New version V.3 All 2 versions have been fixed also form should be correct now for skyrim se Scripts folder has now scripts in it all textures problem should have been fixed from previous version as long as meshes Alduin power has been reduced cause some of you reported an invincible Alduin
Remember there's a patcht to make Deadly dragons compatible
the elemental dragons are spawned via level list that replaces the vanilla dragons in level list, so you have a mod that uses the vanilla level list for dragons and it overwrites this mods level list, so the elemental dragons don't spawn.
this mod has newly created dragons that replace the vanilla dragon including the named dragons(Mirmulnir, etc) via leveled lists, and these dragons have their own shouts. the fireball shout that the fire dragon use is different from the vanilla fireball shout.
Major flaw of this mod is that it seems it's only you fighting the dragon. It gimps npcs in so many ways it's very frustrating.
Update: I managed to comb through the records (SSEedit) and remove nearly all the debilitating effects that only affect npcs. I also removed the conditions that made the dragons only attack the player with their abilities. I also removed some of the ridiculous dragons from the leveled lists like the melt dragon or dragons that cause CTDs (aka the blood and eclipse dragons), and the ones that aren't too lore friendly (Spriggan, skeletal, and Lich dragons). The skeletal dragon in labyrithian is a special case and should remain so. Whilst, dragon necromancers invalidate the story of Durnehviir. Dragons are no longer conjuration mages, they are just a boss with powerful abilities.
I use KS dragon overhaul 2 (with script fixes) and managed to use SPID to give the dragons shouts where it made sense. Along side a patch for ''Dragons shout with voice mod'', many shouts the dragons use are now voiced. It serves as great counter-play so you know when some abilities are coming. I also made a patch that bumps the starting HP of the dragon races so they are not too squishy since everyone can attack them now (6k for normal dragons, 4k for Durnehviir, 3k for the skeletal, 12k for our lord, Alduin). Trust me, it's not that much without their resistance perks that affect both npcs and dragons. Just be sure to play on normal difficulty (adept) with no modifiers. It's hard enough.
I also patched the Alduin version with the KS dragon mod. I also use Ultimate dragons which works perfectly well; there is a comp patch for KS and ultimate dragons.
Finally, i removed all the OP dragon drops (all drops from this mod), so if you're building a near vanilla game, your immersion doesn't get destroyed. To that end, also also replaced the dragons that use Alduin and Paarthurnax meshes and textures, with fitting ones from Diverse dragons collection using nifskope.
What we have is that most badass dragons i've ever seen, they are terrifying and awesome to fight. This mod was a great foundation to build off and I thank the author for that. If the author permits, I could share the files, I don't want any credit, I just want people to experience what dragons are supposed to be.
Sahloknir: '' I am Sahloknir, hear my voice and despair''
can you send me in a private message what you've done but add Spriggan, Skeletal, etc dragons that don't cause CTD? i don't care about being non-lore-friendly.
How on earth did you fix all that? I sifted through so much crap in the creation kit and no matter what values I deleted or what I changed: The dragons still would not damage the NPC's and would keep applying fear, push and paralysis. Even though I deleted those magic effects and perks. I changed the name of one of the dragons just to make sure I was affecting the game, and the name change showed up in game but my other changes did not. And I also loaded the mod by itself in case there was any overwriting going on from other mods i had loaded. Still didn't fix it.
I'm gonna have to try some SSEdit, because it can somehow do the impossible. All I managed to do was get rid of the level 60 variants of weaker dragons. Creation kit really sucks.
Creation Kit is a mess, a personification of Bethesda competence. SSEdit is is truly amazing if you take time to explore and understand it
If you guys want, I can bundle the changes I made and put them up on Mediafire. Since it seems the Mod author is MIA. Let me know. But please note, i'm not a modder, just a gamer. So please don't ask me to do something other than what I described.
Awesome, thank you so much for this! I'm starting a new game just to try this out.
You should upload this to nexus as its own mod instead of just linking to it here in the comments section of a page that hasn't seen an update in over 4 years - more people deserve to see this!
No Problem. I don't have rights to the mods, as i am not the authors, so i can't make it an official mod. But you can let people know and please reference and endorse the authors. Without their work, I won't be able to do this. I'm just an SSEedit wizard lol.
For recommended mod settings: Change ultimate dragon (UD), health modifier to 1 (instead of 3). Turn off stagger resistance in both mods (timed stagger for KS2; stagger resistance for UD). I'd recommend having a universal poise system that affects dragons aswell. For me, that is ''VIGOR - combat and injuries'' and ''Poise Stagger Animations For Vanilla''. But that's up to you and your combat mods setup.
Turn off ''dragon resistance'' perk in KS2". Also turn off ''variants'' , ''combat dialogue'', and ''dragon remains'' in KS2.
RANDOM DRAGON ATTACKS I'd recommend also toggling off the ''random boss encounters'' as the script for that is very unstable. It's the one on theright panel in KS2 (not left panel). This mod pack comes with a mod (''No more random dragon attacks'') that disables vanilla random attacks. If you want vanilla random encounters, uninstall this particular mod after you install the mod pack. Then, toggle on the random attacks on the left panel in KS2. I'd recommend setting the chance between 10 and 20 % (I personally use 15 % so dragon attacks are not so common like a pack of flies.)
