File information

Last updated

Original upload

Created by

TheLootist and Archon

Uploaded by

TheLootist

Virus scan

Safe to use

246 comments

  1. Lolmaester
    Lolmaester
    • premium
    • 16 kudos
    Locked
    Sticky
    Hi, I was checking compatibility between this mod and Tools of Kagrenac and Aetherial Armor and Weapons since all of them have their own versions of the ore and ingot so made a few patches for myself that I am happy to share. I prefer LoA's version of the ore and ingots because they look the best (subjective opinion yes).

    Worldspace Ore replacer : Requires Base Object Swapper. Changes any instances of the ore and ingots from both above mods into LoA versions without any cell edits. Seemed like the easiest way to go about things.
    ToK compatibility : Changes the ToK armors to "Kagrenac's Aetherial Stuff" as suggested by BigSmoochie a couple of posts earlier and changes all recipes to use the LoA ingots. You can convert any ToK ores you find into LoA ingots at the original 5:1 ratio at the Aetherial Forge
    AAaW compatibility : Changes all recipes to use LoA ingots and you can convert any AAaW ores into LoA ingots at the original 5:1 ratio at the Aetherial Forge

    I would suggest using the AAaW fixes mod to change the AAaW items to Dynamo Stuff so the names do not overlap. I would also suggest not using the ToK-AAaW patch in the ToK page because of redundancy and to save a slot if using all 3 of my files.
    1. TwilightDreamz
      TwilightDreamz
      • member
      • 2 kudos
      thanks, downloaded them all,
    2. MartinMystery
      MartinMystery
      • member
      • 4 kudos
      Would you consider making a patch for mahty's weapons and accessories?
      I would do it myself, but I lack the knowledge. I have converted form 43 to 44 using Creation Kit and tested every item individually and everything works perfectly. I have also cleaned Dwarven Rifles from old form IDs so it doesn't corrupt saves. Since they were all incredibly overpowered and required only 1 dwemer ingot to craft, I made some major rebalancing changes to damage and crafting recipes so it goes well with The Timelost Dwemer and the general game lore, and I have also changed equipment slot of Dwarven Head Gear so it doesn't conflict with Equippable Tomes. I do not know how to create patches so I have done all the edits on the original file using Bethesda's Creation Kit through MO2 and did reupload the files on NexusMods but if you are willing to invest some time into creating a patch that applies your and my changes, I will upload the files on GoogleDrive and share them with you.
    3. MistressMinerva
      MistressMinerva
      • premium
      • 13 kudos
      @Lolmaester ah great thank you! I was looking for a elegant way to combine the 3 mods and mechanics. This saves me a lot of headache.  
    4. KazMiller
      KazMiller
      • supporter
      • 12 kudos
      Thank you. Maybe create a page on Nexus for these fixes, so people could find them more easily?
    5. jensern
      jensern
      • premium
      • 9 kudos
      Thanks for these @Lolmaester
    6. daedaddy
      daedaddy
      • premium
      • 719 kudos
      would be very nice to have on nexus :)
    7. ryuuthekitsune
      ryuuthekitsune
      • member
      • 1 kudos
      i see that your worldspace ore replacer is an .ini file...as such i am honestly unsure how to install it
    8. Solshura
      Solshura
      • premium
      • 16 kudos
      @ryuuthekitsune it's a config file for the Base Object Swapper. Take a look at that mod for specifics, but I _think_ you just need to put it in data if the BOS is installed properly. 
    9. LuciusPortanius24
      LuciusPortanius24
      • member
      • 37 kudos
      Thank you.
    10. zaorish83
      zaorish83
      • member
      • 1 kudos
      Hi ,download your ESP and INI because i have TOK but not AAAW . how do i put those 2 files into MO2 ? i think the ESP must be there, and the INI where MO2 is installing skyrim ? thanks 
  2. TheLootist
    TheLootist
    • premium
    • 356 kudos
    Locked
    Sticky
    Anyone using lorerim and getting issues with the quest can you please post under here.

    Currently looking into this issue with the mage death not updating the levers. I have confirmed that on the latest version of Skyrim that this is working perfectly fine. I will look for an alternative way to update the leavers that will not conflict with Lorerim.

    Update 1: I have prepared a potential fix using a new script to update the levers. Hopefully this will resolve any potential conflict in Lorerim

    Update 2: Update 1.1.3 is out now. I cannot be sure if this will fix it but there is a new script with an OnDeath event on the mage which updates the lever states.

    IMPORTANT: Please let me know if you're on Lorerim, with Update 1.1.3 and you get levers work or do not work, you may have to start a new character for this.
  3. Skyrimcow49
    Skyrimcow49
    • premium
    • 0 kudos
    I cant find a spot to leave a review so I'll leave it here- this mod was extremely boring, tedious, straightforward, and overall not worth the loot for the time you spend wandering the halls, not to mention the soft-locking bug that happens that prevents you from being able to pull a lever when you are scripted to be able to. Also, the colossus at the end continuously knocks you into the lava, and there is no way to swim out, terrible arena design. 
    1. Steamvikings
      Steamvikings
      • premium
      • 11 kudos
      Goodness, what an embarassment of silliness you are. I THINK you confused SKyrim with Super Mario Brothers. The entertainment comes from several directions meaning some directions will not appeal. Those who are ADHD task focused will hate the mod :) That WIDE OPEN OMG THIS GOES ON FOREVER ARG mindset, like your laughable self, will just pick and poke to feel better about HOW they feel, while inwardly KNOWING that it is an outlyer position and a NEED to make it "norm".

