Skyrim Special Edition
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daken72127 sasnikol

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daken72127

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30 comments

  1. gb75
    gb75
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    Can you give permission for an xbox porting?
    1. daken72127
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      I apologize, my permissions are not correct for this mod, as it should mirror the originals. You are free to port it to Xbox :) I will update my permissions to reflect this.
    2. gb75
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      Thanks.  Sorry to ask your forsworn revival mod is no more on xbox?
    3. Snipey360
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      Thanks Daken!
    4. daken72127
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      you can port that too, just give proper credits!
  2. Androider13
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    This expansion is great. Just a suggestion Adamantium & Mithril from Beyond Series Wares and Bruma. Adamantium was used to create Chrysamere & Lords Mail and by Aedra to create the white tower so 25% Potection, damage construct(d&d) *Restoration. 20% Health, FireResist, *Magika, makes sense to me maybe 15% speech alteration 10% *Electric & Ice resist.
    1. daken72127
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      Interesting, I was recently looking at the Beyond Series. When I circle back to this project, ill definitely look into a small addon for these, as I planned on adding them to my LO soon.

      Isnt Mithril the same thing as Quicksilver? how would you suggest i separate the two? CCOR has an option to rename quicksilver into MIthril
    2. Androider13
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      Yea quicksilver and mithril could definitely just be the same thing with a different name explainable by different region and era, mithril is pretty close to Nordic in strength except its light. Mithril is usually used pure but might be able to be made into alloys. Quicksilver has a pure version in eso but that game also has completely new ores. I'd say more variety the better. In the older games it was considered innately magical, considering ES lore  and I think it makes sense that magic that compliments a materials innate properties would be boosted, so I think 25% Restoration and Stamina, 20% damage resist, 15% Illusion and Alteration, are solid choices. Im gonna edit my comments to add some more if I think of any but do whatever you want.
    3. daken72127
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      Ill take a deeper look. When I did this, I based it off ES lore first, albeit roughly, then filled in the gaps with DND and LOTR lore. But it was all meant to increase innate properties like you said. When I circle back, ill do the same. If you or anyone else has any more suggestions for mods that add new materials and gems, Ill take a look at patching it as long as its not a million items.
  3. LedzQQ
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    For some reason I get no buffs on gems, nor on daedric weapons. On ebony type weapons I see buffs for fire damage for example. I have 100 enchanting. Is this caused by a hard cap to enchantments in Thaumaturgy?
    1. LedzQQ
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      Nvm I fixed this by removing original mystical materials patches
    2. daken72127
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      yea the patches are incompatible. Glad you sorted it out!
  4. Nyckcb
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    Are waccf and ccor absolute hard requirements? If so, is there a possibility we could get a gem only version of this?
    1. daken72127
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      Non CCOR/WACCF version is now available!
    2. Nyckcb
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      Bless you author and all your work. It's much appreciated.
  5. popllllop
    popllllop
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    if we have saints and seducers should we only click the three other creations and not s and s in the original fomod for mystical materials.
    1. daken72127
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      My patch is for Saints and Seducers only. i don't have to other creations so i cant patch them. If you do, id get the other patches separately, and use either my Saints and Seducers patch or theirs.
  6. mrlteus
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    Thank you for this.
    Could you provide a version without CCOR?
    1. daken72127
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      I originally planned too, and i still might. balancing it out without CCOR didnt seem to make as much sense too me. But its not out of the realm of possibility.
    2. Rzelek
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      +2
    3. mrlteus
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      Thank you, that would be awesome
    4. popllllop
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      would really like a non ccor version
    5. AliDocious
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      I'd absolutely download if there ends up being a version without CCOR :') This mod looks great!
    6. daken72127
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      I should have a version that doesnt require CCOR out in a day or so
    7. TactlessNinja
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      Don't suppose this will include a non-waccf version too? Like ccor I dropped waccf because it wasn't worth the hassle with all the patches and compatibility, can't be the only one. 
    8. daken72127
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      most of the patches for waccf and ccor are mergable, and easy to make.  I dont mind them at all when a mod works as smoothly as those
    9. TactlessNinja
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      Problem I found was even if you could merge the patches, was just also esp limit (and easily means you hit a mator/synthesis file/master limit). Also meant you 'had' to seek out mod patches and was just a mess for ultimately was meant to supposedly make the game better. Great overload, too mandatory and also had general conflicts with some other stuff/seemed to have unnecessary edits (imo) so I was glad I dropped it. 

      Otherwise I'll see if I can somehow create my own no waccf version but not sure how, at least master wise too. 
    10. daken72127
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      I still plan to make a version without WACCF and CCOR.

      Idk, I don't seem to have any of the issues you describe. I run 1600+ mods and have been for years. xEdit is a godsend. I put a lot of work into my load order to make it the best i think it can be. Over everything i have to do to keep that much running without issues, conflict resolution and patch merging for mods like CCOR is definitely the easiest part. I think mods like this are worth three minutes of leg work. that's no exaggeration either. Most CCOR patches don't need conflict resolution. They mostly edit recipe records. and if a mod is altering those files already, why would someone use another mod doing the same thing? zEdit will merge 80+ plugins in under a minute. I have an NPC overhaul merge that contains almost 100 esps. Took me an hour to conflict resolve, and the merge took less than two minutes. modding isn't plug and play. It takes work. Get them hands dirty. If a modder really wants the best out of this game, then learning a little xEdit work is almost a necessity. And with that mindset, CCOR is totally worth it, and no other mod does what it does. That's why its still popular. I'd wager more people add it to their load order verses people dropping it. There are plenty of garbage patches out there, with wild edits. That's gonna be a problem, but there are plenty of solid patch collections out there too, that don't need much editing, and merge just fine. Most patches are all esp-fe, so the merge itself can also be easily flagged esp-fe without compressing form IDs. So it doesn't count against your plugin limit. I also run Synthesis on my entire mod list (1400 plugins) just fine. and the only way im able to do that, is through merging with zEdit, which is mator's newest merge tool. Wyre Bash also works on my entire load order. sure i cant do a merge patch with xEdit on my entire load order, but I can merge patch selected mods that need it just fine. To each their own tho i suppose. Seems hella worth it to me.
    11. TactlessNinja
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      I get what you're saying and valid points but in short and ultimately, probably changes stuff people hardly notice and still 'needs' patches upon patches therefore bloating your order up (and merging them then means constant remerging for additions). Just isn't worth it or for me. People may be installing it but I suspect there's a fair few uninstalling/avoiding it and likely a few who actually keep it for needless Fomo.

      Appreciate the non versions though! 
    12. daken72127
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      Non CCOR/WACCF version is now available!