[12/20/2023] I'm intending to rerecord or at least clean the original voice files for Seth the Acolyte (and potentially the rest of the custom-voiced characters), as the sound quality was mostly poor. However, while I have a better microphone, this endeavor has been made harder by the presence of pets in my household and neighborhood, haha, and my lack of a soundproof room. This would take a long time and effort as even Seth alone has over a hundred lines. 😅 If you would like me to pursue this, please express your interest and support. Thank you~ - - - - - - - [12/13/2021] v1.10 is released! This includes a fix for a scripting error I made that caused several instances of the aliases quest(s) to run. If you are updating from v1.10, you may need to clear the scripts from your saves using a save cleaner or a resaver tool. Once again, I apologize for any trouble caused by this. - - - - - - - [12/23/2016] It's finally here! I mean, it's not much but I worked several lazy months to accomplish this. Feedback is greatly appreciated!
To those who installed the BETA (www.nexusmods.com/skyrim/mods/72862), I recommend reverting to a previous mod version or making a clean save before updating to this mod. (It will still be playable otherwise, but the new spells/abilities added in the update cannot be acquired without console commands.)
*I'm no voice actor so the quality may not satisfy you, sorry. - - - - - - - - CREDITS -
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Many thanks to all of the following! - badgremlin - 'moving wings' - for Nylhac's, Yndikos', and White Coruscation's white angel wings - wynxombii - 'Roughspun Tunic - Retexture' - for Seth the Acolyte's clothing - NULL9 - 'Male Cleric Armor' - for Yndikos' armor - yymmdd2 - 'Conjure Meri-Dama and Meridia' - for Conjure Meridia's Beacon orb mesh - wiikki - 'Lilith's Sickle - Custom Scythe' - for Nightbringer's weapon - NorthHare - for the door replacement script - AlanovichRomanov - ' Daedric Entity Restoration Project ' - for the previously used Auroran resources - MihailMods - 'Aurorans' and 'Dementors' - for the Auroran and Nightbringer Wraith resources - MasterBobcat - 'Cleric' - for Consecration of Fire and Edict of Luminescence cremation effect's inspiration - Luthien959 - for helping me playtest - Whitemorn - for Kilkreath Temple navmesh fixes - FavoredSoul*, Vyxenne, and SETVI - 'Evening Star' - for the Amulet of Meridia necklace - ianjoseph1986 - 'White Robes and Hood' - for the textures used in the White Robes of Meridia set, white weapons, and Nightbringer's equipment - LeanWolf - 'Better-Shaped Weapons' - for the new Dawnbreaker resources - darkforte186 - 'Requiem of Light and Dark' - for Light Wave and Refraction spells' inspirations - Elianora - 'Sun Rune' - for Rune of Denthelyoun's rune - kwac88 - 'Improved Candlelight and Magelight' - for the previously used yellow candlelight - Tarquam - 'Magic Lights Overhaul' - for the warm Candlelight - IsharaMeradin - 'Candlelight Recolor' - for Escarlet's red candlelight - Madrilous - 'Blink' - for the method I emulated to create this mod's Blink - brytag - 'Daedric Shrines' - for the previous compatibility patch - AlanovichRomanov*, talcabofrio, mertz, DarOne45, twowolves80, IamtheDangan - for SSE conversion
Reference/Quote/Other Credits: - 'Follow Thy Fair Sun' by Thomas Campion - 'To Be With You' by The Honey Trees - Dark Souls - The Lord of the Rings - Doctor Who - 'Divenire' by Ludovico Einaudi
- CHANGELOG -
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- Version 1.10.2.1 - *Removed the unintentional addition of one more Nightbringer spawner, which may have caused more frequent Nightbringer attacks. Moved the haunting AI packages to the separate Nightbringer spawner and removed the standalone haunting package (from the separate Nightbringer mod) from its AI packages list. *Reduced the random chance for a Nightbringer Haunting from 1/35 to 1/55 on normal and from 1/55 to 1/75 during Grace. [Tentative?] *Adjusted the conditions of the AI packages of Yndikos and one other NPC so that their Guard packages are less restrictive. *Changed the Hit Shader of a magic effect applied by Meridia's Indignation to prevent the transparency issue. *Set Equinox to be Initially Disabled. (He will appear when the block at the front door of Kilkreath Temple is disabled.) [Minor] *Set the Once Per Day flag and added a Schedule duration to the Nightbringer's assault the Temple package on Meridia's Summoning Day. It still only triggers on that specific day but the spawns should now last one week unless killed. They should not respawn afterwards, even while the week lasts. [Tentative] *Added a 'GetInFaction AuroranFaction' condition to the NightbringerWarTemple package, to prevent a Nightbringer attack from happening due to the package's start condition if the player still has not done Meridia's Quest and returned to the (cleaned) Kilkreath Temple. *Created a separate self-deletion package for the Temple visitors (pilgrims/red light spirits) and edited the visitors' sandbox package accordingly. The latter's script is now moved to the self-deletion package. *Made edits and added a missing(?) condition to a part of the AuroranDespawnActorScript. Removed the script from the visitors as the new self-deletion package now handles that part of the script's role. [Tentative] *Added a duration to the AuroranAcolyteRuins and the AuroranSandboxTempleMulti_Light packages so that they can end, giving way to the self-deletion package. Adjusted the durations of the visitors' sandbox packages accordingly. *Changed the script used for the attached FX magic effect of the red light spirit to mostly match Prismal Mirror's and Light of Restoration's. Also unset the Respawn flag on the red light spirit's actor(, in case it undoes the disabling and deleting, which it should not, but just in case).
- Version 1.10.2 - *Corrected a typo in the description of the mod which is seen in mod tools and mod organizers. [Trivial] *Inserted a comma before 'though' in Seth's "But worry not! All the traps (...)" line (to be more punctuationally correct). [Trivial] *Added the ArmorCuirass keyword to the Auroran armor sets used in the Auroran outfits (so that the Aurorans will not act like they are naked if you have the EVG Conditional Idles mod active). *Removed the 'S GetPlayerTeammate != 1' condition from the Busy alias. Changed the reset time for the aliases resetter quest to an int property in the script and set it to 60 seconds. [Tentative]
*Created a separate Marked For Death shout for Nightbringer as the vanilla Marked For Death shout has bugs (that need external fixes, and I prefer my mods to not have unnecessary dependencies), and this is more convenient for compatibility. *Created an Expert version of the Conjure Nightbringer Shade spell as an alternative to the Conjure Dremora Lord spell for Nightbringer. [Unimplemented] *Added relevant perks to the Corrupted Shade mage summon and added the Conjure Dremora Lord spell to its spell list. Removed Conjure Dremora Lord from the Nightbringer's spell list. *Added a 0.9% in-combat heal rate to the Nightbringer Shade's passive ability. Created a passive ability for the Corrupted Shade mage which gives it a 0.9% in-combat heal rate and added it to its spell list. *Added in-game names for the Nightbringer Shade, and the Corrupted Shade mage, mostly for playtesting convenience. Changed the in-game name of the Nightbringer Wraith from "Nightbringer's Wraith" to "Nightbringer Wraith" to abstain from seemingly awkward apostrophe usages (e.g. "Nightbringer's Wraith's Nightbringer", for when the Wraith summons the Nightbringer). [The naming now is as follows: Nightbringer, Nightbringer Shade, Nightbringer Wraith, Corrupted Shade, Corrupted Shade - Mage] [Tentative] *Changed the name of the Nightbringer Wraith's drain spell from the original "Dementor Drain" to "Life Siphon". (That was an unedited carryover from Mihail's Dementor mod, which I should have changed but I had not realized that the text can be visible to the player via the Active Effects List, unless I set the Hide in UI flag.) *Changed the Nightbringer Wraith's area-of-effect fear spell from a both-hands ritual spell to a normal either-hands spell and added a new armor magic effect to it, to get the the AI to start using the spell. Removed certain conditions from the magic effect to make it more useful in combat. Added an explosion to the fear magic effect and an area value to the effect in the spell. Changed the casting perk for the spell to AlterationAdept50 and gave said perk to the Wraith. [Balancing] [Tentative] *Rebalanced the Nightbringer Wraith's missile spell, to hopefully make it use the drain spell more or not over-rely on the missile spell. Changed the missile spell's release sound and added a projectile sound. [Tentative] *Created a new mage-style class that also levels Illusion for the Nightbringer Shade and Wraith. [Balancing] *Removed the MagicNoInvisibility keyword from the Nightbringer Wraith's race. Consolidated the Wraith's multiple passive abilities and removed them from its race and actor records. Changed the passive abilities spell's Menu Display Object to MAGINVBanish. [Tentative] *Added the Nightbringer faction (AuroranHostilesNightbringerFaction) as an ally to the faction, to prevent internal fighting. *Changed the Conjure Nightbringer release sound to NPCDragonPriest. [Minor] [Tentative] *Changed the name of Nightbringer's hooded robes to "Nightbringer's Veil". [Trivial] *Unset the Invulnerable flag on the Imperial Corrupted Shade which was not intended.
- Version 1.10.1 - *Added a GetSitting == 0 condition to the new wandering sandbox package. *Removed IdleHandsBehindBack (because NPCs would do it while sitting, forcing them to stand up on the chair they were sitting on) and IdleChairWrite (because it does not include a prop to write in) from the sandbox packages in this mod. Added IdleBowHeadAtGrave02 to the AuroranGuardTemple and AuroranGuardRuins packages to replace IdleHandsBehindBack. *Added IdleEatSoup to certain Seth sandbox packages. Added IdleLooseSweepingStart to Seth's Temple sandbox package. *Removed the Ascend idle from the sandbox package of the Temple light NPCs as it was causing them to get stuck in place unless something resets/reloads them. [Tentative(?)] *Updated the Nightbringer Wraith assets to Mihail's latest Dementors update's assets and updated the download files. *Reduced the random chance for a Nightbringer Haunting from 1/25 to 1/35 on normal and from 1/35 to 1/55 during Grace. *Added a short delay before a Nightbringer Haunting starts to maybe help prevent spawns happening directly after a fast travel or another similar event. *Revised the rewards system for Nightbringer to (hopefully) make it work more reliably; removed it from the Nightbringer Haunting package and created a separate despawn actor script for it instead and applied it to the Nightbringer, Nightbringer Shades, and Nightbringer's Corrupted Shades. Re-implemented the very rare reward. -- Rewards have been rebalanced and will now be added to the player directly once Nightbringer, Nightbringer Shade, or Nightbringer's Corrupted Shade is killed, instead of being spawned on the corpses of the enemies when the package ends. [The Haunting package didn't and cannot(?) have the necessary end state anyway to trigger its On End script.] [Tentative(?)] *Rebalanced the Nightbringer Wraith's drain and missile spells. [Tentative(?)] *Removed an unnecessary condition and two unnecessary flags from the Nightbringer Hunt package. Applied the package and the Sandbox Self package (for if the player escapes to a safe zone instead of fighting) to Nightbringer Shades and Nightbringer Wraiths. *Unset one of the explosion properties in one of the attached scripts in the Nightbringer FX magic effect. [Tentative(?)] *Removed the InvisibilityVampiric spell from Nightbringer and Nightbringer Shade. Added Invisibility spell and IllusionExpert75 perk to Nightbringer Shade and Nightbringer Wraith. *Unset the Respawn flag from the Nightbringer and the Nightbringer Wraith actors (as it isn't necessary. It was set for Nightbringer previously because of the old implementation and I just did not bother to unset it. It was set for the Wraith previously because the record(s) was copied from Mihail's Dementor mod.). *Temple visitor spawns (pilgrims/red light spirits) are now also despawned by the new despawn actor script to better guarantee that they would actually get despawned and not crowd the Temple eventually when new visitors are spawned. -- Removed the Use Script flag from the pilgrims' actor base template data.
- Version 1.10 - *Fixed the script for the AuroranAliasesResetterQuest. It should no longer spam instances of the quest in the game. (*Clean your save if you were using the previous version. I apologize for the trouble this issue may have caused. If you stopped the quest, feel free to start it again after updating.) Also slowed down the resetting interval from 30s to 90s. *Added an Expert Restoration effect to the Atonement of Time spell - At L75+ Restoration, the spell now also slows time for the caster while the spell is equipped but drains magicka. -- Made some edits to some Atonement of Time and Light Spell Cost records. -- Edited 'The Art of Light' book accordingly. Also made some corrections/edits to the book's text. *Added an Expert Illusion effect to the Glimpse lesser power - At L75+ Illusion, this lesser power now casts Lesser Purification (*inspired from ESO lore) on nearby enemies, which acts like a calming and pseudo-mind control spell for 1 minute. Glimpse now grants Alteration and Illusion experience (instead of Alteration only, previously). Edited the script accordingly (and set the properties affected again for this and other magic effects in this mod that use the script). Removed the short Candlelight effect from Glimpse [Tentative(?)]. -- Removed the conditions checking if the caster is undead, has a necromantic spell active, or is a dwarven automaton, and if the caster has at least 75 magicka from Glimpse's Reveal magic effect and the Glimpse spell respectively (to reduce the number of total conditions in Glimpse's magic effects and to avoid condition-related complications, and also because they may have been superfluous or unnecessary from a gameplay standpoint). (*Note that the conditions to check against the caster being affected by Meridia's Indignation - the punishment for necromancy or assaulting Temple members - are still present.) [Tentative(?)] *Changed the GetShouldAttack conditions to IsHostileToActor conditions in the magic Glimpse, Conjure Meridia's Beacon, Light of Restoration, and other spells in this mod [Tentative(?)]. Added an apparently missing IsHostileToActor condition (which would have been GetShouldAttack) to Conjure Vyrmilion the Auroran. *Edited the description of Blink to also indicate the 75 magicka cost and the description of Glimpse to indicate the 75 magicka 'drain' cost. (*Due to the change regarding Glimpse's conditions, Glimpse can now be used with less than 75 or with no magicka but it will still continue to drain 75 magicka each time it is used.) Changed 'Teleport to' to 'Rematerialize at' in Blink's description. [Trivial] *Changed Glimpse's imagespace effect, set a Casting Light, and set a Hit sound in the corresponding magic effects. Removed a Glimpse Release sound and set it as a Hit sound isntead. [Tentative(?)] *Added a Hit sound to the magicka-draining magic effect of certain spells in this mod and changed Casting Sound Level from Silent to Loud. [Insufficient(?)] [Tentative] *Shortened the Glimpse self effect's duration in the spells that use it (Glimpse, Conjure Equinox the Auroran, Equinox's Beacon) to 3s (so that the Hit sound effect would not loop unnecessarily). *Changed the conditions for the magic effects requiring the Respite perk in this mod to require >L50 Restoration skill instead to allow for better mod compatibility. [Tentative(?)] Also added a missing(?) condition for in the Light of Restoration spell. *Reduced the magnitude of the light magic effect in Shattered Mirror. [Trivial(?)] -- Reduced the Fade value of light objects in this mod so that they are not as bright. (*Note that many effects in this mod still use the vanilla Candlelight light object and so they remain unaffected by this change. The lights' radius are unaffected by the Fade value changes.) [Tentative(?)] *Edited the AuroranMultipleSummonScript. Also edited the OnEffectFinish and OnDying events in the script to hopefully make it a more seamless-looking exit. Filled in certain missing(?) actor base properties in the magic effects that use the script. Added another actor base property for the Nylhac summon. *Changed the Fade Out FX property (AuroranMultipleSummonScript) in the NylhacSummonMirrorImages magic effect from TimeFadeOut01FXS to AtronachUnsummonDeathFXS. Changed the Fade Out FX property in Seth's MagicWispSummon magic effect from TimeFadeOut01FXS to TurnUnDisintegrate02FXS. [Minor; Tentative] *The warm yellow Candlelight is now implemented in its own separate Candlelight and Magelight spells, named 'Candlelight of Denthelyoun' and 'Magelight of Denthelyoun'. Corresponding spell tomes are now available from Ferrine. Both spells have a wider light radius and are Apprentice Alteration, but they cost more to buy and to cast than their vanilla counterparts. Candlelight of Denthelyoun has a small area-of-effect, creating hovering lights for the caster and nearby targets. Magelight of Denthelyoun can be cast on multiple surfaces concurrently. Both spells last 1 minute. Alternatively, both spells can be 'channelled', by equipping the spells and charging either or a different spell in the other hand, and it will affect the caster while draining magicka until the spell is either released or cancelled. *Edited the Light of Life's self-heal magic effect's name (from 'Light of Meridia' to 'Light of Healing'). Made similar edits to both its and Light of Restoration's magic effects, including names, keywords, and magic effect descriptions. (e.g. 'Light of Shielding', 'Light of Warding', etc.) Changed the MagicWard keyword to the MagicArmorSpell keyword and added MagicArmorSpell as an associated item to Light of Life and Restoration's damage resistance magic effects. [Tentative] *Edited the color in Escarlet's impact data records to match the corresponding light color. [Minor] *Shortened Rune of Denthelyoun's spell description. [Minor] *Added a custom randomized spell effect to Nylhac (Prismal Mirror, White Coruscation, Conjure Storm Atronach, and Swords of Yndikos) to help in case the player is not doing the challenge alone. Added the Alteration Apprentice and the Twin Souls perks to Nylhac. Added one high-level Restore Magicka potion to Nylhac's inventory. Decreased the magicka cost to Seth's healing spell (which is also used by Nylhac) to 1. Reduced Nylhac's level scaling multiplier (scaling in relation to player level) from 1.10 to 1. Reduced Nylhac's base magicka. Added a short self-stagger effect to Nylhac's Retribution. [Balancing] Changed the casting perk for Nylhac's Retribution from Alteration Novice to Alteration Apprentice. [Tentative(?)] [*Note that Nylhac is a separate NPC from Conjure Nylhac's Nylhac and so only some of these changes affect the summoned version.] *Changed the casting perk for the Swords of Yndikos spell from Alteration Novice to Alteration Adept and set the magic effect to Alteration Adept. Increased the magicka cost of the spell. Added the Alteration Adept perk to Yndikos. -- Removed the custom Bound Sword weapon (duplicated from Falmer Bound Swords) from and added the vanilla right-hand Bound Sword spell (used by Thalmor) instead to the Swords of Yndikos NPC and to the Storm Auroran Guard and Punisher NPCs. Added the visual effect abilities to the Swords of Yndikos NPC. Edited the Swords of Yndikos magic effect's description. Added Mystic Binding perk to the Storm Auroran Guard and Punisher NPCS. [Tentative(?)] *Increased the base One-handed skill and decreased the base Illusion skill of the custom invisible race used by Swords of Yndikos NPCs. Added the 'Auroran' prefix to the form name of the custom invisible race used by Prismal Mirror and other 'light spirit' NPCs, and the custom invisible race used by Light of Restoration NPCs. Changed Swords of Yndikos' 'Attack Race' for Override from Behavior Graph from 'AuroranSummonRace' (it was set to this for some reason) to 'AuroranInvisibleHighElfRace'. (*This finally fixed the NPCs not being able to attack with the swords properly previously.) -- Also changed the Attack Race for the other NPCs that were apparently set to 'AuroranSummonRace' to their correct races. *Removed the Damage value from the Auroran Staff and unchecked its Don't Use 1st Person and 3rd Person IS Animations flags (to hopefully fix the NPCs not using them). (*Currently, only the Storm Auroran Guard and Punisher NPCs have the Auroran Staff.) [Tentative(?)] *Rebalanced the (previously unimplemented) custom Lightbolt spell for White Coruscations and added it to the secondary male ranged White Coruscation. Removed the Drain spell from his list. Made edits to both the spell and the magic effect. [Tentative] *Set the charge time of Aegis of Denthelyoun's equip ability spell to match the main spell's charge time. [Trivial] *Changed Nylhac's Morality from No Crime to Violence Against Enemies. [Trivial] Created a custom faction for Nylhac. [Tentative] *Decreased the magicka damage of Light Beam from 100% to 50% of the health damage dealt. Made a new custom Light Beam for the Meridia's Beacon summon instead of using the vanilla magic effect (for balancing) with slightly less damage per second than vanilla. Decreased the magicka cost for Conjure Meridia's Beacon. Very slightly increased their Light Beam damage. [Balancing] Edited the magic effect descriptions. *Added 'ImmuneStrongUnrelentingForce != 1' condition to the Nylhac's Retribution and Light of Retribution spells(, similar to the condition used for Unrelenting Force). [Balancing] *Changed the condition(s) for Seth's Conjure Wisps spell. (*The idea was to have him summon wisps only when there is enough need.) [Balancing] [Dysfunctional(?)] [Tentative] *Cleared the empty properties in the Meridia's Beacon summon spell's FX magic effect. [Trivial] *Removed some of the biped objects in the Aurorans' respective armor addons to hopefully decrease the lag seemingly caused by armor. Added the Ears biped object. (*The removals and the addition were based off of what seems to be standard with full sets of armor.) Also optimized the Auroran assets (using Cathedral Assets Optimizer) to decrease the lag. [Tentative] *Generated face assets (meshes and textures) for the pilgrims' template actors (in case the grey face bug occurs). -- Added the missing(?) FaceGenData mesh files to the mod's download.
