More Dangerous Enemies - Version 2.7
This Mod transforms the Wilderness into an intense Battle Arena. Variants of
some less common creatures, given new looks and abilities, along with many
new high-level monsters, are designed to make players use all their survival
strategies to live to see another day. With optional Combat Guide, and 50%
less spawns, 75% less spawns, and 75% less spawns w/no Netherworld Anomalies
versions.
Many of the weapons, bows, arrows, and spells are randomly selected from
leveled lists, making for a very large variety of enemies. A certain type of
monster may not seem to be hurting the player very much in one encounter, but
the next time, slices off nearly half of the health bar with one hit! Every
confrontation will be different.
Many of the enemies Skyrim has to offer are randomly generated by the game out
in the wilderness areas. This mod adds some that are used only in a quest, or
only in one location, or just very rarely, most with modifications that change
their look and/or strength. Also added are varieties of enemies that aren't in
Vanilla Skyrim, created using only the resources provided by the game. Most of
the usual creatures and enemies seen in the wild will still be encountered, but
substitutions will occur as the Random Spawn Lists have been changed. There will
be Anomalies, Assassins, Demons, Firecats, Ghosts, Hags, Mages, Mechs, Phantasms,
Priests, Rats, Shades, Shadows, Shamans, Skeletons, Sorcerers, Spectres, Spiders,
Spriggans, Trolls, Werewolves, Wisps, Wizards, Wolves, Wraith, etc.
Strange, one-way Anomalies from the Netherworld have appeared all over the
Skyrim Wilderness, unleashing floods of horrible monsters. Ghostly Lost,
Afflicted, Corrupted, and Damned Souls have been seen. Hydra's Tooth and
Boneman Skeletons, and Frost, Fire, and Storm Skeleton Mages are attacking.
There have been reports of Dragon Priests, Shadow Priests, and Hell Priests
terrorizing the countryside, including Ghosts of Frost Dragon Priests. Shamans,
Soulbringers and Shade Masters are conjuring minions from the Netherworld,
and Ancient Druid Sorcerers have appeared, summoning Hydra's Tooth Skeletons
to do their evil bidding. An army of Stealth Assassins with Invisibility
Cloaks have been sent out to hunt down the Dragonborn. The haunting, far-off
sound of a Demon Knight Shout means some living creature is being quickly
drained of health or an Undead one more slowly. Crawling, rolling, and
stomping Mechs are swarming over the landscape. Eerie Phantasms are
wandering around, searching for unwary Adventurers. Alpha Werewolves, Big
Bad Wolves, Boss Hags, Deathly Shades, Firecats, Giant Frostbite Spiders,
Headless Hag Spectres, King Rats, Master Wraith, Mournful Shades, Spriggan
Elders, Uber Trolls, and Wispmother Superiors are also wreaking havok. And
huge, otherworldly Shade Wizards are roaming about, conjuring Undead Spiders
and looking for victims.
This mod is designed for those with very high-level characters who have
tired of questing and want to play Skyrim much like a first or third-person
shooter with elements of an arena shooter, using the whole Skyrim Wilderness
for the arena.
Most of the added enemies are level 40 or 50 and the Headless Hag Spectre,
Demon Knight, Metallica, and Red Skulleton are level 60. The Shade Wizard is
level 75, but since he has no friends or allies other than the reanimated
corpses and Undead Spiders he summons, all other denizens of Skyrim will
attack him(except the level 75 Netherworld Anomaly) As no effort has been
made to level-balance the appearance of these tough cookies, and because
enemies will sometimes ambush you with no Skyrim music to warn you, you'll
need to have a really buffed-up character and be constantly on your toes if
you intend to go adventuring in the wilds!
Also, it is a good idea to keep a few saved games from before mods that
massively alter the game are activated as it is a known problem that they can
be corrupted in various ways. When starting to play a mod like this, it is
safest to use one of these "clean" saves to begin with. And as long as the mod
list is not significantly changed, games can be saved and loaded without any
problems.
Hope you have fun with it!
Instructions:
Extract MoreDangerousEnemies2_7.7z to your Skyrim install directory.
Note: If you have a previous version of More Dangerous Enemies installed,
those files will be overwritten by this extraction except for the file
FXSkeletonNecroShadeWizardScriptSW.pex(from Version 1.0), which is no longer
needed. It can be deleted from the <installdir>/Data/Scripts directory if it is
there.
The MoreDangerousEnemies.txt file will extract to the Skyrim install directory.
The MoreDangerousEnemies.esp file will extract to the <installdir>/Data
directory.
Upon starting Skyrim, ensure that the MoreDangerousEnemies.esp is active. It
shouldn't matter where it loads unless there is another active mod that alters
the random spawn lists for the Skyrim Wilderness.
Changelog:
Version 2.7
- Adds 2 new "Mech" NPCs; the highest level Dwemer Sphere("Rolling Thunder"), and the
highest level Centurian("Metallica"), adding a "Mech" Faction, which also includes the
Replicators. One Metallica spawns 1 or more Rolling Thunders at 100% Health, and another
spawns multiple Replicators at 100% and then again at 50%.
- Adds a new Skeleton Faction NPC, "Red Skulleton" - A red, ghoulish Skeleton, wielding
Flame-Related Shout, Weapons, and Spells. It even appears that Runes are moving across
his flaming body.
- Some minor adjustments have been made to Inventory, Spawn Rates, Abilities, Levels, etc.
to improve Gameplay. for instance, there is now a higher possibility that a Vanilla-Game
Battlemage will spawn.
- Since it appears that the Force Powers in this Mod have a much higher probability that
the effects will glitch and freeze the Alpha Werewolf, he is now immune to them.
- The check to not reanimate if the Actor has the "MagicNoReanimate" Keyword has been
taken out of the "Reanimate the Dead up to Level 50" Spell. Now, Skeletons, Horses,
and various other denizens of Skyrim that would "Resist" before, can now be reanimated
to fight by your side.
- A fix for a game bug that could occur if a paralyzed Actor is thrown by the "Force Pull"
Spell has been added. Now, the paralyzed Actor cannot be "grabbed" until the Paralysis
is over. What might have happened before was that the Actor could have been thrown wildly
around in the air, and may also have frozen there, unable to move or be killed.
- The "Force Push" Spell has been slightly modified, as it wasn't working quite as intended.
And since the changes were made, it has been noticed that Dual-Wielding the Spell actually
has two settings. If both hands are charged at the same exact time, the power of the Spell
is certainly greater than One-Handed, but is *less* powerful and uses slightly *more*
Magicka than charging first one hand, then after a slight delay, charging the second hand.
So, at the cost of less than a second of charge time, the power of the Dual-Wielded Spell
is noticably greater, and uses less Magicka!
- The "Reanimate the Dead Up To Level 50" Spell has been slightly changed to fix the "Release"
and "Draw/Sheath" sounds sometimes being muted.
- Some minor changes to a few of the unique spells created for this Mod's NPCs greatly improves
their responsiveness in battle. Before they would sometimes just stay in the same spot not
fighting and even taking damage without responding.
- For some odd reason, the "On Hit" sound for the Phantasm's Ice Ball Shout was playing twice,
so it has been removed.
- The Gameplay Settings listed below were changed to try to fix some of the defeated
characters disappearing right after death, with no bodies, piles, cores, bones, or parts.
