When I got this mod I was hoping for some really hard enemies. I really liked the idea that there would be this tough eneimes I just wouldnt be able to deal wth until I got better gear and leveled up alot. What I didnt realize is that the enemies in this mod are so over leveled and ridiculous that that unless you just cheese them they are impossible to kill. I decided to test this out and gave myself 10,000 health and died in three hits. Max health in the game is capped at 999. Which means these guys are do more damage than the max amount of health you can get in the whole game. Thats too much. They also eat bullets like theres no tomorrow.
From what I have tested with the mod it doesnt matter much if your level 1 or 90 these enemies will still baiscally one shot you. Ive opted to just remove the mod and start over simply due to how broken these enemies are. They arent hard by any means, they are impossible unless you cheese them and at that point, well whats the point? I like the concept but I wanted something possible and hard.
This mod is for people who have a ton of mods that make them very powerful and versatile and need something extreme to give them a threat. mods like WOTC achieve this with increased numbers, but a mod like this is nice for providing difficulty in the other direction with big entities that require a long and tense fight.
yeah they're fast and oneshot if they catch you but when you're playing with a modded in dodge mechanic, a shield bubble, and a teleportation grenade among other things, you have ways to avoid the damage.
Let me correct you, 999 is not max health (we are not talking abaout fallout one or fallout 2 here).
And when having heavily modded game and ballistic weave being way too op player can get insane damage resistance so i was able to take multiple hits from swan before dying (level 152 and 700 damage resistance and this is nowhere near strongest set of armor i can make)
"they eat bullets like theres no tomorrow" well that's the point of this point mod, to have actually tough enemies that you can face and now when i have this mod installed i know i have to allways carry one very hard hitting weapon.
I'm with Cybranchild on this. Seemed a great concept, some Giant boss-type monsters roaming around for more challenging late game play, not "must-be-modded-to-infinitum-and-already-so-overpowered-there's-no-point-in-playing". Though I understand it's commonplace for younger folks to have an unrealistic expectation for instant gratification in everything and even more-so in games but though for me having a max-level, unkillable character with all the gadgets and perks maxed at minute one really just ruins the fun and makes it pointless to play. I like mods that enhance the game and stories, not utterly ruin them and turn the game into a one-player rambo movie. If there was an option to at least make these giants present and more in-line with the games intended playstyle instead of only the uber-unkillable-kaijus-from-hell, this might be a great mod.
Instead of complaining about the strategic point that the mod's author made to encourage us to face these demons, I adopted a strategy to kill the infamous bear and his offspring. I ran like crazy and lured him far away near the Egret Tours Marina settlement where Satan faced the green king of the depths of the ocean. It was a battle of epic proportions where the Bear won but was seriously injured. then it was easy and profitable.
The only serious difficulty I had was the devil who lives near the Warwick Homestead Settlement. He wouldn't even let me get close to the settlement to complete the missions. neither going around in stealth mode nor luring away.
Anyone know why this is not showing up on xbox anymore? It shows an update in the Bethesda mod page from February but I cannot find it on Xbox anymore nor can I subscribe to it via Bethesda.Net
been ages since i 'had' to dump this one. gettin yer arse dead TOO many times takes the fun out a bit. when i find a Big Baddy and den tinks that i be da OP OG and just move in wit me guns a blazin... en she summons 'er minions of 'badass elite legendries' to help 'er out (like she needs any help at'aL) Nows i uses a 'cheat' mod of portable workbench and build a defense tower, climb to the top wit turrets around and start makin pot shots to draw dem in. and still get me arse handed to me. Jus so's ya know i be endorsen this here mod so's now done you all be callin me names or nuttin. i just saying if ye want ta be feelin scared and useless an maybe wee in yer trouses abit, than by all means use this with Even More and Harder Enemies and maybe Uniques Creatures and den tell yer momma not ta wait fer dinner cause you gonna be crying in yer pillow after playing dis and dying a whole lot... aWhole Lot Laddy i say, a Whole LOT. 👿👹🥺🥺☠☠☠☠☠☠☠☠☠☠....👻
