8-16-23 Note: I thought I would come in, drop a comment here. I am still getting people asking questions and such, and to be honest guys, I have moved on from modding for Skyrim. As much as I would love to come back and fix issues, create new stuff, and keep adding to this awesome modding community, my free time isn't what it used to be.
I am leaving the comment section open so peeps can still help each other out, and if anyone with any modding skill has any fixes they want to get released to help others using my mod, send me a message and let me know, and we can talk about releasing it.
Alright, there have a few comments with some confusion...to clear things up, from the opening page:
"Alright, here we go, this is a revamping and re-envisioning of my mod, The Noiral. Basically I have removed the custom race aspect of the mod, allowing you to play any race as a Noiral. With that said, slight lore revisions, and there have been changes to a few of the spells, with a new primal transformation and mount you can summon...this is basically a mod for Ranger/Druid lovers."
There is no custom race aspect to this. This allows you to play as any race, use the original Noiral eye textures, and you can go after the spells and items in the game. This is really just a spell and item mod, using the original Noiral idea as the background story.
Now that I have come back and found out that RaceMenu exists for SE, there is a good chance that I will be adding the original Noiral bodytats as an overlay that you can use with it. As well, while I have yet to test it, someone released a fix for animal transformations and the CTD that happens when you try to attack while transformed...if that is the case, I might, just might release an update where you can again shapeshift into the bear and cat forms. Depends on how much free time I get coming up, but I am considering doing one more update to this mod...
When I get a chance to update the main description, I will add the new stuff to it. This next update will be the last of any new content I am adding to the mod. There will now be a total of 4 new Spriggan based summons. As well, I have added the Lifesong staff and Spriggan grove from the Lifesong mod (https://www.nexusmods.com/skyrim/mods/25066). The creator of that mod stopped modding some years back, and offered up the contents of the mod as a resource for anyone to use. So I am reviving it, and incorporating it.
There is also a new aura, Primal Summoner, which incorporates the two new perks I made. I am going this route instead of the perk tree route, so as not to interfere with popular perk mods. If you spent the perk points on those perks, I recommend getting Ish's respec mod (https://www.nexusmods.com/skyrimspecialedition/mods/1960/) and use the potion to get your perk points back before updating to the new version of the mod.
That said, after this release, all I am going to do is work on balancing things and working on the bugs (like fixing the original male gauntlets). Two bugs right off the bat, the Lifesong Staff, when you sheathe it, it vanishes, but when you go to draw the weapon, it returns. I am aware of this, and will look into it. As well, the sounds for the resurrection ability of the staff don't always play. As a heads up, the staff doesn't do any melee damage. I thought about changing that, but I decided to leave it be in the end. I love the idea and look of it, and I really want to honor the original mod. Now, some words from the original mod creator on the staff:
LifeSong's primary power is the resurrection of the innocent. Innocent dead citizens killed by vampires or dragon attacks (or you!) and gentle creatures killed by predators will return to life after being touched by the magic of LifeSong.
LifeSong's magic does not end there, however.
Simply wielding LifeSong makes you one with nature, and (most) natural creatures, including the Spriggans, will view you as an ally. In different, intuitive situations, LifeSong's magic will heal allies if they need it, will boost the confidence of animal allies, will attack your enemies with biting insects, and even call natural creatures to aid you in a fight while shielding you from sight briefly. The undead are repelled and injured by its touch, albeit only briefly.
Sprayed on natural ground, LifeSong's magic bursts forth with an abundance of magical vegetation, which acts as a lesser conduit of the staff's magic... those passing through it are affected in similar but less powerful ways.
Caveats:
LifeSong cannot, unfortunately, save a creature or citizen who has been raised as a zombie. Once the thrall has been reduced to dust, they are gone for good.
I have no idea exactly what effect resurrecting an NPC who was part of a quest will have on the game. I suspect that any quests that they were involved with will behave as if they are dead, or their part in it might reset, but I didn't test these theories. Obviously, if an NPC dies, they must not have been 'indispensable'.
LifeSong uses Skyrim's faction relation system to determine what effect it will have on a target. NPC's who have a very low opinion of you may not attack you on sight, but LifeSong will still perceive them as an enemy. Most of the time, however, it effects a target the way you would expect. This is not a bug, and there's really no way to change it.
