[RELz] Deadly Dragons

Post » Sun May 27, 2012 12:27 pm

Previous Topics: http://www.gamesas.com/topic/1333717-deadly-dragons-mod/page__p__20100856__hl__deadly%20dragons__fromsearch__1#entry20100856 - http://www.gamesas.com/topic/1332004-deadly-dragons/page__hl__deadly%20dragons

Deadly Dragons v3

http://skyrim.nexusmods.com/downloads/file.php?id=3829
Current Version: 3.2.1

Deadly Dragons has undergone a large number of changes & updates over the last few weeks & months, and everyone interested in making dragon encounters more interesting & challenging should definitly give this mod a look. Some may wonder why I'm making this thread, and not the mod author (3jiou), I answer many of the comments/questions about the mod & am the author of the description & readme.
  • If you are interested in making dragon encounters more varied & challening, this mod is the mod for you
  • Choose your difficulty setting. Characters across all levels & builds can find a suitable challenge
  • A number of included -optional- settings to enhance Dragon related content.
  • Don't want new spells/items in your game? No problem, you may now select your options while in game
  • New dragon & armor textures
  • Clear documentation & a comprehensive readme are included
  • New in-game menu system allows you to change difficulties & turn new items on/off at any time. New Powers ability named "DD Settings".
Besides the updates & changes to the mod itself, I've spent a considerable amount of time writing a comprehensive readme and a brand new description from scratch. This has cleared up the vast majority of issues users have had installing the mod in the past and greatly reduce confusion. In addition to providing clear documentation for all of the mods various features, items, and options. I've also included troubleshooting, frequently asked questions, and specific details on vertually every detail about the mod within the readme.


----------------Common Questions-------------------------------

Q: What Do I need to install Deadly Dragons?
A: The easiest way to install this mod is to follow the given installation instruction on the main description. Manual instructions are contained in the DD-Readme-EN.txt file (also on the main page). To minimize installation errors, conflicts with other mods, and incorrect load orders, it is strongly recommended that you install the mod using the http://skyrim.nexusmods.com/downloads/file.php?id=4078 and organize your plugins with the http://skyrim.nexusmods.com/downloads/file.php?id=6 tool. Follow the main installation guide and you should have no major issues..

Q: What mods does Deadly Dragons conflict with?
A: As of right now, Deadly Dragons is by nature incompatable with mods that alter the leveled list of dragons. "P.I.S.E." is fully compatabile with DD and recommended. READ THE README FOR MORE INFORMATION..

Q: Is there an option to alter the vanilla dragons, but not add new dragons? Will you make one?
A: No, there is no option for this, nor are there any plans to add such an option at this time or ever. The primary purpose of this mod is to not only increase dragon difficulty, but add more variety to the experience.


Q: Deadly Dragons CTD's on startup, has invisible textures, and/or makes dragons ignore me!
A: No, it didn't. You have failed to properly follow the installation instruction. I promise. Further troubleshooting & commonly asked questions can be found in the included readme file. This file is included with the main archive & can also be viewed on the main description page.

Q: "X" difficulty is to hard/easy, will you add a new one? Or Change it?
A: There are no plans to add additional difficulty plugins at this time. Between the three difficulty options of Deadly Dragons and Skyrims' built-in difficulty settings, there is no reason you can't find a difficulty that is enjoyable to you. With that said, Deadly Dragons is supposed to be difficult, and provide the player with a challenge. However, -CONSTRUCTIVE- feedback is always welcome (and encouraged). Everyone plays Skyrim a little different and everyone has there own preference on how difficult they want there game to be. If you encounter something that you think is broken or over/underpowered, feel free to voice your opinion. Just be sure you provide a clear & coherent explanation as to why you think so. Also, keep in mind that your particular character build may have a harder time dealing with dragons than another one.

Q: Do you have any plans to add new weapons/armors?
A: Weapons? No. There are a number of fantastic weapon mods out there to choose from.

Q: Do you have any plans to add CBBE/UNP/Etc. support for female armors?
A: No. For a variety of reasons. The armor textures are from other authors, and it is up to them to support body replacers. Secondly, not everyone uses a body replacer, and this will become just one more option to juggle.
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meghan lock
 
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Post » Sun May 27, 2012 10:24 pm

thanks.
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HARDHEAD
 
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Post » Sun May 27, 2012 2:28 pm

The only thing that I found this mod lacking is it keep killing named NPC in my game. :biggrin: But that's not the mod fault. It the faulty AI by Beth. :dry:

Any chance that it will alter the dragon spawn rate? I rarely meet any dragon. Just finish the horn quest. What quest that trigger increased dragon spawn rate?

