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File credits
MihailMods gave me permission to use his content.
Big Credit goes to MihailMods for the monsters and MyEvergreenHometown for the original concept. Also big credit to a friend of mine who helped me with the scripting. Without her help, this would not have been done.
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TrueHUD File: Removed the health bar for a generic enemy that I accidently added in and put health bars for a few bosses that were missing from the previous ini file
Version 2.8d
ESP Update: Minor adjustments and fixes to make some of the bosses more balanced. No new game required for update from previous version.
Version 2.8c
ESP Update: Gave the Mzulf boss a cooldown for the fire breath so now it can also use its hands for combat, making it no longer just having to stand in place. Also decreased the radius for its cloak when getting near it.
Version 2.8b
ESP Update: Slight change to make the bosses of Mzulft and Alftand to be a little faster.
Version 2.8a
ESP Update: Accidently messed up a few things in Snapleg Cave. Now the Coven Mother should appear. New game may be required as it has cell edits. Also, minor tweaks to Coven Mother.
Wyrmstooth Patch: Minor tweaks to the Pyromantic Spirit.
Version 2.8
ESP Update, new game is likely required as cell changes were made: 1. Removed some of the Falmer from getting in the way in Liar's Retreate and moved the Chaurus outside the door to attempt to force the Liar's Guardian to fight you. 2. The Liar's Guardian still has a laser beam attack but it's 2 other attacks are supposed to stall your magicka in one and stamina in another. Gave the 2 different spells 2 different projectiles. 3. The Liar's Guardian cloak spell no longer paralyzes you until you are dead, instead it just drains health as it's paralyze spell kept repeating the magic effect over and over onto the player. 4. The race of the Liar's Guardian and the Conjured One(only in the Wyrmstooth patch) now has faster magic regen as this boss is magic based. 5. The Eldritch Fiend had a flames spell that would constantly go off and would kill the player fast, making it almost impossible to dodge and attack. The spell is now a Fire and Forget spell. 6. Manis Stoine's 2nd phase now has a more powerful ray spell as it would normally deal very little damage to the player. This is to make his fight more challenging. 7. Manis Stoine's 2nd phase, Liar's Guardian and Eldritch Fiend now turn into "ghost ash piles" on defeat. 8. The Forgotten Summoner now has his shadow projectiles back and no longer uses vanilla projectiles. This was a fix that I thought I put in awhile back and it turns out I didn't put it in until now. 9. Cult Leader is no longer assigned to the chair. It looked very awkward with him using the sleep in bed animation while on a chair.
Wyrmstooth Patch: Conjured One now turns into "ghost ash pile" on defeat.
Version 2.7a
ESP update: Moved the Hive Queen to a more open area for the cave that looks more fitting for a boss arena.
Version 2.7
ESP Update file: Fixed the Hive Queen(Lost Echo Cave boss) to make her attack you on site and no longer just sit there
Version 2.6g
Fixed the Valhalla Combat ini file and added in a creature that I forgot to put in there.
Version 2.6f
Added the toml file for POISE - Stagger Overhaul
Version 2.6e
Uploaded an ini file for Valhalla Combat
Version 2.6d
TrueHUD file: New version now requires TrueHUD instead of TDM. For those using the original TDM without TrueHUD, go look for the older version in the old files. Deadly Dragons Addon: Updated for the latest version of Deadly Dragons. Wrymstooth Addon: Fixed a few values for Vulthurkrah to give him Marked for Death to increase compatiblity with the Deadly Dragons - Wyrmstooth patch
Version 2.6c
Wyrmstooth Patch: Updated to match up with the latest version of Wyrmstooth.
Included a patch for World Eater Beater to make sure that LOOT will make World Eater Beater go below BossNames.esp when sorting.
Version 2.6b
Changed the Cult Leader's summon to a shout instead so that way he won't try to alternate between magic and his weapon, therefor allowing him to be more aggressive and not just stand there. New game may be required if you cannot see the change.
