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Skyrim Unhinged


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Posted
12 minutes ago, SleepyJim said:

Heh. Just fought my first PC doppelganger. I now feel my enemies' pain. What a bitch... I think I earned enough skill points during the fight to level up almost three times, and I'm in the mid 30s.

 

Failed Hagravens, by the way. Good grief! The first one who ambushed me seemed to have unlimited fireballs to spam. Not good for a vampire! They look amazing too.

lol yea the doppleganger fight is meant to me a big challenge, glad you liked it, I did raise the magicka on the failed Hagravens, creepy fuckers aren't they?

Posted

there is some nice synergy (if you want to call it that^^) between RDO (or cutting room floor i guess) and SU

danger: spoiler ahead (little one)

 



RDO adds Terek back into the game (breezehome), but he is in for a suprise:

assasin01.thumb.jpg.21c8f36b58eaeb9ae8c84688dceac168.jpg

 

saves me the trouble muwhahahahaha

assasin02.thumb.jpg.827c964a5d22d454370560d8e1eae34f.jpg

 

after that i had all the sudden a realy important appointment outside of breezehome ??

Posted
48 minutes ago, donttouchmethere said:

there is some nice synergy (if you want to call it that^^) between RDO (or cutting room floor i guess) and SU

danger: spoiler ahead (little one)

 

 

  Reveal hidden contents

 

 


RDO adds Terek back into the game (breezehome), but he is in for a suprise:

assasin01.thumb.jpg.21c8f36b58eaeb9ae8c84688dceac168.jpg

 

saves me the trouble muwhahahahaha

assasin02.thumb.jpg.827c964a5d22d454370560d8e1eae34f.jpg

 

after that i had all the sudden a realy important appointment outside of breezehome ??
 

 

 

haha nice I forgot about Terek

Posted

I felt a great disturbance in the Force!

 

I sense a SU 3.4 out there somewhere ?

 

EDIT: are those 3.3 files the new 3.4 files? ?

 

EDIT: i blame the doppelgänger! ?

 

EDIT: alright, alright => nexus has the right version and more ?

Posted
4 hours ago, aloeverapack8 said:

love the mod. I think there is a conflict between 3.3 and inconsequential npcs. everyone starts killing the extra npcs. going back to 3.2 fixed the issue.

Hmm will take a look today after work

Posted
11 hours ago, Airianna said:

And here I thought that was a perk!!! -JK-

Havt had a chance to look yet, haven't been home, but I do know it works fine in my game

Posted
2 hours ago, -Caden- said:

Havt had a chance to look yet, haven't been home, but I do know it works fine in my game

At 1st I was laughing also but everyone pulling weapons and not talking became annoying. All I did was go back to 3.2 no other changes and it stopped.  could be something else I can try and hunt it down if its not in your game. i already use run dragonborne run so I like it hard. lov the mod! thx

Posted
4 hours ago, aloeverapack8 said:

At 1st I was laughing also but everyone pulling weapons and not talking became annoying. All I did was go back to 3.2 no other changes and it stopped.  could be something else I can try and hunt it down if its not in your game. i already use run dragonborne run so I like it hard. lov the mod! thx

I tried this morning and everything is fine on my end, maybe change load order?

Posted
53 minutes ago, kakaer said:

Can't really say the HDT fix file works, should I reinstall the mod and then install the fix?

There is not fix for her hair, if the file didn't work then get is incompatible with the PC doppelganger part of the mod

Posted

Sorry I have been here for a update,  so am posting from my phone, am on the job site, and the internet here doesn't allow for adult sites, will put update here this weekend

Posted

Hi,

 

Finally got some time to try your mod out, that's in progress.  But I thought I'd pass along the funny story of what happened when I first fired up Skyrim with your mod and then pass on some modding advice you might find useful.

 

Okay, so I made a save point (SOP when I install anything new) and then activated your mod in my load order and fired Skyrim up on my existing save game.  Rest I'm putting in a spoiler, you might find the story amusing (I nearly fell out of my chair laughing).

