Professional Documents
Culture Documents
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Index
1 - ACE Archery
1.1 - Full List of Changes
1.2 - Perk Code List
1.3 - Compatibility
1.4 - Extra Options
1.5 - Uninstall Info
2 - ACE Armor
2.1 - Full List of Changes
2.2 - Perk Code List
2.3 - Compatibility
2.4 - Extra Options
2.5 - Uninstall Info
3 - ACE Enchanting
3.1 - Full List of Changes
3.2 - Perk Code List
3.3 - Compatibility
3.4 - Extra Options
3.5 - Uninstall Info
4 - ACE Magic
4.1 - Full List of Changes
4.2 - Perk Code List
4.3 - Compatibility
4.4 - Extra Options
4.5 - Uninstall Info
5 - ACE Melee
5.1 - Full List of Changes
5.2 - Perk Code List
5.3 - Compatibility
5.4 - Extra Options
5.5 - Uninstall Info
6 - ACE Smithing
6.1 - Full List of Changes
6.2 - Perk Code List
6.3 - Compatibility
6.4 - Extra Options
6.5 - Uninstall Info
7 - ACE Speech
7.1 - Full List of Changes
7.2 - Perk Code List
7.3 - Compatibility
7.4 - Extra Options
7.5 - Uninstall Info
10 ACE BYOG
10.1 - Full List of Changes
10.2 - Compatibility
10.3 - Uninstall Info
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- All Bows and Arrows are split into 2 Types, Long and Light.
- Arrows are further split into Worn or regular, both of which can be bought from
shops or looted.
- 10 Worn arrows can be converted to 5 regular at the tanning rack.
- Regular arrows are also craftable (with the right material perk).
- When the Bow and Arrow types match there is a bonus. (i.e. light bow & light
arrow)
- When the Types mismatch there is a penalty. (i.e. long bow & light arrow)
- When both the Type and Material match, Light get critical damage and Long ignore
more armor.
- The Bound bows come with matching light/long arrows. Bound bow damage now scale
to both archery and conjuration skill lvl
- The Bound Long Bow spell book is in the College of Winterhold courtyard and in
shops.
- The bound light bow spell is cast silently and 2x faster than the bound long bow
spell.
Light Bows (Lower damage, fast, silent, strong criticals and sneaks)
Matching Arrow -Vanilla- -Archery Overhaul-
* Hunting Bow Steel 7 - 7 - 3 3 - 4 - 16
* Falmer Falmer 12 - 15 - 6 5 - 8 - 18
* Forsworn Forsworn 12 - 11 - 6 6 - 6 - 21
* SuppleFalmer Falmer 15 - 20 - 7 7 - 9 - 23
* Elven Elven 13 - 12 - 6 8 - 7 - 24
* Glass Glass 15 - 14 - 7 9 - 8 - 25
* Nightingale (@lvl46) Any Light* 18 - 19 - 9 10 - 9 - 25
* Stealth Any Light* - - 10 - 10 - 25
* Bound Light Bound 18 - 0 - 9 8 - 0 - 25
* Mystic Light Bound 24 - 0 - 12 11 - 0 - 26
---- ARROWS ---- (these can be forged with the right perks)
Light Type
* Forsworn 7 3800 0.24 0.85
* Falmer 7 4100 0.23 0.80
* Steel 10 4400 0.22 0.75
* Elven 16 4700 0.21 0.70
* Glass 18 5000 0.20 0.65
Vanilla (all) same 3600 0.35 1.00
Nightingale, Spirit, and Stealth bows get a smaller bonus with any same-type
arrows.
Nord = Ancient Nord Arrow & Nord Hero Arrow
The Bound Long Bow is a separate spell, see pics for location of spell book
(Each can also be converted 5 at a time using 10 "worn" of the same type, at the
tanning rack)
- Light Forsworn Arrows :: 2 firewood, 1 leather strip, 1 leather
- Light Steel Arrows :: 2 firewood, 1 steel ingot, Steel Smithing perk
- Light Falmer Arrows :: 2 firewood, 1 chaurus chitin, Smithing Skill over 45
- Light Elven Arrows :: 2 firewood, 1 quicksilver ingot, Elven Smithing perk
- Light Glass Arrows :: 2 firewood, 1 malachite ingot, Glass Smithing perk
- Long Iron Arrows :: 2 firewood, 1 iron ingot
- Long Ancient Nord Arrows :: 2 firewood, 1 steel ingot, Skyforge Unlocked
- Long Orcish Arrows :: 2 firewood, 1 orichalcum ingot, Orcish Smithing perk
- Long Dwarven Arrows :: 2 firewood, 1 dwarven ingot, Dwarven Smithing perk
- Long Ebony Arrows :: 2 firewood, 1 ebony ingot, Ebony Smithing perk
- Long Daedric Arrows :: 2 firewood, 2 ebony ingots, Daedric Smithing perk
- Long Nord Hero Arrows :: 30 Ancient Nord Arrows, 1 steel ingot, Skyforge Unlocked
If another mod modifies vanilla arrows, the "worn" arrows will all disappear.
