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Socalista and JoShady

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  1. Socalista
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    UPDATE: Alternate Perspective support has been added in Optional Files. Working on Live Another Life.

    - If you have JoShady75's Ivy/Aurelia/Frisa/Blaze/Nyx followers, they're technically compatible with this mod, you'll just have two of them.

    - If you are having issues with the wig addon remember that it is SMP hair so you'll need Faster HDT-SMP as well

    - If you are not running .1130 or later Skyrim, you'll need Backported Extended ESL Support

    - ANY CBBE, 3BA, UNP, BHUNP texture compatible body works just fine - whichever you use, it'll work. Just download the appropriate version of this mod.

    - Though I will not be making a no tattoos / no facepaint version (or a non UNP/CBBE version), anyone who wishes to is free to make an addon for that.

    - I will not be making a Vanilla hair / Vanilla low-poly face version under any circumstances

    - Diziet has a patch for Auto-Undressing at the sauna, which I recommend.

    - Confirmed compatible with Forgotten Dungeons and High Tavern, and hopefully the Combo Patch to use them both. High Tavern in particular is an excellent accompaniment to this mod, which will shift the theme slightly to being more of a little remote settlement than just the Mystic Refuge.
  2. joshady75
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    Everyone asking about outfits use this-

    Order of Aetherious and JoShady's Followers SPID
    
    We chose to use vanilla outfits in the base mod because everyone likes to dress up their followers according to their tastes anyway. The outfits in the screenshots were chosen by the screen archers, and are in no way "official".
  3. Jenasto
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    For those people who like Remiel, this lore patch makes sure she doesn't talk about Skyrim not having a School of Julianos. Originally designed for Dealing with Daedra which also adds a SoJ, works just as well for this mod and requires neither.
    1. Socalista
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      Thanks for this, it is much appreciated!
  4. Khito07
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    Hello, I want to ask some of the NPCs are bald, and I'm not sure why
    1. Socalista
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      You are probably using Racial Skin Variance (RSV) and would need to make an exclusion for the npcs. Racial Skin Variance is notorious for causing this with all sorts of mods / npcs.
    2. DracheKonigen
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      Omg, thank you for this response in advance when I start troubleshooting my in progress load order lol.
    3. Socalista
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      The Nolvus mod list also contains Racial Skin Variance (RSV) and is notorious for this issue as well.
  5. Kyuukei
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    Not compatible with this Ancient Falmer Ruins mod.
    1. joshady75
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      You didn't read the description did you?
    2. Kyuukei
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      Ah, I did go through it, but I was sick and very short on sleep. Totally my bad, lol
    3. joshady75
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      It happens
    4. DracheKonigen
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      Is there any plans or possibility to make them compatible? I apologize if that's a stupid question 😂. Love your mods btw, it was very hard to choose between the two, but I chose yours as it looks more complete. Thank you for all that you do Luv.
    5. joshady75
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      No, the conflict is massive. Sometimes tough choices have to be made.
    6. Socalista
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      I don't plan on making this patch, and I know the Ancient Falmer Ruins mod author doesn't plan on making this patch, but both our permissions for patch-making is open, provided the patch is only posted on Nexus (per the request of the Ancient Falmer Ruins mod author) - so anyone who wishes to make it, may. It'd be a significant undertaking, and would involve moving around significant amounts of terrain, architecture, and navmesh, and also necessitate creation of new patches for Forgotten Dungeons, High Tavern, and Forgotten Dungeons + High Tavern combo.

      Plus there would be a severe narrative dissonance with the location, as it goes from being a quiet and peaceful sanctuary for study to a besieged outpost surrounded by roaming Falmer zombies.
  6. EndranceZERO
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    One of the best gems i founded completely by accident.

    Its pretty amazing. Yet i have one "complain" if we can call it that.

    All followers have... plain dialogues. While i understand it's not the true core of the mod, it would be great if they added a bit more flair into the mod, comment on quests, having some special mechanics of some sort.
    Having none, they're just more followers to have, but thats about it for them, and they're pretty well done visually, and its a shame to let them stay just like that.

