About this mod
This Mod turns the Wilderness into a Battle Arena! And now, a deadly new enemy has invaded the Netherworld! Strange Phantoms have possessed denizens of the Shadow Realm, turning them into "Super-Soldiers". Once defeated, their true form emerges. Randomly selected weapons make enemies slightly different. With optional Combat Guide.
- Permissions and credits
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
or "Ambushes" versions. Every Version of this Mod is "Standalone", and does
not need any other version loaded before or after it.
Starting with version 3.0, this Mod will have NPCs from the Dawnguard and
Dragonborn DLCs. The DLC monsters are:
Ancient Frost Atronachs, Armored Trolls and Frost Trolls, Ash Guardians,
Ash Hoppers, Ash Spawn Immolators, Burnt and Earth Mother Spriggans, Chaurus
Hunters and Hunter Fledglings, Death Hounds, Dwarven Ballista Masters and
Forgemasters, Frost Giants, Gargoyle Brutes and Sentinels, High Seekers,
Hulking Draugr, Keepers, Lurker Vindicators, Reapers, Vale Sabre Cats,
Werebears, Mistmen, Wrathmen, and Albino, Flame Cloaked, Frost Cloaked,
Poisonous Cloaked, Shock Cloaked, and Oil Spiders.
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,
Phantoms, Priests, Rats, Shades, Shadows, Shamans, Skeletons, Sorcerers, Spectres,
Spiders, Spriggans, Super Soldiers, 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. Super-Soldiers have emerged from the Netherworld, but
they are not *of* the Netherworld. These Phantoms possess the forms and
abilities of other denizens of the Shadow Realm; no-one knows what they really
look like or even what they are.
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!
There are also new weapons, spells, and perks added to help control these
vile monsters.
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 MoreDangerousEnemiesSE3_3.7z to your Skyrim SE install directory.
Note: If you have a previous version of More Dangerous Enemies SE installed,
those files will be overwritten by this extraction.
The MoreDangerousEnemiesSE.txt file will extract to the Skyrim SE install directory.
The MoreDangerousEnemiesSE.esp file will extract to the <installdir>/Data
directory.
Upon starting Skyrim SE, ensure that the MoreDangerousEnemiesSE.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 3.3
- Gives working oil to the DLC2 Oil Spider, which can be ignited if the oil is hit with
any Fire Damage Weapon, and also all of this Mod's Spectral Arrows. This will ignite
the oil, spreading damage to any nearby, and may also explode the Oil Spider. Any
remaining Oil Pools can also be ignited. Other than to Fire, the Oil Spider is quite
resistant to damage. (DLC Versions only)
- All the DLC2 Spiders now "Spit" Projectiles that "match" the type of Spider they are,
and the damage has been increased. The Oil and Flame Spiders spit different Fireballs,
the Frost Spider Frostballs, and so on, the damage which will be lessened if the Target
resists that type of damage. The Albino Spider spits Lightballs, which is lessened if
the Target "Resists" the generic "Damage". Some will disintegrate on death, but there
will still be bodies that can be recruited into your Reanimated Undead Battle Minions.
(DLC Versions only)
- Now occasionally, an "Enhanced" Version of most of this Mod's NPCs, except the Netherworld
Anomaly, Stealth Assassin, and any Summoned or Cloned Minion, will spawn with a higher
resistance to damage, will deal out more attack damage, cannot be staggered, paralyzed, or
receive any Critical Hits, and will have a noticable Visual Effect. Also, they have no
friends or allies other than themselves, so, like the Shade Wizard, they spread chaos
wherever they go. This also means that those Entities that Summon Minions will often be
seen fighting those Minions as soon as they Conjure them! This "Super-Soldier" is a denizen
of the Netherworld who has been "Possessed" by a "Phantom of Chaos" because it's the only
way the strange entity can pass through a Rift to get to our World. Some will make their way
through by finding the Rift exit, but many will get out by detecting a Netherworld Entity
near a Rift and Teleporting right to it. When the "Super" is destroyed, the Phantom exits
and its true form is revealed. The only exception to this Tranformation is if the Super Oil
Spider gets immolated by the ignited Spider Oil. However, if it is killed without being
consumed by burning oil, the Phantom will emerge. The Phantom is a fast, wispy being with a
powerful "Chaos" Ability that makes some of those nearby go kill-crazy. Sometimes, even
those who didn't seem to get affected might attack the Dragonborn without warning. It is
relatively weak, but its very strong Health-Absorbing capability helps it survive, and it
may even pick up a weapon. It is enemy to all, including other Phantoms. When a Phantom
approaches another, however, one or both will explode.
