KittymirCuten Posted January 3, 2021 Share Posted January 3, 2021 (edited) JurassicNightTerrors for the MOST PART tries to make gameplay more realistic, but in a few cases, realism is broken to maintain balance, and gameplay challenge which will be covered below. (Note: Lots of my stuff uses the default centurion texture, so centurion texture upgrade mods also make my modded stuff look nicer as a side effect)...The hoverbikes model is much better than it once was, and less blocky. Eyesight aboard is vastly improved. It immersively auto hovers in place when unmounted. It no longer jumps to hover gliding closely above the ground, and instead view angle restrictions with an advanced levitate to slowfall script prevent it from being a full blown flying vehicle. You now only must be colliding with the hoverbike in casting stance to mount it. Exiting casting stance will dismount you. You will stand on top of it while dismounting. The unmounted hoverbike now has realistic collision.Dwemer Hoverbike used to be a Cloth Glove, but I changed it to an Activator when dismounted that equips it as technically an armored gauntlet. A memory forge is aboard the dwemer flying saucer to ensure you equip your appropriate gauntlet or bracer upon disembarking... It's more immersive this way, and I think is less likely to disappear during a cell reset.Just in case it DOES which I don't THINK it would you can always go back to Area Vvardyone and activate the Hoverbike inside the Dwemer Flying Saucer to spawn a new one... Because of this I also removed all the old scripts that used to spawn it in various other places.You can dismount midair to just stand there taking a look from above, but if you equip a ranged weapon you will automatically enter the hoverbike to prevent you from godmode-esque ranged sky attacks. YEAH it's realistic and smart to bombard your foes from the sky, but I went against that to maintain gameplay challenge... Likewise yeah it's realistic that a spear has the same bonuses as a staff IE jumping higher with it, but it wouldn't be fair to staff users to give it the same unique weapon bonus, so I made spears give you swift swim.The hoverbike has actual durability now and is damaged by colliding into any spear-shaped rocks or fences or trees or menhirs. It can also be repaired with repair hammers. I had to replace thousands of statics with activators to make this work... The upside is your daedric claws can enable you to climb more than just trees now. When climbing or hiding in a container wandering dead, bounty hunters, and elite bandits can't spawn right next to you.Giant fire breathing lizards and wandering dead come in multiple tiers, and the most powerful individual semi-random spawns have a 1-2 month spawn time or more. Fairly challenging individuals are encountered more often, and downright cannon fodder individuals are the most frequently spawned. Bounty Hunters now come in two tiers. Elite Bounty Hunters only show up once every two weeks and resemble a Her Hands High Ordinator, regular Bounty Hunters look like regular Imperial Guards in squads of three and show up every five minutes in an unlocked city interior, or every 24 hours in the wilderness.The weapon stances are melee basic, ranged basic, caster, spear, staff, crossbow, thrown, and bow. Melee slightly increases your physical defenses but reduces spell resist a little bit, magic stance increases magic defenses but reduces physical defense, ranged weapons make you more vulnerable to all attacks but I consider this fair cause ranged weapon users can flee melee range, have sneak attacks, and ammunition is generally more efficient than magicka... Now a character proficient with both ranged and melee weapons has an in game motive to switch to melee when you've got no breathing room.Staffs, and spears put you in melee stance on top of their own respective bonus. You get a 120% swim speed bonus with a spear, or 1 pt jump bonus with a staff while they are drawn. Now that swimming slows you down a lot more now than vanilla, so spears are much more useful for swimming. Argonians have been given a 410 swimming speed to compensate them... Staffs have only a tiny jump bonus, because I don't want to make acrobatics, khajiit jumping height, leg enhancement implant, and stalker implant useless.Reptiles are often stronger and tougher than most mammals often breathing fire to boot, but all reptiles are ultra vulnerable to frost including frost grenades. With Argonians they have a frost weakness but it's less extreme cause they are playable.Kwama Queens are a lot bigger and have a lot more health but are otherwise unchanged. Kwama Foragers now have a poison bite that does 1 damage for 300 seconds- making them a bit more threatening. Nixx-Hounds have a vampiric health absorb with their proboscis they can use about twice in a fight. Kagouti and Cliff Racers breathe fire.Diseased animals are just as weak as in vanilla. Diseased reptiles have no size increase, most ground reptiles are bigger. Wild guars are bigger than other guars. Blighted animals are bigger, blighted reptiles can get pretty big. Blighted Kagouti, Blighted Cliff Racers and Blighted Nix-Hounds are fierce enemies. Kagouti Rex and Alitasaurus are the only reptiles