Traceback (most recent call last): File "bash\mod_files.py", line 190, in load_plugin File "bash\brec\record_groups.py", line 652, in __init__ File "bash\brec\record_groups.py", line 251, in __init__ File "bash\brec\record_groups.py", line 172, in __init__ File "bash\brec\record_groups.py", line 47, in __init__ File "bash\brec\record_groups.py", line 262, in _load_rec_group File "bash\brec\record_groups.py", line 78, in _group_element File "bash\brec\record_structs.py", line 523, in __init__ File "bash\brec\record_structs.py", line 329, in __init__ File "bash\brec\record_structs.py", line 568, in loadData bash.exception.ModError: CombatRiflePlus.esp: Unexpected subrecord: OMOD. mod_files.py 212 load_plugin: Error in Respawnable Legendary Bosses.esp Traceback (most recent call last): File "bash\brec\record_structs.py", line 555, in loadData File "bash\brec\complex_subrecords.py", line 2385, in load_mel bash.exception.ModError: Respawnable Legendary Bosses.esp: VMAD version 11 is too new for this game (at most version 6 supported)
The above exception was the direct cause of the following exception:
Traceback (most recent call last): File "bash\mod_files.py", line 190, in load_plugin File "bash\brec\record_groups.py", line 652, in __init__ File "bash\brec\record_groups.py", line 251, in __init__ File "bash\brec\record_groups.py", line 172, in __init__ File "bash\brec\record_groups.py", line 47, in __init__ File "bash\brec\record_groups.py", line 262, in _load_rec_group File "bash\brec\record_groups.py", line 78, in _group_element File "bash\brec\record_structs.py", line 523, in __init__ File "bash\brec\record_structs.py", line 329, in __init__ File "bash\brec\record_structs.py", line 569, in loadData bash.exception.ModError: Respawnable Legendary Bosses.esp: ModError(FName('Respawnable Legendary Bosses.esp'), 'VMAD version 11 is too new for this game (at most version 6 supported)')
mod_files.py 212 load_plugin: Error in Hard Legendary Giant Creatures.esp Traceback (most recent call last): File "bash\brec\record_structs.py", line 555, in loadData File "bash\brec\complex_subrecords.py", line 2385, in load_mel bash.exception.ModError: Hard Legendary Giant Creatures.esp: VMAD version 8 is too new for this game (at most version 6 supported)
The above exception was the direct cause of the following exception:
Traceback (most recent call last): File "bash\mod_files.py", line 190, in load_plugin File "bash\brec\record_groups.py", line 652, in __init__ File "bash\brec\record_groups.py", line 251, in __init__ File "bash\brec\record_groups.py", line 172, in __init__ File "bash\brec\record_groups.py", line 47, in __init__ File "bash\brec\record_groups.py", line 262, in _load_rec_group File "bash\brec\record_groups.py", line 78, in _group_element File "bash\brec\record_structs.py", line 523, in __init__ File "bash\brec\record_structs.py", line 329, in __init__ File "bash\brec\record_structs.py", line 569, in loadData bash.exception.ModError: Hard Legendary Giant Creatures.esp: ModError(FName('Hard Legendary Giant Creatures.esp'), 'VMAD version 8 is too new for this game (at most version 6 supported)')
If you mix this mod with the "more enemies" mod....dear gods. You need to gather all of your minions with heavy weapons (yes I mean unlimited follower mod) and run it like a mmo boss raid. It makes it super tough and epic.
im wondering what the baseid or refid of all the respawning bosses this mod adds especially swan because i have ran into what potentially be a incompatibility with another mod where Swan reincarnation isnt spawning and i want to try and use console commands to teleport him to me if he happens to be out of bounds or just hasnt respawn yet
the flying issue really need fixing not only they fly off when they die(you can repeatedly test this on the matriach mother death claw), they also fly off if u hit them with explosive
342 comments
From what I have tested with the mod it doesnt matter much if your level 1 or 90 these enemies will still baiscally one shot you. Ive opted to just remove the mod and start over simply due to how broken these enemies are. They arent hard by any means, they are impossible unless you cheese them and at that point, well whats the point? I like the concept but I wanted something possible and hard.
This mod is for people who have a ton of mods that make them very powerful and versatile and need something extreme to give them a threat. mods like WOTC achieve this with increased numbers, but a mod like this is nice for providing difficulty in the other direction with big entities that require a long and tense fight.
yeah they're fast and oneshot if they catch you but when you're playing with a modded in dodge mechanic, a shield bubble, and a teleportation grenade among other things, you have ways to avoid the damage.
