Miscellaneous. This is a complete overhaul of the gameplay mechanics of Enderal. In Enderal, HealRate is set to 0 - unless you consume food. Within each class, there are three related disciplines. Enderal is a total conversion for TES V: Skyrim: a game modification set in its own world with its own landscape, game mechanics, and story. It offers an immersive open world, all for the player to explore, overhauled skill systems and gameplay mechanics, and a … There is no bear flesh in the game as far as i know. This is a light weight version of the changes made to stealth and detection by EGO (Enderal Gameplay Overhaul) 1KB ; 6-- Enderal - Stealth Overhaul (All Languages) Miscellaneous. This includes a ton of balance changes, improvements to the ai, new gameplay … This author has not provided any additional notes regarding file permissions, This author has not credited anyone else in this file, This mod is opted-in to receive Donation Points. There is a skyrim engine bug that refreshes the vendor inventory every time you exit the game and then reload your save. This includes a ton of balance changes, improvements to the ai, new gameplay mechanics, new weapons/spells/potions and much more. This includes a ton of balance changes, improvements to the ai, new gameplay mechanics, new weapons/spells/potions and much more. Español - Latinoamérica (Spanish - Latin America). This was impossible to balance and made no sense whatsoever. Description (in author’s own words): This is a complete overhaul of the gameplay mechanics of Enderal. Only changes the items that the player can sell to these vendors: - Samael Silren (Ark, Bank) only buys blueprints and gems instead of pretty much everything, - Alethor (Farmer) only buys food, ingredients and potions instead of pretty much everything, - Mitumial Tannerman (Riverville) no longer buys scrolls, - Myrthe Eagleeye (Ark) no longer buys spellbooks and gems, - Suntemple Armory no longer buys potions and poisons, - Vendors that sell mostly food (Innkeeper etc.) It offers an immersive open world, all for the player to explore, overhauled skill systems and gameplay mechanics and a dark, psychological storyline with believable characters. (aside from 2 spells). Enderal is a total conversion for TES V: Skyrim: a game modification set in its own world with its own landscape, game mechanics, and story. Page 25 of 106 - Enderal - Gameplay Overhaul - posted in File topics: In response to post #46420650. Enderal mods List Take note that load order is important in how these mods affect gameplay. If you believe your item has been removed by mistake, please contact, This item is incompatible with Enderal: Forgotten Stories. All the assets in this file belong to the author, or are from free-to-use modder's resources, You are not allowed to upload this file to other sites under any circumstances, You must get permission from me before you are allowed to modify my files to improve it, You are not allowed to convert this file to work on other games under any circumstances, You must get permission from me before you are allowed to use any of the assets in this file, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are not allowed to earn Donation Points for your mods if they use my assets. Uploaded: 13 Jan 2020 . Critical hits now deal 50% of their base damage as critical hit damage (rounded down for every weapon except daggers), Critical hit damage doesn't scale with any damage increase unless otherwise stated, critical hit damage bypasses armor (this hasn't changed, it's just an info), Fixed the critical hit chance on all weapons so that every weapon has the same chance (without taking perks into consideration), Daggers with the enchantment which increased critical hit chance didn't work at all and were therefore replaced with a new effect, Instead of the critical hit chance enchantment there is now a critical hit damage one (base damage + 2 = critical hit damage), - Daggers and swords have 7.5% increased critical hit chance in addition to their increased critical hit damage (without perks, player/apparitions only), - Fatal Shot perk (rank II) critical hit damage bonus from 15% to 25%, - Hawk Thrust perk critical hit damage bonus from 100% to 75%, - Sprint Thrust perk critical hit damage bonus from 100% to 75%, - Blade Master perk now also increases critical hit chance for daggers, changed the description of the perk, - Critical Hit perk critical hit damage bonus from 20/40% to 23/43%, - Deep Wounds perk changed the description of the perk to reflect that swords already have critical strike chance, - Throat Cut perk critical hit chance bonus from 10% to 12%, - Reduced the damage of bows and melee weapons by 12% (player only), - Strong Bowstring perk bonus damage with bows from 12/22% to 15/29%, - Mercenary/Barbarian perk bonus weapon damage from 10/19% to 15/29%, - Maces armor penetration without perks from 30% to 35%, - Amputator/Carnage perk bleeding damage no longer works on enemies that can't bleed (e.g. Anyway, I got trapped early on by THREE different enemy types - Highwaymen, Wolves, and Awakened Lost Ones. - Most humanoid NPC's now use similar mechanics that the player uses but with some tweaks: Humanoids loose stamina while attacking, blocking, drawing a bow etc. more mana for mages), lower level ones gained higher boosts than higher level ones, - Darkhand NPC's (dragon priests) health increased by 50, - Krustis Darkhand increased level by 2, slightly increased the damage of his spells and added new summon skeleton ability, - Replaced level 5 skeletons