About this mod
Fantasy Environmental Effects introduces an environmental and terrain buff/penalty system found in many rpg games like divinity original sin, pokemon, pillars of eternity, and older more traditional PnP rpgs.
- Requirements
- Permissions and credits
- Changelogs
Introduces a high fantasy environmental effects system that enables weather, dungeons, and regions to modify actor stats and abilities.
Compatible: Installs via SPID. Drag and drop and move on with your life.
Modular: Comment out any module that you'd like in the ini file. Configure things to your liking.
Lightweight: Just about everything runs on abilities distributed through SPID.
Fantasy Environmental Effects is a gameplay mod designed to further enhance Skyrim's combat system(and modded combat systems) by enabling weather, dungeon, and terrain to apply blessings, curses, and/or traits to actors based on their race, factions, and/or stats. It comes in 4 modules and a configuration ini allowing users to enable/disable which features they'd like to include in their setup. Below are some notes before reading the modules.
- Frost Creatures = (Frost Atronach, Ice Wraith, Wisp, WispMothers)
- Flame Creatures = (Ash Spawn, Flame Atronach)
- Curses can be countered with restoration/illusion/magic resist >= 35 or with an active blessing of the nine divines.
Water Module
- Wet: Fire Effects are 25% weaker. Shock effects are 25% stronger. Applies to all actors swimming in water.
Weather Module
Raining
- Resistances: Fire effects are 25% weaker. Shock and Frost effects are 25/10% stronger
- Argonians: Argonians gain +10 movement speed, +50% stamina regen, and regenerate 3 health per second.
- Frost Creatures: Frost based Creatures regenerate 2 health per second and gain 50% speed.
- Mudcrabs: ???
- Weapon Saturation: Bows are unwieldy in the rain. All actors lose 20% attack speed when wielding ranged weapons.
- Soaked: All actors lose 6% movement speed and 10 shock resistance in the rain when not wearing armor.
- Khajiit: Khajiit fur absorbs excess water. Khajiit lose an extra 6 speed and 10 shock resistance when not wearing armor.
Snowing
- Resistances: Fire and Shock effects are 25/10% weaker. Frost effects are 25% stronger.
- Frost Creatures: Frost based Creatures regenerate 5 health per second and move twice as fast. (An aura will display when active)
- Mud Crab: Fortify health 100, +10 melee damage, -30 speed.
- Nords: Gain 84(~10% damage reduction) armor and 15 magic resist. (An aura will display when active)
- Weapon Warp: Bows and crossbows are unwieldy in the snow. All actors lose 10% attack speed with both.
- Flame Creatures: Take 3 health damage per second. Armor and magic resistance ae reduced by 84/10 points.
Mild Winds
- Mild Winds: Fire effects are 25% stronger. All actors lose 5% movement speed.
- Flame Creatures: Flame creatures gain 30% damage with fire spells. (An Aura will display when active)
Note: Mild Winds is active when wind speed is > .3 and < .6.
Heavy Winds
- Heavy Winds: Fire effects are 10% weaker. Actors lose 10% movement speed.
Note: Heavy Winds is active when wind speed is >= .6
Note: Wind effects can combine with the other weather effects. Depending on your weather mod, blizzards and thunderstorms can become difficult to navigate/fight through.
Dungeon(Lairs) Module
NPCs may have traits, blessings, and/or curses applied based on the dungeon type.
Animal Dens
- Ferocious: Animals(Predators) have nothing to lose when attacked in their homes. They deal 30% more damage but also take 30% more damage.
Caves
- Damp: Shock effects are 15% stronger because of the vapor in the air. Fire effects are 15% weaker.
- Strange Shrooms: Animals(Predators) feed off the strange vegetation in the area. They gain +50 poison resist.
Dwarven Ruins
- Steamy: Fire/Shock effects are 25% stronger. Frost effects are 25% weaker.
