I will be centering the mod around the vanilla version from here on, and I am altering the vanilla version to not remove too much magicka or stamina, to not feature poison effects or anything to that effect, and to have less damage output. This new version is being rebalanced to be far more manageable for more people. The basic ideas such as the larger meteor explosions are still there, but with less damage output and many effects removed. This update is going to be a massive overhaul of this mod, removing features that probably shouldn't be there to begin with and balancing the features that should be there.
This new version should be the challenging Alduin boss battle that people want. I am aspiring to make it right for that purpose. This post will be updated when that version is made available. I am in the testing and rebalancing phases for that version.
The new Rebalanced vanilla version still has the effects of the meteors and breath attacks, but they are drastically scaled down to allow for easier battles against him. If you are using a vanilla level character, this version should still pose a decent challenge.
Note: There have been claims that the meteors are invisible. The meteors in this mod use exactly the same model as the vanilla one, just with a larger explosion and deadlier effects attached. So if the meteors are invisible, that's a problem that is not caused by this mod.
I cannot endorse this mod in it's current state. modrunner2020 says there is an incoming update, and I may have to wait until then. I used the vanilla version, but taking away all your magicka, and having Alduin one bite you to death, even on the easiest mode, isn't fun. It basically stops your game cold. I had to disable it, and just use the the difficulty that came with the game. That and deadly dragons was enough to more than make Alduin a challenge, and I still died several times, but at least it wasn't to one bite.
And, more importantly, it was a challenging fight, and I was able to get through it. This mod here, unless you cheated your way to being rediculously powerful, there is just no point in using it as it is now.
Alduin has too much health regeneration. I'm working to balance it so that his health recovers at a slow rate. If he has no recovery at all he becomes too weak. I'm trying to find a balance between Alduin being too powerful and Alduin just being the player's doormat the moment he's hit with Dragonrend.
lol I was gonna download this but reading the comments here made me confused af. I play on Legendary mode and I have some mods that makes me stronger to compensate, but I dont think I will ever reach 20.000HP even at level 100. Should I even bother to download this then? I just wanted Alduin to be like the most powerful boss, maybe at Ebony Warrior level or something.
EDIT: Deleting message. I can't seem to say what I want to say without sounding too harsh
Maybe the mod works, maybe it doesn't. It's hard to tell from the bugs section. Just be warned that the mod author pretty much dismisses any issues presented to him. And that's his right. Because mod authors aren't servants or employees. But at the same time, this mod might kill your playthrough and doesn't seem remotely balanced (even the vanilla version).
I honestly think completely eliminating healing with no possibility to overcome the debuff is too much. Taking away the player's tools is not fun, especially if they might have invested in said skill. I was able to make a modfication for myself that still creates a deficit that has to be overcome for restoration to work in this fight, but not kill it outright. Same goes for some of the other effects. I don't see making the player a sitting duck for as long as this mod's effects do remotely fun or even "challenging". Just boring.
In the process of doing that, I realized that CACO conflicts with this mod. The lingering damage magicka/stamina effect referenced by this mod have been turned into effects that damage undead in CACO. So...have fun with that CACO-using vamps (I know I will).
Which now that I think about it, might be the reason why a lot of people with "OP builds" are getting 1-shotted by Alduin. Being a vampire is a well-known requisite to being becoming overpowered and if you're a vampire and you have CACO, the effects of Alduins attacks are doing thousands more damage than they are supposed to.
And if that is the case, then I am sorry for doubting the mod author (at least on that front).
If the mod author is interested in hosting or allowing me to host it, I am making a CACO patch.
In the patch, Alduin will inflict "Silence" and "Fatigue" on players, which are equivalent effects to what the mod author intended, as they render your Magicka and Stamina at 0 for the duration of the effect.
The new Rebalanced Vanilla version no longer shuts down magic and stamina completely. I do admit that I've moved past this mod nowadays, but I don't completely ignore comments; I just have a busy and stressful real life.