*Very slightly increased Nightbringer's height. [Minor] *Fixed Nightbringer Wraith's missing dementor assets from mod records and added the missing texture files in the mod's download. (*You can now actually see it instead of it being invisible due to my previous error.) *Nightbringer Wraiths now only carry one black soul gems instead of three. [Minor] *Nightbringer Wraiths are now more transparent. Edited the property and magic effect respectively. [Minor] [Tentative] *Removed Conjure Nightbringer Wraith from Nightbringer Shades' spells list. *Nightbringer can now use the Conjure Dremora Lord spell in higher levels. *Changed the Hit Shader of Nightbringer-related summons to SkeletonNecroBirthFXS. [Minor] *Slightly increased Nightbringer's health and heal rate and decreased Nightbringer Wraith's health. Decreased the magnitude of Nightbringer Wraith's drain spell. [Balancing] [Tentative] *Reduced the movement speed of Nightbringer Wraiths. *Added certain player ally/friend and guard factions as enemies to this mod's hostiles faction. Renamed the faction from AuroranHostileFaction to AuroranHostilesNightbringerFaction (for some searching convenience). *Nightbringer Wraiths can no longer spawn in interiors (as they clip through low ceilings). The spawn chance of the Nightbringer Haunting package is now somewhat rarer. [*Note that the spawn chance is an editable Int property in the package ('SpawnRNG'). The new default value is now 25. Change it to a higher value to make the spawns rarer or to a lower value to make it more frequent.] Shortened the duration of the package from 3 hours to 1 hour. -- The spawn chance for Nightbringer Hauntings and Temple visitors (pilgrim and red light spirit spawning) are now separate in the package script. Added a new spawn chance for when the player has Grace. (*'SpawnRNG2' is a new editable Int property for the frequency of Nightbringer Hauntings during Grace. 'visitSpawnRNG' is a new editable Int property for the frequency of Temple visitor spawns.) -- Added a new 'NightbgringerHauntGV' global variable for enabling/disabling Nightbringer Hauntings. [Console Command: 'set NightbringerHauntGV to 0' to disable Nightbringer Hauntings or 'set NightbringerHauntGV to 1' to enable them. Default: Enabled.] - This and the editable Int properties do not affect the Nightbringer assault on the Temple during Meridia's Summoning Day.] -- Edited the Nightbringer Haunting script accordingly.
*Added a message box for praying at the empty Dawnbreaker pedestal. Made a correction to the corresponding script to ensure that the stronger 1H Dawnbreaker and the 2H Dawnbreaker cannot be acquired multiple times, as was intended. Added a notification that would tell the player to return to Seth after Nylhac's challenge if the player prays at the empty Dawnbreaker pedestal. Added a condition check for if the player was in first person camera mode originally and if so, the script will return the camera to it after praying ends. Added a short wait for the script to properly switch camera modes. -- Added an option to visit the old Kilkreath Temple and Kilkreath Catacombs (and Kilkreath Ruins) in the message box (in case another mod uses the old interiors, if the player forgot an item, or other purposes). -- Edited the MeridiaResolveScript and created the message for it accordingly. (*I had to disable the activator that closes and locks the large door in the old Kilkreath Catacombs via the script - unless I resort to a more convoluted way to bypass the automatically closing door. I think it's unlikely that another mod would need it to still exist, but let me know.) *Made a small edit to the notification message shown when the player enters the door to the (cleaned) Kilkreath Catacombs with followers for the first time. Also slightly increased its display time. *Added the Silent Bow idle to Nylhac's challenge detection greeting dialogue. [Tentative(?)] *Made condition edits to the beacon pedestal's script (DA09MeridiaBeaconScript - *from this mod). Edited both the beacon pedestal's and the empty Dawnbreaker pedestal's scripts so that the praying animation is allowed even if the praying fails due to certain conditions (The Break of Dawn quest not completed, player was punished for necromancy or assault on Temple (of Meridia) members, etc.). Added a corresponding failure notification message in the script. -- The 'Meridia's Indignation' punishment's magic effect now has a (vanilla) faction script and the HasMagicEffect conditions used in this mod to check for the magic effect are now changed to GetInFaction conditions. (*I found out that HasMagicEffect is a rather insufficient condition.) [*Preferably, existing mod users should update if their characters are not currently affected by Meridia's Indignation (magic effect).] Edited and corrected a typo in Meridia's Indignation's magic effect description. *Praying at either pedestals (successfully) now grants the blessing in an area-of-effect, affecting both the player and nearby non-hostile NPCs. Praying can now only be done by the player or Temple members. (*Previously, anyone could pray to Meridia at the pedestals and receive the blessing by commanding them to pray at a pedestal or other methods. Now, only the player and Temple members can pray but the blessing will be granted to the player, Temple members, non-hostiles within range.) -- The blessing received from praying at the beacon pedestal and the empty Dawnbreaker pedestal now both last for 1 day. Praying at the empty Dawnbreaker pedestal now grants a 3-day 1% bonus to Restoration or a 3-day 3% bonus to Restoration during Meridia's Summoning Day. (*Previously, the beacon pedestal's blessing lasted for 9 hours while the Dawnbreaker pedestal's blessing lasted for 2 days as a bonus for having to go down to the Catacombs to pray. However, I realized that perhaps that put too much importance into praying at the Dawnbreaker pedestal.) -- Reduced the magic resistance effect of the blessing from 13% to 10%. -- Edited the Blessing's scripts, magic effect, and spell accordingly. [Balancing] [Tentative(?)] *Changed the Blessing of Meridia magic effect's Hit Shader FX. Enabled the Disallow Spell Absorb/Reflect in the spell record. [Minor; Tentative] *Corrected a misspelling in the Blessing of Meridia magic effect record's ID. [Trivial]
*Made some adjustments to the reward dialogue's script after completing Nylhac's challenge. Also made the trigger range for the dialogue slightly longer (NylhacSayCongratulations package). Flagged post-challenge Nylhac as Ghost so that attacks will not interrupt the dialogue. -- Added a GetDistance condition to Nylhac's Position package and checked the Ignore Combat flag (as a new pseudo-aggro radius mechanic for the encounter). *Applied noise reduction to a number of the earliest recorded dialogue lines for Equinox to make them slightly cleaner. Also slightly adjusted the volume of a few of them. *Changed the dysfunctional condition check for when the player had been haunted by the Nightbringer entities. Added a faction to help check for when a Nightbringer Haunting has occured. Edited the script in the Nightbringer Haunting package and script accordingly. Changed the condition in the AuroranFollowerQuest for Seth's "This is bad (...)" dialogue and changed the emotion for it from Puzzled to Sad. *Made a small edit to Seth's "I wonder how's the Temple doing (...)" dialogue text. (I also just now noticed after all these years that I made a small grammatical error in this line. lol) Omitted the last phrase that does not fit in the subtitles from Seth's "In case you're wondering (...)" Hello dialogue. *Made punctuation edits to Seth's "You made it back (...)", "But thank you (...)", and "I cannot help you with (...)" dialogue texts. *Changed the conditions partially for Seth's "I used to be (...)" dialogue to allow it to be spoken a little more. (It's an old line I added that one may never get to hear, especially if Seth is following the player.) *Set the idle animation for a few of Seth's dialogue options to IdleStop_Loose in case Seth was currently on IdleNervous or another mismatching idle animation. Set the idle animation to IdleExamine for one dialogue option. *Lowered the volume of Seth's clear nose blowing idle dialogue. *Slightly cleaned Seth's "You made it back! (...)" dialogue audio and the missing spell tomes topic's dialogue lines' audio. Recorded a new sad "All right then" for a certain dialogue option and edited the text accordingly. Added a delay and slightly cleaned the "Thanks" response for Seth's trade/inventory dialogue option. Added a short reset timer to Seth's trade/inventory dialogues. *Added a faction condition to check against fighting a Temple member and two other conditions to check against if Equinox somehow got involved in Nylhac's challenge or in a fight in (cleaned) Kilkreath Catacombs ('GetInFaction AuroranFaction', 'GetIsReference Nylhac', etc.) in many of Equinox's combat and detection dialogues. Implemented and edited other several conditions and made some other edits/changes in certain other combat and detection dialogues in this mod. *Changed the GetWithinDistance condition in Equinox's trap warning idle dialogue to a GetDistance condition and to check for the player instead of Seth. -- Added GetIsID conditions to look for the fire, frost, and lightning rune trap projectiles to the Trap alias in AuroranAliasesQuest. [Tentative] *Added a location condition for Equinox and Seth's Movarth Hello dialogues and for Seth's Ansilvund Hello dialogue. Added a Reference Alias for Movarth. Edited the aliases script and quest and the dialogue quest respectively. *Added a way to ask Seth the questions the player may miss by selecting the challenge dialogue option before the others, which would block out those dialogue options. They can be now asked repeatedly while in the Kilkreath Temple (cleaned) location. *Edited the conditions for the ImpressiveView quest alias (AuroranAliasesQuest) and Seth's Impressive View "That's quite a sight to behold" idle dialogue. [Tentative] *Added a 'LocTypePlayerHouse != 1' condition to Seth's "What will we discover here?" idle dialogue. *Added 3 new scripted greeting idle dialogues to Seth. Added similar scripts to his 'Equinox' and 'Yndikos' greeting idle dialogues and to Equinox's 'Yndikos' greeting dialogue. Removed the GetLineOfSight conditions from certain greeting idle dialogues of Seth and Equinox [Tentative(?)]. *Added a new scripted generic greeting idle dialogue to Ferrine, Oureus, Zur, and the pilgrims. *Increased the GetDistance condition's range in Seth's 'Equinox' greeting idle dialogue. *Set IdleSalute to some of Seth's and Equinox's greeting idle dialogues. [Tentative(?)] *Toned down Seth's 'Anathema' dialogue script (for purging necromantic items) by removing the Light of Life spell casts to (hopefully) avoid causing the game to crash. Also added an IdleStop_Loose fragment at the beginning of the script in case Seth was sitting or playing another idle animation during the dialogue. *Added a new 'Grace' feature to Seth's Anathema dialogue. Doing Anathema with Seth will now also grant the player the 'Grace' effect which makes Nightbringer Hauntings rarer and fortifies the player's Restoration skill by 1% for 15 days. *Slightly increased the reset timer of Nylhac's "I sing the Song of Light" combat dialogue lines. [Minor]
*Fixed(?)/Adjusted the positioning of a number of objects (books, candlesticks, plates, pots, etc.) in the (cleaned) Temple interiors so that they would not fall over, clip through surfaces, or look messy in general. Deleted dead shrubs (not the thickets) and certain broken furniture. (*Note that objects may simply fall over again because of the game's bug or physics, or stay fallen over if the game still 'remembers' the objects.) *Added the DefaultNoFollowDoorScript to the (cleaned) Kilkreath Temple's front door as a safeguard against NPCs (from mods or vanilla) that should not be able to able to enter the Temple, at least not through the front door. *Checked the Ignored by Sandbox flag on the levers in the (cleaned) Kilkreath Temple interiors. *Changed the AuroranSandboxTemple package (which is used by the Temple light NPCs) to a SandboxMultiLocation-type package so that they are moving around the Temple and Ruins area. (Previously the Temple package overrode the Ruins package - which was below it in the order - constantly.) Added a few idles to it. Renamed the package to 'AuroranSandboxTempleMulti_Light'. Removed the now-obsolete AuroranSandboxRuins from their package lists. Replaced the Ruins and the Pilgrim Sandbox packages with the new Temple package in the package list of the EscarletLight NPC (*which spawns by chance). (*Pilgrim Sandbox package is still used by the pilgrims.) Removed the GetInCell conditions from the AuroranSandboxTemple and AuroranSandboxRuins package which seemed to be unnecessary. [Tentative(?)] *Changed the AuroranGuardTemple package (used by the unnamed Storm Auroran guard), the AuroranAcolyteTemple package (used by Oureus and Zur), and AuroranPilgrimSandboxTemple (used by pilgrims) to a SandboxMultiLocation-type package. Removed the AuroranAcolyteRuins package (still used by pilgrims) from Oureus and Zur (as the Temple package now includes the Ruins as well). *Removed the Ledger idles from certain sandbox packages and removed the standing Read idle from the Storm Auroran guard and a certain NPC in this mod. Added the Hands Behind Back, Chair Write, Drink, Eat Soup, and Arms Crossed idles to certain sandbox packages. [Tentative(?)] *Added a new wandering sandbox package to many Temple NPCs, including Seth. (*The idea was to hopefully make their packages a little more dynamic.) [Tentative] *Added IdleMagic to some of Seth's packages. [Tentative] *Added more alcoholic vanilla beverages for (young, non-drinker) Seth to 'ignore' in his inventory dialogue. Edited KharizestheGiveIgnoreList accordingly. Seth will also now return the ignored items to the player. Edited the script fragments accordingly. Moved the 'removal' of items script fragment from Begin to End in the "Thanks!" dialogue response (as it should have been). *Decreased the Energy setting in certain sandbox packages in this mod to 30. [Tentative] *Disallowed Wandering and allowed Idle Markers (and made some other edits) in certain sandbox packages in this mod, including the NightbringerHaunting package. [Minor] [Tentative(?)] *Set a missing property value in the NightbringerWarTemple package's script. *Added three conditions to (help) prevent a Nightbringer Haunting from happening if the player is in dialogue or in a scene. Also reorganized the conditions in this package. *Increased the idle timer setting in several sandbox packages in this mod. *Changed '!= 1 OR' conditions in certain packages in this mod to '!= 1 AND'. [Tentative] *Changed the condition for how Yndikos and a certain NPC from this mod check how many combatants are involved in their Guard packages. (*The idea is that they should only help if there is true need.) [Tentative] *Added a new base sandbox (multi-location) package for a certain NPC in this mod. Added the appropriate condition to their second base package. *Increased the radius values in Equinox's follow player packages. [Tentative(?)] *Added a note in Equinox's inventory addressing the spell tomes in his inventory from the beginning. (*Contains an Elder Scrolls Online reference.) *Edited two notes in this mod. *Added two alternative 'praying' idles to the Ferrine's praying idle marker and put an idle timer setting. *Removed the GetDistance condition in Ferrine's Heal package and set a proper cooldown instead. Added a GetLightLevel condition to the package. Changed the HasMagicEffect and GetSleeping conditions to run on Self instead of specifically referencing herself. [Tentative] *Added more conditions to the automatic Candlelight spell some Temple members have (Torchlight). Removed said spell from their spell lists for now and made two new packages for casting Candlelight instead for Oureus and Zur. [Minor; Tentative]
- Version 1.9 - *Failing other active Daedric quests via praying at the empty Dawnbreaker pedestal now requires having the (original) Dawnbreaker equipped and drawn. (This change was made to prevent unintentionally failing Daedric quests the player wants to complete.) *Added a missing condition to Equinox's secondary "Will you follow me?" dialogue option which caused it to appear even after having already chosen the primary "Will you follow me?' dialogue option. *Assaulting Ferrine, Oureus, Zur, and Ysmeralde are added as triggers (which were previously only Equinox and Seth) to the Meridia's Indignation punishment. *Meridia's Indignation is no longer always guaranteed so as to be more forgiving to players accidentally doing necromancy and/or assaulting Temple members. *Dementors [mihailmods] are now implemented as Nightbringer Wraiths. *Nightbringer is now summoned by Nightbringer Wraiths which now spawn instead of the Nightbringer. (This change was done to prevent unfair sudden Nightbringer spawns and to indirectly reduce the repetitiveness of Nightbringer spawns as well, and to prevent a spam-looting exploit on Nightbringer by turning him into a summon instead of a killable NPC.) *The random chance of Nightbringer's Haunting is now an editable Int property ('SpawnRNG'; default = 13; *higher number means lower chance and vice versa). *Added a Player Has3DLoaded condition to the Nightbringer's Haunting package (to hopefully prevent fast-travel spawns). Also, Nightbringer attacks can no longer happen in Sovngarde. *Added a few specific randomized rewards for defeating the Nightbringer Wraith. *Added a Nightbringer Wraith to the Nightbringer attack on Kilkreath Temple on Meridia's Summoning Day and made edits to the package and its script accordingly. Nightbringer also no longer spawns at the player that day and spawns at the temple instead. *Nightbringer's Scythe now has a proper first person model. *Conjure Meridia's Spectre (new lesser power which summons Solstice) can now be learned on Meridia's Summoning Day by praying at the empty Dawnbreaker pedestal. The summon lasts permanently (unless destroyed) but requires a necromantic item which is chosen randomly (AuroranAnathemaList). Created a new multipurpose script (AuroranSummonWithRequirementsScript) for this ability and implemented it on Glimpse and Mirror Image's respective magic effects. *Added the missing 'akspeaker.setplayerteammate()' function to Equinox's "Will you follow me?" dialogues which, if you choose that option immediately after the "Who are you?" dialogue, would cause him to lack certain follower features, including the ability to trade with him. *Adjusted the positioning of some spell tomes in Kilkreath Temple (cleaned) (so that they no longer clip with the shelf they were placed in, hopefully). *Created a separate invisible race that has the use of weapons enabled (to hopefully fix the issue of the Swords of Yndikos not attacking properly). *Re-enabled the use of spells for the Prismal Mirror race (which is used by various invisible actors in the mod). (It was wrongly disabled.) *Added Tarquam's new warm Candlelight to replace the one used in certain light spells in this mod. *Disallowed Spell Absorb/Reflect in the summon spells in this mod. *Readded the light magic effect to Shattered Mirror. (Let me know if this causes performance issues.) *Made a small text capitalization edit in a certain note in this mod. Made a small text edit in 'The Art of Light' book. *Made a new note that provides a little bit of character info and story and put it in Kilkreath Temple (cleaned).
- Version 1.8 - *Updated the Aurorans' appearance with the MihailMods pre-v2 version. *Removed Equinox's glow FX as it does not go well with the new Auroran appearance (which seems to already have its own glow FX). Replaced the Storm Auroran (Kilkreath Temple)'s passive ability with a simpler storm FX. *Created two custom Classes for the Aurorans. Changed Aurorans' combat styles to a (hopefully) more melee-oriented one. *Increased the male Auroran race's height from 0.98 to 1.0. (I never noticed that their height was lower than 1.0.) [Trivial] *White Coruscation secondary summons are now randomized between three variations. Created male and female counterparts for both primary (mage) and secondary (melee) summon version. Minor edits to the White Coruscation actors. *Added a stronger 1H Dawnbreaker and a 2H Dawnbreaker which can be received by praying at the empty Dawnbreaker pedestal in Kilkreath Catacombs (cleaned). Requires L50 One-handed and L50 Two-handed respectively and the original Dawnbreaker equipped to receive. Incorporated LeanWolf's Better-Shaped Weapons' Dawnbreaker (elven) resources. *Tempering the armored White Robes of Meridia pieces is now possible with Moonstone ingots. (Tempering will require the Arcane Blacksmith perk as the armor pieces are enchanted.) Armor strength of the armored pieces, light and heavy, is now equal to that of Glass and Orcish armor, respectively. *Added a missing keyword to certain armored White Robes of Meridia pieces. *Created a seemingly better texture set for the White Gloves and Boots of Meridia which previously only used empty white textures. Updated the armor addons and armors accordingly. *Applied missing textures to female first person armor addon of the White Gloves. *Decreased the magnitude of White Coruscation's drain spell from 11 to 5 but increased the duration from 3 to 5. Slightly increased the magicka cost. [Balancing] *Increased the White Coruscation summon spells' magicka cost and very slightly increased the charge time. Increased Vyrmilion and Nylhac's summon spells magicka cost. [Balancing] *Nylhac's Retribution spell and Light of Retribution now have a push effect. *Reduced Refraction's bonus damage to corruptions and increased the magicka cost. [Balancing] *Slightly reduced Light Beam's bonus damage to corruptions. [Balancing] *Reduced Light Wave's damage and bonus damage to corruptions. [Balancing] *Increased Atonement of Time's charge time to 0.7s and magicka cost to 395. [Balancing] *Very slightly increased Edict of Luminescence and Aegis of Denthelyoun's magicka cost. [Trivial] *Decreased Light of Life and Restoration's charge time from 0.7s to 0.5s. *Added a sun rune spawned projectile to Aegis of Denthelyoun's explosion. Changed White Coruscation secondary summon spell's projectile from a magelight to a sun rune. [Tentative] *Changed the explosion used by the push effect of Seth's staff beam and White Coruscation's drain. [Tentative] *Renamed a Rune of Denthelyoun magic effect record; changed 'Location' to 'Contact' to accurately match the magic effect's delivery. Removed 'LC' from 'AuroranPilgrimLC' record. [Trivial] *Created an actor-targeted version of Rune of Denthelyoun called 'Seal of Denthelyoun'. [Unimplemented] (Runes do not appear when cast on actors, apparently.) *Redid some of Seth's dialogues and gave him a few new dialogues. (Also made minor edits.) *Changed Seth's "I suppose we all deserve some rest" from a Hello dialogue to an Idle dialogue. *Shortened Seth's "you're alive again" Hello dialogue as the rest of it was inaccurate to the context. Minor corrections to the conditions. *Decreased the frequency of several of Seth's Idle dialogues, and also made a few edits to other conditions. [Tentative] *Changed the condition for Seth's dunAnsilvundQuest completion Hello dialogue from GetDead to GetQuestCompleted. *Seth's Follow After Waiting dialogues are now flagged as Goodbye. *Added reset timers to Vyrmilion's Normal To Alert detection dialogues as they are intended to be said only once when he is summoned and not every time he enters combat. Also added reset timers to Equinox's and Seth's Normal To Alert detection dialogues (for less repetitiveness). *Decreased the chances of Nightbringer, Nightbringer Shades, and Pilgrims spawning; randomint changed from 1/5 to 1/13. Edited the NightbringerHaunting package script accordingly. *Edited the location keyword conditions in the Nightbringer's Hunt and Haunting packages. *Meridia's Indignation now only has a 35% chance of occuring and will only happen once per day when triggered, but the curse's duration is increased from 9 hours to 1 day. *Disabled several equip types in the Prismal Mirror race. *Changed Solstice's skin to her outfit. [Trivial] *Removed the MagicAnomalySpawnerSCRIPT from Seth's version of the spawner activator as it is and has been obsolete. *Updated the AuroranMultipleSummonScript which handles Seth's, Nylhac's, and Nightbringer's summons. *Edited the SummonEquinoxScript. *Created a separate resetter quest for AuroranAliasesQuest as its aliases would not seem to get filled. (This will take some time to update the quest after a save is loaded.) Also added AuroranAliasesQuest's (Auroran Aliases Quest) and edited AuroranFollowerQuest's (Auroran Dialogue Quest) quest names for in-game troubleshooting. Edited the AuroranAliasesQuest accordingly. *Telling Equinox or Seth to wait will now display miscellaneous objectives and quest markers for each. Created a separate aliases quest for these followers.
