Skyrim Special Edition
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Gamma Lead

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GammaLead

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  1. GammaLead
    GammaLead
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    Hey all, 2.0 is the AE update!

    As such, we now take control over fishing's mudcrabs and other enemies. As I'm still playing through, I'm going to update things as I encounter them so as to limit the surprises. I've also added several new changes that I'm going to be testing as I play, hence the beta. This update was spurred by me running into my first cloaked mudcrab since... ever. This mod is as stable as v1.4, however, I've added several perks to enemies to reduce incoming damage. The amount it gets reduced is still open to user feedback, and I need to actually play vs some of the enemies to test it myself.

    Other notes:

    ESPFE-ified - New game recommended, but should? be safe mid-game. However, since this is no longer meant to be merged (v1 was built to be bashed), I can now do fun things like add records and make race edits! So now things will be even more hard fun! Because of this: You will become diseased more easily from animals, as well as staggered/knocked down. Also, all animals will now have their respective fears (wolves avoiding fire, etc.) independent of load order! All edits followed the patching rules in the description, so no unwanted surprises.

    Added in AE's Fish support - Frenzied mudcrabs will no longer stalk the shadows--in their rage, they are too busy to cast invisibility. They are also now... Frenzied, as well as buffed as per this mod's vision. Unfortunately, this makes the more 'passive' fishing quests (much) more... hostile. Not quite pacifist-fisherman friendly if you do the quests.

    Added in MTSE support for Spirit Wolves (MTSE NOT NEEDED)--I removed SkyTEST's wolf factions/packages and added workarounds to try and prevent making the spirit wolves passive (with MTSE you can be added to the wolf faction when a werewolf). While interesting in a way (wolves not attacking werewolves) it makes an anti-climactic fight (spirit wolf not attacking werewolves) and I doubt the wolf spirit you're trying to (r)eject would go peacefully and take hits without retaliating...

    I changed AAE's Ghost immunity perk so that Daedric weapons will do similar damage to Daedric artifacts (more MLU-compliant, but has a basis in lore). Also changed the 'all ranged weapons deal almost no damage' to allow the following to deal regular (reduced) damage: Daedric bows, Dawnguard items and enhanced crossbows, Silver weapons (silver bows if you have a mod that adds them), and Daedric artifacts.

    --You can now use the undead-killing Auriel's bow to smite ghosts, not just 'most' undead.

    --Due to game engine limitations, silver bolts can't by themselves overcome the reduced damage perk without going outside the scope of this mod.

    --Other resistance perks were left untouched. I just felt that Auriel's bow only dealing .05 of its regular damage to a ghost was a touch absurd.

    Fixed errors from AAE and my own patch where we added "crReducedDamage" (believing it reduced incoming damage). The perk actually reduced damage that the NPC dealt--even though the NPC already had (we forwarded/added) perks to boost the damage the NPC did. Now, affected AAE edited NPCs (and others) will take less damage from all sources as originally intended. Note: this also means some enemies will do significantly more damage.

    Finally, I added in and edited a lot more NPCs and refined perks on many more. I also believe I have finally? finished patching all Dragonborn enemies.

    Known issues for next update:
    - Frenzied crabs attack each other. Conceptually correct, but thematically wrong.
  2. GammaLead
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    V 1.4 Patch is now available, featuring 50% more Solstheim Creature support!

    This is a moderate patch update which now includes a lot of the common Solstheim creatures, and is compliant with OBIS 2.5. I'm probably 80% complete with Solstheim, and ALL OBIS creatures that I could find have been added to SkyTEST and Animal Tweaks management. For those that do not have similar animals (Minotaurs) I added generic perks for animals of their size/difficulty.

    Updating: This patch also makes edits to already-patched items, so you will need to rebuild the bashed patch for all changes/updates to take effect. Uninstall the old, install the new, rebuild. This also makes changes to "hard" stats, so resetting active cells is also recommended (but not necessarily needed for the majority of changes to take effect).

    Added multiple Solstheim creatures
    Mammoth-ified Neches
    Miscellaneous perk/faction/level scaling fixes
    Added ALL animals and creatures to NARC

    Next up -
    Get back into playing Skyrim!
    Finish Solstheim (80% may have been high-balling it...)
    More tweaks (there's always something to improve.)
    Find any missing animals (I think? I got most? of them by now?)
    Finalize boss mobs (this is going to hurt!)
    ** Beyond Skyrim?
  3. assasinxtg
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    Im scared to download this..
  4. iSaltyParchment
    iSaltyParchment
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    is this compatible with High Level Enemies Redux? or was it made specifically with the original in mind? thanks
    1. GammaLead
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      This was made with the original 'base' mods in mind. Nothing else was considered.
  5. zHellBoyz
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    is it possible to remove HLE from this?
    1. GammaLead
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      Possibly. Probably? Haven't touch it in an age. Would likely take a bit of work since, if I recall correctly, I changed vampires/bandits/creatures/etc. from there. That said, I, personally, will not be doing so. Feel free to give it a whirl!
  6. Avastgard
    Avastgard
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    Why does this mod have SkyTweak in its name?
    1. GammaLead
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      *Looks at Required Mods list in descript*

      ...I dunno... Because it also patches [Sky]TEST and Animal [Tweaks]..? Maybe? It's also a patch that happens to tweak things in Skyrim, so bonus double entendre.
    2. radj307
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      SkyTweak is a well-known and commonly used mod:
      https://www.nexusmods.com/skyrim/mods/33395
      I know a lot of ppl have it ported, including myself.

