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  1. maxarturo
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    * Japanese version 1.6 is up, contains the correct translation and grammar mistakes have been rectified.
    Also the PDF help and the description page have been corrected.
    Correction provided by BowmoreLove, all credits for the translation goes to him. (19/11/2018)

    Many thanks to BowmoreLove for supporting this project.

    * Possible conflict with "Castle volkihar redux", may occur some CTD inside the castle.
    Place "XamMaximus esp" below "Castle volkihar redux".
    Conflict finding by molleken, all credits for the finding goes to him. (29/01/2019)

    Thanks a lot to molleken for the finding and pointing this out.

    XamMaximus - The Prototype's Deception - ACT II
    It's out and fully functional
    https://www.nexusmods.com/skyrim/mods/103522
    Spoiler:  
    Show








  2. pharsea
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    Solving the Magma Chamber in XamMaximus SecretThe run-throughs available on-line miss out theMagma Chamber. It seems that it is something of a side-issue.The pdf help file isn't much use here. The orderof required action seems to be wrong.Hit the two targets in the rotating towers. Thisproduces two bridge extensions aiding access to the central
    island.

    Pull the highly inaccessible lever on the far wall.This brings into existence stepping stones back to the central
    island.

    Use a cross-bow to shoot at the left-hand target abovethe central island.Climb up to the left-hand battlements and find anewly opened passageway leading to a pull-chain. Pull it.Use a cross-bow toshoot at the right-hand target above the central island.
    Climb up to the right-hand battlements and find anewly opened passageway leading to a pull-chain. Pull it.The cage on the central island opens andsignificant treasure is available.
    1. maxarturo
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      Thank you for taking the time to post the solution to your issue, It may for sure help others.

      I can't say if you are right or wrong, since I haven't looked at the mod in years, but I do promise to take a look at it once I install the game again, and update it if neccesary.

      At least I hope you had fun playing it.
  3. Delta77777777
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    Lol!
    Long story short adding large world spaces late game to heavy load-orderrs leads to issues, but I already knew that...  and that's just how the game is sometimes. Everything is fine now.
    I am glad I got to at least preview ACT II. It is exciting, and now that I see it is indeed intertwined with ACT I's story in a very meaningful way I am going to make sure both are in my load order ready for my next playthrough.

    Still have about 120* hours (or more) of content left on my current save before I am ready for a fresh start, but I am excited for that day now thanks to your mods.
    I was honestly planning on waiting until Apotheosis was out to begin again (a long time), but since I found your mods I don't want to wait so long :)
    1. maxarturo
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      Just keep in mind that ACT I is a simple amateur mod, and i only released it because i needed more time to refresh my memory around everything regarding modding, i was completely absent from modding and gaming for some years, and because my sister kept insisting that it's a very good 'dungeon mod', so i did...

      ACT I can't be compare in any way with the real mod that is ACT II, and you can skip ACT I all together and just read the 3 short journals which you can download from ACT II mod's page, ACT I is just an introduction to the story, which is very short, it only includes 3 very small journals entries.

      But if you insist on trying this one out, you don't need to keep it in your load order, it has nothing to offer except a nice dungeon crawling that you will be done with it in 4 hours. You can install it and once you finish it, you uninstall it and delete all your 'Save Files' you made after this mod's installation.
    2. Delta77777777
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      It looks fun to me, and I like simple mods as well as complex ones if they're interesting and have `soul` in them (effort/meaning/motive).
      I read the description before posting, so I know it's nothing too large or complex.
      Also I'd like to play and keep your mod in the installation too when I begin a new game. No deletion necessary lole.
      Though, it will take some time before I play.
      Thanks again, and by the way, your utility spell mod is perfect for my character. Being able to craft any object at any point matches the lore behind their existence.
      "An immortal entity from a higher plane which exists beyond all known reality possessing the capability to do anything imaginable."
      Keep up the great work!
  4. 75dividedby
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    What happened to Act 2 I wonder ? I had a blast with it back in the day but never got the chance to complete it
    1. t3hWAR10CK
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      He took it down due to the controversial changes to the Nexus ToS. (Technically the part that caused so much controversy already existed in some form in the ToS as a boilerplate clause before all of this but since almost no one ever reads those legalese riddled documents anyway this is likely the first time it was revealed to most people on this site.)

      It will be back up soon.
    2. maxarturo
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      XamMaximus - The Prototype's Deception - ACT II v1.9
      is almost complete, all construction has been completed and i'm currently working on the last main quest which it's almost completed, 1 small in "construction side" quest and the mod can officialy be considered as finish, i don't have more than 2 weeks of work (more or less), there are a few things that could still be added to release a v2.0, but time will tell...

