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33 comments

  1. Zephiusthehallowed24
    Zephiusthehallowed24
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    Really s#*! mod. 

    It turns 80% of mobs you will encounter in dungeons into sponges and calls them "Legendary" but the only difference between these "legendary mobs and a normal mob is they have a huge health pool.

    What's more, they will ALWAYS insta-heal to full when near death. So 90% of your dungeon is going to be wasted kiting multiple of these atrocities.

    Further more, they drop ridiculously overpowered loot that 1.5x your damage at level 1.

    Delete this crap from your LO and thank me later.
  2. DronX
    DronX
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    • 1 kudos
    Sorry,wrong comment,removed
  3. vanderplate
    vanderplate
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    Some feedback/a report (speaking of version 1.1)

    As someone who loves to make skyrim a hell your mod is almost perfect! I already use mods like Increased enemy spawn x2, Populated Skyrim Hell edition, Genesis, High level enemies, Wildcat and play the game on legendary difficulty so with your mod adding random overpowered enemies that is just great for my taste!

    I was only experiencing balancing issues with your mod that affected other parts of the gameplay which i didn't like.

    - So your new leveled list with legendaries is great! Everybody would probably give your mod a +1 for that alone.
    - The only issue is with its loot. The rings and necklaces that the enemies drop are too powerful and just sell for a too high price
    - I encountered a total of 10 legendary enemies while i was inside bleak falls barrow and just started the game (first dungeon), so i ended with a total of 10 different necklaces/rings. Maybe the the amount of enemies got affected by my other mods but that's not something i want to complain about.
    - Almost all rings/necklaces had 3 enchantments on them with a 40% fortify effect and sold for approximately 2k per piece.
    - So after Bleak Falls dungeon i was 20k richer and got gear with multiple enchantments which are already hard to make even if your enchantment skill is level 100.
    - How did this affect the gameplay of the rest of the game? Well every other way of earning money and developing your enchantment skills just got almost pointless. I really like that fact that i normally have such a hard time to get money and good enchantments and that i have to specialize myself to be successful in it. It's exactly what is so satisfying about the game.


    Good for me that i have some little editing skills in SSEEdit that i could balance the mod for myself. Here's what i did:

    - I changed all enchantments to only 10% fortification and reduced the carry weight enchantments to only 25 point. I felt that by doing so the gear is still useful and will still be late game. It's arguable, but having 3 enchantments on only 1 ring can be better than the maximum of 2 you can do yourself in some cases. So for early and mid-game the gear is great and still usefull late game, but if you really want to get rewarding gear you should be able to really work for it yourself.
    - I reduced the sell prices to only 25% percent of the original ones. For someone like me that makes skyrim a hell it's not weird that i enter Bleack Falls Barrow being only level 1 and leave with level 10. And yes it's hard and costs a lot of effort so i do think it should be worth something. So being able to purchase Breeze Home directly after defeating the first dragon should be a fair and rewarding option. But i shouldn't be able to buy breezehome and the whole inventory of the black smith, level to my liking at some trainers, buy the only hooker of Riverwoord (Camilla) and still have 5k left (expensive woman) only after doing 1 dungeon. Anyway after editing your mod i left Bleak Falls Barrow with approximately 5k which just felt balanced. I could've bought Breezehome right after that which would be fine, but because i had to choose between different options it just felt so much more rewarding. Guess what my choice was..

    Anyway it's not exactly a feedback report because i know you maybe made this mod to be used only on vanilla Skyrim. And not on a already more difficult modded one. I also like to note that i use Ordinator, the perk system overhaul, and gain 2 perks every level. So while others might not choose to use their enchantment perk tree because of the lack of perk gains i do and i also like to do so.

    I hope this may help you and inspires you to do some balancing changes if my scenario isn't that different from the vanilla one, or to release different versions that each are balanced different (a 100%, 50% 25% version). Good luck
    1. Supremo12
      Supremo12
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      I know, it's been 4 years since this comment and you'll probably never reply, but if there is that slight probability that you will read it, I ask you the kindness if you can add your modified version so that I can download and use it. 
  4. moistnuggests
    moistnuggests
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    How common are legendary spawns supposed to be? I'm seeing a nearly 1 in 5 legendary spawn rate, the mod also doesn't seem to play well with perkus maximus, most of the enchantments don't work and it sets the value of the legendary rings/amulets to 50gp. 
  5. DJPrichard
    DJPrichard
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    As original mod author never fixed black face bug, i released quick fix. Available here: https://www.nexusmods.com/skyrimspecialedition/mods/17818
    1. DarrarkNexus
      DarrarkNexus
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      It's hidden now?
  6. pyrrhotech
    pyrrhotech
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    Is there any way we can scale the spawn rate based on difficulty level like in Fallout 4 as well?
  7. harmlessinsanity
    harmlessinsanity
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    Good mod!
  8. darroughgt
    darroughgt
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    New enchantments, additional encounters, buffs applied to generated NPCs causing higher combat difficulty? Nice
  9. xiamen
    xiamen
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    Any one noticed the army of Legendary Mudcraps roaming Tramierl?
  10. thelegg77
    thelegg77
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    Any chance of a console command or MCM menu to select a spawning percentage chance?