Skyrim

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  1. Caerulean
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    Thanks for checking out this mod!
    - - - - - - -
    CHANGELOG:
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    - Version 1.5.2 -
    *Created a separate Marked For Death shout for Nightbringer as the vanilla Marked For Death shout has bugs (that need external fixes, and I prefer my mods to not have unnecessary dependencies), and this is more convenient for compatibility.
    *Created an Expert version of the Conjure Nightbringer Shade spell as an alternative to the Conjure Dremora Lord spell for Nightbringer. [Unimplemented]
    *Added relevant perks to the Corrupted Shade mage summon and added the Conjure Dremora Lord spell to its spell list. Removed Conjure Dremora Lord from the Nightbringer's spell list.
    *Added a 0.9% in-combat heal rate to the Nightbringer Shade's passive ability. Created a passive ability for the Corrupted Shade mage which gives it a 0.9% in-combat heal rate and added it to its spell list.
    *Added in-game names for the Nightbringer Shade, and the Corrupted Shade mage, mostly for playtesting convenience. Changed the in-game name of the Nightbringer Wraith from "Nightbringer's Wraith" to "Nightbringer Wraith" to abstain from seemingly awkward apostrophe usages (e.g. "Nightbringer's Wraith's Nightbringer", for when the Wraith summons the Nightbringer). [The naming now is as follows: Nightbringer, Nightbringer Shade, Nightbringer Wraith, Corrupted Shade, Corrupted Shade - Mage] [Tentative]
    *Changed the name of the Nightbringer Wraith's drain spell from the original "Dementor Drain" to "Life Siphon". (That was an unedited carryover from Mihail's Dementor mod, which I should have changed but I had not realized that the text can be visible to the player via the Active Effects List, unless I set the Hide in UI flag.)
    *Changed the Nightbringer Wraith's area-of-effect fear spell from a both-hands ritual spell to a normal either-hands spell and added a new armor magic effect to it, to get the the AI to start using the spell. Removed certain conditions from the magic effect to make it more useful in combat. Added an explosion to the fear magic effect and an area value to the effect in the spell. Changed the casting perk for the spell to AlterationAdept50 and gave said perk to the Wraith. [Balancing] [Tentative]
    *Rebalanced the Nightbringer Wraith's missile spell, to hopefully make it use the drain spell more or not over-rely on the missile spell. Changed the missile spell's release sound and added a projectile sound. [Tentative]
    *Created a new mage-style class that also levels Illusion for the Nightbringer Shade and Wraith. [Balancing]
    *Removed the MagicNoInvisibility keyword from the Nightbringer Wraith's race. Consolidated the Wraith's multiple passive abilities and removed them from its race and actor records. Changed the passive abilities spell's Menu Display Object to MAGINVBanish. [Tentative]
    *Added the Nightbringer faction (AuroranHostilesNightbringerFaction) as an ally to the faction, to prevent internal fighting.
    *Changed the Conjure Nightbringer release sound to NPCDragonPriest. [Minor] [Tentative]
    *Changed the name of Nightbringer's hooded robes to "Nightbringer's Veil". [Trivial]
    *Unset the Invulnerable flag on the Imperial Corrupted Shade which was not intended.