If you prefer the effects of the other mod, make sure the other mod loads
after ACE Archery.
If I haven't created a patch for the mod you want, yo make the bow a light
bow you can:
- ask me to make a patch for it, or
- Open the CK, find the bow, add the keyword "JobFletcher" to the bow. That's
it!
(you may also want to make it's speed 0.6 and match it's damage to the ones
in my pic that shows all the stats )
light arrows need the keyword "TraitGreedy"
long arrows need the keyword "TraintPowerhungry"
long bows need no keyword
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Notes
* All armor effects are [url=http://skyrim.nexusmods.com/downloads/images/10634-1-
1333474689.jpg]displayed in "Active Effects" if you want to check. *
* The Casting and Sneaking Active Effect entries will only appear while you have a
spell out or while sneaking.
* Perks still work without the helmet. (for compatibility with most armor-set
mods)
* In vanilla Skyrim the total bonus to both armor types is the same percent. Now
heavy armors get more.
The following are new perks with new codes (XX depends on load order):
XX001DA0 = = Deflect Criticals 2
XX003DF1 = = Armored Mage 1
XX003DF0 = = Armored Mage 2
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3. ================== ACE Enchanting ==================
Perks
- Enchanter: 3lvls - 10% / 20% / 30%
- Elemental Enchanter: 10% / 20% (It combines fire, frost, and shock into one
enchant)
- Insightful Enchanter: 20% at lvl 30
- Corpus Enchanter: 20% at lvl 70
- Magic Anticipation: 10% / 15% magic resistance
- Partial Duality: 2 enchants each at 66% power (these 3 "duality" perks expand on
"Extra Effect"
- Mutual Duality: 2 enchants each at 83% power
- Symbiotic Duality: 2 enchants at full (100% of original) power
- Fortify Smithing & Alchemy enchantments are 4x stronger and can only be placed on
the hand-slot.
- Fortify Smithing & Alchemy with reduced values can still be looted on items in
other slots.
Potions
- Fortify Restoration / Enchanting / Smithing potions: no longer craftable, but can
be found
- Restore health/stamina/magicka potions restore over 5seconds, same total (can be
changed to instant or 10secs in console, see below)
- Fixed: Fortify Marksman potions no longer affect all weapons
- Fixed: Fortify One-Handed potions and enchantments now also apply to daggers
Notes
If you have either the 'Partial Duality' or 'Mutual Duality' perk then each time
you use the enchanting table
a nice option box will pop up asking if you want to 'Single' or 'Dual' enchant for
that session.
If you choose Single, the 1 enchant will be at full power
If you choose Dual, the 2 enchants will be at reduced power appropriate to the perk
you have.
If you have the Symbiotic Duality perk, the option box will not pop-up any more.
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** Chaos Form **
- Unlocked when each magic skill is at least level 35
- Cooldown: 20 minutes
- Effects:
(each effect has an independent chance of occurring, several may occur
at once)
* 15% Chance 33% or 200% Magnitude / Duration (4 separate effects)
* 25% Chance 66% or 133% Magnitude / Duration (4 separate effects)
* 33% Chance 75% or 125% Casting Cost (2 separate effects)
** Purus Forma **
- Unlocked when any magic skill is over 25
- Cooldown: 5 minutes
- Effects:
* +5% Magicka Regeneration
* -5% Casting Cost
Disable perk requirements to unlock Casting Forms (they will only depend on
skill level)
set CastingFormsReqPerks to 0 [not implemented, or necessary, yet]
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One-Handed
Stances are introduced: Duelist, Shield, Spellsword, and Dual Wield
* The Duelist Stance - When the off-hand is empty, get +20% attack speed, +5%
critical, +5% parry/deflect.
* The Shield Stance - When holding a shield, get a 5% chance to reflect damage
back.
* The Spellsword Stance: With a spell in your off-hand you have a 4% chance to
disorient enemies, making them fall, and enemies have a 4% miss chance. Magicka
regenerates 10% faster.
* The Staff Stance - When holding a staff, all magic is 10% stronger. (Time for
mages to be mages!)
* The Dual Wield Stance - Largely the same as vanilla, but speed bonuses stack with
other perks.
