Skyrim Special Edition

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  1. Caerulean
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    Hello! Thank you for checking out this mod and for your feedback!

    CHANGELOG:
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    - Version 1.5.2 -
    *Cleared the unused properties in corresponding Nightbringer's Necromancy magic effect to resolve the minor error detected by TES5Edit/SSEEdit. [SE]
    *Created a separate Marked For Death shout for Nightbringer as the vanilla Marked For Death shout has bugs (that need external fixes, and I prefer my mods to not have unnecessary dependencies), and this is more convenient for compatibility.
    *Created an Expert version of the Conjure Nightbringer Shade spell as an alternative to the Conjure Dremora Lord spell for Nightbringer. [Unimplemented]
    *Added relevant perks to the Corrupted Shade mage summon and added the Conjure Dremora Lord spell to its spell list. Removed Conjure Dremora Lord from the Nightbringer's spell list.
    *Added a 0.9% in-combat heal rate to the Nightbringer Shade's passive ability. Created a passive ability for the Corrupted Shade mage which gives it a 0.9% in-combat heal rate and added it to its spell list.
    *Added in-game names for the Nightbringer Shade, and the Corrupted Shade mage, mostly for playtesting convenience. Changed the in-game name of the Nightbringer Wraith from "Nightbringer's Wraith" to "Nightbringer Wraith" to abstain from seemingly awkward apostrophe usages (e.g. "Nightbringer's Wraith's Nightbringer", for when the Wraith summons the Nightbringer). [The naming now is as follows: Nightbringer, Nightbringer Shade, Nightbringer Wraith, Corrupted Shade, Corrupted Shade - Mage] [Tentative]
    *Changed the name of the Nightbringer Wraith's drain spell from the original "Dementor Drain" to "Life Siphon". (That was an unedited carryover from Mihail's Dementor mod, which I should have changed but I had not realized that the text can be visible to the player via the Active Effects List, unless I set the Hide in UI flag.)
    *Changed the Nightbringer Wraith's area-of-effect fear spell from a both-hands ritual spell to a normal either-hands spell and added a new armor magic effect to it, to get the the AI to start using the spell. Removed certain conditions from the magic effect to make it more useful in combat. Added an explosion to the fear magic effect and an area value to the effect in the spell. Changed the casting perk for the spell to AlterationAdept50 and gave said perk to the Wraith. [Balancing] [Tentative]
    *Rebalanced the Nightbringer Wraith's missile spell, to hopefully make it use the drain spell more or not over-rely on the missile spell. Changed the missile spell's release sound and added a projectile sound. [Tentative]
    *Created a new mage-style class that also levels Illusion for the Nightbringer Shade and Wraith. [Balancing]
    *Removed the MagicNoInvisibility keyword from the Nightbringer Wraith's race. Consolidated the Wraith's multiple passive abilities and removed them from its race and actor records. Changed the passive abilities spell's Menu Display Object to MAGINVBanish. [Tentative]
    *Added the Nightbringer faction (AuroranHostilesNightbringerFaction) as an ally to the faction, to prevent internal fighting.
    *Changed the Conjure Nightbringer release sound to NPCDragonPriest. [Minor] [Tentative]
    *Changed the name of Nightbringer's hooded robes to "Nightbringer's Veil". [Trivial]
    *Unset the Invulnerable flag on the Imperial Corrupted Shade which was not intended.

    - Version 1.5.1 -
    *Updated the Nightbringer Wraith assets to Mihail's latest Dementors update's assets and updated the download files.
    *Removed a condition from the Nightbringer Haunting package (that may have prevented the package from running). [Trivial; This change is trivial now because of the next change I made listed here.]
    *Fixed the issue of the Nightbringer spawns not working by adding a 'standalone' Nightbringer Haunting package for this mod. There is also now a short delay before a Haunting starts to maybe help prevent spawns happening directly after a fast travel or another similar event.
    *Revised the rewards system for Nightbringer to (hopefully) make it work more reliably; removed it from the Nightbringer Haunting package and created a separate despawn actor script for it instead and applied it to the Nightbringer, Nightbringer Shades, and Nightbringer's Corrupted Shades. Re-implemented the very rare reward. -- Rewards have been rebalanced and will now be added to the player directly once Nightbringer, Nightbringer Shade, or Nightbringer's Corrupted Shade is killed, instead of being spawned on the corpses of the enemies when the package ends. [The Haunting package didn't and cannot(?) have the necessary end state anyway to trigger its On End script.] [Tentative(?)]
    *Rebalanced the Nightbringer Wraith's drain and missile spells. [Tentative(?)]
    *Removed an unnecessary condition and two unnecessary flags from the Nightbringer Hunt package. Applied the package and the Sandbox Self package (for if the player escapes to a safe zone instead of fighting) to Nightbringer Shades and Nightbringer Wraiths.
    *Unset one of the explosion properties in one of the attached scripts in the Nightbringer FX magic effect. [Tentative(?)]
    *Removed the InvisibilityVampiric spell from Nightbringer and Nightbringer Shade. Added Invisibility spell and IllusionExpert75 perk to Nightbringer Shade and Nightbringer Wraith.
    *Unset the Respawn flag from the Nightbringer and the Nightbringer Wraith actors (as it isn't necessary. It was set for Nightbringer previously because of the old implementation and I just did not bother to unset it. It was set for the Wraith previously because the record(s) was copied from Mihail's Dementor mod.).

