Skyrim Special Edition

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About this mod

Heritage is a lore-friendly extension to the diversity within the enemy factions of Skyrim; specifically, the mod adds 2000+ new enemy NPCs divided between the bandits, reavers, forsworn, vampires, warlocks and Falmer with a predominant focus around showcasing previously player-exclusive skills, abilities and paths.

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  • Russian
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Update: 29/07/2021
I've been working on 'Heritage Enemies 2' for few a months now, but it still won't be ready for quite some time. In the meantime, I'll be sharing screenshots and videos of my progress periodically on the Nexus.

The most notable difference between the mods is that Heritage 2 will be modular, so you can download the faction of NPCs you most want, rather than downloading them all. It will save time on inevitable compatibility fixes, as well as vastly cutting down on all the facegen geometry you would need to download.

I've also made some core changes to the mod itself. There are no longer vampires alongside the bandits and Forsworn. My warlocks have all been removed, but I intend to replace them with better working and more lore friendly additions. I will attach more explanations on the images and videos I'll be sharing soon.

If you're reading this and are interested in expanding enemy diversity for your playthrough, then I can't in all good conscience recommend downloading my mod in its current state. 
Introduction

I was always personally put off using illusion magic in game because of its integration, or lack thereof. Despite it being an incredibly powerful and legal school of magic, I would be the only one casting illusion spells in the entire province. I imagine this wouldn't stop most players, indeed the feeling of being a uniquely capable magician might be a draw for some, but I find it un-immersive  and unfair if my opponents can't use the spells too.  

This mod aspires to remedy such instances by adding NPCs specifically built around previously player-only skills and abilities like the illusion school, for instance. At release, this mod adds around 2070 NPCs among the bandit, reaver, forsworn, vampire, warlock and Falmer levelled lists, furthermore it introduces alchemists, enchanters, illusionists, callers and brawlers as fighting classes.

As per the original vision of the Heritage mod, most of these NPCs are disenfranchised/converted members of the games extant factions, that now use their unique talents for crime or survival. It seemed to me that the factions were all experiencing their own crisis, so members leaving would make sense and encountering these same people as criminals or undead would explain this observation in a lore-friendly fashion. My Forsworn additions are what I believe to be sensible extensions based on perhaps ambiguous lore interpretations; you won't find disgruntled faction members among them, but you will find alchemists, staff wielders, undead and daedra worshippers amongst them. My Warlock additions differ as they use magic that will only be available to them at first. As explorers of forbidden magic, the warlocks ought to be using spells no-one has ever seen before. The Falmer NPCs combine all of these sensibilities, with a portion of NPCs using enchanted weapons, and potions just like the player, however another faction shares and diverges from the player's own vampire lord abilities.

It is my hope that these more challenging encounters will illuminate playstyles that players may not have considered before. Now that NPCs cast illusion magic, it feels more integrated in to the world and I find myself impressed at what my opponents can do with it. Seeing talented people at work has always been what has motivated me to do most things in real life; as a matter of fact, the enduring modding community around Skyrim and Fallout 4 has inspired me to release this mod in the first place.

HERITAGE

I'll  briefly describe the NPC groups and include a detailed description in the spoiler tags for each, but before that I will briefly describe these "fighting classes".

Alchemists
carry poisoned weapons as well as potions and ingredients. Each variant of alchemist has a unique poison they can inflict upon the player, most often in the form of a poisoned arrow, however they do not tend to be proficient weapon wielders themselves. Like the player, they must begin from a place of inexperience so there is a chance their curative potions may be "impure" and carry a negative side effect. 

Enchanters are spellswords that carry levelled enchanted gear in to combat. Despite being spellswords most enchanters depend on a magic staff to cast destruction magic. Staves in this game are counted as weapons" in game. To make best use of their new style they operate with berserker AI, so expect them to close the distance to deal damage with their enchanted weapon and staff interchangeably. 
Note: The strongest enchanters dabble in adding dual effects to their gear, but while these enchantments are unfortunately unlearnable, the items themselves are not impressive for the level you encounter them. The intended message was: "Become an enchanter and do better."

Illusionists are mages/spellswords that cast illusion magic. Said spells pose no direct threat to the Dragonborn, but may drive his/her allies in to a passive, fearful or enraged state. Illusion spells are taxing on magicka, so most illusionists carry weapons to kill opponents while they are disoriented, but once again they aren't as talented with them. Beware though, most of my vampires have an innate grasp of illusion mirroring the player's own vampire seduction powers, however they will be often be extremely gifted fighters. 
Note: It should be known that the AI does not normally cast illusion spells, so hopefully you can forgive my use of a workaround. Enemy illusionists cast illusion magic capable of causing a minor 1-5 points worth of damage as migraine/nostalgia pain.
I've improved my workaround, so illusion spells no longer cause damage, but illusionists will still cast them as if they did. Hypnotists may not need to rely on paralysis in the future, either.
You are immune to calming paralysis like with all illusion magic in Skyrim, but others will not.

Callers can be any type of combat class, but they possess the ability to summon NPCs to aid them. A number of things separate "callers" from conjurers. Firstly, they "shout" their allies to their side, rather than cast by casting spells, these shouts need 10 minutes to be used again, whereas conjurers can recast conjuration spells whenever they have enough magicka. Caller summoned NPCs remain on the battlefield for 5 minutes even when killed, unless the caller is killed beforehand, so the dragonborn can scavenge their bodies while the caller lives. Mechanically, this is the same as the "howl of the pack" player ability, but callers are intended to simulate the player's own ability to direct followers in combat.

