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About this mod
what was I gonna do anyways. This is an Enemy Overhaul. A collection of changes I've done to Skyrim's creatures over the years. Bosses are stronger, drop unique loot, NPCs have new spells and abilities, player can obtain new spells and abilities and enchantments etc...
- Requirements
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DLC requirements
DLC name Dawnguard Hearthfire Dragonborn Nexus requirements
Mod name Notes Attack Speed Framework Balance reasons since my mod is based around you using it. Skyrim -Community- Uncapper Balance reasons. Though you can go without. Read the balance section. - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
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- Changelogs
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Version 2.0
- Added Murlon. (high level optional boss hidden somewhere in the world)
- Added Vuy. (high level optional boss hidden somewhere in the world)
- Added leveled Skeleton Blades at Sky Haven Temple that start off at a quite high level(4 ranks).
- Added 2 ranks to the Nightingale Sentinels so now they scale a bit with the player's level. The Shadewalker, who becomes invincible to weapon damage and nigh untouchable by spells when standing in the shadows and the Avenger who can pierce even the best armor.
- Added rare and special mobs that spawn in the place of normal ones. Different rares have different chances of replacing a normal mob. Rares can be both regular mobs and bosses and some old enemies that work like a rare mob/boss are also now considered a rare.
- Added Draugr of Seals - rank 5 draugr rare mob.
- Added Draugr Skybreaker - rank 6 draugr rare boss.
- Added Draugr Fiend - rank 7 draugr rare mob.
- Added Armored Skeleton rares on rank 3,4 and 5 that are a bit more durable and wear full armor, though they don't have a much higher level or a different name.
- Added rank 7 Dawnguards - Dawnguard Slayer.
- Added rank 7 Werewolves - Werewolf Nightripper(regular Werewolf) and Apex Werewolf(boss variant).
- Added rank 4 Dwarven Ballista - Dwarven Ballista Punisher.
- Added rank 4 Dwarven Spider(again as I had it created but forgot to put it on the leveled lists) - Flawless Dwarven Spider.
- Added rank 4 Dwarven Centurion - Dwarven Centurion Destroyer.
- Added rank 5 Dwarven Centurion - very rare even at high levels.
- Added the spell "Against Divinity".
- Added Forsword Poisoner - rank 3 forsworn rare mob.
- Added Mage Hoarder - rank 1 mage rare mob. This mage is really weak but has more loot than other mages.
- Added rank 5 Mage - Cleric. He is the equivalent of the rank 6 priests but I felt like mage healers came into the game too late so I made a lower rank mage healer.
- Added Mage Archer - new rank 2 mage type. Archers fight with a bound bow.
- Added Spellsword - new rank 2 mage type. Spellswords use a bound sword and a variety of spells.
- Added Mage Archer Adept - new rank 3 mage type which is an upgrade to the rank 2 Mage Archer.
- Added Spellsword Adept - new rank 3 mage type which is the upgrade to the rank 2 Spellsword.
- Added Namira cultists. It seems that rumors from the cult of Namira in Markarth have managed to spread and this attracted other Namira worshippers. They figured out that there is something invaluable in the Reach and are searching for it so they will be hostile even if the player is already the champion. Hiding places of these new foes are found in several spots around the rocky terrain of the Reach where they plot and wait to decend upon unsuspecting civilians... In terms of power they have abnormal vitality and cast nasty spells. This faction includes: Namira Cultist Butcher, Namira Cultist, Hag, Namira Cultist Plague Wizard, Namira Cultist Witch and they also bring pets such as spiders and skeevers. Note: I actually made these enemies long time ago but never put them in the game.
- Added rank 9 Draugr Boss - extremely rare even at high levels.
- Added Shadows of the Past. Unique foes that are seen only in dungeons where you are going to fight a Dragon Priest. These entities resemble echoes of powerful warriors and mages that previously entered the dungeon and got defeated by the great evils within. They don't work as ghosts and their resistance is based on their race. These entities were created to warn players that the place they chose to loot contains a very powerful foe. In some cases you will meet them right at the entrance and other times you will find them a bit further into the dungeon. The only 3 Dragon Priest places that don't have shadows are Shearpoint, Kolbjorn Barrow and Skuldafn due to compatibility concerns.
- Added Weapon Infusion spells. They are alteration spells that put an enchantment on an unenchanted 1h weapon for a period of time. I've added holy, poison, darkness and other themed weapon infusion spells.
- Added a new vendor in the temple of the divines. He stays near the shrines and prays on them and sells only healing spells plus holy themed weapon infusion spells.