you'll encounter stronger than a Blighted Kagouti, and they are only in a few specific exteriors, and their ambush you in most out of city exteriors script has over a one month cooldown.Cliff Racers can bombard you from above, but run out of fire breath faster than kagoutis. A kagouti can breathe fire about 30 times, a clannfear 50 times, a cliff racer 25 times... Cryo grenades are very powerful due to their freeze effect, but you are highly advised to safe them for how deadly these new more dinosaur like reptiles are.Everything has been made deadlier to accommodate your stalker cloak implant, container stealth, hoverbike, and warpstep cloak implant. Normally these implants would make the game too easy, so I made everything else so much deadlier the whole games harder even with these new abilities.Netches are huge like massive tentacled flying sky whales and their strength and health are downright godlike now. Fortunately for you netches are gentle giants 99% of the time. In the event one isn't or you must hunt them for some reason, pyro grenades and fire damage is the only realistic way to survive and defeat a creature of such godlike power. The wandering dead who relentlessly pursue you are extremely vulnerable to fire damage.Aquatic enemies have a tendency to use electroshock type spells, but being in the water themselves are also more vulnerable to electroshocks. Dreugh can briefly paralyze and shock you with their tentacles. Slaughterfish apply a stacking electroshock weakness, and zap when they bite. Underwater combat is now often a contest of zapping each other to death, and an electric spear is an ideal weapon for fighting with the fish of Morrowind.Fire, frost and shock spells are now far more strategic than they were before. You can go the muggle route, and use the elemental grenades, and anti-gravity stick (which is also a spear), or use more innate magic or the proper elemental minions to handle things like wandering dead, powerful reptiles and so on. Wandering dead are a constant annoyance at night, but only the cannon fodder spawn almost constantly (in a FPS friendly way), and holding a light, being near a light, a pyro grenade or any fire spell will banish the wandering dead.Colossal Slaughterfish are just as godlike as Netches maybe more so, and they aren't gentle. Colossal Slaughterfish have no weakness. Fortunately Colossal Slaughterfish only exist in Wilderness cells far outside the landmasses deep out in the ocean. Elite Bounty Hunters have no respawn timer when it involves vampires who sleep in temples. Vampires who sleep in temples are always attacked by Elite Bounty Hunters.Warpstep Implant and Stalker Implant are now amulets instead of potions. Potion scripts worked perfectly sometimes but randomly stopped working at other times, thus had to be discontinued and replaced.Amulet Memory Forge has been added, it will memorize rather you're using Custom Amulet which has your own custom enchantments or one of the few most powerful vanilla enchanted amulets, such as Necromancers Amulet, Teeth of the Urshilaku, Amulet of Flesh Made Whole, amulet of levitating, amulet of ignis, and the Heart Amulets. To make a Custom Amulet just put an unenchanted Exquisite Amulet into the machine, and it'll come back named as Custom Amulet with you able to apply whatever enchantments you desire.PedestrianMode is now a Global Variable for multi script functionality instead of a dummy item. ImplantActivatorMode is a similar Global Variable but for Amulets. These global variables will automatically re-equip your chosen right glove or amulet upon activating the new less buggy implants (or using the hoverbike) that are technically weightless zero value amulets with a useless enchantment instead of potions. (Potion scripts worked sometimes, but were scrapped due to bugginess).The right glove and amulet thing is to get around technical hardcoded limitations, and these two Global Variables I mention, are to make these new features feel less intrusive when it comes to your preferred gear slots... If you prefer to have no amulet or glove equipped upon ending these scripts you have that option by default, and can switch or switch back whenever you want.Warpstep and Stalker Implant are you're only active implants. They cost magicka and then using them damages your health via electrocution at zero magicka. Other implants the passive one month lasting implants are similar but different to alchemy. You go to an Implant Pod with the proper ingredients and a scrap metal to get your implant. These are Acrobatic Implant, Vitals Enhancement Implant, Pheromone Implant, and Altmer Blood Implant.Vitals Enhancement gives a tiny endurance and strength boost but mainly augments fatigue regeneration, Pheromone Implant personality, and Altmer Blood gives you an Altmers magicka bonus and weakness, or if you're an Altmer doubles your already existent penalty and bonus. Acrobatic Enhancement Implant gives you a passive jump bonus of about 6, which is more than it sounds like, and stacks with staff leaping, acrobatics skill, stalker implant, and Khajiit abilities. Vitals Enhancement Implant is useful for gliding with the Dwemer Anti-Gravity Stick because the more fatigue and fatigue regeneration the