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mchrdz

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mchrdz

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About this mod

Makes some changes to some races (animals not included) and creatures to fit my preferences. Venomous creatures are much deadlier, undead are more resistant to the cold, skeletons are sturdier, trolls regenerate much faster, etc.

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Made some changes to some creatures I deemed needed some tweaks to make them a bit more interesting or challenging.
Will not make any changes to animals or dragons, there are plenty of mods for that.

For animals I strongly recommend SkyTest (be warned however that it was not made to be compatible with USSEP), it's an excellent mod.

For dragons I recommend Serio's Enhanced Dragons to make the fights more interesting and any mod that makes them a bit more beefy.




Frostbite Spider

Spiders are much sturdier, in my view they are too weak and does not fit giant arachnids that are strong enough to move like they do.
Their venom is stronger, but much slower. They inject more poison when they bite.

Small spiders have a minimum of 100 points of health, their poison spit does 20/40 poison damage to Health and Stamina in 20 seconds, 30/60 if the poison was injected with a bite.

Medium spiders have a minimum of 250 points of health, their poison spit does 30/60 poison damage to Health and Stamina in 20 seconds, 50/100 if the poison was injected with a bite.

Giant spiders have a minimum of 400 points of health, their poison spit does 40/80 poison damage to Health and Stamina in 20 seconds, 70/140 if the poison was injected with a bite.


Note: For consistency, I modified the Frostbite Poison bottles to do 40/80 points of damage to Health and Stamina in 20 seconds (was 20/20 to Health and Stamina in 5 seconds), which means their drops are a bit more useful.


Chaurus

Their venom is extremely deadly and fast-acting, also decreases the effectiveness of your armor (lore suggests their venom is acidic), so be careful and don't get showered by several chaurus at the same time if you want your armor to do something.

Weak chaurus
: their poison spit does 35 poison damage in 5 seconds and reduces armor by 50 points for 30 seconds. Their bite does 40 points of poison damage in 5 seconds, without damaging armor.

Stronger chaurus
: their poison spit does 60 points of poison damage in 6 seconds, reduces armor by 50 points for 30 seconds. Their bite does 70 points of poison damage in 7 seconds, but does not damage armor.

Chaurus Hunters: their poison spit does 65 points of poison damage in 5 seconds, reduces armor by 75 for 30 seconds. Their bite does 90 points of poison damage in 6 seconds, but does not damage armor.


Other than that, the Reaper variant gets a +100 Health boost which makes them a bit tougher than the Hunter Fledging. 


Don't forget to bring poison resistance gear and antidotes...


Trolls

I like the idea of trolls having superfast regeneration like it happens in other fantasy worlds, and a higher weakness to Fire (in some D&D games they can't even be killed if you don't burn them).

- All trolls get 50 extra points of Health.
- They do their taunt animations less frequently (so they focus more on beating you to a pulp).


Regular trolls

Regenerates 6 points of health per second.
Weakness to Fire increased to -75%
15% bigger.


Frost Troll

Regenerates 12 points of health per second.
Weakness to Fire increased to -100%
Frost Resistance increased to 50%
18% bigger.


Udefrykte (Frost Troll)

He's supposed to be a somewhat legendary troll, so I upped his stats and attack damage a bit.

Level 22->30
+100 Stamina
+110 Health
Hits 50% harder.

If you're low level you might want to sneak past it.


So now it is more important than ever to use overwhelming force to kill them and DoT effects, like Marked for Death (because they do not regenerate if they are losing health).


Undead

Almost all undead (vampires not included) have 75% resistance to frost and total immunity to poison (some of them had no resistance to it, believe it or not) with the following exceptions:

Dragon Priests have 50% Frost Resistance
All ghostly undead have immunity to Frost, like the ghostly Draugr in Labyrinthian, or the undead minions of Malkoran in Mount Kilkreath.


Skeletons have a minimum of 50 health.
Armored skeletons have a minimum of 100 health.

Bonemen have a minimum of 75 health (summon included)
Mistmen have a minimum of 50 health and 75 magicka and they have natural waterwalking (summon included).
Wrathmen have a minimum of 125 health and 100 stamina (summon included).


Wispmothers

Wispmothers are a sort of a special case. They are so unique and so extremely difficult to encounter, that I felt I had to make them a bit more special and challenging.

Level is now: 40 (was 28)
Immune to Frost and 33% resistant to Magic.
Has 225 more points of Health and 100 more Magicka.
10% faster.

Her spell Ice Volley is more dangerous:

Damage to Health&Stamina increased to 75 (was 70)
Slows down targets by 60% for 8 seconds (was 30% for 2 seconds).
Very likely to stagger whatever it hits.

Her Shades (the clones she can spawn) are faster and a bit more sturdy:

New level: 10 (was 5)
Has 70 more Health.
25 more Magicka.
15% faster (it was originally much slower than the Wispmother)



Frost Atronach

The only Atronach I felt needed a few tweaks. 

Unarmed damage increased from 20 to 30. I think it should have a bit more for a melee-focused atronach. Now it's equal to the Storm Atronach, which doesn't use melee too much anyway.

Staggers 25% more with its attacks, incoming stagger reduced by 25%. Feels appropriate for an ice behemoth of sorts.

This applies to all Frost Atronachs, summoned or not.



Giants
(not including Karstaag)

Immune to paralysis. So the only ways to make them stop chasing you is by stagger or by a push effect.
+150 Health

Combine with Wildcat to make them really formidable.



Dwarven Centurions


+200 Health bonus to all centurions.
All of them stagger 25% more and are staggered 25% less.
Combine with Wildcat to make them really formidable.


The Forgemaster


Unleveled.
+450 Health boost. It's supposed to be an unique boss, so yeah.
50% faster.

Level will be your level multiplied by 1.5, minimum level 36, maximum 60. 





That's all for now.
Suggestions and feedback are all welcome. Tell me if anything seems too much or out of balance, or not lore-friendly, or whatever.
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