Great mod! Is there any way to deactivate the placed mines, like Ark? How long they'll remain there? I accidentally cast Ark mine in Breezehome and it wont disappear lmao
I've casted all 3 novice spells and yet I don't have the dwemer research quest, I have more that 3 uncleared dwemer ruins since I started a new game not too long ago
please work on the effects, i walked through bleakfalls and i have headache. arcmine and dwarfen autocannon from ordinator cause endless screenshake. its horrible to make such a cool mod unplayble because of bad effects
edit: i downloaded disable screenshake effect. /skyrimspecialedition/mods/61182
Question: when you energize the summons do they stay like that permanently or once resummoned/killed/expired they will start at the lowest level again? I love the Dwemer automatons but i haven't found a single mod that isn't either way too convoluted or make automatons so weak/expensive it's not worth the effort to get them
Quest bugged out for me even when using the bionics item from inventory. After looting the first item, the remaining two bionics items did not spawn on visiting their respective dungeons. I did have an adequate number of unexplored ruins in my playthrough when I installed. QUI and Hide Those Futile Quests allowed me to obtain the remaining items and remove the quest from my journal, so all's well as far as I'm concerned. I do really appreciate the care that went into making a form of spell progression that has more going on than just "visit vendor, buy book". Power Stroke may also be one of my favorite spells of all time. This mod is well worth some possible grumbles from the quest. Thank you to the author for making this!
Love the mod, but trying to create a Dwarven Thresher over the summon limit causes an instant CTD for me. All the other summons have no issue, and it's only when you try to create one over the current limit.
Hello, I don't know if you are still having that Thresher CTD problem, but a I had this same problem using a different mod that allowed me to summon ballistas (which threshers share the same model type) and crashed when going over the summon limit.
Are the mines supposed to stay on the ground and not disappear over time? Just tried using Crank Mine. It works as intended, but I'm curious if being permanent is also intended. The mine only disappears when I move it to another place.
239 comments
Is there any way to deactivate the placed mines, like Ark? How long they'll remain there? I accidentally cast Ark mine in Breezehome and it wont disappear lmao
edit: i downloaded disable screenshake effect. /skyrimspecialedition/mods/61182
I love the Dwemer automatons but i haven't found a single mod that isn't either way too convoluted or make automatons so weak/expensive it's not worth the effort to get them
Downloaded this mod and now I can spam-summon ballistas without worry and I bet it will also work with threshers too.
Dwemer Ballista Crash fix at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
The manufacture spell will summon a staff in my right hand only, regardless of which hand casts the spell, is there a way around this?