The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Ohcrapalypse
133 Comments
ash i think 13 Jul, 2020 @ 6:46pm 
thank you sir
Rezzurekt  [author] 10 Jul, 2020 @ 12:32pm 
The in-game book tells you where most things are located. Book locations are shown in the last screenshot. :rose:
ash i think 4 Jul, 2020 @ 2:22am 
Is there a list of where/when we can fight the bosses?
Rezzurekt  [author] 7 Jun, 2020 @ 1:29pm 
Correct, Solstheim should be clear... assuming the undead can't use the boat. I've seen them go through doors, enter towns and travel quite a bit.
RetroOnyx_76o 7 Jun, 2020 @ 10:46am 
just to ask, no enemies will spawn in Solstheim, right?
crake 13 Mar, 2020 @ 1:04pm 
Found it Just need to look hareder you cood also type the name of the book.
Rezzurekt  [author] 12 Mar, 2020 @ 11:44pm 
The book locations are shown in the very last mod screenshot. :rose:
crake 12 Mar, 2020 @ 1:48pm 
Cant Find Tthe Book
crake 11 Mar, 2020 @ 2:10pm 
Bierbuik what mod was that?
theozian1 30 Aug, 2018 @ 7:26pm 
man i just reenabled this...iforgot how hecktic this mod was
Rezzurekt  [author] 1 Aug, 2018 @ 7:11pm 
No, he's killable. Just very dangerous... :rufushurt:
casual potato 30 Jul, 2018 @ 3:21pm 
is feklarr the world ender supposed to be unkillable?
Tatanka 11 Oct, 2016 @ 12:52am 
loot could use a nerf too with that many. With random start mod, if you start other side of worldmap, by the time you reach helgen already packing 50-100 lockpicks and a few thousand in gold enough to buy breezehome already before main quest even started, not to mention a trillion bone meals, daedra hearts and daedric arrows :P
Dont know if its intended, but followers seem to be very VERY scared of them, they always run away, even the guys from companions ... wussy werewolves, bleh
Rezzurekt  [author] 10 Oct, 2016 @ 8:10pm 
Yeah, probably not for beginners. Spawn rate is OK, there's just a bunch of undead in a couple spots if certain groups merge. Performance can get hit when friendly NPC groups (added to distract undead) engage them. I've moved more than half the undead, but it can get thick NW of Whiterun & underwater around Dawnstar. I've tested it on multiple new characters with varying difficulty. It's challenging, but not more than intended. Try not to get overwhelmed or pinned down... kite, kill, etc.
76561198148577520 10 Oct, 2016 @ 3:58pm 
The spawn rate of risen dead NEEDS to go down.

I'm get way too many compared to the others. I get the occasional roaming dead, Spectral giant(which I noticed is very resistant to all damage except magic damage) and infected or cursed villagers or what have you.

My point is that risen dead spawn too often and too high quantities( for vanilla type play sets) I use mods that make my waepons and spells more powerful that most mods that augment spells and I also have Mods that add lightning storms and meteors from the sky. For me the quantities are not much of a problem to me. Other players might have trouble on high dificulties.