All one-handed weapons get 1/2 power attack damage & 1/2 stamina use
Daggers, Swords, War Axes, and Maces get a bonus to added critical damage equal to
50%, 40%, 30%, and 20% of the One-Handed skill level, respectively
Two-Handed
All Two-Handed weapons get +20% power attack damage, and +20% stagger.
Sneaking with a two-handed weapon is more difficult.
Greatswords, Battle Axes, and Warhammers get a bonus to added critical damage equal
to 50%, 40%, and 30% of the Two-Handed skill level, respectively
Two-Handed Perks
* Champion's Stance lvl1 - 25% less stamina used for power attacks, +20% damage
with 2-handers
* Champion's Stance lvl2 - 50% less stamina used for power attacks
* Greatsword Training - Greatswords do +30% damage. Take -15% damage and -50%
criticals from them.
* Battle Axe Training - Battle axes +30% damage. Take -15% damage and -50%
criticals from them.
* Warhammer Training - Warhammers do +30% damage. Take -15% damage and -50%
criticals from them.
* Internal Bleeding - Warhammers get a 30% chance to cause a small bleed but for 5
minutes
* Skull Crusher - only 2 levels and caps at 85% armor ignored, lvl1 also adds 10%
attack speed
* Deep wounds - lvl1 adds 10% attack speed and lvl2 adds 10% more, for a total of
20% faster attacks
* Crippling Blow - Greatswords get a 15% chance to immobilize for 2secs.
* Limb Splitter - lvl1 also adds 10% attack speed, last lvl bleed effect is 3x
longer and 3x stronger
* Gusher - Battle Axes get a 15% chance to cause a gushing wound dealing enormous
damage for a few moments.
* Supplanter - Power attacks with two-handed weapons do +50% damage.
(note: Internal Bleeding, Crippling Blow, and Gusher are lvl 40)
NOTE: "50% less criticals" means: original enemy critical chance is 10%, with perk
it is 5%
5.2 ----------------- Perk Code List -----------------
Weapon Speed:
ACE Melee fixes the vanilla Skyrim base weapon speed bug. Unfortunately if
another mod also does this same thing, they will double-fix and then break again.
To disable the ACE Melee weapon speed fix, open the consile (~) and type
this:
set WeaponSpeedBaseFix to 0
And things should go back to normal, make sure to set it back to 1 if you
remove the other mod!
Perks
- Weaponsmith (Affects all weapons in the game): Weapons can be increased to the
next rank. Ignore 5% damage from weapons you know how to craft.
(No other perks required to ignore 5% damage from iron/wooden weapons)
- Armorsmith (Affects all armors in the game): Armor and shields can be increased
to the next rank. Ignore 5% armor when attacking enemies wearing armor you know how
to craft.
(No other perks required to ignore 5% armor from leather/hide/iron armor)
- Master Weaponsmith: Puts Legendary rank within reach.
- Master Armorsmith: Puts Legendary rank within reach.
(The following 4 perks use a special system. After selecting one of the 4 new
branches of the Smithing tree, as your skill level increases, each perk on that
branch automatically unlocks.)
- Nordic Crafting - Unlocks Basic Iron & Leather, then Steel Forging, and later
Scale and Plate Crafting, and finally Dragon Smithing.
- Refined Artistry - Unlocks Elven Casting, and later Glass Forming.
- Heavy Metal Molding - Unlocks Dwarven Engineering, and later Orcish Fabricating,
and finally Ebony Molding.
- Mystic Altering - Unlocks Arcane Blacksmith, and later Daedric Shaping.
Here is a picture of the perk tree:
http://skyrim.nexusmods.com/downloads/images/10037-1-1337323276.jpg
- Armor Effects: - after getting a crafting perk, the effects apply while wearing
3+ pieces of that type -
(all these effects show up in the Active Effects Menu, so you know they are
working)
* Glass Forming: resist magic +5%
* Orcish Fabricating: stamina regenerates 10% faster.
* Dwarven Engineering: stagger 10% less.
* Dragon Smithing: take 5% less damage from any Dragon attack.
* Elven Casting: magicka regenerates 10% faster.
