Skyrim Special Edition
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CKDN11

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  1. CKDN11
    CKDN11
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    Since there are actually people who have added comments about their love for spike, I am going to show a preview of what I am currently developing for Spike's personal quest.


    So rest assured, there will be more content in the future.

    Edit: and thank you everyone for your thoughts and patience.

    P.S. I am changing my work format to cover quests by going through city location rather than their category. Next up, Solitude.
  2. HellPaul
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    I'll definitely include this mod in my next run, but I wish you would add lore-friendly color version/patch for Spike (and even explore different animunculi types for future mods, or as a way to "customize" Spike)

    I saw the video you posted and I am not a big fan of having an animunculi changing form using "magic powers", so I hope there will be an option to deactivate this feature (just as a personal preference).

    I love the concept of having an automaton like Spike around, who has a personality much like an AI, surely something rare to find, and criminally underrated, you deserve much more coverage and love for this amazing work!
  3. Tucanonerd
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    Hey there.

    Fisrt off, I wanted to say I absolutely LOVE Spike. He is by far my favorite Follower mod, and it is insanely well done. Thank you very very much for the work you did with it. 

    If you wouldn't mind however, I would like to maybe point out a few things I have thought about after multiple playthroughs with it. 

    I mostly play Skyrim as a Dwemer Engineer. I almost always run dwarven armor with the dwarven crossbow and whatever construct themed mods I find fitting with a more vanilla style playthrough. I always rush the Crossbow but I also absolutely LOVE the Steadfast Dwarven Sphere, something I feel is extremely underrated on the game. It is basically a Dwemer Sphere pet, that follows you around and fights with you, without using up the follower stop because it counts as a pet and it is vanilla. I also run Ordinator with the Hotwired automaton, which basically means I run around with 3 Dwemer Spheres in most of my playthroughs, and it is an absolute blast to play. 

    1 - Spike color - The first thing I would like to mention, is that although it does look cool by itself, the silver/steel color from Spike is the biggest issue I have with this mod. It simply does not fit well when you are trying to build a Dwemer style character, because it has a very different tone from both the armor, weapons and also the vanilla Steadfast Dwarven Sphere pet. So basically Spike just kinda stands out too much for me. It pains me way too much, and I have even tried to rever thim to a vanilla sphere color myself, so I could use the Glowmap and Retextures on him, but to no avail. 

    Would it be possible to perhaps make it available without the silver color, just as a standard dwemer sphere? 

    2 - Interaction with the Spider Control Rod - This has been a personal dream mod of mine for a Dwemer mod. The Spider Control Rod is a vanilla item that you find very close to Spike, on Calcelmo's museum, and it basically jsut lets you move a Dwarven Spider around, but I have always wanted a mod that turn this item into a Support Staff of sorts for a Construct Engineer style of build. Maybe you could add a quest with Spike, where you take the Spider Control Rod somewhere, and it turns into a staff with a healing spell only for Spike, or an attack speed buff for spike, or maybe even a spell to take control of a sinle dwemer spider as a secondary follower.


    3 - Maybe add a few buffs to the vanilla Steadfast Dwarven Sphere to make it more interesting to play with. Even if it just the Player Level Scalling so it doesn't become irrelevant after level 30 or something similar. Maybe allow the recruitment of both the Steadfast Spider and the Sphere or something of the sort. 

    Once again thank you very very much for the mod, and I hope you are doing well. 
    1. HellPaul
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      I personally agree with what you've said about Spike's color. I used to play with this mod that adds 7 types of Dwemer Prototypes as followers.
      Thing is, even there the colors were silver/steel, and it felt too much out of place.

      I wish CKDN11 would add a more lore-friendly color for Spike (and even explore different animunculi types for future mods, or as a way to "customize" Spike)
  4. SimpleTharnised
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    He keeps following after get disband, so I just disable him from console.
    1. Yahoiboi
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      Same. He keeps following me. This had happened to me before with a mod that added some dogs as companions.
  5. Zolgia108
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    I can't understand the few endorsements... this is very underrated.
    Loved it since it first came out, keep it going please :)
    1. Zolgia108
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      I wanted to ask something:
      is there a way to remove the annoying "spike initializing" line everytime i load?
      Also, i can see there are multiple features already in ssedit (aetherium forge dialogue branch and centurion transformation), are they already available?
  6. shophopmcdrop2
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    any plans on getting a patch for time lost dwemer mod? could be cool. also love this mod he is quite funny 
  7. vectorrrr2
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    Dose spike interact with Remiel ? 
    1. edallans
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      It's in progress it and Aeowyn and Elfwyn according to Remi's mod page
  8. dcholmes2001
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    Sweet!  Loved the preview!
  9. IV7
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    Currently building my follower team for a new playthrough. Already got Remiel, Xelzaz, and Gore as the main team, with Mistborn guys on and off. It would really be great if Spike gets interaction with any of the main guys, a sort of R2D2 or HK-47 for the squad.
  10. BourenaneChahine
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    That seem to be such a good mod! i like the robotic voice that you choose for you follower, i will gladly download this mod once i install Skyrim once again.
  11. silu785
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    Quick question, can i update him when he's recruted already? Or would you recommend to start an new game?
    1. CKDN11
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      It's safe to update. Unless I change something majorly within his scripts, he shouldn't have any problems.