Skyrim Special Edition

Things you can expect from the mod:


Since NPCs will get access to a lot of top notch spells and perks when leveling up with you,you can expect the game to become much harder. No longer are you the only capable one to use all those cool spells and shouts and standing stones. Prepare for some epic fights, and I recommend to bring some company as well.
To prevent the learning curve from beeing too steeped, I set level requirements for most stuff:

Novice Spells will be added to the NPCs without a level requirement. Apprentice Spells start to appear at level 15, Adept Spells at 25, Expert Spells at level 40 and Master Spells from level 50 upwards. I wanted to aim for higher requirements,but the game stops scaling at some point. It often happened to me that my character was level 150,while the enemies were on level 40 - 100. To prevent that spells just not would be used,I set the requirements so low.


Shouts from Vanilla and Thunderchild have been provided to lore friendly factions - Draugr, Dragon Priests, Cultists and the Greybeards. I tried adding them to dragons and Ulfric too,but they wouldnt use them.

Vampires:

Will be dangerous now,if you use the Vampire mods. They will be able to walk on water,have a complete immunity against ice, poison and lightning,will have constant bats flying around them and a high regeneration rate. Also they were provided with a lot of fitting spells like blood magic,ice magic and conjuration magic, which makes them hard enemies. They are weaker in sunlight and weak against fire.

Dragon Priests:

Will be tough bosses now and should not be taken lightly. They will have a great variety of Spells to ruin your day. They might summon some lich who can also summon again,which creates an endless circle of summonings if you`re not careful. They can also cause some apocalyptic spells, heal themselves,and if you want I have an optional file which makes dragon priests and dragons completely immune to magic.

Supporter Classes:

I created a sort of supporter class mages. They can heal others,buff them,debuff or paralyze you,drain your magica and stamina, trap you behind a magical wall together with some enemies and so on. When you`re on the battlefield,those class mages are the first you should take out.

Conjurers:

I divided them into 2 seperate conjuring classes: Necromancers and normal conjurers who prefer to conjurer familiars,animals,atronachs and stuff like that. On a regular battlefield the conjurer is the 2nd most dangerous enemy behind the supporter. He can strengthen the battlefield with summons,and when you have bad luck,those summons are classes which can also summon. I dont have to tell you what happens next, its like watching rats breeding.

Falmer/Forsworn:

I gave them a wide variety of poison spells and fire spells, and some familiar summons (mostly animals). Forsworn will also be able to use other elemental magic like air,earth and so on,if you use the element mod.

Assassins:

Will use invisible potions

All non - magic Warrior classes:

have healing potions they can use,alchemists have healing and invisible potions. I wanted to provide more potion variety, but the AI simply doesnt use other potions rather than Healing and Invisiblity

Racial Preferences:

High Elves will be able to use practically any Spell, Dark Elves are able to use each fire magic and Bretons will be able to use all normal summonings (no necromancy). If those npcs you encounter are from one of that race but a warrior class,they will prefer to use their warrior skills and fight in melee. However, they always have the option

Randomizer:

A randomizing system will rule the spells/shouts an NPC will use. That means NPCs will use different spells, and the table changes each time when the game gets started. This ensures that you will encounter any spell/shout at some point. However,some few enemies (just a hand full) will always prefer to use their own set of stuff over the newly added ones. Thats probably hardcoded and cant be changed with my mod.


You get the idea. Generally I tried to place everything lore - friendly. NPCs CAN still use their Vanilla spells which each class had been given by bethesda, which means that some - not so lorefriendly stuff - still can happen. Again,this is nothing which can be changed.
This list is by far not everything touched, as this would simply be too much to list here now,but its a good overview of what to expect in general.

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MANgamez