Spoiler

First some background.  This is my old save game I'm still using to test new stuff, specially my Whiterun mod.  I'm also working on a magic mod and a few other things.  In this save game my character is level 110 male breton, has everything, all quest finished, specializes in being a kick ass mage.   Breezehome is a little larger and the main bedroom is in its own cell in the attic which makes it a good place to make save points which is where my character was at the time.  Downstairs Breezehome is inhabited by Lydia, Valdimir (follower from Morthal Hearthfire), 4 slave prostitutes (Musje's AYGAS, so my Breezehome is also a brothel atm), one slave maid / guard (PAHE / HSH) and about 4 people from Whiterun who are "guests" enjoying the whores.  Okay that sets the scene.

 

So I come down from the attic and I immediately hear combat.  Apparently a dark elf assassin, level 330, thought she was bad ass enough to come after my character at home.  The fight is on the 1st floor, I'm on the 2nd floor.  That list of NPCs... most of em mobbed assassin.  I didn't make it down the stairs from the 2nd floor to even get a shot in before they'd killed the assassin.  It was brutal, I'm not sure where her head went... good thing I've a maid to clean it all up!  Meanwhile I'm sitting here laughing and really wishing someone would make an emote mod so I could have my character double over with a gut busting belly laugh. ?

 

Now in addition to this being kinda funny, there's also a point so that brings me to my modding advice, see below.

 

Funny story aside, I took a look at how your were making your NPCs in CK and thought I'd pass along some advice and tips I've picked up along the way.

  • Higher level doesn't really mean they're all that much tougher.  I've seen a lot of mods make NPCs 3x the player level and they still die fast because leveling by itself doesn't do that much and by the time any NPC hits around level 80 all its main skills will be maxed out anyway so there's not that much added benefit.  If you want them to have extra health its better to make level 1:1 player ratio (or even half the player's level) an use the health offset to beef up their health however much you think is appropriate for what you're trying to do.
  • Don't ambush players in their home.  Reason A) Refer to the story above.  Reason B) homes are filled with lots of havok settled stuff that get knocked all over the place and you can't clean it up which is annoying (and which is why when I build player homes I make most decor static).  Set up ambushes the way you'd do it if you were ambushing someone, catch them where they are out in the open, busy with something else and the assassin can snipe from cover.
  • NPCs need to be smarter, not stronger.  That's tough to do in Skyrim cause the TES engine isn't really set up to make truly smart NPCs, but we can work with it somewhat to improve the NPCs "smarts".  First thing, tinker with their combat style and practice with that, learn how changing things changes how an NPC fights.  You can do some surprising things, but its a bit hard to explain so best thing to do is just play around with it (make a custom follower and have them follow you and then watch how your changes affect them, rinse and repeat).  Only Tank NPCs need to be Foolhardy brave, everyone else I set one step below that.  Foolhardy NPCs are the "in your face never back down" types, which is great for a tank but its shit for everyone else cause it means other NPCs (like mages and archers) won't back away even when that would be the smart thing to do!  So back off a little on the berserker bravery and then tweak their combat style so your mages and archers prefer to fight at a distance and they'll more often do that (which actually makes them tougher cause they're fighting more intelligently now).
  • 10 little guys can be way way worse than 1 guy who's 10x as strong.  The two things I "love to hate" having to face off in Skyrim are Falmer and Forsworn archers.  Especially if the Forsworn are set up to ambush me where they are spread out in higher positions that I or a follower or a conjured dremora lord can't easily get at.  Ten archers can kill my uber strong 110 level character no matter what magic or armor he's using; or at least force me to go defensive and heal a lot.  But one single NPC, even if they are 10x my level is toast.  Why, cause 10 archers spread out have me surrounded and I have to pick them off one at a time while they try to turn me into a pin cushion.  One foolhardy 10x level NPC is a single target me and all my followers can all focus on, and most of my abilities, magic and weapons are BEST vs a one on one fight.  All that concentrated firepower on one NPC does a lot of damage fast.  Even if I'm alone, one opponent is far easier to manage than 10, I can use cover to my advantage, jump up somewhere they can't follow, and so forth; single opponents are *always* toast.  So, you really wanna screw with players in an ambush, 10 normal bandit archers in a good ambush might be a better bet; maybe one stronger leader.  Best of all there's nothing lore or immersion breaking about the later, its completely lore friendly whereas when you run into a 330 level NPC you wonder why they are working as an assassin or a bandit and haven't just established their own kingdom someplace.
  • Spells and perks: pay really close attention to what you do here cause this is one area you can actually make a normal NPC a lot more powerful without doing anything crazy.  My advice, build the NPCs perks just like you would if you were building your character.  This can be really important if the player is using some magic mods.  I mentioned I am building my own magic mod, one of the things my mod does is add leveled damage to destruction spells and leveled duration increases to alteration spells (it also levels up the top level illusion spells can affect) and this is based on the skill level of the player or NPC in that magic type.  So for example if you have skill 100 in destruction your base spell damage (before other perks) is doubled (which perks you can get up to 6x damage which makes magic *hurt*).  But for an NPC to get the benefit of this they need to have the Initiate Perk in that magic type (that's where I added the leveling effect).  Those perks also reduce casting cost for your NPC spell casters which makes them more likely to use those spells, so make sure you build proper perk sets cause my magic mod isn't the only one that adds leveled damaged in this way (I learned how to do it looking at other magic mods).  There are also perks you can give the NPC that make them take less damage, increase the damage they do, and so forth (Bethesda made these "cheats" and they used them quite a bit, that's why Falmer arrow shots hurt so much even though their arrows are junk).
  • Leveled lists are one of a modder's best friends.  Instead of trying to make one NPC that is your "universal badguy" for an encounter, make 6 versions of the bad guy.  Make one for if the player is level 1-20, one for 21-40, 41-60, 61-80, 81-100, 101+ and stick them in a leveled list set so they appear according to if the player is level 1+, 21+, 41+, 61+, 81+, or 101+.  Now you can add more perks, higher health offsets, etc. to the higher level opponents without overwhelming low level players.  They all look identical, so the player doesn't visually see any difference (unless you give them a leveled gear outfit) and it looks like the same guy, but as the player levels up the bad guy gets tougher with more perks and advantages.