longer you can glide. The Anti-Gravity stick drains magicka and fatigue slowly when equipped, hence high levels of both is essential to glide optimally with it. The hoverbike isn't effected by stats or skills at all, but needs souls to function, and eventually souls get eaten up entirely and need replacing.Trainers Implant makes you hit attacks more often but gives a weakness to magicka and normal weapons and halves your maximum magicka... Matching it's namesake as a temporary implant you use til your needed skills get high enough. Trainer Implant is to help level up your primary weapon skills WITHOUT getting rid of random misses entirely, because I think done right random misses add to the challenge. Every single weapon attacks slower than vanilla and hits harder, also draining fatigue faster which matters more now. Hence why I made such an implant in the first place, because missing is even more punishing now.Second Wind is your rapidly regenerating fatigue, and you can only Second Wind up to 50 times a day if you have 100 athletics. The higher your athletics skill the more Second Winds you get. Second Wind occurs automatically when your fatigue gets low enough. Only resting will bring your Second Wind stacks back. At zero second winds you only regen to 11 fatigue. Your block is drained to almost nothing, and you get blurred eyesight under 10 fatigue. Sneaking jumping and running drains more fatigue now. Hiding in containers, flora and up trees can make your fatigue regen much faster however. NPCs with shields block a lot more and NPCs with two handers do a lot more damage. You need to fight shield using NPCs with slightly different tactics cause of that.You get Warpstep Energy Cells from Void Salts and Stalker Energy Cells from Ectoplasm, in conjunction with your cosmonaut bracer. You can make 1000 energy cells at once and only carry 1000 at once... This is balanced by the fact these abilities require magicka.Only one implant ability doesn't require magicka, that is Enhanced Block usable with either Daedric Claws or the Glass Meatcleaver's bound shield. Both activated with Secondary Action Button. Daedric Claws are for climbing, hunting, assassinating self defense. Glass Meatcleaver is a backup weapon, and unlike Daedric Claws which are always paired, Glass Meatcleaver you can carry a torch with which is important for other reasons in this mod. Glass Meatcleaver does a tiny bit more damage but is more fragile, it's stats based on the Goblin Sword, Daedric Claws more based on Daedric Wakizashi... If your left hand Daedric Claw breaks while holding your right hand Daedric Claws you automatically equip Glass Meatcleaver. It quick switches to cryo grenades just like daedric claws which will be explained later.Another feature of JurassicNightTerrors is the Secondary Action Button... Technically you're Warpstep Implant keybind. It is scripted to do over ten different functions depending on weapon drawn, combat or cast stance, viewing angle, interior or exterior. I recommend you keybind it to the same button you usually block with in Oblivion or Skyrim on the mouse or on the controller.These Warpstep Implant is your Secondary Ability key... Depending on your resources, view angle, equipped weapon, combat stance, casting stance, sneaking stance, and mounted mode it does several different functions...Blink, Hoverbike Turbo, Anti-Gravity Jump, Enhanced Block, quickthrow Cryo Grenade, quickthrow Parasitic Cleave, Pyro Grenade, Electric Grenades, Anti-Gravity Toss, default Recall, Area Vvardyone Recall, deploy Ice-Fortess, deploy automatons, lock door, deploy sentry, are all Secondary Ability functions conviently built into Secondary Ability.Dwemer Lockbreaker, Daedric Claws, Parasitic Blade, and Anti-Gravity staff are recommended to all be keybinded to take advantage of 15 different abilities which can be activated on only one button. Everything but recall costs resources to prevent it from making MW too easy. Recall is free cause it's essential to fix occasional bugs with Blink which every now and then doesn't work right usually when walking up a steep surface you get stuck. Doesn't happen as often blinking from uphill going downward for unknown reasons. Almost never malfunctions on flat surfaces.Recall will teleport you back to either your manually casted recall point, or your hoverbike if you used it. The hoverbike is easy to lose being so small, and I need a way to fix the bugginess of blinking in some situations hence it's a necessary design choice.Secondary Action Key in casting stance teleports you back to the hoverbike, Swift Recall by looking directly down in sneak cast teleports you back to Area Vvardyone. Only the first costs zero magicka. You CAN use your manual mark but I recommend using your hoverbike mark most of the time, unless you absolutely know where you parked the thing. This feature is useful for teleporting back to Area Vvardyone, selling your stuff in Vivec or linked cities, and going back to your hoverbike.To swap to Pyro Grenades scripted quickswap style, simply press Secondary Action Button after quickswitching to a Cryo Grenade, and if you do press it a third time you switch to Electric Grenade... Secondary Action Button will also throw Iron and Steel