Skyrim Special Edition

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Mihail

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MihailMods

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About this mod

Bundle of all my daedric sets in Dremora Style in just one file. It's time to make your enemies tremble with these demonic armors originated from the fiery depths of Oblivion.

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  • This mod is a compilation of all my Dremora armor mods. At the moment, it compiles in a single esp the
    mods: Dremora Armor (LE) (SE-AE) and Dremora Robes (LE) (SE-AE). If you use these two mods, by
    downloading this new file you will be able to delete these two esps, thus saving space in your load order;

  • Obviously you should not use this mod together with the two mentioned above, 
    since they are already compiled in this new file;

  • If you use, like and value my work, please consider giving an endorsement. I've worked hard for years to offer you the best of me for free, and the only thing I ask in return is this gesture, which increases my relevance and engagement on Nexus, and motivates me to continue;
  • I do not inspect or have any influence over translations of my mods (including those linked directly on my pages), nor do I have any power over patches or add-ons made to my content. So, before using any unofficial add-ons for my mods, make sure they conform to the latest version of my official release, and never use these if they don't. The same applies to Xbox ports;
  • In addition to the Nexus, you can also find me on:
        
         
       
  • Do you have any doubt? Read my Frequently Asked Questions (FAQ).




Dremora Sets mod showcase:


Dremora Armor video showcase:


Dremora Robes video showcase:





Bundle of all my daedric sets in Dremora Style in just one file. It's time to make your enemies tremble with these demonic armors that originated from the fiery depths of Oblivion.



From Dremora Armor description page:

"A symbol of the pride of the Dremora clan, this heavy daedric armor seems at first glance, and at all subsequent ones, uncomfortable and cumbersome, although terrifying for anyone who sees it approaching on the battlefield. This view is not at all wrong, since in fact it stands out in weight and impracticality, but at the same time, it offers protection against even the sharpest claws of a Daedroth, or the heaviest club of an Ogrim.

Created especially by and for the Dremoras, this armor is composed of thick and irregular metal plates carved with strange symbols and demonic shapes, which cover a reinforced chainmail. Pointed and irregular edges mark the look of the set, covered by a strange and malevolent reddish glow, which gives the bloody color to the armor. Thorns sprout from everywhere as if they were demonic claws and teeth emerging from the armor, giving the final fiendish touch to this set."


by Beastmaster Mihail *

(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author
who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar,
he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)






From Dremora Robes description page:

"Like its Dremora Armor counterpart, the robes traditionally worn by the Dremora Clan are heavy, terrifying looking, and at first glance cumbersome and uncomfortable, with their sharp edges and thick metal plates, but are nevertheless ideal for surviving on a plane of Oblivion floating on scorching lava, populated by the fiercest daedric creatures, and in the midst of a constant strain for power and domination.

Created by the Clan's blacksmiths specially for the Dremora oriented for magic, this heavy armored robes are composed of thick and irregular metal plates carved with strange symbols and demonic shapes, which cover a reinforced chainmail protecting the torso area. Pointed and irregular edges mark the look of the set, covered by a strange and malevolent reddish glow, which gives the bloody color to the metalic part of the robes. Like the armor, metalic thorns sprout from everywhere as if they were demonic claws and teeth emerging from the set, giving the final fiendish touch to this daedric garb.

Masks are generally linked to the function of the Dremora using them: the Dremora Mask of Sorcery is the most commonly found being worn alongside robes, while the Dremora Mask of Ambition is often a ranking symbol for Dremora warlocks who command batallions of Dremora in combat. The Dremora Mask of Devotion has more ritual and symbolic functions, being generally used by the Dremora mages closer to Clan Dagon and Mehrunes Dagon himself, as a form of showing loyalty and subservience."


by Beastmaster Mihail *
(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author
who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar,
he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)




Technical details: 
Dremora Armor- despite its more robust and impractical form, the Dremora Armor is a valuable set for those who manage to obtain it, since it offers superior protection to the vanilla Daedric Armor, despite weighing considerably more, and in terms of gameplay, it doesn't affect the player's mobility any more than any other heavy armor. A full set is spread around the world, composed of gauntlets, boots, cuirass and helmet, but it is considerably difficult to find and complete, with the pieces being individually positioned in places of difficult access and/or hardly detected. However, with hard exploration, and a little luck, it is possible to find all the pieces and complete the set, which does not respawn. As the vanilla daedric set, the Dremora Armor also can be crafted in forges if you have the daedric smithing perk, and it can be improved as well. The armor is unisex, and can be worn by any race. Shield will be included in the Dremora Weaponry mod, not yet released when this armor was published;
Dremora Robes-  the Dremora Robes are a valuable set for those who manage to obtain it, since it offers superior protection to the vanilla Daedric armor set, despite weighing relatively more, and in terms of gameplay, it doesn't affect the player's mobility any more than any other heavy armor. Despite this, the set offers less protection than a Dremora Amor set, especially with the gloves, footwear and masks being considerably inferior to their equivalents on the mentioned Dremora Armor, and roughly matching the vanilla Daedric set. As the vanilla Daedric set, the Dremora Robes can also be crafted in forges if you have the daedric smithing perk, and they can be improved as well. The armor is unisex, and can be worn by any race.




