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- Advanced Skyrim Overhaul (aka Nature of the beast II) - werewolf werebear necromancer and dwemer overhauls included
Advanced Skyrim Overhaul (aka Nature of the beast II) - werewolf werebear necromancer and dwemer overhauls included
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Version4.6
- Download:
- Manual
File information
Last updated
Original upload
Created by
guloguloUploaded by
guloguloVirus scan
Tags for this mod
- Companion/Follower Friendly
- Companions/Followers
- Gameplay
- Fair and balanced
- English
- Models/Meshes
- Anime
- Related to vampires
- Races - New
- Races - Modified
- Armour & Shields
- Creatures
- Magic - Spells
- Weapons
- Skyrim Script Extender (SKSE)
- DLC: Dawnguard
- DLC: Hearthfire
- DLC: Dragonborn
- Companions
Activity logs
This page was last updated on 11 May 2016, 3:36PM
- Changelogs
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Version 4.6
- - added hunter poison that can be crafted at cooking pot
- added rage poison that can be crafted at cooking pot
- added dread poison that can be crafted at cooking pot
- added silver dust that can be crafted at smelter
- added dwemer poison grenade
- added dwemer silver grenade
- added dwemer rage grenade
- added dwemer dread grenade
- when victim burns and starts swimming victim stops burning
- improved dwemer heavy projectile launcher - cone spread
- advanced telekinesis grab of actor no longer deals damage
- advanced telekinesis can rip off hearts or other vital parts of almost all creatures
- undead pack becomes magic pack
- warp space spell added
- improved portal spell (minions following through portal)
- added spirit walk spell with ability to phase in
- bound soul reaver sword spell added
- summon ghost minions spell added that summon or disband ghost minions you bought with souls at enchanting altar
- you can buy ghost minions with souls at enchanting altar if you have summon ghost minions spell
- banish spell added
- banish rune spell added
- increased the number of runes you can have at a time to 2
- blink spell added
- blink other spell added
- blink rune spell added
- spirit link spell added
- - added hunter poison that can be crafted at cooking pot
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Version 4.5
- - added sleeping animation to dragorian
- added drinkinging animation to dragorian
- attacking civilians when flying as dragorian is now counted as crime
- fixed feeding on corpses by dragorian
- most of dragorian power attacks stagger and not knock out
- when your arms as dragorian are ready and you are behind target and activate it you perform one of 3 unarmed kill moves
- when your arms as dragorian are ready and you are in front of target that is staggered and activate it you perform one of 4 unarmed kill moves
- added dwemer propulsion back pack to Markarth
- added dwemer rapid fire projectile launcher (gattling gun)
- added dwemer heavy projectile launcher (shotgun)
- added dwemer long range projectile launcher (sniper rifle)
- added dwemer flamethrower
- all fire explosions set nearby actors alight
- fire last longer
- added dwemer cryothrower
- all frost explosions freez nearby actors
- added dwemer arcthrower
- improved zoom (its smooth) - new requirement: Usable Scope Mod attached to SkyRevolution Dwemer Sniper Rifle by pigti: http://www.nexusmods.com/skyrim/mods/66881/? (Warning!: must be installed before ASO)
- dwemer propulsion backpack allows you to store up to 300% more energy (you still need the generator though)
- goggles, headgear, power helmet and biomask display the level of power in generator (it is tied to your magicka level)
- increased max power level od both control rods
- dwemer scout spider
- smoke grenade spreads smoke more quickly
- - added sleeping animation to dragorian
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Version 4.01
- - dragorian's power attack knock back and depending on your onehanded or two handed skill have chance to disarm and stunn
- fixed advanced telekinesis bug
- improved advanced telekinesis
- falling of Dragorian is slowed down
- improved behaviour of Dragorian's wings
- dwemer propulsion backpack added
- fixed transforming back via survival menu bug from ver. 4.0
- fixed dragorian transformation bug
- - dragorian's power attack knock back and depending on your onehanded or two handed skill have chance to disarm and stunn
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Version 4.0
- - you can decapitate actors with advanced telekinesis
- improved passive smell - no papyrus spam
- thermal column effect simplified - now its binary
- you can now experience thermal column not just in the Eastmarch but also between 11:00 and 20:00 at random locations
- added dragorian race (flying beast race)
- using advanced telekinesis you can shot down hawks
- heat sense more stable (less papyrus log spam)
- - you can decapitate actors with advanced telekinesis
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Version 3.52
- - energy discharge info bug fixed (I hope)
- "green bane applying poison to nonplayer" bug fixed
- - energy discharge info bug fixed (I hope)
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Version 3.51
- - command marker is now optional and can be turned off in the ring menu
- improved enhanced hearing - it will no longer show fake invisible actors added by this mod
- improved restart of the mod - much less variables are being reset to their default value
- improved follow player package
- fixed application of green bane poison
- fixed display of green bane poison status (number of shots available) in the survival menu
- alternatively as green bane you can also use poison when entering infect mode without holding sprint key
- fix of green bane disease - it now gives you green bane transformation
- green bane gains slow metabolism
- vanilla werewolf player gains access to hardcore transformation
- vampire lord player gains access to hardcore transformation
- fixed description of some ring options
- improved smoke effect during transformations
- added smoke effect when transforming back
- added slow and very slow transformation speed options with additional animations
- added sleep animation for werebeasts
- you can no longer feed on terminators as cannibal or werebeast
- no dwemer items require aetherium now
- custom keys are disabled during text input
- improved summon werewolf command howl (different animation and custom sound from NSJones) and changed the way it is triggered
- - command marker is now optional and can be turned off in the ring menu
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Version 3.7
- - green bane poison lasts 1h in game
- greatly increased the size of tree form list so now you can chop wood from much more objects
- added support for both portal spells and the lesser power in vampire lord form
- advanced telekineses
- telekinetic barrier
- absorb essence
- soul reavers
- increased the cost of portal spell
- - green bane poison lasts 1h in game
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Version 3.6
- - activating werewolf or wolf when it is holding position and when you hold down vanilla sprint control releases the actor
- portal spell (actually 2 spells and one lesser power) that enables you to move minions to different places or make them follow you to different places
- when using summon minions spell each additional summoned minion costs 50 points of magicka
- advanced minions can use poisons to enhance their equipped weapons - credit to Quad2Core for his Inventory Functions plugin for the SKSE (http://www.nexusmods.com/skyrim/mods/53432/?)