in the Ark Crypt with level 10 skeletons, - Increased player base movement speed from 95 to 97, - Reduced the tracking of attacks (especially on power attacks), - Removed some unnecessary Theriantropist/Phasmalist loading screens (as i originally intended), - Fixed the stamina drain bug (Stamina drain from actions sometimes didn't stop), - Horses are no longer killable (Unfortunately this caused a bug with the horse flute), - "Shadowsong" and "Staff of the Diseased Soul" drain 10x more health (for some reason these staffs drained very little health), - "Anathema" (unique silver sword added by EGO) has a new effect and is stronger (the blade is now cursed), - Baldris Root has the "Reduce Arcane Fever" alchemical effect (instead of "Weakness to Fire), - Nightshade "Reduce Arcane Fever" alchemical effect from 1 to 2, - Fog Sponge value from 5 to 4, wolfblood and chymica alchemical effect slightly reduced, Replaced unused spell books of apparitions, Reworked mage/hybrid apparition spell books (higher rank, more variety), Apparitions now carry/wear things appropriate to their skills, - Additional changes to aggro radii from enemies (they got updated again with 1.5.6.0), - Fixed some translation issues (Thanks to "Stemajzl"), - Amulet of the Meadow Spirits now grants 10 rhetoric and 20% poison resistance, - Endrelean Sublime Garb fixed a small problem with disenchanting the item, no longer grants increased rhetoric (only barter prices get better), - Increased the value of some higher level spellbooks (e.g. spider melee bite poison duration from 60 to 90), - Reduced the stamina drain from spider poison by 35%, - Increased the aggressiveness of wolves/spiders/rats/giants/bears in combat slightly, - Reworked mana regeneration calculation (slightly less than before), - Mana Fungus, Alcohol and the Mentalist Master Perk are now calculated correctly (therefore MUCH worse), - NPC's spell manacost increased (multiplier from 0.75 to 0.9, vanilla = 0.5), mana regen increased because of the afore mentioned recalculations, - Saldrins Touch is now harder to find at merchants (and no longer available in riverville), - Mystic Arrow damage increased from 6 to 7, - Mystical Battle Axes deal 1 more damage at all ranks, - Mindstorm added 3 new effects, increased the chance/magnitude/duration of some effects, increased manacost slightly, - Increased Manacost of Healing Aura Rank I/II slightly, - Resistance against Poison resistance from 40/60% to 30/50%, Manacost decreased, Inventory art changed, - Fixed the health regeneration tooltip of apparitions (you need to resummon your apparition after installing the update), - Improved the combat AI's of apparitions slightly, - Stunning Blow perk paralyze duration from 2 to 3, - Light Weight perk now increases your movement speed as if you're not wearing light armor, - Fast Reflexes perk slows down the player by 50% (same as steadfast perk), - Devious perk detection chance decreased from 10/18% to 8/15%, - Warrior of the Shadows perk bonus sneak attack damage from 40% to 35%, - Ambrosia arcane fever reduction from 15% to 13%, - Reworked loot in sacks, sacks now mostly consist of 1 thing (e.g. Set in its own, somewhat darker and grittier fantasy universe, Enderal is a well-known total conversion mod from SureAI, with this free Steam release being an expanded and polished edition. Sister Korrie, Sister Deyna), - Added EGO follower tweaks to some missing NPC's, - Follower (like Calia/Jespar) bonus physical damage resistance from 25% to 10%, Magic/Poison resistance from 30% to 20%, - Elemental Wolf (summon included) deals 5 less physical damage but now deals 9 bonus fire damage with their melee attacks (base damage values, will be multiplied), - Fixed a bug with knockback of enemies related to the steadfast perk, - Some melee mercenaries in MQ04 have wards instead of shields, - Trolls/Mud Elementals/Tyarges have an additional attack that knockbacks (they rarely use it though), - Decreased the probability of finding petty/lesser soulgems and therefore increased the chance of finding common/greater soulgems (vendors, enemy mage loot), - Increased the probability of finding loot on enemy mages, - Reduced the weight of Endralean Penny from 0.008 to 0.005, - Reduced the damage of Silver Steel/Starling/Righteous Path/Aeterna Daggers (they now deal about 20% less damage than their sword counterparts), - Player enchanted Two-handed damage effect has the same magnitude as One-Handed and Archery (base from 12% to 10%), - Father's Legacy is no longer enchant-able, - Translated all remaining location names. The mod is heavily inspired by older RPG's (such as Gothic, Kings Field, Baldurs Gate, etc.) ! If I were to consider playing without it, my trusted Wildcat+Ultimate Combat would do the trick as it did for my vanilla Enderal playthrough. reltilie wrote: Do you mean if the new update will come soon? Blocking or wearing heavy armor negates most staggering effects. Sorry for the delay but i had to fix some major things. Can only be used again seconds after a successful counterattack. - Dark Keeper affinity Entropic Craze description stated that it increases your damage by 25%. (the absorb mana part was only on the spell grounding). - Fixed an oversight with frost spiders not having frost resistance (since patch 1.49), - Fixed not being able to buy from shrouded mages with low psionic/entropy, - Alyx/Devra slightly reworked (e.g. Scales with spells at all 'm using the gameplay mechanics of Enderal you are solely wearing armor... 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