Skyrim
0 of 0

File information

Last updated

Original upload

Created by

3jiou

Uploaded by

3jiou

Virus scan

Safe to use

175 comments

  1. 3jiou
    3jiou
    • premium
    • 534 kudos
    Sticky
    Added experimental version. Affects only vanilla enemies for now, will expand later if requested.
    Spoiler:  
    Show
    * Skeletons take 90% less physical damage from any sources except crushing weapons. Skeletons take 75% less magic damage from any sources except fire spells.
    * Dwemer constructs take 90% less physical damage from any sources except crushing weapons. Dwemer constructs take 75% less magic damage from any sources except electric spells.
    * Dragons take 75% less physical damage from crushing weapons. Dragons take 50% less magic damage from any sources.
    * Vampires take 50% less magic damage from any sources except fire spells.
    * Animals take 50% less physical damage from crushing weapons. Animals take 25% extra magic damage from any sources.
    * Spiders take 50% less physical damage from crushing and ranged weapons. Spiders take 25% extra magic damage from fire spells.
    * Ghosts take no damage from physical attacks except silver weapons. Ghosts take 50% extra magic damage from any sources.
    * Chauruses take 50% less physical damage from any sources except crushing weapons.
    * Giants take 50% less physical damage from crushing and ranged weapons. Giants take 50% less magic damage from any sources except electric spells.
    * Spriggans take 50% less physical damage from any sources except axes.
    1. madpaddy
      madpaddy
      • premium
      • 94 kudos
      Oooh sounds good mate thank you .
    2. Restutitor Orbis
      Restutitor Orbis
      • member
      • 76 kudos
      Great idea!
    3. thorondorvillaca
      thorondorvillaca
      • member
      • 6 kudos
      Hi 3jiou! Thank you for this mod. Ive been waiting for a mod like this a lot of time. Ive been using Combat Remastered, a mod that edits all this monsters with an esp. Its OK but you have to be careful because of compatibilities and overwrites, you know. Thank God youve done this, because now i can get rid of all the patches and save a couple of slots for more mods
      I have some suggestions:
      Dwemer constructs take less magic damage from any sources except fire spells(i think electric spells may heal constructs like recharging batteries).
      Vampires take less magic damage from any sources except fire spells and Silver weapons(also werewolves....).
      Spriggans take less physical damage from any sources except axes and take extra damage from fire spells(a 50% maybe?).
      It would be possible also to expand enemies list with draugr, trolls, gargoyles and dremoras?And werewolves!?
      As i said these are only suggestions. Again thanx for your work
    4. 3jiou
      3jiou
      • premium
      • 534 kudos
      Kinda possible, but I can't think of any specific vulnerabilities for those enemies. And draugrs share vulnerabilities with skeletons. I'll rename this option to "undead" in the next version.
    5. Mebantiza
      Mebantiza
      • premium
      • 346 kudos
      Vampire-desc implies that they are resistant to magical attacks, but they are clearly near immune to physical attacks. My follower wont even swing at them-Ancient Vampires.

      Edit:my follower is gimped atm-not EE sorry. I got a new follower and that seems to have cleared it up. They are taking meelee damage normally now. Sorry again.
    6. ThisGuyNexus
      ThisGuyNexus
      • premium
      • 0 kudos
      Really looking forward to this altering my play style. I normally equip my entire party with swords and use my mage as a healer. Looks like now I'll want to mix in axes and blunt weapons, and give my mage more offensive spells. And maybe grab a silver sword...
    7. Bennoloth
      Bennoloth
      • member
      • 12 kudos
      Hello, I suggested on the Deadly Dragons thread that trolls should have resistance to all damage types but fire. Right now they are pushovers and I think you should really NEED fire to kill them.

      Maybe 50% resistance to all types but fire for regular trolls, and 75% for frost trolls?

      And please make this modular, some of your changes are pretty wild and would want to pick and choose ones I agree with as I'm sure a lot of people would.

      Thanks a lot, aside from that it's just what I was looking for.
    8. 3jiou
      3jiou
      • premium
      • 534 kudos
      Everything can be turned on/off in MCM, I don't see any reason to make it modular.
    9. Bennoloth
      Bennoloth
      • member
      • 12 kudos
      OK, I hadn't even downloaded it yet. Great.