Version 2.6a
ESP Update: Moved the Lost Echo Cave boss to another room in the cell closer to the exit as the room is more open. Possibly fixes a crash that was reported awhile back. New game required as the ambush script has been removed from the character.
Version 2.6
ESP Update File: Moved the spider boss in Ustangrav from RotE to be closer to the word wall as the word wall area looks more like a boss arena than the original location it is in. Also disabled the other Ustangrav spider boss as the difficulty was way too intense.
Version 2.5a
Gray Cowl of Nocturnal Patch: Fixed a possible cause of a CTD when fighting against a boss that accidently had a spell that was meant to be only for melee attacks.
Version 2.5
Update File: Fixed the Secluded Sage's death to where it no longer has a shader when it was alive.
Version 2.4
Update File: Fixed the end of the first phase of the Dimhollow Crypt boss to prevent it from having "stretched" textures.
Version 2.3
Update File: Changed the combat styles of the lich bosses to hopefully make them more aggressive. Tweaked the damage of arrows from the archers during first phase of the boss in Shroud Hearth Barrow to make them less damaging and more balanced.
Version 2.2
Main mod update file: Reduced the amount of damage taken as well as the duration of a melee attack from bosses that depletes both health and magic from certain bosses such as the one from Redoran's Retreat and Reachcliff Cave.
Version 2.1b
ESP Update File: Minor update to the Alftand boss to increase its size and the size of the arch it sits under.
Version 2.1a
BSA file: When I was porting a mod from Oldrim to the special edition, I ran Nif Optimizer onto the meshes for the mod I wanted to convert over but when I did, I saw that I still had a mesh that I use for this mod and I accidently optimized it and it came out real messy. I went back to an old version to catch this mesh and put it back into the BSA. I apologize for this.
Version 2.1
BSAs have been updated to have the new version of the meshes for the boss of Reachcliff Cave. ESP has been updated to fix up a few things for the boss of Reachcliff Cave.
Version 2.0e
BSA file: Several meshes got messed up when making attempts to fix up the daedroth bosses. Went to go fix them up. Main file and update: One of the daedroth bosses was rapidly recovering and is extremely difficult to hit if playing a melee build. Fixed it to where she won't regenerate health.
Version 2.0d
Main mod and update file: Several bosses were missing the music script, had to add them in.
Version 2.0c
Main mod update file: Changed many of the bosses to have higher health for balancing. Wyrmstooth patch: Changed many of the bosses to have higher health for balancing. Gray Cowl of Nocturnal patch: Changed many of the bosses to have higher health for balancing. Legacy of the Dragonborn patch: Changed many of the bosses to have higher health for balancing. Immersive Creatures: Applied similar fixes from the main mod into some of the NPCs that needed to be copied from the main mod.
Version 2.0b
Update file: fixed errors found in SSEEdit
Version 2.0a
Main mod: Forgot to add in the new meshes and textures for the bosses based on the bolgans and ash golem. New game should not be required it upgrading from 2.0.
Version 2.0
Main mod: Using the new models and textures from the updated Daedroths mod, optimized all meshes using Cathedral Assets Optimizer including the daedroths. This should make things more stable. Found a bug in RotE involving the Labrynthian Daedra slowing down his attacks and fixed it in this mod. A new game is very recommended if updating as both the ESP and BSAs have been updated.
True Directional Movement ini file: Accidently put in the wrong ID for the Reachcliff Cave boss, now his health bar will appear.
Version 1.9c
Main mod and TDM patch: Reverted a change made to one of the Forgemaster abilities back to vanilla as the change made was accidental and a possible cause of CTDs. No new game required if updated from 1.8 or any of the 1.9's.
Version 1.9b
Ultimate Boss Fight Mod - TDM Compatibility: Forgot to add Lokil from the Dawnguard questline.
Version 1.9
Main mod: Tweaked certain bosses from detecting you when far away from them. No new game required if updating from 1.8.
