobles...

In details:

- Almost all NPCs (except some essentual ones including innkeepers, quest npc, people who owns static levelage) will be included in dynamic levelage and perk tweakings

- Unique named bosses (such like The Caller, Sild the Necromancer, Minorne, Dexion, Mercer...) are boosted and bossed to become much more a challenge.
- Hirelings, Followers now own different perks, abilities, AI and dynamic level.
- Brawls will be more interesting: brawling has never been such challenging:
Increased resistance and damage received from the opponents: punch damage dealt from opponents now is dependant from their health and stamina.

You will choose not to fight Borkul the beast as a easier way in order to cut the quest line and reach Madanach.

This is designed as completion for Humans & Undeads as it's its requirement if you want to install NPC TOWN.

Note: if you own any module that alter human followers like Extensible Follower Framework, there may be occur incompatibility issues.
Consider sorting it in the list after Town NPC to attempt in making it compatible.


BESTIARY ~

This module include a Supernatural Bestiary book you van buy for 500 septims to help you find every weakness of the creatures you may find in game. It include for every cited creature:
- Resistance, immunities and weaknesses to weapons
- Weakness to elements
- Best way of killing
- Special enemy abilities
- Lore friendy tales
- New recipes for 5 types of arrows.

In addition the mod include a new poison which can be bought from alchemist: Aconite Extract, flaming and explosive arrows.

- Both flaming and explosive arrows deal fire damage, the superior version of flaming arrows extend the duration of the effect.

 

 

HARDCORE ENCOUNTERS ~

Simply change the meet rankings of the wandering encounters: instead meeting random ranks of npcs, you will meet always the maximum rank you can meet.


Just a few example:


With hardcore encounters ON

"I am level 60 and going to attack bandit camp...
I meet 10 bandits marauders and maybe a boss.. wow gona be quite challenging..."

Hardcore encounters OFF

"I am level 60 and going to attack bandit camp...
I meet 10 bandits outlaw, a few thug, maybe a marauder or a boss.. I raise my sword and say: already wiped???"

Similarly to Draugrs, Alikrs, Warlocks, Thalmors and so on...for dlc2 imply Cultists, Reavers, Rieklings...
(dragonborn version is in dlc2 folder)

 

RPGBG ~

What is this? This module is described here