Dragons are deadly now, so if one shows up near a town randomly, people might perish. Having a mod like run for you lives or immersive citizens to tell non-warrior NPCs in run inside is a good idea.
(Ignore this statement line if you want vanilla dragon attacks ON)- If you are continuing with turning OFF all dragon random encounters, make sure you Disable '' Vanilla Dragon Spawn'' in Serio ''Enhanced Dragons'' mod.
Recommendations continued
Turn ''kill move health threshold'' to 25% in UD (So you and NPCs have fighting chance in melee if dragon is very strong). Turn fly rate in UD back to ''vanilla''. There is an injury system for dragons, so if you hurt them, they will land, but they won't stay on the ground forever (even at low health), unless it's combat tactics are more bruiser-like. Turn on ''notification'' in KS2 so it tells u when dragon is staggered or injured.
IMPORTANT: These two mods will help alot in story fights against dragons: Vanilla script enhancements (https://www.nexusmods.com/skyrimspecialedition/mods/68139) and Onhitmagiceffect fix (https://www.nexusmods.com/skyrimspecialedition/mods/67968?tab=description). Npcs like Alduin can create unnecessary strain on your engine because of poor vanilla optimization. Thus, causing him to not fight aswell as he would cuz of script lag.
Optional recommended mods & some notes
''STAY DOWN'' (https://www.nexusmods.com/skyrimspecialedition/mods/41228) and Essentials Ragdoll on Knockdown (https://www.nexusmods.com/skyrimspecialedition/mods/24974?tab=posts). This prevents essential/protected npcs from cheesing the fights by getting up 5 secs after defeat. It makes battles have alot more stakes.
You will need healing spells or staves to revive the NPC. They can also get up on their own. Both methods (heal or wait) take longer/shorter depending on severity of damage sustained.
Alduin may also require some time to recover after the fight at the throat of the world before he flies off. It's not bugged. He is just in bleedout. If in doubt, just click on him in the console and type the '' resetAI''. And if your followers are stuck in a rag-doll state, happens rarely, just re-ragdoll them (aka FUS-RO-DAH) and they will get up.
Mods that allow you to dodge is also a good idea. TK dodge or TK Dodge RE or the The ultimate dodge mod (get the SPID Patch aswell). ''NPCs Use Potions'' is another groundbreaking mod to check out (https://www.nexusmods.com/skyrimspecialedition/mods/67489?tab=description).
Would highly recommend these two mods aswell; Immersive potions (https://www.nexusmods.com/skyrim/mods/30073) and Restoration rebalanced (https://www.nexusmods.com/skyrimspecialedition/mods/11586?tab=description). They make fights have a lot more stakes because you can't just down 50 potions and instantly heal to negate a powerful attack. I made apocalypse and mysticism patches for myself cuz of minor conflicts with the mods. If anyone wants them, i can upload.
Skyrim souls (https://www.nexusmods.com/skyrimspecialedition/mods/27859) and its patches (https://www.nexusmods.com/skyrimspecialedition/mods/68490?tab=description) and (https://www.nexusmods.com/skyrimspecialedition/mods/62126) add to this effect. Time is slowed not stopped when u access your combat inventory. This makes combat much more fast-paced and intense because you can't just stop time and down 500 potions and eat 1000 cabbages.
Super fast get-up is also good to have (https://www.nexusmods.com/skyrimspecialedition/mods/46714?tab=posts&BH=0)
@accretia00 No. The version I used is v2.54. The newest version (v2.61) is still in development and has many bugs and changes. Plus, some scripts in that version are extremely unstable (People reporting thousands of suspended stacks). v2.54 already has script fixes from Velgath, so runs much better. And i don't think these fixes are compatible with v2.61 due to many differences. PS, I updated the link post with slight but important changes.
LeoneKingzz ok. in Elemental Dragons there's a Diverse Dragons Collection folder. are these textures being used? i ask cause i'm upscaling the Elemental Dragons textures and i want to know if i have to upscale those too.
@accretia00 Can't remember now. I think most textures used are from Elemental dragons because many textures from diverse dragons, appeared purple in game. Unsure why. But there are probably some cube-maps from Diverse dragons still being used. I definitely used many meshes from diverse dragons to increase dragon appearance diversity, and prevent random dragons from re-using Alduin, Paarthurnaax, Odaviing, and Durnehvir unique meshes.
Hey thanks for patching this, was wondering though whats the difference between your version of UD and the regular one?
Im using your entire pack right now but thinking on upgrading to the current KS Dragon v2.62.5 since it seems the issues you mentioned have been fixed, there is also a patch to integrate UD animations into KS but not sure how that compares to having the full version like in your pack.
Hi Np. There isn't too much different apart from excluding dragons that participate in the Alduin cutscene, at the throat of the world, from the new animations introduced by the mod. It makes the cutscene npcs not able to do certain actions to progress the scene and they get stuck.
If you want to upgrade go ahead. But i'd say the new version is still largely under development. And your upgrade won't be compatible with the rest of the mod pack.
