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  1. MyEvergreenHometown
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    Rote 2016 is released now !

    Notice: To avoid some possible problems, such as enemies' damage is too high(caused by updated error), a NEW GAME is recommended or you can wait for game to refresh!!
  2. MyEvergreenHometown
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    Updated: ROTE2016 2.2

    BUG FIXED
    1.Fixed a bug you will learn another dragon aspect shout.
    2.Fixed data errors of spell "scorching weapon".

    GAMEPLAY
    1.Most of enemies can be looted.
    2.Most of enemies' resistance is weakened.
    3.Most spider enemies' Ai and skills are changed.
    4.Add Unique enemies to some Dungeons.
    5.Some bosses' Ai and skills are changed.
    1. MagicFX
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      ... Not true. There are still a LOT of enemies which have unlootable armor or unlootable weapons. Uninstalling until every single piece of armor or weapons can be looted off every single enemy.

      Here is a list of NPCs which can't be looted off their weapons, armor or ammunition:

      - Sigdis Gauldurson
      - Dwarven Spheres
      - A LOT of bandits (Bosses, Chiefs and others)
      - A LOT of skeletons (Overlords, Lords, Daedric Skeletons and others)
      - Headless Knight
      - Gravesinger mages
      - Vokun's Warrior
      - Vokun's Ranger
      - Draugr Lords
      - Red Eagle
      - Dwarven Defenders
      - Specter
      - Faceless
      - Some NPCs carrying orcish armor (usually bandits)
      - Some NPCs carrying Vampire Royal armor (stronger vampires)
      - Some NPCs carrying steel or plate armor (usually bandits)
      - Some alchemist type enemies
      - Some enemies carrying ebony armor
      - Some NPCs carrying companion armor
      - Emperor Skeletons
      - Some enemies carrying glass armor
      - Warlocks

      And the list goes on. If I spend my time listing every single piece of equipment which can't be looted, I'll spend the night here. But generally, most bosses or stronger enemies can't be looted. Did you think that you'll be rewarded for this long battle that you had with that one bandit chieftain? Fat chance. Did you think that murdering a powerful mage for his rare robes will improve your magicka by wearing whatever enchanted items they have? Nope. Artificial difficulty in it's prime.

      If you guys want to see for yourself just how many unlootable equipment there is, open the damn ESP in TES5Edit and take a look for yourself. In the armor section alone, MOST armor can't be looted. Much more than just half of it. Probably 75%. Most enemies still can't be looted without you having to patch it yourself.

      TL;DR: "Most of enemies can be looted." is not true. If you expect RotE 2016 to have fixed unlootable enemies, don't download this, because the fix for unlootable enemies was NOT implemented. The author either forgot to do the fix or is misleading people on purpose.
    2. Axel85v
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      situation?? after i read this post i download the 1.95
      i really want to try 2.2 but all this bug i have a little of fear
    3. MagicFX
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      Same as before mate: RotE is broken, always was and always will be. Then again, if you're somehow enjoying 1.95, you'll probably enjoy 2.2. It's basically just as broken as 1.95, but in different ways. Here's a short rundown:

      - Bosses have been nerfed from "Utterly curbstompingly broken" to the point of just "utterly broken".
      - Base enemies (bandits and such) have been buffed to the "utterly broken" point to compensate for the bosses losing the curbstomping part.
      - The dragonborn still doesn't know how to loot armor, that has been a persistent problem with RotE so if you enjoy your character being dumb enough not to pick up armor while running about butt naked, it's not a huge problem.
      - The dodges actually make sense. It will be spectacular combat while the enemy is running up towards you teleporting right and left to avoid your arrows. Then you spend 30 minutes chipping their health to half before rincing and repeating as they spam heal spells and the spectacle rapidly becomes a grind.
      - Regular mooks now have more potential than bosses. That's right. You can overlevel to 200 and slaughter dragonpriests. And then be roflstomped by a lowly bandit who just needs a few coins for some cannis root tea.

      In all honesty, I'm being a little too harsh as this mod fits a very specific niche. In the same way that wanna-be dominatrix gals appeal to masochistic old men. But unless you are very specifically a masochist to the point where you need the game to be broken, there's no point in using RotE whatsoever. If you actually enjoy cheating AI as opposed to challenging AI though, you shall be fine with whatever version of RotE as they're all equally broken.
    4. User_8237476
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      Same here. I'm playing too long with v 1.95 to start all over again. Is there someone who updated it without consequences? :/
    5. User_8237476
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      I'm sorry this reply was for Axel85v's comment, posted it here by mistake. But I'm agree with you about this mod needs some serious work, still it is very fun and immersive to play with.
    6. pelzknaeul
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      Patience would help all of you... those weapons and armors ARE lootable, if you have the level required for them to appear in the leveled loot-lists. Till then: keep dreaming.
    7. JackONeill4444
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      I installed this mod, and i've got a question.