- Enflamed: Flame creatures gain +30% fire damage due to all the excess heat energy. (An Aura will display when active)
- Humid: -25% stamina regeneration for npcs(excluding Redguard/Dark Elf/Argonian). Remove armor to negate this effect.
Falmer Hive
- Flammable: Fire effects are 25% stronger due to the flammable poisonous fumes in the air.
- Sickened*: Poisonous fumes in the air reduces restore effects by 50% for npcs(excluding Redguard/Bosmer/Argonian/Undead/Vampires).
Hagraven Lair
- Hag's Blessing: Forsworn npcs gain +20% attack/movement speed. (An Aura will display when active)
- Hag's Hex*: Reduces armor rating and magic resistance by 84/10 points for npcs that are not forsworn. This effect is a curse and can be negated.
Ice Caves
- Chilly: Frost effects are 25% stronger. Fire effects are 25% weaker.
- Sub Zero: Frost Creatures gain 175 armor and move twice as fast. (An Aura will display when active)
- Weapon Warp: Bows and Crossbows draw/reload 20% slower unless they are made of cold resistant materials.(Iron, Draugr, Falmer, Nordic, Stahlrim).
- Slick Ice: Ice caves have slippery terrain. Movement speed is reduced by 10%. Frost Creatures and Nords are immune to this effect.
Mines
- Flammable: Combustible gas makes fire effects 25% stronger.
Spriggan Groves
- Faithful Ally: Spriggans bless nearby animals. Predators gain 50 magic/poison resistance. (An aura will display when active)
Warlock Lair
- Arcane Well: Increases magicka regeneration rate by 75% for npcs with destruction > 25. (An Aura will display when active)
- Dark Summoner: Warlock(faction) npcs have their summon limit doubled if conjuration > 30. (An Aura will display when active)
Vampire Lair
- Dark Ward: Decreases magicka/stamina regeneration by 50% for non-vampire/undead actors. This effect is a curse and can be negated.
- Bal's Blessing: Vampires regenerate 5 health/sec and move 15% faster. (An Aura will display when active)
- Sickened can be countered with the following: alchemy > 35 || poison resistance > 35 || restoration > 35
- Hag's Hex can be countered like all other curses. (Illusion/Restoration/MagicResist > 35 or with a blessing of the Nine Divines)
- Dark Ward can be countered like all other curses. (Illusion/Restoration/MagicResist > 35 or with a blessing of the Nine Divines)
- Weapon Warp works based on weapon material keywords.
Other Notes
All Lair Effects are based on location and actor keywords which means:
- Mod added Dungeons are supported out the box as long as dungeon types are tagged with keywords.
- Mod added npcs and creatures are supported out of he box as long as they have applicable keywords assigned or point to a referenced actor base.
- Some locations in Vanilla are tagged differently than what their name implies. Embershard mine is tagged as a CAVE as opposed to a MINE.
- Most effects occur indoor with the exception of animal dens/spriggan groves.
- Locations and dungeons can have multiple keywords. Beneficial and detrimental effects can stack which will increase or decrease its difficulty.
- Ice Cave and Cave do NOT Stack. Ice Cave effects will be prioritized.
Example: Bonechill Passage( LocTypeAnimalDen, LocSetCave, LocSetIceCave)
- Animals will have the ferocious trait.(+30% incoming/outgoing damage)
- Skeletons will have the permafrost trait. (+ health, + armor)
- Frost Creatures will have the Subzero trait.
- Humanoid Actors will have the Weapon Warp trait.
- Humanoid Actors will have the Slick Ice and Chilly trait.
- Argonians will have the Cold Blooded Trait.
- Khajiit will have the Apex Predator Trait.
- Nords will have the Frost Armor Trait.
- Orcs will have the Graceless Trait.
- Redguards will have the Inhospitable Trait.
Races Module
Races will have race specific traits/blessings/curses applied based on location. All npcs but imperials(player only) are affected.