* Ebony Molding: reflect 4% of melee damage back to the attacker
* Daedric Shaping: reflect 6% of melee damage back to the attacker, conjuration
spells last 5% longer
* Scale & Plate Crafting: power attacks use 10% less stamina or are 10% stronger,
respectively
* Steel Forging: gain 15 health
* Basic Iron & Leather: gain 10 health or 10 stamina, respectively
The following are new perks with new codes (XX depends on load order):
XX000D6C = = Armorsmith 1
XX000D6E = = Armorsmith 2
XX000D6D = = Weaponsmith 1
XX000D6F = = Weaponsmith 2
XX00942B = = Nordic Crafting
XX00942D = = Refined Artistry
XX00942E = = Heavy Metal Molding
XX00942F = = Mystic Altering
Disable the Basic Iron & Leather perk requirement for making Iron, Leather,
and Hide items:
set SmithingBasicPerk to 0
Money becomes important again, you will want to collect that loot, and increase
your carry weight
Shops will do their best to rip you off, and if you're a sucker they'll bleed you
dry
Shops won't give you as much gold for your 2nd-hand blood-soaked items
Buying prices are generally higher and selling prices are generally lower
Shopkeeper's race and their stance on player race factors into buying prices.
Shopping Perks:
- Haggling - reduced to 2 levels - buying and selling prices are lvl1:15%, lvl2:30%
better.
- Bribery & Corruption - Everyone has their price, especially guards. Bribing and
persuasion are a lot easier.
- People Person - Prices are 15% better with the opposite sex or when wearing fine
clothes.
- Loyal Investor - Investing 500g in a shopkeeper allows you to sell stolen goods
to him and permanently increases his gold.
- Presence - Magical charm and fear effects last twice as long, and intimidation is
two times easier.
The following 3 perks add buffs to your "powers" menu which apply to all the
followers around you.
Each buff is instantaneously cast and lasts for 10 minutes and can be changed at
any time.
They are compatible with other mods that add multiple followers.
This list shows how shopkeepers of various races will treat the player based on
his/her race.
* like / dislike = +/- 10%
* half = +/- 5%
Altmer Shopkeeper
Like: Bosmer, Khajiit
Half Like: Imperials
Dislike: Redguards, Nords
Argonians Shopkeeper
Dislike: Dunmer, Imperials, Khajiit, Nords
Bosmer Shopkeeper
Half Like: Altmer
Half Dislike: Khajiit
Bretons Shopkeeper
Like: Imperials
Half Dislike: Orcs
Dunmer Shopkeeper
Half Like: Imperials
Dislike: Nords, Argonians
Imperials Shopkeeper
Like: Altmer, Bretons, Nords, Bosmer, Khajit
Khajiit Shopkeeper
Like: Altmer, Imperials
Half Dislike: Bosmer
Dislike: Argonians, Dunmer (past slavery)
Nords Shopkeeper
Half Like: Bretons, Orcs, Redguards
Half Dislike: Argonians
Dislike: Altmer, Dunmer, Khajiit, Bosmer
Orcs Shopkeeper
Half Like: Imperials
Half Dislike: Bretons, Redguards
Redguards Shopkeeper
Half Like: Bretons
Dislike: Altmer, Bosmer, Khajiit
The following perks have been removed and no longer have any in-game effect:
58F79 = = Fence
C07D1 = = Haggling 5
This mod will not be compatible with any mod that alters the speech tree.
It is perfectly compatible with mods that alter followers in any way.
set FollowerBuffShader to 4
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Target is:
* Sleeping ~ 2x stagger, 100% chance to do 1.5x dmg, +100% critical (A)
* Prone (Sneaking) ~ 1.33x stagger, +33% chance to do 1.5x dmg, +10% critical (A)
* Flat Footed (Weapon Sheathed / Staggered) ~ 1.25x stagger, +25% chance to do
1.5x dmg, +5% critical (A)
* Sure Footed (Standing Still or Walking) ~ 0.9x stagger, +10% chance to do 0.5x
dmg, -5% critical (A)
(Sure footed = NOT sleeping, staggered, swimming, sprinting, running, sneaking,
dual casting, power attacking, or sheathed)
* Running ~ no penalties at all, this is the neutral state (A)
* Sprinting ~ 16% (front), 25% (sides or rear) chance that attacks make the
target fall over. (A)
(no fall chance for player yet, increased stagger as place-holder)
(dragons, ghosts, giants, and horses are immune to this)
* Casting Spells is considered Flat-Footed unless caster has lvl50 in any magic
skill. (A)
* Power Attacking is considered Flat-Footed unless attacker has lvl50 in 1h or 2h
skill. (A)
* Bows do 7% damage when not moving (affects damage displayed in inventory, open
inv while moving to see base)
* Bows get 15% more zoom when crouching/sneaking
* Point-blank shots with bows do 15% more damage
Notes
* (A) = This can be seen in the Active Effects Menu
* Unless noted, these apply to both the player and enemies
8.2 ----------------- Perk Code List -----------------
There should be no reason for this mod to conflict with any other mod.