After incorporating them into the Testing Mod, the problem has been seen, but very rarely.
iRemoveExcessDeadComplexCount - Changed from 3 to 25
iRemoveExcessDeadComplexTotalActorCount - Changed from 20 to 100
iRemoveExcessDeadCount - Changed from 15 to 75
iRemoveExcessDeadTotalActorCount - Changed from 20 to 100
fCheckDeadBodyTimer - Changed from 20 to 120
fRemoveExcessComplexDeadTime - Changed from 2.5 to 200
fRemoveExcessDeadTime - Changed from 10 to 300
- And the following 2 Gameplay Settings were changed to help combat the "Floating NPC"
bug and the bug where NPCs just stand and do nothing, even when getting hit in combat,
also called the "Script Lag" bug. These seem to have a higher likelyhood of occurring
in Mods that add large numbers of "Actors".
iAINumberActorsComplexScene - Changed from 20 to 100
iNumberActorsInCombatPlayer - Changed from 20 to 80
Version 2.6
- Adds two new Expert Destruction Spells called "Force Push" and "Force Pull". There are
other Mods out there that do similar things to these, but I have not seen any that are
*very* like them.
"Force Push" is similar to the third Level of the "Unrelenting Force" Shout. It "pushes"
farther, does more damage, and takes more Magicka if Dual-Cast.
"Force Pull" combines and modifies the "Telekinesis" and "Grab Actor" Archetypes with
thrown objects actually doing significant damage. Dual-Cast takes more Magicka per
second and deals more damage. The Spell also "Pulls" Actors, but only "Throws" them a
few feet if just holding them in front of you and then releasing the Spell. The real fun
is figuring out what neat tricks you *can* do that will cause environmental damage to
the Actor you are tossing around, including sometimes taking their entire health bar.
As far as I can tell, the only thing the "Grab Actor" Archetype is used for is the
"Vampiric Grip" in the "Dawnguard" DLC. If the following Global Gameplay Settings
Changes are unacceptable, then don't use "Force Pull".
fMagicGrabActorMinDistance - changed from 90 to 250("Dawnguard" sets it to 120)
fMagicGrabActorThrowForce - changed from 25 to 10("Dawnguard" sets it to 15)
Unlike "Vampiric Grip", "Force Pull" will work if God Mode is enabled. Some strange
things have been noticed in Gameplay when using "Force Pull", but "Vampiric Grip"
does the same things. Because it's so darn much fun(even though it may be kind of
overpowered), I'm still going to include it for your enjoyment. It was noticed that
if the victim "dies" from the action of "Force Pull", then an attempt to Reanimate
them is done, if they don't disintegrate, they may exhibit the same "walking in
place" bug that occurs when dying under Paralysis, or they may just stand still.
And it has been noticed that a victim of "Force Pull" may just freeze in place,
even if in the air, and then cannot be killed. And if "Force Pull is used on a
paralyzed Actor and the Actor "tumbles" a lot after being tossed, it may just go
absolutely crazy and fly all over the place. When the paralyze effect finally
wears off, the Actor will behave normally. Because the Reanimated Dead being
available to reanimated again about 25% of the time with the "Reanimate the Dead
Up To Level 50" Spell introduced in version 2.5 of this Mod seemed to increase the
number of times glitches would occur on reanimating a monster that died from the
effects of "Force Pull", that has been taken out. Many of this Mod's NPCs will
sometimes have one or both Spells to be looted.
Version 2.5
- Fixed a bug that the Netherworld Anomaly's Cloak/Drain Attack was not turning the victim
purple.
- Fixed a bug that kept the Stealth Assassin Cloak visible after death.
- Put more Potions in the Phantasm's Inventory.
- Did a little tweaking to the spawn rates of some of the monsters.
- Made all of the Mod's conjured monsters immune to paralysis.
- Removed the "Waterwalking" Ability from the Netherworld Anomaly.
- Made further changes to try and keep an NPCs "Body Effect" from being temporarily or
permanently knocked off of them (which happens in Vanilla Skyrim, as well).
- Added new NPCs "Tazer and the Firecat"(Necromancer/Daedra). Tazer is a modified
female Falmer Shaman Shadowcaster that has a Thunderbolt Spell, a random most
powerful Daedra Shock weapon and can resurrect the dead and steal Daedra like the
Shade Master. The Firecat is a partially transparent Snowy Sabre Cat that has a
ghostly pelt w/a blue fire/electrical visual, a damaging Cloak(target turns blue),
and explodes on death.
- Created two new Spell Tomes: "Command Multiple Creatures" and "Reanimate the Dead Up
To Level 50", which many of the Mod's NPCs will sometimes have to be looted.
1) "Command Multiple Creatures" is a Perk that, once learned, up to five Daedra and/or
Reanimated Dead can be controlled by the Player. To keep the Vanilla game's "Twin Souls"
Perk from interfering with this new Perk, a Condition was added to "Twin Souls" so it
won't activate if the Player has the new "Command Multiple Creatures" Perk. This should
have no effect on the operation of "Twin Souls" unless there is another Mod that modifies
it.
2) "Reanimate the Dead Up To Level 50" is a Spell that, once learned(requires Conjuration
Expert Skill), allows the Player to reanimate the Dead up to Level 50 with either hand(for
30 seconds), or both hands(for 60 seconds), and will not have the restriction of only
working on "people". This includes the scattered bones of this Mod's Skeletons and the
pieces of its destroyed Replicators. Of course, it will not work on any "Actors" that have
been flagged to not allow reanimation and all Perks that affect Duration and up to what
Level of the Dead that can be raised will still apply. When you look at the Spell Tome, it
will say you can raise the Dead up to Level 50 even though you may be able to raise ones
that are higher than Level 50, but it will display the correct duration for the one-handed
Spell, so the Tome may display a higher value than 30 seconds. To make using this Spell
more fun, about 25% of the time, the Thrall will not disintegrate upon being killed, so
will be available to be reanimated again. It was noticed that two of this Mod's monsters
that are supposed to have Magic Spells, do not use them when they are Reanimated Thralls,
the Boss Hag and the Replicator. I believe it's because the "Spells" box on the "Combat"
tab of the "Race" Property Page is not clicked on the Vanilla Races that these two are
created from. All others that have this clicked do use their Spells when reanimated. As
they will still take the heat off you in combat, I have not made them immune to Reanimation.
Note: The following are known Vanilla Skyrim Reanimation bugs:
Reanimating the corpse of an enemy killed while under the effects of paralysis will cause
the resulting Thrall to remain on the spot, unable to move, sometimes walking in place.
The fix: Open the console and target your Thrall; you should see their RefID. Do not click
on anything else. Issue the command "moveto player". Your Thrall should now stand next to
you, and will move normally. Another bug that may happen is that the reanimating Thrall
immediately dies on reanimation by a non-Player NPC. Changes were made to this Spell that
seem to have fixed, or at least, greatly reduced the frequency of this bug, as it has not
been seen in Gameplay since. And sometimes, other dead bodies that are the same kind as one
that just got hit with a Reanimation Spell, may just disappear off the ground. Also sometimes,
reanimation spells may "fail", no "Resisted" message, they just won't rise. If any of these
bugs are seen, please don't blame this new Spell. :-)
Version 2.4
- A change was made to the Replicator NPC to try and stop a strange bug where several
Replicators (and possibly another NPC as well, if it was among the group of Replicators)
would suddenly fly towards the Player at the same time. Before the change, the bug would
sometimes be seen, but not once after, so it appears to be fixed.
Version 2.3
- Reduced the Replicator's likelyhood of a ridiculous number of "replicated" Replicators,
but a large number of them is still possible.
- Added a new NPC, the "Phantasm". A faint, wispy, gliding Skeleton with Frost Attacks and a
powerful One-Handed Daedric or Ebony Frost weapon.
Version 2.2
- Added a new Invisibility Ability that lasts a short time with no visible or audible cues
except a "fade out" and "fade in" for the Stealth Assassins. When they have taken some
variable amount of damage, they will first "lose" their colored cloaks, then will fade out
completely for a short time, then fade back in.
