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GioGr

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GioGr

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  1. GioGr
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    Locked
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    Load Order
    1.Anywhere before PaMa.esp and u need to run patcher again after installing this

    2.After WAFR or any other mod that edits the artifacts or you wont get SKYRE artifacts (duuuuh)

  2. deleted5544427
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    disregard this post
    1. GioGr
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      no :P
  3. bearhiderug
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    Can this be run on default skyrim at all?
    1. GioGr
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      ofc
      it says for use with perma, not needs perma
  4. battlecarrier
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    Are the effects in your archmage esp added to the robes by a script? Because if not, they aren't attached to anything.
    1. GioGr
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      the esp edits the enchant of the robe since the robe has a unique enchant
    2. battlecarrier
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      Except the editor ID you used on them starts with QQ and isn't used by anything. The robes are still using their default enchantment, not the QQ ones.
    3. GioGr
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      haha you are right, and something looked weird when i updated it but i didnt investigate, my fault ty for reporting it haha

      +kudos
    4. qwertypol012
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      Yes, that's what i realized too. All of QQ magic effects weren't attached to any items lol. But that's okay since i attached it myself.
    5. GioGr
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      its updated now and it works as it should (probably )
    6. qwertypol012
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      Allright, that should be good
      But there is something i'm still wondering. It's about 'magic skill' record in magic effect data of each QQ enchantments.

      If we look at your file, all of magic schools (in magic effect entry) use "restoration" as magic skill, even though they're not restoration school. I don't know what's the impact in game, but if we compare it with fortify spells for alchemy effect (which increases spells' magnitude) they don't use restoration as 'magic skill' record. Instead they make it 'none', no magic skill record for fortify spells' magnitude.

      So, can you (or anybody) explain it to me what's the function of 'magic skill' record in the magic effect data? And why alchemy effect for fortify spells' magnitude leave it as 'none'?
    7. GioGr
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      when you improve restoration these effects also improve

      the pots have none so they dont get affected by skill levels


      btw this post is a big wtf, might be wrong, so take it with some salt
  5. qwertypol012
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    Hello,
    Thanks for this mod. When i tried to open the robes of archmage.esp in tes5edit, i noticed that the magic effect for some schools is a bit off. To be exact, it's fortify alteration, fortify conjuration, and fortify illusion. Those 3 effects reduce spell cost instead of increase the magnification. I think they should increase magnify, so for alteration and conjuration means longer duration and for illusion means stronger effect (affect higher level). So how is it?

    PS. Only fortify destruction and fortify restoration shows correct description which is "xxx spells are <mag>% stronger".
    1. GioGr
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      will take a look thanks
    2. GioGr
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      Updated enjoy
  6. thebunnyrules
    thebunnyrules
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    Hi everyone, I'm using PerMa+Morrowloot Ultimate+Static PermaZones to make the game and loot system more challenging. This mod looks amazing but I'm worried about finding overpowered weapons too soon in my playthough. How do these artifacts spawn into the game? Do they unlock progressively as I go through the game or do they have some quests associated with them or they just craftable?
    1. GioGr
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      these are the vanilla artifacts, and unlock the way you find them at a unmodded game
  7. insaneplumber
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    Version 1.3a contains a lot of errors (or I missed something), would do well to also make updates to the current USLEEP version.
    xEdit Log:
    Spoiler:  
    Show