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Adds many small benefits which represent a player's cross-skill and other
knowledge.
For example having over 80 in a weapon tree and in the smithing tree gives a small
tempering bonus when upgrading that exact weapon type.
These benefits are added automatically, there is no need to cast a spell or add a
perk to begin.
When you reach the appropriate skill level or perk requirements to gain a Synergy
Bonus, it will just happen.
A book with a list of all the Synergy Bonuses can be found just outside Riverwood.
[Mages]
* 100 in Alteration & Conjuration & Destruction & Illusion = +9% spell magnitude
* 100 in 3 of Alteration / Conjuration / Destruction / Illusion = +5% spell
magnitude
* 100 in Alchemy & Smithing & Enchanting = +3% bonus to
tempering/enchanting/creating-potions
* Intense Flames & 80 Enchanting = +5% power for offensive fire enchantments
* Deep Freeze & 80 Enchanting = +5% power for offensive frost enchantments
* Disintegrate & 80 Enchanting = +5% power for offensive shock enchantments
* Mage Armor 3 & 80 Enchanting = +5% power for fortify heavy/light armor
enchantments
* Oblivion Binding & 80 Enchanting = +5% power for fortify weapon enchants
[Warriors]
* 80 Smithing & 80 One-handed = small tempering bonus when improving 1-handed
weapons
* 80 Smithing & 80 Two-handed = small tempering bonus when improving 2-handed
weapons
* 80 Smithing & 80 Archery = small tempering bonus when improving bows weapons
* 80 Smithing & 80 Heavy Armor = small tempering bonus when improving heavy armor
* 80 Smithing & 80 Light Armor = small tempering bonus when improving light armor
* 80 Smithing & 80 Block = small tempering bonus when improving shields
- the tempering bonus works out to between 3 to 10 points on the end-product -
* Bladesman lvl3 & Deep Wounds lvl3 = swords and daggers get a +3% bonus critical
chance
* Bone Breaker lvl3 & Skull Crusher lvl3 = maces get a +3% bonus critical chance
* Hack and Slash lvl3 & Limbsplitter lvl3 = axes get a +3% bonus critical chance
* 100 Heavy Armor & 100 Light Armor = +3% armor rating
* 100 in One-Handed & Two-Handed & Archery = +4% weapon damage
[Thieves]
* Light foot & Unhindered = 3% chance to dodge attacks
* Critical Shot lvl3 & Deadly Aim lvl3 = bows get a +3% bonus critical chance
[Warrior-Mages]
* 90 in Destruction & 90 in either heavy or light armor = +5% spell magnitude
against armored enemies
None
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This module, like all other ACE modules, is completely standalone and doesn't
require anything to use it.
Finally you can match different mods together and fine tune your game with BYOG!
BYOG is a collection of settings which will alter specific aspects of the game.
I made BYOG because even though ACE is well balanced with itself,
it doesn't exist in a vacuum and when used with other mods some aspects may need
slight balancing.
BYOG doesn't require ACE, it works as a standalone.
Check the "Powers" menu in game to find the BYOG Control Panel. This is the
breakdown of the menu
[Main Menu]
* [Weapons] *
-> Bows / One-Handed / Two-Handed
-> * [Fine Tuning]
-> -> Light Bows / Long Bows / Daggers / Swords / Waraxes / Maces / Greatswords /
Battle Axes / Warhammers
-> -> (*note* "light bows" has no effect if ACE Archery is not installed, and "long
bows" affects all bows if ACE Archery is not installed)
* [Armor] *
-> Heavy Armor / Light Armor
-> Vital Torso: -50% non-torso & +100% torso, on or off
-> Armor Price Penalty: 15% price penalty while wearing armor
* [Magic] *
-> Alteration / Conjuration / Destruction / Illusion / Restoration
-> Magic Range / Magic Cost / Magic Duration
* [Skills] *
-> Sneaking / Alchemy / Enchanting / Smithing / EXP Rate
* [Attributes] *
-> Health / Stamina / Magicka / Health Rate / Stamina Rate / Magicka Rate
* [General] *
-> Movement Speed / Carry Weight / Prices
* [Options] *
-> View All Settings: only displays those with non-default values
-> Reset All Settings
-> Lock Settings
-> Uninstall BYOG: check the Active Effects menu for instructions after using this
[Locked] (this is the only menu you can see after locking settings)
-> View All Settings: only displays those with non-default values
-> Uninstall BYOG: check the Active Effects menu for instructions after using this
Notes:
- When you finish setting everything the way you like, go to Options and lock the
settings,
that way you wont be tempted to alter them in a difficult fight or whatever,
it makes them feel more like permanent game settings.
if you add another mod later and need to rebalance with BYOG again then
uninstall the BYOG through the Control Panel and after you get everything
sorted out on the other new mod, reinstall BYOG and tweak.
