Dragon combat and difficulty mod that overhaul your vanilla dragon combat experience with new one that makes dragon combat more interesting, intense, challenging and fun.
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> Fixed bug to Miraak dragons (Kruziikrel, Relonikiv, Sahrotaar) the Summit of Apocrypha that they die at mid-air instead of landing at tower and lead Miraak fail to absord their soul and will stay in ethereal form.
Note: This is first fix from me, more fixes will come in the future.
Version 2.62.5
Bug fixes and other changes - Included other user's fixes (Thank you again mokeine). - Script fixed. In some circumstances, dragonActorSCRIPT script stacks will still happen to save files at Event OnLoad() (check your save files using resever), despite it has already been fixed with the newly added script function (from powerofthree's papyrus extender). Thanks to other users that reported this and mokeine that provide/help me fix this problem. - Changes to ks_DragonOverhaul2_QUST along with its script "ks_DragonOverhaul2Script", the script is no longer running as a looped script via Event OnUpdate() (update every 1.08 seconds and yes this is TOO expensive) and now running in quest stages instead. Thanks to mokeine that providing/advising me to make these new changes. - Changes to ks_DragonNoStalkingSCRIPT now use Disable() + Delete() functions to dragons that spawned from "KS Dragon Attack" instead of using SetCriticalStage() functions. Dragons that spawned from other sources like ingame spawn will remain using SetCriticalStage() functions. Thanks to mokeine that providing/advising me to make these new changes. - Naaslaarum and Voslaarum will temporarily not receive any AI changes from this mod (except the stats modifier from MCM). The reason is new AI changes are somehow breaking them.
Updating the mod (2.62 > 2.62.5 Only), Installing the mod in a new game or new mid-game (Just ignore the below step, install like normal). 1) Go inside the interior building/house. 2) Disable the mod from MCM. 3) Do a save game (New one/not overwriting old one). 4) Download and install updates of the mod like normal. 5) Go into the game, load your save from 2), and Enable back the mod from MCM. 5.1) Please Disable and enable back the mod from MCM again (Optional, just in case something not working). 5.2) Do a cell reset (optional). 6) Done.
Version 2.62.4
New and Changes - Dragon marked as "Boss" type, physical and magical shout damage per dragon level adjust slightly more damage at low level (10-20). - Mirmulnir adjusts or nerf, second phase regen health to max health change from 100% max health to 50% max health. - Dragon Disarm shout and Disarm Area shout (Effect changes). Before - (NPC except for Ghost) Do mini stagger effect and drop target weapon. (PLAYER and FOLLOWER) Do a mini stagger effect and force unequip the target weapon. After - (All except Ghost) Do a hard stagger effect and force the target to use unarmed attack for 15 seconds. Attempting to use a weapon will force the target again to use unarmed attack. - Dragon Unrelenting Force shout and Unrelenting Force Area shout (Effect change). Before - Push away target on hit. After - Push away target on hit, (Player ONLY) Blocking in the right direction prevents push away but will get Hard Stagger instead. - Adjust the ks_PhysicalDamageScript damage formula (Just make a bit of cleanup). - Added Papyrus Tweaks NG requirement (Optional but recommended) If installed and bSpeedUpNativeCalls = true, KSDO2 will make necessary changes to make the script not run too fast (use bSpeedUpNativeCalls = true, making papyrus scripting run smooth and fast and also fix some related papyrus scripting since KSDO2 is heavy scripting mod). - Added Combat Pathing Revolution requirement (Optional) If installed, KSDO2 will make necessary changes to a dragon to use Combat Pathing Revolution combat pathing instead of using combat pathing AI of the vanilla game (Still new/WIP and all values now simply is just follow the default value from MaxsuCPR_Enable.ini. Will adjust with it more in the future).
Bug fixes - Another try to fixes to ks_dragonBehavior1SCRIPT will stuck in script "State" without going to normal "State" while flying that leading dragon will also stop doing normal things as it should be (dragon will never land on the ground or other things etc) (from now on I will say this is WIP fixes. During my playthrough at some point I found out the problem still exists but pretty rarely). - Popup about elemental dragon bosses being enabled each time after absorbing dragon soul, Fixed (Need to absorb the dragon soul again one more time, the popup message again will still be out but this time only once, next time after absorbing the dragon soul the popup message will no longer be out).
Updating the mod (2.62 > 2.62.4 Only), Installing the mod in a new game or new mid-game (Just ignore the below step, install like normal). 1) Go inside the interior building/house. 2) Disable the mod from MCM. 3) Do a save game (New one/not overwriting old one). 4) Download and install updates of the mod like normal. 5) Go into the game, load your save from 2), and Enable back the mod from MCM. 5.1) Please Disable and enable back the mod from MCM again (Optional, just in case something not working). 5.2) Do a cell reset (optional). 6) Done.
Version 2.62.3
New and changes - Added new dragon Ruddy Aspfang (small type dragon and this dragon will spawn at the same time with other normal dragon spawn in KS Dragon Attacks only when it triggered). - Added new MCM slider chance for "Elite" rank dragon encounter. - Make a changes to dragon from Silah - Female Dragon Follower and Memorable Dragons mod now marked as "Elite" rank to KSDO2 and "Unique Name" option now no longer effected. - Dragons marked as "Boss" rank will now no longer get effected by Bend Will shout. - Make a change to "Variants" option, dragons added from other mod should not get effected by this option. (Not all dragons for now/can add more dragons manually to KS Dragon Overhaul 2_DISTR.ini) - Make a change to "Enrage" effect, triple stamp attack at the last stamp (Large AOE damage and hardstagger effect) now able be evaded by jumping at a right time. - Another adjustment to talon grab and attack chance of trigger (Talon grab from 25%>20%, talon attack from 35%>30%). - Added new patch and update some existing patches. - Impliment fomod installer.
Bug fixes - Another fixes to ks_dragonBehavior1SCRIPT will stuck in script "State" without going to normal "State" while flying that leading dragon will also stop doing normal thing as it should be (dragon will never land to the ground or other things ect), fixed (I can confirm this now it fixed). - (Boss) Dragon sometimes continue become undamage even after out of "Guard Stance" state, fixed. - Dragon have bugged name multiple Skuldafn in the first of their name, fixed.