      If you are interested in ACT II send me in a private message your 'Discord' to provide you further information on its future home.
      And for ACT I - REMASTERED version. ACT I will change completely to increase its quality by a factor of 10x.

      * Please don't ask me here, i don't want to break any rules.

      Have a pleasant day all.
    3. t3hWAR10CK
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      Breaking rules... With that statement alone, I know exactly where it is being hosted. There is one site that is strictly against the rules to link to on here at all. I don't think I need to tell anyone on here what that site is. But it is well known for mods that practitioners of the "Dibellan Arts" would likely have on their computers.
    4. maxarturo
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      No my friend you misunderstood me, it won't be in any existing site, but in a soon to be new one highly promising.
    5. t3hWAR10CK
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      Well, I took a look at the rules and there is nothing that says you cannot link to mods hosted on external sites provided that those sites do not feature NSFW content without an age gate. Though it is an unofficial rule that posting links to "that site" are not allowed at all even though there is an age gate on it. So if this is something you are creating yourself, it should be fine to post links to it on here unless the moderators told you that you cannot.

      Here is the rule in question:
      "If you share content hosted on websites that display adult content, these sites must have “age gates” where others would not immediately be exposed to the content if the link is clicked on. This rule is strictly enforced outside of pages of our own site marked as Adult Content."

      I honestly don't know what the Nexus considers an "age gate" since most of the ones I have seen require you to enter a birth date which can be anything you want, sign up for an account with a fake birthday which can be easily done, or just click a button and possibly ticking a checkbox.
    6. 75dividedby
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      Can't wait for Act II I'm gonna boot LE up again just to try it. In my limited experience the mod was surprisingly well made and quite unique in its own way, definitely should have gained more attention. Also a remake of Act I sounds great, the current version was rather intense :)
    7. maxarturo
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      First of all let me clear one thing:
      I do not support any illegal content or illegal ways from any site, adult content is ok by me as long as it is filtered by the site and all the necessary 'fail safe' are there as default.
      * By adult content i don't mean 'sex mods', but mostly and mainly armors, body, clothes and this kind of stuff.

      The only thing i can do at this point for you guys is to send you a private message with the link when the site is up and running, and whenever i'm around here again since i'm officially no longer active on nexus.
      Or Discord which i'm everyday.

      2 of the 4 sites under construction are expected to lunch around christmas, but it's nothing 100% sure (about the launching date) since all sites are built by modders highly experienced in this field and what they are creating is highly demanding and of the highest quality, but this is how things are when a mods hosting site is created by modders that know what is needed, how to innovate and how to evolve it.

      Just as a note:
      I don't care about downloads and endorsements, for me it's just a hobby that i've decided to share from which i gain absolutely nothing, and if my art satisfies 1 individual then it has served it secondary purpose of existence, but i'll protect my art especially since i've use ligally own programs for its development that cost thousands of euros and i'll not allow anyone to obtain owneship and profit from my art with means i do not approve.
    8. marymuir7
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      but that message was July and it's now December?  better to put it somewhere else and give us a link.  I still haven't finished it, it was still needing some fixes last time I downloaded it.  would like to finish this.

      I would suggest using Reddit and create your own forum under Skyrim for your mods - you can post links there, I see people do it all the time. Great place to host posts if you are leaving Nexus.

      Also any chance this is compatible with requiem?  I am now playing requiem on LE almost exclusively.
    9. maxarturo
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      "but that message was July and it's now December?"
      I don't understand about what message you are referring?, please clarify.

      Reddit is an alternative, but i'll wait a little bit more (a couple of weeks) since i still have a couple of weeks of work to finish the final update of ACT II (which by the way is massive), plus one of the sites is very close to launching date.

      I have no idea how "Requiem" works, so i can't tell you. Better ask the "Requiem" developer.
  5. t3hWAR10CK
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    Since I enjoyed the Act II mod so much and am making extensive use of the player homes and cyborg follower, I decided to check this one out since it is the first one. Ironically it is more frustrating then the other one. I just gave up and used console commands after getting stuck for 6 hours in the cave section. Not sure if this broke anything but it seems to just be an activate the switches in order to proceed type of mod.

    But I completed it and reached the end. It is a nice place to farm combat skills.
    1. maxarturo
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      This mod does have an interactive help file for the walkthrough, it's in the "Optional Files".

      ACT I as described in the description page, it's a simple amateur mod that was made just to help me remember everything regarding modding, since i was absent from the modding scene and gaming in general for a few years (i went through some very dark times...), and it's just an introduction to the actual mod's story which starts with ACT II.

