Skyrim Special Edition

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Simon Magus DeltaRider and Oreo

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SimonMagus

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429 comments

  1. SimonMagus
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    Howdy everyone!

    Thanks for your patience on this mod, and please feel free to let me know about any bugs or issues that you find. This is a pretty big mod with a lot of moving parts so I am sure there are some things I missed, especially given the interrupted development cycle. 

    One thing I wanted to mention is that Vampire and Werewolf artifacts are missing from Artificer right now, because after looking at the way they work, I felt like it was a better idea to implement them in Scion and Manbeast directly. I will do my best to get those updates out next week, but after that I need a bit more time away from modding.

    Thanks to Oreo and Delta for an enormous amount of help with this mod. It wouldn’t exist without them.
  2. SimonMagus
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    The 1.0.9 update accidentally ate any new/unique artifacts added by Artificer that were in your inventory. If you updated to 1.0.9 and got an artifact eaten, the cleanest solution is to update to 1.0.10, roll back to a save where you had 1.0.6 (which is the update you likely had before 1.0.9, don't let the numbers fool you), and play from there. If you can't do that, you can re-acquire any missing artifacts in the console and play from there. To find an artifact in the console, open the console and type something like this: 

    help "Armor of Yngol"
    The console will spit out something like this: 

    ARMO: (FE0368e0) 'Armor of Yngol'
    Then you type this into the console: 

    player.additem FE0368e0 1
    You'll replace the eight digit code with whatever the console gives you for the artifact that you're searching for. Try to look for ARMO or WEAP records, since weapon enchantment records will sometimes share the name of their weapon. This is a really simple process, but if any of it mega-confuses you, just join my Discord and ping me and I'll help you find your missing weapon.
  3. SyncNAH
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    Love your entire catalog of mods, currently enjoying a Simonrim playthrough and I don't think your mods are ever leaving my load order. From this playthrough to my last, your mods have themselves a permanent spot for me. Very balanced, fun, and everything just works. Have you considered making an economy mod of some kind? Or have any recommendations for an economy mod that would fit your catalog?
  4. supercento
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    First time I see that the load capacity increases 100% and not 100 points, is this correct?
    1. SimonMagus
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      No clue what you're talking about.
    2. supercento
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      MAG_GuildmasterSetPerk
  5. Neiiraa
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    To those using experience mod with or without Static Skill Leveling, because i was also searching the answer everywhere.

    Relevant for all Simon mod.

    Fortify XP enchants and bonuses only affect Skill level so :

    If using experience > All good you will have the XP gain bonuses from Mundus, Pilgrim or Artificer on your skill level.
    If using experience with Static skill leveling (addon or rewritten) > Bye Bye Simon XP Bonuses

    I took me 20 hours to figured out i wasn't having XP Bonuses...
    1. SimonMagus
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      Static Skill Leveling breaks all XP bonuses in the game, this is correct.
    2. damion14053
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      would it be possible to get a patch for static skill leveling similar to this? or should I ask the author of that mod for a patch?
    3. SimonMagus
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      I don’t make patches for Static Skill Leveling, myself.
    4. damion14053
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      so it would be wise to not run that mod with your suite until a patch is made via someone. Or do you think that the conflicts are likely minimal enough to be ignored?
    5. ftwranger
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      no reason to give up static skill leveling just because one of your hundred items in game don't give you exp. that mod is such an upgrade to exploitable and boring vanilla leveling that it outweighs every edge cases.
      by the way you guys should have this as well simonrim skillrate alternative
  6. DouayRheims7
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    Redownloading all your mods for the annual "final playthrough" has been a blessed experience o_O. thnks yu SimonMagus516!
  7. damion14053
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    Is it normal to get two types of arch mage robes?
    1. SimonMagus
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      This is caused by USSEP.
    2. damion14053
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      thankyou. Shouldnt be a balance problem because one lets you have a helmet and the other does not no?
  8. DoomBringerX93
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    i dig it
  9. damion14053
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    Apolocheese if this is stated somewhere already but how does this mod fair in terms of compatibility with mod like Skyrim Extended Cut - Saints and Seducers or The Whispering Door - Quest Expansion. Would these mods require a patch or are they perfectly compatible with your mod?

    Also side question but do you plan to touch any of the CC artifacts?
  10. Love this mod but i have a problem with the Aetherial Staff, when i use it nothing appear.
    I have only your mods and xavbio's textures installed.
    1. SimonMagus
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      Are you using the most recent update? And also what level are you?
    2. Yes i have all updated, i'm level 60
    3. SimonMagus
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      Okie I will move this to bugs and take a look.
    4. Giozilla
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      Thank you, i've tried with your xavbio's texture addon installed (i was missing it) but nothing changed
  11. Edelskov
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    I've been thinking about your work a lot lately, and just how fortunate the Skyrim community is to have someone like you and your team, who are willing to make comprehensive gameplay overhauls, that make reasonable adjustments to balance, work really well together as a cohesive suite, and generally turn the game into what it could and should have been, and man let me just say; should you ever find yourself having overhauled every aspect of the game that you would like to, Crusader Kings 3 could really do with some love, specifically it's events which more often than not are so incredibly poorly designed, one example that comes to mind is getting a 10 year chronic headache debuff after speaking with someone once..

    This is perhaps a bit off topic or out of left field but it would be so cool to see it become as much of an RPG as you've made Skyrim.
  12. CatDude55
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    Is there any documentation that shows where the new artifacts are? Specifically the Yngol Set
    1. gabrielcorso
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      Yngol Gauntlets: Angarvunde
      Yngol Helmet: Yngol's Barrow
      Yngol Chestplate: Shroud Heart Barrow
      Yngol Booties: Deadman's Respite
    2. HomosErectus
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      Thanks! I was sure that the whole set should have been in the Yngol's Barrow and thought that something broken