Skyrim Special Edition

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AndrealphusVIII

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  1. AndrealphusVIII
    AndrealphusVIII
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    This mod is no longer supported. I'm only keeping it up, for reference's sake. Please use this mod instead.
  2. SirCadsimar
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    How are neither parts of this full .esps?  I'm so confused, and I can't install Wyrmstooth - Brimstone and Wyrmstone Armory this playthrough because it is a full .esp :/
    1. AndrealphusVIII
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      What do you mean by full ESPs? Do you mean non-ESPFEs?
    2. SirCadsimar
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      I temporariliy disabled them in MO2, LOOT says there was no change in my total regular plugin count ("254").   If I enable Wyrmstooth - Brimstone and Wyrmstone Armory, LOOT says there are "255" regular plugins loaded...
    3. AndrealphusVIII
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      I see. So you'd like that mod to be an ESPFE?
  3. Giboss
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    Hi,

    Is the mod compatible with Wyrmstooth v. 1.20.1?
    1. AndrealphusVIII
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      I don't know. Apparently there was another update. I'm not sure if there's even a demand for this mod anymore, given all the alternatives. As such, updating is very low priority. I might at some point do so, but certainly not soon.
  4. EvilCommunistGod
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    >The equiment sets currently use a Glass texture replacer, but if anyone knows a better alternative, let me know.

    I suppose I can leave a suggestion...

    How about Wyrmstone armour is going to be heavy armour, since metal is better at providing electricity (and since it has an improvement for electric enchantments)? It could use the model of ebony armour, but with this really light blue tone, on, let's say, inner parts of the armour, closer to the body of the wearer, whilst the outer parts are still going to be ebony (like the upper part of the helmet, the cuirass's chest piece, the inner pauldrons, fingers, hips) and a purple cloth piece, that's covering the crotch. 
    Brymstone can be glass, but just recolour all these non-crystal parts into some other colour. Maybe give it a little lamellar feel (being segmented into many small metal pieces). But I'd go for a recolour. Maybe some red-ish yellow, so it would feel like the smith put brymstone pieces into the chest piece and so on for extra protection. You could also give it a requirement of like 3/4+5 (3/4 for the gloves, boots and a helmet, 5 for the cuirass) brymstone requirement and improve the armour rating. Something closer to the dragon equipment.



    I may have said nonsense but still wanted to give my opinion on how to improve the looks of these armours. Can't say much about weapons. Maybe Wyrmstone could have the Ebony model with lots of blue on the sharp parts but that's about it.
    1. AndrealphusVIII
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      Thank you for the suggestion. Unfortunately, I don't know how to make my armor meshes.

      I was rather looking for suggestions of resources to use that are already done, with no additional edits required. (I can only do some basic UV tweaks in Nifskope, but that's my extend of what I can do.) I'm sorry for the confusion, I'll add that to the description.
    2. EvilCommunistGod
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      Ah, it's fine. I just wanted to leave it here, so you may later use it. G'luck with tools in your future mods, though.

      Oh and you can ask someone like ChakraSSE or whatever his nickname is. He does armour mods and they use a lot of vanilla meshes as combined into one. 
    3. AureliaGreenwood
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      one idea - Bingles Glass Splinter Armor has open permissions and these armors align pretty closely with the colors and textures of the ore. There is a tweaked version in Morrowind Armor Compilation that also has open permissions. Billyro's mage glass sword also comes to mind.
      Bingles -
      https://www.nexusmods.com/skyrim/mods/14113

      Morrowind Armor -
      https://www.nexusmods.com/skyrim/mods/22793

      mage glass sword-
      https://www.nexusmods.com/skyrim/mods/104045

      Thanks for the great mods!
    4. AndrealphusVIII
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      @AureliaGreenwood Thanks for the suggestion. I'll have a look.
    5. allicide
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      ???Molten Glass Armor and Weapons at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) 

      You could try this retexture for the Brimstone armor, give it an appearance similar to actual brimstone. I've been using it as a sort of stand-in while I waited for this to return. Obviously not the same armor but renaming in the enchanter can let me dream. But now that this is back it's pretty redundant.

      P.S.
      ???Glacier Armour - Blue Glass Armour at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
      I also used this in place of Wyrmstone, as it looks almost identical, just slightly darker metal textures.
    6. AndrealphusVIII
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      Those look very cool. Thank you for the suggestions. I'll contact the author to ask for permission.
    7. allicide
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      Hi, I realize this thread is a bit old, but I had another suggestion.

