Skyrim Special Edition

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Edmond Noir

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  1. EdmondNoir
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    ****IMPORTANT****
    Version 8.1 is live: This is a small update which resolves a minor bug which would cause the player to CTD if they attempted to absorb a dragon soul while on horseback. Now the player will be force dismounted by the script, and as a result will no longer CTD. Nothing else was changed.

    It is safe to update at any time mid game or whatever its just a new check - I would recommend that you update outside of dragon combat of course.

    The non-scripted version requires you to read Meditations of the Dovahkiin which can be purchased at the riverwood trader. Once read the player will be given a spell that can be manually triggered while absorbing a dragon soul. If you do not read the book or activate the spell the animations do not trigger only audio will trigger during dragon soul absorption.

    I have successfully ported this mod to Skyrim LE available here
  2. th3toadd
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    I need some help please, I used the scripted version and over time the animation stopped playing, I only get music.

    I did a clean save and used a script cleaner to try to and get the script to re-add itself to my character but this didn't work.
    When I create a new game it works fine on a new character, so I think the script was removed somehow from my main character, how can I re apply it?

    Also it's not an animation issue, I use FNIS and PCEA2. At first I thought it was a bug with FNIS but on a new save it works fine
    1. EdmondNoir
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      you can manully try to add the spell via typing in player.addspell xxxx 1 were xxx is the spell number of my spell which you can look up in x edit. Also try to use a master spell and see if the animation plays. Also keep in mind that this mod is a vanilla animation replacer only if you select my animations and basically in either case if you use my animation or not does not impact or affect FINIS since the animations are not new they are vanila. if the spell truely is no longer on your character like i said just manually add it you can also verify if the spell has been added using council commands though youd have to look them up i cant recall those off the top of my head.
    2. th3toadd
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      I caught the vampire disease and after I became a vampire this mod started working again, lol.
    3. EdmondNoir
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      ahhhhh well then... maybe something removed my spell that i added to you and the vampire script re-triggered all start of game added spells? I do not know how that would have happened or corrected but im happy you found a fix.
    4. th3toadd
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      Actually I did use player.dispelallspells or whatever the command was because I had a bugged out buff, does that command remove the script?
    5. EdmondNoir
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      well so to be clear you cant remove the script unless you remove the script via manually going into the esp(s) using the script and deleting all reference to the script and then deleting the psc script file in the scripts folder in your skyrim directory - so long story short you didnt delete the script no worries :P

      BUT - my script is centered around triggering when a hidden spell which i automatically added to the player once the mod is installed activates. and that spell activates when you are hit by a dragon or hit a dragon. So if you for example remove the spell that i added to you - my script will no longer fire. All thats required however is you just have to manually add the spell back to yourself and then bam. my script will fire up again business as usual (ONCE you hit a dragon or get hit by one- untill then its dormant so it doesnt eat up recources. )
    6. eldiabs
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      In case anyone else has this issue, here is the spell code. It's called Inner Power. xx000d61
  3. EdmondNoir
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    **Special Note** Please be wary of any Youtube videos from the Youtuber "Dirty Weasel" I have no idea why but he edits mod review videos to purposely make mods look bad or like they dont function at all. I would avoid his channel and any content about my mods on his channel. Instead try to give the mod a try for yourself to see if you like it. :)
  4. HyperboreanFlame
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    Is this mod definitely stopped or are there any other updates planned such as the addition of new postures or animations ?
    I was thinking for example of the “Praise the sky” emote with a scream.
    1. EdmondNoir
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      Well animations are all vanilla animations that are repurposed/spliced to that end I am limited to use vanilla animations as part of the scope of this project to ensure compatibility for more or less all time across any version of this game that might be created. So a fully new custom animation would be out of scope. As for updates if I were to do a update it would maybe be to offer a new male scream but I do have a pretty excellent optional file that offers a great male scream alternative right now. If I did update I would put that into the main file FOMOD and then try to offer another variation.

      But all that said the project offers a ton of options and works on any version from LE to SE to AE due to how its built and will work on any future version for all time, and is completely bug free and highly compatible. it is more or less in a completed state outside of my potential desire to make another (hopefully better) male scream. Also I do have open permissions to build out functionality or options for this mod as long as it requires this mod to work and you can earn 100% of the DP and live your best life.
  5. Jake2105
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    Optional extra idea I may look into making myself when the fabled "mod list is complete" time arrives: instead of cancelling the animation when taking damage, have it so you're invulnerable while it plays, potentially also getting a full heal from the excess power absorbed.
    1. EdmondNoir
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      it looks hacky - like just silly - I actually had that when the mod first launched. You basically are dancing around while a wolf just stand and attacks and attacks and attacks. It looks like a glitch more than anything else. The script line for it i think is just commented out however so you might be able to resurrect it!

