This tweaks most bosses and unique encounters in Skyrim Revamped to scale above but with the player level. Their minimum level will be lower and their maximum level will be higher than vanilla and Revamped default. This patch also fixes a few bugs, issues and inconsistencies in SRCEO
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Credit to samuro_ for Skyrim Revamped - Complete Enemy Overhaul https://www.nexusmods.com/skyrimspecialedition/mods/14598 AndrealphusVIII Exploit Fixes https://www.nexusmods.com/skyrimspecialedition/mods/46753
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Reduced charge time of some apprentice and novice spells
Falmer shaman are more likely to spawn with staves as opposed to bound swords
Version 2.78
Added non-exploitative keywords to Harkon thanks to AndrealphusVIII
Version 2.77
Hot Tweak
Version 2.76
Further consistency tweaks and spell preference tweaks
Additional resources for Onslaught Unleashed add on
Version 2.75
Adjusted charge time of some SRCEO destruction spells for consistency
Version 2.74
slight class and combat style tweak
adjusted spell preferences
Version 2.73
some things, some stuff
Version 2.72
Removed template flag from red eagle's exclusive NPC only weapon to prevent it from being droppable
Version 2.71
Added tier 6 of forsworn to the level list (for some reason they are unused in vanilla skyrim)
consistency tweaks
Version 2.70
Adjusted spell distribution of some factions and bosses
Overhauled the Thalmor and Penitus Oculatus factions (this were untouched previously)
Created a boss Falmer Shaman variant and added them to the level list.
Version 2.62
Adjusted classes, combat styles, stats
Adjusted spell priority delay clock
Version 2.61
Class tweaks
Other minor tweaks
Version 2.60
Combat styles updated to match that of Gravitas
Version 2.59
Just 2 custom weapon consistency tweaks
Version 2.58
added conditions to the Maeldict curse and purge curse
Version 2.57
Fixed some caster combat styles, melee chance multiplier was unintentionally too high
Version 2.56
Forge master tweaks
Version 2.55
Removed USSEP requirement
Version 2.54
Adjusted the custom added bandit combat styles
Version 2.53
Some level scaling and stat tweaks across the board. Overall some content will be a bit more challenging than before.
Version 2.52
Made Frozen Chaurus more difficult
Corrected Falmer Shaman level to be aligned with the rest of the Falmer tiers rather than being far lower
Version 2.51
Made Ash Spawn a bit more dangerous.
Version 2.50
Consistency in effect flags on falmer poise weapons.
Version 2.49
Nerfed rieklings
Version 2.48
Forgemaster CTD should be fixed
Version 2.47
Swapped Adept Necromancer and Necromage conjuring spell
Version 2.46
Minor Update / subtle tweaks
Version 2.45
subtle tweaks to combat styles and a few boss spells
Version 2.44
Adjusted level scaling of top tier non boss encounters
Added in Visceral Combat Styles AI
Version 2.43
Adjusted stats and level ranges of some bosses and enemies.
Version 2.42
A few fixes, changes and improvements. Also tweaked some combat styles and class stuff
Official 1.0 release of boss spells add on
Version 2.41
Removed / reverted combat style edits in favor of the SRCEO update
Version 2.40
Forwarded some USSEP fixes and package fixes.
Version 2.39
Fixed a few inconsistencies in the level list
Forwarded USSEP fixes for Ghosts
Version 2.38
Removed the accidently inclusion of the boss spell add on in the main module.
Version 2.37
Removed unintended AI package edits for scripted bosses.
Fixed a few other minor bugs
Version 2.36
A few fixes, changes and improvements. Not really worth a detailed change log. Plus I want you to stay surprised
Updated the optional WIP boss spell add on.
Version 2.35
Tweaked a few bosses and boss spells
Changed Miraak's spells ... should now cycle Forbidden Sun, Static Dome, and Howling Blast during his mage / caster phase.
Version 2.34
Added appropriate bash tags
Fixed and change a couple things that I can't remember exactly!
Version 2.33b
Saved in CK to update all form records to 44
Version 2.33
The Daedric arrows used by the Herne summon (which is conjured by various enemies ) can no longer be looted. Thanks sabrio204
Version 2.32
Drascula
Version 2.31
Official release of remaster
Version 2.0h-alpha
fixed an issue with some named hagravens
additional solstheim encounters and bosses have been modified.
Version 2.0f-alpha
Tweaked / Fixed falmer caster variants.
Version 2.0alpha
Released experimental test build for 2.0a (wip: feedback needed)
Lots of changes: balancing tweaks, altered spell and perk distribution, additional modified bosses that were previously untouched by SRCEO, adjusted highest level variants for most enemy races.
Falmer, Forsworn, and Dragon cultist factions tuned and tweaked. More distinction in their specialties
Version 1.82
Added missing forsworn movement perks to some Forsworn variants
Reduced the armor bloat from the bandit and draugr perks.
Version 1.81
Modified Mistman spells and gave them more magick
Version 1.80
Overhauled the named / masked dragon priest spell distribution and AI. Please give them a shot and let me know how it turns out. Also added some of my conflict resolution patches.
Version 1.70
Fixed a few bosses that were using the stats of their template instead of their actual actor assigned stats
Tweaked the witch encounters and restored Folgunthur Mikrul Gauldurson's draugr ambush spawns to use the appropriate level lists as they did in vanilla.
Version 1.62
Tweaked the Solstheim Dragonborn Acolyte Priests for better consistency; and a greater challenge
Version 1.61
Fixed an incorrect level edit to the witch encounter.
Version 1.6
Balancing and fine tuning of level scaling.
Made the witch encounter npcs more interesting and diverse. Revamped made them all identical ignoring their elemental template.
Version 1.5
Removed Invisibility perk from Falmer
A few minor adjustments; can't remember exactly! :) + Added my own Dragon Priest AI tweak
Version 1.4
Improvements to Miirak
Version 1.3
-A few more tweaks and balancing adjustments
-Gave Vaholk Augmented Frost instead of Flame to support his template.
Version 1.2
Added some additional boss encounters and some balancing adjustments.
Version 1.1
Added a few missing bosses
Some additional fine tuning and balancing
Version 1.0
First release; please offer your feedback to help me make balance adjustments where they're needed.
I love Skyrim Revamped;
But I wanted to make bosses scale as they do in vanilla rather then having a very high fixed level that often proved jarring and not symbiotic with default encounter zones or encounter zone re-leveling mods.
This makes nearly every boss in Skyrim, Dawnguard and Dragonborn scale with the players level although they will always scale above the players level.
Example: Skyrim Revamped makes all named Dragon Priests level 100... This patch reduces their minimum level to 60 and increases their maximum level to 150, while they scale at 1.5x the players level. This is the extreme end of the spectrum as most bosses have a lower minimum level and a smaller multiplier aside from Mirrak, Kaarstag, Harkon and some other exceptions.
Many vanilla bosses that didn't scale before will now. So you can expect a balanced challenge from the beginning to the end of your playthru in a much more open world compatible experience. The highest tiers of most enemy factions will also scale with the player to a lesser degree than bosses.
This patch also fixes a few bugs, issues and inconsistencies in SRCEO