Skyrim Special Edition

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Kailithnir

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Kailithnir

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  1. Kailithnir
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    Sticky
    Version 2.0.0 FAQ and Guide

    Your update broke my game, halp!
    The reason I've incremented the version to 2.0.0 instead of 1.1.0 is because this update is not backwards-compatible. If you're updating an on existing character who has any of this mod's new items in their inventory, with followers, or at home, you'll need to perform a clean install if you want to update. This would mean removing this mod's items from your character (e.g. by selling them to the nearest blacksmith and waiting two days), then saving, uninstalling the old version, making a new save without the mod installed, confirming your save is clean in a tool like ReSaver, and then updating. Failure to perform a clean install will result in undefined behaviour.

    However, if you haven't crafted any of this mod's new items yet on your character, you can safely update in-place. Regardless, be sure to re-sort your plugins and rebuild your smashed or bashed patch, xEdit merged patch, zEdit patch, Ecotone patch, etc.

    I liked the crafting hammer, where did it go?
    The crafting hammer requirement is now turned off by default, relegated to being something of a legacy feature. It's now controlled by a global variable, and if you want to re-enable it, enter "Set CL_CraftingRequireHammer to 1" into the console. The hammer will now be required to make any CrazyLion weapons, and the hammer's own recipe will show up as long as you have at least one of the Orcish, Ebony, or Daedric Smithing perks..
  2. hamletsdead
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    Are these added to the leveled lists or are they just "forge only" options for your toon and his/her followers?
    1. Kailithnir
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      In line with CL's official standalone version for LE, these aren't added to the levelled lists. Still, figuring out how to do this in a compatibility-friendly way is something of a stretch goal of mine. I'd like to figure out what in Oblivion is wrong with Nettlebane on the weapons rack first, though (it still looks like a vanilla ebony dagger on the rack, though privately I've gotten as far as putting the right texture on the wrong mesh).
    2. hoangdai94
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      @Kailithnir efinitely use this mod if have a leveled list add-on or SPID version ! Great mod anyway
  3. c69888
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    Thanks for this mod, btw can somebody please tell me the armor from the first image? 
    https://staticdelivery.nexusmods.com/mods/1704/images/22580/22580-1550570753-957609969.jpeg
    1. Kailithnir
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      That's the hauberk with pauldrons from Simple Hauberk.
    2. c69888
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      Thanks a lot for the reply friend,  kudos
  4. thappysnek
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    Thank you, Kailithnir, I was about to embark on making Cl's replacer a standalone for myself, but you did it for us all.
  5. allicide
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    Sweet! Hey question, will the optional amidianborn textures from the replacer mod also work here?
    1. Kailithnir
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      I changed the texture locations when making this into a standalone, so you'll have move them to the proper folder and name them according to my convention, but since they're made for the same meshes, you should be perfectly in the clear to use the aMidianborn versions. Some assembly required. You'll need to download them from the original page, for permissions reasons.

      You'll find the the textures you need to overwrite in "Textures/Weapons/CrazyLion/Ebony/" and "Textures/Armor/CrazyLion/Ebony/Shields/".
  6. VampiresZombiesLiches
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    omg finally someone made it
  7. magicgun
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    nice. more integration. although right now every mod is broken because of the new skyrim release.
    1. Kailithnir
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      Just the SKSE-dependant mods break with each update to the executable, and not all SKSE mods rely on a specific version of the extender - for example, Campfire and Frostfall use SKSE functions but don't need to be updated every time. I personally make a habit of adding the SSE and SKSE version tied to a mod to its name in Vortex, so I know what needs to be maintained. There's also this master list of SKSE mods.
    2. magicgun
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      yea. though. honestly, i have too much mod already, il get this if some decent spot upen up in my load order
    3. Kailithnir
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      You won't have to worry about your load order slots with this particular mod: the plugin is flagged as an ESPFE light plugin. Instead of taking up a full load order slot it'll be automatically merged into the 0xFE (number 254) spot, which has room for up to 4096 light plugins (though even with SSE Engine fixes, there's technically a separate cap of 2048 combined full and light plugins).