    Regardless of that, it's an amazing mod

    Are there any plans on making a quest-sort like for the guild/faction? One you could become the headmaster of it.
    1. joshady75
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      Additional content is not out of the question, but is not currently being worked on at this moment.
    2. Socalista
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      They're vendors and questgivers as well!
  7. PhxFuryKnight
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    Complicated issue here! 
    So...using Modpocalypse and Alternate Perspective together (or any vanilla NPC mod overhaul for that matter) causes a pretty major bug in that Alternate Perspective fails to start. 

    Modpocalypse is patched for the AP mod, but I am 100% sure now that it relies on Alternate Perspective V3.1.1 because it was made in 2023, and has a dark face issue with the NPCs touched by V4 of that mod, but does NOT have any issues with V3.1.1. 

    And coming here in 2025 I saw this mod as well as your AP patch and thought hey cool, let's do it. I am unable to use all three of these mods together without a dark face bug because Modpocalypse's patch does not work for V4, and this mod's patch does not work for V3.1.1 which apparently is the most stable version of AP according to commenters experiencing the same issue. They were right! Using V3.1.1 works perfectly, but now ofc I can't use this patch D:
    1. Socalista
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      Correct my patch is for the most recent (v4) version of Alternate Perspective. I do not plan on making a version for older versions of Alternate Perspective. I use plenty of vanilla NPC overhauls myself, with Alternate Perspective v4, and they all work just fine. I'm not sure what your specific load order issue is, apologies, but I do know it has nothing to do with Order of Aetherius.

      Feel free to do some other random Alternate Perspective start and add the "Teleport Mystic Refuge" spell tome to your inventory, which can then take you straight to the Mystic Refuge, where your bedroom awaits.
    2. PhxFuryKnight
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      Oh yeah your mod works fine, I'm just trying to sort out this mess of an NPC overhaul thing I have going on XD Thanks! I already reinstalled V4 because I don't wanna give up the beautiful village you made :)

      Right now I have since solved all dark face issues and am narrowing down how a character could possibly be missing a KS Hairdo when it's the last thing to touch that character, nothing overriding on either side! Thanks for replying tho!! Amazing job on the mini town you made :D
    3. Socalista
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      You do realize that the Alternate Perspective patch is not built into the mod, but is an optional addon, I hope? As in... you don't actually need to have Alternate Perspective installed at all to use this mod, you only need it if you want to use the Alternate Perspective optional patch/addon for this mod.

      In a more general sense, if you have missing hair / bald heads, and use Racial Skin Variance (RSV) mod... that mod is notorious for causing this issue. You'll need to look at the directions in that mod for how to exclude specific npcs from what it does.
    4. PhxFuryKnight
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      Yes I get it, this is completely unrelated to you as of now, I was simply seeing if it were a possibility of an older version patch lol.
      But yeah just trying to solve this NPC issue, thanks again! 

      Edit: It was one of the 3 available NPC replacers for Alternate Perspective using low poly heads, causing invisible hair when using High Poly Head and KS Hairdos in the load order. 
  8. salometoy
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    Is the recent hotfix from a few days ago included in the update you just posted?
    1. Socalista
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      Yes. Every time I update past a hotfix, the hotfix is no longer needed for that current version, as noted on the hotfix's description.
  9. parmenidesX
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    I've grown to really appreciate having this mod in my game as a safe haven and base of operations. Well done - endorsed!

    Have one odd question. I use a mod that makes it take a few hours to study a spell tome, so I'm usually up late studying. But if I wander around late at night, I notice none the Order of Aetherius mages seem to sleep! They just pace back and forth in front of their beds. Is that expected behavior or is  it possibly the result of a mod conflict in my load order? Just curious.

    Thanks for the great mod!