New Files added for TDM: There seems to be a bug with bosses with leveled templates in True Directional Movement that prevents from from having boss health bars. This is only a temporary fix until TDM resolves this issue. An example of a boss that is affected by this bug is the Shalador's Maze Dremora as he does not have the Boss Location Reference even though I did include him in the ini file. I also made certain patches for some of the other mods that are altered by this fix. Be sure to have these mods overwrite the main mod and their patches in your installation order in Mod Organizer.
Version 1.8f
Immersive Creatures Patch: One of the bosses was tagged as invulnerable, had to fix that. Also, some of the magic based dwarven ghost bosses can now cast all the spells assigned to them.
Version 1.8e
Immersive Creatures Patch: Had to add in the Attack Race for King Olaf One Eye
Version 1.8d
Immersive Creatures Patch: Accidently left out the toggle spells to enable and disable the bosses in the Immersive Creatures MCM. Added them back in, also added the Dwarven Mechanical Dragon to the mod
Version 1.8c
Main mod: Made a few fixes for one of the Gauldurson brothers. No new game required if updating from 1.8a or 1.8b.
Immersive Creatures patch: Forgot to add in 2 extra dwarven bosses from the most recent version of SiC. Also added in King Olaf One-Eye and made it more compatible with the main mod. It is now in an esl format so a new game is required unless you go into SSEEdit and remove the esl flag if you are already on a saved game.
Gray Cowl patch: Tweaked 2 bosses to make them more of a challenge. No new game required if updating this patch.
Version 1.8b.1
Immersive Creatures Patch: Updated to match the latest update of Immersive Creatures
Version 1.8b
Main mod: Had to correct one of the melee power attacks
Version 1.8a
Main Mod: Forgot another boss to put in. Likely will require a new game to update. TDM file: Updated the file to include that boss from 1.8a
Version 1.8
Main mod: Bandit bosses now have their own unique movesets to distinguish them from regular bandits, making them more unique and challenging.
Version 1.7e
True Directional Movement file for the base mod has been updated to include bosses I forgot to put in as well as removing a duplicate entry for the boss of Bleakfalls Barrow
Version 1.7d
Wrymstooth Patch: Fixed all the errors found in SSEEdit which could likely lead to CTDs. No new game required to update this patch.
Version 1.7c
Wrymstooth Patch: Carried over the scripts from the latest version of Wyrmstooth as well as some of the fixes.
Version 1.7b
Main File: Fixed several bugs. Should be safe to update on a saved game. True Directional Movement Ini: Accidently added in another entry for a boss that was already in the ini, went to remove it.
Version 1.7a
LotD Patch: Few bugs fixed. True Directional Movement Ini: Accidently added in a boss from TDM's base ini file, removed it as it is already in the base ini file to begin with.
Version 1.7
NEW GAME REQUIRED FOR ALL THE UPDATES!
Master File: Added in a new script for NPCs that become bosses later on in their quests to play their boss music only when it's time to actually fight them. REQUIRED TO UPDATE FOR MAIN FILE
Main File: NPCs that become bosses such as Mercer Frey and Ancano now have a different way of activating their boss music when fighting them at the time you need do, MASTER FILE REQUIRED IN ORDER TO UPDATE. Added in several of the hidden Dragonborn bosses such as Old Salty and Lord Tusk as well as a few others. Corrected a bug for a magic effect when fighting against the Werewolf boss at the end of Companions questline. Made bosses I have not yet touched such as the Wolf Spirits, Captain Hargar, Dee-ja and a few others now have boss music.
Legacy of the Dragonborn Patch: Added in the Sancre Tor mini bosses to now scale with the player and have them be more challenging.
True Directional Movement Ini File: Updated the file to include more bosses. REQUIRES TRUE DIRECTIONAL MOVEMENT
Version 1.6c
Updated Legacy of the Dragonborn Patch for more bosses that I forgot to add
Version 1.6b
Added in an ini file for True Directional Movement Added an ini file for TDM for the Wyrmstooth patch so bosses from the base game in my mod can use it Moved the ini file for TDM from Misc to Optional files
Version 1.6a
Had to restore missing facetints for certain characters such as vampires and Drelis. Safe to update on a saved game from the previous version, 1.6. New game for all other previous versions required.