Natural ground is determined by the game's vanilla material impact system. If LifeSong does not generate vegetation on a surface it is because the game decided it was made of some material that wasn't dirt, grass, gravel, broken stone, boulder, snow, etc.
Some creatures are not in the Spriggan faction and therefore will still attack you even if you have LifeSong equipped. Also, Equipping LifeSong in the middle of a battle with a natural creature will not cause it to stop attacking you.
All of LifeSong's powers are tied to the wielders magical ability. Restoration, Destruction and Illusion skills will effect the strength of this staff's powers, just like magical skills effect any normal staff.
When collecting the spells and artifacts, to make things easier to find and spot, you will find a small "dwarven chest" at each location. Spell tomes and items will be found within the chests.
Not that anyone really cares, but, where are the Noiral bodies and general stuff at the camp? To answer this question...the Thalmor were in the process of clearing the camp...bedrolls, bodies and such. Before they could finish (tents and the chest with the items), is when the last remaining Noiral ambushed them, summoning the Titan. So there you go...
I tested it on a different save, as far as I know, there are no conflictions as it does not edit anything involving the Werewolves, but instead has a copy of the vanilla werewolves and edited those. At least, that's what I think is the reason why there aren't any conflictions.
Not sure if anyone well see this since its been years but i think i figured out the nekomata ctd. in the creation kit when i looked at the nekomata actor it did not have an actor base selected i changed it to encSabrecat and it fixed it,
If anyone could please help I cannot find the Wendigo I know it says on an icy beach north of the college but ive checked every beach I can find north of the college and only saw Bears and Wolves. It also refers to a shipwreck, but I see no wrecked ships to the north...
A picture or atleast maybe better directions would be a big help.
UPDATE: Of course I find it right after posting, to any future folk who are tired of searching its actually east not north and its really close to the college.
See my problem is I'm AT the Wendigo with the dead Thalmor. However theres no spells here at all, no chest with the spells in it like other places, and the wrecked ship is NOT close to that lol.
Update: Nvm... I'm an idiot, it's a book on the ground, not like the other spells lol
I am checking my modlist for errors through SSEEdit and get the following for this mod:
Spoiler:
Show
[03:20] Checking for Errors in [67] NoiralReborn.esp [03:20] WerebearChangeEffect "Beast Form" [MGEF:6700AA00] [03:20] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [6700AA01] < Error: Could not be resolved > [03:20] [NPC_:6700941A] [03:20] NPC_ \ CNAM - Class -> Found a NULL reference, expected: CLAS [03:20] [NPC_:67012039] [03:20] NPC_ \ CNAM - Class -> Found a NULL reference, expected: CLAS [03:20] [NPC_:6701203A] [03:20] NPC_ \ CNAM - Class -> Found a NULL reference, expected: CLAS [03:20] [NPC_:6701869F] [03:20] NPC_ \ CNAM - Class -> Found a NULL reference, expected: CLAS
Don't know if it is any serious, just wanted to leave a note here in case the mod author wants to fix this eventually. If you have no intention of addressing this, no problem and I'll delete that problematic reference myself.
I'm actually begging i cant find any of the stuff expect for primal static, its been a day i cant find the glowing stone in roadside ruin or the wendigo please someone help. i might just be blind but i cant find them, can anyone show pictures to find them i have no clue where they are located even with instructions. (Xbox)
Im f*#@ing stupid, i was playing on a older version
Hello, I have an issue. In the moment when the nekomata summon end, my game crash. Do you know why ? If that help I was in the superior levels of the Winterhold's College.
It has been a bit since I have had this game loaded and checked on the status of mods. That said, I will try to load it up hopefully tomorrow and take a look. What I can say the issue generally falls back on is in dealing with load order and/or mod conflicts. I highly recommend using something like LOOT to check your load order, and even after that, you may need to move it around a bit.