Spears. Your Anti-Gravity Stick can be thrown twice a day, and will return to you. Iron and Steel spears being weaker and common are considered disposable and will never return after being thrown.Iron Spears which used to be useless to an endgame character can now be a useful one use thrown weapon, or used to make iron lockpads to lock doors whichever you need.Regular Kagouti/Alits have been made way more powerful especially blighted ones, but nothing overpowered. They quickly run out of fire breath, and only have around 1-2k health instead of dozens of thousands. Kagouti Rex/Alitasaurus spawn much farther away and have a very long spawn cooldown now. Kagouti Rex and Alitasaurus instead of a 300 damage fireball now have a 60 damage fireball.Kagouti Rex and Alitasaurus are hand placed in a few exterior cells out in the wild, most Kagouti Rex in Grazelands, most Alitasaurus in Molag Amur region. They can ambush you out of their primary habitat but only once a month, and now start their ambush much farther away.Elemental grenades are now actual hand held weapons. The Daedric Claws fast equip Cryo Grenades, and Parasitic Blade fast equips Parasitic Cleave, more of an ability than a weapon. You throw the blade it does a tiny amount of health absorb and heals you a decent amount over 10 seconds, and you only get them if you sleep with a Parasitic Blade in your inventory, and only up to 20 or 5 if you have any Mortal Wounds. You no longer auto heal when sleeping to accompany this Parasitic Blade feature.To Quick Throw bounce in the air, activate Secondary Ability and you'll equip the proper thrown weapon. Sheathe and Unsheathe to return back to your primary weapon connected to said secondary function. If Conditions have replaced a lot of dummy items as my scripting skills improved a ton the past month or two.You now only make 20 Pyro Grenades or 20 Cryo Grenades at a time which now weigh half a pound a piece, to compensate for the fact they're a lot more powerful. Cryo grenades do extremely low damage to non-reptiles but can paralyze your foes a long time- they also give you a frost weakness however. Pyro grenades are a lot more situational, they do low fire damage to most foes, but banish undead, and are powerful against ice atronachs and enemies vulnerable to fire damage.Climbing trees with daedric claws, riding the hoverbike, and hiding in containers regenerates fatigue extremely fast to accompany the fact your fatigue drains very fast when attacking or sneaking or jumping, and the fact you can only rapidly regenerate fatigue up to about 50 times if your athletics skill is 100. Quick regening fatigue scales with athletics, but hiding in containers, flora, and trees is a way to always rapidly regain fatigue.Your health no longer regenerates, and you must visit the Medical Bay to heal until you're level 20. At level 20 you get 20 Parasitic Cleaves every time you rest at the medical bay when holding the Parasitic Cleaver. Medical Bay won't cure diseases unless you have a Daedric Heart. You get a one day power that only regenerates Strength, intelligence, and Speed to escape to the Medical Bay.If you have Visual Enhancement implant a Dwemer Cyborg Mask is added to your inventory, which gives passive night vision and short range creature sensing, and a very small ranged damage buff. JurassicNightTerrors doesn't REALLY add headshots but ranged weapons do way more damage when aimed almost completely down, which can normally only hit targets when you got the high ground (and usually makes you hit their heads anyways).Dwemer Cyborg Mask will also alert you a before a powerful enemy is about to spawn. Not immediately before. but you'll know at least a few minutes in advance. "You detect massive footprints" means the Kagouti Rex Ambush script has almost reset. "You detect big footsteps" means the same for Alitasaurus. "You suffer nightmarish visions" means the eye is showing you the once a month greater undeads spawn timer is about to reset. "You smell decay approaching" means a wandering dead lich encounter is not far in the future.Dwemer Cyborg Mask comes in two varies, the default helmeted form, and the customized one. You will know by the icons. The default one has a dwemer helmet icon, the custom one has a dwemer cylinder icon. The Custom Cyborg Mask is there to be compatible with hair from other mods, which by the way includes ears on Khajiit.Simply open the hair nif your character uses in nifskope, copy block and paste it to CustomCyborgMask nif and save, then open the CustomCyborgMask in the CK with the new nif... CustomCyborgMask shouldn't be used until then or else your hair and possibly ears will disappear.Every 30 hits given or taken you let out a feral roar and acquire Feral Rage and gain temporary extra damage. The rage lasts for 20 seconds, and you're surrounded by a fiery aura for the duration. Only 15 Critical Hits are needed to activate Feral Rage.Shadowsight Crossbows launch electrified bolts, and as secondary fire fabricates 5 Ice Lockpick out of one Frost Salt. If you have at least one Ice Lockpick the Secondary Action key equips the Ice Lockpick instead.JurassicNightTerrors main version is the whole gameplay plus the creatures and weapon combat. DeprivedNightTerrors