      I beated Hevnoraak (dragon priest), and looted on his body a master level alteration spell, "magical protection", that gives 100 armor, 10% magic resist, 10% magic absorbtion for 60 sec.

      Problem is : i can't find any mention anywhere of this spell. And since this mod is the only one i installed that had game-altering stuff (and not fixes), would you know where this comes from?

      Thanks !
    8. MagicFX
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      @ pelzknaeul > Doesn't solve the artificial difficulty problem. Nor does it solve the utter immersion break problem. If it's here, it must be lootable, or it shouldn't be here in the first place. In that same sense, it's not much more difficult to just melt down some crap into ingots and craft that same armor which this mod doesn't allow you to loot, but it still doesn't make sense to pass off the Dragonborn as utterly retarded to the point of being incapable to undress somebody unless they have a master's degree in grinding.

      TL,DR: Just because a bug can be "circumvented" doesn't means it shouldn't be fixed in the first place.
    9. Axel85v
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      well i'm playing with 1.95 and i can say that is not broken
    10. MagicFX
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      @ Axel > Back when I tried 1.95 it was broken. Regular NPCs were actually a-ok but some of the bosses were broken and the ever-present impossibility to loot was still there. Then again, back then I wasn't using a customized version of Apocalypse + Lost Grimoire and Ordinator, so that might be the reason. Still, even in 1.95, instead of adding strategy and depth, RotE simply removed it.

      Some of the dragon priests are a good example in 1.95: 100% immunity/absorption of all magic may sound good on paper if the boss is supposed to be an anti-mage. But in practice, it means that magic is essentially completely useless in that battle. It doesn't add a complex magic system which your character has to learn and/or master to be able to pierce magical defenses. It just removes the ability to use magic, completely.

      That may not be broken in your book, however it is in mine. If you're roleplaying a pure mage, with the example above you're basically being told to break your immersion and start learning armor/weapons. Even if you're at a hundred on each magic school, you're still incapable of doing damage.

      Another example would be enemies with physical resistance approaching 99%. It's not that they're have some advanced AI, some strategy or that they're intelligent, it's that they can simply ignore your physical damage completely, so you will have to either repeat the same slash/block/stagger motion a hundred times or you will have to break immersion and teach your warrior some advanced magics.

      Overall, the difficulty isn't coming from any particularly potent AI. There's no new strategy, no new tactics, no additional depth. All RotE does is make the old combinations/techniques useless without adding new ones.

      The ONLY thing which RotE does well is increasing enemy dodges and make them that much more potent in combat. It makes ice magic that much more useful: to force enemies to actually hold still. But yes, those thought out balancing decisions are almost non existent.

      TL,DR: Balancing is non-existent in RotE. Author gives the impression of having no idea how base Skyrim works and even less idea what his edits do. I'm not sure if he rolled the dice to come up with the numbers, or if he's just a misunderstood genius, but for all intents and purposes you could have about the same results by slapping a monkey hard enough 'till it writes random numbers on the keyboard and then going with these as "appropriate enough to deliver sufficient amount of hurt."
    11. Axel85v
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      Did you intall rote and play a new game? maybe this is the problem infact 1.95 i didn't find a enemy with 100% resist, they have a lot of life but they will die.
      my dragon priest are very difficult but i think it is normal, with my 2hand warrior liv 50 i die after 2 spell, so i just take a few of magic resist and a lot o potion
      maybe with your mage you can go with companion and summon

      next game i try 2016 verion with a pure mage
    12. Hasanch0o
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      no dragon priest had 100% magic resist.
    13. RamadaOmar
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      Yeah I think the magical protection spell comes from this mod. There are a few other spells from this mod in dungeons, like Blizzard Weapon in Ansilvund and a couple spell books that boost your stamina or magica regen permanently.

