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  1. Drengade
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    When i killed miirak i didn't have all the masks, so after getting them i went back. But neither time did a door appear to anywhere.
    1. Xander9009
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      It won't look like a door. It looks like a pillar. It's actually the same pillar you see in the first screenshot. It appears below the podium with the exit portal/book.

      The portal doesn't check which masks you have. It ONLY checks whether or not Miraak is dead when you enter the trigger area. Unfortunately, I don't remember /exactly/ where that trigger area is, but it should be right in front of the podium. It's possible that the mod isn't registering Miraak being dead for some reason. If that's the case, then, you'll need to manually enable it with the console.

      To do that, type in "help zeldranos". Use the first two characters of the ID you get with "PRID xx03DB21" then "enable".
  2. ProtoXenox
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    I got the Kohnarik Privileg mod, will it affect this mask too?
    1. Xander9009
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      This mod will only be affected by things that completely replace the actual masks. If i recall correctly, that mod alters the masks; it doesn't replace them with entirely new masks. So, they should be compatible.
  3. stusanity
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    what does it look like? no information anywhere on this page.. thanx in advance
    1. Xander9009
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      Sorry, nothing custom here. It's visually identical to Kohnarik (it literally calls the same files, so if you use a mesh or texture replacer that affects Kohnarik, Zeldranos will also be affect).
  4. daventry
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    I killed the Dragon Priests before checking the Chest and i think the Scripts might be messed up, because afterwards i TCL down and checked the Chest witch had nothing in it, then i click on the Book and the New Dragon Priest appeared, thus i Killed all the Dragon Priests in witch by the way there is now a Steel and Iron Arrow in the Chest.
    1. Xander9009
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      The rest of this comment is assuming you still care. If you don't care since you already have the mask, just let me know.

      Anyway, yeah, I thought that might have been the case. Try again without killing the dragon priests. It's important that they still be alive when you check. As for the other dragon priest appearing, that same kind of thing happened to me. I activated the seal and nothing happened (because I had no masks), but then I gave myself a mask using the console and one appeared. I twas the right one, but it still shouldn't have appeared. I'm not sure what caused the issue. The script is pretty simple and straightforward. I'm too busy with another project at the moment to really get deep into debugging, but once I catch a break, I'll see if I can figure out why they appear after the activation instead of only during it.
  5. daventry
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    Finally manage to get there with All the Masks and fought All the Dragon Priests, yet the Last Dragon Priest isent there, hence no Mega Mask

    I have 12 Dragon Priest Masks

    What does the Mega Mask even look like
    1. Xander9009
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      If I remember correctly, it's Konahrik because I didn't have another good mesh or texture. As for him not appearing, you'll know whether or not he appears as soon as you start fighting, because he appears when the others do and he's in the very center. I'll check it out and see if something broke.

      EDIT: There are 14 masks, not 12.
      http://www.uesp.net/wiki/Lore: Dragon_Priest_Masks (remove space)
      Azhidal, Dukaan, Zahkriisos, and Miraak from Dragonborn.
      Wooden Mask and Konahrik from Bromjunaar Sanctuary.
      Morokei and Nahkriin from the College of Winterhold quest and the main quest.
      Hevnoraak, Krosis, Otar, Rahgot, Vokun, and Volsung from their various dungeons.

      You don't need Miraak to complete this, but you must have all 13 other masks, including the Wooden Mask and Konahrik. Miraak is not required because absolutely the only way to get here is by defeating Miraak.
    2. daventry
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      Got All the Masks now and Killed All the Dragon Priests, yet No Ultimate Mask, nor is there a Khonarik Dragon Priest
    3. Xander9009
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      There isn't supposed to be a Konahrik dragon priest. Each dragon priest that you fight in the vanilla game (including Dragonborn) appears, no new ones.

      Check which mask is causing problems. Do this by opening the console and typing TAI and then TCL to toggle AI and collision. Start the fight so the dragon priests appear, then go below the ground. You'll find a chest. In the chest should be each mask that my script has registered that you have. It needs to have
      Ahzidal
      Dukaan
      Zahkriisos
      Hevnoraak
      Krosis
      Morokei
      Nahkriin
      Otar
      Rahgot
      Vokun
      Volsung
      Konahrik
      Wooden
      before the final mask Zeldranos will appear. If one of these is missing but you have the mask, let me know.
    4. daventry
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      In response to post #18994149. #18997519, #18998204, #18999324 are all replies on the same post.
       

