by Banananaut
BTweaks: an extension of 3Tweaks that focuses on refining balance and fixing numerous bugs. A must have
Fix the description of the version of the White Phial that boosts weapon damage.
Improve all concentration spells to do more consistent damage and respond better to your aim.
Set maximum magic/elemental resistance to 75% as intended.
Fix various typos.
The knockdown from Whirlwind Cloak can be blocked by a fortify stamina 2 effect.
Fog of Shadows always applies the penalty to illusion resistance while allowing all other effects to be resisted.
Fix some poison effects not being prevented by blocking.
Healing Poultices used by enemies no longer affect you.
The physical damage on Icy Spear works ignores resistances as intended.
Fix casting sounds/art on some illusion spells.
Fix Absorbing Grasp doing too much damage.
Fix Boethiah’s muffle bonus and Talos’ shout cooldown bonus from sometimes disappearing. (Credit to ANID for this fix)
Prevent silver weapons from doing too much damage to Lord Harkon.
Fix Toldfir not being able to use some of his spells.
Food no longer restores magicka if you have the Atronach Stone.
Fix the fall damage reduction from Agility not scaling with your evasion skill.
The damage bonus from Finesse applies in full if you aren’t wearing heavy cuirass.
Fix the player character doing 10% less damage with all weapons.
Foxes no longer have a chance of dropping insight potions.
Fix the Miraak cultists ambushing you before you complete Aludin’s Wall.
Fix Healing Hands not working for entrance to the College of Winterhold.
Worshipping Boethiah or Mephala allows you to start their quests early.
Fix all races being considered to have a strong stomach.
Fix some non-concentration spells having their cost displayed as if they are concentration spells.
Fix the armor bonus from empowering a mage armor spell sticking around if you cast a higher level mage armor spell.
Fix skill in one-handed not decreasing the stamina cost of dagger attacks.
Fix dodging having no stamina cost if you are wearing a piece of heavy armor.
Fix Darkvision being dispelled if you run out of magicka.
Fix the durations and magnitudes of some illusion spells not matching the description.
Fortify Marksmanship potions no longer give too much toxicity.
The final bonus from Mara requires both The Book of Love and Vaermina’s quest to be completed.
Make the Rueful Axe silver again.
Attempt to fix crashes related to Dravin’s Bow and Ervinon’s Scimitar.
Fix the bound battleaxe not being counted as a battleaxe.
Fix ebony maces having too high of an attack speed.
Re-fix a bug that allowed you to kill the bandit leader for Kjar before getting the quest.
The Shadow Stone: Invoke Invisibility is replaced with Invoke Darkness. Invoke Darkness costs 70 stamina, completely blinds a target for 10 seconds, and makes you invisible for 1 second.
The Apprentice: Also increases the chance that enemies will resist your illusion spells.
The Serpent: increase spit damage by 50%.
Knock II can only open locks up to adept level when empowered.
Knock III tomes have been replaced with Knock II tomes, effectively removing Knock III from the game.
Telekinetic Execution only works on targets with less than 1500 health.
Transmute: Corpus only works on targets with less than 750 health.
Reduce casting time on Telekinetic Execution and Transmute: Corpus.
Featherfalling’s duration increases when it’s empowered.
The Magic Resistance perks only function when you are under the effects of a mage armor spell.
The Magic Resistance perks grant 10/15/20 MR.
Change Fog of Shadows to be a master level spell with an appropriately higher casting cost.
The illusion version of Shalidor’s Insight scrolls increases your illusion skill by 25.
Hibernation Touch, Hibernation Spray, and empowered Blackout completely blind the target to mimic the target being asleep.
Targets knocked unconscious with empowered Blackout can be killed by empowered Nightmare.
Empowered Arcane Resonance now causes a small amount of damage to enemies.
Shadow Simulacrum melee attacks reduce enemy armor.
Mistress of the Dark melee attacks reduce enemy MR.
Empowering invisibility spells no longer increases their duration.
Empowering Phantasmal Miasma no longer increases its magnitude.
Phantasmal Killer no longer works on undead, constructs, non-fleshy daedra, or anything that is immune to sneak attacks.
Mind Maelstrom no longer has the long ritual casting animation. The unempowered version always enrage enemies and the empowered version always calms enemies.
If an enemy has less than a 1% chance to resist an illusion spell, they will always fail to resist it.
Rename the Improved Wards perk to Ward Mastery. It has Expert Restoration as a prerequisite and requires you to know Arcane Wards 1-4. Grants the spell Arcane Ward 5, reduces the cost of all wards by 15%, and allows all wards to absorb magicka from spells.
The Redemption perk cures Skooma addiction.
Adjust the magnitudes of wards.
Give Arcane Disjunction I a proper projectile so it’s easier to aim.
Arcane Wards now mention the damage reduction they give in their descriptions.
Reduce the damage reduction from wards: 33% for rank 1, 50% for rank 2, 66% for rank 3, and 75% for rank 4 and 5.