    - Version 1.5.1 -
    *Updated the Nightbringer Wraith assets to Mihail's latest Dementors update's assets and updated the download files.
    *Removed a condition from the Nightbringer Haunting package (that may have prevented the package from running). [Trivial; This change is trivial now because of the next change I made listed here.]
    *Fixed the issue of the Nightbringer spawns not working by adding a 'standalone' Nightbringer Haunting package for this mod. There is also now a short delay before a Haunting starts to maybe help prevent spawns happening directly after a fast travel or another similar event.
    *Revised the rewards system for Nightbringer to (hopefully) make it work more reliably; removed it from the Nightbringer Haunting package and created a separate despawn actor script for it instead and applied it to the Nightbringer, Nightbringer Shades, and Nightbringer's Corrupted Shades. Re-implemented the very rare reward. -- Rewards have been rebalanced and will now be added to the player directly once Nightbringer, Nightbringer Shade, or Nightbringer's Corrupted Shade is killed, instead of being spawned on the corpses of the enemies when the package ends. [The Haunting package didn't and cannot(?) have the necessary end state anyway to trigger its On End script.] [Tentative(?)]
    *Rebalanced the Nightbringer Wraith's drain and missile spells. [Tentative(?)]
    *Removed an unnecessary condition and two unnecessary flags from the Nightbringer Hunt package. Applied the package and the Sandbox Self package (for if the player escapes to a safe zone instead of fighting) to Nightbringer Shades and Nightbringer Wraiths.
    *Unset one of the explosion properties in one of the attached scripts in the Nightbringer FX magic effect. [Tentative(?)]
    *Removed the InvisibilityVampiric spell from Nightbringer and Nightbringer Shade. Added Invisibility spell and IllusionExpert75 perk to Nightbringer Shade and Nightbringer Wraith.
    *Unset the Respawn flag from the Nightbringer and the Nightbringer Wraith actors (as it isn't necessary. It was set for Nightbringer previously because of the old implementation and I just did not bother to unset it. It was set for the Wraith previously because the record(s) was copied from Mihail's Dementor mod.).

    - Version 1.5 [12/2021] -
    **This v1.5 release is a new version of the previous dysfunctional v1.5 release + additional changes from Equinox v1.10.
    *Very slightly increased Nightbringer's height. [Minor]
    *Fixed Nightbringer Wraith's missing dementor assets from mod records and added the missing texture files in the mod's download. (*You can now actually see it instead of it being invisible due to my previous error.)
    *Nightbringer Wraiths now only carry one black soul gems instead of three. [Minor]
    *Nightbringer Wraiths are now more transparent. Edited the property and magic effect respectively. [Minor] [Tentative]
    *Removed Conjure Nightbringer Wraith from Nightbringer Shades' spells list.
    *Nightbringer can now use the Conjure Dremora Lord spell in higher levels.
    *Changed the Hit Shader of Nightbringer-related summons to SkeletonNecroBirthFXS. [Minor]
    *Slightly increased Nightbringer's health and heal rate and decreased Nightbringer Wraith's health. Decreased the magnitude of Nightbringer Wraith's drain spell. [Balancing] [Tentative]
    *Reduced the movement speed of Nightbringer Wraiths.
    *Added certain player ally/friend and guard factions as enemies to this mod's hostiles faction. Renamed the faction from AuroranHostileFaction to AuroranHostilesNightbringerFaction (for some searching convenience).
    *Nightbringer Wraiths can no longer spawn in interiors (as they clip through low ceilings). The spawn chance of the Nightbringer Haunting package is now somewhat rarer. [*Note that the spawn chance is an editable Int property in the package ('SpawnRNG'). The new default value is now 25. Change it to a higher value to make the spawns rarer or to a lower value to make it more frequent.] Shortened the duration of the package from 3 hours to 1 hour. -- The spawn chance for Nightbringer Hauntings and Temple visitors (pilgrim and red light spirit spawning) are now separate in the package script. Added a new spawn chance for when the player has Grace. (*'SpawnRNG2' is a new editable Int property for the frequency of Nightbringer Hauntings during Grace. 'visitSpawnRNG' is a new editable Int property for the frequency of Temple visitor spawns.) -- Added a new 'NightbgringerHauntGV' global variable for enabling/disabling Nightbringer Hauntings. [Console Command: 'set NightbringerHauntGV to 0' to disable Nightbringer Hauntings or 'set NightbringerHauntGV to 1' to enable them. Default: Enabled. - This and the editable Int properties do not affect the Nightbringer assault on the Temple during Meridia's Summoning Day.] -- Edited the Nightbringer Haunting script accordingly.