      But a slider in the MCM to adjust each resistance category for each monster, per personal taste would be the best way to go about it in my opinion.

      You can have presets as you mentioned but then they're all on a slider? That way it's not black-or-white, it becomes the ultimate monster adjustment mod.

      Sorry if that's how it works now, I'm wary of downloading anything with the word "experimental" in it.
    10. ArgintSilver
      ArgintSilver
      • member
      • 1 kudos
      Love the experimental version, please expanded for creature mods (SIC, MoMod , your Deadly Dragons mod ...)
    11. anakameron
      anakameron
      • premium
      • 5 kudos
      Any chance for adding a damage bonus for using frost magic against a Dwemer automaton? The shock makes sense but there is a book in the game that specifically states that they are susceptible to cold because they run on steam (heat).
    12. Kaldskryke
      Kaldskryke
      • supporter
      • 3 kudos
      edit: nevermind
    13. Carbon14C
      Carbon14C
      • member
      • 19 kudos
      Yeah I'd say SIC would be a no-brainer foradded support, that mod is in virtual every single load order I use, including everyone else I know who plays Skyrim. Although it looks like daunting task considering the sheer amount of stuff SIC adds.
    14. badluckartist
      badluckartist
      • member
      • 7 kudos
      Other than the obligatory 'second' on SIC support, I also agree about sliders. It'd probably require individual sliders for each resistance/weakness modified, but I think it'd be worth the range of freedom. Maybe keep the preset %s around what you already have, add FISS support and this mod's a permanent staple.
    15. marbey23
      marbey23
      • member
      • 4 kudos
      New suggestion: One-handed weapons, adept and below spells and bows do 25% less damage against massive targets and an additional 25% less damage against dragons (stacks additively, so 50% against dragons). Reason being your puny fireballs, lightning bolts, ice spikes, 1h weapons and bows will barely pierce the thick hide of a dragon or mammoth. More powerful spells, 2h weapons and crossbows realistically pack a lot more punch, and this should be reflected in its ability to pierce hide/scales/defenses.

      Slight modifications:

      1) Spriggans take 50% extra damage from fire spells.
      2) All undead take 90% less damage from non-crushing weapons.
      3) Remove crushing weapons malus from dragons for reasons stated above and also game balance so warhammers dont become useless in dragon fights.
      4) Constructs take 75% less damage from any spell that isnt frost.
      5) Ghosts take 50% less damage from frost spells, you know them being cold and all.
      6) Giants take 50% less damage from only bows. Melee combat against giants is already hard as it is, the crushing weapon malus isnt exactly useful.
    16. Taedus
      Taedus
      • supporter
      • 10 kudos
      Would be very nice if you could add resistance against normal weapons to werewolves and vampires like in the Bring your silver mod, so that we need silver weapons to hurt them. Vampires are a joke even with your mod because they still have the hp of a normal human and can be dispatched by a single arrow shot, if you have mods that increase damage installed. I would use both mods but I don't think they will play well together.
    17. Taedus
      Taedus
      • supporter
      • 10 kudos
      I agree with most of marbey's suggestions but constructs taking damage from frost isn't logical. You can make metal brittle with frost so it would decrease their resistance or armor, but nothing really happens if you only pelt metal with frost.

      Regarding the damage against undead I think they should take 90% less damage from arrows and 50% less damage from bladed weapons, since arrows wouldn't bother them but it's possible to cut through bone with enough force.