      Like the community feedback was that it looks just silly and I felt the same BUT if you don't think that and you* think it looks cool then I strongly say mod the game the way you want it! rock on! who cares what I and others think :)

      if you want to play test how it will look you can do this quick - install the non-scripted version of this mod and use commands to summon a dragon and kill it. then use the command tgm to turn on god mod and then spawn a bandit or wolf on you and go up to the dragon and manually activate the animation sequence (see description page or first sticky on how to get the animation) while you get hit. see if its worth the effort! if it is you should do it!
    2. Jake2105
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      Ha, I love your enthusiasm!

      I'm not entirely surprised to hear that it used to involve god mode. The first alternative that comes to mind which I think is what I'll try, is to not use god mode but instead have your health/magica/stamina regain around 10-20% per second and everything that enters melee range is hot with fear for a slfew seconds to they keep their distance while the animation plays. Fits the full heal idea, plus no one wanting to get close to you fits with the narrative of "HOLY s#*! THEY JUST DEVOURED A DRAGONS SOUL", while still letting anything with a ranged attack try to take pot shots at you, which should hopefully not kill you due to the health regeneration.

      It's something I can play around with anyway.
    3. EdmondNoir
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      ensure that the fear spell cast does not affect frindly NPCs... there are quest trigger sequences that play and have to play after killing a dragon they talk to you. if you force them to run from you that could hang or break the quest sequence (including *main Quest sequences) so you have to build things out with a custom fear spell with faction checks so you dont break important quests. Also regening health may not be good enough if a giant 1 hit kills you, and then you have a script mid trigger loading into a new game which can cause cross save contamination and bug a save (may need a exit check? im not sure if this issue can be avoided doing it this way tho). So also have to set the health to like a million or whatever so giants or something cant 1 hit kill you. Also keep in mind if the script did get hung doing it this way might result in you being stuck with a million health - im not sure of a work around on that is tho... hmmm but yea best of luck just some things to keep in mind doing it that way!
  6. deleted195971177
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    I love this mod, it's a lot of fun. Unfortunately for some reason the levitation animation stopped working, but it's still cool all the light effects and scream.
    1. EdmondNoir
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      you overwrote the animation - or - you removed all spell effects on you at some point which the sticky above addresses.
    2. deleted195971177
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      Thanks for the quick reply. I tried adding the spell through console command, received the message that it was added, but it's still not working. Not sure if there's anything else I can do, I'm quite new to all this mod thing...
    3. EdmondNoir
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      then you overwrote the animation or you installed the manual version instead of the scripted version. You can try to uninstall the mod and re-installing it again and overwrite all when prompted.
  7. masterbbc
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    Could you provide the original“” npc_dragon_deathsequence_wind “”file?
    1. EdmondNoir
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      You can pull the vanilla file from the Bethesda BSA using B.A.E in a few seconds - same path i use.
  8. masterbbc
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    When I select no build music no shoot and script free fire exploration and floating animation, it will prompt for missing ESP files
    1. EdmondNoir
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      Im sorry I dont understand what ESP is missing? I use the script free fire explosion myself and im not sure what you mean.
  9. rizzy88
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    amazing mod, no issues over here, endorsed. thank you.
    1. EdmondNoir
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      well shucks! glad you like it and kuddos for stopping by for no other reason other then to share some positivity. :)
  10. EZ337
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    Is it's not too much of a hassle, could you have it pull its animation from a different animation file? I imagine the animation is triggered by calling a castSpell function on the player so that they play the ritual spell but maybe you could have it pull from a different anim file and then call a PlayAnimation() or PlayAnimationAndWait()? The source wasn't included so I couldn't take a peek for myself 

    (How did you make banner links for your other mods if you don't mind me asking?)
    1. EdmondNoir
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      You would have to be dependent on FINIS or Nemasis then to do that and it takes a lot of extra work vs a straight replacer. Using vanilla animation set files allows this mod to work seamlessly with the vanilla game and allows you to change the animations yourself using any of your favorite spell animation replacers. Thats the power of the method I used so it would be a degraded user experience and a lot of work to provide a version dependent on other mods and work (and we have to assume the mod author wont put up a take down notice or delete it or something) and the result would be no different from what I have currently since I would just be using vanilla animations.

      I think you likely understand a little about modding so the piece you are missing is the the animation source file. Bethesda has a single file that includes all animations in the game like a master animation file. Anything not on the file does not get played and you default T pose without the animation being read. But more importantly because i bet your like well if you just use vanilla animations anyway its on that file right? the answer would be no. The animations are associated to a animation database table record tied to the race etc and that is what makes it to the file. Mods like FINIS and Nemasis rebuild that file to include mods that add new animations and by new I mean animations that are not already built out and used by the vanilla game. If you want to make a new animation event meaning its not associated to any existing animation event (like what your asking) and use a vanilla animation you still need to make a fully new animation file. I hope that clears things up!  :)