I recently implemented Serio's enhanced dragons and repurposed some of fantastic AI packages for the dragon shouts, so dragons use shouts they don't normally use and use it well. They feel a lot more intelligent and dangerous in the air and on ground. I'm just about to upload it so might aswell use it instead (18/05/2023).
Yo thats amazing imma give it a try asap, btw since dragon attacks are disabled and you recommended toggling the "random encounters" off since the script is unstable, do you recommend using an alternative like DAS?
I'd have to take a look at the mod records to see what it actually does (DAS), but my gut feeling is i wouldn't recommend yet (i'll get back to you on that). As for the KS and UD, UD comes later (overwrites KS). Even so, i've patched them, and all mods in the pack, to work like one mod. Every single thing works in harmony, unlike classic patches that merely make the mods tolerate each other. Just follow the instruction and sort via LOOT and you're good.
Response: Reviewing the records from DAS shows it's probably very compatible with the mod pack. I may need to adjust the mod so it takes into account the leveled list from the mod pack (i can upload it as a separate add-on). I'm not completely sure how the assault system works, so you can test it and see if the unique dragons spawn then feedback to me. Just keep in mind that I've transformed dragons in this mod pack into true bosses. They are very tough; not in the cheap ''kill you in one hit'' (unless you do something dumb like jump into its mouth without blocking).
Yeah im not trying to have fights with multiple dragons or constantly get assaulted id just like to have some random encounters every once in a while that aren't based on me going to any specific location. I think even the vanilla Random encounters would have been enough for that but they don't seem to work with your setup anymore even if i remove the "no more random dragon attacks"
Everything else is great though and i appreciate the work you put into this, I even added some of Distar Dragon animations and they work nicely.
DAMN! those animations from Distar look amazing. Would love to try them.
I'll look to see if i can get the random attacks to work with DAS (It looks that way already cause it doesn't edit any vanilla records and references the appropriate leveled list).
In the meantime, you could try unticking the ''disable vanilla dragon spawn'' in ''Enhanced dragons'' and Enabling (''Toggle'') random encounter in KS. The one on the Left side of the panel; not the boss encounters one (That's the version with the unstable script). And see if things run smoothly. And remove the ''no more random dragon attacks mod''
Thanks man! random dragon encounters seem to work fine without DAS now so im all good.
I did notice though some dragons had LODs that didn't match their custom appearance (not using GOT version) which was annoying to see so i made a couple patches for the dragon mods included in your pack and others i have so they dont use any LODs at all and just show the full dragon at any distance.
I uploaded the "NO LODS" patch for anyone that might need it and i also included the latest SG overhaul that contains the Dragon animations for you @LeoneKingzz
Hi, just started testing this out and it looks amazing! There were just 2 things I was hoping to have clarified, if you have the time of course.
First, it looks like the plugin "Dragons shout with voice - KS2 Patch.esp" has "Apocalypse - Magic of Skyrim.esp" flagged as a master. Do I need to install Apocalypse for this mod to work properly?
Second, is there possibly a way I can disable the feature where dragons fly away mid-fight to restore their health? I'm not sure which mod this is from. I couldn't find any mention of it in the mcm's, nor on the mod pages for KS2, UD, or SEDR. I really love the changes you've made overall, but slowly chipping away at a dragon's massive health bar only to have it fly off at 75% or to recover that damage again and again just seems a bit unfair... lol.
Anyways, thanks for making this available to everyone, it really is awesome!!
1st question: Hi, It's an oversight on my part. I used one of apocalypse's spells for a dragon ability. So yes, you will need apocalypse for that esp. I can edit the esp to remove that ability, and thus, remove the apocalypse master requirement.
2nd question: Ye, i get what you mean. It's an annoying feature of the KS dragon mod. Edit: Mod author suggests that this is actually a vanilla bug that is exacerbated in dragon mods due to scripting. Not sure about the details but has to do with dragons not being able to land properly. I'm looking into it some more to see if there anything i can do. I'm thinking removing passive, out-of-combat- heal for dragons might be one way to help but could have weird consequences for dragon NPC allies. Actually, we can just reduce that passive heal rate, not remove it. bingo.
Update: I uploaded an update which removes the apocalypse req. (gave the dragon another ability) and massively reduces dragon out-of-combat healing. I've also updated the recommended settings for those who want vanilla random dragon attacks. You can now chose if you want them on or off
Hello LeoneKingzz, Such an amazing work! Is it stable if I just install two mods in your package (Elemental Dragon & Alduin V.3). I already have my dragon gameplay setup.
Hi Thanks. The mods are not really independent of each other as i patched them to work as one mod. So yea, things might get unstable or just crash. There are one or two mods you can remove, but i specify them in the recommendations/setup sections.
Could you let me know which mods can be removed from your dragon mod package? I also don't want to use Ultimate Dragon because I don't want to install DAR or Nemesis.
If you don't want to use ultimate dragons then don't bother with the pack. The only mod that can be removed safely is already mentioned (No random dragon attacks). Like i said, I've patched them to work as one. You can't just pick and choose. The esps have continuous records that reference each other. They look like separate plugins but they aren't. So you're just inviting a headache if you remove one. You'll likely have ''Errors could not be resolved'' that will crash your game.
