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  1. ravelen
    ravelen
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    ATTENTION: A SSE CONVERSION HAS BEEN COMPLETED BY ANOTHER PLAYER WITH MY PERMISSION GRANTED AND CAN BE FOUND HERE. https://www.nexusmods.com/skyrimspecialedition/mods/19178?tab=description

    *VERSION HISTORY*
    Version 1.0 -- First Version, just published! Feedback appreciated.

    Version 2.0
    -Overhauled the quest, modular for nearly any level character.
    -Added four mercenaries that have a chance to appear.
    -Added some special characteristics to the unique assassins.
    -Modified combat styles, abilities, stalking AI, etc.
    -Fixed gray face bug?
    -Added tasty loot, seven unique masks.
    -Tied all the NPCs equipment and loot into the base level lists.
    -Rewrote all the notes.

    Version 3.0
    -Modified stalking behavior, hunting will usually take place during daylight so tracks are easier to spot, NPCs are out and active to be questioned about your location, etc. Though sometimes NPCs will try to group up and ambush you at night. So stay on your toes!
    -Stalking behavior more random, less predictable.
    -Stalking now takes player sneaking into account, so thief types can try to sneak away to live another day.
    -Upgraded minion roster from 4 to 10. Two of the minions try to impersonate stealth mechanics. You're not the only one who can sneak or use poison now!
    -Modified all boss assassins. They now all have unique abilities for unusual fighting experiences.
    -Modified all the masks and their enchantments, with enchantments that mirror the boss abilities. A little like Skyrim Megaman.
    -Now 7 unique masks, plus two unique gender specific sets of armor.
    -Modified the final boss position + reward chest.
    -Added three different versions.
    -Modified music that plays while fighting the boss assassins, should now play already existing epic boss battle music. Compatible with all music mods.

    Version 3.1
    -Added script assets that where missing for some reason. Patch added that upgrades from 3.0

    Version 3.2
    -Added a randomized timer system on releasing the minions. They're still operating on character leveling, but will be totally random within when they'll come after the player (within a reasonable time frame). So you don't have to expect anyone suddenly showing up after a level. This should nip it in the bud for the last time.
    -Removed the 'Hired' from the names of the minions, so they're a little more inconspicuous.
    -Added some dialogue and greet triggers to your hunters, which may initiate in cities and some locations.
    -Buffed the minions a small amount, to put them on level with the player. This will be most noticeable at early levels.
    -Debuff the poison magnitude by half used by the minions. May be too dangerous at the early levels.
    -Increased movement speed a small amount for non-ranged boss assassins.
    -Made the last boss fight a little more tricksy.
    -Lowered the cooldown on Ladon's ability and the Northern Wind's ability a small amount.
    -Ladon's mask + ability buffed a small amount. Now also burns melee attackers a small amount per swing.
    -Modifed Temujin's combat AI. He should be much more willing to powerattack when the player is blocking, to show off his big ole sexy muscles.
    -Modified the boss assassin notes a little, to give the player combat hints to the upcoming confrontation.
    -Upgraded final chest, to also include weapon types. So if the player has specialized in maces/swords etc, it'll give them a random enchanted option.

    Version 3.3
    -Fixed a bug where some bosses weren't spawning.

    Version 3.4
    -Changed enchantments on the unique armor.
    -Nerfed Temujin's mask enchantment a little.
    -Made the bosses immune to some cheap tricks (paralyze, endless ragdoll).
    -Buffed Ladon's mask a little, fixed an unexpected bug on it.
    -Changed how Brutus mask works. Now takes light levels into account, so it can be used at any hour.
    -Brutus' fight is now much more reliant on light levels. Hint hint.
    -Changed the magical arsenal of the final boss. No more lightning, so it's easier to dodge projectiles.
    -Buffed the cripple component on Nandi's mask.
    -Buffed Rois's mask enchantment, from 33% health to 50% health. Included with new muffle enchantment on the boots, so NPCs should have a hard time echo locating the player like a bat.
    -Added a new quasi-stealth system to four NPCs, that effects their visibility till they take damage.
    -Increased the boss staggered levels by 1, so every 5 levels. Raising the questline to 30 levels. Makes it easier for the player to prepare for the first boss and lengthens the hunting aspect of the quest a little longer, since people seem to like that.
    -Doubled the random time frame for minion release.

    Version 4.0
    -Changed the quest system to be less reliant on levels. Minions are now spawned based on time, instead of levels. Boss assassins remain based on levels, but now show up every two levels after level 12 -- thus overall being friendlier to higher level characters who level slowly. It's also an easier start for new characters, too.
    -Fixed a bug, I thought I fixed, on Ladon's mask. Good gravy Charlie Brown.

