I just completed the Staff of Magnus quest and had an amazing battle with Morokei. I have not yet encountered any other Dragon Priests, but that boss fight was so satisfying that I had to endorse your mod right now. Keep up the good work!
D u d e, I adore this mod! The priests finally do feel like the powerful people that they are in lore! It's always so fun to run up to a dragon priest and get my ass kicked in where normally they would die in 2 seconds on my lvl.49 character
just met a dragon priest named "Otar the red" or something he was incredibly weak for a final boss in that dungeon and it was very unsatisfying guess im gonna try out this mod
I wonder what mods you're using to give the player much more power.
My Dovakhin can kill most bandits in one hit, and unless there are 5 dragons attacking me I should survive every encounter. I can also always use ethereal to get away in a pinch, or spam my potion stack. I have Ordinator and Thunderchild and have maxed my gear out a fair bit...
and yet I still died extremely quickly to Volsung. I was able to get out by using ethereal, but Lydia was sacrificed on the altar of my characters progression.
I like the feeling of dominating my world--I'm at level 71 and theres not many things at that point that should scare the Dovakhin other than alot of dragons-- but dying so quickly invigorated me and I wanted to know which other mods I could add to allow my character to scale further to match these Dragon Priests? You mentioned a couple and I'll add the armor rating one since I'm just about beyond the cap at this point, but I'm wondering what other mods you were alluding to?
Yeah, multiple enchantments makes a huge difference. As does things like ARR or resistance rescaled / true armor, as does ordinator combined with spell overhauls like Arcana, etc. As I've noted before, the dodge-mods that are so popular these days are themselves a huge level of power-creep as this game was not designed with that mechanic in mind. So yeah, a lot of things out there they create power creep, but where it really becomes in issue is once it all starts stacking.
In so far as health, there are limits to how high an NPC's health can go before things start getting weird. (I forget the number off the top of my head, but over a certain point, an NPC's health will go negative. When that happens they spawn in at negative health and the first time they take damage of any type, they die.) That's why with this mod I focused more on hardening the DP's defenses than just giving them massive health pools.
There are ways around these problems. In my mod for draugr I used fortify effects, but that comes with its own nuances and issues. In short, simply tacking on more health really needs to be the 4th or 5th solution to making an NPC tougher rather than the 1st.
Oh, that said. Since you did ask for mods that can dramatically raise things... Skill uncappers are a big one. Big difference between a DB who's weapon skills cap at 100, and one who caps at 255.
While the releveled helped, I was tinkering in SSE Edit and realized that the dragon priests i had faced had health no where near 10000, which they should have according your mod.
Upon lengthy inspection, it seems as if my enemies have certain stats baked into them due to my save--when I start a new save I see the regular stats from your mod, not measly 3000 health or smthn. This is unfortunate, but as I said I can get around it using a relever to boost their health and magica back up. The NPC packages still work from this mod, and they have summoned like 3 atronachs and basically one shot me. All except for Otar's NPC package for some reason.
I mean, this is obviously a problem with my save being bloated and maaayyybe I took out a script-heavy mod here or there in the past but ultimatley its not much of a problem and I thank you profusely for making enemies that can still make me sweat even after all my character's poewrups.
Glad you're enjoying it. Other projects have kept me busy this last year or so. But I am still hoping to do 2 more mods in this series. (One for Alduin, and one for Miraak). Hoping I may be able to get at least one of them out by December.
Ignore Ninja. What he is stating is mathematically impossible. Odds are he didn't bother to properly sort his load order, and thus did not face Krosis as this mod makes him.
If you plan on updating this mod again, I hope it won't be a burden for you to make them even more more accurate that Dragon Priests can now shout or use the voice.
No, I will not be giving dragon priests the Voice, and unless they did something stupid in ESO to change the lore DP's should not have access to the voice. Miraak was able to use the voice because he was dragonborn. For everyone else, the voice was taught by Parthurnaax to the mortals rebelling against the dragons, not to loyalists like the DP's.
So, no. I don't see any reason the DP's would be able to shout, and I have no intention of adding that ability to them.
Bethesda issue. Looking at Dragonborn plugin in SSEedit, he is flagged to respawn by default. My guess is that they just re-used the standard Dragon Priest template for him, since he doesn't have a unique mask, etc.
