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mwjr

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17 comments

  1. mwjr
    mwjr
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    This mod is not compatible with any mods that change/edit the Dremora Lord - unless it's just a retexture.
  2. TomSkele
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    So I went on the Creation Kit and it says the Dremora Lord has all of his better stats and it says he has the helmet in his inventory but he doesn't equip it when I summon him ingame. Is there anything I can do to fix this?
  3. Sofyar4
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    HEy I think you should know that the mod is not compatible with the Balanced Magic Mod. Thought you should know
  4. masatoishikawa90
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    Very nice mod I love it! I wonder if you can remove the voice of the Dremora Lord instead of talking he is just making a breathing sound.
  5. Energeon
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    Hey, nice mod. I have a problem though. My dremora won't wear any helmets. I'm pretty sure that Immersive Armors messed something up since the helmets stopped working after I installed Immersive Armors. Does anyone know a work around? I already tried rearranging the load order
  6. Timur1578
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    Awesome sauce! Why has no one thought of this yet? You have my thanks.
  7. User_1685555
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    well, the wiki states that the Markynaz and the Valkynaz are both nobles, but the Markynaz being council lords whereas the Valkynaz being Mehrunes Dagon's "royal guards" and having a higher status with the Dremora society, so basically, the term Dremora Lord means Markynaz, and therefore means they're weaker than the Valkynaz, no?
    1. mwjr
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      Look on the creation kit, it says the Dremora Lord is the same level as an Valkynaz, but they put an -200 health mark on it to make it weaker in game so you don't have such an overpowered spell, because the Dremora Lord is already capable of beating a giant 30% of the time, where as since I brought his health back to normal, he wins 80% of the time.

      The Valkynaz wins 80% of the time as well against the giant, and would tie with the Dremora Lord now, but since I put his level 2 steps higher, it pre calculated his health be a tiny bit higher, so his chances of beating the Valkynaz is now instead of 50%, 65%.

      Well... that is what the creation kit says.

      So I am sure the Dremora Lord is an Valkynaz, but just an higher rank, not higher level, but I made it more lore friendly to be 2 steps higher considering he is NAMED lord, and the others are not.
  8. Hellomynameisleo
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    Is there a way to change the Dremora Lord HP? Since I want mine to be higher.
    1. mwjr
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      How high do you want it?

      I will make an overpowered version with a higher level which will calculate the health to be higher than what my mod makes it, which is 567.

      If I level it to 58 the health will go up, along with the stamina, and stats for example... so whats up?
    2. Hellomynameisleo
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      Can you make the Dremora Lord level 81 like my character is? He dies very fast since I have mods that make the mobs stronger. It'll be much appreciated
    3. mwjr
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      I am working on a BIG conjuration mod, you will be able to summon a Dremora Overlord which WILL be a Lvl 81, along with spells that you can build an Skeletal Army! It is an awesome mod with very less scripts, and probably no bugs at all, as everything so far is working perfect!

      Yes, I will make a higher Dremora Lord for you shortly.
    4. Hellomynameisleo
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      You have my thanks
    5. mwjr
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      DremoraReborn is almost completed. I just gotta get the custom voice scripts working for the female Dremora.
  9. infinitywolf1
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    can u make it with only replacer version (no .esp file ? ) Please ~
    1. mwjr
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      Has to be an .esp, because its a plugin, because it is modified settings within the Skyrim.esm, no meshes or textures. It is fine, it is cleaned, and works with any mod that doesn't change the Dremora Lord, and if it does, load mines last.
  10. mwjr
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    The BUFF scale I did only effects the Dremora Lord, no other Dremora types, so they will still stay as average weight scale which is 50, the Dremora Lords will always be weight scaled 100 (MAX), and it fits the Dremora Lord quite well to be more cockier than the other Dremora.