- Added weapon infusion spellbooks to some of the game foes. The drop chance varies between them. Some of the spell infusion books can't be bought from a vendor and only drop from certain enemies.
- Added spells to Festus Krex who can now sell weapon infusion spells suiting an assassin.
- Fixed Vampire Skeletons' classes, combat styles and def package list.
- Fixed Hevnoraak's Meteor applying numerable stacks of Fire Resistance reduction per single cast.
- Fixed Exorcism and Tier 2 Fire Damage enchantments making annoying noises when the weapon they are enchanted on is unsheathed.
- Tweaked the stats of Soul Cairn Skeletons, Skeleton Vampires and other skeletons as some high level skeletons were weaker than their lower level counterparts.
- Tweaked Gargoyle stats as some gargoyles had less health and damage than lower ranked gargoyles.
- Tweaked rank 8 draugr leveled lists. Now the special draugrs spawn only 1/3 of the time instead of 2/3 of the time as was the case previously.
- Tweaked the particle count of the Empower spell that can be aquired in game to have much fewer particles. Additionally Empower's duration is now increased based on the destruction power the player has(similar to how cloaks get increased range based on destruction power gained from potions).
- Tweaked Special Draugr Boss called Ancient Dragonborn to have the Dragon Aspect FX. This is the only enemy besides Miraak that will have this ability.
- Tweaked Draugr Fire Breath shouts. I've used unused vanilla voice files so now they say "Yol... Toor Shul!" when they shout.
- Tweaked Knevel the Tongue's maximum level and shouts. He now levels up to 45(down from 54) and all his previous shouts were removed. Instead now he uses "Su... Grah Dun!" which is the Elemental Fury shout. It uses the unused draugr voice files for audio. Knevel's health was also significantly reduced since he now benefits from Ghost perks.
- Tweaked Dremora spells. Fixed some stuff and nerfed the debuffs they apply.
- Tweaked Ash Spawns that attack the captain outside of Raven Rock to have health similar to other Ash Spawns.
- Buffed Health of Nightingales at the Twilight Sepulcher to better match the stats of other mobs at that level.
- Buffed Mercer Frey's stats to make the fight a bit challenging as previously he could spawn as low as lvl 10.
- Buffed Werewolf resistances on bosses as previously the only difference between the bosses and regular Werewolves was that bosses had slightly more health.
- Buffed Healing Spark. Now the downside of the spell is that it reduces your magicka regeneration after casted by 35% instead of 75% making it more viable.
- Buffed various ghosts to have damage perks similar to other NPCs on their level.
- Nerfed Werewolf basic health regen by half.
- Nerfed Forgemaster level down to 77.
- Nerfed Blood Queen's weapon enchantment damage from 85 to 20. Explosion procs are still unchanged. Nerfed the weapon crit damage to 1.35 down from 2. The default of any weapon is 1 so it still does abnormal crit damage. Nerfed the weapon's speed to 1.15 down from 1.3.
- Nerfed the blade Pure-Blooded vampires use. Base damage is reduced to 15 down from 16. Crit damage is reduced to 23 down from 30. Super hidden Armor Penetration perk that comes with the weapon remains unchanged.
- Nerfed Fire Warding and Frost Warding spells to give less fire/frost resistance. Also doubled their magicka cost.
- Nerfed Empower to give 4% destruction power down from 8%.
- Nerfed Devour Life spell cost a lot more magicka.
- - Reworked the Skeleton faction. Normal skeletons get new ranks with new abilities, spells and combat styles in addition to 4 new ranks to increase their maximum level. Armored skeletons can now also appear in catacombs and other places where you might find skeletons but they are significantly rarer. Armored skeletons are tougher than normal ones and have 5 ranks. Skeletons remain one of the weakest opponents but now they are a bit more dangerous now.
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Version 1.7
- Rank 1 Vampire bosses are now used in the leveled list since the lowest Vampire Boss was rank 2 level 36. That makes really early vampire raids on small towns more beatable.
- Afflicted faction reworked. New summons, arrow effects and passive buffs. Having good poison and disease resistance would help a lot now to clear Bthardamz.
- Buffed Bow damage against Draugr by 50%.
- Buffed Movarth's health to be on par with other vampire bosses on similar level.
- Buffed Ash Spawn. Now they will apply fire resistance reduction debuffs. You need "Magic Resist" to dampen these debuffs.
- Added Empower spell to mages. Increases destruction spell damage based on destruction level.
