Skyrim

File information

Last updated

Original upload

Created by

GraysonTheWolf

Uploaded by

GraysonTheWolf

Virus scan

Safe to use

91 comments

  1. GraysonTheWolf
    GraysonTheWolf
    • member
    • 9 kudos
    Sticky
    12-5-2015:

    I just uploaded the fixed esp file for the misty/foggy texture tiles floatin' around when you hit enemies. NO MOAR BUGZ PLEZ. KTHNXBAI.

    Also, I spent an hour fixing the old optional (standalone) Daedric Armor's pack version. You can download this pack and simply install/extract and play! Anyone updating to this optional pack: Overwrite the files if prompted during cut/copy and paste.



    11-21-2015:

    The new update is uploaded! This mod is no longer in BETA. Yay! There shouldn't be any bugs now, but if you are experiencing any, please read my entire description page to assist you with any information you may have overlooked. Please follow protocol for reporting bugs by troublshooting and posting your details to me via this discussion thread.

    What is new in update V5.2?
    *Storm textures have been customized to be more dense than the vanilla textures for shock particles.
    *Grimoires have custom textures (non-vanilla colors) so they stand out better
    *Abysmal & Aetherius Arrow textures have the correct texture paths now (the previous releases were still calling on my old texture paths, I apologize for that n00b mistake)
    *Abysmal & Aetherius weapons have a custom "Impact-Set" now. They have new visuals and new sounds, this just makes these spells more complete imo.
    *Most texture paths in the nif files have been checked and re-checked to be calling on the files in my GraysonTheWolf destination folders. I've even copied some vanilla textures into there to avoid overwriting and breaking of some of these texture paths. I'm certain that 98% of the textures are all within my folders now. If they are outside, I'm counting on a 0.0001% chance that you have a mod that will overwrite this texture with something gamebreaking. lol


    11-20-2015:
    Just finished fixing the textures for storm weapons. They are now super beautiful. Had to splice and modify multiple textures until it looked right. The "hit effect" art for the aetherius and abysmal weapons now match both visually and audibly. The grimoires are all unique in appreance now as well. I will upload this new update later (today). Going to bed now. 430am where I live... I stayed up all night to fix this stuff. I hope you all enjoy!

    11-19-2015
    V5.01 Small grammatical mistakes have been fixed.

    Also, what to look forward to for the next update:

    1.) New Custom textures for the Grimoires
    2.) New Custom texture for Storm Weapons. (Not enough texture currently, hard to see)

    The pictures dont do the Storm weapons justice, but they could have better textures as well which is why I plan on changing the textures so they are more visible. I think the shader I chose is too dark as well.
    Im contemplating the new menu icons because I wasss going to use the bound weapons icon with texture and object swaps in the nif file... But I think it may be too much hassle. Dont expect the icons to happen. But if they do, they do.

    I currently dont have internet at my place so Ive been using my phone to post this. I uploaded my files from a local business' open wifi source. I can only access it from when I get off work until 10pm so any further updates and description changes will have to wait until I can connect to that wifi again.

    Thank you for your patience everyone, and if you enjoy my mod--please endorse! Or make a video! Thanks for everyone's support :>
    1. OldManHaystack9
      OldManHaystack9
      • member
      • 0 kudos
      quick question, probably not original... is this mod compatible with Ordinator; perks of Skyrim and Apocalypse; magic of Skyrim?

      there's a spell that triggers self applied spells like mageflesh, and Ordinator has perks for bound weapons and the three elemental branches of destruction, can your mod apply these perks and spells to its arsenals?
  2. lukabloodstone
    lukabloodstone
    • member
    • 0 kudos
    some reason when i sheath or put away any bound weapon i still hear the sound of the black flame weapon. i love the mod so far but can you do something bout the bug where you cant stop hearing the noise
  3. ChildofSithis1
    ChildofSithis1
    • supporter
    • 0 kudos
    I was able to port this over to SE successfully. Unfortunately, I have a mod that changes the look of weapon enchantments and it seems to be interfering with the textures in this mod and making the weapons look weird. Looks like I'm going to have to go back to my old bound armor/weapon mods. Not your fault though. It looks awesome. Wish I could use it. Maybe I'll eventually find a way to get them to play nice together, but given my inexperience at modding that is unlikely. :(
    1. VeeCeeks
      VeeCeeks
      • premium
      • 0 kudos
      Is there a tutorial I could follow to port this to AE myself? 
  4. garenjungleog
    garenjungleog
    • member
    • 0 kudos
    Hey, love the mod thank you for all your time and effort! 