    - Version 1.5 [12/2021] -
    **This v1.5 release is a new version of the previous dysfunctional v1.5 release + additional changes from Equinox v1.10.
    *Very slightly increased Nightbringer's height. [Minor]
    *Fixed Nightbringer Wraith's missing dementor assets from mod records and added the missing texture files in the mod's download. (*You can now actually see it instead of it being invisible due to my previous error.)
    *Nightbringer Wraiths now only carry one black soul gems instead of three. [Minor]
    *Nightbringer Wraiths are now more transparent. Edited the property and magic effect respectively. [Minor] [Tentative]
    *Removed Conjure Nightbringer Wraith from Nightbringer Shades' spells list.
    *Nightbringer can now use the Conjure Dremora Lord spell in higher levels.
    *Changed the Hit Shader of Nightbringer-related summons to SkeletonNecroBirthFXS. [Minor]
    *Slightly increased Nightbringer's health and heal rate and decreased Nightbringer Wraith's health. Decreased the magnitude of Nightbringer Wraith's drain spell. [Balancing] [Tentative]
    *Reduced the movement speed of Nightbringer Wraiths.
    *Added certain player ally/friend and guard factions as enemies to this mod's hostiles faction. Renamed the faction from AuroranHostileFaction to AuroranHostilesNightbringerFaction (for some searching convenience).
    *Nightbringer Wraiths can no longer spawn in interiors (as they clip through low ceilings). The spawn chance of the Nightbringer Haunting package is now somewhat rarer. [*Note that the spawn chance is an editable Int property in the package ('SpawnRNG'). The new default value is now 25. Change it to a higher value to make the spawns rarer or to a lower value to make it more frequent.] Shortened the duration of the package from 3 hours to 1 hour. -- The spawn chance for Nightbringer Hauntings and Temple visitors (pilgrim and red light spirit spawning) are now separate in the package script. Added a new spawn chance for when the player has Grace. (*'SpawnRNG2' is a new editable Int property for the frequency of Nightbringer Hauntings during Grace. 'visitSpawnRNG' is a new editable Int property for the frequency of Temple visitor spawns.) -- Added a new 'NightbgringerHauntGV' global variable for enabling/disabling Nightbringer Hauntings. [Console Command: 'set NightbringerHauntGV to 0' to disable Nightbringer Hauntings or 'set NightbringerHauntGV to 1' to enable them. Default: Enabled. - This and the editable Int properties do not affect the Nightbringer assault on the Temple during Meridia's Summoning Day.] -- Edited the Nightbringer Haunting script accordingly.

    - Version 1.5 [previous] -
    *Dementors [mihailmods] are now implemented as Nightbringer Wraiths.
    *Nightbringer is now summoned by Nightbringer Wraiths which now spawn instead of the Nightbringer. (This change was done to prevent unfair sudden Nightbringer spawns and to indirectly reduce the repetitiveness of Nightbringer spawns as well, and to prevent a spam-looting exploit on Nightbringer by turning him into a summon instead of a killable NPC.)
    *Nightbringer's Hunt's frequency is reduced from 1/6 to 1/13. Also made certain edits to the AI Package.
    *Defeating the Nightbringer Wraith can now yield a few certain randomized rewards, one of which is extremely rare.
    *Slightly increased Nightbringer's base health.
    *Nightbringer's Scythe now has a proper first person model.

    - Version 1.4 -
    *Nightbringer's Hunt is now scripted. The persistent in-world actor is removed and the chance of being attacked is now random. Respawn time is no longer a factor. (This was done to fix his traveling issues/inconsistencies and to add more unpredictability.)

    - Version 1.3 -
    *Nightbringer's equipment (clothes/armor and weapons) now have a black texture. [Credit: ianjoseph1986]
    *Fixed the Nightbringer's Necromancy spell; effects now have their own spells instead of having one spell with different effects and with wrong use of conditions.
    *Other minor edits and adjustments.

    - Version 1.2c -
    *Added a dark weather effect to the Nightbringer.
    *The Nightbringer can now hunt you during daytime.