If you just want to use elemental dragons, then you'll need to load it up in SSEedit, and try to dissociate it from the other plugins (a tedious task). Like i said, I'm not a modder, just a gamer that wants to get my game they way i want. This is essentially my Dragon setup, with all mods in the list, talking to each other. If you only want one aspect, then you'll need to take on the task of modifying it. Hope this helps.
I am doing a dragon diversity integration patch to gather the new dragons of Deadly Dragons, Diverse Dragons, Elemental Dragons and Chaos Dragons. I intend to post my patch in the future, and it focuses in the Deadly Dragons Stat Editing and Spawns, together with Dragon Combat Overhaul dragon AI and mechanics.
I downloaded the changes you made, but as I don't use KS 2 nor Ultimate Dragons, so I kept the other changes. Thanks so much for the GOT Meshes and for removing the conditions that made the dragons only attack the player with their abilities. I was nearly getting a headache trying to find out how to do it.
Before posting my patch, I will patch a Chaos Dragons SSE version with a few fixes and without a few not so lore-friendly dragons.
I, however, did not like the items removal :(. I decided just to reduce their drops. But this is a matter of taste.
Once more, thanks for your time and for making those links available.
LeoneKingzz, forgive me for missing what's probably obvious, but what exactly are the installation instructions for your mod? Am I just supposed to download the "dragon mod" and the "fatigue mod" from media fire and drop the zips into vortex, add nemesis creature compatibility, update nemesis with ultimate dragons, add the latest version of SPID, and then play (you mention the creature compatibility is necessary for some of the other dragon changes, but you don't say which and I don't see them in nemesis)? I would love it if you could put this is in a simple numbered list.
I am using vortex and after importing your archives I'm getting an error saying that Alduin V1.esp and FatigueModelForDragons.esp are missing a dependency on KS Dragon Overhaul 2.esp (which is inside your dragon mod archive), and in the game I don't think I see a difference in how the dragons behave (maybe it simply didn't make it into the game because of the missing master), other than they do seem to be flying and landing more. Perhaps this means I've installed the fatigue mod correctly.
Also, at some points you talk about us making changes: "Change ultimate dragon (UD), health modifier to 1 (instead of 3). Turn off stagger resistance in both mods". Am I supposed to have an MCM menu option for this mod? Am I supposed to be separately downloading all of the mods you have in your "dragon mod" archive and then when there are conflicts overwriting them with your archive? Because I don't have any MCM menu for this or any of the other dragon mods (which I have not installed separately).
There's been hundreds of downloads and i've not received any comments about ambiguity of instructions or missing dependencies. I know it's a long read, but its quite straight-foward. Just read it patiently and follow my comments in order.
All the requirements are in bold:
You need DAR( or OAR), Nemesis, Nemesis Creature Compatibility Mod, SPID (6.6.1). Then, download the main pack (One version; Either GOT version or Vanilla; NOT BOTH).
Then, download the optional fatigue module (only if you want you). Then sort your mod list with LOOT
Finally, follow the recommended settings, to set up in mods in the MCM menus (in-game). Its not a single mod, the pack has different mods, but i specify which mod MCMs to tweak. I also specify what to exactly to tweak.
I'll consider making a numbered list, and polish it better, so it doesn't take up so much space soon. For now, i'm working on an update to further polish the AI.
Lastly, I don't use Vortex, and i think the problems with missing dependency might stem from that mod manager or you are installing incorrectly. I know MO2 can be daunting, but it is much better.
I've now read everything you wrote instead of skimming, like you asked (ok I skimmed the link addresses). Thank you for beefing up your last reply to give me more information.
Turns out I had already installed all the necessary files you mentioned in those early posts.
I now have it working.
The issues seems to have been with Vortex. Vortex could not handle your main pack being in the structure it is (or maybe it's possible for a power user, but I don't have that level of skill). It goes in, the deploy runs, and the game loads, but it won't function. In order to get it to work I had to extract your archive and then individually archive each of the sub-mods and put them in vortex separately. Not long after that and starting up the game, the MCM menus started coming in, and I went out and had my first dragon fight, and it was awesome!
Thanks again.
P.S. I hear you that using mod manager is better, however, I'm kind of deep in the game at this point, and I'm honestly not sure you can just swap mod managers mid-game like that.
My dude you are great. What you did, it seems to me, requires a lot of modding skills and patience very few people posses. I thank you for also bothering to upload this huge ass mod you made for yourself, giving us options to choose from and even going out of your way to support people. And doing these all without even having your own modpage. Maybe you should upload this to reddit or someplace so all these discussions and efforts spent on this won't go to waste if or when the modpage is deleted or something happens to your comment. I also got a question, is it compatible with Dragons Fall Down- Immersive Airborne Death mod ?
@OzanTheExa Thank you so much the kind words. It means alot. I've come such a long way - from a frustrated mod-user, to learning alot about the different aspects of modding. From editing esps or meshes/textures to full-on scripting and implementing AI Packages.
