SUPERNATURAL AI 6
Vampires have super strength that gets stronger as time passes. The level of strength in vampires depends on their age and their diet - consuming human blood regularly makes them stronger than those that consume animal blood. Even transitioning vampires, have been shown to be several times stronger than they were before they turned.
But one point has to be modified, despite many mods has been made to cover the lacking of Vanilla vampires in the player's side, till now not a single mod has ever been made to enhance shrewdness, severity, powers and artificial intelligence of the same but for NPC side.
This mod is designed to implement not only a simple AI for Vampires, but will improve their powers and their abilities. They will be capable of much more scare so that you will think twice before such things like entering a crypt, join a vampire hunting without the right equipment or naively face any suspect vampire that could break your neck in just a second.
Thanks to the endorsement of many fans, now many other creatures are now covered and many others supernaturals will come! The idea is to fill this mod with work on every Skyrim creatures!
The list has been extended so far on:
- Vampires
- Ghosts
- Dremora
- Gargoyles
- Werewolves
- Trolls
- Wraiths
- Wisps
- Wispmothers
- Spriggans
- Atronachs
- Hagravens
- Magic anomalies
- Dragonpriests
- Spiders
- Giants
- Dwarven automatons
- Dragons (supporting DD with patch)
- Chaurus
- Hounds & Dogs (including spectral ones)
- Animals (with Wilderness fully optional)
- Humanoids and other misc undeads (optional too)
GOAL OF THAT MOD: MAKE THE FIGHTS FASTER, SCARY, HOLLYWOODIAN, STAID, SHREWD... FOR EVERYONE...
...come on... dont be afraid...
...this information could save your life...
...just a bit more...
...I want to be sure you can read this...:
"Pray
That
Vampires
Are
Not
Real!"
Vampires possess strength and speed much higher than that of a human, complete with incomparable grace, a different sort than the animalistic fluid nature of lycanthropes. Older vampires have greater power and speed than younger. Vampires often seem much faster than they truly are, however – with their mind tricks, they can be across the room in what seems like an eye-blink.
A vampire is capable of blinking just behind you while you are attempting striking heavy on their heads, thanks to their speed.
All vampires are resistant to ALL weapons exception made for wooden, arrows (which contain wood), magic weapons* and obviously silver (which keep the silver damage bonus to undead unchanged) and for example Dawnbreaker sword (in quality of daedric artficact). Cases where normal weapon is enchanted, the vampire will get full damage from the magical effect only.
Similar immunities has been extended also to ghosts, lycans, daedra and many other supernaturals listed in this description page with different resistances/immunities and vulnerabilities.
*magic weapons are a kind of implementation for already present ones, will see more details.
Wounds tend only to slow the vampire down temporarily, healing quickly (in some cases regenerating entire body parts).
Direct sunlight shone on a vampire causes them to expose their weaknesses, they will not be at full potential, infact they will not be able to regen their health quickly during combat.
In addition to all above, vampires will equal everytime player's level (according to their rank there could be a level cap), the only factor that will count will be the Vampire rank which is determined by the title (master, mistwalker, nightcaller...)
This ability is common on lycans & trolls too, now with the support of release 1.4, you will sweat to kill them! The only difference is that trolls heal much quicker then any other supernatural!
Furtunatly there's yet a weakness on trolls, they are infact very weak to fire, which inhibits trolls regenerative ability and the heavier is their wound, the slower become their regenerative ability.
Based on player level, Trolls have different sizes. There are very big trolls somewhere... I wouldnt be on your pants if you get attacked by some!
Not only vampire is the unique supernatural creature in Skyrim, that mod wouldn't be that complete without having managed others too. So here a list with main vulnerabilities. Be sure you read very well!
VAMPIRES: silver, wooden, arrows, artifacts (ex Dawnbreaker) and magic weap (bound weaps, skyforge, nord hero in quality of magic silver, daedric, dragonbone and some unique, most you will find here).
LYCANS: silver, artifacts, magic, dragonbone as long as they are not burning (just like vampires, which in that case they will get full damage from all weapons).
DAEDRA: silver and artifacts deal full damage elseway they will have gain extra important damage reduction. Note that daedra will be no longer vulnerable from fire or disease, and poison is just a bother for them.
