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  1. johnskyrim
    johnskyrim
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    A brand new mod after some time away!

    As always, if something is broken let me know. If you like it, show the love! and definitely feel free to upload your own screenshots!

    Version 1.21
    - Fixed Ahzidal's Ring of Arcana so that it correctly sits on its pedestal in Kolbjorn Barrow

    Version 1.2
    - Fixed an issue with the Ring of the Moon
    - Fixed an issue with the secondary version of Fjola's Wedding Band
    - Added Muiri's Ring


    Version 1.1
    - Scrapped Base Object Swapper, it wasn't viable for swapping existing Rings / Quest Rewards


    Version 1.0
    - Release

    Patches Added: 
    - Artificer
    - Artifacts and Uniques
    - Awesome Artifacts
    - Canis Hysteria
    - Immersive Jewelry
    - Immersive Sounds Compendium
    - Left Hand Rings Modified
    - Legacy of the Dragonborn
    - Manbeast - A Werewolf Overhaul
    - Moonlight Tales
    - Morrowloot Misc No Fortify
    - Reliquary of Myth
    - Requiem
    - Scion
    - Unofficial Skyrim Special Edition Patch
    - Upgradable Bond of Matrimony
    - Bond of Matrimony (Wedding Band Enhancement)
    - Weapons Armor and Clutter Fixes

    Any problems with patches, let me know. I'm only patching what I can see in the plugins, I don't use any of these mods myself.

    Patches to do:
    -

    Standalone Version
  2. SpaceCatFlunkiii
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    It would be good to have a comparison picture between 1k,2k,4k. Is more than 1k even neccessary for those small rings? 
    1. nightscrawl
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      For anything, not just rings like this, my philosophy is: 
      - for standard gameplay, 1k is fine for the majority of small objects, which includes most clutter. It's all set decoration that you aren't going to notice most of the time unless the texture itself is just ugly, like most of the poorly upscaled vanilla SSE.
      - for higher end systems (4gb+ VRAM) and 27" and higher screens you can graduate to 2k if you like, but you will still not notice much of a difference in standard gameplay.
      - 4k for small objects is primarily for screenshot purposes. I'd actually suggest that 2k is fine for most of the game outside of very large objects (statues, mountains, trees, dragons), or ones for which you really want that extra level of crispy detail (body, chest armor). 

      But, I mean... if you're secretly a crow and want to examine these gorgeous models in the inventory, move them all around, look at the shiny, then at least 2k XD. 
    2. SpaceCatFlunkiii
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      Yes, i downloaded the 2k Versions. All my texture mods are 2k and i have 16GB Vram.
      I am just interested to see them side by side. 
  3. Meo244
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    Awesome mod love it the only issue with this is that it shows how ugly non-unique jewelry is from base game haha thanks again for all of your mods they're so good!  
    1. nightscrawl
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      A fantastic mod to help with that is Gemling Queen Jewelry SE. Been using it since the original LE version years ago. 
  4. DovahkiinA7X
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    I downloaded this mod a while ago and couldn’t remember why I stopped using it. I just installed it again and now I remember why I didn’t like it. It might sound silly, but the rings changed by the mod appear gigantic in the inventory compared to the other rings. Is there any chance of a patch that fixes their scale in the inventory? 
    1. johnskyrim
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      You stopped using the mod because the preview was too big in the inventory? I mean, if it's really that immersion breaking to you, I'll see what I can do.
    2. Yllnor13
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      for what its worth, I think it would go far to make this mod seem like it seamlessly fits into the game by replicating the size and angle of the other rings in the inventory menu.
    3. johnskyrim
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      I could do that, but then my models would look less flattering with the vanilla angles. They're changed to angles where the light in the inventory hits them better.
    4. Meriweather1812
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      FWIW, I like the larger inventory images.  It's easier to admire the detail on them the way they are right now.  Preferences are just preferences, and I love the mod no matter what the inventory image looks like...but I figured since you were given this feedback, I'd rep for the other team.  Cheers.
  5. DartRevangg
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    Dear, JS please make a patch for the mod, Jewelry Limiter I can't imagine Skyrim without your rings anymore.
    1. johnskyrim
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      I would but it's like 200 meshes that I'd have to make, unless it could be automated I can't sit through doing something so mindnumbing
    2. Refermaned
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      I was going to ask the same thing. Looking through the Jewelry Limiter tutorial, well, it's a lot of work.
  6. AlexaNotAmazon95
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    This might be a stupid question but does this cover Nordic jewelry and other content from cc / ae? - if not, are you familiar with any that would play nicely with your mod?
    1. johnskyrim
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      It doesn't, currently
  7. MiraiRex
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    patch for Hircine Artifact Rework
    1. johnskyrim
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      Please
  8. ShadowXG38
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    I'm not sure what's going on with the pathing, but the Ring of Hircine (Left) is still using the vanilla model. Putting the patch last in my LO does nothing to fix it. As a quick fix, I placed copies of the modded meshes in their original vanilla paths (meshes\armor\amuletsandrings) and renamed them (ringofhircineGO, ringofhircine_left).
    1. johnskyrim
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      It's always going to be a load order issue. If you put the loose files in your data folder, then it will override any mod.
    2. ShadowXG38
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      But as stated, the LHRM patch was loaded last on the list. According to xEdit, there are no conflicts in my LO that affect the Ring of Hircine. As I type this now, I have the LHRM patch loaded in the CK, ALONE. Without the loose files, DA05HircinesRing, DA05HircinesRing_Left, and DA05HircinesRingCursed all revert back to the vanilla model. I cannot figure out why, though. As for the loose files overwriting, isn't that the point of installing the mod in the first place? I chose these models and would like to see them working, but I'll keep digging for a possible solution. I appreciate you chiming in.
    3. ShadowXG38
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      I'm back with results. Your LHRM patch is working as intended, but you missed a step. When looking at the patch by itself in CK, you made the armor and its addons, but not the recipe to craft it at a forge. The recipe came courtesy of the LHRM mod itself, which is why the model isn't working. Your rings are in the game, yes, but with their own form IDs, creating duplicate items. So, without the use of console commands, these rings are unobtainable? Or am I missing something still?
    4. johnskyrim
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      I don't need to make recipes for the rings handled by LHRM, it's handled by that mod already. There are no duplicates.