Gray Cowl Patch: Added in the Ghost of Lenwin and Ghost of Orc Warrior.
Version 1.6
Main mod: Took in records from RotE for vanilla bosses and even enemies to make them more balanced out as well as bosses exclusive to this mod. Removed boss music for Kematu as his music for some reason never stops after you kill him unless you use the console to stop his music. A new game is likely to be required for update.
Wyrmstooth Patch: Balanced out the bosses from this mod
Legacy of the Dragonborn: Balanced out bosses and added in the Visage boss. New game may be required.
Gray Cowl of Nocturnal: Balanced out bosses from this mod
Version 1.5a
Added a text file that can be use as a bat file to stop boss music from playing if the music does not stop on its own.
Version 1.5
Had to uncompress the main BSA file as it was causing CTD with the Elemental Witch's 2nd form. Also packed the script into the BSA. No new game required to update if updating from 1.4 but new game required if updating from any version before 1.4.
Version 1.4
Mod is now packed in a BSA format. Made changes as well as created a script to make the Forgotten Summoner now appear as he should. Bosses no longer have lootable weapons. I removed lootable weapons as this is a boss fight mod, not a weapons or spells mod. Download the Mihail mods to use the lootable weapons. A new game is highly recommended to update. Deadly Dragons Addon: Now an ESL. Wrymstooth Patch: A few fixes.
Version 1.3
Main File: Forgotten Summoner is is now fought at Clearspring Tarn instead of Gloomreach and Alpha Creature is now fought at Gloomreach instead of Clearspring Tarn. The reason is because the way how the arena is for Gloomreach was way too dark to see the Forgotten Summoner and his magic was less likely to hit you as he was in a position higher than the player. New game required for update. Wyrmstooth also now has a specter instead of a skeleton in the Hermans Holdout dungeon. New game required for update.
Version 1.2
Minor update, had to resize Manis' 2nd phase to fit the size of his arena. No new game required if updating from a previous version.
Version 1.1a
No new changes to main file but updated the Legacy of the Dragonborn patch to mark the Bleak Falls Barrow boss as persistent as it is in LotD and also provided patches for both Wyrmstooth and Gray Cowl of Nocturnal
Version 1.1
Added patch for Legacy of the Dragonborn and updated the main mod to give a few extra attacks to the 2nd phases for Cassius and Soljund. No new game required if updating.
Version 1.0
First release
Have you ever noticed that most dungeons have random bosses and only a select few have named ones? And also, ever noticed that even the named ones can also feel the same and a very few are unique?
Well not anymore. The majority of vanilla dungeons now each have a unique boss to fight based their names, strategies and appearances. Several years ago, there was a great mod called Revenge of the Enemies. RotE did overhaul many of the bosses but only the ones that were already named and those in unique, exclusive locations. It also did edit some of the random ones like Draugr Overlords but Skyrim itself would still randomize bosses when entering dungeons. This mod is an addon to RotE.
Remember when you went to Bleak Falls Barrow at a low level, only to fight a Draugr Overlord or maybe a Death Overlord if at a higher level? Well not anymore. This time the boss will stay the same no matter what level you are at and will level with you. The boss will now be a lich instead. This mod uses many, but not all of Mihail's creatures. Huge credit goes over to Mihail.
Compatibilty:
Music mods: Should be compatible with almost all music mods as this mod does not touch MUSCombat. Instead, bosses have their own music type similar to how Lord Harkon, Karstaag and Miraak do.
DCS - Dynamic Customizable Soundtrack Music SE is compatible but the music from my mod will override any music dealing with Alduin, Ancano and Mercer Frey as music from this mod is scripted.
Creature mods: Monster Mod, Skyrim Immersive Creatures, Beasts of of Tamriel are completely compatible. All Mihail mods are also compatible too as they do not conflict with any records. Some monsters from his mods will be shared with the ones from here. In this case, you can overwrite them when installing his mods. I highly recommend them.
