Please i need those mods for switch. Merged to as kany as possible. At least the hold Rider, mercenaries m guard patrol and bandit cavalry mods please. And the people of skyrim2 please
The people of skyrim 2 ( adds tons of immersive people and buildings like thalmer outposts etc )Hold riders ( patrolling guards by horse )Guard patrols ( town guard will patrol the streets of skyrim )Mercenaries ( this will add random mercenaries to skyrim but best thing is that they will travel the roads on foot and by horse )NordwarUA vanilla armor replacer. Feels like game of Thrones. Immersive all new armors. Every town guard, soldier and adventurer will look different and more realistic.Check his other mods replacing and adding all new faction / soldier armors.Steel plate replacer mod. Worth it. Most ugly vanilla armor turned into best looking one.Blade and blunt + fatality . Both add so much realism to combatSniper - Add damage bonus for a damage bonus if you hit enemies from far away.Improved combat adds a slow down to enemies. Time slows down if they do special attacks. So you have time to block or evade.Dodge mod recommend Weather mods for all new atmopshereCustom voiced followers like kaidan2 or inigoWsco with only 100mb size changes all faces to more realistic and better looking ones. My favorite.In combination with ethernal elves no other beauty mods needed anymoreOblivion horses changes all horses to new ones . New skeletons. Very realistic and immersive experience. Love it.Ordinator will revamp the skills and abilities . Every tree even alchemy now is full of cool new abilities and skills to learn .Apocalypse and mysticism adding tons of new spells Beasts of tamriel and animal overhaul adding tons of new hostile and peaceful wildlife . Mihail animals includedLoving tls more wildlife mod too.More to sayRealistic ConversationsRelationship Dialogue OverhaulFor all new dialogue Options and new conversation between npcsImmersive citizens Immersive animationsMix races legionnaires for making imperial troops more diverse and make them differnet to the stormcloak skyrim armiesBandit cavalry for adding vbandits and others enemies by horse I want better arrows. Love it . Just graphics. AwesomeEnhanced blood texturesMore blood and goreSome killmove modXbox definitely will need these Performance mods placed at the end of the load order. You wont miss anything graphic wise but it will speed up lots " FPS Boost TLS FPS Ultimate Insignifiant object Remover TLS Crash Preventer"Divine forests make skyrim look way better in my eyes
***** Race Rebalance ***** Corrected a bug with Orc's new passive Brawny. If combined with Dual Flurry, it was causing way more speed than intended. Also added compatibility with Finesse (new Treebalance perk) so that it also won't result in excessive speed.
***** Better Magic ***** - Yes, an update to seven-and-a-half-year-old mod. Mastery perks for each school now add 20% damage, stacking additively. This makes them work like master abilities for other skills.
Bugfixes for Aspect of Terror, Necromage, and rune spells were removed because they're in the Unofficial Patch. Better Magic predates the Unofficial Patch, but having these still around years later is unecessary at this point. If you want bugfixing, you should be using the Unofficial Patch.
Impact boosted from 33% chance to 50% chance.
***** Treebalance 2.0 is now included ***** Changes in this update: Perk tree appearance for Alchemy, Smithing, Lockpicking, and Light Armor were improved to better match their constellations.
Purity now requires either Snakeblood or Side Effects. Also fixed a bug with Side Effects.
Fists of Steel magic cost reduction increased from 5% to 10%.
Light Armor needed a utility perk and a gauntlet perk like Heavy Armor has, so I've added them. Finesse makes all weapon attacks 15% faster if using Light Armor gauntlets. Breeze makes you walk and run 20% faster if wearing only Light Armor.
Shield Wall nows improves bashing damage by 10% per rank in addition to increasing damage blocked (and I've corrected its text to match the value it actually gives).
Lightning Rod no longer shimmers while blocking. Also fixed a bug that caused rank 2 to be too strong.
Armsman, Barbarian, and Overdraw now increase critical damage (and bleeding damage for Hack and Slash/Limbsplitter) for their respective weapons.
Fortify One-handed/Two-handed/Archery enchantments and potions now also affect critical damage and axe bleed damage.
Successfully yielding or accepting a yield will clear all bleeding stacks from Hack and Slash/Limbsplitter on the opponent.
Bladesman, Deep Wounds, and Critical Shot critical chance is now 5% higher at each rank. Ranks 2 and 3 have double their previous damage bonus (+50% critical damage each rank instead of +25%). Bladesman now applies to daggers too.
Hack and Slash and Limbsplitter were rebuilt. For NPCs, they do 15/20/25 damage over 10 seconds, regardless of weapon material. For the player, they do approximately the same damage as a critical hit (half of weapon base), but spread over 10 seconds. This means weapon material still matters, and battleaxes now do more than waraxes. Bleeding stacks if you strike multiple times. Ranks 2 and 3 each add +50% critical/bleeding damage. I've fixed a bug where DLC weapons weren't included, and I've added support for mod-added material types (any new material does iron bleed damage). In further mod support, if you have a mod that adds silver axes (I'm not aware of any), those actually can cause bleeding damage to undead (silver uses steel's bleed damage). Undead are otherwise still immune to bleed damage, as are all dwarven automatons.