- Added Healing Spark spell to the Thalmor. Its an alternative to the adept spell close wounds.
- Added Blight Healing spell to Afflicted. This is an advanced expert restoration spell that heals extra based on your poison resistance.
- Added a bit of armor penetration to rank 5, 6 Forsworn Briarhearts. I still want armor to be a good counter to the forsworn but the bosses should still be able to deal some damage.
- Added rank 4 Dwarven Spiders - Flawless Dwarven Spider(highest currently).
- Added rank 4 Ash Spawns - Ash Spawn of Desolation. They get new abilities and are much more powerful than the previous rank.
- Added rank 4 and rank 5 Seekers - Tireless Seeker and Fanatical Seeker.
- Added the Forbidden Knowledge ability to all Seekers. When used the seeker evokes on the forbidden knowledge it has acquired while roaming Apocrypha. Low rank Seekers get weak buffs while higher ranked Seekers get more powerful buffs and may trigger different effects when hit.
- Added rank 4, 5 and 6 Witches - Blood Witch, Mystic Witch and Somber Witch. Witches are very rare in the vanilla game and only have 2 ranks(3 with my mod before this update). These new variants are very distinguishable in terms of gear and abilities.
- Added rank 7 Bandits - Bandit Raider. I still want bandits to be the biggest pushovers that cap out really early but level 25-28 was too early.
- Added some ranks to wolves, sabre cats, trolls and bears to push the level cap higher. Enormous wildlife creatures usually get a lot of health but low/no resistances.
- Added Spell Penetration to some of the higher level creatures.(read description)
- Nchardak Zone tweaked to have mostly medium, hard and very hard npcs. Dungeons Addon incorporated.
- Fixed some rank 6/7 Cryomancers having crazy fast casting time on their main spammable ability.
- Fixed Blood Queen hitting herself with her weapon proc.
- Fixed Reaver Lords in Solstheim not having the required damage perks they were expected to have.
- Fixed Dremora Rings dropping 1 tier lower than intended. Now they will always drop from their respective rank.
- Fixed Yekef AoE spell not staggering nearby enemies.
- Fixed Mikrul and Movarth Ring enchantment descriptions to update if the player has something that increases effectiveness of equipped gear.
- Dawnguard health tweaked so it now scales better on higher level Dawnguard.
- Reduced casting time of Archpriest Rage spell from 1.4 seconds to 0.5 seconds.
- Tweaked mage combat styles so now they have much higher change of retreating when you get close instead of charging at you with a dagger.
- Rank 7 non-boss mages now have 50% chance to drop unique spellbooks instead of 20%. Bosses still have 100%.
- Removed long descriptions of Dremora spells that can benefit from Spite. Now you can get a book that explains in detail how Spite affects these spells.
- The Forgemaster can now bring out more Automatons in the fight.
- Done many small adjustments to health, magic resistances and armor of many creatures.
- Blackreach increased actor spawn difficulty and places new actors in unused spots. Added a journal somewhere in Blackreach that has a map plus useful information on the place. Added new unique entities to Blackreach.
- Special rank 6 Forsworn Bosses always drop their unique loot.(Normal rank 6 forsworn bosses have 40% chance to drop special loot)
- Dremora readjusted damage scaling.
- Shard of Thunder's paralysis effect can now be resisted with Shock Resistance.
- Created a new faction of Namira followers though they are unused for now. Includes Namira Witch, Hag, Butcher, Plague Priest, pets such as spiders and skeevers and probably more in the future.
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Version 1.6
- Dremora special rings are way cheaper now as for some reason they had a price of 14-15k.
- Dremora drop less jewelry.
- Dremora special rings now have only 30% chance of dropping.
- Most leveled lists now don't have the =< PC level setting checked. That means its more likely NPCs will be your level or relatively close.
- Fixed Solstheim bandits leveled lists so now its impossible for you to get lvl 40 reavers at like lvl 25.
- Draugr Fire and Frost breath deal slightly more damage at low level(about 20%) and a lot more damage at high level(about 45-60%). The problem was that since these 2 shouts can be resisted by both magic resistance and fire/frost resistance, while shouts like cyclone and soul tear are only affected by magic resistance, it made them much weaker in comparison even though they both deal similar damage.
- Drain Vitality shout on draugr buffed. Now drain Vitality actually heals the caster.
- Monsterous attack perk added to rank 6, 7 and 8 Draugr bosses. This perk makes their power attacks ignore additional armor.
- Draugr Cyclone shout buffed
- Draugr passive armor increased from 400 to 550.
