More Dangerous Enemies 1.9 by ChessPirate
Skyrim » NPC
Added: 24/09/2013 - 02:15AM
Updated: 23/05/2017 - 03:10AM

365 Endorsements

1.9 Latest version

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Uploaded by ChessPirate


Last updated at 3:10, 23 May 2017 Uploaded at 2:15, 24 Sep 2013

More Dangerous Enemies - Version 1.9

This Mod transforms the Wilderness into an intense Battle Arena. Variants of
some less common creatures, given new looks and abilities, along with many
new high-level monsters, are designed to make players use all their survival
strategies to live to see another day. With optional Combat Guide, and 50%
less spawns and 75% less spawns versions.

Many of the weapons, bows, arrows, and spells are randomly selected from
leveled lists, making for a very large variety of enemies. A certain type of
monster may not seem to be hurting the player very much in one encounter, but
the next time, slices off nearly half of the health bar with one hit! Every
confrontation will be different.

Many of the enemies Skyrim has to offer are randomly generated by the game out
in the wilderness areas. This mod adds some that are used only in a quest, or
only in one location, or just very rarely, most with modifications that change
their look and/or strength. Also added are varieties of enemies that aren't in
Vanilla Skyrim, created using only the resources provided by the game. Most of
the usual creatures and enemies seen in the wild will still be encountered, but
substitutions will occur as the Random Spawn Lists have been changed. There will
be Anomalies, Assassins, Demons, Ghosts, Hags, Mages, Priests, Rats, Shades,
Shadows, Skeletons, Sorcerers, Spiders, Spriggans, Trolls, Werewolves, Wisps,
Wizards, Wolves, Wraith, etc.

Strange, one-way Anomalies from the Netherworld have appeared all over the
Skyrim Wilderness, unleashing floods of horrible monsters. Ghostly Lost,
Afflicted, Corrupted, and Damned Souls have been seen. Hydra's Tooth and
Boneman Skeletons, and Frost, Fire, and Storm Skeleton Mages are attacking.
There have been reports of Dragon Priests, Shadow Priests, and Hell Priests
terrorizing the countryside, including Ghosts of Frost Dragon Priests.
Soulbringers and Shade Masters are conjuring minions from the Netherworld,
and Ancient Druid Sorcerers have appeared, summoning Hydra's Tooth Skeletons
to do their evil bidding. An army of Stealth Assassins with Invisibility Cloaks
have been sent out to hunt down the Dragonborn. The haunting, far-off sound of a
Demon Knight Shout means some living creature is being quickly drained of health
or an Undead one more slowly. Alpha Werewolves, Big Bad Wolves, Boss Hags,
Deathly Shades, Giant Frostbite Spiders, Headless Hag Spectres, King Rats, Master
Wraith, Mournful Shades, Spriggan Elders, Uber Trolls, and Wispmother Superiors
are also wreaking havok. And huge, otherworldly Shade Wizards are roaming about,
conjuring swarms of Undead Spiders and looking for victims.

This mod is designed for those with very high-level characters who have
tired of questing and want to play Skyrim much like a first or third-person
shooter with elements of an arena shooter, using the whole Skyrim Wilderness
for the arena.

Most of the added enemies are level 40 or 50 and the Headless Hag Spectre and
Demon Knight are level 60. The Shade Wizard is level 75, but since he has no
friends or allies other than the reanimated corpses and Undead Spiders he
summons, all other denizens of Skyrim will attack him(except the level 75
Netherworld Anomaly) As no effort has been made to level-balance the
appearance of these tough cookies, and because enemies will sometimes ambush
you with no Skyrim music to warn you, you'll need to have a really buffed-up
character and be constantly on your toes if you intend to go adventuring in
the wilds!

And if you want even more of these random encounters with crowds of enemies to
fight, a utility mod like ASIS can be used. But with the addition of the
Netherworld Anomaly in Version 1.7, there will be plenty of times that massive
numbers of enemies will be encountered!

Also, it is a good idea to keep a few saved games from before mods that
massively alter the game are activated as it is a known problem that they can
be corrupted in various ways. When starting to play a mod like this, it is
safest to use one of these "clean" saves to begin with. And as long as the mod
list is not significantly changed, games can be saved and loaded without any

Hope you have fun with it!