- pressing vanilla crouch control in beast form activates/deactivates sneak mode - credit Moneta321
- changed the order ofkey combination when triggering spit or self induced hypothermia while in green bane form
- - activating werewolf or wolf when it is holding position and when you hold down vanilla sprint control releases the actor
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Version 3.5
- - added dwemer automatic projectile launcher (personal automatic railgun) - 2 fire modes, 24 ammo clip size - you can craft it and ammo for it (5 types) when you have completed "Unfathomable Depths" Quest and obtained Dwarven Smithing perk and Arcane Blacksmith perk and obtain the launcher schematics, for standard bullets only schematics and Dwarven Smithing perk is required
- scaled down green bane section of the ring menu
- added dwemer mechanical sword (chain sword) - can be crafted/obtained the same way as dwemer automatic projectile launcher, requires energy to operate properly
- dwemer terminator - new dwemer construct - heavily armored, armed with most advanced dwemer weaponry, weak to shock damage
- heavy fire/frost/shock bolts and arrows ca be now crafted - the same requirements in terms of knowledge as dwemer explosive bolts
- dwemer fire/frost/shock explosive devices (mines) that can be deployed, picked up, armed, disarmed, concealed or revealed, triggered manually and by proximity
- dwemer remote control rod - allows you to remotely disarm/arm/trigger explosive devices
- advanced dwemer remote control rod - like dwemer remote control rod but also allows you to remotely overcharge dwemer constructs
- easy way to craft fire explosives since its ingredients are easy to craft: firesalts can be crafted at cooking pot (charcoal+salt pile), charcoal can be crafted from wood at smelter
- you can repair all fallen (spiders, spheres, ballistas, terminators but not centurions) and friendly damaged constructs with dwemer repair tool and dwemer spare parts
- heat sense detection of player by other actors
- green bane howl is now 2-tier: iter 1: lure, tier2: frighten
- green bane has gain spit ability - it can spit in face of other actor to blind it temporary
- tweaked weight of werebear so that it can be used with Requiem (is faster with Requiem now)
- added cure poison and cure disease potion receipts - usable at cooking pot, also by minions, minions will use new cure poison potion
- image space modifier is lighter
- enhanced hearing added
- smell detection of player by other actors will not work in cities or near cities to prevent situations that you are attacked by animal in such places
- dwemer flying disc (only for player), better damage and returns to the player if powered, benefits from auto-targeting
- dwemer generator (refuelled with distilled spiritis that can be cooked at cooking pot) - equipment worn by player, allows to recharge automatic projectile launcher, mechanical sword, remote control rod, dwemer flying disc, powers other dwemer equipment
- mechanical blade (only for right hand of player) - small, unfoldes when you are ready for combat, if powered deals 200 shock damage
- mechanical shield (only for player) - small, unfoldes when you are ready for combat, if powered creates a very powerfull energy barrier in front of you, very power hungry
- advanced dwemer goggles - if powered allows you to activate 3 different vision modes (night vision, heat vision, spectral vision) + zoom + autotargeting
- head gear - like the above but also with enhanced hearing
- power helmet - like the above but also with waterbreathing
- biomask - like the above but also with distraction sound and hologram decoy
- shoulder cannon - benefits from autotargeting
- cloaking device - when powered enables you to render you almost completely invisible, sophisticated violently responds to water
- warp device - short and long range sophisticated teleporter
- power armor (armor, gauntlets and boots)
- improved clear minion system option
- improved registration of several minions in the minion system at the same time (critical bug removal)
- improved clearing of minion system (critical bug removal)
- added option of purging minion system of minion that require magicka upkeep
- amount of magicka upkeep can be checked in the survival menu be choosing check stats option
- improved follow player and follow leader of subsquad packages of minions
- add hack option to advanced remote control rod
- grenades (3 types)
- improved flying disc
- warp grenades and warp mines
- setting up/tearing down camp or getting horse by minion takes time, so does repairing things
- fire explosions (except from bullets) create fire and extinguish any frost hazards (frost flames)
- frost explosions (except from bullets) create big ice blocks and extinguish flames, the ice blocks can be destroyed, they are most vulnerable against fire
- shock explosions deal additional 200% damage when target is in water or its raining/snowing in addition the explosion (except from bullets) and can paralyse nearby actors
- flash grenade that blinds everyone looking at explosion and hurts undead
- smoke grenade that obsures sight in area
- loosing and gaining heat reacts now to in-game time and not real time
- green bane poison reacts now to in-game time and not real time
- you can tweak the change of health and stamina during transformation into all three were-beasts via the ring menu
- 1 in-game hour cooldown period for green bane spit
- as green bane you can use poison 10 times per 24 hours by holding vanilla sprint control
- you can now check the status of spit and poison via the survival menu (use check status option)
- tweaked the marker for forward/wait there commands to cause less troubles with guards
- - added dwemer automatic projectile launcher (personal automatic railgun) - 2 fire modes, 24 ammo clip size - you can craft it and ammo for it (5 types) when you have completed "Unfathomable Depths" Quest and obtained Dwarven Smithing perk and Arcane Blacksmith perk and obtain the launcher schematics, for standard bullets only schematics and Dwarven Smithing perk is required
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Version 3.01