Version 2.1
- Fixed a bug where the "Command Daedra" Spell, when used by added NPCs that could "steal"
Daedra from other conjurers, would destroy the Daedra rather than controlling it. Although
this bug was only seen in Skyrim SE with the Unofficial Skyrim SE Patch version 4.1.1 loaded,
this fix is also in the "Oldrim" version of this Mod, hopefully covering all possible
configurations where the bug might occur.
- Fixed the bugs that kept the Ancient Druid Sorcerer, Shade Master, and Lost Soulbringer from
using the "Command Daedra" Spell.
- Although it was never noticed in gameplay, took the "Command Daedra" Spell away from the
Wispmother Superior.
- Added a new NPC, the Replicator. A Spider Mech that replicates exact copies of itself
in battle.
Version 2.0
- Changed the Hell Priest Fireball and Demon Knight Ethereal Fireball Damage Effects
to be more visible and cooler-looking.
Version 1.9
- Found and fixed what was stopping some summoned monsters not using certain wielded
weapons or shouts if both the Dragonborn and Dawnguard DLCs were loaded.
Version 1.8
- One small change that doesn't affect the gameplay mainly just to keep this Old Skyrim
version number the same as MoreDangerousEnemiesSE for Skyrim SE.
Version 1.7
- Fixed problem of there often being no sound on arrow hit on Ghost Dragon Priest, Wisp,
and Master Wraith.
- Made Shade Wizard-Summoned Undead Spiders controllable with the "Command Daedra" Spell.
- Shade Master now uses a wider range of spells.
- Assigned new cool-looking projectiles to both Demon Knights.
- Unsummoned versions the Undead Spider and Wisp are now spawned.
- Reduced the Wispmother Superior's likelyhood of a ridiculous number of "cloned"
Mournful Shades, but a large number of them is still possible.
- When most of the Mod's added NPCs are not in combat or on combat alert, they may move
around as if they are looking for a fight.
- Renamed the Skeleton Mages to "Fire, Frost, and Storm Skeleton Mage".
- Renamed the Soulbringers to "Afflicted, Damned, and Lost Soulbringer".
- Renamed the Stealth Assassins to "Flame, Frost, and Shock Stealth Assassin".
- Renamed the Giant Spider with the white highlighting to "Giant Snow Frostbite Spider".
- Added lots of combat-useful Potions to all regular and summoned NPCs. The most
"visible" (ha ha) and most often used of these "seen" in combat will be the
Invisibility Potion. Some NPCs are extremely hard to see when using the potion and
some turn different cool, "ethereal" colors.
- Added a new NPC, the "Netherworld Anomaly". A "Rift" from which appears one, and often
many, random permanent monster(s) except Stealth Assassins, and several at once if
Undead Spider or Wisp. It has a Damaging Cloak/Drain Spell(turns victim purple), a
"Netherworld Reaver" Spell(hits Stamina and Magicka, slows target's speed temporarily,
and turns enemy blue), moves very slowly, disallows critical hits and staggers, enemy
to Player and all non-Undead or Supernatural humanoids, has inventory of just Soul
Gems(and possibly some of the arrows that have hit it), weakness to magic, regens
health in combat, incoming damage reduces considerably when outside its
"detect-and-attack" range and also, more monsters are likely to appear when hit from
beyond that range.
Version 1.6
- Fixed the problem of not hearing a sound when a Wispmother Superior,
Mournful Shade or Summoned Mournful Shade gets hit by an arrow.
Version 1.5
- Added new NPCs Deathly Shade(2 variants), Shade Master, Alpha Werewolf,
Demon Knight(2 variants), Summoned Wisp, and Stealth Assassin(3 variants).
- Added 2 new variants of the Shade Wizard with different Shouts and Spells.
- Sometimes the Player will be ambushed with a random added NPC(or more) with
no warning music.
- Reworked the Factions, Packages and AI Data so that the added NPCs will more
often choose to fight the Player when other possible opponents are nearby
than they did before, combatants will more often run away from, then rejoin
the fighting than they did before, and Stealth Assassins may completely
avoid being drawn into fights and, if they have caught a glimpse of the
Player, begin stalking him or her.
- Increased the resistance of most added NPCs to damage from wielded weapons,
including bows. Resistance to Magic is about the same.
- Increased the variety and strength of the one and two-handed weapons.
- Increased the variety and strength of the bows and arrows.
- Increased the movement speed and the resistance to fire of the Uber Troll.
- Gave the King Rat the ability to Regen Health in combat.
- Increased the size of the Undead Spider slightly.
- Increased the strength levels(Health, Magicka, Stamina, Skills, Perks, etc.)
of several characters, including the Hell Priest, the Giant Frostbite Spider,
the Boneman, the Mournful Shade, the Wispmother Superior, and the Shade Wizard.
- Decreased the strength of all added Summoned NPCs except Undead Spiders.
- Changed the Afflicted Soulbringer Spells to match the Afflicted Soul Poison Attack.
- Gave the Damned Soulbringer the Fireball Spell instead of Firebolt.
- Gave all the non-summoned Souls some "Brief Invisibility" Potions.
- Made the ghostly Souls slightly less transparent.
- Enhanced the Corruption Effect on the Corrupted Souls.
- Made more of the added NPCs vulnerable to being paralyzed.
- Conjurers can now "steal" the summoned Daedra of other Conjurers. The Demon Knight
can also do this even though he does not conjure his own.
- The Shade Wizard and Shade Master can re-animate dead bodies up to Level 50 for
30 seconds, including the scattered bones of Skeletons.
- The Wispmother Superior now summons Mournful Shades rather than regular Shades.
- The Mournful Shade now summons Wisps.
- The Ghost Dragon Priest now summons a Master Wraith rather than a Frost Atronach.
- Fixed the problem of the Ghost Dragon Priest not using the Conjure Spell.
- Removed the two little red dots showing on the ground underneath the Soulbringers
and reinstated the red highlights on the Damned Soulbringer.
- Hopefully completely fixed the problem of sometimes not hearing a sound when an
added NPC gets hit by an arrow.
- Fixed the problem of some added NPCs not coming out of being paralyzed.
- Removed the annoying "hissing" noise the Undead Spiders were making.
Version 1.4
- Added Ancient Druid Sorcerer, Headless Hag Spectre, Summoned Hydra's Tooth
Skeleton(2 variants), and Hydra's Tooth Skeleton(two-handed melee) NPCs.
- Disallowed any added NPCs going to one knee when health is very low.
- Changed Hell Priest attacks to more "red-themed".
- Removed Wild Mammoth from the altered random spawn lists.
- Doubled enemy spawns by placing duplicates of the game's Leveled Actor List
entries in the Wilderness World Space Cells using the exact same spawn points.
This should not interfere with any mod that places objects in the World Space,
unless they use the same spawn points the game uses for the Leveled Actors.
- Made some Faction changes so that there would be more "teaming up" rather
than nearly everyone fighting everyone else.
Version 1.3
- I believe I have finally stamped out a nasty bug that would get into saved
games, resulting in sometimes spawning NPCs frozen in a standing pose.
