Skyrim

22 comments

  1. CALEB2
    CALEB2
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    Some things to keep in mind:

    This mod has been initially made for the Skyrim SE. The version for LE is backported and backporting a plugin is a delicate thing to get to work the right way. I tested it in every possible situation. (This far everything seemed to be ok, but if anyone sees some weirdness, let me know in the comments)
  2. rodr1ss
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    what a great mod, I loved it, thank you very much
  3. Debatemaster1
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    What an awesome idea! 
  4. Xtudo
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  5. Lollia
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    I just wanted to say thank you for completely renewing my interest in exploring Dwemer ruins!

    I usually try to avoid them because of the stifling lack of atmosphere, but now I feel that there is far more to look at, so I just want to walk through them and appreciate the details. I have some lighting mods on board, so roaming through the dark just to get attacked by a centurion or other such creature now has far more impact to it. The pipework, the automatons... everything is just so much more cooler to look at!
    This is actually the first time I have ever felt that Skyrim's Dwemer ruins can hold their own against Morrowind's.

    Additional thanks are due for keeping some of the older versions available. My game is a bit script-heavy, so it's wonderful to be able to experience all the wondrous visuals without waiting for my game to wake up and kick them into action.
    1. CALEB2
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      I'm glad you like it. I created these mods for the same reasons you mentioned, I felt that all the tech left behind by an ancient advanced civilization should look more advanced and detailed. Everything was too dull.
  6. saitofutoshi88
    saitofutoshi88
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    amazing thanks :D
  7. AceBurn90
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    Should I install the "Optional weak blue glow for static automatons" after the main file or is it in 2.2 included?
    1. CALEB2
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      "Optional weak blue glow for static automatons" is an addition. It won't interfere with the main file.

      I'm releasing an update very soon. There are several important improvements. ( "Optional weak blue glow for static automatons" will remain the same, the update will be for the main module)
    2. AceBurn90
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      Sounds nice.
      Will the update be available in days or a bit longer. I ask, because I am about to heavy mod my skyrim to start a new run/playthrought with 500+++ mods (at the moment I am at ~560 Mods) and want to use the newest versions if possible (or comatible).
      Btw: this mod looks absolutely stunning
    3. CALEB2
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      It's maybe some days - the mod is finished and in testing phase currently. Everything seems to work flawlessly, but I'm cautious and want to test very thoroughly, because:

      1. Plugin and script have been totally remade. (Also added changed behavior and new animated meshes) - The best way is new game if updating from previous version. Also savegames prior the installation of the previous version will work. With newer saves there "could" be some remnants from previous version, then it helps opening console, clicking on automaton and using disable and enable commands.

      2. This mod has been initially made for Skyrim SE. The version for the LE is backported and since backporting a plugin is a very delicate thing to get to work the right way, I need to test it in every possible situation. (This far everything seems to be ok, but can't be too cautious with things like that)
  8. Here4themmods
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    What is the enb you use?
    1. CALEB2
      CALEB2
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      I use a custom ENB, my own making. But it's not finished and I'm constantly changing it. 
  9. darkbeetlebot
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    Would it be possible to merge all of your glowmapped dwemer tech mods into one esp? My load order is already packed, but I really want all of these.
    1. CALEB2
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      There is only one esp - for Dwemer Automatons Glowmapped. Other mods do not have esp. They do not take place in load order.
  10. DenSollers
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    Hello.
    When merging the file, I noticed this error in your esp:
    [00:00] DWEMER_steam_GlowControllerME "DWEMER_steam-Flow Controller" [MGEF:1601AD42]
    [[00:00] MTV \ VMA-Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [1603E457] < Error: Could not be resolved >
    1. CALEB2
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      What did you try to merge ?
    2. DenSollers
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      With my esp, where I collect textures for myself. But the error is in the original itself, i.e. in your esp. Please take a look. The mod is great! I used the first version, but when you added esp, I wanted to merge it, but this error occurred.
    3. CALEB2
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      I found out what the error is - I added a property that I removed later. Does not cause any problems. It's safe to use. But I will upload the error-free plugin soon.

      EDIT: uploaded
    4. DenSollers
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      Thank you very much!
  11. Xtudo
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    Nice mod! Downloading right now.

    If anyone knows how to replace npc mesh when npc dies, let me know or point to the right information.
    I believe that Maximum Carnage does it. You can ask Dwon410, maybe he could help. (He is very kind)
    1. CALEB2
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      Thanks.