      And although that you can't compare the 2 mods, they are literally night and day in terms of technical knowhow and mod's complexity, ACT I does reflect my modding style, it reflects the way that i like playing games.

      I like realism, real world situations and to use my brain, i hate things like:
      - Running blindly towards a quest marker.
      - Having quest markers pointing towards a location that the player has never been in, discover or has detailed information. Which it's the main quest's core structure of ACT II.
      - Playing a mod without an in depth story.
      - Having lights without light sources.
      - Having populated dungeons without the dungeon itself having the appropriate usage for the npcs, for example:
      I'm sure you have encountered this in hundreds of mods, you enter a dungeon which it's full with enemies, which they just stand there waiting for you..., and they don't have an actual life.... where do they sleep? where do they eat? where do they get their foods from? and a bunch of other things which contributes to the realism or to a real world situation, which all of this requires a lot of extra work and effort !!!!, and not to just drag and drop an actor into the cell.

      All of the above and many... Many More just don't make any sense to me...!!!! and they are critical things for a mod from my point of view.

      Anyway, you catch me once again on a break with an appetite for chatting... which i don't usually do...

      After i finish the last update of ACT II which has gone out of control in terms of size and complexity, i tried to keep it as simple as possible to be done with it quickly, but i couldn't help myself... not did i not deviate from my original idea... but it actually grew even more... (but i'm getting there, the biggest part of it it's already done), maybe i might rework ACT I or just delete the mod... how knows...

      Have a pleasant day.
    2. t3hWAR10CK
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      I finally completed the mod without console commands this time. I didn't really need the walkthough too much. Since I have been thinking of your mods as modelled after escape rooms where you have to look for clues to proceed.
  6. LpoolGaz
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    So many many many  Vampires !
    1. maxarturo
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      ACT I is a simple mod that it's mostly addressed to high level players, the large amount of enemies are there to balance the Skyrim's lack of challenge once the player reaches a certain level, and the feights become so... so... So Boring!

      As i said ACT I is a simple amateur mod that was created mainly as an exercise to help me remember everything regarding modding (i was absent for a few years), and it only serves as an introduction to the real mod which is ACT II.

      Thank you for your feedback.
  7. Sionnach33
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    Hello! Please tell me when the update comes out XamMaximus - The Prototype's Deception - ACT II.
    Sorry for my English, not my native language.
    1. maxarturo
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      Hi Sionnach33.

      All the first scheduled update and the add-ons are finished and ready for quite some time now...

      Today 6 o'clock in the morning i finish with the core spine structure for the last update / add-on, this one was not on the add-ons list, and at some point this add-on become too demanding a way too complicated, but...

      Prepare yourself to meet the "Cyborgautomaton X-Beyond Plus" (foe and player's), she is something that you have never seen before... she can decimate an army all by herself...

      I'm about to finish her voice files, then the only thing remaining are the cell and her quest, but those are the easy things and they won't take more than 2 to 4 days, i'm hoping that from today the whole thing won't need more than a week, that of course if my brain doesn't come up with one more paranoid idea...
    2. Sionnach33
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      Thank you very much for your answer. We will wait for the update. More impatient than before...
    3. maxarturo
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      ACT II v1.4 is up and running!.
      As for the russian translation, i don't know if the guy that does it has started it yet, he hasn't responded back.

      Have a nice week.
  8. brown66
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    Some help, please!

    I found without help the first Magma Chamber Key, but I can't find the second key. The image on the PDF suggest that they are at the same small secret room, but in my game there was just one key.
    1. brown66
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      Forget!

      I found it! I took another look to the PDF and I realized that they are not in the same place.
  9. marymuir7
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    Stuck in the magma room! please help, I checked the pdf and redid the triggers in the order you indicated, but half the bridge to the cage retracted and the cage never opened, so now I'm stuck on the cage island and can't get anything to progress in the courtyard. Yes I can go back the long way, with all the jumping, but I hate jumping challenges (would love a mod that let me put a marker on where I want to land and automatically jump to the marker). Your mod is so impressive, it's large and detailed, and the triggers are impossible to see in the dark (I use Purity and dark is very dark), but it could use more of a story line/exposition, it's a bit detached.
    1. maxarturo
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      Hello marymuir7.
      Before i write anything, just keep in mind that this is a simple amateur mod that was done to help me remember everything regarding modding (i was absent for some years), so everything was kept simple.

