Skyrim Special Edition
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hsoju

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hsoju

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About this mod

A mod where regular enemies can actually kill you now

Requirements
Permissions and credits
Changelogs
Mainly, this uses SPID to give spells, perks, shouts, & powers to all the enemies in the game for a noticeable difficulty increase, just like the amazing EEOS, but with a few changes




Granted I played that pretty bad, but 3 different shouts in a row in the 1st dungeon of the game (Bleak Falls Barrow), is a step up from vanilla Skyrim

Hard Requirement

Soft Requirements

Recommended Mods
  • Most mods recommended on original EEOS mod description
  • Inferno, Arctic, Voltage - Majority of the time enemy AI is still going to pick fire/frost/shock so may as well make them look nice
  • Hand Placed Enemies - More enemies = more chance to see different spells/shouts, + this has 0 CTD's (crazy for an increased spawns mod)

Installation
  • Use any mod manager or manually copy your preferred _DISTR.ini files into your Skyrim SE 'Data' folder

Compatibility
  • Everything is compatible, there will be no conflicts with this mod & any other mod you use that affects enemies in any way, although difficulty may increase drastically and you'll have to be prepared for that

Differences from EEOS
  • EEOS has all the shout distributions in order but the configs accidentally apply filters consecutively rather than additively - Thats been changed so there are alot more shouts that Draugr will use

  • EEOS was first released semi-close to the SE releases of my favorite magic mod suite, the Enai mods - While many spells are included (especially alot from Apocalypse), a few aren't. Complete form lists of Apocalypse & Odin spells were upstreamed from oyvveg, Sacrosanct spells/perks were added & altered (form ids changed with recent releases I believe), & complete form lists for Triumvirate spells were added (if you see violet flames burning you while green flames are being hurled at you, thats Triumvirate)

  • EEOS prefers faction, race, & class filters for editor ID assignment when giving spells/perks to groups of enemies - This is a conservative approach for max compatibility (makes sure enemies have magic that fits them lore-wise). Unfortunately, mods that add alot of enemies (Immersive Creatures, Beasts of Tamriel, Mihail's mod packs, 4thUnknown's mod packs) end up with some drawbacks. Explanation below for those interested

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Alot of the time, modders have very specific factions/races/classes for their monsters, which means they'll get less stuff added overall. Other times, they load their monsters with many vanilla factions (to reduce infighting among enemies), meaning you can have enemies that just show up around vampires having vampire powers. Instead, I use wildcard pattern matching (SPID for more details), along with skill & level matching (e.g. every enemy with destruction skill over 50). There are some small downsides but it manages things pretty well

  • EEOS doesnt distribute Ordinator to NPCs because Ordinator already has perks that are given to NPCs - To be clear, ordinator gives some perks to some NPCs. Explanation below for those interested
 
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For example take Conflagration, the perk that makes fire spells burn the ground up for 30 seconds & deal damage on enemies that walk over it. Conflagration is "shipped" with NPC Fire Perks, along with a few other fire destruction perks. NPC Fire Perks is a replacer for "Augmented Flames" the vanilla perk, so any NPC that has augmented flames will get those perks.

Now which enemies have Augmented Flames? A fair number, sure, but is it all NPCs that can cast fire spells? Maybe in base game (though I doubt that), but now a giant number of enemies can cast fire spells that were never meant to, so its fair to say alot of them are missing that perk now. Thats without mod added creatures. Devs spend alot of time & effort modeling & animating & everything else, which probably means they're not going to take the time assign regular vanilla perk "Augmented Flames" once all that work is finished.

On top of that, Ordinator only ships basic perks: Destruction, 1-Handed, 2-Handed, Light Armor, & Heavy Armor mainly. Everything else is underrepresented. There are a bunch of perks that won't work for enemies (for reasons that I'm still trying to figure out), but a bunch do, to varying levels of success

Besides, Ordinator has 6 spells & several unique ammo types included. Can't distribute spells & ammo from a perk mod? Why not? If the player can have it, there should be enemies that have it, immersion and all that


Differences from oyvveg
  • Not much, their mods are really good for covering wide ranges, but I have a difference of opinion on distribution. In a random room of 5 mages, the best outcome, in my view, is that each mage has 3-4 spells, and they're all different, thats it. Why only 3-4 spells? Because Skyrim enemy AI will only use 3-4 spells without fail. The spells/shouts/powers that the enemy uses is decided by combat style, equipment, & packages. Since many enemies share these, many enemies will fight the same way despite having more/less spells. For this, I decided spells should only be given in the class they belong to, hopefully allowing for more variety. A master wizard should not spam Rift Bolt (really cool spell when its fired at you, it teleports you backwards), just because its AI decided its cost-efficient.

Questions I'll probably get asked
  • Why is this enemy not doing anything - Spells are (to my knowledge) equipped not given. While most enemies know exactly what to do with a spell in their hand, a few don't, or atleast, it takes them a few seconds to get the idea. In my playthroughs, a few of the Falmer tended to be only the enemy groups with weird behaviour like this, although there is a case where Mihail's mimic seems to have the same issue. YMMV, nearly all enemies know how to fire at you, know how to summon backup, know how to drop the spell & use an axe, etc
  • Why is this bat firing frost spells at me - Because the bat was added by a modder, who decided that bat should have a high destruction skill, & have a decent amount of magicka. If a modder designed an enemy with high magic skill levels, & decent mp, it should be able to cast spells. Obviously you won't see some random wolf or bear casting firebolt at you, but will you see a mod-added magical flaming 9-tailed fox firing forbidden sun at you? Maybe
  • What is this cage, why'd I get flown in the air, how long am i going to be frozen in ice, WHO IS SHOR & WHY DOES HE KEEP KILLING ME, etc etc etc - There's alot of spells/shouts you've probably never seen, playing around them is part of the challenge, good luck

Credit
powerofthree for SPID
MANGamez for EEOS
oyvveg for thier .ini's
Verolevi for their description layout