Skyrim Special Edition

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  1. DMagnus
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    Blam it's 2.6! New things, new tweaks:

    10/10/20: Reuploadd 2.6 to address some issues that had slipped by, namely missing textures for the Blackrock Dwarven Armor and issues with the enchantment art for the Great Dagger and Lightning Whip. Also removed unnecessary junk from the archives that had snuck in.

    10/9/20: Uploaded a hotfix that corrects an issue with the Lightning Whip. The enchantment art hadn't been properly converted for SE, so you'd end up with a giant red ! overlaid on the whip when it's equipped.

    > "Speaking" to the Black Sword is now done through a lesser power instead of an item. A few modifications have been made as well, namely: Striking a target the Sword won't kill will no longer proc the sound and imagespace modifier, these are now handled in the sword's scripts. The blade now gets wreathed in flame when launching its Fire power. If you've already obtained the True Black Sword, be sure to drop it and pick it back up to refresh the scripts on it.

    > Added the Lightning Whip, the Juggernaut Hammer, the Hammer of Dedication and the mundane Battle Hammer. The Battle Hammer is level-listed (and can be crafted), so be sure to use a Seeding Crystal to refresh the level-lists.

    > Fixed the Falmer pod at the end of the Infested Caves being inaccessible.

    > Replaced the stone walkways at the end of the Infested Caves with falmer bridges

    > Moved the Hoe of Destruction's shed again.

    > Changed the Magebane's display case in the Archmage's Quarters to be Master locked rather than strictly requiring the archmage's key. It still can be unlocked with said key but the case can now be picked, in case you're a thiefy type or misplaced the key.

    > Reduced the duration of the Death Scythe's effects from 30 minutes to 30 seconds. Also reduced its base damage very slightly.

    > Added Blackrock Dwarven Armor

    > Revised how the Great Dagger handles the appearance of its sword form, so the dagger itself now disappears when swung, allowing its sword form to take its place and not overlap it.

    > Revised the enchantment visuals for the Fire Swords, so their flames now move in response to attacks and general motion. Also changed them to use normal sword swing sounds.
  2. Rainbowrider10
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    love the mod, all the arrows really boost the archery gameplay, all the cool gimmick weapons are cool too
  3. PhoenixKid56
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    I cant make the black sword for whatever readon and my smithing is 100, sll material type perks selected, using ordinator mod but still cant make it
    1. DMagnus
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      Making the Black Sword doesn't require any vanilla perks. You need the knowledge on how to work blackrock, which is provided by the Blackrock Lexicon found in the smaller room connected to the forge. There's also a key there you'll need to access the room the Lexicon can be activated in.
    2. PhoenixKid56
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      aka the aetherium forge? i got the key but idk where the room is
    3. DMagnus
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      No, not the Aetherium forge, the Silent Forge. The room the key goes to is called the Silent Chamber; if you leave the Silent Forge, the door to the Chamber is straight down the hall, past the intersection. The Silent Forge is also the only place the Black Sword can be made.
    4. PhoenixKid56
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      alright i figured it all out
  4. borya78
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    Loving this mod, been a big fan of Ultima series since the 80's.

    I am stuck on making the black rock sword.  I've made the balanced sword but the last part of joining the ether gem and the sword is where I have am stuck.  I have the ether gem and read all the journals and how to make the sword, but can figure how to join ether gem and sword.  What have I missed?
    1. DMagnus
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      If you made a Calibrated sword you can't join the Ether Gem to it, you need an Unbalanced sword. Once you have an Unbalanced sword, joining the Ether Gem to it is as simple as opening your inventory and clicking on the Gem.
    2. borya78
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      Reloaded and made the sword from beginning and it worked!! 

      Thanks a lot, this mod brought back good memories from the Ultima games.