Beyond that, you may need to go through the tedious process of checking for mod conflicts, which can be a pain. This following is a blurb from one of my other mods on the subject:
"...to troubleshoot any possible conflicting mods, what I recommend is make it a save free of any additional mods, just use the NMM (Nexus Mod Manager), and deactivate every mod but mine -- and by this I do not mean for you to uninstall every mod, but just use the deactivate button on the NMM. When checking for mods that need to be disabled for your checks and testing, remember any mods you are using through the Steam Workshop, and if you are using the curse client or any other source for mods. You also need to make certain that any mod you are using is currently up to date, as that can cause unforeseen issues. Get your game started, make your character, and save the game.
The next part may or may not be tedious depending on the number of mods you run (I run a ton of mods, so for me it takes awhile). Activate a mod, log in to the game, and check things out, see if it works. Then log out, activate another mod, log back in and check the results. Wash, rinse, and repeat until you find the conflicting mod.
A fresh install of Skyrim, if you run through multiple mods like I do isn't a bad idea, as this truly is a buggy game, and it is impossible to predict what may set an issue off -- just the other day I installed a simple mod to change the way one npc looks and the game started crashing. I did a fresh install of the game with the exact same mods, and the same character changing mod, and now everything works fine.
On the fresh install, to be certain that I get everything, I disable all of my mods via the NMM, then I completely delete my skyrim folder manually, and then I go into steam, and uninstall it via the steam client. Then I reinstall the game, reinstall my mods, and that usually get's things up and running.
One thing I would recommend is saving a copy of your fresh save game somewhere on your desktop in case the one you made gets corrupted."
Beyond that, I'll report back after I take a look at things on my end.
181 comments
I am leaving the comment section open so peeps can still help each other out, and if anyone with any modding skill has any fixes they want to get released to help others using my mod, send me a message and let me know, and we can talk about releasing it.
Have a good one!
*******************************************************************************************************************************************************
Alright, there have a few comments with some confusion...to clear things up, from the opening page:
"Alright, here we go, this is a revamping and re-envisioning of my mod, The Noiral. Basically I have removed the custom race aspect of the mod, allowing you to play any race as a Noiral. With that said, slight lore revisions, and there have been changes to a few of the spells, with a new primal transformation and mount you can summon...this is basically a mod for Ranger/Druid lovers."
There is no custom race aspect to this. This allows you to play as any race, use the original Noiral eye textures, and you can go after the spells and items in the game. This is really just a spell and item mod, using the original Noiral idea as the background story.
There is also a new aura, Primal Summoner, which incorporates the two new perks I made. I am going this route instead of the perk tree route, so as not to interfere with popular perk mods. If you spent the perk points on those perks, I recommend getting Ish's respec mod (https://www.nexusmods.com/skyrimspecialedition/mods/1960/) and use the potion to get your perk points back before updating to the new version of the mod.
That said, after this release, all I am going to do is work on balancing things and working on the bugs (like fixing the original male gauntlets). Two bugs right off the bat, the Lifesong Staff, when you sheathe it, it vanishes, but when you go to draw the weapon, it returns. I am aware of this, and will look into it. As well, the sounds for the resurrection ability of the staff don't always play. As a heads up, the staff doesn't do any melee damage. I thought about changing that, but I decided to leave it be in the end. I love the idea and look of it, and I really want to honor the original mod. Now, some words from the original mod creator on the staff:
LifeSong's primary power is the resurrection of the innocent. Innocent dead citizens killed by vampires or dragon attacks (or you!) and gentle creatures killed by predators will return to life after being touched by the magic of LifeSong.
LifeSong's magic does not end there, however.
Simply wielding LifeSong makes you one with nature, and (most) natural creatures, including the Spriggans, will view you as an ally. In different, intuitive situations, LifeSong's magic will heal allies if they need it, will boost the confidence of animal allies, will attack your enemies with biting insects, and even call natural creatures to aid you in a fight while shielding you from sight briefly. The undead are repelled and injured by its touch, albeit only briefly.
Sprayed on natural ground, LifeSong's magic bursts forth with an abundance of magical vegetation, which acts as a lesser conduit of the staff's magic... those passing through it are affected in similar but less powerful ways.
Caveats:
LifeSong cannot, unfortunately, save a creature or citizen who has been raised as a zombie. Once the thrall has been reduced to dust, they are gone for good.
I have no idea exactly what effect resurrecting an NPC who was part of a quest will have on the game. I suspect that any quests that they were involved with will behave as if they are dead, or their part in it might reset, but I didn't test these theories. Obviously, if an NPC dies, they must not have been 'indispensable'.