BTW, keep up the good work.
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Scared humanity
 
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Post » Sun May 27, 2012 10:53 am

There may be an option to reset cells faster (increasing dragon spawn rate as well as everything else), but things like that could conflict with other popular mods like Wars In Skyrim... Though it would be an optional plugin.
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Wanda Maximoff
 
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Post » Sun May 27, 2012 6:27 pm

are you accepting requests?
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jessica robson
 
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Post » Sun May 27, 2012 10:40 am

Feedback & constructive critisism is welcome. Requests will always be read and considered based on the request itself. Basically, fire away, but requests will only be added to the mod if there good ideas, reasonable to add at all, and fit with the general scope of the mod. I think the only two requests that have made it into the mod was modular installer and the level 65 Dragon called "Aspect of Alduin".
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Vicki Gunn
 
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Post » Sun May 27, 2012 6:51 am

I'd personally like Dracolich wings to be more skeletal, the actual texture is a bit too meaty for my liking (or maybe I'm bound with stereotypes for skeletal dragons :P )
Do you think that the CK will allow you to make dragons cast "standard" spells, in addition to their breath?
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Juan Cerda
 
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Post » Sun May 27, 2012 1:27 pm

I've been using this mod for a few weeks now and I absolutely love it. Excellent and amazing work!
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Lyndsey Bird
 
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Post » Sun May 27, 2012 11:38 am

I'd personally like Dracolich wings to be more skeletal, the actual texture is a bit too meaty for my liking (or maybe I'm bound with stereotypes for skeletal dragons :tongue: )
Do you think that the CK will allow you to make dragons cast "standard" spells, in addition to their breath?

Textures are -for the most part- not going to be changed. You can install your own textures if you know how, if you wan't a different look.. Having dragons use normal spells is -for the most part- pointless. Besides conjuration, none of the other spell trees will really work (and be fun to play against).
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Jeremy Kenney
 
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Post » Sun May 27, 2012 8:53 am

Jezus...how fast are the modders going? I in stalled version 2.7 yesterday and now there is 2.8 already. :D


(Yeah i know...i should check NMM more often for updates. :) )
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Jerry Jr. Ortiz
 
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Post » Sun May 27, 2012 2:09 pm

Actually.. 2.7 was up for around a week. 2.9 is in the works, and fixes a few minor bugs. :biggrin:
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Ludivine Dupuy
 
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Post » Sun May 27, 2012 10:54 am

Actually.. 2.7 was up for around a week. 2.9 is in the works, and fixes a few minor bugs. :biggrin:

Aaaahh that proves even more that i need to start checking for updates at least ones a day. :blush:
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ZzZz
 
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Post » Sun May 27, 2012 9:59 am

Well, two or three weeks after the Creation Kit is finally launched, I'm expecting allot of major mods to roll out major updates. So it may not matter much at the moment. :)
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CYCO JO-NATE
 
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Post » Sun May 27, 2012 10:01 am

Aaaahh that proves even more that i need to start checking for updates at least ones a day. :blush:

I add my mods to the Nexus Mod Manager, when I run that it checks to see which mods need updating!
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Elizabeth Davis
 
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Post » Sun May 27, 2012 2:46 pm

Do you think that the CK will allow you to make dragons cast "standard" spells, in addition to their breath?
what for?
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Jason Rice
 
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Post » Sun May 27, 2012 8:47 pm

Keep up the good job!
I was a level 20+ character (adept and normal option), after i met a normal dragon i was "WTF, hard!"
then i was exploring and i met a named dragon (level 50). At first i didn't know it was so strong and killed me with a bite.
To kill him, after numerous attempts i just had to call an army of archers xD
After i installed another mod called wars in skyrim: I have actually played deadly dragons and wars in skyrim IV (Dark age) without races for about an hour, and seems fine. I'll tell you more with more gameplay.
Your mod is just wonderful, today i think i'll play in hardcoe mode xD I was pretty bored with dragon until yesterday. With soulstoperks mod and Deadly Dragons my gameplay will be much better...
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Jack Bryan
 
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Post » Sun May 27, 2012 4:23 pm

Your mod is just wonderful, today i think i'll play in hardcoe mode xD I was pretty bored with dragon until yesterday. With soulstoperks mod and Deadly Dragons my gameplay will be much better...
thanks, I'm glad you like it :)
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Genocidal Cry
 
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Post » Sun May 27, 2012 9:33 pm

in order to make them harder to fight. they could have a limited healing spell.
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Manuel rivera
 
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Post » Sun May 27, 2012 5:55 pm

Despite now using the hard version, I'm finding fights with named dragons still a little too easy, or rather too short. I'm level 35-36 and have come across 2 named dragons recently which were dispatched with relative ease (sorry can't remember their names, too long to commit to memory), yet encountering a swamp dragon really was a challenge - I actually had to drink some potions!