Bone Breaker and Skullcrusher were improved. In addition to ignoring a portion of enemy armor (which was nearly useless), you also now cause automatic critical hits against enemies who are blocking (in this context, casting a ward spell counts as blocking, too). Ranks 2 and 3 each add +50% critical damage. I've also fixed a bug where these perks reduced your damage against enemies who have negative armor values (possible if you use Marked for Death on low-armor enemies).
New weapon specialization perks were added. These have two ranks at 45 and 70 skill, and require the first weapon specialization perk to unlock. They expand upon the first perk by adding new power attack abilities. As mentioned above, ranks 2 and 3 of your first specialization perk improve critical damage in all scenarios, so they will improve critical damage from these secondary specialization perks. These secondary specialization perks all have a second rank that boosts critical damage by 50%, but only when using that skill.
Sword and Dagger/Greatsword: Riposte/Retort: Power attacking while the enemy is attacking causes critical damage and staggers. Attacking means the enemy is swinging a melee weapon or aiming/drawing a bow. The stagger is the same strength as Fus Ro, so it leaves the enemy open. You can still trigger this while the enemy finishes swinging, after you get hit or dodge. Timed just right (easiest with a dagger), you can stagger them mid-swing, inturrupting the attack entirely. So whether you're dual-wielding daggers or swinging a heavy greatsword, this is a reliable way to score staggering critical hits.
War Axe/Battleaxe: Amputate/Execute: Power attacks against bleeding enemies consume bleed stacks to cause critical damage. The damage increases by 100% of critical damage per bleed stack past the first. Consuming bleed stacks means this stops the enemy from bleeding further. A power attack that consumes bleed stacks won't also apply one, so an enemy who survives this won't be left bleeding. Attacking after that will apply bleed stacks again. Bleed and critical damage are approximately equal, so you maximize damage by letting the enemy bleed for a bit before consuming the stacks.
Mace/Warhammer: Shatter/Ruin: Power attacks cause critical damage to well-armored enemies. Well-armored means the target has three pieces of heavy armor, four pieces of any armor, at least 100 armor rating, or is a dwarven automaton.
its a shame that some of these are not going to be compatible with the Immersive Gameplay mod compilation. Would be nice ot have some mega complilations to by pass the 10 esp limit
6 comments
if not whats it not compatible with?
Merged to as kany as possible.
At least the hold Rider, mercenaries m guard patrol and bandit cavalry mods please.
And the people of skyrim2 please
The people of skyrim 2 ( adds tons of immersive people and buildings like thalmer outposts etc )Hold riders ( patrolling guards by horse )Guard patrols ( town guard will patrol the streets of skyrim )Mercenaries ( this will add random mercenaries to skyrim but best thing is that they will travel the roads on foot and by horse )NordwarUA vanilla armor replacer. Feels like game of Thrones. Immersive all new armors. Every town guard, soldier and adventurer will look different and more realistic.Check his other mods replacing and adding all new faction / soldier armors.Steel plate replacer mod. Worth it. Most ugly vanilla armor turned into best looking one.Blade and blunt + fatality . Both add so much realism to combatSniper - Add damage bonus for a damage bonus if you hit enemies from far away.Improved combat adds a slow down to enemies. Time slows down if they do special attacks. So you have time to block or evade.Dodge mod recommend Weather mods for all new atmopshereCustom voiced followers like kaidan2 or inigoWsco with only 100mb size changes all faces to more realistic and better looking ones. My favorite.In combination with ethernal elves no other beauty mods needed anymoreOblivion horses changes all horses to new ones . New skeletons. Very realistic and immersive experience. Love it.Ordinator will revamp the skills and abilities . Every tree even alchemy now is full of cool new abilities and skills to learn .Apocalypse and mysticism adding tons of new spells Beasts of tamriel and animal overhaul adding tons of new hostile and peaceful wildlife . Mihail animals includedLoving tls more wildlife mod too.More to sayRealistic ConversationsRelationship Dialogue OverhaulFor all new dialogue Options and new conversation between npcsImmersive citizens Immersive animationsMix races legionnaires for making imperial troops more diverse and make them differnet to the stormcloak skyrim armiesBandit cavalry for adding vbandits and others enemies by horse I want better arrows. Love it . Just graphics. AwesomeEnhanced blood texturesMore blood and goreSome killmove modXbox definitely will need these Performance mods placed at the end of the load order. You wont miss anything graphic wise but it will speed up lots " FPS Boost TLS FPS Ultimate Insignifiant object Remover TLS Crash Preventer"Divine forests make skyrim look way better in my eyes
***** Race Rebalance *****
Corrected a bug with Orc's new passive Brawny. If combined with Dual Flurry, it was causing way more speed than intended. Also added compatibility with Finesse (new Treebalance perk) so that it also won't result in excessive speed.