is the same but you start out in the sewers with nothing but skooma and moon sugar with a charm spell, restore attribute spell, bound claws spell, and a huge bounty on your head, Warpstep and Blink implant. Only use Deprived for new characters.There's three alternate versions JurassicNightTerrorsLite is without the creatures and weapon combat changes. The other two are if you only like the weapon or creature changes instead of the main mod... NightTerrorsWeapons is the weapons altered only version, NightTerrorsCreatures is the altered vanilla creatures only esp.Daedric Claw Secondary Enhanced Block.Parasitic Blade secondary Parasitic Cleave (throw feature).Anti-Gravity Staff super-jump on ground, Anti-Gravity Toss while leaping, can only throw three times a day. Looking directly down striking the ground sends a shockwave paralyzing everything around you but it consumes 50 Magicka.Dwemer Lockbreaker Secondary Action functions. Combat Stance no sneak regular angle deploy two sentries, Combat Stance Downward Angle deploy automatons, Combat Stance Sneak Equip or make Ice Lockpicks, Casting Stance NoSneak looking down Deploy Ice Fortress.Consuming a Daedra Heart with Daedra Claws equipped by looting a dead Daedra if in a Daedra Ruin interior will amplify you with Daedric Rage making you like a god for 120 seconds. It's like Rage but stronger. During a Daedric Rage episode it will always start thunderstorming and manual blocking will shoot out an explosive electric volley around you, you move faster, jump higher, and you regenerate two health a second. Daedric Rage is also the only way to reset to your rapid fatigue regeneration to zero without resting. You also temporarily get the spell Daedric Smite which does 40 shock damage and absorbs 20 health, on 30 feet for 15 magicka and always succeeds.Deploy Automatons consumes scrap metal, deploy sentry consumes 30 Magicka or 20 if you have two very specific Morrowind MQ rings. These two rings when in your inventory also increase your maximum Parasitic Cleaves, make passive implants last longer, increase crafting efficiency, and make Blink more Magicka efficient.Kagouti Rexes, Netches, and Alitasaurus have lower maximum health during Daedric Rage enabling you to kill them more easily. Daedra Hearts are now important for both curing diseases and Daedric Wrath.Wandering dead are in three categories... Monstrous, common and lesser. Monstrous includes Ancestral Ghosts, Greater Bonewalkers, liches, draughr, skeleton wizards, skeleton archers, and bonewolves, common includes, common includes more powerful melee only skeletons, lesser includes only weak melee skeletons.Common undead can be a challenge, weaker than a Kagouti but stronger than most enemies in MW no ranged attacks or spells to worry about, no extremely high health and so on. Common undead are challenging but are not nearly impossible to defeat unlike say giant greater undead. Lesser undead are as weak as common vanilla skeletons.Greater Undead don't return until 60 days, common undead don't return till 25 minutes, lesser undead don't return til two minutes. All Monstrous Tier undead are extremely weak to fire, and you will auto equip a pyro grenade when they spawn if you have at least one. A lich encounter occurs once every two weeks, and consists of two liches, three draugr, three bone wolves, and two skeleton berserkers.You will not auto equip a pyro grenade upon common or lesser zombies spawning... As an additional improvement some of these scripts track actual IN GAME days, instead of real life seconds unlike my older, buggier, less effective, less professional scripts. Common undead include a Skeletal Berserker, and Liches, but no strength damaging bonewalkers, no nigh unbeatable foes, no normal weapon immune ghosts, no enchanted bow using hard to see skeletons. Lesser undead is just Skeletal Champions and Skeletal Warriors.Everything respawns much faster except for merchants who take three months to resupply. This is to make certain resources scarcer, and replicates how everything respawns after sleeping at a Bonfire in Dark Souls 1. (For more info on the creatures and weapon changes look at the code beneath this paragraph.)Locks can keep wandering dead, elite bandits, and bounty hunters out of interiors. Any torch candle or lamp that can be picked up will also ward off wandering dead so long as you are within 2000 units of them. DarkSoulzianKombat. (Currently a stand alone mod, which will be fused into the upcoming JurassicNightTerrors. Making this as a stand-alone mod for those who only want the gameplay features of DarkSoulzianKombat) Every weapon has a delay time. No more spamming attacks. Minimum damage is increased greatly. Every weapon has been altered in relativity to vanilla stats to maintain weapon stat diversity. Attacks, running, and jumping consume more Fatigue. Sneaking slowly drains fatigue. Fatigue regenerates much faster BUT only a limited number of times between having rested, this scales with your athletics skill. Block chance is 5% to 99% instead of 30-75%. Standing still gives a 5% boost. Shields have triple durability to compensate for the harder hits they'll be taking. Drowning is almost instantly lethal. Swimming is much slower. Running