Updating the mod (2.62 > 2.62.3 Only), Installing the mod in new game or new mid game (Just ignore below step, install like normal). 1) Go inside interior building/house. 2) Disable the mod from MCM. 3) Do a save game (New one/not overwriting old one). 4) Download and install update of the mod like normal. 5) Go into the game, load your save from 2), Enable back the mod from MCM. 5.1) Please Disable and enable back the mod from MCM again (Optional, just in case something not working). 5.2) Do a cell reset (optional). 6) Done.
Version 2.62.2
- Changes/fix from v2.62.1 included.
- In some circumstances, ks_dragonBehavior1SCRIPT will stuck in script "State" without going to normal "State" while flying that leading dragon will also stop doing normal thing as it should be (dragon will never land to the ground or other things ect) now fixed (at least what I can see for now).
- Dragon will offten take off early, fixed.
- Dragon "Grab Throw" attack will continue to kill protected/essential/Invulnerable NPC when it shouldn't be, fixed.
- Deadly Dragons patch updated, dragons from Deadly Dragons now should spawn in "KS Dragon Attacks" (If you use loremonger version, you should skip this patch).
Version 2.62.1
- Non-elemental dragons is using additional fire or frost shout, fixed.
- Adjust talon grab and attack chance of trigger (before it set too high).
Version 2.62
New and changes
1) New feature/MCM option "Ultimate Dragons - Integration" added. - Integrating/using Ultimate Dragons new animation into KS Dragon Overhaul 2. - If you install/using tools like FNIS or NEMESIS please follow step in sticky post. 2) Added new MCM "Effect Settings" option for "Shake Camera Effect" and "Explosion Stagger Effect".
3) Added new "Grab Trow" attack that use dragon killmove animation now act as an attack that damage 30% of enemy max health and stamina (this can be controlled in the MCM)
4) Added "Hard" stagger effect to bite (no % chance) and wings attack (25% chance) (Hard stagger = player/target will actually stun/full stagger).
5) Dragonrend reworked (See mod description for more info).
6) Injuries reworked (See mod description for more info).
7) Combat landing behavior reworked. Use ACTUAL combat style to request landing behavior instead using dragonrend spell effect.
8) Added new boss type dragon Elemental Dragon, ONLY spawn in "KS Dragon Attacks" and MCM option will be unlock after killed 2 Elemental Dragon from main quest (See below to know that dragon). - Elemental Dragon can change his element attack and resistance at any time in combat (Fire, Frost, Shock) - Elemental Dragon can also change his appearance ocording their current element when fight for serious.
9) Some changes to vanilla boss dragon and they now leveled with player (x1.25 of player level). - Mirmulnir (Elemental Dragon, first level - I made this first level because is to make first dragon fight bit easier instead just make it too difficult for starter player). - Sahloknir (Frost Dragon, second level) - Vuljotnaak (Fire Dragon, second level) - Viinturuth (Storm Dragon, second level) - Nahagliiv (Elemental Dragon, second level)
10) Paarthurnax and Odahviing now will be exclude to have ai changes from KSDO2 (Except stats changes)(Reason: conflicting with quest/scripted event).
11) Dragon Talon "Grab" and "Attack" will now not trigger for dragon that needed by game quest (Reason: conflicting with quest/scripted event).
12) Percentage damage dealed by "Additional" or "Power" shout now is resistable acording to their damage type (non-elemental damage can be resist by magic resist) but have min 1% percentage damage cap (example - If dragon shout Unrelenting Force can deal damage 15% of target max health and target have magic resist of 100%, reduction to dragon shout percentage damage of is reduce from 15% to 1% of target max health).
13) Stalking fix distance adjust to 10240 units (In same interior, or same worldspace - dragon's corpse will be deleted if the distance of the player exceeds 10240 units from the dragon's corpse).
14) Make Dragon naming from KSDO2 disable automatically when Zim's Dragon Improvements is installed. Zim's Dragon Improvements (LIGHT) now fully compatiable with KSDO2.
15) Patch for Skyrim Unbound Reborn (Alternate Start), Timing is Everything SE, Thunderchild - Epic Shouts and Immersion and Deadly Dragons now available to download.
Bug fixes - Dragon Invulnarable, fixed (Adding new fuction to script to check dragon Invulnarable flag each time dragon spawn. If found, it will remove Invulnarable flag on that dragon). - Some dragons will not landing to the ground, fixed. - Some dragons not received changes from mod, fixed (AbDragon Ability spell distribution change from using Spell Perk Item Distributor to now added to every dragon race ability). - Trying to fix UDGPDurnehviirDragonScript suspended stacks that has been reported by MangoesMan10. (I'm now added Unofficial Skyrim Special Edition Patch as master to KSDO2 .esp plugin and forwarding any changes made by Unofficial Skyrim Special Edition Patch to KSDO2. I found out DLC1Durnehviir edit I made is still using dragonActorSCRIPT and UDGPDurnehviirDragonScript is suppose to be fix script specifically for Durnehviir's).
Installing/Updating the mod - Installing/Updating the mod in clean save game or new game is required.
Small note - To be honest i hate to mention this every time in changelog or at sticky post but yeah, Please make sure all mod Requirements is installed (IMPORTANT!!!). - If you using Alternate Start in your game, please re-enable the mod at MCM menu soon after you done edit your char and choose life path to make sure mod works properly. - Make sure the mod assets is not got overwrite from other mod including plugin .esp edit. - Kindly endorse the mod and report bugs you encounter any.
Version 2.61
Changes - Adding back Spell Perk Item Distributor (SPID) as additional mod requirement. - Excluded KSDO2 changes behavior dragon in Wyrmstooth mod (WTVulthurkrah01 and WTVulthurkrah02). - Excluded KSDO2 changes behavior (flying only) dragon in Konahrik's Accoutrements mod. - Adding another stop condition to scripts that using looping function.
Bug fixes - Included other users fixes (Thank you mokeine). - QF_ks_EncounterOrAssault_QUS_040AA6E2 active script stacks that potential leading game performance to not stable, fixed. - ks_dragonFlyAwayFixScript sometimes not working properly, fixed. - Dragon stuck in animation when health drop below 40% health while not flying ("Boss" dragon only), fixed. - Dragon sometimes landing or perch at open sky, fixed. - Behavior notification message bugged, fixed.
