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Charismoon

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Charismoon

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  1. Charismoon
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    Requiem Users:

    The patches made for Requiem are no longer up to date. Please refer to Requiem - Custom Races Patches by Aelarr for your requiem needs. Thanks Aelarrr! Thanks rylasasin for informing me!
  2. Charismoon
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    Dear users,

    I know you guys were excited for V2. I was too, but I've just lost too much interest in it. It has become boring, repetitive, dull, and quite frankly, more of a hassle than it's worth. Right now, I just want to move on.

    I deeply apologize for those that were excited for it. I just don't have the interest. Below is the quote I gave on the Battle MaTera comments section.

    Look, I'll be blunt. I'm not calling it official quits cause I never know what I want to do on a day to day basis. But I'm not having fun with the MaTera anymore. I've created more work then I really care to handle. It's become boring, repetitive, and dull for me at the moment.

    I still try to be active but to be honest, I would just consider myself on a very long hiatus (even gone from Skyrim). I may return, I might not. I tried to push V2 out but it didn't happen (mainly because of me and my unfriendly relationship with life but that's how it goes). Personally, I'd move on.

    I never intended for it to go this long but.....It's just time to say it. I throw in the invisible towel. I'm officially modded out. :/


    Again, I apologize but till further notice. V2 is in the wind.
    1. Dragonrose32
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      Ah~! I was looking forward to being in the beta but guess I'll have to wait till you get the inspiration back...
  3. livipup
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    Does this version have no tail?
  4. TelaCorp
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    Any chance of this coming to SE? I know it's been 3 years since Charismoon worked on it, but I for one would love this race to be in SE.
  5. DBCreeper
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    Could someone (author or user) tell me please what is the MagicMatera's race code thing is (im looking for example: NordRace, but as MagicMateraRace, pls also include vampire version if it is there) So I can make it compatible with racemenu and citrus heads. (I wont upload it, its just for personal use)

    EDIT:somehow got it to work sorta, but still please tell me.
  6. jtzeal
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    i have recently returned to skyrim and updating mods. sorry to see you on leave. but family is more important and if you're not inspired then it isn't worth the effort to make the mod. good luck in your endevors and i do hope to see some more of your work. AWESOME stuff, and thanks for all the fishes....
  7. followeroftheprince
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    Question, I was running from guards and jumped on a black horse, midnight, and My tail bugged, seemengly stretching away from my body and I can't get it to go back behind my back, instead a streatched tail is floating behind me on the left. Anyone know what happened here?

    Edit: I got killed by a dragon, reloaded, and now my tail is gone
    1. jtzeal
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      sounds like a fnis problem... the mesh is not set right. but then i'm not a modder, just fixed a lot of problems of my own. gl

  8. gucky4linux
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    Hello Charismoon

    Your Magic Matera look very good, the only thing that bothers that Tes5edit has has the following bug found:

    [00:41] Background Loader: [MMatera.esp] Building reference info.
    [00:41] Background Loader: Error: record TXST contains unexpected (or out of order) subrecord TX03 33,305,854
    [00:41] Background Loader: Error: record TXST contains unexpected (or out of order) subrecord TX05 35,305,854
    [00:41] Background Loader: Errors were found in: 01mmatSkinHeadmaleGLOW [TXST: E501257E]
    [00:41] Background Loader: Contained SUBRECORDS: EDID Obnd TX03 TX05 DNAM
    [00:41] Background Loader: Error: record TXST contains unexpected (or out of order) subrecord TX03 33,305,854
    [00:41] Background Loader: Error: record TXST contains unexpected (or out of order) subrecord TX05 35,305,854
    [00:41] Background Loader: Errors were found in: 01mmatSkinHeadFemaleGLOW [TXST: E5006E68]
    [00:41] Background Loader: Contained SUBRECORDS: EDID Obnd TX03 TX05 DNAM

    Since I have installed Magic Matera occur more CTDs on

    I'm so sorry. but I am German and just want to help you, but my knowledge of english is very bad.

    Best Regards:

    gucky4linux

    I translate this Text with Google Translator.
    1. Charismoon
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      To be honest, I stopped worrying about the Magic Matera because I know they are buggy and I went about their magic glows the wrong way (without realizing it till I stopped). I'm no longer touching the Matera races and someone else plans on taking the reigns. I'm assuming your getting that error because of how I went about doing the glows (which if I was still continuing, I would go about it a completely different way).
  9. JetEdge
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    im thinking of downloading your 3 matera mods, with this one specifically though, I read the lore of it and was thinking. Is it a mechanic where the longer you dont use magic as the magic matera, you get a lycanthropy debuff. If it is already a thing then disregard this comment but i think this would be a cool bit to have in it. Either way I love the look of these races, and i have always wanted to play a kitsune in skyrim, and this is the closest I can get to one as the regular kitsune mod on the nexus has the tails looking weird and the final fantasy miqote mod is iffy on its working condition.
    1. Charismoon
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      Yeah, I could never get the miquote mod to behave (but that was me).

