Since the mention of a Daedra hunter mod by a few folks I am thinking of building one but have a tad of a problem and that is how to implement and keep it a simple mod rather than burdened with unnecessary items and such.
Any ideas on what you might want to see in it or locations used or types of daedra (in said locations) then please post for this comment and I will keep a track till I have enough to proceed in the build, Remember if its a good idea it will most likely go in to the mod maybe even back stories if you wan to
food for thought and I cant make Bricks without clay
Hey there again, Thanks for being open to this idea!! Some clay for ya... I think it would be cool if you could use the dremora from Daedra of Coldharbour (http://www.nexusmods.com/skyrim/mods/51596/?) as a template of sorts for your main enemies. Their size and look are very menacing. Maybe you could get permission for this from the author? I've noticed that there's also mods that place some oblivion gate relics/ruins around Skyrim. Maybe you could make it so that there are some rogue mages or something that are attempting to reopen/reactivate the gates with limited success. Maybe they have succeeded and these uber dremora are popping through from time to time with some of their weaker brethren--atronachs, regular dremora, etc.-- as foot soldiers.
Sorry, not very original, but, it could be good for some fun spawning and fighting. LOL
With regards to this daedra hunter idea, might I suggest a couple of situations along the lines of those found in the in-game book Vernaccus and Bourlor? (http://www.uesp.net/wiki/Lore:Vernaccus_and_Bourlor) Long and short of it being that Vernaccus was a standard (rather weak, really) dremora, just a named one in this case, who managed to develop a bit of a cult following. Suggestion would be in an occasional ruin a little out of the way there is a named Daedra (of whatever kind) with a band of mortal worshippers who will try to protect their "Lord" when you happen across them. Could be something as big as at the peak of "shriekwind bastion" or as small as the "roadside ruins" (both are in falkreath) but there are myriad locations that you don't tend to visit/see often since they're just plain out of the way.
Also, great thing about daedra is they're immortal so they can respawn (be summoned again) and be entirely lorefriendly
Both ideas seem pretty good and I have got a few of them implemented in a new mod I'm building to revamp the daedra and witch hunter mod into something with a little more meat to the bone.
The simple gist of what I have done in this new build so far...
A new monastery to stendarr in the place where Stendarr's beacon is (didn't like the beacon so ripped it out and built a new monastery in its place) Taken armour from the resource of steel plate armoured robes... http://www.nexusmods.com/skyrim/mods/10506/? for new vigilant's in the monastery. will credit for that so thanks madcat221 plus they are all followers
new swords i've taken from oaristys witcher resource, 3 swords plus their corresponding 2Handed versions. http://www.nexusmods.com/skyrim/mods/71633/? will also credit for these,.
New Poisons against the evils of the vigilants ( wolfbane, witchbane and verbanum (for werewolfs) still building more at the moment
trying to get a hidden area and vault built but still needing script help to get it how i want it. 90% built just need scripts
new missions in the same way as the daedra and witch hunter mod i.e notes that give map markers and possibly a map marker table map in the monastery to hunt down Vampires, Werewolves, Daedra, Witches and also undead (all things that prey on mortals). Only got one done so far... Wild werewolf pack to hunt down. building more each day.
Pending
I'm also hoping to bring in the knights of stendarr into skyrim but I'm currently waiting on several permission confirmation's for certain armours i think would be great ( if anyone finds something that would look good for a knight of stendarr feel free to post a link. looking for old or battle worn armour/armour with scrolls or incantations/writing on them...food for thought)
New enemies or meshes for creatures that the vigilant may hunt (these can be hard to find or get working)
any other insight or ideas people may come up with I'm open to any suggestion or ideas
I am very grateful to umknown357 for the permissions they gave me to use their work in my own mod. I should've probably posted it earlier here, but I have made a mod that includes and expands on Vampire Hunter Mod and Daedra and Witch Hunter Mod, including most of the content (except the disease immunity silver necklace, which I find too OP). It is my own take on things, so there will be significant changes when comparing to these mods. I believe you'll actually find much more than you can chew with my mod, considering the incredible amount of custom creatures I included.
This mod needs to be updated for the latest version of Skyrim. I get a "form 43" error in MO2, and it says that this is not consistent with the latest version of Skyrim, which needs a "form 44" format. I know this is an old mod, any chance it can be updated?
Love the mod but sadly stuck not sure if its a bug or not but In the Southern fringe hideout how do I get past the big face door, I can't click on it or find any kind of lever
I am having the same problem as another person here. I can't find the stronghold notes in Dragonsreach map room. The VampireHunterStrongholds.esp is checked and activated, I played around with the load order, looked in all the containers in the area, and used the TCL command in case they went through the floor. Still nothing. My next step was to search for notes in the console but there are many and nothing says "stronghold" or "Vampire". Can the author, or someone who has found them, please post the names of the notes so that I can pull them up in the console? I like this mod. Good for hunters or for vamp characters needing a place to rest. Thanks in advance.
