Skyrim Special Edition
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Calfurius

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calfurius

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About this mod

This mod gives numerous creatures in Skyrim new weaknesses and resistances based on TES lore. It's designed in a way to ensure full compatibility with the vast majority of mods (even ones that change or edit enemies such as Skyrim Revamped, Revenge of Enemies, etc,.).

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I've used a variety of mods that change enemy resistances and a problem I often have with them is that the changes they make to enemies is too drastic for my taste. Furthermore they tend have compatibility issues with mods that add new types of enemies. Another issue is that the method in which these mods add these new changes to the enemies can sometimes be obtuse and resulting in changes that can cause compatibility issues with other mods.

For example, most mods such as Advanced Adversary Encounters or Know Your Enemy will change enemy resistances via assigning a perk to each individual NPC record. This method however, results in these mods being incompatible with mods that would make changes to those enemies as well unless a patch is made between them. Furthermore, it results in new enemy types not gaining the new resistances unless a patch is made to also give them the perk.

What I feel is often overlook is that Vanilla Skyrim already has a method in place that changes the resistances of enemies. They do this via an ability/spell that's inserted into their race record. For example, Draugr in Skyrim are resistant to frost because the Draugr Race has an ability/spell called "Draugr Abilities" that injected into it, allowing all draugr who reference that race to be resistant to frost without directly editing the NPC record. This is actually how almost all resistant changes are done in Skyrim and it's how every Nord you meet will be resistant to Frost, how every troll you meet has a weakness to fire, etc,.

I simply go into these effects and change/add new resistances and abilities. Because these effects are so rarely ever touched by other mods, they have are far more compatible then other methods. If you wanted to change resistances in Skyrim without going overboard and without dealing with the hassle of numerous compatibility patches, then this mod is for you! I've designed it in a way that the weaknesses and resistance should be fairly intuitive and shouldn't conflict with established lore. In some cases it's correcting what appears to be a developer oversight.

Draugr

  • Resistant to Frost 50% (vanilla)
  • Waterbreathing (Vanilla)
  • Resistant to poison 100% (Vanilla)
  • Weakness to Fire 15% (New)
    Draugr are the re-animated bodies of ancient Nords and therefore it makes sense for them to retain their resistance to Frost that they had in life. Fire however burns up their rotting bodies.

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Dwarven Automatons

  • Resistant to Magic 25% (Vanilla)
  • Resistant to Poison 100% (Vanilla)
  • Waterbreathing (Vanilla)
  • Weakness to Frost 25% (New)
  • Resistant to Fire 30% (New)
    According to the book "Ruins of Kemel-Ze", Dwarven automatons have a weakness to frost magic because it freezes the steam engine that powers them. Dwarven metal, especially when properly constructed, is resistant to heat  and concentrated fire is needed to melt their metal plating.

Trolls

  • Weakness to Fire 50% (Vanilla)
  • Doubled their health regeneration, triple for Frost Trolls. (New)
    Not much to change about trolls other then the fact that I thought their health regeneration was pretty crap, especially in a modded gameplay where your weapons do more damage to the point you'll hardly even notice their health regeneration.




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Ghosts

  • Resistant to Frost 100% (Vanilla)
  • Resistant to Poison 100% (Vanilla)
  • Weakness to Shock 25% (New)
    Resistant to Fire 33% (New)Because of their undead nature ghosts are immune to both frost and poison attacks. However, lightning spells interfere with their magical bodies and interrupts their connection to Nirn.


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Mudcrabs

  • Waterbreathing (Vanilla)
  • Weakness to Shock 50% (New)
    The poor creatures have absolutely no resistance to shock magic and because of the fact their bodies are often wet due to living in or near water, their bodies are particularly vulnerable to shock magic.

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Skeletons

  • Resistant to Frost 25% (Vanilla)
  • Waterbreathing (Vanilla)
  • Weakness to Shock 25% (New)
    Same with ghosts, Skeletons due to their undead nature are resistant to Frost. However, the magical energy that keeps their bones together and reanimated is weak to shock based attacks.

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Giants

  • Resistant to Magic 33% (Vanilla)
  • Resistant to Frost 50% (New)

      Like the Nords and Falmer, the Giants are also children of Skyrim. They grew up in the harsh, cold climate of Skyrim and hence they have developed a resistance to the cold. When in combat with a giant, trying to rely on frost magic to slow down it's charge might not be the most viable option anymore.

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Falmer


  • Blind (Vanilla)
  • Fortify Sneak by 30 (Vanilla)
  • Resistant to Frost 25% (New)
  • Weakness to Fire 15% (New)
    The Falmer have lived in Skyrim longer then even the Nords. Although corrupted and twisted due to the treason and enslavement by the Dwemer, the Falmer still retain their resistance to cold. However, years of living underground and away from sunlight have made them particularly vulnerable to light and their leathery skin, adapted from years of living underground, have made them vulnerable to fire.

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Wisp

  • Waterwalking (Vanilla)
  • Weakness to Fire 15% (New)
  • Weakness to Shock 15% (New)
    Wisps are ethereal creatures that haunt the snowy forests of Skyrim. Both wisps and wispmothers are weak to the effects of Fire and Shock magic. Shock disrupts the magical essence of their body and fire magic burns the wisp wrappings that keep their essence together.