    - Version 1.2 -
    *Unchecked the 'Must Complete' flag on the Nightbringer's Hunt package to stop bypassing the location type conditions.
    *Adjusted his Conjuration abilities and added the Nightbringer's Necromancy.
    *Created a separate race and class for the Nightbringer (and Nightringer Shade) and adjusted some stats.

    - Version 1.1 -
    *Added more shouts, stats, and armor.
    *Added an outdoors-only condition to the Nightbringer Dragon summon.
    *Added additional location type conditions to the Nightbringer's Hunt package.
    *Changed the way the Nightbringer dies to better guarantee that he will respawn.


    Classic/LE version here!
    Xbox One version is here! [Credit: cjwestlake01]

    Credit and thanks to alanovichromanov for this SSE conversion!

    Regarding lore-friendliness:
    Spoiler:  
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    Nightbringer's identity is deliberately made obscure and up to interpretation. He was originally made for my Equinox - Temple of Meridia mod -- a dark being to oppose the Champion of Light.

    Here, he could be a daedra, an unknown et'Ada, a champion of a Daedric Prince, an agent of the Ideal Masters, a very powerful vampire, necromancer, or undead being, your own shadow, fears, and nightmares, anything. You could have been cursed for your actions or your growing strength, or simply by misfortune. Thus here he comes. He is faceless. He is nameless. He is the Nightbringer.


    Regarding Requirements:
    Due to the Marked For Death shout bug, this mod requires the Anniversary Edition or the Marked for Death Fix mod if you do not have AE. I hope to figure out a solution for this in the future that does not require external fixes. Apologies for the inconvenience.

    v1.5.2 no longer requires external fixes as the mod now uses its own Marked for Death shout.
  2. Caerulean
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    To users: If v1.5 proves to be buggy, use v1.4 instead.

    Alas, I was never able to find anyone willing to port v1.5 again for SSE, but I'm not closing doors. If you, or someone you know, are willing to port Nightbringer v1.5, let me know. And thank you in advance.

    - - -
    [10/17/2021] I was able to find someone to convert v1.5~ I uploaded the new conversion earlier today. Thanks to alanovichromanov for that~

    [10/18/2021] It came to my attention that I implemented v1.5 incorrectly and it would just not work as intended regardless of the re-conversion. (Unless it does work, by some luck, let me know!) Continue using v1.4 for now while I've yet to work on fixing it. Thank you, and I truly apologize for this.

    [1/23/2022] v1.5.1 should finally fix the major issue we had with v1.5 not working for so long. lol Thank you for your patience.

    Anyway, to clarify, if anyone noticed the missing comments from the sticky that were there before: What I did was unstick the old post and trimmed it down to the lore-friendliness section (which is what it was originally before I converted it into the main sticky years back), and then made a new sticky post, for a more tidy thread. The old comments are still there in the thread's history but are now finally no longer taking up top space in this section. Sorry about that.
  3. Iblockroads
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    Is their Any Way To make Nightbringer hauntings start from a lower level?
    1. Caerulean
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      Unfortunately not in-game. You'd have to open the mod in Creation Kit or xEdit and change the condition in the Haunting package.
  4. Lolz999
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    You should make a Requirement for the Unofficial Patch or something else, Nightbringer's Marked For Death shout hits me and I have to open the Console to remove the effect everytime it hits me or my companions.
    1. Caerulean
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      Oof. I wasn't aware of that bug. I can remove the Marked For Death shout from Nightbringer. I like having my mods not require anything, especially if the mod(s) needed isn't a major part. If you're able, feel free to just remove the shout from Nightbringer's list with SSEEdit.

      Thoughts?
    2. Caerulean
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      Hello again. I looked into the Unofficial Patch (by Arthmoor and co.) changelog and I saw this entry (in v4.2.8 (2022-09-15) [SSE 1.6.629+]):

      Marked For Death edits have been removed as this was fixed officially.

      Can you confirm that the bug still exists in SSE(?) or that the Unofficial Patch fixes it?
  5. hoangdai94
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    @Caerulean Hi, it's me again. Your page doesn't have a BUGS tab so I report it here 
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    [00:00] Checking for Errors in [20] Nightbringer.esp
    [00:00] SummonNightbringerNecroSkeleton "Nightbringer's Necromancy" [MGEF:200F52F0]
    [00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [2003D6F9] < Error: Could not be resolved >
    [00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [2003E1DF] < Error: Could not be resolved >
    [00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [2005CEC5] < Error: Could not be resolved >
    [00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [20037B26] < Error: Could not be resolved >
    [00:00] Done: Checking for Errors, Processed Records: 113, Errors found: 1, Elapsed Time: 00:00

    Should we worry about this error ?
    1. Caerulean
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      Thanks for the report!

