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About this mod

A Deep Elf (Dwarven) race mod. It adds a new playable Timelost Dwemer race with unique chronokinetic powers, two dwarven followers, up to 26 varieties of craftable dwarven automatons, and many new and powerful dwarven trinkets, weapons, and armor to obliterate your enemies with!

Requirements
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 2.12 BACKPORT


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* Unofficial Backport of Timelost Dwemer SE v2.12 by step210 now available









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If you can't install due to a "File Path too long" error in your mod manager, download the mod manually from the site, and rename the .7zfile that you downloaded to something shorter, like "TLD.7z". Then try installing it again, manually.





Found a bug? 
Please READ THIS before posting about a bug.





There are several Deep Elf race mods on the Nexus, but I wanted to assemble a mod of my own that was not simply a texture swap and one or two racial abilities. I wanted a unique Deep Elf race with spells and abilities that no other race has access to in Skyrim: the latent ability to control time, and the skills to craft their own Dwarven warmachines. Thus, The Timelost Dwemer was born.






Four thousand years ago the entire Dwemer race was erased from existence. All that remained were their empty cities and the ceaseless animunculi that they left behind to guard them. Many centuries passed in their absence until something stirred in the Void.

The fabric of time and space rippled and tore – and in a flash, a figure dropped to its knees in the wintry lands of Skyrim. The Timelost Dwemer stood, trembling – gazing upon the land with disturbing familiarity. Everything was where the ancients had left them, and buried beneath the mountains of Skyrim, the sins of the past beckoned to be found. The mer listened, and strode forth, knowing what had to be done. Evil walked the lands of Tamriel, and the forbidden secrets of the ancient Dwemer could not be allowed to fall into the wrong hands.

Not again.





requirements
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* Dawnguard (REQUIRED!)
* Dragonborn (REQUIRED!)
* SKSE by the SKSE Team (REQUIRED!)
* RaceCompatibility by TMPhoenix (REQUIRED!)
* Automatic Crossbow Resources from The Timelost Dwemer Patch Center (REQUIRED!)
* Timelost Dwemer Skin Patcher from The Timelost Dwemer Patch Center (REQUIRED!)




XP32 Maximum Skeleton Extended by Groovtama (Optional!)
  • - Only if you are crashing due to skeleton-related issues when deploying certain automatons 
* (NSFW link:) Schlongs of Skyrim or Schlongs of Skyrim Light (Optional!)
  • - If you don't want to use SOS, there is a never-nude male body option
* (NSFW link) The Timelost Dwemer - A Deep Elf Race SOS Plugin Installer (Optional!)
  • - adds SOS and SOS Light genitals to male deep elves
* Alternate Start – Live Another Life by Arthmoor (Recommended!)
  • - using the vanilla Helgen starting sequence is kinda not lore-friendly imo because what the heck is a Deep Elf doing crossing the border of Skyrim!!?
* Floating Healthbars by expired 6978 (Recommended!)
  • this mod is useful for tracking the health of your automatons





features
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Their skills are weighted towards sword and board or two-handed warrior archetypes. However, their unique chronokinetic racial abilities may give them an edge in other pursuits, such as archery or roguery.


  • - Smithing 10
  • - Enchanting 10
  • - Alchemy 10
  • - Heavy Armor 5
  • - Block 5
  • - One-Handed 5
  • - Two-Handed 5



The Timelost Dwemer have latent chronokinetic abilities that allow them to bend time to their wills, but this great power comes at a price: their abilities are highly-unstable, and exerting control over time disintegrates their flesh as they slowly fade back into the dimension from which they came.

Excessive use of chronokinetic abilities can be fatal, but this damage can by mitigated by magic resistant enchantments and items - some of which are new dwarven items that you can craft.

The magicka cost and damage that chronokinesis does to your body scales with your level up to level 100.



  • - Time Warp - Once per day, warp space-time, increasing your melee attack speed by 550% and slowing all enemies around you to a near standstill for 6-12 seconds. Inflicts heavy to even fatal magical damage upon the player over 12 seconds.

  • - Time Dilation - Slow time to 10% of its normal rate for 2-3.5 seconds. Inflicts moderate magical damage upon the player after each use.

  • - Warp Jump - Teleport yourself to a target location within 50-100 feet (15-30 meters), and briefly slow time for half of a second. Inflicts light magical damage upon the player after each use. Does not break stealth!

  • - Assault Jump -  If you have a Warp Core equipped, you may teleport yourself to a target location within 50-100 feet (15-30 meters), detonating a singularity at your destination and knocking down all enemies around you while slowing time for half of a second. Inflicts light magical damage upon the player after each use. Breaks stealth!

  • - Void Grip - Dwemer vampires can strangulate their victim with the chilling embrace of the Void, paralyzing them and doing 8 damage per second for 10 seconds. Damage output scales with your level. 




Timelost Dwemer can also obtain more powerful chronokinetic abilities as they unlock more Magecrafter perks and level up both the Enchanting and Smithing skills. These powerful abilities are obtained by crafting and equipping certain late-game and endgame dwarven items. 

  • - Null Lance - If you have a Null Core equipped, you can unleash a lance of void energy upon a target, staggering it, vaporizing 100 of its magicka, and slowing its movement speed for 10 seconds. 

  • - Attenuate - If you have a Null Core equipped, your Null Core can emit a pulse that ceases the magicka regeneration of all hostile NPC's within 100 feet (30 meters) for 30 seconds. 

  • - Reverse Time – If you have a Temporal Reversal Module equipped, your TRM will automatically reverse time when you reach 25% health, regenerating all your health, stamina, and magicka while slowing time for 3 seconds.

  • - Gravity Bomb – Once per day, if you have an Advanced Warp Core equipped, you can briefly create a gravitational singularity before detonating it, hurling away all enemies within 50 feet of the detonation and dealing damage to them for 5 seconds. Inflicts moderate magical damage upon the player after each use.

  • - End Time – Once per day, if you have a Chronokinetic Stabilizer equipped, accelerate the age of your targets, disintegrating them entirely before slowing time briefly as you watch them crumble into dust...





  • - The Calling - Once per day, override a hostile automaton’s behavior protocols with your mind, making it an ally for 12 hours. Does not work on stronger automatons.

  • - Repair Automaton – repair your automatons with concentrated, instant, or AOE repair spells that are unlocked as you unlock Magecrafter perks

  • - Automaton Overdrive - Send your automatons into overdrive, increasing their damage for a short period of time

  • - Soul Trap - Cast a more magicka-efficient Soul Trap to trap enemy souls earlier in the game.

  • - Mark Automaton –Marks an automaton for teleportation. Casting Recall Automatons will teleport any marked automatons to your location. 

  • - Recall Automatons –Instantly teleports all your deployed automatons to your location. Use this spell if they get stuck or lost.






  • - Maleficarum – Four thousand years ago your people profaned all of creation with their abominable hubris, and were cursed for all of eternity. Thus, you are unable to regenerate magicka on your own, and you are 25% more vulnerable to all magic damage.
- This curse can be offset and even eliminated entirely by assembling Atronach Cubes, which absorb and convert incoming spell damage to magicka, improve magic resistance, and increase your magicka regeneration rate. 
- There are options in the installer that reduce the effects of the curse, or remove it entirely.


  • - Magecrafter – You are a Magecrafter – an engineer-sorcerer that can weave magic into machines and bring them to life. You may construct a variety of dwarven animunculi, ranging from mere spider droids to titanic warmachines.
- This mod adds five new perks and a new branch to the vanilla Smithing perk tree: the Magecrafter branch
- This mod includes compatibility patches for Ordinator, SPERG, Perkus Maximus, and Vokrii.
- Pursuing perks along this branch unlocks new dwarven automatons and other items that you can craft.
- There are four main magecrafter perks (Apprentice, Journeyman, Artisan, and Master), each corresponding to the four main tiers of animunculi.
- You can even dabble in Explosive Dwarven Studies, and learn how to make explosive ammo earlier in the game and autonomous homing grenades!


  • - Dwemer Arms – Grants you a 30% damage bonus to all Dwarven weapons.

  • - Dwemer Armor - Grants you a 20% armor bonus if you are wearing at least three pieces of Dwarven armor. You can also improve armor 15% more effectively at a forge.

  • - Dwemer Smithing– You may craft Dwarven weapons and armor at the start of the game.

  • - Dwemer Power Armor Training – Obtained after unlocking the Master Magecrafter perk. Allows you to craft and equip Aetherial Power Armor, and the Aetherial Warhammer.







The Timelost Dwemer adds several new powerful and craftable dwarven items to the game!
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  • Power Claws –Increases your unarmed damage.

  • Powered Weapons – Includes powered warhammers, greatswords, and battleaxes. Ignores 50% of enemy armor.

  • Aetherial Power Armor– Thanks to MihailMods, we have power armor in Skyrim! Provides immunity to poison and disease, and resistance to magic. Wearing this makes you a walking tank. Although powerful, you are very slow and you can't pickpocket or sneak.
- Aetherial Power Armor grants you the Aetherial Ward power, which absorbs up to 250 magic damage for 10 seconds.

  • Aetherial Warhammer - Powered aetherial warhammer that staggers targets and ignores 100% of enemy armor.

  • Atronach Cubes – Atronach Cubes come in five increasing powerful varieties. They are ingenious dwemer contraptions that absorb spell damage, and resist and regenerate magicka. Though expensive to make, they are invaluable machines to the Timelost Dwemer as they offset the effects of the Maleficarum Curse.

  • Warp Cores - Warp Cores come in three increasingly powerful varieties. These devices augment your chronokinetic abilities, making Time Dilation and Time Warp last longer, and letting you Warp Jump further. 
- Advanced Warp Core grants you the Gravity Bomb ability

  • Stealth Generators (New!) - Stealth Generators come in three increasingly powerful varieties. These devices grant you the Active Camoflage power, which allows you to become invisible for a short amount of time. It is cheaper to use than Invisibility, but is less flexible, as your Stealth Generator must recharge after each use.

  • Temporal Reversal Module – TR Modules save can save you from near-death experiences by reversing time, rapidly regenerating your health, stamina, and magicka and slowing time for three seconds.

  • Tesseract Cube – Tesseract Cubes provide unlimited storage space within the infinite void inside them.

  • Null Core (New!) - Null Cores are incredibly powerful devices that allow you to harness the power of the void to nullify enemy spellcasters. These devices grant you the Null Lance power, which vaporizes a target's magicka, and the Attenuate power, which ceases the magicka regeneration of all nearby hostiles. 

  • Chronokinetic Stabilizer - Chronokinetic Stabilizers are the pinnacle of Timelost Dwemer technology: they stabilize your chronokinetic abilities, preventing them from damaging you.
- This item unlocks your full time-warping potential, and grants you the the powerful End Time spell.

  • Autocrossbows - Thanks to J3X and Rizing, we have three types of automatic crossbows in this mod:
- Multiballista - Burst-fire crossbow. Fires 3-bolt bursts and holds 15 bolts per magazine. 
- Manuballista - Semi-automatic, armor-piercing crossbow. Holds 8 bolts per magazine. 
- Autocrossbow - Fully-automatic crossbow. Holds 30 bolts per magazine.






This mod fully-integrates a tweaked and expanded version of TheBlackKnight3000's Dwarven Automaton Crafting mod into the game. This mod would not have been made possible without TheBlackKnight3000's work.

In the Timelost Dwemer - A Deep Elf Race, you may choose from up to 26 varieties of dwarven animunculi to construct and aid you in combat. 
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Dwemer Animunculi are advanced magical constructs designed and assembled by the Ancient Dwemer thousands of years ago. Since the disappearance of the Ancient Dwemer race, no civilization on Tamriel has been able to recreate this esoteric elven technology. These tireless machine servitors come in all shapes and sizes, from clattering arachnids, to meric androids, and to even titanic mechanical dragons.

There are four tiers of animunculi that you can unlock through the new Magecrafter perks. Each tier contains increasingly powerful and expensive animunculi that fit into different combat roles and have both strengths and weaknesses. You will be able to build automatons designed for brutal melee combat, ranged magical support, and more.

Animunculi are not summoned like spells. They are assembled at blacksmith forges. They must be manually deployed, stored, and repaired.

For usage instructions, you may read the ingame books you start with, or you may read the documentation for the mod, which you can find further below.


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Dwarven Spiders are small, compact, arachnoid automatons. Although they are tasked primarily with janitorial and maintenance duties they are also quite capable of defending themselves and their worksites, as well as their creators. They are fast, scurrying about with their clacking legs before lashing out from a distance with bolts of magical lightning. In melee, they leap at their enemies to tear at them with their mechanical claws.


Much like Dwarven Spiders, Dwarven Balespiders are small,fast, and capable fighters. However, rather than lashing out from range with lightning magic, Balespiders hurl firebolts at their enemies, lighting them on fire before leaping forth into melee.


Unlike Dwarven Spiders and Balespiders, Bolt Spiders use miniature crossbows to attack their foes. These crossbows fire armor-piercing bolts that are effective at taking down heavily-armored targets. Although capable of engaging at both melee and range, Bolt Spiders prefer to provide fire support with their crossbows.


Dwarven Observers are floating ball-shaped constructs charged with magical electricity. Observers bounce and flit about, dodging attacks before landing swift, crushing blows. Originally designed for exploring and mapping out underground caverns and even the surface, Observers can pack quite a punch, ramming foes with their heavy frames and electrifying them upon contact.


Dwarven Flayers are dangerous, worm-like constructs designed to mutilate enemies with their flesh-rending, spiked frames. Meant not to wage war but to inflict terror, Flayers tear gaping, bleeding wounds into their helpless foes, leaving behind unrecognizable heaps of ruined flesh in their chattering wake. Often found in packs, Flayers engage their foes from a distance, hurling fireballs at them before closing in for the kill.


Dwarven Venators are beast-like warmachines capable of charging their foes and mauling them with powerful, crushing blows. These constructs are fast and deadly, closing the distance between their foes in mere seconds before striking them down. Often accompanying Dwarven legions in battle, these machines lie in wait until the line-troops have the enemy pinned in melee before flanking them from the sides or chasing down skirmishers.


Dwarven Helots are humanoid automatons with strong, mechanized limbs designed for menial labor. Helots are often found in mines, plumbing the earth for precious metals and ores, or aiding in the construction of cities.

