File information

Last updated

Original upload

Created by

LameJames

Uploaded by

LameJames1212

Virus scan

Safe to use

Tags for this mod

95 comments

  1. lilebolio
    lilebolio
    • member
    • 1 kudos
    Not sure if you would know this or if I need to reach out to the authors of these other mods: (Dark Holy Lord, Spell Tome Tweaks, Locked DLC Homes, Sleep Tight) 

    Since the .esp has changed with Version 2, do other mods that had patches for this mod need to be updated to continue to be compatible? Or did you change the .esp specifically to remove common incompatibilities and therefore undoing the need for patches in the first place?
    1. LameJames1212
      LameJames1212
      • premium
      • 40 kudos
      Patches will probably need to be updated, but maybe try just renaming this esp and the associated ini file back to strongerbosses2 and maybe itll all work? I dont use any of the patches personally so I cant be of much help here sorry
    2. lilebolio
      lilebolio
      • member
      • 1 kudos
      Thanks, I'll try that. Once I do, is there a command to resurrect all bosses or all enemies? Or does it have to be done one by one?
    3. LameJames1212
      LameJames1212
      • premium
      • 40 kudos
      One by one, but you probably wont have to do it for most enemies. Probably just ones that have been already loaded into the game like mythic dawn agents if youve been to the city
    4. lilebolio
      lilebolio
      • member
      • 1 kudos
      Happy to report that the above solution seemed to work. Just don't be dumb like me and actually rename the .ini file in the syncmap folder or you'll crash whenever you enter or load in an area with an edited boss. 

      I tested this in Greenmead cave where there is a giant mudcrab at the end. I didn't need to delete old mod, save, and then load new mod like the description says ( I did in a different save but not the one where I tested this) and the crab still appeared with the new stats (took a long ass time to kill and was reflecting damage). Obviously, still recommend taking the steps in the mod's description but just notifying in case anyone out there fucks up to know that you may have some leeway. Can't guarantee I won't have problems later but so far so good. 

      Also, did some research and there is no mass 'resurrect' console command to apply to all bosses but I'm not sure how necessary it is given that the giant mud crab did have its upgraded stats and this was 1) in an existing save and 2) coming from the old mod that didn't edit the crab so it seems like resurrect is mostly for edge cases where it doesn't initially apply the modded stats for some reason. 
      Edit: Just saw your response and will try it on Mythic Dawn agents. I'm glad cause it seems like you literally have to click on something to resurrect it unless you have the RefId. Seems silly to try to resurrect a boss mid-battle once I meet them but at least with the Mythic Dawn agents I can do it before they aggro in the story. 

      Lastly, not sure if this is because of this mod or not, but there were additional mud crabs that were literally giant, but they weren't "Giant Mud Crabs" when I looted them and also didn't have the modded stats. Not sure if this is just a vanilla Oblivion quirk but I also came across regular sized crabs so the issue (if it is one) isn't universal. No clue what happened there but we'll see what size they are when I'm back in Nibenay Bay lol. 


      tl;dr: Rename .esp and .ini in syncmap folder to the old "strongerbosses2" and other mods/patches will probably still be compatible. 
    5. LameJames1212
      LameJames1212
      • premium
      • 40 kudos
      Since the giant mudcrab is a completely new enemy, there are no other stats for it to have than what I gave it. Anything that was buffed and not changed from the previous version you wont notice anything with. To really test it id try caranya (if shes still alive) in the arcane university, or someone like Hindaril or Umaril. They are all slightly edited from the old version so you can see if their new changes took place or not. For caranya itll be the spells she uses, for the other two look for how much their health regens, I made it slightly lower.

      where exactly did you see the large mudcrabs? There should only be one in the vanilla game, and I deleted him, so it might be another mod, but if it is my mod itll be good if I can check it out
    6. lilebolio
      lilebolio
      • member
      • 1 kudos
      It was in Greenmead Inky Grottos, the last section of Greenmead Cave, east of Skingrad. It's possible it's another mod. I have Legendary Minibosses on but that just adds a legendary crab, I don't think it's supposed to change other crabs. And just to clarify, there was only one "Giant Mud Crab" in Greenmead Cave. The other 2 were literally giant but didn't have the enemy name "Giant Mud Crab" no the upgraded stats and in that same section (Greenmead Inky Grottos) I came across a regular sized one. 

      I'll check Caranya and team once I get to the magesguild quests in this playthrough and try to report back. 
  2. Rems44
    Rems44
    • member
    • 0 kudos
    Optional Alt Version that doesnt require Shivering Summons please?
    1. antlionman
      antlionman
      • member
      • 0 kudos
      +1
    2. SamFisher91
      SamFisher91
      • premium
      • 9 kudos
      +1
    3. SamFisher91
      SamFisher91
      • premium
      • 9 kudos
      +2
    4. OdiNokiNoki
      OdiNokiNoki
      • member
      • 0 kudos
      +1
    5. nosferatu87
      nosferatu87
      • supporter
      • 0 kudos
      +1 please :)
    6. LameJames1212
      LameJames1212
      • premium
      • 40 kudos
      The mod no longer requires shivering summons 
  3. Wikt0r1us
    Wikt0r1us
    • premium
    • 15 kudos
    Would you mind making a patch for Mythic Dawn sleeper agents which removes the Mythic Dawn faction from a lot of NPCs please? I actually think it's only Ranaline.
  4. SancturilLore
    SancturilLore
    • member
    • 1 kudos
    I have a question. 
    About Mannimarco, you said the following:
    His staff is untouched, as my other mod already makes it powerful.

