http://www.nexusmods.com/skyrim/mods/74102/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D74102%26preview%3D&pUp=1
I've made quite a big number of improvements to my old mod SkyrulianField. It's a night time undead/zombie survival mod. And I suppose sense it involves survival, dangerous nights, and zombies, it probably also classifies as a horror mod as well in a sense.
The main new features are better stability because of the total army of undead being much smaller, with script support added in to increase both immersion and playability. There's still very very big armies of Undead just doesn't freeze or crash my PC like it used to sense I shrunk it a bit and added in scripts, now some of them have scripts installed to self resurrect themselves, and respawn faster. This both simulates the feeling of fighting an endless undead army, but it also makes sense for the undead to self reanimate.
Also these Undead Stalkers NOW finally automatically self enable at night, and automatically vanish during day time until the sun goes down again. So no more running into them during day time anymore.
A new place down lantern Greater Power has been added which has a 24 hour cooldown and lasts 24 hours, so you can safely do whatever without them showing up, UNLESS you leave the cell for whatever reason. I did this so players could have ways to setup camp, roleplay "barricading" their homes, or even just rest in a town without accidentally bringing all their undead stalkers with them into the cities. The undead Stalkers were intended to never follow players into cities/towns and their follow package even had conditions to prevent that, but sometimes follow player packages have ways of teleporting NPCs hence it was buggy and hence this mod needed some mechanic like that. And even if it weren't for said bugginess, it'd still be nice to be able to setup camp like that.
Blah blah blah, anyways, another new feature is three different difficulty modes. Easymode, the unnamed Regular mode, and Nightmare mode. Also Regular/Nightmare mode both have a new spell now, so Mage characters are compensated for not being able to use silver swords/Dawnbreaker.
Note: A mod that makes all named NPCs protected/Essential is extremely recommended for this mod. NPCs Protected Redux or Everyone is Essential - NPCs Protected I feel are a NEARLY mandatory combo for this mod, unless randomly dying named NPCs doesn't bother you. I then recommend you get Killable Essential Characters. Killable Essential Characters makes it where you can kill essential characters by power attacking them while they're dead. Anyways moving on...
Suggested version: If you have DLCs I recommend you DL SkyrulianFieldLuxuryEdition if you only have vanilla Skyrim I recommend downloading
SkyrulianFieldRedoneVanilla (Vanilla doesn't have the new lantern feature though, nor does it have the self res/fast respawn scripts). More on suggested versions below in green text. As the best version for you... Does depend a lot on your individual tastes and preferences.
Note: My mod does not alter vanilla Undead at all my Undead stalkers are different from vanilla undead.
Update new: SkyrulianFieldLuxuryEdition released! New feature added: Place Warding Lantern power added. This lantern will for 24 hours ward off the undead stalkers, HOWEVER, if you travel too far from the lantern as in travel more than 4096 units, or change a cell, or 24 hours pass the lantern will disappear and the undead stalkers will start hunting you down again. This new mechanic was created because the stalkers weren't supposed to follow the player inside of cities or inside their homes. Because of it being a GREATER POWER however, you're STILL probably gonna need some torches if you TRAVEL AROUND at night. As you can only place down the lantern once every 24 hours.
You can now FINALLY add a lantern to your home, or camp, to finally have somewhere to safely sleep or barricade yourself into, however of course, traveling at night is still going to be terrifying and dangerous, cause you can't take that lantern with you everywhere, and what with normal weapon immune ghosts, incredibly strong giant skeletons, and legions of weaker zombies, night exploration will still be very very dangerous if you don't take torches with you... And I trust your definition of "Night Exploration" isn't just exploring a single cell all night long.
Other new features...
The AMOUNT of undead stalkers has been reduced with a smaller but still terrifyingly large legion of the dead, who utilize scripting to be both easier on the computer, more immersive, and more frightening. All skeleton stalkers with shields will upon death res themselves in 35 seconds if you don't flee the cell they're in before ressing. If you manage to flee in time they respawn in 10 minutes, the other undead cannot self res and instead quick res in 10 minutes if in the same cell or 20 if in another cell. All undead stalkers now disappear around 7-8 AM and are re-enabled at around 8-9 PM, though they start stalking the player at 11 PM. It takes about 32 seconds for the parent enabler marker to calculate the time of day- this is so because a script updating too frequently can be bad thing, so please exercise a tiny bit of patience. Also the giant skeletons do respawn BUT much much slower they take days/weeks or longer to respawn they have no fast respawn script.
Lastly let me tell you the differences between the three newest esps, which I recommend for you, and why.