Although they are designed for labor, these automatons are not to be underestimated, as their powerful limbs can drive an axe through plated armor, or crush bone and mail alike.



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Dwarven Seekers are small, autonomous, homing explosives.These tiny, unseemly constructs explode upon death or after a five second fuse, consuming anyone unfortunate enough to step on or crush them in magical spellfire.


Dwarven Packhorses fulfill the purpose that their name implies: they carry things. These mechanical beasts will carry your burdens.


Dwarven Ballistae are automated, light artillery pieces. They are armed with miniature ballistae, launching powerful, armor-piercing bolts from afar to impale even the most heavily-armored foes.

Ballistae are accurate and dangerous skirmishers, but they are extremely vulnerable in melee, and should be screened with proper support.


Dwarven Spheres are partially-humanoid automatons, guarding and patrolling Dwarven cities and roads. Aptly-named, Dwarven Spheres can fold themselves into balls, allowing them to roll through pipes and other inaccessible areas.

Upon detecting a hostile, they unfold and charge, attacking with arm-mounted swords and crossbows. Often underestimated by their seemingly harmless, spherical shapes, these automatons are fast and aggressive, chasing down or cutting down their foes with well-placed crossbow-fire.


Dwarven Armati are automated android infantry. Armati are hardy and robust. They are designed for open warfare, serving many roles on the battlefield.

Their modular exoskeletons can be equipped with heavy Dwarven armor, and they are adept at wielding anything from swords to greatswords, and even bows and crossbows. These automatons can shrug off blows that most men and mer cannot. Armati will hold them line.


Dwarven Gynoids are shapely, feminine automatons. Initially designed for pleasure and household duties, Gynoids are highly-modular and can be equipped for combat. These Gynoids are often found guarding wealthy Dwemer aristocrats, or entertaining them and their guests at extravagant gatherings.

When their masters are threatened, Gynoids leap into action, hacking apart their foes, or disintegrating them with magical lightning. Gynoids are especially adept at stealth, and can remain undetected among hostiles.

Gynoids have a wide variety of armors and accessories they can wear, including wigs, dresses, gauntlets, boots, visors,


The Gynoid Spellsword models wield both blade and magic. In the heat of battle, Stormswords unleash streams of crackling lightning that leave lingering, electrifying damage.


The Gynoid Spellsword models wield both blade and magic. In the heat of battle, Flameswords unleash gouts of flames that lights their foes on fire.


Dwarven Striders are lithe, yet sturdy feminine warmachines designed to wade into the heat of battle and sweep aside surrounding foes. They are programmed for shock combat, shrugging off blows that would crush even the most well-armored mer, and retaliating with powerful, fiery melee attacks.

Their magical cores are enchanted with self-repairing sorcery, which quickly buff dents and reattach parts even in the heat of battle. These warmachines will stand their ground against any odds.


Dwarven Witchslayers are brutal hunter-killer units designed to defeat sorcerers. Their attacks tear apart flesh and pulverize bone, but these are the least of their powers: these automatons sap the magicka from their foes, disabling them and preventing spellcasting.

They are dangerously quick, relentlessly pursuing enemy spellcasters and slaughtering them like animals. Their heavy frames are highly-resistant to magic, and only the most powerful of conventional attacks can stop them.



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Dwarven Tempests are partially-humanoid, feminine automatons that wield powerful lightning magic. They hover about the battlefield, unleashing lightning strikes upon their foes, disintegrating them and casting their ashes into the wind.

They are fast, and will often evade melee combat, dodging arrows and swords alike, only engaging in close combat when cornered, preferring instead to blast apart their foes with their tempestuous sorcery. Their lightning attacks are so powerful that they will utterly obliterate weaker and unarmored enemies, and stagger stronger ones.


Dwarven Drakaines are powerful, fire-wielding automatons. Designed with a lithe, feminine shape, these graceful constructs are as deadly as they are beautiful: their roiling power-cores are enchanted with fire magic that glows with tinges of superheated, bluish flame.

Drakaines lob fireballs that can melt through even the thickest of platemail. Those who are simply incinerated are the lucky ones, as their fiery attacks often cook their helpless foes inside their burning armor. Although vulnerable in melee, Drakaines are capable of defending themselves with kicks and swipes that light their attackers on fire.


Dwarven Drakontes are among the Dwemer’s strongest and most robust automated infantry. Designed to be an amalgamation of mer and dragon, Drakontes glow with burning spellfire that radiates from their magically-enchanted cores. Wielding fire-enchanted battleaxes, Drakontes breathe fire upon their enemies before wading into battle and cleaving them apart.


Dwarven Tyrants are among the Dwemer’s most terrifying killing machines. They are armed with vicious Dwarven metal arm-swords that they use to slash apart their foes in savage, brutal combat.

On the battlefield, these blood-bathed constructs launch terrifying shock attacks upon enemy troops, disrupting formations and slaughtering those who are unable to withstand their whirling storm of metal. Tyrants are truly a savage, and dangerous foe.


Dwarven Centurions are some of the most advanced automatons ever designed. These walking siege engines are slow but immense, and can shrug off many attacks and squash their foes like insects.

Armed with a giant warhammer in one arm, and an equally giant battleaxe in the other, Centurions besiege castles and knock down gates before pulverizing the hapless foes cowering behind them. When surrounded, Centurions can vent steam from their engines, boiling away flesh from bone and driving back their scalded attackers.


Dwarven Praetorians are towering warmachines that seek out the strongest and largest foes on the battlefield to engage them in single combat. Armed with a variety of giant weapons, Praetorians cut down monsters and soldiers alike, hurling them aside and launching them into the air like ragdolls.
Although not as sturdy as Centurions, Praetorians are a force to be reckoned with, and are often sent to disrupt enemy lines with their powerful attacks.



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Infernal Centurions are rare variations of lesser Centurions, built to guard areas of extreme importance - such as the Aetherium Forge, or to lay waste to enemy fortifications. Whereas their smaller cousins were designed for knocking down gates, Dwarven Infernals knock down walls.

These titanic warmachines stride across the battlefield, towering over their foes and annihilating them with their massive arm-mounted weapons, and obliterating those that remain with hellish magical flames.


Dwarven Deathwings are some of the rarest, most advanced, and most complex automatons ever designed. Some may even say that these constructs contain sapient intelligence. Whatever it is that drives these machines to prosecute Dwemer wars with such calculated destruction is unknown, but they are more than willing - if not happy to bring death upon the enemies of their creators.

Built in the dreadful image of the ancient dragons, these legendary and fearsome warmachines strike fear in the hearts of entire armies as their winged shadows fall upon them. This is often the last they see before they are utterly disintegrated in brilliant storms of magical lightning.


Dwarven Colossi are awe-inspiring and horrifying sights on the battlefield. The immense presence of these titanic warmachines alone can rout and defeat entire armies. Colossi are so large that one colossus alone could assault a castle and lay waste to its cowering defenders. A Colossus is a walking meteor strike, pounding its enemies into extinction with spellfire-enchanted fists, or tearing huge rents into the earth with their colossal powered weaponry. Their magical power cores burn with the fire of a raging inferno, and simply being close to one can ignite cloth and flesh, and melt away armor and bone.

When a Colossus enters the battlefield, very few live to tell the tale.






You may also install an optional Deep Elf Follower Plugin that adds to the game two Deep Elf followers: Ashtaret and Nizrok. Of the two, Ashtaret is the only follower who can be married. 

LOCATION:
You can find both of them in the Understone Keep in Markarth hanging around Calcemo.

They are both heavy-armored warriors, but Ashtaret prefers two-handed weapons, and Nizrok prefers to use a one-handed weapon and a shield.


* KS Hairdos - Renewal


Ashtaret (Swordswoman)
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Ashtaret, in the early days of the First Era, was the daughter of a noble family who enjoyed the finer life of the dwemer aristocracy. Belonging to the minor but respected Clan Namtara of Arkngthamz, she had access to great wealth - wealth that she squandered on her decadent and libertine lifestyle... much to the disdain of her parents. However, the discovery of aetherium in Blackreach sparked the Aetherium Wars, and many of Clan Namtara marched off to war only to be killed by their own kin. Ashtaret, with her parents and most of her friends and family dead, found herself alone for the first time in her life. Ashamed that she had done nothing but indulge in vice and vanity as her parents fell in battle and Clan Namtara burned, she swore to her ancestors that she would restore her and her family's honor.

As the Aetherium Wars came to a close, and Arkngthamz lay in ruin, Ashtaret mustered what little of her family's wealth that remained and delved into the science of magecrafting. From apprentice to master, Ashtaret constructed animunculi that helped rebuild and revitalize her city after the destruction of the Aetherium Wars. Centuries passed, and the dwemer empire thrived once again - thanks in part to some of Ashtaret's patented animunculus designs. Now, as a master magecrafter, Ashtaret had finally restored the honor and respect Clan Namtara had held in ages past. However, she was still the sole surviving progeny of her clan. With Arkngthamz restored to its former glory, she decided that it was time to settle down and start a family of her own. However, this dream was never realized.

In the 700th year of the First Era, the upstart chimer of Resadyn declared war upon their dwemer neighbors. Ashtaret joined the Arkngthamzite legion, and drilled and practiced in the art of swordsmanship in case their dwemeri allies in Resdayn called for their aid. Though far from the carnage, Ashtaret felt a strange and inexplicable force pull her into nothingness and she and the rest of the dwemer disappeared from the face of the universe.

In the void, four-thousand years passed in the blink of an eye, and once more, Ashtaret found herself in Arkngthamz - but it was not the Arkgnthamz she once knew. Surrounded by mutant falmer, Ashtaret took up arms against the vagrant savages and slew her way out of the city and into a completely different world. She looked upon the land of Skyrim and saw distant lights and cities that she could not remember. The world had changed in her absence, and once again, she found herself alone. Confused and quaking with despair, Ashtaret gathered her wits and wandered Skyrim, hoping to carve out a new life for herself in that strange new world. 

Nizrok (Shield Warrior (Can wear power armor))
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Nizrok was a family mer, but remained distant from his kin because of the years he spent soldiering in the dwemer legions. During his service to the kingdom of Bthar-zel, he had seen and slain at least one of every man, mer, and monster that walked the lands of Skyrim. Whenever he returned home, his children, much older than the last he saw him, would shy away from him. To them, he was nothing but a stranger in their eyes. Saddened by the rift that had grown between him and his children, Nizrok promised to his wife that he would soldier no more. Finally settling down, Nizrok looked forward to rebuilding his family and becoming part of their lives. Just as he was opening his first chthonic food emporium, the Aetherium Wars shook the foundations of the dwemer empire. Bthar-zel, his home city, conscripted every able-bodied mer to fight against the forces of Arkngthamz for control over its rich aetherium stockpile.

With a heavy heart, Nizrok donned his armor and carried his shield and axe into battle once more, leaving behind his family. The war was a devastating one, and countless dwemer perished as it raged across Skyrim. Worse, as the dwemer city-states fought amongst themselves, the nords saw an opportunity for conquest, and swept across Skyrim to lay waste to dwemer lands. While the legions of Bthar-zel were fighting against the Arkngthamzites, the nords preyed upon the city. As the Aetherium Wars came to a close, Nizrok returned from the war to find Bthar-zel utterly destroyed. He dug through the rubble of his home until his fingers bled and he despaired. His family was nowhere to be found. His wife and children were gone forever. Without a home and a family, Nizrok fell into a deep depression that threatened to consume him, and he cast himself off into the wilderness of Skyrim with nothing but his old legionary armor.

For many centuries, Nizrok wandered Tamriel as a traveling mercenary, honing his fighting skills and swinging his axe for coin until his journey came to an end in the distant lands of Resadyn. When another elven war broke out, Nizrok, empty from working the honorless job of a mercenary, thought that he could find purpose in life once more by joining the dwemer legions of King Dumac. As a weathered veteran of the Aetherium Wars, Dumac's dwemer legions accepted him wholeheartedly into their ranks, and they marched against the chimeri armies at the Battle of Red Mountain.

It was there, in the heat of battle that Nizrok felt his skin crawl and nothingness swallowed him whole. Then, just as quickly as the darkness had come, a light erupted around him and hurled him into the carnage of the Red Year. Hunted by roving bands of argonian dunmer-slayers, Nizrok fled Resdayn - now known as Morrowind, and joined a group of dunmer refugees on their way to Solsteim. There, Nizrok settled down for the first time in centuries (or thousands of years), and it was there that he finally found peace in the loving embrace of a dunmer woman named Nirina, whom he later called his wife. This woman made him whole again, and for once he finally felt at peace.

Together, Nizrok and Nirina built a dwarven ceramics business, and he sometimes travels to the Skyrim mainland to secure trade deals with the nords of Markarth who are eager to collect his authentic dwarven art. Currently, he is stuck in Skyrim proper for the time being, unable to return to Solsteim due to Imperial and Stormcloak naval blockades around the mainland.


NOTES
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* Right now neither of the two followers have any unique dialogue options or voices. I have no idea how to make either of those, and as it stands, I'm far too busy IRL to learn how. Eventually, I would like to have add more depth to these followers.
* I intend on fleshing out this mod more when I have the time to learn how to script spellcasting and make combat packages.
* Ashtaret and Nizrok will probably spawn a Hunting Bow into their inventory when first recruited. This is a bug that all custom followers have. You will need to remove the bow from their inventories, or they may not use their own weapons. You only need to do this once. I can't fix this without breaking every follower mod out there, so manually removing that stupid Hunting Bow from his inventory ingame is the only way around this bug (thanks Bethesda)





- This mod is fully-compatible with Dawnguard, which is also a requirement for this mod to work.
- Compatible with Better Vampires and Sacrosanct (requires the Sacrosanct Patch, more info in the installation section).
- Deep elf vampires get a special power, Void Grip, which lets them strangle their victim to death with suffocating embrace of the Void!
- Thanks to Loshirai14, this mod also includes a plugin based on his Better Vampire Lord Transformation mod that will make your female Dwemer Vampire Lords look like female Dwemer! (Like in the picture above!!!)


- Deep Elves can become werewolves too!






