Advanced organized advanced SkyTweak encounter patch
AAE, HLE, OBIS, AT, SkyTEST. An ambitious patching project to forward all perks/bonuses of the mod to enemies to which the mod was added, and resolve conflicts.
Screenshots 2 screenshots
About this mod Machine translation
AAE, HLE, OBIS, AT, SkyTEST. An ambitious patching project to forward all perks/bonuses of the mod to enemies to which the mod was added, and resolve conflicts.
Before downloading: This patch will make you face more enemies. This is intentional. I’m not going to do a minimalist version. A light version can be obtained by not downloading this patch and uninstalling the mods edited by this patch (all difficulty and variety mods). Everything is explained by this description. I have edited (so far) just under 700 NPCs by adding perks and adjusting proportions, I will not name each one to get more information from the 'Victors of Clash' section. All editing is done manually using xEdit.
It is your responsibility to read everything that may be relevant to you before using it.
In the end, I'm going to support this 100% until I can't find anything to add or change. I'm open to suggestions and would like bug reports for missed items (perks, a stronger enemy that seems easier to kill than a weaker version, etc.). This is a very large and ambitious project - any findings and reports will improve the patch for all involved, myself included.
- Introduction
- The required method
- Conflict winner
- Add patch changes
- The boss releases information
- Installation
- End of Period Instructions
- Introduction
So, I was pissed when I leveled up AAE enemies to HLE enemies. Instead of getting harder, they got easier. This patch takes the best and hardest stats from the mods above and applies it to enemies so that higher level enemies have better stats, like the AAE vanilla variant. Added vampires will have immortality saving throws and increased physical attack damage (although some will use weapons unless disarmed). Some enemies even received a level/stat boost or added effect to improve compatibility and increase variety. Even so, this isn't a pure hard mode. It's worth noting that Animals: Predators and weaker predators have now reached their previous level caps, with stronger animal predators being allowed to scale. This is because using my own Sector Mods, almost all animals are at the "Great Soul" level, except for a few modded enemies. To dissect this sentence - 1: Obviously, I only have large bunches (and prey) in my game, 2: The "game over" enemies added by the mod are weaker than the base game enemies I had at level 56+.
While the level is capped, the health and attributes of animal enemies/prey are increased to make them more difficult. Nowadays, it is very feasible to practice hunting animals before moving on to "real" prey. And, by the end of the game, when you're stuck with a bunch of 60-plus little soul gems, you can rely on hunting to fill them. If you like animal levels to rise indefinitely, you can load the Animal Adjustment/SkyTEST patch in this patch (not recommended as the patch is outdated and has mudcrab glitches). If you prefer horizontal caps, my mod has edited and changed all the animal overlays in the patch so that one will cover the other. Using the animal spinner/SkyTEST patch will revert *most* of the changes (creatures added with the mod will still have my edits). Additionally, many enemies have had their max levels removed (mostly for conflict logging, only a few modules have been added). This will allow for more diversity at higher levels. Bandits with lower stats can now spawn in the same location with high health/etc., as can higher level enemies in the same location that start with near-maximum stats and attributes. With the addition of spawning mods, both are possible. I can change this based on gameplay and feedback.
This mode, like Divisions, is designed for players like me who enjoy a challenge from the beginning of the game to the end. The final enemy is terrifying and may even give you money after getting 100+ casts and is charming for those using the Unlimited DLL. Then again, this isn't even half the mods in my "Difficulty Improvements" folder, so attrition may vary.
- The required meth …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.