Yeah, yeah I'm posting again. But this time I want to really thank you for this mod. I realize now I don't do enough positive feedback when I really do appreciate the work people do here. Speed-ran up to the throat of the world to test Alduin out and he is definitely a force to be reckoned with. I did some tweaking afterward to make it gel better with World Eater Beater (since Deadly Alduin won't in fact be the final boss with that mod), and to tone down some things that I think do force the player into being a sitting duck for too long--but those are minor issues/gripes. You did all the hard work of making him a memorable boss and I do appreciate what you've done.
Now, if you'll excuse me...I've got about 1,000 more mods I need to spread some positivity to. Have a good day and keep doing what you love!
I've gotten my character up to level 617 using Scaly Pholiota and the Cheat Room mod's "reset skills to 0" panel and duplicating table! but I got a ? for the mod author: what would be Alduin's stats be if I am level 617? this is how I level my character well beyond vanilla normal
And this response is why I'm starting to question the mod author. I looked into the files and Alduin's level is set to level between 100 and 65535 (which is like...what!?) at a rate of 1.2x the player's level. This is the vanilla version I'm looking at (rebalanced). The esp says vanilla version. The mod author does not seem to know what is in his own mod.
EDIT: Okay I don't want to come off as too harsh. We all appreciate you trying to make Alduin the final boss he's supposed to be. But I think you might be misleading people (intentionally or unintentionally) about what is in your mod.
There's nothing in the perks for Ordinator that seems to indicate that it could help you reach 20,000 health with any amount of ease. There's a temporary health perk in Restoration that will grant temp heath points equal to your restoration skill and an alter self perk that can give you 50. I don't see anything else that would bloat your health that high. Enchanting is improved, but nothing that indicates at a glance that you can reach that level without playing 3,000 hours on one file to level up a lot. I've certainly never gotten anywhere close to 20k health on a playthrough with Ordinator.
Is this also assuming you're using some kind of glitch? What's the rationale here? Because I agree Alduin should be stronger for Ordinator, but tuned for a character with 20k health!?
After reading that I poured over my skill trees for like an hour. Reading and re-reading every single perk in every single tree and braining as hard as I could.
It made so little sense to me that I went with the vanilla version instead (and I still couldn't even hurt him, I kinda hate that dragonrend, which is MEGA useful, is locked behind the fight now x.x)
This mod is broken beyond imagination. I got the vanilla version, my character is level 91, I maximized all possible enchantments combined with destruction spells to make weapons do 8k per hit (no restoration loop obviously) and his health is still full regardless. Furthermore, the meteors are invisible and they 1-shot me from full health despite having maximum armor, max magic resistance and max elemental resistance all on top of having 1250HP.
This does not make Alduin stronger, this is legit BS. Maybe actually bother putting the stats in the description. I thought it was going to be a mod where all skills are put to the test (alchemy, enchanting, smithing and the fighting skills), but instead it's a mod where a random invisible meteor kills you without even a chance of evading it.
Edit: I was so curious as what this mod was actually doing so I launched the editor and found out the level of your characters and resistances matter not in this fight... Here are a few things: -Alduin's shouts completely ignore your resistance to magic and elements. Having 80% magic resistance and 85% elemental resistance is irrelevant as you take the full damage from them. In legendary difficulty that means a single fireball from Alduin deals 1000 damage (250 base x 4 legendary multiplier). - Every shout Alduin has, aside from stormcall, carries damage to regeneration of health that has the maximum possible value (747757) and lasts for 10 mins. In other words, you have no health regeneration during this entire fight aside from fortify health potions. Any enchantments you may have had are nullified by the 747757 figure. Any potions that increase healing rate are also nullified because the healing rate is effectively 0, so multipliers don't make a difference. - Most of the shouts will drain stamina and magika by 3000 points/s for 60 seconds. In other words, magika and stamina are completely irrelevant in this fight. If you have a mage build you may as well quit the game because you won't be able to use any of it. - The meteors damage ranges from 100 to 1000 each, but mostly on the higher end, and they also ignore resistances. On legendary difficulty, that 400-4000 range with negating resistance and 50 area of damage, you need at least 4500 health to survive one meteor and you must immediately use a potion to heal it because the hit also drains your magika by 3000/s making any healing spells irrelevant.