- Version 1.7.1 - *Removed Light of Restoration spell, Respite perk, Conjuration Adept perk, and Twin Souls perk from (Male) White Coruscation (male). Removed Conjuration and Destruction perks from (Female) White Coruscation. *Added a condition check to Equinox's idle sandbox package so that it does not become active when he is supposed to be waiting for the player. Minor edit to another condition in the same package. *Changed Equinox's combat style and removed his Destruction spell cost reduction perks to make him more melee-oriented. Added Recovery30 perk back to him as a compromise. *Added a duration to the pilgrims' second package's schedule to (hopefully) trigger its supposed On End script (which handles the pilgrim deletion - so that the temple will not eventually be too full of pilgrims). *Added a brief effect shader to Meridia's shrine blessing. Minor edit to the magic effect's conditions. *Increased Idle Timer Settings in packages from 9 to 15. [Tentative] *Added a missing faction condition check to the Nightbringer Haunting package. *Changed the format of the locational conditions to the Nightbringer Haunting package to (hopefully) stop the attacks from happening in supposedly safe locations. [Tentative] *Minor correction to Light of Life's spell description. *Light Wave's stagger effect's interval is increased from 9 to 15. [Balancing] *Edited the Do Once int property and left the value at 0 in the no follower door script attached to the door leading to Kilkreath Catacombs (cleaned). [Trivial] *Fixed a minor unexpected error with a dialogue script fragment property. [Trivial]
- Version 1.7 - *Vheridian, Escarlet, and Solstice can now be called upon by Seth in combat. Increased the area effect of Seth's Avoid Death ability. *Spectral Mirror (new Expert Illusion spell) and Lightweight (new Alteration spell) can now be learned by praying at the empty Dawnbreaker pedestal in Kilkreath Catacombs (cleaned). Requires L75 Illusion and L75 Alteration respectively to receive. *Pilgrims can now come to Kilkreath Temple on weekdays. [Random Chance: 1/5 or 2/5] *Nightbringer Shades can now haunt the player and Kilkreath Temple on weekdays during nighttime. [Random Chance: 1/5] *Nightbringer will now assault Kilkreath Temple on Meridia's Summoning Day. Added respective packages to Temple NPCs. *Nightbringer Shade can now summon Corrupted Shades. It now also has added visual FX, +50% magicka rate, and its class is changed to CombatMageConjurer. *Nightbringer is now included in the haunting script and removed from the worldspace. [Random Chance: 1/5] Updated Nightbringer and his packages. *Fixed the crash-to-desktop issue with the 'Exegesis of Merid-Nunda' book by re-adding its Inventory Art object which was missing for some reason. Also made minor edits to the book's text. *Fixed Light of Life's damage to corruptions and stamina restoration. (Their respective magic effects were made incorrect due to, I believe, a previous performance test and I forgot to re-correct them.) *Light of Life with the Respite perk now also grants damage and magic resistance. Light of Restoration now requires the Respite perk to also restore stamina and grant damage and magic resistance. Light of Restoration's cost is decreased. (Light of Restoration's values are still higher than Light of Life's.) Edited 'The Art of Light' book's text accordingly. *Added Dispel Effects With These Keywords: MagicCloak to Light of Retribution's cloak magic effect (to prevent having too many cloaks at the same time which can cause performance problems). Removed the IsInCombat condition to Light of Life and Restoration's damage cloak effect (as it seems to be causing performance problems and crashes). *Expanded the AuroranMultipleSummonScript (which is used by Seth, Nylhac, and now the Nightbringer Shade) to now handle different summonings. The other separate Conjuration spells made unnecessary by this script are removed from the actors' spell lists. *Added three Call To Arms scrolls to Seth and added the scroll to his item recovery script so that he will not run out. Seth's Class is also changed from Priest to Combat Mystic so that his magicka and Conjuration would scale better. Made other minor edits to Seth and other NPCs. *Ferrine Denethelia now has Yellow eyes. [The 'Auroran Elf' race (created for and used by Seth and several NPCs in this mod) now has three more eye color options (e.g. Bright Green for Vheridian, Auburn for Escarlet, etc.). Only Ice Blue was previously available.] *Several edits to Equinox's and other packages and to several dialogue conditions (and a few dialogue reset timers). (Aliases are now used in certain dialogue and package conditions and the now-obsolete reference edits are deleted. [Tentative]) *Added 20(+) new dialogues for Seth. Added 1 (previously unimplemented) dialogue for Equinox and replaced his "My light recedes" dialogue audio file with its cleaner version. Redid Seth's "Stay safe, all right?" dialogue. *Changed the target of Combat To Normal detection dialogues from Combat Target to Target. [Dysfunctional] *Combat To Normal detection dialogues now have LocationHasKeyword conditions to allow the dialogues to be spoken as they cannot seem to detect Combat Targets or Targets. Relying on locational keywords however may let the dialogues be spoken inaccurately as this cannot detect what exact type of actor was killed. [Tentative] *Disallowed Wandering in Equinox's dismissed sandbox package as it causes him to sit and stand repeatedly when he finds a chair furniture that is not in his target sandbox location. Also disallowed Wandering in other sandbox packages as it causes similar 'indecisiveness' bugs with other objects. Updated and corrected some packages. *Re-added Equinox's Player Idle Sandbox package and updated it. [Tentative] *Edited Equinox to make him more melee-oriented. He also now has the Armsman 00 and Juggernaut 00 perks. Removed the Light Beam spell from him. *Removed Equinox's Flame Atronach sound. [Tentative] *Changed Equinox's and Seth's Energy values to 50, similar to other NPCs. Also adjusted a number of other packages' Energy values. [Trivial] *Added VampireFaction and AuroranHostileFaction as Enemies and added DunPlayerAllyFaction as Ally to AuroranFaction. *Changed the hand effects of Light Beam and Refraction. Changed the light object of Light Beam and Refraction's projectile. Few changes to other spell visuals. Minor edits to other spell values and details. *Increased the cost and the cast time of the White Coruscation summon spell from 333 to 355 and 0.3s to 0.5s, respectively. [Balancing] *Decreased the magnitude of White Coruscation's drain spell from 19 to 11. [Balancing] *Changed the enchantment of (Female) White Coruscation's sword from Fire Damage to Turn Undead. [Balancing] *Added the white bow and arrows (wings) to (Female) White Coruscation. *Adjusted Light Wave's main damage from 50 to 35 and the stagger effect now has a 9-second interval instead of being always guaranteed. The bonus damage to corruptions now only burns for 3 seconds intead of 5. [Balancing] *Changed Light Wave's bonus damage to corruptions keyword from MagicDamageShock to MagicDamageFire. The main damage keyword remains the same. *Added a healing enchantment to Aegis and Rune of Denthelyoun's explosion. Reduced Aegis of Denthelyoun's direct heal amount from 70 to 50. Reduced Rune of Denthelyoun's direct heal duration from 3s to 1s. [Tentative] *Aegis and Rune of Denthelyoun and Consecration of Fire explosions' force is greatly reduced. *Slightly increased Aegis of Denthelyoun's charge time from 0.5 to 0.7 seconds. *Changed Blink's sound effect. *Changed the skill and equip type of Seth's staff to Destruction and Either Hand respectively (as they should have been). *Seth can now be given gold/septims (in case you have a mod that allows followers [player teammates] to buy items with money). [Dysfunctional; Apparently the Gift (and Barter) Menu does not allow the Gold/Septim item.] *Seth can now be asked to carry arrows, clutter, soul gems, and tools. *Seth now has a 'Take' menu which enables you to take the allowed items from him; it displays after his 'Give' menu is exited from. (However, if you have the iNeed mod, empty waterskins cannot be seen as the object has no vanilla keywords that can be checked for.) *Seth now has a magicka drain spell. *Seth's armor spell's stagger explosion is changed from sharing Glimpse's explosion to a new explosion. Also edited several magic effects and spells, mostly their conditions, explosions, and other FX-related aspects. *Removed MagicSummonFamiliar keyword from the Conjuration version of Prismal Mirror (reserved for NPCs) to avoid having too many Prismal Mirrors (as it can 'replicate' itself indefinitely) if the caster has the Twin Souls perk. *Praying at the empty Dawnbreaker pedestal will now grant you the blessing for 2 days. Praying at either the beacon or the empty Dawnbreaker pedestal on Meridia's Summoning Day will now grant the blessing for 5 days. Praying is now forced in third person camera mode to fix the 'teleport' bug caused by playing idle animations in first person camera mode. *Edited Shattered Mirror's shield and reflect damage effecs so that it has the same conditions as its ward effect. Removed its separate light effect (as it is likely unnecessary). *Removed the speed burst effect from Nylhac's, Yndikos', and Nightbringer's passive ability. *Removed Shattered Mirror, White Coruscation's armor spell, and Vyrmilion's Mirror Image spell from Ferrine. Gave her her own ward spell and Light of Life. *Created a new yellow torch candlelight for Ferrine and Oureus and removed the default torch candlelight. *Changed the circlets of Seth, Ferrine, and the others to now correctly match their color themes. (Previously they had enchanted circlets which seemed to use random circlet models likely because of a different mod.) [Outfits (and AI packages) seem to require the NPCs' locations to reload in order to update.] *Disallowed the use of Idle Markers in Ferrine's sandbox packages (for the same reason stated in a previous update). *Changed the magicka restoration effect in Seth's and White Coruscation's armor spell to a magicka and stamina restoration effect similar to the Amulet of Meridia enchantment. *Ferrine and the Storm Auroran in Kilkreath Temple (cleaned) are now flagged as Essential. Unchecked the other unnecessary flags. The Storm Auroan's travel package is now a sandbox package targeted to Kilkreath Temple (cleaned). *Swords Of Yndikos now have the MagicNoDisintegrate keyword and the spell is edited and now added to Yndikos. *Yndikos' package is changed so that he now 'distantly' guards the player instead of moving only when the Nightbringer is present. Also disallowed Sitting. *Removed Yndikos' redundant ability as he already shares Nylhac's ability which is identical. Also changed the shock cloak damage used by both from vanilla Sparks to a(n already made) custom Sparks which discriminates friend from foe. *Edited the conditions of Consecration of Fire and Edict of Luminescence's disintegration and cremation. Edited the cremation script accordingly. *Corrected a number of magic effect conditions, particularly those which should have been run on Target instead of Subject. *Edited a number of spell/magic effect de ions, names, and flags. *Added a secret new NPC(, which honestly isn't so secret in probably most circumstances).
- Version 1.6.1 - *Minor edits and corrections to spells, especially Aegis of Denthelyoun and Light Wave. *Attempted to fix Aegis of Denthelyoun's light 'bug'.
- Version 1.6 - *Light Beam, Light Wave, Rune of Denthelyoun, and Refraction (new spells) can now be learned by reading their spell tomes. Added Light Beam and Light Wave to Equinox, Oureus, and Zur. (Edited 'The Art of Light' book's text accordingly; Removed lightbolt spells from and added mage-related perks to Oureus and Zur.) *Blink (new lesser power) can now be learned by praying at the empty Dawnbreaker pedestal in Kilkreath Catacombs (cleaned). Requires L50 Alteration to receive. *Ferrine will now sell certain books and spell tomes in this mod, plus Restoration spell tomes, potions, common ingredients, and vampire dusts. She will 'sell' free/1-septim White Robes of Meridia set pieces after the College of Winterhold questline is done. (Edited the DA09MeridiaBeaconScript accordingly as it now also handles Ferrine's vendor factions; Adjusted the prices of the books and spell tomes in this mod.) *Each piece of the White Robes of Meridia set can now be 'sold' to NPCs for free/1 septim. The empty Dawnbreaker pedestal no longer gives the set pieces. (Edited the MeridiaResolveScript and changed the VendorNoSale keyword in the items to VendorItemArmor accordingly.) *Added warm (yellow) light FX for Light of Life, Light of Restoration, and Aegis of Denthelyoun. *Increased the light radius of several light magic effects in this mod [by creating separate Light objects for said magic effects]. *Moved Nightbringer's Hunt package higher than his Sandbox package in his packages list. Changed his Sandbox package to SandboxAndKeepEyeOn(Player). (Increased Yndikos' SandboxAndKeepEyeOn(Nightbringer)'s package Energy from 71 to 75. [Trivial]) *Added MagicSummonFamiliar keyword to White Coruscation to allow double-summoning via Twin Souls perk. *Removed redundant/unnecessary 'WISpellColorful' keywords from several magic effects in this mod. *Removed incorrect MagicTurnUndead keyword from Light of Life and Restoration's cloak damage magic effect and added MagicDamageFire (so that fire-related Destruction perks are compatible). *Changed Ferrine's robes to the White Robes of Meridia (body) and added a glow FX to her (for a more high-priestly vibe :3). [Requires the location to reload.] *Created a separate (yellow) light projectile for Ferrine's lightbolt spell. *Created a separate (scripted) Light magic effect for the Auroran Torchlight passive ability (as certain none-scripted constant magic effects used in spells seem to fail at applying actor FX). *Edited and fixed the White Coruscation actors. Can now use other Equip Types. Increased Confidence from Average to Brave. Edited (Female) White Coruscation to be melee-oriented as intended. Removed the 'White Coruscation' name. *Removed summoned Nylhac's and Vyrmilion's names. *Glimpse now uses a separate Stagger magic effect (as it was previously using the Light of Retribution's Stagger magic effect, causing Glimpse to also apply an unintended effect). Increased Stagger area from 55 to 99. (Still requires line of sight.) Glimpse now costs a fixed amount of 75 magicka, adds Alteration skill exp, and is now also affected by the No Undead/False Life rule. (Description also had a minor correction.) *Edited the Stagger effects of several spells in this mod. *Reworked the Aegis of Denthelyoun's Circle magic effect as it seemed to stop working (probably because of the change to the Etherealize effect in the previous update). (It now applies it via an explosion and a separate Circle hazard. The previous magic effect is removed although I still edited it to more closely match the vanilla Guardian Circle in case I will use it again.) Now also causes enemies to stagger. *Removed the Aegis of Denthelyoun spell tomes from the last chest in Kilkreath Ruins (cleaned). *Changed the projectile of the Auroran Wings-arrow and increased its damage from 13 to 19. *Re-added Seth's passive ability (which was missing from his list for some reason). *Seth's armor spell (which has area health and magicka restoration) and healing spell's area effects no longer require line of sight and now has an added area Stagger effect on enemies upon cast. *Seth's staff beam now also has a chance to push targets. *Made minor edits to Seth's Wisps spell and magic effects (and the AuroranMultipleSummonScript). *Edited the conditions on Seth's "Someone who lives here (...)" dialogue conditions. *Decreased the priority on Seth's clothes' Armor Addon from 5 to 1. (Still did not fix the minor clipping issue with his hood.) [Trivial] *Changed the Hit Effect Art for Light of Retribution's area restoration effect and unchecked the No Duration and Hide In UI flags. *Several equipment now have the MagicDisallowEnchanting keyword (to disallow breaking when Loot and Degradation mod is installed). *Replaced Zur's elven bow and arrows with glass bow and arrows. Replaced Oureus' steel mace with elven mace. Added several mage-related perks to them. *Added a Prismal Mirror NPC each to Kilkreath Temple and Ruins (cleaned). Added appropriate sandbox packages to the Prismal Mirror actor (similar to Light of Restoration actor) and checked the Respawn flag. Prismal Mirror Race can now use other Equip Types and has One-Handed skill. *Unchecked the Doesn't Affect Stealth Meter flag on Prismal Mirror, Light of Restoration, etc. [Trivial] *Corrected the conditions on the Prismal Mirror, Light of Restoration, and Meridia's Beacon summons. Changed the Casting Perk of the Conjuration version of Light of Restoration from RestorationAdept50 to ConjurationAdept50. *Changed the Prismal Mirror Drain cast loop sound and the Glimpse release sound. [Trivial] *Edited the Equinox's Beacon and Conjure Equinox the Auroran magic effects and scripts. Equinox's Beacon now adds towards the Alteration skill instead of Conjuration. Both costs a fixed value of 75 magicka. [Lesser powers cannot reliably be made to cost magicka and so the cost and the skill experience are now added via script.] *Equinox will now stay inside Kilkreath Ruins (cleaned) when not an active follower. *Disallowed the use of Idle Markers in the sandbox packages for Kilkreath Temple and Ruins (cleaned) as certain NPCs seem to tend to be camping one area. [Tentative] *Unchecked the Respawns flag from the last chest in Kilkreath Temple (cleaned). (Likely unnecessary as the cells should never reset.) [Trivial] *Added 'Auroran' prefix to the 'Consecration of Fire', 'Atonement of Time', and 'Edict of Luminescence' records and to the 'Light of Life', 'Shattered Mirror', 'Light of Restoration', and 'Light of Retribution' spell tome records. Removed unnecessary texts from spell tomes of 'Consecration of Fire', 'Atonement of Time', and 'Edict of Luminescence'. Edited a number of record names. [Trivial] *Removed a few more (probably redundant) IsUndead conditions from a number of this mod's magic effects. (Vanilla uses both HasKeyword ActorTypeUndead and IsUndead conditions for some reason unknown to me. Keywords can be added and checked for while how the IsUndead condition is checked for is unknown.) [Trivial] *Added a Normal/Gloss map, Glow map, and Environment map to the Empty White texture set to 'satisfy' the error warnings in the (retextured) white Dawnbreaker and White Bound Bow weapons. [*Activating the beacon pedestal still sometimes causes a bug which teleports the player back to a previous location. I cannot yet tell for sure what causes this but please let me know if you also experience this bug. Thank you. So far, no one has reported having experienced the same(, although I once saw someone mention a similar experience in the Religion mod's comments).] [*Someone has reported that Equinox is invisible and that his (yellow) glow fx is the only thing that can be seen of him. If you are experiencing the same issue, please inform me. Thank you.]
- Version 1.5 - *Several edits (adjustments, balance improvements, corrections, etc.) to spells and NPCs. *White Coruscation (new Expert Conjuration spell) can now be learned by praying at the empty Dawnbreaker pedestal in Kilkreath Catacombs (cleaned). Requires Level 75 Conjuration to receive. *Added complete three White Robe sets (head, body, hands, feet) with Archmage-level enchantments and Clothing, Light armor, and Heavy armor versions. Can be received by praying at the empty Dawnbreaker pedestal in Kilkreath Catacombs (cleaned). Requires completion of the College of Winterhold questline to receive. [While the items can be received repeatedly, they cannot be sold so as to disallow exploitation of 'Meridia's generosity' for gold. (:3) (The prices are already set to low but a mod like 'Trade and Barter' can increase their value.) I'm allowing this repeatable acquisition of items because I want to allow both the player and their follower(s) to wear the same outfit and make it seem like they have their own little cult/covenant of Meridia (xD), or simply use the robe sets as uniforms. If 'Loot and Degradation' mod is installed, the items will (hopefully) not break as the keyword MagicDisallowEnchanting is applied. Also, the items cannot be tempered, but I've set the base armor ratings to be high.] *Glimpse (new lesser power; dispels enemy invisibility, decreases enemy damage and magic resistance and staggers them) can now be learned by praying at the empty Dawnbreaker pedestal in Kilkreath Catacombs (cleaned). *Meridia's Indignation (punishment effect for necromancy or assaulting Equinox/Seth) now also prevents the player from praying at the beacon pedestal and the empty Dawnbreaker pedestal until its duration ends. *Daedric Quests which cannot be 'failed' (and removed from the journal) are removed from Meridia's Resolve (empty Dawnbreaker pedestal). Corrected the 'failing' method in the script for a number of Daedric Quests. (Roleplaying: The finished journal entries for the quests failed via Meridia's Resolve will mostly not fit and should be ignored or changed. I could edit the Daedric Quests so that they would work with and fit Meridia's Resolve perfectly but that could cause glitches or conflicts.) *Aegis of Denthelyoun is changed from +Health and +Damage Resistance to +Health and +Etherealize. Health restoration is decreased and magicka cost is increased. [Certain stat-increasing effects do not seem to function in IsCasting Equip Abilities (e.g. damage resistance, maximum health). Previously, it did not increase the caster's damage resistance although the healing still worked. However, it was not enough to help survive against high burst damage (e.g. Nightbringer's Scythe) which can instantly kill players with low health/armor.] *Increased Amulet of Meridia's magicka and stamina restoration from +7 to +9. *Edited the 'Exegesis of Merid-Nunda' and 'The Art of Light' books' texts.
