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.
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.
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.
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?
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.
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
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!
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.
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.
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.
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!
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.
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Have I clarified things better? I appreciate you messaging back and forth on this.
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