Skyrim Special Edition

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CarbonDice

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CarbonDice

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About this mod

The Third Chapter of my Skyrim Overhaul brings challenging Unique vanilla Bosses to make actually sense for being "bosses"

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UPDATE 1.4

If you're updating from the old 1.3 version be sure to read the description again and uninstall the patch Hub



OVERVIEW
Ever wandered why Skyrim's unique bosses feel like any other generic boss?
for example :
Estormo is a unique powerful Thalmor Wizard (Lore), sended by Ancano to make sure the Dragonborn dies in Labyrinthian, but is actually strong as a generic Thalmor Wizard, no more!
Named Dragon Priests are more powerful than any generic Dragon Priest (lore), and in the game they are pretty much the same, no more!

Certain Named Hagravens bosses are more powerful than simple ones;
Movarth Piquine is a very dangerous Ancient Vampire Lore-wise, so is much more powerful now;
Harkon and his court are ancient and very powerful, prepare yourself for a bloodbath in the final battle if you side with the Dawnguard;
Mercer Frey is an actual boss now;
Miraak will make you cry :)
And so on.

Dragons are not included.
Serana is NOT included.


CHANGES
 - New Custom Perks distributed Conflict-free via SPID -
1.4 - Added generic NPCs -

- Does not need patches anymore -
- Bosses could be more resistant to damage,more magic efficency and so on, depend by custom Keywords distributed by Faction or Enemy Type.


This is what my mod aims to do, Enhances  all generic and unique (named) bosses to give you the feeling of an actual boss fight, to reflect the Lore of the game.

check Below for more details

Here's the perks list:

Boss Shared Perk
Overview:
Distributed to Bandit & Forsworn bosses, the Dawnguard faction and Estormo.
Details:
- Incoming Damage reduced by 5%
- Armor Rating Increased by 10%

Dwarven Boss Perk
overview:
Distributed to Dwarven centurion and the Forgemaster
Details:
- Increased armor rating by 25%
- Incoming damage reduced by 10%
- No stagger
NOTE
: Armor Rating and Incoming Damage are NOT the same thing.

Draugr Boss Perk
Overview:
Distributed to Draugr Bosses, Generic Dragon Priests, plus the ghosts of the companions in the tomb of Ysgramor's dungeon during the final quest of the companions guild.
Details:
- Increased Armor Rating by 5%
- Bashing damage increased by 8%
- Incoming Damage reduced by 10%

Falmer Boss Perk
Overview:
Distributed to High level Falmers.
Details:
- Increased Poison Damage by 15%, I know, they are a bit annoying in the Vanilla game with poisons, now even more :)

Mage Boss Perk
Overview:
Distributed to Generic Dragon Priests, Hagraven Bosses, Warlock Bosses, The Caller, Estormo, etc.
Details:
- Spells magnitude increased by 10%
- Spell cost reduced by 20%
- Incoming Damage reduced by 10%

NOTE: Some bosses have more than one perk as you can see for Estormo here: Boss Shared Perk + Mage Boss Perk ;

Unique Boss Perk
Overview:
distributed to named bosses like Silvia, glenmoril witches, Movarth, Estormo, etc. (yeah, I know, I buffed him so much because it's simply too weak in vanilla).
Details:
- Increased armor Rating by 20%
- Magic Resistance increased by 5%
- Incoming Damage reduced by 25%

End Questline Boss Perk
Overview:
Distributed namely to: Miraak, Ancano, Commander Maro, Mercer Frey, Potema, Pale lady, Ebony Warrior, named dragon priests (Dragonborn DLC included), Dremoras, Harkon, Isran.
Details
- Attack Damage increased by 15%
- No stagger
- Spell Absorbption increased by 15%
- Incoming Damage reduced by 45% (yeah that's a bit game changing)

Vampire Boss Perk
Overview:
distributed to all vampire bosses (generic & named), Harkon and his Court are also affected.
Details:
- Spell absorbption increased by 10%
- Incoming damage reduced by 15%

Volkihar Clan Perk
Overview:
Distributed to all vampires inside Castle Volkihar (Harkon Included).
Details:
- Magic Resistance increased by 15%









SUPPORT
If you want to help building up this project or give me feedback to improve, feel free to join my Discord