Paused playing to thank you for this mod. I'm playing a cleric. Using Cleric mod, Empty Skyrim, Zombie Apocalypse, Creepy Zombies, Blackthorn BYOT and this. Finally found Riverwood's den. Just wasn't looking in right area. A very different play through with Empty and no quests or most of the people. Thanks again and endorsed.
can't seem to find the 3 notes on top of the chest under the map table in dragons reach for strongholds, strongholds.esp is checked...i'm running both vampire lairs and strongholds. am i looking in the wrong place or...
edit: shores stone "hidden covenant" the lair with the crucified skeleton . the knapsack has the book fisherman's journal in it (refers to ilinalta's deep) may want to remove the book :-)
edit2: morthal: the new burnt house covers the grave of Helgi for the quest laid to rest had to tcl no clip to get to grave, may want to move it over a bit.
So I love the idea of the mod, but I can't seem to find the damn vampires. Any hints as to where to look? I have been running round Riverwood for an hour and havent seen any.
In riverwood look for a tree stump on one end of the villiage and look inside it. they are lucrative creatures and they like their privacy , each one has been created to hide into the surroundings so keep a keen eye, most have a thrall or two running around near by so if you see them then you'll know your close, others prefer not to have thralls and hide away in their hovel so you'll have to keep searching
46 comments
Any ideas on what you might want to see in it or locations used or types of daedra (in said locations) then please post for this comment and I will keep a track till I have enough to proceed in the build, Remember if its a good idea it will most likely go in to the mod
food for thought and I cant make Bricks without clay
Thanks for being open to this idea!! Some clay for ya...
I think it would be cool if you could use the dremora from Daedra of Coldharbour (http://www.nexusmods.com/skyrim/mods/51596/?) as a template of sorts for your main enemies. Their size and look are very menacing. Maybe you could get permission for this from the author? I've noticed that there's also mods that place some oblivion gate relics/ruins around Skyrim. Maybe you could make it so that there are some rogue mages or something that are attempting to reopen/reactivate the gates with limited success. Maybe they have succeeded and these uber dremora are popping through from time to time with some of their weaker brethren--atronachs, regular dremora, etc.-- as foot soldiers.
Sorry, not very original, but, it could be good for some fun spawning and fighting. LOL
Long and short of it being that Vernaccus was a standard (rather weak, really) dremora, just a named one in this case, who managed to develop a bit of a cult following. Suggestion would be in an occasional ruin a little out of the way there is a named Daedra (of whatever kind) with a band of mortal worshippers who will try to protect their "Lord" when you happen across them. Could be something as big as at the peak of "shriekwind bastion" or as small as the "roadside ruins" (both are in falkreath) but there are myriad locations that you don't tend to visit/see often since they're just plain out of the way.
Also, great thing about daedra is they're immortal so they can respawn (be summoned again) and be entirely lorefriendly
The simple gist of what I have done in this new build so far...
A new monastery to stendarr in the place where Stendarr's beacon is (didn't like the beacon so ripped it out and built a new monastery in its place)
Taken armour from the resource of steel plate armoured robes... http://www.nexusmods.com/skyrim/mods/10506/? for new vigilant's in the monastery. will credit for that so thanks madcat221 plus they are all followers
new swords i've taken from oaristys witcher resource, 3 swords plus their corresponding 2Handed versions. http://www.nexusmods.com/skyrim/mods/71633/? will also credit for these,.
New Poisons against the evils of the vigilants ( wolfbane, witchbane and verbanum (for werewolfs) still building more at the moment
trying to get a hidden area and vault built but still needing script help to get it how i want it. 90% built just need scripts
new missions in the same way as the daedra and witch hunter mod i.e notes that give map markers and possibly a map marker table map in the monastery to hunt down Vampires, Werewolves, Daedra, Witches and also undead (all things that prey on mortals). Only got one done so far... Wild werewolf pack to hunt down. building more each day.
Pending
I'm also hoping to bring in the knights of stendarr into skyrim but I'm currently waiting on several permission confirmation's for certain armours i think would be great ( if anyone finds something that would look good for a knight of stendarr feel free to post a link. looking for old or battle worn armour/armour with scrolls or incantations/writing on them...food for thought)
New enemies or meshes for creatures that the vigilant may hunt (these can be hard to find or get working)
any other insight or ideas people may come up with I'm open to any suggestion or ideas
I should've probably posted it earlier here, but I have made a mod that includes and expands on Vampire Hunter Mod and Daedra and Witch Hunter Mod, including most of the content (except the disease immunity silver necklace, which I find too OP).
It is my own take on things, so there will be significant changes when comparing to these mods.
I believe you'll actually find much more than you can chew with my mod, considering the incredible amount of custom creatures I included.
You can check it out and read up on the mod's details here:
Hearts of Darkness and Vine - The Hunt Classic LE Gameplay Overhaul at Skyrim Nexus - Mods and Community
Finally found Riverwood's den. Just wasn't looking in right area. A very different play through with Empty and no quests or most of the people. Thanks again and endorsed.
edit: shores stone "hidden covenant" the lair with the crucified skeleton . the knapsack has the book fisherman's journal in it (refers to ilinalta's deep) may want to remove the book :-)
edit2: morthal: the new burnt house covers the grave of Helgi for the quest laid to rest had to tcl no clip to get to grave, may want to move it over a bit.