I started another new game because I had already discovered several (in this current one) without counting other games, and I liked it a lot, when I saw something undiscovered I just kept going, I already knew the place and what I expected, with your mod I am rediscovering all. great job
edit:
I used to be an adventurer, in the shadows... sneaking... now... I'm a warrior :)
Hello, something strange is happening to me, in Raldbthar, when I opened the door that you go up a ramp just before the four switches with a blue button, several automata and other robots appeared from behind, my character did not have the defenses or the level for so much artillery, after several attempts I had to leave my partner far away, use invisibility to activate them and then move away to use the spell to attack each other, I downloaded the non ambush. and I use mods that alter the difficulty and the game level, so that part was quite difficult I hope that information helps you, I had to watch videos of all the ruins until I found the one I needed since I couldn't remember the name. great mod, thanks
Blackblood Marauder npcs added outside BrokenOre Grotto are non combative. Sadly I didnt see what would happen had I gone in and fought some of them inside that location, I just passed the 3 of them added to outside that location and was able to engage conversation with them. I checked with console and they were added by this mod.
I have the non ambush version and I did check on my end to make sure no mods were touching the vanilla npcs that this mod used for adding the 3 npcs outside at that location. They're not normal bandits so Im not entirely sure how to get them to be aggressive.
Have enjoyed the mod thoroughly so far outside of the 3 nice guys at said location. Easily keeping my endorsement for mod, thanks.
So after taking a look at those npcs and the blackblood marauders in general, i have decided to leave them as is for now. (Non-combatant until you exit the cave).
By game design that faction is neutral to the player and only becomes hostile once you enter the cave. (Which will also make the exterior npcs aggressive). To me this means that the faction doesn't want attention and, thus, would not be aggressive in behavior when you pass by. Those men outside are not guards but rather are waiting for a boat to arrive. They don't stop you from entering the cave in case there are witnesses nearby, and simply assume that their companions inside will take care of you.
It's only when you exit the cave that they become hostile because that means something went wrong.
Hello, the same thing happened to me, to tell the truth I thought something had gone wrong because I could walk between them and nothing happened. I thought it would be some mechanic like the ambush one and I remembered that I downloaded the non ambush one, I turned to head towards the cave and as soon as I was a few from entering they became hostile
How this mod will work with mods that changes some enemies or adds new monsters in dungeons? For example "Dwemer Spectres" and ''Draugr Upgrades and Improvements''?
My mod will place additional copies of those enemies.
Any mod that changes the default leveled lists will affect my mod as well. This includes OBIS, SIC, and the two mods you mentioned above, for example. I used the standard leveled lists for maximum compatibility which means that any changes to those lists will also apply to the enemies I add.
Honestly my experience with enemizer mods has been atrocious most of the time. Yes! This game needs more enemies, no it doesn't need them EVERYWHERE!
This game (Oldrim), is not stable. It never was and never will be, even under the best ideal conditions this game screws the pooch constantly. It is kept together by duct tape and clown jizz!.....And no I do not wanna hear about your 500 mod totally legit load-order that almost flies as smoothly as a Karen driven SUV flying off a frozen oil stained winter road.
And the other more important reason is stated best by the author of this mod:
-"I did not add enemies to blackreach or forgotten vale. Both of those areas had a more "Exploration / atmospheric" feel to them compared to normal dungeons and I wanted to maintain that concept."
See that! Yeah THAT, that is why I am downloading this mod! No really, this guy seems to get it! I may not experience this one to the fullest seeing as I nearing the end of my play-through, but my lord do I wanna try this one just for the sake of encouraging a sensible mod author.
Truth be told, I wasn't going to release this mod for oldrim due to oldrim...well, running as you described it...lol. I made / released this for SSE well over a year ago. But, a few people recently requested it for oldrim too so I figured I would honor the request. And, with the way it is done, it *should* be removable mid-game if it is too much for people's computers.
I mean, I subscribe to the philosophy of never remove mods mid game, but this is about as safe as I can make it if it does need to be removed.
Honestly, even though it is early to tell, this mod looks clean! Especially the "no ambush" version! Also save cleaner is your friend, use it appropriately.
On the other hand, having experienced this game from one system to another....the "one" being an old 4gig Ram having laptop (who I later updated into 8) with a 2gig dedicated memory Radeon graphic card which did help (If the game didn't keep forgetting it was there), and the "another" being a selfbuilt Rig with 32Gigs of Ram accompanied by a 12Gig Nvidia graphic card, that runs most of the bloated under-preforming modern crap with little effort......I can safely say that I pretty much see almost no difference, and "people's computers" are pretty a non-factor unless they are playing on something from the nearby museum.
How much you are wrong. I mod Skyrim from ages, same like Morrowind or Oblivion and yet... My Skyrim with 1000 mods works more stable than other players on SE with less amount of mods. So what if they use 64bit Skyrim if they dont know how to mod, how to sort manualy mods in load order, If they use cursed LOOT ( bacause how you can explain if Loot place weapon/armor mods After overhaul mods ? ), If they removing mods during the game ect. Ahh and yes I forget about "doing clean save" XD... no comments. I play Skyrim 1-3 hours with no CTD with 800 to a little over a thousand mods. So yes You are wrong, If you knmow how to mod then game can be stable.
