Skyrim Special Edition
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aljoxo

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aljoxo

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About this mod

A massive improvement to kebab's Draugr MCO enabled mod.

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Changelogs
Draugr MCO Improved

A massive improvement to kebab's original Draugr MCO enabled mod.

Features
Hand-distributes MCO Draugr into most mainland Draugr Crypts.
Does not touch Solstheim currently because I don't have the skill to make a cannibal draugr recolor, nor the permissions.
Fixes the neck gaps that were present in the original mod. (or at least I should have fixed them all)
Renamed Draugr (now more variation than just Awoken Draugr . . .)
Improved scaling and difficulty tuning for the Draugr.
Adds several variations that did not exist in the original mod.
- One-Handed + Shield
- Two-Handed
- Two-Handed Magic users
- Dual Wield(!!! NEW !!!)

Compatibility
- Compatible with all Draugr Overhauls, but not explicitly patched for any of them. These draugr being capable of using MCO movesets in addition to my general gameplay tuning should make them competitive in any load order.
- I will not make patches for other Draugr Overhauls besides the one I use, it's too time consuming and it's difficult to make high effort patches when you don't understand the author's intent or design philosophy.
- Designed to be used in conjunction with [Dragon Cult](https://www.nexusmods.com/skyrimspecialedition/mods/81422) but not required.
- SimonRim Add-On patch included (requires Adamant and Hand to Hand).
- JS Emissive Eyes patch for Draugr MCO here.
- OPTIONAL BUT HIGHLY RECOMMENDED replacement plugin for kebab's original Draugr MCO mod in order to remove some undesirable/conflict prone aspects of his implementation that I didn't touch in my main file. If you report me bugs with my mod without using this file then they are likely due to you not having this file..

For dungeons that add new draugr, I suggest using this mod.

There are some limitations with the Draugr that I am not going to go into depth explaining.

Requirements
Draugr MCO enabled <--- you need this and its requirements.

FAQ
Q: is this a light plugin / espfe / esl?
A: yes, it doesnt take a spot in your load order

Q: Why is the header version 1.71?
A: BEES exists, download it

Q: Will you patch XYZ Draugr mod for me?
A: No, do it yourself. Making high effort gameplay patches when you don't know anything about the mod isn't fun for me and very time consuming.

Q: But aljo, I don't own fishing, can you make a version that doesn't require it?
A: EVERYONE HAS FISHING it came free with your fucking install of Skyrim.

Q: But aljo, I don't want to use fishing!
A: ok I don't care, don't use my mod.

Credits
- kebab for the original Humanoid Draugr implementation.
- Delta for teaching me a lot.
- mfvicli as i referenced their Hand Placed Spawns plugin addon for my original version and reused some of the same ones.
- myself for making this mod better after sitting on an unfinished update and design doc for over a year and a half.

Future Plans
None, this mod is complete after 2.0, I do not see the point in making magic-using Draugr because normal Draugr are sufficient for this and I do not think One-and-None type Draugr are very appealing.
Depending on my ability to get certain asset permissions, i may make some improvements eventually or ideally expand it to Solstheim in a satisfactory manner.