      Blood Glass Weapons and Armor at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

      As Wyrmstooth is set on an island that seems to have been mostly nordic in culture, as well as some dwarven, I thought this might make a little more sense with a mashup of glass and stalhrim, also a little more unique than just a retextured glass set. It's already dark red for the brimstone and you can recolor it for wyrmstone.

      Dragon Glass Weapons at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

      I would Also recommend this for the weapons if you don't like the previous mod's weapons. I don't know how to get the transparent look, but the shape looks pretty cool. Of course, if no one agrees, you can just ignore me. 

      Happy Trails.
    8. AndrealphusVIII
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      Thank you for the suggestions
  5. Giboss
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    Hi,

    Is the mod compatible with Wyrmstooth v.1.19.7?
    1. AndrealphusVIII
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      It should be, afaik. I might need to check, but I assume it is.
    2. Giboss
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      Thx
    3. TBGRicky
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      Hello,

      I just found out that Wyrmstooth was updated to v. 1.19.8  yesterday. Just wanted to let you know in case that could be important to you.
    4. AndrealphusVIII
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      I'll have to check.
    5. AndrealphusVIII
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      Patches have been updated to work with 1.19.8.
  6. SkyLover264
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    I was wondering if we'd ever see these again. Btw, the third party who ported the Notice Board patch (it wasn't me) left the site over the policy changes in case you wanted to port that tweak as well. (Plus, I heard that their port was rather buggy anyhow)
    1. AndrealphusVIII
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      I see. Thanks for letting me know.
  7. tarlazo
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    Looks like you forgot to include the WTTECraftSetsAliasScript.pex for the add-perk quest.
    1. AndrealphusVIII
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      Thanks for mentioning that. I will fix it asap. (probably later today.)

      Edit: should be fixed now.
    2. tarlazo
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      Yes, thanks.
      Unfortunately, I just noticed that Landmarks misses the facegen files for Tends-The-Lights. :)
    3. AndrealphusVIII
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      Ah, I thought I'd be missing something else.

      Right, I'll add that as well.
  8. RainstormWander
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    Sounds awesome, thank you.
  9. wSkeever
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    You can esl flag plugins that edit cells.

    There will only be problems with cells if you introduce a new cell in your esl, and it will only prevent other plugins from editing that new cell.
    1. ra2phoenix
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      In addition, it only matters if the plugin creating the CELL is both ESL *and* ESM. (some very select few mods, or CC .esls)

      I get frustrated seeing the ESLify script perpetrate this misinformation.  If you compact these, they should be fine as ESL.
    2. AndrealphusVIII
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      I see. I thought this was the case, but in the past I got called out for ESLifiying ESPs that edit cells, so I stopped doing this. Is there any additional information about this?
    3. Selfishmonkey
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      It's only a problem when an esl creates a new cell that another esl modifies... why, don't know. But I've seen it happen. But to be fair, I have experienced a few esps that cannot be esl'ed because their cells freak out. For instance Nordic Lore Integration - The Stone of Snow-Throat is one such case.
    4. darkphoenixff4
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      Yeah, when I read that I was like "Wait a minute, I compact and ESL mods all the time and I've never run into problems with cells...".  But the only mod work I do is compatibility patches, so I figured I'd defer to those with more experience in this area.
  10. Sandman53
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    I saw this in the changelog of the latest Wyrmstooth update:

    • Wyrmstone and Brimstone ore veins have been replaced for now until new armor and weapon sets can be made for the mod.

    I havn't tested it out yet, but would that effect the ability to get the respective ore to craft the armor?
    1. AndrealphusVIII
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      I changed them back.

      In the description of this tweak:

      In addition, I reimplemented Brimstone and Wyrmstone ore veins into Wyrmstooth, so you can mine the ores again.

      When Wyrmstooth gets an update in which the main mod will add actual sets, I'll probably remove this part of the tweak.
    2. Sandman53
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      Don't know how I missed that one, excellent
    3. LovecraftLore
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      Ran around the island and couldnt find any of the new ore veins.  I went into Gronndal Grove and looks like all the old ebony nodes are empty.  One of them said it was a wyrmstone node but when I mined it got ebony.  Do I need to perform a cell reset for the ore nodes to work properly?
    4. AndrealphusVIII
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      Ran around the island and couldnt find any of the new ore veins.  I went into Gronndal Grove and looks like all the old ebony nodes are empty. One of them said it was a wyrmstone node but when I mined it got ebony. Do I need to perform a cell reset for the ore nodes to work properly?
      It may require a new game. I'm not to sure about that.
    5. LovecraftLore
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      No problem I can use additem menu, the armors are working though so thats the main thing.
  11. Vagent
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    Nice. Welcome back.
    1. AndrealphusVIII
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      Thank you.