- - the mod activates after you change worldspace to prevent problems at Helgen
- better scripts, FAR less papyrus log spam
- heat sense tracking is turned on by default
- fixed a bug in raise dead slave spell regarding equipment of armor
- fixed bugs in subsquad subsystem
- - the mod activates after you change worldspace to prevent problems at Helgen
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Version 3.0
- - fixed a serious bug in green bane claws causing CTD, now you can taste them without CTD (if you grow tired of life or want to infect yourself with green bane disease and transform into the form)
- slightly tweaked heat sense to improve compatibility with other mods
- if you press escape while configuring one of my custom keys you disable the key
- tweaked green bane combat style to be more aggressive and brutal
- fixed a bug with letter of inheritance when minions die
- improving green bane npc to allow it to be raised from death and serve the player as minion, on command green bane attacks target from behind for maximum damage
- werebear transformation will no longer be added automatically to nord player
- fix green bane paralysis effect - now it fades away after the poison ends both for NPCs and player
- raise dead slave spell takes into account legendary skill
- fixed attack command for locked target
- dead green bane no longer triggers 6th sense
- green bane will not find you if it cannot see (you are invisble or it is blind) you, sense your scent or heat
- green bane will not follow you into Blackreach
- green bane retreats futher now when wounded but if hit again it resumes attack
- green bane doesnt trigger traps
- green bane is much faster
- green bane no longer attacks player when he/she has green bane transformation lesser power and when approaching the player it gets registered into minion system
- you can gain a green bane disease that will transform you after 72 hours into green bane by being attacked by green bane NPC
- there will be no green bane encounters if the number of alive green bane NPCs exceeds 1
- you can escape green bane by hiding from its eyes, heat sense and smell (you must be invisible and cannot be detected be heat sense and smell), if you leave it far behind the encounter will end
- green bane transformation is no longer added automatically to argonian players
- player when having green bane transformation has 100% resistance to disease and poison
- reduced regeneration rate of NPC green banes
- fixed passive night eye algorythm
- hardcore transformation becomes very hardcore transformation
- semi hardcore transformation becomes hardcore transformation
- currently semi hardcore transformation is similar to hardcore transformation with the difference that all the things are put into a sack
- you can now decide whether transformation options apply just to the player, the player&minions(MT werewolves&werebears) or the player& all MT werewolves&werebears
- automatic abilities adjustment influance vanilla werewolf - gives all senses of alpha werewolf, adrenaline surge, climbing, improves jump height/reduces fall damage and command howls (no howls for Moonlight Tales werebears)
- green bane can burrow in the ground (you cannot move or smell but you can use heat sense and sleep/wait) - good for ambushes - to activate hold sprint control and press activate control while looking down, to exit press
jump control
- better compatibility of smell/passive smell/minion group menu with skeletons
- better compatibility of smell/passive smell/minion group menu with raise dead slaves
- increased the upkeep of raise dead slave to 25
- you gain a raise dead slave spell as a vampire lord when you have raise dead slave spell in normal form
- raised dead slaves desintegrate when they die
- now the raised from death Moonlight Tales werewolves/werebears transform with you if you have any transformation lesser power or vanilla transformation power or if not will transform into combat
- improved healing of minions by giving them healing potions
- the range of lock on target is now longer
- increased range of heat sense
- heat sense no longer allows to see through walls
- you can craft a heat camouflage potion
- the time of scent camouflage potion has been reduced
- up to 100 minions (not followers) can be unregistered from minion system and ordered to hold positio, activate them again to make them partol nearby area, activate them again to register them in the minion system
- you can register them again in the minion system by issuing follow command when current commanded group is all
- both Moonlight Tales werebears and werewolves have increased health, stamina, unarmed damage, muffled movement, frost resistance and 100% disease resistance, also they regenerate health
- Moonlight Tales werewolf/werebear attacks from behind are very leathal, power attacks can knock down, paralyse or disarm, in case of vampire lords they turn it around exposing to leathal blows from behind
- better Moonlight Tales werewolves/werebears - you have big chance to meet a werewolf pack consisting of 2-6 werewolves (with your progress the chance gets bigger and you have a chance to encounter a bigger pack), however werewolves are much weaker that werebears, you will rarely meet werewolf slightly stronger that the basic and even so only on higher level (with your progress the chances increase), werebears are left untouched except for the fact that they get additional protectio against frost
- improved disarm attack
- improved set up/clear camp & get horse commands
- infect mode implemented, when in my beast forms or vanilla werewolf form you can reduce unarmed damage to 0 by holding sprint control and pressing ready weapon control while looking down (good for infecting other with beast disease), do so again to escape the mode
- 4 summon armored skeleton spells (permanent with maintenance cost) - require Skyrim Immersive Creatures mod or Armored Skeletons and the Walking Dead mod
- humanoid raise dead slaves slowly decay
- new raise skeleton spell - very similar to raise dead slave spell (you immediatelly receive fully functional skeletons that can wear any armor!)