Extract MoreDangerousEnemies1_9.7z to your Skyrim install directory.
Note: If you have a previous version of More Dangerous Enemies installed,
those files will be overwritten by this extraction except for the file
FXSkeletonNecroShadeWizardScriptSW.pex(from Version 1.0), which is no longer
needed. It can be deleted from the <installdir>/Data/Scripts directory if it is

The MoreDangerousEnemies.txt file will extract to the Skyrim install directory.
The MoreDangerousEnemies.esp file will extract to the <installdir>/Data

Upon starting Skyrim, ensure that the MoreDangerousEnemies.esp is active. It
shouldn't matter where it loads unless there is another active mod that alters
the random spawn lists for the Skyrim Wilderness.


Version 1.9

- Found and fixed what was stopping some summoned monsters not using certain wielded
  weapons or shouts if both the Dragonborn and Dawnguard DLCs were loaded.

Version 1.8

- One small change that doesn't affect the gameplay mainly just to keep this Old Skyrim
  version number the same as MoreDangerousEnemiesSE for Skyrim SE.

Version 1.7

- Fixed problem of there often being no sound on arrow hit on Ghost Dragon Priest, Wisp,
  and Master Wraith.
- Made Shade Wizard-Summoned Undead Spiders controllable with the "Command Daedra" Spell.
- Shade Master now uses a wider range of spells.
- Assigned new cool-looking projectiles to both Demon Knights.
- Unsummoned versions the Undead Spider and Wisp are now spawned.
- Reduced the Wispmother Superior's likelyhood of a ridiculous number of "cloned"
  Mournful Shades, but a large number of them is still possible.
- When most of the Mod's added NPCs are not in combat or on combat alert, they may move
  around as if they are looking for a fight.
- Renamed the Skeleton Mages to "Fire, Frost, and Storm Skeleton Mage".
- Renamed the Soulbringers to "Afflicted, Damned, and Lost Soulbringer".
- Renamed the Stealth Assassins to "Flame, Frost, and Shock Stealth Assassin".
- Renamed the Giant Spider with the white highlighting to "Giant Snow Frostbite Spider".
- Added lots of combat-useful Potions to all regular and summoned NPCs. The most
  "visible" (ha ha) and most often used of these "seen" in combat will be the
  Invisibility Potion. Some NPCs are extremely hard to see when using the potion and
  some turn different cool, "ethereal" colors.
- Added a new NPC, the "Netherworld Anomaly". A "Rift" from which appears one, and often
  many, random permanent monster(s) except Stealth Assassins, and several at once if
  Undead Spider or Wisp. It has a Damaging Cloak/Drain Spell(turns victim purple), a
  "Netherworld Reaver" Spell(hits Stamina and Magicka, slows target's speed temporarily,
  and turns enemy blue), moves very slowly, disallows critical hits and staggers, enemy
  to Player and all non-Undead or Supernatural humanoids, has inventory of just Soul
  Gems(and possibly some of the arrows that have hit it), weakness to magic, regens
  health in combat, incoming damage reduces considerably when outside its
  "detect-and-attack" range and also, more monsters are likely to appear when hit from
  beyond that range.

Version 1.6

- Fixed the problem of not hearing a sound when a Wispmother Superior,
  Mournful Shade or Summoned Mournful Shade gets hit by an arrow.

