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- Invasion of Skyrim - The Force Awakens - Grand Admiral Thrawn
Invasion of Skyrim - The Force Awakens - Grand Admiral Thrawn
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Endorsements
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Unique DLs28,141
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Total DLs111,315
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Total views433,621
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Version2.08
- Download:
- Manual
File information
Last updated
Original upload
Created by
AlexUploaded by
evittalexVirus scan
Some manually verified files
Tags for this mod
- Chargen
- Companion/Follower Friendly
- Companions/Followers
- Compilation
- Gameplay
- Fair and balanced
- English
- Music
- Sound FX
- Voice Acting
- Terrain
- Sky
- Water
- Weather
- Face
- Models/Meshes
- Textures
- Humour, Joke or Just for Fun
- Unrealistic
- Total Conversion
- Related to Movies/TV/Books/Other Games
- Guilds / Factions
- Leveled Lists
- Hair
- Lighting
- New Lands
- Quests
- Races - New
- Scripted Events
- Armour & Shields
- Books
- Clothing - Female Only
- Clothing - Male Only
- Clothing
- Creatures
- Items - Apparatus
- Items - Furniture
- Items - Leveled
- Locations - Buildings
- Locations - Player-Owned
- Locations - Caverns
- Locations - Dungeons
- Locations - World Map
- Magic - Enchantments
- Magic - Potions
- Magic - Spells
- NPC Trainers
- NPC Vendors
- NPCs
- Foliage (Plants)
- Items - Ingredients
- Items - Clutter
- Weapons
- Not Lore-Friendly
- Solstheim
- Overhaul
- Skyrim VR
1241 comments
1. There is silent dialogue for a lot of quest sensitive topics in Invasion of Skyrim. Please turn your dialogue subtitles on.
2. KS Hairdo's is a soft requirement, you MAY need the files but not the ESP if you experience issues with this mod's characters.
3. You must have a Bashed Patch. Your entire Skyrim installation is unstable without one. I really don't want to discuss this one as it's just good modding practice.
4. This mod is compatible with 99.9% of every mod on Nexusmods.com/Bethesda.net. You will only have one or two times where a home mode may be placed in front of the entrance of an Invasion of Skyrim dungeon.
5. You can update by pasting over the previous files from previous versions, and this is always the recommend method of updating.
6. Nexus Mod Manager cannot handle big mod installations very well, so it's recommended to install manually.
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Follow the link here to get started
After killing some Chiss and taking damage, I hid behind a small pillar with one of the Chiss traitors having an arrow trained on my position, walking around the pillar, looking for a shot. I had to come out, block the arrow quickly, then make my character close the distance as fast as possible with a dodge mod before taking him out. Meanwhile, a weak Lurker was shooting tentacle balls at me, which could hurt quite a bit if I let it continue, so I closed the distance and carefully engaged him in close quarters. I really had to think about what I was doing because the Lurker's attacks that summoned tentacles did a lot of damage to me and with Wildcat's debuff and injury system, I couldn't just stand there and block. I needed to dodge its attacks and keep up the offensive to break its posture and go for the kill, which I did successfully with a satisfying kill move animation thanks to Violens.
Afterwards, I had two more Chiss traitors laying down arrow fire at me with an undead Chiss tank charging my position. I hid behind a stone wall so the archers couldn't shoot me and because I have Archery Gameplay Overhaul installed, the arrows would make my character bleed, so too many shots could turn into a big problem. I fought the Chiss tank and managed to overcome him before taking out the archers and then the undead Chiss tank somehow resurrected himself (not sure if this mod or if Skyrim Immersive Creatures did that) and attacked me again, catching me off guard. He started summoning these purple skeletons like the ones you find the the Soul Cairn and I knew that if I kept letting him do that, I'd get surrounded and ganged up on, which would put me in a stun-lock. So I put attacks on both him and his bone men, killed one of the skeletons, and the undead Chiss immediately summoned another one, so I decided to quickly put attacks on the tank instead and managed to behead him before the skeleton could put too much damage on me. Of course, since it was a beheading, the bastard stayed down.
I took out the second weak Lurker easily since its back was turned and could deliver multiple strikes before it could react. Now I also have all three of the Inferno mods (Advents of Flame, Envoys of End, The Blood Marked) installed and knew that a body of a powerful mage enemy would be nearby with a strong Destruction spell-tome on his body and after some quick looking, I found his body and looted it. I had to do this quickly because just near the entrance to the Barrow was an enslaved Chiss giant and I knew it was close to noticing me. Once I got the spell, I fired it at the giant and it charged my position. It wasn't strong enough to kill it, most likely because I was only level 14 and lacked perks in Destruction magic, so I engaged it with my character's sword instead.
And died. Multiple times. Because it's a giant. Fortunately, I had the foresight to quick-save prior to the fight because it's a friggin' giant.
After numerous attempts of blocking certain attacks, dodging and counter attacking, etc, I realized that on the path you take to reach the barrow from Riverwood, there's a tower occupied with Chiss resistance and figured they could help. So I had the giant chase me over to that tower and with the sounds of loud stomping and the earth beneath my character shaking with every stomp running after me with attacks that could 1-2 shot me was... a little terrifying, to be honest.
Once I got the resistance's attention, we managed to take out the giant together and I got to go inside the barrow. The experience also taught me that I need to take side-quests more seriously so I can level up and not have to rely on others the next time I fight a Chiss giant.
Fantastic mod. Highly recommend if you want to shake up your playthrough and like the author does, I highly recommend using some combat mods to go with it as they can help give you more of a fighting chance against some of the tougher enemies. They work so well with it that if the author meant for that intentionally, he just might be a genius. And since this mod hypes up Thrawn, I'm both excited and scared to see what he can do. Endorsed. Not to exclude the fact that this mod even has a story that boasts its choices mattering? I haven't even started the story yet and I'm having a lot of fun. I'm not even a Star Wars fan. :P
EDIT: Should mention that since I have a lot of mods that up difficulty, I increased my character's starting health, magicka, and stamina pool from 100 to 1000. I never liked having that little amount and those numbers balance things out quite nicely while still keeping everything pretty hard.
EDIT 2: I also recommend reading the description. But honestly, every mod user with half a brain should be doing that, especially for big mods like this one.
Thank you for the incredible mod! I really enjoy the story and how it is integrated in skyrim so well. I just have a question as it seems like the Resistance Headquaters ship clips with jk's Solitude Outskirts mod. I was wondering if there is a patch for this?
ps I usually end a lot of my longer comments on the internet like that it’s not meant to be offensive just funny and me expressing myself
edit: nvm i thought you can just head in immediately turns out you have to be lvl 15
edit (1): i wanna know what more requirements needed because i'm already at level 16 yet there's still no invitation to join the resistance. All i get are npc having this dialogue about joining and telling someone about my application. any help?
I just started playing with this mod and my first experience with npcs from this mod were a twi'lek resistance soldier and a Chiss Rogue who were engaged in battle.
I was automatically hostile to the Chiss, but neither NPC had any dialogue for me and I couldn't ask the twi'lek who she was or what was going on.
Essentially it would be nice if whenever you first encounter something like this, some general explanation is given as to what's going on. It doesn't have to be much, but it would be a nice way to set the stage for this mod early on.
Edit: I'm like 90% certain that it was the kids optional file which was causing issues. Once removed, everything became stable.