* Both males and females use recolored body textures from the Veteran Skin, SkySight Skin, PureSkinTexture, and the Demoniac Skin, and recolored eye textures from the Eyes of Beauty mod to create a unique elf race!
  • Default skin tones include: Bluish-Purple, Pale Purple, Plum Purple, Bronze, and Pale Yellow. Check out the gallery to see more screenshots!
* This mod is compatible with most body mods! Timelost Dwemer will use whichever body mod you have installed, and consequently any body-slide armor you're using!
* This mod is compatible with Schlongs of Skyrim and SOS Light!
* This mod features never-nude body options too!




compatibility and patches
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My mod may not be compatible with everything. Please look at the list below. If a mod is not listed or if you aren't sure if it's compatible or not, feel free to ask me.

* Compatible with all enchantment overhauls
* Compatible with Better Vampires
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  • Only compatible with Better Vampires 8.1 and 8.2. Incompatible with 8.3.

* Compatible with Sacrosanct (requires a patch; see installation section)
* Compatible with Summermyst
* Compatible with Immersive Jewelry (requires a patch; see installation section)
* This mod uses default Vampire eye textures, so your Deep Elves will use any Vampire eye textures you've personally installed
* Compatible with Aesthetic Elves
* Head Meshes and Beards
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* The Deep Elf males in this mod use Nuska's Ethereal Elven Overhaul headmorphs. Thus, they will be incompatible with the vanilla beards. 
  • - I recommend  that you download and install Ethereal Elven Overhaul, then patch it with the EEO USLEEP Update because it tweaks the vanilla beards to be compatible with Nuska's elven headmorphs. Without EEO, your male deep elf's beard will clip through his face!

* Immersive Creatures, Mihail's Dwarven Mods and Other Dwarven Automaton Mods
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You will not be able to store/deploy/craft any Dwarven NPC's that are added by other mods. Attempting to store or capture them may break their AI.
  • - The Extra Automatons Plugin allows you to build and deploy several animunculi from the Immersive Creatures mod, as well as Mihail's Dwarven Colossus
  • Additionally, all Mihail Dwarven mod are partially-compatible with my mod. The only reason I say partially compatible is because I already implemented Miahil's colossi and power armor into my mod, and it would be redundant to use his mods alongside mine. If you do use both, you will have duplicates running around wreaking havoc in your Skyrim.

* Ordinator, Perkus Maximus, Vokrii, SPERG, and Perk Tree Overhauls
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This mod is incompatible with any mods that edit the perk menu's perk tree! However, the installer contains patches for some perk mods that make them compatible with The Timelost Dwemer.
  • - There are Ordinator, Perkus Maximus, Vokrii, and SPERG patches available that incorporates the Magecrafter perks.

* Mihail's Dwarven Power Armor
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This mod partially incompatible with Mihail's Dwarven Power Armor mod as I borrowed and edited his meshes, and edited and removed some things he added to the game (such as the random and quite frankly unimmersive Thalmor army you encounter in Mzulft for some reason). Do not use his mod and mine at the same time. 
  • - However, if you are already using his mod and can't/don't want to take off your load order, I made a Mihail's Dwarven Power Armor patch available in the installer that overwrites his .esp and makes it compatible with my mod.

* Dwemer Automaton Crafting and Aetherial Palace Reborn
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- This mod is probably compatible with the original Dwemer Automaton Crafting, but I do not recommend using it alongside my mod as my mod expands upon and makes most of its features redundant.
- On the other hand, this mod should be compatible with Aetherial Palace Reborn as the scripts are named differently in my mod. 
  • - Make sure that you load my mod after Aetherial Palace Reborn in the left and right panes of Mod Organizer. My mod was overwrite all of its files.

* Body/Face Textures Mods
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  • - Should not overwrite any body/texture mods! This mod uses whatever body mods you have installed, and its textures are contained in their own folders and thus should not overwrite any mods
  • - Some face texture mods may be incompatible and may make your face discolored or brighter than the rest of the body. You should be using a face texture mod that's compatible with the Demoniac Skin, like Mature Skin Textures

* Wildcat and Other Combat Overhauls
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  • This mod is fully compatible with Wildcat and does not require any patches
  • Other combat mods that function like Wildcat should be compatible too, provided they do not overhaul the entire game in the same way that Requiem does.
  • If you are unsure whether or not the overhaul you're playing is incompatible, please ask and I will take a look at it

* Shout or Slow Time-related mods 
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  • It has been reported by users that shout mods may mess with chronokinesis effects, although I personally have not confirmed this myself.

* Requiem and Other Complete Overhauls
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  • As far as I know, this mod is incompatible with Requiem and other similar overhauls. My mod will still probably work with Requiem, but it won't be balanced with the rest of the game.
  • I am not interested in rewriting and re balancing my entire mod just to make it work with Requiem, so please don't ask me to
  • If you are unsure whether or not the overhaul you're playing is incompatible, please ask and I will take a look at it
  • I did include the .esp version of Deep_Elf_Race in each download (it can be found in the development folder). So feel free to make patches for your favorite overhauls. Please PM me if you've made any patches so I can add it to this mod's optional downloads.



You are also free to make patches for my mod if a mod you're using isn't compatible. You can either use my mod's .esm file to make your patch, or the mod's .esp file which is in the development folder.



installation
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PLEASE READ THE ENTIRE INSTALLATION GUIDE, INCLUDING THE LOAD ORDER SECTION OR YOU WILL MISS SOMETHING IMPORTANT

"File Path too long" errors:
* If you can't install due to a "File Path too long" error in Vortex, download the mod manually from the site, and rename the .7z file that you downloaded to something shorter, like "TLD.7z". Then try installing it again.



* DO NOT INSTALL WITH NEXUS MOD MANAGER
* DO NOT install manually either!!!
* Install with either Mod Organizer 2 or Vortex ONLY

Step-by-Step Installation
1. Install SKSE


2. Install RaceCompatibility
 - If you are using Growl or Moonlight Tales, you must select Moonlight Tales compatibility in RaceCompatibility's installer


3. Install The Timelost Dwemer - A Deep Elf Race. Opening The Timelost Dwemer.7z with your mod manager will open an installer program which will guide you through the installation process.
  • Main Screen: Read the text on the left, then hit Next


4. Choose your difficulty level. 
Notes:
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  • Choosing Normal changes nothing
  • Choosing Technomage nerfs the Maleficarum Curse so that you regenerate magicka normally and on your own. This makes playing a spellcaster much easier.
  • Choosing the Nubbin removes the Maleficarum Curse entirely



5. Select any compatibility patches or optional plugins you wish to install. Make your selections and click Install to finish installation.
Patch/Plugin Information (PLEASE READ):
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  • Sacrosanct Patch
  • If you are using Sacrosanct, you must install this patch

  • Vampire Lord/Werewolf Carry Weight Patch
  • Your Tesseract Cube may unequip after returning from your beast form, rendering you overencumbered. This patch should fix that.

  • Deep Elf Follower Plugin
  • If you want to install the Deep Elf Follower Plugin, you must install KS Hairdos - Renewal
  • Follower Location:
  • - You can find them inside the Understone Keep in Markarth near Calcemo.

  • Gynoid HDT Options
  • If you want your Gynoids to use any of the HDT body options, you must have some variation of HDT Physics, the XP32 Maximum Extended Skeleton, and FNIS or your game will crash

  • Extra Automatons Plugin
  • If you want to use the Extra Automatons Plugin, you must install both Skyrim Immersive Creatures. Mihail's Dwarven Colossus is also required, and is automatically installed alongside Extra Automatons. Mihail's Dwarven Colossus is included in the installer, as per Mihail's updated permissions: 
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    "- If you're doing an authoral mod, for example, a mod using one of my beasts as mount or follower, or creating a dungeon or land where you will put them, you don't need to put my mods as requirements, you can add the assets of my mods you're using directly on your mod folder, just giving credit to the mods you are using" - (from the Permissions sections of Dementors - Mihail Monsters and Animals as of February 2019)


  • Immersive Jewelry Patch
  • if you are using Immersive Jewelry, install the Immersive Jewelry Patch, or the materials you need to craft the new items and automatons will be unreasonably heavy to carry.

  • Wildcat Patch
  • If you are using Wildcat, it is highly-recommended to install this patch, which prevents you from obliterating yourself every time you use chronokinesis by reducing the damage that your powers do to your character.

  • Ordinator, Perkus Maximus, Vokrii, and SPERG Patches
  • if you are using Ordinator, Perkus Maximus, Vokrii, or SPERG install the Ordinator, Perkus Maximus, Vokrii, or SPERG Patch or you will not be able to access and unlock the new Magecrafter perks. You can only use one perk overhaul at a time.


6.  Download Auto Crossbow Resources, the Skin Patcher, and other patches from the Timelost Dwemer Patch Center
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  • Due to permission restrictions, several assets were moved to a separate file in order to allow my mod to opt-in for donation points. These include the Automatic Crossbow Scripts, the various Skin Patches, and the BVLT Plugins. I apologize for the inconvenience.


  • You must install the Skin Patcher or your character will not look like anything close to the dwemer in my screenshots. 
PLEASE READ:
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  • - the Skin Patcher will replace my mod's default textures with hi-res textures
  • - when installing Female and Male textures, select the options that correspond to the textures you're using, or choose the options that you like the most.
  • - When finished installing, make sure the Skin Patcher OVERWRITES the main mod. Load it after The Timelost Dwemer. See the image below:
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  • The BVLT Patch is optional. Install it if you want it. 
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  • Better Vampire Lord Transformation - Deep Elf Edition
  • IMPORTANT: The BVLT Patches have been MOVED to the Timelost Dwemer Patch Center. If you want to use this feature, you must download it there.
  • Installing the Better Vampire Lord Transformation - Deep Elf Edition plugin will allow your deep elf female to keep her appearance when she transforms into a vampire lord.
    • WARNING: BVLT plugin is a finicky plugin to use
      - ONLY install this plugin if you are playing deep elf. Because this plugin replaces ALL playable vampire lord females with DEEP ELF females, you will look like a deep elf if you are playing a dark elf vampire lord, or a nord vampire lord, or a khajiit vampire lord, etc. - TLDR: you probably shouldn't play as any other race but deep elves while you have this plugin installed, or enabled. - DO NOT install this plugin if you are using the BVLT - Deep Elf plugin from the Timelost Dwemer. You CANNOT play with both. Both plugins edit the same vampire lord race, and will have irreconcilable conflicts. * both nude and armored BVLT deep elf vampire lords use static body meshes that are pre-packed into the mod- if you want deep elf vampire lords to use your own custom body, you must replace the mesh files that are in meshes>deep elf>vampire lord - WARNING: only static meshes (i.e. without physics) seem to work in this plugin, and I can't figure out why


  • After installing all the required files, the load order of your mod files should generally look like this: 
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7. Use LOOT to sort out your plugins, but refer to the load order guide below otherwise you MAY have issues with Better Vampires or Sacrosanct depending on where LOOT puts your plugins.
Reminders:
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  • All of my optional plugins and patches can be merged. I highly-recommend that you merge all my plugins and patches with Mator Smash or Merge Plugins in order to save plugin space.
  • If you are using a CBP Body, make sure to install XP32 Maximum Skeleton Extended SE, CBP Physics, and FNIS SE. 
  • After installing FNIS, do not forget to Generate FNIS, or your feet will be sticking to the ground when you walk.
  • If you installed the Immersive Jewelry Patch, or if you are using any mods that modify the game's leveled lists (such as weapon/armor mods like Immersive Weapons or Immersive Armors), I HIGHLY recommend that you build a Bashed Patch. More info on that below






LOAD ORDER AND BASHED PATCHES:
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LOAD ORDER:
Use LOOT to sort out your plugins.
After finishing installation make sure that you are only using Deep_Elf_Race.esm. If you are using Better Vampires or Sacrosanct, you will need to manually sort some plugins after running LOOT:


BETTER VAMPIRES USERS:
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NOTE: Timelost Dwemer for Oldrim is NOT compatible with BV 8.3. Timelost Dwemer SSE, however, is compatible... I am waiting for TMPhoenix to update RaceCompatibility for Oldrim, which might make it compatible. 



If you are using USLEEP, make sure that Better Vampires.esp loads after RaceCompatibilityUSKPOverride.esp (as seen in the picture above) or Better Vampires will not be able to apply its vampire scripts to your character ingame. This will prevent you from leveling up your Vampirism, casting certain Vampire abilities, and other problems that will give you headaches.



Make sure that The Timelost Dwemer overwrites Better Vampires in the Left Pane (as seen in the picture above), or your vampire mod won't use RaceCompatibility's vampire scripts. If you don't do this, vampirism won't even work.



SACROSANCT USERS
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If you are using Sacrosanct, you should have installed the Sacrosanct Patch in the previous installation steps.

If you are using USLEEP, make sure that Sacrosanct - Vampires of Skyrim.esp loadsafter RaceCompatibilityUSKPOverride.esp, 

You must also load Deep_Elf_Race_SCS_Patch.esp after Sacrosanct - Vampires of Skyrim.esp (as seen in the picture above) or Sacrosanct will not work at all.




Make sure that Sacrosanct overwrites The Timelost Dwemer in the Left Pane (as seen in the picture above), or Sacrosanct will not work.



ORDINATOR USERS
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If you are using Ordinator, you should have installed the Ordinator Patch in the previous installation steps, or you will not be able to acquire the new Magecrafter perks.



Make sure that Deep_Elf_Ordinator_Patch.esp is loaded AFTER Ordinator – Perks of Skyrim.esp.

NOTE:
When you start the game, you will be prompted by an options screen asking you what kind of Meric Smithing you would like to specialize in.


You already start with Dwarven Smithing, so it would be a good idea to click on the “Contemporary Meric” option so that you will learn how to craft Elven weapons and armor too. Clicking the “Dwarven” option does not benefit you at all because you already know Dwarven Smithing!!!



PERKUS MAXIMUS USERS
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If you are using Perkus Maximus, you should have installed the PerMa (Perkus Maximus) Patch in the previous installation steps, or you will not be able to acquire the new Magecrafter perks.



The PerMa patch requires the PerkusMaximus Master and Warrior plugins.

Make sure that Deep_Elf_PerMa_Patch.esp is loaded after ALL your PerMa plugins.



SPERG USERS
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If you are using SPERG, you should have installed the SPERG Patch in the previous installation steps, or you will not be able to acquire the new Magecrafter perks.



The SPERG patch requires all of the plugins shown above.

Make sure that Deep_Elf_SPERG_Patch.esp is loaded after ALL your SPERG plugins.



VOKRII USERS
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If you are using Vokrii, you should have installed the Vokrii Patch in the previous installation steps, or you will not be able to acquire the new Magecrafter perks.