Dragons are my passion in Skyrim and i want to make them badass bosses.
I've recently hit a breakthrough in my AI implementation (today) and will be releasing a big update soon. Dragons are now dangerous in the air and can pressure you hard. Not in a cheap way, the dragon is actually attacking you (in the air) and employing skirmishing tactics. More details on release.
I'll consider what you said about posting the work somewhere reliable to preserve it, but i want to focus on finishing the mod first.
And to your question: There no need for the mod because its already implemented in this pack (Thanks to the KS Dragon mod). If you kill a dragon in the air, it will tumble down epically.
hey, I was checking my downloads and returned here hoping that this was somehow updated to be playable and stumbled upon your post. I am starting over (again) with my load order and your modpack intrigued me, but I have to ask, does it work with AE, for as far as I'm concerned Ultimate Dragons mod doesn't work with the AE. Also you mentioned "Dragons shout with voice mod" which is this if I'm correct, does your pack require Dragons Use Thu'um as well?
AE incompatibility usually stems from DLL Plugins which SKSE-based mods use. UD has a DLL plugin because of the MCM. So yeah, it won't work for you on AE. And you can't take UD out the pack unfortunately. It's linked with the other mods. That's how i make them work in true harmony (not just tolerating each other).
Besides that, everything is contained in the mod pack. All other requirements are listed in my description.
@LeoneKingzz Thank you so much for your compiled pack! This is currently the dragon mods setup I'm using in my load order. I can't thank you enough for what you've done. Kudos to you
Thanks for this LeoneKingzz, I saw your post on the KS page and it brought me here. Lucky for me I get to use your mod with all the work and a new update done. Looking forward to this and I second that if this ever gets deleted or you want more visibility maybe you should post this on Reddit. Thanks again
@LeoneKingzz Just a suggestion, you can upload an update file which only contains the updated parts/files of the mod without having to upload the whole package. The file size will be smaller than the whole package, so it will be easier and faster to download.
I personally don't have that much of a fast internet download speed, so downloading a smaller file size is more favorable for me. Thanks
I'm afraid it isn't as simple as that. Many times, i make many changes/improvements that affect most of the files. Sometime i take breaks out of frustration because i'm stuck on a problem i've been trying to solve for weeks of my life. Eventually, i come back, make a breakthrough, but can't keep track of every little change i made. So it's much less headache to just download everything as a whole.
I know its an inconvenience but i don't drop updates very frequently.
Quick question , how do you think this mod pack would mesh with Draco Evocator? The combat of my modlist is going to revolve around jumping (I.e 2v1) enemies with summons. I want to use Draco Evocator (A mod that let's dragons use summons) because I want my dragon battles to be a game of who jumps who better while the combat with the actual dragon itself remains stellar and your modpack achieves just that. Would the process of merging these 2 be as simple as making a couple edits in SSE edits or would I have to embark on a whole modding curriculum to do it myself?
if they are simple summons that are attached to shouts. Then the easiest thing to do is to delete any modifications the mod makes to NPC records, and mainly retain the SPELL, MAGIC EFFECTS, OBJECT EFFECTS, and SHOUT records (or anything that makes the summon shouts work). Then distribute them shouts with SPID to different dragons in the elemental dragons.esp LVL NPC records.
I hesitate doing this because default vanilla AI is really draft and just spams highest dmg. abilities and summon shouts. Its mainly why i use AI packages.
But honestly, i don't think you need dragons that spam summons to get satisfaction from the dragon fights. These dragons are hardcore and the summons would only be a hindrance.
i fink the earth golem is a little too strong, one shots at adept difficulty, 200 health character, 230 armor, level 22, 3000 hours, the earth dragons difficulty is very well balanced, they are tough, but the golem is too tough
I've noticed that some dragons use a special attack that spawns spikes on the ground, and sometimes touching these spikes causes my game to crash. Is there a fix for this?
im pretty sure this is a bug but the mystic dragon scale doesn't reduce my stamina it gives a constant stamina drain making me unable to sprint. when i looked at it i was really happy cause im have a mage build that needs all the magicka it can get but not being able to sprint really limits me. also i think some of the info about the scales is wrong because my aqua dragon scale also increases my enchanting skill not just water walking
268 comments
New version V.3
All 2 versions have been fixed also form should be correct now for skyrim se
Scripts folder has now scripts in it
all textures problem should have been fixed from previous version as long as meshes
Alduin power has been reduced cause some of you reported an invincible Alduin
Remember there's a patcht to make Deadly dragons compatible
Update: I managed to comb through the records (SSEedit) and remove nearly all the debilitating effects that only affect npcs. I also removed the conditions that made the dragons only attack the player with their abilities. I also removed some of the ridiculous dragons from the leveled lists like the melt dragon or dragons that cause CTDs (aka the blood and eclipse dragons), and the ones that aren't too lore friendly (Spriggan, skeletal, and Lich dragons). The skeletal dragon in labyrithian is a special case and should remain so. Whilst, dragon necromancers invalidate the story of Durnehviir. Dragons are no longer conjuration mages, they are just a boss with powerful abilities.
