Skyrim

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Mihail

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MihailMods

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Now you can have in a single mod these two types of terrifying monstrous creatures made of bones, blood-chilling effigies of death and despair, to make all your enemies fall at your feet trembling in fear as they meet the very face of death personified before them.

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  • This mod is a compilation of all my Giant Colossi and Gravelords mods. At the moment, it compiles in a single esp the mods: Gravelords (LE) (SE-AE) and Bone Colossus (LE) (SE-AE). If you use these two mods, by downloading this new file you will be able to delete these two esps, thus saving space in your load order;
  • Obviously you should not use this mod together with the two mentioned above, since they are already compiled in this new file, and using them at the same time will double the amount of Bone Colossi and Gravelords in your game, in addition to other possible problems;

  • If you use, like and value my work, please consider giving an endorsement. I've worked hard for years to offer you the best of me for free, and the only thing I ask in return is this gesture, which increases my relevance and engagement on Nexus, and motivates me to continue;
  • I do not inspect or have any influence over translations of my mods (including those linked directly on my pages), nor do I have any power over patches or add-ons made to my content. So, before using any unofficial add-ons for my mods, make sure they conform to the latest version of my official release, and never use these if they don't. The same applies to Xbox ports;
  • In addition to the Nexus, you can also find me on:
        
         
       
  • Do you have any doubt? Read my Frequently Asked Questions (FAQ).






Now you can have in a single mod these two types of terrifying monstrous creatures made of bones, blood-chilling effigies of death and despair, to make all your enemies fall at your feet trembling in fear as they meet the very face of death personified before them.


From Bone Colossus page:


"Bone Colossi are large undead golems formed from thousands of bones gathered together in a vaguely humanoid form and animated using powerful necromancy. They are conjured from piles of osseous matter by Bonemasters and use small Bonelings as their minions. The most powerful Colossi are imbued with elemental magic such as fire or shock. A Bone Colossus can be animated in many different ways, usually using the soul of a powerful (or artificially powered) spirit imprisoned by necromancy as the source of the golem's "life", or, less often, a daedric animus. As with other terrifying abominations such as the golems known as Legions, legends speak of massive Bone Colossi being animated by the souls of entire armies and possessing the internal conflict and dangerous instability that a being with tens or hundreds of conflicting personalities would have.

Bonemasters, powerful sorcerers resurrected by dark forces, are the most common creators of these abominations from beyond the grave. It should be noted that these walking skeletons differ from Liches: a Lich is a necromancer who has directly forced his way through the confines of death and beyond, becoming immortal, albeit paying the high price of decay and constant hunger for souls to maintain his existence, in a somewhat unstable and fragile undead form. A Bonemaster, on the other hand, is simply a powerful necromancer who has been resurrected by external forces, and who therefore has not attained undead status on his own, unlike a Lich. Although they are still sentient and apparently retain their personalities (as evidenced by powerful mages who have managed to temporarily control them and engage in some sort of conversation), scholars question the extent to which they actually have this apparent free will, or whether they are simply under the direct influence of the ones who resurrected them, serving as minions and nothing more, possibly not even knowing it. However, Bonemasters are in fact the ones who imbue their creations with the elemental magic that surrounds them and, like their constructs, Bonemasters are also coated with considerable elemental protection against the very element they dominate, which undoubtedly shows immense power on the part of these undead mages. It should be noted that some even have control over fire, something that is usually enough to drive most of the undead back to the grave, including many so-called mighty Liches.


Bonelings are small bone constructs created as aids to the Bone Colossus, often seen re-adjusting the leather straps that hold the Colossus' bones in place. When these straps come loose or break, they end up leaving the bones dangling, affecting the golem's stability and efficiency. Some experts speculate that they may be the reanimated bones of children, but it is unknown if this is their true origin. Fragile and mischievous, they use long dragon-wing bones as spears to defend their giant masters."


by Beastmaster Mihail *
(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar, he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)



From Gravelords description page:

"Gravelords are enigmatic entities formed by hundreds of blackened bones covered in a cloak of dense darkness. They are the spawn of Sithis, the representation of the primordial emptiness and the Void, a state outside the concepts of Aedric or Daedric. However, they also roam the darkest places of Nirn and Oblivion, surrounded by their terrifying armies of fearsome Gravelord Servants. People who have been unlucky enough to find one of them and have survived have said that they continually proclaim the Black Sacrament in sadistic and frightening tone, and while this obsessive proclamation does not necessarily associate them with the Dark Brotherhood itself, it undoubtedly draws a link between them and the Night Mother, bride of Sithis.