Installing/Updating the mod - DO NOT update this mod (2.60+) over old mod (2.54 or below), version 2.60 scripts and plugin .esp is different entirely. - Installing the mod in clean save game is recommend (new game/mid game without previous mod version installed).
STEP (2.60 to 2.61) 1) Make sure your character is not currently in combat with Dragon and to go inside house/building (IMPORTANT). 2) Disable the mod at MCM, save game and exit game. 3) Update the mod to latest version (MO or Vortex) 4) Open the game, load save game (save game from step 2) and enable the mod at MCM. 5) Done. 5.1) I recommend to disable and enable the mod again after above step just in case something goes wrong.
Small note - If you using Alternate Start in your game, please re-enable the mod at MCM menu soon after you done edit your char and choose life path to make sure mod works properly. - Patch for other mod is still not been made (Sorry because I'm not have that much time to do that). - Make sure the mod is not got overwrite from other mod including plugin .esp edit. - Kindly endorse the mod and report bugs you encounter any.
New and changes
- Injuries reworked (see mod description for more detail).
- Combat landing behavior reworked (use ACTUAL combat style to request landing behavior instead using dragonrend effect)..
- Percentage damage dealed by "Additional" or "Power" shout now is resistable acording to their damage type (non-elemental damage can be resist by magic resist) but have min 1% percentage damage cap (example - If dragon shout Unrelenting Force can deal 15% of target max health and target have magic resist of 100%, reduction to dragon shout percentage damage of is reduce from 15% to 1% of target max health).
- Stalking fix distance adjust to 10240 units (In same interior, or same worldspacethe - dragon's corpse will be deleted if the distance of the player exceeds 10240 units from the dragon's corpse).
Version 2.60
Rework entire mod script in order to fixed most of minor and major bugs that present in older mod version (from 2.54 or below). Because of this changes, I deleted all bugs report from old version (for cleaning purpose). There is not much changes in this version overall. Mostly is fixing bugs, enabled back some of dead feature that present in older version (additional shout to dragons, dragon variants feature etc), and some feature improvement.
Bug fixes major - Script that use looping function not stop calling funtion even dragon died leading game performance to not stable, fixed (Make sure powerofthree's Papyrus Extender installed). - dragonActorSCRIPT suspended stacks at OnLoad() event leading game performance to not stable, fixed (Make sure powerofthree's Papyrus Extender installed). - Miraak dragons (Kruziikrel, Relonikiv, Sahrotaar) the Summit of Apocrypha that they die at mid-air instead of landing at tower and lead Miraak fail to absord their soul and will stay in ethereal form, fixed (This suppose has been fixed in older version but I mess some part of function in version 2.54 and lead to the problem to come back).
Improvement/NEW - (NEW) Add dragon a chance to do talon grab to NPC at start of combat and during combat. - (Improvement) Trigger for dragon to do talon attack is no longer using force animation instead will using 'Quest Sequence" to do an attack (Similar Quest Sequence as talon grab NPC). - (NEW) Add new dragon landing location and perching v0.1 (currently cover small area outside of Whiterun city). - (Improvement) Delete corpse function now effect all dragons spawned even that dragons is not have dragonActorSCRIPT running.
This mod is no longer using Spell Perk Item Distributor (SPID) as requirement but instead will add new one list below. - powerofthree's Papyrus Extender 5.4.0 or higher - Behavior Data Injector v0.13 or higher - PAPER 1.0.1 or higher
Installing/Updating the mod - DO NOT update this mod (2.60) over old mod (2.54 or below), version 2.60 scripts and plugin .esp is different entirely. - Installing the mod in clean save game is recommend (new game/mid game without previous mod version installed).
Small note - If you using Alternate Start in your game, please re-enable the mod at MCM menu soon after you done edit your char and choose life path to make sure mod works properly. - Patch for other mod is still not been made (Sorry because I'm not have that much time to do that). - Make sure the mod is not got overwrite from other mod including plugin .esp edit. - Kindly endorse the mod and report bugs you encounter any.
Version 2.54
> IMPORTANT NOTE!!!! I recommended to update or use this version of mod (v2.54) in a new game because of new hard requirement mod has been added to KSDO2 and MCM change. If you insist want to update your mod in your current playthrough, you can try and look at my pinned comment about instruction of update at POST section, USE IT FOR YOUR OWN RISK..
> Add new hard requirement mod to KSDO2 to work properly (Spell Perk Item Distributor).
> Add FISS support to KSDO2 for the first time (Please give some feedback if FISS is not working properly).
> Bug fixes - Run For Your Lives mod is bugged out because fault from DragonActorScript.pex from KSDO2 (I'm not using Run For Your Lives in my game, sorry for mess this up/FIXED). - Dragon encounter from KSDO2 stop working again............. (I completely redo the script and adding compatibility with Wyrmstooth world, no need additional patch btw/FIXED). - Dragon spawn inside interior (Now dragon will no longer spawn when player character is inside city because game mark city as interior, unless you have Open City mod to remove that/FIXED). - Player character is not can't absorb dragon souls? (to be honest I don't have any kind of problem like this in my game, but I do some tweaking and hopefully will fixed this for some users/H.FIXED). - Dragons are not landing? (Again I don't have any kind of problem like this in my game, but I also do some tweaking and hopefully will fixed this for some users/H.FIXED).
> Changed and improvement - Mod now is enable by default (No longer disable by default at MCM). - Dragon tolon attack chance reduce by half, before it has 25% chance (Its quiet annoying when dragon spam that attack). - Adding one new option and improve some of function at MCM.
> Update compatibility of the mod (See mod description)
Version 2.53
> Mod files pakage now is in fomod format. All patch i made is also included along with new patch (NOTE: Please read any patch description during fomod installation).
> Yet another same Vulhuryol and Skeletel Dragon behavior problem fixed. - Vulhuryol flying inside Blackreach area and Skeletel Dragon flying inside Labyrinthian area.
> "Voice Dialogue" from MCM renamed to "Combat Dialogue" along with improvement to this feature. - Skuldafn dragon combat dialogue now no longer been remove after finishing "Dragon Slayer" quest but some lines dialogue regarding "Alduin" will not be played after "Dragon Slayer" quest is finished (This change is also effect to all other dragon combat lines from other dragons). - Follow some combat condition from "Talkative Dragons" mod and tweak it a bit to KSDO2 that now all combat lines have an 25% chance to be played.