*Nightbringer now has a package that causes him to stay where he was instead of returning to his starting location when the player is in a 'safe zone', making it almost impossible to meet him anywhere else but near his starting location. *Nightbringer's Scythe is no longer Playable (as was intended). *Nightbringer now has visible black boots. [He previously wore Daedric Boots but they would not appear.] [Trivial] *Nightbringer's race no longer has the Vampire keyword (so that NPCs will not call him one upon entering combat because no one is supposed to know anything about the Nightbringer). His vampiric traits are retained. *Conjure Nightbringer Shade is edited and now fully functional. *Nightbringer has slightly less damage resistance and lesser magic resistance. Other resistances and effects remain the same. *Made separate outfits for Nightbringer and Nightbringer Shade as the latter is not supposed to have as much defense as the former. *Nightbringer Shade's height increased by .05. [Trivial] *Nightbringer and Nightbringer Shade's equipment are now darker.
*Redid Seth's "I know he doesn't talk much" and "You had me worried about walking" dialogues. *Edited AuroranMultipleSummonScript (now summons four instead of five), AuroranTeleportScript (unimplemented), EquinoxBeaconScript, and MeridiaResolveScript (empty Dawnbreaker pedestal). *Wisp sound is removed from Prismal Mirror and added instead to their drain spell for slightly less noisiness. *Removed redundant ability magicka costs (Equinox's Beacon, Conjure Equinox the Auroran) which caused the total to be unintendedly doubled. *Added a Kilkreath Ruins (cleaned) sandbox package to Equinox (so that he does not stand at Kilkreath Ruins' door all the time when he is not an active follower). *Added 'Auroran' prefix to two generically named projectiles in this mod. [Trivial] *Edited Conjure Meridia's Beacon's description so that it follows the vanilla format. [Trivial] *Edited the conditions on Seth's "I wonder how's the Temple doing" dialogue. *Edited Nylhac's dialogue conditions as she does not seem to be saying several of her dialogues. *Nylhac's, Yndikos', and White Coruscation's bound bows now have whiter textures. [Trivial] *Nylhac now has the Impact perk. *Vyrmilion now has the Armsman 00 and Jugernaut 00 perks. *Vyrmilion's Mirror Image now has the Light Foot perk. *ImmuneParalysis keyword added to Nylhac, Vyrmilion, and White Coruscation; removed from Nightbringer Shade. *Removed/Simplified/Corrected several unnecessary/filler visual effects from spells (e.g. Vyrmilion's scorching, Candlelight, Aegis of Denthelyoun's bright glow, image space modifiers, etc.), some of which needed scripts to play, to improve performance and avoid crashes. *Seth's armor spell now grants health and magicka restoration to nearby allies for 1 minute. (Its trivial magicka restoration on Seth now lasts 1 minute but magnitude is decreased from 3 to 1.)
- Version 1.4 - *Several fixes and edits to packages, scripts, spells, dialogues, etc. *Added 'Exegesis of Merid-Nunda' (Alteration skill book) to the bedroom in Kilkreath Ruins (cleaned). *Added 'Amulet of Meridia' (restores +7 magicka and stamina continuously in combat) to the bedroom in Kilkreath Ruins (cleaned). *Light of Restoration now restores stamina without requiring the Respite perk [as it previously required another cloak effect which caused performance issues]. *Nightbringer now has a Conjure Nightbringer Shade spell (not fully functional). [*Nightbringer's Hunt package does not seem to be working as intended still. He seems to stay at his starting location when the player is somewhere else. Please report if you are also experiencing this. Thank you.]
- Version 1.3 - *Kilkreath Temple's navmeshes are fixed. ( Thanks, Whitemorn! ) *Several fixes and edits to packages, scripts, spells, dialogues, etc. *Seth as a 'follower' is now technically a 'player teammate' to fix unintended interactions/hostilities with supposedly neutral/friendly NPCs (including Snapleg Cave's Spriggan and Fellglow Keep's Prisoners). This is also renders his Sneak package obsolete and is now removed. [NOTE: You need to dismiss and re-recruit him first.][/b] *Seth can now be given food (in case you have a needs mod that also affects followers [player teammates]) and potions. *Seth can now be asked to remove (vanilla) necromantic items (tomes, scrolls, staves, black soul gems; 'AuroranAnathemaList') from your inventory in exchange for filled white soul gems, depending on which item(s) and how many of them are removed. *Changed Equinox's dismissal so that Say Once dialogues will not be reset when he is dismissed. [NOTE: You may need to re-recruit him.] *You are now (properly) punished for casting necromantic spells (Keyword: MagicSummonUndead) and for assaulting Equinox or Seth, but only after the Temple is cleaned. You take health damage, Equinox and Seth are dismissed and teleported to the Temple, a Storm Auroran is sent to attack you, and several spell effects are silenced for 13 hours. [This was utterly unfinished but was already added in v1.2.] *Nightbringer's Hunt package is fixed and its conditions simplified so that he hunts you as intended.
- Version 1.2 - *Several fixes, adjustments, and improvements to AI packages and dialogues. *Added a few new dialogues for Equinox and Seth. *Some changes to scripts.
Detailed v1.2 changelog below:
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- General - *Changed the mod from using .BSA to using loose files for easier updating and possible SSE compatibility. *Added 'EQUINOX_' prefix to all script fragments for easier (manual) uninstallation. [All other scripts, which are few, still do not have this prefix.] (They can't be renamed in the Creation Kit and I'm lazy :3 and I don't want to mess them up when manually renaming them.) *Added Wisp Sound to Prismal Mirror Actor. (It was accidentally removed.) *Made small edits to 'The Art of Light' book's text. *Added DwarvenAutomatonFaction as Enemy in AuroranFaction. *Added LocTypeDwelling keyword to KilkreathRuinsLocationCleared. *Reduced Seth's height to 1.01 and weight to 33. *Increased Equinox's and the Storm Auroran's height to 1.09. Increased Vyrmilion's height to 1.1 and Vyrmilion's Mirror Image's to 1.079. *Removed FaceGen Head, Morph Race, and Armor Race from AuroranKnightRace. [for locations that automatically unequip armor like bathhouses] *Created a skin for Seth with his hood, cuffs, boots, and prisoner rags. Made him bald as hair will clip through his skin-hood. [for locations that automatically unequip armor like bathhouses] (His voice doesn't quite fit him when you can see his whole head.) *Cleaned DA09MeridiaBeaconScript and integrated the TempleBlessingScript. (Also removed the weapon check as I suspect it to be the cause of the beacon sometimes teleporting the player to his last interior cell when activated. *shrug*) *Added a check to Conjure Equinox the Auroran's script for Seth being currently disabled or not as it was causing the ability to crash the game when using it before Kilkreath Temple resets. *Checked the Ignored by Sandbox flag on Ferrine's Prayer Idle Marker (so that sandboxing followers will not suddenly become Meridia/Daedra worshipers :3). (Followers ordered to activate the beacon will still play the Pray Idle Animation though.)
- Packages - *Changed Seth's Sandbox Player Package from SandboxAndKeepEyeOn to Sandbox. [Trivial] *Removed dysfunctional Target GetIsID, HasKeyword, and GetIsObjectType conditions in Seth's Sandbox Player Package. *Added IdleExamine, IdleDrink, IdleNervous, IdleStudy, IdleLookFar, and IdleBookSitting_Reading to Seth's Sandbox Player Package in addition to IdleBookReading and IdleSleepNod. Removed IdleWriteLedgerWrite.
*Added a 'silent' Sandbox Player Package to Seth and set it below his Say Spells Found Package. [unchecked Hellos To Player and Allow Idle Chatter interrupt flags; Allow Eating = False; Allow Conversations = False; no IdleDrink and IdleLookFar] *Added appropriate GetInCell HighHrothgar, GetQuestRunning SolitudeOpening, and GetQuestRunning DA05FuneralSpectatorsQuest conditions to Seth's Sandbox Player and Follow Player Packages to avoid unwantendly hearing him talking. [SolitudeOpening starts Enabled in-game and hence Seth will stay 'silent' unless Roggvir's execution scene is over. I resorted to this because multiple conditions on packages and dialogues have proven tiresome and unreliable. :3] *Increased the Minimum Distance to 300+ and Maximum Distance to 500+ in Seth's Follow Player Package. *Decreased the radius of Seth's Sandbox Player Packages to 900+. *Added Player IsSneaking != 1 and HasLoaded3D == 1 conditions to Seth's Sandbox Player Packages. *Removed Allow Special Furniture and Allow Idle Markers from Seth's Sandbox Player Package (as some markers and furniture in the world are meant only for specific NPCs like 'praying', 'wounded', and 'crafting' ones).
*Added Player IsSneaking != 0 condition Seth's Sneak Package. *Changed GetActorValue WaitingForPlayer to OR in Seth's Sneak Package. *Unchecked Hellos To Player and Allow Idle Chatter in Seth's Sneak Package (and removed Player IsSneaking conditions from his Idle and Hello dialogues). *Moved Seth's Sneak and Candlelight Packages. [Order: SaySpellsFound > Sneak > SandboxPlayerSilent > SandboxPlayer > Candlelight > FollowPlayer > ForceGreet > SandboxTemple] *Reduced Seth's Candlelight Package Location to 13. [Trivial] *Added Reference(Kharizesthe) GetInFaction AuroranFollowerFaction condition on Seth's Say Spells Found Package and set the Preferred Speed to Run. Also decreased the trigger location radius and increased the GetDistance condition radius. *Removed LocTypePlayerhouse and LocTypeTemple conditions from Nightbringer's Hunt Package and changed LocTypeDwelling != 1 to OR. *Added IsPCSleeping and Player IsSitting != 1 conditions to Equinox's follow packages (so that he'd relax sometimes via his Sandbox Player Package and not follow the player all the time). [Unreliable] *Added Player IsSneaking != 1 and Subject IsInCombat != 1 conditions to Equinox's Sandbox Player Package. *Moved Equinox's Sandbox Player Package lower than his second Follow Player Package (as I suspect it to cause Equinox to get stuck in sneak mode for some reason). [Order: FollowPlayer2 > Idle > DA09FG > FollowPlayer > QS00FG] *Added Player HasMagicEffectKeyword MagicSummonUndead, ActorTypeDwarven, and ActorTypeUndead != 1 to Equinox and Seth's Follow-related Packages. *Changed Near Self to Near Player in Equinox's Sandbox Player Package and added GetStage AuroranFollowerQuest == 20 condition. *Reduced the trigger location radius of Equinox's QS00 Force Greet Package (because NPC legs do glitch on stairs lol). *Added an AuroranPunishPlayer Package to the Storm Auroran using UseWeaponAlreadyHeld package template for when the player casts a reanimation spell [Player HasMagicEffectKeyword MagicSummonUndead]. [Allow Combat Start = True]
- Dialogue - *Added a total of 7 new dialogues to Equinox and Seth. *Changed Player IsTalking != 1 AND and IsInScene != 1 OR to IsInScene != 1 AND (Idle and Hello dialogues) and IsInDialogueWithPlayer != 1 OR (Idle dialogues). [Tentative] *Removed the GetGlobalValue condition from Seth's Idle dialogues (copied from vanilla Follower Idle dialogues out of curiosity). *Added Player IsInScene != 1 conditions to several of Seth's Hello dialogues. *Added IdleStop_Loose to the dialogue before Seth gives his note and to "your blood is infected", "when will you seek a cure", and "you're (alive) again" Hello dialogues. *Added intended random chance condition to Seth's "Whiterun" Idle dialogue. *Redid Seth's "you're human again (...) previous soul (...)" Hello dialogue to "you're alive again (...) former soul (...)". *Redid Seth's "Wolfskull Cave" Hello dialogue. *Replaced Seth's "City of Thieves" Idle dialogue with "Mjoll is honorable". *Edited Seth's "I wonder how's the Temple doing" dialogue. [Changed certain != 1 AND conditions to OR.] *Slightly reduced the random chance of Seth's "Do not lose hope" dialogue. *Changed GetInCurrentLoc WhiterunLocation condition to GetInWorldSpace WhiterunWorld in Seth's "Battlemanes and Greyborns" Idle dialogue. *Changed the incorrect GetQuestCompleted CWFinale == 1 condition to != 1 in Seth's "Stormials and Impcloaks" Idle dialogue. *Changed Reference(Ulfric) GetDead to GetQuestCompleted CWFinale != 1 in Seth's "Ulfric Impcloak" Idle dialogue. *Changed Reference(MS06 Ritual Leader) GetDead to GetStageDone MS06Start 100 in Seth's "you interrupted that ritual" Hello dialogue. *Edited Seth's "Someone who lives here is obviously a vampire (...)" [also kept the reference edits this time] and "That's quite a sight to behold" Idle dialogue conditions. *Removed unintended random chance condition on Seth's "you're a vampire" Hello dialogue. *Removed Player IsSneaking conditions from Seth's Idle and Hello dialogues (as the Hellos To Player and Allow Idle Chatter are now unchecked in his Sneak Package). [Unreliable] *Decreased the reset time of Seth's "you found one of the spell tomes" dialogue to 0.3 hoursand checked Can Move While Greeting flag. *Deleted incorrect Trespass dialogue of Seth.
*Increased the reset time of Equinox's Trespass dialogue from .1 hours to .3. *Increased the reset time of Equinox's "Must thou be in here?" Idle dialogue from .3 hours to .5. *Edited Equinox's "Tread carefully in the darkness" Idle dialogue conditions. [Player GetLightLevel <= 31.] *Set Equinox's introduction dialogue's priority higher than his "Will you follow me?" dialogue. *Adjusted Equinox's "The Sun has set" Idle dialogue's time conditions to 1 hour later. *Added intended GetRandomPercent condition to Equinox's "Time proceeds" Goodbye dialogue.
*Corrected the OR/AND checks for IsSnowy, IsCloudy, and other certain conditions to in Idle dialogues. *Added Player HasMagicEffectKeyword MagicSummonUndead, HasKeyword ActorTypeDwarven, and HasKeyword ActorTypeUndead != 1 conditions to several dialogues. *Redid Nylhac's "Well done, my Champion" Hello dialogue and added the intended Audio Output Override (SOMDialogue2D).
- Magic- *Removed Target HasPerk Respite condition from 'Light of' Cloak Stamina magic effect and added Subject HasPerk Respite condition to its corresponding spell effects instead. *Changed the Reference HasMagicEffect condition in Ferrine's Heal Package from '== 0' to '!= 1'. *Removed No Death Dispel from several cloak magic effects. *Added No Duration to Auroran Torchlight magic effect. *Added Player HasMagicEffectKeyword MagicSummonUndead, ActorTypeDwarven, and ActorTypeUndead != 1 to a few of this mod's magic effects, particularly 'conjure'-related ones. Removed redundant conditions from their corresponding spells. *Changed Light of Retribution's Cloak magic effect's School from None to Restoration as it caused Light of Retribution to not appear in the Spells list. Also changed its Skill Level from 0 (Novice) to 75 (Expert) as intended. *Increased the magicka cost of Conjure Meridia's Beacon by 5. [The Left Hand version's cost remains unchanged.] *Added a magicka cost of 30 to Conjure Equinox the Auroran and Equinox's Beacon. *Changed the Nightbringer's weather effect from SovngardeDark (inappropriate) to FXWthrCaveBlueSkylight (the most consistently dark weather I could find). *Rechecked Hold Until Finish on Light of Retribution's Weather magic effect.
- Version 1.1 - *Added Daedra and Creature Actor Type keywords to the Auroran Race. *Added Disease Resistance and Increased Carry Weight to the Auroran Race. *Added a condition to Equinox's "Time is of the essence" dialogue (so that he does not say this while waiting for the player, making him seem very impatient). *Made a few edits to 'The Art of Light' book and removed it from Equinox's inventory (as part of the text mentions the arrival of the Temple of Meridia members which does not happen before 'The Break of Dawn' quest is completed). *Increased Light of Restoration's aura range. *Added a condition to Light of Restoration's AI packages (which caused the summon to not follow the player/caster). *Removed the weaker Blessing of Meridia applied before completing 'The Break of Dawn' quest.
the voice acting is kinda good, do you plan for an even better re voice ? i would be glad too! or maybe you did and just didn't post a video on nexus yet ?
I hope to rerecord Seth's main lines at least but I've really not been able to find the time.
Which character did you have in mind or feel like you can voice-act for? I don't really have the financial freedom yet to pay for voice acting, as my preference would be to be provide compensation, but I suppose I'm open to volunteers. However, I do have to dedicate time for that too.
ah thank you for you reply! no i don't have any npc in mind that should be re voiced immediatly! but i will think about it! there is a volunteer here under this comment! maybe he is talented. also you can try a go fund me or something really similar to fund a voice actor/actress! same with patreon or even both or more!
I'll let you guys know if I ever get around to auditioning people, but right now, I really can't make any promises. If you guys are serious about it, I'd encourage practicing now and recording yourselves, and then maybe send your best audio clips. But, like I said, I can't commit to working on this yet (or maybe ever) so this'll potentially just be for future considerations.
SO. This has been in my load order for... forever. On Oldrim and then I got it again on SE. Fabulous mod, as someone else said it goes wonderfully with the new Meridia's Order quest mod. A couple things though.
1. When do /I/ get to summon Vheridian and Escarlet? XD
2. Do you have any plans to create a sidequest that lets us defeat the Nightbringer permanently? Is there already one in place and I just missed it maybe? Last time I remember speaking to Seth about the attacks he just kinda said "Oh no, that's not good" and then nothing else happened. Felt a bit strange.
All-in-all great mod and one I never play without! Thank you!
1. xD I haven't yet balanced them thoroughly for player use; I think I didn't want battles to be too crowded with strong allies
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, considering two other NPCs already come to help sometimes,
and so I had Seth summon them as extra allies when needed, while the player has the ability to summon Vyrmilion and Nylhac directly. We'll see if I can think of a way for the player to earn the spells or better versions of those spells, or maybe I'll just add them to the
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Meridia's Summoning Day rewards
also.
2. No, there isn't one yet, though in v1.10, I added 'Grace' which tones down the chance of Nightbringer attacks. I'd like to think of one that wouldn't need voice acting as it takes a lot of time and effort and I'm currently still planning to rerecord Seth's lines, at least the main ones. (While I have a better mic these days, I don't have a soundproof room and the household and the neighborhood can often be loud. x_x) I also am considering decreasing even more the chance of attacks as the RNG can be really bad. Maybe I'll make it so that doing Grace on
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Meridia's Summoning Day
will stop Nightbringer attacks permanently and have Seth tell you about it.
*Sorry about the formatting. I wish spoiler tags here didn't break the lines. lol
Nah, you're good. Nexus formatting be like that, still perfectly legible. Definitely some interesting ideas although if one day this stuff could be expanded upon that would be sick.
Also, I was coming back to make a swift edit but since I'm replying anyway: the letter in Equinox's inventory makes me both super happy and super sad all at once. It's the only time I've ever wanted to defy Meridia.
Hi, sorry, jumping back to this super fast because I thought of something. Also I'm on mobile so I can't do fancy stuff like quote bits or spoiler tag anything so bear with me.
"I haven't yet balanced them thoroughly for player use; I think I didn't want battles to be too crowded with strong allies" There's a conjuration limit of 2 summoned creatures (1 without the necessary perk) in vanilla Skyrim anyway. Even Ordinator, my perk mod of choice, only increases that limit to 3. So I don't think you'd need to worry about it being more crowded than it already is. You could just mix-and-match who you want to bring into battle. And if you have a mod that increases that limit then you're already looking to summon a bunch of powerful creatures to decimate your enemies. So might as well. In fact, I wouldn't hate spell tomes for all the Color Guard (I don't remember if that's what they're called, I'm at work lol) that you have implemented. Because those NPCs you mentioned? I've never seen them. Not once. Maybe I'm not meeting a requirement? But they've never shown up, even when the Nightbringer himself attacks. You could add them as part of the stolen spell tomes and place them around the map for folks to find.
Speaking of the Nightbringer, you could probably do something with his... um, unique item, that would let you deal with him permanently. Take it somewhere particular to cleanse it and be rid of him. It could be the Dawnbreaker pedestal or something else, idk. I have a lot of IDEAS for things, but ideas do not make mod do. So take what I say with a grain of salt
I’m glad you liked the letter! I haven’t played ESO but I sometimes like to keep up with Meridia-related happenings. I hope I was able to capture that character’s personality in the letter.
About the summon limit: That’s true, but my self-rule is that each of the Seven Arch-Invocations (such creative liberties, haha) should be comparably equal to one another and so I would like to also make them Expert-level summons like Nylhac and Vyrmilion, and I think I didn’t quite make Escarlet and Vheridian as good. Something like that. And they’re also not voiced, and in my mod’s ‘lore’, they’re not always available, having tasks and some agency of their own, as shown in the mod. Although I can just reuse the specter compromise which is what Seth summons anyway. Still, I'd like for them to be worth the summon slot(s). And yes, all seven of them are already in the mod; the last two added were actually Escarlet and Vheridian (for the so-named 'Seven Colors' update).
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If you’ve already figured out where the rest are, let me know :3, here in spoilers or message me instead. I assume you already know about Yndikos and Vyrmilion?
About the 'unique' Nightbringer reward, that's a good idea I may consider, along with my own idea(s). Oh, also tell me if the attacks became overly frequent since the last update; I think I messed something up.
The two NPCs I mentioned only try to help under certain conditions and, even if met, they might not make it in time. I think I previously had the conditions less restrictive but they showed up too often, if I remember right. Maybe I should allow at least one of them or both to try to help during Nightbringer attacks. 🤔
Lets see, I know that Vyrmillion is summonable, I know that Nylhac is the boss, Yndikos I assume is the one walking around the temple but I've never clicked them with the console so I don't know for sure, Escarlet and Vheridian are summoned by Seth... that's 5, I'm missing 2
If you found Vyrmilion's spell tome normally, Yndikos should have been there very near the area. I'll check if I'd messed up his AI package. 👀 He doesn't stay at the Temple.