GHOSTS, WRAITHS, SHADES*: silver, magic and artifacts elseway they get no damage at all. Some ghosts may further half damage if are not struck by Ghostblade. Beware these apparently weak creatures, wraiths & ghosts own a deadly ability which sticks on player by power attacks and reduce heal, stamina & damage rate by about 15% each hit draining magicka. After all magicka has been dreant player may suffer a ghostly effect which will deplete faster his health. Ghosts may apply this effect as an active disease while wraiths apply it passively every attacks.
GARGOYLES: they have a very high damage resistance: they will be hurt easier using weapons (like blunt ones) which reduce their armor with the perk. In addition (from 1.4.1 version) as stony creatures they will get consistent damage reduction to all magic & elements.
MANY CREATURES such like atronachs & spriggans may have scaled reason vulnerabilities. It's clear that a flaming magic weapon could be fully effective on a frost atronach while spriggans get full vulnerability from magic ebony (example Nettlebane) Dwarven automatons will be very tough to break their armor. Btw it seems especially effective hitting with hard strong weapons starting from dwarven or related.
Dragonbone weapons seems to be instead effective on dragonpriest... I will not blame you if you will fold up to a magic or silver weapon!
*Some creatures, just like in companion quest, will be true immortal to some weapons! So beware what kind of weapons you will wear during a fight, material and weapon type could determine all of the outcome... man advised!
While you can attempt killing all creatures with std weapons because they are resistant to this damage, atronachs, wispmothers, wraiths, shadows & ghosts are immune from std not magical weapons!
Vampire will no longer be the same, infact every vampire AI and equip has been reworked to have a different sort of behavor based to their rank. After recents SAI updates also, vampires have a very accurate clockwork handmade AI, many tests done by myself have brought the perfect compromise between magic and melee. Additionally, now vampires will switch to bare handed only if disarmed! And I do not recommend the experience. Their punches can be compared to a moltitude of collapsed rocks coming down from a height of about 100-200 mt.
This is not a rule, they will be likely to choose according also to their weapon powers.
Vampires will choose their strategy accorging to which is their rank, gamehour and capabilities.
Their weapons has been tweaked to be balanced and to justify their rank... so no longer we will see steel swords handed by ancient vampires.
Daedra had been tweaked on AI and perks to get full potential to how a infernal creature would equal to: melee, missile or warlock kind.
Gargoyles could be much more dangerous now thanks to their true stony nature, they will act more violent like and smart to better take advantage from their abilties.
Werewolves & Trolls had been reworked to be more violent animal style, they will be less likely to wait for you to wear glasses or sneeze... they will be over you before you can realize.
Many other creature had been included in the AI work. In addition some of them without the proper element enchanted on the blade, will even half or ignore weapon damage in addition an advanced AI has been included for each one.
Beware: may save your life to know that now all summons may become dangerous for dubblers: they may turn hostile without the proper mastery! Check the scheme in the screenshots slideshow to know how it works.
Supernatural AI - Vampires & Monsters knockback system (new feature from 1.6.2), knockback will be ability-mold of following creatures:
- Trolls
- Giants
- Werewolves
- Frost atronachs
- Dwarven centurion
- Dragons
- Hounds & Dogs
- Gargoyles
- Animal predators
- Soulcairn keeper
Do you have modules like Deadly Dragons and you never had any chance against them in close fight?
Simple! You didnt try SAI, infact in SAI you will have more chances on beating them with a sword or any melee weaps due to the fact that you can deplete first their stamina (which basically in SAI is the source of their breath strength) till a certain minimal using some poison (ex frostbite one).
You will be able then to face the dragon in close range and end the fight with a really EPIC KILLMOVE because will be easier to resist to their breath!
Fights becomes more exciting!
Btw due to the already increase of Dragon stats I do recommend to keep Deadly Dragons config to Vanilla default!
KNOCKBACK SYSTEM:
No worries: compared to the previous (from now on dismissing) Justified Knockback module, it can be triggered by a power attack or if victim after a certain difference in consuption due to blocking stamina will run below a certain % of stamina. In addition also side of the attempted knockback may be crucial for it effectiveness.
This system work basically on blocking & creature size, the bigger is your enemy, the less easier you will go down even after a block if your stamina runs below a certain %. The more you will attempt to have a frontal blocking stance with higher stamina, the less will be the chances to be knocked down by a power attack! Drink a lot of stamina potions!
