Skyrim Special Edition
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Dashyburn

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Supplement your Vampiric, Werebeast and Lich setups with 17 Arch-Vampire, 10 Arch-Werebeast and 17 Arch-Lich themed toggle powers plus, useable by vamp/beast/Lich and non-vamp/beast/Lich characters plus 3 Vampire and 1 Werebeast themed unarmed type weapons

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---ARCH-ABILITIES - VAMPIRE - WEREBEAST - LICH--

Supplement your Vampiric/Werebeast/Lich setup with 17 Arch-Vampire/10 Arch-Werebeast and 17 Arch-Lich themed toggle powers plus, useable by vamp/beast/lich and non-vamp/beast/lich characters plus 3 Vampire and 1 Werebeast themed unarmed type weapons

Does not alter any Vampire or Werewolf records so is compatible with whatever vampire/werebeast mod/overhaul you are using and everything else, not added to formlists for that reason but whatever is toggled on before transformation will remain active in lord/werebeast form, it just can't be toggled off until you transform back to human

Lich Abilities work with Undeath Remastered, Classical Lichdom and Path of Transcendence - Lichdom human and Lich forms, but do not require any of them, useable with any character, give 'em to your elf mage if you like.

Powers can be toggled on/off at will, have unlimited duration, no cost to maintain, can all be active simultaneously (Except Mist Form and Flight). While active, powers are displayed in active effects and grouped together

Weapons and tomes auto added to inventory, learn powers from spell tomes so you can choose the ones you want

----VAMPIRE----
Spoiler:  
Show


--AUSPEX TOGGLE--
Dynamically detect (the radius moves with you) living (red) and undead (light blue) through walls in a 250 ft radius

--CELERITY TOGGLE--
Move and attack at great speed. Time slows by 50% with no eyesore effects, you have no slowdown and move at normal speed

--DASH TOGGLE--
When hands are sheathed gain 50% movement speed outdoors plus waterwalking

--DISGUISE TOGGLE--
Reverts appearance back to your non-Vampiric race
(You must be a Vampire to use this power(only), Only works for vanilla races)
(Side Effect - While Disguised, Disease Resistance, Poison Resistance and Vampire's Sight are removed - Not intentional but decided it's good as a side effect!)

--FLIGHT TOGGLE--
This power requires DAR - Dynamic Animation Replacer
Control direction/altitude via mouse, hover at altitude, cast spells from altitude, no fall damage, no footstep sounds in first/third person, flight has collision
(IMPORTANT - Drawing/Swinging weapons including Unarmed while flight is active will glitch it out, severely)

--INVOKE STORM TOGGLE--
While active causes a permanent storm that follows you across Tamriel
(Cast like a spell as it's not an innate Vampire ability, transition to/from the storm takes a small amount of time to do so, works outdoors only)

--MIGHT TOGGLE--
Deal 50% extra damage with weapons, 5 extra damage unarmed, immune to stagger, 150 extra carry weight

--MIST FORM TOGGLE--
Assume the form of mist, you cannot interact nor regenerate health, magicka or stamina but you are Invulnerable and gain the power of flight (Activate flight with Sprint, remain in the air while moving, no fall damage, no footstep sounds in first/third person, flight has collision)
Due to Etherealize it takes several button presses to exit Mist Form

--NIGHT CLOAK TOGGLE--
When in combat bats absorb base rate 4 health per second from melee range targets (won't activate in vampire lord form)

--OBFUSCATE TOGGLE--
Move Silently, 50% Invisible while moving, 100% Invisible while still, can interact with objects but dispels in combat

--PRESENCE TOGGLE--
All living things excluding dragons within 50 ft will not attack unless attacked, adds 100 to Speech, Intimidation (never fail Intimidation apart from the game programmed unwinnable instances)

--RESILIENCE TOGGLE--
Resist 50% of all physical damage, regenerate health 50% faster and heal an extra 5 health per second when not in combat

