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andi5000

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andi5000

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31 comments

  1. Ghostrick74
    Ghostrick74
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    Can we encounter them in the wilds like in levelled lists ?
    1. andi5000
      andi5000
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      No, they remain hand placed in the world, just like in Mihail's original mod. They do not become part of the leveled lists, only their skills levels with the player.
    2. Ghostrick74
      Ghostrick74
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      Would it be possible to make for them to spawn as levelled ennemies ? 
    3. andi5000
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      Technically yes, but I have so many other mods myself which add stuff to the leveled lists, and it's always a mess to patch all of it together, which is why I never touch them, sorry. But you may want to have a look at this newer mod instead, it includes them: https://www.nexusmods.com/skyrimspecialedition/mods/102415
  2. WallRockTree
    WallRockTree
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    Does anyone know if this is compatible with the newer version of Ancient Skeletons- Mihail Monsters and Animals (SE-AE version) version 3?
    1. andi5000
      andi5000
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      I need to check.
    2. WallRockTree
      WallRockTree
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      Hi andi5000! Actually, like many others, I am now using Skeletal Revenants- Mihail Monsters and Animals (SE-AE version) (''undead''). It includes Ancient Skeletons plus other Mihail mods. Leveling THAT mod would be appreciated.

      Thanks!
    3. andi5000
      andi5000
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      Had a look - many creatures in this mod are already set up to match the player's level, but may start at a minimum level of 10, 20, 30 or even 40. The whole point of the mod being that you either need to git gud or avoid them.
      I can create a patch moving them all a bit closer to the player's level if that's what players are looking for.
    4. WallRockTree
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      Thanks for checking and explaining! Maybe others here can comment. It sounds like it is already somewhat reasonable? I am rebuilding my load order so haven't really tried it much myself.

      I tend to make my game hard, with many enemies and mods, then use a few followers to balance it. I have a lot of Mihail's awesome mods. It mostly tends to work.

      Maybe you should focus on any you think are particularly OP? Which is probably what you do anyway. Thanks again!
    5. andi5000
      andi5000
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      Uploaded a patch adjusting the leveling of Skeletal Revenants now:
      https://www.nexusmods.com/skyrimspecialedition/mods/123462/
  3. VeronikaAlexandrov
    VeronikaAlexandrov
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    Any chance this can work with Mihail's super addition: Skeletal Revenants- Mihail Monsters and Animals (SE-AE version) (''undead'')?
    1. rotol
      rotol
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      I would also like that. :)
    2. JonThackery
      JonThackery
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      If i understood the mod, meaning these foes are nerfed, yes i agree with you 2 on those Skeletal Revenants 😅

      Dammit i remember fire at least 60 arrows in the head of the bone colossus, hidden behind a large stone... 🤣

      I remember also my beloved Lydia, knocked down on the mountain where i fought with these Ancient Skeletons... 😂 

      Poor Lydia, after have tried to reanimate her several times, "Sovngarde can wait" i was telling (persuading) myself, moving back as quietly as a snow fox... 😎

    3. andi5000
      andi5000
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      Definitely not out of the box. I would need to look into the "Skeletal Revenants- Mihail Monsters and Animals" mod separately.
  4. Schishne
    Schishne
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    The main mod has been hidden sadly
    1. Lycan2189
      Lycan2189
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      this is extremely aggrovating. i used to play with this mod. and i see an awesome patch, only to find that the author has closed the mod source.
    2. chrisjoker
      chrisjoker
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      You can still download it

      https://www.nexusmods.com/skyrimspecialedition/mods/34368?tab=files&file_id=217335&nmm=1
    3. hoangdai94
      hoangdai94
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      @andi5000 The original just got a new update, maybe your patch needs to update as well ?
  5. NahtanTheJedi92
    NahtanTheJedi92
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    you fixed the one thing keeping me from downloading Ancient Skeletons. Thank you! Mihail is an amazing mod author but the one thing holding me back from filling my mod list with all his creatures is that his mods really should be level based. Other than that theyre perfect
  6. MlemandPurrs
    MlemandPurrs
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    please keep doing those for the other mihail mods too
    1. andi5000
      andi5000
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      I am not using any others right now, so I wouldn't know which ones might benefit. I am modding them when they stick out of my gameplay - like the Skyrim Sewers for example. Are there any which you feel are unbalanced?
    2. Rib000
      Rib000
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      literally all of them are pretty unbalanced..
    3. MlemandPurrs
      MlemandPurrs
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      pahmar mercs was an issue when at low level as it spawned in bandit camps right away, would be logical if it either did scale with pc level or gets delayed their spawning until later on.
      Draugr Cavalry was intimidating at low level but no longer, could use proper scaling.
      Also can be done anything about their AI, they dont seem to properly aggro the PC.
      im using your mod for easier skyrim sewers, in fact have merged it into the mainmod on my end.
    4. andi5000
      andi5000
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      I'll have a look at both.
    5. glacialmind101
      glacialmind101
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      This.  Many Mihail mods would be in my load order were it not for balancing issues like this.  Also much thanks.
    6. andi5000
      andi5000
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      Pahmar Mercenaries are here: https://www.nexusmods.com/skyrimspecialedition/mods/46050
    7. MlemandPurrs
      MlemandPurrs
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      awesom, ty
    8. andi5000
      andi5000
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      Draugr Cavalry is done, too:
      https://www.nexusmods.com/skyrimspecialedition/mods/46055/
    9. nolan096
      nolan096
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      Thank youuu plzz make others too hehe
  7. Ironfistking1313
    Ironfistking1313
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    Love the idea, these guys are a real threat as they use humanoid attacks instead of undead skeletons attacks.

    If only there was a way to integrate them into a spawn list instead of have them be placed in the open world where they take up space.

    Will be trying this once I free up some space.

    TY for this.
    1. andi5000
      andi5000
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      The problem with modifying the spawn lists is that many other mods also edit them, so all these mods are conflicting, you need to either choose or create cross-mod-patches, it's all quite painful. This is probably why Mihail keeps all his creatures completely separate.