      Note that I'm an LE mod author who only has his mods converted for him, but:

      Upon further inspection (using TES5Edit which apparently can open SSE mods), it seems that this is a very benign error and the mod should work fine despite it. Check if you can see the same properties being filled but under different property names in the same magic effect record, just below these four that have unfilled properties. If they're there, it should be fine. If you want, feel free to remove the unfilled properties to clear the errors.

      I believe the issue is caused by this mod using the same script that I use for another mod (which also features Nightbringer) and, for some reason, the conversion tried to fill the properties or something. (*The other mod is 'Equinox'. In case anyone is using both, you're not supposed to do that. Equinox already has Nightbringer as a feature, and they share some assets including scripts.)

      Let me know, though, if you experience any problems.
  6. hoangdai94
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    @Caerulean Hi, is it safe to compact the form id of this mod plugin to flag it as esl ?
    1. Caerulean
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      Hi. Sorry, I'm an Oldrim mod author who only has his mods converted so I don't know. :/ If you wanna try it, feel free to but back everything up! And then let me know how it goes. This mod has a few scripts, though, so it may not be advisable.
    2. hoangdai94
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      @Caerulean If your scripts don't use GetFormFromFile command then I guess it's safe to compact the form id
  7. Zedekura
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    i havent used this mod as of typing this yet but, if youre still active or, if anyone else sees this and knows;

    is it possible to make the nightbringer killable? id like to set his start conditon finishing Merdina's Becon (like the full version states) and then if its possible set the condition of completing soul cairn and looting the scythe as his condition to become killable.
    after that, if possible id like to make him a once a day summon (with some sort of additional cost like health cost and debuff magika regen)

    im not experienced with editing things but i feel like these things are all do able in xEdit

    i appreciate the mod and anyone who can help
    1. Caerulean
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      I'm not very experienced with TES5Edit (in my case)/xEdit but I don't think it's possible to do with just that tool. Maybe if something like Enable Parent can be set there but that doesn't guarantee it enough.

      As a workaround, you can make use of the console commands for disabling/enabling Nightbringer spawns. Not the most immersive method but it's something. Turn it off/on after your start/end condition of choice.
    2. Zedekura
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      i understand and i appreciate the reply, if possible could you specify what/where i need to change to condition for spawn. I only started down this rabbit hole because you replied to another comment to confirm it was possible but i havent seen anyone confirm that theyve done it
    3. Caerulean
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      The spawn is handled by an AI package (NightbringerHaunting_Standalone) attached to an NPC (actor; Name: 'Nightbringer_Hauntmaster') in a detached, inaccessible location (cell). This package has conditions on it and a script which has properties that you can edit.

      If you wanna change how often the spawns happen, the script property is 'SpawnRNG'. The default value is 35 and is used as a divisor, so the higher the value, the less frequent the spawns are.

      If you wanna edit the script itself, you would have to open the mod in the Creation Kit. For what you want to do, I think you would have to script it. A workaround would be to add one condition to the AI package to block spawns from happening until after Meridia's quest, and then another condition that prevents the package from running once a certain Soul Cairn quest is finished and/or the player has a certain item in their inventory.
    4. Zedekura
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      getting ready to take notes
  8. Caerulean
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    I just realized after 1 year and a few months to I never updated the description of this mod page to more accurately reflect the 2022 v1.5+ updates. lol I had updated the Classic Skyrim mod page but forgot to carry that over. Sorry about that!
  9. TheSovietUnionTSU
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    Is there any way for me to gain the Armor?
    1. Caerulean
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      No, sorry. If it helps, it's mostly just the vanilla black robes and hood plus Daedric gauntlets and boots, but the hood is made to hide the actor's head.
  10. Red40Blue1
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    Out of curiosity, what are the stats on the scythe, and Is it named anything special?
    1. Caerulean
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      It's been a long time but if I remember right, the stats are at least Daedric-level and I probably made it a bit stronger so that the Nightbringer will provide a challenge. The name of the scythe in my mod is:

      Spoiler:  
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      'Nightbringer's Scythe'


      The original scythe mod is credited in the description, if you're wondering about that too.
  11. Judaharis
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    So which version should i choose? are they all the same or some is missing items? I wanted to be scarred and have fun with it lol. you rmod looks cool :)
    1. Caerulean
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      The differences between each version are very minor and are mentioned plainly in the Files tab. If you have no preference, I'd suggest going with the default which is 1A. I hope you enjoy the mod~
  12. snakedeshazer
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    Is there a way to make him a companion, possibly with using one of the follower mods that allow to make any npc a follower?
    1. Caerulean
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      It should work, although it might be problematic as Nightbringer (per v1.5+) is a summon. I suggest spawning him separately instead and turning that copy into a follower with the mod you're using.