      Did all that and found no Mask in the Chest that is under the floor in witch i assume i have them all, but there is this weird floating Book that says let me out in witch i clicked on it, thus a Dragon Priest called Zeldranos with he's Mask appeared.
      http://s28.postimg.org/t76nv9o65/Screen.jpg
    5. Xander9009
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      That was really confusing because I completely forgot about that. The book is a sort of escape hatch in case things get messed up and the door out won't appear. Clicking on it resets the chest (which empties it). That book is actually just barely visible from above the ground without toggling collision.

      Anyway, did you kill the dragon priests before checking the chest or anything? I ask because here's what the script does:
      -Activate seal while portal is enabled (while the door out is usable)
      -checks that the chest doesn't contain any mask obtainable from a dragon priest (does nothing if false)
      -for each mask obtained from a dragon priest, adds that mask and an iron arrow to the chest and summons that dragon priest
      -for each mask obtained other than from a dragon priest, adds that mask to the chest
      -if all masks are present in the chest, adds Zeldranos' mask to the chest and summons Zeldranos.
      -Killing a dragon priest here removes that mask and an iron arrow from the the chest (the iron arrows track when the portal is reactivated so you can leave, hence resetting the chest with the book for an escape).

      If the chest was empty, then either you didn't have any masks (probably not the case), you killed the dragon priests before checking the chest (possible), or the script isn't running or the properties have been messed up (possible).
  6. ApokKnight
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    In the creation kit, double-click on the mask- however it is spelled, sorry can't remember it's name. On the upper right of the cell it should say description. Click on it and type whatever you want to write. That description will be displayed when you click on that item in-game-in the inventory. Hope that helps!
    1. Xander9009
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      Yeah, that'll probably also do it. Earlier in the comments, we discussed putting the description on the enchantment level to override the description on the effect level. And a description on the item level would override both of those.
    2. ApokKnight
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      It will overwrite everything. The only downside with the description being on the item instead of the enchantment is when disenchants occur. If the item is disenchantable, the enchantment learned will try to display the messed up description that was on the original enchantment anyway. What I had to do for my mods, was to add the keywords "magicdisallowenchanting" to my items. That way people couldn't disenchant and try to reuse my custom enchants.
  7. daventry
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    Will this still be Updated.

    About the Bug on the Effects and the Description for them, just dont add them and just call it The Mask of Konahrik with a Small Description like Powers of the 12 Masks Without the Wooden Mask and Miraaks Mask.

    Make it so when we Display all the Masks when wearing the Wooden Mask at that place near Labarythian, the Dragon Statue Head opens with a Tiny Portal Effect that Teleports us to where Your Mod takes us. Now we fight the Dragonpriest where we get the Mask from him witch should be Named Konahrik.

    Upon Removing the Dragonpriest Mask, should Teleport us back to the place where we put all the other Masks, so the Wooden Mask should be stuck on our face until we Kill this Dragonpriest.

    Now that we have this Powerfull Mask, All the Masks and from Dragonborn (Except the Wooden Mask and Miraaks Mask) should now be Destroyed or Disappear from the Game.
     
    Why does Zeldranos have the Konahriks Mask, because he is looking for a Worthy Opponent.
     
    Just wondering if you can, is it possible to make more slots where you place the Dragonpriest Masks, so we can place the 3 Dragonborn Masks there aswell.
     
    Just wondering, do you change anything with the Vanilla Dragonpriests, because i have this Mod and will it Conflict with yours.
    http://www.nexusmods.com/skyrim/mods/32179/
    1. Xander9009
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      It'll only be updated if I find the time/motivation to do so.

      The reason the description is messed up is because I didn't edit any of the effects or descriptions. I only added them to the mask's enchantment and left it at that. If I ever get around to it, I'll add a shorter description to the enchantment itself and see if that does the trick.

      The current location was chosen because it basically means that in order to even get there, you have to have beaten Miraak. Defeating the guy with the most powerful mask (aside from Konahrik, who is never encountered) grants you access to the location. Collecting the masks already has a reward befitting the difficulty. I might move it to Bromjunaar Sanctuary if I ever redo this.