I am unable to replicate this issue. I suspect a mod conflict is at play here. Please let me know if you encounter any other, similar issues, as that would make it much easier to identify the culprit.
1) Have you actually fought all of them? Some are quite a bit tougher than others.
2) I can do a Brimstone version. The main reason I've been hesitant to do so is that Dragon Priest AI is very...lacking. There's only so much I can do with them beyond just raising their numbers. Example. I gave several of them the ability to summon many creatures at once, gave them everything required for them to do it. Even gave them special spells that summon multiple creatures at once (since an NPC won't cast another summon spell while it already has a summons out), and in many cases they either still won't do it, or won't summon all the creatures they can. (Example, one can summon 8 creatures with a single spell, but refuses to ever summon more than 4 using said spell.)
3) You did exactly what the mod was designed to force you to do, ie to prepare yourself for a fight with a magic user. So from that respect I'd say its working as intended.
So realistically I can make a tougher version of the DP's, and if people want that I can probably squeeze in some time to do it. But they should also understand that it will mostly boil down to making them do, and take less damage. Lastly DP's are constrained by the fact that you always encounter them in rather cramped areas where they don't have a lot of space to kite you. Even Krosis on top of a mountain is still constrained to a pretty small space since his pathing goes to s#*! if he tries to move too far away.
Lastly, I assume you weren't using the CandyAss version?
Finally, Cloak inflicts real injuries against which I am able to defend and attack :))) Some attacks are weak, some are deadly - Hevnoraak can deal 2900 damage, Krosis' attack deals more than 3000 damage (You can't get hit :)) oO
Finally, Dragon Priests are as terrifying as they should be !!! :)
Thanks for your commitment, for your help and everything :)
Eh, to each his own opinion. The speed is a result of his boots, helps him catch kiters and makes him a bit of a lightning bruiser. (https://tvtropes.org/pmwiki/pmwiki.php/Main/LightningBruiser)
That said even though I am the one that brought it up, if you have any other comments about the Ebony Warrior, please put them on that page's comments. Just so people who look at the comments of this page aren't flooded-out about comments referring to a different mod.
He could be one of the old spell singers that move super-fast. At least I think that's what they are called. From Red Guard history. Sorry for adding to the list.
I enjoyed fighting Morokei in Labyrinthian in my last playthrough thanks to this mod, but since then, I've switched Apocalypse to Phenderix Magic World due to some complications, rendering me unable to use this. It's more of a personal unfortunate thing than anything, but I was wondering if there was any possibility of another version or something in the future that would allow me to use this again?
Realistically, probably not. I would have to go through and redo the spells for each Dragon Priest which frankly I just don't have the time to do. Removing the apocalypse effects would neuter several of them, so I'd have to go through a make new spells effects etc to more or less make standalone versions of the apocalypse magic rather than have it as a dependency. May not sound like much but that would actually take a lot of time. I still have a Hell's Miraak and Hell's Alduin to finish, and haven't even had time to finish those yet. So for the foreseeable future, sorry, but going to have to say no.
81 comments
P.S.: I was not using "Candyass"!
I look forward to your other works!
he was incredibly weak for a final boss in that dungeon and it was very unsatisfying
guess im gonna try out this mod
My Dovakhin can kill most bandits in one hit, and unless there are 5 dragons attacking me I should survive every encounter. I can also always use ethereal to get away in a pinch, or spam my potion stack. I have Ordinator and Thunderchild and have maxed my gear out a fair bit...
and yet I still died extremely quickly to Volsung. I was able to get out by using ethereal, but Lydia was sacrificed on the altar of my characters progression.
I like the feeling of dominating my world--I'm at level 71 and theres not many things at that point that should scare the Dovakhin other than alot of dragons-- but dying so quickly invigorated me and I wanted to know which other mods I could add to allow my character to scale further to match these Dragon Priests? You mentioned a couple and I'll add the armor rating one since I'm just about beyond the cap at this point, but I'm wondering what other mods you were alluding to?
Ironically I'm less interested in being more powerful and now more interested in how I can give the Dragon Priests more health...
As I've noted before, the dodge-mods that are so popular these days are themselves a huge level of power-creep as this game was not designed with that mechanic in mind.
So yeah, a lot of things out there they create power creep, but where it really becomes in issue is once it all starts stacking.