      You are the first to report an issue in the 'Magma Chamber' and as i can remember everything worked just fine.
      But in the other hand is been quite some time since i checked this mod.
      What i do remember is that the bridge does not fully retracts, this is a cell for "Whirlwind Sprint".
      You can skip the cage part if you want, since the regard is nothing admirable, it's just a vanilla crossbow with a "kind of cool" visual fx enchantment.

      The courtyard has only 2 levers, one is on the big bridge (in its center / middle) that sets accessible the second that is on the center of the courtyard, and that's it, there is nothing else going on in there...


      "but it could use more of a story line/exposition, it's a bit detached."
      As i said in the beginning "this is a simple amateur mod" and i didn't want to ruin the story / waste the story i have in this simple mod, the 3 journals / quest serves just as an introduction to what will happen after ACT I.

      If you play ACT II you will see that there is absolutely NO COMPARISON between them, while ACT I is simple and does not do / add anything new to the game, ACT II is a DLC size mod that exceeds even what the game engine and papyrus code can do !!, ACT II even introduces new mechanics to the game !.

      If you plan on playing ACT II, then you'll be in for a big surprise...

      Have a nice gameplay.
    2. marymuir7
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      thx; I know the bridge doesn't fully connect, but with only one side out whirlwind sprint doesn't get me all the way across. Guess I'll head back to the court yard to find another lever, thought I had done all there but still one door locked.

      Update - when I restarted the game today, the bridge was back and I could whirlwind sprint across and do the last two triggers on the ramparts! Got the crossbow, it's great, very high damage and I love the paralyze enchantment, so thx very much, that's my new favorite ranged weapon.
    3. marymuir7
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      update - finished act 1, went and did beyond bruma and I am now playing act 2 (which you've taken down to do some fixes) but I'm stuck in the ruins (the ones near castle dawnguard). There's a metal wall at the end of the ruins, and I've watched a playthru and the playthru didn't have any metal wall but went straight to a door? I think I've hit every trigger so far, not sure why I'm hitting this dead end. any way to get some help?
    4. maxarturo
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      Hey mate.
      If you don't mind, i would recommend that you stop playing ACT II and wait 24 to 48 hours top, to download the final version of the mod.

      Except for the minor fixes, the mod has safer a huge "Lifting" + scripts optimization + improvements + tweaks + more visual details + a number of add-on 'fail safes' to ensure stability + a number of in-game add-ons, new type of 'dwarven ambushes', new advanced "Dwarven X Equipments", a new deployable escort "Dwarven X Droid" (foe's and player's), main bosses have been reworked and they have all now add-on specialize abilities, and many more, too many to list them all even on the mod's page "Changelog".
      And unfortunately 80% of all the add-ons you won't be able to experience / see them if you update the mod after you have finish the mod's quests or while in the middle of the mod.

      You have only cover right now not more than 20% of the mod, and updating to version 1.2 while you are playing without having finished all quests will result on having your PC exploding ! or goblins will start crawling out from your display !!...

      If it's not too much trouble, can you upload a screenshot of the wall you are talking about and send me a message before i start uploading the mod, just in case what you have mentioned it's something it might have escape my attention.

      Thank you very much.
    5. marymuir7
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      uploaded screenshot of the map showing the dead end at east end (right) end of map. sorry kept getting error message for the screenshot of the wall.
    6. maxarturo
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      In the room in which you 'Destroyed' the wall that leads you to the cave room with the 'Spiders', there is a 'lever', it's right in front of the door that you enter that room, it's very hard to miss it.
    7. marymuir7
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      okay, I took your recommendation and stopped playing Act 2. Deactivated it and installed the updated version in its place, and I just started playing it again. I went back in my saves to where I found the entrance in Forgotten Vale, the one you whirlwind shout to reach. I'm now in the ruins cavern, where the barrier is. Nobody has showed up to fight me, isn't that how I get the citrine paragon? I'm stuck with nothing to interact with (was expecting old frost atronach?) and can't find the citrine paragon, and can't check the mod page for clues because you took it down again. Will it break the game to use additem to get the paragon?
    8. maxarturo
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      Hi marymuir7.

      You don't need to use 'whirlwind' in forgotten vale to enter "Forgotten Vale Canyon", you just cast a destruction spell to the 'magic tablet' that's just above the door, it need like 15 shots, i guess you missed the message when you cast at it the first time.

      Spoiler:  
      Show

      The "Citrine Paragon" is in a container at the 'Falmers Chief Tent'.


      The mod's page is down because i'm doing its final update from v1.3 to v1.4.
      V1.4 will contain some extra goodies... that didn't exist in v1.2 and v1.3, it should be done in a week from now, if you can wait to see its final version, you will be amazed !.

