Guest Posted March 12, 2018 Posted March 12, 2018 2 hours ago, johntrine said: is this mod gonna pull a frieza and go, "this isn't even my final form"? ? Its a dragonball reference but I am not sure what you mean by that question!
johntrine Posted March 12, 2018 Posted March 12, 2018 24 minutes ago, -Caden- said: ? Its a dragonball reference but I am not sure what you mean by that question! ah. my bad i'm not used to quoting much let me try again 16 hours ago, -Caden- said: Future plans: add an Extreme version is this mod gonna pull a frieza and go, "this isn't even my final form"?
monsta88 Posted March 12, 2018 Posted March 12, 2018 Dear -Caden-, Â if this works as advertised, you are god amongst men. Â Usually I play looong games, and when I reach the 100 Alchemy/Smithing/Enchantment combo, it becomes supereasy, regardless of my numerous attempts of making the game challenging. Â I'm a bit afraid about the enemy mages, as I already had some extremly strong ones. I rememebr meeting a forsworn dude who could 1-shot me with some lightning attack and i could only beat it due to 2 lucky circumstances - he was on the other side of a river and I had some rocks to hide behind. So I quickly released an arrow, then ducked down and kept repeating that. Â This one reminds me of 2 things: One is when I started modding Oblivion and a similar mod was among the 1st I used. And the other is the companion mod of Deadly Dragons, where you could manually set the HP, Armor, Magic resistance and a couple of other stats of enemy groups. That was really tedious to do and didn't work very well. Â Â Anyway, I will try this mod on my latest long game (200+ hours in). I'll make a safety save though, no offense. Â Â Peace, M
Guest Posted March 12, 2018 Posted March 12, 2018 3 minutes ago, monsta88 said: he was on the other side of a river and I had some rocks to hide behind. So I quickly released an arrow, then ducked down and kept repeating that. That's statement is exactly why I released this mod, I have had it in my game for over a year, and there are times its frustrating, but like you say above, you now have to fight a "realistic battle, and outsmart stronger enemies to beat them 5 minutes ago, monsta88 said: Anyway, I will try this mod on my latest long game (200+ hours in). I'll make a safety save though, no offense. Always a great Idea:) I hope you enjoy the mod! Another point to make is there is a lot about Skyrim\people do not realize is there: Did you know you can make a weapon in the vanilla game that has damage up towards 1,000,000 damage? http://elderscrolls.wikia.com/wiki/Forum:Skyrim:Alchemy/Enchanting_Loop  Now when your enemies stronger, alchemy now becomes very Important Â
Guest Posted March 12, 2018 Posted March 12, 2018 37 minutes ago, johntrine said: ah. my bad i'm not used to quoting much let me try again is this mod gonna pull a frieza and go, "this isn't even my final form"? do you mean , am I going to make it so you have to update it? if that's what your asking, then no, this version is done, this is for people who do not have the dlcs  The next version will be standalone as well, but will require all DLCS ( no clean save will be needed, can just drop in the ESP if you have the dlcs and let it overwrite this one)  Then the extreme version will be for people who like to use the OP armors and weapons that come out in a lot of mod, so even if you use a sword that had 1000 hp damage, the game will still be a challenge  Hopefully I understood your question, if not let me know
monsta88 Posted March 12, 2018 Posted March 12, 2018 18 minutes ago, -Caden- said: Another point to make is there is a lot about Skyrim\people do not realize is there: Did you know you can make a weapon in the vanilla game that has damage up towards 1,000,000 damage? http://elderscrolls.wikia.com/wiki/Forum:Skyrim:Alchemy/Enchanting_Loop  Now when your enemies stronger, alchemy now becomes very Important  Wasn't this fixed in an Unofficial patch?
Guest Posted March 12, 2018 Posted March 12, 2018 2 minutes ago, monsta88 said: Wasn't this fixed in an Unofficial patch? maybe, not sure I haven't tried to use it in a long time, been a few years and if it is fixed, that is great, but even if it is, it still makes having alchemy level 100 and making the strongest smithing potion you can make a more important avenue in Skyrim, is that what you were referring to in your earlier post? Sorry kinda doing 3 things at once, am at work..lol..have to get back to work but will ttys
monsta88 Posted March 12, 2018 Posted March 12, 2018 14 minutes ago, -Caden- said: maybe, not sure I haven't tried to use it in a long time, been a few years and if it is fixed, that is great, but even if it is, it still makes having alchemy level 100 and making the strongest smithing potion you can make a more important avenue in Skyrim, is that what you were referring to in your earlier post? Sorry kinda doing 3 things at once, am at work..lol..have to get back to work but will ttys IMHO 2 3 things make the game IMBA (after you have the triple 100) Â 1) Having mods which give you new equipable, enchantable items. For example piercings or items which use normally unavailable slots. These multiple the bonuses you can add to yourself. Â 2) Ely's Uncapper. When the skills go over 100, you become really strong. Â 3) SPERG 4: IMHO the most fun and easy to use skill-tree replacer. Yes, it makes the game easier, but you finally get useful skills, which are fun to use. Â Â Â Â Â
tuxagent7 Posted March 12, 2018 Posted March 12, 2018 Ive got the mod high level enemies do i need to replace it with your mods ?  And if i got it right, you only change the template of the ennemies so ennemies stays the same but are stronger than ever ?  And you would need to change the same way (template) to make mods compatible like the ennemies in dragonborn or immersive creatures  What if i got a mod Zombie creep and i would like to change that template would it be something easy on TES5edit ?  thank you  I
tuxagent7 Posted March 12, 2018 Posted March 12, 2018 Oh yeah do i need to include it in my bash patch ?