      Planning any updates or adding more stuff to this mod?
    3. DMagnus
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      Oh, yes, definitely. For the past 3 years I've been working on the 3.0 update, which is adding a lot more stuff, primarily things from Serpent Isle, but also spells. It's been slow going because there's a lot of dungeons I have planned and those take a fair bit of time to make and clutter up, not to mention all the new assets I have to make, but it's gonna be something.
  5. BlaineCraner
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    Holy smokes, this is cool.
  6. hoangdai94
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    @DMagnus Hi, any chance we can have a weapons and armor-only version of this mod ?
    1. DMagnus
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      Sorry, no. Not only do weapons and armor make up the bulk of the mod, there aren't that many items that aren't weapons or armor, so removing them wouldn't change much from a gameplay or filesize perspective. Stripping the mod down to just the weapons and armor, with no dungeons or hint notes and everything's made to be craftable, isn't a route I want to take because not only would that mean maintaining four versions of the mod (the "full" version on LE and SE, and the proposed "reduced" version), I deliberately set out to avoid making AoU a mod where you can just craft everything because I see that as a lazy route and intrinsically unsatisfying, because why bother exploring the world, delving deep into dungeons and crypts, when you can just go to the Whiterun forge and fart out a Black Sword with an ebony ingot and some leather strips?
    2. hoangdai94
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      @DMagnus Thanks for your detailed reply, I want that version because plan to use SPID to distribute these new items to NPC. Also, I want to reduce the number of records of the plugin to flag it as ESL, guess I probably do this myself  
    3. DMagnus
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      The mod does level certain weapons and armor (well, shields) onto NPCs via script, so SPID might be a bit redundant, unless you want to disable the level-listing quest and use SPID instead. There's a lot of stuff in the mod, too; ESLs have a limit of 2048 records, AoU currently has 9323, so a lot would have to be purged in order to get it down to a point where it could be ESLified. I honestly wouldn't recommend gutting the mod so heavily due to the risk of breaking it, and possibly the game; If you're that starved for load order space, I'd recommend going through what mods you have and ESLify any smaller mods first before you start gutting larger mods like AoU.
    4. hoangdai94
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      @DMagnus Ok mah friend, I'll think about it !
  7. hoangdai94
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    DELETED
  8. GrimmWulfe
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    Hello DMagnus, thank you for the amazing mod I’ve run Ultimata weapons on my main long playthrough saves since my LE days. 

    But I’ll admit I’ve used cheats to get a lot of the stuff sometimes. On the current save I’ve been holding back from that and I’m really lost on how to find My fav sword: Enilo quick sword. I even read the location spoiler document and looked in ratway warrens and even tcl’ed around the WHOLE place but still didn’t find it :(

    I don’t have any mods that change cities in any way. I do have 560 plug ins running but usually I’ve been able to find all the other artifacts just fine. If you could give me an exact location or maybe a screenshot of where it is I’d really appreciate it thanks! 
    thanks again for the amazing mod! 
    1. DMagnus
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      Glad you're enjoying the mod! Enilno should be in Esbern's room, on top of the bookshelf by his desk.
  9. GOREckpuIIa4
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    Hope you doing great, waiting so much for the 3.0 version, tbh your mods are the only that I, when Skyrim moding fever hits me, check in first rows.
    1. DMagnus
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      I've been doing well. It's been slow going on 3.0, but I'm still working on it.
    2. GOREckpuIIa4
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      Thank you for that, cheering up for your work :)
  10. steelfiredragon
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    ever consider using dar animation for the lightning whip? and use a shout to use on the blackrock sword to talk to the daemon inside it?
    1. DMagnus
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      Whole reason I set up the lightning whip the way it is was so AoU wouldn't have to rely on DAR. I don't have anything against DAR, just my goal with the mod is to keep it as self-contained as possible without reliance on other mods. Not to mention, to get it to work with DAR I'd have to re-rig the whip part to the DAR whip skeleton, and it was trouble enough rigging the whip for the Miraak sword approach, and it still doesn't look quite the way I want it to when attacking.

      As for the Black Sword, that's technically already the case. "Speaking" to the Black Sword is done via a Lesser Power that's assigned to the Voice/Shout key. I have been giving thought to having the sword's lines be voice-acted, but I don't have any plans to expand things to where the sword is effectively an NPC you can interact with.
  11. GrumpySaracen69
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    Hello DMagnus, I would like to thank you for sharing this mod with us.

    Ultima 7 was my first RPG and I still have a special place in my heart for the Ultima series. I especially love the original Black Sword (not the U9 Blackrock Sword).
    Your mod captures the items from the Ultima series very well. Yet the simple shapes from back then look a little out of place in a game like Skyrim. The Magebane Sword comes to mind as an example. Have you ever considered fancifiying the shapes of the models a little?
    Or do you prefer to stay true to the spirit of the original items?
    1. DMagnus
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      I prefer staying as close to the original items as reasonably possible, and in cases where unique items used the same weapon sprite, or there weren't any weapon sprites at all, I generally use real life historical weapons as a source of inspiration for a weapon's design. That's not to say there aren't more fantastical designs in the mod (at least one of which is closely modeled after a real-life Ethiopian shotel, and of course there's the Black Sword itself, among a few others), but for the most part the weapons keep to a fairly utilitarian form-factor. That said, I am going to be changing the look of a couple things with the 3.0 update, mainly the Great Dagger and Poison Dagger, 'cause their models are going on ten years old at this point and it kind of shows. I might re-think other weapons as well that were made for the mod's initial release, but so far just those two will be changing.
    2. GrumpySaracen69
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      OK, thank you for the reply.
      I'm really looking forward to the 3.0 update. Definitely worth the wait.