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LostTruth64

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  1. LostTruth64
    LostTruth64
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    Sticky
    Please post any bugs, suggestions, inconsistencies, ect. In the meantime, if you're interested in having unarmed playstyle be viable and fun, check out my other mod.
    Unarmed Combat Patch for SPERG
    http://www.nexusmods.com/skyrim/mods/66336/?

    Right now im the process of rebalancing daedric artifacts and unique items like Red Eagle's Bane to be useful. Im trying my best for it not needing any of the DLC for its scripts but as someone who doesnt know how to create his own, needing the DLC as an requirement might be necessary.

    As a side note for Red Eagle's Bane, who the hell thought applying fear would be a good idea? It has no practical use and it only lengthens the fighting because you have to chase them.
    1. neumein
      neumein
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      I'm not entirely sure which mod I've got that's doing it, but my Red Eagle's Bane sets undead alight, so they burn up as they run around. It's more useful than vanilla, but still not ideal. Maybe give it a chance to insta-kill Undead, based on remaining percentage of their health? I'm still learning the CK myself, so it's not something I can implement myself, but it's an idea.
    2. LostTruth64
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      Its possible but I wouldnt have Red Eagle Bane have anything to do with undead. You know that unique greataxe that does additional damage against elves? Well im thinking of applying it to Red Eagle's Bane but only have increased damage to humans for lore purposes. Then i'll take out the fear effect and replace it with absorbing 5 health points.

      I already have a lot of the items mapped out. Only thing thats going to be time consuming is all of the testing to make sure I get the desired outcomes.
    3. neumein
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      Not a bad idea. For lore reasons, you could have it do double damage to Nords, seeing as it's a Forsworn weapon. It'd be kind of limiting for actual use in a playthrough, however. Maybe it could do a small amount of bonus damage to humans, and double damage to Nords or something? I wouldn't mind seeing what you've got in mind for the other artifacts, as most of them are rather 'meh'.
    4. Sean19087
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      Hey one thing I would so is give unique artifacts more unique powers like give the mask horror to scare a nearby enemy for X amount of time or something to make the artifacts more unique. I strongly advise you do this for the daedric artifacts as well maybe try using effects from older games like the skull of corruption effect from oblivion also I think giving all of the dragon priest masks armor rating but making them work with mage armor would make them way more valuable to mages. One last thing, the artifacts need to be able to compete with player made items as even this mod doesn't do that although I am abusing the reduced shout cool down for infinite slow time, or elemental fury
  2. Frey7
    Frey7
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    Best Dragon Priests' Mask Rebalance mod in my opinion
  3. deleted12643993
    deleted12643993
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    Uhm... waren't skill buffs (eg +20 light armor) completelly useless after reaching 100?
    1. Papounator
      Papounator
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      you're telling me you're gonna look for those masks passed 100? yeah, right.
    2. Sean19087
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      Honestly the masks need more unique enchantments as keeping them to similar to their vanilla counter parts is kind of pointless unless you buff them up so they are better than whatever you could make. Also considering I can get my orc necromage vampire to do over 300,000 damage when duel wielding I think with the right set up in vanilla with no mod whats so ever you really step up those enchantments, or do the smart thing and make the enchantments unique.
  4. Spiritmon
    Spiritmon
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    I think there is something wrong in this mod. When I acquired the Volsung Mask, instead of the bonus of Illusion, Conjuration and price this mod add, it's have the enchanting of Illusion, Prices and Breath Underwater. Help?
    1. panda9968
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      It's actually just the text on it that's wrong. I ran into the problem and checked the editor to make sure. You will actually receive the 20% better Speech, Conjuration, and Illusion bonus, but it won't say so correctly in your spell menu.
  5. InfernoX15
    InfernoX15
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    This seems like an awesome mod, but I can't seem to get it to work at all. I installed it normally Through MO, used LOOT to sort my load order, and booted up skyrim through MO/SKSE as normal, and all the enchantments were the same. nothing had changed. and it's confusing because MO doesn't detect any conflict with any other mod I have. I thought Immersive Armours might be the problem, so I tried setting the plugin for this mod to load before Immersive Armours, instead of loading after, and still nothing. What am I doing wrong?

    EDIT: I fixed it, but now my character is headless. And this due do some kind of conflict with the mod "Improved Closefaced Helmets" (https://www.nexusmods.com/skyrim/mods/15927/), this is because the mod changes the model of the masks to fit beast race faces, so it doesn't flatten their faces when equipped. Although MO doesn't detect any conflicts, it doesn't even acknowledge that the mods overwrite eachother. Can you please fix this somehow??