> DragonBehavior.hkx fix and change. - Dragon melee attack speed and movement speed bonus at full health decrease from 30% to 25%. Same as before, bonus will gradually decrease when dragon health become low. - Fixed above bonus effect that the bonus effect will stay same even dragon health become low.
> Remove fast takeoff behavior from mod (not behavior from mcm), this behavior give a weird behavior during takeoff fast (dragon will go down into the ground).
(NOTE) > Updating from v2.5 or higher = simply just overwrite the mod with new version of mod. > recommended to make a wait 31 days to cell reset. > 1st time installing the mod = The mod is not active by default after you installing or updating the mod (cleaned save), you need to activate it at MCM to make all mod features working.
Version 2.52
> Fixes to dragon soul absorb that absorbing 1st dragon souls from any dragons (not Mirmulnir) will breaks the "Dragon Rising" quest. This problem is true when you are using Assault from this mod that using "Minimum Level" mode and any other dragons mod that spawn dragon without need to finish "Dragon Rising" quest.
> Fixed "Voice Dialogue" option of Skuldafn dragon dialogue is not apply to dragon (NOTE: After finishing "Dragon Slayer" quest, Skuldafn dragon dialogue will not longer apply to dragon).
> Dragonrend effect duration and cooldowns increased (forward change from KS Dragonrend Overhaul). first word - 20s duration 22s cooldown second word - 25s duration 27s cooldown third word - 30s duration 32s cooldown
> DragonBehavior.hkx change - Increases dragon melee attack speed and movement speed by 30% but will gradually decrease when dragon health become low. - Force increases dragon melee attack speed and movement speed by 30%, and shout cooldown reduction by 50% when dragon is in injured status.
> New dragon fly away fixes No longger force dragon to land on his target location, now whatever dragon try to fly away during combat or injured it will come back and try to land on other area. Also whatever dragon try to fly away when under dragonrend effect, the spell effect will dispelled.
> Dragon encounter fixed (Assault) - Script build multiple stack of repead functions and lead problem to make game load is more longer than normal.
> Patch all inside optional folder from KS Dragon Overhaul 2 mod pakage now flag as esl.
(NOTE) > Please deactivates random encounter (Assault) from this mod first before updating the mod to new version. > Updating from v2.5 or higher = simply just overwrite the mod with new version of mod. > 1st time installing the mod = The mod is not active by default after you installing or updating the mod (cleaned save), you need to activate it at MCM to make all mod features working.
Version 2.51
> Improve "Delete corpse" function to include fixes from "Fixed Dragon Stalking Fix" mod, the structure of script is different but still do same thing as "Fixed Dragon Stalking Fix" do.
> Do some small optimization to all scripts, not to important btw.
(NOTE) > Updating from v2.5 or higher = simply just overwrite the mod with new version of mod. > 1st time installing the mod = The mod is not active by default after you installing or updating the mod (cleaned save), you need to activate it at MCM to make all mod features working.
Version 2.50
(Fixes)
> Bend Will shout fixed - dragon continue to fly away even you already order the dragon to land to the ground and lead you to unable to continue quest At the Summit of Apocrypha.
> Shout voice fixed - Some new dragon shout from this mod is not get effected from this feature.
> Damage ignore resistance fixed - Takeoff, landing, tail attack and talon attack physical damage is ignoring resistance and reduction from spell (like Dragonhide spell).
> MCM Difficulty slider fixed - Melee Damage, Magic Damage slider from "Attributes Settings" is not working.
> MCM info fixed - miss info at some option (I'm really sorry for this).
(Changes/Improvement)
> Alduin ai exclusion < - Alduin at Throat of the World will no longer received any ai improvement from this mod.
> Alduin Dragonrend resistance remove - Alduin now no longer have an ability to dispel Dragonrend effect
> Dragon race changes - restore the multiplier of dragon bite and wings attack damage to vanilla multiplier.
> Dragonrend shout changes - restore the dragonrend effect to vanilla state (no longer have additional script at spell). Damage, ignore resistance fix and fly behavior will still exist.
> Physical Effect changes - Tail attack effect changed now at the third times dragon do tail attack will make a powerful shockwave that cause addional damage and pushaway effect (NOTE: additional damage and pushaway effects can be prevented by using shields or ward if in the right direction). - Dragon passby during fly now will make a shockwave that cause and addional damage and pushaway effect (NOTE: pushaway effects can be prevented by using shields or ward if in the right direction). - Lowering a bit area effect damage on dragon landing/take off/tail attack and talon attack.
> MCM improvement - Update and add more option to some existing settings from this mod.
(New features)
> New dragon - Added 1+3 new boss type dragon called "Aspect Of Alduin" that only will spawn from dragon encounter of this mod only (not from vanilla encounter) and its soul cannot be absorb by player. This feature can can be toggle on/off at MCM (NOTE: Aspect Of Alduin difficulty is use Alduin diffculty settings at MCM and I made this for the player that wanted more challenge in their dragon fight and surely this dragon is totally not lore-friendly?).
> Dragon Remains - Dragon Remains feature now included and can be toggle on/off at MCM.
(NOTE)
> Please read sticky post at post section of this mod to know how to update the mod. > Patch for Deadly Dragons, Ultimate Dragons and Thunderchild is already inside mod pakage (zip) under Optional folder. > The mod is not active by default after you installing or updating the mod, you need to activate it at MCM to make all mod features working. > I have made a script fix for DCO mod at optional download file since Apollodown scripts source now is open, please check it out.
Version 2.13Lite
v2.13Lite
- Fix some of dragons (from quest and spawned dragon from console) become immortal to any damage.
- Fix some of dragons (from quest and spawned dragon from console) is missing vfx each time they fly and going to landing to the ground.
- Fix some of dragons (from quest and spawned dragon from console) is missing injuries behavior (vanilla).
IMPORTANT NOTE: Any dragons spawned from console, mcm (like DDC), and quest (some quest not all) now no longer received any ai and injuries change from this mod but some feature like difficulty and others will still working like normal to reduce problem regarding dragon behaving weird. Other dragons from that willl 100% working to all feature from this mod (dragons from random attack and some quest).
