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Holaholacocacola

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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.

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tl;dr
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


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.



Modules


Water Module
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  • Wet:   Fire Effects are 25% weaker. Shock effects are 25% stronger. Applies to all actors swimming in water.


Weather Module
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Raining
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  • 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
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  • 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
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  • 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
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  • 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
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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)

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  • 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
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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
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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)
Altmer
  • 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)
Nords
  •  Frost Armor: The cold strengthens Nords, increasing armor rating by  84 points. (Ice Caves
Orcs
  • 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)
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  • 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
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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)



Compatibility

In theory, FEE is compatible with every mod out there including weather, creature, and dungeon mods. Here are some recommendations that it meshes well with.



Credits
I'd like to use this section to thank and shout out users who helped make this mod possible

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