This was caused by modifying the following "Leveled Character" lists:
LCharAmbientCreatures, LCharAmbientCreaturesSnow, LCharAnimalCanyonPredator,
LCharAnimalCanyonPrey, LCharAnimalCoastSnowPredator, LCharAnimalCoastSnowPrey,
LCharAnimalForest, LCharAnimalForestPredator, LCharAnimalForestPrey,
LCharAnimalForestSnowPredator, LCharAnimalHills, LCharAnimalMarshPredator,
LCharAnimalMarshPrey, LCharAnimalMountainSnowPredator, LCharAnimalMountainSnowPrey,
LCharAnimalPlains, LCharAnimalPlainsPredator, LCharAnimalPlainsPrey,
LCharAnimalSnowFields, LCharDeer, and LCharMudcrab. Instead of modifying
these entries, the following entries were modified: LvlAmbientCreatures,
LvlAmbientCreaturesSnow, LvlAnimalCanyonPredator, LvlAnimalCanyonPrey,
LvlAnimalCoastSnowPredator, LvlAnimalForestPredator, LvlAnimalForestPrey,
LvlAnimalForestSnowPredator, LvlAnimalHillsPredator, LvlAnimalMarshPredator,
LvlAnimalMarshPrey, LvlAnimalMountainSnowPredator, LvlAnimalMountainSnowPrey,
LvlAnimalPlainsPredator, LvlAnimalPlainsPrey, LvlAnimalSnowFields, LvlDeer,
and LvlMudcrab.
Version 1.2
- Nearly eliminated or masked the most noticable occurrences of a visual
effect being temporarily knocked off of some of the added NPCs when they
are hit by magic. The Boneman has this masked by a new "being hit" visual
effect.
- Other changes to Boneman: added bow to inventory; eye effect much more red;
leaves bones when he dies.
- Took away eye glow for Storm Skeleton Mage and gave Fire Skeleton Mage
red glowing eyes. Frost Skeleton Mage eyes unchanged.
- Made Afflicted Soul's swirly green effect constantly damaging.
- Made Afflicted, Damned, Corrupted, and Lost Souls more transparent.
- Made Ghost Dragon Priest more transparent.
- Increased occurrences of some enemies by substituting them for some Mudcrabs
and Deer. This was done by modifying the following "Leveled Character"
lists: LCharMudcrab and LCharDeer.
- Changed the name of the "Dragon's Tooth" Skeleton to "Hydra's Tooth".
- Modified "Leveled Lists" LvlAmbientCreatures and LvlAmbientCreaturesSnow to
eliminate an overabundance of Fox and Snow Fox spawns.
- Gave Shadow Priests more "shadow".
Version 1.1
- Added Big Bad Wolf, Boneman, Hell Priest, King Rat, Soulbringer(3 variants),
Uber Troll, and Undead Spider NPCs.
- Improved loot drops of dead enemies.
- Eliminated need for the FXSkeletonNecroShadeWizardScriptSW.pex script from
Version 1.0.
- Made changes to get some NPCs to use all of their spells.
- Fixed a visual effect sometimes getting permanently knocked off an NPC when
he is hit.
- Fixed a few incorrect "More Dangerous Enemies" NPC death effects, like Ghosts
leaving bodies or Ash Piles, or an NPC leaving two Ash Piles.
- Modified the following game settings to increase spawns:
iHoursToClearCorpses - Set to 8(was 24), iHoursToRespawnCell - Set to 8
(was 240), iHoursToRespawnCellCleared - Set to 8(was 720).
- Made tweaks to some NPCs(Stats, Spells, etc.) to improve look and/or
gameplay.
Version 1.0
- Added Boss Hag, Afflicted Soul, Corrupted Soul(2 variants), Damned Soul
(2 variants), Lost Soul(2 variants), Dragon's Tooth Skeleton, Ghost Dragon
Priest, Master Wraith, Mournful Shade, Shade Wizard, Shadow Priest(3 variants),
Skeleton Mage(3 variants), Spriggan Elder, and Wispmother Superior NPCs.
- Modified the following "Leveled Character" lists:
LCharAmbientCreatures, LCharAmbientCreaturesSnow, LCharAnimalCanyonPredator,
LCharAnimalCanyonPrey, LCharAnimalCoastSnowPredator, LCharAnimalCoastSnowPrey,
LCharAnimalForest, LCharAnimalForestPredator, LCharAnimalForestPrey,
LCharAnimalForestSnowPredator, LCharAnimalHills, LCharAnimalMarshPredator,
LCharAnimalMarshPrey, LCharAnimalMountainSnowPredator, LCharAnimalMountainSnowPrey,
LCharAnimalPlains, LCharAnimalPlainsPredator, LCharAnimalPlainsPrey,
LCharAnimalSnowFields to place the added NPCs into the Skyrim Wilderness.
My Other Skyrim Mods:
Bullseye Perk Paralyze Bug Fix - [url=http://www.nexusmods.com/skyrim/mods/61363/]http://www.nexusmods.com/skyrim/mods/61363/
[/url]No Dragons - [url=http://www.nexusmods.com/skyrim/mods/61147/]http://www.nexusmods.com/skyrim/mods/61147/
[/url]SlowTimeShoutTweaks - [url=http://www.nexusmods.com/skyrim/mods/39754/]http://www.nexusmods.com/skyrim/mods/39754/
[/url]New Slow Time Shout Visual - [url=http://www.nexusmods.com/skyrim/mods/39754/]h[/url][url=http://www.nexusmods.com/skyrim/mods/39748/]ttp://www.nexusmods.com/skyrim/mods/39748/
[/url]AllLocationsReset - [url=http://www.nexusmods.com/skyrim/mods/39111/]http://www.nexusmods.com/skyrim/mods/39111/
[/url]New Become Ethereal Shout Visual - [url=http://www.nexusmods.com/skyrim/mods/84144/]http://www.nexusmods.com/skyrim/mods/84144/
[/url]No More Sinking To A Knee On Low Health - [url=http://www.nexusmods.com/skyrim/mods/87121/]http://www.nexusmods.com/skyrim/mods/87121/[/url]
Walking-In-Place Paralyze/Reanimation Bug Fix - [url=https://www.nexusmods.com/skyrim/mods/96865/]https://www.nexusmods.com/skyrim/mods/96865/[/url]
My Skyrim SE Mods
No More Sinking To A Knee On Low Health - [url=http://www.nexusmods.com/skyrimspecialedition/mods/12640/]http://www.nexusmods.com/skyrimspecialedition/mods/12640/[/url]
New Become Ethereal Shout Visual - [url=http://www.nexusmods.com/skyrimspecialedition/mods/10087/]http://www.nexusmods.com/skyrimspecialedition/mods/10087/[/url]
Bullseye Perk Paralyze Bug Fix - [url=http://www.nexusmods.com/skyrimspecialedition/mods/9783/]http://www.nexusmods.com/skyrimspecialedition/mods/9783/[/url]
No Dragons - [url=http://www.nexusmods.com/skyrimspecialedition/mods/9782/]http://www.nexusmods.com/skyrimspecialedition/mods/9782/[/url]
New Slow Time Shout Visual - [url=http://www.nexusmods.com/skyrimspecialedition/mods/9779/]http://www.nexusmods.com/skyrimspecialedition/mods/9779/[/url]
All Locations Reset - [url=http://www.nexusmods.com/skyrimspecialedition/mods/9778/]http://www.nexusmods.com/skyrimspecialedition/mods/9778/[/url][url=http://www.nexusmods.com/skyrimspecialedition/mods/9778/]
[/url]Slow Time Shout Tweaks - [url=http://www.nexusmods.com/skyrimspecialedition/mods/9780/]http://www.nexusmods.com/skyrimspecialedition/mods/9780/[/url]
More Dangerous Enemies - [url=http://www.nexusmods.com/skyrimspecialedition/mods/9781/]http://www.nexusmods.com/skyrimspecialedition/mods/9781/[/url]
Walking-In-Place Paralyze/Reanimation Bug Fix - [url=https://www.nexusmods.com/skyrimspecialedition/mods/24358/]https://www.nexusmods.com/skyrimspecialedition/mods/24358/[/url]
This Mod transforms the Wilderness into an intense Battle Arena. Variants of
some less common creatures, given new looks and abilities, along with many
new high-level monsters, are designed to make players use all their survival
strategies to live to see another day. With optional Combat Guide, and 50%
less spawns, 75% less spawns, and 75% less spawns w/no Netherworld Anomalies
versions.