    - Version 1.5 [previous] -
    *Dementors [mihailmods] are now implemented as Nightbringer Wraiths.
    *Nightbringer is now summoned by Nightbringer Wraiths which now spawn instead of the Nightbringer. (This change was done to prevent unfair sudden Nightbringer spawns and to indirectly reduce the repetitiveness of Nightbringer spawns as well, and to prevent a spam-looting exploit on Nightbringer by turning him into a summon instead of a killable NPC.)
    *Nightbringer's Hunt's frequency is reduced from 1/6 to 1/13. Also made certain edits to the AI Package.
    *Defeating the Nightbringer Wraith can now yield a few certain randomized rewards, one of which is extremely rare.
    *Slightly increased Nightbringer's base health.
    *Nightbringer's Scythe now has a proper first person model.

    - Version 1.4 -
    *Nightbringer's Hunt is now scripted. The persistent in-world actor is removed and the chance of being attacked is now random. Respawn time is no longer a factor. (This was done to fix his traveling issues/inconsistencies and to add more unpredictability.)

    - Version 1.3 -
    *Nightbringer's equipment (clothes/armor and weapons) now have a black texture. [Credit: ianjoseph1986]
    *Fixed the Nightbringer's Necromancy spell; effects now have their own spells instead of having one spell with different effects and with wrong use of conditions.
    *Other minor edits and adjustments.

    - Version 1.2c -
    *Added a dark weather effect to the Nightbringer.
    *The Nightbringer can now hunt you during daytime.

    - Version 1.2 -
    *Unchecked the 'Must Complete' flag on the Nightbringer's Hunt package to stop bypassing the location type conditions.
    *Adjusted his Conjuration abilities and added the Nightbringer's Necromancy.
    *Created a separate race and class for the Nightbringer (and Nightringer Shade) and adjusted some stats.

    - Version 1.1 -
    *Added more shouts, stats, and armor.
    *Added an outdoors-only condition to the Nightbringer Dragon summon.
    *Added additional location type conditions to the Nightbringer's Hunt package.
    *Changed the way the Nightbringer dies to better guarantee that he will respawn.


    Feel free to ask questions, make suggestions, or report bugs below!

    SSE version is here! [Credit: alanovichromanov]
    Xbox One version is here! [Credit: cjwestlake01]

    Credit and thanks to alanovichromanov for this SSE conversion!

    Regarding lore-friendliness:
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    Nightbringer's identity is deliberately made obscure and up to interpretation. He was originally made for my Equinox - Temple of Meridia mod -- a dark being to oppose the Champion of Light.

    Here, he could be a daedra, an unknown et'Ada, a champion of a Daedric Prince, an agent of the Ideal Masters, a very powerful vampire, necromancer, or undead being, your own shadow, fears, and nightmares, anything. You could have been cursed for your actions or your growing strength, or simply by misfortune. Thus here he comes. He is faceless. He is nameless. He is the Nightbringer.
  2. Caerulean
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    v1.5 update is here! See sticky post for details.

    *I'm looking for someone who can convert the latest versions for SSE. (I don't have SSE.) Thanks.
    [10/17/2021] I was able to find someone and v1.5 for SSE is out! [Many thanks to alanovichromanov for the conversion!]

    [10/18/2021] It has come to my attention that v1.5 will just not work because of a major error of mine. I truly apologize. A working version of v1.5 should be ready by the end of this month or at the beginning of November.

    [12/20/2021] A new version of v1.5 is up. I apologize for my previous errors. However, note that this may need some more playtesting as this was created differently from previous versions and from my other mods. Let me know if it works!

    [1/18/2021] v1.5.1 is up which should finally fix all/most of my previous major errors. Enjoy! ... unless it's broken still somehow. o.o If so, let me know!
  3. NEKOSHAMA
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    Thank you so much for another update! Glad you are still around maintaining this fun mod.
    1. Caerulean
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      Of course. I'm happy to do further polish and fix stuff for my mods when I can and if they still need updating. 
  4. Xaitz
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    Hello,

    Personally i love this mod and the idea of having a proper challenge (before ebony warrior and high level stuff).

