if you're still looking for a fix for the LOOT load order error for this and the Telvanni Tempering Recipes mod it's an easy fix to do in xedit yourself!
i popped the files open in xedit, added the update.esm and other dlc esms as master files (you don't need to add the creation club files), sorted the masters so dwarfsphere.esp wasn't the top master file anymore and flagged the files as esls. (the master file options are in the right click menu of the left panel near the bottom of the list of options)The part of the record header that includes the flagging options is collapsed by default, but click the plus next to where it says record header at the very top of the right panel when you select the file and double click the empty box to the right of the Record Flags (sorted) line to open the flag options drop down menu, select the ESL flag option and then S A V E. (It'll activate a "you sure you wanna do that?" warning at some point but ssssshhhhh it's fine, we know what we're doing, click the nice green button. Worst case just don't save the changes and close xedit and it'll revert back to how it was before with zero changes to the file.)
THEN you can go and rename the actual file to a .esp and IDEALLY this should turn it into an esl flagged esp, but most importantly they can be sorted again! I haven't tested this version in game yet so use with caution (worst case just redownload the original, but they weren't flagged by Papitas' find dangerous esls script so I'm marginally confident nothing actually broke)
i also deployed the files in vortex and saved the changes there in between adding the xedit edits and renaming the esp just to make me feel better really. you'll have to deploy again and save the change again after you rename the file also don't take this as a "how to esl every file ever" tutorial, there's certain things to consider and setup when converting a file to an esl and this file was already setup properly, just formatted in a way that LOOT didn't like.
ALSO also, if you ever have to re-install the mod, it'll install the ORIGINAL esl and revert these changes completely but if before that you drag the altered esp to your desktop from your data folder, reinstall, and then drop your altered esp into vortex it should(?) automatically convert the file into an archive and you should(?) be able to install it like a normal mod and disable the original .esl file (it wont overwrite the original file because we changed the extension, thereby making it an entirely different file).
Or just edit the file again, whatever is easier for you! Personally I like editing my files and then forgetting to save the edited file so i gotta do it all again the next time i reinstall my mods! :'D
There's def more efficient ways to do it, but i didn't think of any before i finished typing so y'all get the hard way lol
These are pretty awesome! Any chance of making aetherium (blue) versions?
Edit: And maybe also versions without the sheaths? My personal taste is that the bright, natural leather look doesn't fit with the otherwise dark theme of the weapons - and why hide away such cool looking weapons?
Just curious, the esl version isn't showing up in my mod manager or in-game with additem, but is clearly in my data folder. Anyone else have this issue and find that they still work? Hate the idea of playing several hours on a new game just to find this isn't going to work.
What mod manager do you use? I downloaded, tested, and it works for me. However, I do notice that the extension is wrong; it should be changed from ESL to ESP. So, I am a little surprised this works for me. I made this back when ESLs were new and I did not know what I was doing. If the documentation is correct, ESL extensioned mods load before anything else which means it will try to load before DWARFSPHERE.esp. To test if this is working: coc dwaspsakeplayerhouse You should see these weapons placed about the bedroom area.
I think I have a problem. While testing the ESL I created, I noticed that I am unable to get any Tel And from the Tel roots since I placed those dwemer devices on them. I tried placing an extra root in the game but that did not work either. I also tried looking for a separate activator but couldn't find one.
Does anyone else have this problem and does anyone have a solution?
I don't think you need to place devices on all of them, but I may be wrong. Alternatively, you can just get hundreds upon hundreds right off the bat. Then you wouldn't need any more.
Darn. I would have LOVED for my Telvanni Spellsword to be able to craft a Telvanni Sword. It would have been so fitting, but aw well. I would ask how I could make this into a mod, but I know next to nothing of doing that. I can't even figure out how to get Dual Sheath Redux to work on me, lol. Still, I can tell you put effort into making these, and they are cool looking. I also would suggest adding "Aetherium" versions of them just like the bow.
I am working on a set of Wolf themed armor that should fit in nicely with the northern provinces of Beyond Skyrim. I also want to create some gloves to match the rest of the Project AHO Hybrid gear. Clothing is very difficult to make so it is going to take me a while and I can't promise that I will ever complete it.
I am not going to but anyone else is free to backport it if they know how to do it.
Side note: I've discovered that Blender Nif does not export armatures very well. So, I will not be making any armor until that software gets a little more advanced.
these look great, half tempted to make them use aho as a master so they can be crafted using bits of tel and, then once the recipes are all there merge them with the dwarvensphere esp piece of cake
AHO already is a master and they already require Tel And to be crafted and tempered. So …. if you are comfortable merging, you should be good to go. :)
26 comments
https://www.nexusmods.com/skyrim/mods/105241/
i popped the files open in xedit, added the update.esm and other dlc esms as master files (you don't need to add the creation club files), sorted the masters so dwarfsphere.esp wasn't the top master file anymore and flagged the files as esls. (the master file options are in the right click menu of the left panel near the bottom of the list of options)The part of the record header that includes the flagging options is collapsed by default, but click the plus next to where it says record header at the very top of the right panel when you select the file and double click the empty box to the right of the Record Flags (sorted) line to open the flag options drop down menu, select the ESL flag option and then S A V E. (It'll activate a "you sure you wanna do that?" warning at some point but ssssshhhhh it's fine, we know what we're doing, click the nice green button. Worst case just don't save the changes and close xedit and it'll revert back to how it was before with zero changes to the file.)
THEN you can go and rename the actual file to a .esp and IDEALLY this should turn it into an esl flagged esp, but most importantly they can be sorted again! I haven't tested this version in game yet so use with caution (worst case just redownload the original, but they weren't flagged by Papitas' find dangerous esls script so I'm marginally confident nothing actually broke)
i also deployed the files in vortex and saved the changes there in between adding the xedit edits and renaming the esp just to make me feel better really. you'll have to deploy again and save the change again after you rename the file
also don't take this as a "how to esl every file ever" tutorial, there's certain things to consider and setup when converting a file to an esl and this file was already setup properly, just formatted in a way that LOOT didn't like.
ALSO also, if you ever have to re-install the mod, it'll install the ORIGINAL esl and revert these changes completely but if before that you drag the altered esp to your desktop from your data folder, reinstall, and then drop your altered esp into vortex it should(?) automatically convert the file into an archive and you should(?) be able to install it like a normal mod and disable the original .esl file (it wont overwrite the original file because we changed the extension, thereby making it an entirely different file).
Or just edit the file again, whatever is easier for you! Personally I like editing my files and then forgetting to save the edited file so i gotta do it all again the next time i reinstall my mods! :'D
There's def more efficient ways to do it, but i didn't think of any before i finished typing so y'all get the hard way lol
Hopefully this helps someone! <3
Edit: And maybe also versions without the sheaths? My personal taste is that the bright, natural leather look doesn't fit with the otherwise dark theme of the weapons - and why hide away such cool looking weapons?
I downloaded, tested, and it works for me. However, I do notice that the extension is wrong; it should be changed from ESL to ESP. So, I am a little surprised this works for me. I made this back when ESLs were new and I did not know what I was doing. If the documentation is correct, ESL extensioned mods load before anything else which means it will try to load before DWARFSPHERE.esp.
To test if this is working:
coc dwaspsakeplayerhouse
You should see these weapons placed about the bedroom area.
Does anyone else have this problem and does anyone have a solution?
Alternatively, you can just get hundreds upon hundreds right off the bat. Then you wouldn't need any more.
Side note: I've discovered that Blender Nif does not export armatures very well. So, I will not be making any armor until that software gets a little more advanced.
Great work on these...