LifeSong uses Skyrim's faction relation system to determine what effect it will have on a target. NPC's who have a very low opinion of you may not attack you on sight, but LifeSong will still perceive them as an enemy. Most of the time, however, it effects a target the way you would expect. This is not a bug, and there's really no way to change it.
Natural ground is determined by the game's vanilla material impact system. If LifeSong does not generate vegetation on a surface it is because the game decided it was made of some material that wasn't dirt, grass, gravel, broken stone, boulder, snow, etc.
Some creatures are not in the Spriggan faction and therefore will still attack you even if you have LifeSong equipped. Also, Equipping LifeSong in the middle of a battle with a natural creature will not cause it to stop attacking you.
All of LifeSong's powers are tied to the wielders magical ability. Restoration, Destruction and Illusion skills will effect the strength of this staff's powers, just like magical skills effect any normal staff.
Nintendo Switch Users: https://www.nexusmods.com/skyrimnintendoswitch/mods/75
Enjoy!!!
A picture or atleast maybe better directions would be a big help.
UPDATE: Of course I find it right after posting, to any future folk who are tired of searching its actually east not north and its really close to the college.
Update: Nvm... I'm an idiot, it's a book on the ground, not like the other spells lol
[03:20] Checking for Errors in [67] NoiralReborn.esp
[03:20] WerebearChangeEffect "Beast Form" [MGEF:6700AA00]
[03:20] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [6700AA01] < Error: Could not be resolved >
[03:20] [NPC_:6700941A]
[03:20] NPC_ \ CNAM - Class -> Found a NULL reference, expected: CLAS
[03:20] [NPC_:67012039]
[03:20] NPC_ \ CNAM - Class -> Found a NULL reference, expected: CLAS
[03:20] [NPC_:6701203A]
[03:20] NPC_ \ CNAM - Class -> Found a NULL reference, expected: CLAS
[03:20] [NPC_:6701869F]
[03:20] NPC_ \ CNAM - Class -> Found a NULL reference, expected: CLAS
Don't know if it is any serious, just wanted to leave a note here in case the mod author wants to fix this eventually.
If you have no intention of addressing this, no problem and I'll delete that problematic reference myself.
I'm actually begging i cant find any of the stuff expect for primal static, its been a day i cant find the glowing stone in roadside ruin or the wendigo please someone help. i might just be blind but i cant find them, can anyone show pictures to find them i have no clue where they are located even with instructions. (Xbox)
Im f*#@ing stupid, i was playing on a older versionBeyond that, you may need to go through the tedious process of checking for mod conflicts, which can be a pain. This following is a blurb from one of my other mods on the subject:
"...to troubleshoot any possible conflicting mods, what I recommend is make it a save free of any additional mods, just use the NMM (Nexus Mod Manager), and deactivate every mod but mine -- and by this I do not mean for you to uninstall every mod, but just use the deactivate button on the NMM. When checking for mods that need to be disabled for your checks and testing, remember any mods you are using through the Steam Workshop, and if you are using the curse client or any other source for mods. You also need to make certain that any mod you are using is currently up to date, as that can cause unforeseen issues. Get your game started, make your character, and save the game.
The next part may or may not be tedious depending on the number of mods you run (I run a ton of mods, so for me it takes awhile). Activate a mod, log in to the game, and check things out, see if it works. Then log out, activate another mod, log back in and check the results. Wash, rinse, and repeat until you find the conflicting mod.
A fresh install of Skyrim, if you run through multiple mods like I do isn't a bad idea, as this truly is a buggy game, and it is impossible to predict what may set an issue off -- just the other day I installed a simple mod to change the way one npc looks and the game started crashing. I did a fresh install of the game with the exact same mods, and the same character changing mod, and now everything works fine.
On the fresh install, to be certain that I get everything, I disable all of my mods via the NMM, then I completely delete my skyrim folder manually, and then I go into steam, and uninstall it via the steam client. Then I reinstall the game, reinstall my mods, and that usually get's things up and running.
One thing I would recommend is saving a copy of your fresh save game somewhere on your desktop in case the one you made gets corrupted."
Beyond that, I'll report back after I take a look at things on my end.