is a lot faster, but NPCs and creatures are also much faster... Especially if you use HardcoreMorrowindCreatures with this mod. Shortblades are the fastest, swords are faster than axes, which are faster than blunt. Staffs and spears are a lot stronger without surpassing the higher potential damage of shorter range weapons. Almost everything but short blades got a tiny range increase to match the slower swing speed. Please set your difficulty setting to 30 when using this mod. The mathematical combat equations from the difficulty GMST depend on that specific difficulty setting to grant the intended difficulty. I am attempting to imitate Dark Souls, being hard but fair which is a delicate balancing act. HardcoreMorrowindCreatures. (Currently a stand alone mod, which will be fused into the upcoming JurassicNightTerrors. Making this as a stand-alone mod for those who only want the gameplay features of HardcoreMorrowindCreatures) Certain types of fairly common enemies will never become easy to fight... Steam Centurions, Bears, Plague Wolves, Netches, Kagouti, Snow Wolves, Golden Saints, Dremora Lords, Daedroth, Ascended Sleepers, Lame Corprus, Ash Vampires, Storm Atronach, Werewolves, Fabricants, Greater Bonewalkers, Liches, all never become easy to fight... They will always do 200-300 damage to you, and 800+ health, ensuring you can never one shot them, and they will always two to three shot a fresh character or six shot even an experienced endurance focused PC with 1000 health. You have 99% block chance in appropriate circumstances to circumvent this. Sub bosses do 400-500 damage to you, have 4000+ health, and the few strongest characters in game will do 550-600 damage, and have 150000 health instead of 3000. You will never outgrow into smashing down without a challenge. Kagouti Clannfears, Daedroth, Guars are by default bigger now. Kagouti, Clannfears, and Cliffracers all breathe fire now. All reptiles (as well as arthropods like Nix-Hounds and Fabricants), and insectoids such as Kwama, are now vulnerable to frost damage. (Netches and Kagouti Rex/Alitasaurus have a much more extreme frost weakness to counteract their godlike stats). Snow variants of creatures from Solstheim are weak to fire. Dreughs are a lot more powerful. They have a new ability called Electric Strangulation which briefly paralyzes and electrocutes you. Slaughterfish have shockbite, Dreugh and slaughterfish will electrocute you but themselves are more vulnerable to electrocution. Looking all the way down disables the waterwalking on the Anti-Gravity Stick, looking all the way up enables it. Anti-Gravity stick now has a on strike shock enchantment to make it useful when fighting these fish. To make this mod's creatures compatible with NOMs food system, creature loot has been somewhat modified in a very simple way... Hound-Meat has been renamed to Meat, and all animals except for rats, durzogs, slaughterfish and dreugh carry meat. Bigger animals carry more pieces of Meat. This will enable you to survive off of hunting animals while still using NOM. Or in a NUTSHELL zombies, apex predators, dinosaurs, and killer robots are a heck of a lot more realistically terrifying now... These are the power tiers of the newly overhauled creatures. Almalexia/Vivec now both have about 15000 health, Dagoth Ur has 11000. These three characters have much higher health... Imperfect, Grahls, and Ash Vampires now have health ranging from 2400 to 6000, and increased minimum damage. Sub Bosses: Imperfect, Grahls, Ash Vampires. Mini boss enemies: Dremora Lords, Golden Saints, Named Vampires, Atronachs, Clannfear, Draugr, Daedroth, Grahl, Steam Centurions, Plague Wolves, Fabricants, Snow Wolves, Bears, Greater Bonewalkers, Ogrims, Hungers, Winged Twilights, Spriggans, Bonelord, Lame Corprus, Kagouti, Liches, Blighted Guar, Bull Netches, Betty Netches. (These fairly common creatures have essentially had their stats pumped up to make fighting them like a miniature boss fight. One well armed, high strength, stealth attack crit will not be enough to outright kill them. They will two shot a low max health PC, and four shot you even at 1000 health. Skeletons, bonewalkers and regular corprus stalkers are a little bit tougher and faster but nothing like the above mentioned. Blighted variants are bigger and stronger than normal, diseased variants are weaker as in unmodified, and vanilla level weak. Fight an unusually weak animal it's probably diseased. Fight an unusually powerful one it's probably blighted. Dremora Lords can be identified by their stature, and Golden Saints have gotten a bit bigger being even taller than a Dremora Lord. Blighted Cliff Racers aren't super tough being delicate hollow boned flying birdlike beings... But they are a bit tougher, and do fairly high damage now. Wild Guars are bigger than tame guars, and hunting them is no joke. Betty Netches and Bull Netches are even bigger now. Betty Netches are 5.2 times bigger, Bull Netches are 5 times bigger, and the Giant Bull Netch is 6 times bigger. Betty Netches are only a little bit smaller than Bull Netches and still more powerful... The one of a kind Giant Bull Netch is the strongest of all... And there's only one. Bull Netches have 62k health, Betty Netches 70k