You're missing Denthelyoun and Xaeruleus; I hope you figure out where/who they are in the future. :3
Also, did you mean to use the '[ spoiler ]' (without spaces) tag? It needs to be manually typed as it's not on the formatting(?) bar.
I have no idea what I'm doing with this website's format so you'll have to forgive me. The setting I used LOOKED right, ish, so I went with it. (Edit: hey I got it working)
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I don't usually hang around that area. Not since my first playthrough. I usually grab the tome and I'm in and out, but I've never seen him. When I get my game up and running again (it broke and I had to change mod managers T-T) I can take a more thorough look around the clearing
Don't expect much by the way. It's just another cool background thing like many of the NPCs in the Temple, just that he (and other) does something else a little extra.
That's not an issue for me, I love seeing all the little things you've put around, even if they're not crazy. It's just cool that all the Arch-Invocations are in the game at all
So I've finally gotten my game up and running again after much headache, and I checked Vyrmilion's spell tome area (you'd think after going for it every playthrough I'd remember it's SOUTH of the road to the Morrowind border, but no) and saw no sign of Yndikos. I admittedly am level 1, so I'll come back when I have the Dawnbreaker in case it's needed. But if he is supposed to show up there at all times, he wasn't there
Huh. Unless you have a mod changing the surrounding area, I'm not sure what's going on. I'll double check. 🤔 Did you read the tome before you left the area? I forgot if that was the condition I put before he shows up, or if it's related to the Temple being cleaned.
No, I didn't, but I can go back today and read it and see if he shows up (started a new file again since I'm rebuilding and revamping my LO). But you did say he leaves after the spell is learned, right? The only thing in that area is Fort Justice (added by Meridia's Order) but it's still a couple yards away. No major changes to that zone
Update: Upon using the tome, still prior to the temple cleaning, he still does not appear. Ive reloaded my save to before picking up the book and will return after meeting Seth
Thanks for replying again as I actually had forgotten to look into it, haha. I found out why he doesn't show up in his starting location for you, given that you pick up the tome before Meridia's quest even starts, though you probably would have seen him there when you didn't know about the tome being there before having done Meridia's quest, when you were new to the mod, unless you came there too and found the tome before the whole Meridia ordeal. lol
Anyhoo, I wouldn't worry about it for now. You don't have to meet him there. Just maybe tell me if you still don't encounter him in the far future after finishing Nylhac's challenge and having gone through several battles. :3
My plan right now is, I reloaded the save I made right before reaching the house, and I'm gonna come back after getting the list of missing tomes from Seth, and we'll see if he's there. I'll report back after.
I have this awful way of running across things before I'm supposed to. Vyrmilion's tome was almost a given seeing how much time I spend in the Rift lol. I found Consecration of Fire long before I was supposed to as well
I have played many games of Skyrim because I get bored after a while and I have only seen Yndikos twice in one game I saw him at the book and saw him for a moment in a battle.
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On the subject of Characters which one is the female Aroran in Gold armor?
That one's just an Auroran. If I remember right, I think I just saw that there was a female version of an Auroran asset (also in the same Mihail pack) and didn't want to leave it unused, and so I made a new Auroran guard for the cleaned Temple. There was a suggestion to have Aurorans a the Temple anyway, though I didn't want to populate the still-unpopular Temple too much, and so I moved on after I made one. Mod lore-wise, I think she's affiliated with Nylhac since she's a Storm Auroran, or so I call them.
Greetings, I return with words! Not my Yndikos testing, sadly, as I've been unable to use my computer for some time, but your mod lives rent-free in my head so here we are. When I can eventually get back there will be more testing, including testing a WIP mod called DATR - Meridia to see how nicely it plays with yours because mashing together Meridia-related mods is the best possible thing for me LOL. But I'm also here in regards to some of our previous conversations, particularly about
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creating new ways to do things, like give spell tomes or remove the Nightbringer, since you didn't want to do anything voiced. Well, I was thinking, if you do want to lean a little less on your (I say this in the nicest way possible, please don't take this as an insult) cure-all Dawnbreaker pedestal, I know several people (including myself) who would probably be willing to help with voicing, if you ever decided to take that route. And since we're on that topic, I considered your "creative liberties" comment regarding the title for the Arch-Invocations, and I'm not sure if Seth or Equinox ever mention them verbally, but I thought "Prismatic Invocations" might make more on-brand as a name for them. BUT. As I said before. I am a person with ideas, but ideas do not make mod do. Most importantly I hope you've been well and I'm happy that you're still working on this mod because it's one that really is just ingrained in my Skyrim experience. Thanks for all your hard work!!!
It's not that I didn't want more voice acting, just that I can't due to various factors. About others doing the voice acting, I had tried it at one point but recruiting was not easy. What's especially hard for me personally is that I'm pretty particular with the voice acting, but I also don't have the extra funds (xD) to pay for quality voice acting - I want to pay the people if I'm gonna be particular about it, which I'm likely going to be, is what I mean.
About the rewards being given from the Dawnbreaker pedestal (no offense was taken at all), it just makes sense to me for many of them, partly since rewards being spell tomes to buy would rather imply that you're not that only customer and would make them feel less special for me, compared to receiving them from the pedestal in the deepest part of the Temple. So the 'normal' rewards are delegated as merchandise while the 'special' rewards are "granted by Meridia" via praying at the pedestal.
About 'Arch-Invocations', I think I was thinking in terms of 'archangels' and special summons and arrived at 'Arch-Invocation'. I'm not strongly attached to it but I also don't have any strong inclinations to replace it, at least currently. 🤷♂️ 'Prismatic Invocations' sounds cool, though, but it's even longer, haha. Renaming them would also need me to rerecord the line where Seth says 'Seven Arch-Invocations'.
Anyhoo, I've been well~ I hope you have been too. And I'm glad that you like the mod this much.
Meant to comment on this ages ago since I have used this mod for now a full year. I LOVE IT! In my playthrough my character is a follower of Meridia, which is ironic since i also have the Meridia follower by kittyness/bchick3.
I enjoy visiting the temple, Seth cracks me up, and the quests to find the spells was super helpful since most are spells I regularly use! I can safely say that I love using Light Wave, and the light of restoration the most. I even "taught" Meridia how to use it for those rare moments she decides to aid her champion in places. I also taught some of my select mage followers shattered mirror, and boy is that a godsend. I had to use the cheat code to disable nightbringer though, apparently he found out where i live and kept hanging out right out my front door at all hours. I am not about to be going crafting in my shed and have to fend him and his goons off.
Me to nightbringer for the 6th time this morning- "Just let me craft this sword, bruuuuuuh! Dang you can haunt me later! Five minutes, gimme five minutes, PLEASE!"
The ONLY negative I have noticed with this mod, and it is definitely a "my bad" for having installed it long after finishing the dawnbreaker quest anyway, is that in going through the cleansed temple to re-activate all the beacons, the nifty light beam outside no longer shows at all. It is as if redoing it turned off the outside animation, though you can still see the beams inside the temple, and it still unlocks all the doors.
All in all, one of my favorite mods! Works perfectly with Meridia follower, works perfectly with the Meridia's Order quest mod. A joy to have in my Skyrim VR build!! THANK YOU!!
That's weird about the light beam getting turned off. I had made sure that all the lights outside stay on ('cause they do look cool). Are you referring to the light 'ray' on the statue itself that lifts the beacon up, the 'spotlight' at the statue from the sky, or the light rays at the balcony? Do you maybe have another mod that makes edits in the area? I've yet to try Meridia's Order myself, but I plan to in the future. I'm glad to hear it works well with this mod!
Sorry to hear about the Nightbringer attacks happening too frequently. I'm looking into it right now and it seems I found the culprit. Did it start happening with the latest update or even before then? 🤔 Also, he's not allowed to attack dwellings and so I assume your house is not tagged as a dwelling if it's a mod. Maybe I'll add the player house keyword as a condition to check for and hope it works out.
Thanks youi Also Thanks to Caerulean for the great mod. First time i hear his voice - i thought: damn this is what im looking for, a Chad Servant of God
Sorry for the late reply, as i only recently learned how to turn notifications on.
I believe i have the latest version you had uploaded. I will check and edit this sentence. (1.10.2 loose files)
Ok so the light beams i refer to are the ones outside the cell that link each outside beacon (and then presumably go inside to link in inner ones). When i installed the mod over a year ago they were all on, but in going through the interior of the now cleansed and modded temple, they were off. So i hit each beacon as if redoing the quest, and they all came back on. But as a side-effect, all the outside beams turned off. They remain off to this day, and i cannot hear the "beam sound" outside. I tried retouching each beacon in order again but to no avail. Inside on, outside off. Meridia's statue beacon outside is lit fine.
Only other mod is the awesome statue replacer (NOT the PSBoss one, the other more classical look one).
Re- nightbringer. He never came inside Elysium Estate, just hung out outside in the yard. He's disabled now, so no worries. He also used to stalk me just outside Lakeview Manor too, if that helps.
I do go back to the temple especially with new followers to "teach them the ways of Meridia".
After playing Meridia's Order mod I ended up uninstalling it for unrelated reasons (update to it no longer worked properly in Skyrim VR).
But Equinox remains a MUST HAVE in my L.O.
Finally, I support any VO refinements you want to give to Seth. He still cracks me up.
No worries! I've been terrible at finding time to mod anyway, haha. (And play, 'cause I had to start over with Skyrim.) I hoped to release a small update before this month ends but it's not looking optimistic. At the very least, I did start a new playthrough (again) this month; I just need to play more so I can get my character to the point where Meridia's quest begins, and then I can test this mod again, at least the parts of it at the Temple. Maybe I'll release a WIP update.
I'm still unsure about what went wrong with your balcony beacon lights. I've never really properly looked into those because they aren't touched by this mod, at least not directly. They usually turn on again for me when I exit from the first temple interior into the balcony. I'mma look into it again since it's been a very long time and maybe I can do something to make sure they all stay on that hopefully doesn't conflict with anything. (EDIT: I edited one of the balcony beacons, but if I remember right, it was to make sure the lights actually stay on.)
Also weird that the Nightbringer stayed there until you disabled him. If it's the actual Nightbringer with the scythe, he should get desummoned eventually 'cause he has been a summon since v1.9. It's the floating wraith that gets spawned which summons Nightbringer, but he's also supposed to despawn eventually, and then you should be safe for a while unless you get unlucky (which I did probably accidentally double his spawn rates 'cause of my oversight in the last update, though I'd think the spawn chance should still not be that high).
I'm glad you enjoy Seth. Sadly finding the right time (and the energy) to record lines hasn't been the easiest. The best time is usually past midnight as it's the quietest.
It is no problem at all. I know how life can be, so no rush on updates. With the nightbringer quest turned off, he and his buddies are no longer an issue.
I do voiceovers as well for combat flight simulator mission campaigns, so i feel your pain (noisy cat in the back).
The beams to me are just an aesthetic thing. I am not losing sleep over them not being there outside. I spend a lot of time away from Skyrim, exploring new lands, so my pilgrimmage to the temple is every few in game months. (Surprisingly this playthrough has lasted me 2+ ingame years, with no save corruption!!)
But please, take your time. There is more than enough in the mod currently to make it totally worth having... and recommending!
A lot of my time has been sailing (using sailable ship vr and se) to visit new lands. Then spending time there exploring and doing quests, so it is possible i missed the day.
Right now (as of last night's vr session), the date is 28th of Sun's Dawn, year 203 4th Era.
Me again, guy with long in game save (it is now 5th mid year, 4E year 203).
Is there an UPPER limit to how many "Pilgrims" and "healing sprites/red sprites" actually spawn?
After all these months, I decided to head to Kilkreath and it was mobbed with Pilgrims. They have practically taken over the inn in Dragon Bridge too. I mean, at least they are not hostile, but it is starting to become a loooooooot of people. The other day I was walking near whiterun and actually ran into a wandering red wisp. I was confused what it was till I took a closer look and sure enough it was one of the Meridia wisps, just... taking a stroll near whiterun. LOL.
Is there a way to "reset" the spawns of all these things?
I'm looking into it now and working on a more reliable self-deletion method. *time passes* I'm nearly done implementing the new method. Will take a while to get the update out, though, most likely. For the meantime, feel free to disable and mark-for-delete the pilgrims/red wisps you find that have over-spawned. 😅
About the 'red wisp', I've no idea where it's there near Whiterun. lol
No problem, take your time, I can cull the population if need be.
It was the funniest thing with that red wisp near whiterun. So I have been playing "Second Great War" mod, and the Thalmor are notorious for sending stealthed assassins after me (worst. assassins. ever.) I usually see them because they pop their potion at the last minute, have enchants on their daggers, and of course they say silly things like "what was that?".
So anyway I thought that the red wisp was one of them, and i start blasting it with magic. Thing was just like... dum dee dum dee dum... as if I never existed. I was then like... oh.... I guess that is one of Meridia's. Wait, WHY IS THAT HERE??
Haha, I'd be so confused too. Was it going in any particular direction? Like, maybe towards the general direction of Kilkreath Temple in Haafingar? It can linger a bit where it is, though, and doesn't strictly follow its Temple routine 100% of the time. So if you didn't stay long enough and it wasn't going anywhere, then I assume it was doing its short self-wandering routine.
It was actually heading down the road in the direction of Haafingar, so potentially yes. When I saw it, it was just passing the whiterun stables and went past my house (Elysium Estate). When I left it alone after, it continued towards fort greymoor.
Oh wow, I did not realize you updated the mod. I am tracking it now and will update. I'll let you know later if it takes care of my pilgrim overpopulation problem. (I am currently in Valenwood fighting a war, so it may be some time till I return to Skyrim).
Shoot, that's the second report now of a graphical issue happening. I'll look into it.
If you've used older versions of the mod, can you tell me if it happened before or if it's a new issue? Also, can you tell me if it's a particular attack that causes it?
Edit: I have suspects. However, I just tested the wraiths/shades again like I did before and no graphical effect would get stuck. It could perhaps be an SSE issue. 👀
I've never used any other version of the mod other than the one I'm using now, so I can't help there. I also have no idea which attack it is, they appear kinda randomly so I'm always caught off-guard once it happens.
my entire screen has permanently gone into some sort of gray-scale similar to when the Nightbringer attacks. Any solution to this if its indeed the problem?
As I don't recall having personally experienced this, I assume it's a general Skyrim bug with any vfx that can happen on occasion. Have you tried using something like this mod? In any case, have you tried replicating it with an older save and spawning the Nightbringer Wraith?
What I did was roll back to a save prior to it. Didnt encounter the Nightbringer nor the bug yet, which I want to clarify only happened once out of like 10 or more encounters with it and I am unsure it was the cause. I remember I had Candlelight on when I was attacked. But I dont know exactly if it was that scenario because I noticed it after a while. Either way, thanks for recommending that mod for the effects cleaner. Will help a lot in the future. Cheers!
Fallout 4 has similar bug which is a Bethesda bug I assume. Where the scream gets a fuzzy greyscale look to it. There is a Console command to remove this effect. Sadly I can't remember anymore but I found it on the internet.
No, that's not supposed to happen. The haunting only becomes active after
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you talk to Seth again after Nylhac's challenge.
I assume that you don't have the separate Nightbringer mod installed? Also, what's the in-game date in your save? I know there's one other thing that can cause a Nightbringer attack. Where were you at when it happened?
I was coming out of Silverdrift Lair. I took the silver whatever sword that does no damage. I know when its supposed to happen cause I did a complete playthrough of a meridia's paladin with your mod and Meridia's Order some months ago. With this toon though I dont even know if I ever picked up Meridia's Beacon. So I was going from that Lair to Windhelm through the road and the freaking thing scared the s#*! out of me cause I wasn't expecting anything haha. In-game time is Lorendas 30th Last Seed, 4E 201
Glad you at least got a fun scare, heh. That's odd, though; I've no idea now why you got attacked there, unless you have another very similar-looking mod, like Mihail's Dementors, which is the asset source for my Nightbringer Wraith.
Let me know if it happens again before the supposed condition is met.
I am playing both atm and they work perfectly with each other! Both masterpieces. Even better if you have Vigilant you can install the Synergy patch and have the Meridia paladins use Meridian Paladin Armor from Vigilant :D they look great!
it's the 100000th time i play with this mod and i never notice there was a new line if you summon Nylhac with potema! That was a veery cool touch indeed!
Oh my gosh, yes, thank you! When I added it many years ago, I wondered how many people would actually summon Nylhac during the Potema fight and hear this one line. xD
I think it should be? I have no experience with Arcanum but, if the entrance to the dungeon is inside the Kilkreath buildings and this mod already 'cleaned' the interiors, you can still go back to the original interiors using the Dawnbreaker pedestal and "visiting Kilkreath's past". In any case, you can check for conflicts in xEdit.
I see. No, the dungeon is outside the temple, but close to it (a trapdoor near the Statue)... that's why I asked. But if your mod only changes the interior of the temple, then I think there's no problem. Thanks!
251 comments
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[12/13/2021] v1.10 is released! This includes a fix for a scripting error I made that caused several instances of the aliases quest(s) to run. If you are updating from v1.10, you may need to clear the scripts from your saves using a save cleaner or a resaver tool. Once again, I apologize for any trouble caused by this.
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[12/23/2016] It's finally here! I mean, it's not much but I worked several lazy months to accomplish this. Feedback is greatly appreciated!
To those who installed the BETA (www.nexusmods.com/skyrim/mods/72862), I recommend reverting to a previous mod version or making a clean save before updating to this mod. (It will still be playable otherwise, but the new spells/abilities added in the update cannot be acquired without console commands.)
*I'm no voice actor so the quality may not satisfy you, sorry.
- - - - - - -
- CREDITS -
Many thanks to all of the following!
- badgremlin - 'moving wings' - for Nylhac's, Yndikos', and White Coruscation's white angel wings
- wynxombii - 'Roughspun Tunic - Retexture' - for Seth the Acolyte's clothing
- NULL9 - 'Male Cleric Armor' - for Yndikos' armor
- yymmdd2 - 'Conjure Meri-Dama and Meridia' - for Conjure Meridia's Beacon orb mesh
- wiikki - 'Lilith's Sickle - Custom Scythe' - for Nightbringer's weapon
- NorthHare - for the door replacement script
- AlanovichRomanov - ' Daedric Entity Restoration Project ' - for the previously used Auroran resources
- MihailMods - 'Aurorans' and 'Dementors' - for the Auroran and Nightbringer Wraith resources
- MasterBobcat - 'Cleric' - for Consecration of Fire and Edict of Luminescence cremation effect's inspiration
- Luthien959 - for helping me playtest
- Whitemorn - for Kilkreath Temple navmesh fixes
- FavoredSoul*, Vyxenne, and SETVI - 'Evening Star' - for the Amulet of Meridia necklace
- ianjoseph1986 - 'White Robes and Hood' - for the textures used in the White Robes of Meridia set, white weapons, and Nightbringer's equipment
- LeanWolf - 'Better-Shaped Weapons' - for the new Dawnbreaker resources
- darkforte186 - 'Requiem of Light and Dark' - for Light Wave and Refraction spells' inspirations
- Elianora - 'Sun Rune' - for Rune of Denthelyoun's rune
- kwac88 - 'Improved Candlelight and Magelight' - for the previously used yellow candlelight
- Tarquam - 'Magic Lights Overhaul' - for the warm Candlelight
- IsharaMeradin - 'Candlelight Recolor' - for Escarlet's red candlelight
- Madrilous - 'Blink' - for the method I emulated to create this mod's Blink
- brytag - 'Daedric Shrines' - for the previous compatibility patch
- AlanovichRomanov*, talcabofrio, mertz, DarOne45, twowolves80, IamtheDangan - for SSE conversion
Reference/Quote/Other Credits:
- 'Follow Thy Fair Sun' by Thomas Campion
- 'To Be With You' by The Honey Trees
- Dark Souls
- The Lord of the Rings
- Doctor Who
- 'Divenire' by Ludovico Einaudi
- CHANGELOG -
*Removed the unintentional addition of one more Nightbringer spawner, which may have caused more frequent Nightbringer attacks. Moved the haunting AI packages to the separate Nightbringer spawner and removed the standalone haunting package (from the separate Nightbringer mod) from its AI packages list.
*Reduced the random chance for a Nightbringer Haunting from 1/35 to 1/55 on normal and from 1/55 to 1/75 during Grace. [Tentative?]
*Adjusted the conditions of the AI packages of Yndikos and one other NPC so that their Guard packages are less restrictive.
*Changed the Hit Shader of a magic effect applied by Meridia's Indignation to prevent the transparency issue.
*Set Equinox to be Initially Disabled. (He will appear when the block at the front door of Kilkreath Temple is disabled.) [Minor]
*Set the Once Per Day flag and added a Schedule duration to the Nightbringer's assault the Temple package on Meridia's Summoning Day. It still only triggers on that specific day but the spawns should now last one week unless killed. They should not respawn afterwards, even while the week lasts. [Tentative]
*Added a 'GetInFaction AuroranFaction' condition to the NightbringerWarTemple package, to prevent a Nightbringer attack from happening due to the package's start condition if the player still has not done Meridia's Quest and returned to the (cleaned) Kilkreath Temple.
*Created a separate self-deletion package for the Temple visitors (pilgrims/red light spirits) and edited the visitors' sandbox package accordingly. The latter's script is now moved to the self-deletion package.