    But I've found two minor problems that i would hope gets a patch option in the future.
    1. When the nightbringer spawns i can't see anything but his scythe (with a torch out). This is probably due to me using a realistic weather mod that darkens my nights somewhat, however it becomes pitch black with the nightbringer mod enabled (when he spawns). Could we get a lighter night patch to help make it more compatable with weather mods?

    2. 1.5 Didn't spawn in the nightbringer for me at all. So, i intalled 1.4 and it worked perfectly! (i dont know what the issue might be)



    Anyways keep up the great work, this mod is awesome!
    1. Caerulean
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      Oof, how did I just now see this? I apologize.

      1. As a workaround, if this is still an issue, I'd suggest temporarily increasing your game's brightness setting if you hadn't.
      2. Is this for LE or SSE? No one reported this issue for LE but some did for the previous SSE conversion. Also note that the spawn rate was decreased by a good deal from v1.4 to v1.5.

      Thanks btw~
  5. pocketpony
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    Looking for mods to use with my new PC... and this is a perma-added one. 

    I love the idea this uses.

    I found you via looking up horror mods and EpicNate talked about this very mod.
    1. Caerulean
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      Thank you! Much appreciated.

      People did let me know it got featured in a video~ Was quite the honor. I hope you enjoy and won't encounter any issues.
  6. alibeybal
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    That scythe looks atrocious.
    1. Caerulean
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      With the black texture or in general? 'cause I'm not the one who made the scythe itself and your comment is rude and just saying 'atrocious' is not helpful at all but I'll take the hit.
    2. josephajohnson92
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      The scythe is awesome. texture, color, all of it
    3. Caerulean
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      Well, thanks, if you're not being sarcastic.
    4. CrySkull7
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      there a scythe only mod? dont get me wrong i love the nightbringer as a whole, but my friend just sent me an armor mod and i suddenly got the idea of making a "death himself" playthough, and your scythe is perfect... i just don't want the competition.
    5. Caerulean
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      There is! Just without the all-black texture I added. Credit and link to the original scythe in the description.
  7. ecko98910
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    "won't start hunting you until you are level 19" I start a new game with the alternate start mod. Legit before I even do anything he is already at the cell door just staring at me intently. As far as the battle goes with him I liked it. The only thing I guess that bothered me other than him already trying to kill my level 1 character. Is the shout that he uses to freeze you. I don't think that should be taken from him but I had moments where he would freeze me and I would have to wait for about 2 minutes until my character would thaw out. But overall ill keep him in my load order.
    1. Caerulean
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      The spawning issues are indeed something that I need to address in the next update, which I hope to finish soon.

      There's a version of the mod that takes out the Ice Form shout in case it proves to be too annoying. I might consider making a separate Ice Form shout that doesn't last that long.
    2. rex10125
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      "Legit before I even do anything he is already at the cell door just staring at me intently"

      I think you mean, "He just stood there, gazing upon me, menacingly..."

      Cue Jojo Stardust Crusader Opening
  8. KittiXxX
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    Can we use his armors and weapons? specially his outfit
    1. Caerulean
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      You just reminded me of something. For now, the answer is 'yesn't'.
  9. Caerulean
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    Re-released v1.5 files because of a little oversight.
  10. Dupsgamer
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    I played some hours with it and really enjoyed it, but at some point it annoyed me - he spawned like every 15 min. After seeing the changelogs I assume I just got bad luck - but now to my question: will there be a mod menu for him by any chance? So that i can adjust the possibility for him to spawn :D
    No matter what - great mod mate! Cheers
    1. Caerulean
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      Thank you!