- humanoid minions when registered will salute you
- minion system is no longer cleared when restarting the mod but you can always do it via the ring menu
- implemented option to appoint up to 9 leader from your minions, in the process all other minions in the same squad up to 11 actors will be unregistered from main minion system and will start to follow their leader
- improved lock on target visual effect - it is now permanent
- improved raise dead slaves - you can now strip them of cloths
- added sophisticated summon minions spell, including vampire lord version
- command keys will work only when you have the command lesser powers
- to activate/deactivate camouflage hold down heat sense button, camouflage button has become favor button
- raise dead slaves (and raised skeleton slaves) have better bonuses reflecting their undead state - they can carry large amount of items, and are very resistant against most damage, but they can be hurt by fire and are easily killed by silver weapons and sun fire spells
- followers have all the options raised dead/raised skeletons/MT werewolves have - when activating the minions you enter into dialogue, alterantivelly you can enter into dialogue via minin group menu (hold down forward command button and choose appropriate option)
- favor subsystem implemented - you can order followers/raised dead/raised skeletons/MT werewolves to pick up things, pull levers and chains, use furnitures, loot containers&corpses, open doors, bash locks (if minion has appropriate weapon),
- favor subsystem allows you to order minion to mine ore (if minion has pickaxe), smelter ore into ingots and produce charcoal from wood piles at smelter, chop wood (if minion has woodcutter's axe from trees via dialogue or chopping block via favor), process leather at tanning rack,
- favor subsystem allows you to order minion to craft basic weapons (iron, steel) and armor (fur, leather, hide, iron, steel) at forge and improve it at grindstone and workbench
- favor subsystem allows you to order minion to cook food at cooking pot, they even use receipts from RND mod, minions can craft scent and heat camouflage potions and green bane poison
- favor subsystem allows you to order minion to brew potions at alchemy lab
- minions are able to craft tents, bedrolls, tinderboxes, watersacks and iron pot if you have activated RND mod
- minions can be ordered to find water (via dialogue) if they have watersacks from RND mod
- minions can be ordered to set up camp (via dialogue), if you have RND mod activated, depending what kind of equipment and how many the minion has different camp will be built (up to 5 tents and bedrolls, 1 tinderbox, 1 iron pot, 3 wood piles are supported for full camp)
- minions can add wood to camp fire (3 wood piles required) or renew fire if its extinguished
- when adding healing potions to minions they will not use them if they are undead or dwarven constructs
- raised dead slaves/MT werewolves are no longer added to CurrentFollowerFaction, inheritance letter bug has been resolved in other way (I hope so)
- smell will in the first place try to locate water from waterfalls (fresh, spring water) if RND mod is activated
- added separate option in the heat sense section of the ring menu to turn on/off heat&rain tracking scripts
- tweaked description of necromantic spells to match perks used by them
- raise dead no longer have health buff - this should prevent them from dying and ensure good display of health
- fixed faction change during raising and summoning of minins to prevent friendly fighting
- improved fighting stop when issuing follow command
- fixed a small bug in the burrow ability
- raised dead slaves are silent, they no longer talk
- fixed a bug in the ring menu regarding GB encounter chance
- an option has been added in the dialogue to gather resources from other minions - all or of different types like crafting resources, survival equipment, ingredient, weapons, armor, keys, books/scrolls, food&potions
- an potion has been added in the dialogue to can sell items not currently used - all or of different types like crafting resources, survival equipment, ingredient, weapons, armor, books/scrolls, food&potions
- health of minions is displayed in minion group menu (in percent)
- after end of favor minion redistributes weapons, armors and potions among other minions
- raised dead slaves and raised skeleton slaves will be displayed as undead slaves
- when you order advanced minion to move forward once it reaches the destination it will start to loot everything nearby
- increased the brightness of green, red and grey night eye color
- visual effect is being displayed for a short time when giving forward or wait there command
- changed visual effect of green bane poison
- you can warn nearby minions via minion group menu about nearby traps, this will make them not to trigger traps for 2 minutes (requires AFT mod to work)
- raise dead slave spell and raise skeleton slave spell quickly advance your conjuration skill
- - fixed a serious bug in green bane claws causing CTD, now you can taste them without CTD (if you grow tired of life or want to infect yourself with green bane disease and transform into the form)
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Version 2.31
- - fixed a serious bug in passive smell in exterior areas caused in ver 2.3
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Version 2.21
- - now you can learn scents of all actors. The smell messages will show whether you know current actor by using words Known, Unknown and in case of unique actor - name of the actors
- You can cook a Scent Camouflage Potion while having 1 blue, purple and red mountain flower. The potion will completly hide your scent for 6 hours, then the efects will gradually fade. It will stop having any effect after 24 hours
- improved compatibility of the Minion system with other mods. Now other mods can add/remove actor from the minion system via custom spells (see readme for details)
- the heat sense is now darker, which means you can now use it also in broad sun light witout blinding yourself
