This mod is the release of a mod developed by me initially for the Legendary Edition, now available here also for the Special Edition and Anniversary Edition versions of Skyrim. The .esp is converted to Form 44 format, and all the .NIFs (meshes) and .DDSs (textures) are optimized in the correct ways to run in both SE and AE, requiring absolutely no further work on your part.
When possible, my releases to SE and AE are flagged as .ESLs, which means they don't take up an .ESP slot in the users load order. However, this is not always possible. Below, you can check the three possible scenarios and check which scenario applies to this specific release. Since the other two will be crossed out, and the correct one will be marked in yellow:
The mod is flagged as .ESL, so it won't take up space in your load order, and yet it will be read and executed perfectly by your game;
The mod is not flagged as .ESL, just like a normal .ESP, because it has FaceGen data on it, so if it was flagged, whoever is not using the last official updates for SE or AE, including most pirated Skyrim users, will have the NPCs added by this mod having the gray face bug. However, if you have the latest update installed, you can flag this mod as an .ESL using SSEEdit, at your own risk, but generally with no problems;
The mod is not flagged as .ESL, just like a normal .ESP, as it requires the use of .SEQ files. In all the tests I did, even regenerating the .SEQ files after flagging the .ESPs as .ESLs, the dialogues stopped working. So, to maintain the integrity of dialogues and even quests added by my mods with .SEQ files, you should not attempt to flag this file under any circumstances, and you should use it in the exact way I made it available for download.
One last comment: there is a common misconception that all LE meshes need to go through NifOptimizer in order to be used in SE or AE, with the most varied arguments defending this, and a few absurdities about what would happen if it wasn't done. This is just another one of the myths that this community believes without any basis, and that it spreads only because it saw many people repeating the same thing. DO NOT OPTIMIZE meshes, neither mine nor any from other mod's. Most meshes are ready to run directly from LE to SE. NifOptimizer should only be used in cases where they DO NOT WORK DIRECTLY WITHOUT BEING OPTIMIZED. Using NifOptimizer indiscriminately without need, and without knowing how to do it correctly, leads to terrible consequences, being able to damage UV's, Normal Maps, the very 3d structure of the models, and much more, in short, causing more problems than the possible problems you could have with 1 in every 100 meshes needing to be optimized, something you would later do manually and individually when proven necessary. JUST DON'T PASS MESHES THROUGH THE NIF OPTIMIZER EXCEPT IF THEY JUST DON'T WORK IN THE SPECIAL EDITION OR ANNIVERSARY EDITION AFTER YOU TESTED THEM YOURSELF FIRST.
It's a fact that yes NifOptimizer can solve problems in problematic Nifs, but in this case, and if these Nifs are mine, just contact me and I'll solve the problem for you. If you have really in-depth knowledge of how to correct any negative consequences of using the program on the problematic mesh, that's ok, do it, but if not, just contact me and I'll solve it, since the nif having the problem would be caused by a little oversight of mine while I was producing it, so would be my responsability to fix the problem as well.Unfortunately, because the use of NifOptimizer was recommended in many tutorials as a possible step, a lot of people took it as mandatory, and many fools started to use it as gospel and to convince others, but remember, it's not because it's on the internet that is real. There is absolutely NO such thing as an "old nif format". NiTriShape works perfectly in SE and AE, it is NOT necessary in any way to convert the .nifs to BSTriShape format for them to run smoothly in game, and this messy conversion can even lead you to severe ingame problems. Unfortunately, 3 or 4 paranoids managed to create a legion of players who live in constant panic of corrupting their games, and in an attempt to avoid it, they end up diving into a corruption many times greater, created by themselves, unnecessarily.But don't just take my word for it based on my years of experience and dedication to this activity, listen to Arcane University's own words about it, possibly the best center of studies on modding for The Elder Scrolls available on the internet: (image extracted from the link: https://wiki.beyondskyrim.org/wiki/Arcane_University:NIF_Data_Format)
Play more, have more fun, and let the authors be responsible for the technical condition and functionality of the mods they release. And if you don't trust them enough to use mods without trying to fix what often doesn't need to be fixed, just stop using those mods.
