Skyrim

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Mindboggles

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mindboggles

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17 comments

  1. Deathskull92
    Deathskull92
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    Is it possible to increase the duration to a full day? (like in Oblivion)
  2. DarkCameleon
    DarkCameleon
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    When is the day of the Revenant? Or did I miss something in the description?
    1. stanfiem
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      *SPOILER* for those who like to figure things out on their own.

      The Shade of the revenant, Or the Day of the revenant is 8 days from when you install the mod. I think starting from the first full day. In other words I installed the mod having played a total of 60 days and on the 68th day at midnight, or the 69th day of gameplay the Glow appeared. If lore is accurate then every 8 days after this day it should occur.

      Anyone testing this remember I only tested this on the first cylce. I will write back after I do some more testing and crafting of soul gems.

      Message to the author...BEST MOD YET. I really missed this from oblivion.
  3. Exoclyps
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    Thank you for your the update! Just one question. What is triggering the the script? I mean, could I perhaps somehow uninstall the mod then install plus version to not have to worry about sync issues?
    1. mindboggles
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      The script starts from an OnInit event so as soon as the new altar enters the world the script kicks off. It's possible since they are custom content that papyrus may dump the scripts when you pull the mod, I would definetly look at the papyrus log if you pull it and see what it says. Keep in mind but that they are using registered events which should make them persistent in your saves so pulling it might not work, that's the reason why I mentioned it's safer to pick the day to get the timing right.

      Of course the really easy way is to just load a save from before you installed the mod, then you don't have any issues.
    2. Exoclyps
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      Gives me the impression that I currently got 4 scripts going the same time currently. Right?

      Also, what day is it one should go with? the day they are active or the day after or something?

      Edit: A thought. Would it be possible to temporarily edit the script so it would be terminated? Or is that to late now.

      Reseaching a little. SKSE should be able to clear out this "script" if I decide to remove the item related to it. I've got no experience with scripts yet so hard to tell for me.

      Using:
      ClearInvalidRegistrations=1

      This is what they say about it:
      - add console command ClearInvalidRegistrations to remove invalid OnUpdate() registrations
      This prevents orphaned OnUpdate() events and the resulting bloated/broken saves when removing certain mods.
      When applied to an already bloated save, it will stop growing further and instead shrink over time
      as the game processes all queued events. This may take hours depending on the amount of bloat.
      To execute automatically after each reload, add this to DataSKSEskse.ini:
      [General]
      ClearInvalidRegistrations=1

    3. mindboggles
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      Yes you have 4 scripts currently running and if you have SKSE then that should work in stopping them. When you remove the mod the scripts become orphaned and that feature is designed to remove them when they are like that, bit of a safety net incase the script author has written a bad bit of code.

      The basic rule of removing mods with scripts in general is that it is a bad pratice and users should revert to a save before they installed the mod - goes for any mod with scripts many users have ruined their saves doing this.

      Might have to change the readme I think I mentioned straight after the event, but the best time would be in the day before the event, you could wait at an alter and with a couple of saves before the event then swap the versions on a save a few hours before.
    4. Exoclyps
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      Thank you for your reply.

      I think I'll make a named save and try play some without the mod and see if it gets cleared out. After that I can reinstall and things should work smoothest this way I believe.

      And yeah, I've learnt that finally that mods with scripts you've got to be careful. That's why I've become more careful installing them now. Though, this mod was installed before that xD
  4. Ceaseless
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    Yesterday, I was just thinking about how we could use this in Oblivion when I needed a Black Soul Gem for a mod I installed. It's nice to see someone has worked on bringing this into Skyrim. I hope for great success on the development of this mod. Props.
  5. mindboggles
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    Hi All,

    @zdzichu555, Thank you very much hope you have a good time using it.

    @Exoclyps, I'll look into it no promises but.

    @williewest10, Forgot that in the readme no just Skyrim, it was compiled under 1.9 I don't know if that would really cause any issues with previous game versions.
  6. williewest10
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    Awesome! Any requirements?
  7. Exoclyps
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    I know I'm asking a lot. But would it be possible to see some alternative locations? Like either Sunderstone Gorge or Brittleshin Pass?

    I'm personally very much into the immersion part of things, and while I'd love to use the mod, seeing them at locations where there is no necromancers breaks parts of it for me, I'm afraid.

    I know I'm asking quite a bit, but if it's to much, then it's fine
  8. zdzichu555
    zdzichu555
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    Duuude!!! Thanks sooo much! I've missed this!
  9. mindboggles
    mindboggles
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    Hi All,

    Hope you fun with this one.

    @Exoclyps, Apparently there were four of them (I can only remember two) so I stuck with that number again. I didn't think it would be a good idea for them to be too close to major towns so they are a bit out of the way.
    1. Exoclyps
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      Oh, didn't know that. Always used the same location myself. The one where you kill the bad necromancer dude.

      Only thing really that is breaking a little immersion for me currently is that in Oblivion all (3 out of 4 it seems looking it up) altars could be found outside necromancer caves. As if the necromancers set up the table and their lair around the spot so to say.
  10. TheKrusty
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    Thank you so much !!