- - now you can learn scents of all actors. The smell messages will show whether you know current actor by using words Known, Unknown and in case of unique actor - name of the actors
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Version 2.8
- - compatibility with Moonlight Tales - read above for details
- fixed a small bug in hardcore transformation (no more NPC's voices)
- hardcore transformation causes player to loose all stamina
- blue night eye changed to hardcore blue
- colour night eye changed to fantasy
- most beast howls cooldown periods are shorter now
- improved feeding perk in beast forms - only items that can be eaten will be removed from your inventory if you take them while in any of the beast forms
- improved the change of abilities and perks during transformaion
- fixed water breathing bug in green bane
- berserk attack - every attack of alpha werewolf increases unarmed damage by 1 and health&stamina by 5 for 60 seconds, the effects stack
- reduced damage of green bane poison to stamina and magica to 2 points per second
- disabled automatic unregistration of minions from minion system after 72 hours of waiting, you can always recall them and clear minion system via the ring menu
- implemented immunity for 1 hour for actor (including player) after greenbane poison ends its work (in practice once you cure the poison)
- Green bane poison will not be applied when blocking hit from ahead
- Green bane has immunity from poison
- fast transformation option added
- if AdrenalineSurgeJumpHeight is set to 0 then the jump is not altered when using adrenaline surge
- raise dead slaves have now similar dialog/texts as followers, no more stupid text - the same applies to MT werewolves
- a fix to forward command - minions will no longer stop moving forward once a dead enemy has been detected by them
- green bane encounters implemented (check above MT compatibility section of the readme for details)
- you can heal minions (including followers but not constructs) if it is damaged and you give it healing potion or even cure poison (if it is poisoned and you give it cure poison potion)
- werebear knock back effect is stronger
- changed power attacks and sneak attacks (now attacks from behind and sides) for all three beast forms - see their sections for details
- power attacks while in any of the 3 beast forms will stagger vampire lord, turn it around and thus expose it to leathal blows
- While in Werebear form sideways&forward power attacks hit all targets in front of Player if Player's OneHanded >= 70
- you can turn on/off heat sense image space modifier (turn on/off the blue screen effect) - by default its turned off
- if heat sense image space modifier is turned off you can use heat sense with night eye or passive night eye
- heat sense now detects constructs
- alternatively you can transform back by holding sprint control and pressing ready weapon control
- alternatively you can sleep while in the beast form by holding sprint control and pressing sneak control
- alternatively you can drink while in the beast form by holding sprint control, pressing sneak control and looking down
- after transforming back your previously equipped shout/power/lesser power is being equipped
- different speeds of transformation implemented
- semihardcore transformation implemented
- hardcore/semihardcore transformation is separate from faster/very fast transformation which means you can tweak none, one or both aspects of transformation
- - compatibility with Moonlight Tales - read above for details
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Version 2.6
- - all three beast can climb now
- you cant sleep while using camouflage
- werebear transformation is automatically given to Nords
- the ring is added only at the beginning, when you launch the mod for the first time or when you restart the mod
- now eating gives 5 or 2 hp per second for 1 minute depending on what you eat
- the jump and speed tweaks are applied after loading game if you are in any of the 3 beast forms
- fixed a bug with the empty bracers when smelling (you now dont need to reset the mod via the ring menu anymore when launching the mod for the first time)
- progress system for beast forms recognises legendary skills as 100 skills
- fixed a serious bug in werebear progress system
- changed the minion section of the ring menu and added option to recall all minions
- improved attack command for non-mounted minions
- attack command for minions (followers) takes into account their morality, if a minion has morality > 0 and is ordered to attack a target not hostile to the player the minion will not obey and its relationship with the player will deteriorate
- slightly expanded range of informations when scanning with smell for resources
- faster and better hardcore transformation
- - all three beast can climb now
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Version 2.5
- - added werebear transformation lesser power (now the mod requires Dragonborn DLC)
- fixed a small bug in automatic abilities adjustment for Alpha werewolf
- you no longer have to have adrenaline surge to access survival menu
- fixed adding and removing minion commands via the ring menu
- while drinking all three beasts perform drinking animation
- Green Bane and Alpha Werewolf can now eat any corpse/meat/eggs/fish
- vast improvement of smell&passive smell. Now you can also detect actors from Dawnguard DLC and Dragonborn DLC and you can detect other resources like food/potions/plants/ingredients/organic containers even when in containers
- while using adrenaline surge or in beast forms you should now jump futher
- jumping depletes stamina of Green bane
- running slowly depletes stamina of Green bane
- Green Bane is faster than Alpha Werewolf
- Green Bane automatically stops running and drops camouflage when stamina is below 5
- Green Bane automatically activates adrenaline surge via 6th sense only for a short period of time
- fixed a bug in "sneaking" while in beast form
- slightly improved hardcore transformation
- - added werebear transformation lesser power (now the mod requires Dragonborn DLC)
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Version 2.3
