Enderal Special Edition

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Mandragorasprouts and LevinLozenges

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LevinLozenges

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About this mod

Patch to add the amazing Mandragorasprouts statue series to Enderal. Replaces several existing statues and adds new statues to locales for a total of 29 statues added to the Enderal worldspace and interiors.

Requirements
Permissions and credits
Original Mods here - Go support and endorse Mandragorasprouts and their mods!
Daedric Shrines - All in One
Statue of Kynareth
Statue of Mara

I tried to include every statue that was created by Mandragorasprouts (sorry Boethiah and Herma-Mora you didn't make the cut) to really showcase the excellent sculpts. I use all of their statue mods in my Skyrim LO, so I wanted to bring them over to Enderal too.

Install Instructions
Open permissions by Mandragorasprouts allows me to include everything in one file archive. I have patched the original man_DaedricShrines.esp to include the Kynareth and Mara statues so it is all in one mod. Just install and add it to your LO and you're good to go.

I have included a compatibility patch for EPPI Riverville. Load the .esp after the main mod if you are using it.

List of Locations affected:
  • Ark, Crypt
  • Ark, Dal'Geyss Estate
  • Ark, Theatre
  • Castle Bleakstar
  • Castle Dal'Galar
  • Castle Goldenford
  • Dragon Aerie
  • Duneville, Crypt
  • Farmer's Coast - Cistern
  • Grels Grave
  • Isle of Kor - Underground
  • Old Ishmartep
  • Old Sherath
  • Rhalata Temple
  • Riverville, Mayor's House
  • Ruin of Thur
  • Thalgard, Destroyed Abbey
  • The Living Temple

Compatibility
The mod uses an .esp flagged .esl so it does not take up a slot in your load order. The statues have 4K diffuse and 2K normal texture maps.

The .esp adds the statues as static objects and then uses record overwrites to disable the vanilla statue placements and to add new records with the new statue placements from this mod. This wlll conflict with any other mod that tweaks/edits the statue placements of those in the locations above. The new statue meshes have different proportions than vanilla statues, so the .esp exists to add them as new static objects and to tweak their positioning to match their vanilla counterparts.

There are no navmesh changes or cell/worldspace edits+additions - any vanilla statue affected is either overwritten, or set to initially disabled to accommodate for a new statue object to be added in the same spot. Some existing objects have been initially disabled/moved to support the new statues' spots. Most of the statues are in spots where NPCs wouldn't be near or have access to, so I don't forsee there being any issues with navmeshing.

There may be some minimal clipping(Mehrunes comes to mind), due to different proportions and the existing objects/structures around statues were positioned with the vanilla meshes in mind. I have done my best to position the new statues in such a way that they don't look incredibly out of place, but don't expect everything to be perfect/as the way the SureAI Devs intended.

Lore-Friendly?
Almost all of the Meridia statues used to represent the Veiled Woman have been replaced with Nocturnal instead, since Mandragorasprouts' Nocturnal statue fits the Veiled Woman more.

Some of the newer statue additions aren't exactly lore-friendly to Vyn, but seeing as the base game re-uses Mara/Vaermina/Meridia/Clavicus Vile/the Snow Elf statue in several places this will add some more diversity into the mix.

You can always treat these statues as unnamed entities or different artistic takes on the deities of Vyn - this is just one reality in the Sea of Eventualities.