      I'd like to see a complete list of these spells if possible
    14. alimsma18
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      Sir, Is it the patch for RoE 2016 or old RoE ?

      http://www.nexusmods.com/skyrim/mods/73369/?
    15. Inferno221
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      So, I think there's a bug with some high level enemies, vampire nightlords for example are immune to fire damage. Actually a lot of high level enemies are immune to fire damage, and even priest warlocks are immune to magic spells. Is this an intended feature or a bug? Please advise.
    16. wherediditrun
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      I see there is a guy who keeps whining that some bosses are immune to certain type of damage and that he's forced to pick up something else to defeat him, because he's playing non magical character or something.

      Um. ... okey... That's your problem of having a weak character. Your character is not ment to finish all the content. Obviously your character is not ment to be able to destroy certain enemies. End of story. If you want to still pass through it think outside the box and it's possible while staying in-character. Buy a stave, get magic fallower, use bought poisons on weapons. Buy enchanted weapon. None of this is beyond a character who can't cast spells. S

      That's the whole part of the challenge which is fun. You need to prepare and think how to overcome something with-in your character. Leave the dungeon, buy stuff, return. Die -> try -> die -> try something else... 5-6th time you managed. GZ. That's how you play an interesting game.
    17. Inferno221
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      @ wherediditrun

      You misunderstand. I've played 40hrs of this mod and really like it, but I'm playing as a mage with no melee weapons. Some bosses and high level enemies are completley immune to spells. Frost, fire, and shock spells don't work at all, only melee weapons do, which is out of character. I played the old version of this mod for a bit and didn't encounter this problem, so I have reason to believe its a bug.
    18. wherediditrun
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      @Inferno221

      Why it's out of character? I always found out of character that you can hurt dremora with puny steel weapon or that you can physically damage a god damn ghost. Doesn't take a long stretch of imagination that some opponents might be just immune to certain thing. If player can stack spell absorption to insane levels so should opponents be able to do so. Fair on my book.

      Conjure physical damage creatures. Or heal and support good old Lydia. Problem solved.

      Yes it challenges you to really play differently rather than breeze through contents at places. And thats what I really like about this mod. At some point "stat check" or "just hammer them with a spoon enough times and they will fall" tactics are rendered obsolete. Not completely, in very few places, but it does give that surprise factor sometimes.

      I hope I'll meet opponents with Silence like mechanics. Or with very strong drain vitality dragon shouts etc. When only choice to play it out.. like after dying 4th times in a row, slow time and try to dodge. Maybe get back home, stack some shout cd reduction and get back D stuff like that.

      But with disabled fast travel you really try to come prepared though.
    19. Inferno221
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      @wheredititrun its out of character cause a pure mage should use magic only. An RPG game shouldn't force the player to use restrictive methods, it should be viable by all tactics but with certain limitations (you should use frost spells on a frost dragon for example).

      And the player should be powerful enough to take on enemies, yeah the vanilla game was ridiculous on how overpowered the player can be, but that doesn't mean the player should have extreme unfair odds set against them.
    20. Anv1L
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      I've been using the mod for a long time and this was always a must have for me, but over time I've noticed in majority of boss fights i am always forced to run, spam healing spells and potions, spam ethereal shout or all together, it gets really tedious. Most of their spells ignore magic resistance making it useless, and a lot of bosses seem to have 100% magic resistance which makes your magic useless, so what do you do? you try to kill them in melee, but they resist staggers and they kill you so fast you won't be able to land 3-4 hits. only solution: kill them fast before they start fighting and use the new added features, which takes the fun out of the mod. It just makes it very difficult or just near impossible to enjoy for any non-stealthy playthrough.
      Lore wise, every low or high level skeleton and draugr seemed to use shouts, so EVERYONE of them trained to shout?
      I don't really have a point here, this mod is great and all but there are just too many times that its overpowered and unbalanced.
    21. Inferno221
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      I also noticed that dragon priests aren't affected by the mod in 2.2. I don't have any other mods affecting the priests.
    22. DarkWandererAmon
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      i play with this mod havent had any issues. if you cant handle the difficulty just lower it. Mod is really good and fun
    23. Darklocq
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      I have to wonder why no one's just picked up where this left off and finished it properly. Two years since it was abandoned, but it looks rather promising.
    24. maevekilee
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      Agreed. But the unfairness is still there though.Had to set the difficulty to Novice and cheese my way through some boss enemies. Damn. I was lvl 80 and I was doing NO DAMAGE(Nothing significant per hit, at least) to Hevnoraak and Otar. Don't get me started on Red Eagle and Miraak.
      .
      All in all, though, it's a good mod, and sort-of essential for me. I have a love-hate relationship with RotE, and not a day goes by that I don't wish for some modder to balance this mod to the level it so deserves. XD
    25. U1849KA
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      I feel I need to point something out. A lot of these complaints contain commentary that makes me think that people are not matching their mod choice to their playthroughs very well. This mod is intended to give min-maxing, or very powerful characters a good challenge to go up against. If you don't want to play a min-maxed character, don't install a mod that requires you to min-max. This should be obvious, but there are so many complaints to the effect of, "you have to min-max to play this." Yes. You do. That's the point. It's effectively the same as saying, "I want to do a fast-travel playthrough," and then installing a mod that forbids fast-travel, whereupon you then blame the mod for breaking your playthrough. Please, Please match your mods to your playthrough.

