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.
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.
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?
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...
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?
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
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.
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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.
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.
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...
by the way you guys should have this as well simonrim skillrate alternative
Also side question but do you plan to touch any of the CC artifacts?
I have only your mods and xavbio's textures installed.
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.
Yngol Helmet: Yngol's Barrow
Yngol Chestplate: Shroud Heart Barrow
Yngol Booties: Deadman's Respite