      The script can be decompiled easily using tools but yea we are just more or less casting the vanilla ritual spell thats all. If you run up to a dragon and just cast the vanilla ritual spell it would be exactly the same thing as what this mod does just for you (this by the way is what the non scripted version is with a custom ritual spell that doesn't hurt ally's). This again is why its so robust because its effectively vanilla and just uses some unique triggers to make a vanilla event happen. To make a image on a mod page embed the image and then click on it and embed a link in the image thats all nothing fancy.
    2. EZ337
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      I completely forgot custom animations don’t come easy. I have no problem with your implementation I only brought it up because I like my ritual animation but I’d prefer the floating animation just for the absorption as it was more fitting. But yeah I understand. Thanks for the detailed reply
    3. EdmondNoir
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      well keep in mind - there are 3 different ritual animations. You can for example have the destruction spell animation set to vanilla, and then set the illusion ritual spell aniamtion to my floating animation and then use xedit to swap the animation file for the illusion spell ritual spell animation. you can have your cake and eat it too - just swap the animation you want for the other! Ill PM you just to make sure you see this and I can help you set this up very very very easily - you can very easily swap aniamtions for a animation you may never use or care about.
  11. SmartMaya
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    Using scripted version of the mod. This is the first time it's ever happened but when I beat down the dragon you first fight and get introduced to and do the animation to pose I got stuck while looting (using quick loot RE) and teleported back to whiterun for some reason? I mean I didn't just teleport to whiterun I'm actually indoors Dragonsreach.
    The main quest seems to be progressing just fine no problems here. Any ideas why I'm teleporting like this? I had just loaded up this save too, straight booted from my pc. I've looted the dragon multiple times before this no problems, when this happened I saw my character do the vanilla animation option in the fomod before I got forced into the loading screen.
    1. EdmondNoir
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      If I had to guess it sounds like a problem with quick loot. This mod at its core is very simple. If you are near a dead dragon that you successfully have hit at least 1 time then this mod will just attempt to cast the ritual spell animation.

      To put it differently by the way If you didnt have this mod installed and ran up to a dragon you killed and just casted firestorm (like just the vanilla game no mods installed casting the vanilla spell) then that would be the exact same thing this mod is doing. That said casting a spell doesnt teleport you. I dont know why it happened to you and assuming it must be something odd with something else or a interaction  of things but again this mod is no different then running up to a dragon and casting a vanilla spell - in fact thats what the non-scripted version of the mod is - I created a custom "Firestorm spell" that costs no mana and then you cast the spell manually after you kill a dragon but honestly you can do it whenever.
  12. LadyHonor
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    Love the mod and have used it for years, but since recently updating to the latest flavor of AE (1.6.640), when playing the Dragonborn questline, the soul absorption scene starts, screen does it's effect changy thingie, Miraak appears, steals the soul, then stays and the screen never returns to normal.  i'm using the scripted version.  Any suggestions how to fix this?
    1. EdmondNoir
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      I am unsure - I have not had anyone have a issue with any version of Skyrim to include AE. This mod at its core is simple and due to its design will always work. What it does is give the player a hidden spell that is cast on a dragon only when the player hits the dragon. The spell then waits to see if the dragon is dead and once dead AND only once you are close to the dragon and it starts decomposing does the spell trigger the vanilla ritual spell animation event. Also there is a exception for Miraak where if he is the one absorbing the soul then it wont fire or if you are attacked and hit then it will cancel.

      All that said since this is a spell cast on a dragon and just looks for the dragon to die and as long as the vanilla game has dragons or adds dragons it will always work. One thing however that of course can impact things is script load. If your script load is too high it can hang any script even mine. The only thing I could suggest would be either lighten your script load or use the manual version of this mod. Version of skyrim does not impact this mod since no matter the version you are always just dealing with a dragon.
  13. clownpiece15
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    Heads up that the scripted version of this mod fucks up the flashback during Alduin's Bane. Gormlaith arrives but does not attack the dragon, leaving you stuck because no one dies and it ends up being a heroic staring contest. I suspect it softlocks because your character really wants to do the animation, but you can't since you're in first-person and looking into the past. 

    I do have a heavily-scripted load order, but posting this here just in case because this could be a recurring problem 
    1. EdmondNoir
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      No one has had this problem to date except you at this time. It very likely could be your heavy scripted load order. For the interim you could try the Non-scripted version of the mod to lighten the load.
    2. Syeeb
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      Yea, I finished the main story with this mod with no issues
    3. EdmondNoir
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      Kuddos for helping out and thanks Syeeb for confirming there is no issue.
    4. deva1979
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      i have used this mod multiple times, in multiple playthroughs and with multiple accounts.... NEVER HAD AN ISSUE WITH IT.
    5. Luinne
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      Sorry Clown, this is an issue with YOUR mod list, not this mod. I'm running a list with 1198 mods installed which account for over 1393 plugins. I've zero issues with this mod. This mod is always and forever in every new build i've done since 2021. When i have issues, it's due to MY mistakes in load order, not the mod itself.