Many of the weapons, bows, arrows, and spells are randomly selected from
leveled lists, making for a very large variety of enemies. A certain type of
monster may not seem to be hurting the player very much in one encounter, but
the next time, slices off nearly half of the health bar with one hit! Every
confrontation will be different.
Many of the enemies Skyrim has to offer are randomly generated by the game out
in the wilderness areas. This mod adds some that are used only in a quest, or
only in one location, or just very rarely, most with modifications that change
their look and/or strength. Also added are varieties of enemies that aren't in
Vanilla Skyrim, created using only the resources provided by the game. Most of
the usual creatures and enemies seen in the wild will still be encountered, but
substitutions will occur as the Random Spawn Lists have been changed. There will
be Anomalies, Assassins, Demons, Firecats, Ghosts, Hags, Mages, Mechs, Phantasms,
Priests, Rats, Shades, Shadows, Shamans, Skeletons, Sorcerers, Spectres, Spiders,
Spriggans, Trolls, Werewolves, Wisps, Wizards, Wolves, Wraith, etc.
Strange, one-way Anomalies from the Netherworld have appeared all over the
Skyrim Wilderness, unleashing floods of horrible monsters. Ghostly Lost,
Afflicted, Corrupted, and Damned Souls have been seen. Hydra's Tooth and
Boneman Skeletons, and Frost, Fire, and Storm Skeleton Mages are attacking.
There have been reports of Dragon Priests, Shadow Priests, and Hell Priests
terrorizing the countryside, including Ghosts of Frost Dragon Priests. Shamans,
Soulbringers and Shade Masters are conjuring minions from the Netherworld,
and Ancient Druid Sorcerers have appeared, summoning Hydra's Tooth Skeletons
to do their evil bidding. An army of Stealth Assassins with Invisibility
Cloaks have been sent out to hunt down the Dragonborn. The haunting, far-off
sound of a Demon Knight Shout means some living creature is being quickly
drained of health or an Undead one more slowly. Crawling, rolling, and
stomping Mechs are swarming over the landscape. Eerie Phantasms are
wandering around, searching for unwary Adventurers. Alpha Werewolves, Big
Bad Wolves, Boss Hags, Deathly Shades, Firecats, Giant Frostbite Spiders,
Headless Hag Spectres, King Rats, Master Wraith, Mournful Shades, Spriggan
Elders, Uber Trolls, and Wispmother Superiors are also wreaking havok. And
huge, otherworldly Shade Wizards are roaming about, conjuring Undead Spiders
and looking for victims.
This mod is designed for those with very high-level characters who have
tired of questing and want to play Skyrim much like a first or third-person
shooter with elements of an arena shooter, using the whole Skyrim Wilderness
for the arena.
Most of the added enemies are level 40 or 50 and the Headless Hag Spectre,
Demon Knight, Metallica, and Red Skulleton are level 60. The Shade Wizard is
level 75, but since he has no friends or allies other than the reanimated
corpses and Undead Spiders he summons, all other denizens of Skyrim will
attack him(except the level 75 Netherworld Anomaly) As no effort has been
made to level-balance the appearance of these tough cookies, and because
enemies will sometimes ambush you with no Skyrim music to warn you, you'll
need to have a really buffed-up character and be constantly on your toes if
you intend to go adventuring in the wilds!
Also, it is a good idea to keep a few saved games from before mods that
massively alter the game are activated as it is a known problem that they can
be corrupted in various ways. When starting to play a mod like this, it is
safest to use one of these "clean" saves to begin with. And as long as the mod
list is not significantly changed, games can be saved and loaded without any
problems.
Hope you have fun with it!
Instructions:
Extract MoreDangerousEnemies2_7.7z to your Skyrim install directory.
Note: If you have a previous version of More Dangerous Enemies installed,
those files will be overwritten by this extraction except for the file
FXSkeletonNecroShadeWizardScriptSW.pex(from Version 1.0), which is no longer
needed. It can be deleted from the <installdir>/Data/Scripts directory if it is
there.
The MoreDangerousEnemies.txt file will extract to the Skyrim install directory.
The MoreDangerousEnemies.esp file will extract to the <installdir>/Data
directory.
Upon starting Skyrim, ensure that the MoreDangerousEnemies.esp is active. It
shouldn't matter where it loads unless there is another active mod that alters
the random spawn lists for the Skyrim Wilderness.
Changelog:
Version 2.7
- Adds 2 new "Mech" NPCs; the highest level Dwemer Sphere("Rolling Thunder"), and the
highest level Centurian("Metallica"), adding a "Mech" Faction, which also includes the
Replicators. One Metallica spawns 1 or more Rolling Thunders at 100% Health, and another
spawns multiple Replicators at 100% and then again at 50%.
- Adds a new Skeleton Faction NPC, "Red Skulleton" - A red, ghoulish Skeleton, wielding
Flame-Related Shout, Weapons, and Spells. It even appears that Runes are moving across
his flaming body.
- Some minor adjustments have been made to Inventory, Spawn Rates, Abilities, Levels, etc.
to improve Gameplay. for instance, there is now a higher possibility that a Vanilla-Game
Battlemage will spawn.
- Since it appears that the Force Powers in this Mod have a much higher probability that
the effects will glitch and freeze the Alpha Werewolf, he is now immune to them.
- The check to not reanimate if the Actor has the "MagicNoReanimate" Keyword has been
taken out of the "Reanimate the Dead up to Level 50" Spell. Now, Skeletons, Horses,
and various other denizens of Skyrim that would "Resist" before, can now be reanimated
to fight by your side.
- A fix for a game bug that could occur if a paralyzed Actor is thrown by the "Force Pull"
Spell has been added. Now, the paralyzed Actor cannot be "grabbed" until the Paralysis
is over. What might have happened before was that the Actor could have been thrown wildly
around in the air, and may also have frozen there, unable to move or be killed.
- The "Force Push" Spell has been slightly modified, as it wasn't working quite as intended.
And since the changes were made, it has been noticed that Dual-Wielding the Spell actually
has two settings. If both hands are charged at the same exact time, the power of the Spell
is certainly greater than One-Handed, but is *less* powerful and uses slightly *more*
Magicka than charging first one hand, then after a slight delay, charging the second hand.
So, at the cost of less than a second of charge time, the power of the Dual-Wielded Spell
is noticably greater, and uses less Magicka!
- The "Reanimate the Dead Up To Level 50" Spell has been slightly changed to fix the "Release"
and "Draw/Sheath" sounds sometimes being muted.
- Some minor changes to a few of the unique spells created for this Mod's NPCs greatly improves
their responsiveness in battle. Before they would sometimes just stay in the same spot not
fighting and even taking damage without responding.
- For some odd reason, the "On Hit" sound for the Phantasm's Ice Ball Shout was playing twice,
so it has been removed.
- The Gameplay Settings listed below were changed to try to fix some of the defeated
characters disappearing right after death, with no bodies, piles, cores, bones, or parts.
