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Missile

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MissileMann

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105 comments

  1. GoldenChimera
    GoldenChimera
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    Ear ingredient should be taken from the CC & Mihail models instead of a recolored falmer ear. Looks jarring.
  2. Phantom265
    Phantom265
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    Is Bruma required or just for the synergy?
    1. MissileMann
      MissileMann
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      just for synergy
    2. MissileMann
      MissileMann
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      just for synergy
  3. ME2345678
    ME2345678
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    Lakeview Manor is broken—what patch do I need?
    1. MissileMann
      MissileMann
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      This mod doesn't touch lakeview at all. The issue shouldn't be from this mod
    2. ME2345678
      ME2345678
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      There are goblins underground. 😭
    3. MissileMann
      MissileMann
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      i don't add any goblins near lakeview, so that's probably a separate mod's issue? This is by Lakeview Manor correct? From hearthfire?
    4. ME2345678
      ME2345678
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      Yeah
  4. LoD7995
    LoD7995
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    Hey there, missileactivategoblinthronescript.pex seems to be missing according to DynDOLOD. Don't know if it has a big impact, but the goblin throne is referenced two times.
    1. MissileMann
      MissileMann
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      It's just for sitting on a throne. I forgot to move it from my CK generated files into the mod's folder. I'll upload a fix!
  5. titanbass1
    titanbass1
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    I'm a little confused how the Bruma synergy works with Mihail's works with your patch. Would your new patch allow for spears to be given, add the new variants of Goblins, add the camps, but just use Mihail's textures? That's what I'm looking for - I'd like to avoid the CC content appearance in favor of Mihails, but am a little unclear based upon the wording of the Mihail patch and how it plays with others.
    1. MissileMann
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      the only thing the bruma patch does is add some goblin clutter to the camps and give my goblins that would previously just use an iron axe the goblin weapons from bruma. That's pretty much all my patch does.
    2. titanbass1
      titanbass1
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      But do your Goblins use the CC meshes and textures?
    3. MissileMann
      MissileMann
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      they do
    4. titanbass1
      titanbass1
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      So if you wanted a full Mihail patch, they would have to change the CC patch from your mod to use Miahil's assets.
    5. MissileMann
      MissileMann
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      You could just copy mihail's goblin meshes and put them in the right folder so that they overwrite the cc ones. Maybe I'm not understanding what you are saying. Do you want mihail's goblin meshes to be used instead of the goblins from cc goblins and my mod?
    6. titanbass1
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      My understanding is that your mod adds new goblin npcs (a shaman among others). These new NPC types use the CC assets, but since they are new NPC entries, the Mihail overhaul mod for the CC wouldn't cover your new NPCs - it only covers vanilla CC NPC records. I was wondering if there was a way that kept your new NPCs, but instead found a way to use Mihail's assets. It would also be cool to still allow Mihail's assets but also make use of the added weapons in both your mod and also Bruma synergy (spear).
      Have I clarified things better? I appreciate you messaging back and forth on this.
    7. MissileMann
      MissileMann
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      Ah ok, I understand. So with mihail's cc goblin mod, all of my goblins that use the riekling animations will use mihail's model since it uses the default armor record which mihail edits. The ones that use the falmer skeleton will be using the vanilla models since i had to make a new armor record for them. I will probably look at a patch to give the falmer goblins the same mesh
    8. titanbass1
      titanbass1
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      Fantatic, thanks MissileMan!
    9. titanbass1
      titanbass1
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      Hey MillsileMann, any update on the Falmer goblins you were looking at?
  6. RonantheRonin
    RonantheRonin
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    I made a BOS and SkyPatcher version of the smaller goblin tweaks if you want it.
  7. Almalesbian
    Almalesbian
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    Putting this here for anyone else who wants to use both mods: this isn't compatible with M'rissi's Tails of Troubles sadly, Broken Tower Camp is placed directly ontop of the Shadow Cave from M'rissi, so you won't be able to access it!
  8. Porcelain945
    Porcelain945
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    Are the goblins in this mod as tall as in CC Goblins?
    How does it work with Goblins and Durzogs SE?
    Explain what is the difference between goblins from mods:
    1. Goblins (CC)
    2. Goblins and Durzogs SE
    3. Missile's CC Goblins Addon
    4. Beyond Skyrim Bruma 
    5. Mihail's CC Goblins Overhaul
    1. ItzIvy
      ItzIvy
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      Find it yourself 
    2. MissileMann
      MissileMann
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      The goblins are the same size as the cc ones. The warlord boss goblins i made slightly bigger. I don't use goblins and durzogs, if they edit the same areas they will probably have stuff clipping. These goblins are pretty similar to the cc goblins. 
    3. Porcelain945
      Porcelain945
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      Is it possible to make a patch to reduce the size of the goblins? They are too big here.
    4. MissileMann
      MissileMann
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      If you use Mihail's CC Goblins overhaul with my optional file in the second page of the fomod, all goblins will be a lot smaller. It's not something I'll do in this mod on it's own.
    5. TheSchroedingercat
      TheSchroedingercat
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      you could do this in skypatcher really easily. check out some of the skypatcher creature size changing mods on the skypatcher requirements page. you could copy those really easily for this purpose.
  9. deleted120514763
    deleted120514763
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    1. MissileMann
      MissileMann
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      It's marked as heavy with the proper keywords, so i think it should work with the matching set perk. As for tempering the new weapon I forgot to add the recipe so i'll probably make a small update!
  10. deleted120514763
    deleted120514763
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    1. MissileMann
      MissileMann
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      If you don't care about equipping spears you don't really need it. I do like the other small things the spear addon adds like a unique texture for the spears and the stuff with the spear of bittermercy, which is why i personally use it.
    2. deleted120514763
      deleted120514763
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