Even if you build your character with only improvements on health and complete disregard for magika and stamina, and with full enchantments, and at level 100 you still won't have enough health to tank 1 meteor at legendary difficulty. This fight is mathematically impossible to win at legendary difficulty.
Also if we ignore meteors and their cheesiness, Alduin is still near impossible at legendary difficulty because his armor negates 80% of your damage while your armor negates 0% of his damage to you. And he has 25533 base health. And if you are at legendary difficulty, you deal 0.25% effective of what your weapon says. So if you are doing 3000 damage per hit, the effective on Alduin himself is 150 damage, and his health is 25k. Or you need 170 hits to kill him but you can't tank 2 hits from him in return. If you have the armor redux mod, Alduin's armor will negate 93.75% of your damage, and with legendary difficulty you divide by 4, so if you deal 3k per hit, you are effectively doing 50 damage per hit, and will need +500 hits to kill him. And he heals on top of all of this.
I played Vigilant and fought Molag Bal, and comparing him to this vanilla Alduin is like a level 1 skeleton compared to Karstaag.
I agree with everything you say, but comparing Alduin to Molag Bal is another story.
Molag Bal himself says that the Daedric Princes didn't even have the courage to wake Alduin from his dream (aside from Mehrunes, which resulted in Mehrunes getting beaten) in Seven Fights of Alduddaga. considering that Mehrunes and Molag Bal are almost equal in power, it is not unusual for Alduin to be stronger than Molag Bal
You're using the Ordinator and Resto Glitch versions, so obviously those are strong. People use common mods to have characters who would crush anything in vanilla effortlessly, and Resto Glitch characters are even stronger than that. Molag Bal in Vigilant gets casually one-shot by characters like that. I know because when I played Vigilant with an OP character years ago, Molag Bal went down in one hit just like everything else did.
65 comments
I will be centering the mod around the vanilla version from here on, and I am altering the vanilla version to not remove too much magicka or stamina, to not feature poison effects or anything to that effect, and to have less damage output. This new version is being rebalanced to be far more manageable for more people. The basic ideas such as the larger meteor explosions are still there, but with less damage output and many effects removed. This update is going to be a massive overhaul of this mod, removing features that probably shouldn't be there to begin with and balancing the features that should be there.
This new version should be the challenging Alduin boss battle that people want. I am aspiring to make it right for that purpose. This post will be updated when that version is made available. I am in the testing and rebalancing phases for that version.
Note: There have been claims that the meteors are invisible. The meteors in this mod use exactly the same model as the vanilla one, just with a larger explosion and deadlier effects attached. So if the meteors are invisible, that's a problem that is not caused by this mod.
And, more importantly, it was a challenging fight, and I was able to get through it. This mod here, unless you cheated your way to being rediculously powerful, there is just no point in using it as it is now.
Maybe the mod works, maybe it doesn't. It's hard to tell from the bugs section. Just be warned that the mod author pretty much dismisses any issues presented to him. And that's his right. Because mod authors aren't servants or employees. But at the same time, this mod might kill your playthrough and doesn't seem remotely balanced (even the vanilla version).
I honestly think completely eliminating healing with no possibility to overcome the debuff is too much. Taking away the player's tools is not fun, especially if they might have invested in said skill. I was able to make a modfication for myself that still creates a deficit that has to be overcome for restoration to work in this fight, but not kill it outright. Same goes for some of the other effects. I don't see making the player a sitting duck for as long as this mod's effects do remotely fun or even "challenging". Just boring.
In the process of doing that, I realized that CACO conflicts with this mod. The lingering damage magicka/stamina effect referenced by this mod have been turned into effects that damage undead in CACO. So...have fun with that CACO-using vamps (I know I will).
And if that is the case, then I am sorry for doubting the mod author (at least on that front).
If the mod author is interested in hosting or allowing me to host it, I am making a CACO patch.
In the patch, Alduin will inflict "Silence" and "Fatigue" on players, which are equivalent effects to what the mod author intended, as they render your Magicka and Stamina at 0 for the duration of the effect.
Now, if you'll excuse me...I've got about 1,000 more mods I need to spread some positivity to. Have a good day and keep doing what you love!
