About this mod

This Mod transforms the Wilderness into a Battle Arena. Tough variants of creatures, with new looks and abilities, are designed to make high-level players fight to survive. With randomly selected weapons, monsters are always slightly different. With optional Combat Guide, and less spawns versions. And with 4 cool new Spells, this Mod is a blast!

Permissions and credits
Changelogs
More Dangerous Enemies - Version 2.6

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, 75% less spawns, and 75% less spawns w/no Netherworld Anomalies
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, Firecats, Ghosts, Hags, Mages, Mechs, Phantasms,
Priests, Rats, Shades, Shadows, Shamans, Skeletons, Sorcerers, Spectres, 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. Shamans,
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. Spider Mechs are replicating
and swarming over the landscape. Eerie Phantasms are wandering around,
searching for unwary Adventurers. Alpha Werewolves, Big Bad Wolves, Boss
Hags, Deathly Shades, Firecats, 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 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
problems.

Hope you have fun with it!


Instructions:

Extract MoreDangerousEnemies2_6.7z 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
there.

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

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.


Changelog:

Version 2.6

- Adds two new Expert Destruction Spells called "Force Push" and "Force Pull". There are
  other Mods out there that do similar things to these, but I have not seen any that are
  *very* like them.
  "Force Push" is similar to the third Level of the "Unrelenting Force" Shout. It "pushes"
  farther, does more damage, and takes more Magicka if Dual-Cast.
  "Force Pull" combines and modifies the "Telekinesis" and "Grab Actor" Archetypes with
  thrown objects actually doing significant damage. Dual-Cast takes more Magicka per
  second and deals more damage. The Spell also "Pulls" Actors, but only "Throws" them a
  few feet if just holding them in front of you and then releasing the Spell. The real fun
  is figuring out what neat tricks you *can* do that will cause environmental damage to
  the Actor you are tossing around, including sometimes taking their entire health bar.
  As far as I can tell, the only thing the "Grab Actor" Archetype is used for is the
  "Vampiric Grip" in the "Dawnguard" DLC. If the following Global Gameplay Settings
  Changes are unacceptable, then don't use "Force Pull".

  fMagicGrabActorMinDistance - changed from 90 to 250("Dawnguard" sets it to 120)
  fMagicGrabActorThrowForce  - changed from 25 to 10("Dawnguard" sets it to 15)

  Unlike "Vampiric Grip", "Force Pull" will work if God Mode is enabled. Some strange
  things have been noticed in Gameplay when using "Force Pull", but "Vampiric Grip"
  does the same things. Because it's so darn much fun(even though it may be kind of
  overpowered), I'm still going to include it for your enjoyment. It was noticed that
  if the victim "dies" from the action of "Force Pull", then an attempt to Reanimate
  them is done, if they don't disintegrate, they may exhibit the same "walking in
  place" bug that occurs when dying under Paralysis, or they may just stand still.
  And it has been noticed that a victim of "Force Pull" may just freeze in place,
  even if in the air, and then cannot be killed. Because the Reanimated Dead being
  available to reanimated again about 25% of the time with the "Reanimate the Dead
  Up To Level 50" Spell introduced in version 2.5 of this Mod seemed to increase the
  number of times glitches would occur on reanimating a monster that died from the
  effects of "Force Pull", that has been taken out. Many of this Mod's NPCs will
  sometimes have one or both Spells to be looted.

Version 2.5

- Fixed a bug that the Netherworld Anomaly's Cloak/Drain Attack was not turning the victim
  purple.

- Fixed a bug that kept the Stealth Assassin Cloak visible after death.

- Put more Potions in the Phantasm's Inventory.

- Did a little tweaking to the spawn rates of some of the monsters.

- Made all of the Mod's conjured monsters immune to paralysis.

- Removed the "Waterwalking" Ability from the Netherworld Anomaly.

- Made further changes to try and keep an NPCs "Body Effect" from being temporarily or
  permanently knocked off of them (which happens in Vanilla Skyrim, as well).

- Added new NPCs "Tazer and the Firecat"(Necromancer/Daedra). Tazer is a modified
  female Falmer Shaman Shadowcaster that has a Thunderbolt Spell, a random most
  powerful Daedra Shock weapon and can resurrect the dead and steal Daedra like the
  Shade Master. The Firecat is a partially transparent Snowy Sabre Cat that has a
  ghostly pelt w/a blue fire/electrical visual, a damaging Cloak(target turns blue),
  and explodes on death.