- Adds as loot a new Spell Tome, "Enhanced Vision", which "Enhances" your sight, but the
"Night Vision" part of this Spell only activates if the light level is low enough. This is
a "Toggle" Spell, so casting it again while it's active will turn it off. And, as the
"Candlelight-X5" Spell, it's base duration is five minutes. On Casting this Spell, Corpses
and the Enemies of the Dragonborn, including the new "Super-Soldier" and "Phantom of Chaos"
Enemies will glow for about 10 seconds. So you can track and hunt down "Supers", if you
want. An interesting trick can be used with this Spell; If, instead of charging the Spell
with both hands simultaneously, you start charging the Spell with one hand and then the
other hand a half-second or more later, and releasing each hand at a slightly different
moment, (and assuming that you did it correctly, and that it *would* fire), the "Night
Vision" part of the Spell will cancel itself out, but the "Detect Dead" and "Detect
Enemies" part will still fire. So, if you have "Night Vision" active, using this trick
will refresh the one-handed duration and again detect corpses and enemies. And as with
any "NightEye"-based Spell, the look and action of this Spell will vary, depending on how
your Brightness, ENB, ReShade, or Community Shaders are set. On my Setup, with ReShade, I
think when it is active at night, the Snowy Areas look absolutely beautiful.
- The arrows shot by the "Rolling Thunders" (All Versions), and the "Dwarven Ballista Master"
(DLC Versions only) can now be looted, picked up, and used.
- The Ancient Druid Sorcerer will now leave a body instead of disintegrating, meaning a very
strong Reanimated Ally, who can then Conjure 3 more allies for you!
- The Spriggan Elder has had its Non-Magic Damage Resistance lowered somewhat.
- To conform to the way Vanilla Spells are listed, the word "Spell" has been removed from
this Mod's "Candlelight-X5", "Force Pull", and "Force Push" Spells. It has not been
removed from "Nightingale Strife Spell" to differentiate it from the "Only-Once-a-Day"
Power Version.
- Most of the DLC NPCs added by this Mod have had their Non-Magic Damage Resistance
increased to bring it more in-line with the rest of this Mod's NPCs. (DLC Versions only)
- Since the Werebear has been seen to glitch and freeze the same way the Alpha Werewolf
did when hit with the "Force Powers", he is also now immune to them. (DLC Versions only)
- The High Seeker's "Remains" have been changed back to "Vanilla". (DLC Versions only)
- Since I found it annoying that an NPC wielding the Greater Staff of Magnus against some
other NPC, changes the visual perception of the Player as well, this has been changed.
Also, it was noticed that one of the Enchantment Conditions of this staff didn't quite
match that of the normal Staff of Magnus, so this was changed as well.
- The chance of a group of Wisps or Undead Spiders (All Versions) emerging from the
Netherworld Anomaly has been increased slightly, but changes were made to reduce the
sometimes far too many of them when they *do* spawn, as well as the DLC2 Spiders and
Ash Hoppers. (DLC Versions only)
- The Visual Effect on the Big Bad Wolf has been re-worked slightly.
- Due to an apparent "Vanilla" bug that hadn't been noticed before, a Vanilla Dragon
Priest, which had been added to the spawns of this Mod, leaves a body *and* an Ash Pile.
Now, an occasional Vanilla Warlock Boss will spawn instead.
- In response to several user posts, the "75% Less Spawns and No Netherworld Anomalies"
Versions of this Mod will now no longer "Ambush" the Player. And the frequency has been
lowered somewhat in the other versions.