I agree with you. I played OG Skyrim and then SLE on XB360 for 6 years with maybe one crash every 40 hours. The same previously with Oblivion and Fallout3. It was when I switched to SSE and mods that all the problems started, especially when I got swindled by MS into wasting $400 on an XB1X and $600 on a 4K TV. Once the April/May 2020 4K update hit, I was locked out of Dragon's Reach and the Blue Palace forever by load screen rashes. I gave the XB1X to a neighbor's kid and went back to XB1S, 1080p, problem solved.
Out of curiosity... Have you plan(s) add traps to this mod or maybe do seperate mod ? Just asking, because manualy placed traps could be really funy as well :D ( spikes, poisoned arrows ect ) XD I will keep eye on this mod, since looks very promising. And thank you for sharing. Regards
Honestly, I have considered multiple times that I might do a separate trap mod to compliment this one. As of right now, I do want to release such a mod eventually, but haven't fully committed to doing it yet.
30 comments
I use these 2 mods specifically:
https://www.nexusmods.com/skyrim/mods/73272
https://www.nexusmods.com/skyrim/mods/73797
I started another new game because I had already discovered several (in this current one) without counting other games, and I liked it a lot, when I saw something undiscovered I just kept going, I already knew the place and what I expected, with your mod I am rediscovering all. great job
edit:
and I use mods that alter the difficulty and the game level, so that part was quite difficult
I hope that information helps you, I had to watch videos of all the ruins until I found the one I needed since I couldn't remember the name.
great mod, thanks
I have the non ambush version and I did check on my end to make sure no mods were touching the vanilla npcs that this mod used for adding the 3 npcs outside at that location. They're not normal bandits so Im not entirely sure how to get them to be aggressive.
Have enjoyed the mod thoroughly so far outside of the 3 nice guys at said location. Easily keeping my endorsement for mod, thanks.
Thank you for letting me know! And for the extra testing on your end. Very much appreciated.
By game design that faction is neutral to the player and only becomes hostile once you enter the cave. (Which will also make the exterior npcs aggressive). To me this means that the faction doesn't want attention and, thus, would not be aggressive in behavior when you pass by. Those men outside are not guards but rather are waiting for a boat to arrive. They don't stop you from entering the cave in case there are witnesses nearby, and simply assume that their companions inside will take care of you.
It's only when you exit the cave that they become hostile because that means something went wrong.
Any mod that changes the default leveled lists will affect my mod as well. This includes OBIS, SIC, and the two mods you mentioned above, for example. I used the standard leveled lists for maximum compatibility which means that any changes to those lists will also apply to the enemies I add.
Yes! This game needs more enemies, no it doesn't need them EVERYWHERE!
This game (Oldrim), is not stable. It never was and never will be, even under the best ideal conditions this game screws the pooch constantly. It is kept together by duct tape and clown jizz!.....And no I do not wanna hear about your 500 mod totally legit load-order that almost flies as smoothly as a Karen driven SUV flying off a frozen oil stained winter road.
And the other more important reason is stated best by the author of this mod:
-"I did not add enemies to blackreach or forgotten vale. Both of those areas had a more "Exploration / atmospheric" feel to them compared to
normal dungeons and I wanted to maintain that concept."
See that! Yeah THAT, that is why I am downloading this mod! No really, this guy seems to get it!
I may not experience this one to the fullest seeing as I nearing the end of my play-through, but my lord do I wanna try this one just for the sake of encouraging a sensible mod author.
I mean, I subscribe to the philosophy of never remove mods mid game, but this is about as safe as I can make it if it does need to be removed.
On the other hand, having experienced this game from one system to another....the "one" being an old 4gig Ram having laptop (who I later updated into 8) with a 2gig dedicated memory Radeon graphic card which did help (If the game didn't keep forgetting it was there), and the "another" being a selfbuilt Rig with 32Gigs of Ram accompanied by a 12Gig Nvidia graphic card, that runs most of the bloated under-preforming modern crap with little effort......I can safely say that I pretty much see almost no difference, and "people's computers" are pretty a non-factor unless they are playing on something from the nearby museum.
I mod Skyrim from ages, same like Morrowind or Oblivion and yet... My Skyrim with 1000 mods works more stable than other players on SE with less amount of mods.
So what if they use 64bit Skyrim if they dont know how to mod, how to sort manualy mods in load order, If they use cursed LOOT ( bacause how you can explain if Loot place weapon/armor mods After overhaul mods ? ), If they removing mods during the game ect.
Ahh and yes I forget about "doing clean save" XD... no comments.
I play Skyrim 1-3 hours with no CTD with 800 to a little over a thousand mods.
So yes You are wrong, If you knmow how to mod then game can be stable.
Just asking, because manualy placed traps could be really funy as well :D ( spikes, poisoned arrows ect ) XD
I will keep eye on this mod, since looks very promising.
And thank you for sharing.
Regards