Make sure that Deep_Elf_Vokrii_Patch.esp is loaded after Vokrii - Minimalistic Perks of Skyrim.esp.



IMMERSIVE JEWELRY USERS
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If you are using Immersive Jewelry, you should have installed the Immersive Jewelry Patch in the previous installation steps, or you will have some issues with gathering materials for the new items.



Make sure that Deep_Elf_Immersive_Jewelry_Patch.esp is loaded AFTER Immersive Jewelry.esp.


WILDCAT USERS
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If you are using Wildcat, you should have installed the Deep Elf Wildcat Patch, or your chronokinetic abilities will kill you deader than dead. 

You must load Deep_Elf_Wildcat_Patch.esp AFTER Wildcat.esp





EXTRA AUTOMATONS USERS
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If you installed the Extra Automatons Plugin, you must load Deep_Elf_Extra_Automatons.esp AFTER both Skyrim Immersive Creatures.esp (and its DLC2 addon) and mihailesocenturion.esp.




IMMERSIVE JEWELRY USERS
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If you are using Immersive Jewelry, you should have installed the Immersive Jewelry Patch in the previous installation steps, or you will have some issues with gathering materials for the new items.



Make sure that Deep_Elf_Immersive_Jewelry_Patch.esp is loaded AFTER Immersive Jewelry.esp.



BETTER VAMPIRE LORD TRANSFORMATION - DEEP ELF EDITION USERS
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If you installed the Better Vampire Lord Transformation plugin, you must load BVLT - Deep Elf.esp as far down your load order as possible - or at least after your vampire overhauls.




BASHED PATCHES:
If you installed any optional compatibility patches, or if you are using any mods that modify the game's leveled lists (such as weapon/armor mods Immersive Weapons and Immersive Armors) I HIGHLY recommend that you run Wrye Bash and build a Bashed Patch.

You will find advanced instructions on how to build a Bashed Patch here: STEP GUIDE: Bashed Patch.

However, if you want to just do what I do and only merge Leveled Lists (which is what is only really necessary) then follow my instructions below:
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1. Open Wrye Bash.
2. Right click Bashed Patch, 0.esp, and click Rebuild Patch
3. Uncheck EVERY box in the window that pops up, EXCEPT Leveled Lists
4. Click Build Patch
5. Done!
Building a Bashed Patch will resolve many plugin conflicts, including those that you may encounter with this mod.
My mod adds weapons to the vanilla leveled lists, and without a Bashed Patch, you may never see any Ivory Glass weapons in Falmer loot.



UPDATING:
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I aim to provide updates and bugfixes for this mod when I am able. These updates should not break your save, however, there are some steps you should take to make sure your character's traits are updated properly.

Standard Updating Procedure

This is the standard updating procedure for 1.0 and above, unless instructed to.

- Hit Tilde ~ to open the console, type in 'showracemenu' (without quotes) and press enter
- You will now be in the RaceMenu Screen. Make any changes you want (you don't need to) and press R to save and finish
- You should see on the top left of your screen: "Timelost Dwemer perks and spells have been added successfully."
- Done!

Advanced Updating Procedure

Do not use this updating procedure unless specified by the mod author.

- Hit Tilde ~ to open the console, type in 'showracemenu' (without the quotes) and press enter
- You will now be in the RaceMenu Screen. If you are using the RaceMenu mod or ECE, I suggest that you save a character preset of your current character before continuing
- Change your character's race to any other race
- Press R and confirm your changes, and return to the game. You should see the message at the top left of the screen: "Timelost Dwemer perks and spells have been removed successfully"
- Open the console a second time, and enter RaceMenu again
- Change your character back to a Deep Elf, load your the character preset you saved
- Press R and confirm your changes, and return to the game. You should see a message on the top left of your screen: "Timelost Dwemer perks and spells have been added successfully." Your new skill bonuses should be applied, and the Smite ability should be in your spellbook

You may also need to rebuild your Bashed Patch if I update the leveled lists, but I will let you know if you need to.



customization
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USING YOUR OWN TEXTURES

TEXTURES:
If you want to use your own custom textures to fit your custom body meshes, all you need to do is replace this mod's textures with yours.
Simply drag and drop your textures (such as femalebody_1.dds, femalebody_0.dds, etc) into the following folder:

...\The Timelost Dwemer - A Deep Elf Race\Textures\deep elf\male

or

...\The Timelost Dwemer - A Deep Elf Race\Textures\deep elf\female

Click yes to overwrite any files if asked.




documentation
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I wrote up a thorough and detailed documentation for this mod, and I usually edit it with every major update. 

The documentation covers the following topics: 

* Installation instructions
* Descriptions for all the extra/optional plugins
* Descriptions and (specific and relative) stats of the spells, perks, weapons, armors, and automatons added by this mod
* Gameplay tips
* Detailed crafting guide with charts/material lists for all the items and automatons added to the game
* Automaton use and maintenance 

You can download the documentation at the mega.nz link below. However, you can preview the PDF without downloading it, as well.

Timelost Dwemer Guide and Documentation






faq
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These skin tones aren't lore friendly, they break my immersion, peepee poopoo skin tone bad etc
If my dwemer skin tones are not to your liking, you can change them by replacing my mod's textures. Instructions on how to do this are under the Customization section of the mod description. 

Why do your dwemer look like elves?! They're dwarves, they're supposed toberl;adnfkjeb;uohg;aurohh;weoincdfdajl sl;sshsssssssssssiw[ol
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My game is crashing on start!
You are most likely missing a requirement. Read through the installation guide again and make sure you installed every requirement needed for the mod to function. If you installed any plugins or patches, you must make sure their requirements are installed, too.

I started a new game and I'm crashing when I select Deep Elves in RaceMenu!
This can be caused by one of several things, but it is all related to the male body meshes or textures in some way, shape or form:

* You chose the SOS body in the installer, but didn't install Schlongs of Skyrim
* You chose the SOS Light body in the installer, but didn't install Schlongs of Skyrim Light
* You chose the SkySight Skins body in the installer, but didn't install Skysight Skins
* There is a mod in your load order that is overwriting the SOS, SOSL, or SkySight Skins body meshes and causing CTD's
* You are using incompatible Oldrim textures in SSE (not all Oldrim textures are compatible with SSE)

Please make sure you installed the right requirements, and that there are no incompatible mod conflicts in your load order. If anything overwrites the male body meshes that SOS or SOSL provides, you will most likely crash. If you chose SOS or SOSL in the installer, and you do not have either of the two main mods installed, you WILL crash for sure.

Vampirism isn't working!
or
My character isn't getting his/her Better Vampires/Sacrosanct spells!
1: Make sure that when you installed my mod, you selected compatibility for Better Vampires (and Moonlight Tales, if you're using it)

2: If you are using USLEEP, make sure that you selected compatibility for USLEEP when you installed my mod

3: If you are using USLEEP, make sure you are also loading RaceCompatibilityUSKPOverride.esp and the Better Vampires and Sacrosanct .esp's in the right order. See the Load Order section of the Installation guide for instructions.

Where are the Deep Elf followers?
You can find them in the Understone Keep in Markarth hanging around Calcemo.

Can the effects of the Maleficarum Curse be reduced or removed ingame?
It can't be removed, but it can be mitigated or even offset entirely by Atronach Cubes.

The Maleficarum Curse makes fighting spellcasters too hard. Can you remove it?
or
I don't like the Maleficarum Curse. Can you remove it?
When installing the mod, you have the choice of installing difficulty plugins that nerf or remove the curse.

Do NPC's refer to me as a deep elf ingame?
By default, they don’t, but if you install RaceCompatibility - Dialog Changes (for Oldrim) or Race Compatibility Dialogue SSE then NPC’s will think you’re a dark elf.

The Deep Elf race isn't showing up in RaceMenu!
If the Deep Elf race isn't showing up in RaceMenu, make sure you are using RaceMenu, and the most updated version of RaceCompatibility.

Where and how do I build a Colossus?
1) You need the Extra Automatons plugin
2) You need 100 in both the Enchanting and Smithing skills
3) You need the Master Magecrafter perk
4) You need to craft it at the Aetherium Forge
5) You need a Containment Sphere in your inventory for the schematics to show up (this applies for all automaton schematics)

How do I operate power armor (AKA Aetherial Dwemervamidium)?
You must have at least one Aetherium Fuel Rod in your inventory, and you must learn Power Armor Training from a training skillbook (which can be found in the Reachwind Eyrie and in the Winterhold library).

Which KS Hairdos do I need for the Follower Plugin? Will the HDT version work?
You must install the NON-HDT version of KS Hairdos.

My vampire lord is missing limbs, or looks messed up in general
Try loading my BVLT plugin at the bottom of your load order. Please be advised that the BVLT plugin affects ALL vampire lords of ALL races, so you shouldn't enable the BVLT plugin if you plan on playing a non-dwemer vampire lord.

Nexus Mod Manager isn't installing this mod correctly!
Don't install with NMM.

The Deep Elf SOS Schlong isn't showing up on my male character!
Only Smurf Average schlongs are available for my mod right now. If you are using a different penis mesh, then deep elf males will have holes in their crotches. 

How do I equip parts onto or give items to my Gynoid/Armatus/Packhorse?
First you need to ask them to follow you. You will then be able to access their inventory via dialogue. Simply add any item you want them to use into their inventory, and they'll equip it, if possible.

My textures look messed up!
If you’re experiencing weird texture stretching on females or males, then you might have installed the wrong textures. For example, if you are using CBBE, you MUST install the CBBE option in my mod's installer. If you are using Skysight Skins, you must install the Skysight Skins option in my mod's installer etc etc.

Where can I craft crixic powders?
You can craft pyrocrixic, astrocrixic, and cryocrixic powders at any cooking pot.

Does X dwemer armor or X weapon mod work with the dwemer buffs?
As long as the armor or weapon is tagged as dwemer, then they will be buffed by my deep elf race's racial abilities.

Is there an Xbox One port? Xbone port when?
Never, because SKSE isn't allowed on console, and due to the permissions given to me by the mod authors whose assets I am borrowing, I can't upload my mod anywhere outside of the Nexus or Loverslab.

Is this mod compatible with Growl?
This mod (and most race mods that depend on RaceCompatibility) are incompatible with Growl. Only TMPhoenix and Enai can provide compatibility on their hands. Such a patch is beyond my level of expertise.

My female deep elves have discolored or brighter-colored faces!
You are probably using a face texture that is incompatible with the Demoniac skin (which is what female deep elves use). I recommend that you use a face texture that is compatible with Demoniac like the face textures from the Mature Skin Texture mod.

When is the Xivkyn race coming?
Not anytime soon!


bugs
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NIZROK ISN'T MOVING IN HIS POWER ARMOR
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*fix by taking the fuel rod out of his inventory and putting it back in.


TURNING INTO A VAMPIRE MAKES MY SKIN PURPLE/BLUE/ETC
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* When turning into a vampire, your skin may revert to the default Deep Elf skin tone (which is a purplish-blue). I don't know wtf is causing this, but I do know that installing RaceMenu fixes this.


BEAST FORM REVERTS TO VAMPIRE RACE
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* Entering Beast Form and reverting back to your humanoid form transforms you to a vampire. This can be fixed by adding the Dwemer Werewolf Fix item to yourinventory and equipping it before you activate Beast Form.
 
You can obtain this item by entering the console with tilde~ and typing in: help "dwemer werewolf fix" (with quotes) and add the item to your inventory with player.additem ____________ 1(where the blank is the item's code)


DUPLICATED STARTING BOOKS
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* After you start a new game/character, you may get duplicates of the five starting books if you exist the racemenu too fast or immediately after choosing your race. Not sure how to fix this.


WARP JUMP CLIPPING
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* Warp Jump may clip you through walls and cause you to fall through the earth. Not much I can really do about that so just be careful of where you warp jump to, and always try to aim at the floors. 


DELAYED SLOW TIME EFFECT
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* The Slow Time effect may trigger later than it should, or sometimes not at all when using Warp Jump, Gravity Bomb, or End Time.
  • - This is sometimes caused by script lag, but the slow time effect can sometimes not take effect at all when using Gravity Bomb or End Time on large groups of enemies


SUPER SLOW TIME 
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If you are using any shout or slow time related mods, you might experience the super slow time bug. You should disable or uninstall these if you want to play this mod.


AUTOMATON NOT DEPLOYING
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* Sometimes your automaton will not deploy when you drop your containment sphere
  • - This can happen due to script lag. Try picking it up and deploying it again, or go indoors and deploy in there
  • - Sometimes your automaton’s containment sphere can bug out and you will need to either
  • craft a new one, or add a new one to your inventory via the console.
  • - Just make sure you get rid of the bugged automaton first by either removing it from your inventory or disabling it in the console


AUTOMATON NOT FOLLOWING YOU THROUGH LOAD DOORS
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* Sometimes your automatons may not follow you through load doors. They are not 'lost'. They will be in the previous room you left them in.
  • - Temporary fix: Teleport them to you by casting Recall Automatons (only works if you marked them beforehand) OR wait for them (by pressing T) will cause them to teleport to you immediately


DEEP ELF MALE OR FEMALE FACE/BEARD/BROW CLIPPING (FIXABLE)
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If you are experiencing clipping, you need to install Ethereal Elven Overhaul and the EEO USLEEP Update, or Aesthetic Elves. This mod uses Nuska's elven headmorphs, which are incompatible with vanilla beards (and some brow mods... I think). Without Ethereal Elven Overhaul's beard tweaks and the EEO USLEEP Patch, or Aesthetic Elves, most vanilla beards will clip through the faces of male deep elves, and your female deep elf's eyebrows might clip through her head

Please see the 'Final Installation Notes' section in the Installation guide for more instructions on how to install Ethereal Elven Overhaul, as it is somewhat complex to install.


"FILE PATH TOO LONG" ERROR IN VORTEX/NMM/MO WHEN INSTALLING (FIXABLE)
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If you can't install due to a "File Path too long" error in your mod manager, download the mod manually from the site, and rename the .7z file that you downloaded to something shorter, like "TLD.7z". Then try installing it again, manually





future plans
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WIP
SSE-Exclusive




changelog
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Old Changelogs:
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Closed Beta Changelogs
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0.9b RC 1.0
Initial closed beta release

0.9b RC 1.1 
Worldspace:
* Fixed the hole in ground at the Understone Keep's entrance. You won't fall through it when you enter from the front door anymore.