    Version 4.1
    -Lowered the round of minion spawning by 15 minutes, from 100 IRL minutes to 85 minutes.
    -Added some more higher level spells on the bosses, readjusted some perks on the minions + bosses.
    -Buffed poison magnitude, but lowered duration. So it's more upfront. Buffed boss poison + mask poison effectively by 10 points.
    -Hopefully fixed an issue where only the 2nd boss, Amitis, was not spawning for some people.
    -Removed armor protection spells from sneak minions, as they can reveal their position too much.
    -Buffed the emergency armor on Amitis mask by 50 points.

    Version 4.2
    -Fixed an issue with Brutus and his schedule AI.

    Version 4.3
    -Fixed a really weird and unexpected Creation Kit Voodoo issue. Somewhere along the way, one of the minions got flagged "essential." What in the world! The Argonian Hunter female is once again killable.

    Version 5.0
    -MCM Menu Added, allowing player to adjust when the bosses show up, how many minions get spawned, how often the minions get spawned. This allows the player to adjust the pacing and difficulty on the fly to their heart's delight.
    -Improved knockback physics on Temujin's mask, but nerfed the chance by 5%.
    -Halved Nandi's mask debuff duration.
    -Added leveled enchanted heavy armor to the final reward chest, to balance out the neat light armor received on the quest line.
    -Some minor adjustments.
    -Plugin option added, that lowers the power on the masks and enchanted gear. For people who want a harder experience. Damage enchantments lowered from 33% to 10%, magic regeneration lowered greatly, any resists and armor gains halved. This reduces "sheer force" vanilla multipliers while keeping the power of the unique aspects intact.

    Version 5.1
    -MCM Menu scripts added as loose files, so our non-English friends have an easier time translating for others.
    -Fixed a bug that would cause the minions to spawn immediately, instead of waiting for the original set IRL hour.

    Version 5.2
    -Optimized a single script, just to be safe.

    Version 5.3
    -Minor tweaking of a script.
    -Set initial minion spawn to 1, to be sure to ease the player into the ambushes. Can of course be changed via MCM.
    -Cleaned automatically, then manually with Tes5, to remove any errant records.

    Version 5.4
    -More script tweaking, more safe-stops added to minimize bugs during new character start up, a stressed script time. Hopefully this should help some players who were having issues with minions suddenly showing up at the start.

    Design Document For Planned Updates:
    -Polish and buffing if I feel it is needed. Player feedback appreciated.
    -Add things like various Thane status, or guild membership, to faction relations. So guards, guild members, etc, will be sure to defend the player if attacked, if they obtain significant enough recognition.
    -Take the ideas and concepts explored here and expand it into a much broader new mod, that creates Vengeance parties when the player pisses off particular Skyrim factions due to quests or killing.
    ETA: Whenever it gets done!


    *INSTALLATION*

    Dawnguard required due to assets used from it, but in the year of our lord 2015 I'm pretty sure we all have it. Choose your version. Then just extract contents to your Skyrim/Data file, or install with the Nexus Mod Manager. That's it! A clean save is suggested; I cannot say upgrading from an existing save will be a stable experience. I don't know what will happen to your particular mod setup! Personally, I always stick with the same mods for a character play through for max stability and predictability.

    *BUGS*

    Hopefully none at the moment, but this is a new version and something may crop up. If the quest for whatever reason is not working, as in people aren't trying to track you, I suggest simply reloading your game. Skyrim has a tendency to bug out and crap itself on rare occasions. I've had my mod (and others) suddenly decide to stop working in about 1% of the cases I've used them. Reloading fixed it.

    If that doesn't fix it, another mod may be the culprit. The Sinister Seven uses the OnLevelUp quest node. If another mod for whatever reason put a quest in there that refuses to share the event node, it'll mess up my quest as well as the default vanilla Skyrim quests. I don't know why someone would do that, but that would render my mod dead.

    I have had very little bugs, personally, and this mod is NOT script heavy. All internal Skyrim mechanisms are utilized, while the few custom scripts I had to make are very small lightweight creations. The ONLY repeating event happens once in a blue moon.

    Skyrim, Creation Kit: +200 hours on record. I hope that includes a lot of idling. ;_;
    1. fenrirbrr
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      Amazing work man. Tanks.
    2. ravelen
      ravelen
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      Welcome!
    3. TheGeckomancer
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      Gonna try out this mod for this first time. I wanted to add, I don't know how difficult it would be to add support for the naruto mods? I don't know what this mod has to offer but I don't think you would need to add new content, just an option to make them use naruto tagged gear? But if you like the anime you could always create the akatsuki as the faction hunting down your character. I feel this would be an AMAZING immersion touch for the naruto mods.