- For those Players who don't want to hear the Sounds generated when the Soul Reaver Weapons
are "Reaving" from their Targets, three new "Silent" Soul Reaver Weapons have been added.
They have all the same Abilities except they will not emit any Sounds. They are "Silent
Soul Reaver Battleaxe", "Silent Soul Reaver Bow", and "Silent Soul Reaver Sword", and they
can be found on some of the defeated Enemies. If it is wished that the Sounds be heard again,
simply switch back to one of the "Spectral" Soul Reaver Weapons.
- The "Reanimate the Dead Up to Level 50" Spell has been changed to "Reanimate Any Dead Body"
and should now work on virtually any corpse except those specifically disallowed by the game.
A bug was sometimes encountered where the Spell stops working on some corpses. Saving the
game, then reloading it restored Reanimations to working order. It was found that the
changes to the Gameplay Settings, "iHoursToRespawnCell" and "iHoursToRespawnCellCleared" to
shorten the time it takes to respawn the Mod's Enemies was, in some way, messing up this
Spell, so both these changes have been removed. Also, improved a situation where, when an
NPC has either the Spectral/Silent Soul Reaver Battleaxe or the Spectral/Silent Soul Reaver
Sword, and is then Reanimated, the wielded Weapon would be invisible. It's now visible, but
does not have the Blue Fire Visual Effect.
- While the overpowered Spectral Soul Reaver Bow Damage has been reduced in this Version 3.3,
it still hits harder than other bows, and the Zoom Factor has been increased. To keep the
Vanilla game's "Eagle Eye" Perk from interfering with this "Modify Bow Zoom" Perk, a
Condition was added to Eagle Eye so it won't activate if the Player has the Soul Reaver Bow
equipped. This should have no effect on the operation of "Eagle Eye" unless there is another
Mod that changes it.
- Added Bound Weapons Visuals for when the Spectral/Silent Weapons of this Mod are equipped by
the Player.
- The NPCs added by this Mod will now be seen much more frequently in Solstheim. (DLC Versions
only)
- An old bug, fixed in Version 2.1 of this Mod, re-appeared in Version 2.7 due to the inattention
of this Mod Author. When a Demon Knight "steals" someone else's Summoned Minion, the Minion
would be instantly destroyed. This has been rectified.
Version 3.2
- Made several settings changes to the DLC2 Spiders, one of which fixes what was keeping the
"Frost Cloaked" Spider from being in the Mod at all. (DLC version only)
- Due to a problem where the Mace would not be used properly, it will no longer be randomly
generated in Tazer's Inventory.
- Since more wild Havok reactions to "Force Pulling" a paralyzed opponent have been seen,
the "Force Pull" and "Force Push" Spells will now not work on a paralyzed opponent.
- All the NPCs added by this Mod that can be staggered will now resist it about half the time.
- It is possible that the problem of an Mod NPC spawning without their colorful "Shader" may
be almost completely fixed. The Shader could still be "knocked off" by some other magic
effect hitting them and temporarily replacing the shader, and some odd "placement" where and
when they spawn could still result in sometimes one of them being seen without the shader,
but these occurences should now happen significantly less often.
- Some of this Mod's NPCs now will occassionally wield "Spectral" Weapons. These weapons do
damage when they hit, as normal, but they also may stagger and/or drain one or more of the
target's Health, Magicka or Stamina. They are referred to as "Soul Reaver" Weapons, can be
looted from defeated enemies. And there will now be 4 new Spectral Arrow varieties; Exploding
Fire, Frost, and Shock arrows, and 1 non-exploding. They can be picked up and used with any
bow, and the weapons and arrows will not dissipate away. Also, several NPC Shaders were
changed to not apply the effect to the weapons, so that the Spectral ones could be seen
properly. The Spectral Soul Reaver Battleaxe and Sword may not be seen when sheathed, but
the Bow and Spectral Arrows will be seen on the backs of their wielders. When wielded by a
denizen of the Netherworld, these weapons will be covered by an unearthly blue fire, as
Bound Weapons are, but after being looted and wielded by the Dragonborn, there will be no
blue fire, however the still-powerful Spectral Netherworld Enchantment keeping the weapon
in existence can be seen flowing through it. And the Player will hear otherworldly screams
and sounds as the weapon drains its targets. As the bow already has an impressive set of
Enchantments, it will put a magical "damper" on some of the Marksman Perks. Affected Perks
include "Trick Shot" and "Bullseye". However, as the beginning bow damage is significantly
higher than other bows, its built-in sneak attacks and critical hits will do more damage.