      Have a nice weekend.
    9. marymuir7
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      thx! thought I went through all the chests in all the falmer tents, but will go back and search again.
  10. Gargolon
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    Ok, I really like the mod, but I found bosses with 16.000 Hp... Seriously..?? It's Like all HP of all life in Skyrim combined.
    1. maxarturo
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      Yeah... this was just an exercise for me, a simple amateur mod to help me remember everything regarding modding, i was absent for a few years.

      ACT I can not be compared in any way with ACT II, the second mod has stepped into 'Advanced Modding' status.

      PS: There are a lot of mods out there and in Nexus that have bosses with way much more health compare with mine, like 50000 or 100000...etc, that's insane !.

      Thank you very much for your feedback.
    2. Gargolon
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      Thanks for your fast reply, the thing is that I have a very very challenging combat set up,(lots of tears few exp) and my PC is lvl 40 with 280 HP, facing that amount of life is beyond monstruos, repeling any chance of advancing the quest... but nothing is imposible having a our friend Tes5edit at hand.. hahaha!!!
      I am now searching for those fakers to give them a resonable amount of life.
      I can pass you my edits once I finished them if you like.
      Again thanks for the answer and thanks for share.

    3. maxarturo
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      Thanks for the offer, but i will have to pass on that.
      The reasons are, because if i do accept it then i will have to also do the other languages, and this takes me to the second reason, i really need a long break from modding, ACT II literally sucked all the energy out of me...

      PS: If you intend on playing ACT II i would advise to not edit anything, things like 'Bosses Health' are directly attached and handle by scene's "Master Controller Scripts", and the script will respond to the actor's health, so changing its stats will have a direct "Side Effect" on the scenes attached to that actor, as a result... breaking the mod.

      But don't worry !, i provide all the necessary tools / equipments / blessings / level up / power up / functions... etc, so that even a low lvl player can face the mod's 'Ultimate Boss'.
      You might just need some patience before facing her...

      Have a nice week.
    4. Gargolon
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      Yeap, I just figured out that my offer sucks (as well as my modding abilities) .. and find out just now that the total health offset is managed by scripts, so.. I am fucked.
      I will just shut up and play the mod as was mented.
      Thanks man for your time.
      Enjoy life, go outside. (I totally understand you, After 4 hours in the CK I need some air too)
    5. maxarturo
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      "and find out just now that the total health offset is managed by scripts, so.."

      Basically in the mod's case i was talking about it's more of 'Monitoring Health' to trigger battle scene sequences.
    6. PatrickTheDM
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      I'm just now reading through these posts and may I suggest using a % of health in your script checks so adjusting could be done? Just a thought. I know it may not work depending on how the script is set up too. I just love percentages over whole numbers due to the versatility.
    7. maxarturo
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      Hi Asaforg.

      All my script in ACT II checks the percentage of the actor's health, although... i had to remove the "Monitoring Player's Health" from battle scenes, because the majority of players use TGM anyway and this can result into some "Never Ending Battles".

      Still, using TGM can lead into other issues in some parts of the mod.

      I still don't think that editing the "Ultimate Bosses" health is safe to do so, since the "Master Controller Script" of that scene / cell has some "Timer" functions, and if you lower the 'Bosses' health + you are overpower, can lead into the issue that the actor will send the corresponding scene event to the "Master Controller", while the "Master Controller" is on a "Timer".

      I'm talking here about 'milliseconds', but if you trigger this actor's function and it's synchronized with the "Timer", it can mostly happens if you are overpowered and 1 blow can trigger more than 1 actor's function simultaneously, this can certainly lead to an issue.

      It's 1 out of 100, but it can happen.

      * I haven't tested this scene's circumstance, i'm just using logic since i know what's exactly going on on that part of the quest scene / cell / actors.

      * If by any chance you do edit the 'Bosses Health', please report back your results on the 'Main Boss Battle', i would appreciate a lot !.

      I'm currently updating ACT II to completely eliminate a weird game engine bug / glitch with the "Dwarven X Seker Droids" (a very rare to happen bug / glitch, but it does happen, 1 out of 1000), and since i'm doing so, i'm adding some extra goodies too...

      Thank you very much for your interest and suggestion !.
  11. Damirjan
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    I'm starting the quest “The Break of Dawn“ (Retrieve Dawnbreaker). If i kill Butcher's Helper
    1. maxarturo
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      If you haven't already start and finish the Dawnbreaker quest, the quest will fire whenever you kill an actor that is in the 'formlist' of the quest, this can happen at any time and with any mod.
      Its a vanilla issue, and i can not fix every single bethesda f*** up !.