Unarmed
choose to fight bare handed and take advantage of perks that boost unarmed damage. Apparently the base game also adds melee damage boosts to NPCs modified to be taller, so to make them more a imposing and practical threat the strongest brawlers will be at 1.1 height. Only the Fists of Steel perk boosts unarmed damage naturally in Skyrim, so in the first iteration of the mod you will only encounter these heavy brawler types. I want to eventually move on to add NPCs based on perk overhauls, so eventually brawers may end up taking strikingly different forms.

As of 1.3, all the highest tier NPCs that I add will now scale with the player's combat level. 

BANDITS
Bandits now can be encountered at fixed-levels up to level 40 with bosses peaking at level 45, however the highest tier bandits will be levelled to the player, as such can be fought at levels exceeding 40. In general, what you need to know are that my bandit additions will be wearing faction armour, and that they will be wielding more poison and magic. Melee focused bandits like the disgruntled Companions and Alik'r will outclass the regular bandits in terms of combat perks, furthermore they will now adopt more dual wielding or bare fisted combat styles. Bandit Chiefs will also include archers and mages. Currently, you will confront the following types of bandit...  

  • Alik'r Mercenaries - Dual wielder, Archer, Destruction Mage.
  • Outlaw Alchemists - Alchemist.
  • Poachers- Caller/Archer
  • Dark Brotherhood Exiles - Dual wielder, Alchemist, Conjurer/Destruction Mage.
  • Rogue College Mages - Destruction Mage, Conjurer, Alchemist, Enchanter, Illusionist, Necromancer.
  • Dishonoured Companions - 1H and Shield, 2H, Dual Wielder, Archer. 
  • Outcast Guild Members - Alchemist, Dual Wielder.
  • Prisoner Pit Fighters - Unarmed
  • Bandit Vampires- 1H and Shield, 2H, Archer, Mage.

As of 1.97, bandits like the vanilla ones will share titles denoting their strength. They won't share the same titles as the vanilla bandits, because I wan't to be creative.  

  • Tier 1: Stray/Truant
  • Tier 2: Former
  • Tier 3: Outcast/ Traitor
  • Tier 4: Banished/Derelict
  • Tier 5: Exiled/Fugitive
  • Tier 6: Renegade/Forgotten

For a more detailed description check the spoiler tags, there are also actual spoilers for the game there too, sorry.

Spoiler:  
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Alikr Bandits
The Dragonborn meets an Alik'r NPC that deserts the group during the course of 'In My Time of Need', so it wouldn't be a stretch that more would do the same whether it be due to disillusionment or greed. They can be fought as dual scimitar wielders, archers and pyromancers. According to the creation kit,  Alikr NPCs scaled to the 40's making them considerably stronger than the original bandits, although they were bestowed no perks, so I've done just that to reflect why their skills as mercenaries would be in demand. 

Alchemists
You can find 2 corpses in game of these black robed characters simply called "alchemist", these NPCs are designed on what it would be like if they were alive as hostile NPCs. They can be thought of as the origin of all the potions the Dragonborn discovers in bandit and warlock lairs.

Poachers
There are 2 NPCs the player can encounter in Whiterun around Halted Stream Camp called "poacher", these NPCs are an exploration of the concept of them as regular bandits. Poachers are outlaw hunters that trade meats and furs with bandits. They hunt animals primarily and depend on ambushing their targets when unaware, so their archery damage isn't as impressive as regular bandit archers against non-beasts, but unlike regular bowmen poachers can call upon hunting beasts in combat. Regular poachers summon either dogs or huskies, which they are able to train up to level 35. Boss variants are exclusively Bosmer and are able to call much more dangerous beasts like sabrecats and bears.

Bandit Vampires
I think in some instances that some bandit gangs would actually allow turned friends back in to their brigand, they murder enough people on a regular basis to feed vampire members without need for in-fighting. Perhaps like Sybille Stentor or Alva, these bandits are able to conceal their nature well enough so their colleagues are none the wiser. They wield the same equipment as regular bandits, but also incorporate their vampire abilities.

Skooma Baron
These NPCs are boss exclusive alchemists that don heavy bandit armor. Barons wield weapons doused in dangerous skooma based poison that erodes the player's poison resistance. 

Brotherhood Exiles
It would make sense that some former members may end up joining the bandits.Brotherhood rangers are powerful alchemists that have poisoned their arrows with a slowing poison, whilst poisoning their daggers with ravage health. Brotherhood mages are adepts at both destruction and necromancy, with higher levels possessing powerful wall spells, as well as reanimation abilities. You will recognise the melee assassins from the random encounters; they favour rushing down opponents dual wielding sword and dagger. 

Rogue College Mages
There is a cut radiant quest for the College of Winterhold that appoints the Dragonborn with hunting down ex college affiliates ruining the already sullied reputation of mages by abusing their skills. These NPCs are basically the same, only you encounter them as both enemy bandits and warlocks. Destruction mages will cast a randomised set of spells appropriate to their level, including cloak, as well as expert level projectiles at their peak. Conjurers will also use randomised destruction spells, but not as strong. Enchanters will fight with staff and enchanted weapon in hand, moreover the most talented ones potentially equip dual effect boots. College apothecaries carry numerous potions, but fight with arrows coated in poison that open the target's vulnerabilities to the elements. 

Disgraced Companions
The Companions are an honourable faction and punish crimes committed against them without mercy. My companion additions assume that the Companions would strip the honour of any member, regardless of the history they shared with them. The greatest Companion bandits are forgotten Circle champions and are implied to be reason that the Bandit-like Silver Hand are seemingly the only ones in Skyrim aware of the Companions lycanthropic nature.

Disgraced Companions fight using all manner of conventional weapon styles: one handed+ shield,2-handed, bows, and dual wielding. The whelps and Shield-Sibling tier Companions are indistinguishable from regular bandits, but at higher levels all Companions begin wield Skyforge steel. Circle tier disgraced Companions are some of the most formidable of the bandit faction. Not all Circle Companions embrace their lycanthropy as much as you would think and as such only 50% of them will transform when brought to below half health.


