A fan made an optional version of Aethernautics that integrates with Wheels of Lull, since both take place in the same canon. It will require "Dragonborn.esm" and "WheelsOfLull.esp" as masters. This is NOT a compatibility patch, rather one that modifies elements of the mod to match what we see in WoL.
The changes are: -Changed the name and models of the Chronographer robes and gloves, to match the ones of Wheels of Lull. -Rebalanced the damage, values and weight of Aethernautics's harquebuses to go Well the Wheels of Lull ones. -Changed the name of Aethernautic's normal harquebus, because Wheels of Lull adds a harquebus with the same name. now they are called Chronographer Harquebus. -Changed the sounds of Aethernautic's harquebuses (except the Aetherial harquebus) to match the sounds of Wheels of lull harquebuses (chronographer harquebus use harquebus sounds, heavy harquebus use standard harquebus sounds, ohmic harquebus now use rotationalharquebus sounds, magmatic harquebus now use bombastic harquebus sounds). -Added harquebus, chronographer harquebus, and standard harquebus to the merchant chest of the Chronographer merchant.
I need help... every time I get on the lift that goes down to the lava lake I fall straight down and die instantly. How do I fix this, as it's completely game-breaking and I can't proceed any further
Great mod, other than being a little frustrating to figure everything out and the notes making you out to be an idiot. Looks like a lot of thought and time and effort went into making the mod in general and overall i love it. Took me a while to find the maintenance hatch. If anyones wondering where it is its on the floor in engineering, just before the engine. Now werewolves can go to the moon and i can build a city there!
So I am playing on Xbox Series X with the special/legendary edition upgrade and there was no note in my inventory, and the starting location is blocked by a pillar. Do I have to do anything special to activate this? Cause Dawnguard is installed but I can’t access anything at all.
Right I've lost my spaceship. I was having a merry old time trying it out for the first time, launched it smoothly, everything went well. Then I went to the bridge To the docking bay Pressed a button about something to do with a pad since it was a shiny button and what else was I supposed to do? Then I ended up at the Shadow Stone with my spaceship gone and no knowledge about how to get it back. Does anyone have any advice? Edit: I'm an even bigger idiot than I thought, I shall now be typing "player.coc _an_aethership_bridge" with my head down in shame and my imaginary tail between my legs.
I know this is pretty old, but still wanted to metnion that if you got the navigation running you should have a misc cube item (forgot the name) if you use it you get teleported back to the rocket
<p>This mod is pretty good! The narrative woven in was intriguing, the premise was believable thanks to the lore-explanation (I commend the research that I'm sure went into the writing), the dungeon was fun to navigate and the weapons are quite powerful. I imagine with more time and effort the mod could have ended up as something much larger and much grander, but for what it is, it's still quite solid. </p>
Having a weird glitch. For one of my files, everything worked perfectly. For another file, most of the NPCs didn't load.
The NPCs that didn't load include the corpse with the shard on it, the Aetherium Master (so that's 2 shards beyond reach), most centurions in the dungeon, and the merchant.
The only difference between the two files are the following: 1. One is imperial Race one is succubus race 2. Imperial is level 20 and succubus is level 100 3. Imperial picked up every book, succubus only read the initial starting note.
The imperial save is the one that worked. They use the exact same mods and load order as each other. As far as I can tell this isn't any sort of mod incompatibility. The NPCs just did not load for one of the files.
159 comments
This is NOT a compatibility patch, rather one that modifies elements of the mod to match what we see in WoL.
The changes are:
-Changed the name and models of the Chronographer robes and gloves, to match the ones of Wheels of Lull.
-Rebalanced the damage, values and weight of Aethernautics's harquebuses to go Well the Wheels of Lull ones.
-Changed the name of Aethernautic's normal harquebus, because Wheels of Lull adds a harquebus with the same name. now they are called Chronographer Harquebus.
-Changed the sounds of Aethernautic's harquebuses (except the Aetherial harquebus) to match the sounds of Wheels of lull harquebuses (chronographer harquebus use harquebus sounds, heavy harquebus use standard harquebus sounds, ohmic harquebus now use rotationalharquebus sounds, magmatic harquebus now use bombastic harquebus sounds).
-Added harquebus, chronographer harquebus, and standard harquebus to the merchant chest of the Chronographer merchant.
I've lost my spaceship.
I was having a merry old time trying it out for the first time, launched it smoothly, everything went well.
Then I went to the bridge
To the docking bay
Pressed a button about something to do with a pad since it was a shiny button and what else was I supposed to do?
Then I ended up at the Shadow Stone with my spaceship gone and no knowledge about how to get it back. Does anyone have any advice?
Edit: I'm an even bigger idiot than I thought, I shall now be typing "player.coc _an_aethership_bridge" with my head down in shame and my imaginary tail between my legs.
Found it
Or the Maintenance bits that need fixing ?
Found it
edit: nvm i just found the sse version.
<p>This mod is pretty good! The narrative woven in was intriguing, the premise was believable thanks to the lore-explanation (I commend the research that I'm sure went into the writing), the dungeon was fun to navigate and the weapons are quite powerful. I imagine with more time and effort the mod could have ended up as something much larger and much grander, but for what it is, it's still quite solid. </p>
:O
The NPCs that didn't load include the corpse with the shard on it, the Aetherium Master (so that's 2 shards beyond reach), most centurions in the dungeon, and the merchant.
The only difference between the two files are the following:
1. One is imperial Race one is succubus race
2. Imperial is level 20 and succubus is level 100
3. Imperial picked up every book, succubus only read the initial starting note.
The imperial save is the one that worked. They use the exact same mods and load order as each other. As far as I can tell this isn't any sort of mod incompatibility. The NPCs just did not load for one of the files.
Aside from that this mod was very well done.