Anyway, hope the advice helps.  Back to trying out your mod.

 

Best wishes. 

Posted

I like your mod so far, here's a few observations and a tiny bug I've noticed;

 

 Too often Vampire lords are encountered and they're not that tough, when lore-wise it is only for pure-bloods and half-bloods who could be such, I've had 3-4 encounters in two days play time ?

 

Also there's this bug that I've traced back to your esp, when you buy Proudspire Manor, your bed and chest are set to (owned) ultimately stopping you from sleeping, which is probably owned by your doppelganger

Posted
On ‎8‎/‎31‎/‎2018 at 4:55 PM, Durante said:

I like your mod so far, here's a few observations and a tiny bug I've noticed;

 

 Too often Vampire lords are encountered and they're not that tough, when lore-wise it is only for pure-bloods and half-bloods who could be such, I've had 3-4 encounters in two days play time ?

 

Also there's this bug that I've traced back to your esp, when you buy Proudspire Manor, your bed and chest are set to (owned) ultimately stopping you from sleeping, which is probably owned by your doppelganger

ok thanks for letting me know, I will get  a fix out for this by the end of the weekend, and will tone down the vampire lords

Posted

I did just have a fleeting thought....

 

What if the doppleganger wears a helmet? Should stay visible then. I'll try adding one to the base outfit of 4.0 and let you know if it fixes it.

Posted
47 minutes ago, Nessa said:

I did just have a fleeting thought....

 

What if the doppleganger wears a helmet? Should stay visible then. I'll try adding one to the base outfit of 4.0 and let you know if it fixes it.

that is actually a fantastic thought, let me know if it works

Posted
On ‎8‎/‎30‎/‎2018 at 6:48 AM, EinarrTheRed said:

Hi,

 

Finally got some time to try your mod out, that's in progress.  But I thought I'd pass along the funny story of what happened when I first fired up Skyrim with your mod and then pass on some modding advice you might find useful.

 

Okay, so I made a save point (SOP when I install anything new) and then activated your mod in my load order and fired Skyrim up on my existing save game.  Rest I'm putting in a spoiler, you might find the story amusing (I nearly fell out of my chair laughing).

