I cannot get the Boethiah shrine to construct... says I need human flesh, but have multiple pieces and it won't activate--all the others worked fine-- suspect its due to CACO but not sure...anyone know a fix?
Blame Bethesda for having a shrine to both Akatosh and Auriel. Also, you should know that all the variations on the names of the divines represent different aspects of the same divines. Akatosh and Auriel, despite being the same base being, tend to be quite different. Same goes for Lorkhan/Shor/Shezzar, and so on.
As far as the mixing of Aedra and Daedra, your character doesn't necessarily need to conform to any particular set of et'ada to worship. Hell, the Ayleids and Khajiit worshiped a mixture of both as well.
About the daedra, I agree, although I also understand why the author did put them there: it's way more practical. However... Dawnguard disagrees completely with what you say about Auriel. As you proceed through its questline, you get to the althar of Auriel, which contains a shrine to him. The blessing is, if I'm not mistaken, bonus damage to archery. I may not understand the lore completely, but I assume that Auriel and Akatosh are different aspects of the same god. Different aspects isn't the same as different names. And it also means that different powers may be offered to these aspects.
But it should be noted that Bethesda most likely didn't include that in first place because it would create a dependancy in a master file other than Skyrim.esm to HF.
okay I withdraw on the Auriel - Akatosh part. Though I didn't really understand it in the dawnguard campaign either. I mean I thought that Auriel was a separate god, then I did some research and it turned out that it was an aspect of Akatosh. I just don't understand, different names to the same god makes sense, but different aspects with whole different attributes/abilities don't. If so any god can be anything, there's no point in separating them right?
I don't blame the mod it's just criticism. I said that the mod can be useful for it's own purpose.
No harm done. Welcome (back?) to the metaphysics of the Elder Scrolls. It's *very* confusing. If you go to Bethesda's official forums, and go to the Elder Scrolls Lore section, you can try to get a better understanding from the community there.
"I did some research and it turned out that it was an aspect of Akatosh."
Think of aspects of gods as the facets of a diamond. You can look at one, and have a full understanding of that facet. However, if you look to another one, it will be very, but not completely similar and different at the same time. It's the same diamond, afterall. It's a different facet, afterall.
"I just don't understand, different names to the same god makes sense, but different aspects with whole different attributes/abilities don't. If so any god can be anything, there's no point in separating them right?"
Think of Odin and Mr. Wednesday. Mr. Wednesday is Odin. But Odin isn't Mr. Wednesday. Wednesday is one of the aspects of Odin, one of his many.
This chain of thought isn't just for TES games. Many mythologies actually contain it within them. Try to read American Gods or Sandman, both by Neil Gaiman.
c00ky, I agree and to a certain extent go further in that if your character is a daedra worshiper that doesn't mix the two sets such as a Dunmer of the tribunal faith they would have the option to build tribunal shrines and completely ignore the imperial divines just as a hardened imperial soldier can elect to not build a shrine of talos in the standard hearthfires houses.
I am happy to say that you are absolutely wrong. Auriel is the Beginning of time, Akatosh the body of time and finally alduin the end of time. If they are all the same then akatosh gave birth to himself
For those still not able to make it work on a character that leveled to 10 before installing: I tried the advice in the description (reset the quest), but it didn't allow the shrine to be visible. I could "make" one using the anvil-accessed menu, but it would not be visible. I sort of got around it by using the console:
first off, you can always get the amulet using help "amulet of auriel" to get the id, and then player.additem #### 1 to add it. I accessed the shrines in the same way: help "shrine of auriel" and then placed it using placeatme.
(note: you don't want to use placeatme for an npc, but I think it should be fine for an item)
2nd edit: It looks like a part of the world needs to be selected using the console before it works. That is why it did not always work. Therefore, before trying, open the console, and click the area that is about where you want it to be. Use placeatme with the reference that is the shrine that you want. Use Jaxonz Positioner to copy, scale, or move it.
or, I guess, just use Jaxonz Positioner to copy any shrine and put it anywhere. Daedric shrines from other mods can be copied and placed with it too.
There is a mistake: the author didn't think about those players who dont want to play the whole damn Dawnguard campaign just to get a stupid amulet. If you'd be so kind to either fix it, or share the code for the amulet, that'd be great. Tracking until the code or the fix, great mod, but useless to me.