Thieves Guild Outcast
As the guild loses favour with Nocturnal, some members desert their faction to find more stable, less savoury means of earning a living. Whether it be killing travellers on the road, or joining brigands, thieves are desperate in the 4th era.

Guild bandits always come prepared with at least one health potion, sometimes even a cure for poison. Melee guild bandits exclusively dual wield daggers, but they are strong as they are skilled. Archer guild bandits employ a powerful hallucinogen in their arrows that cause damage and cause lesser opponents to run. They also may wear sleeveless versions of the regular outfits.

Note: For the sake of compatibility, only the armors I've added to the game are lootable. If you cannot loot the regular outfit off these bandits, then there are other mods on the Nexus that allow this equipment to be usable to players.

Escaped Prisoners
These NPCs represent the brawler fighting style, right now they are perhaps unfairly characterised mostly as giant glass cannons. The only armor they wear are their gauntlets, which in turn hints at the kind of damage they will likely do, should they get close enough. According to the wiki, size modification correlates to melee damage output, and the strongest Pit Prisoners are modified to be 10% taller than average. They currently exhibit all the different modifiers for unarmed damage apart from enchantment, at least for the base game.

Regular Bandits
My rank and file bandits level with the player up to 40, whereas the original game's bandits go up to 25. These bandits are designed in the style of the traditional Skyrim bandit, so my high level additions do not seem overpowered in comparison to their colleagues. These NPCs will also be used for NPCs whose appearances are determined by leveled list, so now characters like Rigel Strong-Arm and Fjola can now be encountered up to around level 40 as well.



REAVERS
I have brought the Reavers of Solstheim up to speed with my bandits. As a whole most of the Reaver additions are Dunmer variations of my Skyrim bandits, but once again you will find exiled members of local factions amongst them too. They are intended to showcase the new spells, equipment and mechanics added by Dragonborn as well as posing a more varied threat. That said Neloth's ash spells are cutting edge innovations, so you will always be the only one to cast Ash Shell or Conjure Ash Guardian, but nevertheless there will be NPCs that manipulate ash in rudimentary ways.

  • Alchemist Reavers -Alchemist
  • Ash Reaver - Spellswords, Dual Wielder
  • Exiled Morag Tong - Dual Wielder, Spellsword, Archer
  • Poacher- Archer/Caller
  • Spider Breeder - Mage/Caller
  • Shamed Thirsk - 1H and Shield, 2H, Dual Wielder, Archer

Hircine's meddling during the 3rd era has left an irreversible mark on the island with feral tribes of werebears and werewolves living in the wilderness. It is difficult to travel Solstheim without encountering a lycanthrope and most encounters are fatal, but some opportunistic criminals would at least be curious about harnessing this power for themselves. There is a 5% chance that the newly added reaver you are currently fighting will be a secret lycanthrope, if so, they will transform to a werewolf or werebear when their health is low.

Like with the bandits I will detail these additions further within the spoiler tags.

Spoiler:  
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Ash Reaver
These bandits are related to the new ash warlock group that you will encounter in Skyrim. Specifically, Ash Reavers took the easiest to grasp destruction spells of this group and have used it for criminal ends, furthermore they use alteration magic to fashion crude ash weapons for battle. These axes are near identical to the ones used by ash spawn, however ash bandits can only create weaker versions with similar statistics to steel weapons. These NPCs have a small chance of dropping the tomes and scrolls necessary to cast their magic, but hopefully the existence of ash magic used in this way gives an appreciation for the ash spells created by Neloth in the base game.

Note: I will add spells in a later update that lets the player bind their own ash weapons.

Reaver Alchemist
Solstheim alchemists are mostly identical to regular alchemists, although they will be totally comprised of Dark Elves. Boss variants are fully adopted in to Reaver group and will wear their armour, as well as use venom derived from Netch nematocysts. Netch venom shocks the victim and is mediated by shock resistance rather than poison immunity.

Exiled Morag Tong
Of those Morag Tong assassins that both cross their order and survive, a few live out their lives as bandits. Their fighting style is reminiscent of their splinter order in the brotherhood, so expect them to use either dual weapons, archery or magic. The archers are also talented poisoners that use a poison that inhibits the victim's ability to regenerate magicka and stamina. All Morag Tong in Solstheim can render themselves invisible implying they are expert illusionists, so it would make sense that their mages may also use more offensive illusion magic against their opponents. Ex-Morag Tong can also find themselves leader of Reaver groups, but they won't abandon their signature light armor.

Reaver Poacher
Reavers need meat to eat as well. They are different to Skyrim poachers again in that they are all Dunmer, but also in that their beast companions are different. There are no huskies in Solstheim, so the Dunmer poachers take the risk in taming the local wolves. Talented animal tamers can gain enough respect to lead Reaver factions, and their beast summons will also include local ash hoppers and bristlebacks that exceed their wild counterparts in combat level. 

Spider Breeder
The Rendas siblings of White Ridge Barrow needed a reliable source of albino spiders for their experiments, these reavers can be imagined as one of their main suppliers. Now that they've ceased communication the Reavers have a surplus of spiders that they can put to use themselves. All spider breeders are mages that can call upon albino spiders to aid them in combat. They are not as talented as regular reaver mages, but at higher levels they can show an aptitude for taming the elemental spiders that have escaped the barrow for use as throwables in battle. The player can harvest the albino spider pods from their summons, which I hope encourages players to engage with that mechanic more, but don't bother looting a breeder's un-thrown spiders. These arachnids have been tamed by your opponent and will turn hostile to you the moment they're free.

