If I'm able to figure out how to speed up the attacking and spell casting animations for the Ash Vampires, i'll craft an update specifically for that purpose and release it. Or, alternatively, if I find animation(s) for them which improves their combat effectiveness, i'll leave a link in the comments and have it stickied at the top.
v1.01 brings some necessary changes to this mod featuring more of the Ash Vampires missing abilities and spells inherent/exclusive/expected to/of their group. The Ash Vampires should also act a bit more like they're actually trying to survive, as real people or other organisms do when fighting
I believe this covers the overall changes without exposing what i would want players to find for themselves,
The "ashvampire" script is the only thing changed with the existing data/files. It adds to the Ash Vampires several new abilities expected of mini-bosses and organisms who live life learning and gaining natural resistances. They are derived from and directly linked to Dagoth Ur, supposedly the most powerful entity on Tamriel and final boss, who feeds on the essence and power of the Heart of Lorkhan giving himself near invincibility, so, their abilities/spells reflect that with bonus values.
Some abilities are added or taken away depending on the health of the Ash Vampire and their "will to survive", -The script adds a new spell for the Ash Vampires to use based on the percentage of their health which relates to them being "Vampires", who, in the Sixth House, are second only to Dagoth Ur. -They will hit more often with connected attacks and they will be a harder to hit thanks to their endowed, gifted and learned "Combat Perceptions". -They resist more spells and regenerate their health, magicka and fatigue slowly thanks to their Ash Vampire "evolutions". -They move a bit faster and, when they're "desperate to survive", they can "sprint" while also regening their health, magicka and fatigue a bit faster. -Based on their health, they will fight or flee in a much more believable way to how real things act and behave in "fight or flight" scenarios.
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The "ashvampire" script is the only thing changed with the existing data/files. It adds to the Ash Vampires several new abilities expected of mini-bosses and organisms who live life learning and gaining natural resistances. They are derived from and directly linked to Dagoth Ur, supposedly the most powerful entity on Tamriel and final boss, who feeds on the essence and power of the Heart of Lorkhan giving himself near invincibility, so, their abilities/spells reflect that with bonus values.
Some abilities are added or taken away depending on the health of the Ash Vampire and their "will to survive",
-The script adds a new spell for the Ash Vampires to use based on the percentage of their health which relates to them being "Vampires", who, in the Sixth House, are second only to Dagoth Ur.
-They will hit more often with connected attacks and they will be a harder to hit thanks to their endowed, gifted and learned "Combat Perceptions".
-They resist more spells and regenerate their health, magicka and fatigue slowly thanks to their Ash Vampire "evolutions".
-They move a bit faster and, when they're "desperate to survive", they can "sprint" while also regening their health, magicka and fatigue a bit faster.
-Based on their health, they will fight or flee in a much more believable way to how real things act and behave in "fight or flight" scenarios.