A Gravelord's body is that of an immensely sized skeleton, covered by many darkned human skeletons joined together as some sort of armor. The upper body leans forwards, giving him a hunchback appearance, his apparent head is tucked into the dead matter and bones on top of the osseous pile, his entire torso is covered in ribcages and skulls, with limbs dangling all around him. His legs are extemely heavy, due to the ammount of bones attached to them, what makes them slow. His left hand is a giant natural skeletal hand, while his right upper limb is equipped with a triple bone forearm, which terminates in a sharpened giant bone blade. Some of the skeletons that adorn him as body armor, are raised in combat as minions by the Gravelord. A Gravelord's body is covered in an all concealing cloak made of dark miasma, with the consistency of oil, formed by the own essence of death, in constant movement around the terrifying bone figure, and that causes in those who see it up close an intense feeling of despair and emptiness.

In the past, the Dark Brotherhood was known to be able to summon lesser versions of these entities to punish traitorous members. When summoned for this purpose, these Gravelords were then known as Wraiths of Sithis."


by Beastmaster Mihail *
(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar, he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)



Extra info: This bundle offers relatively superior features to both mods separately, as it adds new effects to the Gravelord's conjuration spell, making it even more unique, and adds the ability of the Colossi to magically create elemental magic cloaks around them in combat, something that was planned for the original mod, but it didn't worked in-game usually, for technical reasons.




- 13 new creatures: Bone Colossus, (Dragonfire) Bone Colossus, (Stonefire) Bone Colossus, (Thunderchild) Bone Colossus,
(Dragonfire) Bonemaster, (Stonefire) Bonemaster, (Thunderchild) Bonemaster, Boneling, (Dragonfire) Boneling, (Stonefire) Boneling, (Thunderchild) Boneling, Gravelord (in 3 variants), Gravelord Servant (in 2 variants);

- 5 new weapons: Gravelord Sword, Sithis Finger, Ebony Staff of the Wall of Storms, Ebony Staff of the Wall of Flames, Ebony Staff of the Wall of Cold-Flames;

- 5 new spells: Conjure Bone Colossus (can be randomly found in the same places where this variant can be found), Conjure Dragonfire Bone Colossus (carried by Bonemasters in control of this Colossus variant, or randomly in dungeons linked to warlocks), Conjure Thunderchild Colossus (found inside locked chests in areas where this variant can be found; the colossus carries the key with it), Conjure Stonefire Colossus (can be found either being carried by Bonemasters in control of this variant, or inside a specific chest in Soul Cairn), Summon Wraith of Sithis (using the staff Sithis Finger, which can be acquired in 3 ways: Cicero has one next to him, leaning against the wall in the Dawnstar Sanctuary, and depending on the course of the battle he may make use of it during combat, which will make you have to get it from his loot, the second is carried by the Grand Gravelord inside Kilkreath Ruins, and the third is available at a chest in Soul Cairn);

- 2 new ingredients: Mingled Bone Meal, Stonefire Salts.





So far no incompatibilities have been found between this mod and other mods.
One last addendum: It's not a problem with this mod per se and you probably won't even need to worry about this because you will not experience the bug, but when this mod was built many years ago it used a set of tutorials and textures for some of the blue fire spells used by the Stonefire Bone Colossi and their respective Bonemasters and Bonelings. It turns out that despite being magnificent, this set of resources had a small bug that caused the arrows fired to have a blue fire trail associated with them. When I detected this problem, I ran to solve it, however, any other mod that has used the same tutorials and resources in the past, and hasn't noticed this bug, or at least hasn't solved it, when used together with my Bone Colossus mod will cause the problem to return, because it will reinstall the problematic meshes that were deleted by me on my mod folder. Obviously I don't have control over which mods share these same assets and which among them fixed the bug or not, nor do I know which mods they are (apparently Naruto Ultimate Overhaul and consequently The Uchiha Clan are two of them). In case you got the bug, go to Meshes > mps, and delete the following files: BLUEmpsfireballsmoketrail, BLUEmpsfireballsparktrail, BLUEmpsfireboltfire01, BLUEmpsfireboltimpact01, BLUEmpsfirewallbase, BLUEmpsfirewallsparks, BLUEmpsfirewaveflames, BLUEmpsflamesfire and mpsfirestormareaflamesBLUE. If these files are present inside the "mps" folder, it means that you have installed a mod that still has this bug in its structure, and that will end up making the same bug reappear in my mod.

(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)



The Mihail Monsters and Animals series aims to create and make available to the community the most complete set of creatures for TES 5: Skyrim, implemented in an immersive and unique way, with respect to the pillars of lore. Instead of pathetically just throwing models and textures in the game reusing 100% vanilla mechanics, the creatures made by Mihail have uniqueness and extreme zeal in their idealization and implementation, which will provide you with an experience that you have never had before in this area.