- Draugr bosses no longer get a flat armor and magic resistance buff, instead they get a damage reduction multiplier that always reduces about the same amount of damage. The problem was that in some cases you could hit regular draugr really hard as they would have only 400-500 armor(40%-50% dmg reduced) while bosses would get about 800 armor (80% dmg reduced) which meant the small armor buff they get made them 3x tankier.
- Fixed Miraak armor buff not being used. Now he has the intended armor value.
- Nightcaller temple level increased from 26-45 to 34-55. Minimum rank bandits and mages that can spawn is rank 4(bandit plunderer I think) no matter how low your level is or of the actors are marked as "Easy"
- Added changed to Veren and Thorek at Nightcaller Temple. They will be slightly more powerful than whatever ranked priests you usually encounter there.
- Buffed Fire Ball on high level centurions.
- Adjusted Unrelenting Force shouts on rank 6, 7, 8 Draugr Bosses so they don't cast it if they have a summon with its own Unrelenting Force shout.
- Movarth's Ring of Dampening resistances reduced from 20% to 15%.
- Tamriel(shield) removed from the game.
- Reused vanilla voice files for Dismay, Become Ethereal, Phantomm Form, Frost Breath and Unrelenting Force. Now all full powered shouts from these categories should have Draugr Voice (unless they aren't from my mod). Test version for now. There are also voice files for Elemental Fury but Draugr don't use it and can't even benefit from attack speed.
- Ansilvund Boss fight tweaked. Lu'ah's fight is now much harder and longer as the 2 Draugr she controls protect her by granting her armor and magic resistance buff as long as they are around. You can no longer just kill her and finish the fight without even fighting the 2 Draugr she controls. Also Lu'ah and the 2 Draugr have new arsenal of shouts and spells.
- Draugr Become Ethereal cd is increased from 50 seconds to 60 seconds.
- Edited leveled lists and game settings to make bigger part of the NPC spawn closer to the player level. Problem is, sometimes you enter a dungeon and it can spawn regular Draugr and Restless Draugr at the entrance when there are Deathlords futher into the dungeon, giving you the wrong idea of the level required to complete the place. This doesn't mean that its impossible to get a regular Draugr in a Dragon priest dungeon since NPCs marked as "Easy" seem to ignore the "=< PC level setting" and will always pull any NPC that is at the determined level or anything below it, even if the determined level is lvl 50 Draugr for example.
- Curalmil lowered health potion amount to only 1 and resistance potions to 3. Removed Become Ethereal shout from him. Health Buffed a bit to match other boss Draugr at that level.
- Forsaken Cave minimum level increased from 42 to 50 to give people a better idea of how strong the final boss is.
- Fixed an issue where the game will pull out an NPC from its leveled list much higher than the intended level.(lvl 70 vampires on lvl 50)
- Falmer added 2 new ranks(Rank 7, 8 that spawn after "Falmer Warmonger") with new custom spells and abilities. They are way more powerful than the previous rank falmer.
- Increased health of Rank 7 Boss vampires as they should now really spawn at their intended level. Yes.
- Falmer that has Auriel's shield buffed a bit.
- Arch-Curate Vyrthur now has a high level banish spell.
- Irkngthand dwarven dungeon(where you fight Mercer frey) minimum level increased to 47.
- All Skyrim Dragon priest dungeons pushed to minimum level of 50(used to be around 46). This will make Draugr spawn 1 rank higher.
- Solstheim Temple of Miraak and Dragon Priest places now also have higher minimum level.
- High level falmer enemies placed in the Forgotten Vale.
- Labyrinthian enemies reworked a bit. Buffed the fire/frost spirit. New skeleton types spawn around the Skeleton Dragon.
- Kvenel the Tongue readjusted stats.
- Reduced fire spell duration on Spriggans and Skeletons.
- Fixed Fiery Orb equipping a one handed weapon out of nowhere and fighting in melee range.
- Lvl 8 Boss Draugr are now called Calamities. On top of better perks and shouts they can also cast an AoE versions of some shouts with their power attacks. There are 4 shouts. Ignite - AoE fire damage. Freeze - AoE frost damage + slow. Quake - AoE damage + armor and movement speed reduction. Unrelenting force - AoE push version.
- Buffed the health of the 2 mini-bosses in Ragnvald to match the HP of other Draugr at that level. Also gave them "monsterous attack perk and increased their spell damage."
- Draugr Become Ethereal Shout regeneration effect scales better.
- Draugr Become Ethereal Shout regeneration effect scales better.
