1) Converts to SE seemingly without issue. Can't speak for AE, should work in theory, but don't quote me on that. 2) For some reason or other, the torches aren't stopping the spawns - I get my torch in hand, run around, and suddenly a Giant Skeleton yells "SURPRISE BUTTSECKS!" and I'm fighting for my life. No, not literally on the yelling part, but feels like it. 3) Perusant to #2, I also seem to get some spawns in interiors. I guarantee you that there is little worse than exploring the Helgen Escape Tunnel and finding a Giant Skeleton waiting for you with nylons and chocolates (that translates to "death and reloading your save" if you were curious). Ditto going into someone's home after dark, and finding that uninvited guests have joined you (these ones didn't bring the nylons, chocolates, or Honningbrew Mead!).
With those caveats, it can be a TON of fun. Gives you reason to fear the dark.
I saw a vid posted by brodual about a mod that would cause other wild life away from you if you had a touch equipped. They would follow and collect others until they attacked in swarms. I just can't remember what the mod was called
i love this mod its awesome it makes draugr and skeletons seem like more a justified fear to the people of skyrim as well as adding a use for torches. but i dont know if its intended or not but daylight does not damage collosal skeletons in nightmare mode. that and they dont really run away during the day they only take a few steps outside of a city and wait for you, then follow you into the city and its almost impossible to get away from/kill them and they dont disappear so when you come back to the city they are still there. this is only for collosal skeletons everything else disappears at dawn.
Have to download. This sounds just like what they did in to young link in zelda 64. This should be a good way to grind skills for people using combat mods to early who get insta killed.
so far the requirement to not have them spawn is a torch to be equiped in hand
no other source of light will stop them
they dont go into any towns or cities
interiors of player homes are safe but if you have a player home surrounded by a town from a mod or a treehouse player home they will spawn or an outside playerhome then your are screwed without a torch
i think in th CK the spawn perameters are set to only having a torch equipped if there can be an option for chesko's wearable lanterns it should solve most troubles
but setting them to not spawn near campfire/forges/magelight etc. would be a little too much work
BEWARE!!: this mod will spawn around 10-15 skeleton varieties at a time so you might get some fps drop with the occasional skeletons and imperial/stormcloak fights
Sooooo I tried out the nightmare mode, fast traveled, and turned around to see a HUNDRED skeletons. ... Was this intentional? I'm not making it up either, I have pictures. I'll send em now.
This is a fantastic idea but I just wanted to give some feedback.
As many have said below it'll kill NPCs and therefore might break quests. It might be useful if the attacks only targeted the Player. There might be a way of doing this in a lore friendly way. Maybe after completing the "Forbidden Legend" quest these monsters want revenge?
Also SIC has a night time spawn feature - is this compatible?
All it does is alter a single cell somewhere in the northeastern wilderness of Skyrim to add an entry to the dungeon they respawn in, as for npcs I highly recommend to use a protected npc mod even for vanilla Skyrim though especially so with thid modi
27 comments
2) For some reason or other, the torches aren't stopping the spawns - I get my torch in hand, run around, and suddenly a Giant Skeleton yells "SURPRISE BUTTSECKS!" and I'm fighting for my life. No, not literally on the yelling part, but feels like it.
3) Perusant to #2, I also seem to get some spawns in interiors. I guarantee you that there is little worse than exploring the Helgen Escape Tunnel and finding a Giant Skeleton waiting for you with nylons and chocolates (that translates to "death and reloading your save" if you were curious). Ditto going into someone's home after dark, and finding that uninvited guests have joined you (these ones didn't bring the nylons, chocolates, or Honningbrew Mead!).
With those caveats, it can be a TON of fun. Gives you reason to fear the dark.
A mud crab killed my follower and almost me.
no other source of light will stop them
they dont go into any towns or cities
interiors of player homes are safe but if you have a player home surrounded by a town from a mod or a treehouse player home they will spawn
or an outside playerhome then your are screwed without a torch
i think in th CK the spawn perameters are set to only having a torch equipped
if there can be an option for chesko's wearable lanterns it should solve most troubles
but setting them to not spawn near campfire/forges/magelight etc. would be a little too much work
BEWARE!!: this mod will spawn around 10-15 skeleton varieties at a time so you might get some fps drop with the occasional skeletons and imperial/stormcloak fights
As many have said below it'll kill NPCs and therefore might break quests. It might be useful if the attacks only targeted the Player. There might be a way of doing this in a lore friendly way. Maybe after completing the "Forbidden Legend" quest these monsters want revenge?
Also SIC has a night time spawn feature - is this compatible?