  Reveal hidden contents

First some background.  This is my old save game I'm still using to test new stuff, specially my Whiterun mod.  I'm also working on a magic mod and a few other things.  In this save game my character is level 110 male breton, has everything, all quest finished, specializes in being a kick ass mage.   Breezehome is a little larger and the main bedroom is in its own cell in the attic which makes it a good place to make save points which is where my character was at the time.  Downstairs Breezehome is inhabited by Lydia, Valdimir (follower from Morthal Hearthfire), 4 slave prostitutes (Musje's AYGAS, so my Breezehome is also a brothel atm), one slave maid / guard (PAHE / HSH) and about 4 people from Whiterun who are "guests" enjoying the whores.  Okay that sets the scene.

 

So I come down from the attic and I immediately hear combat.  Apparently a dark elf assassin, level 330, thought she was bad ass enough to come after my character at home.  The fight is on the 1st floor, I'm on the 2nd floor.  That list of NPCs... most of em mobbed assassin.  I didn't make it down the stairs from the 2nd floor to even get a shot in before they'd killed the assassin.  It was brutal, I'm not sure where her head went... good thing I've a maid to clean it all up!  Meanwhile I'm sitting here laughing and really wishing someone would make an emote mod so I could have my character double over with a gut busting belly laugh. ?

 

Now in addition to this being kinda funny, there's also a point so that brings me to my modding advice, see below.

 

Funny story aside, I took a look at how your were making your NPCs in CK and thought I'd pass along some advice and tips I've picked up along the way.

  • Higher level doesn't really mean they're all that much tougher.  I've seen a lot of mods make NPCs 3x the player level and they still die fast because leveling by itself doesn't do that much and by the time any NPC hits around level 80 all its main skills will be maxed out anyway so there's not that much added benefit.  If you want them to have extra health its better to make level 1:1 player ratio (or even half the player's level) an use the health offset to beef up their health however much you think is appropriate for what you're trying to do.
  • Don't ambush players in their home.  Reason A) Refer to the story above.  Reason B) homes are filled with lots of havok settled stuff that get knocked all over the place and you can't clean it up which is annoying (and which is why when I build player homes I make most decor static).  Set up ambushes the way you'd do it if you were ambushing someone, catch them where they are out in the open, busy with something else and the assassin can snipe from cover.
  • NPCs need to be smarter, not stronger.  That's tough to do in Skyrim cause the TES engine isn't really set up to make truly smart NPCs, but we can work with it somewhat to improve the NPCs "smarts".  First thing, tinker with their combat style and practice with that, learn how changing things changes how an NPC fights.  You can do some surprising things, but its a bit hard to explain so best thing to do is just play around with it (make a custom follower and have them follow you and then watch how your changes affect them, rinse and repeat).  Only Tank NPCs need to be Foolhardy brave, everyone else I set one step below that.  Foolhardy NPCs are the "in your face never back down" types, which is great for a tank but its shit for everyone else cause it means other NPCs (like mages and archers) won't back away even when that would be the smart thing to do!  So back off a little on the berserker bravery and then tweak their combat style so your mages and archers prefer to fight at a distance and they'll more often do that (which actually makes them tougher cause they're fighting more intelligently now).
  • 10 little guys can be way way worse than 1 guy who's 10x as strong.  The two things I "love to hate" having to face off in Skyrim are Falmer and Forsworn archers.  Especially if the Forsworn are set up to ambush me where they are spread out in higher positions that I or a follower or a conjured dremora lord can't easily get at.  Ten archers can kill my uber strong 110 level character no matter what magic or armor he's using; or at least force me to go defensive and heal a lot.  But one single NPC, even if they are 10x my level is toast.  Why, cause 10 archers spread out have me surrounded and I have to pick them off one at a time while they try to turn me into a pin cushion.  One foolhardy 10x level NPC is a single target me and all my followers can all focus on, and most of my abilities, magic and weapons are BEST vs a one on one fight.  All that concentrated firepower on one NPC does a lot of damage fast.  Even if I'm alone, one opponent is far easier to manage than 10, I can use cover to my advantage, jump up somewhere they can't follow, and so forth; single opponents are *always* toast.  So, you really wanna screw with players in an ambush, 10 normal bandit archers in a good ambush might be a better bet; maybe one stronger leader.  Best of all there's nothing lore or immersion breaking about the later, its completely lore friendly whereas when you run into a 330 level NPC you wonder why they are working as an assassin or a bandit and haven't just established their own kingdom someplace.
  • Spells and perks: pay really close attention to what you do here cause this is one area you can actually make a normal NPC a lot more powerful without doing anything crazy.  My advice, build the NPCs perks just like you would if you were building your character.  This can be really important if the player is using some magic mods.  I mentioned I am building my own magic mod, one of the things my mod does is add leveled damage to destruction spells and leveled duration increases to alteration spells (it also levels up the top level illusion spells can affect) and this is based on the skill level of the player or NPC in that magic type.  So for example if you have skill 100 in destruction your base spell damage (before other perks) is doubled (which perks you can get up to 6x damage which makes magic *hurt*).  But for an NPC to get the benefit of this they need to have the Initiate Perk in that magic type (that's where I added the leveling effect).  Those perks also reduce casting cost for your NPC spell casters which makes them more likely to use those spells, so make sure you build proper perk sets cause my magic mod isn't the only one that adds leveled damaged in this way (I learned how to do it looking at other magic mods).  There are also perks you can give the NPC that make them take less damage, increase the damage they do, and so forth (Bethesda made these "cheats" and they used them quite a bit, that's why Falmer arrow shots hurt so much even though their arrows are junk).
  • Leveled lists are one of a modder's best friends.  Instead of trying to make one NPC that is your "universal badguy" for an encounter, make 6 versions of the bad guy.  Make one for if the player is level 1-20, one for 21-40, 41-60, 61-80, 81-100, 101+ and stick them in a leveled list set so they appear according to if the player is level 1+, 21+, 41+, 61+, 81+, or 101+.  Now you can add more perks, higher health offsets, etc. to the higher level opponents without overwhelming low level players.  They all look identical, so the player doesn't visually see any difference (unless you give them a leveled gear outfit) and it looks like the same guy, but as the player levels up the bad guy gets tougher with more perks and advantages.