UPDATE THE MOD: v2.12 or higher = simply just overwrite the mod with new version of mod. below v2.12 = not recommended to update the mod or need start a new games to use the mod.
Version 2.13
v2.13
- Fix some of dragons (from quest and spawned dragon from console) become immortal to any damage.
- Fix some of dragons (from quest and spawned dragon from console) is missing vfx each time they fly and going to landing to the ground.
- Fix some of dragons (from quest and spawned dragon from console) is missing injuries behavior (vanilla).
IMPORTANT NOTE: Any dragons spawned from console, mcm (like DDC), and quest (some quest not all) now no longer received any ai, injuries and shout change from this mod but some feature like difficulty and others will still working like normal to reduce problem regarding dragon behaving weird. Other dragons from that willl 100% working to all feature from this mod (dragon from random attack and some quest).
UPDATE THE MOD: v2.12 or higher = simply just overwrite the mod with new version of mod. below v2.12 = not recommended to update the mod or need start a new games to use the mod.
Version 2.12Lite
2.12Lite
- ks_Setup > ks_SetupScript
- Fixed ks_SetupScript that the script will keep spam "while" function even the ability spell is stop/gone. Now script will properly stop "while' function every time ability spell is stop/gone.
- Fixed "Alduin" weird behavior when starting a new game using alternate start - Live another life at camp and probably other.
- Fixed dragonrend shout effect is where off fast than normal and dragonrend damage is only will apply when the user is player (not NPC/Heroes).
- Change Alduin (Sovngarde) dragonrend resist ability to be more follow the effect of the original dragonrend. The chance to effect Alduin with dragonrend is depend on how many dragon words has been shout and the duration of dragonrend effect is restore to normal duration of original dragonrend.
1) Use full words of shout will give 50% chance to effect. 15 seconds duration. 2) Use only 2 words of shout will give 30% chance to effect. 18 seconds duration. 3) Use only 1 words of shout will give 15% chance to effect. 22 seconds duration.
- Modified some script hopping to fixed some player will fight immortal dragon (I dont know why some user still encounter this).
- Fixed script fault that sometimes dragon will stuck in animation when died on the ground (not ragdoll after animation).
IMPORTANT NOTE: Because the mod now no longer use ks_Setup and used ks_SetupScript instead, clean up save file will probably required or make a new game is totally recommended.
Please let me know if still encounter problem regarding this ks_SetupScript.
Version 2.12.1Lite
v2.12.1Lite
- remove ks_Setup.pex (from mod) and ks_Setup.psc (from source).
- fixed ks_InjuriesScript (wrong condition) causing dragon not injuring.
- fixed ks_SetupScript causing dragons from "random encounter"/"assault" do weird behavior and fail to track and go to player location.
- fixed some animation failure.
- restore/remove dragonrend resist from Alduin (Sovngarde).
- restore/remove behavior change from Alduin (Sovngarde).
NOTE (IMPORTANT):
from v2.11 Because the mod now no longer use ks_Setup and used ks_SetupScript instead, clean up save file will probably required or make a new game is totally recommended. Please let me know if still encounter problem regarding this ks_SetupScript.
from v2.12 : just overwrite the old version to new version
Version 2.12.1
v2.12.1
- remove ks_Setup.pex (from mod) and ks_Setup.psc (from source).
- fixed ks_InjuriesScript (wrong condition) causing dragon not injuring.
- fixed ks_SetupScript causing dragons from "random encounter"/"assault" do weird behavior and fail to track and go to player location.
- fixed some animation failure.
NOTE (IMPORTANT):
from v2.11 Because the mod now no longer use ks_Setup and used ks_SetupScript instead, clean up save file will probably required or make a new game is totally recommended. Please let me know if still encounter problem regarding this ks_SetupScript.
from v2.12 : just overwrite the old version to new version
Version 2.12
v2.12
- ks_Setup > ks_SetupScript
- Fixed ks_SetupScript that the script will keep spam "while" function even the ability spell is stop/gone. Now script will properly stop "while' function every time ability spell is stop/gone.
- Fixed "Alduin" weird behavior when starting a new game using alternate start - Live another life at camp and probably other.
- Fixed script fault that dragon will received 2 power instead of 1.
- Fixed dragonrend shout effect is where off fast than normal and dragonrend damage is only will apply when the user is player (not NPC/Heroes).
- Change Alduin (Sovngarde) dragonrend resist ability to be more follow the effect of the original dragonrend. The chance to effect Alduin with dragonrend is depend on how many dragon words has been shout and the duration of dragonrend effect is restore to normal duration of original dragonrend.
1) Use full words of shout will give 50% chance to effect. 15 seconds duration. 2) Use only 2 words of shout will give 30% chance to effect. 18 seconds duration. 3) Use only 1 words of shout will give 15% chance to effect. 22 seconds duration.
Change Disarm and Mass Disarm shout effect
1) Disarm effect now will only effect to NPC, player and follower that currently in player team instead will unequip the their weapon.
- Modified some script hopping to fixed some player will fight immortal dragon (I dont know why some user still encounter this).
- Fixed script fault that sometimes dragon will stuck in animation when died on the ground (not ragdoll after animation).
NOTE (IMPORTANT): Because the mod now no longer use ks_Setup and used ks_SetupScript instead, clean up save file will probably required or make a new game is totally recommended.
Please let me know if still encounter problem regarding this ks_SetupScript.
Version 2.11FF
v2.11FF (Fast Fix)
Fixed that dragon sometimes will failed to ragdoll after do death animation.
Mirmulnir adjustment Nature - From random force or soul + elemental nature > force + elemental nature. Power Shout - From low level power > high level power shout.
Correcting MCM translation.
Update procedure: Just replace the the mod with new version. Clean up is not required.
Version 2.11
New version of mod (v2.11) is now out. Please help me give some report/feedback if found any problem in this version. Thank you....
For more info about change of the this mod version, please refer to mod description.
Version 2.10b
NOTE: This version is Intended for testing only. Do not try updating this version over current version that suppose to be v2.04 (Yes, don't do that and any bug report regarding this will be ignored). Overall for me this version is safe to play in your playthrough but still need some more test if new features is fully working or not.. Below is what change and new features that has been add to this version.