After incorporating them into the Testing Mod, the problem has been seen, but very rarely.
iRemoveExcessDeadComplexCount - Changed from 3 to 25
iRemoveExcessDeadComplexTotalActorCount - Changed from 20 to 100
iRemoveExcessDeadCount - Changed from 15 to 75
iRemoveExcessDeadTotalActorCount - Changed from 20 to 100
fCheckDeadBodyTimer - Changed from 20 to 120
fRemoveExcessComplexDeadTime - Changed from 2.5 to 200
fRemoveExcessDeadTime - Changed from 10 to 300
- And the following 2 Gameplay Settings were changed to help combat the "Floating NPC"
bug and the bug where NPCs just stand and do nothing, even when getting hit in combat,
also called the "Script Lag" bug. These seem to have a higher likelyhood of occurring
in Mods that add large numbers of "Actors".
iAINumberActorsComplexScene - Changed from 20 to 100
iNumberActorsInCombatPlayer - Changed from 20 to 80
Version 2.6
- Adds two new Expert Destruction Spells called "Force Push" and "Force Pull". There are
other Mods out there that do similar things to these, but I have not seen any that are
*very* like them.
"Force Push" is similar to the third Level of the "Unrelenting Force" Shout. It "pushes"
farther, does more damage, and takes more Magicka if Dual-Cast.
"Force Pull" combines and modifies the "Telekinesis" and "Grab Actor" Archetypes with
thrown objects actually doing significant damage. Dual-Cast takes more Magicka per
second and deals more damage. The Spell also "Pulls" Actors, but only "Throws" them a
few feet if just holding them in front of you and then releasing the Spell. The real fun
is figuring out what neat tricks you *can* do that will cause environmental damage to
the Actor you are tossing around, including sometimes taking their entire health bar.
As far as I can tell, the only thing the "Grab Actor" Archetype is used for is the
"Vampiric Grip" in the "Dawnguard" DLC. If the following Global Gameplay Settings
Changes are unacceptable, then don't use "Force Pull".
fMagicGrabActorMinDistance - changed from 90 to 250("Dawnguard" sets it to 120)
fMagicGrabActorThrowForce - changed from 25 to 10("Dawnguard" sets it to 15)
Unlike "Vampiric Grip", "Force Pull" will work if God Mode is enabled. Some strange
things have been noticed in Gameplay when using "Force Pull", but "Vampiric Grip"
does the same things. Because it's so darn much fun(even though it may be kind of
overpowered), I'm still going to include it for your enjoyment. It was noticed that
if the victim "dies" from the action of "Force Pull", then an attempt to Reanimate
them is done, if they don't disintegrate, they may exhibit the same "walking in
place" bug that occurs when dying under Paralysis, or they may just stand still.
And it has been noticed that a victim of "Force Pull" may just freeze in place,
even if in the air, and then cannot be killed. And if "Force Pull is used on a
paralyzed Actor and the Actor "tumbles" a lot after being tossed, it may just go
absolutely crazy and fly all over the place. When the paralyze effect finally
wears off, the Actor will behave normally. Because the Reanimated Dead being
available to reanimated again about 25% of the time with the "Reanimate the Dead
Up To Level 50" Spell introduced in version 2.5 of this Mod seemed to increase the
number of times glitches would occur on reanimating a monster that died from the
effects of "Force Pull", that has been taken out. Many of this Mod's NPCs will
sometimes have one or both Spells to be looted.
Version 2.5
- Fixed a bug that the Netherworld Anomaly's Cloak/Drain Attack was not turning the victim
purple.
- Fixed a bug that kept the Stealth Assassin Cloak visible after death.
- Put more Potions in the Phantasm's Inventory.
- Did a little tweaking to the spawn rates of some of the monsters.
- Made all of the Mod's conjured monsters immune to paralysis.
- Removed the "Waterwalking" Ability from the Netherworld Anomaly.
- Made further changes to try and keep an NPCs "Body Effect" from being temporarily or
permanently knocked off of them (which happens in Vanilla Skyrim, as well).
- Added new NPCs "Tazer and the Firecat"(Necromancer/Daedra). Tazer is a modified
female Falmer Shaman Shadowcaster that has a Thunderbolt Spell, a random most
powerful Daedra Shock weapon and can resurrect the dead and steal Daedra like the
Shade Master. The Firecat is a partially transparent Snowy Sabre Cat that has a
ghostly pelt w/a blue fire/electrical visual, a damaging Cloak(target turns blue),
and explodes on death.
- Created two new Spell Tomes: "Command Multiple Creatures" and "Reanimate the Dead Up
To Level 50", which many of the Mod's NPCs will sometimes have to be looted.
1) "Command Multiple Creatures" is a Perk that, once learned, up to five Daedra and/or
Reanimated Dead can be controlled by the Player. To keep the Vanilla game's "Twin Souls"
Perk from interfering with this new Perk, a Condition was added to "Twin Souls" so it
won't activate if the Player has the new "Command Multiple Creatures" Perk. This should
have no effect on the operation of "Twin Souls" unless there is another Mod that modifies
it.
2) "Reanimate the Dead Up To Level 50" is a Spell that, once learned(requires Conjuration
Expert Skill), allows the Player to reanimate the Dead up to Level 50 with either hand(for
30 seconds), or both hands(for 60 seconds), and will not have the restriction of only
working on "people". This includes the scattered bones of this Mod's Skeletons and the
pieces of its destroyed Replicators. Of course, it will not work on any "Actors" that have
been flagged to not allow reanimation and all Perks that affect Duration and up to what
Level of the Dead that can be raised will still apply. When you look at the Spell Tome, it
will say you can raise the Dead up to Level 50 even though you may be able to raise ones
that are higher than Level 50, but it will display the correct duration for the one-handed
Spell, so the Tome may display a higher value than 30 seconds. To make using this Spell
more fun, about 25% of the time, the Thrall will not disintegrate upon being killed, so
will be available to be reanimated again. It was noticed that two of this Mod's monsters
that are supposed to have Magic Spells, do not use them when they are Reanimated Thralls,
the Boss Hag and the Replicator. I believe it's because the "Spells" box on the "Combat"
tab of the "Race" Property Page is not clicked on the Vanilla Races that these two are
created from. All others that have this clicked do use their Spells when reanimated. As
they will still take the heat off you in combat, I have not made them immune to Reanimation.
Note: The following are known Vanilla Skyrim Reanimation bugs:
Reanimating the corpse of an enemy killed while under the effects of paralysis will cause
the resulting Thrall to remain on the spot, unable to move, sometimes walking in place.
The fix: Open the console and target your Thrall; you should see their RefID. Do not click
on anything else. Issue the command "moveto player". Your Thrall should now stand next to
you, and will move normally. Another bug that may happen is that the reanimating Thrall
immediately dies on reanimation by a non-Player NPC. Changes were made to this Spell that
seem to have fixed, or at least, greatly reduced the frequency of this bug, as it has not
been seen in Gameplay since. And sometimes, other dead bodies that are the same kind as one
that just got hit with a Reanimation Spell, may just disappear off the ground. Also sometimes,
reanimation spells may "fail", no "Resisted" message, they just won't rise. If any of these
bugs are seen, please don't blame this new Spell. :-)
Version 2.4
- A change was made to the Replicator NPC to try and stop a strange bug where several
Replicators (and possibly another NPC as well, if it was among the group of Replicators)
would suddenly fly towards the Player at the same time. Before the change, the bug would
sometimes be seen, but not once after, so it appears to be fixed.
Version 2.3
- Reduced the Replicator's likelyhood of a ridiculous number of "replicated" Replicators,
but a large number of them is still possible.
- Added a new NPC, the "Phantasm". A faint, wispy, gliding Skeleton with Frost Attacks and a
powerful One-Handed Daedric or Ebony Frost weapon.
Version 2.2
- Added a new Invisibility Ability that lasts a short time with no visible or audible cues
except a "fade out" and "fade in" for the Stealth Assassins. When they have taken some
variable amount of damage, they will first "lose" their colored cloaks, then will fade out
completely for a short time, then fade back in.