      The same complaints happen with mods like Deadly Dragons and High Level Enemies. Players do softcore, role-play focused characters, where maybe they get a random 40% fire resist from something, but never really focus on resists at all. Then they install Deadly Dragons, set it to Insane-Nightmare-Ultra-Hard, and complain when they get one-shot by a dragon that expected them to health-stack and have max resists, and blame the mod for being poorly balanced.

      This mod is fantastic for high-power, min-maxed playthroughs that want to solve the puzzles of how to deal with enemies, and carry around a variety of solutions to deal with the various problems that they may encounter.
      Pairing this with mods like Battle Fatigue and Injuries, Combat Consequences, Armored Sprint, Bows Draw Faster, TK Dodge, Bring Your Silver, Supernatural Overhaul, Better Divine Blessings, Shoutcraft, etc. is really rewarding. Your character is very powerful and versatile, but the enemies are just as tough, will stretch your problem-solving and reflexes to the max, and the consequences for screwing up are palpable, without making things too repetitive.

      But whatever you do, don't install this on a light-hearted, softcore, role-play playthrough where you don't want to min-max the crap out of everything, because the mod Will Force you to min-max the crap out of everything. Because that's the Point of it!
    26. LorisNexus
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      I have just realised this is the mod I loved years ago. I though it was High Level Enemies/Skyrim Immersive Creatures. I was wrong.

      This is the most fun mod I ever played. It adds a lot of challenging opponents.
    27. AliHNGL
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      I tested all others "Enemy overhaul" in SSE (even some great Draugr Overhaul) and they were bland and dull compared to this one.
      ROE author had the genius of making combat diversification.

      A typical examples you can find it in:
      - Bandit Chiefs: he created 4 categories (one Imperial, one Nord, one Breton and one Redguard, each with his own class and outfit)
      - He removed all Nord/Imperial/redguard Magic bandit and left only two class "Breton and Dark/High Elf"' for Bandit mages.