      The only rings that are separate are Ring of Bloodlist, Ring of the Hunt, Ring of Instinct, Ring of the Moon, Ahzidal's Ring of Arcana and Ahzidal's Ring of Necromancy, which you are correct; there are no recipes for, well spotted. For whatever reason, LHRM doesn't include these rings.
    5. ShadowXG38
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      I FOUND IT!!! The problem was a conflict with Left Hand Rings Modified ESPFE SPIDfied - Thaumaturgy Patch at Skyrim Special Edition Nexus - Mods and Community and your Skypatcher Patch. I'm still unsure why, but when both the SPIDfied and Thaumaturgy patch ESPs from this mod were installed, your Skypatcher Patch would create duplicate entries for both left and right-hand rings. If I were to remove one of the two conflicting ESPs, only a single duplicate for the left or right ring would emerge and force the vanilla model. (Thaumaturgy forces left, SPIDfied forces right). Solution: Removing both the conflicting mod and the Skypatcher patch brings the new models to the vanilla rings and their left-handed counterparts. I'll keep digging into the Skypatcher patch (I'm still new to Skypatcher myself, tbh) as to why it's making duplicates, but at least your LHRM patch is in fact working as intended, and I apologize for assuming it wasn't. I'll take any further advice if you have any, and thanks again for my modder's rubber ducky. :)
    6. johnskyrim
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      Thanks for the write-up. I myself am new to SkyPatcher too, it's definitely not perfect and if it is indeed creating duplicates, then that's something that needs to be addressed in SkyPatcher for sure! It should only be replacing models, nothing more!
  9. APD1
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    If I am going to use skypatcher patch do I need other patches? Also is it safe to do it in mid save? 
    1. johnskyrim
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      In theory, no other patches should be needed, but I can't attest to if it is safe during play because the formID's change, you would need to test it by temporarily disabling the non-skypatcher version and any patches.
    2. Hyper7even
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      I've installed the skypatcher version of the utopia ring and removed all the other patches(waccf, ussep, zim patches), then i tested in the game
      by using additem menu to add all rings to my inventory. It seems all
      the rings have no problem, so is that means the skypatcher version works
      fine?
    3. johnskyrim
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      If that's a confirmation, then great!
  10. AWEyeforaneye
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    1. With JS Unique Utopia - Rings - SkyPatcher Patch we don't need USSEP, right?

    2. What about Sinding Prison Anims - JS Unique Utopia Rings Patch?
    1. calibre123
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      Yeah I would love a bit more clarification about it if possible.

      thanks😊
    2. johnskyrim
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      It's just a model replacer for those forms apparently, so no patches *should be required*. This is new to me too.
    3. DatRedGuy
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      Is it safe to use mid save?
    4. johnskyrim
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      Like I replied on another post, you'll have to test it and see. I didn't make the patch and my game version isn't compatible with SkyPatcher currently.
    5. DatRedGuy
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      Okay could you ask them to also make a skypatch file for Left Hand Rings Modified?
      To free up conflicts between the two and ROM
    6. DatRedGuy
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      Btw I've been trying to patch left hand rings myself
      The form ids for your patch and ROM's own patch are pretty outdated, and most of them aren't overwriting anything anymore 
    7. johnskyrim
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      If they are outdated, then it's because that mod changed their formID's. I can't possibly know about this unless someone tells me :)
    8. DatRedGuy
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      Sorry if I came off rude!
      Here's LHRM + ROM patch I made if you wanna take a look at it
    9. DatRedGuy
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      I was mistaken
  11. Vorthulishus
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    Hey, just a quick question. I'm using this mod with Zim's Immersive Artifacts, that changes the ability from the Namira's ring. Thing is that this mod just changes that, not the appearance. But when i got the Namira's ring, it still displays like the old textures, not the new ones. Did you know what is causing this and if there is a way to fix it? Btw, love your replacer mods!


    EDIT: Nvm, i just downloaded the patch from both Zim's Immersive Artifacts and Unofficial Skyrim Special Edition Patch - USSEP and it worked! Sorry for the inconvenience