Shamed Thirsk
Losing Thirsk mead hall to the Rieklings was a blow to the members of the group, but some took it worse than others. A few joined the local Reavers to distance themselves from their former brothers and sisters in arms. In battle, Thirsk can be compared to the Companion bandits, but can at times be better armed with equipment from their Skaal heritage, but they have a fatal flaw. 

This transition to banditry wasn't without issue however, as their new Dunmeri allies are reluctant to admit them, let alone socialise with them. This coupled with the new found feelings of shame and guilt have led to most of these hostile Thirsk to become quite insecure of themselves. Lower level Thirsk will be reluctant to fight and the mid-tier will run away if they perceive themselves at risk of dying in the confrontation. Only the most battle hardened former Thirsk will show any modicum of spirit in battle, but maybe even that is a product of their better equipment rather than their mettle.

Regular Reavers
Like with Skyrim bandits I took the liberty of creating new tiers of Reavers so they are not under levelled in comparison to my additions. They will be identified as either Reaver Survivalists or Reaver Veterans. Like with all my highest level additions, Reaver Veterans will now level with you from 40 onward.



VAMPIRES
I always found it strange that the vampire lairs were mainly comprised of female vampires with a sole male vampire as the leader. The Volkihar clan may adopt a patriarchal society, but there is a difference between a patriarchy and a harem! My additions are made on the assumption that vampires turn as many as they kill, and as there are at least as many male adventurers as there are female, then there should be rank-and-file male vampires too.

The most important thing to know about these NPCs  is that I designed them assuming most turned vampires would still favour the fighting styles they adopted in life.  In combat, an Assassin vampire would still favour their bow and daggers, but would drink blood from their deceased victims. Some in each group of added vampires experiment with their new found abilities, which comes in the form of the trademark life drain spell, or my new illusion spells. My justification being that vampires in the Elder Scrolls lore tend to have an affinity for illusion magic, which in my opinion is an avenue that isn't explored in regular gameplay as it should be. The only vampires capable of healing themselves are those that learn the "necromage" perk, thus able to heal their own undead bodies. Here are the types of vampire you can expect to find lurking in the dark...

The highest tier vampires of each group will be levelled to the player.

  • Vampire Alikr 
  • Vampire Bandits
  • Vampire Poacher
  • Vampire College Mages
  • Vampire Companions (Non-Circle)
  • Vampire Dark Brotherhood
  • Vampire Dawnguard
  • Vampire Guild Thieves
  • Vampire Hold Guards
  • Vampire Soldiers
  • Vampire Thalmor
  • Vampire Vigilants
  • Cairn Vampires

As of 1.97, the titles of vampires have been changed to follow closely with the Volkihar ones to a degree. They share the same naming conventions until tier 4. I want people to associate mist-walking, night-stalking and being old with the Volkihar vampire nobility. My middle-late game vampires have unique titles based on their faction membership, whereas my strongest vampires will all be prefixed with the "Accursed" title, which serves as a counterpart to the Volkihar "Ancient".
 
  • Tier 1: Fledgeling
  • Tier 2: Vampire
  • Tier 3: Blooded
  • Tier 4: Varies
  • Tier 5: Varies
  • Tier 6: Accursed
If you need more detail check the spoiler.

Spoiler:  
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Vampire Alikr
Fight exactly like Alik'r bandits, except that Alik'r Pyromancer vampires adopt the use of illusion, as well.

Vampire Bandits
I would think that most would have no choice but to vampire join vampire groups. They bring their bandit combat styles to the vampires.

Vampire Poacher
Seeing as their old beasts no longer trust them and the Volkihar feed on most living creatures in their lairs, they now hunt exclusively with vampire death hounds.

Vampire College Mages
Vampire wizards find themselves studying blood magic, so at higher levels expect them to use some limited grasp of it. Vampire wizards cast a toned down Blood Plague, whereas vampiric conjurers summon gargoyles. Turned alchemists know all too well their new weaknesses, so use poisons powerful ravage magicka poisons to stop spellcasters.

Vampire Companions
The only companions capable of being turned in to vampires are the unblooded recruits. They arrogantly turn their skyforge steel weapons against their former allies, as if they own the night.

Vampire Dark Brotherhood
Becoming a vampire isn't much of a lifestyle change for an assassin, but with the Dark Brotherhood in ruins, there is little reason for them to return. Vampire assassins have largely abandoned the use of poisons, instead they cast their new vampiric illusion magic to incapacitate foes.

Vampire Dawnguard
Dawnguard warriors and crossbowmen carry powerful holy items, which will deal increased damage on any undead that dare betray the Volkihar clan. They will only begin to spawn in at level 22. It wouldn't make sense for their to be Dawnguard vampires before the Dawnguard are even formed, that said it isn't a perfect solution, if there is a better alternative, then let me know.

Vampire Guild Thieves
Vampire thieves have also abandoned the use of potions in favour of life drain magic, although they still rely heavily on the conventional weapons they used in life.

Vampire Hold Guards
Hold guards can sometimes be infected in the line of duty without knowing, or without recourse. The ones that embrace their new existence are well trained defensive vampire warriors.

Vampire Soldiers
Vampire Imperials/Stormcloaks rush in to combat with a kind of zeal that only comes from being immortal. At higher levels, you will see that even commanders can fall victim to the vampire plague.

Vampire Thalmor
Thalmor are the ideal targets of the Volkihar clan, their command of destruction and conjuration magic make for strong vampire minions.

Vampire Vigilants of Stendarr
Turned Vigilants are powerful self-sufficient vampire warriors. High level versions possess  both the necromage perk as well as the 'Avoid Death' perk, ensuring they outlast practically all others of their ilk.