Anyway, hope the advice helps.  Back to trying out your mod.

 

Best wishes. 

I started working on a couple things you talked about, got more to do, but also found on the ambush triggers can add a level global that doesnt make it active until your at a certain level. 

As far as home assassination attempts, thier are only 2 now, will consider removing the others but many are liking it

 

I did add doppelganger enemies weaker but can clone themselves 2 or 3 times in a fight which can make it 4 on 1

 

I did use some health offset and some 1v1 on some npcs and will continue to tweak as I build

Posted
On 8/30/2018 at 5:48 AM, EinarrTheRed said:

Hi,

 

Finally got some time to try your mod out, that's in progress.  But I thought I'd pass along the funny story of what happened when I first fired up Skyrim with your mod and then pass on some modding advice you might find useful.

 

Okay, so I made a save point (SOP when I install anything new) and then activated your mod in my load order and fired Skyrim up on my existing save game.  Rest I'm putting in a spoiler, you might find the story amusing (I nearly fell out of my chair laughing).

  Reveal hidden contents

First some background.  This is my old save game I'm still using to test new stuff, specially my Whiterun mod.  I'm also working on a magic mod and a few other things.  In this save game my character is level 110 male breton, has everything, all quest finished, specializes in being a kick ass mage.   Breezehome is a little larger and the main bedroom is in its own cell in the attic which makes it a good place to make save points which is where my character was at the time.  Downstairs Breezehome is inhabited by Lydia, Valdimir (follower from Morthal Hearthfire), 4 slave prostitutes (Musje's AYGAS, so my Breezehome is also a brothel atm), one slave maid / guard (PAHE / HSH) and about 4 people from Whiterun who are "guests" enjoying the whores.  Okay that sets the scene.

 

So I come down from the attic and I immediately hear combat.  Apparently a dark elf assassin, level 330, thought she was bad ass enough to come after my character at home.  The fight is on the 1st floor, I'm on the 2nd floor.  That list of NPCs... most of em mobbed assassin.  I didn't make it down the stairs from the 2nd floor to even get a shot in before they'd killed the assassin.  It was brutal, I'm not sure where her head went... good thing I've a maid to clean it all up!  Meanwhile I'm sitting here laughing and really wishing someone would make an emote mod so I could have my character double over with a gut busting belly laugh. ?

 

Now in addition to this being kinda funny, there's also a point so that brings me to my modding advice, see below.