Another thing I'd like as an option is a proper high res version of the dragon textures, akin to the super high res texture pack on Nexus (I'll post a link when nexus come back online)
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Jani Eayon
 
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Post » Sun May 27, 2012 4:36 pm

in order to make them harder to fight. they could have a limited healing spell.
bad idea
Despite now using the hard version, I'm finding fights with named dragons still a little too easy, or rather too short. I'm level 35-36 and have come across 2 named dragons recently which were dispatched with relative ease (sorry can't remember their names, too long to commit to memory), yet encountering a swamp dragon really was a challenge - I actually had to drink some potions!

Another thing I'd like as an option is a proper high res version of the dragon textures, akin to the super high res texture pack on Nexus (I'll post a link when nexus come back online)
yeah, named dragons are still unbalanced, I'll fix it
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Lakyn Ellery
 
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Post » Sun May 27, 2012 9:16 am

in order to make them harder to fight. they could have a limited healing spell.

Let me explain why "standard spells" are just not a good idea, from a gameplay perspective.

With the except of using a few conjuration spells as temporary pets, modified versions of destruction magic, or a short invisibility spell (For use in, say, the Nether drake only)... The rest of the spells just don't work for dragons. There all tools for the player to use.. From a gameplay perspective.

Alteration & illusion spells are all pointless, 3jiou has made better abilities on his own than what the Destruction spells... Having a self-healing dragon is not only annoying, but pointless. Dragon fights have already been lengthened considerably by multiplying there health by x2/x3.. The last school is Conjuration, and like I said above, it's useful to summon the pets.. But even then, the only powerful creature that is anything more than a minor annoyance is the Dremora Lord summon..

So, yeah.. Adding spells is basically pointless, other than the novelty of it.
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Vicki Blondie
 
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Post » Sun May 27, 2012 11:05 am

I can see this mod being essential when teh modding community is more established, well done guys!
I really want to play the remainder of my game hearing that dragon cry and going "oh sh*t" looking up and at the same tiem gonig to stealth mode. I want to have encounters where I only want to fight them near a town where I have lots of guards to help me!

Some advice I would love to give...
1. keep the focus of your mod on dragons; dont tweak other aspects of the game such as items and crafting; instead of making these other things optional plug-ins to your mod, have them a separate mod altogether. Not only will this make the mod less daunting to players to download ("do I really want all that, or jsut the making dragons ahrd bit?"), but it will help maintain a Mod Identity, image and give it a strong "brand".

2. As you may have read on the general forums, some people dislike how some NPCS's such as merchants die to normal dragon attacks, your mod will compound this issue by making them that more kick ass. It would be nice if you improved non-combat NPC AI to run and hide in the nearest building until the dragon dies and they all run out to watch you melt his skin!

3. In a certain quest the player can encounter an undead skeletal dragon, having these spawn in the outside world would be amazing, just walking around pwning the country; and if you can make them fly, even better! - few nice particle effects, blue or green would give them a very magical feel!


Keep up the good work guys: Dragons are the core pillar this game is founded on, and you are making that pillar stronger!
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Suzy Santana
 
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Post » Sun May 27, 2012 8:29 am

I don't know if this has been asked before so forgive me if it has. I would like know if there is a conflict when changing difficulty esp's for this mod. For example, since I plan to start a new game, I would like to use first the Normal.esp so I would not be overwhelm in the beginning, then in the middle part the HARD esp and in the late game the hardcoe one. Would this not cause any problem?
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Adrian Powers
 
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Post » Sun May 27, 2012 8:08 am

those are your opinions. and considering that one of you is the mod author, that probably makes it final. I, however, disagree on all the points.
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stevie critchley
 
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Post » Sun May 27, 2012 9:29 pm

I don't know if this has been asked before so forgive me if it has. I would like know if there is a conflict when changing difficulty esp's for this mod. For example, since I plan to start a new game, I would like to use first the Normal.esp so I would not be overwhelm in the beginning, then in the middle part the HARD esp and in the late game the hardcoe one. Would this not cause any problem?
There should be no problems
those are your opinions. and considering that one of you is the mod author, that probably makes it final. I, however, disagree on all the points.
I agree with I2edShift, but you can provide a coherent explanation, why a healing spells should be added
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Johanna Van Drunick
 
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