    I was wondering how i could increase the armor duration using TES5EDIT, ive had a look through and the only thing that it might be is under conditions, and increase the value of 20? Would this be right?
  5. Nononponon
    Nononponon
    • member
    • 0 kudos
    Did some testing with ordinator. As far as I can tell the damage scales only off of physical modifiers and number of perks taken, including console commands to increase destruction power mod. Thus it isn't affected by potions, anything that buffs destruction, or fire resist, and they doesn't count as a destruction spell for triggering perks.
  6. Pariah77
    Pariah77
    • member
    • 12 kudos
    Loved this mod on Oldrim, but having no luck converting it to SSE. The Elemental Armors break very badly. Hope someone makes a working port eventually.
  7. eldritchsyntax
    eldritchsyntax
    • member
    • 2 kudos
    It's 99% perfect. Would be 100% if they were crafted with atronach forge instead of tanning rack
  8. sole21
    sole21
    • member
    • 1 kudos
    I love this mod, especially how the arrow impact effects progress with destruction skill. I do have a question though; are these weapons effect by the Mystic Binding perk?
  9. mrmcphister
    mrmcphister
    • premium
    • 4 kudos
    Can't live without this mod for my mage. Absolutely great work! Any chance of port to SSE?
    1. GraysonTheWolf
      GraysonTheWolf
      • member
      • 9 kudos
      I don't know why this isn't compatible with SSE? Does the new Skyrim use a different mod file other than esp files or something?

      I don't have SSE, and I probably won't ever buy it so I will probably depend on someone else to port it (if that's necessary?)
    2. mrmcphister
      mrmcphister
      • premium
      • 4 kudos
      I converted this for personal use, have to use the latest NifOptimizer, everything works. Only issue is the Abysmal weapons' smoke has an ugly opaque red where it is suppose to be transparent. Everything else seems to work as expected. Any ideas on how to fix it? I normally don't work with textures. If that could get fixed, it could be posted for SSE.

      P.S. - forgot to mention, I have run it through the CK, so I'm using a proper conversion. All I can figure, is something has changed in what SSE/DX11 uses to represent transparency.
    3. GraysonTheWolf
      GraysonTheWolf
      • member
      • 9 kudos
      Hmm, no idea. I know that for Skyrim OG you need to have a very specific version of NIFskope in order to not have any glitches. It was like v1.1.0-RC4 or RC6 something?

      I can't remember which one and I don't have the software on this comp anymore.

      Reason for that version: other versions of NIFskope create issues with the textures and various settings.

    4. mrmcphister
      mrmcphister
      • premium
      • 4 kudos
      sorry for the late reply, I did fix it. Quite simple, actually. Just put the gradient in gray-scale. Would need to fine tune it a bit, a little bit heavier/opaque than the oldrim version, but that can be adjusted.
    5. wraith613
      wraith613
      • supporter
      • 2 kudos
      the architecture is a little different. Basically you have to open the esp in the new creation kit and then resave it the kit itself will fix most of it automatically. The problem is textures. For whatever reason bethesda completely redid the format. the texutres have to be converted to work properly ¯\_(?)_/¯.
    6. JDSH
      JDSH
      • member
      • 0 kudos
      I know this may be a long shot because of the time that has passed, but can you share the converted mod, please?
  10. santi66
    santi66
    • member
    • 0 kudos
    I dont know if you are going to answer, but this mod looks so cool. I'm going to give it a try right now... I have a question though (sorry for my bad english) I have to deactivate Hearthfire DLC for running this mod? Or did I get it all wrong and you were talking about a mod?
  11. flamel96
    flamel96
    • member
    • 0 kudos
    any plans for sse more specifically xb1
    1. GraysonTheWolf
      GraysonTheWolf
      • member
      • 9 kudos
      I have no idea why it isn't compatible if the architecture is the same ._.

      Unless it isn't??

      Anyone want to make a port? I will give credit to the porter and upload it in their name with a comment at the top description ^^

      Thank youuuu