Cool mod! A few ideas: 1. A quest to collect and subsequently destroy Daedric artifacts, possibly related to the Vigilants 2. Battles with daedra after the destruction of each artifact 3. Different boss enemies for each of the Daedra, for example, lurker and seekers for Hermaeus, for Mehrunez - https://www.nexusmods.com/skyrimspecialedition/mods/102715, for Molag - https://www.nexusmods.com/skyrimspecialedition/mods/101849
Jayserpa made it possible to destroy the ebony blade with quest marker in their whispering door expansion mod. Edit: And it has been integrated here as well :)
As it does replace the sound files it would most likely mean I have to redo all the voices with the new files. Quite a lot of work. Maybe it is possible to rework my voice files the same way as in the mod. I will ask the mod author if that is possible.
The original Skeleton Key has its collision layer set to "SKYL_PROPS". This will cause it to not trigger the triggerboxes added by this mod and just fall through. I changed the layer to "SKYL_CLUTTER" so it does trigger them correctly.
I checked the mod you linked. Unfortunately, it still has the collision layer set to "SKYL_PROPS", which makes it incompatible. As such a patch is needed. I'll try to contact the author.
I had time to test it ingame, and confirm the theoretical solution is practically correct. Sorry for not trying it first myself before asking you. I just wanted to ensure that I was not missing something else that I may not be aware of.
Hi! I've been taking a break from Skyrim and coming back now. I'm tracking you as an author and just browsed what you were doing here for the past half a year. I want to tell you I am in awe of your dedication and creativity. God bless you
This is a super cool idea, my headcanon was that my character could "seal" these items away using the "daedric butler" given to us via the black books, basically just putting it in his inventory where he shoves off to his plane of oblivion. But of course, there's the lore issue of daedric princes potentially being able to invade other planes of oblivion, if that's even possible, so I suppose it's not 100% safe.
But this is a great option to that dilemma, cool stuff. Great idea.
Yeah, indeed. ^^ Originally it was just 1 big trigger, but armor pieces wouldn't trigger their explosions at the right spots. For some reason, when I used triggerref.placeatme(explosion), and triggerref is an armor, the explosion will be placed where the armor was dropped, not at the spot where the armor enters the triggerbox. As such, I used self.placeatme(explosion) and used many of them to cover the whole lava area. (self is the triggerbox)
yes i'm surprised theres not many places with lava in Skyrim. An underused asset. I've seen a few dungeon mods that add it though. Thanks for the mod! Thanks for adding NPC damage. A bit off topic but it also made me think the player can drown but NPCs can't drown in Skyrim though I don't know how that would even happen much in gameplay anyway unless you fuz roh dah knockout an NPC or throw a knocked out or tied NPC like in RDR2 or if someone made animations & some serious underwater overhaul. I found out after I tried to put a knocked out NPC in a river and he just stayed there it didn't kill him.
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A few ideas:
1. A quest to collect and subsequently destroy Daedric artifacts, possibly related to the Vigilants
2. Battles with daedra after the destruction of each artifact
3. Different boss enemies for each of the Daedra, for example, lurker and seekers for Hermaeus, for Mehrunez - https://www.nexusmods.com/skyrimspecialedition/mods/102715, for Molag - https://www.nexusmods.com/skyrimspecialedition/mods/101849
Edit: And it has been integrated here as well :)
It's a sound mod, so they would have to adjust the sound files to match their daedric voice rework.
You always surprise us with well implemented unique ideas!
Question is, why did you include a mesh for Skeleton Key? I have a replacer, I wonder if I can safely override yours with that one.
The original Skeleton Key has its collision layer set to "SKYL_PROPS". This will cause it to not trigger the triggerboxes added by this mod and just fall through. I changed the layer to "SKYL_CLUTTER" so it does trigger them correctly.
I checked the mod you linked. Unfortunately, it still has the collision layer set to "SKYL_PROPS", which makes it incompatible. As such a patch is needed. I'll try to contact the author.
Just in case you cannot contact with the author, can you confirm how to?
NifSkope > BSFadeNode > bhkCollisionObject > bhkRigidBody > Layer = SKYL_CLUTTER (from SKYL_PROPS)
Is this enough?
Cheers!
I'm tracking you as an author and just browsed what you were doing here for the past half a year.
I want to tell you I am in awe of your dedication and creativity.
God bless you
I'm glad you like my mods.
Thank you for your kind words. They mean a lot to me.
But this is a great option to that dilemma, cool stuff. Great idea.
Thanks again!
Drowning is hardcoded unfortunately, so we'd have to use a workaround for it work for NPCs.