*Made edits and added a missing(?) condition to a part of the AuroranDespawnActorScript. Removed the script from the visitors as the new self-deletion package now handles that part of the script's role. [Tentative]
*Added a duration to the AuroranAcolyteRuins and the AuroranSandboxTempleMulti_Light packages so that they can end, giving way to the self-deletion package. Adjusted the durations of the visitors' sandbox packages accordingly.
*Changed the script used for the attached FX magic effect of the red light spirit to mostly match Prismal Mirror's and Light of Restoration's. Also unset the Respawn flag on the red light spirit's actor(, in case it undoes the disabling and deleting, which it should not, but just in case).
- Version 1.10.2 -
*Corrected a typo in the description of the mod which is seen in mod tools and mod organizers. [Trivial]
*Inserted a comma before 'though' in Seth's "But worry not! All the traps (...)" line (to be more punctuationally correct). [Trivial]
*Added the ArmorCuirass keyword to the Auroran armor sets used in the Auroran outfits (so that the Aurorans will not act like they are naked if you have the EVG Conditional Idles mod active).
*Removed the 'S GetPlayerTeammate != 1' condition from the Busy alias. Changed the reset time for the aliases resetter quest to an int property in the script and set it to 60 seconds. [Tentative]
*Created a separate Marked For Death shout for Nightbringer as the vanilla Marked For Death shout has bugs (that need external fixes, and I prefer my mods to not have unnecessary dependencies), and this is more convenient for compatibility.
*Created an Expert version of the Conjure Nightbringer Shade spell as an alternative to the Conjure Dremora Lord spell for Nightbringer. [Unimplemented]
*Added relevant perks to the Corrupted Shade mage summon and added the Conjure Dremora Lord spell to its spell list. Removed Conjure Dremora Lord from the Nightbringer's spell list.
*Added a 0.9% in-combat heal rate to the Nightbringer Shade's passive ability. Created a passive ability for the Corrupted Shade mage which gives it a 0.9% in-combat heal rate and added it to its spell list.
*Added in-game names for the Nightbringer Shade, and the Corrupted Shade mage, mostly for playtesting convenience. Changed the in-game name of the Nightbringer Wraith from "Nightbringer's Wraith" to "Nightbringer Wraith" to abstain from seemingly awkward apostrophe usages (e.g. "Nightbringer's Wraith's Nightbringer", for when the Wraith summons the Nightbringer). [The naming now is as follows: Nightbringer, Nightbringer Shade, Nightbringer Wraith, Corrupted Shade, Corrupted Shade - Mage] [Tentative]
*Changed the name of the Nightbringer Wraith's drain spell from the original "Dementor Drain" to "Life Siphon". (That was an unedited carryover from Mihail's Dementor mod, which I should have changed but I had not realized that the text can be visible to the player via the Active Effects List, unless I set the Hide in UI flag.)
*Changed the Nightbringer Wraith's area-of-effect fear spell from a both-hands ritual spell to a normal either-hands spell and added a new armor magic effect to it, to get the the AI to start using the spell. Removed certain conditions from the magic effect to make it more useful in combat. Added an explosion to the fear magic effect and an area value to the effect in the spell. Changed the casting perk for the spell to AlterationAdept50 and gave said perk to the Wraith. [Balancing] [Tentative]
*Rebalanced the Nightbringer Wraith's missile spell, to hopefully make it use the drain spell more or not over-rely on the missile spell. Changed the missile spell's release sound and added a projectile sound. [Tentative]
*Created a new mage-style class that also levels Illusion for the Nightbringer Shade and Wraith. [Balancing]
*Removed the MagicNoInvisibility keyword from the Nightbringer Wraith's race. Consolidated the Wraith's multiple passive abilities and removed them from its race and actor records. Changed the passive abilities spell's Menu Display Object to MAGINVBanish. [Tentative]
*Added the Nightbringer faction (AuroranHostilesNightbringerFaction) as an ally to the faction, to prevent internal fighting.
*Changed the Conjure Nightbringer release sound to NPCDragonPriest. [Minor] [Tentative]
*Changed the name of Nightbringer's hooded robes to "Nightbringer's Veil". [Trivial]
*Unset the Invulnerable flag on the Imperial Corrupted Shade which was not intended.
- Version 1.10.1 -
*Added a GetSitting == 0 condition to the new wandering sandbox package.
*Removed IdleHandsBehindBack (because NPCs would do it while sitting, forcing them to stand up on the chair they were sitting on) and IdleChairWrite (because it does not include a prop to write in) from the sandbox packages in this mod. Added IdleBowHeadAtGrave02 to the AuroranGuardTemple and AuroranGuardRuins packages to replace IdleHandsBehindBack.
*Added IdleEatSoup to certain Seth sandbox packages. Added IdleLooseSweepingStart to Seth's Temple sandbox package.
*Removed the Ascend idle from the sandbox package of the Temple light NPCs as it was causing them to get stuck in place unless something resets/reloads them. [Tentative(?)]
*Updated the Nightbringer Wraith assets to Mihail's latest Dementors update's assets and updated the download files.
*Reduced the random chance for a Nightbringer Haunting from 1/25 to 1/35 on normal and from 1/35 to 1/55 during Grace.
*Added a short delay before a Nightbringer Haunting starts to maybe help prevent spawns happening directly after a fast travel or another similar event.
*Revised the rewards system for Nightbringer to (hopefully) make it work more reliably; removed it from the Nightbringer Haunting package and created a separate despawn actor script for it instead and applied it to the Nightbringer, Nightbringer Shades, and Nightbringer's Corrupted Shades. Re-implemented the very rare reward. -- Rewards have been rebalanced and will now be added to the player directly once Nightbringer, Nightbringer Shade, or Nightbringer's Corrupted Shade is killed, instead of being spawned on the corpses of the enemies when the package ends. [The Haunting package didn't and cannot(?) have the necessary end state anyway to trigger its On End script.] [Tentative(?)]
*Rebalanced the Nightbringer Wraith's drain and missile spells. [Tentative(?)]
*Removed an unnecessary condition and two unnecessary flags from the Nightbringer Hunt package. Applied the package and the Sandbox Self package (for if the player escapes to a safe zone instead of fighting) to Nightbringer Shades and Nightbringer Wraiths.
*Unset one of the explosion properties in one of the attached scripts in the Nightbringer FX magic effect. [Tentative(?)]
*Removed the InvisibilityVampiric spell from Nightbringer and Nightbringer Shade. Added Invisibility spell and IllusionExpert75 perk to Nightbringer Shade and Nightbringer Wraith.
*Unset the Respawn flag from the Nightbringer and the Nightbringer Wraith actors (as it isn't necessary. It was set for Nightbringer previously because of the old implementation and I just did not bother to unset it. It was set for the Wraith previously because the record(s) was copied from Mihail's Dementor mod.).
*Temple visitor spawns (pilgrims/red light spirits) are now also despawned by the new despawn actor script to better guarantee that they would actually get despawned and not crowd the Temple eventually when new visitors are spawned. -- Removed the Use Script flag from the pilgrims' actor base template data.
- Version 1.10 -
*Fixed the script for the AuroranAliasesResetterQuest. It should no longer spam instances of the quest in the game. (*Clean your save if you were using the previous version. I apologize for the trouble this issue may have caused. If you stopped the quest, feel free to start it again after updating.) Also slowed down the resetting interval from 30s to 90s.
*Added an Expert Restoration effect to the Atonement of Time spell - At L75+ Restoration, the spell now also slows time for the caster while the spell is equipped but drains magicka. -- Made some edits to some Atonement of Time and Light Spell Cost records. -- Edited 'The Art of Light' book accordingly. Also made some corrections/edits to the book's text.
*Added an Expert Illusion effect to the Glimpse lesser power - At L75+ Illusion, this lesser power now casts Lesser Purification (*inspired from ESO lore) on nearby enemies, which acts like a calming and pseudo-mind control spell for 1 minute. Glimpse now grants Alteration and Illusion experience (instead of Alteration only, previously). Edited the script accordingly (and set the properties affected again for this and other magic effects in this mod that use the script). Removed the short Candlelight effect from Glimpse [Tentative(?)]. -- Removed the conditions checking if the caster is undead, has a necromantic spell active, or is a dwarven automaton, and if the caster has at least 75 magicka from Glimpse's Reveal magic effect and the Glimpse spell respectively (to reduce the number of total conditions in Glimpse's magic effects and to avoid condition-related complications, and also because they may have been superfluous or unnecessary from a gameplay standpoint). (*Note that the conditions to check against the caster being affected by Meridia's Indignation - the punishment for necromancy or assaulting Temple members - are still present.) [Tentative(?)]
*Changed the GetShouldAttack conditions to IsHostileToActor conditions in the magic Glimpse, Conjure Meridia's Beacon, Light of Restoration, and other spells in this mod [Tentative(?)]. Added an apparently missing IsHostileToActor condition (which would have been GetShouldAttack) to Conjure Vyrmilion the Auroran.
*Edited the description of Blink to also indicate the 75 magicka cost and the description of Glimpse to indicate the 75 magicka 'drain' cost. (*Due to the change regarding Glimpse's conditions, Glimpse can now be used with less than 75 or with no magicka but it will still continue to drain 75 magicka each time it is used.) Changed 'Teleport to' to 'Rematerialize at' in Blink's description. [Trivial]
*Changed Glimpse's imagespace effect, set a Casting Light, and set a Hit sound in the corresponding magic effects. Removed a Glimpse Release sound and set it as a Hit sound isntead. [Tentative(?)]
*Added a Hit sound to the magicka-draining magic effect of certain spells in this mod and changed Casting Sound Level from Silent to Loud. [Insufficient(?)] [Tentative]
*Shortened the Glimpse self effect's duration in the spells that use it (Glimpse, Conjure Equinox the Auroran, Equinox's Beacon) to 3s (so that the Hit sound effect would not loop unnecessarily).
*Changed the conditions for the magic effects requiring the Respite perk in this mod to require >L50 Restoration skill instead to allow for better mod compatibility. [Tentative(?)] Also added a missing(?) condition for in the Light of Restoration spell.
*Reduced the magnitude of the light magic effect in Shattered Mirror. [Trivial(?)] -- Reduced the Fade value of light objects in this mod so that they are not as bright. (*Note that many effects in this mod still use the vanilla Candlelight light object and so they remain unaffected by this change. The lights' radius are unaffected by the Fade value changes.) [Tentative(?)]
*Edited the AuroranMultipleSummonScript. Also edited the OnEffectFinish and OnDying events in the script to hopefully make it a more seamless-looking exit. Filled in certain missing(?) actor base properties in the magic effects that use the script. Added another actor base property for the Nylhac summon.
*Changed the Fade Out FX property (AuroranMultipleSummonScript) in the NylhacSummonMirrorImages magic effect from TimeFadeOut01FXS to AtronachUnsummonDeathFXS. Changed the Fade Out FX property in Seth's MagicWispSummon magic effect from TimeFadeOut01FXS to TurnUnDisintegrate02FXS. [Minor; Tentative]
*The warm yellow Candlelight is now implemented in its own separate Candlelight and Magelight spells, named 'Candlelight of Denthelyoun' and 'Magelight of Denthelyoun'. Corresponding spell tomes are now available from Ferrine. Both spells have a wider light radius and are Apprentice Alteration, but they cost more to buy and to cast than their vanilla counterparts. Candlelight of Denthelyoun has a small area-of-effect, creating hovering lights for the caster and nearby targets. Magelight of Denthelyoun can be cast on multiple surfaces concurrently. Both spells last 1 minute. Alternatively, both spells can be 'channelled', by equipping the spells and charging either or a different spell in the other hand, and it will affect the caster while draining magicka until the spell is either released or cancelled.
*Edited the Light of Life's self-heal magic effect's name (from 'Light of Meridia' to 'Light of Healing'). Made similar edits to both its and Light of Restoration's magic effects, including names, keywords, and magic effect descriptions. (e.g. 'Light of Shielding', 'Light of Warding', etc.) Changed the MagicWard keyword to the MagicArmorSpell keyword and added MagicArmorSpell as an associated item to Light of Life and Restoration's damage resistance magic effects. [Tentative]
*Edited the color in Escarlet's impact data records to match the corresponding light color. [Minor]
*Shortened Rune of Denthelyoun's spell description. [Minor]
*Added a custom randomized spell effect to Nylhac (Prismal Mirror, White Coruscation, Conjure Storm Atronach, and Swords of Yndikos) to help in case the player is not doing the challenge alone. Added the Alteration Apprentice and the Twin Souls perks to Nylhac. Added one high-level Restore Magicka potion to Nylhac's inventory. Decreased the magicka cost to Seth's healing spell (which is also used by Nylhac) to 1. Reduced Nylhac's level scaling multiplier (scaling in relation to player level) from 1.10 to 1. Reduced Nylhac's base magicka. Added a short self-stagger effect to Nylhac's Retribution. [Balancing] Changed the casting perk for Nylhac's Retribution from Alteration Novice to Alteration Apprentice. [Tentative(?)] [*Note that Nylhac is a separate NPC from Conjure Nylhac's Nylhac and so only some of these changes affect the summoned version.]
*Changed the casting perk for the Swords of Yndikos spell from Alteration Novice to Alteration Adept and set the magic effect to Alteration Adept. Increased the magicka cost of the spell. Added the Alteration Adept perk to Yndikos. -- Removed the custom Bound Sword weapon (duplicated from Falmer Bound Swords) from and added the vanilla right-hand Bound Sword spell (used by Thalmor) instead to the Swords of Yndikos NPC and to the Storm Auroran Guard and Punisher NPCs. Added the visual effect abilities to the Swords of Yndikos NPC. Edited the Swords of Yndikos magic effect's description. Added Mystic Binding perk to the Storm Auroran Guard and Punisher NPCS. [Tentative(?)]
*Increased the base One-handed skill and decreased the base Illusion skill of the custom invisible race used by Swords of Yndikos NPCs. Added the 'Auroran' prefix to the form name of the custom invisible race used by Prismal Mirror and other 'light spirit' NPCs, and the custom invisible race used by Light of Restoration NPCs. Changed Swords of Yndikos' 'Attack Race' for Override from Behavior Graph from 'AuroranSummonRace' (it was set to this for some reason) to 'AuroranInvisibleHighElfRace'. (*This finally fixed the NPCs not being able to attack with the swords properly previously.) -- Also changed the Attack Race for the other NPCs that were apparently set to 'AuroranSummonRace' to their correct races.
*Removed the Damage value from the Auroran Staff and unchecked its Don't Use 1st Person and 3rd Person IS Animations flags (to hopefully fix the NPCs not using them). (*Currently, only the Storm Auroran Guard and Punisher NPCs have the Auroran Staff.) [Tentative(?)]
*Rebalanced the (previously unimplemented) custom Lightbolt spell for White Coruscations and added it to the secondary male ranged White Coruscation. Removed the Drain spell from his list. Made edits to both the spell and the magic effect. [Tentative]
*Set the charge time of Aegis of Denthelyoun's equip ability spell to match the main spell's charge time. [Trivial]
*Changed Nylhac's Morality from No Crime to Violence Against Enemies. [Trivial] Created a custom faction for Nylhac. [Tentative]
*Decreased the magicka damage of Light Beam from 100% to 50% of the health damage dealt. Made a new custom Light Beam for the Meridia's Beacon summon instead of using the vanilla magic effect (for balancing) with slightly less damage per second than vanilla. Decreased the magicka cost for Conjure Meridia's Beacon. Very slightly increased their Light Beam damage. [Balancing] Edited the magic effect descriptions.
*Added 'ImmuneStrongUnrelentingForce != 1' condition to the Nylhac's Retribution and Light of Retribution spells(, similar to the condition used for Unrelenting Force). [Balancing]
*Changed the condition(s) for Seth's Conjure Wisps spell. (*The idea was to have him summon wisps only when there is enough need.) [Balancing] [Dysfunctional(?)] [Tentative]
*Cleared the empty properties in the Meridia's Beacon summon spell's FX magic effect. [Trivial]
*Removed some of the biped objects in the Aurorans' respective armor addons to hopefully decrease the lag seemingly caused by armor. Added the Ears biped object. (*The removals and the addition were based off of what seems to be standard with full sets of armor.) Also optimized the Auroran assets (using Cathedral Assets Optimizer) to decrease the lag. [Tentative]
*Generated face assets (meshes and textures) for the pilgrims' template actors (in case the grey face bug occurs). -- Added the missing(?) FaceGenData mesh files to the mod's download.
*Very slightly increased Nightbringer's height. [Minor]
*Fixed Nightbringer Wraith's missing dementor assets from mod records and added the missing texture files in the mod's download. (*You can now actually see it instead of it being invisible due to my previous error.)
*Nightbringer Wraiths now only carry one black soul gems instead of three. [Minor]
*Nightbringer Wraiths are now more transparent. Edited the property and magic effect respectively. [Minor] [Tentative]
*Removed Conjure Nightbringer Wraith from Nightbringer Shades' spells list.
*Nightbringer can now use the Conjure Dremora Lord spell in higher levels.
*Changed the Hit Shader of Nightbringer-related summons to SkeletonNecroBirthFXS. [Minor]
*Slightly increased Nightbringer's health and heal rate and decreased Nightbringer Wraith's health. Decreased the magnitude of Nightbringer Wraith's drain spell. [Balancing] [Tentative]
*Reduced the movement speed of Nightbringer Wraiths.
*Added certain player ally/friend and guard factions as enemies to this mod's hostiles faction. Renamed the faction from AuroranHostileFaction to AuroranHostilesNightbringerFaction (for some searching convenience).
*Nightbringer Wraiths can no longer spawn in interiors (as they clip through low ceilings). The spawn chance of the Nightbringer Haunting package is now somewhat rarer. [*Note that the spawn chance is an editable Int property in the package ('SpawnRNG'). The new default value is now 25. Change it to a higher value to make the spawns rarer or to a lower value to make it more frequent.] Shortened the duration of the package from 3 hours to 1 hour. -- The spawn chance for Nightbringer Hauntings and Temple visitors (pilgrim and red light spirit spawning) are now separate in the package script. Added a new spawn chance for when the player has Grace. (*'SpawnRNG2' is a new editable Int property for the frequency of Nightbringer Hauntings during Grace. 'visitSpawnRNG' is a new editable Int property for the frequency of Temple visitor spawns.) -- Added a new 'NightbgringerHauntGV' global variable for enabling/disabling Nightbringer Hauntings. [Console Command: 'set NightbringerHauntGV to 0' to disable Nightbringer Hauntings or 'set NightbringerHauntGV to 1' to enable them. Default: Enabled.] - This and the editable Int properties do not affect the Nightbringer assault on the Temple during Meridia's Summoning Day.] -- Edited the Nightbringer Haunting script accordingly.
*Added a message box for praying at the empty Dawnbreaker pedestal. Made a correction to the corresponding script to ensure that the stronger 1H Dawnbreaker and the 2H Dawnbreaker cannot be acquired multiple times, as was intended. Added a notification that would tell the player to return to Seth after Nylhac's challenge if the player prays at the empty Dawnbreaker pedestal. Added a condition check for if the player was in first person camera mode originally and if so, the script will return the camera to it after praying ends. Added a short wait for the script to properly switch camera modes. -- Added an option to visit the old Kilkreath Temple and Kilkreath Catacombs (and Kilkreath Ruins) in the message box (in case another mod uses the old interiors, if the player forgot an item, or other purposes). -- Edited the MeridiaResolveScript and created the message for it accordingly. (*I had to disable the activator that closes and locks the large door in the old Kilkreath Catacombs via the script - unless I resort to a more convoluted way to bypass the automatically closing door. I think it's unlikely that another mod would need it to still exist, but let me know.)
*Made a small edit to the notification message shown when the player enters the door to the (cleaned) Kilkreath Catacombs with followers for the first time. Also slightly increased its display time.
*Added the Silent Bow idle to Nylhac's challenge detection greeting dialogue. [Tentative(?)]
*Made condition edits to the beacon pedestal's script (DA09MeridiaBeaconScript - *from this mod). Edited both the beacon pedestal's and the empty Dawnbreaker pedestal's scripts so that the praying animation is allowed even if the praying fails due to certain conditions (The Break of Dawn quest not completed, player was punished for necromancy or assault on Temple (of Meridia) members, etc.). Added a corresponding failure notification message in the script. -- The 'Meridia's Indignation' punishment's magic effect now has a (vanilla) faction script and the HasMagicEffect conditions used in this mod to check for the magic effect are now changed to GetInFaction conditions. (*I found out that HasMagicEffect is a rather insufficient condition.) [*Preferably, existing mod users should update if their characters are not currently affected by Meridia's Indignation (magic effect).] Edited and corrected a typo in Meridia's Indignation's magic effect description.
*Praying at either pedestals (successfully) now grants the blessing in an area-of-effect, affecting both the player and nearby non-hostile NPCs. Praying can now only be done by the player or Temple members. (*Previously, anyone could pray to Meridia at the pedestals and receive the blessing by commanding them to pray at a pedestal or other methods. Now, only the player and Temple members can pray but the blessing will be granted to the player, Temple members, non-hostiles within range.) -- The blessing received from praying at the beacon pedestal and the empty Dawnbreaker pedestal now both last for 1 day. Praying at the empty Dawnbreaker pedestal now grants a 3-day 1% bonus to Restoration or a 3-day 3% bonus to Restoration during Meridia's Summoning Day. (*Previously, the beacon pedestal's blessing lasted for 9 hours while the Dawnbreaker pedestal's blessing lasted for 2 days as a bonus for having to go down to the Catacombs to pray. However, I realized that perhaps that put too much importance into praying at the Dawnbreaker pedestal.) -- Reduced the magic resistance effect of the blessing from 13% to 10%. -- Edited the Blessing's scripts, magic effect, and spell accordingly. [Balancing] [Tentative(?)]
