-Fixed a few helmets that didn't convert to SSE properly. -Fixed the utility harness (I hope) so that it moves with your arm. -Re-generated face textures for SSE. -Removed a bunch of unused textures and models (all of the "modern" armors; those will be released separately.)
-Fixed an issue where the Beast versions of the main helmet weren't pointing to the right color. -Fixed the missing textures on the grappleshot chain. -Added Chief's and Locke's armors in a way so you can take them if you make them a follower.
I just finished this mod, and I must say this was some high-quality stuff. I noticed a few things that did not work/exist in the game, but it was no massive issue.
One of the things that I noticed is that the automatic crossbow did not work. It functioned as a normal crossbow for me.
I also read on the mod page that there was a grapple spell, and I did not find that anywhere. I added it manually, and both grapple spells worked perfectly.
I did not find Chief (the second follower mentioned on the mod page), but I did find Locke.
I cannot craft anything regarding the spartan project. I did find the schematics.
Personally, the Orion Project side of things does not feel as fleshed out as the Mjolnir (however you spell it) Project. They lacked the weapons and variety that I saw in the Mjolnir side of things. I suppose there are the vanilla dwarven weapons, but it lands somewhat flat. Instead of the plain dwarven bow, maybe use an unnamed version of Zephyr (the bow). The replacer that I have for that bow uses a model that echoes the design of the Spartan bows.
That was just my two cents from my experience, and if anything else comes to mind I might come back to edit this post. None of the "negative" things that I noticed were game-breaking or anything of the sort. I had a great time with this mod, and it tied in amazingly with the lore and my current character. It is definitely a mod that I will come back to from time to time.
Thanks for the feedback! Yeah, I was trying to keep the Orion part still very much steeped in the vanilla Dwarven designs, to sort of show the evolution from Dwemer tech to MJOLNIR. (Also at that point I was sort of exhausted with adding more weapons!) But I agree, some Dwemer versions of the Spartan stuff could be cool. I also didn't really have a basis in the Halo lore for that . . . are there early versions of Assault/Battle Rifles? Maybe a slightly more advanced/compact Dwemer crossbow?
As for the other issues, it sounds like the scripts aren't firing. I'll make sure those are included where they should be. Do you have my Mandalorian mod installed? I use some of the same scripts, so if it asks to rewrite anything go ahead and let it; they're all the same script.
343 added some goofy looking armor for Halo 3 last year (mythic sets: blackguard, belos and drengr). i think that all of them would fit better on Skyrim, could you check them out and see if they are wort wort porting over?? Just giving them dark metallic colors would make them fit well with the rest of the armors in vanilla
This mod is AMAZING! It legit looks like a Skyrim Armorer saw Spartans in his dreams and tried to make a set of armor around what he saw. Absolutely fantastic and very much FITS with the Dwemer. After all, they did try to make a massive magic mecha/god. Power armor using magic and steam pressure, 100% fits! Especially considering the Steam Centurions.
I have only 1 request/gripe. May we have a set of un-enchanted armor? Or the ability to make it without enchants? During my Skyrim Together playthrough with a few buddies, our Artificer specialized in enchantment so he could put much stronger enchants on custom armor and would like to do so here as well. No biggie, just if it's something easy in any way (as I have very little knowledge on how hard it could be).
Yeah, I know. I really wanted to emphasize the "enhancement" part, and enchantments are the only way I knew to do that. I THOUGHT there was a way to give an item enchantments and still allow it to be enchanted on top of that, but I'm not sure that's true.
20 comments
-Fixed a few helmets that didn't convert to SSE properly.
-Fixed the utility harness (I hope) so that it moves with your arm.
-Re-generated face textures for SSE.
-Removed a bunch of unused textures and models (all of the "modern" armors; those will be released separately.)
-Fixed an issue where the Beast versions of the main helmet weren't pointing to the right color.
-Fixed the missing textures on the grappleshot chain.
-Added Chief's and Locke's armors in a way so you can take them if you make them a follower.
-Fixed the textures on the painted assault helmets.
-Fixed the textures on the utility harness.
That was just my two cents from my experience, and if anything else comes to mind I might come back to edit this post. None of the "negative" things that I noticed were game-breaking or anything of the sort. I had a great time with this mod, and it tied in amazingly with the lore and my current character. It is definitely a mod that I will come back to from time to time.
As for the other issues, it sounds like the scripts aren't firing. I'll make sure those are included where they should be. Do you have my Mandalorian mod installed? I use some of the same scripts, so if it asks to rewrite anything go ahead and let it; they're all the same script.
I have only 1 request/gripe. May we have a set of un-enchanted armor? Or the ability to make it without enchants? During my Skyrim Together playthrough with a few buddies, our Artificer specialized in enchantment so he could put much stronger enchants on custom armor and would like to do so here as well. No biggie, just if it's something easy in any way (as I have very little knowledge on how hard it could be).