0.9b RC 1.2 
Perks:
* Updated the description of Magecrafter perks to show what requirements you need to unlock them.

Chronokinesis:
* Reduced Warp Jump's Time Shifting damage to 20 per use
* Reduced Time Dilation's Time Shifting damage to 10 per use
* Time Dilation now lasts 2 seconds, rather than 1.5
* Time Warp lasts 6 seconds now
* Time Warp's Time Shifting damage now does a total of 90 damage over 12 seconds
* New Ability: Gravity Bomb - Once per day, if you have an Advanced Warp Core or a Chromatic Warp Core equipped, overload your warp core, briefly creating a gravitational singularity before detonating it, hurling away all enemies within 50 feet of the detonation and dealing 50 damage to them over 5 seconds. Inflicts 9.6(*1.25) per second for 5 seconds.

Items:
* All Atronach Cubes now use Slot 55 rather than Slot 60. This should prevent them from being unequipped if you are using Dual Sheath Redux
* All Warp Cores now buff Time Warp
- Warp Core (Tier 1) - Time Warp now also lasts 2 seconds longer, but deals 5 more damage per second after casted. Warp Jump's distance is also buffed to +25ft.
- Advanced Warp Core (Tier 2) - Time Warp now also lasts 4 seconds longer, but deals 10 more damage per second after casted. Warp Jump's distance is also buffed to +50ft.
- Chromatic Warp Core (Tier 3) - Time Warp now also lasts 6 seconds longer, but deals 15 more damage per second after casted. Warp Jump's distance is also buffed to +75ft.
* Removed unintended 10% Magic Resistance enchantment from Warp Cores
* Advanced Warp Core and Chromatic Warp Core now give the Gravity Bomb ability

0.9b RC 1.3 
Automatons 
* Gynoids, Armati, and Packhorses have been reworked to be compatible with multiple follower overhauls
- When you deploy a Gynoid, Gynoid Spellsword, Armatus, or a Packhorse, the Containment Sphere will choose from a leveled list of unique, named animunculi to spawn (Gynoids will spawn 'Iztar Alpha - Omega', Armati will spawn 'Nerchul Alpha - Lambda', and Packhorses will spawn Mzarduk 'Alpha - Lambda')
- these individual animunculus actors can be managed as if they were individual followers, where previously each Gynoid, Armatus, or Packhorse was essentially a duplicate of the same individual (which prevented you from giving their duplicates equipment)
- NOTE: You can only have 12 of each Gynoid, Gynoid Spellsword, Armatus, and Packhorse type before the game starts making duplicates again (these duplicates will not be compatible with follower overhauls)
* New automaton: Gynoid Flamesword - Gynoid variant that uses Gynoid Flamesword
* Renamed Gynoid Spellsword to Gynoid Stormsword
* Remade the Armatus automaton because I couldn't figure out why the original Armatus couldn't use weapons
- this new, remade variety of Armati should fight with any weapon you give them rather than fighting with their fists -.-
* Gave Armati their own armor so it wouldn't be overwritten by other mods
- Only Armati can wear the following items without becoming invisible:
- Dwarven Armatus Boots, Dwarven Armatus Armor, Dwarven Armatus Gauntlets, Dwarven Armatus Helmet, and Dwarven Armatus Shield
- these items can be crafted on their own, or converted from regular Dwarven armor pieces (for example: bring a Dwarven Shield to a forge, and just convert it into a Dwarven ARMATUS Shield)
- Armati now have a variety of helmets to use 
- these helmets look different but have the same stats
* Armati now require Greater Soul Gems to build, rather than Common Soul Gems.
* Gynoid equipment is only equippable by gynoids now (anyone else who equips it becomes invisible)
- Power Claws are still equippable by both Gynoids and Deep Elves.
* Fixed Gynoid rebuild schematics so that Broken Gynoid Spellswords are rebuilt as Gynoid Spellswords, not regular Gynoids
* Fire Seeker will now only attack hostiles
* Seekers will engage hostiles upon deployment
- they will not wait for you to attack; they will initiate combat as soon as they are deployed
* Seekers now explode after 5 seconds even if they are not killed. The explosion affects you too! So don't deploy unless you're in combat
* Helots now use Dwarven Warhammers

Ordinator Patch
* Changed the name of the Magecrafter perk from Apprentice Magecrafter to Magecrafter
* Noted clearly in the Magecrafer perks' description what Smithing and Enchantment skill level you need to unlock the next level.

0.9b RC 1.4
Main Mod
* Increased the effectiveness and cost of all repair spells
* Changed automaton overdrive FX to a red color
* Aetherial Power Armor now also requires 1 Aetherial Fuel Rod to be built
* Deathwing Tempests now also require 1 Aetherial Fuel Rod to be built
* Aetherial Fuel Rod added to leveled lists - 10% drop rate from dwarven boss chests
* added powered dwarven weapons to leveled lists - 50% chance from boss chests and 30% from large chests
* added 1 guaranteed Aetherial Fuel Rod drop to the Timelost Juggernaut, who is wearing Aetherial Powered Armor. 
- he can be found at the Mzulft Aedrome during the Revealing the Unseen quest
- you will probably need to choose whether to loot his power armor or the fuel rod if you don't have enough inventory space
* increased weight of Aetherial Power Armor to 250
* reduced damage of Aetherial Warhammer 
* powered weapons, the Aetherial Powered Warhammer, Praetorians, and Ballistae now properly ignore armor
* Removed Deep Elf/Deep Elf Vampire requirement to unlock the Magecrafter perk
- now, non-Deep Elf characters can access the tree
- Magecrafter lvl 1 still requires Dwarven Smithing, though
* Added a two-handed version of the Aetherial Warhammer
- it can be converted back and forth between the 1H and 2H version for free

Extra Automatons Plugin (NEW!)
* Adds four additional craftable automatons: the Balespider, Bolt Spider, Drakon, and the Colossus.
- requires Skyrim Immersive Creatures and Mihail Dwarven Colossus 

0.9b RC 1.5
Main Mod
* Added two additional and increasingly powerful tiers of Dwarven Seekers: Volatile Seekers and Advanced Seekers. Higher tiers do more damage and have a higher blast radius. 
- Volatile Seekers require Magecrafter level 3
- Advanced Seekers require Magecrafter level 4
* All Seekers now require some kind of soul gem to assemble. See the Automaton Crafting Guide in the documentation for the required materials. Or just check ingame.
* Observers now require 1 Common Soul Gem to construct now, rather than 3 Common Soul Gems
* Fixed Armatus 11 and 12's Relationship, which previously prevented them from being followers as they were not classified as allies to the player. 
* Infernal Centurions are a little shorter now. 

Extra Automatons Plugin
* Bolt Spiders now prefer ranged combat, and will hang back and shoot their crossbow

0.9b RC 1.6
Main Mod
* Added a yellowish, chimeri-looking skin color for the immersionologists who'll probably complain about how dwemer aren't supposed to look like drow
* Replaced the fourth skin color option with a bronze color
* Drakaines no longer disappear/become invisible when killed - you can see their corpses now
* Renamed several scripts to provide compatibility with TheBlackknight3000's mods  
* Added a faction check to the Store Automaton option that requires you to dismiss an automaton follower before storing them
- previously, storing an automaton follower without dismissing it first resulted in the automaton being stored while still taking up a follower slot
- this is no longer possible as the Store option will not be displayed unless have been dismissed
* Added a debug notification that warns players to clear their gynoid's/armatus'/packhorse's inventory AND dismiss them BEFORE storing them
* Corrected some timeline inconsistencies in the documentation and in the mod text
* NPC's will no longer think you're naked if you're wearing power armor
* Updated the starting books so that they reflect the new revisions to the documentation
* Added Dwarven Jump Charges
- craft Dwarven Jump Charges to rapidly recharge an inert automaton to its primed state 
- they function as 'scrolls', and are consumed when used
* Added the Recall Automaton and Mark Automaton spells
* Fixed Warp Cores so they don't interrupt Time Warp anymore

Extra Automatons Plugin
* Changed the Armatus model so it doesn't use the goofy looking one that clips through its own body

Follower Plugin
* Changed Ashtaret's face complexion to make her look younger (MARRY HER! lol) 
* Nizrok is no longer marriable to stay consistent with his background story 
* Nizrok can wear power armor

Main Changelogs
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[1.0]
Initial Release

[Version 1.01 Reuploaded]
* Added optional difficulty modes that nerf/remove the Maleficarum Curse. ONLY WORKS ON NEW GAMES.
* Fixed Gravity Bomb so it doesn't cancel out Slow Time and end its effects early
* Dwarven Armor Perk now requires 3 dwarven armor pieces rather than 4
* Packhorses aggression level changed from Very Aggressive to Aggressive, making it so that they only run away from hostiles
* Primed Helot containment spheres spawn Helots now
* Excluded all craftable automatons from the effects of The Calling 
- casting The Calling near your automatons will not bug them out anymore.

SSE Only
* Fixed formatting on the Animunculi Maintenance book so it doesn't bug out on SSE
* Fixed the text-squishing in the Animunculus Maintenance handbook

Extra Automatons Plugin SSE
* Fixed Armatus deployment CTD
- fixed by reverting Armatus model to the one it uses when SIC is installed

[Version 1.011]
* Fixed Warp Core scaling so it scales your Time Warp attack speed too, not just slow time

[Version 1.02 Reuploaded]
WARNING PLEASE READ: 
You MUST follow this updating procedure:
* Go to your spellbook and equip the 'Debug - Unmark All Automatons' spell
* Aim at a crafted automaton and cast it (does not work on Armati, Gynoids, or Packhorses)
* You should see on the top left a notification that says: "All automatons unmarked."
* You can now proceed to remark your automatons for teleportation.

Changelog:
* Dwemer beards shouldn't stretch anymore
* Fixed HDT Gynoids. Gynoids will have body physics if you install HDT Gynoids
* Added a debug spell that removes all autos from the teleportation formlist - dead or alive
* Added a script that removes autos from the automaton teleportation formlist when they are killed
- This makes it so that you can no longer teleport dead automatons. Teleporting dead autos would make their remains unrecoverable. My bugfix prevents this.
* Mark Automaton only works on living autos
* Mark Automaton no longer affects Gynoids, Armati, and Packhorses. YOu don't need to teleport them because they are followers and are programmed to teleport to you if you get too far away anyway
* Fixed Powered Battle Axe 1st-person model so it's an axe, not a hammer
* Removed the skill level requirement from the Aetherial Power Armor and Warhammer
- you can craft it right after obtaining Magecrafter level 4 now
* Aetherial Powered Warhammer 'conversion' schematics only show up in the forge when you have an Aetherial Powered Warhammer in your inventory
- FYI: you can convert Aetherial Powered Warhammers between 1-handed and 2-handed versions whenever you want at a forge
* Removed sound fx from all powered weapons because they were really stupidly loud and annoyingly inconsistent 

[Version 1.03b]
Changelog:
* If updating from 1.02 to 1.03, you MUST follow the STANDARD UPDATING PROCEDURE after installing. See the Updating Guide in the Installation section of the mod description for instructions on how to properly update your game. The new features in this mod will not work unless you follow the Standard Updating Procedure.

Power Scaling
* Chronokinetic powers now scale to your level, to make them less overpowered and more challenging to use up to level 100 (past that, scaling stops entirely)
- The damage that Time Dilation inflicts upon you increase by about 0.6 per level
- The damage that Warp Jump inflict upon you increase by about 0.6 per level
- The damage that Time Warp inflicts upon you increases by about 0.5 per level 
- The damage that Gravity Bomb inflicts upon both you and hostiles increases by about 0.5 per level
- The magicka cost of both Time Dilation increases by about 0.45 per level
- The magicka cost of both Warp Jump increases by about 0.45 per level

Items
* Warp Jump will not cause the 'super slow time bug' anymore
- I found out that it happens when you aim Warp Jump at a live NPC
- Casting Warp Jump at a live NPC will no longer teleport you, but it will slow time for half a second... so in order for Warp Jump to work as intended you MUST target a surface that isn't an NPC (ground, ceiling, wall, barrel, tree, etc) 
* Each Atronach Cube increases magic resistance by an additional 5%, up to 35%
* Warp Cores no longer increase the damage that chronokinetic spells inflict upon you, as this mechanic was replaced with the scaling

Chrono Powers
* Gravity Bomb now does 10 base damage to enemies per second for 5 seconds, and 5 damage to the player for 5 seconds
* Time Dilation increases your melee and bow damage by 10% for its duration

Perks
* You now start with Steel Smithing

File Structure
* Moved dwemer beards to the deep elf folder

Ordinator Patch
* You now start with Smithing Mastery level 1

New Perkus Maximus Patch
* Added PerMa Patch 
- Integrated PerMa's Medi Spider into the Animunculi Deployment system and renamed it to Repair Spider
- Disabled ALL of PerMa's automaton crafting since my mod does the same thing and more
- Replaces Animunculi perks with Magecrafter perks
- Replaces Mass Production with High Explosives (equivalent to Dwarven Explosive Studies which unlocks Seekers and explosive bolts and arrows)
* This patch is only required if you are using the Warrior Module, which makes changes to the Smithing Tree
- if you do not use PerMa's Warrior Module, then you DO NOT need this patch
* You start with the Craftsman level 1, and Material: Steel perks

New SPERG Patch
* Added SPERG Patch
* replaces Wordly Smithing with Meric Smithing levels 1 and 2
- Meric Smithing level 2 unlocks Dwarven Explosive Studies (i.e. the explosive arrows, bolts, and Dwarven Seeker bombs)
* replaces Open Mind with Magecrafter level 1-4

[Version 1.031b]
Main Mod
* Added Assault Jump power, which is the same as Warp Jump, except it breaks stealth and knocks down nearby targets
- acquired by equipping Warp Cores
* Warp Cores
- weight changed from 50 to 1
- Warp Core now takes up Slot 54 in order to provide compatibility with the Dwarven Goggles/Scouter Mod
- gives players the Assault Jump power
- Warp Cores also increase the duration of the damage buffs that Time Dilation gives you
* Warp Jump
- Jump no longer breaks stealth (YAAAAY!!!!) 
- just don't Warp Jump so close that you touch an NPC, or they will be alerted by your presence
- Warp Jump's description updated to say that it deals light damage
* Time Dilation
- Time Dilation now slows time to a near standstill (in the same way that Time Warp does)
- its duration has been incerased by 1 second
- it also increases all damage done by 10% while active 
- Time Dilation's description updated to say that it deals moderate damage
* Dwarven Automatons
- The Tempest's Tempest Strike ability now does Shock damage, instead of Frost damage

Ordinator Patch
* Dwarven Explosive Studies requires Magecrafter level 2 now

[Version 1.02 Reuploaded]
WARNING PLEASE READ: 
You MUST follow this updating procedure:
* Go to your spellbook and equip the 'Debug - Unmark All Automatons' spell
* Aim at a crafted automaton and cast it (does not work on Armati, Gynoids, or Packhorses)
* You should see on the top left a notification that says: "All automatons unmarked."
* You can now proceed to remark your automatons for teleportation.