- BYOG is perfectly compatible with any mod, no modifications to any items
- EXP Speed alters how much the bar moves on the skills each time you perform some
skill-action,
as a result, it will take more skill-actions to level a skill to the next level.
it does not alter how many skill level-ups are required to gain the next player
level.
Click the Uninstall menu option in the Control Panel and follow the
instructions it gives.
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11. ================== Install, Update, and Uninstall Info ==================
Installing:
Use the NMM, BAIN or manually unzip the contents to the /Data folder.
When adding mid-game you should see a message the next time you load your game.
Updating or Uninstalling:
Uninstall commands have been provided for each module above to prevent dirty saves.
Follow these instructions:
- Run uninstall console commands (found in the readme)
- Wait 24hrs
- Save game
- Exit game
- Delete mods (not just unchecked, delete the files)
- Reload game (quickly make sure everything is working as it should with the mod
uninstalled)
- Save a new game in a new slot (this is your clean save)
- You are done now and are free to update, or leave the module uninstalled.
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* Version 12a
ARCHERY - new console command to hide the arrow fletching recipes
ARCHERY - new console command to hide the arrow conversion recipes
SMITHING - new console command to disable the Basic Iron & Leather perk requirement
to make iron, leather, and hide items
SMITHING - the Iron Dagger and the Hide Helmet can be crafted during the
Blacksmithing Tutorial even if you don't have the perk, and after
SMITHING - Hide and Iron items can be crafted without the Basic Iron & Leather perk
after completing the Blacksmith Tutorial quest, but not leather or banded iron
MAGIC - Welcome a new member to the ACE family! ACE Magic adds Casting Forms based
on current skill level or perks, no incompatibilities.
* Version 12
ENCHANTING - fixed bug where Symbiotic Duality only gave 1 enchantment if the last
selection at the enchanting table was "Single" (thanks sakashoue)
RF - Fixed bug where two different states could display the same text (thanks
LOSTADRAIN)
ENCHANTING - The display on potions is fixed, but it now only shows amount
restored. (duration can still be selected by console command, and default is 5s)
* Version 11e
ARMOR - sneaking / casting / speed / stamina & magicka regeneration / and spell
failure penalties now ALL increment per piece of armor worn up to the max.
ARMOR - Fists of steel & Deadly Bash total is now 6x, not 10x
SMITHING - text fix, leather armor active effect
ENCHANTING - Added 3 console commands to set if health/magicka/stamina potions
apply instantly, over 5 seconds (default), or over 10 seconds
* Version 11d
BYOG - fixed the Alchemy setting, now correctly affects potions effectiveness
BYOG - Fixed 6 spells that were bugged when their duration was reduced, they work
fine now
ARCHERY - long bows get longer zoom while crouching, same zoom as light bows while
standing
MELEE - Skullcrusher, Limbsplitter, and Deepwounds increase attack speed by 10%,
Deepwounds lvl 2 further increases Greatsword speed by another 10%
MELEE - the Spellsword stance now also increases magicka regen by 10%
BYOG - Fixed Light Armor -100%
BYOG - made the View All displays more human-readable :)
BYOG - Added the fine-tuning settings for weapons
ENCHANTING - added a console command "set EnchantingWeighted to 0" to disabled
different values on different pieces
* Version 11c
ENCHANTING - if you have the partial or mutual duality perks then each time you use
the enchanting table an option will pop up asking if you want to Single or Dual
enchant for that session
ALL MODS - Updated the Active Effects Uninstall text after running the uninstall
console command
MANY MODS - Added several console commands which can toggle specific parts of the
mod based on user preference
ARMOR - made the casting penalty Active Effect only show when a spell is drawn
ARMOR - made the sneaking penalty Active Effect only show while sneaking
BYOG - The byog is now 1 file, it has an in-game control panel to set everything
up, check the "powers" menu
* Version 11b
ARMOR - halved the speed penalties on heavy armor
SMITHING - added a new perk for the basic items, cleans out the forge, if you don't
like it use v11a
SPEECH - added 3 perks which allow you to buff your followers, and a console
command to alter the shader indicating a buff is applied
ENCHANTING - adjusted the prices of enchantments that were overvalued
* Version 11a
RF - Fixed the CTDs that occurred when moving items from containers (another
bethesda bug...)
