The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

The Sinister Seven [4.3] Prepare To Die
Showing 1-5 of 5 entries
Update: Jun 14, 2015 @ 11:02pm

-Fixed a really weird and unexpected Creation Kit Voodoo issue. Somewhere along the way, one of the minions got flagged "essential." What in the world! The Argonian Hunter female is once again killable.

Update: Jun 13, 2015 @ 4:30pm

Version 4.2
-Fixed an issue with Brutus and his schedule AI.

Update: Jun 13, 2015 @ 12:37pm

Version 4.1
-Lowered the round of minion spawning by 15 minutes, from 100 IRL minutes to 85 minutes.
-Added some more higher level spells on the bosses, readjusted some perks on the minions + bosses.
-Buffed poison magnitude, but lowered duration. So it's more upfront. Buffed boss poison + mask poison effectively by 10 points.
-Hopefully fixed an issue where only the 2nd boss, Amitis, was not spawning for some people.
-Removed armor protection spells from sneak minions, as they can reveal their position too much.
-Buffed the emergency armor on Amitis mask by 50 points.

Update: Jun 10, 2015 @ 8:18pm

Update: Jun 10, 2015 @ 7:52pm

Version 1.0 -- First Version, just published! Feedback appreciated.

Version 2.0
-Overhauled the quest, modular for nearly any level character.
-Added four mercenaries that have a chance to appear.
-Added some special characteristics to the unique assassins.
-Modified combat styles, abilities, stalking AI, etc.
-Fixed gray face bug?
-Added tasty loot, seven unique masks.
-Tied all the NPCs equipment and loot into the base level lists.
-Rewrote all the notes.

Version 3.0
-Modified stalking behavior, hunting will usually take place during daylight so tracks are easier to spot, NPCs are out and active to be questioned about your location, etc. Though sometimes NPCs will try to group up and ambush you at night. So stay on your toes!
-Stalking behavior more random, less predictable.
-Stalking now takes player sneaking into account, so thief types can try to sneak away to live another day.
-Upgraded minion roster from 4 to 10. Two of the minions try to impersonate stealth mechanics. You're not the only one who can sneak or use poison now!
-Modified all boss assassins. They now all have unique abilities for unusual fighting experiences.
-Modified all the masks and their enchantments, with enchantments that mirror the boss abilities. A little like Skyrim Megaman.
-Now 7 unique masks, plus two unique gender specific sets of armor.
-Modified the final boss position + reward chest.
-Added three different versions.
-Modified music that plays while fighting the boss assassins, should now play already existing epic boss battle music. Compatible with all music mods.

Version 3.1
-Added script assets that where missing for some reason. Patch added that upgrades from 3.0

Version 3.2
-Added a randomized timer system on releasing the minions. They're still operating on character leveling, but will be totally random within when they'll come after the player (within a reasonable time frame). So you don't have to expect anyone suddenly showing up after a level. This should nip it in the bud for the last time.
-Removed the 'Hired' from the names of the minions, so they're a little more inconspicuous.
-Added some dialogue and greet triggers to your hunters, which may initiate in cities and some locations.
-Buffed the minions a small amount, to put them on level with the player. This will be most noticeable at early levels.
-Debuff the poison magnitude by half used by the minions. May be too dangerous at the early levels.
-Increased movement speed a small amount for non-ranged boss assassins.
-Made the last boss fight a little more tricksy.
-Lowered the cooldown on Ladon's ability and the Northern Wind's ability a small amount.
-Ladon's mask + ability buffed a small amount. Now also burns melee attackers a small amount per swing.
-Modifed Temujin's combat AI. He should be much more willing to powerattack when the player is blocking, to show off his big ole sexy muscles.
-Modified the boss assassin notes a little, to give the player combat hints to the upcoming confrontation.
-Upgraded final chest, to also include weapon types. So if the player has specialized in maces/swords etc, it'll give them a random enchanted option.

Version 3.3
-Fixed a bug where some bosses weren't spawning.

Version 3.4
-Changed enchantments on the unique armor.
-Nerfed Temujin's mask enchantment a little.
-Made the bosses immune to some cheap tricks (paralyze, endless ragdoll).
-Buffed Ladon's mask a little, fixed an unexpected bug on it.
-Changed how Brutus mask works. Now takes light levels into account, so it can be used at any hour.
-Brutus' fight is now much more reliant on light levels. Hint hint.
-Changed the magical arsenal of the final boss. No more lightning, so it's easier to dodge projectiles.
-Buffed the cripple component on Nandi's mask.
-Buffed Rois's mask enchantment, from 33% health to 50% health. Included with new muffle enchantment on the boots, so NPCs should have a hard time echo locating the player like a bat.
-Added a new quasi-stealth system to four NPCs, that effects their visibility till they take damage.
-Increased the boss staggered levels by 1, so every 5 levels. Raising the questline to 30 levels. Makes it easier for the player to prepare for the first boss and lengthens the hunting aspect of the quest a little longer, since people seem to like that.
-Doubled the random time frame for minion release.

Version 4.0
-Changed the quest system to be less reliant on levels. Minions are now spawned based on time, instead of levels. Boss assassins remain based on levels, but now show up every two levels after level 12 -- thus overall being friendlier to higher level characters who level slowly. It's also an easier start for new characters, too.
-Fixed a bug, I thought I fixed, on Ladon's mask. Good gravy Charlie Brown.