Take care, and if you have any doubts, look for me on my Discord server, Mihail
So far no incompatibilities have been found between this mod and other mods. One last addendum: It's not a problem with this mod per se and you probably won't even need to worry about this because you will not experience the bug, but when this mod was built many years ago it used a set of tutorials and textures for some of the blue fire spells used by the Stonefire Bone Colossi and their respective Bonemasters and Bonelings. It turns out that despite being magnificent, this set of resources had a small bug that caused the arrows fired to have a blue fire trail associated with them. When I detected this problem, I ran to solve it, however, any other mod that has used the same tutorials and resources in the past, and hasn't noticed this bug, or at least hasn't solved it, when used together with my Bone Colossus mod will cause the problem to return, because it will reinstall the problematic meshes that were deleted by me on my mod folder. Obviously I don't have control over which mods share these same assets and which among them fixed the bug or not, nor do I know which mods they are (apparently Naruto Ultimate Overhaul and consequently The Uchiha Clan are two of them). In case you got the bug, go to Meshes > mps, and delete the following files: BLUEmpsfireballsmoketrail, BLUEmpsfireballsparktrail, BLUEmpsfireboltfire01, BLUEmpsfireboltimpact01, BLUEmpsfirewallbase, BLUEmpsfirewallsparks, BLUEmpsfirewaveflames, BLUEmpsflamesfire and mpsfirestormareaflamesBLUE. If these files are present inside the "mps" folder, it means that you have installed a mod that still has this bug in its structure, and that will end up making the same bug reappear in my mod.
(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)
The mod looks great! Sadly the bone mages do not die at all. Not even console command kills them for some reason. Obviously this is due to my installed mods and not the fault of this mod. I had to disable the bone mages and run away. Never ran away in skyrim!
Ordinator user here* It'd be pretty cool if instead of finding a spell tome that teaches you how to summon it in exchange for materials, instead the bonemasters would drop a spell tome that teaches you how to conjure a Colossal Altar similar to Ordinator's Conjure Altar that lets you make Bone Colossi or better yet make it a recipe book that enables you to make then make them in the original bone altar from Ordinator. Just to keep things Consistent.
That way, you'd feel more like you're creating a bone colossus rather than summoning a bone colossus.
While we're at it, maybe make them count as one of Ordinator's Bone army?
is it all possible to nerf the bonelings they are way too tanky and do way too much damage for what they are, these things shouldnt even be close to the vanilla skeletons in strength because theyre obviously tiny but theres always like a bare minimum of 6 of them in any room or area theyre present in, the bonemasters are also way too op, feels like the main enemy is meant to be the bone colossus but everything is way harder to deal with than it, even just one bonemaster is more difficult than 2 bone collossi (especially because they all have staves originating from a boss fight) and theres always more than one around a bone collossus
probably mods in your load order are causing this. both bonelings and bonemasters are far weaker than the colossi, specially the bonelings. check if you dont have mods affecting them.
I have an issue, i keep getting kernel32.dll issues when using Faster-HDTsmp mod. It causes a crash in Falmer tunnels and people keep telling me its this mod. im using the most up to date version of skyrim. any tips on how i can solve this?
hello friend, no, it is not this mod. hdt was incompatible with lurker skeleton, so, also with bone colossi skeleton that uses a modified lurker skeleton, but they are no more incompatible since many years ago.
Thanks for the comment, Ill keep looking into it. Its only in one particular cave and it involves Falmer so i've narrowed it down. i just need to find the direct cause.
Ohh and while i am at it... Those lightning mages you put in the little ruin north of whiterun are CRAZY STRONG!!! the damage they output is insane and i have to pepper them with arrows while constantly running away to beat ONE of them. it took me 15 minutes to kill him only to get hit with lightning from the other one and he made me ragdoll so hard i went back to the oblivion crisis.