Be aware: everytime you got knocked down, you have a chance loosing your weapon!!! This chance is calculated also according to enemy's one handed skill and player's block skill!
Block skill become essential if you wish to master the ability to keep tight to yourself the weapon after you block, even if you are knocked down due to that.
The knockback system summary is also explained in the scheme-picture above
Every cited creature will equal player's level (up to a reasonable value so that a skeever would no be able to hunt down a dremora), so every fight gives you more chance to enjoy a "old school" realistic fight!
This mod is compatibile with every mod that possibly do not alter NPC actors listed till now.
A few more words are spent in the FAQ.
Requirements
Dawnguard REQUIRED to use this mod.
Endorsements
As far as you like my mod, please endorse it writing a comment in the forum, you give me satisfaction and keep me alive me working behind the scenes. I always release positive endorsements to every mod I download if I like, so be a community who share fun and give positive endorsment, because both are free.
Install
WITH NMM

Run the installer using NMM and self configure the module.
Manual
Download archive and follow instruction provided by the readme inside about manual install.
Load order: after all other AI Mods if you use.
Load Order
Supernatural AI - Vampires and Monsters
Supernatural AI - Wilderness
Supernatural AI - NPCs & Undeads
Supernatural AI - Vampires and Monsters - DD Patch
Supernatural AI - Wilderness - Skytest Patch
Supernatural AI - Ideal difficulty settings
Supernatural AI - Adjustments
Update
Disable and uninstall previous version (or simply deactivate/remove it using NMM) and download and install as you are doing it from scratch.
Recommended not to facing a vampire while you are doing this update.
Uninstall
Use NMM to erase the mod.
Work best and compatible with:
Ultimate Combat
Combat Evolved (Base Game Version -> Choose Core ESP Files + Stealth)
Skytest - Realistic Animals & Predators
Deadly Dragons (preferably normal)
Duel - Combat Realism
Dual Weild Parrying (elseway forget the dual weild game play in SAI)
If you feel you need support for hunting with the following module you will be able to craft silver special lethal swords:
Real Silver Swords - Standalone and Replacer

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FAQ available: Q) Do this mod is compatible with Better Vampires/Belua Sanguinaire/Werewolf mastery...? A) Yes is compatible, this mod is NPC related, others are players related. Q) Do this mod could break my savegames if I uninstall? A) No. Better to uninstall it when you are NOT facing a vampire. Q) Are there other mods that are NOT compatible? A) Such mods that change NPC AI such like ASIS (without AI module), ERSO enemy AI, SkyRE has to be sorted before mine in the load order. In addition reports suggest that there may be other mods that will need "Delev" and "Relev" tag from Wrye Bash to make this compatible with mods which I CANT support MIX and DO NOT GUARANTEE compatibility such like High Level Enemies, Skyrim Immersive Creatures and SkyMoMod. There are yet some mods which are fully compatible with mine and I suggest the use of if you like the hardcore way. For example I would not miss Skeletons - Truly Undead which is a very light one with a cooperative structure: like a cherry on the cake will satisfy your thirst of fight! If you still miss some vampire "taste-feeling", free to try even the Vampire module! Compatibility guaranteed! Q) So all this really does is make Vampires and Werewolves get natural abilities that aren't in Skyrim right? A) Of course, and will enhance their AI too. Q) Will this mod will affect player unarmed damage/abilities/spells/attributes? A) No, there are already plenty mods that are very accurate for this purpose, so I would only work on NPC side where was lacking. If you need a good player mod, try "Better Vampires by Brehanin" or "Advanced Werewolves" (which has been developed by me too) Q) Would it be possible to have all the dragon changes be a separate file, for those of us who are happy with the mods we already had but are now having issues with stacking buffs making them unplayable? A) No, and I will not split any in future. Patches are made for this purposes. If you find too hard the game and you like this mod, turn down difficulty settings. If you are facing odd damage issue, probably you are getting into a mod conflict and you should rely on answer to question 3 in the FAQ. As last, you can try to put your primary module after mine in the list, this should conflict win over mine so every changes are made will overwrite my changes. A) I wish to do manual install, how to? Which is the order list? Q) Please consider refering to Readme and description page (for order). Q) Is there any way to toggle knockback effect off? A) No, knockback effect get applyed in some cases and from huge beasts only btw, when they do power attack. If you get knockbacked too many times, it's useful blocking more attacks. The knockback system may will understand many other factor in addition to block too: armor rating, stamina and which side of you is getting blowed before applying the effect. If you are finding it too hardcore you can try that module to help you getting up faster. |
