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Immersive Difficulty Upgrade: Sheogorath
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Apr 18, 2013 @ 10:39pm
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Immersive Difficulty Upgrade: Sheogorath

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In 1 collection by David Sid
Immersive Difficulty Levels
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Description
For those seeking a truly insane challenge, this mod makes your weakest enemies almost completely random and unleveled. Just inside Bleak Falls Sanctum might be a Draugr and two Restless Draugr--or just as likely two Draugr Wights and a Draugr Deathlord.

This mod works by altering the generic scaling factor used to generate the easiest leveled enemies. In vanilla Skyrim, these are randomly selected from entries on the leveled list not exceeding 33% of your level. With this mod, that upper limit is increased to 999%. Thus, the enemies spawned are (in most cases) just as likely to be level 1 as level 50.

This mod is designed to complement "Immersive Difficulty Levels" (http://steamcommunity.com/workshop/filedetails/?id=138352888). If you use another mod from that collection, put it above this in the load order. Your chosen Immersive Difficulty Level will still affect all but the easiest leveled enemies.

This mod can also be found on Skyrim Nexus at http://skyrim.nexusmods.com/mods/35651.

If you find any bugs or issues, please note them in the comments so I can promptly address them.
15 Comments
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David Sid  [author] Apr 21 @ 10:37pm 
@biltart_clorn: Many areas have minimum levels for purposes of enemy scaling; if I recall correctly, even Bleak Falls Barrow never treats you as less than 6th level. As a result, staying at 1st level is probably a very bad idea without this mod, and suicidal with this mod.
biltart_clorn Apr 21 @ 9:41pm 
Every mod I have ever tried that unlevels enemies has been cursed with bugs. Hopefully your attempt at a different path with this may work. Does exploiting staying at level 1 as long as possible nerf some of this difficulty? If you do the math, this means the hardest enemy you could find at level one would be level ten.
SuperLotus97 Nov 6, 2013 @ 6:03am 
@Pillparty: There are some mods that raise the armor cap. You'll still be able to hit the armor cap with smithing (or at least get close to it depending on the value), but since NPCs can't smith they'll have less protection since their damage resistance will be calculated differently.
Pillerparty Nov 4, 2013 @ 6:25am 
Actually, the ideal fix (IMO) for higher difficulty levels would be to keep NPC damage as high as it is but nerf their health and armour ratings. At Legendary, it would still make sense, and combat wouldn't be as tedious.
Pillerparty Nov 4, 2013 @ 6:21am 
I like your mods a lot, it made no sense that a normal bandit could tank me out just because I raised the difficulty level. Thanks :)

The problem was always that, while I was fine with taking more damage, the enemies' health bars were extended to infinity. I play this game a lot and I'm good at evading strikes and arrows, however when facing 3+ enemies or a mage (whose attacks you just can't dodge) it became sooo tiresome having to strike them 50 or so hits before they succumb - and a single misstep on your part sent you immediately to the grave.

At least now it makes more sense.
The Boss Aug 8, 2013 @ 1:00pm 
good to know I'm not the only one
David Sid  [author] Aug 8, 2013 @ 12:30pm 
Yeah, I kept running into Level 50 coursework while being only a lowly Level 1 student. I thought, "Why not bring those same insane difficulty spikes to Skyrim?" And thus a mod was born. (See, I can tell bad jokes too.)
The Boss Aug 8, 2013 @ 3:02am 
bad joke I Know
The Boss Aug 8, 2013 @ 3:02am 
wow thats a challage is this mod based on life
Sku11M0nkey Apr 24, 2013 @ 8:00pm 
@ David Sid - have you checked out the "requiem" mod or the SKYRE mod? they both overhaul the game and drastically up the difficulty level. you should also check out frost fall and realistic needs + diseases if you want to bump up the challenge.