* Version 11
MELEE - Added a console command to disable Weapon Speed Fix, for compatibility with
mods that alter weapon speed (Such as Dukes)
ALL ACE Mods and BYOG - Added a console command to disable all features of the
mods, run it before uninstalling, don't run it by accident
RF - Modified states for more realism after discussion with players
SMITHING - Ebony bonus increased to 4%, Daedric bonus 6% and 5% longer conjuration
spells
ARCHERY - Fixed Bound Bow draw speed (seriously.. starting to get tired of Bethesda
bugs ...)
* Version 10n
RF - Speed penalty for drawn 2h weapon reduced to -5%
MANY MODS - Fixed small health regen bug, may be slightly increasing health
regen ... damn you CK!!
* Version 10m
MELEE - All Enemies and NPCs also have the Stances
RF - This stands for Realistic Fighting, the NEW ACE Module!
RF - Makes strategy an important part of combat again! Check the Description page
for the fill list of effects.
* Version 10k
MELEE - re-did the foundation of all weapon speed alterations to allow for easier
future additions, thanks T3nd0!
SMITHING - complete overhaul to smithing, 4 material "lines", spend 1 perk at the
bottom and the material-perks above it are added automatically as you progress.
Total perks in tree: 8
SMITHING - the auto-material-perks still display all their effects and required
Smithing lvl to unlock, perks can NOT be put into them manually
SMITHING - tempering values are unchanged, same requirements for legendary
armor/weapons, weaponsmith/armorsmith unchanged
SMITHING - material-perks still give the same bonuses when wearing armors you know
how to craft.
(this version most likely needs a clean save or attack speeds with melee weapons
will be very strange)
(a *full* clean save is not necessary though, just one without the melee & smithing
modules, but full is safer!)
* Version 10j
ARCHERY - fixed the Steady Hand lvl1 perk, was not applying slow to both bows ><
Thanks dave0422!!
if you had version 10h or 10i already then it's safe to just download the Archery
module
* Version 10i
ARCHERY - fixed the Archery training, was incorrectly applying both benefits to
light bows >< Thanks Tsicafrou!!
if you had version 10h already then it's safe to just download the Archery module
* Version 10h
ARCHERY - checked the "NPCs use ammo" on all bows so their ammo-stock depletes
properly
SPEECH - armor penalties moved to a BYOG file
SPEECH - race factors into prices
SPEECH - Haggling reduced to 2 levels, 15%/30%, lvl2 @Speech 40
SPEECH - Dress to Impress merged into Flirtatious and both renamed to "People
Person"
(note: the Speech tree now has 5 fewer perks than the vanilla tree. These will
eventually be used for a line of perks which buffs followers)
SMITHING: Brutal Ebony - reflect 3% of melee damage back to the attacker when
wearing 3 pieces of Ebony armor
SMITHING: Vicious Daedric - reflect 6% of melee damage back to the attacker when
wearing 3 pieces of Daedric armor
SMITHING - While wearing 3 or more pieces of scale or plate armor power attacks use
10% less stamina or are 10% stronger, respectively.
ARMOR - fixed: heavy armor's incoming magic vulnerability not affecting
enchantments
SMITHING - fixed: armorsmith now properly applies to shields aswell
* Version 10g
ACE has a new mod in the family! Introducing the Speech tree!
SPEECH - Money becomes important again, you will want to collect that loot, and
increase your carry weight
SPEECH - Shops will do their best to rip you off, and if you're a sucker they'll
bleed you dry
SPEECH - Shops won't give you as much gold for your 2nd-hand blood-soaked items
SPEECH - Haggling - reduced to 3 levels - buying and selling prices are 10% - 20% -
30% better.
SPEECH - Bribery & Corruption - Everyone has their price, especially guards.
Bribing and persuasion are a lot easier.
SPEECH - Dress to Impress - 15% better prices when wearing fine clothes.
SPEECH - Flirtatious - Prices are 15% better with the opposite sex.
SPEECH - Loyal Investor - Investing 500g in a shopkeeper allows you to sell stolen
goods to him and permanently increases his gold.
SPEECH - Awesome Presence - Magical charm and fear effects last twice as long, and
intimidation is two times easier.
SPEECH - Buying prices are generally higher and selling prices are generally lower
SPEECH - Shopping in armor will give you much worse prices, about 20%
SPEECH - The ACE Speech tree has 3 fewer perks than the vanilla tree, you may need
to redistribute some perks
ENCHANTING - Slightly reduce power of magicka regeneration enchantment
ENCHANTING - Added redundancy checks to the unarmored enchantment 2x bonus.
