Holy..Cow.. I just installed it and forced some fights with krosis, otar, vampires, and the forgemaster all together..what i saw was so amazing that i'll switch from rote+ to this
that's trully a great mod can't wait to check it out properly I know you are busy and i respect that but if you have the time to answer my questions even without testing them i would appreciate it very much. by the way i dont use skse so seeing dremoras having fast attacks was actually very awesome.
Have some questions about compatability: high level enemies? dragonpriests enchanced? better vampires? savage skyrim? supreme miraak? zims immersive dremora? draugr upgrades and improvements? other mods...???
i already tested savage skyrim, zims immersive dremora, zims dragon improvements and dragon combat overhaul they seem fine together.
High level enemies - no way cuz my mod does something similar. Except I have different high level limits on every mob. For example in some cases HLE adds 3-4 new ranks to an enemy type where in my case I will add only 2-3 if I feel like this enemy type shouldn't scale up very high(like I think bandits should cap out sooner than draugr/vampires and become weak opponents at one point of the game, rather than scaling with everything else). In some cases I also add 3-4 new ranks but its not common.
Anything that touches Dragon Priests will need a patch - even Cloaks of Skyrim which adds 1 cloak to the dragon priests will be incompatible and you will either not see the cloak or not see any of the new abilities the dragon priests have depending on which is loaded last(you can ofc make a patch in 1 minute in TES5Edit). Also Dragon Priests already have new weapons and drop new loot so I wouldn't recommend using any mods.
Better Vampires, Savage Skyrim, Supreme Miraak - no way
Zim's Dremora - Definitely not but my mod already adds many tweaks, new spells, new drops and the unused Dremora Archers from the vanilla game that Zim also adds. So if you use my mod you gotta chose which mod to load last depending on which changes you prefer.
Draugr Upgrades and Improvements - no and unfortunately compared to this mod my mod has very few Draugr that have different gear. I see this mod creator made Draugr use all kinds of armor variants they don't usually use and my mod doesn't have that yet but I've been working on it. However the stats of my Draugr are balanced around the stats of every other thing I change so I wouldn't recommend using both.
All dragon overhauls are fine as I don't touch dragons at all. I use Deadly Dragons...
IKR! It's an incredible mod and probably one of the most underrated projects in years. Highly recommened to anyone seeking a true challenge. Compatibility-wise, you'll have to make some patches yourself in xEdit. Nothing hard through - just some monotone work which requires patience and time.
Well not being comparable with Savage Skyrim and clock's of Skyrim was a bit of a shock but I have to say that your mod is so good that I don't mind at all.
It's by far the most complete enemy mod that I have seen and the encounters are truly amazing.
Been using this mod for a while now and it’s a mandatory in my modlist but I’m now making the jump to AE. Just curious if and when you’ll be porting it to SE. Thanks in advance and sorry if you’ve answered this 100 times already.
I have 1 last update ready and the mod will be out of alpha thanks to a lot of valuable feedback. So I'm considering a full release on both platforms but I can't give you an answer since I'm so busy and I want to spend time making a proper introduction. It might be literally tomorrow or 3 weeks from since ideas pop in my head all the time.
It saddens me that while you're putting your time and energy into making it the best existing enemy overhaul, this page gets 85 endorsements in one year and a half... When you say that Skyrim has gotten stale, well, that's how Oldrim is these days. SE nexus is booming with activity all the time and it's there where you can get a proper credit for your work and real people playing with your mod and leaving feedback. I personally am a devoted Oldrim player but I'm sure it would be best for you to move this project to SE even tho it's still WIP. Projects like this never truly get out of a WIP stage, there is always something to tweak. Reliquary of myth would be a great example of a big overhaul that thousands of people play with, them not minding the fact that it gets updates every other week for the duration of almost 2 years.
Thanks, i like a lot this mod and i like how you do things.
I hope to see a final version one day, with your vision about animals and bandits and more ideas and details about others, and of course, more secrets, details and extras.