johntrine Posted March 12, 2018 Posted March 12, 2018 3 hours ago, -Caden- said: do you mean , am I going to make it so you have to update it? if that's what your asking, then no, this version is done, this is for people who do not have the dlcs  The next version will be standalone as well, but will require all DLCS ( no clean save will be needed, can just drop in the ESP if you have the dlcs and let it overwrite this one)  Then the extreme version will be for people who like to use the OP armors and weapons that come out in a lot of mod, so even if you use a sword that had 1000 hp damage, the game will still be a challenge  Hopefully I understood your question, if not let me know nah. i kinda meant as the dragonborn would be travelling through the world getting beat up but getting used to it, the mod goes this isn't event my final form as the extreme version is released
Guest Posted March 12, 2018 Posted March 12, 2018 2 hours ago, tuxagent7 said: Ive got the mod high level enemies do i need to replace it with your mods ?  And if i got it right, you only change the template of the ennemies so ennemies stays the same but are stronger than ever ?  And you would need to change the same way (template) to make mods compatible like the ennemies in dragonborn or immersive creatures  What if i got a mod Zombie creep and i would like to change that template would it be something easy on TES5edit ?  thank you  I not sure if you would have to replace it, even if we changed the same stat, if you pout this mod below high level enemies, then this ESP file would only overwrite the changes I made, which, i remove level with pc check box and manual change enemies levels, so that level on that enemy is permanent  Yes enemies stay the same but are always the same level, example ..if a enemy is level thirty he/she will always be level thirty, no matter what level your character is  In Immersive creature it has a mcm option to make the spawns tougher  I am not sure if you could do it in tes5 edit, you could in the CK, but I have only used tes5 edit once, I am still a CK using more than anything. I use tes5 to clean plugins and that's about it Â
Guest Posted March 12, 2018 Posted March 12, 2018 2 hours ago, tuxagent7 said: Oh yeah do i need to include it in my bash patch ? you can, yes, this is one of those mods that is perfect for a bash patch, you don't need to but wrye bash should give you the option to bash it
Guest Posted March 12, 2018 Posted March 12, 2018 3 hours ago, monsta88 said: IMHO 2 3 things make the game IMBA (after you have the triple 100) Â 1) Having mods which give you new equipable, enchantable items. For example piercings or items which use normally unavailable slots. These multiple the bonuses you can add to yourself. Â 2) Ely's Uncapper. When the skills go over 100, you become really strong. Â 3) SPERG 4: IMHO the most fun and easy to use skill-tree replacer. Yes, it makes the game easier, but you finally get useful skills, which are fun to use. Â Â Â Â Nice, Well IMHO might be a good thing to use with this mod
monsta88 Posted March 12, 2018 Posted March 12, 2018 Hi -Caden-,  I made a testrun, added this mod to a 230+ mod game. Here is some feedback.  Difficulty was on Legendary, with More Bandit Camps and OBIS installed. 10+ bandits spawn every time. I also have Loot and Degradation, so enemies often have Legendary gear.  The character is a level 90 PSQ Succubus in human form (she is stronger in Succubus form). She is using (Legendary) weaponry, w/o magic (depleted). Only Archery over 100. Tried with various armor, Legendary Heavy Dragonscale, Clothing, looted Light Armor. Basically she can be a lot tougher than in this testrun.  I had about 5 major engagements during this test run. I had some harder enemies, mostly the ones with shields. I also saw some of them casting Paralyze. Also, some had Daedric Arrows and one guy had Daedric Shield (Legendary). The enemies didn't have any chance vs Sneak + Archery combo, even with only regular Steel arrow. In the other fights I used swords.  Except for some shield wielders, I didn't have problem facing them. The paralyze was more annoying than dangerous, because the character has Dragon Skin, so the bandits couldn't do any significant damage, even whenthe character was just lying there. There was only one enemy so far which could do good damage, about half my HP went away by the time I could kill him.  What I noticed that some of them actually went and tried to hide, probably due to level difference? So I had a mixed experience, because:  Pro: - some challenging enemies - I can see the potential for the Extreme mode  Contra - some enemies are weaker than before, need to chase them to kill them. - paralyze is an annoyance because of the slow standup animation (I know I can install a faster one, but I didn't). I can see the potential of Paralyze attacks on lower level, but it didn't do anything for my game, it just wasted time.  Partial - the enemies carry some kicass ammo, which is good to loot, but it also makes the player stronger versus them.  Suggestion: Some kind of MCM to control some of the enemy stats.   Peace, M
