Increased the cost of the Primal Burst spell and changed half cost perk from Apprentice Destruction to Adept Destruction. Increased the cost of the Dark Flare spell and changed half cost perk from Novice Destruction to Apprentice Destruction. Increased the cost of the Vampire Drain Life spell proportionately to the increase in damage. Removed Primal Burst Spell from some witches replacing it with alternate destruction spells. Removed Dark Flare Spell from lower level Necromancers and Conjurers replacing it with alternate destruction spells. Gave melee weapons back to some Vampires so they aren't using fists all the time.
Hi, I find a big problem in this mod but I don't know if there's a solution for it, the problem is that using this mod makes no need to use followers, as followers don't know enemies weaknesses and will be a distraction in battles and the player will do almost all of the damage to enemies, which breaks the followers in the game.
Also, this will affect guards if they are attacked by skeletons for example, they will keep firing arrows on them with no effect and eventually the skeletons will kill them all !!
so, is there a solution for that? I don't know of any followers framework that allows switching weapons and spells based on enemies.
the problem is that using this mod makes no need to use followers, as followers don't know enemies weaknesses
This isn't the fault of the mod.
Also, this will affect guards if they are attacked by skeletons for example, they will keep firing arrows on them with no effect and eventually the skeletons will kill them all !!
Again, that isn't a problem with the mod that NPC's don't know the specific weaknesses of enemies. If anything, it is more realistic.
2 suggestions: 1. Wouldn't automatons be most vulnerable to shock, bc of short circuiting/ metal conducting electricity, but almost immune to cold, cold does nothing to metal, especially to mechanical stuff, electronics actually like it cold, heat is an electronics worst enemy, plus when metal is hot it is soft and easily damage, hence being able to forge w it. I dapple in blacksmithing and computer repair both, just saying. Automatons seem a cross between a metal golem and a steam punk robot,. so this makes sense 2. Ghosts are hurt by iron in the legends but silver hurts lycans and vamps, this would give the iron weps some practical value. Still silver is a holy metal in legends so make ghosts takes 50 from it, but full from iron.
1. Wouldn't automatons be most vulnerable to shock, bc of short circuiting/ metal conducting electricity, but almost immune to cold, cold does nothing to metal, especially to mechanical stuff, electronics actually like it cold, heat is an electronics worst enemy, plus when metal is hot it is soft and easily damage, hence being able to forge w it. I dapple in blacksmithing and computer repair both, just saying. Automatons seem a cross between a metal golem and a steam punk robot,. so this makes sense
The reasons for this have been discussed many times, and I'm not going to go over them again.
2. Ghosts are hurt by iron in the legends but silver hurts lycans and vamps, this would give the iron weps some practical value. Still silver is a holy metal in legends so make ghosts takes 50 from it, but full from iron.
Interesting Idea, but likely not a change that will happen.
You could easily edit the mod to change either of these things to how you like it though.
Are dragons supposed to spawn at level 50? While it's possible to down them...I'm wondering if anyone else is having this problem. The only other dragon mods I have are Ultimate Dragon Combat and Diverse Dragons
I have a question, if I load AAE and then override with ROTE should I expect any crashes or something not working? I am a masochist I love the 6k+ hp bosses but I notice AAE actually edits a lot more enemies than ROTE. I would love to have both worlds :3
No crashes no. Though inherently they aren't compatible but if you just want the extra enemies altered from AAE that should work. HOWEVER....any patches you may use for AAE and other mods should come before RotE main mod or the patches will revert the RotE changes to AAE changes.
Hello, i cant seem to find a .txt file, or something like that, were all the changes to enemy resistances are listed. Does such a thing exist? I found the loading screen messages in Xedit but i think i'm missing something obvious here.
For example, i already learned through playing that maces are good against dead things. but what about axes? and swords? do they have an advantage over maces against a certain enemy? Dwemer constructs need a mace beating as well, instead of sword.
i'm just looking for a text file or something where all the changes made to resistances/weapons are listed. thx in advance
I just came across your mod and I'm liking it's premise. Can you tell me what exactly the NPC specific perks do? (For instance the perk which is applied to all vampires or all automatons?)
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The author has locked this comment topic for the time being1. Don't ask for compatibility patches from me, Ask SirJesto as he is the creator of the AAE Patches.
2. This mod is an enemy overhaul mod, it is compatible with ANY mod that isn't an enemy overhaul mod so don't ask me what's compatible.
3. Don't complain if something is too easy for you, if it is then maybe ROTE is more your thing.
4. Do know I reserve the right to ban anyone who gets on my bad side so keep that in mind.
Also if you have any questions, ask either me or sirjesto, he will answer your questions when I am not around.
Uploaded an OPTIONAL Balance patch.
Increased the cost of the Primal Burst spell and changed half cost perk from Apprentice Destruction to Adept Destruction.
Increased the cost of the Dark Flare spell and changed half cost perk from Novice Destruction to Apprentice Destruction.
Increased the cost of the Vampire Drain Life spell proportionately to the increase in damage.
Removed Primal Burst Spell from some witches replacing it with alternate destruction spells.
Removed Dark Flare Spell from lower level Necromancers and Conjurers replacing it with alternate destruction spells.
Gave melee weapons back to some Vampires so they aren't using fists all the time.
This patch is a BETA for testing.
It is NOT UP FOR DEBATE and WILL NOT CHANGE.
There is NO POINT in posting whether you agree with it or not.
The comments are now locked until everyone has had a chance to read this and get it through their heads.
Also, this will affect guards if they are attacked by skeletons for example, they will keep firing arrows on them with no effect and eventually the skeletons will kill them all !!
so, is there a solution for that? I don't know of any followers framework that allows switching weapons and spells based on enemies.
thanks,
This isn't the fault of the mod.
Again, that isn't a problem with the mod that NPC's don't know the specific weaknesses of enemies.
If anything, it is more realistic.
1. Wouldn't automatons be most vulnerable to shock, bc of short circuiting/ metal conducting electricity, but almost immune to cold, cold does nothing to metal, especially to mechanical stuff, electronics actually like it cold, heat is an electronics worst enemy, plus when metal is hot it is soft and easily damage, hence being able to forge w it.
I dapple in blacksmithing and computer repair both, just saying. Automatons seem a cross between a metal golem and a steam punk robot,. so this makes sense
2. Ghosts are hurt by iron in the legends but silver hurts lycans and vamps, this would give the iron weps some practical value. Still silver is a holy metal in legends so make ghosts takes 50 from it, but full from iron.
The reasons for this have been discussed many times, and I'm not going to go over them again.
Interesting Idea, but likely not a change that will happen.
You could easily edit the mod to change either of these things to how you like it though.
HOWEVER....any patches you may use for AAE and other mods should come before RotE main mod or the patches will revert the RotE changes to AAE changes.
Does such a thing exist?
I found the loading screen messages in Xedit but i think i'm missing something obvious here.
For example, i already learned through playing that maces are good against dead things.
but what about axes? and swords? do they have an advantage over maces against a certain enemy?
Dwemer constructs need a mace beating as well, instead of sword.
i'm just looking for a text file or something where all the changes made to resistances/weapons are listed.
thx in advance
Or, you can look at the perks in xedit.
I just came across your mod and I'm liking it's premise. Can you tell me what exactly the NPC specific perks do? (For instance the perk which is applied to all vampires or all automatons?)
Thanks:)