      But very few understand.
  3. vadim212
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    Deleted if after first boss.
    This is too hard and don't worth it. I started a new game and was trying to defeat Red Eagle at 9 lvl. He killed me with a poo (for a 100 times). Then i found savegames with my previous character who was 90 lvl death machine. Red Eagle showed her who's daddy here within 10 sec. I had even no chance to do anything. He has i suppose about 2.5k HP, uses fire breath shout every damn 5-10 sec, conjure 2 powerfull fire creatures look like magic anomaly and also he removes 30-50% of my health with one hit of a sword. I suppose he also can heal himself. I killed him only when i take my two legendary daedric swords and make twist attack for 3 times in a row.
    I really like when enemies start to fight and use magic and different combat styles, but this mod makes it too much difficult
    1. lovefalso
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      You should try Requiem :D
    2. overkill671
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      I use thunderchill shouts mod with %160 empowered shout effect.. ? kill every one of them in ten sec. That how drogonborn should have been man. 15 guys were there i guess
    3. SigmaTrax
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      >install a mod where enemies become super duper overpower
      >complains how enemies become super duper overpower
      >install another mod where player become super duper overpower
      >complain how game become super duper easy
      Man, I love skyrim modding community!
    4. airfirers123
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      LOL XD
  4. Tronuen
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    Hi. I want to use this mod. Is it compatible with ASIS? ASIS have some changes about ai too. Will there be a conflict?
  5. ElCjango
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    Loved this mod man! Is it possible to allow this mod to be re-uploaded back on Bethesda for Xbox? I still have it in my mod list but its been deleted from there website. Would love to have it back before I delete my modlist!
  6. DPLAYERSLAYER
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    Hey man been trying to reach you through DMs again. Love your mod can’t play without it. Bethesda has new policies now however and you need to give public permission for people to port it. We can’t enjoy it until you do. 
  7. robimaiker
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    Hello 
    Did you remove the mod from xbox bethesda? Please bring it back!!
  8. overkill671
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    How can i remove this high level enemy warning.. the one blue effecct on enemies. ?t is annoying. 
    1. rodr1ss
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      I've never seen that in this mod, wouldn't it be some mage armor spell that the enemies cast? Are you using any ENB that affects the brightness or saturation color?
      Although I play Skyrim LE and I've never used any ENB so I can't think of anything else. but I have never seen that warning.
    2. overkill671
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      I stop using this mod but I didnt have any other enemy altering mod. While this mod active I used to get a blue effe that look like soul trap on some npcs. Most likely high lvl enemies and some quest enemies. Right now I dont remember but this mod was triggering that effect. I thought maybe everybody has that.
    3. rodr1ss
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      It has never really happened to me and I hope it never happens, but you have reminded me of a mod I think it was a HUD that one of the options had for mark the enemies with color.
      Too bad, I always play with this mod, I recently tried to remove it because it had several CTDs and I think it's because of the draugs that drop that white power, but it was more unfortunate to play without the mod than to suffer those CTDs.
    4. overkill671
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      Open the mod with tesv edits and look for conflicts. İf you know how to use tesv edits try to remove that item from draugrs inventory and save and try again if it helps or not. İf you are using vortex when you want to reinstall a mod, dont use reinstall. Delete the mod and install like it is the first time. Load order is very important either. İf you think two different mod altering same think ( means a conflict exist) load this two or three mods in tesv and reareange your load order for your preference. I always edit and fix mods with tesv edits. İts a good programm. 
    5. rodr1ss
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      Thanks, I've read about that program, but I haven't really tried it yet, I'm going to try to download it and learn how to use it. I feel that it is not an easy task. thank you
  9. Diakyuto
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    I have a bit of a love hate relationship with this mod. On the one hand it has some great ideas for bosses like the Ustengrav keepers and that boss when you discover the elder scroll, the dodge-able projectile idea works great. Though some bosses feel rather unfair if you have other mods. The first alduin fight feels hair pullingly difficult with something like deadly dragons, which no biggie, I just have to do some xEdit mumbo jumbo but after that, I realize the boss is pretty painful unless you have a ward, pure melee builds will be toast because of the ice shards or fire pools. As for enemies I honestly like them. The various shouts that Draugr can use is very cool, the added enemy variety is a nice bonus. However I don’t like the reliance of level scaling. I tried this mod using Skyrim Revamped that delevels enemies and I found myself getting one shot. Which, I understand this is meant to make enemies challenging throughout your playthrough, a built in encounter Zones module would be cool to see.

    final thoughts? I think it’s a good mod with a lot of nice ideas but it needs a bit of tuning if you’re still working on this mod. The mod allows for tactical gameplay and having to plan out a strategy for bosses but some bosses sits on the fence of being hard but fair and hard but cheap. This is definitely a mod I’m gunna stick to using but I hope the balance could be taken a look at if you do end up working at the mod again.
    1. Njorunn
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      The high magic resistance some others wrote about sounds like a dealbreaker, which is unfortunate since the mod looks pretty nice otherwise. 
    2. rodr1ss
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      one has made reference to the magic resistance I think of the boss of the Aetherium Forge, and it's true, you can't: try to kill him completely with a power of destruction, you will see that his life is low but suddenly he has it full. You can lower his life hp with destruction spells and use enchantment weapons for final hits (if you're all mage) or switch to a bow and shoot arrows to him all the way to the end.
      avoid getting close, no matter how much defense against fire you have he will destroy you with one of his powers, this particular boss is better to take an essential follower and use it as a hook and atronach, or lord daedra, you are going to use them to be able to run to a safe place while the giant dwemer entertains whit them haha.
      These last playtrought I have played with battle mage style so I put myself somewhere far away + potion to increase archery + zero configuration cost (for casting anything and many times because they die fast) and without a follower.
  10. TooManyMoths
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    This mod is really unbalanced and unfair, which is why is a permanent addition for me. Great battles, unfair opponents, interesting mechanics.
    1. tyrantrex
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      Giving +1000 damage to bleak falls barrow draugr hardly seems a "great battle" to me. But it is your taste of course.
    2. Derwan
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      Same here. Some enemies you have to plan around, which is a pretty great way to break up the standard "walk up to enemy. press left mouse button. hold right click to heal. repeat for next enemy" feeling. There are enemies I have to dodge roll away from, or use actual non-damage spells like debuffs or various other modded spells that aren't straight attacks.