Cairn Vampires
Serana claims that powerful necromancers travel to the Soul Cairn to make deals with the ideal masters for the ability to summon unique undead. Vampires are immune to the debilitating atmosphere of the realm, so they stand a greater chance of escaping alive. These boss-exclusive vampire NPCs bind undead minions without need of a corpse.



FORSWORN
My additions to the Forsworn again include my new alchemist and enchanter combat styles, while also doubling as showcases for vampirism and lycanthropy. Forsworn are implied to draw some association with Hircine. I have used this as a premise for the design of one kind of new Forsworn NPC, but hopefully the rest will be less contentious. Here are all the new Forsworn types added by the mod...

  • Forsworn Witch Doctors: Alchemist
  • Forsworn Flamebringers: Enchanter
  • Forsworn Vampire: Dual Wielder, Archer
  • Forsworn Chosen: Dual Wielder, Archer, Lycanthrope

I will discuss these in greater detail in the spoiler below.

Spoiler:  
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Forsworn Witch Doctors
Witch doctors are the alchemists of the Forsworn faction, they use a poison that causes lesser victims to exhaust themselves, additionally if they are within the level range they will frenzy. For now to better mesh with the existing Forsworn NPCS, they are like Forsworn shamans in that from tier 3 on they lose their unique title. Making them harder to tell apart from regular archers from a distance.

Forsworn Flamebringers
Forsworn shamans possess devastating ice and lightning magic, but there also exists Forsworn staves that exclusively channel fire. Flamebringers are Forsworn enchanters and rush in to battle with sword and staff in hand. The greatest flamebringers experiment with adding dual effects on their melee weapons.

Forsworn Vampire
So great is the loyalty the Forsworn have to their cause that even as vampires they return to fight the Nords. They fight with the vanilla Forsworn combat styles for now.

Chosen Forsworn
Like Circle Companions, all of the Forsworn's Chosen hunters are lycanthropes, that said there is no taboo for them to hide their curse. At higher levels Chosen appear in their werewolf or werebear forms, but when encountered as humans they fight like regular vanilla forsworn until they are brought down to below half health, where they reveal their true form.


WARLOCKS
There are few instances in Skyrim where a mage breaks away from the College of Winterhold after being frustrated by their policies. They opt instead practice their forbidden magic in the wilderness away from prying eyes.As said before, my additions to the warlock faction are casters of forbidden magic, thus begin with exclusive access to these new spells, although they will drop their spell tomes and scrolls, there are rare instances. I add 5 groups...

  • Warlock Illusionists: Mages that dedicate themselves to a single mind altering magic either as chaos/terror mages or hypnotists. They use powerful illusion spells to disorient targets before closing in to use melee weapons. The greatest warlock illusionists are able to beguile opponents that vastly outstrip their combat level.
  • Ash Wizards: Warlocks originally from Morrowind that still remain bitter at the loss of their homes. They practice a dangerous form of destruction and alteration that manipulates ash in to devastating spells and weapons.
  • Cairn Necromancers: Like Cairn Vampires, these necromancers have successfully bargained with the Ideal Masters and are now able to summon Soul Cairn Undead. They are encountered exclusively as bosses.
  • Ahzidal Remnants: Nord artisans whose command of spells are empowered by magical artifacts they themselves create. The spells their masks bestow upon them are tweaked variations of the vanilla novice and apprentice spells.
  • Forces: Alteration mages that have twisted the utility spells of the school to be used for violent ends. They can cast debuffs themed around the armor spells and deploy destructive spells that manipulate air pressure to push and stagger.
  • Mystics: Disgruntled mysticism practitioners that continue to develop the school and protect its remaining secrets. They use sinister variations of spell trap and protect themselves with spell absorbtion, furthermore some adorn themselves in enchanted garments capable of reflecting damage.
The most powerful spells echo abilities the Dragonborn posseses, for example, an arch force can cast "Force Blast" which is basically unrelenting force, so at least they shouldn't be too alien. These expert level spells demand a lot of magicka to cast, so these mages shouldn't be able abuse these effects too often. I had forgotten to take in to account how much skill level affected spell cost, I've since modified the master spells to cost the enemy mage more fittingly. If an Arch Ash Wizard misses their Red Mountain's Breath spell, they won't get another chance to cast it. 

I discuss the NPCs with the new spells more in the spoiler below.

Spoiler:  
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Ahzidal Remnants
Ahzidal, from the Dragonborn DLC was supposed to be the first esteemed human enchanter in Tamriel's history. He was driven to research the craft after the "Night of Tears" incident, and by the time Ysgramor returned to Skyrim with his companions, he had outfitted them with his magical equipment. He was consumed by his own desire to improve his craft. After mastering the techniques of the elves, he learned from the dragons and then from the Daedra, but his appetite could never be sated. After being exiled from the Dragon Cult, he would escape to Solstheim as an acolyte of Miraak, where he would end up entombed in Kolbjorn Barrow. 

The remnants of Ahzidal are a group of artisans, researchers and enchanters that idolise Ahzidal and wish to recapture his mastery of enchantment to combat the new Elven menace. They have only mastered 1 of Ahzidal's secret techniques so far: the ability to bind magic spells to enchantments. At Tier 3 and onward remnants wear enchanted "effigy masks" to battle. Wearers of these masks are able to cast unique spells, regardless of their aptitude with magic. 