1) Improve/change dragon "Injuries" system to make it bit more batter (Improvement part 1).
2) Removing "Knockdown" toggle option in MCM. Knockdown is now part of dragon injuries (Only default injuries/Not fake vanilla injuries).
3) Itroduce a new MCM toggle that make dragon to use back dragon vanilla injuries (unable to fly when reach 35% health and below). This is a fake vanilla injuries with improvement over original injuries and mid-air kill is impossible when this enabled.
4) Itroduce a new feature that add taunt voiced dialog to dragons (aka. dragon talk during combat and only dragon from "Assault"). Dragons now will start taunting during combat and taunt have 3 different type of taunt voice so you now is able to hear different voice of taunt. You can toggle this feature off in MCM.
5) Fixed dragon "Drain Vitality" and "Mark for Death" shout bug that shout is also effected furniture for no reason and made game sometimes become not stable and lead the game to random CTD's because effect still update the script.
6) Add another player shout called "Call Dragons" shout (In MCM and only enabled if player already learn "Call Dragon" shout) that calling up friendly dragons around player but dragons will come depending how much trust they have against player.
7) Add 2 new dragon shout (Main) called "Rend" and "Soul Tear" shout, 2 new dragon shout (Secondary) called "Ice Form" (Frost type dragons only) and "Flame Wave".shout (Fire type dragons only) and 1 new dragon shout (Support) called "Slow Time" shout. See sticky post for more info about the all new added shout.
Rend -Human (Send a force to enemy target location. During impact/hit will knockdown enemy and reduce 50%movementspeed for long duration). -Dragon (Send a force to enemy target location. During impact/hit will force enemy to the ground.
8) Improve/change dragon "Assault" sytem that now have 2 type of "Assault". First is Legacy type that should act like normal "Assault" (Active by default) and the second is "Dragon War" type that each time "Assault" is triggered, friendly dragons around player will come to help depending how much trust they have against player. You can change between type via toggle option in MCM "Assault" settings. Other change have been made to "Assault" system that after "Assault" is triggered, wait timer will never start until all dragons from "Assault" has been killed to prevent "Assault" spam another new dragon in each dragon fight.
9) Add new useful options in MCM Soul Absorb page at Other Settings about dragon soul absorbtion.
10) Improve/change dragon "AI Combat" system now dragon will combat more aggressive than before. Add new behavior that dragon now sometimes able to do fake take off (take off and landing back after that), new behavior that dragon sometimes do fast take off, and new triple threat tail attack (Similar to DCO triple threat attack) that will knockdown all enemy in large radius at third tail slam.
11) Add new toggle option to mute dragon shout voice in MCM Misc page at Other Settings that called "No Shout Voice".
12) Improve/change dragon "Physical Effect" feature to made it more realistic and true. Wings attack now can push away multiple enemy istead of one, player/npc can block the push away effect but only in right direction (in front player direction only), and each dragon melee attack now able to parry attack of his enemy.
13) "AbDragon" spell is now main edit of this mod and lets hope this will fixed bug that dragon will received double stats.
14) "crDragonResistNPCs" perk is no longer main edit of this mod but its still an important edit to make dragon received additional physical and magic damage.
15) Suppurate the effect of ks_MainScript into multiple script and ks_MainScript is no longer been used in this version (making all feature effect in one script is really bad and risk).
Sorry and i hope any user can understand what i trying to say in this log,, As i already mention long ago, i'm not good at English and English is not my native language.
Version 2.04
Note: There is no need to follow update instruction from sticky if you already using v2.02/2.03 in your game (Just overwrite v2.02/2.03 with v2.04) except you using v2.01 that you should follow update instruction in sticky.
1) Fixed "Dragon Rising" bug. After slaying MirmulnirI the quest never advanced to next quest.
2) Fixed dragon "Become Etherial" shout bug. Dragon never played any voice after using this shout.
Version 2.03
Note: This is another and final changes to Alduin (Alduin from Time Wound in "Alduin's Bane" quest). There is no need to follow update instruction from sticky if you already using v2.02 in your game (Just overwrite v2.02 with v2.03) except you using v2.01 that you should follow update instruction in sticky.
1) Alduin (Time wound Alduin) now will not longer effect killmove change from MCM (Complately used vanilla killmove whatever Killmove settings is enable in mcm). To prevent quest breaking problem.
Version 2.02
Note: Before updating the mod, please refer sticky post at post page and follow the instruction of update there.
Below is the change that have been made in this version so please read carefully.
1) Exlcuding Sahrotaar, Relonikiv, Kruziikrel and Alduin (Alduin from "Time-Wound") to be effected by the mod. All of this dragons will no longer received any change from this mod to prevent quest breaking issue like "At the Summit of Apocrypha" quest and "Alduin's Bane" quest.
2) Remove "Force Landing" feature from the mod. "Force Landing" feature is totally fix problem dragon will fly away when dragon is effected by dragonrend but the way i made this is totally "Force" dragon to land and its not safe because it make dragon behaving wierd when landing to the ground (landing inside building). In exchange of this, i made new fix called "No Fly Away", that this will never force dragon to land near his location instead every time dragon want to flyaway from battle with dragonrend effect is on dragon, dragonrend effect will totally removed from dragon when dragon is outside of player distance and make dragon to come back to player after that.
3) Remove "Truly Absorb Dragon Souls" feature from the mod and change it with my own dragon soul absorb feature. Player will no longer received additional stats instead will restore health, stamina and magicka each time dragonsouls is absorbed.
4) Add or revert back "Dragon Souls to Perkpoints" feature to the mod that will be placed at "Souls Absorb" mcm page.
5) Improve/change dragon "Assault" spawning sytem to make it bit realistic instead spawning on top of player. Another change also have been made to "Assault" system that now it will check cityworld/openworld of player instead check exterior or interior of player. This should fixed the problem that dragon attack player in Palagius' mind.
6) Fixed some/all player shout is use dragonrend voice and makes all dragon shout voice sound from their location instead of if they were next to you.
7) "Summon Shout" now have a 35% chance that dragon will received shout after it spawn. Sommoning shout is kind of "OP" for dragon tools shout, so i made this to make dragon fight less hard instead all dragons have sommoning shout.
