This is a collection of 9 minor tweaks to the game. These are compiled as separate .esp's, so you can pick and choose those you want and those you don't want.
This mod is a collection of very simple game tweaks I made in the CS, it's modular so you can pick and choose which tweaks you want to keep and discard. I have scanned through all the 2000+ files at TESSource, so I know which tweaks are already part of big mods, and I tried not to replicate any other mods that do the same thing. For example, I didn't change the chance at which arrows are recovered, since I have seen numerous mods that do that.
Here's the list of the esp files included in the Zip file, the names are rather vague, so I'll give a brief description of each one:
Arrows Remain 5min - This tweak makes it so arrows stick in objects longer, or lay on the ground longer. By default arrows only remain for a mere 90 seconds and then they disappear, this esp makes the arrows remain for 5 minutes. Best used in conjunction with Arrows In Cell.
Arrows Remain 7.5min - Same as above, except arrows remain for 7 and a half minutes before disappearing.
Arrows Remain 10min - Same as above, except arrows remain for 10 minutes before disappearing.
Note - Only use one of the above esps
10% HandToHand Block - I always though it was odd that NPCs were able to block so much damage with their hands, while in reality blocking a sword should lop off their whole wrist. This tweak makes Hand To Hand block only 10% that of a shield. It doesn't mean you'd absorb 10% of the damage dealt, it just means it'll block 10% of the damage that a shield would. In other words, 90% less effective than using a shield. Without this tweak, Hand To Hand will block an unrealistic 25% that of a shield. For comparison sake, blocking with just a sword has this value at 50%, meaning it blocks 50% less damage than a shield would (That is just to compare, this tweak does not modify sword blocking!)
Unconscious For 5min - By default, essential NPC's were knocked out for a mere 10 seconds before they got up and went on with the rest of their day. This mod keeps the essential NPC's unconscious for 5 minutes real time.
Farther NPC Attack - Despite the ambiguous title, this tweak actually does the following: Assuming the player is detected, and not concealed, the enemies will charge towards the player sooner. I always thought it was odd that when my player was out in the open, often times the NPC wouldn't even hint at the suspicion that I'm there until I'm practically within talking distance away from them. This tweak makes it so that when you are in dungeons, the 'charge distance' is increased by 50% times the default, meaning that (if you're visible) the enemy will charge at you from 50% farther away than they did before. If you are in the wilderness, the charge distance is double the old value, which basically means the enemies will charge at you from twice as far away as they did before. Nothing is changed for anything relating sneak, just the distance at which enemies will charge to attack you.
Double Repair Cost - I always thought NPC's who repair your items did it for not much charge. I thought that the choice of not repairing your own equipment should result in more inconveniences for the player. This tweak doubles the cost of getting an NPC to repair your equipment for you.
Armour Values - Probably the most drastic tweak there is in this pack. We all know how there are 6 pieces of armour. The Helmet, Cuirass, Gauntlets, Shield, Greaves, Boots. Each piece of armour is a fraction of the amount of damage you absorb. It's split up between the 6 pieces in percentages. For example, by default the Cuirass accounts for 25% of absorbed damage, meaning that of the damage you absorb, 25% of that is because you're wearing a cuirass. I made a chart on the percentages of the default pieces, and the percentages of those pieces with this tweak. (See screeny) To me, it seems more realistic. It didn't make much sense to me that the shield absored about 1/3 of the damage. The shield is only really effective if you're blocking with it (which is a whole other matter, this tweak does not change anything about blocking) and yet they put the % of it so high. So I lowered that. I also lowered the boots percentage by half because honestly, how often do you get slashed in the foot... And with those excess percentages I took off, I put it on the Cuirass and Greaves, because realistically it's much more likely to be hit in the torso. The cuirass and greaves account for over half of the damage absorbed, which to me, is much more realistic. Oh and this esp is fully compatible with any armour rebalance mods such as Kal's.
Arrows In Cell x3 - This tweak allows for 3 times as much arrows to be in a cell at once. At default, you could only have a mere 15 arrows in a cell before they disappear and replace each other. This tweak allows 45 arrows per cell before they replace each other.
All of the above esps are fully compatible with any armour/weapon rebalance mod.
Any questions or comments, feel free to share, The link to the forum thread is in the Author Notes, I'm active in those forums 14 hours a day.
Feel free to use the mod however you like. Copy it, replace it, use it in your own mod, it doesn't matter to me.