--SPEED TOGGLE--
Move 50% faster and attack with weapons 50% faster (weapon speed multipliers like this and dual flurry together will send weapon speed haywire so you will need to use a fix if you intend to use them together, a universal fix is to use Weapon Speed Fix to cap your maximum weapon speed achievable in the mods MCM, this and dual flurry combined is 1.80
, that way when the game adds the speed toggles 1.5 + dual flurries 1.3 and comes up with 2.80 it will instead be capped at the correct 1.80

--SUMMON GARGOYLE SENTINEL--

Summon a leveled Gargoyle sentinel for 2 minutes

--MIST SHIFT--
Assume Mist Form for 2 seconds during which time you are invulnerable and move 100% faster
(use it as a timed standing/moving dodge, weapons and spells go straight through you)

--BAT MAELSTROM--
Instant cast spell
Bats explode from your body in a 20 ft radius, targets have 10 health absorbed and are knocked down

--GRIP--
Concentration spell
Same as the Vampire Lord, for Human form and slightly better, tied to destruction and half the initial casting cost

--UNARMED STRIKES--
4 types of unarmed 'weapons' that allow unarmed strikes to utilize the bonuses from the speed and might toggles, while any of them are equipped with Speed/Might active unarmed attacks are 50% faster /deal 50% extra damage (the weapons are invisible and have unarmed attack visuals and damage values)

8 Weapons, all can be equipped in either hand, 2 of each type to dual wield effects

Strike: No extra effect
Necrotic Strike: +20 poison damage
Vampiric Strike: Absorb 10 health and stamina from the living
Chilling Strike: +20 Cold damage


--WEREBEAST--
Spoiler:  
Show


--BEAR KIN TOGGLE--
While active Bears consider you as kin
(When NOT active and combat with Bears starts, toggling this on will not make the Bear stop attacking)

--BESTIAL MIGHT TOGGLE--
Deal 50% extra damage with weapons, 5 extra unarmed damage, immune to stagger, 150 extra carry weight

--BESTIAL SPEED TOGGLE--
Move 50% faster and attack with weapons 50% faster (weapon speed multipliers like this and dual flurry together will send weapon speed haywire so you will need to use a fix if you intend to use them together, a universal fix is to use Weapon Speed Fix to cap your maximum weapon speed achievable in the mods MCM, this and dual flurry combined is 1.80that way when the game adds the speed toggles 1.5 + dual flurries 1.3 and comes up with 2.80 it will instead be capped at the correct 1.80

--CONSTITUTION TOGGLE--
Resist 50% of all physical damage, regenerate health 50% faster and heal an extra 5 health per second when not in combat

--DETECT SCENT TOGGLE--
Dynamically detect (the radius moves with you) living (red) and undead (light blue) through walls in a 300 ft radius

--SUMMON BEAR SLEUTH--
Summon a sleuth of 3 leveled Bears for 3 minutes

--SUMMON WOLF PACK--
Summon a pack of 3 leveled Wolves for 4 minutes, cast again for a total of 6 wolves

--SUPERNATURAL INSTINCT--
Operate under heightened instinct perceiving the world to be moving 25% slower than normal with no eyesore effects, you have no slowdown and move at normal speed

--SWIFT--
When hands are sheathed gain 50% movement speed outdoors plus waterwalking

--WOLF KIN--
While active wolves consider you as kin
(When NOT active and combat with wolves starts, toggling this on will not make the Wolf stop attacking)

--UNARMED STRIKES--
Unarmed 'weapons' that allow unarmed strikes to utilize the bonuses from the Speed and Might toggles, while equipped with Speed/Might active unarmed attacks are 50% faster/deal 50% extra damage (the weapons are invisible and have unarmed attack visuals and damage values)

Beast Strike: 5 Bleeding damage for 10 seconds


--LICH--
Spoiler:  
Show


--ARCANE ARMOR TOGGLE--
Forms armor (flesh spells) that scale with Alteration
0-24: Oak - 100 armor
25-49: Stone - 200 armor
50-74: Iron - 300 armor
75-99: Ebony - 400 armor
100: Dragon - 500 armor
In addition, when casting any spell while in combat status casts an instant full strength Anti-Magic Field that scales with Alteration and negates spell damage or effects before breaking
0-24: Minor Ward - 50 points
25-49: Lesser Ward - 100 points
50-74: Steadfast Ward - 150 points
75-99: Greater Ward - 200 points
100 Master Ward - 250 points
Reserves 10 Magicka per tier (5 tiers) 
(IMPORTANT: The Anti-Magic Field has custom FX that won't show by default if using Strange Runes. To have it show go into Strange Runes MCM and set Wards to Vanilla, save, exit to Desktop, restart game)
The armor looks better with Flesh FX animation