Hi, i ran into a bug , a cannot summon the thunderchild bone colossus , but i can summon other things and its not mana cost , i used tgm to test and coudnt summon , help?
another thing, ordinator perks are not working with the mod, the mana cost is still 1k and even with vanilla enchant gear with reduce mana cost and etc..
"thank you, also, i think the patch is mandatory since if we use this mod, it removes the CC bone colossus animation https://www.nexusmods.com/skyrimspecialedition/mods/63383"
- Nop, friend, it dos not. My Bone Colossus does not affect CC Bone Colossus, neither it affects mine, they are completely different things, you can use both together without problems. If you are having problems, then you have a mod in the middle of both that is linking them;
"another thing, ordinator perks are not working with the mod, the mana cost is still 1k and even with vanilla enchant gear with reduce mana cost and etc.."
- You may be again having incompatiblities (specially because nothing on this mod costs 1 k), or simply ordinator needs a patch for modded summons. Have in mind my mods are made for vanilla, so, if you use mods that modify it too much, you may in some cases end needing patches to make them all work together. It's not even a matter of mod incompatibility, you can use all together just fine, but some overhauls will not apply to some stuff such as custom spells without a patch.
the first issue was cause by hdt-smp/ faster hdt-smp for anyone having the same issue as mine, heres the fix https://www.nexusmods.com/skyrimspecialedition/mods/63167/
the second issue was the patch itself, i tried removing the patch and the mana cost return to normal this is the patch but do note it will make mana cost at 1k even with enchant and perks. https://www.nexusmods.com/skyrimspecialedition/mods/63383
Hola, espero que por favor me puedan echar una mano en esto que me vuelve loco, disfruto jugando Skyrim con invocaciones y el Bone Colossus permanece completamente estático, se mueve y ataca pero su cuerpo está congelado usando FSMP, yo uso la versión AE 1170¿Cómo podría arreglar esto, hay un parche? o ¿podrías ayudarme a crear uno con SSedit?
Según Nexus, aún no has descargado este mod, ¿dónde descargaste Bone Colossus? Es algún tipo de incompatibilidad de mods, probablemente tengas que excluir a Bone Colossus de la lista de criaturas afectadas por los mods de animación que estás usando, pero mi Bone Colossus es compatible con FSMP, por eso te pregunto dónde lo descargaste.
I just wanted to give feedback. The enemies you make LOOK good, but at least to me, offer no challenge. Skyrim is 13 years old; everyone has mastered the game. It would be really nice to have enemies that are hard to beat. Suggestions: Add armor in abilities, increase the melee damage, or add armor penetration to thier attacks. I did this by editing you "spriggan abilities" and adding "abresistdamage" and giving them like 400 armor. I then increased the melee and spell damages by a large amount. At that point they were at least a little bit dangerous.
I have noticed a pattern with ALL creature mods (not just yours) that they seem to be made so the worst players can beat them, why not make them to provide a challenge for those of us who know how to play the game? Just wondering.
A pattern I have noticed with all creature mods is that they never have any natural armor, (you can see this by pulling down console, clicking on an enemy and typing "getav damageresist) It's always 0, which makes them a pushover.
I'll just give an example here: Your Bone Colossus hits for 85 damage. Well, if someone has capped damage resist, which is extremely easy to achieve, it will hit for like 15 damage. Even if someone sets the game to very hard, I think it's like 30 damage. Even if we double that to 60, that is still nothing to a player in decent gear of level 30+. I would significantly raise the damage they do.
I really dont think that "just increasing value X" alone will change something. For example by raising the HP of bosses in MMos due to power creep , bosses wont get harder or more challenging; they just become more annoying of doing the same boring s#*! longer.
And implementing new or more mechanics wont be that easy as increasing just value X.
So i recommend to be more realistic with such comments. The mod is free and this will keep skyrim modding alive.
Cruor34, the problem, my friend, is the fact that if i make them 1 single point stronger, i will need to listen to hundreds of complaints on my ears. i make stuff as people prefer, and the majority prefer them as they are now, and to be honest, many still think they should be weaker.