 

Funny story aside, I took a look at how your were making your NPCs in CK and thought I'd pass along some advice and tips I've picked up along the way.

  • Higher level doesn't really mean they're all that much tougher.  I've seen a lot of mods make NPCs 3x the player level and they still die fast because leveling by itself doesn't do that much and by the time any NPC hits around level 80 all its main skills will be maxed out anyway so there's not that much added benefit.  If you want them to have extra health its better to make level 1:1 player ratio (or even half the player's level) an use the health offset to beef up their health however much you think is appropriate for what you're trying to do.
  • Don't ambush players in their home.  Reason A) Refer to the story above.  Reason B) homes are filled with lots of havok settled stuff that get knocked all over the place and you can't clean it up which is annoying (and which is why when I build player homes I make most decor static).  Set up ambushes the way you'd do it if you were ambushing someone, catch them where they are out in the open, busy with something else and the assassin can snipe from cover.
  • NPCs need to be smarter, not stronger.  That's tough to do in Skyrim cause the TES engine isn't really set up to make truly smart NPCs, but we can work with it somewhat to improve the NPCs "smarts".  First thing, tinker with their combat style and practice with that, learn how changing things changes how an NPC fights.  You can do some surprising things, but its a bit hard to explain so best thing to do is just play around with it (make a custom follower and have them follow you and then watch how your changes affect them, rinse and repeat).  Only Tank NPCs need to be Foolhardy brave, everyone else I set one step below that.  Foolhardy NPCs are the "in your face never back down" types, which is great for a tank but its shit for everyone else cause it means other NPCs (like mages and archers) won't back away even when that would be the smart thing to do!  So back off a little on the berserker bravery and then tweak their combat style so your mages and archers prefer to fight at a distance and they'll more often do that (which actually makes them tougher cause they're fighting more intelligently now).
  • 10 little guys can be way way worse than 1 guy who's 10x as strong.  The two things I "love to hate" having to face off in Skyrim are Falmer and Forsworn archers.  Especially if the Forsworn are set up to ambush me where they are spread out in higher positions that I or a follower or a conjured dremora lord can't easily get at.  Ten archers can kill my uber strong 110 level character no matter what magic or armor he's using; or at least force me to go defensive and heal a lot.  But one single NPC, even if they are 10x my level is toast.  Why, cause 10 archers spread out have me surrounded and I have to pick them off one at a time while they try to turn me into a pin cushion.  One foolhardy 10x level NPC is a single target me and all my followers can all focus on, and most of my abilities, magic and weapons are BEST vs a one on one fight.  All that concentrated firepower on one NPC does a lot of damage fast.  Even if I'm alone, one opponent is far easier to manage than 10, I can use cover to my advantage, jump up somewhere they can't follow, and so forth; single opponents are *always* toast.  So, you really wanna screw with players in an ambush, 10 normal bandit archers in a good ambush might be a better bet; maybe one stronger leader.  Best of all there's nothing lore or immersion breaking about the later, its completely lore friendly whereas when you run into a 330 level NPC you wonder why they are working as an assassin or a bandit and haven't just established their own kingdom someplace.
  • Spells and perks: pay really close attention to what you do here cause this is one area you can actually make a normal NPC a lot more powerful without doing anything crazy.  My advice, build the NPCs perks just like you would if you were building your character.  This can be really important if the player is using some magic mods.  I mentioned I am building my own magic mod, one of the things my mod does is add leveled damage to destruction spells and leveled duration increases to alteration spells (it also levels up the top level illusion spells can affect) and this is based on the skill level of the player or NPC in that magic type.  So for example if you have skill 100 in destruction your base spell damage (before other perks) is doubled (which perks you can get up to 6x damage which makes magic *hurt*).  But for an NPC to get the benefit of this they need to have the Initiate Perk in that magic type (that's where I added the leveling effect).  Those perks also reduce casting cost for your NPC spell casters which makes them more likely to use those spells, so make sure you build proper perk sets cause my magic mod isn't the only one that adds leveled damaged in this way (I learned how to do it looking at other magic mods).  There are also perks you can give the NPC that make them take less damage, increase the damage they do, and so forth (Bethesda made these "cheats" and they used them quite a bit, that's why Falmer arrow shots hurt so much even though their arrows are junk).
  • Leveled lists are one of a modder's best friends.  Instead of trying to make one NPC that is your "universal badguy" for an encounter, make 6 versions of the bad guy.  Make one for if the player is level 1-20, one for 21-40, 41-60, 61-80, 81-100, 101+ and stick them in a leveled list set so they appear according to if the player is level 1+, 21+, 41+, 61+, 81+, or 101+.  Now you can add more perks, higher health offsets, etc. to the higher level opponents without overwhelming low level players.  They all look identical, so the player doesn't visually see any difference (unless you give them a leveled gear outfit) and it looks like the same guy, but as the player levels up the bad guy gets tougher with more perks and advantages.

