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Jonathan11197

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Jonathan11197

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  1. Jonathan11197
    Jonathan11197
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    1.7.3 is out. See the change log for more info.

    Done updating for now
  2. BlackWolfy
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    important question, did i break something while tweaking this mod? or is there no first person cuirass textures like on the sleeves? i didn't touch the textures but i have floating hands syndrome.
    1. Jonathan11197
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      I'll have to take a look. The cuirass mesh is a direct copy of the shrouded armor (though I used the male mesh from USSEP). I feel like floating hands is a bug that would have stuck out, but honestly I wouldn't be surprised if it just went unnoticed during testing.

      Out of curiosity, what tweaks did you do? This was the first real mod that I made so its not exactly a masterstroke in terms of design.

      Edit: Guess who forgot to include the 1st person female torso model when making my armor? I'll fix it when I can.

      I will note that the craft-able modified and perfected versions of the shrouded armor use the default DB armor meshes and do not have this issue.
    2. Jonathan11197
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      Pretty easy fix. Uploaded 1.7.3.

      Thanks for pointing it out.
    3. Jonathan11197
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      Reuploaded. BSA has been optimized for a much smaller size. Damn creation kit.
  3. Snottytoe69
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    really great idea and all, but im having trouble deciding wheter I want to get this mod due to the fact that the description seems to be unfinished. This would be a definite download if I knew what the poison immunity enchantment did, but it does not tell me, which leads me to believe this is a possible virus.
    1. Jonathan11197
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      You had me in the first half, very funny.
  4. SzassTamofThay
    SzassTamofThay
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    This mod would be so much better if it had the Sithis armor instead of the same old dark brotherhood armor.
    1. Jonathan11197
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      Looked it up. Armor is cool looking but it's not my style for what I had in mind. (That and I didn't want to have to ask permission from another mod author).
  5. elr0y7
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    It is a pretty nice door tho.
  6. WickedClover
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    It was a fun little side quest with actually quite a lot of detail considering the size of the quest. I loved reading the notes and such and the assassin's journal was my favorite because of how long it was...it's always annoyed me that someone's journal was 2-3 pages long, so I really appreciate the amount of detail you put into that alone. The armor is epic..lol I have a bathing mod downloaded and at the time I was filthy so all you could see was the dirt floating around it was hilarious. Ok ok the vault door was seriously cool! Very visually appeasing and secure! Thanks for this mod ^.^
    1. Jonathan11197
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      Appreciate the feedback! Glad you liked it, its nice to hear that at least one person actually read my journals and notes.
  7. rubioblanco
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    Hi. I always use SSEEdit to check for errors when I add mods. This is what popped up for Argyn's Masterwork

    [00:00] Checking for Errors in [46] Argyn's Masterwork.esp
    [00:00] BSAShallowGrave "Shallow Grave" [FURN:4601BAB5]
    [00:00] FURN \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [020304E1] < Error: Could not be resolved >
    [00:00] [REFR:4602BE8B] (places SarcophagusDeadBolt01 [ACTI:000A3446] in GRUP Cell Persistent Children of ArgynsVault "Collapsed Glacier" [CELL:46024744])
    [00:00] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0202CEBA] < Error: Could not be resolved >
    [00:00] BSArmorPerks [QUST:46666937]
    [00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [02666935] < Error: Could not be resolved >
    [00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0203152D] < Error: Could not be resolved >
    [00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [02031A98] < Error: Could not be resolved >
    [00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [02031FFF] < Error: Could not be resolved >
    [00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [02666939] < Error: Could not be resolved >
    [00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [02666934] < Error: Could not be resolved >
    [00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0203152F] < Error: Could not be resolved >
    [00:00] QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [02031A9A] < Error: Could not be resolved >
    [00:00] All Done!

    Are any of these of consequence?
    Is the BSAShallowGrave reference supposed to point to the Global BSAGraveCount [xx01BAB9]?
    Should the myKey01 script be associated with ArgynsVaultKey [xx02CEB9]?
    Is the BSAmorPerks Quest unused?

    Thank you very much in advance for any help. [I'm one of those weenies that freaks out whenever SSEEdit reports an error]
    1. Jonathan11197
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      Firstly, I believe you have an old version, I've changed a lot between versions 1.5 and 1.6, there shouldn't be any mention of "BSA" anything as that was part of the mod that I stole assets from.

      Secondly, doing an error check in SSEEdit with my latest version listed only one error:

      [REFR:0202BE8B] (places SarcophagusDeadBolt01 [ACTI:000A3446] in GRUP Cell Persistent Children of ArgynsVault "Collapsed Glacier" [CELL:02024744])
      [00:00] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0202CEBA] < Error: Could not be resolved >

      When I tested it in-game, everything worked as it should have so you should be fine.

      I'm going to repackage it and reupload the file, will be labeled 1.6b (maybe I uploaded the wrong files), let me know if your problem persists

      Install this mod manually, or do a complete removal using NMM before installing 1.6b. If all else fails try using this new file on a brand new character.
    2. rubioblanco
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      Yep. It looks like I had an old version. It seems NMM did not overwrite an altered esp (I think I cleaned the 1.5 version) or remove it properly when uninstalling the mod. So when I disabled and uninstalled the 1.5 version before installing the 1.6 version and then repeated the process for the 1.6b version, I still had the altered esp from the 1.5 version (NMM reported I had 1.6 installed). There wasn't even a popup asking if it was ok to overwrite. I'm sorry I ask about all the already killed errors.

      Regarding the remaining error: Should the unresolved reference point to ArgynsVaultKey [xx02ceb9]? Or should the VMAD section itself be removed?

      Thank you for your help.
    3. Jonathan11197
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      It's no problem I appreciate the feedback, as for the remaining error, I honestly have no idea, what to do about it. This mod is the product of my first attempt working with the CK and papyrus, if you'd believe it. So those kinds of errors fall outside of what I know about. Now I can tell you that the deadbolt object is only used in the script attached to the vault door which has an animation play when you interact with the door with 5 of the keys in your inventory. Considering that only 1 deadbolt is throwing an error (and that there's 4 in total) I suppose try removing the offending VMAD section and see what happens, I'd appreciate someone helping me troubleshoot as this kind of work falls outside of my wheelhouse, also I don't really have much free time to experiment with the CK anymore thanks to my college classes, so whatever you can find out about it would be an immense help.
    4. Jonathan11197
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      EDIT: Yeah just remove the VMAD section, sloppy construction on my part. Removed it myself using SSEEdit, tested it this afternoon everything works fine. Re-uploaded the main archive (is now v1.6c) as well as an update file for your convenience.
  8. Eferas
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    Can I do the quest if I killed the DB? Would it make sense for the story behind the quest?
    1. Jonathan11197
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      Yes you can, the note should still be on the table. As for the plot I left it purposely vague. The story from the player's perspective is that you are following up on an excavation that you discovered, so it would work either way.
    2. Eferas
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      Thank for the reply.