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Changelogs
Version 2.3
got rid of that change because it gave too many scrolls to level 1 bandits LMAO. lowered values for balancing purposes. finally got the bandit version updated.
Version 2.2
reworked the conditions for wider compatibility with enemy mods. looking into RMB for this mod. working on esps for darenis and kittytails mods.
What does this mod do?
Simply gives a number of scrolls to mage enemy npcs, with a 5% chance to drop 3 scrolls from a level list selection. (used to be 15% but i lowered for balance reasons) You can lower or raise this in the ini if you have any issue or you want more/less scrolls. Also there is an optional version that includes bandits at a 5% chance.
Why?
In vanilla scrolls are kind of useless, they're rare and just as expensive as spell tomes. I plan on making a mod in the future that fixes the latter, making scrolls about as cheap as a one-time consumable should be, but for the former i made this. So now there's a bunch of scrolls...at least on npcs, containers there's not much of a framework for. Yet. maybe someday... Will you make an ini for [x] mod?
I did all the spell mods i know of with scrolls, but if there's any i missed feel free to request and i'll get to it when i get the chance.
Will this make combat harder/easier?
For some reason, npcs don't use scrolls in skyrim. maybe someday someone who knows how to do skse mods will make this possible. So it won't make combat more difficult. I was wrong about this, it depends on their AI. if you use combat mods that make enemies more aggressive they will use a scroll if its in their inventory but its not something they will always do. Either way, having more scrolls can definitely help make magical combat a bit more fluid, especially if you use mods like spell research, fizzle, immersive spell learning etc. I had a blast with it on my test runs.