      Lava....You've never played an MMO :) BACK TO THE WALL !

      Your issues are you, not the mod.

      My 1st time going through HALF of it was today. My only PERSONAL issue is anxiousness and the "If I pull this level should I run all the way back and see it if opened X or continue forward ? Why is there no message?" Thats ME, again, like you, and not the mod.

      So, be less "you" and try and step back and review a mod in the future. No, do not respond to this with such as your hackles will be up and all you will do is bewb some more.

      Good luck !
  4. ZixDevastator
    ZixDevastator
    • member
    • 0 kudos
    I am just wondering. Will the Conjuration perk tree work on the summons? I think it doesn't, but I want to be sure.
  5. swervinboy
    swervinboy
    • member
    • 4 kudos
    so I cannot reply to Lolmaester post above..

    I have LOTD + Tools of kagrenac + Aetherial weapons armor

    Can I still use his patches and won't break any LOTD display?
    I understand his patches replace the items so... might break something

    really wanna try this mod out in my current playthru
  6. KingJerbear
    KingJerbear
    • premium
    • 0 kudos
    Playing LoreRim, quest objective said to "Find Amanda Screvius," I went to the marker and came across a corpse, but it was a completely different NPC name. I'm not sure if this is just an issue generating the name or if there was supposed to be a living NPC there for me to talk with? There was no notes or anything on the body
  7. humanpersonhere
    humanpersonhere
    • member
    • 0 kudos
    Hey, so far I'm really enjoying the mod. It's fairly difficult and interesting. I'm running Requiem alongside it. Though, because I'm running requiem alongside this mod, I'm having a strange issue. The patches from reqtificator don't apply to this mod! That means that the armors from this mod are stuck at their vanilla values, and likely the weapons too. Is there a solution for this issue? I'm unfamiliar with how mod development works so I'm sorry if this is an absurd question.

    EDIT: Apparently I was only looking at the Aetherial Mage armor. Everything works flawlessly, this mod is awesome.
  8. LordDarkwoods
    LordDarkwoods
    • member
    • 0 kudos
    I cant craft or find the aetheric bow, the base to create the other aether bows, anyone who can help me? or i need another mod to get the aetheric bow?
  9. AurDeaMoriA
    AurDeaMoriA
    • member
    • 0 kudos
    Oh! Oh! Oh! Excellent mod, varied, surprising and so aesthetically pleasing! 
    I imagine you've put a lot of thought and work into it.
     The dwemer civilization is well respected, well illustrated and those pesky spiders are sticky as parasites.  :-).
    Thank you and congratulations on this superb achievement! 
  10. AurDeaMoriA
    AurDeaMoriA
    • member
    • 0 kudos
    Error
  11. Killergoose44
    Killergoose44
    • supporter
    • 0 kudos
    Just finished the dungeon mod, and I thoroughly enjoyed it! Cleaned the place out. Slight issue, none of the ascended gear seem to be giving me any bonuses? Not sure if it's a tooltip issue, but all of the enchantments are saying boosting X by 0. Possible but?
  12. EnvyMachinery
    EnvyMachinery
    • member
    • 6 kudos
    I played through this mod last night and would like to give some thoughts. It's fairly short—it took me about an hour, but I also slow-walked through some portions of it and took my time looking around. The rewards are decent and generally appealing (though the armor sets seem to be built for default body meshes), which is always a plus in my book and possibly the best reason to keep a mod around. Even though I wouldn't use the armors (at least without a refit), I must say I thought the mage hood looked particularly cool.

    The dungeon itself on par with Skyrim's, but frankly a dungeon mod should be aiming higher than that. In a word, I'd say it suffers from being too straightforward. Essentially, it's three linear hallways with nothing to oppose you other than one or two basic spiders or spheres at a time and a centurion (or ghost mage) at the end. Finishing them all opens the door to a boss room with a slightly larger reskinned centurion serving as the final boss. There are no non-combat challenges to overcome, such as puzzles, hostile terrain, platforming, etc., no overarching story or lore to discover, or characters to interact with. Since the dwemer automatons are some of the least-interesting enemies to fight, this leaves the dungeon begging for some kind of mechanic that would make the moment-to-moment experience compelling. Nchardak and its cubes are a good example of this from the base game. Curiously, there are several shortcuts that can be unlocked that ultimately serve no purpose, and despite the uniqueness of aetherium-infused machinery, none of the enemies seem to have any new abilities.

    The best way I can see this being appreciated is if it was installed en masse with other dungeons or part of a mod pack, but there's another issue even with that. In order to start the quest, you need to read a note on the counter in one of a few select inns. I went to the one in Whiterun, and even knowing I was looking for something there, it still required an effort to find. I know it's overdone, but I think this mod would benefit from the hiring notice being delivered to you via the courier instead.

    Lastly, I have some errors to report. The text that appears when trying to interact with the main levers is a little vague, referring to them as "jammed," and thus implying that there is something that can directly be done to "fix" them. My first thought was to go back and pick up some dwarven oil, but fortunately I had already finished one of the pathways and previously discovered one of the others, so it was in the back of my mind that that might be what really needed to be done. However, the text also has a comma splice, so that's another good reason for a rewrite.

    Additionally, there is a typo in the hiring notice that refers to The Bee and Barb as The Bee and Bard.

    This isn't necessarily a problem or anything, but there were a few single-room cells that are oddly tiny considering they require a loading screen to get in or out of. For example, after you flip all three levers, you open a door to a new cell, walk forward on a path, and then open another door to another new cell to fight the boss. I imagine this would be more work to smooth out than it would be worth, but I'm curious why it's like this to begin with.