I love the Dwemer Exoskeleton dearly and have repeatedly tried to get it running in the modern Skyrim environment. Sadly, the more evolved versions of this mod that include weapon attachments, magic effects and scripts have always caused CTDs for me at some point (obviously most often when firing attached weapons).
Since all I really wanted from this mod was the original Exoskeleton (I was a version 1 user on Oldrim), I tried reverting to the first Oldrim version. But of course, it does not install in modern Mod Managers without errors.
So I opened three "How to port Oldrim Mods to SSE" tutorials in parallel to make sure they agreed on all the important steps, installed all required tooling and then converted the version 1 release of the original Oldrim mod by SpaceWiking using Creation Kit, BAE, SSE NIF Optimizer, CAO and SSEEdit.
The result is a NIF-optimized, cleaned, Form-updated and ESL'ified SSE Mod of the version 1 Dwemer Exoskeleton as seen in Oldrim. I have uploaded it here for all others who feel nostalgic about this beautiful mod and wish to experience the Exoskeleton again in modern Skyrim.
Thanks to SpaceWiking for this great mod and to CuL8Rgator for his prior porting work! If my upload is in any way offending to the author(s), I'll immediately remove it from here. <3
Can this be edited like a normal "armor"? Kinda have the urge to do an asymmetrical powered gauntlet to use with Wraithguard. Basically some S-Cry-ed or Jax
The quest completed for me no problem at all. The only way it bugged for me once was using console commands to get the hyperion master before taking the quest. I have literally gone to blackreach right away duck and dodged everything up to sinderions place started the quest, more ducking and dodging to the ruin and ran in and used the corner to line of sight everything to death and completed it.
nope had both in my game (was playing a full dwemer play through lol with all of dividedbythe 9 dwemer followers too) didn't affect it. you can watch the video there are a few things to equip not just the hyprion (hope i spelled that right)
Just for information, this mod overwrites data from mods like Ordinator, if you have the Complete Crafting Overhaul Remade mod, then it overwrites the Ordinator + Complete Crafting Overhaul Remade patch, overwrites data from Combat Gameplay Overhaul SE and Unofficial Skyrim Special Edition Patch, Weapons Armor Clothing and Clutter Fixes. I assume that minimum of 50 percent of Nexus users have these mods. The mod overwrites a lot of information, especially regarding race edits, JamesTParker mentioned this in his comment. I see only two solutions: - someone crazy enough will create patches at least for Unofficial Skyrim Special Edition Patch - or you load this plugin as high as possible in your load order, but then some components of the mod may not work I personally try the second option because I'm very lazy and not crazy enough to make the patch... the day might come when I am forced to make this patch. But that day has not come yet. More information from xEdit: [Removing "Identical to Master" records done] Processed Records: 1667, Removed Records: 4, Elapsed Time: 00:00 So clean it up with xEdit.
I did it like this: - I cleaned the mod with xEdit - I put it at the bottom of the load order and I resolved the conflicts in xEdit, I didn't create a patch, I solved it directly in Dwemer_Exoskeleton_v1_0.esp The basic version of the exosceleton works, the Hyperion Regulator works, the effects are working.
I am glad that you have provided very valuable and credible information regarding this mod. Next time, you could inform us about the number of wild rabbits in Uzbekistan, it would help us a lot.
98 comments
Since all I really wanted from this mod was the original Exoskeleton (I was a version 1 user on Oldrim), I tried reverting to the first Oldrim version. But of course, it does not install in modern Mod Managers without errors.
So I opened three "How to port Oldrim Mods to SSE" tutorials in parallel to make sure they agreed on all the important steps, installed all required tooling and then converted the version 1 release of the original Oldrim mod by SpaceWiking using Creation Kit, BAE, SSE NIF Optimizer, CAO and SSEEdit.
The result is a NIF-optimized, cleaned, Form-updated and ESL'ified SSE Mod of the version 1 Dwemer Exoskeleton as seen in Oldrim. I have uploaded it here for all others who feel nostalgic about this beautiful mod and wish to experience the Exoskeleton again in modern Skyrim.
Thanks to SpaceWiking for this great mod and to CuL8Rgator for his prior porting work!
If my upload is in any way offending to the author(s), I'll immediately remove it from here. <3
Mounted weapons seem a bit buggy. The melee weps work fine, but trying to fire the mounted crossbow results in an instantaneous CTD.
I see only two solutions:
- someone crazy enough will create patches at least for Unofficial Skyrim Special Edition Patch
- or you load this plugin as high as possible in your load order, but then some components of the mod may not work
I personally try the second option because I'm very lazy and not crazy enough to make the patch... the day might come when I am forced to make this patch. But that day has not come yet.
More information from xEdit:
[Removing "Identical to Master" records done] Processed Records: 1667, Removed Records: 4, Elapsed Time: 00:00
So clean it up with xEdit.
- I cleaned the mod with xEdit
- I put it at the bottom of the load order and I resolved the conflicts in xEdit, I didn't create a patch, I solved it directly in Dwemer_Exoskeleton_v1_0.esp
The basic version of the exosceleton works, the Hyperion Regulator works, the effects are working.
Assuming you still have any of the older versions of course.