- - better compatibility of wait commands with AFT
- optimalization of scent camouflage
- added a spell that raise dead actor
- an alternate version of the above spell is added each time you start to levitate as a Vampire Lord and removed if you stop (now the mod requires Dawnguard DLC)
- activating the raise dead (only NPC) actor opens a dialogue menu with several options like accessing inventory menu (you can give the actor new weapons and armor), get horse command, set up/tear down a camp
- when minion system is full no new minions will be registered/added
- improved minion follow player package
- improved compatibility with Requiem
- slightly improved smell and passive smell
- other modders can deny the player the option to transform via survival menu (which means the player will be trapped in the beast form) by setting the DenyTransformation global variable to 1
- fixed the influance of thermal column on smell, now you can detect actors that are more lower of you than ussually but you will find it very difficult or impossible to sense actors that are higher of your position
- alpha effect of camouflage for green bane (visibility of the beast for the player) differs depending on environment (snow/rain but not light) and skill
- fix heat sense for raise dead when corpse is still warm
- while in beast form you have now access to progress info for beast forms in the survival menu
- - better compatibility of wait commands with AFT
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Version 2.2
- - improved transformation options in survival menu
- added 5 lesser powers to select specific minion groups
- Mammoths will now fall when paralysed with Green bane poison
- updates conditions for 6th sense to take into account sleep and paralysis
- during Green bane/Alpha werewolf transformation summoned creatures are no longer unsummoned and werewolf transformation global is no longer incremented
- every blow landed by Green bane/Alpha werewolf slightly increases OneHanded skill
- fix of small bug in automatic abilities adjustment regarding heat sense and Green bane transformation
- level of Sneak skill influances Camouflage now. The higher the skill the more difficult is to spot you. Sneak exeeding 100 will not count. You can always be spotted in broad light at close range
- while moving and not running with Sneak at least 30 or running with Sneak at least 60 or sprinting with Sneak at least 90 you slowly gain Sneak and your movement is muffled. Even if your sneak is below 30 and you walk you still slowly gain Sneak
- fixed bugs with automatic abilities adjustment during both transformations
- the length of the 3 Green Bain poison stages depends on the base health of victim
- the end of 2 first stages can be detected by watching the victim since it will stagger for a moment
- reworked stat tweaks during both transformations (see updated Alpha werwolf/Green bane sections of readme)
- Surprise attacks of Green bane/Alpha Werewolf do 3(if Sneak>=20)/6(if Sneak>=40)/9(if Sneak>=60)/12(if Sneak>=80)/15(if Sneak>=100) times as much damage depending on the level of Sneak and increase Sneak
- Attacks on sleeping paralyzed do 20(if Sneak>=20)/40(if Sneak>=40)/60(if Sneak>=60)/80(if Sneak>=80)/100(if Sneak>=100) times as much damage depending on the level of Sneak and increase Sneak
- Green bane/Alpha werewolf damage increases with OneHanded skill: 140% (if OneHanded >= 20), 180% (if OneHanded >= 40), 220% (if OneHanded >= 60), 260% (if OneHanded >= 80), 300% (if OneHanded >= 100)
- Green bane removed from predator faction
- Green bane/Alpha attacks ignore 25%(if OneHanded>=30)/50%(if OneHanded>=60)/75%(if OneHanded>=90) of armor
- Green bane/Alpha power attacks disarm victim if Player's OneHanded >= 70 and victim level < 30
- Green bane/Alpha power attacks have 25% chance to paralyze target for 10 sec if it's level < 30 and Player's OneHanded >= 100
- Green Bane has 25% weakness to frost
- Modders that want to register their actors in the Minion system no longer have to add them to PlayerFaction due to strange glitch that adding to the faction causes
- By default the above minions added by other mod will not have the follow player&keep distance package (just like followers - this is for compatibility purpose). In order to give it to the actor you must remove it from DummyFaction after registration (say about 10 sec you add the actor to the faction). In order to give it back add them to DummyFaction again. Remember to order them to wait and to follow you again to reset the AI packages
- in order to unregister from the Minion system the above actor added by other mod the actor must have the following keywords: TGMark, LinkWaitUntilTriggered, be in faction DummyFaction and be removed from faction MagicCharmFaction
- Alpha werewolf howls fortify health by 20 points and stamina by 100 points of all your wolves/werewolves for 60 sec
- The graphial effects of the howls have been removed
- - improved transformation options in survival menu
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Version 2.1
- - fixed a small bug in heat sense
- dragons will be registered as followers so while not following any orders they will not have my follow player package and should fly normally (I havent tested it)
- eliminated the message spam during initialization/restart/removal of the mod
- compatibility with Realistic Needs and Diseases
- fixed Green bane and Alpha werewolf feeding - you can no longer feed on the same corpse multiple times
- poisoned claws tweak: After 20 sec the victim's sight becomes obscured so it wont be able to spot you when you use camouflage. After next 20 sec the victim becomes completly blind. After next 20 sec the victim becomes paralysed
- poison is applied even when using Green Bane power attacks
- cleaned unnecessary edits in vanilla werewolf spells and magic effects
- fixed incompatibility with SkyUI
- - fixed a small bug in heat sense
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Version 2.0
- - slightly improved heat vision (I made it darker and I fixed the small problem with groundhook invisible actor)
- support for adding smell to custom races from other mods