    Edit: Also meant ask - where is the "Hides" container in the main hall? I used SkyPatcher to add some minimal initial supplies to some of the empty chests, but I can't locate the "Hides" container where I put the pelts and leather. For some reason, Aurelia doesn't sell any leather.
    1. joshady75
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      The sleeping packages were supposed to have been fixed in the last update, so it is possible you have a conflict somewhere. The hides container would most likely be somewhere close to all the other smithing stuff but I'd have to go in game to look around myself, as I admittedly don't store stuff in this location.
    2. Socalista
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      I think the hides are just to the right of the main door by the entrance, and/or outside by the tanning rack. To fix the sleep packages, add the hotfix recently posted. Aurelia selling leather/hides/furs/pelts is random, and dependent on the vanilla blacksmith leveled lists she uses.
    3. parmenidesX
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      There's a basket of leather strips and a pile of hides on either side of the tanning rack - I thought the hides container  would be one of these. But neither displays an activator or a Quickloot menu, so they seem to just be static clutter items. Unless it's broken or conflicting with something else somehow. But all the other smithing containers work fine.

      Just starting a new game, and both times I checked, Aurelia had only ingots. I'll see if it changes as I level up.

      I'm on 1.6.1179 (GOG) btw, so there's another possible source of issues, depending. Thank you for the replies!
    4. joshady75
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      OK, so there doesn't appear to be a specific container allocated to hides, but there are various other cupboards/crates/chests/endtables throughout the entire house, including right next to the smithing area.... is this not good enough?

      EDIT: So there if you walk in the front door, the cupboard on the right has a pelt ON TOP of it.... that is the hides and leather activator. May need to adjust that
    5. parmenidesX
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      Got it, thank you! Activator is not accessible when standing next to it, however, so had to jump and try to quickly hit "E" when the activator appeared. Must've been designed for Altmer mages. ;-) The pelts I added were there. Aurelia is still only offering ingots so far, so glad I found these.
    6. joshady75
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      The activator is technically on the top shelf, I was using a breton character and the first time I practically had to look at the ceiling to hit the activator but I came back later and had no problem. Try playing with your zoom level.
    7. Socalista
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      FYI I just noticed, it is not Aurelia that sells leather (she's a smith) but Nyx does (she's the hunter).

      Note - every one of the five is a vendor and sells different goods and spells.
  10. cuddm
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    Any chance for a full de-standalone version (without the included BnP/Reverie skins)? They look nice but can feel quite different from the regular skin texture, depending on which female skin is installed. Would be nice for consistency to have the option to have the NPCs use the installed skin texture
    1. Socalista
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      They would lose all of their body art and tattoos - that's why I didn't have them use default skin. Body art / tattoos need to be baked into the skin texture to show up on NPCs without using extra other mods to apply them (some of which are quite glitchy/laggy).

      Anyone who wishes may of course do this, as I have open permissions, I will just not be making it myself.
    2. cuddm
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      Gotcha, i'll just replace the textures in the five race folders on my local install. They should only lose the body tattoos, not the face tattoos, right? I think the latter are baked into the face tintmasks, not the head diffuse (as opposed to the body tattoos)
    3. Socalista
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      They will indeed lose just the body tattoos and not the face tattoos / war paint.
  11. Angolias
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    nice
  12. ambugaton23
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    Looking forward to checking this out.  I've seen your name, thanks and credits across enough of my favorite mods (like Thogra) that I thought it was about time I checked out your original work.  Everything you touch is very high caliber
  13. MasterAskarus
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    Brilliant mod.
    So what determines the books that the NPCs sell? Do they sell master spells like the court wizards?
    Also, many mods add their spells to Farengar and other popular wizards, will your wizards also sell those?
    I'd love to havbe this as my main hub :)

    Highly anticipating the Altermate Start patch. This will be a great alternative to the Winterhold start. Provides much more freedom lore wise.

    That teleport spell is such a huge QoL addition. I always appreciate when player homes provide such a tool.
    1. Socalista
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      They sell whatever will normally be in the vanilla leveled lists, so any mods that correctly add the spells to these will show up in their inventory. In my tests, they are correctly selling various spell tomes from Odin, Apocalypse, Mysticism, and Arcanum magic mods.

      I already posted an Alternate Perspective patch, but figuring out the code has been a little trickier for Live Another Live Alternate Start.
    2. MasterAskarus
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      Awesome. Those are the most important spell mods I use :)