Changelog:
* Dwemer beards shouldn't stretch anymore
* Fixed HDT Gynoids. Gynoids will have body physics if you install HDT Gynoids
* Added a debug spell that removes all autos from the teleportation formlist - dead or alive
* Added a script that removes autos from the automaton teleportation formlist when they are killed
- This makes it so that you can no longer teleport dead automatons. Teleporting dead autos would make their remains unrecoverable. My bugfix prevents this.
* Mark Automaton only works on living autos
* Mark Automaton no longer affects Gynoids, Armati, and Packhorses. YOu don't need to teleport them because they are followers and are programmed to teleport to you if you get too far away anyway
* Fixed Powered Battle Axe 1st-person model so it's an axe, not a hammer
* Removed the skill level requirement from the Aetherial Power Armor and Warhammer
- you can craft it right after obtaining Magecrafter level 4 now
* Aetherial Powered Warhammer 'conversion' schematics only show up in the forge when you have an Aetherial Powered Warhammer in your inventory
- FYI: you can convert Aetherial Powered Warhammers between 1-handed and 2-handed versions whenever you want at a forge
* Removed sound fx from all powered weapons because they were really stupidly loud and annoyingly inconsistent 

[Version 1.03b]
Changelog:
* If updating from 1.02 to 1.03, you MUST follow the STANDARD UPDATING PROCEDURE after installing. See the Updating Guide in the Installation section of the mod description for instructions on how to properly update your game. The new features in this mod will not work unless you follow the Standard Updating Procedure.

Power Scaling
* Chronokinetic powers now scale to your level, to make them less overpowered and more challenging to use up to level 100 (past that, scaling stops entirely)
- The damage that Time Dilation inflicts upon you increase by about 0.6 per level
- The damage that Warp Jump inflict upon you increase by about 0.6 per level
- The damage that Time Warp inflicts upon you increases by about 0.5 per level 
- The damage that Gravity Bomb inflicts upon both you and hostiles increases by about 0.5 per level
- The magicka cost of both Time Dilation increases by about 0.45 per level
- The magicka cost of both Warp Jump increases by about 0.45 per level

Items
* Warp Jump will not cause the 'super slow time bug' anymore
- I found out that it happens when you aim Warp Jump at a live NPC
- Casting Warp Jump at a live NPC will no longer teleport you, but it will slow time for half a second... so in order for Warp Jump to work as intended you MUST target a surface that isn't an NPC (ground, ceiling, wall, barrel, tree, etc) 
* Each Atronach Cube increases magic resistance by an additional 5%, up to 35%
* Warp Cores no longer increase the damage that chronokinetic spells inflict upon you, as this mechanic was replaced with the scaling

Chrono Powers
* Gravity Bomb now does 10 base damage to enemies per second for 5 seconds, and 5 damage to the player for 5 seconds
* Time Dilation increases your melee and bow damage by 10% for its duration

Perks
* You now start with Steel Smithing

File Structure
* Moved dwemer beards to the deep elf folder

Ordinator Patch
* You now start with Smithing Mastery level 1

New Perkus Maximus Patch
* Added PerMa Patch 
- Integrated PerMa's Medi Spider into the Animunculi Deployment system and renamed it to Repair Spider
- Disabled ALL of PerMa's automaton crafting since my mod does the same thing and more
- Replaces Animunculi perks with Magecrafter perks
- Replaces Mass Production with High Explosives (equivalent to Dwarven Explosive Studies which unlocks Seekers and explosive bolts and arrows)
* This patch is only required if you are using the Warrior Module, which makes changes to the Smithing Tree
- if you do not use PerMa's Warrior Module, then you DO NOT need this patch
* You start with the Craftsman level 1, and Material: Steel perks

New SPERG Patch
* Added SPERG Patch
* replaces Wordly Smithing with Meric Smithing levels 1 and 2
- Meric Smithing level 2 unlocks Dwarven Explosive Studies (i.e. the explosive arrows, bolts, and Dwarven Seeker bombs)
* replaces Open Mind with Magecrafter level 1-4

[Version 1.031b]
Main Mod
* Added Assault Jump power, which is the same as Warp Jump, except it breaks stealth and knocks down nearby targets
- acquired by equipping Warp Cores
* Warp Cores
- weight changed from 50 to 1
- Warp Core now takes up Slot 54 in order to provide compatibility with the Dwarven Goggles/Scouter Mod
- gives players the Assault Jump power
- Warp Cores also increase the duration of the damage buffs that Time Dilation gives you
* Warp Jump
- Jump no longer breaks stealth (YAAAAY!!!!) 
- just don't Warp Jump so close that you touch an NPC, or they will be alerted by your presence
- Warp Jump's description updated to say that it deals light damage
* Time Dilation
- Time Dilation now slows time to a near standstill (in the same way that Time Warp does)
- its duration has been incerased by 1 second
- it also increases all damage done by 10% while active 
- Time Dilation's description updated to say that it deals moderate damage
* Dwarven Automatons
- The Tempest's Tempest Strike ability now does Shock damage, instead of Frost damage

Ordinator Patch
* Dwarven Explosive Studies requires Magecrafter level 2 now

[Version 1.032b]
IF YOU ARE ALREADY PLAYING A DWEMER VAMPIRE, YOU MUST ROLL BACK TO A PREVIOUS SAVE BEFORE YOU GOT INFECTED, AND RE-INFECT YOURSELF. That, or start a new vampire character via Alternate Start. If you do not do this, vampirism will not work properly. You could also try setting your race to 11DeepElfRaceVampire3, but that might not work well.

Almost every single optional patch and plugin for this mod has been updated to accomodate the latest Deep Elf Vampire race fix. Make sure to check every plugin/patch you had installed in previous versions when installing 1.032b

Main Mod
* Deep Elf Vampires and Werewolves should now be playable
- The fix to the "I'm a werewolf, and when I reverted back to my humanoid form and became a vampire" bug only works on new saves... a work-around/fix for that is coming soon in the next update
- mod is now compatible with, and should work well with vanilla vampirism, Better Vampires, and Sacrosanct
- your eye color should not change when you become a vampire
- you should obtain all the starting vampire abilities when you become a vampire
- PLEASE REPORT ANY BUGS!!!!
* Flameswords should be able to equip Gynoid equipment now
* Ballistae shouldn't engage all nearby NPC's anymore
- their aggression was set to unaggressive, so they should only attack in self-defense or when you attack
* Assault Jump's detonation radius increased to 400, and force increased to 450
- knockdown radius is basically quite larger, and enemies should get ragdolled a bit
* Disabled Gynoid Cape 1 because its mesh is bugged and I don't know how to fix it

SSE
* Fixed book 'melding' in The Animunculariary book 

Optional Plugins
* Deep Elf Followers plugin updated 
* Ordinator Patch updated
* Perkus Maximus Patch updated
* Sacrosanct Patch updated 
* SPERG Patch updated
* SOS - Deep Elf Addon updated

* New plugin: Better Vampire Lord Transformation - Deep Elf Edition
- this will change female vampire lords so that they use female deep elf appearances
- NOTE: Installing this plugin will change the appearance of ALL female vampire lords, whether they are of nordic, dark elven, etc origin. All vampire lords will look like female deep elves.

[Version 1.0321b]
It seems as though the werewolf fix in 1.032 only works on new saves, so users who started playing dwemer werewolves pre-1.032 may experience different results from the new patch when they revert from Beast Form. Some users report being turned into vampires upon reverting, while others report that 1.032 fixes this bug.

However, I've devised a workaround for this bug for pre-1.032 dwemer werewolves: the Dwemer Werewolf Fix item (yes, such an inspired name)

* Added Dwemer Werewolf Fix item
- when equipped before entering Beast Form, this item will change you back to the proper Deep Elf race when you change back. 
- Obtain this item by entering the console with tilde ~ and typing in: help "dwemer werewolf fix" (with quotes) and add the item to your inventory with player.additem ____________ 1 (where the blank is the item's code) 
- basically, when the game re-equips all your items after reverting from Beast Form, this item will set your race to Deep Elf race 
- this item also sets your race to the Deep Elf race when it's equipped in general
- DO NOT USE THIS ITEM IF YOU ARE A DWEMER VAMPIRE!!!!!! If you equip this as a Dwemer Vampire, you will be changed to the default Deep Elf race!
* gave Warp Core a proper armor addon in the CK 
* Reduced the weight of the Chronokinetic Stabilizer to 10
* cleaned main Deep_Elf_Race plugin and Follower Plugin

[Version 1.0322b]
* Time Dilation now increases combat skills by 50%, rather than 20% (this results in a more noticeable damage boost)
* Added Aetherium Fuel Rods in notable locations in the world: 2 in Blackreach, and 1 in the Aetherium Forge. Additionally, as a reminder, you can get one from Mzulft by defeating the Timelost Juggernaut.
* Removed the Nevernude body option. If you want to use vanilla bodies that aren't nude, either install the CBBE or UNP version. FYI: body textures are NOT what makes your characters nude: it is the body MESHES. Whether you install the UNP or CBBE textures doesn't matter - if you do not have any body mesh mods installed (in other words, if you are playing vanilla Skyrim), your character will not be nude no matter what textures you are using. 
- TL;DR both CBBE and UNP body textures will work with vanilla bodies
* Fixed knee gaps in Armati legs when they equip armor. 
* Changed the name of the Timeshifting debuff to Corporal Distortion
* Reduced the damage that Warp Jump and Assault Jump do to you by 10%
* End Time is now a castable power - you have to charge it up in one or both hands to use it.
* End Time ignores line of sight and all magical resistances (not that it could really be resisted anyway seeing as it instant kills things...)
* Removed effects from Maleficarum duplicate (Unerring Materialism?) ability that may have been added to players in previous patches

[Version 1.033b]
* Added Void Grip power to dwemer vampires
- paralyzes and applies a DoT to your target, dealing a ton of damage that scales to your level.
* Added Aesthetic Elves Patch
* Removed Ethereal Elven Overhaul as a requirement for the mod (it is optional again)
* Included RaceCompatibility in the installer to make installation easier
* Updated installation guide
* Please read the installation guide when updating...
* Also FYI: if you installed the BVLT Plugin, load it after your vampire mods or close to the bottom of your plugin order or it won’t work. Forgot to mention that.
* Changed sound effects of the End Time power

[Version 1.034b]
* You can now upgrade your Atronach Cubes and Warp Cores to the next tier for about half the material cost (e.g. Lesser Atro Cube can be upgraded to an Atro Cube)
- this will make it easier to obtain the Dwarven power-boost items
* Resolved 2 NULL errors in TESV5Edit 
* Chronokinetic Stabilizer now nullifies Time Warp damage
* Power Armor now counts as a full set of armor, so it benefits from full-set perks
* Integrated and tweaked Automatic Crossbows mod 
- NOTE: rate of fire may vary due to script lag
- Autocrossbow - Automatic crossbow that holds 30 bolts per magazine 
- Manuscorpio - Semiautomatic crossbow that fires bolts that ignore 100% of a target's armor; holds 8 bolts per magazine
- Multiballista - Burst-fire crossbow that fires 3 bolts per trigger pull; holds 15 bolts per magazine
* Void Grip is now a Destruction spell and can be casted repeatedly
- its magicka cost is high (about 80 MP at level 1), and it scales with your level up to level 100
* Time Dilation now costs less HP and more MP to cast
- HP cost is now the same as Warp Jump (14.5)
- Base MP cost at level 1 is 18 magicka 
- Time Dilation also specifically increases damage of bows by 100% 
- other weapon skills as well as the Destruction skill are increased by 50%
- I did this to make Time Dilation more useful, and to encourage players to use it constantly in battle rather than only at decisive moments
* Time Warp increases weapon skills and the Destruction skill by 25%
- I found that Time Warp was less effective at higher levels, so I added a damage increase to compensate for this
* Gravity Bomb now ignores line of sight, so it will knockback and affect everyone around you no matter were they are standing (whether they are behind a wall, or a chair)
- Because of this, Gravity Bomb now RELIABLY knocksback and affects your enemies (sometime enemies wouldn't be affected because they were standing behind a blade of grass or something stupid)
* Both Time Dilation and Warp Jump increase your armor rating significantly for a few seconds after the spells' effects wear off to make the spells less punishing if miscasted or used at the wrong moment
- Time Dilation inreases armor rating by 50% for about 1.5 seconds after it is casted
- Warp Jump and Assault Jump increase armor rating by 100% for about 2 seconds after either is casted
* Chronokinesis spells no longer make your character go 'oof' everytime you cast them (they are flagged as 'painless' so that you don't bleed/cry out when you're hurt by them)
* Doubled the projectile speed of Void Grip (it is now 5000)

[Version 1.04]
You must do the Standard Updating Procedure if updating from 1.034b to 1.04!!! See the Installation>Updating section in the mod description for instructions.

Major changes to Power Armor operation... please read the changelog or documentation!!!