Guest Posted March 12, 2018 Posted March 12, 2018 20 minutes ago, monsta88 said: Hi -Caden-,  I made a testrun, added this mod to a 230+ mod game. Here is some feedback.  Difficulty was on Legendary, with More Bandit Camps and OBIS installed. 10+ bandits spawn every time. I also have Loot and Degradation, so enemies often have Legendary gear.  The character is a level 90 PSQ Succubus in human form (she is stronger in Succubus form). She is using (Legendary) weaponry, w/o magic (depleted). Only Archery over 100. Tried with various armor, Legendary Heavy Dragonscale, Clothing, looted Light Armor. Basically she can be a lot tougher than in this testrun.  I had about 5 major engagements during this test run. I had some harder enemies, mostly the ones with shields. I also saw some of them casting Paralyze. Also, some had Daedric Arrows and one guy had Daedric Shield (Legendary). The enemies didn't have any chance vs Sneak + Archery combo, even with only regular Steel arrow. In the other fights I used swords.  Except for some shield wielders, I didn't have problem facing them. The paralyze was more annoying than dangerous, because the character has Dragon Skin, so the bandits couldn't do any significant damage, even whenthe character was just lying there. There was only one enemy so far which could do good damage, about half my HP went away by the time I could kill him.  What I noticed that some of them actually went and tried to hide, probably due to level difference? So I had a mixed experience, because:  Pro: - some challenging enemies - I can see the potential for the Extreme mode  Contra - some enemies are weaker than before, need to chase them to kill them. - paralyze is an annoyance because of the slow standup animation (I know I can install a faster one, but I didn't). I can see the potential of Paralyze attacks on lower level, but it didn't do anything for my game, it just wasted time.  Partial - the enemies carry some kicass ammo, which is good to loot, but it also makes the player stronger versus them.  Suggestion: Some kind of MCM to control some of the enemy stats.   Peace, M Ok thanks for the feedback, much appreciated, now I didn't change any of the armor for the bandits, only a few weapons, the enemies wearing armor has to be from another mod, Do you have this below all the other enemy mods, also, if you get a change, try going to a fortress with the mages, some mages and bandits should have 2600 to 4500 hp, so a one shot is out of the question, I will look into a mcm, I just try to stay away from any scripting at all, when I get a chance I will look into it, also stay away from bandit camps around whiterun, the game always puts lower end enemies there because its where the game begins, also paralyze, I think i gave it to one mage, Of maybe I put it in the spell list, i will check it out and remove it if I did, again thanks for the feedback
Guest Posted March 12, 2018 Posted March 12, 2018 2 hours ago, monsta88 said: Hi -Caden-,  I made a testrun, added this mod to a 230+ mod game. Here is some feedback.  Difficulty was on Legendary, with More Bandit Camps and OBIS installed. 10+ bandits spawn every time. I also have Loot and Degradation, so enemies often have Legendary gear.  The character is a level 90 PSQ Succubus in human form (she is stronger in Succubus form). She is using (Legendary) weaponry, w/o magic (depleted). Only Archery over 100. Tried with various armor, Legendary Heavy Dragonscale, Clothing, looted Light Armor. Basically she can be a lot tougher than in this testrun.  I had about 5 major engagements during this test run. I had some harder enemies, mostly the ones with shields. I also saw some of them casting Paralyze. Also, some had Daedric Arrows and one guy had Daedric Shield (Legendary). The enemies didn't have any chance vs Sneak + Archery combo, even with only regular Steel arrow. In the other fights I used swords.  Except for some shield wielders, I didn't have problem facing them. The paralyze was more annoying than dangerous, because the character has Dragon Skin, so the bandits couldn't do any significant damage, even whenthe character was just lying there. There was only one enemy so far which could do good damage, about half my HP went away by the time I could kill him.  What I noticed that some of them actually went and tried to hide, probably due to level difference? So I had a mixed experience, because:  Pro: - some challenging enemies - I can see the potential for the Extreme mode  Contra - some enemies are weaker than before, need to chase them to kill them. - paralyze is an annoyance because of the slow standup animation (I know I can install a faster one, but I didn't). I can see the potential of Paralyze attacks on lower level, but it didn't do anything for my game, it just wasted time.  Partial - the enemies carry some kicass ammo, which is good to loot, but it also makes the player stronger versus them.  Suggestion: Some kind of MCM to control some of the enemy stats.   Peace, M ok , so i just went thru the whole run, even went to the paralyze spell, in CK and searched use info on paralyze spell, and I did not put paralyze spell in any of the bandits spell list, so none of the bandits in this mod use paralyze, has to be from another mod What I did find is I missed some templates, that's why you still has easy enemies, I am uploading 2.0 with the fixes, again thanks for you feedback
afa Posted March 13, 2018 Posted March 13, 2018 Wouldn't a ward spell that is fire and forget/cloak essentially be magic armor from Alteration? I thought destruction spells damages are fixed base on the spell itself, could only modify by a few perks, potions, and a few selected pieces of equipment. I don't remember does enemy only damage multiplier perk works for magic. The fortify restoration bug got patched in the unofficial patch I think. I am trying to remember how high damage can get legitimately now, I know it is at least 10k.
