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G The Generous

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GTheGenerous

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26 comments

  1. Snipey360
    Snipey360
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    Would you allow this to be ported to Xbox and included in a bundle of CC integration mods for Xbox? All credit and links would be retained. Thank you.
    1. GTheGenerous
      GTheGenerous
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      It's alright 👍
    2. Snipey360
      Snipey360
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      Thank you!
    3. Snipey360
      Snipey360
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      I know there are current ports of your Voiced overhauls on Xbox, but could I also include them in this CC integration bundle?
  2. ProStyle13
    ProStyle13
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    is this and all your other mods compatible with morrowloot?
  3. NiteFromWindhelm
    NiteFromWindhelm
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    Any plans of integrating the rest of the new enemies from that creation to undead spawn locations?
    1. GTheGenerous
      GTheGenerous
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      Initially, I had integrated Sketeton Marksman, Champion and Warlock and Ancient Deathlich as enemy. But later removed them due to realizing that they are more fitting as summonable than enemy, for example the skeleton armors are there to distinct them from enemy skeleton. As for ancient deathlich I think it would be appropriate to place it in some necromantic dungeons rather than leveled list, I will see what I can do when I start placing bone colossus to the dungeons.
    2. Butterfliezzz
      Butterfliezzz
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      I would also love this.
  4. buncer
    buncer
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    Will this need an update for the new Skyrim SE version and SKSE update? I appreciate your work and want to continue utilizing this mod. I thank you.
  5. VigilantWarden
    VigilantWarden
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    I had two situations where they spawned in interesting locations where they shouldn't have...

    And then this situation where one spawned appropriately in the place of a regular skeleton spawn.... but in a tiny cave where he was too big to move anywhere! It was pretty silly.

    Some kind of in-game check to prevent them from spawning in caves and other tight places might be a good call.... but I've no idea how simple that kind of implementation would be.
    1. GTheGenerous
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      A sad thing about skeleton leveled list is that there is only 1 record being used for pretty much all skeleton spawn. Maybe it's possible to use script to exclude Bone Colossus in some locations but it wouldn't be the most effective way to solve this.

      A more effective way to implement this guy would be hand placing it to certain designated locations and get rid of the leveled list implementation, which I haven't got around yet (will take a lot of time to scout the right locations then find the right balance). I will try to come up with better implementation in the future, for now maybe I should revert colossus spawn chance to previous version which was lower.
    2. Karnalius
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      What I don't like about "hand placing" it's how obvious encounters become, so don't get rid of leveled list
    3. GTheGenerous
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      Yeah, it has equivalent pros and cons. In the "hand placing" update I will still keep leveled list, but the encounter chance will be rare like 1.0.
  6. XxMotivated9xX
    XxMotivated9xX
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    These things keep spawning in cities, is this intended?
    1. GTheGenerous
      GTheGenerous
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      No, my mod only add these things to leveled list, I haven't interfered with any spawn points. It seems you are using another mod that spawn skeleton in cities for some reason (random encounter?).
    2. Sasquatch678
      Sasquatch678
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      Have the same issue, but not just in cities. These will just randomly spawn anywhere when I change cells. I don't use any mod that adds any random encounter
    3. GTheGenerous
      GTheGenerous
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      I've uploaded a test version in optional file, can you try it and see if it fix the issue for you?
      And if it's not too much trouble, could you also share your mod list?
  7. ZombieHunter4
    ZombieHunter4
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    Awesome mod, these things are terrifying and deserve to appear as enemies in the world.

    Only thing ''weird'' that happened to me is that, near Hendraheim, two of them teleported out of nowhere right over me. Weird but funny hahaha.
  8. Santala
    Santala
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    This mod goes really well with TDG's zombie and bonewolf integration. No conflicts and sure makes those random skeleton spawns far more interesting.
    1. GTheGenerous
      GTheGenerous
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      That's weird as both mods seem to touch on skeleton leveled list, really cool that they all work along!
    2. Santala
      Santala
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      Yup, those mods use quests to insert the enemies to the leveled lists at the beginning of the game. Very compatible approach.
  9. Kreyd
    Kreyd
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    Pretty cool.

    I think you should give him glowing red eye and a special weapon and making him somekind of a "boss" in 2 or 3 places maximum.

  10. TBGRicky
    TBGRicky
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    This is an awesome idea, thank you for implementing it!  :D

    As for location suggestions, I believe any place where you can fight a lot of undead in general will do nicely. Here are my suggestions, nothing too crazy here and feel free to also pitch in any good locations I might have forgotten.

    Labyrinthian
    Korvanjund
    Saarthal
    Folgunthur
    Wolfskull Cave
    Volskygge
    Ustengrav


    Those are some locations that I think could already have some high leveled draugr or just a lot of undead to fight. (I could possibly be wrong when I listed a few of them.  xD )  As long as the Bone Colossus behemoths only spawn when you're level 20+  then it's all good.  :D

    Obviously do not put those big guys in the respective Hall of the Dead in any city whatsoever, that would definitely be unimmersive and crazy.
    Imagine how idiotic the townspeople would be to IGNORE a giant undead monstrosity that is shaking the very earth when it's walking in the catacombs underneath the city streets.   lol


    1. GTheGenerous
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      Thanks for the locations suggestion! I will try to find the most suitable spot to place them.