      It's a cool idea but I don't mod anymore. I think of coming back, then I quit thinking about it.
      Child is in a sleep regression, I am having fun with my side projects, and my child barely give us the time to chill and relax lol.

      I've given permission for anyone to update and do what they want to the MaTera(s) as long as they credit me. So far, noone has taken the offer.
      I haven't even touched Skyrim in forever :x
    2. WhiteBlaze
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      i know i've spoken with you at lengths on the matter, and when i finally have a working connection again at home i'll be giving this ago, for magic matera i feel some re-balancing is called for, given the lore listed on them, idk if ya ever wanted to explore more on the whole lycanthropy part of them or not, so im not going to worry about that so much, but more with the re-balancing of the Elemental Hide abilities i intend to focus on.

      what i had planed would looks something like this:

      Tier 1 Racial Passive:

      Pure Elemental Hide - The elements within you are as strong as they were day of your birth as a Magic MaTera. Your body remains in touch with magical forces and nature, your skin remains unhindered by simple materials, providing you with full access to the benefits of your Heritage. Your body absorbs 20% of all incoming magical damage and ignores 65% of all other damage after that, Magical and Physical, and your skin retains an armor rating of 100.
      (naked/or fully clothed only)



      Tier 2 Racial Passives:

      Contact reaction: Silver Elemental Hide (full set of silver armor) - Although the armor you wear seems to have been magically treated, its magical forces seem to react with the Magical Resistances in your skin in unexpected ways. Your body absorbs 50% of incoming magical damage and ignores 40% of physical Damage. Daedric weapons are 50% less effective against you while wearing silver armor. using Silver Weapons while wearing Silver armor increases your attack by 50.
      (full set Silver armors only)


      Contact reaction: Daedric Elemental Hide (full set of daedric armor) - Although the armor you wear seems to have been magically treated, its magical forces seem to react with the Magical Resistances in your skin in unexpected ways. Your body only ignores 40% physical damage. while wearing Daedric armor, using daedric weapons increases your attack by 20 and Silver Weapons do 65% more damage to you.
      (Daedric armors only)


      Contact reaction: Dragonbone Elemental Hide (full set of dragonbone) - Although the armor you wear seems to have been magically treated, its magical forces seem to react with the Magical Resistances in your skin in unexpected ways. Your body only absorbs 10% of incoming magical damage and ignores 50% of all other damage after that:
      (dragonbone armors only)


      Contact reaction: Dragonscale Elemental Hide (full set of dragonscale) - Although the armor you wear seems to have been magically treated, its magical forces seem to react with the Magical Resistances in your skin in unexpected ways. Your body only absorbs 10% of incoming magical damage and ignores 40% of all other incoming damage after that.
      (dragonscale armor only)

      Altered Elemental Hide - While the elements inside you are still strong, the contact between your skin and the mixed materials of your current armor set are not in harmony with your naturally reinforced resistances. Your body ignores 30% of all damage (magical and physical).
      (any armor set with at least one piece of silver, daedric or dragonbone/dragonscale armor included, this includes sets of armor that are made of 3 silver, daedric or dragonbone/dragonscale armor pieces + one silver, daedric or dragonbone/dragonscale armor piece of an opposing set)


      Tier 3 Racial Passive:

      Elemental Hide - While the elements inside you are still strong, the contact between your skin and the mixed materials of your current armor set are not in harmony with your naturally reinforced resistances. Your body only ignores 20% of all damage (magical and physical).
      (applies to full armor set that aren't included in a higher tier)



      Tier 4 Racial Passive:

      Weakened Elemental Hide - While the elements inside you are still strong, the contact between your skin and the magically untreated materials of your current armor set are not in harmony with your naturally reinforced resistances. Your body can only ignore 10% of all damage (magical and physical).
      (applies to a mixed armor set that isn't included in a higher tier)



      --- (Excluding Silver, Daedric and Dragonbone/Dragonscale using works with the vanilla games keyword system on items such as an item being made from the Daedric smithing perks craftible list of items always has the keyword MaterialDaerdric to be dreated as daedric by the game's system, while something made with silver has the keyword MaterialSilver, so no heavy scripting would be needed to make this work if i understood it all correctly.)

      My thoughts for this is because A) daedric items can be made in the Atronach forge in the midden in the college of Winterhold, and leaning back on TES lore, most of the time a ritual has to be done to convert ebony armor into daedric armor during the forging process even if its not via the Atronach forge in your skyrim, its safe to assume someone did the ritual to make most pieces of the daedric armor and weapons found lying about, meaning the armor has already been "magically treated" in a sense.
      B) Silver has Purifying properties and is great against were-beasts of all types, the undead in all of its form including vampires, and other supernatural beings such as daedra (look into the lore for these examples) so its safe to assume it it wouldn't need to be "treated" magically to work with a Magic MaTera's body properly, hell without more details, whose to say they dont use silver in the rituals to make them magically stronger while repressing the lycanthropy in an ever reactive manner? eventually weakening the parts that would call them to hircine's realm in death, while gaining a new form of superiority in their magics strong enough to be the magical equivalent to the melee strength that would have been provided by the onset of the lycanthropy originally?