Storms of Superior Posted March 13, 2018 Posted March 13, 2018 2 hours ago, afa said: Wouldn't a ward spell that is fire and forget/cloak essentially be magic armor from Alteration? I thought destruction spells damages are fixed base on the spell itself, could only modify by a few perks, potions, and a few selected pieces of equipment. I don't remember does enemy only damage multiplier perk works for magic. The fortify restoration bug got patched in the unofficial patch I think. I am trying to remember how high damage can get legitimately now, I know it is at least 10k. I see no reason to not make some wards into FaF or cloaks, and keep them in the restoration school. It has the potential to open some cans of shit on both sides of the fight.
monsta88 Posted March 13, 2018 Posted March 13, 2018 9 hours ago, -Caden- said: ok , so i just went thru the whole run, even went to the paralyze spell, in CK and searched use info on paralyze spell, and I did not put paralyze spell in any of the bandits spell list, so none of the bandits in this mod use paralyze, has to be from another mod What I did find is I missed some templates, that's why you still has easy enemies, I am uploading 2.0 with the fixes, again thanks for you feedback Might have been OBIS then. That mod adds a huge variations of the bandits. I just find it strange, because I played about 200 hours with OBIS in the load order and I didn't remember seeing them using paralyze. I also checked their items and there was no paralyze effect on them, so must have been a spell. Â Thanks for updating, I'll try it when I can.
Guest Posted March 13, 2018 Posted March 13, 2018 draugrs giant spiders giants mammoths trolls Those are the only other templates modified beside bandits, warlocks, mages ect.
Guest Posted March 13, 2018 Posted March 13, 2018 9 hours ago, Storms of Superior said: I see no reason to not make some wards into FaF or cloaks, and keep them in the restoration school. It has the potential to open some cans of shit on both sides of the fight. that's actually a good point, I never even thought of added cloak wards to bandits and mages, great Idea, once I get the update done for radiant prostitution/gigolo, I will look into it, maybe add a optional pack for them! Actually thinking about it, I just started modding again after a few years off, I have 38 mods out there on various sites, and I am thinking about porting them all to LL and removing them from the others. One of them is a spell "Grim Reaper" , when cast it turns the npcs eyes red and slowly kills them, they will walk around not realizing that have been hit as a dull black fog follows them, there eyes glow red and suddenly the will fall into bleedout and die, but On a high leveled npc it could take 3 to 4 (ingame hours) for them to die, maybe add that to the pack as well
Guest Posted March 13, 2018 Posted March 13, 2018 11 hours ago, afa said: Wouldn't a ward spell that is fire and forget/cloak essentially be magic armor from Alteration? I thought destruction spells damages are fixed base on the spell itself, could only modify by a few perks, potions, and a few selected pieces of equipment. I don't remember does enemy only damage multiplier perk works for magic. The fortify restoration bug got patched in the unofficial patch I think. I am trying to remember how high damage can get legitimately now, I know it is at least 10k. I think the cloak would be restoration, maybe even a healing cloak, in a hard fight cast a healing cloak on and it heals you for 30 seconds so your character can Kamikaze into a group of bandits and has 30 seconds to kill them all, if you find the way to now level up weapon damage higher, let us know, I would like to know how it is done now
Guest Posted March 13, 2018 Posted March 13, 2018 19 hours ago, johntrine said: nah. i kinda meant as the dragonborn would be travelling through the world getting beat up but getting used to it, the mod goes this isn't event my final form as the extreme version is released Ahhh I get ya now, yes and no, the extreme version will be much harder, but even as you level up thru the game with this one, when you get a high enough level as dragonborn, you start to see bandit marauders, and arch mages, there levels are ranging from 250 to 700, with hp ranging from 3500 to 7000, that's in the mod, and mages casting firestorm, shouting with unrelenting force, lightniung storm and blizzard, your character can be level 150 and the enemies will still be a hell of a fight
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now