This version adds the bound daedric shield, and scaling versions of both bound daedric sets.
Users now have the option to use the daedric sets in two ways;
A version that work just like any heavy armor, scaling with the skill tree and perks. Or a version which is classed as clothing, for use with mage armor perk, and alteration spells.
To use the scaling versions, just convert your spell tome at the codex, scaling armors are marked with an (S).
It seems some users, are still having trouble "finding" the spells. Everything you need to know, can be learn by carefully reading Farengar's journal closely. However for those who don't like riddles/collection quests, I have provided the 2 videos below as a guide. Note, you can not skip steps, meaning to learn a Bound Daedric spell, you must already know a Bound Armor spell. Also, the option to craft a spell tome, will not appear until you have all the needed items/spells required to craft it
Thanks to fire3lf for this video. This is a demo of how to obtain the armor for those who are stumped, or just want instant action....VIDEO CONTAINS SPOILERS...do not watch if you want to discover things on your own. Just a note, as mentioned above the CTD issue has since been fixed]
Can the obnoxious atronach summoning effect be removed from the casting? It fills up the screen in 1st person and is really annoying. At least from the shield spells.
you realize, just telling someone to uninstall your mod is not a way to help someone with an issue they have right? I love your mod, but that just kind of seemed condescending
Ionutro wrote: Can the obnoxious atronach summoning effect be removed from the casting? It fills up the screen in 1st person and is really annoying. At least from the shield spells.
foster xbl wrote: Yep, just uninstall.
SkyrimBane wrote: you realize, just telling someone to uninstall your mod is not a way to help someone with an issue they have right? I love your mod, but that just kind of seemed condescending
Go into xEdit, then load up the mod and enter "Spell". Look for the armor you use, click it, take note of the Magic Effect - this is important.
Go into the magic effects, look for the one you just noted and scroll down. At some point, you'll see something in the spell script that spawns a summoning vortex (looks something like "to place" and then "summonvortexfx" -> don't know the exact names atm). Just remove that and you're golden.
I haven't modded in a while, so it may not actually be in the magic effect but rather the spell itself. just tinker for a while and remember to take backups.
Hey i know this is an old thread but do you also happen to know how to edit out the flames from the armor? The flames keep blocking my view as an archer so I just want to remove it if possible.
EDIT: went in tesedit and deleted effect shader and it works like a charm!
you've got hardcoded texture paths in your models on this one opened with nifskope for making a dsr patch textures point to a c programfiles steam installation of skyrim... should be using relative paths for folks who have their install elsewhere on the drive currently fixing this also fixed scripts pointing to player only to point to whichever npc decides to cast cause asis also creating dsr patch. Will post when completed for those who want it going to also leave a message for the author of the mod should they decide to update this.
Okay so, excuse me if my question has already been answered, or is in the mods files, et cetera (I can't make heads or tails of it all).
The altar where you sacrifice the daeric artifact: did you remove the conjurer (or whatever the enemy humanoid is) that would spawn there? If not: will it activate the altar, thus causing random lightning storms? Or can only the player interact with it?
You should have mentioned that this mod changes playable races, I unfortunatelly learnt it only after playing some time, wondering why my dunmer has flame cloak power, while having Imperious overhaul installed.
Hey, try setting Imperious race lower than the BoundArmor. I think that fixed the problem for me, but I'm making a compatibility patch just to be safe, LMAO.
487 comments
This version adds the bound daedric shield, and scaling versions of both bound daedric sets.
Users now have the option to use the daedric sets in two ways;
A version that work just like any heavy armor, scaling with the skill tree and perks.
Or a version which is classed as clothing, for use with mage armor perk, and alteration spells.
To use the scaling versions, just convert your spell tome at the codex, scaling armors are marked with an (S).
It seems some users, are still having trouble "finding" the spells. Everything you need to know, can be learn by carefully reading Farengar's journal closely. However for those who don't like riddles/collection quests, I have provided the 2 videos below as a guide.
Note, you can not skip steps, meaning to learn a Bound Daedric spell, you must already know a Bound Armor spell. Also, the option to craft a spell tome, will not appear until you have all the needed items/spells required to craft it
Thanks to fire3lf for this video. This is a demo of how to obtain the armor for those who are stumped, or just want instant action....VIDEO CONTAINS SPOILERS...do not watch if you want to discover things on your own. Just a note, as mentioned above the CTD issue has since been fixed]
fix
Go into xEdit, then load up the mod and enter "Spell". Look for the armor you use, click it, take note of the Magic Effect - this is important.
Go into the magic effects, look for the one you just noted and scroll down. At some point, you'll see something in the spell script that spawns a summoning vortex (looks something like "to place" and then "summonvortexfx" -> don't know the exact names atm). Just remove that and you're golden.
I haven't modded in a while, so it may not actually be in the magic effect but rather the spell itself. just tinker for a while and remember to take backups.
EDIT: went in tesedit and deleted effect shader and it works like a charm!
make this mod for SSE
Can someone help me?
The altar where you sacrifice the daeric artifact: did you remove the conjurer (or whatever the enemy humanoid is) that would spawn there? If not: will it activate the altar, thus causing random lightning storms? Or can only the player interact with it?