      Okay Tried it out and love this mod A LOT. It adds a feeling of danger otherwise not really present in the game. However, maybe it's because I always play assassins and in general glass cannons but a lot of the time, I fast travel to a city and just die instantly as they 1 shot me from behind. No warning or knowledge. I get that they are supposed to be assassin too, but a yell or something would be nice.
    4. Arbidon
      Arbidon
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      SPOILER ALERT SPOILER ALERT. DONT READ IF YOU HAVEN'T PLAYED THE MOD!!!!! This is for the mod author's enjoyment and feed back, as well as any who have beaten this mod!



      Took a quest to go kill a giant - Janessa came with me. Trying to earn enough money to get her some better armor so she would be some better protection from the assassins now hunting me. Got to the giant and surveyed the area. Already survived the first two assassins and it had been some time since an attack. Didn't know who or what would come after me. It looked pretty clear - so I started the engagement with the giant. No sooner did I start the battle does a dragon swoop in out of no where and enter the fray. The giants swinging at me, the mammoths are chasing the dragon, the dragons shooting at everything indiscriminately. Some wolves decide this is the best opportunity they've had in awhile.I'm dodging the giant as it tries to smash me, killing the wolves, watching the dragon firing at something.........can't see Janessa, so I try to to swing over to see whats happening - but I'm blocked off. (this all happened at the sleeping tree camp) I decide to refocus on the giant - and manage to kill it, before a short fight with the dragon who had been severely injured during this insane fight falls dead upside down, in the pond next to the sleeping tree. So much chaos.... when the dust finally settled, I scouted the scorched area, wandering around dead mammoths and wolves,hoping Janessa was just knocked out somewhere. I eventually found her, laying a short distance away from the assassin - WHO HAD BEEN INVISIBLE (found invisibility potions on her) I realized then that she had died fighting the assassin, who had died trying to fight off Janessa and a dragon, and a mammoth.... and by all accounts the assassin was doing a terrific job until the dragon came back after chasing me for a bit to finish her off - and all that happened while I was busy being chased by giant, one of his mammoths, and a few feral wolves (and occasionaly the dragon when he changed targets)....I also realized then that if I hadn't started that fight with the giant when I did....and the dragon didn't come over...I would have been dead before I hit the ground. Never had such an amazing complicated battle before. so much awesome. Thank you :D RIP Janessa.

      One of these days I'm going to try this mod with Dead Is Dead and see if I can truly survive the sinister 7. Had to reload once or twice when the first assassin caught me in a load door before walking out of the inn in solitude.......for anyone who hasnt played the mod, I won't spoil why that was such a bad place to be. For anyone who has played this mod, and for the author, you can only imagine the look on my face when I saw what was coming at me with no time to react.. This mod literally changed the way I walked around the world, where I decided to stay, who i took with me on my quests...it disrupted every single comfortable thing that makes the game boring and stale....awesome. I hope you make more player hunter mods!
    5. billko
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      Once I started so badly that I actually knocked my keyboard off my desk. You can imagine how that battle ended. This mod completely changes the way you play the game. Unless you're already very powerful, you go from strutting Dragonborn to frightened child. ;)
  2. Veizexion
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    hey, when you kill the last boss is it all over? Enemies stop spawning behind you? I'm thinking of leaving mother always alive so I can enjoy all these epic battles with these pursuers, even if they are only minions, they are strong and give me unexpected challenges, because you never know when or where they will appear.
  3. patogench
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    Hi, Aweasome mode, actually would love more of them, the question I have is how do I upgrade the Evil MasterMind set? which perk do I need or is it not upgradable?
  4. Oddboss
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    Such an outstanding mod, just finished it, loved every second of it. thank you :)
  5. Darklocq
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    Missing texture (or mesh with texture path incorrect):

    1. DRAKE187
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      Yeah I've noticed that too. Luckily the texture still shows up right on your character. (at least on mine) Bit weeby, but looks pretty sweet.
  6. DRAKE187
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    My earlier boss spawning issue eventually sorted itself out. Overall, I'm still kind of on the fence with this. I tend to run my skyrim game pretty hard, and this seems like it should be a natural fit. In practice, I usually either spend too many levels goofing off, and don't have a solid gameplan in place for when one of the bosses comes along. Or, I happen to be in a big enough town when it happens that everyone else jumps them and my involvement in the fight is awkwardly poking at them a few times while trying not to turn the angry mob against me. It's pretty rare that I happen to have enough tools to even the playing field without resorting to lowering the difficulty or using vegtable soup.