8) "crDragonResistNPCs" perk now will work on dragon only. Other humanoid NPC that used this perk will no longer benefit anything from this perk. This should solved compatibility with other mod that use same perk as this mod.
9) Shout improvement to Dragon Drain Vitality Shout now has new effect that prevent effected enemy from regen health, stamina, and magicka.
10) Script virbrate effect remove that now no longer vibrate controller for those that used controller to play.
11) Lastly, optimize/remove empty variable and function mainly on ks_MainScript and some on other script.
Sorry and i hope any user can understand what i trying to say in this log,, As i already mention long ago, i'm not good at English and English is not my native language.
Version 2.01
Fix script that dragon will continue will get injured whatever dragons is already in injured state.
Fix Mcm script for "unique name generator" enable options that have missing description.
Fix player will received perk point 100% chance instead of 25% and reduce percentage chance from 25% to 10%.
"Force Landing" now come with menu option (no longer toggle option) that add another selection of "Force Landing" (to Dragonborn and to Random people). NOTE: Please read sticky post at "Post" for more info about this feature.
NOTE:
Sorry for late release the update of this mod and i'm affraid this update is not fix some of bug in dragon soul absorb like shout recovery and dragonrend voice problem because i make this update before those problem have been reported in "Bug" section. Another reason is i have no time to work on mod this month (or probably next 2 month) because i really busy irl work and away from my home.
Version 2.0
Initial release for KSDO version 2.0.
First, please note that this is a scripted mod. If you don’t like those kinds of mods, or you have many other scripted mods already, I recommend that you either don’t use this one, or uninstall some of the other mods first. This is to prevent script lagging.
KSDO2 is a dragon combat and difficulty mod that overhauls your vanilla dragon combat experience by adding several new changes that make dragon combat more interesting, intense, challenging, and fun. If you are new to this mod, please read the contents below for an in-depth understanding of what this mod does.
Sorry guys, English I, not my native language so if any user kind does not understand about description of this mod, I'm sorry for that, or maybe anyone is welcome to help me with the description correction.
Improved AI and Gameplay
New Death
Timed stagger
Type Of Dragon and Shout
Difficulty Customization
New Dragon Random Encounter
Soul Absorb
Other
Fix and Changes
Bugs
Compatibility
Injuries Changed (Injured Break):
Dragon no longer gets injured at 35% health or below instead now dragon can get injured "Break" when their stamina or magicka reach 0% (Physical break and Magical break) and each break has a different adverse effect on the dragon.
Physical break
Attacking with a weapon (except unarmed) will cause stamina damage to the dragon. When they reach 0 stamina, while flying will cause a "Physical break" status effect when they release a shout attack or begin flap thrust/while on the ground will cause a Physical break when they start attacking.
When breaks, the dragon is not allowed to fly. On the ground will make dragon knockdown for 10-15 seconds and while knockdown will receive 100% more damage, reduce animation speed to 0.95 and attack behavior is normalize (Vanilla attack) until stamina is restored.
Magicka break
Attacking with a spell (except Concentration type spell) will cause magicka damage to the dragon. When they reach 0 Magicka and start an attack (Shout attack), will trigger the "Magicka break" effect.
During the "Magicka break" state, the dragon is not allowed to fly. Additionally, on the ground will reduce stagger resistance by 100%, reduce animation speed to 0.95, and be unable to do a shout attack until magicka is restored.
Combat Changed (AI):
Each dragon has its preferred combat style. Sometimes, you will encounter a dragon that prefers to fight more in the air, while other times, you will encounter a dragon that prefers to fight more on the ground (this can be controlled in the MCM).
Dragon attack patterns are improved for both flying and ground combat. Dragons will do more tail attacks with a higher priority against NPCs and a lower priority against the Player. This is regardless of the position of targets within the melee range (this can be controlled in the MCM).
Dragon ground attacks are now divided into two different types of attacks. First, there is a "Normal Attack”, in which the dragon will land near a target and start attacking. The second is a "Talon Attack", in which the dragon will fly at its enemy, hitting them with its talons (this can be controlled in the MCM).
During flight, either when passing by or taking off, the dragon will sometimes suddenly (and somewhat unrealistically) stop and enter its hover state to attack nearby targets (this can be controlled in the MCM).
While on the ground, the dragon will check the distance of its enemies. If the enemy is pulling back or retreating, the dragon will start flying again. If the enemy is advancing too close, the dragon will start flying again (this is essential behavior for this mod and cannot be changed in the MCM).
The dragon’s head-turning speed is reduced after releasing a shout, whether it’s on the ground or hovering except for a dragon that uses a beam-type breath shout (this can be controlled in the MCM).
Ultimate Dragons - Integration
An optional feature that integrates/uses Ultimate Dragons new animation into KS Dragon Overhaul 2 (Making a patch for UD is no longer needed).
NOTE 1!!! Please make sure Ultimate Dragons is installed, hide all files and folders from Ultimate Dragons mod (YES, including SKSE plugin and .esp plugin) except for the "Meshes" folder and any inside of it, and overwrite KSDO2 loose files if want to use this feature.
NOTE 2!!! If you install/use tools like FNIS or NEMESIS please follow the steps in the sticky post.
Flying:
Killing a dragon while it’s flying will no longer force it to land and play its default death animation. Instead, it will now ragdoll in the air when it reaches 0 health. If the "Vanilla Injuries" option in the MCM is enabled, however, then dragons will die as they do in the vanilla game.
Ground:
Grounded dragons will randomly play different animations when they die. If the "Random Death Animation" option in MCM is disabled, then dragons will always use their default death animation.
This essentially makes dragons completely immune to stagger type attacks or spells, except when the dragon is starting to do an attack or shout. What this is means is that when the dragon is just starting an attack or shout, there is a brief (one second) window in which it can be staggered. Taking advantage of this window of opportunity will allow you stagger the dragon and (hopefully) press your attack (this can be controlled in the MCM)(MCM option will gray out for this feature when Stagger Resistance slider under "Difficulty" page is set to higher than 0%, set all Stagger Resistance for all dragons to 0% will enable this feature back).
Type of Dragon Dragons are now automatically will be set/categorized into three different “Ranks” when they spawn into the world. The first rank is "Normal", second is "Elite", and third is "Boss".