162 comments
The mod is not flagged as .ESL, just like a normal .ESP, because it has FaceGen data on it, so if it was flagged, whoever is not using the last official updates for SE or AE, including most pirated Skyrim users, will have the NPCs added by this mod having the gray face bug. However, if you have the latest update installed, you can flag this mod as an .ESL using SSEEdit, at your own risk, but generally with no problems;The mod is not flagged as .ESL, just like a normal .ESP, as it requires the use of .SEQ files. In all the tests I did, even regenerating the .SEQ files after flagging the .ESPs as .ESLs, the dialogues stopped working. So, to maintain the integrity of dialogues and even quests added by my mods with .SEQ files, you should not attempt to flag this file under any circumstances, and you should use it in the exact way I made it available for download.JUST DON'T PASS MESHES THROUGH THE NIF OPTIMIZER EXCEPT IF THEY JUST DON'T WORK IN THE SPECIAL EDITION OR ANNIVERSARY EDITION AFTER YOU TESTED THEM YOURSELF FIRST.
It's a fact that yes NifOptimizer can solve problems in problematic Nifs, but in this case, and if these Nifs are mine, just contact me and I'll solve the problem for you. If you have really in-depth knowledge of how to correct any negative consequences of using the program on the problematic mesh, that's ok, do it, but if not, just contact me and I'll solve it, since the nif having the problem would be caused by a little oversight of mine while I was producing it, so would be my responsability to fix the problem as well.Unfortunately, because the use of NifOptimizer was recommended in many tutorials as a possible step, a lot of people took it as mandatory, and many fools started to use it as gospel and to convince others, but remember, it's not because it's on the internet that is real. There is absolutely NO such thing as an "old nif format". NiTriShape works perfectly in SE and AE, it is NOT necessary in any way to convert the .nifs to BSTriShape format for them to run smoothly in game, and this messy conversion can even lead you to severe ingame problems. Unfortunately, 3 or 4 paranoids managed to create a legion of players who live in constant panic of corrupting their games, and in an attempt to avoid it, they end up diving into a corruption many times greater, created by themselves, unnecessarily.But don't just take my word for it based on my years of experience and dedication to this activity, listen to Arcane University's own words about it, possibly the best center of studies on modding for The Elder Scrolls available on the internet: (image extracted from the link: https://wiki.beyondskyrim.org/wiki/Arcane_University:NIF_Data_Format)
Play more, have more fun, and let the authors be responsible for the technical condition and functionality of the mods they release. And if you don't trust them enough to use mods without trying to fix what often doesn't need to be fixed, just stop using those mods.
Take care, and if you have any doubts,
look for me on my Discord server,
Mihail
So far no incompatibilities have been found between this mod and other mods.
One last addendum: It's not a problem with this mod per se and you probably won't even need to worry about this because you will not experience the bug, but when this mod was built many years ago it used a set of tutorials and textures for some of the blue fire spells used by the Stonefire Bone Colossi and their respective Bonemasters and Bonelings. It turns out that despite being magnificent, this set of resources had a small bug that caused the arrows fired to have a blue fire trail associated with them. When I detected this problem, I ran to solve it, however, any other mod that has used the same tutorials and resources in the past, and hasn't noticed this bug, or at least hasn't solved it, when used together with my Bone Colossus mod will cause the problem to return, because it will reinstall the problematic meshes that were deleted by me on my mod folder. Obviously I don't have control over which mods share these same assets and which among them fixed the bug or not, nor do I know which mods they are (apparently Naruto Ultimate Overhaul and consequently The Uchiha Clan are two of them). In case you got the bug, go to Meshes > mps, and delete the following files: BLUEmpsfireballsmoketrail, BLUEmpsfireballsparktrail, BLUEmpsfireboltfire01, BLUEmpsfireboltimpact01, BLUEmpsfirewallbase, BLUEmpsfirewallsparks, BLUEmpsfirewaveflames, BLUEmpsflamesfire and mpsfirestormareaflamesBLUE. If these files are present inside the "mps" folder, it means that you have installed a mod that still has this bug in its structure, and that will end up making the same bug reappear in my mod.
