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Description:

So this mod is a simple one but it does have some neat little features in it. The name by the way is just a portmanteau of Deformed and Argonian - Creative, I know!

* New Additions in Version 1.1:

Transformations: So a couple people wanted to be able to transform into a Degonian so I thought why not? I've added 3 craftable spell tomes that let you transform into one. You craft them at a blacksmith forge like a lot of other items but they're a few special requirements. Firstly you need the Daedric Smithing Perk, secondly since the 3 tomes are actually 3 tiers you need a certain level of skill as well, specifically Alteration, you need a skill of 60 for the first tome, a skill of 80 for the next and a skill of 100 for the third and final. Alongside this there is a bug with the transformation spells where you don't transform back into your regular character if you haven't completed the Companion's Quest where you get to become a werewolf. To combat this I made it a requirement that you have completed the quest before you can craft anyone of the tomes. One last thing, the tomes do require some rare dropped items to craft them so in case some of you don't want to leave it up to chance when you kill a Degonian I have made 4 new bosses that have a guaranteed chance of dropping the required items.
Quick Overview of the Bosses:
Chilled: A frost based Degonian, he can freeze you and stuff!
Luminium: Similar to Chilled but lives somewhere deep and dark!
The Sentinel: A Degonian that has been tamed by the Foresworn and their Hargraven allies!
Lolong: A relatively peaceful goliath that roams near an ancient dwemer ruin!
Fatigue: Note: I'm not sure if this part is actually working properly or not. Anyway this means that the less stamina a Degonian has the less damage it does. For example if the Degonian has 20% or less of its stamina remaining it will only be able to do 20% of its maximum damage.
Misc:
I made a goofy little thing where if your near a Degonian that for whatever reason isn't attacking you and you drop a deathbell flower, it will go and pick it up. This isn't anything special and aside from them picking the flower up it does nothing else, its just kind of a little test :)
I made some of the Degonians a little bit bigger as well.

Randomization:
What is it?

Each Degonian spawns with a slightly different appearance. This system is the exact same one as the one used for humanoid NPC's randomized armour setups. It utilizes levelled lists with five in total that each correspond to a certain "slot" on the NPC's body. So the five slots are as follows: Eyes, Horns, Body, Claws and Misc. The first four are pretty easy to figure out and the last one is just simple cosmetic additions like more spikes.

What Effect does this have?

Basics: The horns and misc slots dont do anything aside from changing the appearance of the NPC. On the other hand the Eyes, Body and Claw slots do do stuff!
Eyes: They're three types of eyes red, yellow and green. Red and Yellow are standard and the most common variation and dont have any effect on the NPC. Green is the rarest and has the biggest impact. If a Degonian spawns with green eyes it means that it is a "Legendary" (Fallout 4 much?) this means that is has a ton more health and has a reasonable resistance to all forms of magic and poison. It also means that the loot reward is better (that will be covered in the loot section).
Body: This slot has about 11 variations and has the most visually noticeable effect on the NPC. The bodies function the same way as the various armour tiers work. Rarer and more extravagant types are stronger and provide better protection while more common simpler types are generally weaker - simple!
Claws: The claws define what type of damage the NPC does - just the same as the various weapons regular NPCs like bandits spawn with. For example glowing orange claws means that it will do fire damage. Alongside this the type of claw defines what type of ingredient you get - pretty simple: if one spawns with fire element claws it will drop fire element claws as an ingredient.

Spawning:
Where are they?:

There really tough so I made them pretty rare, there are only about 10-12 spawn points around Skyrim. I'll tell you two of them cause I'm nice :). One spawns around or under the bridge on the outskirts of Whiterun and another unique one spawns in the swamps near Morthal.

Loot:
Anything Different?:

Scales: On death you'll find an item called "Assorted Degonian Scales" when you loot it you will be given a random selection and amount of various types of Degonian Scales (standard, red, blue and magenta) with differing values and a small amount of gold that managed to get lodged in the creature's body somehow. I decided on doing it like this (mainly to test out some simple scripting) because I wanted it to be like you were scratching of various scales off its body or something like that. Also there is a minor bug were the assorted scales item doesn't get removed when you loot it. Not too major you can sell or drop the item somewhere.
Legendary and Mythical: So there's a ~1/100 chance that a Degonian will spawn as a "Legendary" type and there's a 10/100 chance that one will spawn as a "Mythical" type. Since both these effects make the NPC a fair amount stronger I thought that they deserve a special reward so thats what I did. So if one spawns with either of those effects they will also have a special token - a Legendary Token or a Mythical Token. These tokens when you pick them up add a bonus of gold that can range anywhere from the minimum value of the token itself to something like 1000 gold extra.

Installation:

Easy:

Download the mod with nexus mod manager and then activate the mod in NNM, simples!

Manual:

Drag and Drop the BP_Degonian .esp and .bsa into your skyrim/data folder
For reference it should look something like this: C:\Games\Steam\SteamApps\common\skyrim\Data

Uninstalling:

Move or delete the two files you put into your data folder earlier
If you installed the mod using NNM, just deactivate the mod in NNM

Feedback:

Yeah so if you do download the mod be sure to tell me how broken and messed up it is so that I can try and un-break and un-mess it up in an update!

Bugs/Issues:

Minor bug were the assorted scales item doesn't get removed when you loot it. Not too major you can sell or drop the item somewhere.
Sometimes the Degonian will just move up to you and not attack just seems to have a stare down you with. This might just be in my game but I'm not too sure. Either way not too game breaking but just a little immersion breaking.
The tail is goofy as hell because it uses the werewolf rig and animations. Alongside this some of the fingers and spines are a little weirdly rigged which in turn makes them look weird in-game though its not too noticeable. This can be fixed if I feel like it and I may well do so but who knows!

Notes:
(Probably a bit of repetition here)

Legendary ones can be distinguished by their green eyes and much higher level of difficulty.
Mythical ones can be easily distinguished by the crazy green effects flowing around their body
Anyone of the various specific Degonian NPCs can spawn as a legendary or mythical version or even both
The models are reasonably high in poly-count ~18-20 thousand polygons so they don't spawn in groups larger than 2 maybe 3.
The variations aren't very drastic but they are still there and defiantly noticeable if you pay close attention.
They are like super tough, my cheaty character with ~3000 health and one handed damage at around 500-600 has a bit of trouble. The high damage my character has does make it a lot easier though.

Future Ideas:

Originally around 12x19x3x8x11= 60,192 different visual combinations (with different statistics) was intended but so far it's no were near that amount, right now there are only 11x6x3x15x3 = 8910 combinations. In the future I might add more and reach (or even surpass!) that original number since it's easy for me to add new variations in at this point so there's a good chance that I will update the mod with a few more (but no promises!).