* Version 10f
ARMOR - made the spell casting penalties on armor just a little higher, so they are
a factor again
SYNERGY - removed end-game armor/weapon bonuses from racial bonuses
ARCHERY - the "Worn Long and Light" file has been merged back into ACE Archery,
vanilla arrows altered
ARCHERY - Conversion recipes for 10 "worn" arrows to make 5 new ones, at the
tanning rack
ARCHERY & CONJURATION - Bound bows are Adept/Expert/Master/Mystic based on
conjuration lvl
ARCHERY - bound light bows cast silently and cast 2x faster than bound long bows.
They also fire silently.
(The Mystic Binding perk allows you to cast the next tier of bows, stronger arrows,
and gives you 30 seconds more)
* Version 10e
ARMOR - spell failure changed to random chance to increase spell cost, rather than
drain or no cast
ARCHERY - added a keyword to be able to match Dragon Bows from other mods
ARCHERY - Made the Bound Light Bow summon a Bound Light Arrow
ARCHERY - Made the Bound Long Bow summon a Bound Long Arrow
ARCHERY - Both Bound arrows fly straighter but a little slower than physical arrows
ARCHERY - Mystic bound bows summon stronger and faster arrows than non-mystic bows
ARCHERY - The Bound Long Bow spell book is now in all the same lists as the Bound
Light Bow
ARCHERY - light/ong arrows can now be found where ever their vanilla counterparts
could
* Version 10d
ARCHERY - the framework was rebuilt to add the possibility of adding ACE-friendly
versions of popular weapon mods
(now if I get permission from other mod authors I can add a version of their mod
that works with ACE)
Working on more patches for other popular weapon mods as I receive permission from
those mod authors.
* Version 10CE.2
Fixed my foolish mistake with the NMM, that was all me ><
ENCHANTING - fixed the values for unarmored clothes to be perfect, thanks so much
SunCe
* Version 10CE
NMM installer fully supported (big thanks to CalenEllefson for setting that up!!)
MELEE - Fighting Stance: One-handed weapons do 10% more damage. The Duelist,
Spellsword, and Shield Stances are unlocked.
(Note: the Staff Stance is available from the beginning)
MELEE - Spellsword Stance: The spell causes attacks to have a 4% chance to
disorient your enemies, making them fall. As a distraction the spell also makes
enemies have a 4% chance to miss you.
ARCHERY - Eagle Eye affects light bows much less than long bows
ARCHERY - Steady Hand affects light bows much more than long bows, but also
consumes a little more stamina
ARCHERY - increased all values of 3 Critical Shot perks to try to balance Light Bow
damage
(On 1 of my 5 test saves I had to do a clean save for the slow time to work
properly, others no problem)
ENCHANTING - Clothes 2x Enchantment bonus does not apply to Fortify Heavy Armor,
Light Armor, Alchemy, or Smithing.
ENCHANTING - Increased the power of many of the less popular enchantments to make
them more tempting.
* Version 10b
Enchanting - Alchemy skill no longer affects duration on restoration potions, it
stays fixed,
Armor - Strong Back has no conditions, once you get it it always works regardless
of worn armor
Armor - Renamed Armored Mage to Battlemage, and Spell Thief to Spellsword
Smithing - fixed: enchantments were super weak or super strong on items, now normal
* Version 10a
All ACE mods merged into one file with modular ESP files
The former Crafting mod has been split to Enchanting and Smithing, potions stay
with Enchanting
Version 10 changelog is for the Archery esp, further change logs will begin with
the esp name they are for
* Version 10
This mod no longer touches vanilla arrows. From v10 it is fully compatible with
arrow-mods.
All former long & light arrows have been added in addition to vanilla arrows.
The arrows can be forged according the note notes in v9 and blacksmiths sell them
in short supply.
The speed and arc of long & light arrows improve as the materials progress.
The impact force of long arrows increases, and that of light arrows decreases with
progression.
Vanilla arrows behave the same as in vanilla Skyrim and are compatible with either
bow type.
Matching the bow and arrow type gives a 10% damage bonus, seen in Active Effects.
Matching a light bow&arrow of same material gives extra critical damage.
Matching a long bow&arrow of same material lets shots ignore 10% more armor.
Active Effect entries show the status of matches or mismatches on types.
long bow weight reduced, more friendly to inventory, still heavier than light bows
bow damage reduced from earlier versions to compensate for increased (vanilla)
arrow damage
Bound Long Bows are given a new texture, looks less fragile than Bound Light Bow
Added one special arrow to the forge, the Shatter Glass Arrow
Shatter Glass Arrow - The tip of this arrow shatters with great force causing
internal bleeding for a very long time.
The shatter glass arrow has a 50% fail chance against heavy armor