- added the ability to transform the player into the Green Bane - a monstrous lizard with camouflage (partial invisibility) and poisoned claws
- improved feeding perk of alpha werewolf
- fixed the fear effect of the howls - should work properly now
- fixed silent movement of Alpha Werewolf
- you receive the Alpha Werewolf transformation lesser power if you are a werewolf
- tweaked transformation option in survival menu
- tweaked ring menu
- Alpha Werewolf and Green Bane have increased jump height and reduced fall damage as if using adrenaline surge
- While being Alpha Werewolf or Green Bane attacking a target that hasnt deteted you inflicts 12x damage
- While being Alpha Werewolf or Green Bane attacking a target that is sleeping or paralysed inflicts 100x damage
- heat sense reacts on snow like on rain
- heat sense spells and scripts will run as long as the player has heat sense or Green Bane transformation lesser power
- alpha werewolf shout tweaked: tier 1 - fear all nearby&all forward, tier 2 - fear all nearby&all wait there, tier3 - fear all nearby&summon nearby wolves/werewolves&all follow
- - slightly improved heat vision (I made it darker and I fixed the small problem with groundhook invisible actor)
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Version 1.41
- - improved forward and attack locked target command for mounted followers
- added condition of keyword ActorTypeDwarven to detection of potential minions, this should remove the issues with registration of random actors from other mods as minions but will render my mod incompatible with Dwemer Artificer mod, perhaps next version of that mod will be compatible but it requires cooperation of the author of that mod
- - improved forward and attack locked target command for mounted followers
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Version 1.32
- - You cannot lock on your own horse
- slightly increased the speed of visual effect of lock on target
- when you press the lock on target button again you switch to another target, in order to turn off lock on target you must loose the eye contact with current target or kill it
- tweaked registration of minions so that they no longer automatically attack actor targeted by the player (I hope this will prevent inappropriate attacks that occure from time to time)
- red, blue or green smell tracking visual effect depending on your choice
- - You cannot lock on your own horse
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Version 1.31
- - smell detection causes actors to attack/search the player taking into account aggressiveness and confidence of actors
- fixed issues with confidence of actors
- tweaked 6th sense chance mechanism
- - smell detection causes actors to attack/search the player taking into account aggressiveness and confidence of actors
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Version 1.7
- - Script Dragon is no longer needed, ATTENTION!: you must delete the ini and asi files from previous version
- fixed a minor bug in 6th sense
- optimalization of scripts
- support for registering actors from other mods that are not followers/summoned creatures in the minion system
- the mod now checks whether SKSE is activated
- alpha werewolf's howls will not frighten player's allies
- heat vision deactivates night eye and passive night eye, night eye and passive night eye deactivates heat vision.
- - Script Dragon is no longer needed, ATTENTION!: you must delete the ini and asi files from previous version
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Version 1.6
- - fixed the Script Dragon part of the mod, you can now configure the mod via ini file
- added very sophisticated and immersive heat vision
- reworked the ring menu
- changed the default nighteyechangespeed value to 3
- werewolf transformation renamed to alpha werewolf transformation
- added strong orange smell tracking visual effect for people that have a problem in seeing the weaker visual effects
- improved 6th sense
- improved removing and adding night eye via ring menu (in case of a khajiit only passive night eye)
- spriggans will not attack you when in beast form
- added option to turn on and off text for minion system lesser powers in the ring menu
- hardcore transformation option added - during transformation all armour and cloths are destroyed - silent movement ability is added to alpha werewolf when its not running or sprinting
- silent movement ability is added to alpha werewolf when its not running or sprinting
- - fixed the Script Dragon part of the mod, you can now configure the mod via ini file
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Version 1.5
- - futher improved forward and attack locked target command both for ground units and for mounted followers, followers shouldnt attack deers or foxes now
- added the ability to stop the mod via ring menu and safely uninstall it
- added the ability to restart the mod via ring menu
- decreased the time of smell track
- when you update the mod it will be detected in game and you will be recommended to reset the mod (alternatively you can later choose appropriate option in the ring menu), be advised this will not detect this version of the mod but after 2-3 saves and loads it should detect any next version of the mod
- current mod version displayed in the ring menu
- smell detecion by other actors - now deers/elks should run and aggressive, confident and hostile actors should come to you (sic!)
- narrowed the array of actors that can smell you
- implemented counter measure that prevents an attack of minions on player's friends (including other minions)
- narrowed the 6th sense to only confident and aggressive hostile actors
- - futher improved forward and attack locked target command both for ground units and for mounted followers, followers shouldnt attack deers or foxes now
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Version 1.4
- - fixed a small bug in tweaking aggressiveness of the minions
- compatibility with the Horsemen - Mounted Combat Enhancement mod! In short you can now command mounted followers and even order them to attack a specific actor! (sic!!!!!!)