EDIT: Okay I don't want to come off as too harsh. We all appreciate you trying to make Alduin the final boss he's supposed to be. But I think you might be misleading people (intentionally or unintentionally) about what is in your mod.
There's nothing in the perks for Ordinator that seems to indicate that it could help you reach 20,000 health with any amount of ease. There's a temporary health perk in Restoration that will grant temp heath points equal to your restoration skill and an alter self perk that can give you 50. I don't see anything else that would bloat your health that high. Enchanting is improved, but nothing that indicates at a glance that you can reach that level without playing 3,000 hours on one file to level up a lot. I've certainly never gotten anywhere close to 20k health on a playthrough with Ordinator.
Is this also assuming you're using some kind of glitch? What's the rationale here? Because I agree Alduin should be stronger for Ordinator, but tuned for a character with 20k health!?
After reading that I poured over my skill trees for like an hour. Reading and re-reading every single perk in every single tree and braining as hard as I could.
It made so little sense to me that I went with the vanilla version instead (and I still couldn't even hurt him, I kinda hate that dragonrend, which is MEGA useful, is locked behind the fight now x.x)
This derg is not joking around anymore.
This does not make Alduin stronger, this is legit BS. Maybe actually bother putting the stats in the description. I thought it was going to be a mod where all skills are put to the test (alchemy, enchanting, smithing and the fighting skills), but instead it's a mod where a random invisible meteor kills you without even a chance of evading it.
Edit: I was so curious as what this mod was actually doing so I launched the editor and found out the level of your characters and resistances matter not in this fight... Here are a few things:
-Alduin's shouts completely ignore your resistance to magic and elements. Having 80% magic resistance and 85% elemental resistance is irrelevant as you take the full damage from them. In legendary difficulty that means a single fireball from Alduin deals 1000 damage (250 base x 4 legendary multiplier).
- Every shout Alduin has, aside from stormcall, carries damage to regeneration of health that has the maximum possible value (747757) and lasts for 10 mins. In other words, you have no health regeneration during this entire fight aside from fortify health potions. Any enchantments you may have had are nullified by the 747757 figure. Any potions that increase healing rate are also nullified because the healing rate is effectively 0, so multipliers don't make a difference.
- Most of the shouts will drain stamina and magika by 3000 points/s for 60 seconds. In other words, magika and stamina are completely irrelevant in this fight. If you have a mage build you may as well quit the game because you won't be able to use any of it.
- The meteors damage ranges from 100 to 1000 each, but mostly on the higher end, and they also ignore resistances. On legendary difficulty, that 400-4000 range with negating resistance and 50 area of damage, you need at least 4500 health to survive one meteor and you must immediately use a potion to heal it because the hit also drains your magika by 3000/s making any healing spells irrelevant.
Even if you build your character with only improvements on health and complete disregard for magika and stamina, and with full enchantments, and at level 100 you still won't have enough health to tank 1 meteor at legendary difficulty. This fight is mathematically impossible to win at legendary difficulty.
Also if we ignore meteors and their cheesiness, Alduin is still near impossible at legendary difficulty because his armor negates 80% of your damage while your armor negates 0% of his damage to you. And he has 25533 base health. And if you are at legendary difficulty, you deal 0.25% effective of what your weapon says. So if you are doing 3000 damage per hit, the effective on Alduin himself is 150 damage, and his health is 25k. Or you need 170 hits to kill him but you can't tank 2 hits from him in return. If you have the armor redux mod, Alduin's armor will negate 93.75% of your damage, and with legendary difficulty you divide by 4, so if you deal 3k per hit, you are effectively doing 50 damage per hit, and will need +500 hits to kill him. And he heals on top of all of this.
I played Vigilant and fought Molag Bal, and comparing him to this vanilla Alduin is like a level 1 skeleton compared to Karstaag.
Molag Bal himself says that the Daedric Princes didn't even have the courage to wake Alduin from his dream (aside from Mehrunes, which resulted in Mehrunes getting beaten) in Seven Fights of Alduddaga. considering that Mehrunes and Molag Bal are almost equal in power, it is not unusual for Alduin to be stronger than Molag Bal