    [00:00] Checking for Errors in [06] SkyRe Artifacts.esp
    [00:00] DunYngolBarrowSteelPlateHelmet "Helm of Yngol" [ARMO:000295F3]
    [00:00] ARMO \ KWDA - Keywords \ Keyword -> [01AF0102] < Error: Could not be resolved >
    [00:00] ARMO \ KWDA - Keywords \ Keyword -> [01AF0135] < Error: Could not be resolved >
    [00:00] ArmorDragonPriestMaskMoonstoneHelmet "Morokei" [ARMO:00061C8B]
    [00:00] ARMO \ KWDA - Keywords \ Keyword -> [01AF0264] < Error: Could not be resolved >
    [00:00] MS02ForswornGauntlets "Gauntlets of the Old Gods" [ARMO:000EAFD2]
    [00:00] ARMO \ KWDA - Keywords \ Keyword -> [01AF0122] < Error: Could not be resolved >
    [00:00] ARMO \ KWDA - Keywords \ Keyword -> [01AF0243] < Error: Could not be resolved >
    [00:00] DA03RuefulAxe "The Rueful Axe" [WEAP:0001C4E6]
    [00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0208] < Error: Could not be resolved >
    [00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0215] < Error: Could not be resolved >
    [00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0218] < Error: Could not be resolved >
    [00:00] dunLostValleyRedoubtAxe "Briarheart Geis" [WEAP:000AE087]
    [00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0104] < Error: Could not be resolved >
    [00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0109] < Error: Could not be resolved >
    [00:00] MQ203AkaviriKatana1 "Dragonbane" [WEAP:000F1AC1]
    [00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0103] < Error: Could not be resolved >
    [00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0109] < Error: Could not be resolved >
    [00:00] MQ203AkaviriKatana2 "Dragonbane" [WEAP:000F71CD]
    [00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0103] < Error: Could not be resolved >
    [00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0109] < Error: Could not be resolved >
    [00:00] MQ203AkaviriKatana3 "Dragonbane" [WEAP:000F71CE]
    [00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0103] < Error: Could not be resolved >
    [00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0109] < Error: Could not be resolved >
    [00:00] MQ203AkaviriKatana4 "Dragonbane" [WEAP:000F71CF]
    [00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0103] < Error: Could not be resolved >
    [00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0109] < Error: Could not be resolved >
    [00:00] MQ203AkaviriKatana5 "Dragonbane" [WEAP:000F71D0]
    [00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0103] < Error: Could not be resolved >
    [00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0109] < Error: Could not be resolved >

    1. GioGr
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      those are probably from weapon and armor fixes mod

      dont have skyrim atm but soon TM
    2. GioGr
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      you should really use weapon and armor fixes mods
    3. insaneplumber
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      I use.
      My problem was that (my oversight) SkyRe Artifacts.esp no hawe WAF as master and I forgot to mark it to load in xEdit. (injection in Update.esm)
      And when I lodad SkyRe Artifacts.esp in to xEdit without WAF xEdit spits out errors.
      I'm so sorry for the confusion.
      What had not been, we have update for USLEEP.

      Not picking just always try to be accurate. (except for moments when I forget something :p )
      00108A42 <PerkAbReflectBlows> is ITM it is intended?

      Thank you.
      Regards.
      Insane
    4. GioGr
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      CLeaned ITM too ty
  8. Morsealworth
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    I believe Mace of Molag Bal should require recharge, as Molag Bal explicitly states to send souls to him during the quest. It also has Soul Capture for the same (lore-wise) reason.
    1. GioGr
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      i dont have skyrim atm when johnskyrim releases the bow, ill play again and ill release a misc esp adding this
  9. NordicChad
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    I'm sorry but is it possible to add a 'cloth only version' to the calyps dragonpriest variant? I can't edit it with the creation kit because of multiple active masters.. If you could do this i would be very happy
    1. GioGr
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      In SkyrimEditor.ini (Skyrim folder) under [General] set/add bAllowMultipleMasterLoads=1

      and make sure to check if sResourceArchiveList2 has all DLC (Update.bsa, Dawnguard.bsa, Heartfire.bsa, Dragonborn.bsa)
    2. NordicChad
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      thank you very much!
  10. I have an Issue, Namira's Ring doesn't reflect the damage, the rest of the bonus work well.
  11. lenwe94
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    THANK YOU FOR THIS!!!!!!!!!!!!!!!!