I use KS dragon overhaul 2 (with script fixes) and managed to use SPID to give the dragons shouts where it made sense. Along side a patch for ''Dragons shout with voice mod'', many shouts the dragons use are now voiced. It serves as great counter-play so you know when some abilities are coming. I also made a patch that bumps the starting HP of the dragon races so they are not too squishy since everyone can attack them now (6k for normal dragons, 4k for Durnehviir, 3k for the skeletal, 12k for our lord, Alduin). Trust me, it's not that much without their resistance perks that affect both npcs and dragons. Just be sure to play on normal difficulty (adept) with no modifiers. It's hard enough.
I also patched the Alduin version with the KS dragon mod. I also use Ultimate dragons which works perfectly well; there is a comp patch for KS and ultimate dragons.
Finally, i removed all the OP dragon drops (all drops from this mod), so if you're building a near vanilla game, your immersion doesn't get destroyed. To that end, also also replaced the dragons that use Alduin and Paarthurnax meshes and textures, with fitting ones from Diverse dragons collection using nifskope.
What we have is that most badass dragons i've ever seen, they are terrifying and awesome to fight. This mod was a great foundation to build off and I thank the author for that. If the author permits, I could share the files, I don't want any credit, I just want people to experience what dragons are supposed to be.
Sahloknir: '' I am Sahloknir, hear my voice and despair''
I'm gonna have to try some SSEdit, because it can somehow do the impossible. All I managed to do was get rid of the level 60 variants of weaker dragons. Creation kit really sucks.
If you guys want, I can bundle the changes I made and put them up on Mediafire. Since it seems the Mod author is MIA. Let me know. But please note, i'm not a modder, just a gamer. So please don't ask me to do something other than what I described.
You should upload this to nexus as its own mod instead of just linking to it here in the comments section of a page that hasn't seen an update in over 4 years - more people deserve to see this!
For recommended mod settings: Change ultimate dragon (UD), health modifier to 1 (instead of 3). Turn off stagger resistance in both mods (timed stagger for KS2; stagger resistance for UD). I'd recommend having a universal poise system that affects dragons aswell. For me, that is ''VIGOR - combat and injuries'' and ''Poise Stagger Animations For Vanilla''. But that's up to you and your combat mods setup.
Turn off ''dragon resistance'' perk in KS2". Also turn off ''variants'' , ''combat dialogue'', and ''dragon remains'' in KS2.
RANDOM DRAGON ATTACKS
I'd recommend also toggling off the ''random boss encounters'' as the script for that is very unstable. It's the one on the right panel in KS2 (not left panel). This mod pack comes with a mod (''No more random dragon attacks'') that disables vanilla random attacks. If you want vanilla random encounters, uninstall this particular mod after you install the mod pack. Then, toggle on the random attacks on the left panel in KS2. I'd recommend setting the chance between 10 and 20 % (I personally use 15 % so dragon attacks are not so common like a pack of flies.)
Dragons are deadly now, so if one shows up near a town randomly, people might perish. Having a mod like run for you lives or immersive citizens to tell non-warrior NPCs in run inside is a good idea.
(Ignore this statement line if you want vanilla dragon attacks ON)- If you are continuing with turning OFF all dragon random encounters, make sure you Disable '' Vanilla Dragon Spawn'' in Serio ''Enhanced Dragons'' mod.
Recommendations continued
Turn ''kill move health threshold'' to 25% in UD (So you and NPCs have fighting chance in melee if dragon is very strong). Turn fly rate in UD back to ''vanilla''. There is an injury system for dragons, so if you hurt them, they will land, but they won't stay on the ground forever (even at low health), unless it's combat tactics are more bruiser-like. Turn on ''notification'' in KS2 so it tells u when dragon is staggered or injured.
Optional recommended mods & some notes
''STAY DOWN'' (https://www.nexusmods.com/skyrimspecialedition/mods/41228) and Essentials Ragdoll on Knockdown (https://www.nexusmods.com/skyrimspecialedition/mods/24974?tab=posts). This prevents essential/protected npcs from cheesing the fights by getting up 5 secs after defeat. It makes battles have alot more stakes.
You will need healing spells or staves to revive the NPC. They can also get up on their own. Both methods (heal or wait) take longer/shorter depending on severity of damage sustained.
Alduin may also require some time to recover after the fight at the throat of the world before he flies off. It's not bugged. He is just in bleedout. If in doubt, just click on him in the console and type the '' resetAI''. And if your followers are stuck in a rag-doll state, happens rarely, just re-ragdoll them (aka FUS-RO-DAH) and they will get up.
Mods that allow you to dodge is also a good idea. TK dodge or TK Dodge RE or the The ultimate dodge mod (get the SPID Patch aswell). ''NPCs Use Potions'' is another groundbreaking mod to check out (https://www.nexusmods.com/skyrimspecialedition/mods/67489?tab=description).
Would highly recommend these two mods aswell; Immersive potions (https://www.nexusmods.com/skyrim/mods/30073) and Restoration rebalanced (https://www.nexusmods.com/skyrimspecialedition/mods/11586?tab=description). They make fights have a lot more stakes because you can't just down 50 potions and instantly heal to negate a powerful attack. I made apocalypse and mysticism patches for myself cuz of minor conflicts with the mods. If anyone wants them, i can upload.