- 1 new set of heavy armor, divided into 4 pieces: Dremora Cuirass, Dremora Helmet, Dremora Gauntlets and Dremora Boots;

- 1 new set of heavy armored robes, divided into 6 pieces: Dremora Robes, Dremora Gloves, Dremora Footwear, and 3 variants of hooded masks, namely Dremora Mask of Sorcery, Dremora Mask of Ambition and Dremora Mask of Devotion.




So far no incompatibilities have been found between this mod and other mods.
(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)




The Mihail Armors and Clothes series provides high quality and immersive armor, clothing and other accessories, especially aiming to bring unique and rarely produced content in this area already so explored by many other authors.




Author: 

Mihail- armor and robes models, textures, animations, game implementation



Some assets used on this mod belong to:

cALAMIN- for the hd cubemap


Screenarchers:
(Part of the screenshots of this mod were taken by the screenarchers credited bellow.
You can check who took each one on the description of the mod's images.
The ones without description were taken directly by the mod's author.)

Reaverzend
Lord911




Update on Deadlands development: unfortunately I will be postponing the release of the Project Deadlands first open alpha test to late January 2023. It was initially planned for late September 2022, and later postponed to mid-October of the same year, but circumstances have been delaying me, so instead of delaying it again by another month when October ends, and then by one more at the end of November, I prefer to put a more realistic date already. Unfortunately I have been facing personal, financial and mainly family problems (which end up becoming financial too) that prevent me from being able to dedicate full time to the project at this moment, so I will focus on these remaining 3 months of the year on faster and smaller jobs, so I will continue to be active, and I will not stop producing content, and then on January 1st, with everything more stabilized in my life, I will be able to dedicate myself fully to the project. As I've shared it several times, mainly on my server, I'm not only investing time and effort, but the project also costs money, and right now I can't afford it, nor can I dedicate full time to it. I work practically alone, I do almost everything myself, and it's not feasible for me to continue developing the project this year. Thank you for understanding, and unfortunately unforeseen events arise, and a sequence of them occurred to me in the second half of the year, so I need this end of year to balance things out first. You can check more info about the mod bellow.

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New quest mod coming soon: The mod's first open alpha test release was initially planned for late September/2022 but was pushed back to end of January/2023 for better polish. The several hours long adventure takes place mostly in Oblivion, specially on the Deadlands, and is intended for the Champion of Mehrunes Dagon, however, several of the objectives include interaction with other realms and daedra, even in places outside of Oblivion itself: you will travel between dungeons, open areas, underground caves, towns, gigantic daedric towers, and much more.
In October I will relese the first open alpha for community testing and bug finding, also as a show of respect to the users, since the project will take a full year yet to be completed, and i want people to know that the project is being developed, and also providing them a place to have fun while waiting, and at same time this will help me with bug finding, and with ideas for improvment. Quest has 30 acts, each new alpha will feature 3 new acts. Open Alpha Test 1 will feature only the first 3 acts, but already with several hours of content. I plan to release a total of 9 to 10 alphas before the finished release.


Oblivion Gate test


(First test made on testing cell with vanilla interior dungeon lightning, second test made on vanilla
dagon shrine with natural exterior world lightning. I was not happy with my first try (showcased on
the video of the first gate test I published time ago), so i came back and redone the oblivion gate
effects and sounds, and now i like them much more.)


Oblivion Gate test 2

(Final test just to see how daedra exiting the gate would look like. No daedra will come from this gate, but
later on the mod they will come from others, while already in oblivion, specially when travelling between
realms and/or pocket realms. Check the previous testing to see the full working mechanics of the
Oblivion Gates on the mod.)

Mythic Dawn Archvicar lines

(He is the second main NPC of the mod, with Agent Ragna being the first and the central npc of the introdutory
quest "The Sigils of Oblivion". After finishing it, you start the main one, "The Herald of the Second Coming",
and is the Archivar who introduces you to the adventure. (he is using right now my 4k re-texture of Mythic
Dawn Robes, but in the finished version he will receive unique "Mythic Dawn Priest Robes", although
they will not be featured yet on the first open alpha testing release))



Interaction with Dagon at Azrak'ath Ruins

(First communication with Dagon in the end of the introdutory quest "The Sigils of Oblivion". After you
collect the sigil stone you travel to his shrine to enter the gate to the Deadlands. (video is a bit outdated,
on current state the eyes of dagon glow in fire when you approach and he starts talking))



Azrak'ath Ruins boss fight (end of act 1 of 30)

(Final boss of the Azrak'ath Ruins. These ruins are underground Daedric ruins on Nirn, more specifically on the Reach. Here
you complete Act 1 of the mod, and most of the remaining 29 acts take place in Oblivion, about 80% of them in the Deadlands.
In act 1 the introductory quest The Sigils of Oblivion occurs, where you collect the Sigil Stone that will be used to open the Oblivion
Gate that I showed in previous videos. When you enter the gate the main quest The Herald of the Second Coming will then begin.)


Azrak'ath Ruins Mythic Dawn ghosts in the end of act 1

(At the end of Act 1, still on Nirn, in an underground daedric ruin, after you finish the dungeon and acquire the
ritualistic Sigil Stone, several Mythic Dawn ghosts who were killed in this ruin during the Oblivion Crisis,
during an attack by Vigilants of Stendarr, appear to motivate you to go ahead and carry out Dagon's plans,
which start with the Dragonborn opening a portal to Oblivion.)