Normal rank - A dragon without any speciality (will never use additional shout and behavior for some attack is limited if "Ultimate Dragons - Integration" is enabled). Elite rank - A dragon with speciality (will use additional shout and behavior for some attack is limited but have access "Enrage" mode if "Ultimate Dragons - Integration" is enabled). Boss rank - A dragon with more speciality (will use additional shout, only spawn in "KS Dragon Attacks", and behavior for some attack not limited, have access "Enrage" mode and "Guard stance" mode and other if "Ultimate Dragons - Integration" is enabled).
Shout Dragon will have additional shout depend on their rank. If Normal rank, they will never have any additional shout. If Elite rank, they will have additional shouts. If Boss rank, they will have additional shouts but with additional "Power" shout". The type of Shout that that dragon uses depends upon their nature (Force, Soul, or Elemental). additional shouts can only be used when the dragon’s health drops below 82%, while "Power Shouts" can only be used when the dragon enter "Second Phase" (Dragon will start regen its health/stamina/magicka to full and then start using the shout).
Force Nature Main Shout - Unrelenting Force, Disarm and Mass Disarm. Power Shout - Rend, Unrelenting Force Area, Phantom Summon and Phantom Form.
Soul Nature Main Shout - Drain Vitality, Marked for Death and Dismay. Power Shout - Soul Tear, Become Ethereal, Soul Cairn Summon and Death Resurrect.
Elemental Nature Main Shout - Flame Wave (Fire) and Ice Form (Frost). Power Shout - Fire Storm Call (Fire), Flame Storm Call (Fire), Ice Storm Call (Frost), Frost Storm Call (Frost), Shock Storm Call (Shock), and Thunder Storm Call (Shock).
As you’d expect with a dragon combat and difficulty mod, this one also offers MCM settings that allows you to customize the difficulty of dragon fights to your liking. There are two types of difficulty methods that you can use from this mod. One is the "Attributes Modification" and the other is the "Reduction Modification". These features not only adjust regular dragons, but it also allow you to adjust the difficulty of your dragon followers "Durnehviir" and "Odahviing", as well as adjust the difficulty of the mightiest dragon of the game, the final boss "Alduin". It’s up to you to decided how difficult you want dragon combat to be in your game; however, if you can’t decide, then you can use one of several "Preset List" options. There is also an option called "Randomizer" that randomly alters regular dragon stats from the "Preset List" values, or totally randomizes those values without following any preset lists. All named dragons from the vanilla game will be unaffected and still will follow values from the "Regular Dragon" slider. A word of warning, though. Dragons will sometimes be a lot stronger, even when they or you are at a low level, so be careful with this option enabled as you may find yourself in a very difficult (if not outright unwinnable) fight.
Attributes Modification: Adds bonus attributes to dragons for health, physical damage, magic damage, physical resistance, and magic resistance. This modification essentially adds a 25% bonus to damage reduction for melee weapons, ranged weapons, and magic. Reduction Modification: Adds bonus damage reduction to dragons for melee weapons, ranged weapons, magic spells. This modification essentially adds a 50% health bonus.
Dragon random encounters from this mod act differently than the vanilla dragon random encounters, meaning that all encounters from this mod are not tied with vanilla encounters. If you are familiar with “Assault” from the mod “Deadly Dragons", this mod does similar things but without the weather effects, without using unleveled dragons, with a more realistic dragon spawn, and with more options overall.
You can customize the settings of this feature in the MCM. It also includes a setting for vanilla dragon random encounters that you can disable or customize to your liking.
Restoration Effect After you absorb a Dragon Soul from a dead dragon, player will recover Health, Stamina, and Magicka (this can be controlled in the MCM).
Dragon Souls to Perk Points There is a tool to convert Dragon Souls into useable Perk Points (this can be controlled in the MCM).
Soul Absorb Settings Delete dead dragon corpses to prevent them from falling out of the sky or suddenly move infront player, prevent the player from absorbing Dragon Souls during combat, keep dragons from becoming skeletons upon absorbing their souls, and increase the soul absorb distance. All these options can be toggled on or off within the MCM.
There are also MCM settings that may be useful to you. You can adjust in-game cell respawn time, dragon bone and scale weight, dragon uniqueness (name, voice dialogue, and shouts), and variants (like the splendor feature). Use what you want and ignore what you don't want, it’s up to you to decide
Dragons Fly Away
Fixed bug where dragons will sometimes fly away caused by anything that makes them "not allowed to fly" (game, script, spell, etc.) Whenever dragons try to fly away during combat or while injured, it will come back. Also fixed where whenever a dragon tried to fly away while affected by Dragonrend, the spell effect were be dispelled.
Dragonrend Shout
Fixed the shout that dragon will no longer ignore dragonrend when have high magic resistance
Will affect on dragon one time only until it wear off, attempting to use the shout again will make them stagger instead of resetting the effect.
(Dragon) can deal damage 1.5% of dragon max health but only while they flying.
(Spectral Dragon) can deal damage 50% of dragon max health when the user is NPC.
(Spectral Dragon) can instantly kill "Spectral Dragon" when user is Player.
Adjust effect duration (cooldown will still same) and duration will start counting only while dragon on the ground.
First word > 15s duration, 10s cooldown, damage 1.5% of dragon max health but only while they flying. Second word > 25s duration, 27s cooldown, damage 1.5% of dragon max health but only while they flying. Third word > 35s duration, 32s cooldown, damage 1.5% of dragon max health but only while they flying.
Alduin (Sovngarde)
Alduin now can able to use differend Elemental shout at any time (Fire, Frost, Shock) and has all nature (Force, Soul, Elemental nature).
Alduin Immortality ability change now only be able to damage Alduin when in Dragonrend effect.
Alduin now able to resist Dragonrend effect, if user is player atleast 3 times Dragonrend shout will make an effect on Alduin but if user is NPC at least 6 times Dragonrend shout will make an effect on Alduin.
Bethesda for making Skyrim, Creation Kit and allowing us to mod Skyrim. The Skyrim Script Extender team for SKSE. Apollodown (DCO) 3jiou and Redshift (Deadly Dragon) for Inspiration and referencing for development of this mod. Al99 for supporting and encourage to develop this mod. pietro0games1 & tarlazo for helping me to fix suspended stacks dragonActorSCRIPT for StalkingFix StudioBlueGames for helpling with mod description correction.