      Can you confirm that it's the same Nightbringer with the scythe? Dang, I've been inactive from modding but I'll try to have a look at this. MCMs had always been beyond my modding skill, sadly.
    2. qwertypol012
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      I found the setting inside Package tab which you can edit his spawn rate but with limited options which is you can choose the day for him to be spawned. If you check the version with less frequent attack, you'll find that in the package it's set to spawn at monday, wednesday, and friday, compared with the main version which set it to spawn everyday. I have no proper knowledge regarding Package tab, but is this really the way to set the spawn rate?

      Btw, if you want to implement a configurable MCM menu, i think you need to change how the spawn mechanism work. Instead of relying on the package, it will rely on a global value which will define the rate it will spawn and a script to manually spawn him near the player. This is just a rough thoughts btw, but very doable since MCM script is actually easy to create. More tutorial here: https://github.com/schlangster/skyui/wiki/MCM-Quickstart
    3. Caerulean
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      Hi, thanks for the insight! The way the spawn rate works is through the AI Package script which, in the current version, is set to a random chance of 1/6. The MWF setting in the other version was a lazy workaround of mine as I was already inactive from modding at the time and just wanted to provide a quick fix.

      About the lack of an MCM:
      Aside from my shortage of scripting skills (plus the fact that I've already forgotten most of what I knew back when I was an active modder), I've always wanted my mods to not require anything. (Only one of my mods have ever required anything in addition to a vanilla version.) Long story short, I've always been more of the minimalistic, lazy type and don't wanna bother spending time and effort on something unless there is a very compelling need to. (Speaking of which, I probably have already found a more orthodox or better way to implement Nightbringer since I first started using the AI Package method, but if it works without any significant problems, then I don't see the need to change it. For now, I'm working on reducing the spawn rate.)
    4. qwertypol012
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      If you don't want to use MCM, i think there's still another minimalistic way which doesn't make the mod requires anything. Which is by using global values. Global values can be freely changed/edited without any actual needs of employing MCM thing. The amount in the global value will represent the rate/likeliness of Nightbringer's spawn, and what you need is simply use the value as a spawn variable (you can do the calculation in the script or any other mechanisms to execute the spawing). If someone wants to change the spawn rate, then he/she only needs to edit the global value (either directly in game or manually editing the .esp itself).
    5. Caerulean
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      I'll keep that in mind. I've actually never touched global values before so I'd have to look into that. But for now, I'll just stick with the random chance reduction and see how it's received. I'm currently working on other things for this mod and another, and I might become busy with another non-modding-related thing soon as well.
  11. SmallBean13
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    Initially, Grim would attack me as normal, but ever since I killed him for the second time and took his scythe, he's been acting like a silent follower whenever he pops up. He no longer hunts me, he just drops by to accompany me on occasion. Is this supposed to happen?
    1. Caerulean
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      Oof. The scythe is flagged as not playable. I have no idea how you were able to take it; probably with another mod, or a game bug. Does he no longer spawn with a scythe?
    2. SmallBean13
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      Grim still has his scythe. When he dies, it's possible to loot his body by mashing A. Also, the scythe is perfectly usable.
    3. Caerulean
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      Well, dang, that's an exploitable bug. I might have to push through with the change to how Nightbringer loses to avoid this.

      I intended for it to not be acquirable because I made the scythe quite overpowered. Also, it doesn't look like a scythe in 1st person. I have no idea why picking that up causes the Nightbringer to stop attacking, though.

      Anyway, if you want a proper usable version of the scythe, check out the original mod by wiikki~
    4. SmallBean13
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      When Nightbringer loses, maybe make him go down on one knee for a moment before getting back up and teleporting away? Just a suggestion.
    5. Caerulean
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      Ha! You almost exactly suggested what I actually did before I read your reply!
  12. hara2410
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    Hi, such a great mod you have made. I really like the way you put some special character like the Reaper himself in Skyrim.
    I'm having a small issues right now: i just encountered this bad boy lately, and although he can turn day into night but it's seems unseeable to me, it's almost too dark and pitch black. Does this mean the reaper is having conflict with my other mods ?
    Best regards :)
    1. Caerulean
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      Hello, and thanks!

      Are you using any visual mods?