      The Mask's name isn't Konahrik because there's already a mask with that name and I'm not wanting to alter it (whether that alteration is real or perceived; i.e. whether I actually change the mask, or simply use a script to replace it). Every mask obtained from an NPC is obtained from an NPC with the same name as the mask. So, neither the mask nor the NPC from whom we get the mask will have the name Konahrik.

      And I'm not interested in removing any masks from the game. There are 4 reasons for this:

      1) I don't want my mod to remove an item that the player might want to use. They might like the idea of the really tough battles, but they really like the look of a particular mask, or they don't want to use the overpowered mask, but like the loot.
      2) If another mod makes use of the masks and I remove them, the two are instantly incompatible.
      2) The only thing removing the other masks would really help with is making the mask cost more in an attempt to help balance it a bit. But removing the other masks isn't much of a cost since the new one already has all the abilities of the others. That makes it a negligible cost as far as balancing the new mask, but it's a steep cost regarding the previous points.
      4) As it stands, it's possible to visit there many times and obtain the very good random loot many times over. Each time, it's a difficult battle. If I remove the masks, then the battle becomes a one-time deal and it won't vary. I will, however, consider finding workarounds so I can remove the masks while retaining compatibility and varying/repeatable battles. First thought is have the removal be an MCM option so the player can decide.

      Also, if I move this to Bromjunaar Sanctuary, it won't be required that the player have all the masks. It'll still be accessible with only the wooden mask. Although, since the player will no longer be required to defeat Miraak, it'll much easier to find yourself here before actually having any of the other masks, so there might not be anyone at all to fight.

      So, in short, IF I ever get around to updating this and improving it, then yes, I'll move it to Bromjunaar Sanctuary; no I won't rename it Konahrik; no, I won't make it so the wooden mask returns you to Bromjunaar Sanctuary after the battle (but only because it would mean altering the wooden mask's script), and I won't remove the other masks by default, but I might include it as an option.

      Keep in mind, if you mod and want it exactly your way, most of my files, this one included, are free to alter and upload as long as I'm credited. Even the script sources are usually included (although I virtually NEVER comment them with anything useful, so you might have to ask if you can't decipher what something is for).
    2. Xander9009
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      Sorry, you edited you post instead of adding a new reply, so I didn't get a notification about it. Anyway, Zeldranos has a mask with the same texture as Konahrik because I can't do modelling to make a new one. I might look into any modder's resources I can find for a new mask model when I update it.

      I already tried and failed a long time ago to add places to put the 3 dragonborn-added masks. However, that was a LONG time ago, long before this mod came along, and before I knew as much about scripting as I do now. Since I'm planning to move this to the sanctuary, yeah, I probably will add places for the other five masks (the three dragonborn-added dragonpriests, Miirak, and Zeldranos).

      And my mod changes nothing except what I explicitly said in the description. It changes one thing in Apocrypha and nothing else. Everything about the vanilla masks is completely untouched.
  8. joshjet99
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    You should make it so that you have to destroy all the other masks to be able to get this one.. Just a thought, might be a terrible idea.
    1. Xander9009
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      It's an interesting idea. I'll have to think about it.
  9. Romalisk
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    Could you post a pic? So we can know what we're getting into, lol.
    1. Xander9009
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      I actually took some screenshots as soon as I put the mod up. And then promptly forgot about them... lol My bad.
  10. DaRkTrAzZ
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    you certainly have peaked my interest, I've also started wondering why there isn't a top leading dragon-priest of sorts.

    sorry but I'm afraid I can't help you with the scripts though, but I'm pretty sure theres more then a few that might be willing to help you if you skulk the forums a bit? you could wait for more replies like mine but I'm not sure how much attention you'll get in a short amount of time....
    1. Xander9009
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      Turned out the scripting problems weren't so much scripting problems and were actually just testing problems. When playing properly, meaning when I don't go kill everyone with the console, it runs properly. The other was compatibility with Kace Auto Loot. Turns out KAL is faster than my script (which is impressive, to be honest. Mine's only about 5 lines lol). So, it was running and grabbing the mask before my script could get rid of it. Should be up and working. ~Fingers crossed~
    2. DaRkTrAzZ
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      sweet, I'll give the mod a shot when I get the chance.

      ..problem is my saves pretty much broken, I'm still trying to figure out if I can fix it, otherwise I need to start all over again, but never the less I'll let you know how it works if and when I make it there. XD