Deathlocked Posted November 23, 2014 Share Posted November 23, 2014 Basically, when you've escorted martin to the Temple of the one and he becomes the Avatar of Akatosh, and blasts Dagon and the Vanilla Dagon monster is banished to Oblvion a smaller sized Dagon roughly about Hill giant height, rigged to a Xivalli skeleton: http://www.nexusmods.com/oblivion/mods/40418/ spawns in his place. Wielding the Axe from this mod here:http://www.nexusmods.com/oblivion/mods/18532/? You get to fight a levelled Mehrunes Dagon. from levels 35,45,50 who has all the vanilla Daedra summon spells and additionally summons a ghost version of Mankar Camoran at 75% of his health, and Jagar Tharn, at 50% of his health. Dagon does not move too fast, but makes up for it with powerful health carving attacks, has a immunity to Normal weapons, a (25) (50) shield in his level 45 mode and (75) shield in his level 50 mode and fire does not affect him He also has a spell reflect of (45) for level 35, (60) for 45 and 77 for level 50 and A spell absorption of 65 for all levels Tharn uses the staff from this mod http://www.nexusmods.com/oblivion/mods/27901/? which applies a burden on the player, and drain attribute spells which hinder the players movement and battle efficiency so Dagon can close in for a blow or two as he is made to move slowly, and he often uses illusion school magic and fire destruction spells. Tharn cannot be killed by normal means unlike the summoned Camoran, either Dagon dies, unsummoning him, or the player breaks the staff he uses in combat, which kills him.Tharn wears A very large black cloak from this mod: http://www.nexusmods.com/oblivion/mods/4539/?Tharn has a high Shield Enchantment rendering him almost Impervious to physical attacks. (95) sheildFor sake of compatibility, Tharn just has the vanilla vampire eyes, he isn't a vampire though, and it's not like you'll be able to see it if he has the ghost shader on.Tharn can just wear black robes or a quick retexture of the ingame white mage robes made black, some of those already exist, it's up to you if you choose an existing resource or quickly make one which is basic. Mankar Camoran retains his regular battle A.I and assets.Both of these summons are levelled according to whether you fight a LVL 35,45, or 50 Mehrunes Dagon. Additionally, usage of the Mehrunes Razor in this fight will make the fight easier as if he is struck by this weapon he will receive a loss of strength, willpower, and lose his immunity to normal weapons by a certain percentage, in addition to fatigue loss and the inability to perform Master level Conjuration spells so he can't summon all the varieties of daedra in the vanilla game to his side, in addition to his shield effect going down by (20), and his spell absorption by (35) and spell reflect by (25) for at least 40 seconds after striking him. But, you know, gotta have the razor to pull that off. After "killing" Dagon, his body will set on fire in ragdoll mode, and Ocato, who has been delayed from speaking to you will speak to you. Mid sentence, he will be cut-off. The Dagon skeleton from This mod shows up after the Dagon corpse has despawned and fights you, the Skeleton form is 10 levels below his first form, so it's 25,35,45 Skeleton variants.http://www.nexusmods.com/oblivion/mods/19935/? This form has no summoning spells, but instead, 3 fire spells,High damage target with a large magnitude,one with medium damage medium magnitude, and long durationnot much damage but long duration, and no magnitudethe last 1 weakness to fire spell and the axe has a levelled fire enchantment on it.To help you out, the surviving combatants in the IC will come to your Aid in this fight, Ocato included. He will no longer wield the Axe he did in the Previous form, but will wield an Enchanted version of it that does fire damage, and Absorb speed and strength effect. The Skeleton Dagon has more health than the prior Dagon did, but is slower because of the prior two Smack-downs he's received from you and Martin, (RIP) and also does less damage when he attacks physically, but the buffed health is what makes him hard to take down, he is also no longer immune to fire or normal weapons (is now a resistance to normal weapons not full immunity) (35) and his spell reflect and spell absorption are (25) each. The Mehrunes Razor will not weaken him in this state, (His flesh is back on Oblivion presumably) but it will do 25% more damage than usual. After defeat, his remains will fade away using the effects that played when he was banished by Akatosh in the vanilla game, or some other effect available to you in vanilla. Ocato will resume his dialogue with you after and the game reaches it's conclusion. As for starting out, one should essentially fix up the Dagon model presented above, so it can be used, and get the Skeleton model from Celestiel and simply work on making the transition of one boss to the next as proof of concept before you sprinkle the vanilla visual effects on it.So it's scripting the special Mehrunes Razor effects,Summon Jagar Tharn and Mankar Camoran spells used when Dagon reaches 75% then 50% of his healthSummoned Jargar Tharns unsummoning (death) on destruction of his staffMaking the levelled variants of each instance added to the mod (3 2-armed regular dagons, 3 tharns (Mankar Camoran should already have levelled variants in vanilla, clone those and apply a ghost shader if not, make them) 3 Skele-dagons2 Axes (one for the 3 skeledagons and the other for the 3 Regular Dagons)Making Ocato cease dialogue to transition to the skeledagon phaseHaving the outside fighters in the temple of the one district come to the PC's Aid during the skeledagon fightApplying the vanilla visual effects to make the transitions between each fight more seamlessOcato resuming where he left offApplying the visual effects and transitions for each fight Other stuff to think about:Better music system patch? Boss music?Possible merge with what guilds you've beaten? guild members showing up to assist, in skeledagon phase, it'd be a nice touch, possible extension to other guild based modsMagic Mods that add summonable creatures being added to Dagons 1st battle phase, more stuff to summonOblivion XP (Should already be compatible, but would be better if the XP reward was specified)Dagon Daedric Artifact compatibility like the daedric crescent doing the same weakness debuff from a mod that adds itTharn using his staff to chuck you to a random realm of Oblivion to fight your way out of back to the fightShould be possible, Wouldn't really have to worry about the fighting A.I for Mankor Camoran, that's already set, Tharn can use whatever A.I makes use of Illusion and destruction the most, and Dagon would just be a xivalli with a few A.I extras added on. The usage of summon spells is reliant on whatever summon uncap mod people are using, I use conjuration summon caps for example, and Fizzle, so he'd be summoning up to 6 daedra at a time which chance of failure in a hypothetical use. The bulk of work is namely just making a bunch of NPCs using the mods I've provided for the levelled variants and the stuff for the effects and mechanics of the fight. Link to comment Share on other sites More sharing options...
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