In so far as health, there are limits to how high an NPC's health can go before things start getting weird. (I forget the number off the top of my head, but over a certain point, an NPC's health will go negative. When that happens they spawn in at negative health and the first time they take damage of any type, they die.) That's why with this mod I focused more on hardening the DP's defenses than just giving them massive health pools.
There are ways around these problems. In my mod for draugr I used fortify effects, but that comes with its own nuances and issues. In short, simply tacking on more health really needs to be the 4th or 5th solution to making an NPC tougher rather than the 1st.
Oh, that said. Since you did ask for mods that can dramatically raise things...
Skill uncappers are a big one. Big difference between a DB who's weapon skills cap at 100, and one who caps at 255.
Upon lengthy inspection, it seems as if my enemies have certain stats baked into them due to my save--when I start a new save I see the regular stats from your mod, not measly 3000 health or smthn. This is unfortunate, but as I said I can get around it using a relever to boost their health and magica back up. The NPC packages still work from this mod, and they have summoned like 3 atronachs and basically one shot me. All except for Otar's NPC package for some reason.
I mean, this is obviously a problem with my save being bloated and maaayyybe I took out a script-heavy mod here or there in the past but ultimatley its not much of a problem and I thank you profusely for making enemies that can still make me sweat even after all my character's poewrups.
Other projects have kept me busy this last year or so. But I am still hoping to do 2 more mods in this series. (One for Alduin, and one for Miraak). Hoping I may be able to get at least one of them out by December.
And see for yourself the insane status this mofo has.
What he is stating is mathematically impossible. Odds are he didn't bother to properly sort his load order, and thus did not face Krosis as this mod makes him.
So, no. I don't see any reason the DP's would be able to shout, and I have no intention of adding that ability to them.
Looking at Dragonborn plugin in SSEedit, he is flagged to respawn by default. My guess is that they just re-used the standard Dragon Priest template for him, since he doesn't have a unique mask, etc.
Be a shame if, someone forced you to use them all.
I suspect a mod conflict is at play here.
Please let me know if you encounter any other, similar issues, as that would make it much easier to identify the culprit.
Still feels not 'hell' enough though, is there a brimstone or inferno version that's going to be out? don't mind if it's the draugurs first though
2) I can do a Brimstone version. The main reason I've been hesitant to do so is that Dragon Priest AI is very...lacking. There's only so much I can do with them beyond just raising their numbers. Example. I gave several of them the ability to summon many creatures at once, gave them everything required for them to do it. Even gave them special spells that summon multiple creatures at once (since an NPC won't cast another summon spell while it already has a summons out), and in many cases they either still won't do it, or won't summon all the creatures they can. (Example, one can summon 8 creatures with a single spell, but refuses to ever summon more than 4 using said spell.)
3) You did exactly what the mod was designed to force you to do, ie to prepare yourself for a fight with a magic user. So from that respect I'd say its working as intended.
So realistically I can make a tougher version of the DP's, and if people want that I can probably squeeze in some time to do it. But they should also understand that it will mostly boil down to making them do, and take less damage. Lastly DP's are constrained by the fact that you always encounter them in rather cramped areas where they don't have a lot of space to kite you. Even Krosis on top of a mountain is still constrained to a pretty small space since his pathing goes to s#*! if he tries to move too far away.
Lastly, I assume you weren't using the CandyAss version?
Finally, Cloak inflicts real injuries against which I am able to defend and attack :)))
Some attacks are weak, some are deadly - Hevnoraak can deal 2900 damage, Krosis' attack deals more than 3000 damage (You can't get hit :)) oO
Finally, Dragon Priests are as terrifying as they should be !!! :)
Thanks for your commitment, for your help and everything :)
https://www.nexusmods.com/skyrimspecialedition/mods/34338
He's the "Ebony Warrior". Not the "Ebony Vocalist". :)
He runs so fast that he runs through the air.
However, this fighting style does not suit him (IMO).
That would be a EPIC fighting style for a Ghost Boss or some monster in a dark dungeon :)
That said even though I am the one that brought it up, if you have any other comments about the Ebony Warrior, please put them on that page's comments. Just so people who look at the comments of this page aren't flooded-out about comments referring to a different mod.
But I will keep your comment in mind.
Sorry for adding to the list.
I still have a Hell's Miraak and Hell's Alduin to finish, and haven't even had time to finish those yet. So for the foreseeable future, sorry, but going to have to say no.