And when having heavily modded game and ballistic weave being way too op player can get insane damage resistance so i was able to take multiple hits from swan before dying (level 152 and 700 damage resistance and this is nowhere near strongest set of armor i can make)
"they eat bullets like theres no tomorrow" well that's the point of this point mod, to have actually tough enemies that you can face and now when i have this mod installed i know i have to allways carry one very hard hitting weapon.
The only serious difficulty I had was the devil who lives near the Warwick Homestead Settlement. He wouldn't even let me get close to the settlement to complete the missions. neither going around in stealth mode nor luring away.
For example:
https://www.nexusmods.com/fallout4/mods/69343
Jus so's ya know i be endorsen this here mod so's now done you all be callin me names or nuttin. i just saying if ye want ta be feelin scared and useless an maybe wee in yer trouses abit, than by all means use this with Even More and Harder Enemies and maybe Uniques Creatures and den tell yer momma not ta wait fer dinner cause you gonna be crying in yer pillow after playing dis and dying a whole lot... aWhole Lot Laddy i say, a Whole LOT. 👿👹🥺🥺☠☠☠☠☠☠☠☠☠☠....👻
Traceback (most recent call last):
File "bash\mod_files.py", line 190, in load_plugin
File "bash\brec\record_groups.py", line 652, in __init__
File "bash\brec\record_groups.py", line 251, in __init__
File "bash\brec\record_groups.py", line 172, in __init__
File "bash\brec\record_groups.py", line 47, in __init__
File "bash\brec\record_groups.py", line 262, in _load_rec_group
File "bash\brec\record_groups.py", line 78, in _group_element
File "bash\brec\record_structs.py", line 523, in __init__
File "bash\brec\record_structs.py", line 329, in __init__
File "bash\brec\record_structs.py", line 568, in loadData
bash.exception.ModError: CombatRiflePlus.esp: Unexpected subrecord: OMOD.
mod_files.py 212 load_plugin: Error in Respawnable Legendary Bosses.esp
Traceback (most recent call last):
File "bash\brec\record_structs.py", line 555, in loadData
File "bash\brec\complex_subrecords.py", line 2385, in load_mel
bash.exception.ModError: Respawnable Legendary Bosses.esp: VMAD version 11 is too new for this game (at most version 6 supported)
The above exception was the direct cause of the following exception:
Traceback (most recent call last):
File "bash\mod_files.py", line 190, in load_plugin
File "bash\brec\record_groups.py", line 652, in __init__
File "bash\brec\record_groups.py", line 251, in __init__
File "bash\brec\record_groups.py", line 172, in __init__
File "bash\brec\record_groups.py", line 47, in __init__
File "bash\brec\record_groups.py", line 262, in _load_rec_group
File "bash\brec\record_groups.py", line 78, in _group_element
File "bash\brec\record_structs.py", line 523, in __init__
File "bash\brec\record_structs.py", line 329, in __init__
File "bash\brec\record_structs.py", line 569, in loadData
bash.exception.ModError: Respawnable Legendary Bosses.esp: ModError(FName('Respawnable Legendary Bosses.esp'), 'VMAD version 11 is too new for this game (at most version 6 supported)')
mod_files.py 212 load_plugin: Error in Hard Legendary Giant Creatures.esp
Traceback (most recent call last):
File "bash\brec\record_structs.py", line 555, in loadData
File "bash\brec\complex_subrecords.py", line 2385, in load_mel
bash.exception.ModError: Hard Legendary Giant Creatures.esp: VMAD version 8 is too new for this game (at most version 6 supported)
The above exception was the direct cause of the following exception:
Traceback (most recent call last):
File "bash\mod_files.py", line 190, in load_plugin
File "bash\brec\record_groups.py", line 652, in __init__
File "bash\brec\record_groups.py", line 251, in __init__
File "bash\brec\record_groups.py", line 172, in __init__
File "bash\brec\record_groups.py", line 47, in __init__
File "bash\brec\record_groups.py", line 262, in _load_rec_group
File "bash\brec\record_groups.py", line 78, in _group_element
File "bash\brec\record_structs.py", line 523, in __init__
File "bash\brec\record_structs.py", line 329, in __init__
File "bash\brec\record_structs.py", line 569, in loadData
bash.exception.ModError: Hard Legendary Giant Creatures.esp: ModError(FName('Hard Legendary Giant Creatures.esp'), 'VMAD version 8 is too new for this game (at most version 6 supported)')
tldr the vmad version is too new for the game