Nightmare has RIDICULOUSLY powerful giant skeletons, like... Probably way more powerful than is lore friendly, and near impossible even for a stat stacking endgame powergamer pro to defeat- at least in theory. Plain ol Luxury Edition still has them very powerful- however an endgame character maxed melee stats and with the best gear AND wielding silver weapons or Dawnbreaker can kill these giant skeletons very very fast, not quite a one shot but close. And in Easymode there ARE NO giant skeleton stalkers.
Regular Colossal Skeletons: 9000 health, 0 mitigation, 100 speed. 180% attack bonus.
Nightmare Colossal Skeletons: 227k health, 50% mitigation, 120 speed, 260% attack bonus,
Nightmare Giant Burning Skeleton: 231k health, 95% mitigation, 130 speed, 390% attack bonus.
All modes: 4x weakness silver/8x weakness Dawnbreaker, normal weapon immune ghosts.
SkyrulianFieldLuxuryEditionNightmare: If you enjoy the thought of likely never being able to fight back against giant skeletons, being forced to flee fights you can't win, or you just want the hardest foes possible then maybe you'll like this mode... If you love being forced to flee some fights and not being able to kill everything, or if you just want some of the strongest foes imaginable.
SkyrulianFieldLuxuryEdition: THIS is the version I made for myself and people with similar tastes I highly recommend this version. I consider it to be more exciting than Easy, but also more lore friendly than Nightmare, and I find eventually being able to defeat the skeletons a nice prospect.
SkyrulianFieldLuxuryEditionEasy: If super strong giant skeletons bother you because they're not your idea of fun, you prefer swarms of weak undead only, you're easily frustrated, or you think the giant skeletons are too powerful to be lore friendly then go ahead and choose this version,
Non-TLDR I recommend the one in the middle, but if you think easy or nightmare is right for you then go for it.
If you're melee and want to be strong enough to realistically KILL Colossal Skeletons/Giant Burning Skeletons wait until your gear/stats are maxed out/at end game tier then get a Silver sword/Dawnguard, if you're a Thief or Archer type then simply download cat_woman1989's Silver Bows and Silver Arrows. If you're a mage then you will need maxed out Destruction, a very high Magicka pool, maxed out fire perks, and to craft a Divine Fireball tome to craft something strong enough that specifically counters Colossal Skeletons. Do note, that this spell tome is created via a tanning rack, it requires 1 fireball tome, 2 filled grand soul gems, and 10 bonemeal to make. Do note however, even though Colossal Skeletons are extremely hard to kill, they are very easy to temporarily banish so long as you have the required supplies. Have a Banishing Torch ready and they will be gone for about two real time minutes, giving you plenty of time to escape.
In normal mode you are intended to eventually have your silver bows/silver swords/divine fireball become so powerful endgame that eventually you can actually realistically defeat Colossal Skeletons, in Nightmare mode you're not meant to be able to become powerful enough to actually likely be able to eventually kill them. So in that sense, Regular Luxury version is like a classic RPG where you eventually become strong enough to outright kill them, where as Nightmare Mode is more like a horror game where there are some things you can't realistically kill. Do realize it's just as easy to BANISH them in Nightmare Mode, just they have way more health, are faster, and hit even harder.
Also FYI Divine Fireball does not exist in Easy mode, as it was specifically designed to provide a way to stand a higher chance of killing Colossal Skeletons who don't exist in Easy mode. Also DO NOTE, that Divine Fireball other than it's AOE is for the most part worse than the default Fireball, it does 20 more damage but is far more magicka inefficient and the bonus damage that makes it able to one shot Colossal Skeletons ONLY works on Colossal Skeletons, against ordinary undead it only does about 28 more damage, and against regular enemies it only does 8 more damage. This combined with it's Magicka inefficiency ensures it won't be overpowered or imbalance or break the game.
New Spell: Divine Fireball radius of 45 feet, costs 900 Magicka without spell reduction. Does 68 damage to ordinary undead, and 677 extra damage to Colossal skeletons. Does only 48 damage to most targets. With the vanilla fire damage perk it does enough damage to two shot a Colossal Skeleton... Hence why it is so expensive in Magicka cost, and why it requires Master in Destruction. This creates an anti undead specialized spell that won't break or imbalance other mods or the vanilla game, because the damage bonus is so small/it's so inefficient, but at the same time will provide a way for endgame mages to be able to eventually be strong enough to be able to realistically outright kill Colossal Skeletons... Least outside of nightmare mode, and melee/archers don't have a realistic chance of actually killing them in Nightmare mode either.