- Created two new Spell Tomes: "Command Multiple Creatures" and "Reanimate the Dead Up
  To Level 50", which many of the Mod's NPCs will sometimes have to be looted.
  1) "Command Multiple Creatures" is a Perk that, once learned, up to five Daedra and/or
  Reanimated Dead can be controlled by the Player. To keep the Vanilla game's "Twin Souls"
  Perk from interfering with this new Perk, a Condition was added to "Twin Souls" so it
  won't activate if the Player has the new "Command Multiple Creatures" Perk. This should
  have no effect on the operation of "Twin Souls" unless there is another Mod that modifies
  it.
  2) "Reanimate the Dead Up To Level 50" is a Spell that, once learned(requires Conjuration
  Expert Skill), allows the Player to reanimate the Dead up to Level 50 with either hand(for
  30 seconds), or both hands(for 60 seconds), and will not have the restriction of only
  working on "people". This includes the scattered bones of this Mod's Skeletons and the
  pieces of its destroyed Replicators. Of course, it will not work on any "Actors" that have
  been flagged to not allow reanimation and all Perks that affect Duration and up to what
  Level of the Dead that can be raised will still apply. When you look at the Spell Tome, it
  will say you can raise the Dead up to Level 50 even though you may be able to raise ones
  that are higher than Level 50, but it will display the correct duration for the one-handed
  Spell, so the Tome may display a higher value than 30 seconds. To make using this Spell
  more fun, about 25% of the time, the Thrall will not disintegrate upon being killed, so
  will be available to be reanimated again. It was noticed that two of this Mod's monsters
  that are supposed to have Magic Spells, do not use them when they are Reanimated Thralls,
  the Boss Hag and the Replicator. I believe it's because the "Spells" box on the "Combat"
  tab of the "Race" Property Page is not clicked on the Vanilla Races that these two are
  created from. All others that have this clicked do use their Spells when reanimated. As
  they will still take the heat off you in combat, I have not made them immune to Reanimation.
  Note: The following are known Vanilla Skyrim Reanimation bugs:
  Reanimating the corpse of an enemy killed while under the effects of paralysis will cause
  the resulting Thrall to remain on the spot, unable to move, sometimes walking in place.
  The fix: Open the console and target your Thrall; you should see their RefID. Do not click
  on anything else. Issue the command "moveto player". Your Thrall should now stand next to
  you, and will move normally. Another bug that may happen is that the reanimating Thrall
  immediately dies on reanimation by a non-Player NPC. Changes were made to this Spell that
  seem to have fixed, or at least, greatly reduced the frequency of this bug, as it has not
  been seen in Gameplay since. And sometimes, other dead bodies that are the same kind as one
  that just got hit with a Reanimation Spell, may just disappear off the ground. Also sometimes,
  reanimation spells may "fail", no "Resisted" message, they just won't rise. If any of these
  bugs are seen, please don't blame this new Spell. :-)

Version 2.4

- A change was made to the Replicator NPC to try and stop a strange bug where several
  Replicators (and possibly another NPC as well, if it was among the group of Replicators)
  would suddenly fly towards the Player at the same time. Before the change, the bug would
  sometimes be seen, but not once after, so it appears to be fixed.

Version 2.3

- Reduced the Replicator's likelyhood of a ridiculous number of "replicated" Replicators,
  but a large number of them is still possible.

- Added a new NPC, the "Phantasm". A faint, wispy, gliding Skeleton with Frost Attacks and a
  powerful One-Handed Daedric or Ebony Frost weapon.

Version 2.2

- Added a new Invisibility Ability that lasts a short time with no visible or audible cues
  except a "fade out" and "fade in" for the Stealth Assassins. When they have taken some
  variable amount of damage, they will first "lose" their colored cloaks, then will fade out
  completely for a short time, then fade back in.

Version 2.1

- Fixed a bug where the "Command Daedra" Spell, when used by added NPCs that could "steal"
  Daedra from other conjurers, would destroy the Daedra rather than controlling it. Although
  this bug was only seen in Skyrim SE with the Unofficial Skyrim SE Patch version 4.1.1 loaded,
  this fix is also in the "Oldrim" version of this Mod, hopefully covering all possible
  configurations where the bug might occur.

- Fixed the bugs that kept the Ancient Druid Sorcerer, Shade Master, and Lost Soulbringer from
  using the "Command Daedra" Spell.

- Although it was never noticed in gameplay, took the "Command Daedra" Spell away from the
  Wispmother Superior.

- Added a new NPC, the Replicator. A Spider Mech that replicates exact copies of itself
  in battle.

Version 2.0

- Changed the Hell Priest Fireball and Demon Knight Ethereal Fireball Damage Effects
  to be more visible and cooler-looking.

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
  effect.
- 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
  gameplay.

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.com/skyrim/mods/61363/
No Dragons - http://www.nexusmods.com/skyrim/mods/61147/
SlowTimeShoutTweaks - http://www.nexusmods.com/skyrim/mods/39754/
New Slow Time Shout Visual - http://www.nexusmods.com/skyrim/mods/39748/
AllLocationsReset - http://www.nexusmods.com/skyrim/mods/39111/
New Become Ethereal Shout Visual - http://www.nexusmods.com/skyrim/mods/84144/
No More Sinking To A Knee On Low Health - http://www.nexusmods.com/skyrim/mods/87121/
Walking-In-Place Paralyze/Reanimation Bug Fix - https://www.nexusmods.com/skyrim/mods/96865/

My Skyrim SE Mods

No More Sinking To A Knee On Low Health - http://www.nexusmods.com/skyrimspecialedition/mods/12640/
New Become Ethereal Shout Visual - http://www.nexusmods.com/skyrimspecialedition/mods/10087/
Bullseye Perk Paralyze Bug Fix - http://www.nexusmods.com/skyrimspecialedition/mods/9783/
No Dragons - http://www.nexusmods.com/skyrimspecialedition/mods/9782/
New Slow Time Shout Visual - http://www.nexusmods.com/skyrimspecialedition/mods/9779/
All Locations Reset - http://www.nexusmods.com/skyrimspecialedition/mods/9778/
Slow Time Shout Tweaks - http://www.nexusmods.com/skyrimspecialedition/mods/9780/
More Dangerous Enemies - http://www.nexusmods.com/skyrimspecialedition/mods/9781/
Walking-In-Place Paralyze/Reanimation Bug Fix - https://www.nexusmods.com/skyrimspecialedition/mods/24358/
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