New patch!
Vokrii Patch
* Renames Dwarven Smithing perk to Dwarven Magecrafting 
- Dwarven Magecrafting level 0 (first one you unlock) unlocks Dwarven weapons and armor
- Level 1-4 unlocks the Magecrafting perks
- Level 3 unlocks Dwarven Explosive Studies (Seekers, etc) as well

Main Mod
* Fixed Automaton Overdrive so that it is actually usable now (previously, the Magecrafter perks weren't adding it to players' spellbooks because it didn't belong to a magic skill)
- players who start a new game should receieve the spell automatically or after unlocking Magecrafter
- players who are updating will need to do the following to obtain the spell:
- enter the console and type: help "Spell Tome: Automaton Overdrive" . The console will then tell you spell tome's item id (xx9A795) the first two digits (xx) will be different from user to user
- type player.additem _______________ and type in the item id, then press enter. Overdrive's spell tome will spawn in your inventory and you can read it 
* Non-dwemer players can now mark and recall automatons, as the spells are now added by unlocking Magecrafter level 1
* Added 5 character presets for each sex 
* Consolidated the different tiers of repair automaton and overdrive spells into single spells
- removed Repair Auto tiers 2 and 3, removed Restore Auto tier 2, and removed Overdrive tiers 2 and 2.
* The strength and magicka cost of automaton repair and Overdrive spells are increased by each Magecrafter perk you unlock
- See the documentation for more info on how the repair spells are buffed 
* Tweaked and (tried) to balance the repair automaton spells
* Obsolete repair and overdrive spells are hidden from players now
* End Time now uses the Master-level ritual spell animations
- requires both hands to cast, and you will be immobilized while charging it up
- you will only be able to aim wherever you started casting (you can only aim up and down, not left and right) so aim first then cast!
* Rewrote some perk and item descriptions across all perk patches and the base mod
* Hid Magecrafter magic effects
* Added sound effects to the following spells:
- Gravity Bomb
* Renamed Ancient and Legendary Atronach Cubes to Chromatic and Timelost Atronach Cubes, respectively 
* Corrected some typos in item descriptions
* Added an Aetherium Fuel Rod to Nchuand Zel Control

Power Armor
* Added several Power Armor Lockers to the world
- Locations: Nchuand Zel Armory, Blackreach War Quarters, Arkngthamz 
- Not all of them have power armor in them...
* Power Armor now needs the following two things to be operable:
- At least 1 Aetherial Fuel Rod in your inventory
- Power Armor Training
* Power Armor Training is no longer unlocked instantly after unlocking Magecrafter 4, it must now by learned from a book
- Two copies can be found in the Reachwind Eyrie and in the College of Winterhold Arcanaeum
* Aetherial Power Armor no longer occupies the Circlet slot, meaning you can now use circlets (like the Aetherial Crown) with power armor

Main Mod - SSE
* Most Timelost Dwemer items (Warp Core, Chrono Stabilizer, etc) should preview properly in the item menu (except power armor and aetherial warhammer... can't figure out how to fix those)

[Version 1.041]
New Plugin:
Carry Weight Patch
* Increases carry weight of Werewolves and Vampire Lords so that they don't get encumbered when your Tesseract Cubes are unequipped while transforming

Main Mod
* I forgot to convert Deep_Elf_Race.esp to and .esm in the Oldrim version, so none of the changes in 1.04 carried over into the main mod... this is fixed. 
- (I'm debating whether or not I should drop development for Oldrim, since it's such a hassle to port it back and forth between updates...)
* Corrected some typos in the Atronach Cube line of items. Their descriptions should accurately describe your magicka regen rate now when equipped
* Hid Time Warp buffs from the UI, because there's a ton of them 
* Fixed some ITM errors in the Deep_Elf_Race.esm

BVLT Plugin
* Applied the Vampire Lord carry weight fix from the main mod to the BVLT Plugin - therefore, if you load the BVLT plugin at the bottom of your plugin list (as instructed in the installation guide) you should have infinite carry weight as a vamp lord 
- this should prevent encumberance when using a tesseract cube while a vampire 

[Version 1.042]

New Plugins:
Wildcat Patch
* Makes chrono abilities less damaging to players, since Wildcat amplifies chrono-damage to insane degrees

Vokriinator Patch (SSE only)
* Adds skill tree compatibility for Vokriinator

Main Mod
* Primed, Inert, and Broken Ballistae have an inventory model now
* Multiballistae can now be crafted at Magecrafter 2
* Exploding Dwarven Arrows should have projectile models now
* Animunculi followers cannot be teleported via Recall Automaton anymore
- they are excluded to prevent waiting animunculi followers from teleporting to your location when Recall Automaton is used
- Animunculi followers teleport to you on their own, anyway
* Skin tone of femdwemer preset 3 changed to brown
* Removed unintended record changes to DLC2KagrumezLvlDwarvenBallistaFight1
* Power Armor Training Manual should be interactable/usable/readable now
- For future reference: they can be found in power armor lockers (randomly), but they are set to spawn in the Reachwind Eyrie and Winterhold College's Arcanaeum. 

Followers Plugin
* Updated Ash's face to match my version's more refined model

[Version 1.043]

Main Mod
* Fixed a bug that was causing a CTD when Armati, Spheres, (and possibly) Centurions are deployed
- I think I fixed this in 1.01/1.02, but it showed up again while I was making 1.043. Not sure if the bug was active in 1.03/1.04 patches, but there ya go: it's fixed

Revamped Observers!
* ATTENTION! In order to use the revamped Observers, you must dispose of any Observers or Observer containment spheres you have. 
- You can dispose of them by disabling them in the console
- Only newly-crafted Observers will have the new behaviors and abilities below
* Observers now have a Cloaking ability that renders them invisible upon entering combat for 10 seconds
- This allows them to close in on enemy spellcasters while invisible
- Upon attacking a hostile, they will become visible again
- This Cloaking ability refreshes at the end of combat, allowing them to cloak once more in the next encounter
* Observers also pursue enemies in combat now (they couldn't before, for some unknown reason that I magically fixed)

Improved Gynoids!
* Gynoids (excluding the Spellsword models) have new perks to make them a viable option along with the newly-improved spellswords:
- Critical Shot (15% chance of a critical hit that does 25% more critical damage.)
- Improved Quick Shot (Can draw a bow 50% faster.)
* Gynoids (excluding the spellsword models) now cloak themselves upon entering combat for 10 seconds
- Cloaking is disabled when they attack
* Regular Gynoid models now have the following perks:
- Critical Shot (15% chance of a critical hit that does 25% more critical damage)
- Quick Shot (Can draw bows 50% faster (20% faster than players with the normal Quick Shot perk))

General Animunculi
* Crested Armata helm texture changed so that it uses whatever textures you have installed
* Gave animunculi accurate damage resistance values ingame:
- Armati resist 20% damage now (without a full set of Armatus armor)
- Helots resist 20% damage now
- Gynoids resist 20% damage (without a full set of Gynoid armor)
- Centurions resist 60% damage
- Striders resist 40% damage
- Praetorians resist 35% damage
- Infernals resist 80% damage
- Tyrants resist 15% damage
- Venatores resist 10% damage
- Colossi resist 80% damage
- Drakontes resist 30% damage
* Jump Charges for Colossi, Bale Spiders, Bolt Spiders, and Drakontes require glass as an ingredient
* Gynoid Spellswords, Drakontes, Drakainas, Tempests, Witchslayers, and Deathwings now have Flame/Lightning Cloak powers that damage enemies in melee range
* Schematics for Spiders, Spheres, Colossi, Bale Spiders, Bolt Spiders, and Drakontes now only appear in the smithing menu if you have at least 1 Containment Sphere in your inventory
* Reduced movement speed of Armati and Gynoid models to 100, so they don't zoom around like Sonic anymore
* Observers and Flayers now require Lesser Soul Gems to assemble
- hopefully this makes people use them more, since Lesser Soul Gems are easy to obtain
* Drakons, Balespiders, and Bolt Spiders are now interactable (meaning you can see their names and stuff ingame)

Chronokinesis
* Warp Jump now muffles your movement for 3 seconds, as well as increasing your Sneak by 15 points

[Version 1.043b]

Main Mod
Plugin Dependencies and Error-fixes
* Removed USLEEP and USSEP dependencies from the Oldrim and SSE versions, respectively
- removed USLEEP and USSEP dependencies from all of my optional plugins
- I did this in case anymore USLEEP/USSEP-related shennanigans occur (if you know, then you know). This might also make my mod usable on VR?
- this also makes porting my updates to SSE easier because I don't have to rename master dependencies during the porting process...
* Cleaned all of my optional plugins
* Removed some useless errors from the main plugin
- did this by replacing missing Critical Effect with a Dummy spell
- straight up just removed some armors that had errors

[Version 1.05]

Main Mod

Plugin Dependencies and Error-fixes
* Removed USLEEP and USSEP dependencies from the Oldrim and SSE versions, respectively
- removed USLEEP and USSEP dependencies from all of my optional plugins
- I did this in case anymore USLEEP/USSEP-related shennanigans occur (if you know, then you know). This might also make my mod usable on VR?
- this also makes porting my updates to SSE easier because I don't have to rename master dependencies during the porting process...
* Cleaned all of my optional plugins
* Removed some useless errors from the main plugin
- did this by replacing missing Critical Effect with a Dummy spell
- straight up just removed some armors that had errors

Animunculus Armors
* Tweaked Armatus armor set
- new armor ratings for set pieces (AR = armor rating; DR = damage resistance):
- Boots 55 AR
- Cuirass 90 AR
- Gauntlets 35 AR
- Helm 30 AR 
- Shield 40 AR
- 210 AR in total (without shield) 30% total DR
- 250 AR in total (with shield) for 35% total DR
* Tweaked Gynoid armor set
- Gynoid armor is classified as Light Armor now
- new armor ratings for set pieces (AR = armor value; DR = damage resistance):
- Boots 25 AR
- Cape 30 AR
- Arm 15 AR
- Cuisse 10 AR
- Dress 50 AR
- Goggles 5 AR
- Hair 5 AR
- Helm/Crown 20 AR
- Pauldrons 20 AR
- Power Claws 5 AR
- Shoulder Seeker 0 AR 
- 140 AR in total (without pauldrons, and using hair + faceplate instead of helm) for 20% total DR
- 175 AR in total (with pauldrons, and using helm instead of hair + faceplate) for 25% total DR

Animunculi
* Dwarven Seekers now require explosive powder to assemble, instead of Fire/Frost/Void Salts - this will make Seekers easier to make because they now require more common materials
- Fire Seekers require Pyrocrixic Powder
- Frost Seekers require Cryocrixic Powder
- Storm Seekers require Astrocrixic Powder
* All three varieties of Explosive Powders require Dwarven Oil and Bone Meal to craft at a Cooking Pot
* Both of the Dwarven Venators' power attacks now have higher stagger multipliers, making them capable of hurling aside enemies like Tyrants can
* Fixed typos in Deathwing Jump Charge

General
* Warp Cores, Reverse Time Modules, and Chronokinetic Stabilizers use enchantments instead of scripts to apply their effects to players
- this  should guarantee that Warp Cores, RTM's, and Chrono Stabilizers will apply their effects to players even under laggy Papyrus conditions
* Aetherial Power Armor renamed to Aetherial Dwemervamidium
* Aetherial Dwemervamidia now count as a full set of armor, allowing it to benefit from dwarven armor set perks
* Salmon now yield 20 units of Dwarven Oil at Cooking Pots

Ammo
* Explosive Bolts and Arrows now require explosive powder to assemble
- 3 Pyro/Cryo/Astrocrixic Powder = 10 Explosive Bolts
* Explosive Bolts and Arrows can still be crafted using salts
- 1 Fire/Frost/Void Salt = 30 Explosive Bolts

[Version 1.06]

Removed Power Armor Patch
- it is redundant, pointless, and if you installed it in the past, you should start a new game without it
- alternatively, if you don't want to do the above, I've provided the Dwarven Power Armor patch as a separate download on my mod's Nexus page

Main Mod
* Added Detonate Seekers (only works on Remote Seekers)
- if you have the Dwarven Explosive Studies perk, but you don't have the Detonate Seekers power in your spellbook, enter the console, and type in: help "detonate seekers" and type player.addspell _______________ and enter the ID of the Detonate Seekers spell
* Added Remote Seekers that can be remote-detonated with the Detonate Seekers power which is added to your spellbook via the Dwarven Explosive Studies perk
* Added Null Core(requires Magecrafter 4 and the Aetherium Forge to craft)
- Adds Null Lance and Attenuate powers
- Null Lance instantly vaporizes 150 points of a target's magicka, and slowing their movement speed to 50%
- Attenuation ceases all magicka regeneration of hostile NPC's within a 100 foot radius around you
- Null Lance can be used repeatedly, but costs magicka
- Attenuate costs no magicka, but must recharge after each use
- Both are best used in conjunction with one another to silence spellcasters
* Added Stealth Generator (Requires Magecrafter 2+ to craft at any blacksmith forge)
- 3 increasingly powerful tiers
- each tier can be upgraded to the next one with about half the resources
- Adds the Active Camoflage lesser power that makes you invisible for 10 secconds, but drains 5 magicka for the effect's duration
- Cannot be used in combat
* Null Cores and Stealth Generators use the same slot as the Reverse Time Module, so you can only choose one
* Added Aetherial Ward to Aetherial Dwemervamidium (aka Power Armor)
- Absorbs up to a maximum of 250 magic damage for 10 seconds. Can only be used once every 2 minutes.
* Players move 30% faster in power armor now
* Removed the stomping sound power armor makes when you run in it
* Drakaines now do AoE damage with their attacks
* Powered weapons and both types of Aetherial Warhammers are now enchantable, after I removed their descriptions
- power weapons and aetherial warhammers still ignore 50% and 100% of enemy armor, respectively, despite the description being blank
- the auto crossbows still aren't enchantable (enchantments don't work on them, anyway)
* Aetherial Warhammers now ignore 100% of enemy armor
* Recall Automatons now ignores terrain, so you should be able to cast it in most places and summon your automatons on your first try
* You can no longer disenchant power armor
* Changed Void Grip's spellbook visuals
* Most magical animunculi now explode violently when destroyed, knocking down or hurling away nearby NPC's
- doesn't do any direct damage, because I couldn't figure out how to exclude non-hostiles from explosion damage

Extra Automatons 
* Colossi, Drakontes, and Balespiders explode as described above

[Version 1.07]