    Here's my mod/plugin list: https://modwat.ch/u/SYanide/plugins
    1. komodoro
      komodoro
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      MO it will not show conflict because the mod is in .bsa, only using TesVEdit will show you the conflicts, to the invisible head bung you will have to make a change to be compatible with Improved Closefaced Helmets, it is simple ...

      just open the tesVEdit to load the mods and open one by one of the masks and make the change in the part of slots called "BODT - Biped Body Template" copying the slots of the ICH to the mod, this will make it solve your problem
  6. SirBrandalfTheGreat
    SirBrandalfTheGreat
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    morokei (spelt wrong probably but the originally +100% magika regeneration one) is still armor after downloading the mod. is this due to immersive armors mod or a mistake on your end?
  7. User_2157615
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    if there is anyway you could add a Patch for Perma I think that would be nice, also I'm not sure if this fixes the whole 'mage' class masks having an armor rating and therefore ruining the Mage Armor perk.
    1. LostTruth64
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      Oh you're right! Thanks for pointing that out. I'll update it as soon as I can.

      What about Perma needs patching? Sorry I know almost nothing about perma let alone how mine conflicts with the other.
    2. Sthaagg
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      Perks is not exactely the same :

      Dexterity (was Pickpocket)
      Carries all benefits from vanilla's Pickpocket and Lockpicking trees.
      Craft gadgets to reverse-pickpocket into enemy inventories to decide the battle before it even started, and reduce the weight of items every thief should have with him.
      Use the all-new Katars, Claws and Knuckles to steal gear mid-combat.

      Wayfarer (was Lockpicking)
      Select so-called "Lore" perks that represent knowledge about Skyrim's inhabitants, and that have no function by themselves.
      Then use secondary perks that draw their power from "Lore" perks and grow stronger as you unlock them - befriend creatures you know, summon animal followers you know, or just fight what you know better.
      Use perks to skin animals and work leather better, to improve outdoor movement, or to melt with your surroundings.

      Speechcraft (was Speech)
      Enjoy all vanilla functionality in a streamlined manner, and more.
      Pay for generic hirelings that accompany you when needed, and turn NPCs that like you into followers.
      Empower shouts with speechcraft, and level speechcraft using shouts.

      So VOLKUN "SHADOW", in Perma do +20 points to Sneak, Dexterity (that's ok), and Wayfarer (^^)

    3. LostTruth64
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      I see. Thanks for the information. So what would you suggest then to replace Lockingpicking with the patch? Speech? Cause currently it improves Sneak, Lockpicking, and Pickpocket.
    4. Sthaagg
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      Sorry, i didn't see your anwser :s

      For me, the most accurate is Dexterity (was Pickpocket) because of it : "Carries all benefits from vanilla's Pickpocket and Lockpicking trees" and Sneak.
    5. LostTruth64
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      Its all good m8. So the main issue is with the Wayfarer and you're suggesting to just keep Dexterity and Speechcraft? And if you havent noticed, I've updated my mod so now it lists that Shadow now muffles your movement.
    6. Sthaagg
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      Great
  8. GaigeTheMechromancer
    GaigeTheMechromancer
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    I didn't like the masks, especially Hevnoraak and Rahgot. Your mod makes them useful.

    Also, I think I found 2 bugs in your mod.

    1) Nahkriin is heavy armor.
    2) Volsung lists "Can breathe underwater" instead of "Fortify Conjuration".
    1. LostTruth64
      LostTruth64
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      1) I did not adjust or modify Nahkriin at all as I liked its current form and felt it was meant for spell warriors/paladins
      2) Did you download the latest version (1.1) of my mod?
    2. GaigeTheMechromancer
      GaigeTheMechromancer
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      I downloaded 1.1. It does replace Water Breathing with Fortify Conjuration, but the description does not show it. You probably just forgot to change the text.
  9. hobo1137
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    Great mod! Is it possible you can keep the same name for the BSA and ESP every time you update? Makes it easier for Mod Organizer/Wrye Bash/existing save mod list order. Thanks!
  10. neumein
    neumein
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    Endorsed. Hevnoraak was great for my tanky Breton crusader, and Rahgot will be a tremendous boon for my Khajiit 2-hander. Adds some unique flavour to each mask, while fitting their themes perfectly.
  11. achintyagk
    achintyagk
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    This seems awesome. Hated the vanilla enchantments. Any chance could make a skyre patch? Tracking for now.