Version 1.5

- Added new NPCs Deathly Shade(2 variants), Shade Master, Alpha Werewolf,
  Demon Knight(2 variants), Summoned Wisp, and Stealth Assassin(3 variants).
- Added 2 new variants of the Shade Wizard with different Shouts and Spells.
- Sometimes the Player will be ambushed with a random added NPC(or more) with
  no warning music.
- Reworked the Factions, Packages and AI Data so that the added NPCs will more
  often choose to fight the Player when other possible opponents are nearby
  than they did before, combatants will more often run away from, then rejoin
  the fighting than they did before, and Stealth Assassins may completely
  avoid being drawn into fights and, if they have caught a glimpse of the
  Player, begin stalking him or her.
- Increased the resistance of most added NPCs to damage from wielded weapons,
  including bows. Resistance to Magic is about the same.
- Increased the variety and strength of the one and two-handed weapons.
- Increased the variety and strength of the bows and arrows.
- Increased the movement speed and the resistance to fire of the Uber Troll.
- Gave the King Rat the ability to Regen Health in combat.
- Increased the size of the Undead Spider slightly.
- Increased the strength levels(Health, Magicka, Stamina, Skills, Perks, etc.)
  of several characters, including the Hell Priest, the Giant Frostbite Spider,
  the Boneman, the Mournful Shade, the Wispmother Superior, and the Shade Wizard.
- Decreased the strength of all added Summoned NPCs except Undead Spiders.
- Changed the Afflicted Soulbringer Spells to match the Afflicted Soul Poison Attack.
- Gave the Damned Soulbringer the Fireball Spell instead of Firebolt.
- Gave all the non-summoned Souls some "Brief Invisibility" Potions.
- Made the ghostly Souls slightly less transparent.
- Enhanced the Corruption Effect on the Corrupted Souls.
- Made more of the added NPCs vulnerable to being paralyzed.
- Conjurers can now "steal" the summoned Daedra of other Conjurers. The Demon Knight
  can also do this even though he does not conjure his own.
- The Shade Wizard and Shade Master can re-animate dead bodies up to Level 50 for
  30 seconds, including the scattered bones of Skeletons.
- The Wispmother Superior now summons Mournful Shades rather than regular Shades.
- The Mournful Shade now summons Wisps.
- The Ghost Dragon Priest now summons a Master Wraith rather than a Frost Atronach.
- Fixed the problem of the Ghost Dragon Priest not using the Conjure Spell.
- Removed the two little red dots showing on the ground underneath the Soulbringers
  and reinstated the red highlights on the Damned Soulbringer.
- Hopefully completely fixed the problem of sometimes not hearing a sound when an
  added NPC gets hit by an arrow.
- Fixed the problem of some added NPCs not coming out of being paralyzed.
- Removed the annoying "hissing" noise the Undead Spiders were making.

Version 1.4

- Added Ancient Druid Sorcerer, Headless Hag Spectre, Summoned Hydra's Tooth
  Skeleton(2 variants), and Hydra's Tooth Skeleton(two-handed melee) NPCs.
- Disallowed any added NPCs going to one knee when health is very low.
- Changed Hell Priest attacks to more "red-themed".
- Removed Wild Mammoth from the altered random spawn lists.
- Doubled enemy spawns by placing duplicates of the game's Leveled Actor List
  entries in the Wilderness World Space Cells using the exact same spawn points.
  This should not interfere with any mod that places objects in the World Space,
  unless they use the same spawn points the game uses for the Leveled Actors.
- Made some Faction changes so that there would be more "teaming up" rather
  than nearly everyone fighting everyone else.

Version 1.3

- I believe I have finally stamped out a nasty bug that would get into saved
  games, resulting in sometimes spawning NPCs frozen in a standing pose.
  This was caused by modifying the following "Leveled Character" lists:
  LCharAmbientCreatures, LCharAmbientCreaturesSnow, LCharAnimalCanyonPredator,
  LCharAnimalCanyonPrey, LCharAnimalCoastSnowPredator, LCharAnimalCoastSnowPrey,
  LCharAnimalForest, LCharAnimalForestPredator, LCharAnimalForestPrey,
  LCharAnimalForestSnowPredator, LCharAnimalHills, LCharAnimalMarshPredator,
  LCharAnimalMarshPrey, LCharAnimalMountainSnowPredator, LCharAnimalMountainSnowPrey,
  LCharAnimalPlains, LCharAnimalPlainsPredator, LCharAnimalPlainsPrey,
  LCharAnimalSnowFields, LCharDeer, and LCharMudcrab. Instead of modifying
  these entries, the following entries were modified: LvlAmbientCreatures,
  LvlAmbientCreaturesSnow, LvlAnimalCanyonPredator, LvlAnimalCanyonPrey,
  LvlAnimalCoastSnowPredator, LvlAnimalForestPredator, LvlAnimalForestPrey,
  LvlAnimalForestSnowPredator, LvlAnimalHillsPredator, LvlAnimalMarshPredator,
  LvlAnimalMarshPrey, LvlAnimalMountainSnowPredator, LvlAnimalMountainSnowPrey,
  LvlAnimalPlainsPredator, LvlAnimalPlainsPrey, LvlAnimalSnowFields, LvlDeer,
  and LvlMudcrab.