| I am a martial arts teacher and your module is definitely enough shrewd to virtually practice some tecnics. Good job man. |
| You did good job out there friend... hats off... |
| Just wanted to stop by and tell you how much I appreciate your Monsters module. The reworked AI enhancements are freaking amazing. Now an encountering a Vampire truly is terrifying [sometimes I run away! heheheh!] |
| this mod changes everything! the first one i met was an alpha werewolf brute, and it eviserated me in 3 hits! now i find myself sprinting for towns, not wandering lazily through the woods. thank you! |
| Love this mod, helps make everything feel so much more alive. I wish I could endorse again, or maybe Nexus could give us a rating system - 5/5 stars for this one. |
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You mod has taken Skyrim Combat Realism to the next level for me (I capitalized SCR because I'm pitching it to you as a name for this new and amazing project you're doing because it goes so far and beyond past the supernatural now)! I can't do the same ninja moves I used to do in combat because of the realistic fall damage (awesome addition), and this has effectively moved Skyrim into Dark Souls level difficulty for me with all the other combat mods I have going, or, EVERYTHING I"VE BEEN LOOKING FOR IN SKYRIM! Every battle is different, I keep getting out-foxed by your foes, getting womped has become common where it used to be few and far between, and I have to say I'm super impressed. |
| Just finished my Dawnguard run with this mod in. Very satisfying. Vyrthur was tough as nails. Was using Extra Werewolf Perks that let me apply my Dawnbreaker's enchantment to my claws. Dawnbreaker doing 70 damage and 2 steps of Elemental Fury (unofficial patch allows it to work on enchanted items) couldn't overcome his health regen, but my werewolf claws plus Dawnbreaker's enchantment could. If my weapon's damage was higher, I'm sure I could have overcome it normally, and it should be noted that you can always Fus Ro Dah him off the balcony if nothing else. d: Was getting my Argonian tail handed to me by the vampire ambushes early on, and it really forced me to step up my crafting and go looking for useful toys (Aetherial Crown, Spellbreaker, Ring of Hircine, leveling up my werewolf, etc.) and it was good to have a real, tangible reason to power up my character. Normally you have to "play along" that the enemy is a threat and you go to power up your character for the heck of it, but here I felt very nervous out at night and made it a point to learn how to fight them and seek out powerful artifacts and abilities. Harkon felt easier than Vyrthur, but that may have been because I went in better prepared. His health regen was noticeably lower, but since you can't ragdoll him and he can teleport more freely, he's much tougher to pin down. I also did the whole thing in werewolf form from the start, while with Vyrthur I spent a while in normal form trying to overcome his regen. His court seemed a little easier than I expected, but, again, I'd become quite powerful by then, and we still managed to lose the Orc to them. (Malacath would have been proud.) One of them managed to get lodged in a wall on the entry staircase (left-hand side when facing the front doors.) I suspect she misplaced a blink move. "TCL" allowed me to finish her off. I find myself notably relieved that I won't be getting random vampire ambushes anymore. d: |
| The only thing I can say is.."OMFG!! Vampires are scary now!" like seriously, I used Darker Nights mod and suddenly encountering a lone Master Vampire out of nowhere I was confident about fighting it. And then lo and behold that thing punch me like freaking Rocky Balboa and bat-teleports everywhere. Only because I had an OP follower that I manage to kill that thing... anyways, thanks for making such awesome mod that finally let Vampires have the respect they deserve. cheers |
| Another epic update. My vamp companions really tear things up now, it's rad! |
| Cool mod dude. Thank you very much, my covampires blinking around and vampires blinking around is the coolest it gets. Werewolf fight was epic as well. Still haven't found a silver sword yet =P Level 14, it's getting hard haha. I should do the companions quests. |
| Thank you for the new update, I finally got to try it out today too, everything seems to be fine and I even saw a vampire teleport in front of me it was quite incredible to see an NPC move like that, very nice work indeed, endorsed |