    What other mod are you talking about? I looked at your other mods, and I thought you meant the True Necromancy and Magical Artifacts at first, but there wasn't any mention of Mannimarco's staff in that mod's description. 

    edti:
    Nevermind. I found the Powerful Unique Items mod. Not sure how I missed it. 
    Though I won't be able to use it sadly as it is incompatible with Balanced Unleveled Rewards. 

    Still, it looked great and I'll bookmark it for my necromancer character that I intend to make after I finish my next playthrough (paladin playthrough, currently still working on the modlist).
    1. LameJames1212
      LameJames1212
      • premium
      • 40 kudos
      You can always swap unleveled rewards for auto upgrade rewards, which is 100% compatible with this and imo is a better way to handle leveled items
  5. DatChickenator
    DatChickenator
    • member
    • 0 kudos
    Can I upgrade from 1.2 version without creating a new save?
    1. LameJames1212
      LameJames1212
      • premium
      • 40 kudos
      Yes. Just be aware if a boss is already loaded into the game they *might* not have their new stats, in which case console command resurrect them to reset them
  6. SancturilLore
    SancturilLore
    • member
    • 1 kudos
    Is this mod compatible with mods that change the appearance of some of these bosses?

    For example, I really want to get this mod ( https://www.nexusmods.com/oblivionremastered/mods/2780 ) to give a better look for Mannimarco.
    1. LameJames1212
      LameJames1212
      • premium
      • 40 kudos
      I use that mod, and even posted screenshots of it in use on that mods page with my mod. Its 100% compatible :)
    2. SancturilLore
      SancturilLore
      • member
      • 1 kudos
      Yay!
  7. cousland11
    cousland11
    • supporter
    • 1 kudos
    While I love the added abilities, with other difficulty mods and the inbuild health regen of some bosses (Hindaril, Umaril) it's impossible
    to kill them as the regen brings them back up to full health even with high level character abilities and spells (weakness with DOT spells and the like).
    LameJames1212 Could you please guide me on how to reduce/edit the health regen part in the ESP for my own usage?
    1. LameJames1212
      LameJames1212
      • premium
      • 40 kudos
      Open the esp in the construction set. Go to the spell abilities section, youll have to edit the different abilties and just reduce or delete REHE from each one that has it. Hope this helps
    2. cousland11
      cousland11
      • supporter
      • 1 kudos
      Thank you for the quick reply! I'll try it out.
      I'm sure it was balanced with the vanilla game in mind, but combined with some mods like More Damage, or Difficulty slider, it might get to the overkill I'm facing.
    3. LameJames1212
      LameJames1212
      • premium
      • 40 kudos
      yeah I balance it around my own modlist so its not gonna be perfect for everybody. Oh well (:
  8. Wikt0r1us
    Wikt0r1us
    • premium
    • 15 kudos
    Any chance of a patch for NPCs Come to Life pretty please?
    1. LameJames1212
      LameJames1212
      • premium
      • 40 kudos
      Opening the esp in construction kit crashes it everytime for me, so Im unable to make a patch, which is unfortunate because I also wanted to use that mod. You'll have to ask that mod's creator to make a patch
    2. Wikt0r1us
      Wikt0r1us
      • premium
      • 15 kudos
      Ah that's a shame, I'll go ahead and ask :) If push comes to shove I can probably just transfer values over to their mod but I have no idea how to do the same with items and spells in Xedit.
    3. Wikt0r1us
      Wikt0r1us
      • premium
      • 15 kudos
      This was their response:
      Yes, having AltarMain.esp as a master causes the Construction Set to freeze and crash before initializing the object window. Only for this mod, though. AltarMain.esp can be a master for anything else I've made, and it's fine. o.o

      Removing AltarMain as a master will fix things, but you'll need to fix the new data in xEdit after patching, potentially. I hope that makes sense! I'm all over the place atm LOL.

      I'll look into patching it if the mod author runs into further trouble/doesn't feel like doing so. :)

      Thanks a ton!
      
    4. LameJames1212
      LameJames1212
      • premium
      • 40 kudos
      Despite my best attempts, I cant seem to get the mod to open in construction kit even after cleaning the master. Sorry
  9. Tyrajar
    Tyrajar
    • member
    • 0 kudos
    I think this broke my game, Logron Benirus is completely immune to magic takes no damage from summons or spells (even weaken spells beforehand). 
    1. LameJames1212
      LameJames1212
      • premium
      • 40 kudos
      My mod doesnt add any magic resistance to lorgren specifically. This is most likely a mod conflict
    2. Tyrajar
      Tyrajar
      • member
      • 0 kudos
      I turned it down to novice just to check and i could and did kill him after blasting him with weakness plus attack spells. Very very tough guy for that to be the case. I guess i will park the quest and come back when i have master destrc and restor and pull a long chain of weaknesses on him and blast him with 100 damage attack spells. 
  10. prosha19
    prosha19
    • member
    • 0 kudos
    In my playthrough Ri'zakar has 100% reflect spell and The Sunken One has 100% absorb on top of reflect damage both impossible for a mage :/
    1. LameJames1212
      LameJames1212
      • premium
      • 40 kudos
      This is intended. Why are you as a pure mage in the fighters guild? Maybe you should have spent your time in the fighters guild learning to fight as a warrior as well