*Changed the Blessing of Meridia magic effect's Hit Shader FX. Enabled the Disallow Spell Absorb/Reflect in the spell record. [Minor; Tentative]
*Corrected a misspelling in the Blessing of Meridia magic effect record's ID. [Trivial]
*Made some adjustments to the reward dialogue's script after completing Nylhac's challenge. Also made the trigger range for the dialogue slightly longer (NylhacSayCongratulations package). Flagged post-challenge Nylhac as Ghost so that attacks will not interrupt the dialogue. -- Added a GetDistance condition to Nylhac's Position package and checked the Ignore Combat flag (as a new pseudo-aggro radius mechanic for the encounter).
*Applied noise reduction to a number of the earliest recorded dialogue lines for Equinox to make them slightly cleaner. Also slightly adjusted the volume of a few of them.
*Changed the dysfunctional condition check for when the player had been haunted by the Nightbringer entities. Added a faction to help check for when a Nightbringer Haunting has occured. Edited the script in the Nightbringer Haunting package and script accordingly. Changed the condition in the AuroranFollowerQuest for Seth's "This is bad (...)" dialogue and changed the emotion for it from Puzzled to Sad.
*Made a small edit to Seth's "I wonder how's the Temple doing (...)" dialogue text. (I also just now noticed after all these years that I made a small grammatical error in this line. lol) Omitted the last phrase that does not fit in the subtitles from Seth's "In case you're wondering (...)" Hello dialogue.
*Made punctuation edits to Seth's "You made it back (...)", "But thank you (...)", and "I cannot help you with (...)" dialogue texts.
*Changed the conditions partially for Seth's "I used to be (...)" dialogue to allow it to be spoken a little more. (It's an old line I added that one may never get to hear, especially if Seth is following the player.)
*Set the idle animation for a few of Seth's dialogue options to IdleStop_Loose in case Seth was currently on IdleNervous or another mismatching idle animation. Set the idle animation to IdleExamine for one dialogue option.
*Lowered the volume of Seth's clear nose blowing idle dialogue.
*Slightly cleaned Seth's "You made it back! (...)" dialogue audio and the missing spell tomes topic's dialogue lines' audio. Recorded a new sad "All right then" for a certain dialogue option and edited the text accordingly. Added a delay and slightly cleaned the "Thanks" response for Seth's trade/inventory dialogue option. Added a short reset timer to Seth's trade/inventory dialogues.
*Added a faction condition to check against fighting a Temple member and two other conditions to check against if Equinox somehow got involved in Nylhac's challenge or in a fight in (cleaned) Kilkreath Catacombs ('GetInFaction AuroranFaction', 'GetIsReference Nylhac', etc.) in many of Equinox's combat and detection dialogues. Implemented and edited other several conditions and made some other edits/changes in certain other combat and detection dialogues in this mod.
*Changed the GetWithinDistance condition in Equinox's trap warning idle dialogue to a GetDistance condition and to check for the player instead of Seth. -- Added GetIsID conditions to look for the fire, frost, and lightning rune trap projectiles to the Trap alias in AuroranAliasesQuest. [Tentative]
*Added a location condition for Equinox and Seth's Movarth Hello dialogues and for Seth's Ansilvund Hello dialogue. Added a Reference Alias for Movarth. Edited the aliases script and quest and the dialogue quest respectively.
*Added a way to ask Seth the questions the player may miss by selecting the challenge dialogue option before the others, which would block out those dialogue options. They can be now asked repeatedly while in the Kilkreath Temple (cleaned) location.
*Edited the conditions for the ImpressiveView quest alias (AuroranAliasesQuest) and Seth's Impressive View "That's quite a sight to behold" idle dialogue. [Tentative]
*Added a 'LocTypePlayerHouse != 1' condition to Seth's "What will we discover here?" idle dialogue.
*Added 3 new scripted greeting idle dialogues to Seth. Added similar scripts to his 'Equinox' and 'Yndikos' greeting idle dialogues and to Equinox's 'Yndikos' greeting dialogue. Removed the GetLineOfSight conditions from certain greeting idle dialogues of Seth and Equinox [Tentative(?)].
*Added a new scripted generic greeting idle dialogue to Ferrine, Oureus, Zur, and the pilgrims.
*Increased the GetDistance condition's range in Seth's 'Equinox' greeting idle dialogue.
*Set IdleSalute to some of Seth's and Equinox's greeting idle dialogues. [Tentative(?)]
*Toned down Seth's 'Anathema' dialogue script (for purging necromantic items) by removing the Light of Life spell casts to (hopefully) avoid causing the game to crash. Also added an IdleStop_Loose fragment at the beginning of the script in case Seth was sitting or playing another idle animation during the dialogue.
*Added a new 'Grace' feature to Seth's Anathema dialogue. Doing Anathema with Seth will now also grant the player the 'Grace' effect which makes Nightbringer Hauntings rarer and fortifies the player's Restoration skill by 1% for 15 days.
*Slightly increased the reset timer of Nylhac's "I sing the Song of Light" combat dialogue lines. [Minor]
*Fixed(?)/Adjusted the positioning of a number of objects (books, candlesticks, plates, pots, etc.) in the (cleaned) Temple interiors so that they would not fall over, clip through surfaces, or look messy in general. Deleted dead shrubs (not the thickets) and certain broken furniture. (*Note that objects may simply fall over again because of the game's bug or physics, or stay fallen over if the game still 'remembers' the objects.)
*Added the DefaultNoFollowDoorScript to the (cleaned) Kilkreath Temple's front door as a safeguard against NPCs (from mods or vanilla) that should not be able to able to enter the Temple, at least not through the front door.
*Checked the Ignored by Sandbox flag on the levers in the (cleaned) Kilkreath Temple interiors.
*Changed the AuroranSandboxTemple package (which is used by the Temple light NPCs) to a SandboxMultiLocation-type package so that they are moving around the Temple and Ruins area. (Previously the Temple package overrode the Ruins package - which was below it in the order - constantly.) Added a few idles to it. Renamed the package to 'AuroranSandboxTempleMulti_Light'. Removed the now-obsolete AuroranSandboxRuins from their package lists. Replaced the Ruins and the Pilgrim Sandbox packages with the new Temple package in the package list of the EscarletLight NPC (*which spawns by chance). (*Pilgrim Sandbox package is still used by the pilgrims.) Removed the GetInCell conditions from the AuroranSandboxTemple and AuroranSandboxRuins package which seemed to be unnecessary. [Tentative(?)]
*Changed the AuroranGuardTemple package (used by the unnamed Storm Auroran guard), the AuroranAcolyteTemple package (used by Oureus and Zur), and AuroranPilgrimSandboxTemple (used by pilgrims) to a SandboxMultiLocation-type package. Removed the AuroranAcolyteRuins package (still used by pilgrims) from Oureus and Zur (as the Temple package now includes the Ruins as well).
*Removed the Ledger idles from certain sandbox packages and removed the standing Read idle from the Storm Auroran guard and a certain NPC in this mod. Added the Hands Behind Back, Chair Write, Drink, Eat Soup, and Arms Crossed idles to certain sandbox packages. [Tentative(?)]
*Added a new wandering sandbox package to many Temple NPCs, including Seth. (*The idea was to hopefully make their packages a little more dynamic.) [Tentative]
*Added IdleMagic to some of Seth's packages. [Tentative]
*Added more alcoholic vanilla beverages for (young, non-drinker) Seth to 'ignore' in his inventory dialogue. Edited KharizestheGiveIgnoreList accordingly. Seth will also now return the ignored items to the player. Edited the script fragments accordingly. Moved the 'removal' of items script fragment from Begin to End in the "Thanks!" dialogue response (as it should have been).
*Decreased the Energy setting in certain sandbox packages in this mod to 30. [Tentative]
*Disallowed Wandering and allowed Idle Markers (and made some other edits) in certain sandbox packages in this mod, including the NightbringerHaunting package. [Minor] [Tentative(?)]
*Set a missing property value in the NightbringerWarTemple package's script.
*Added three conditions to (help) prevent a Nightbringer Haunting from happening if the player is in dialogue or in a scene. Also reorganized the conditions in this package.
*Increased the idle timer setting in several sandbox packages in this mod.
*Changed '!= 1 OR' conditions in certain packages in this mod to '!= 1 AND'. [Tentative]
*Changed the condition for how Yndikos and a certain NPC from this mod check how many combatants are involved in their Guard packages. (*The idea is that they should only help if there is true need.) [Tentative]
*Added a new base sandbox (multi-location) package for a certain NPC in this mod. Added the appropriate condition to their second base package.
*Increased the radius values in Equinox's follow player packages. [Tentative(?)]
*Added a note in Equinox's inventory addressing the spell tomes in his inventory from the beginning. (*Contains an Elder Scrolls Online reference.)
*Edited two notes in this mod.
*Added two alternative 'praying' idles to the Ferrine's praying idle marker and put an idle timer setting.
*Removed the GetDistance condition in Ferrine's Heal package and set a proper cooldown instead. Added a GetLightLevel condition to the package. Changed the HasMagicEffect and GetSleeping conditions to run on Self instead of specifically referencing herself. [Tentative]
*Added more conditions to the automatic Candlelight spell some Temple members have (Torchlight). Removed said spell from their spell lists for now and made two new packages for casting Candlelight instead for Oureus and Zur. [Minor; Tentative]
- Version 1.9 -
*Failing other active Daedric quests via praying at the empty Dawnbreaker pedestal now requires having the (original) Dawnbreaker equipped and drawn. (This change was made to prevent unintentionally failing Daedric quests the player wants to complete.)
*Added a missing condition to Equinox's secondary "Will you follow me?" dialogue option which caused it to appear even after having already chosen the primary "Will you follow me?' dialogue option.
*Assaulting Ferrine, Oureus, Zur, and Ysmeralde are added as triggers (which were previously only Equinox and Seth) to the Meridia's Indignation punishment.
*Meridia's Indignation is no longer always guaranteed so as to be more forgiving to players accidentally doing necromancy and/or assaulting Temple members.
*Dementors [mihailmods] are now implemented as Nightbringer Wraiths.
*Nightbringer is now summoned by Nightbringer Wraiths which now spawn instead of the Nightbringer. (This change was done to prevent unfair sudden Nightbringer spawns and to indirectly reduce the repetitiveness of Nightbringer spawns as well, and to prevent a spam-looting exploit on Nightbringer by turning him into a summon instead of a killable NPC.)
*The random chance of Nightbringer's Haunting is now an editable Int property ('SpawnRNG'; default = 13; *higher number means lower chance and vice versa).
*Added a Player Has3DLoaded condition to the Nightbringer's Haunting package (to hopefully prevent fast-travel spawns). Also, Nightbringer attacks can no longer happen in Sovngarde.
*Added a few specific randomized rewards for defeating the Nightbringer Wraith.
*Added a Nightbringer Wraith to the Nightbringer attack on Kilkreath Temple on Meridia's Summoning Day and made edits to the package and its script accordingly. Nightbringer also no longer spawns at the player that day and spawns at the temple instead.
*Nightbringer's Scythe now has a proper first person model.
*Conjure Meridia's Spectre (new lesser power which summons Solstice) can now be learned on Meridia's Summoning Day by praying at the empty Dawnbreaker pedestal. The summon lasts permanently (unless destroyed) but requires a necromantic item which is chosen randomly (AuroranAnathemaList). Created a new multipurpose script (AuroranSummonWithRequirementsScript) for this ability and implemented it on Glimpse and Mirror Image's respective magic effects.
*Added the missing 'akspeaker.setplayerteammate()' function to Equinox's "Will you follow me?" dialogues which, if you choose that option immediately after the "Who are you?" dialogue, would cause him to lack certain follower features, including the ability to trade with him.
*Adjusted the positioning of some spell tomes in Kilkreath Temple (cleaned) (so that they no longer clip with the shelf they were placed in, hopefully).
*Created a separate invisible race that has the use of weapons enabled (to hopefully fix the issue of the Swords of Yndikos not attacking properly).
*Re-enabled the use of spells for the Prismal Mirror race (which is used by various invisible actors in the mod). (It was wrongly disabled.)
*Added Tarquam's new warm Candlelight to replace the one used in certain light spells in this mod.
*Disallowed Spell Absorb/Reflect in the summon spells in this mod.
*Readded the light magic effect to Shattered Mirror. (Let me know if this causes performance issues.)
*Made a small text capitalization edit in a certain note in this mod. Made a small text edit in 'The Art of Light' book.
*Made a new note that provides a little bit of character info and story and put it in Kilkreath Temple (cleaned).
- Version 1.8 -
*Updated the Aurorans' appearance with the MihailMods pre-v2 version.
*Removed Equinox's glow FX as it does not go well with the new Auroran appearance (which seems to already have its own glow FX). Replaced the Storm Auroran (Kilkreath Temple)'s passive ability with a simpler storm FX.
*Created two custom Classes for the Aurorans. Changed Aurorans' combat styles to a (hopefully) more melee-oriented one.
*Increased the male Auroran race's height from 0.98 to 1.0. (I never noticed that their height was lower than 1.0.) [Trivial]
*White Coruscation secondary summons are now randomized between three variations. Created male and female counterparts for both primary (mage) and secondary (melee) summon version. Minor edits to the White Coruscation actors.
*Added a stronger 1H Dawnbreaker and a 2H Dawnbreaker which can be received by praying at the empty Dawnbreaker pedestal in Kilkreath Catacombs (cleaned). Requires L50 One-handed and L50 Two-handed respectively and the original Dawnbreaker equipped to receive. Incorporated LeanWolf's Better-Shaped Weapons' Dawnbreaker (elven) resources.
*Tempering the armored White Robes of Meridia pieces is now possible with Moonstone ingots. (Tempering will require the Arcane Blacksmith perk as the armor pieces are enchanted.) Armor strength of the armored pieces, light and heavy, is now equal to that of Glass and Orcish armor, respectively.
*Added a missing keyword to certain armored White Robes of Meridia pieces.
*Created a seemingly better texture set for the White Gloves and Boots of Meridia which previously only used empty white textures. Updated the armor addons and armors accordingly.
*Applied missing textures to female first person armor addon of the White Gloves.
*Decreased the magnitude of White Coruscation's drain spell from 11 to 5 but increased the duration from 3 to 5. Slightly increased the magicka cost. [Balancing]
*Increased the White Coruscation summon spells' magicka cost and very slightly increased the charge time. Increased Vyrmilion and Nylhac's summon spells magicka cost. [Balancing]
*Nylhac's Retribution spell and Light of Retribution now have a push effect.
*Reduced Refraction's bonus damage to corruptions and increased the magicka cost. [Balancing]
*Slightly reduced Light Beam's bonus damage to corruptions. [Balancing]
*Reduced Light Wave's damage and bonus damage to corruptions. [Balancing]
*Increased Atonement of Time's charge time to 0.7s and magicka cost to 395. [Balancing]
*Very slightly increased Edict of Luminescence and Aegis of Denthelyoun's magicka cost. [Trivial]
*Decreased Light of Life and Restoration's charge time from 0.7s to 0.5s.
*Added a sun rune spawned projectile to Aegis of Denthelyoun's explosion. Changed White Coruscation secondary summon spell's projectile from a magelight to a sun rune. [Tentative]
*Changed the explosion used by the push effect of Seth's staff beam and White Coruscation's drain. [Tentative]
*Renamed a Rune of Denthelyoun magic effect record; changed 'Location' to 'Contact' to accurately match the magic effect's delivery. Removed 'LC' from 'AuroranPilgrimLC' record. [Trivial]
*Created an actor-targeted version of Rune of Denthelyoun called 'Seal of Denthelyoun'. [Unimplemented] (Runes do not appear when cast on actors, apparently.)
*Redid some of Seth's dialogues and gave him a few new dialogues. (Also made minor edits.)
*Changed Seth's "I suppose we all deserve some rest" from a Hello dialogue to an Idle dialogue.
*Shortened Seth's "you're alive again" Hello dialogue as the rest of it was inaccurate to the context. Minor corrections to the conditions.
*Decreased the frequency of several of Seth's Idle dialogues, and also made a few edits to other conditions. [Tentative]
*Changed the condition for Seth's dunAnsilvundQuest completion Hello dialogue from GetDead to GetQuestCompleted.
*Seth's Follow After Waiting dialogues are now flagged as Goodbye.
*Added reset timers to Vyrmilion's Normal To Alert detection dialogues as they are intended to be said only once when he is summoned and not every time he enters combat. Also added reset timers to Equinox's and Seth's Normal To Alert detection dialogues (for less repetitiveness).
*Decreased the chances of Nightbringer, Nightbringer Shades, and Pilgrims spawning; randomint changed from 1/5 to 1/13. Edited the NightbringerHaunting package script accordingly.
*Edited the location keyword conditions in the Nightbringer's Hunt and Haunting packages.
*Meridia's Indignation now only has a 35% chance of occuring and will only happen once per day when triggered, but the curse's duration is increased from 9 hours to 1 day.
*Disabled several equip types in the Prismal Mirror race.
*Changed Solstice's skin to her outfit. [Trivial]
*Removed the MagicAnomalySpawnerSCRIPT from Seth's version of the spawner activator as it is and has been obsolete.
*Updated the AuroranMultipleSummonScript which handles Seth's, Nylhac's, and Nightbringer's summons.
*Edited the SummonEquinoxScript.
*Created a separate resetter quest for AuroranAliasesQuest as its aliases would not seem to get filled. (This will take some time to update the quest after a save is loaded.) Also added AuroranAliasesQuest's (Auroran Aliases Quest) and edited AuroranFollowerQuest's (Auroran Dialogue Quest) quest names for in-game troubleshooting. Edited the AuroranAliasesQuest accordingly.
*Telling Equinox or Seth to wait will now display miscellaneous objectives and quest markers for each. Created a separate aliases quest for these followers.
- Version 1.7.1 -
*Removed Light of Restoration spell, Respite perk, Conjuration Adept perk, and Twin Souls perk from (Male) White Coruscation (male). Removed Conjuration and Destruction perks from (Female) White Coruscation.
*Added a condition check to Equinox's idle sandbox package so that it does not become active when he is supposed to be waiting for the player. Minor edit to another condition in the same package.
*Changed Equinox's combat style and removed his Destruction spell cost reduction perks to make him more melee-oriented. Added Recovery30 perk back to him as a compromise.
*Added a duration to the pilgrims' second package's schedule to (hopefully) trigger its supposed On End script (which handles the pilgrim deletion - so that the temple will not eventually be too full of pilgrims).
*Added a brief effect shader to Meridia's shrine blessing. Minor edit to the magic effect's conditions.
*Increased Idle Timer Settings in packages from 9 to 15. [Tentative]
*Added a missing faction condition check to the Nightbringer Haunting package.
*Changed the format of the locational conditions to the Nightbringer Haunting package to (hopefully) stop the attacks from happening in supposedly safe locations. [Tentative]
*Minor correction to Light of Life's spell description.
*Light Wave's stagger effect's interval is increased from 9 to 15. [Balancing]
*Edited the Do Once int property and left the value at 0 in the no follower door script attached to the door leading to Kilkreath Catacombs (cleaned). [Trivial]
*Fixed a minor unexpected error with a dialogue script fragment property. [Trivial]
- Version 1.7 -
*Vheridian, Escarlet, and Solstice can now be called upon by Seth in combat. Increased the area effect of Seth's Avoid Death ability.
*Spectral Mirror (new Expert Illusion spell) and Lightweight (new Alteration spell) can now be learned by praying at the empty Dawnbreaker pedestal in Kilkreath Catacombs (cleaned). Requires L75 Illusion and L75 Alteration respectively to receive.
*Pilgrims can now come to Kilkreath Temple on weekdays. [Random Chance: 1/5 or 2/5]
*Nightbringer Shades can now haunt the player and Kilkreath Temple on weekdays during nighttime. [Random Chance: 1/5]
*Nightbringer will now assault Kilkreath Temple on Meridia's Summoning Day. Added respective packages to Temple NPCs.
*Nightbringer Shade can now summon Corrupted Shades. It now also has added visual FX, +50% magicka rate, and its class is changed to CombatMageConjurer.
*Nightbringer is now included in the haunting script and removed from the worldspace. [Random Chance: 1/5] Updated Nightbringer and his packages.
*Fixed the crash-to-desktop issue with the 'Exegesis of Merid-Nunda' book by re-adding its Inventory Art object which was missing for some reason. Also made minor edits to the book's text.
*Fixed Light of Life's damage to corruptions and stamina restoration. (Their respective magic effects were made incorrect due to, I believe, a previous performance test and I forgot to re-correct them.)
*Light of Life with the Respite perk now also grants damage and magic resistance. Light of Restoration now requires the Respite perk to also restore stamina and grant damage and magic resistance. Light of Restoration's cost is decreased. (Light of Restoration's values are still higher than Light of Life's.) Edited 'The Art of Light' book's text accordingly.
*Added Dispel Effects With These Keywords: MagicCloak to Light of Retribution's cloak magic effect (to prevent having too many cloaks at the same time which can cause performance problems). Removed the IsInCombat condition to Light of Life and Restoration's damage cloak effect (as it seems to be causing performance problems and crashes).
*Expanded the AuroranMultipleSummonScript (which is used by Seth, Nylhac, and now the Nightbringer Shade) to now handle different summonings. The other separate Conjuration spells made unnecessary by this script are removed from the actors' spell lists.