Anyway, hope the advice helps.  Back to trying out your mod.

 

Best wishes. 

QFT...the toughest foes I encounter is groups of Forsworn especially with their spell casters.  When 4+ of them come, including spellcasters conjuring their atronachs at the Legendary difficulty setting, it's either retreat, strategically pick them off one at a time using the layout.  Or just surrender and let them have their way with me.   It's much easier to deal with a single powerful foe since you aren't being hammered by multiple source of damage.   Groups, not single mobs is more difficult. Especially if they use their positions/weapons and spells effectively. 

 

If rieklings ever learned how to cast spells, I'd be their bitch forever. ?

 

And oh..gawd..the VFX from all the spells is hard on the eyes....?

Posted

Hey Caden, one thing I've noticed when running this mod and your other mod Radiant Prostitution/Gigolo is that they're actually kinda incompatible, especially during some of the radiant home delivery quests. This is most apparent when getting the quests in Whiterun as I often get assigned to NPCs from this mod such as Thief or Assassin who are "living" in the houses of some other NPCs but because they're not the owners of the houses, the quest do not unlock the doors to those home as usual. If I pick the lock to get in, they will give the generic "You're not supposed to be in here" answers, and in some instances will be hostile.

 

 

Posted
8 hours ago, asianboy345 said:

Hey Caden, one thing I've noticed when running this mod and your other mod Radiant Prostitution/Gigolo is that they're actually kinda incompatible, especially during some of the radiant home delivery quests. This is most apparent when getting the quests in Whiterun as I often get assigned to NPCs from this mod such as Thief or Assassin who are "living" in the houses of some other NPCs but because they're not the owners of the houses, the quest do not unlock the doors to those home as usual. If I pick the lock to get in, they will give the generic "You're not supposed to be in here" answers, and in some instances will be hostile.

 

 

Oh never thought of that, thanks for letting me know, will see if I can fix that this week

Posted
19 hours ago, Alkpaz said:

Hmm wonder if this mod + 

would be overkill. Decides to find out. :P

 

BTW, your mod lists the masters in the wrong order. Dragonborn is supposed to be after Dawnguard, unless that is intentional. 

Source: WyreBash

 

Also this:
Errors[0]: Player "Prisoner" [NPC_:00000007]
Errors[1]:   NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 12 not found in NordRace "Nord" [RACE:00013746]>
Errors[2]: Player "Prisoner" [NPC_:00000007]
Errors[3]:   NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 11 not found in NordRace "Nord" [RACE:00013746]>
Errors[4]: Player "Prisoner" [NPC_:00000007]
Errors[5]:   NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 10 not found in NordRace "Nord" [RACE:00013746]>
Errors[6]: Player "Prisoner" [NPC_:00000007]
Errors[7]:   NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 5 not found in NordRace "Nord" [RACE:00013746]>
Errors[8]: Player "Prisoner" [NPC_:00000007]
Errors[9]:   NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 3 not found in NordRace "Nord" [RACE:00013746]>
Source: Merge Plugins

 

Also has dirty edits, did not clean esp, since I do not know if they are intentional or not. 

Source: TESEdit

 

Yes TesV will show that if it's the Female PC version because of me changing the player NPC to female, do not clean the Female version it's a false error

Posted
55 minutes ago, -Caden- said:

Oh never thought of that, thanks for letting me know, will see if I can fix that this week

You could try detecting if they're a member of that town/city faction and only use those as valid NPCs.  Most mods that add NPCs will add that faction for the location and so your mod could pick up on those without returning "non-resident" results.

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