  • Torch: Flames, but also ravages health.
  • Scorch: Firebolt, but also ravages health.
  • Chill: Frostbite, but also ravages health and stamina.
  • Impale: Ice spike, but also ravages heath and stamina.
  • Shock: Sparks, but also ravages health and magicka.
  • Thundershock: Lightning bolt, but also ravages health and magicka.
  • Indignation: Frenzies level 10, improves melee damage.
  • Hatred: Frenzies level 20, improves melee damage.
  • Horror: Scares level 10, damage over time regardless.
  • Torment: Scares level 20, damage over time regardless.
  • Oakheart: Oakflesh, but also boosts health regeneration.
  • Stoneheart: Stoneflesh, but also protects against stagger.
  • Conjure Warhound: Conjures Labyrinthian spectral dog, owns vanilla ghost abilities.
  • Conjure Hallowed Dead: Conjures Labyrinthian spectral draugr, counts as ghost too.

To better emulate their inspiration, the remnants too sought out power in daedric enchantment. As a result of consulting with a local witch coven dedicated to Hermaeus Mora enabled them to enchant "bane" enchantments. These forbidden powers were granted when Mora shared some inconsequential knowledge to him to better help them to perform a task he'd set for the witches, a task that somehow involved murdering someone of each major race of Tamriel. Bane enchantments allow a weapon to do extra magic damage to a specific race. The nature of this evil power struck a chord with the sensibilities of the Ahzidal Remnants who believed themselves monster slayers of sorts and prioritised applying this power to their own weapons. So, alongside their regular enchantments, players may encounter a "bane" enchantment and disenchant it for their own use, but they should know the cruelty to which it is derived from and is intended to inflict. 

They don ancient armour specifically to look like the Atmoran warriors that long ago drove the Falmer in to hiding, but they are a pale imitation of their strength. Ahzidal Remnants usually fight as spellswords that combine modest melee fighting ability with uncomplicated, but deadly magic. At tier 5+ a magic-only version can be encountered. These "mages" model themselves after dragon priests with their staff and spell in hand, however their lack of magical expertise taxes the staff more and can be depleted in seconds.
 
As of 1.0 the effigy masks use vanilla dragon priest meshes and textures, but I would like to give them unique versions with time.

Ash Wizards
The Ash Wizards of Skyrim originated from the magic of displaced Morrowind mages. They once settled in Solstheim and like Neloth they were curious about making use of the ash in their magic, but they lacked his talent and imagination, but they made up for it in rage. Their spells projected heated ash as projectiles and wrought ash in to the form of crude fiery weapons. Such magic proved to be quite popular among the local Reavers, who would begin using these spells against their fellow Dunmer. This caused the original mages great shame causing most to leave Solstheim altogether. Those that went to Skyrim bore the brunt of the locals distrust of both elves and magic, thus some became outlaw warlocks and developed their ash magic to accommodate. 

Ash wizards are spellsword pyromancers that weaponize ash. While the Ash reavers took to the most practical spells, the ash wizards embraced the more dangerous side in the hopes that it would deter casual practitioners, as well as deepen the devotion of veterans. The ash weapons that the wizards build burden them more and burn to the touch, however they also hit harder as well as burn their opponents more effectively.
    
  • Ash Bolt: Throw a ball of super heated ash at opponents. Mostly identical statistics as firebolt.
  • Ash Ball: Throw a ball of super heated ash that explodes on contact. Similar to fireball.
  • Enkindle: Heats the caster's body enough so that they begin emitting embers. Improves fire spell damage by 50% in exchange for receiving twice as much fire damage.
  • Ash Flesh: Densely dusts the caster's body in ash. They receive much less damage from all sources, but will move a lot slower as a result.
  • Red Mountain's Breath: A devastating pyroclastic flow that burns targets and sends them flying. An expensive master spell that needs 5 seconds to prepare.

If you encounter an arch ash wizard performing a ritual animation, you must stop them at all costs. 'Red Mountain's Breath' isn't as destructive as firestorm, but the force of the pyroclastic flow will knock you off your feet on top of the damage it does. Lesser wizards that use ash flesh can be annoying too, as while it is active they will be resistant to most forms of conventional damage, so you need to be creative or stop them from casting it.

Forces
This group of wizards have corrupted the purpose of some alteration spells to be used for debuffs and attacks. Their name is derived from their favourite spells that manipulate air pressure to push opponents around. Force spells begin as light as shoving opponents, to as hard as blasting them away.  These warlocks also use corrupted flesh spells or "bind" spells that bestow the armor spells on targets in exchange for devastating side effects, like fire vulnerability and slowed movement.

  • Oakbind: Bestow Oakflesh on target,  but also decrease resistance to poison and fire for 30 seconds.
  • Stonebind: Cast Stoneflesh on target, but also slow and drain their stamina for 30 seconds.
  • Ironbind: Cast Ironflesh on target, but also slow and decrease resistance to shock for 30 seconds.
  • Ebonbind: Cast ebony flesh on target, but also paralyse and do damage over time for 10 seconds.
  • Force Strike: Deal magic damage.
  • Force Shove: Stun target and deal magic damage.
  • Force Trip: Knock target to the floor, or stun larger targets.
  • Force Blast: Send target off their feet, or stun larget targets.

Apart from their new magic, Forces fight like regular mages and will attempt to keep opponents within range of their spells. 
As of the first version of the mod, the force spells are instant hit or hit scan attacks, but I would like to add actual effects in a later update.
Forces now have appropriate projectiles associated with their spells. 

Mystics
For some reason as of the 4th era in Skyrim, the school of Mysticism has been dissolved, consequently some of Mysticism's spells have been divided among the extant schools. This faction of mysticism practitioners are resentful of this decision. Now they protect the "remaining" unclaimed Mysticism spells and have since taken the school in a dark new direction.

Mysticism was the school that manipulated magic itself, so the spells used by outlaw Mystics mostly reflect that.The destructive spells wielded by Mystics revolve around their perceived perfecting of the soul trap effect. Instead of armor spells, Mystics use spell absorption magic, like the flesh spells, these are aslo magnified by the mage armor perk, so the highest level Mystics can reach up to 75% spell absorption. Their most guarded secret is the reflect damage enchantment, which is weaved on the garments of mystics exceptionally rarely.