- The last Skyrim Update
- DLC Dragonborn
- DLC Dawnguard
- DLC Hearthfire




Author: 

Mihail- Gravelord and Gravelord servant models, textures, sounds, animations, gravelord sword, 4k retexture of the ebony staff, effects, spells and game implementation; bone colossi models, 4k retexture of CD Projekt Red bones used as part of the colossi and bonemasters, 4k retexture (and texture variants) of Babooncru and MangoMonkey necromancer robes, 4k retexture of the vanilla bones used as part of the colossi, bonelings and bonemasters, 4k retexture of the ebony staff used by the bonemasters, model and 4k retexture of the bone pile,  animations, effects, spells, sounds, game implementation;


Voice actor:

DungeonMasterEli (Twitch - check out "What Happens in the Dungeon"/ Nexus/
Discord user: DungeonMasterEli)-  voice of the Gravelords;



Some assets used on this mod belong to:

Icecreamassassin- for the code of "dagon_script_addfxorspell" script;
SimonSiminss- tutorial about changing magic colors and blue fire magic textures;
CD PROJEKT RED- some of the bones models and originalt textures used on the colossi and bonemasters;
Babooncru and MangoMonkey- necromancer robes model and original textures, used on the bonemasters;
74_mos- for the model and original texture of the ebony staff used by the bonemasters;
Vicn- 
in order to save time, I started the model of the boneling using as base a vanilla skeleton rigged as riekling by Vicn;
Nieb- original bone pile texture; 
74_mos- for the model and original texture of the ebony staff;
AeonVita- for the purple flame used on the left hand of the Gravelord.




New quest mod coming soon: The mod's first open alpha test release was initially planned for late September but was pushed back to mid-October for better polish. The several hours long adventure takes place mostly in Oblivion, specially on the Deadlands, and is intended for the Champion of Mehrunes Dagon, however, several of the objectives include interaction with other realms and daedra, even in places outside of Oblivion itself: you will travel between dungeons, open areas, underground caves, towns, gigantic daedric towers, and much more.
In October I will relese the first open alpha for community testing and bug finding, also as a show of respect to the users, since the project will take a full year yet to be completed, and i want people to know that the project is being developed, and also providing them a place to have fun while waiting, and at same time this will help me with bug finding, and with ideas for improvment. Quest has 30 acts, each new alpha will feature 3 new acts. Open Alpha Test 1 will feature only the first 3 acts, but already with several hours of content. I plan to release a total of 9 to 10 alphas before the finished release.


Oblivion Gate test


(First test made on testing cell with vanilla interior dungeon lightning, second test made on vanilla
dagon shrine with natural exterior world lightning. I was not happy with my first try (showcased on
the video of the first gate test I published time ago), so i came back and redone the oblivion gate
effects and sounds, and now i like them much more.)


Oblivion Gate test 2

(Final test just to see how daedra exiting the gate would look like. No daedra will come from this gate, but
later on the mod they will come from others, while already in oblivion, specially when travelling between
realms and/or pocket realms. Check the previous testing to see the full working mechanics of the
Oblivion Gates on the mod.)

Mythic Dawn Archvicar lines

(He is the second main NPC of the mod, with Agent Ragna being the first and the central npc of the introdutory
quest "The Sigils of Oblivion". After finishing it, you start the main one, "The Herald of the Second Coming",
and is the Archivar who introduces you to the adventure. (he is using right now my 4k re-texture of Mythic
Dawn Robes, but in the finished version he will receive unique "Mythic Dawn Priest Robes", although
they will not be featured yet on the first open alpha testing release))



Interaction with Dagon at Azrak'ath Ruins

(First communication with Dagon in the end of the introdutory quest "The Sigils of Oblivion". After you
collect the sigil stone you travel to his shrine to enter the gate to the Deadlands. (video is a bit outdated,
on current state the eyes of dagon glow in fire when you approach and he starts talking))



Azrak'ath Ruins boss fight (end of act 1 of 30)

(Final boss of the Azrak'ath Ruins. These ruins are underground Daedric ruins on Nirn, more specifically on the Reach. Here
you complete Act 1 of the mod, and most of the remaining 29 acts take place in Oblivion, about 80% of them in the Deadlands.
In act 1 the introductory quest The Sigils of Oblivion occurs, where you collect the Sigil Stone that will be used to open the Oblivion
Gate that I showed in previous videos. When you enter the gate the main quest The Herald of the Second Coming will then begin.)


Azrak'ath Ruins Mythic Dawn ghosts in the end of act 1

(At the end of Act 1, still on Nirn, in an underground daedric ruin, after you finish the dungeon and acquire the
ritualistic Sigil Stone, several Mythic Dawn ghosts who were killed in this ruin during the Oblivion Crisis,
during an attack by Vigilants of Stendarr, appear to motivate you to go ahead and carry out Dagon's plans,
which start with the Dragonborn opening a portal to Oblivion.)