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https://www.nexusmods.com/skyrim/mods/53350
Convert them with the creation kit.
https://www.nexusmods.com/skyrimspecialedition/mods/5745
combined with this for more diverse dragons https://www.nexusmods.com/skyrimspecialedition/mods/695 and this: https://www.nexusmods.com/skyrimspecialedition/mods/9670
Deadly Dragons
Bellyache's New Dragon Species
Set the Assault options in both Deadly Dragons and DCO to 3 Dragons, and the Assault timers to 24 hours minimum and 48 hours max, with 100% chance of Assault, and set Reinforcements Chance to 100% when they reach 90% health.
Mirmulnir will show up for the first dragon encounter at the Western Watchtower with 2 friends, and each one will summon 3 more, and each one will summon 3 more, and each one will summon 3 more.
You'll have a sky full of dragons that drop lightning generators, sun flare generators, frost cloud generators, flame jets form the ground, and accelerate time so a day passes in a second, where Assault is triggered again and you get 3 more dragons who summon 3 more dragons who summon 3 more dragons that spawn Draugr Deathlords, Wraithmen, Dwemer Constructs, and who may turn any person in the area into a Werewolf permanently, including your followers, or who can effect Instant Death on anyone, including Essentials.
Took a look at the two you linked speedfreak1972, seem very similiar to DCO, which is kinda what i'm looking for. Though one seemed kinda unstable.
That said, hearing that DCO can be ported might prove to be my answer. All i have to do is extract the BSA and it's good to go? Glad to hear that. Will need to find a save game scalpel if i do though, I remember DCO has a habit of baking bad scripts from time to time.
Thank you very much.
Tyvm.
While i know how to mod oldrim well enough for stable, I'm completely new to the SSE.
In addition, if a mod is going to potentially cause problems, do not use it - no matter how good it sounds or looks - you will just be causing yourself trouble. This from someone with completely stable games in both Oldrim and SSE, modded more heavily than literally anyone else. If a mod may cause problem - do not use it.
This seems pretty much OP
I didn't see it in the SSE section of NMM but i still have it for oldrim. I loved it for that but I'm hesitant about porting it given how much scripting it uses. I might toy around with it but I've already grabbed the 2 you recommended to test out as well.
*ANY* mod "may cause problems". It cannot be avoided because Skyrim is an unstable game running in an unstable game engine running in an unstable operating system.
Oh, it's OP A/F. You can be killed quickly, slowly, or anywhere in-between. When dragons cause shockwaves that send you tumbling laterally for a half-mile, hitting every rock along the way, and then another lands next to you before you've stopped tumbling, and then another, and then as you're getting up, they take off, causing another shockwave that sends you tumbling, you have a very good chance of being bounced from Whiterun to Rorikstead. If you live that long. Not to mention you pass through other creature spawns, and if you have Immersive Creatures, you could end up face-down in the middle of a Sabre Cat and 4 Cubs, or a Rabid Cave Bear and 5 Rabid Cubs, or a pack of Plague Wolves who inflict Silence on you so you can't even use Become Ethereal to catch a breath.
I use Dragon Combat Overhaul - Dragonborn-32597-9, so if that's the one you have, it's good to go, just drag and drop the scripts and the ESP.
It's as stable in SE as it was in Oldrim.
Excellent news, thank you very much.
Not sure about the SSE cause i havn't used it yet but I did quite well modding skyrim, even with some heavily scripted items. Used Obis, immersive creatures, sands of time, wet and cold, frostfall, dragon combat overhaul, tons of population mods and about 150+ others. I just needed to make sure i made a solid TES5Edit patch.
The only issue i had was from DCO occasionally baking a bad script, as mentioned above. After a series of dragon attacks, I'd start having CTDS from time to time but using the save game scalpel to remove the affending script took care of it. (DCO's cleanup sometimes left a script with an unattached reference. As long as I checked for and removed them from time to time, no ctds.)