    Some of that's my fault, not every build comes online fast enough, and if I don't delay the quest I can be caught before I'm ready. But in general the encounters have the problem of being just a bit too much for anyone who doesn't have a thousand different tricks up their sleeve.

    The only thing I can say I solidly dislike is all but one of the masks being some kind of armor. Now, I tend to run Ordinator, so the problem is more pronounced. But the masks all being different types of armor substantially limits how many of them you can use if your build has any kind of dedication to one type of armor or unarmored. If an option to change the armor class of the masks is unfeasible, (like how Immersive Armor's MCM has a few robes you can change), then all unarmored would be a good second. That way someone like a mage run, who'd need the most help if they wanted to use a weapon, could use them. (as well as people running Ordinator, who can take a perk to free up their head slot for armor perks) would've been nice to see.
  7. Nightingale41
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    seems like an interesting mod. hope it come to xbox. i might try it out.
  8. DRAKE187
    DRAKE187
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    Can anyone tell me if there's a way to spawn in the assassins? Specifically the second one that's supposed to show up. The first one
    spawned and I killed him. Later, the second one spawned, killed me, I
    closed the game, and she didn't spawn when she normally did seconds
    after my save. Then, the fourth and fifth spawned in like they were
    supposed to.
  9. DRAKE187
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    Can anyone tell me if there's a way to spawn in the assassins? Specifically the second one that's supposed to show up. The first one spawned and I killed him. Later, the second one spawned, killed me, I closed the game, and she didn't spawn when she normally did seconds after my save. Then, the fourth and fifth spawned in like they were supposed to.

  10. Sykerax
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    Does anyone know how to avoid a CTD specifically when looting the bodies of the main assassins? That's the only problem I'm having with this mod but only after the first one, the first one is fine I could loot everything, but after that it always crashes when I try to loot them. 
  11. Darklocq
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    Good idea, and I like the dynamic, but this is rather OP both in the baddies having far too many Health points (way more than a humanoid could have even at level 100), and in dropping gear that gives too much power to the player.  33% bonuses to two-handed, archery, etc., plus other effects on top of that is just over-doing it (and that's just from the first three enemies - maybe it goes up from there).  I feel like I'll need to add a bunch more difficulty mods just to compensate for the OP drops (but then have to lower difficulty again with your assassins - it's just not balanced).

    These guys might be survivable with dodge mods and other tweaks, but in a pretty close-to-vanilla combat system, I either had to reduce the game's difficulty level a lot, or else bring a bunch of followers to act as distractions and additional DPS against the assassins.  I was one-to-two-shot killed by any of these opponents, playing at my normal difficulty level and the best gear that could be obtained by any means at my level (Dwemer with the special perk from Avanchznzel, and I somehow managed to get some Ebony weapons already at lvl15, probably due to a mod providing unleveled enemies). With the assassins having 2000+ HP, the odds of avoiding being hit by them for long enough to wear them down are pretty much zero if playing without followers.  Even with followers, the first boss took 8 tries, and that was after she was accidentally worn down a little by a trio of bandits who spawned in the same area.  Without followers I was generally dead in 5 to 30 seconds without doing noticeable damage to her HP bar. I like a challenge, but having to re-fight the same boss dozens of times is just tedious (thus the followers workaround, which is basically a cheat since the vanilla game only lets you have one).  Yeah, I know there are games designed such that you're supposed to fight a boss 50x before you beat him, but Skyrim is not one of those games (and linear progression games of that sort don't take nearly as long to reload as Skyrim does; re-doing a fight is more tedious in this game than in others).

    The drops I've gotten just from the first three assassins is basically end-game level gear, especially since it can stack with vanilla gear for fortify archery, etc. That first one, with 33% fortify two-handed plus also knocking them flying like a giant does, that gives you time to hit them with two more power attacks or probably 4 regular ones.  The ragdoll effect is fun, but stacked with a huge damage bonus it makes mincemeat of a lot of enemies I expected a fight from (and my two-handed is still very low, like 1 perk).  If I were a two-handed specialist, I would be able to nuke Dragon Priests and such with this without much difficulty.

    Would love to see a nerfed version with half the enemy HP, and 10-20% (depending on level) bonuses to damage from the gear - that should also reduce the one-shot problem, since that's the gear they use while attacking you.