      Vampires on the other hand are more like a human in their constitution so they don't need to be affected by this if they are only vulnerable to silver, like I suggested in my previous comment.
    18. marbey23
      marbey23
      • member
      • 4 kudos
      Since centurions are steam powered, it would make sense if something cold like frost magic were to affect their "fuel source". Correct me if im wrong on this.
  2. ZTeioh
    ZTeioh
    • supporter
    • 1 kudos
    Do you mind I port this over to the SSE and tweak few changes? You'll have all the credits regardless because it's your work.
    1. pedrobitencourt
      pedrobitencourt
      • member
      • 0 kudos
      Hey I dont know if you did it but if you did can you share the port?
  3. 0DariusKinceid0
    0DariusKinceid0
    • member
    • 0 kudos
    And why are ghosts vulnerable to silver? They're not werewolves. Ghosts need to be killed with a simple iron.
  4. Aquamarjna
    Aquamarjna
    • member
    • 0 kudos
    This mod is doing great, it add hp to dragon 200.000+, but the ks dragon has overwrite it and downgrade the hp to 39.000, any idea??
  5. Rulerofthesphericalband
    Rulerofthesphericalband
    • BANNED
    • 7 kudos
    Endorsed! 'This' is what Skyrim needed! Thanks for the 'streamlining' Todd and Emil: you make a cute couple, but Emil Pagliarulo should seriously be divorced from his position at Bethesda: he's been damaging the series since before Oblivion. 
  6. YoussefM
    YoussefM
    • member
    • 0 kudos
    Should i leave the freeze mode enabled ?????????
    1. Mebantiza
      Mebantiza
      • premium
      • 346 kudos
      Umm no, that basically turn the mod off-without haveing to go into NMM to do it.. Uncheck if you actually want the mod to activate and effect its changes.
    2. Luke1987
      Luke1987
      • premium
      • 98 kudos
      It's enabled by default for me too.. I disabled freeze mode and now it works
    3. Jobesky1234
      Jobesky1234
      • premium
      • 9 kudos
      Just wanted to thank you guys for this, I was having issues getting this to work before I read these.
  7. qwertypol012
    qwertypol012
    • supporter
    • 75 kudos
    Hello everyone,

    I recently released an expansion of this mod here: https://www.nexusmods.com/skyrim/mods/103307

    I added more actor types and buff options from this mod, also fixed some basic issues which i mentioned in the description. If you still like this mod, you may try my expanded version above
    1. lordkimbo29
      lordkimbo29
      • member
      • 2 kudos
      One advantage of this mod was that I could save an esp slot by not installing Know Your Enemy. This advantage outweighed the additional features implemented by Know Your Enemy, IMO. Its a shame you chose to do the update to ver 1.0 of Enemy Enhancer and not the 1.1 version. For now, 3jiou's version suits my needs better. 
    2. qwertypol012
      qwertypol012
      • supporter
      • 75 kudos
      @lordkimbo29

      That's fine. To each his own.

      I'm not interested to mod something which has been done in a better way by other modders. I value quality more than quantity. By using KYE, i can implement such resistances and weaknesses to all valid actors in my load order (including new actors from all mods in my load order). This is also another reason why i edited this mod to make it works better with non-vanilla actors (such as SIC, BoT, OBIS, etc). In short, my version allows better compatibility with NPCs from mods on top of vanilla, while allowing other better-quality mod(s) to cover their own parts, to make sure that all new actors from mods also got edited (and not only vanilla ones from this mod).
  8. mixzoplex
    mixzoplex
    • supporter
    • 0 kudos
    Does this mod allow me to make monsters from "Mihail monster's mod" stronger? That would be gold. Also, is it possible to give "bosses" like the caller much MUCH more hp? Even ebony warrior...and Alduin, and Harkon and...okay...EVERY boss in Skyrim. Is that possible with this mod? Does anyone know the answer to this? I ReaLLy wAnt to KNow.
    1. brownie187
      brownie187
      • member
      • 7 kudos
      Get Skyrim Revamped or if you want insane OP difficulty then Revenge of the Enemies.
  9. RagamuffinSkullman
    RagamuffinSkullman
    • premium
    • 24 kudos
    Is this compatible with Wildcat Combat, or any combat overhauls?

    Thanks in advance.
    1. mcaaan
      mcaaan
      • member
      • 0 kudos
      I also want to know.
    2. TheXa0sfact0r
      TheXa0sfact0r
      • supporter
      • 0 kudos
      yes.
  10. Nowacky
    Nowacky
    • member
    • 0 kudos
    Nice mod but why there is option to make harder only one type of enemies ? And not others ? There should be option to aplicate settings to all.
    Edit: Nvm, I found another mod : ,,Customizable Difficulty´´ which is better alternative because you can make all enemies harder with it at the same time.. not just one class.
  11. NexusChrono75
    NexusChrono75
    • member
    • 4 kudos
    FISS support...