- Now the Random Inventory Arrows given to this Mod's Archers, both Netherworld Creatures and
non-Netherworld Archers (Stealth Assassins), will include a chance for the new Spectral
Arrows described above, as well as two inadvertently left out previously, the "Nord Hero"
Arrows and the "Dwarven" Arrows, and also the rarely seen and not really playable before
now, "Dwarven Sphere Centurian" Arrows.
- The Invisibility Potions have been removed from the Reaper's Inventory, and the death visual
was changed slightly to fix a bug introduced by this Mod that would show a weird, stretchy
effect. (DLC version only)
Version 3.1
- Now, only the Mod NPCs that can wield a staff will have a small chance that the "Greater
Staff of Magnus" will be in their inventory. There is a somewhat greater chance that, if
they get a staff, it will be one of a select few of the vanilla game's staffs.
And to allow them to actually use the staff, all Right-Handed Spells(except Conjure Spells)
have been changed to Left-Handed(Ghost Dragon Priest, Hell Priest, and Soulbringers).
- Adds as loot the Spell Tome "Drain Attack", which is a Concentration Spell that absorbs 30
points of Health per second from living targets and half that from Undead or Mechanical
targets, more if Dual-Wielded, less if the target can resist magic.
- The Ash Hopper NPC from the Dragonborn DLC has been "buffed" to increase it's
survivability amongst all this Mod's other extremely tough entities. It's size has been
increased and it is now more resistant to incoming damage, both from weapons and from
magic. And the spawn rate has been increased slightly. (DLC version only)
- Fixes the inability to "pick up" Dragonbone arrows fired by this Mod's version of the
Soul Cairn Keeper. (DLC version only)
- The Spriggan Earth Mother and the Burnt Spriggan from the DLC-Required Version and the
Spriggan Elder from both Versions now are all the same Factions.
- Reworked the Actor Inventories so that the type of Potions, etc. that they have more
matches with what type of character they are.
- Hopefully have now eliminated the shooting-quickly-up-into-space problem that some NPCs
with more than two legs might exhibit under certain rare conditions.
Version 3.0
- Added many new NPCs from the Dawnguard and Dragonborn DLCs, making a few Stats changes
to help integrate the new NPCs into the Mod, including giving the Ash Spawn Immolator
both his Firebolt Spell and his War Axe and giving the new DLC2 Spiders the "Spider
Spit" Spell and increasing their size somewhat.
- Created a new death effect for the High Seeker.
- Netherworld Anomaly Spawn Rates adjusted slightly.
Version 2.9
- Increases the "Healing" Health Regeneration Rate and the "Ebonyflesh" Armor Duration of the
"Ebonyflesh Healing" Spell added in Version 2.8. The Stamina Regeneration Rate is unchanged.
Version 2.8
- Give all of this Mod's Archers the possibility of a bow with the same strength as the "06"
Level of the Enchanted Daedric Bows, with a 25 percent faster draw speed and an increased
value. The Soul, Shade, and Boneman Archers have a small chance to have one, and the Stealth
Assassins have a higher chance to get the one that matches their Elemental Ability (Flame=
The Flash Fire, Frost=Freezing Cold, and Shock=The Lightning Bolt).
- Adds the "Greater Staff of Magnus" to the loot of some of this Mod's enemies that needs no
enchantment refreshing and absorbs 50 points of Magicka per second from the target, rather
than 20, and 50 points of Health per second if the target is out of Magicka, rather than 20.
- Adds as loot the "Candlelight-X5" Spell Tome, which illuminates five times longer.