Having said this, i found two things to say:
1: You should give some bash tags to the plugin. This mod modifies the leveled list and this is not the only mod it does.
I have had to create a patch to fix some problems. Somes mods come in my mind:
Feminine Females: Cof, Cof... i do not like Opposite Gender Animations on Female Enemies. Girls are Girls, you know.
Many Mods from Mihail Monsters: For some type of mages and necromancers.
2: This mod modifies some Unique Characters, but perhaps the problem is with the vampires from Castle Volkihar and Mercer Frey, there are mods that change their appearance.
That mod will help to avoid compatibilities with other mods that change a Unique Characters (mostly them are appearance). Also that mod will help you to save time on your work with the mod.
78 comments
I just installed it and forced some fights with krosis, otar, vampires, and the forgemaster all together..what i saw was so amazing that i'll switch from rote+ to this
that's trully a great mod can't wait to check it out properly
I know you are busy and i respect that but if you have the time to answer my questions even without testing them i would appreciate it very much.
by the way i dont use skse so seeing dremoras having fast attacks was actually very awesome.
Have some questions about compatability:
high level enemies?
dragonpriests enchanced?
better vampires?
savage skyrim?
supreme miraak?
zims immersive dremora?
draugr upgrades and improvements?
other mods...???
i already tested savage skyrim, zims immersive dremora, zims dragon improvements and dragon combat overhaul they seem fine together.
Anything that touches Dragon Priests will need a patch - even Cloaks of Skyrim which adds 1 cloak to the dragon priests will be incompatible and you will either not see the cloak or not see any of the new abilities the dragon priests have depending on which is loaded last(you can ofc make a patch in 1 minute in TES5Edit). Also Dragon Priests already have new weapons and drop new loot so I wouldn't recommend using any mods.
Better Vampires, Savage Skyrim, Supreme Miraak - no way
Zim's Dremora - Definitely not but my mod already adds many tweaks, new spells, new drops and the unused Dremora Archers from the vanilla game that Zim also adds. So if you use my mod you gotta chose which mod to load last depending on which changes you prefer.
Draugr Upgrades and Improvements - no and unfortunately compared to this mod my mod has very few Draugr that have different gear. I see this mod creator made Draugr use all kinds of armor variants they don't usually use and my mod doesn't have that yet but I've been working on it. However the stats of my Draugr are balanced around the stats of every other thing I change so I wouldn't recommend using both.
All dragon overhauls are fine as I don't touch dragons at all. I use Deadly Dragons...
It's by far the most complete enemy mod that I have seen and the encounters are truly amazing.
When you say that Skyrim has gotten stale, well, that's how Oldrim is these days. SE nexus is booming with activity all the time and it's there where you can get a proper credit for your work and real people playing with your mod and leaving feedback.
I personally am a devoted Oldrim player but I'm sure it would be best for you to move this project to SE even tho it's still WIP.
Projects like this never truly get out of a WIP stage, there is always something to tweak. Reliquary of myth would be a great example of a big overhaul that thousands of people play with, them not minding the fact that it gets updates every other week for the duration of almost 2 years.
Thanks
I hope to see a final version one day, with your vision about animals and bandits and more ideas and details about others, and of course, more secrets, details and extras.
Having said this, i found two things to say:
1: You should give some bash tags to the plugin. This mod modifies the leveled list and this is not the only mod it does.
I have had to create a patch to fix some problems. Somes mods come in my mind:
Feminine Females: Cof, Cof... i do not like Opposite Gender Animations on Female Enemies. Girls are Girls, you know.
Many Mods from Mihail Monsters: For some type of mages and necromancers.
2: This mod modifies some Unique Characters, but perhaps the problem is with the vampires from Castle Volkihar and Mercer Frey, there are mods that change their appearance.
For Unique Characters you could use this
That mod will help to avoid compatibilities with other mods that change a Unique Characters (mostly them are appearance).
Also that mod will help you to save time on your work with the mod.
Again, thanks for the mod and Endorse.
PD: Is it possible to beat the Blood Queen?