World Eater Beater: Compatible. Load World Eater Beater anywhere below this mod. All this mod does to Alduin is simply give him boss music. World Eater Beater does that too but a lot more. For anybody who is making patches with World Eater Beater and other mods that deal with Alduin, do not patch this mod with World Eater Beater.
Some of these bosses may be only 1 phase. However, several of them have a second phase similar to Malkoran from the vanilla game.
The locations of the bosses. Some are monsters, others are humans/elves/forsworn and several are dragons.
The new bosses are in these following locations:
Dungeons:
Tovald's Cave NchuandZel Fort Fellhammer Snapleg Cave Broken Tower Redoubt Mzinchaleft, there is also a Falmer mini-boss there too shortly before the main boss room. Clearspring Cave Bruca's Leap Redoubt Lost Echo Cave Angarvund Hag Rock Redoubt Swindler's Den, while either before or after but not during In My Time of Need. Boulderfall Cave Mzulft Sightless Pit/Temple of Xrib Raldbthar Snow Veil Sanctum Kovanjund Frostflow Abyss Shreikwind Bastion Moldering Ruins Halted Stream Camp Avanchnzel Ilinalta's Deep Broken Helm Hollow Kolskeggr Mine Stillborn Cave Silverdrift Lair Liar's Retreat Redoran's Retreat Driftshade Refuge Broken Fang Cave Soljund's Sinkhole Fahlbtharz Morvunskar Cold Rock Pass Damphall Mine Graywinter Watch Benkongerike Cragwallow Slope Kagrenzel Bleak Falls Barrow Reachcliff Cave Dimhollow Crypt, not the area where you fight Lokil but in the throne room at the end of the dungeon. Pinemoon Cave Temple of Miraak Sanctum, shortly before you get to the Black Book Bonechill Passage Treva's Watch Ironbind Barrow Brittleshin Pass Darkshade Gloomreach Bilegulch Mine Shroud Hearth Barrow Orotheim Frossel Lost Valkygg Deepwood Vale Alftand Ancestor Glade Darkfall Passage
Solsteim exteriors:
Wreck of the Strident Squall Saerings Watch, dragon encounter
Skyrim exteriors:
Snowpoint Beacon Exterior Shearpoint, not Krosis but the dragon before you fight him. Valtheim Towers Mount Anthor, dragon encounter Arcwind Point, dragon ecounter Autumn Watch Tower, dragon encounter Wreck of The Pride of Telvos Wreck of the Winter War Northwind Summit, dragon encounter Bonestrewn Crest, dragon ecounter Lost Tongue Overlook, dragon encounter Dragon Tooth Crater, dragon encounter Ironback Hideout Elders Blood Peak, dragon encounter Skyborn Altar, dragon encounter Ancients Acsent, dragon encounter
Q&As:
Q: Is this a merged mod of Mihail's mods?
A: It has some of his mods merged in here to an extent but not all of them and the only locational changes made are the spawn points for the vanilla bosses. If you want to use his creatures as enemies or extra bosses that do not replace vanilla, then I highly recommend his mods. His mods are completely compatible with this one and even if you don't download this mod, I still recommend you download his mods.
Q: Bosses are too hard!
A: Some of these bosses are Dark Souls inspired, so you need to go and git gud!
Seriously, they are not made to be taken lightly but I have some recommendations to help.
Combat Gameplay Overhaul and/or The Ultimate Dodge Mod: Dodging is a very good way to get yourself out of dangerous situations in these battles. I recommend you set any iframes to the highest settings for each of these.
Deflection and/or Inpa Sekiro Combat: Some of these bosses are spell casters and for some of those who are melee players can use features from these mods to deflect a spell back at your enemy.
Q: This mod is conflicting with another mod!
A: Well then learn how to use SSEEdit and make a patch then. It's not that hard.
Q: Why does it require Revenge of the Enemies?
A: Most enemies and bosses in Skyrim are boring after awhile and of all enemy AI mods, RotE really made them more interesting. This mod picks up where RotE left off. If you do not like RotE, then I guess this mod is not for you. I cannot please everybody.