- Thalmor use more types of Atronachs instead of mostly Frost ones.
- Added 3 new types of Death Hounds that appear at high level(lvl 25+). The regular Death Hound is still a very weak companion but these new 3 types are much more threatening. Not something your random guard will take care of.
- Level 7 Vampire AoE spells damage greatly increased.
- Vampire Queen buffed AoE spell damage a bit and fixed Fire Affinity unintentionally making the player immune to that spell.
- Increased the level of Death Spheres from 50 to 58 and their health from 200 to 235.
- Added 2 new Dwarven Spheres at level 42+.
- Buffed Vampire Boss health. Now Bosses should have about 50% more health than their regular counterparts(instead of 15-20%).
- Buffed health of rank 6 and 7 vampires as they scaled really poorly.
- Added more enemies to Arkngthamz where the Tonal lock puzzle is.
- Added guardians to the place near Bthardamz where you get one of the four Aetherium Shards.
- Rank 6 regular mages buffed health by 100 points and bosses by 200 points.
- Rank 7 regular mages buffed health by 150 points and bosses by 300 points. They just weren't getting enough health at high levels.
- Forgemaster reduced Magic resistance by 5%
- Forgemaster buffed Fire Breath damage.
- Raised Aetherium Forge encounter zone minimum level from 50 to 60.
- Mass reanimation charge time set to 2 seconds.(the auto calc was setting it to 0.5)
- Put rank 2 Hagraven into use. However even if you are high level she won't be a guaranteed spawn in all places that have a hagraven to prevent a weird issue where the game doesn't spawn everything from the leveled list.
- Otar and Hevnoraak fire spell damage buffed a bit. I think such an easy to avoid attack should atleast be a one shot on low health and low resistance targets.
- Fixed neck/body color mismatch.
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Version 1.5.1
- NPC that are marked as "very high" difficulty are 1x the player level(was 1.25x). Bosses already have a significantly higher level than the level you unlock them at. This makes it less likely that you will encounter a boss that is like 15 levels higher than you(unless you enter a very high level dungeon).
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Version 1.5
- Sentinel Boss buffed as he was too weak for his level
- Healing Spriggan is now summoned at the player to reduce the chance of a weird bug happening where the spriggain gets stuck.
- Added "Reincarnate" spell to lvl 7 Scion vampires, replacing the weaker Revenant spells they had.
- Added a perk to some vampires that allows them to have more than 1 controlled actor, so higher level vampires might have a summoned creature + a raised creature.
- Night Demon(lower ranked vampire boss) can now reanimate creatures close to his level.
- Fixed Keerilth Vampires being immune to stagger even when they aren't in mistform as it was making them easily the strongest rank 6 vampire against melee characters.
- Readded "Blood Queen", the only rank 8 vampire. I decided to not use her previously as she was too powerful. The Blood Queen is melee oriented and doesn't summon creatures to get in her way. She has the highest overall DPS in the game, though she will only have 1/4 chance of spawning at very high levels.
- Nerfed Bark spell armor given from 175 to 145 as the armor given gets increased a lot from restoration level and talents, making it give too much armor later on.
- Max damage reduction from armor lowered from 90% to 85%.
- Hidden armor bonus per piece of armor worn increased from 3% to 5% trying to make armor at low level feel like it protects from something.
- Damage reduction per point of armor reduced from 0.15% to 0.1%(vanilla was 1.12%) meaning 100 armor protects from 10% damage. Its a circled number and easier to calculate.
- Overall the player and NPC's should have higher armor at low levels so people in full steel armor for example will feel much tankier despite steel armor being one of the lowest quality armor becasue it logically should still make a huge difference. However max armor rating for the player has been reduced from 90% to 85%.
- Reduced armor gained from the Protection enchantment from 145 to 115, as in some cases the player could increase this value to about 400-500 armor depending .
- Reduced armor gained from the Greater Protection enchantment from 200 to 160.
- Dragon priest maim effect now reduces movement speed by 50% from 25%, as it can be reduced by resistances to the point you don't even feel it.
- Fixed an issue where Hevnoraak's spell will hit you 30x in a split second, killing you instantly. I still have no clue why this issue was only happening in the boss room of Valthume.
- Hevnoraak's ring fire damage part increased from 30 to 50 fire damage per weapon hit.
- Rank 6 Forsworn special ring now has only 40% chance of being dropped instead of being a 100% guaranteed drop.
- Draugr armor readjusted. Passive armor is now 400 and bonus armor for bosses is slightly reduced. Regular draugr should have around 450 armor in total, while bosses can have from 550 to 700. Also increased extra magic resistance for boss draugr by 5%.