  • Soul Parasite: Concentration spell that is derived from the magic of the mysterious Earth Mother Spriggan. It conjures strange insects to deal poison damage and trap the victim's soul.
  • Soul Vice: Soul trap target and reduce resistance to magic by 25% for 30 seconds.
  • Absorb Spell: 10% magic absorption for 45 secs.
  • Absorb Magicka: 15% magic absorption for 45 secs.
  • Absorb Sorcery: 20% magic absorption for 45 secs.
  • Absorb Power: 25% magic absorption for 45 secs.



FALMER
Like with the Forsworn, I've taken some minor liberties with lore interpretations with regards my Falmer additions. It became important to me to weave some meaning in to the diversity I introduced, specifically I wanted them to fight and look more like the tragic monsters they were intended to be. All Falmer are hostile man eating degenerated beings, but look a little closer at them and you'll discover glimmers of their glorious past and a culture in the midst of a terrible crisis of their own. I introduce three major types of Falmer with their own subcategories.
  • Feral Falmer: Melee/Alchemist.
  • Vampire Falmer: Melee, Archer, Spellsword
  • Wise Falmer: Melee, Spellsword, Archer/Alchemist, Healer/Alchemist/Conjurer

Spoiler:  
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Feral Falmer
Ferals are infected Falmer whose bloodlust has driven them to the brink of utter insanity. This aforementioned madness causes them to forgo the careful maintenance that their chitin equipment demands in lieu of scavenging the weapons of their victims. They are no longer even beholden to the spartan hygiene rituals that keep regular Falmer from looking like walking corpses. They're easily distinguished from regular Falmer by being drenched in gore, wearing disheveled armour and the jagged teeth that denote their vampiric nature. Their savagery and contagious bloodlust serves the ambitions of evolved vampire Falmer who like all great vampire dynasties seek to supplant their living counterparts.

These creatures were introduced in the Dawnguard expansion, where they were responsible for the slaughter of a small settlement of their fellow Falmer and are implied to be the ones to have infected Arch-Curate Vyrthur.  Evidence in the lore and the creation kit strongly suggest that feral falmers were intended by Bethesda to be vampires, or are at least intended to be, but this was not implemented for whatever reason. My additions will deviate significantly from the vanilla variants and unfortunately as the feral falmer were originally hand placed, you will not encounter my Falmer alongside the originals. 

Feral Falmer now like most NPCs come in 6 tiers of strength and are now encountered amongst regular Falmer. At tier 1, they always begin unarmed, so they may waste time seeking a weapon in their vicinity if there is one, but at tier 2 and beyond they will only be unarmed 25% of the time. The weapons wielded by ferals are each synonymous with a faction in Skyrim, allowing your imagination to speculate on the bloody demise of each creature's last victim. They amble about in a near permanent state of frenzy, which is represented by taking 25% less damage, while dealing 50% more than average. Perceptive alchemists will be able to recognise that the tiered progression of their "gore" poison corresponds with the alchemical effects of the human heart. Feral Falmer thoughtlessly accumulate filth on their weapons from cutting up hearts and flesh, with the strongest being able to paralyse with their strikes. This all comes at a price however, as these Falmer spawn with a 50% chance to attack their own kind.

Vampire Falmer
Not all of the Falmer infected with Sanguinare Vampiris go mad, sometimes they return to rot in their perennial misery until they start to get thirsty. These Falmer bear the signature teeth that are the hallmarks of the vampire infection; that said, unlike their feral victims, they wash the gore and with it the sickly smell of Snow Elf blood from their bodies in a calculated attempt to deceive their fellows. They even wear the same armour, the same way as their non infected counterparts, with sole exception of the lack of boots, as their elongated toenails are crushed unbearably in their old chitin protection.

In the base game not even the feral Falmer are considered vampires, but these creatures are the Falmer answer to the regular vampire footsoldier you will encounter in their lairs. They will be treated as undead and use the vampire's signature drain life spell alongside their traditional combat styles, so expect them to fight with weapon+shield/magic and bows. They forgo poison as they're now invested in the condition of the blood they drink, but otherwise share the same characteristics of regular Falmer with their new vampire abilities. 

Vampire Falmer Abomination
Rarer still, there are some Falmer that begin to transform under the effects of the vampire curse. These creatures begin sprout wings on their backs and appear to be herald the birth of an entirely new species of vampiric monster. Regardless of their history, the Volkihar merely adopted the dark, but the Falmer were born in it, consequently their powers diverge significantly. The next characteristic of the abomination an observer will notice will be the colony of bats that swarm them. Through either blood magic or some sense of kinship, vampire abominations incense cave bats to swarm to their aid. These creatures with their powers manipulate the animalistic feral Falmer in to infecting hives and will summon them to confront direct threats. Perhaps due to Bal's influence, these falmer quickly find themselves totally dominating local Falmer in to subservience, so they're encountered exclusively as bosses. 

Abominations are the Falmer counterpart to the Volkihar Master Vampire. They come with full complement of base vampire abilities sans the signature vampire life drain. Similarly to a Vampire Lord, the bats that cloak the creature drain the life force of their victims, whereupon they share it with the monster, as such abominations do not need to manually drain life at all. They will primarily use chitin weapons and conjuration in battle. They are able to conjure/teleport unarmed ferals to support them in battle, akin to the way vampire lords summon gargoyles. If there are no weapons lying around they will attempt to claw the aggressor to inflict vampirism upon them.

