Skyrim

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Rikushai

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Rikushai

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70 comments

  1. MyFilippo94
    MyFilippo94
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    Iron arrows' problem was driving me nuts, thanks for solving.

    Little advice for the curious: do not merge this mod using merge plugin, Kynesgrove crashes if this mod is merged.
    1. Rikushai
      Rikushai
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      • 172 kudos
      i did not noticed it because i never use bows in skyrim^^
      but was easy to fix ^^
    2. deleted6237307
      deleted6237307
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      Thank you for fixing it, I had a lot of enemy high level archers firing blinks at me.
    3. Rikushai
      Rikushai
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      • 172 kudos
      "Little advice for the curious: do not merge this mod using merge plugin, Kynesgrove crashes if this mod is merged."

      Can't confirm that - i used a merged version for my AIO version im working on and anything works fine.
      but if i remember right; i had some issues before merge-plugin does not done what ive expected. so i used the tes5edit merge script - there was anything fine and that script done exactly what ive expected ^^

      im pretty sure i used merge plugin in the wrong way but anyways.

      just wait for a merged file to the all in one file im working on. i iuncluded already pretty nice new features and have many more planned.
      i dont know how long it will still take because i download at the moment a questmod - play it - made a part of my mod - download the next quest-mod and so on xD

      and whats a bit Fu**ed up is that i have to made male versions too what's kinda hard at some points because the male max-weight mesh is .. kinda bulky so i think the armor parts will be more .. revealing remembering more to a gladiator ithink
  2. deleted6237307
    deleted6237307
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    Another odd thing I see is under formID 000E7329 EditorID doomRitualAblity Name Der Ritualstein is a spell overwrite of Skyrim.esm but everything about it is the same except for the Description and form version.
    Lässt die Toten in deiner Nähe auferstehen und für dich kämpfen. The Skyrim.esm has it as Raises all dead around you to fight for you.
    This is the new English 1.1 version by the way, don't know if it was there on the 1.0 version.
    1. Rikushai
      Rikushai
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      • 172 kudos
      there isnt changed anything.. thats why i did not noticed it. but i touched it obviusly.. thats the reason why its in german.. i remove it quickly.^^

      edit:// and changed.^^
  3. deleted62540746
    deleted62540746
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    is there an easy way to replace the sword texture? I love the glow and the combination with your flamebringer tattoos, I'm just not really a fan of the nordic texture. I've read your replies below so I know why it's nordic texture ;) but can I change this myself? I want to use a katana, but I don't know how to do this. Everything about this mod is fantastic, especially about how the sword levels with you!! i just want to change the texture. I hope i don't come off as rude :P
    1. Rikushai
      Rikushai
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      • 172 kudos
      yes of course you can change the textures and meshes just like you want ^^

      its not that hard actually.

      "Data\textures\RikushaiTiefenheim\Blade\sword_flamebringer_01_d.dds" << Diffuse / Color Map
      "Data\textures\RikushaiTiefenheim\Blade\sword_flamebringer_01_g.dds" << Glow Map (says where and how intense the Glow should be)
      "Data\textures\RikushaiTiefenheim\Blade\sword_flamebringer_01_n.dds" << normal map (fakes more details as the mesh really has.)

      but that whould change only the look of the sword not the entire form - so it will be not a katana just a nordic sword that looks different. What you want sound like - that you dont want to retexture it - you want use another mesh - thats also possible.

      "Data\Meshes\RikushaiTiefenheim\Blade\1stpersonFlameBringerSword.nif" << first persion variant
      "Data\Meshes\RikushaiTiefenheim\Blade\FlameBringerSword.nif" << 3rd person variant

      just copy the nifs of your desired katana to you desktop rename them into "1stpersonFlameBringerSword.nif" and "FlameBringerSword.nif"
      and put both renamed files to "Data\Meshes\RikushaiTiefenheim\Blade" (overwrite if asked); textures of the Katana leave where they are the nifs will call them from their home folder.^^