      Light plugins are a feature unique to Special Edition: this AFK Mods page is probably the best explanation on the Web right now for how they work.
    4. magicgun
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      i had no idea about that . i think thats fantastic
  8. Kailithnir
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    So I done goofed in my fevered copy-pasting between the installers for the main version of the mod and the ebony-only version. I've corrected this in version 1.0.3, and those of you using the main version should no longer have bright magenta scabbards and quivers due to a failure to install those textures.

    The single-material variants of this mod have had their version number incremented to 1.0.3 along with the main package, but these are unchanged, so an update isn't strictly necessary if you're not using the main variant. In general, I'll directly increment the version number of the original file like this when there are changes only in other variants, and only the versions seeing changes with an update will have the prior versions listed under the Old Files section.
  9. skreeeboy
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    Wish it would also replace the comically bad looking glass weapons and armor...
    1. Kailithnir
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      You might be able to get them looking better by adding refraction, but if you really hate the shape of them it's not too hard to turn your weapon mod of choice into a replacer. Just strip out the plugin and rename the meshes to override the glass lot.
  10. Kailithnir
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    After asking /r/skyrimmods for some help, it looks like the reason the left sheath and shield-on-back meshes aren't displaying is because the items are added by a light plugin. Ecotone's patcher script (as of as recently as v3.0) doesn't handle weapons and shields added by light plugins, and since DSR is an LE-only mod, it will presumably never support the Special Edition-only ESL flag. I've raised the issue with Ecotone's author to see if they'll update their patcher script, but depending on how responsive they are, I may officially revert this mod's primary plugin to a wasteful heavyweigh one.

    In the meantime, if you want to take your fate into your hands, here's how you can unflag the plugin yourself in xEdit:
    1.) Boot up xEdit for SSE, and make sure you're running it with the -PseudoESL argument.
    2.) Find, select, and load up CrazyLion Standalones.esp.
    3.) Click the plugin in the list at left to display its file header. Find Record Header > Record Flags (sorted) in the tree view in the right panel.
    4.) Right-click the Record flags item and select "edit" from the context menu. Untick "ESL" in the list that appears.
    5.) The ESL subitem should now be gone from the tree view, indicating that you've removed that flag. Save your changes with Ctrl+S and exit.
    6.) CrazyLion Standalones.esp will now take up a full load order slot, instead of merging into 0xFE. You can now rerun your Ecotone or DSR patcher, and the left sheaths and back-shield models should work as expected.
    1. Kailithnir
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      Good news (and semi-bad news) for dual-wielders. The good news: version 0.4.0 of Ecotone Dual Sheath, released yesterday (17 Feb), now supports light plugins like those this mod includes. The semi-bad news: there's now one less excuse to still be using a personal port of DSR, which as an LE-only mod will presumably never support light plugins, which are an SE-only feature. If you insist on sticking with DSR, you should be able to follow the instructions above to remove the ESL flag and make this mod support DSR's brand of dual-wielding.

      Updating to Ecotone v0.4.0 and v4.0 of its patcher script will thus now see the left weapon and back-shield models displaying correctly from this mod. I'll have to take a look at making cloak-friendly models for the two shields, since I learned a fair bit about supporting these mods during the course of all this.
  11. bsnog
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    Hey Dovah, great job, Ebony Blade it's incluse?
    1. Kailithnir
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      Only the standard ebony weapons are included, not any of CL's replacers for unique items. The only reason I included Nettlebane and the Blade of Sacrifice was to save people having to manually extricate those components from the ebony replacer. So for the unique Ebony Blade, you'll have to decide whether to roll with the vanilla look or CrazyLion's, as I haven't made a standalone for that.