      Title is misleading, as this mod does not require or edit skytweak in any way.
      Still a great mod tho, by far my favorite enemy overhaul setup I've ever played with.
    3. zHellBoyz
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      Guess it's better be AnimalTEST then lol
  7. Luridum
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    I would replace Animal Tweaks with Savage Skyrim. Do you think I could upload something like that? Or is this already compatible with Savage Skyrim?
  8. ardiz
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    If I use all of that and Immersive creature + animalica does is still compatible?
    1. GammaLead
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      Depends on if those mods make edits to any of the mobs that the mods I patched for edit. If they do make edits, then load order determines conflict winners. In a nutshell: If they add creatures, yes they should be compatible, if they modify existing creatures, likely yes, but the npc's will be overwritten by one or the other.
    2. SaintDiablo
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      Curious about this too. I use the immersive creature high level edition version.  I dont use animalica. Been trying to figure what mods/patches made for the normal version are good to use for the SIC version. 
  9. TruePooshmeu
    TruePooshmeu
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    Hey man, I have some ideas here, I'm working on a mod, and I'm thinking about using your mod to balance mine, are you going to finish your mod? And if you do, will you still be active around here?
    1. GammaLead
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      It's still in progress, no exact time it'll be finished. That said, I've done most? Of the tweaks and am not sure when I'll next update (if it needs it). I usually check for notifications on and off, less often if I'm taking a break from Skyrim. On that note, I'm looking at getting back to Skyrim so more frequently now. I'm just getting annoyed with a very unstable game for some reason...
  10. TruePooshmeu
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    well, by balanced I mean... As soon as I saw in your description that you hate how difficult mods make the game easier in the end, I was sold, I don't want it to become easier, i want it to become harder. And you know how apocalypse and ordinator can make you overpowered.

    What overhauls do you use in your load order? (perks, races, spells, stones, combat mods).

    and by loot, I mean, lets say I clear a dungeon in vanilla and end up with stuff Worth 500 gold, with your patch, if I clear the same dungeon, how much would I end up with? 
    ____________________________________________________________________________________________________________________________________________________
    Also, It would be cool if you showed us how you configure your mods, especially OBIS, I know each one has to balance It's own game because each player will want a different difficult, but It's mostly for compatibility. Those mods, albeit stable, add a lot of contentent, and this DO causes some bugs for users (just check the modpages), and now we are using 5 mods that add a lot of things (besides enemies, armors, weapons, spawning scripts, and so on), Yet you managed to build a stable load order.

    And last AND leastly, sharing your settings would also help us balance the game, because these mods are highly configurable, and if you use 5 mods that do the same stuff and are highly configurable, the number of possible gameplay "states" rise exponentially, and then, obviously, exponentially decreases the chance that users will manage to balance the game with your original vision. (don't forget that patching, in this case, is nothing more than balancing things out).

    yeah I know we can tweak and tweak and tweak till we balance it, but It would be good to at least know the most influential configurations (making a patch expecting OBIS to generate 5x more bandits is different than balancing the game expecting OBIS to generate 2x the bandits).

    Basically, you should at least share your most important configurations, so we can experience your patch with its original vision. It really does seem that you spent a considable amount of time balancing it, It would be a shame if someone experienced this mod in an unbalanced frame.
  11. TruePooshmeu
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    WOW! Indeed a GOD work, balancing all these enemies mods together! kudos to you, I will probably use your mod in my load order, and if I do, I will surely help you fine tune the balance..

    Now I just have questions:
    How does if affect leveled loot? and encounter zones?
    How does it affect vanilla loot?
    How is the loot of the added enemies?
    How does the loot of the non-vanilla enemies compare to the loot of the vanilla enemies?
    Does the loot of the new enemies is more generous or less generous than the vanilla ones?
    What about encounter zones?

    What about Enairim?
    Andromeda stones is too OP, I won't use it...... but Apocalypse is a must for me, goes really well with ordinator, and Enai mods are impressively compatible with other mods(CACO, summermyst, upcoming CCO mod, etc) which is impressive since they are big mods!

    So, how balanced will it be with Ordinator/Apocalypse? Do you recommend me to use another magic/perk mod?
    1. GammaLead
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      Loot and zones are unaffected and are the same as the original mod(s); I have a sectors mod for the encounter zone tweaks if desired.

      Personally I like this with summermyst as it helps balance the added difficulty of the enemies, but how 'balanced' something is is subjective. That said, I built this patch with a modded load order in mind--since you are already modding the game to be more difficult.
  12. Jena84Plissken
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    Endorse this mod god work