      i hope i explined it not too ... cryptik. xD
    2. deleted62540746
      deleted62540746
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      wow that would be amazing! you explained it very well. I'll try this out later, thanks for explaining this :3 btw would this somehow keep the glowing? I expect not since the glow is custom to the nordic mesh/texture right? I'll just have to try and see :D
    3. Rikushai
      Rikushai
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      • 172 kudos
      no the glow-effect whould be away,.. at least if your katana has not a own glow-effect^^ and no, you cant just port over the glow-effect because your katana is unwrapped different than the nordic sword^^
    4. deleted62540746
      deleted62540746
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      by changing the 1st and 3rd person.nif files for weapons like you described wouldn't it be possible to change any weapon?
    5. Rikushai
      Rikushai
      • supporter
      • 172 kudos
      sure
  4. AlistairV
    AlistairV
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    I really like this mod but I noticed in TES5Edit that the flamebringer effect conflicts with a thread in<ArrowIronProjectile> not too sure if I'm reading that right not too experienced with TES5Edit, anyways I'm having a issue with iron arrows disappearing when fired while I have Flamebriger in my load order, can someone help me figure how to make the mod play nice with my iron arrows?
    Edit: I should clarify the only other thing to touch this thread is USLEEP
    1. Rikushai
      Rikushai
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      • 172 kudos
      Fixed it - sorry i dont know how this bug was created.. maybe i touched the iron arrows accidentally. Who knows - anyways it works now^^ thanks for reporting.
  5. DoubleA077
    DoubleA077
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    Will there be a unique texture one? I loved the mod but i think it just lacks uniques textures. Im tired using the nordic sword one. So just asking
    1. Rikushai
      Rikushai
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      • 172 kudos
      nja its just the nordig texture in base but i retextured already sharper edges .. colored glow-effect.

      The base intention was to made complete an own blade von scratch but my 3dsmax nad mudbox license is expired and i really have no intention to deal with free alternatives.^^ so just a retexture for now.^^

      but btw with a bit know how you can replace the sword with most other sword-Mods just rename the nifs like in my mod and replace them in my meshes folder.. textures let there where the other mod put them to. ^^
  6. VividlyFatal
    VividlyFatal
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    Can I download this via mod manager instead of putting the files into the data folder? If not, do I put EVERYTHING into the data folder of my game or no? Sorry, I'm quite new to modding.
    1. Rikushai
      Rikushai
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      • 172 kudos
      should work yes but i did not tested it.^^
  7. izanagi33
    izanagi33
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    • 5 kudos
    When I equip the flamebringer, I don't get the "Flamebringer" effect anymore. This happened after having it stored in Breezehome for a while. Nothing happens when I power attack. Any possible solutions?
    1. Rikushai
      Rikushai
      • supporter
      • 172 kudos
      o.o i dont know.. i dont think thats related to this mod - its a script attached to this weapon. -Maybe- when you put it on a rack the script will not be erased from your character but that can't trigger your bug, because when you ewuip and unequip and again reequip it, should anything alright again.
    2. wokquetewok
      wokquetewok
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      Hi, I just had the same problem and found an extremely simple workaround: open the console, type "help flamebringer", look for the spell named flamebringer (xx000d66), then use the player.addspell command to permanently add the flamebringer effects, which will work for ANY 1 handed weapon in the right hand. If you don't want to have the effects anymore, just use the command player.removespell, and voilá, flamebringer effects gone.

      Cheating is awesome.
    3. Rikushai
      Rikushai
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      • 172 kudos
      Mhr the bug occured now also in my own game - i dont know why its (so far i know) not a bug in my script i really dont understand that issue but i took it in the Description under the questions-tab.
  8. calvinhalim388
    calvinhalim388
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    i have found the altar and all but i cant take it...everytime i press E it says that you should equip it swing it so i press ok...but nothing is happening
    1. Rikushai
      Rikushai
      • supporter
      • 172 kudos
      the sword should stick in the skull - if not look a bit around the shrine maybe a a spell ore something else had blow it from the shrine.^^ you have to equip the sword to level it.^^
  9. Illius
    Illius
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    • 25 kudos
    I really like the idea of this weapon, so I installed it for my new character.

    But I have a question ... if my character is in a fight and non hostiles NPC's are in that fight as well, can the magic from this sword hit those non hostiles ( To my character that is. ) get hit if they get in the way at the moment I use a power attack with this sword? ( I use a mod that should prevent them from going crazy about it if it happens but still. )
    1. Rikushai
      Rikushai
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      • 172 kudos
      yes non hostile npc's get hitted too, and that was planned this way. So you have to use it with a bit of caution.
    2. Illius
      Illius
      • member
      • 25 kudos
      Okay, thank you.
  10. MarsMaz
    MarsMaz
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    Moin,
    verschießt "Firebird" einen Phönix oder ist es der gewöhnliche Strahl?
    Noch was, ich würde Flamespeer zu Flamespear übersetzen.

    For english readers:
    Does the Firebird ability shoot out a phoenix or the ordinary beam?
    1. Rikushai
      Rikushai
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      • 172 kudos
      sowohl als auch, es verschießt den typischen Strahl allerdings hat er den Boden-hiteffect vom Drachenfeuer der mich doch sehr an zwei flammende Schwingen errinnert hatte, wodurch der Name entstanden ist^^