- increased the range you can lock on target
- when you change the current minion group, the number of minions in the group is displayed
- - fixed a small bug in tweaking aggressiveness of the minions
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Version 1.3
- - partial compatibility with Dwemer Artificer mod, automatons are registered into minion system but are not unregistered once you deactivate them (need cooperation with the author of the mod for this)
- improved menus, added explanations of options
- you can now give orders to mounted minions and they will stay mounted, but you can also choose that they will dismount each time you give them order
- cleaned the mod a little bit, the mod now uses separate abilities for alpha werewolf (vanilla abilities are untouched)
- fixed a small bug during registration of minion into the minion system
- when you order a minion to retreat it will disengage from combat until it reaches you
- small tweaks in 6th sense
- changed the way the minions follow the player to another world spaces
- improved forward command, now every minion must actually reach the pointed place before beginning to follow the player again no matter how much time it takes
- the minions will obey follow command if the distance is less than 8000 (150 is activation distance)
- in minion group menu you can change the level of aggression of all minions in selected group as well as a specific minion
- compatibility with Brawl Bug Plugin, no more brawl bug, see Bugs/issues section above
- fixed a bug in minion menu that prevented the player from obtaining the name of current unique actor
- a lock on target lesser power was added. While you lock on specific target and give some minion/minions a forward command, it/they will attack the target
- sound effect also for 6th sense text version
- you can tweak command mounted/command dismounted variable in the ini file
- custom key for lock on target added, if held it switches between commanding all and single
- custom key for wait there, if held it switches between mount and dismount commands
- - partial compatibility with Dwemer Artificer mod, automatons are registered into minion system but are not unregistered once you deactivate them (need cooperation with the author of the mod for this)
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Version 1.2
- - in smell message when choosing actor to smell track you cycle by pressing next and previous buttons and not up and down buttons
- added in ring menu option to clear (reset) minion system
- you can now assign minions to squads and issue them commands separetly
- you can now issue commands to a specific picked minion
- significantly reduced boost to regenaration while in werewolf and alpha werewolf form
- added new optional colours to night eye: grey and normal colours
- blue night eye colour is now more blue
- new smell track effect, its blue, smaller and the particles now go in the direction of the player
- you can now gain access to ring menu settings from survival menu
- - in smell message when choosing actor to smell track you cycle by pressing next and previous buttons and not up and down buttons
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Version 1.1
- - improved transportation of minions between different world spaces and locations (still not perfect)
- now the smell lesser powers display intensity of current scent not the distance
- made the information about wind and wind change larger
- reworked the inner mechanism of custom buttons, they are now far more responsive, Script Dragon initiates the spells directly
- reduced the time to hold custom buttons to trigger alternative function
- fear howls does not apply to wolves and werewolves
- you can identify your followers as werewolves when using Amazing Follower Tweaks
- you can detect fire while using smell. This fires are recognised by Frostfall as sources of heat
- optimalization of minion commands code
- fixed a bug in registration of new minions
- futher optimalization of scrypts
- increased range of summoning while using tier 2 alpha werewolf shout
- Nature of the beast mod settings - night eye is now smaller
- when a threat is close 6th sense will trigger adrenaline surge only when the threat is heading towards player
- minion system now covers also followers/hirelings/follower dogs and undead actors, but raise dead will not follow your commands due to the issues with their AI
- fixed a small bug that make it impossible to learn e new scent while smell tacking
- updated night eye description, NightEyeStrength variable also influences passive night eye
- now when 6th sense triggers the adrenaline surge it will turn it off when there is no immediate threat no matter whether 6th sense interval period has expired
- increased the minimum distance between player and threat that makes the 6th sense to trigger adrenaline surge
- - improved transportation of minions between different world spaces and locations (still not perfect)
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- Author's activity
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December 2016
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06 Dec 2016, 8:25PM | Action by: gulogulo
Attribute change
Advanced Skyrim Overhaul v4_6 small description changed
May 2016
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11 May 2016, 3:37PM | Action by: gulogulo
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11 May 2016, 3:36PM | Action by: gulogulo
Attribute change
long description changed
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11 May 2016, 3:33PM | Action by: gulogulo
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10 May 2016, 9:27PM | Action by: gulogulo
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10 May 2016, 9:27PM | Action by: gulogulo
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long description changed
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10 May 2016, 9:25PM | Action by: gulogulo
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10 May 2016, 9:24PM | Action by: gulogulo
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long description changed
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10 May 2016, 9:23PM | Action by: gulogulo
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10 May 2016, 9:21PM | Action by: gulogulo
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10 May 2016, 9:19PM | Action by: gulogulo
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10 May 2016, 9:19PM | Action by: gulogulo
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April 2016
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16 Apr 2016, 11:51AM | Action by: gulogulo
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16 Apr 2016, 11:47AM | Action by: gulogulo
Changelog added
Change log added for version 4.6
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16 Apr 2016, 11:44AM | Action by: gulogulo
File added
Advanced Skyrim Overhaul v4_6
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16 Apr 2016, 11:41AM | Action by: gulogulo
Attribute change
Advanced Skyrim Overhaul v4_5 category changed
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16 Apr 2016, 11:40AM | Action by: gulogulo
Readme file added
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16 Apr 2016, 11:37AM | Action by: gulogulo
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- Mod page activity
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May 2025
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