Skyrim souls (https://www.nexusmods.com/skyrimspecialedition/mods/27859) and its patches (https://www.nexusmods.com/skyrimspecialedition/mods/68490?tab=description) and (https://www.nexusmods.com/skyrimspecialedition/mods/62126) add to this effect. Time is slowed not stopped when u access your combat inventory. This makes combat much more fast-paced and intense because you can't just stop time and down 500 potions and eat 1000 cabbages.
Super fast get-up is also good to have (https://www.nexusmods.com/skyrimspecialedition/mods/46714?tab=posts&BH=0)
Im using your entire pack right now but thinking on upgrading to the current KS Dragon v2.62.5 since it seems the issues you mentioned have been fixed, there is also a patch to integrate UD animations into KS but not sure how that compares to having the full version like in your pack.
If you want to upgrade go ahead. But i'd say the new version is still largely under development. And your upgrade won't be compatible with the rest of the mod pack.
I recently implemented Serio's enhanced dragons and repurposed some of fantastic AI packages for the dragon shouts, so dragons use shouts they don't normally use and use it well. They feel a lot more intelligent and dangerous in the air and on ground. I'm just about to upload it so might aswell use it instead (18/05/2023).
Also should UD overwrite KS or vice versa?
Response: Reviewing the records from DAS shows it's probably very compatible with the mod pack. I may need to adjust the mod so it takes into account the leveled list from the mod pack (i can upload it as a separate add-on). I'm not completely sure how the assault system works, so you can test it and see if the unique dragons spawn then feedback to me. Just keep in mind that I've transformed dragons in this mod pack into true bosses. They are very tough; not in the cheap ''kill you in one hit'' (unless you do something dumb like jump into its mouth without blocking).
I think even the vanilla Random encounters would have been enough for that but they don't seem to work with your setup anymore even if i remove the "no more random dragon attacks"
Everything else is great though and i appreciate the work you put into this, I even added some of Distar Dragon animations and they work nicely.
I'll look to see if i can get the random attacks to work with DAS (It looks that way already cause it doesn't edit any vanilla records and references the appropriate leveled list).
In the meantime, you could try unticking the ''disable vanilla dragon spawn'' in ''Enhanced dragons'' and Enabling (''Toggle'') random encounter in KS. The one on the Left side of the panel; not the boss encounters one (That's the version with the unstable script). And see if things run smoothly. And remove the ''no more random dragon attacks mod''
I did notice though some dragons had LODs that didn't match their custom appearance (not using GOT version) which was annoying to see so i made a couple patches for the dragon mods included in your pack and others i have so they dont use any LODs at all and just show the full dragon at any distance.
I uploaded the "NO LODS" patch for anyone that might need it and i also included the latest SG overhaul that contains the Dragon animations for you @LeoneKingzz
https://www.mediafire.com/file/3mnyjgx8ysov0wf/No_Lods_%2526_SG_Overhaul.rar/file
First, it looks like the plugin "Dragons shout with voice - KS2 Patch.esp" has "Apocalypse - Magic of Skyrim.esp" flagged as a master. Do I need to install Apocalypse for this mod to work properly?
Second, is there possibly a way I can disable the feature where dragons fly away mid-fight to restore their health? I'm not sure which mod this is from. I couldn't find any mention of it in the mcm's, nor on the mod pages for KS2, UD, or SEDR. I really love the changes you've made overall, but slowly chipping away at a dragon's massive health bar only to have it fly off at 75% or to recover that damage again and again just seems a bit unfair... lol.
Anyways, thanks for making this available to everyone, it really is awesome!!
2nd question: Ye, i get what you mean. It's an annoying feature of the KS dragon mod. Edit: Mod author suggests that this is actually a vanilla bug that is exacerbated in dragon mods due to scripting. Not sure about the details but has to do with dragons not being able to land properly. I'm looking into it some more to see if there anything i can do. I'm thinking removing passive, out-of-combat- heal for dragons might be one way to help but could have weird consequences for dragon NPC allies. Actually, we can just reduce that passive heal rate, not remove it. bingo.
Update: I uploaded an update which removes the apocalypse req. (gave the dragon another ability) and massively reduces dragon out-of-combat healing. I've also updated the recommended settings for those who want vanilla random dragon attacks. You can now chose if you want them on or off
Such an amazing work! Is it stable if I just install two mods in your package (Elemental Dragon & Alduin V.3). I already have my dragon gameplay setup.
If you just want to use elemental dragons, then you'll need to load it up in SSEedit, and try to dissociate it from the other plugins (a tedious task). Like i said, I'm not a modder, just a gamer that wants to get my game they way i want. This is essentially my Dragon setup, with all mods in the list, talking to each other. If you only want one aspect, then you'll need to take on the task of modifying it. Hope this helps.
I downloaded the changes you made, but as I don't use KS 2 nor Ultimate Dragons, so I kept the other changes. Thanks so much for the GOT Meshes and for removing the conditions that made the dragons only attack the player with their abilities. I was nearly getting a headache trying to find out how to do it.