Argonian
- Hardened: The steam toughens Argonians, increasing unarmed damage and armor by 12/84 points. (Dwarven Ruins)
- Cold Blooded: The hostile cold weakens Argonians, decreasing speed and melee damage by 6/15 %. (Ice Caves)
- Acute: Altmer gain +10 bonus to illusion/conjuration/restoration that varies based on location. (Rift/Falkreath/Groves)
- Nordic Curse*: Ancient Spirits curse Altmer, decreasing destruction/alteration/conjuration by 10. (Nordic Ruins)
Breton
- Safeguard: Bretons gain +10/15 bonus to conjuration/magic resist when near High Rock. (Reach)
- Spriggans Curse*: Spriggans curse Bretons, reducing magicka/stamina regeneration by 50%. (Groves)
Bosmer
- Insightful: Bosmeri perception is boosted by nearby animals. Critical hit chance and sneak are increased by 10. (Rift/Falkreath/Groves)
- Distracted: Strange vibrations and excess steam disrupt Bosmeri dexterity. Pickpocket and lockpicking are reduced by 10. (Dwarven Ruins)
Dunmer
- Empowered: The steam empowers Dunmer. Magicka regeneration and fire damage is increased by 50/20% (Dwarven ruins)
- Sunless Grasp: The hostile cold weakens Dunmer. Stamina/magicka regeneration is decreased by 25%. (Ice Caves)
Khajiit
- Apex Predator: The scents unlocks Khajiiti animal instincts. Movement Speed and unarmed damage are increased by 10. (Groves/Animal Dens)
- Queasy: Sea sickness kicks in. Movement Speed is reduced by 10% and power attacks cost 25% more stamina. (Ships/Shipwrecks)
Imperial(Player Only)
- Horsemaster: Mounts are 30% faster and have 50% stamina regen when ridden in various holds.(Falkreath/Haafingar/Hjaalmarch/Markarth/Whiterun)
- Frost Armor: The cold strengthens Nords, increasing armor rating by 84 points. (Ice Caves)
- Sturdy: Orcs stagger less and gain 30% power attack damage due to superior footing.(Caves)
- Graceless: Orcs are easily detected in these places. Sneak is reduced by 15 points. (Animal Dens/Groves)
Redguards
- Tu'whaccas Blessing: Redguards Gods bless them against necromances increasing movement/attack speed by 10/15%. (Dragon Priest/Vampire Lair)
- Inhospitable: The hostile cold weakens Redguards. Melee damage/magicka regeneration is decreased by 10/25% (Ice Caves)
- Cold Blooded, Inhospitable, and Sunless Grasp are negated when frost resistance >= 10%.
- Nordic Curse can be countered like all other curses with the exception of blessing. (Illusion/Restoration/MagicResist > 35)
- Tu'whaccas Blessing is granted to non-conjurers(conjuration < 25)
Creatures
Skeletons
- Necromancers Embrace: Skeletons gain a death cloak that deals 5 points of damage per second to nearby actors. (Warlock Lair)
- Permafrost: Skeletons gain +200 armor but lose 30 speed. (Ice Cave)
Draugr
- Dark Intervention: Dragon priests will occasionally heal their followers when near death. In rare cases, the priest will intervene...(Dragon Priest Lair)
(Will flesh out creatures in a later update)
- R.A.S.S in conjuction with the weather module
- True Storms in conjuction with the weather module. Obsidian and Supreme Storm works well too!
- Follow Me and Swim After Me in conjuction with the water module or the more configurable/compatible alternative SynCombatBoundaries
- Player Combat Parameters in conjuction with any module to see resistances change in real time. (Quality update coming soon)
- PowerOfThree for SPID
- Spongeman131 for Colored Magic Auras. Without those, communicating some effects would have been harder(Im not an artist).
- Pogogo000 for Frost Shader Effects. Without these, communicating some effects would have been harder.
- Ashen, Fuzzless , Asphodelus21, aixcalibur and various users on the skyrimmods discord for answering various design/ck questions.