Q: Some of the bosses only have regular combat music yet they have the boss music assigned to them.
A: This is an issue with followers such as Serana during the fight against Arch Curate Vyrthur. Using a spell like Calm or Pacify on a boss and then attacking him/her should fix it. It is recommended to use a mod like Simply Balanced to bypass the level cap for some of these guys when using such spells.
Q: Some bosses do not appear but instead regular bosses from vanilla are there instead.
A: You installed this on a saved game. This mod requires a new game in order for it to work.
Huge credit goes over to Mihail for his creations and those who he credited for his creations as well. Credit also goes to MyEvergreenHometown for Revenge of the Enemies.
Q: Why are some of the lootable weapons not playable anymore?
A: This is a mod to overhaul the dungeon bosses, not a weapons or spells mod. This was done in respect of Mihail's mods too. So, if you want them, download his mods. My mod was for boss fights only. I use his mods too you know, I'm not only limited to just my mod.
Original mods where monsters came from, download these if you want to put more of them into your game as well as if you want to use their weapons and spells:
Ice Titans - https://www.nexusmods.com/skyrimspecialedition/mods/47181 Mourning Souls - https://www.nexusmods.com/skyrimspecialedition/mods/44494 Undead Werewolves - https://www.nexusmods.com/skyrimspecialedition/mods/44466 Flame Turmoils - https://www.nexusmods.com/skyrimspecialedition/mods/42143 Beholders - https://www.nexusmods.com/skyrimspecialedition/mods/34389 Guardian Specters - https://www.nexusmods.com/skyrimspecialedition/mods/30772 Ash Golems - https://www.nexusmods.com/skyrimspecialedition/mods/29365 Vampire Beasts - https://www.nexusmods.com/skyrimspecialedition/mods/29229 Dwarven Drillers - https://www.nexusmods.com/skyrimspecialedition/mods/27979 Grahls - https://www.nexusmods.com/skyrimspecialedition/mods/27640 Hungers - https://www.nexusmods.com/skyrimspecialedition/mods/45583 Dwarven Magetta - https://www.nexusmods.com/skyrimspecialedition/mods/27518 Old God of the Hunt - https://www.nexusmods.com/skyrimspecialedition/mods/27520 Controlled Dwarven Power Suits - https://www.nexusmods.com/skyrimspecialedition/mods/27490 Gravelords - https://www.nexusmods.com/skyrimspecialedition/mods/27365 Cyrodilic Minotaurs - https://www.nexusmods.com/skyrimspecialedition/mods/27364 Dwarven Colossus - https://www.nexusmods.com/skyrimspecialedition/mods/27354 Arachas - https://www.nexusmods.com/skyrimspecialedition/mods/27239 Giant Centipedes - https://www.nexusmods.com/skyrimspecialedition/mods/26192 Liches - https://www.nexusmods.com/skyrimspecialedition/mods/25010 Watchers - Link is hidden for right now Werebats - Link is hidden for right now Iron Atronachs - Link is hidden for right now Daedroths - https://www.nexusmods.com/skyrimspecialedition/mods/24523 Air Atronachs - Link is hidden for right now Shadow Atronachs - https://www.nexusmods.com/skyrimspecialedition/mods/41303 Taurus Demon - Link is hidden for right now Capra Demon - Link is hidden for right now Ogrims - Link is hidden for right now Bone Tyrants - https://www.nexusmods.com/skyrimspecialedition/mods/45582 Bolgans - https://www.nexusmods.com/skyrimspecialedition/mods/27498
Recommended mods: True Directional Movement Ultimate Combat Wildcat Deflection Combat Gameplay Overhaul The Ultimate Dodge Mod Nemesis Ordinator Script Free Backstab and Parry Smoothcam Any of Mihail's mods
Future updates:
Lore books planned for each boss to be respectful to Elder Scrolls lore and Mihail's lore Some of the bandits or mages may end up getting a 2nd phase to where they transform.
Credits:
MihailMods MyEvergreenHometown. A very good friend of mine who helped me with the scripting. Without her help, I probably couldn't have made this mod.