(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)
Bone Colossi and Gravelords- Mihail Monsters and Animals (SE-AE version) (''undead'') at Skyrim Special Edition Nexus - Mods and Community
It'd be pretty cool if instead of finding a spell tome that teaches you how to summon it in exchange for materials, instead the bonemasters would drop a spell tome that teaches you how to conjure a Colossal Altar similar to Ordinator's Conjure Altar that lets you make Bone Colossi or better yet make it a recipe book that enables you to make then make them in the original bone altar from Ordinator.
Just to keep things Consistent.
That way, you'd feel more like you're creating a bone colossus rather than summoning a bone colossus.
While we're at it, maybe make them count as one of Ordinator's Bone army?
both bonelings and bonemasters are far weaker than the colossi, specially the bonelings.
check if you dont have mods affecting them.
no, it is not this mod.
hdt was incompatible with lurker skeleton, so, also with bone colossi skeleton that uses a modified lurker skeleton, but they are no more incompatible since many years ago.
thanks for the response.
https://www.nexusmods.com/skyrimspecialedition/mods/63383
awesome mod, thank you
another thing, ordinator perks are not working with the mod, the mana cost is still 1k and even with vanilla enchant gear with reduce mana cost and etc..
https://www.nexusmods.com/skyrimspecialedition/mods/63383"
- Nop, friend, it dos not. My Bone Colossus does not affect CC Bone Colossus, neither it affects mine, they are completely different things, you can use both together without problems. If you are having problems, then you have a mod in the middle of both that is linking them;
"another thing, ordinator perks are not working with the mod, the mana cost is still 1k and even with vanilla enchant gear with reduce mana cost and etc.."
- You may be again having incompatiblities (specially because nothing on this mod costs 1 k), or simply ordinator needs a patch for modded summons. Have in mind my mods are made for vanilla, so, if you use mods that modify it too much, you may in some cases end needing patches to make them all work together. It's not even a matter of mod incompatibility, you can use all together just fine, but some overhauls will not apply to some stuff such as custom spells without a patch.
the first issue was cause by hdt-smp/ faster hdt-smp
for anyone having the same issue as mine, heres the fix
https://www.nexusmods.com/skyrimspecialedition/mods/63167/
the second issue was the patch itself, i tried removing the patch and the mana cost return to normal
this is the patch but do note it will make mana cost at 1k even with enchant and perks.
https://www.nexusmods.com/skyrimspecialedition/mods/63383
Es algún tipo de incompatibilidad de mods, probablemente tengas que excluir a Bone Colossus de la lista de criaturas afectadas por los mods de animación que estás usando, pero mi Bone Colossus es compatible con FSMP, por eso te pregunto dónde lo descargaste.
I have noticed a pattern with ALL creature mods (not just yours) that they seem to be made so the worst players can beat them, why not make them to provide a challenge for those of us who know how to play the game? Just wondering.
A pattern I have noticed with all creature mods is that they never have any natural armor, (you can see this by pulling down console, clicking on an enemy and typing "getav damageresist) It's always 0, which makes them a pushover.
I'll just give an example here: Your Bone Colossus hits for 85 damage. Well, if someone has capped damage resist, which is extremely easy to achieve, it will hit for like 15 damage. Even if someone sets the game to very hard, I think it's like 30 damage. Even if we double that to 60, that is still nothing to a player in decent gear of level 30+. I would significantly raise the damage they do.
For example by raising the HP of bosses in MMos due to power creep , bosses wont get harder or more challenging; they just become more annoying of doing the same boring s#*! longer.
And implementing new or more mechanics wont be that easy as increasing just value X.
So i recommend to be more realistic with such comments. The mod is free and this will keep skyrim modding alive.
the problem, my friend, is the fact that if i make them 1 single point stronger, i will need to listen to hundreds of complaints on my ears.
i make stuff as people prefer, and the majority prefer them as they are now, and to be honest, many still think they should be weaker.