5 New Tools: Crafting Backpack, Crafting Crate, Mead with Juniper Berry, Ancient Horn and Salted Horker Meat.
2 new features: Bandages and Soul Gem Transfusion.
New in 3.0:
Two new tools: Salts (Fire, Frost and Shock) and a Daedra Heart.
Added a book that shows all recipes and effects of the tools. The book "Vitrium" can be bought of mage vendors or find at especial locations, with lovely illustrations made by me.
Hi. I tried to port the last version, but it's not working fine on LE. Something is wrong, some of the required mods or script. And I can't figure it out what it's the problem. I'll try again someday, tho.
Odd. i have them both and i even ran DAR. But when search the book from vitrium via additem mod i can't find anything. Not even the magic vendors sell it. I tried with Farengarth.
One of the best mods I've seen. It adds a deep layer of our goold ol' IMMERSION. Only thing I'd change is the backpack requirement to use the crafting crate, but is nothing too anoying anyways. Awesome job man!
Thanks, I'm glad you liked. My Skyrim is LE, it works wonderful, after years of fine tuning and tweaks haha. I'm planning on moving to AE someday, when it is somehow more stable, and the mods will be working with it.
Geez that was fast >.> i didn't even get time to respond to the previous post n ur done lmao. Thank you for the Updates and the HD textures n also taking up the stressful task of backporting some of these mods for us, about to or gunna download now. :)
Hey XTudo, loving it so far! Just wondering if there's a way for you (or instructions on how I could) to do something I had in mind.
On the mod Project AHO, you can get a perfume called Telvanni Bug Musk, and I was wondering how you could switch the regular perfume for it's model, or even better, make the TBM act as a perfume as well.
Hi Balerion. I'm glad you are liking the mod. About the Project AHO perfume, a patch can be done. The asset needs permission to be used, I'll ask. And I'll let juhaaaa know about it. I'll keep you posted.
I tested the mod and i love the idea. One minor detail is that you can use the stones with a spell equipped.
Regarding the animations, I use nemesis PCEA, so if i have "ritualspell_charge.hkx" inside the Nemesis_PCEA folder, the animation will be overwritten no matter what. A simple solution is to add a new folder on DAR with the condition "IsActorBase("Skyrim.esm"| 0x00000007)" and put my old ritual animation there. Doing this i can use my old animation for spells and the mod can use theirs.
Hope it helps people with the same problem.
Edit: I see the spell and stone bug is gone with the new version, thank you.
39 comments
New in 3.0:
He removed the dependencies and added a new dependency which is nemesis. You need to have nemesis for it work.
Only works on SE/AE with the latest updates.Rn i am converting "there is no Umbra III" so if it still doesn't work for you incase you weren't using nemesis i can try to assist.
Only thing I'd change is the backpack requirement to use the crafting crate, but is nothing too anoying anyways.
Awesome job man!
Hope you have a great day
Im curious, are you playing on LE or SE
Or maybe both
My Skyrim is LE, it works wonderful, after years of fine tuning and tweaks haha.
I'm planning on moving to AE someday, when it is somehow more stable, and the mods will be working with it.
I'm working in some unique HD salts for it, when I finishing them I'll do it.
On the mod Project AHO, you can get a perfume called Telvanni Bug Musk, and I was wondering how you could switch the regular perfume for it's model, or even better, make the TBM act as a perfume as well.
About the Project AHO perfume, a patch can be done. The asset needs permission to be used, I'll ask.
And I'll let juhaaaa know about it.
I'll keep you posted.
Regarding the animations, I use nemesis PCEA, so if i have "ritualspell_charge.hkx" inside the Nemesis_PCEA folder, the animation will be overwritten no matter what.
A simple solution is to add a new folder on DAR with the condition "IsActorBase("Skyrim.esm"| 0x00000007)" and put my old ritual animation there.
Doing this i can use my old animation for spells and the mod can use theirs.
Hope it helps people with the same problem.
Edit: I see the spell and stone bug is gone with the new version, thank you.
And thanks for the DAR tip, nice idea. Kudos for you!
Also good tip for DAR