Version 2.1
- Fixed a bug where the "Command Daedra" Spell, when used by added NPCs that could "steal"
Daedra from other conjurers, would destroy the Daedra rather than controlling it. Although
this bug was only seen in Skyrim SE with the Unofficial Skyrim SE Patch version 4.1.1 loaded,
this fix is also in the "Oldrim" version of this Mod, hopefully covering all possible
configurations where the bug might occur.
- Fixed the bugs that kept the Ancient Druid Sorcerer, Shade Master, and Lost Soulbringer from
using the "Command Daedra" Spell.
- Although it was never noticed in gameplay, took the "Command Daedra" Spell away from the
Wispmother Superior.
- Added a new NPC, the Replicator. A Spider Mech that replicates exact copies of itself
in battle.
Version 2.0
- Changed the Hell Priest Fireball and Demon Knight Ethereal Fireball Damage Effects
to be more visible and cooler-looking.
Version 1.9
- Found and fixed what was stopping some summoned monsters not using certain wielded
weapons or shouts if both the Dragonborn and Dawnguard DLCs were loaded.
Version 1.8
- One small change that doesn't affect the gameplay mainly just to keep this Old Skyrim
version number the same as MoreDangerousEnemiesSE for Skyrim SE.
Version 1.7
- Fixed problem of there often being no sound on arrow hit on Ghost Dragon Priest, Wisp,
and Master Wraith.
- Made Shade Wizard-Summoned Undead Spiders controllable with the "Command Daedra" Spell.
- Shade Master now uses a wider range of spells.
- Assigned new cool-looking projectiles to both Demon Knights.
- Unsummoned versions the Undead Spider and Wisp are now spawned.
- Reduced the Wispmother Superior's likelyhood of a ridiculous number of "cloned"
Mournful Shades, but a large number of them is still possible.
- When most of the Mod's added NPCs are not in combat or on combat alert, they may move
around as if they are looking for a fight.
- Renamed the Skeleton Mages to "Fire, Frost, and Storm Skeleton Mage".
- Renamed the Soulbringers to "Afflicted, Damned, and Lost Soulbringer".
- Renamed the Stealth Assassins to "Flame, Frost, and Shock Stealth Assassin".
- Renamed the Giant Spider with the white highlighting to "Giant Snow Frostbite Spider".
- Added lots of combat-useful Potions to all regular and summoned NPCs. The most
"visible" (ha ha) and most often used of these "seen" in combat will be the
Invisibility Potion. Some NPCs are extremely hard to see when using the potion and
some turn different cool, "ethereal" colors.
- Added a new NPC, the "Netherworld Anomaly". A "Rift" from which appears one, and often
many, random permanent monster(s) except Stealth Assassins, and several at once if
Undead Spider or Wisp. It has a Damaging Cloak/Drain Spell(turns victim purple), a
"Netherworld Reaver" Spell(hits Stamina and Magicka, slows target's speed temporarily,
and turns enemy blue), moves very slowly, disallows critical hits and staggers, enemy
to Player and all non-Undead or Supernatural humanoids, has inventory of just Soul
Gems(and possibly some of the arrows that have hit it), weakness to magic, regens
health in combat, incoming damage reduces considerably when outside its
"detect-and-attack" range and also, more monsters are likely to appear when hit from
beyond that range.
Version 1.6
- Fixed the problem of not hearing a sound when a Wispmother Superior,
Mournful Shade or Summoned Mournful Shade gets hit by an arrow.
Version 1.5
- Added new NPCs Deathly Shade(2 variants), Shade Master, Alpha Werewolf,
Demon Knight(2 variants), Summoned Wisp, and Stealth Assassin(3 variants).
- Added 2 new variants of the Shade Wizard with different Shouts and Spells.
- Sometimes the Player will be ambushed with a random added NPC(or more) with
no warning music.
- Reworked the Factions, Packages and AI Data so that the added NPCs will more
often choose to fight the Player when other possible opponents are nearby
than they did before, combatants will more often run away from, then rejoin
the fighting than they did before, and Stealth Assassins may completely
avoid being drawn into fights and, if they have caught a glimpse of the
Player, begin stalking him or her.
- Increased the resistance of most added NPCs to damage from wielded weapons,
including bows. Resistance to Magic is about the same.
- Increased the variety and strength of the one and two-handed weapons.
- Increased the variety and strength of the bows and arrows.
- Increased the movement speed and the resistance to fire of the Uber Troll.
- Gave the King Rat the ability to Regen Health in combat.
- Increased the size of the Undead Spider slightly.
- Increased the strength levels(Health, Magicka, Stamina, Skills, Perks, etc.)
of several characters, including the Hell Priest, the Giant Frostbite Spider,
the Boneman, the Mournful Shade, the Wispmother Superior, and the Shade Wizard.
- Decreased the strength of all added Summoned NPCs except Undead Spiders.
- Changed the Afflicted Soulbringer Spells to match the Afflicted Soul Poison Attack.
- Gave the Damned Soulbringer the Fireball Spell instead of Firebolt.
- Gave all the non-summoned Souls some "Brief Invisibility" Potions.
- Made the ghostly Souls slightly less transparent.
- Enhanced the Corruption Effect on the Corrupted Souls.
- Made more of the added NPCs vulnerable to being paralyzed.
- Conjurers can now "steal" the summoned Daedra of other Conjurers. The Demon Knight
can also do this even though he does not conjure his own.
- The Shade Wizard and Shade Master can re-animate dead bodies up to Level 50 for
30 seconds, including the scattered bones of Skeletons.
- The Wispmother Superior now summons Mournful Shades rather than regular Shades.
- The Mournful Shade now summons Wisps.
- The Ghost Dragon Priest now summons a Master Wraith rather than a Frost Atronach.
- Fixed the problem of the Ghost Dragon Priest not using the Conjure Spell.
- Removed the two little red dots showing on the ground underneath the Soulbringers
and reinstated the red highlights on the Damned Soulbringer.
- Hopefully completely fixed the problem of sometimes not hearing a sound when an
added NPC gets hit by an arrow.
- Fixed the problem of some added NPCs not coming out of being paralyzed.
- Removed the annoying "hissing" noise the Undead Spiders were making.
Version 1.4
- Added Ancient Druid Sorcerer, Headless Hag Spectre, Summoned Hydra's Tooth
Skeleton(2 variants), and Hydra's Tooth Skeleton(two-handed melee) NPCs.
- Disallowed any added NPCs going to one knee when health is very low.
- Changed Hell Priest attacks to more "red-themed".
- Removed Wild Mammoth from the altered random spawn lists.
- Doubled enemy spawns by placing duplicates of the game's Leveled Actor List
entries in the Wilderness World Space Cells using the exact same spawn points.
This should not interfere with any mod that places objects in the World Space,
unless they use the same spawn points the game uses for the Leveled Actors.
- Made some Faction changes so that there would be more "teaming up" rather
than nearly everyone fighting everyone else.
Version 1.3
- I believe I have finally stamped out a nasty bug that would get into saved
games, resulting in sometimes spawning NPCs frozen in a standing pose.
