Slightly odd request, but could you reup V2 of the mod? I kinda liked the older version with the gatekeepers, and the only copy I found online was a russian translation.
Also to let you know : When I tested v3 the atronachs seemed to not attack anything. They casted some type of magic absorb spell (not animated) and just stood there not doing anything else.
I cant imagine what it'd be conflicting with. It is using the draugr animations and I have no mods that'd touch the skeleton or rig for them. Only thing I can think of would be XPMSE, 360 movement behavior, or Flinching (by NickNak). I can look thru the rest of my mods, but im not using a lot of behaviors or ai enhancements that'd affect the Draugr so im more than a little confused how a custom creature would be having ai incompatibilities
Like I said, nothing directly affecting them no. Its possible there's a dirty edit somewhere, or a mod that is affecting them unintentionally, but I dont know for sure.
they use draugr hand to hand combat AI (because they have iron claws attached to their hands), no weapon, and they use magic, and are forced to not pick up items to try to fight using them instead of hand to hands (iron claws), so possibly is something making them not to use vanill hand to hand combat.
That sounds like Skysa, but I have skysa deactivated in mod organizer this playthrough. Would Dynamic Animation Replacer, or even Nemesis be the culprit? Draugr and Unarmed combat are both very vanilla in my game, it doesnt make sense for either to be getting conflicts. I looked through my modlist and if it isnt from one of those or the mods mentioned yesterday, then I'm fresh out of idea's
Hello @MihailMods Can you please bring all your monsterss back to skyrimSE? Can't find them anywhere! A master file with all your monsters would be great as well
The new armor looks menacing! a mix of silent hill and dark souls. They also resemble the giant cyclopes in Bitter black isle. The enemies are what make a great RPG.
Good day all, Just a quick question...does anyone know if this plays well with the Immersive College of Winterhold mod? It seems like it should, but I am dumb. All of Mihail's mods look sooooooo awesome..am looking forward to giving them all a go. Thank you for your time.
In 3E 431, Arch-Mage Hannibal Traven instated a highly controversial ban on Necromancy, which inevitably lead to the returned presence of Mannimarco, King of Worms. - It's literally copied from the f*#@ing Elderscrolls wikia.
The College was never part of the Mage Guild. The institution itself was created by Shalidor during the First Era, centuries before Vanus Galerion founded the Mages Guild in the Summerset Isle, land of the altmers, during the Second Era. Yes, the College and the Mage Guilds had some connection and worked together, but the College is "a resolutely independent establishment separate from the Guild".
77 comments
Also to let you know : When I tested v3 the atronachs seemed to not attack anything. They casted some type of magic absorb spell (not animated) and just stood there not doing anything else.
regarding the AI, you are possibly facing mod incompatibilities, they are attacking well here.
I still have the original version, but I am extremely happy to see this! I wonder if your spider daedra will be making a return in the future?
Just a quick question...does anyone know if this plays well with the Immersive College of Winterhold mod? It seems like it should, but I am dumb.
All of Mihail's mods look sooooooo awesome..am looking forward to giving them all a go.
Thank you for your time.