      C) Dragonbone/dragonscale armors, if we look into the blades quest lines for a moment we see that a simple infusion potion made from dragon bone and dragon scale is all that's needed to create the perk potion for dragon infusion, making the player take less damage from dragon melee attacks, i think its safe to guess that dragon bones and dragon scales have some naturally occuring magical properties of their own going on that would allow them to sync up well with any other form of magic that's naturally occuring in the realm of skyrim, as dragons were pretty old and knowledgeable on the works of magic anyways.



      i intended to do this rebalencing mainly because it makes more sense to me that a race thatw been magically modified to be more magically inclined would be more sensitive to the materials involved in their worn armors, while it made little since for a mage to wear a heavy armor and suddenly become twice as tanky as a non mage player using the exact armor. --while the mages best friend, the cloth clothing - was so weak, even by this race's own racials the point of making use of mage robes was zilch;

      ..i'll need alot of pract and some help if i intended to do this, o.o but i'll get to it when i have full access internet again'
    3. WhiteBlaze
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      in case anyone was curious as to why the decrease in effectivness with the tier number, simple, the lower the number the stronger the tier ranking. and the way i had planed this design out is so that way early game before you have access to spells like ebony flesh and have your alterations perks up - you can use standard armors to have /some/ defense, but late game as your mage powers have grown you can rely more on you inate abilities to boost yourself stronger then wearing most armors would do. - i was also taking the weapons and armor attributes mode i use into account as it provides some forms of its own additional protections - which would be balanced still while using this race, and make mage robes a tad more user friendly late game for magic matera - because less face it, if your a mage your not going to intentionally be putting yourself in close range for long periods of time even if you have combat spells for such matters you want to get the job done head for cover/ be on your way to your next destination when the fight's done, not drag it out. and most folks these days have soem sort of combat overhaul or make use of ASIS to increase the AI intellgence, so again you wouldnt go around vanilla style in those fights, keep it quick when in close range or you'll flop over dead in most cases. that being said i've come to realize i might need to make myself familar with SKSE to make some of these perks function correctly. - not an issue for myself as i use it but i understand for some folks that means another download - but with the memory patch fix plugin involved with SKSE - i dont see why everyone doesn't have it' - as this corrects over 80-90% of all the crashes caused by unmodded skyrim itself'- and prevents upto 99% of all known crashes when paired with the unofficial skyrim patches.
      (the last 1% being user error when installing mods that need to be installed a certain way to function properly - trust me this happens to everyone once in a while - back when i was still new to using skse i found out i forgot to make the ini file for my SKSE loader - the memory patch fix wont do anything with it' - perfect example of that 1% it cant fix XD)

      This makes alot of mod load outs run solid without worry for the bane of all skyrim players appearing - The dreaded "CTD" (Crash To Desktop).
    4. Jinsuki
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      GL whiteblaze, i really like this mod and it may be the reason why my game ctd.
    5. Charismoon
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      GL whiteblaze. If you need any minor assistance from me, let me know. Currently I'm not home and am on my cruddy laptop but still. I'm here.
  10. SilverNirvash
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    It sucks that no one's updated This race or the original MaTera race for that matter since 2013 :/
    1. Charismoon
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      There's been a few people that have come to offer and I've given them the loot, but nothing has come of it yet.
  11. Sougenmu
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    Hey there!

    I've been having a really frustrating problem and was hoping you might have an idea for a solution.

    I've been using this race for a while now with no problems at all, but I've been trying to get the Skyrim Weapon Positioning mod to work with this race (Link for reference just in case you have no idea what I'm talking about: http://www.nexusmods.com/skyrim/mods/15658/?) and it isn't working properly. I get the animation properly for where the weapons WOULD be placed, but the weapon itself it still in it's original vanilla location. (I.E: The hip)

    I'm not sure what might be causing this, and I've spent quite some hours trying to figure this out and looking around the net. The Custom Skeleton Replacers (Once again, reference: www.nexusmods.com/skyrim/mods/16712/) aren't fixing this issue either. Funny thing is, it works for another custom race that I'm using no problem, so I'm for the most part stumped. It doesn't work for any of the other Matera races either.

    Any insight you can possibly come up with would be greatly appreciated. Thanks in advance.
    1. Charismoon
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      Moving the Weapon position is usually done by replacing the skeleton. The Matera's all use their own skeleton path (except V2 beta) in which you will need to replace the skeleton with the one you are using.

      How to replace the skeleton is in the FAQ. I'm no longer modding Skyrim else I would revert the skeleton back to default pathing.

      How to change the skeleton is under: You have the regular version of my body but I want bouncing titties!
      in the FAQ.
  12. Charismoon
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    Beta Participants:

    Dragonrose32