--DETECT PRESENCE TOGGLE--
Dynamically detect (the radius moves with you) living (red) Undead (light blue) and Daedra (Orange) through walls in a 250 ft radius

--FLIGHT TOGGLE--
This power requires DAR - Dynamic Animation Replacer
Gain the power of flight, hover at altitude, cast spells from altitude
(Drawing and/or swinging weapons will cause glitching)

--HASTE TOGGLE--
When outdoors and hands are sheathed (lowered) move 50% faster and walk on water

--HORROR TOGGLE--
All living things excluding dragons within 50 ft will cower in terror of your abhorrence

--INVISIBILITY TOGGLE--
Become unseen and unheard

--RECONSTRUCTION TOGGLE--
Repairs the Lich body 10 health per second out of combat, 1 per second when in combat
(if you are using Path of Transcendence - Lichdom you won't need this it already has this)

--STOP TIME TOGGLE--
Stops time while you move normally (slows time by 99%)

The following spells have been made in mind for ease of use with the Undeath lich. If you use Improved Camera SE in first person view it is clunky to charge spells smoothly as the hands can go out of view, even not using that it's still clunky, so these are concentration spells, hold the button and let it rip, plus 2 instant cast fire and forget spells. The secondary reason for concentration is so you can have the Anti-Magic Field in steady operation

Damage for the concentration spells is set as equivalent to Flames/Frostbite/Sparks as if they were Master level
(8 base, x 5 tiers= 40 base damage)

The concentration Area Of Effect spells aren't just Flames, Frostbite and Sparks FX with new damage values, they are new spells with more appropriate FX for the damage they do

--FROST BOMB--
Instant cast, centered on caster, 40 ft radius burst vortex of freezing wind and ice knocks targets down and does 20 frost damage per second for 5 seconds

--AGANAZZER'S SCORCHER--
Concentration cast stream of fire, Targets take base 40 fire damage per second in a 15 ft radius and burn for 1 second

--BIGBY'S CRUSHING HAND--
Concentration cast telekinetic grab that drains the targets life force and transfers it to the caster, if the target dies while held it's soul is absorbed into an empty soul gem

--MELF'S METEORS--
Concentration cast volley of non exploding fireballs, target takes base 40 fire damage per second and burns for 1 second

--MORDENKAINEN'S SHARDS--
Concentration cast volley of ice spikes, target takes base 40 frost/stamina damage per second with a 10% chance of stagger

--OTILUKE'S FREEZING SPHERE--
Concentration cast stream of swirling frost, Targets take base 40 frost/stamina damage per second in a 15 ft radius and move 50% slower for 5 seconds

--SUMMON SKELETON ARMY--
Summons 3 leveled Skeletons per cast, up to a total of 12 Skeletons
(each cast summons a fighter 1-h melee and shield, a warrior 2-h melee and an archer)

--TENSER'S TEMPEST--
Concentration cast wind forms cyclones that do base 8 damage per second and flings target into the air

--THOR'S STREAM--
Concentration cast stream of lightning, targets take base 40 shock damage per second in a 5 ft radius and have a 10% chance of suffering shock paralysis for 2 seconds



RECCOMENDED
Feral - Claw Unarmed Attacks (for all races)
Underdog (Ninja Idles combine well with the Feral Claw attacks)

 INSTALLATION
Use your mod manager

UNINSTALL
Make sure all powers are toggled off, save, remove mod

THANKS TO
Bethesda for the game
dylbill for writing a vital script
Daiyus for Levitate
J3X
184Gesu for the Anti-Magic Field FX
Nexus for hosting