Before posting my patch, I will patch a Chaos Dragons SSE version with a few fixes and without a few not so lore-friendly dragons.
I, however, did not like the items removal :(. I decided just to reduce their drops. But this is a matter of taste.
Once more, thanks for your time and for making those links available.
I am using vortex and after importing your archives I'm getting an error saying that Alduin V1.esp and FatigueModelForDragons.esp are missing a dependency on KS Dragon Overhaul 2.esp (which is inside your dragon mod archive), and in the game I don't think I see a difference in how the dragons behave (maybe it simply didn't make it into the game because of the missing master), other than they do seem to be flying and landing more. Perhaps this means I've installed the fatigue mod correctly.
Also, at some points you talk about us making changes: "Change ultimate dragon (UD), health modifier to 1 (instead of 3). Turn off stagger resistance in both mods". Am I supposed to have an MCM menu option for this mod? Am I supposed to be separately downloading all of the mods you have in your "dragon mod" archive and then when there are conflicts overwriting them with your archive? Because I don't have any MCM menu for this or any of the other dragon mods (which I have not installed separately).
All the requirements are in bold:
You need DAR( or OAR), Nemesis, Nemesis Creature Compatibility Mod, SPID (6.6.1). Then, download the main pack (One version; Either GOT version or Vanilla; NOT BOTH).
Then, download the optional fatigue module (only if you want you). Then sort your mod list with LOOT
Finally, follow the recommended settings, to set up in mods in the MCM menus (in-game). Its not a single mod, the pack has different mods, but i specify which mod MCMs to tweak. I also specify what to exactly to tweak.
I'll consider making a numbered list, and polish it better, so it doesn't take up so much space soon. For now, i'm working on an update to further polish the AI.
Lastly, I don't use Vortex, and i think the problems with missing dependency might stem from that mod manager or you are installing incorrectly. I know MO2 can be daunting, but it is much better.
Turns out I had already installed all the necessary files you mentioned in those early posts.
I now have it working.
The issues seems to have been with Vortex. Vortex could not handle your main pack being in the structure it is (or maybe it's possible for a power user, but I don't have that level of skill). It goes in, the deploy runs, and the game loads, but it won't function. In order to get it to work I had to extract your archive and then individually archive each of the sub-mods and put them in vortex separately. Not long after that and starting up the game, the MCM menus started coming in, and I went out and had my first dragon fight, and it was awesome!
Thanks again.
P.S. I hear you that using mod manager is better, however, I'm kind of deep in the game at this point, and I'm honestly not sure you can just swap mod managers mid-game like that.
Dragons are my passion in Skyrim and i want to make them badass bosses.
I've recently hit a breakthrough in my AI implementation (today) and will be releasing a big update soon. Dragons are now dangerous in the air and can pressure you hard. Not in a cheap way, the dragon is actually attacking you (in the air) and employing skirmishing tactics. More details on release.
I'll consider what you said about posting the work somewhere reliable to preserve it, but i want to focus on finishing the mod first.
And to your question: There no need for the mod because its already implemented in this pack (Thanks to the KS Dragon mod). If you kill a dragon in the air, it will tumble down epically.
I am starting over (again) with my load order and your modpack intrigued me, but I have to ask, does it work with AE, for as far as I'm concerned Ultimate Dragons mod doesn't work with the AE.
Also you mentioned "Dragons shout with voice mod" which is this if I'm correct, does your pack require Dragons Use Thu'um as well?
Besides that, everything is contained in the mod pack. All other requirements are listed in my description.
Thank you so much for your compiled pack! This is currently the dragon mods setup I'm using in my load order. I can't thank you enough for what you've done. Kudos to you
Thanks for the kind words :) . Means more than you know.
PS: New Update (21/10/23)
Just a suggestion, you can upload an update file which only contains the updated parts/files of the mod without having to upload the whole package. The file size will be smaller than the whole package, so it will be easier and faster to download.
I personally don't have that much of a fast internet download speed, so downloading a smaller file size is more favorable for me. Thanks
I'm afraid it isn't as simple as that. Many times, i make many changes/improvements that affect most of the files. Sometime i take breaks out of frustration because i'm stuck on a problem i've been trying to solve for weeks of my life. Eventually, i come back, make a breakthrough, but can't keep track of every little change i made. So it's much less headache to just download everything as a whole.
I know its an inconvenience but i don't drop updates very frequently.
Will be releasing one soon.
if they are simple summons that are attached to shouts. Then the easiest thing to do is to delete any modifications the mod makes to NPC records, and mainly retain the SPELL, MAGIC EFFECTS, OBJECT EFFECTS, and SHOUT records (or anything that makes the summon shouts work). Then distribute them shouts with SPID to different dragons in the elemental dragons.esp LVL NPC records.
I hesitate doing this because default vanilla AI is really draft and just spams highest dmg. abilities and summon shouts. Its mainly why i use AI packages.
But honestly, i don't think you need dragons that spam summons to get satisfaction from the dragon fights. These dragons are hardcore and the summons would only be a hindrance.
Also this better audio version is pretty neat!