Version 1.2

- Nearly eliminated or masked the most noticable occurrences of a visual
  effect being temporarily knocked off of some of the added NPCs when they
  are hit by magic. The Boneman has this masked by a new "being hit" visual
- Other changes to Boneman: added bow to inventory; eye effect much more red;
  leaves bones when he dies.
- Took away eye glow for Storm Skeleton Mage and gave Fire Skeleton Mage
  red glowing eyes. Frost Skeleton Mage eyes unchanged.
- Made Afflicted Soul's swirly green effect constantly damaging.
- Made Afflicted, Damned, Corrupted, and Lost Souls more transparent.
- Made Ghost Dragon Priest more transparent.
- Increased occurrences of some enemies by substituting them for some Mudcrabs
  and Deer. This was done by modifying the following "Leveled Character"
  lists: LCharMudcrab and LCharDeer.
- Changed the name of the "Dragon's Tooth" Skeleton to "Hydra's Tooth".
- Modified "Leveled Lists" LvlAmbientCreatures and LvlAmbientCreaturesSnow to
  eliminate an overabundance of Fox and Snow Fox spawns.
- Gave Shadow Priests more "shadow".

Version 1.1

- Added Big Bad Wolf, Boneman, Hell Priest, King Rat, Soulbringer(3 variants),
  Uber Troll, and Undead Spider NPCs.
- Improved loot drops of dead enemies.
- Eliminated need for the FXSkeletonNecroShadeWizardScriptSW.pex script from
  Version 1.0.
- Made changes to get some NPCs to use all of their spells.
- Fixed a visual effect sometimes getting permanently knocked off an NPC when
  he is hit.
- Fixed a few incorrect "More Dangerous Enemies" NPC death effects, like Ghosts
  leaving bodies or Ash Piles, or an NPC leaving two Ash Piles.
- Modified the following game settings to increase spawns:
  iHoursToClearCorpses - Set to 8(was 24), iHoursToRespawnCell - Set to 8
  (was 240), iHoursToRespawnCellCleared - Set to 8(was 720).
- Made tweaks to some NPCs(Stats, Spells, etc.) to improve look and/or

Version 1.0

- Added Boss Hag, Afflicted Soul, Corrupted Soul(2 variants), Damned Soul
  (2 variants), Lost Soul(2 variants), Dragon's Tooth Skeleton, Ghost Dragon
  Priest, Master Wraith, Mournful Shade, Shade Wizard, Shadow Priest(3 variants),
  Skeleton Mage(3 variants), Spriggan Elder, and Wispmother Superior NPCs.
- Modified the following "Leveled Character" lists:
  LCharAmbientCreatures, LCharAmbientCreaturesSnow, LCharAnimalCanyonPredator,
  LCharAnimalCanyonPrey, LCharAnimalCoastSnowPredator, LCharAnimalCoastSnowPrey,
  LCharAnimalForest, LCharAnimalForestPredator, LCharAnimalForestPrey,
  LCharAnimalForestSnowPredator, LCharAnimalHills, LCharAnimalMarshPredator,
  LCharAnimalMarshPrey, LCharAnimalMountainSnowPredator, LCharAnimalMountainSnowPrey,
  LCharAnimalPlains, LCharAnimalPlainsPredator, LCharAnimalPlainsPrey,
  LCharAnimalSnowFields to place the added NPCs into the Skyrim Wilderness.

My Other Skyrim Mods:

Bullseye Perk Paralyze Bug Fix - http://www.nexusmods...rim/mods/61363/
No Skyrim Dragons - http://www.nexusmods...rim/mods/61147/
Slow Time Shout Tweaks - http://www.nexusmods...rim/mods/39754/
New Slow Time Shout Visual - http://www.nexusmods...rim/mods/39748/
All Locations Reset - http://www.nexusmods...rim/mods/39111/
New Become Ethereal Shout Visual - http://www.nexusmods...rim/mods/84144/
No More Sinking To A Knee On Low Health - http://www.nexusmods...rim/mods/87121/

My Skyrim SE Mods:

All Locations Reset -
New Slow Time Shout Visual -
Slow Time Shout Tweaks -
More Dangerous Enemies -
No Skyrim Dragons -
Bullseye Perk Paralyze Bug Fix -
New Become Ethereal Shout Visual -
No More Sinking To A Knee On Low Health -