***** Better Magic ***** - Yes, an update to seven-and-a-half-year-old mod.
Mastery perks for each school now add 20% damage, stacking additively. This makes them work like master abilities for other skills.
Bugfixes for Aspect of Terror, Necromage, and rune spells were removed because they're in the Unofficial Patch. Better Magic predates the Unofficial Patch, but having these still around years later is unecessary at this point. If you want bugfixing, you should be using the Unofficial Patch.
Impact boosted from 33% chance to 50% chance.
***** Treebalance 2.0 is now included *****
Changes in this update:
Perk tree appearance for Alchemy, Smithing, Lockpicking, and Light Armor were improved to better match their constellations.
Purity now requires either Snakeblood or Side Effects. Also fixed a bug with Side Effects.
Fists of Steel magic cost reduction increased from 5% to 10%.
Light Armor needed a utility perk and a gauntlet perk like Heavy Armor has, so I've added them. Finesse makes all weapon attacks 15% faster if using Light Armor gauntlets. Breeze makes you walk and run 20% faster if wearing only Light Armor.
Shield Wall nows improves bashing damage by 10% per rank in addition to increasing damage blocked (and I've corrected its text to match the value it actually gives).
Lightning Rod no longer shimmers while blocking. Also fixed a bug that caused rank 2 to be too strong.
Armsman, Barbarian, and Overdraw now increase critical damage (and bleeding damage for Hack and Slash/Limbsplitter) for their respective weapons.
Fortify One-handed/Two-handed/Archery enchantments and potions now also affect critical damage and axe bleed damage.
Successfully yielding or accepting a yield will clear all bleeding stacks from Hack and Slash/Limbsplitter on the opponent.
Bladesman, Deep Wounds, and Critical Shot critical chance is now 5% higher at each rank. Ranks 2 and 3 have double their previous damage bonus (+50% critical damage each rank instead of +25%). Bladesman now applies to daggers too.
Hack and Slash and Limbsplitter were rebuilt. For NPCs, they do 15/20/25 damage over 10 seconds, regardless of weapon material. For the player, they do approximately the same damage as a critical hit (half of weapon base), but spread over 10 seconds. This means weapon material still matters, and battleaxes now do more than waraxes. Bleeding stacks if you strike multiple times. Ranks 2 and 3 each add +50% critical/bleeding damage. I've fixed a bug where DLC weapons weren't included, and I've added support for mod-added material types (any new material does iron bleed damage). In further mod support, if you have a mod that adds silver axes (I'm not aware of any), those actually can cause bleeding damage to undead (silver uses steel's bleed damage). Undead are otherwise still immune to bleed damage, as are all dwarven automatons.
Bone Breaker and Skullcrusher were improved. In addition to ignoring a portion of enemy armor (which was nearly useless), you also now cause automatic critical hits against enemies who are blocking (in this context, casting a ward spell counts as blocking, too). Ranks 2 and 3 each add +50% critical damage. I've also fixed a bug where these perks reduced your damage against enemies who have negative armor values (possible if you use Marked for Death on low-armor enemies).
New weapon specialization perks were added. These have two ranks at 45 and 70 skill, and require the first weapon specialization perk to unlock. They expand upon the first perk by adding new power attack abilities. As mentioned above, ranks 2 and 3 of your first specialization perk improve critical damage in all scenarios, so they will improve critical damage from these secondary specialization perks. These secondary specialization perks all have a second rank that boosts critical damage by 50%, but only when using that skill.
Sword and Dagger/Greatsword:
Riposte/Retort: Power attacking while the enemy is attacking causes critical damage and staggers.
Attacking means the enemy is swinging a melee weapon or aiming/drawing a bow. The stagger is the same strength as Fus Ro, so it leaves the enemy open. You can still trigger this while the enemy finishes swinging, after you get hit or dodge. Timed just right (easiest with a dagger), you can stagger them mid-swing, inturrupting the attack entirely. So whether you're dual-wielding daggers or swinging a heavy greatsword, this is a reliable way to score staggering critical hits.
War Axe/Battleaxe:
Amputate/Execute: Power attacks against bleeding enemies consume bleed stacks to cause critical damage.
The damage increases by 100% of critical damage per bleed stack past the first. Consuming bleed stacks means this stops the enemy from bleeding further. A power attack that consumes bleed stacks won't also apply one, so an enemy who survives this won't be left bleeding. Attacking after that will apply bleed stacks again. Bleed and critical damage are approximately equal, so you maximize damage by letting the enemy bleed for a bit before consuming the stacks.
Mace/Warhammer:
Shatter/Ruin: Power attacks cause critical damage to well-armored enemies.
Well-armored means the target has three pieces of heavy armor, four pieces of any armor, at least 100 armor rating, or is a dwarven automaton.