Skyrim

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marcousik

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marcousik

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69 comments

  1. kojak747
    kojak747
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    Great mod, but like others have said, even at 40 minutes, Alduin is attacking too frequently. I think that the MCM should go all the way up to 365 days, so you can set it to any number. For me personally, it would be more lore friendly if Alduin only attacked once every few months. Tracked and fingers crossed for an update. If it is a script recompile and you can set the slider minutes max to a higher value, there are 525600 minutes in a year!
    1. qwertypol012
      qwertypol012
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      I don't know if you're still tracking this, but changing respawn time in the script is quite simple. Just edit "oblnightmaremcm.psc" file (using notepad++ or any other convenient text/code editors) and look for "40" value, you'll find respawn time slider with max value of 40. Increase it as many as you want, also set the default value as you desire. Save the file, then compile it using CK and overwrite the original oblnightmaremcm.pex with the newly compiled one. Don't forget to edit the global value of respawn time in the .esp with the default value you just set in the script.

      I just changed the max slider amount from 40 to 50000 (roughly a month plus 3-4 days) and set the default value at 3 days (4320 minutes), because making it too long (more than a week) feels too boring.

      Edit: If you prefer not to edit the script, there's a possible way which may work. Just edit the global value of respawn time in the .esp from 10 (minutes) into any amount you want, but DO NOT EVER change the respawn time setting in the mcm menu, because changing it even a single bit will restore it to the default value in the script. This is based on my experience with other mod which also uses global values and scripts, so it may work the same with this one.
      The downside of this method is that you can't change the setting in game as you please.
    2. jackdew747
      jackdew747
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      how do I do this in wyre bash? 
    3. BAstarter
      BAstarter
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      Hi, qwertypol012. I edited the script and compiled. But where do I edit the "global value of respawn time in the .esp"? I loaded Skyrim and DLC's esms, SkyUI and Usure esps in CK, made Usure active. Now what do I do? Can't find respawn time variable.
      Thanks in advance!
  2. GuardianofLight137
    GuardianofLight137
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    I'd love to use this, but it continues to crash my game after only 5 minutes. And yes, it's this mod, since without it, I can play for hours, but as soon as I activate it, I have MAYBE 5 minutes before it crashes my game.
    1. HerGuardian427
      HerGuardian427
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      Unfortunately, I do too, even though I had a flawless game before. Im pretty sure the mod is stable since so many others have success with it, but I guess it is a bit hefty in its resource drain and caused my modded setup to crash in the overworld many, many times.
  3. StevetheKoala
    StevetheKoala
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    Skyrim SE Port - https://www.nexusmods.com/skyrimspecialedition/mods/17981

    Thank you again Marcousik!
  4. elr0y7
    elr0y7
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    Had no issues converting this to SSE format, was able to convert it to an esl as well, no issues. One thing I think I'm going to change is the time between attacks, however. Seems like there should be longer options than 40 minutes.
    1. StevetheKoala
      StevetheKoala
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      Same here, ported very nicely. I will also be increasing the timer, as well as introducing an option to randomize the frequency, if I can figure it out.
  5. StevetheKoala
    StevetheKoala
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    This sounds like a great mod to help bring a sense of urgency to the main quest line. I am currently attempting to port this mod to special edition; if I am successful, may I have permission to post my SE version so that others may enjoy your work?

    If the author is no longer around (2014) and anyone is familiar with proper etiquette around this issue, could you let me know?
  6. aliens11
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    You put "All Languages", but i don't see any Phoenician translations.... very disappointed.
  7. GuardianofLight137
    GuardianofLight137
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    I commented before saying I couldn't use this cause it kept crashing my game. Well after PAINFULLY lowering a lot of things, such as graphics using mods that are no longer on the nexus by this point. And a mod to remove literally ALL the trees.I was finally able to get skyrim into a playable state with this mod, and I have to say. It's amazing. Alduin suddenly appearing with dragons dedra dremora atronocs and other creatures is terrifying. Especially when you have other hardcore elements such as the Violent alduin mod. Chaos Deadly and Ultimate dragons, Night bringer, and several other things. Dragon's not only finally feel challanging, and Alduin feels like an actual threat terrorizing skyrim as a whole. But I actually DREAD encountering dragons cause for once they're dangerous. And this is part of what made that possible. Cannot recommend enough! ... That said if your computer is potato powered, you may have trouble.
  8. distortedrealms
    distortedrealms
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    Man, I love you for this, this is perfect! So I have this mod, followed by Chaos dragons, then DCO and I just had the longest epic fight skyrim has giving me in all these countless hours I have played the game. Basically 8 dragons at once (Set to 3 in mcm, but DCO reinforcements came rushing in a few times) a horde of Dremora, and draugr to top it off. I barely survived with 3 OP followers with me haha. Now it feels like Skyrim is literally at war with dragons.

    Highly endorsed.
  9. marcousik
    marcousik
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    For all:

    I will try to write a version letting Alduin spawn after the first dragon attack at Whiterun, and manage MCM (thx Tonycubed) .

    You do NOT have to kill Alduin (it' almost unmakable !) he will not stay, after one minute Nightmare he will leave in other country !

    enjoy
    1. GuardianofLight137
      GuardianofLight137
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      But if we DO kill him, the game should be fine right?
    2. marcousik
      marcousik
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      Yes for sure, it's an "mod-added" Alduin, so no matter.
      And he will still spawn by next event I supposed.
    3. Ravenlash
      Ravenlash
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      You could say that he's a mirror version of him while he feasts on souls in Sovngarde.
    4. TheFirstEnD
      TheFirstEnD
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      He want to say that in skyrim game mechanic there are many Alduin "models" even if in game story there are only one Alduin. like in game mechanic there are 2 Tullius, 2 Rikke and 2 Ulfric Stormcloak even if game story there are only one Tullius, Rikke and Ulfric.
  10. kovak22
    kovak22
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    tested nightmare version so far and it's fucking up with the beginning of the game, dragons spam right after i reach helgen and guards start attacking them right away...so i'm never executed.
    1. Ravenlash
      Ravenlash
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      Disable the mod everytime you start a new game, then add it after you finish Helgen (Simple as that good sir).
    2. TheFirstEnD
      TheFirstEnD
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      With the new version Alduin attacks begin after the first dragon attack at Whiterun please read a little...