and the Giant Bull Netch has 80k health... Their only weakness is that being squishy-jelly like beings they're incredibly vulnerable to fire damage. Damage to player is six times higher, Minibosses have 40-50 damage minimum, Sub bosses usually do 75 damage, world bosses can do 100 damage to about double that with a weapon. Hence, Minibosses can hit you for 300 damage, Sub Bosses for 450, and World Bosses can hit you for up to 1020 damage... You are given 386 minimum starting health to ensure this difficulty works as intended. Minibosses have 850 minimum health, Sub Bosses 1500, and World Bosses have a minimum of 15500 health... It may sound like Sheogorath'ian Madness, but the intent is indeed to imitate the difficulty of Dark Souls Combat. Tactical Advice: JurassicNightTerrors which is back in development will feature enhanced stealth mechanics, dwemer implants, a soul powered hoverbike and other abilities to help you survive with these two hardcore difficulty mods. I recommend you utilize and abuse stealth, magic, and enchantments as much as you can. Another bit of advice: You know how in Dark Souls you switch between two handed and sword-and-board depending on the situation? It's a lot like that in this mod too. I recommend you have a one handed weapon and a two handed weapon, and a shield. Use the two hander when you need reach and heavy alpha damage, and go sword-and-board when you are being attacked by very fast enemies in confined spaces, are surrounded, need a faster attack speed, or are badly wounded. And I also recommend a crossbow or bow to switch to when you need it... These two mods make combat so difficult that you'll probably actually be a lot more dependent on mastering multiple weapon skills for this reason. Merchants now take three months to resupply their stock to add to the feeling of growing weariness, where as creatures respawn in only 8 hours, again imitating Dark Souls as much as I can. JurassicNightTerrors will feature a claw weapon that automatically sheathes and unsheathes a defensive offhand claw, to make it feel a lot more like Dark Souls but that's still in development. HardcoreMorrowindCreatures and DarkSoulzianKombat both only modify the vanilla creatures, and vanilla weapons/shields that exist in-game, adding nothing else... In preparation for the goodies to come with JurassicNightTerrors. DarkSoulzianKombat has a number of GMSTs it makes for those concerned about compatibility. Those GMSTs in question are... IminWalkSpeed. fCorpseClearDelay fDispDiseaseMod FDispbargianFailMod FfightStealing icrimeattack icrimekilling icrimepickpocket icrimetresspass fMinWalKSpeedCreature. fBaseRunMultiplier. fSwimRunBase fHoldBreathEndMult fSuffocationDamage fMaxFlySpeed fBlockSkillBonus fDamageStrengthmult fFatigueReturnBase fFatigueReturnMult fFatigueAttackBase fFatigueAttackMult fFatigueRunBase fFatigueJumpBase fFatigueJumpMult fFatigueSwimRunBase fFatigueSwimWalkMult fFatigueSwimRunMult fFatigueSneakBase iBlockMinChance IblockMaxChance iMonthsToRespawn fCorpseRespawnDelay fBarterGoldResetDelay fBarterSuccessDispostion fBarterFailDispostion fWeaponDamageMult fDispWeaponDrawn fDispAttacking fSneakSpeedMultiplier fDifficultyMult FWerewolfRunMult JurassicNightTerrors will feature Deus-Ex style Dwemer implants that enhance stealth and mobility, with containers and flora to hide in. It counteracts your fatigue drain in sneak mode, and floral camouflage augments your Stalker Implant energy efficiency which helps with Warpstep ambushes... It will also feature Cryo Grenades, which do devastatingly high damage to reptiles, argonians included. Pyro Grenades banish the wandering dead, and do devastating damage to Frost Atronachs, Snow Bears, Snow Wolves, Ice Giants... And netches the normally almost impossible to kill new and improved gigantic netches. Netches would be like gods themselves if fire didn't exist, sucks for them doesn't it? Gone are the former clumsy "Enter Casting Stance to throw grenade" mechanics. You now have a new ring called "Grenade Toggle" which adds and removes the Quickhand Condition at will. When Quickhand is active you will automatically grab a Cryo Grenade whenever an Alitasaurus or Kagouti Rex has a scripted encounter with you. Fifteen seconds afterwards it'll automatically switch you back to your Daedric Claws. Likewise whenever you have a scripted encounter with greater Wandering Dead you automatically equip the Pyro Grenade for fifteen seconds. Think of the "Warpstep Keybinding" as your Secondary Primary button... I even recommend you keybind it to your right mouse or left console controller trigger (where manual block is for Oblivion/Skyrim). Same button miraculously manually blocks, throws cryo grenades, blinks, hoverbike boosts, deploys manufactured followers, megajumps with Anti-Gravity Stick. Good News/Bad News... This Dishonored-Style Blink spell has a neat short range teleport+recall at will ability... Which sucks for some players who always need their mark at a specific location. I however made Swift Recall Software teleport you to Area Vvardyone so you always have a safe place to have a secondary recall towards at least. In Sneakmode you always mark then blink forward unless in caster stance. In caster stance you always