Just a suggesstion.
Rezzurekt  [author] 8 Oct, 2016 @ 8:49pm 
Yay! :blissful_creep: Glad this one isn't breaking anything. I'm still working on improving performance, tweaking mobs & moving some things around. As fun as it is, I can always make improvements.
Tatanka 8 Oct, 2016 @ 1:00am 
Apologies, apparently it was an other monster mod. Its weird used that mod on another character, leveled to 60 not a single crash new game, and crashes galore after installing this. Removed that monster mod and reinstalled this, everything working fine.
/shrug
no idea why that mod started crashing when it didnt before, anyway its gone, and this one is actually better, more encounters heh.
Rezzurekt  [author] 7 Oct, 2016 @ 1:38pm 
Can't think of anything that would cause a mod conflict. Some people had built their homes in areas with spawns, so I moved the mobs. Definitely want to make sure it works with everything else.
Tatanka 7 Oct, 2016 @ 9:16am 
was short lived conflicts with a mod started crashing, though was rather intresting togheter with random start locations, popped up in middle of a battle between conjurers and a bunch of corpses, scariest start ever
Tatanka 7 Oct, 2016 @ 2:04am 
ill give it a go, if theres one type of mod i always enjoyed in es series its more stuff to kill ... or get killed by
Rezzurekt  [author] 6 Oct, 2016 @ 5:43pm 
The description indicates it's all lore-friendly (has an in-game book that even explains what's happening) and I can only think of 2 enemies that are fairly huge. There's WAY more undead/infected in this mod than oversized monsters. :rose:
Tatanka 25 Sep, 2016 @ 11:33am 
Would play it, but i really dont know why every single monster mod needs to have these "skyscraper turn godzilla into a chihuahua" monsters. It totally breaks immersion, swing your swrod at something that mighht be part of a toe because you cant see entire screen is filled with something, and you have to swing at it for an hour to kill it ...
Not saying that this mod does this too, but judging from pictures ... now if there would be a lite version without the gargantuas you can see walking next riften from markath, id instal it
76561198148577520 18 Sep, 2016 @ 4:06pm 
welcome!
Rezzurekt  [author] 18 Sep, 2016 @ 11:27am 
Fixed--thanks! :blissful_creep:
76561198148577520 18 Sep, 2016 @ 9:22am 
hey bug report!!!! the reason for negative armor values is because of the marked for death shout given to some enemies. I noticed it when my armor when down dramitcaly after being hit by the aforementiond shout. it kept going down until the shout effect wore off and it didn't jump back to where it was before I got hit by the shout
minedixer 2 Aug, 2016 @ 10:39am 
thanks for the tips
Rezzurekt  [author] 30 Jul, 2016 @ 9:27pm 
Nothing is invincible... and some of the infectious diseases lower stats.
Kodi022 12 Jul, 2016 @ 12:13am 
Are the spectral giants invincible? i did the potion exploit and created a sword that did 10k dmg, i was on legendary mode and stumbled across one of these giants and couldn't break a pixel of health off. Also @Dank Outload and @ lolboyz44 take off your armor and do "player.modav damageresist 8501(or your negative armor number)" in the console
minedixer 9 Jul, 2016 @ 10:25am 
yeah my armor goes to negitive like 3000 armor points
lolboyz44 5 Jul, 2016 @ 5:42pm 
does this mod rip away all my armour cos i am on like -8501 armour rating right now?
Maolmhuire 29 May, 2016 @ 5:03am 
gens, i used this mod with the hyperthermia one and a few other survival mods and skyrim nearly took a year to complete thanks for keeping it going!
Blake 2 May, 2016 @ 12:47am 
Glad you kept it basic, avoids risking buggs and conflicts. Will have to check this out! thanks.
Asdred 27 Nov, 2015 @ 4:51am 
oh cool! :D
Rezzurekt  [author] 26 Nov, 2015 @ 9:39pm 
Yes, they'll eventually come back.
Asdred 26 Nov, 2015 @ 7:24am 
Do they respawn?
Rezzurekt  [author] 4 Nov, 2015 @ 11:36am 
The October updates finished off most of the changes to mob placement, patrols, spells, loot & other basics. November will focus on some of the weird things that aren't officially in the mod... but actually are. Some of you may have noticed odd sights (Stampy, mysterious notes, random loot). As always, check the change notes for details. Happy hunting! :monsterskull:
jadedkratosttv 7 Oct, 2015 @ 3:09am 
I've already got several mods where you have to face a large assortment of draugar, skeletons, ghostly dragons and all sorts of creatures. It makes things more fucked up especially when you start up a new profile. Fighting a dragon, draugar, skeletons and a spectral dragon at once is incredibly difficult. Fought a spectral dragon and it looked like a pin cushion after I had finished with it.
robmking 26 Sep, 2015 @ 10:10pm 
well ,you should have an end to this because the book promises updates ,which hints at progress and defeat of an enemy. not only that ,these creatures are being spawned ,so there must be a scource. destroy that and there is an end, but it must be big ,worthy of the enemy.
Rezzurekt  [author] 24 Sep, 2015 @ 8:35am 
I hadn't actually considered putting in an ending, since I made this for extra challenge, loot & EXP across characters. They all respawn, including bosses.
robmking 23 Sep, 2015 @ 8:08pm 
so i have killed all the named bad guys, how do i put an end to this stuff ?
Oubliette 21 Sep, 2015 @ 5:41pm 
Harvey's a scary bastard, all right. It may be a good idea to raise the minimum spawn level for the bosses to at least 30. I play a lvl 50 currently with power-boosting mods, and they are still hellishly difficult.
Rezzurekt  [author] 20 Sep, 2015 @ 6:48pm 
I haven't tried that mod... not sure if it can be used to tame the creatures in this mod. Might be some faction or A.I. incompatibility there.
viirinsoftworks 20 Sep, 2015 @ 2:22pm 
Those giant insects really entrance me! Are they compatible with Tame the Beasts of Skyrim II?
Rezzurekt  [author] 15 Sep, 2015 @ 12:44pm 
Everything respawns... eventually. I've used 4 characters for testing & the respawn time seems to vary a bit. Haven't yet found a way to adjust spawning timers.
Oubliette 14 Sep, 2015 @ 5:00pm 
thanks
This mod is up there with Wyrmstooth and Apocalypse Magic in my 3 favorite Skyrim mods.
BTW, do risen dead respawn or is it possible to clear out all of them?
Rezzurekt  [author] 14 Sep, 2015 @ 2:36pm 
I ended up sticking him there because of navmesh issues (tried a few different locations where he wasn't attacking), but he's definitely a danger to new characters where he is. I'll probably lower his minimum level, then move him a bit. Lots of minor changes like these have been tested & saved already, but I haven't published because the disease fix isn't complete. I'll probably push diseases back to a later update & get the other changes (including Doom) published Tuesday.
Oubliette 14 Sep, 2015 @ 11:27am 
I just wish Doom spawned futher away
Oubliette 14 Sep, 2015 @ 11:26am 
Feklarr worked after i rebooted
So thats why my arrows did nothing.
mirmulnir is the first dragon you fight, and Doom is agonizing at level 10. as in, took me 39 deaths before i got sick of him and used console commantds to deal 10000 times nowmal damage so that he would stop bugging me.
Rezzurekt  [author] 14 Sep, 2015 @ 11:09am 
Just re-checked the settings & everything looks OK. Feklarr (one of the toughest bosses) is set to Protected so NPCs won't kill it & players have to finish him themselves. Spectral Giants only have Respawn set, so they can be killed by anything. They do have more HP than regular giants; they also use Deflect Arrows & Wisp Drain, so they're one of the tougher trash mobs to kill. Regarding Doom--I normally kill it before engaging any of the tougher dragons in that area (Mirmulnir or the modded Ancalagon). Sometimes I end up fighting all 3 at once & have to run/kite, then re-engage. This mod isn't easy, but it's not supposed to be.
Oubliette 13 Sep, 2015 @ 10:54am 
spectral giants are currently unkillable, as is Feklarr. Doom requres either fast running to escape or console commands to kill in order to kill Mimulnir without being completely boned when you go to the Whiterun watchtower. Please fix this.