Skyrim Special Edition
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Cheerybelle

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Cheerybelle

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18 comments

  1. Hazardist
    Hazardist
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    Years pass and this mod hasn't left my load order, never fails to make my life whole 🤠

    As a side note, people should be noticed that this mod helps turn all these useless dwemer scraps and stuff into something useful once this quest is done, so you might want to start collecting and saving as many as you can when you clear dwemer dungeons, instead of ignoring them as usual
  2. Ausarq23
    Ausarq23
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    i'd personally either not pick up or toss the emblem of the item you intend on using the crest on (ESPECIALLY if it's the crown) from what i remember of the quest you have to use the crest on at least one of the items to finish the quest
    1. ftwranger
      ftwranger
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      need to add a condition that if you already crafted the item then crafting recipe won't show up in the forge.
    2. Ausarq23
      Ausarq23
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      that would be very welcome indeed
    3. Cheerybelle
      Cheerybelle
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      @ftwranger and @Ausarq23
      I'm a bit late (I'll spare you my excuses), but I just pushed a new update. I hope it's satisfactory.
  3. Ceraldus
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    Forgive me for showing my ignorance here, but is this compatible with Artificer - Artifacts of Skyrim? I'm new to the CK, and have yet to figure out how to tell.
    1. Cheerybelle
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      Sorry I haven't responded sooner. I'm still not accustomed to the new Nexus layout, y'see, so I didn't realize I had gotten a notification.

      Looking at the page for Artificer, I don't see anything that would cause any issues.
      Nothing jumps out as being an issue, at least.
      Looking at both this mod and Artificer in SSEEdit didn't reveal any issues at a glance, either.
      All my mod does is add a new chest, the three new items in it, and additional recipes to make the aetherial artifacts.
      My mod doesn't modify anything about the artifacts themselves; recipes are stored as separate entities.
      So, as far as I can tell, this mod and Artificer should be fully compatible.
      I'm rather confident they'll work together.

      Oh, and a slightly unrelated side note:
      Just mind that the problem Olivier had as a biproduct of my mod still stands with or without Artificer, so only craft one Aetherial Crown total (Optimally, use your vanilla Aetherium Crest on the staff or shield (staff still recommended)).
  4. LordEveningshade
    LordEveningshade
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    Cheerybelle, not to be the jerk that asks you to do things you might not want to do, but is there any chance of this being ported to Oldrim, or do you know if this is already compatible?
    1. Cheerybelle
      Cheerybelle
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      I know that Oldrim mods work on SE. I haven't tested it in the other direction...
      Either way, SURE!!
      I think I can do that!
      I'll get on that right away~
    2. Cheerybelle
      Cheerybelle
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      So, as it turns out, my Oldrim Creation Kit is very broken.
      BUT!!
      I can confirm that this mod does, in fact, work on Oldrim... as far as I can tell.
      I checked Cheery Crafting Campfire Edition and Weightless Salt and Torches out of curiosity, and they appear to work, as well.

      I'm starting to think that the differences between Oldrim and SE mods are slight.
      Like, archive formats and some mesh things are the only things different, I think.
      And I don't use those, so...
      I think *all* of my mods work on both Oldrim and SE straight out o' the box.
      ...and I find that slightly amusing for some reason.
    3. LordEveningshade
      LordEveningshade
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      Thats awesome! Thank you very much.
      Also, I'm not a modder, so this may be very wrong, but here goes.
      When I first tried to play SSE, I downloaded all my preferred mods. Immersive Weapons was among those, which at the time was (and may still be) not ported over to SSE. However there was a guide for porting. All you needed was the CK, SSEdit, Bethesda Archive Extractor, and Nif Optimizer. It seems to me there are several key things at play.
      1. It needs to be compatible with the CK. However, because they are so similar, SSE and Oldrim are very easy to transfer compatibility.
      2. Then, it seems like most if not all .BSA's do not work on SSE, and so must be extracted into simple sorted files with an .esp to work.
      3. Simple changes in SSEdit are made for compatibility and references to lost cells or items, etc.
      4. And the Nif Optimizer (in the order from Oldrim to SSE) changes the .nif resolution to fit the game.
      However, all of this might just be me posturing on what little knowledge I know about the subject ¯\_(?)_/¯
      Anyway, thank you so much again! I was looking for similar mods for a while yesterday for Oldrim and couldnt find any. I have no problem with using the console, but if there is ever a mod available, I always prefer that method.
    4. Cheerybelle
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      Heheh--
      I never looked at a full on porting guide.
      2. Correct. The format difference between each versions' BSAs causes crash-on-startup. I think proceeding to rearchive the BSAs in the compatible format increases stability et cetera if the BSA contains scripts, but I haven't bothered or looked into it with the mods I use. Extracting to loose files usually works with little issue.
      3. Hadn't heard about that, but it makes sense, I suppose.
      4. I've gotten by not using it for some things. I started using it when Craftable Planters had some things surrounded by big green boxes. I've heard that meshes can cause crashes though??? (citation needed) so maybe it's best to always use it when porting mods Oldrim to SE. I don't recall having issues with meshes besides those in Craftable Planters and perhaps another mod or two.

      I've found that, as long as a mod has the correct prerequisite mods where applicable, it will work on both versions as long as the BSA archive is extracted.
      Bar few exceptions.
      I haven't tested mods that use the script extender. My hunch is that those won't be compatible between versions, but, then again, I said that before about regular mods, too, and here we are.

      I imagine that there are a lot of changes between version under the hood, hence the script extender needing to have been remade, but the gameplay changes between both versions can be counted on one hand, which explains the ease of mod compatibility.
  5. theicedevil
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    You should consider changing that wooden chest to a dwarven chest for consistency and immersion.
    1. Cheerybelle
      Cheerybelle
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      I never even thought of that. Perhaps I shall change it in future. Not right now, but at some point.
    2. Cheerybelle
      Cheerybelle
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      Remember how I said "at some point"?
      Well, since I'm on staycation after my first term at university ended
      I finally had the time, energy, focus, and drive to sit down and make that update.
      So "some point" is today, December 19th, 2017.
      It's available now and should probably work, I think.

      Very sorry it took so long for me to release.
      I shan't give the illusion of excuses.
    3. theicedevil
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      Cool... Thanks.
  6. olivier52000
    olivier52000
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    THank's for the mod ! it's cool .

    Bug :
    ATTNETION ! : if you use : HearthFires - Unique Display Rooms - SSE
    http://www.nexusmods.com/skyrimspecialedition/mods/4770/?

    if you have craft the modded and the normal crown and you have both on you and put on wall, the crown bugg and you can't ever have the bonus ever again !
    so when you want make sure you have the real crown elsewhere and put the fake one on it !
    1. Cheerybelle
      Cheerybelle
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      Oh dear. Good to know.