- Adds as loot the "Ebonyflesh Healing" Spell Tome, which works the same as the Vanilla
"Healing" Spell, but casts "Ebonyflesh" as well. Required is "Restoration Novice" for
"Healing" and "Alteration Expert" for "Ebonyflesh". This Combo allows a "Quick-Key"
assignment to be freed up for something else.
- Adds as loot the Spell Tome "Nightingale Strife", which is the "only once a day" Power
converted to a Spell. It instantly absorbs 100 points of Health from the target, more if
Dual-Wielded.
- Adds as loot the Spell Tome "Turn Powerful Undead", which makes Undead up to Level 50 flee
for 15 seconds.
- Reduces somewhat the number of lootable Potions on defeated NPCs.
- Reworked some Property Pages for various Mod NPCs to try to reduce the frequency of their
getting their colorful Membrane Shaders temporarily removed.
- Because the Alpha Werewolf is very glitchy when it comes to dying while paralyzed, he will
now disintegrate. Most of the time, he could be reanimated with no problems, but sometimes
he couldn't be "knocked out" of the Walking-In-Place animation, and if he died in water
while paralyzed, he couldn't be pulled out of the water either. If he is not paralyzed when
he dies, there probably won't be any problem reanimating him.
- Changed the Projectile for the Headless hag Spectre's Melee Attack to differentiate it from
the Magnus Staff Weapons.
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.
- Found and fixed a bug in the 100% Spawns version that created several odd "breaks" of land
in the rivers of the Skyrim Wilderness. This was related to the "Water Seams" bug fixed in
version 2.2.
Version 2.3
- Reduced the Replicator's likelyhood of a ridiculous number of "replicated" Replicators,
but a large number of them is still possible. This is also an attempt to combat the SE
"floating NPC" bug, which was sometimes seen on Wispmother Superiors and many cloned
Mournful Shades, and on Replicators, before they were changed so that there would not be
so many NPCs in the same area.
- 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.
- Fixed a bug in the 100% Spawns version that would create "seams" in the waterways in many
Skyrim locations. The script used to do this is unblest's "_fix waterflow for Oldrim mods".
The script's Mod address is https://www.nexusmods.com/skyrimspecialedition/mods/5221
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 of 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 SE Mods:
All Locations Reset - http://www.nexusmods.com/skyrimspecialedition/mods/9778/
New Slow Time Shout Visual - http://www.nexusmods.com/skyrimspecialedition/mods/9779/
Slow Time Shout Tweaks - http://www.nexusmods.com/skyrimspecialedition/mods/9780/
No Skyrim Dragons - http://www.nexusmods.com/skyrimspecialedition/mods/9782/
Bullseye Perk Paralyze Bug Fix - http://www.nexusmods.com/skyrimspecialedition/mods/9783/
New Become Ethereal Shout Visual - http://www.nexusmods.com/skyrimspecialedition/mods/10087/
No More Sinking To A Knee On Low Health - http://www.nexusmods.com/skyrimspecialedition/mods/12640/
Walking-In-Place Paralyze/Reanimation Bug Fix - https://www.nexusmods.com/skyrimspecialedition/mods/24358/
My Oldrim Mods:
More Dangerous Enemies - http://www.nexusmods.com/skyrim/mods/42794/
Bullseye Perk Paralyze Bug Fix - http://www.nexusmods.com/skyrim/mods/61363/
No Skyrim Dragons - http://www.nexusmods.com/skyrim/mods/61147/
SlowTimeShoutTweaks - http://www.nexusmods.com/skyrim/mods/39754/
New Slow Time Shout Visual - http://www.nexusmods.com/skyrim/mods/39748/
All Locations Reset - http://www.nexusmods.com/skyrim/mods/39111/
New Become Ethereal Shout Visual - http://www.nexusmods.com/skyrim/mods/84144/
No More Sinking To A Knee On Low Health - http://www.nexusmods.com/skyrim/mods/87121/
Walking-In-Place Paralyze/Reanimation Bug Fix - https://www.nexusmods.com/skyrim/mods/96865/