- Forsworn Warlord Shield of Renewal effect reduced from 400% health regeneration to 285% when blocking.
- Readjusted some shouts for draugr.
- Reduced movement speed from "Blessing of Agility" from 35% to 25%.
- Dragon Priest Lightning Storm buffed by from 75 to 85 damage.
- Zahkriisos buffed main spell to deal roughtly 50% more damage.
- Morokei buffed Thunder spell, now deals 150 damage from 115.
- Some shock explosion effects can now hit through line of sight.
- Buffed health bar of all dragon priests on Solstheim as they were way weaker than the ones on Skyrim for some reason.
- Tweaked random Assassin sent after you to be level 23-28(was lvl 20-40 or so) and gave him a movement speed buff.
- Buffed the Morag Tong assassins at Solstheim. Now they are much more powerful and agile than the regular reavers they were taking stats from.
- Assassin type enemies now also attack significantly quicker than normal NPCs.
- Thalmor finally overhauled. They start at low level but cap at around level 45-50. On top of better scaling they also get new abilities and combat styles. High level thalmor Wizards might know how to Turn undead or Banish your summons. Some archers make use of invisibility. All thalmor are somewhat good at magic as they are high elves and can atleast cast basic spells such as Fast Healing. Their ranks now also have distinguishable names.
- Reavers in Solstheim will now scale properly.
- Most AoE healing effects support NPCs cast on their allies now ignore LoS.
- hanged armor reduction from the Sunder Armor enchantment to reduce armor by 30 points per hit and lowered the duration from 5 seconds to 4 seconds but can now stack.
- Bloom/Greater Bloom spells can no longer benefit from Respite to restore stamina.
- Greater Bloom spell healing reduced from 14 per second to 11 per second.
- Aundae Vampire boss removed unintentional magic resist perk.
- Briarheart armor reduced by 100 points.
- Forsworn Boss healers no longer have extra armor perk.
- Enemies at Karthspire now respawn.
- Vampire Aundae armor spell value reduced from 425 to 325 armor.
- Solstheam reaver mage bosses now heal for less.
- Leveled lists of Draugr and Forsworn readjusted.
- Leveled lists of Forsworn will now always try to spawn the strongest Boss instead of any Boss that is =< player level.
- SIC Patch no longer supported. I think merging the 4-5 leveled lists that were overlapping was more of a detriment because the SIC draugr aren't very different than mine except they don't have the proper perks and stats to be on par with mine. The actual purpose of SIC which is to add unique new creatures is untouched by my mod anyways.
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Version 1.4.1
- Updated SiC patch please use the new one. IMPORTANT!!!
- Added SkyRe AA perk fix Patch
- Added Warzones Patch that fixes some forsworn having lower stats
- Fixed an issue with a dremora from Pieces of the Past quest that was causing all hell to break lose.
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Version 1.4
- Fixed stones being placed in front of Halldir's cairn.. for some reason
- Added 3 new spells that are about applying healing over time effects. They drop from forsworn Shaman Bosses.
- Added "Dark Witch". In the vanilla game Witches have only 2 ranks. Rank 1 is "witch" and rank 2 is "hag". Now at high levels you can get rank 3 "Dark witch" - an expert necromancer that summons undead and raises any corpse she sees.
- Added Chaos Bear somewhere in the world. NPC that you will see only once per playthrough.
- Fixed Melka - a friendly hagraven in Blind Cliff Cave. Now she will use her support abilities on you and your allies.
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Enhanced enemies, new enemies and ranks, new loot, new enchantments, new enemies placed in some areas... This mod tries to make enemies more versatile and more rewarding. No one-shots through walls/spells that ignore any kind of resistance.
UPDATE 26.04.2022
My mod is officially out of its infancy stage and this page is obsolete. Check out the actual mod here! Thanks a lot for the valuable feedback that helped me shape my beloved project! Without you I wouldn't have had the desire to continue maintaining my work. You can also check what's been added in the documentation tab here on THIS mod page.
I will keep this mod page for those who want to download older versions or check the patch notes.
UPDATE 26.04.2022
My mod is officially out of its infancy stage and this page is obsolete. Check out the actual mod here! Thanks a lot for the valuable feedback that helped me shape my beloved project! Without you I wouldn't have had the desire to continue maintaining my work. You can also check what's been added in the documentation tab here on THIS mod page.
I will keep this mod page for those who want to download older versions or check the patch notes.