Wise Falmer
Wise falmer are old females with a working knowledge of their ancient snow elf practices, and are appointed with important functional roles within the hive. Like Shamans each of the four varieties of the wise ones fill a niche. The wise archers are what is left of the Snow Elves storied legacy of gifted enchanters. They tireless explore caves for soul gems and  souls to fill them with, as they are responsible for crafting the enchanted chitin weapons that their sisters use to serve the hive. Most of said enchantments are basic, a fiery weapon for the warriors and a mending staff for the healer, but rarely they bestow sun powers upon their gear. Perhaps the soft glow of warmth emitted by these weapons remind them of times long forgotten. Wise warriors are likely descended from their Snow Elven warrior caste, they have the aptitude to wield chitin weapons empowered by the enchantress' magic.  Like the archer, the healer serves an invaluable role in the hive, their talent in restoration and alchemy are a boon to the most of their kind that have no means to mend their wounds. The potions they brew has them scour caves for bugs and skeevers as, ironically, the curative properties of the readily available imp stool are rendered null, in the stomachs of Falmer which are oft full of human flesh, and as such they become deadly paralytics.

These additions are based on interpretations of Falmer society and of their Snow Elf heritage. Evidently, female Snow elves seem to occupy a different place in the Falmer hive, they are physically weaker maxing out at 35, while males max at 48. Female Falmer are encountered exclusively as shaman, although male spellswords also show a grasp for it. So I assumed that due to not being soldiers, females end up living much longer lives. These old Falmer are more likely to be familiar with rituals of their past, despite perhaps no longer grasping their original significance. The fact that Falmer create enchanted staves means that they indeed possess the capacity to craft enchanted items as well as the need to sustain them. Investigation of the creation kit shows that Betheda initially intended certain stave wielding Falmer to be capable of healing others, my healers are an extension of that, although they still lack the relevant AI right now to be able to directly fulfill their duties. Their titles reflect their roles as both guardians to their hives and unbeknownst to them their history, which juxtaposes them with the male falmer who represent the greater physical threat, thus have titles reflecting their current status as embittered revenge-seekers.

In terms of gameplay, know that they share the same level as regular falmer shamans, which means they are a lot weaker than regular Falmer, but they do take advantage of enchanted gear and relevant perks. They can be recognised at a distance due to them wearing standard light chitin armour. As stated, wise Falmer can be encountered in four varieties: paladin, spellsword, enchantress and Healer. 

  • Paladin: Wield the enchanted weapons to combat, flesh spells and a shield to battle. Rare chance they will drop chitin sun damage weapons.
  • Enchantress: Wield bound bows or soul trap enchanted bows in an effort to hunt for souls. Likely to possess filled soul gems.
  • Healers: Most likely to flee, but will conjure daedra or resurrect dead. Likely to have ingredients for healing potions, may also possess healing staff.
  • Spellsword: Wield enchanted weapons and powerful magic to battle. Rare chance they will drop chitin sun damage weapons.

I'm prepared to adjust all Falmer NPCs according to user feedback, as I'm unsure as to how balanced they are for regular players. 


REFLEXIVITY
Reflexivity at least in terms of what my mod does, distributes appropriate player exclusive abilities to enemy NPCs. In the first iteration of Heritage this was with base game things like illusion magic and poison weapons. In the long term I would like to distribute modded magic and perks in the same way. As of 1.95, Heritage has a network of levelled lists designed to distribute spells to all it's NPCs 

These reflexivity patches at least for spell mods, aim to add to premade levelled lists within the main mod. In theory, this means that as long as appropriate merging is done, then a number of them can be installed at once.

SimonMagnus has graciously given me permission to create a patch for Mysticism. A good 70% of the spells have been implemented, but I will return to work on it after I've updated Heritage again. I'll write a more detailed writeup in the articles section later.
 
COMPATIBILITY

The mod adds to the bandit, reaver, forsworn, vampire, warlock and Falmer NPC levelled lists. A bashed patch will likely be needed for another mod to do the same things too, or a compatibility patch if more than just levelled list fixes are needed, although I doubt a custom patch will be necessary in most cases.

The "grey face bug" may sometimes occur with mods that add new NPCs, because of mod conflicts. My mod adds entirely new NPCs, so if it does occur then it will likely be from a mod that changes skin textures. That said, hopefully the facegen data kept in the BSA will help prevent that.

My vampire's appearances were intentionally designed to deteriorate with strength. A lower level vampire will apart from their eyes, be indistinguisable from a regular NPC apart from their eyes. A higher tier one will be pale, gaunt and dirty by contrast. This is because I wanted my vampires to be distinct from the Volkihar caste in terms of combat abilities, equipment and looks. Of course this will render my mod incompatible with those that seek to overhaul vampire appearances to be more agreeable.

The graphical mods active in my screenshots are:
The Truth ENB
ELFX
ENB Light
Cathedral Weathers and Seasons

CREDITS/THANKS

Jeballon-Helped understand more about OBIS compatibility and generously contributed the OBIS Feral Transformation script, so my human lycanthropes can transform mid battle.
TheWhispers - Our conversation helped me understand facegen better.
DrMonops - Contributing his time to creating the Heritage
- CACO compatibility patch.

NEXT UPDATE: 2.0

Soldiers?: A mod user wanted me to add some combat diversity to the pool of enemy soldiers.

Forsworn Gravesingers: Powerful Forsworn shamans that combine Forsworn ferocity with witch magic.

Alik'r Updates: The Alik'r's signature will be using their arrows and sand magic to disarm/disorient targets.

Revised Mystics: They will have an entirely new slew spells that will fit in with their aesthetic.

Tongues and Witches have been moved to separate projects, but they will be compatible with Heritage and its patches.

Thank you for checking my mod out. This will be an ongoing project, so I'll be around to listen to feedback.