Main Mod
* Removed the PlayerWerewolfChangeScript.pex from the installer, which should allow Moonlight Tales users to use their howl abilities and other werewolf stuff again
* Implemented some resources from Dwarven Modular Automaton (https://www.nexusmods.com/skyrim/mods/96999?)
* ADDED THE NECESSARY STEALTH PERKS TO MOST ANIMUNCULI SO THAT THEY DO NOT TRIGGER TRAPS! YAAAAAAAAAAAAAAAAAAAAAAAAAAY
* Recall Automaton is now a SELF-targeted spell, meaning it casts whether you're aiming somewhere or not
- this should, hypothetically, make Recall Autamaton work 100% of the time (it failed, often, in previous patches) but I haven't tested it thoroughly yet
* Added 5 Faceplates (with glowing eyes and static expressions) to Gynoids
- New Gynoids start with a random faceplate 
- You can craft other faceplates and replace the one they start with for no resources
* Added 3 Gynoid 'Crown' helmets which replace their hair 
- same stats as Strider Crown, but different appearances
* Adjusted all Gynoid Blindfolds to fit new faceplates
- all blindfolds will look weird unless your gynoid has a faceplate equipped
* All Gynoid Crowns are classified as light armor
* Gynoids that have already been crafted and spawned will not have these new faceplates, and you will need to equip them with faceplates
* All Power Armor now has a world model, which means you can drop it and pick it up
* All other TLD devices, Aetherial Fuel Rods, and Colossal Aetherial Fuel Rods DO NOT have world models... SO DON'T DROP THEM
* Observers now explode upon death, dealing magicka damage to nearby NPC's
* Observers now produce Inert Observers when stored
* Deathwing death explosions are now bigger and more violent, hurling enemies many feet away from the blast
* Tier 3-4 automatons have new death explosion sounds
* Adjusted Gynoid Pigtails to it doesn't cover one eye too much
* Fixed equipment slots for Gynoid Centurion and Powered forearms
- they should appear on Gynoids when they are equiped now

Extra Automatons
* Hostile colossi now resist 50% of all incoming damage
* Added a hostile colossus in the Fahlbtharz Grand Hall
* Colossus death explosions are just as powerful as Deathwing death explosions
* The Forgemaster is now a colossus!
- This means that the Aetherium Forge battle will be a lot harder, and having a party of animunculi and followers is pretty much mandatory to overcome this boss
- The Forgemaster is also a lot tougher than the other colossi, as it takes 75% less damage from all sources
- The Forgeamster's death explosion is the same as the Colossus... except it does 100 damage to anything caught in its blast
* Deconstructor Hammer now only drops from the Forgemaster 
* Removed Calcemo's Colossus from the game because it's annoying as hell

[Version 1.08]

After two years of mod releases, I noticed that very few people play the Oldrim versions of my mods in comparison to the SSE versions.

Therefore, from this point onward, I will slowly discontinue support for Legendary Edition (Oldrim). I will still update the MAIN MODS and fix bugs as they're found, but I will no longer update or create PATCHES for Legendary Edition. Any requests to make patches or plugins for LE will be politely declined or ignored. 

I apologize for this decision, but I think it's for the best, as it cuts down on my work and lets me focus on modding the version of the game that I actually play. The SSE Creation Kit (when tweaked properly) is much faster, more efficient, and more optimized than LE's CK. 

Now that I'm migrating over to SSE, I can start work on my new mod: The Coldharbour Exile - A Xivkyn Race. TCE will be exclusive to SSE, and I will start working on it after I've wrapped up development for TLD. 

Main Mod
* Added Tempered Males skin options: with undies, nude SOS, and nude SOS Light
* Removed Power Armor patch from Oldrim installer 
* Add Tempered Male Skins textures
* Added Repair Spider 
- Has a repair aura that slowly heals nearby automatons for 5 health every 2 seconds 
- prefers ranged combat, will usually stand in the back and shoot rather than run into combat and die
- isn't particularly good at combat... it attacks at least every 3 seconds with a ranged shock attack that applies a minor damage over time effect
* Added Repair Spider Jump Charge
* Observers and Gynoids shouldn't spam invisibility in combat as much anymore 
* Removed Aetherium Fuel rod from power armor's CRAFTING requirements
- YOU STILL NEED AN AETHERIUM FUEL ROD IN YOUR INVENTORY TO OPERATE IT
* Made power armor description clearer. Moved all the stat info to the magic effects screen
- please don't ask me how to operate power armor anymore. It literally SAYS IT RIGHT THERE IN THE ITEM'S DESCRIPTION
* Updated the "Assembling Animunculi" book so that it mentions that you need at least ONE Containment Sphere in your inventory in order for animunculi schematics to appear in your blacksmithing screen
* Increased Ballista's bolt launcher projectile speed to 10000 (player ballistae only)
- this should make them hit things more consistently 

New Plugin: Timelost Dwemer Fertility Mode (SSE Only) 
* Requires further testing: I haven't tested whether or not dwemer babies grow up into dwemer children yet, because it requires me to start a new game...
- spawning dwemer babies for sure works, though
* Requires Fertility Mode SSE 
* Pretty sure a decent number of people wanted this but were too ashamed to ask for it lmao
* Allows female deep elves to get pregnant (including female deep elf players), and give birth to deep elven babies that grow up into children
* Vampire children are still unsupported, but I will update the plugin when Narue adds vampire support to Fertility Mode

SOS and SOS Light Plugin (SSE)
* converted plugins to form 44
* Added Tempered Skins options for SOS and SOS Light

Follower Plugin (SSE Only)
* Added Ashtaret's Dwarven Sentinel, Zara, House Namtara's family guardian 
- Ash will summon Zara once every 24 hours when she enters combat. Zara will accompany you until it is defeated. After 24 hours has passed since Zara's last summoning, Ash will resummon it again upon entering combat
- Zara resists 50% magic damage and 20% physical damage, has a 50% chance to absorb and completely negate magic damage entirely, and totally annihilates most enemies in close quarters combat, but does not have a lot of health compared to Ash or the player
* Nizrok now, by default, wears his own version of power armor
- it confers about half the benefits that regular power armor has, but is still immensely powerful
- his power armor is invisible in his inventory, so you can't steal it >:DDDD
- once recruited, he will still be wearing his normal dwarven armor outfit, but if you take/add something to his inventory (like the hunting bow that the game adds to his inventory) then he will auto-equip his power armor
* Both Ashtaret and Nizrok use a lesser version of Gravity Bomb with their standing power attacks, hurling away enemies within a 5 foot radius around them and applying a minor debuff that does damage over time

Extra Automatons (SSE Only)
* Fixed 2 dirty edits related to Calcemo's deleted colossus and the Drakon Battleaxe 
* Deconstructor Hammer now only drops from the Forgemaster (for sure this time lolz)
* Bolt Spider prefers to attack with crossbow the majority of the time
* Increased Ballista's bolt gun projectile speed to 10000 (player bolt spiders only)

[Version 1.081]

Main Mod
* BE ADVISED: You might be missing RaceCompatibilityUSKPOverride.esp when you reinstall. This is my fault
- I accidentally included the .esp into the non-USSEP installation options... my bad
- If you are missing it, then select the USSEP option in the installer to add it back into your load order
* Changed Deep Elf race ActorProxy to Dark Elf
- this means that if you have RaceCompatibility - Dialog Changes (for Oldrim) or Race Compatibility Dialogue SSE installed, then NPC's will recognize you as a Dark Elf

[Version 1.082]

Main Mod
* (Hopefully) removed all trace of RaceCompatibility from the installer

[Version 1.09]

Main Mod
* New Advanced Aetherial Dwemervamidium!
- uses Mihail's new power armor model
- its Aetherial Ward absorbs up to 500 magic damage for 10 seconds, but takes 4 minutes to recharge
- players move normally while wearing advanced power armor (they aren't slow)
- resists 65% of incoming magic damage
- it reduces both Sneak and Lockpicking skills by 25 points (unlike the regular THICC power armor, which completely nullifies stealth skills)
- has a pair of Magic Missile launchers, granting players the Magic Missile A and Magic Missile B powers
- both launchers must be charged one at a time with their corresponging Charge spell, or their shots won't do damage 
* Rebalanced Aetherial Dwemervamidium
- now confers 400 base armor
- nerfed its magic resistance from 65% to 45% 
* Fixed Remote Seekers
- they will explode when you detonate them via the Detonate Seekers spell now (scripts were missing in previous versions)
* Set Aetherium Power Armor's enchantment duration to 0 - this should astronomically-reduce the armor's sell value (not that you could sell it, anyway)
* Corrected the basic Aetherial Ward tooltip
- it says that it absorbs 250 magic damage (the correct value) now instead of 500

SOS Plugin
* Added support for SOS Full's Muscular and Regular schlongs (with a Tempered Males version available on SSE)
* The Deep Elf SOS plugin only supports one SOS schlong type. Cannot support all three - so pick the schlong you mainly use in the installation menu

[Version 1.091]
Main Mod
* MOST REQUESTED FEATURE ADDED: Harvesting your own blood for Discerning the Transmundane 
- Dwemer players can now click on the Essence Harvester to harvest their own dwemeric blood and quickly complete Septimus's blood sample quest
* Finally fixed Gynoid dresses with body-fitting meshes 
* Updated the body shape of Gynoids, Drakaines, Striders, and Tempests 

[Version 1.091RE]
Mod Assets Were Restructured
Many assets were moved to separate patches at 'The Timelost Dwemer SE Patch Center'. See the notes below for more info.

Main Mod
* All Timelost Dwemer skin textures were moved to 'The Timelost Dwemer - SKIN PATCHER' 
- if you do not install the SKIN PATCHER, your dwemer will use basic, edited, vanilla skin textures

* BVLT patches were moved to 'The Timelost Dwemer - BVLT PATCHER'

* J3X's Auto Crossbow Resources were moved to 'The Timelost Dwemer - AUTO CROSSBOW SCRIPTS' file

* Completely removed Dwarven Mechanical Dragons assets from my mod, as I deemed them too risky to use (the mod author's permissions are a goddamn mess)
- thus, the Dwarven Deathwing will now, by default, use the VICN Resource Pack's Dwarven Dragon, which is much less impressive, but safer for me to use 
- HOWEVER, if you use the Extra Automatons Plugin, the plugin will swap the appearance of Dwarven Deathwings with their old model from Skyrim Immersive Creatures

* Completely removed all Ethereal Elven Overhaul assets (the mod author's permissions are also a goddamn mess)
- consequently, I removed all the Ethereal Elven Overhaul beards that I added in 1.102. If your male dwemer was using them before the update, they will now be beardless upon installing this new update
- because of this, the Aesthetic Elves patch is no longer needed, and has been removed from installer
- both male and female dwemer will now use the default, vanilla headmorphs, and will consequently use whatever headmorphs you install. This should make my mod more compatible with head mesh mods

* Removed the Aesthetic Elves Patch from my mod, as it is no longer needed





by ArcticScrolls



by TheEpicNate315







TheBlackKnight3000 for Dwemer Automaton Crafting
Anuiel for Dwarven Beards
MihailMods for Dwarven Power ArmorDwarven Sentinels, and Dwarven Colossus
ECE Team, dimon99, Radioragae, REN, Peggy, NewSea, and SKS for the gynoid body and accessories
Edhildil for Dwemer Cyborg BBP
AVS for Dwarven Cyborg Collection
Vicn's dwemer automatons from the Vicn Creature Pack
mahty for Dwemer over Technology resources
lifestorock for Skyrim Immersive Creatures
Rizing for Dwarven crossbow models (assets were moved to a separate file at the Timelost Dwemer Patch Center)
Avias for Dwarven Modular Automaton
Darkinger for Female Creatures Reworked's female automaton shapes


LogRaam for The Eyes of Beauty eye textures
(ALL of following texture assets listed below were moved to a separate file at the Timelost Dwemer Patch Center)
ZwabberdieBo for the Veteran Skin male body textures
Fadingsignal for the SkySight Skins male body textures
urshi for the Fine Face Textures of Men face detail textures
Geonox for High Res Face Maps for Men
pikkatze for Smooth Faces for Ladies and Gents
Regenbot03 and Anini for the Demoniac UUNP PureSkinTexture CBBE body textures
scivirius for the Clams of Skyrim CBBE Demoniac Texture Patch
Maevan2 for the Mature Skin Texture's femaleheaddetail textures
traa108 for Tempered Skins for Males body textures
HHaleyy for the Fair Skin Complexion body textures
TheFriedturkey for Fried's Female Skin Textures
Shiva182 for Bijin Skin 
Real Girls Realistic Body Texture for UNP UNPB and SeveNBase by Zonzai and Seren4XX
Real Girls Realistic Body Texture for CBBE (Beta) by drunkenmojo
Real Women of Skyrim - Texture Overhaul by Gearhog
SG Female Textures Renewal by Hello Santa
UNP Tender Hands by Hidanna
Better Makeup for SKSE by Diethardt


Caliente for Bodyslide and Outfit Studio
T3ndo for Perkus Maximus
Jaxonz for Jaxonz Blink Teleport
MurderWrath for Recall Followers
VectorPlexus, Smurf, and b3lisario for Schlongs of Skyrim, and their ‘How to make an SOS Plugin guide’
Halofarm for Halo's Poser, which I used to pose my characters in the screenshots above
Apachii for ApachiiSkyHairs
Kalilies for KS Hairdos - Renewal
LordBishek for his Silenced Blink Teleportation tweaks
Narue for Fertility Mode
kboot for High Poly Heads Patch
funniguy12869 for the mesh fixes
tarkanice9801 for the Requiem patches
Lertkrush for Singularity 
triptherift for The Kids Are Alright
Narue for Fertility Mode 
Lactina and Vioxsis from LoversLab for the baby item armor models/textures.
giamel for the baby item world model/textures
(The following assets listed below were all moved to a separate file at the Timelost Dwemer Patch Center)
Loshirai14 and Souldemon for Better Vampire Lord Transformation and its Vampire Lord armors, respectively
J3X for Automatic Crossbows


SKSE Team for SKSE, and their scripts
the1yunico for the Vokrii patch, Vokriinator patch, and Slow Time fix scripts


Made by Redshiftja with Photoshop CS6


TheBlackKnight3000 for Dwemer Automaton Crafting because one of the primary features of this mod wouldn't be possible without his help and work
anime slush puppy, BARANLANKA, JesterAx, coffeelemental, and sodapopcool for helping beta-test my mod before release
TMPhoenix for RaceCompatibility and all his help (I wouldn’t have been able to get this mod working without him)
StackEmHigh for his guides on Creating a Playable Race (I wouldn’t have been able to put this mod together without them)
r/SkyrimMods/ for helping me with my scripts and making my mod work as intended


Spoiler:  
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Keso555
Undertoad
J. Cameron
M. Tax
M. Davis
A. Loreti
TheSeeker93


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