      So yeah, this mod doesn't pull its punches like almost every other combat mod out there.
    3. Kulin
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      Save scumming is not "planning". It's basically cheating.
    4. TooManyMoths
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      Or... you can lure him back into the entrance and use the swinging axe trap on him. You just need to be a little creative and plan around, use the environment. Besides, do you really think the dragon priests would have entrusted the dragonstone to any crummy old draugr? And this is nothing compared to other enemies.

      For example, later on there are dragon priests who can insta-kill any living creature, as well as turn summons on you. So, since I am using ordinator, I hacked a centurion into my command, and let the automaton to do the fighting instead. It is fun coming up with solutions other than brute force.

      Also, some of the bosses have really unique abilities to make their encounters memorable. I love this mod, but each to their own.
    5. Oomo
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      No it's not, if the game is designed to let you save your game, it's intentional and not cheating.  Your opinion on this isn't fact.
    6. rodr1ss
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      totally agree. it's frustrating when you go too perfect dodging and killing. casting atronach here and there, using all the healing potions running out of magic and advancing through and slashing everything in your path, when suddenly an arrow from a draug kills you in one hit. makes you think better like going in some places and not believe that you can go "rambo" all the way to the end.
      Thanks Rambo, but you didn't live in Skyrim (unless someone modded your preset or a follower, but I have not seen).
      Maybe it's a little unbalanced at times and other times too ridiculous the damage that the player does to other npc, but the good thing about it is that it is not static. there are surprises and it makes you think of other strategies than the usual and common ones
  11. Hagraven22
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    Can anyone tell me where the Hagraven Boss is? :0
    1. rodr1ss
      rodr1ss
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      Hello. If I don't misunderstand there isn't a single "high super and unique boss" I have found several of those with increased stats and more powerful in different places like that one in Hagsraven I don't remember the name (where one goes to look for a part of the Mehrunes knife, and as well as with other "boss style" in other different dungeons or landscape
  12. BobOfTheA
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    Does this mod add new loot or obtainable spells to the game? I use Fanatical Enemies, another overhaul, which does add a bunch of cool loot (weapons, armor, jewelry, spells) but isn't as widely used as this mod.
    1. rodr1ss
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      hello , I'll confirm it tonight because I don't want to make a mistake with some powers but I think this is what it adds:

      one that regenerates stamina permanently, another that had something to do with life restoration or was from the restoration school
      two spellbook in the school of alteration that you use as a cloak, one of fire and the other of ice that transfer that power to any weapon you have equipped or even if you switch between weapons, doing additional fire or ice damage (I don't remember but I think it works too on fist fight)
      There are also scrolls that regenerate life or magic 300% faster for a long time. there were others that I don't even remember
      there is a weapon that has the power of shadow, disenchantable, and with an aesthetic in how the weapon looks that is spectacular (it looks like a light blue/violet trail that comes out along the length of the weapon (I do not recommend using it on daggers since that the minimum is a sword, otherwise you will see the trail that protrudes from the dagger up to the height of a sword)
      and I don't remember what else was in this mod
      I wouldn't know how to tell you exactly about clothes or armor since I don't remember and some things I have never known in the vanilla form since I have a mod that replaces armor and clothes without counting others, so if it add or modify something else I wouldn't know

      However, I wrote this down by memory and it may not be 100% accurate since I can get confused with another mod, as soon as I can I'll see it in the game and I'll tell you better
      edit: Yes, among others, these are some powers, although maybe one of them is wrong and is from SIC (immersive creatures) or maybe not, sorry I won't be of more help
    2. BobOfTheA
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      I probably should've said it earlier, but I play Skyrim AE, not the legacy edition.

      Can you please clarify? There is only 1 active bug on Fanatical Enemies SE (and I was the one who posted about it.) For some reason the mod author has not closed that bug but I was able to resolve it on my end (it was a conflict with a separate mod.)

      I can see that the RotE 2016 SE has 4 unresolved bugs and has not been updated for several years, despite being more commonly used. 

      Which mod are you saying you would not use, Fanatical Enemies SE or RotE 2016 SE? 

      The main reason I'm interested in this mod's SE version is because it is required for the mod Ultimate Boss Fight Mod, which turns all of the generic bosses in the game into cool, unique enemies. 
    3. rodr1ss
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      I have deleted my comment, if it was a post that I created feel free to delete it from nexus. thanks