recall back to where you were. Morrowind's statics and game-engine can get very glitchy when it comes to short-range teleportation spells, and it has no equivalent to shout-projectile-teleportation scripts. The problem usually revolves around uneven surfaces, ramps, stairs things like that... It works extremely well in flatter environments actually. You can do amazing stuff like teleport through the ghost fence even... The recall function is essential to making these buggy situations as non-intrusive and non-annoying to gameplay as possible. I can't do it any other known way. Only way I find such game breaking physics bugs tolerable is with a swift easy to reach recall function. You likely feel the same. You can however, easily teleport to Area Vvardyone, and back to assumably whatever more deadly territory you are in. Teleporting to Area Vvardyone requires some magicka, and blinking forward likewise consumes Magicka. Recalling doesn't consume magicka because it's essential to avoid you porentially falling endlessly through the ground, and besides you are going to have your mark in more unsafe locations anyways. Outside of sneaking stance it does up to ten different abilities all on one keybinding based on your equipped weapon. Which includes, enhanced block, cryo grenades, lockbreaker orb, sky-high upwards teleport, locking doors, deploying automatons, deploying an Ice Fortress, and a Hoverbike boost, on top of short range blink and recall. If you jump with Daedric Claw you can swiftly throw a cryo grenade to paralyze your prey, flee a guard (or greater predator), or kill a mighty reptile... You will switch back to your Daedric Claws automatically right as you hit the ground. With Parasitic Swing you literally throw your Parasitic Glassblade. This must be done quickly to work, you must leap with the proper weapon, activate your secondary ability button while midair and quickly throw it down. You only have a second to do so, and as a result you can't throw either as far as a conventional aimed weapon, and the arc is a lot more noticeable... It feels oddly realistic. To replicate the challenging feel of Dark Souls you don't regen health when sleeping, instead you get 20 Parasitic Glassblade throws per sleeping session, if you have any Mortal Wounds from almost dying not yet fixed by giving a Daedra heart at the Medical Bay you only get 5 Parasitic Glassblade throws. Obviously it requires an unbroken equipped Parasitic Glassblade. Daedric Claw->Increase block chance to nearly 100% for 15 seconds at the expense of 25 Fatigue. (Made visible by Lightning shield). Parasitic Claymore->Launches a Parasitic Orb to heal yourself and drain your enemies health, temporarily slows you down. Only usable 20 times a day with no Mortal Wounds, or 10 times a day if you have a mortal wound. (A day being unrested time). Shadowsight Crossbow->Lockbreaker Orb. Anti-Gravity Stick->Teleport upwards. Looking Straight Down+Sneakmode->Deploy Automatons and Atronachs (At the cost of scrap metals or salts). Looking Straight Down+Neutral Mode->Lock Doors. Castmode+Lockbreaker->Deploy Ice Fortress. Nocombat+NoCasting->Quickly equips a Cryo grenade. In Hoverbike->Blink forward for zero magicka. Cryo Grenades do very low damage to everything except reptiles and flame atronachs. Flash Bombs do very low damage to everything but Netches, and Frost Atronachs. Flash Bombs are primarily for banishing wandering dead, bounty hunters, and elite bandits. Cryo grenades are primarily for either paralyzing your enemies for a few seconds, or killing enemy reptiles. Note: HardcoreMWCreatures Overhaul gives you more reason to use cryo grenades strategically. Yes, regular Kagouti and WIld Guar are NOTHING compared to Alitasaurus and Kagouti Rex... But still way stronger than in vanilla. It only takes two cryo grenades to kill a blighted kagouti, but it's damage wise very weak against anything not a reptile or flame atronach. Argonians have been given a pretty severe frost damage weakness, not as extreme as other reptiles cause they're playable but still pretty severe. They have vastly enhanced swim speed to compensate for this. All atronachs are more dangerous, but all it takes is one opposing element grenade to kill a flame or frost atronach. JurassicNightTerrors only provides a few instant cast spells IE the active implants, but is a pioneer for Openmw in that it all started with a desire to make instant cast spells that work in Openmw.I am presently diagnosing scripting bugs rooted in the fact that months ago I was much less skilled at scripting Morrowind and as a result the frames per second was terrible, the hoverbike script subpar, and I had a bunch of clunky dummy items I could've replaced with multistaged short script variables or global variables... The mod is currently mostly complete, and I have my data backed up in a hidden place in case something horrible happens. This is a WIP not yet ready for public release, but I estimiate it will very likely be ready for release this January, and if not it won't in all estimation take me much longer to complete. Edited January 3, 2021 by KittyBastetinati Link to comment Share on other sites More sharing options...
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