This was caused by modifying the following "Leveled Character" lists:
LCharAmbientCreatures, LCharAmbientCreaturesSnow, LCharAnimalCanyonPredator,
LCharAnimalCanyonPrey, LCharAnimalCoastSnowPredator, LCharAnimalCoastSnowPrey,
LCharAnimalForest, LCharAnimalForestPredator, LCharAnimalForestPrey,
LCharAnimalForestSnowPredator, LCharAnimalHills, LCharAnimalMarshPredator,
LCharAnimalMarshPrey, LCharAnimalMountainSnowPredator, LCharAnimalMountainSnowPrey,
LCharAnimalPlains, LCharAnimalPlainsPredator, LCharAnimalPlainsPrey,
LCharAnimalSnowFields, LCharDeer, and LCharMudcrab. Instead of modifying
these entries, the following entries were modified: LvlAmbientCreatures,
LvlAmbientCreaturesSnow, LvlAnimalCanyonPredator, LvlAnimalCanyonPrey,
LvlAnimalCoastSnowPredator, LvlAnimalForestPredator, LvlAnimalForestPrey,
LvlAnimalForestSnowPredator, LvlAnimalHillsPredator, LvlAnimalMarshPredator,
LvlAnimalMarshPrey, LvlAnimalMountainSnowPredator, LvlAnimalMountainSnowPrey,
LvlAnimalPlainsPredator, LvlAnimalPlainsPrey, LvlAnimalSnowFields, LvlDeer,
and LvlMudcrab.
Version 1.2
- Nearly eliminated or masked the most noticable occurrences of a visual
effect being temporarily knocked off of some of the added NPCs when they
are hit by magic. The Boneman has this masked by a new "being hit" visual
effect.
- Other changes to Boneman: added bow to inventory; eye effect much more red;
leaves bones when he dies.
- Took away eye glow for Storm Skeleton Mage and gave Fire Skeleton Mage
red glowing eyes. Frost Skeleton Mage eyes unchanged.
- Made Afflicted Soul's swirly green effect constantly damaging.
- Made Afflicted, Damned, Corrupted, and Lost Souls more transparent.
- Made Ghost Dragon Priest more transparent.
- Increased occurrences of some enemies by substituting them for some Mudcrabs
and Deer. This was done by modifying the following "Leveled Character"
lists: LCharMudcrab and LCharDeer.
- Changed the name of the "Dragon's Tooth" Skeleton to "Hydra's Tooth".
- Modified "Leveled Lists" LvlAmbientCreatures and LvlAmbientCreaturesSnow to
eliminate an overabundance of Fox and Snow Fox spawns.
- Gave Shadow Priests more "shadow".
Version 1.1
- Added Big Bad Wolf, Boneman, Hell Priest, King Rat, Soulbringer(3 variants),
Uber Troll, and Undead Spider NPCs.
- Improved loot drops of dead enemies.
- Eliminated need for the FXSkeletonNecroShadeWizardScriptSW.pex script from
Version 1.0.
- Made changes to get some NPCs to use all of their spells.
- Fixed a visual effect sometimes getting permanently knocked off an NPC when
he is hit.
- Fixed a few incorrect "More Dangerous Enemies" NPC death effects, like Ghosts
leaving bodies or Ash Piles, or an NPC leaving two Ash Piles.
- Modified the following game settings to increase spawns:
iHoursToClearCorpses - Set to 8(was 24), iHoursToRespawnCell - Set to 8
(was 240), iHoursToRespawnCellCleared - Set to 8(was 720).
- Made tweaks to some NPCs(Stats, Spells, etc.) to improve look and/or
gameplay.
Version 1.0
- Added Boss Hag, Afflicted Soul, Corrupted Soul(2 variants), Damned Soul
(2 variants), Lost Soul(2 variants), Dragon's Tooth Skeleton, Ghost Dragon
Priest, Master Wraith, Mournful Shade, Shade Wizard, Shadow Priest(3 variants),
Skeleton Mage(3 variants), Spriggan Elder, and Wispmother Superior NPCs.
- Modified the following "Leveled Character" lists:
LCharAmbientCreatures, LCharAmbientCreaturesSnow, LCharAnimalCanyonPredator,
LCharAnimalCanyonPrey, LCharAnimalCoastSnowPredator, LCharAnimalCoastSnowPrey,
LCharAnimalForest, LCharAnimalForestPredator, LCharAnimalForestPrey,
LCharAnimalForestSnowPredator, LCharAnimalHills, LCharAnimalMarshPredator,
LCharAnimalMarshPrey, LCharAnimalMountainSnowPredator, LCharAnimalMountainSnowPrey,
LCharAnimalPlains, LCharAnimalPlainsPredator, LCharAnimalPlainsPrey,
LCharAnimalSnowFields to place the added NPCs into the Skyrim Wilderness.
My Other Skyrim Mods:
Bullseye Perk Paralyze Bug Fix - [url=http://www.nexusmods.com/skyrim/mods/61363/]http://www.nexusmods.com/skyrim/mods/61363/
[/url]No Dragons - [url=http://www.nexusmods.com/skyrim/mods/61147/]http://www.nexusmods.com/skyrim/mods/61147/
[/url]SlowTimeShoutTweaks - [url=http://www.nexusmods.com/skyrim/mods/39754/]http://www.nexusmods.com/skyrim/mods/39754/
[/url]New Slow Time Shout Visual - [url=http://www.nexusmods.com/skyrim/mods/39754/]h[/url][url=http://www.nexusmods.com/skyrim/mods/39748/]ttp://www.nexusmods.com/skyrim/mods/39748/
[/url]AllLocationsReset - [url=http://www.nexusmods.com/skyrim/mods/39111/]http://www.nexusmods.com/skyrim/mods/39111/
[/url]New Become Ethereal Shout Visual - [url=http://www.nexusmods.com/skyrim/mods/84144/]http://www.nexusmods.com/skyrim/mods/84144/
[/url]No More Sinking To A Knee On Low Health - [url=http://www.nexusmods.com/skyrim/mods/87121/]http://www.nexusmods.com/skyrim/mods/87121/[/url]
Walking-In-Place Paralyze/Reanimation Bug Fix - [url=https://www.nexusmods.com/skyrim/mods/96865/]https://www.nexusmods.com/skyrim/mods/96865/[/url]
My Skyrim SE Mods
No More Sinking To A Knee On Low Health - [url=http://www.nexusmods.com/skyrimspecialedition/mods/12640/]http://www.nexusmods.com/skyrimspecialedition/mods/12640/[/url]
New Become Ethereal Shout Visual - [url=http://www.nexusmods.com/skyrimspecialedition/mods/10087/]http://www.nexusmods.com/skyrimspecialedition/mods/10087/[/url]
Bullseye Perk Paralyze Bug Fix - [url=http://www.nexusmods.com/skyrimspecialedition/mods/9783/]http://www.nexusmods.com/skyrimspecialedition/mods/9783/[/url]
No Dragons - [url=http://www.nexusmods.com/skyrimspecialedition/mods/9782/]http://www.nexusmods.com/skyrimspecialedition/mods/9782/[/url]
New Slow Time Shout Visual - [url=http://www.nexusmods.com/skyrimspecialedition/mods/9779/]http://www.nexusmods.com/skyrimspecialedition/mods/9779/[/url]
All Locations Reset - [url=http://www.nexusmods.com/skyrimspecialedition/mods/9778/]http://www.nexusmods.com/skyrimspecialedition/mods/9778/[/url][url=http://www.nexusmods.com/skyrimspecialedition/mods/9778/]
[/url]Slow Time Shout Tweaks - [url=http://www.nexusmods.com/skyrimspecialedition/mods/9780/]http://www.nexusmods.com/skyrimspecialedition/mods/9780/[/url]
More Dangerous Enemies - [url=http://www.nexusmods.com/skyrimspecialedition/mods/9781/]http://www.nexusmods.com/skyrimspecialedition/mods/9781/[/url]
Walking-In-Place Paralyze/Reanimation Bug Fix - [url=https://www.nexusmods.com/skyrimspecialedition/mods/24358/]https://www.nexusmods.com/skyrimspecialedition/mods/24358/[/url]