Man this mod is simply brilliant. And the realization, from the technical perspective, clean and neat.
I reckon, due to my past experience with house-modifying mods, I expected this to be full of ITMs and deleted records, but nope, all clean, things just moved to make space for the new shrines. Hat off to you tortugapir8.
You may wish to import all the fixes from latest UKSP patch into the affected records though, as they contain changes the mod users may need.
Edit: On a lvl 91 character, with almost all homes bought, I had no problems having your mod working as soon as I installed and resolved conflicts with Tes5Edit. I tested with the home in Falkreath Hold. There were plenty of conflicts with latest USKP in VMAD records, but once that were merged, it worked like a charm. Modding community needs more people that put thought and care into their work as you do. Happy modding.
36 comments
Auriel is the elven name of Akatosh who already has a shrine.
It makes no sense to mix daedra with the nine divines as those are two very different things, it's not lore friendly, respectful or logical.
I suppose most of the players don't give a damn though so otherwise it seems like a practical mod for those.
Blame Bethesda for having a shrine to both Akatosh and Auriel. Also, you should know that all the variations on the names of the divines represent different aspects of the same divines. Akatosh and Auriel, despite being the same base being, tend to be quite different. Same goes for Lorkhan/Shor/Shezzar, and so on.
As far as the mixing of Aedra and Daedra, your character doesn't necessarily need to conform to any particular set of et'ada to worship. Hell, the Ayleids and Khajiit worshiped a mixture of both as well.
However... Dawnguard disagrees completely with what you say about Auriel. As you proceed through its questline, you get to the althar of Auriel, which contains a shrine to him.
The blessing is, if I'm not mistaken, bonus damage to archery.
I may not understand the lore completely, but I assume that Auriel and Akatosh are different aspects of the same god. Different aspects isn't the same as different names. And it also means that different powers may be offered to these aspects.
But it should be noted that Bethesda most likely didn't include that in first place because it would create a dependancy in a master file other than Skyrim.esm to HF.
I don't blame the mod it's just criticism. I said that the mod can be useful for it's own purpose.
Think of aspects of gods as the facets of a diamond. You can look at one, and have a full understanding of that facet.
However, if you look to another one, it will be very, but not completely similar and different at the same time.
It's the same diamond, afterall.
It's a different facet, afterall.
"I just don't understand, different names to the same god makes sense, but different aspects with whole different attributes/abilities don't. If so any god can be anything, there's no point in separating them right?"
Think of Odin and Mr. Wednesday. Mr. Wednesday is Odin. But Odin isn't Mr. Wednesday. Wednesday is one of the aspects of Odin, one of his many.
This chain of thought isn't just for TES games. Many mythologies actually contain it within them.
Try to read American Gods or Sandman, both by Neil Gaiman.
If they are all the same then akatosh gave birth to himself
first off, you can always get the amulet using help "amulet of auriel" to get the id, and then player.additem #### 1 to add it. I accessed the shrines in the same way: help "shrine of auriel" and then placed it using placeatme.
(note: you don't want to use placeatme for an npc, but I think it should be fine for an item)
2nd edit: It looks like a part of the world needs to be selected using the console before it works. That is why it did not always work. Therefore, before trying, open the console, and click the area that is about where you want it to be. Use placeatme with the reference that is the shrine that you want. Use Jaxonz Positioner to copy, scale, or move it.
or, I guess, just use Jaxonz Positioner to copy any shrine and put it anywhere. Daedric shrines from other mods can be copied and placed with it too.
http://www.uesp.net/wiki/Lore:Akatosh
I reckon, due to my past experience with house-modifying mods, I expected this to be full of ITMs and deleted records, but nope, all clean, things just moved to make space for the new shrines. Hat off to you tortugapir8.
You may wish to import all the fixes from latest UKSP patch into the affected records though, as they contain changes the mod users may need.
Edit: On a lvl 91 character, with almost all homes bought, I had no problems having your mod working as soon as I installed and resolved conflicts with Tes5Edit. I tested with the home in Falkreath Hold. There were plenty of conflicts with latest USKP in VMAD records, but once that were merged, it worked like a charm. Modding community needs more people that put thought and care into their work as you do. Happy modding.