All non-aura healing spells have a higher magnitude.
Ward spells give less armor.
Reduce the duration penalty on Conjuration spells from not having the appropriate perk.
The fear effect from the Cremation perk has a much shorter duration and can be resisted with either 50% fire resistance or 25% MR.
Damage runes now do their damage instantly rather than over time.
Arcane Vortex only affects targets with less than 75% MR.
Reduce casting time on most destruction spells.
Arcane Volley does more damage.
Arcane Vortex does less damage.
The spell bonuses from the Ritual Stone or being a Dunmer only apply to spells that you cast directly.
Novice and Apprentice level destruction spells have the same scaling as all other spells.
Destruction perks no longer affect the damage of shouts.
Reduce the skill requirement of the first rank of the -mancy perks to 25.
Reduce the magnitude penalty of Destruction spells from not having the appropriate -mancy perk.
Reduce the magnitude on scrolls for adept level destruction spells.
Wall spells no longer do damage when cast directly on an enemy and the hazards they leave do less damage.
Expert level concentration destruction spells have about twice the range of the novice level ones.
Enemies can now track you during power attacks.
Giant stomp and club slam attacks stagger you and reduce your movement speed.
Bandits no longer spawn with alcohol so they no longer use it as a sudden health increase in combat.
The disarm shout used by dragons can be resisted by having over 600 stamina or 51% MR.
Immunity to the knockdown from Unrelenting Force comes at 41% MR.
Increase the illusion resistance of ebony vampires.
(From Requiem 4.0) High-level falmer are now normal sized so they don’t get stuck in their huts.
Dragons only take 2.5 times more damage from spells rather than 4 times.
Reduce silver damage bonus against undead to 50%.
Centurions and enchanted spheres have less damage reduction against slashing and ranged weapons.
Reduce the damage reduction on ghosts against non-silver/daedric weapons to 50%.
Humanoid NPCs wielding breakable bows do less damage.
Reduce Miraak’s MR.
Dragons and dragon priests have more armor.
All items cost 50% more to buy.
Reduce damage on dwarven weapons.
Adjust the cost of all food items to be more appropriate for the strength of their effects.
Reduce the stamina regeneration on bestial stew to 2 per second.
Display the magnitude of pre-made stat regeneration potions in their descriptions.
Boost the strength of potions of magicka
Generic fortify lockpicking enchantments give at most 10 expertise. The enchantments on unique items/artifacts are not changed.
Add boss chests to the Dainty Sload and Mistwatch. Unlock the chest on the roof of Traitor’s Post.
Replace the peerless resist and fortify health/stamina jewelry sold by merchants with lower quality ones. The peerless ones are now handplaced in appropriately troll locations (e.g. Thunder guards the peerless shock resist necklace).
Reduce the loot in hidden treasure chests.
The chest containing Dravin’s bow can be bashed open.
Add a handplaced ring of peerless alteration to a certain merchant.
Adjust the locations of some handplaced peerless items.
Bandit boss chests now always have at least 2 insight potions.
Somewhat reduce the number of insight potions found in dwemer ruins.
Adjust the cost of all enchantments to make more useful ones more valuable and less useful ones less valuable.
Reduce gold drops from vampires.
Increase the supply of knock scrolls at court wizards.
Reduce the strength of the slow time effect from skooma.
Remove the fortify health and stamina effects from the Savior’s Hide.
Ill Met by Moonlight cannot be started until level 20 or until you become a werewolf.
Reduce the strength of the ward on Spellbreaker
Improve the rewards for completing Civil War quests.
Reduce the gold reward from dragon bounties to 2500.
Agent of Mara now increases the magnitude of spells that heal someone else by 25%.
Add a Bag of Holding that can be found as part of the Dark Brotherhood questline.
The Agent of Dibella bonus only applies to humanoids.
Bounty quests reward 1 insight potion.
Bags of Holding grant 40 carry weight each.
Add MCM options to allow you to configure skill increase rates.
Rename Potion of Insight to Insight Potion
Reduce insight potion drops from giants.
Dragon priests now always drop at least 1 insight potion.
Opening the skill increase menu automatically uses all insight potions in your inventory.
The stat bonuses from different ranks of Predator’s Might no longer stack.
Fix the ellipses not displaying properly when learning a new word of power.
Waterbreathing effects prevent stamina drain from swimming as the description says they should.
The detection cloak that some high level enemies have works properly, but can be foiled by a fortify sneak effect.
Gold weighs half as much.
Lockpicks cost slightly less.
The giant invisible foxes of Labyrinthian are no more.
Blocking spells with a shield is a little bit less effective.
The damage bonus from Vexing Flanker no longer applies to ranged weapons.
Champions of Dibella are immune to stagger.
Try to prevent Dunmer with shields from using their innate ward.
The health regeneration from Eternal Spirit has been reduced significantly.
Reduce the strength and duration of slow time effects in general.
The threshold for bashing locks is now 450/550/650 for novice/apprentice/adept.