I used this for a while, but at higher levels I encountered only legendary draugrs (looking like low level draugrs and using no shouts) instead of highly leveled draugrs which look cooler and use shouts. I deinstalled this mod, moved to Higher Level Enemies instead and am satisfied now. Still, I want a similar mod, which does not replace high level spawns and works more like the legendary system in FO4. New Vegas has a similar mod. Maybe someone will reverse engineer to produce something like that?
Endorsed, this looks great. But I want to ask if the legendary enemies will spawn randomly or will they be fixed? I got the final boss in Bleak Falls Barrow so I guess it was fixed. But I think it'd be so much nicer if there are some legendaries spawn randomly too.
How does this integrate with mods that change the characteristics of general npcs? (ie, Deadly Dragons) Or, that also heavily modify leveled lists? (OBIS, RotE, etc..)
What about heavy overhauls, like PerMa or SkyRe, the heavily modify both?
I'm curious, because I really do like the idea of this. If it's a script that's adding the "Legendary" trait, you could make an MCM for us to choose which leveled lists get affected (ie, I want Legendary Mudcrabs, but don't care much for Legendary Dragons and Draugr)
OK, took a look at this in TEV:Edit, and I've got to say... I actually like how simply this was made. Distinct Legendary NPCs are created, and assigned a version of the "Avoid Death" perk that fire the full restore and 2x damage effect. These NPCs are added directly to their respective Leveled Lists, which means that Wrye Bash is all that's needed to integrate them with other mods that add NPCs to these lists.
It looks like a magic effect fires on the Avoid Death activation, which borrows visual elements from the Fireball destruction spell, and seems to reference Dragon Kill moves for the sound?
The enchanted items include low level armors (fur, leather, and iron), and gold jewelry (gold necklaces and gold rings). The enchantments themselves are extraordinarily powerful, and are as great or greater than anything you could reasonably create at Master Enchanting levels. Each has three effects, like mentioned in the description, and are designed to go together. For example, one I found fortifies Two-Handed by 15, Stamina by 70, and Stamina Regeneration by 50%. These are lumped enchantments, meaning that the game doesn't treat it like a thrice enchanted piece, but as a single one. Think Gaulder Amulet, and you'll be close.
I'm between characters at the moment, but I'll try running this with at least OBIS and Deadly Dragons. There's nothing that touches on AI, so those changes (like DCO or SkyRe's Combat Module) shouldn't have trouble.
Sounds good - thanks for the info. Would hope to see a more balanced version though. From what you say; I can get gear with triple enchants and a magnitude greater than that of master enchanting - at level 4?!
I like the idea, except for the removing ability to disenchant items. I added legendary modifications to my fallout 4 game, just to get the ability to build great gear like in Skyrim. Leave that feature in please. Maybe modify the enchant level per player level?
This mod is so fun. To my surprise when reaching the word wall in Bleak falls, at level 5, the draugr that popped out of the coffin was a legendary. With the help of my minion and loads of potions i got him down to low health and he fully healed lol. So i beat him down again and got him. His loot was awesome for a lowbie! I don't think i have ever had that much fun in that boring first dungeon before. Thank You!
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Still, I want a similar mod, which does not replace high level spawns and works more like the legendary system in FO4. New Vegas has a similar mod. Maybe someone will reverse engineer to produce something like that?
But I want to ask if the legendary enemies will spawn randomly or will they be fixed? I got the final boss in Bleak Falls Barrow so I guess it was fixed. But I think it'd be so much nicer if there are some legendaries spawn randomly too.
How does this integrate with mods that change the characteristics of general npcs? (ie, Deadly Dragons) Or, that also heavily modify leveled lists? (OBIS, RotE, etc..)
What about heavy overhauls, like PerMa or SkyRe, the heavily modify both?
I'm curious, because I really do like the idea of this. If it's a script that's adding the "Legendary" trait, you could make an MCM for us to choose which leveled lists get affected (ie, I want Legendary Mudcrabs, but don't care much for Legendary Dragons and Draugr)
It looks like a magic effect fires on the Avoid Death activation, which borrows visual elements from the Fireball destruction spell, and seems to reference Dragon Kill moves for the sound?
The enchanted items include low level armors (fur, leather, and iron), and gold jewelry (gold necklaces and gold rings). The enchantments themselves are extraordinarily powerful, and are as great or greater than anything you could reasonably create at Master Enchanting levels. Each has three effects, like mentioned in the description, and are designed to go together. For example, one I found fortifies Two-Handed by 15, Stamina by 70, and Stamina Regeneration by 50%. These are lumped enchantments, meaning that the game doesn't treat it like a thrice enchanted piece, but as a single one. Think Gaulder Amulet, and you'll be close.
I'm between characters at the moment, but I'll try running this with at least OBIS and Deadly Dragons. There's nothing that touches on AI, so those changes (like DCO or SkyRe's Combat Module) shouldn't have trouble.
The enchants should definitely scale.
I added legendary modifications to my fallout 4 game, just to get the ability to build great gear like in Skyrim.
Leave that feature in please.
Maybe modify the enchant level per player level?