*Added three Call To Arms scrolls to Seth and added the scroll to his item recovery script so that he will not run out. Seth's Class is also changed from Priest to Combat Mystic so that his magicka and Conjuration would scale better. Made other minor edits to Seth and other NPCs.
*Ferrine Denethelia now has Yellow eyes. [The 'Auroran Elf' race (created for and used by Seth and several NPCs in this mod) now has three more eye color options (e.g. Bright Green for Vheridian, Auburn for Escarlet, etc.). Only Ice Blue was previously available.]
*Several edits to Equinox's and other packages and to several dialogue conditions (and a few dialogue reset timers). (Aliases are now used in certain dialogue and package conditions and the now-obsolete reference edits are deleted. [Tentative])
*Added 20(+) new dialogues for Seth. Added 1 (previously unimplemented) dialogue for Equinox and replaced his "My light recedes" dialogue audio file with its cleaner version. Redid Seth's "Stay safe, all right?" dialogue.
*Changed the target of Combat To Normal detection dialogues from Combat Target to Target. [Dysfunctional]
*Combat To Normal detection dialogues now have LocationHasKeyword conditions to allow the dialogues to be spoken as they cannot seem to detect Combat Targets or Targets. Relying on locational keywords however may let the dialogues be spoken inaccurately as this cannot detect what exact type of actor was killed. [Tentative]
*Disallowed Wandering in Equinox's dismissed sandbox package as it causes him to sit and stand repeatedly when he finds a chair furniture that is not in his target sandbox location. Also disallowed Wandering in other sandbox packages as it causes similar 'indecisiveness' bugs with other objects. Updated and corrected some packages.
*Re-added Equinox's Player Idle Sandbox package and updated it. [Tentative]
*Edited Equinox to make him more melee-oriented. He also now has the Armsman 00 and Juggernaut 00 perks. Removed the Light Beam spell from him.
*Removed Equinox's Flame Atronach sound. [Tentative]
*Changed Equinox's and Seth's Energy values to 50, similar to other NPCs. Also adjusted a number of other packages' Energy values. [Trivial]
*Added VampireFaction and AuroranHostileFaction as Enemies and added DunPlayerAllyFaction as Ally to AuroranFaction.
*Changed the hand effects of Light Beam and Refraction. Changed the light object of Light Beam and Refraction's projectile. Few changes to other spell visuals. Minor edits to other spell values and details.
*Increased the cost and the cast time of the White Coruscation summon spell from 333 to 355 and 0.3s to 0.5s, respectively. [Balancing]
*Decreased the magnitude of White Coruscation's drain spell from 19 to 11. [Balancing]
*Changed the enchantment of (Female) White Coruscation's sword from Fire Damage to Turn Undead. [Balancing]
*Added the white bow and arrows (wings) to (Female) White Coruscation.
*Adjusted Light Wave's main damage from 50 to 35 and the stagger effect now has a 9-second interval instead of being always guaranteed. The bonus damage to corruptions now only burns for 3 seconds intead of 5. [Balancing]
*Changed Light Wave's bonus damage to corruptions keyword from MagicDamageShock to MagicDamageFire. The main damage keyword remains the same.
*Added a healing enchantment to Aegis and Rune of Denthelyoun's explosion. Reduced Aegis of Denthelyoun's direct heal amount from 70 to 50. Reduced Rune of Denthelyoun's direct heal duration from 3s to 1s. [Tentative]
*Aegis and Rune of Denthelyoun and Consecration of Fire explosions' force is greatly reduced.
*Slightly increased Aegis of Denthelyoun's charge time from 0.5 to 0.7 seconds.
*Changed Blink's sound effect.
*Changed the skill and equip type of Seth's staff to Destruction and Either Hand respectively (as they should have been).
*Seth can now be given gold/septims (in case you have a mod that allows followers [player teammates] to buy items with money). [Dysfunctional; Apparently the Gift (and Barter) Menu does not allow the Gold/Septim item.]
*Seth can now be asked to carry arrows, clutter, soul gems, and tools.
*Seth now has a 'Take' menu which enables you to take the allowed items from him; it displays after his 'Give' menu is exited from. (However, if you have the iNeed mod, empty waterskins cannot be seen as the object has no vanilla keywords that can be checked for.)
*Seth now has a magicka drain spell.
*Seth's armor spell's stagger explosion is changed from sharing Glimpse's explosion to a new explosion. Also edited several magic effects and spells, mostly their conditions, explosions, and other FX-related aspects.
*Removed MagicSummonFamiliar keyword from the Conjuration version of Prismal Mirror (reserved for NPCs) to avoid having too many Prismal Mirrors (as it can 'replicate' itself indefinitely) if the caster has the Twin Souls perk.
*Praying at the empty Dawnbreaker pedestal will now grant you the blessing for 2 days. Praying at either the beacon or the empty Dawnbreaker pedestal on Meridia's Summoning Day will now grant the blessing for 5 days. Praying is now forced in third person camera mode to fix the 'teleport' bug caused by playing idle animations in first person camera mode.
*Edited Shattered Mirror's shield and reflect damage effecs so that it has the same conditions as its ward effect. Removed its separate light effect (as it is likely unnecessary).
*Removed the speed burst effect from Nylhac's, Yndikos', and Nightbringer's passive ability.
*Removed Shattered Mirror, White Coruscation's armor spell, and Vyrmilion's Mirror Image spell from Ferrine. Gave her her own ward spell and Light of Life.
*Created a new yellow torch candlelight for Ferrine and Oureus and removed the default torch candlelight.
*Changed the circlets of Seth, Ferrine, and the others to now correctly match their color themes. (Previously they had enchanted circlets which seemed to use random circlet models likely because of a different mod.) [Outfits (and AI packages) seem to require the NPCs' locations to reload in order to update.]
*Disallowed the use of Idle Markers in Ferrine's sandbox packages (for the same reason stated in a previous update).
*Changed the magicka restoration effect in Seth's and White Coruscation's armor spell to a magicka and stamina restoration effect similar to the Amulet of Meridia enchantment.
*Ferrine and the Storm Auroran in Kilkreath Temple (cleaned) are now flagged as Essential. Unchecked the other unnecessary flags. The Storm Auroan's travel package is now a sandbox package targeted to Kilkreath Temple (cleaned).
*Swords Of Yndikos now have the MagicNoDisintegrate keyword and the spell is edited and now added to Yndikos.
*Yndikos' package is changed so that he now 'distantly' guards the player instead of moving only when the Nightbringer is present. Also disallowed Sitting.
*Removed Yndikos' redundant ability as he already shares Nylhac's ability which is identical. Also changed the shock cloak damage used by both from vanilla Sparks to a(n already made) custom Sparks which discriminates friend from foe.
*Edited the conditions of Consecration of Fire and Edict of Luminescence's disintegration and cremation. Edited the cremation script accordingly.
*Corrected a number of magic effect conditions, particularly those which should have been run on Target instead of Subject.
*Edited a number of spell/magic effect de ions, names, and flags.
*Added a secret new NPC(, which honestly isn't so secret in probably most circumstances).
- Version 1.6.1 -
*Minor edits and corrections to spells, especially Aegis of Denthelyoun and Light Wave.
*Attempted to fix Aegis of Denthelyoun's light 'bug'.
- Version 1.6 -
*Light Beam, Light Wave, Rune of Denthelyoun, and Refraction (new spells) can now be learned by reading their spell tomes. Added Light Beam and Light Wave to Equinox, Oureus, and Zur. (Edited 'The Art of Light' book's text accordingly; Removed lightbolt spells from and added mage-related perks to Oureus and Zur.)
*Blink (new lesser power) can now be learned by praying at the empty Dawnbreaker pedestal in Kilkreath Catacombs (cleaned). Requires L50 Alteration to receive.
*Ferrine will now sell certain books and spell tomes in this mod, plus Restoration spell tomes, potions, common ingredients, and vampire dusts. She will 'sell' free/1-septim White Robes of Meridia set pieces after the College of Winterhold questline is done. (Edited the DA09MeridiaBeaconScript accordingly as it now also handles Ferrine's vendor factions; Adjusted the prices of the books and spell tomes in this mod.)
*Each piece of the White Robes of Meridia set can now be 'sold' to NPCs for free/1 septim. The empty Dawnbreaker pedestal no longer gives the set pieces. (Edited the MeridiaResolveScript and changed the VendorNoSale keyword in the items to VendorItemArmor accordingly.)
*Added warm (yellow) light FX for Light of Life, Light of Restoration, and Aegis of Denthelyoun.
*Increased the light radius of several light magic effects in this mod [by creating separate Light objects for said magic effects].
*Moved Nightbringer's Hunt package higher than his Sandbox package in his packages list. Changed his Sandbox package to SandboxAndKeepEyeOn(Player). (Increased Yndikos' SandboxAndKeepEyeOn(Nightbringer)'s package Energy from 71 to 75. [Trivial])
*Added MagicSummonFamiliar keyword to White Coruscation to allow double-summoning via Twin Souls perk.
*Removed redundant/unnecessary 'WISpellColorful' keywords from several magic effects in this mod.
*Removed incorrect MagicTurnUndead keyword from Light of Life and Restoration's cloak damage magic effect and added MagicDamageFire (so that fire-related Destruction perks are compatible).
*Changed Ferrine's robes to the White Robes of Meridia (body) and added a glow FX to her (for a more high-priestly vibe :3). [Requires the location to reload.]
*Created a separate (yellow) light projectile for Ferrine's lightbolt spell.
*Created a separate (scripted) Light magic effect for the Auroran Torchlight passive ability (as certain none-scripted constant magic effects used in spells seem to fail at applying actor FX).
*Edited and fixed the White Coruscation actors. Can now use other Equip Types. Increased Confidence from Average to Brave. Edited (Female) White Coruscation to be melee-oriented as intended. Removed the 'White Coruscation' name.
*Removed summoned Nylhac's and Vyrmilion's names.
*Glimpse now uses a separate Stagger magic effect (as it was previously using the Light of Retribution's Stagger magic effect, causing Glimpse to also apply an unintended effect). Increased Stagger area from 55 to 99. (Still requires line of sight.) Glimpse now costs a fixed amount of 75 magicka, adds Alteration skill exp, and is now also affected by the No Undead/False Life rule. (Description also had a minor correction.)
*Edited the Stagger effects of several spells in this mod.
*Reworked the Aegis of Denthelyoun's Circle magic effect as it seemed to stop working (probably because of the change to the Etherealize effect in the previous update). (It now applies it via an explosion and a separate Circle hazard. The previous magic effect is removed although I still edited it to more closely match the vanilla Guardian Circle in case I will use it again.) Now also causes enemies to stagger.
*Removed the Aegis of Denthelyoun spell tomes from the last chest in Kilkreath Ruins (cleaned).
*Changed the projectile of the Auroran Wings-arrow and increased its damage from 13 to 19.
*Re-added Seth's passive ability (which was missing from his list for some reason).
*Seth's armor spell (which has area health and magicka restoration) and healing spell's area effects no longer require line of sight and now has an added area Stagger effect on enemies upon cast.
*Seth's staff beam now also has a chance to push targets.
*Made minor edits to Seth's Wisps spell and magic effects (and the AuroranMultipleSummonScript).
*Edited the conditions on Seth's "Someone who lives here (...)" dialogue conditions.
*Decreased the priority on Seth's clothes' Armor Addon from 5 to 1. (Still did not fix the minor clipping issue with his hood.) [Trivial]
*Changed the Hit Effect Art for Light of Retribution's area restoration effect and unchecked the No Duration and Hide In UI flags.
*Several equipment now have the MagicDisallowEnchanting keyword (to disallow breaking when Loot and Degradation mod is installed).
*Replaced Zur's elven bow and arrows with glass bow and arrows. Replaced Oureus' steel mace with elven mace. Added several mage-related perks to them.
*Added a Prismal Mirror NPC each to Kilkreath Temple and Ruins (cleaned). Added appropriate sandbox packages to the Prismal Mirror actor (similar to Light of Restoration actor) and checked the Respawn flag. Prismal Mirror Race can now use other Equip Types and has One-Handed skill.
*Unchecked the Doesn't Affect Stealth Meter flag on Prismal Mirror, Light of Restoration, etc. [Trivial]
*Corrected the conditions on the Prismal Mirror, Light of Restoration, and Meridia's Beacon summons. Changed the Casting Perk of the Conjuration version of Light of Restoration from RestorationAdept50 to ConjurationAdept50.
*Changed the Prismal Mirror Drain cast loop sound and the Glimpse release sound. [Trivial]
*Edited the Equinox's Beacon and Conjure Equinox the Auroran magic effects and scripts. Equinox's Beacon now adds towards the Alteration skill instead of Conjuration. Both costs a fixed value of 75 magicka. [Lesser powers cannot reliably be made to cost magicka and so the cost and the skill experience are now added via script.]
*Equinox will now stay inside Kilkreath Ruins (cleaned) when not an active follower.
*Disallowed the use of Idle Markers in the sandbox packages for Kilkreath Temple and Ruins (cleaned) as certain NPCs seem to tend to be camping one area. [Tentative]
*Unchecked the Respawns flag from the last chest in Kilkreath Temple (cleaned). (Likely unnecessary as the cells should never reset.) [Trivial]
*Added 'Auroran' prefix to the 'Consecration of Fire', 'Atonement of Time', and 'Edict of Luminescence' records and to the 'Light of Life', 'Shattered Mirror', 'Light of Restoration', and 'Light of Retribution' spell tome records. Removed unnecessary texts from spell tomes of 'Consecration of Fire', 'Atonement of Time', and 'Edict of Luminescence'. Edited a number of record names. [Trivial]
*Removed a few more (probably redundant) IsUndead conditions from a number of this mod's magic effects. (Vanilla uses both HasKeyword ActorTypeUndead and IsUndead conditions for some reason unknown to me. Keywords can be added and checked for while how the IsUndead condition is checked for is unknown.) [Trivial]
*Added a Normal/Gloss map, Glow map, and Environment map to the Empty White texture set to 'satisfy' the error warnings in the (retextured) white Dawnbreaker and White Bound Bow weapons.
[*Activating the beacon pedestal still sometimes causes a bug which teleports the player back to a previous location. I cannot yet tell for sure what causes this but please let me know if you also experience this bug. Thank you. So far, no one has reported having experienced the same(, although I once saw someone mention a similar experience in the Religion mod's comments).]
[*Someone has reported that Equinox is invisible and that his (yellow) glow fx is the only thing that can be seen of him. If you are experiencing the same issue, please inform me. Thank you.]
- Version 1.5 -
*Several edits (adjustments, balance improvements, corrections, etc.) to spells and NPCs.
*White Coruscation (new Expert Conjuration spell) can now be learned by praying at the empty Dawnbreaker pedestal in Kilkreath Catacombs (cleaned). Requires Level 75 Conjuration to receive.
*Added complete three White Robe sets (head, body, hands, feet) with Archmage-level enchantments and Clothing, Light armor, and Heavy armor versions. Can be received by praying at the empty Dawnbreaker pedestal in Kilkreath Catacombs (cleaned). Requires completion of the College of Winterhold questline to receive. [While the items can be received repeatedly, they cannot be sold so as to disallow exploitation of 'Meridia's generosity' for gold. (:3) (The prices are already set to low but a mod like 'Trade and Barter' can increase their value.) I'm allowing this repeatable acquisition of items because I want to allow both the player and their follower(s) to wear the same outfit and make it seem like they have their own little cult/covenant of Meridia (xD), or simply use the robe sets as uniforms. If 'Loot and Degradation' mod is installed, the items will (hopefully) not break as the keyword MagicDisallowEnchanting is applied. Also, the items cannot be tempered, but I've set the base armor ratings to be high.]
*Glimpse (new lesser power; dispels enemy invisibility, decreases enemy damage and magic resistance and staggers them) can now be learned by praying at the empty Dawnbreaker pedestal in Kilkreath Catacombs (cleaned).
*Meridia's Indignation (punishment effect for necromancy or assaulting Equinox/Seth) now also prevents the player from praying at the beacon pedestal and the empty Dawnbreaker pedestal until its duration ends.
*Daedric Quests which cannot be 'failed' (and removed from the journal) are removed from Meridia's Resolve (empty Dawnbreaker pedestal). Corrected the 'failing' method in the script for a number of Daedric Quests. (Roleplaying: The finished journal entries for the quests failed via Meridia's Resolve will mostly not fit and should be ignored or changed. I could edit the Daedric Quests so that they would work with and fit Meridia's Resolve perfectly but that could cause glitches or conflicts.)
*Aegis of Denthelyoun is changed from +Health and +Damage Resistance to +Health and +Etherealize. Health restoration is decreased and magicka cost is increased. [Certain stat-increasing effects do not seem to function in IsCasting Equip Abilities (e.g. damage resistance, maximum health). Previously, it did not increase the caster's damage resistance although the healing still worked. However, it was not enough to help survive against high burst damage (e.g. Nightbringer's Scythe) which can instantly kill players with low health/armor.]
*Increased Amulet of Meridia's magicka and stamina restoration from +7 to +9.
*Edited the 'Exegesis of Merid-Nunda' and 'The Art of Light' books' texts.
*Nightbringer now has a package that causes him to stay where he was instead of returning to his starting location when the player is in a 'safe zone', making it almost impossible to meet him anywhere else but near his starting location.
*Nightbringer's Scythe is no longer Playable (as was intended).
*Nightbringer now has visible black boots. [He previously wore Daedric Boots but they would not appear.] [Trivial]
*Nightbringer's race no longer has the Vampire keyword (so that NPCs will not call him one upon entering combat because no one is supposed to know anything about the Nightbringer). His vampiric traits are retained.
*Conjure Nightbringer Shade is edited and now fully functional.
*Nightbringer has slightly less damage resistance and lesser magic resistance. Other resistances and effects remain the same.
*Made separate outfits for Nightbringer and Nightbringer Shade as the latter is not supposed to have as much defense as the former.
*Nightbringer Shade's height increased by .05. [Trivial]
*Nightbringer and Nightbringer Shade's equipment are now darker.
*Redid Seth's "I know he doesn't talk much" and "You had me worried about walking" dialogues.
*Edited AuroranMultipleSummonScript (now summons four instead of five), AuroranTeleportScript (unimplemented), EquinoxBeaconScript, and MeridiaResolveScript (empty Dawnbreaker pedestal).
*Wisp sound is removed from Prismal Mirror and added instead to their drain spell for slightly less noisiness.
*Removed redundant ability magicka costs (Equinox's Beacon, Conjure Equinox the Auroran) which caused the total to be unintendedly doubled.
*Added a Kilkreath Ruins (cleaned) sandbox package to Equinox (so that he does not stand at Kilkreath Ruins' door all the time when he is not an active follower).
*Added 'Auroran' prefix to two generically named projectiles in this mod. [Trivial]
*Edited Conjure Meridia's Beacon's description so that it follows the vanilla format. [Trivial]
*Edited the conditions on Seth's "I wonder how's the Temple doing" dialogue.
*Edited Nylhac's dialogue conditions as she does not seem to be saying several of her dialogues.
*Nylhac's, Yndikos', and White Coruscation's bound bows now have whiter textures. [Trivial]
*Nylhac now has the Impact perk.
*Vyrmilion now has the Armsman 00 and Jugernaut 00 perks.
*Vyrmilion's Mirror Image now has the Light Foot perk.
*ImmuneParalysis keyword added to Nylhac, Vyrmilion, and White Coruscation; removed from Nightbringer Shade.
*Removed/Simplified/Corrected several unnecessary/filler visual effects from spells (e.g. Vyrmilion's scorching, Candlelight, Aegis of Denthelyoun's bright glow, image space modifiers, etc.), some of which needed scripts to play, to improve performance and avoid crashes.
*Seth's armor spell now grants health and magicka restoration to nearby allies for 1 minute. (Its trivial magicka restoration on Seth now lasts 1 minute but magnitude is decreased from 3 to 1.)
- Version 1.4 -
*Several fixes and edits to packages, scripts, spells, dialogues, etc.
*Added 'Exegesis of Merid-Nunda' (Alteration skill book) to the bedroom in Kilkreath Ruins (cleaned).
*Added 'Amulet of Meridia' (restores +7 magicka and stamina continuously in combat) to the bedroom in Kilkreath Ruins (cleaned).
*Light of Restoration now restores stamina without requiring the Respite perk [as it previously required another cloak effect which caused performance issues].
*Nightbringer now has a Conjure Nightbringer Shade spell (not fully functional).
[*Nightbringer's Hunt package does not seem to be working as intended still. He seems to stay at his starting location when the player is somewhere else. Please report if you are also experiencing this. Thank you.]
- Version 1.3 -
*Kilkreath Temple's navmeshes are fixed. ( Thanks, Whitemorn! )
*Several fixes and edits to packages, scripts, spells, dialogues, etc.
*Seth as a 'follower' is now technically a 'player teammate' to fix unintended interactions/hostilities with supposedly neutral/friendly NPCs (including Snapleg Cave's Spriggan and Fellglow Keep's Prisoners). This is also renders his Sneak package obsolete and is now removed. [NOTE: You need to dismiss and re-recruit him first.][/b]
*Seth can now be given food (in case you have a needs mod that also affects followers [player teammates]) and potions.
*Seth can now be asked to remove (vanilla) necromantic items (tomes, scrolls, staves, black soul gems; 'AuroranAnathemaList') from your inventory in exchange for filled white soul gems, depending on which item(s) and how many of them are removed.
*Changed Equinox's dismissal so that Say Once dialogues will not be reset when he is dismissed. [NOTE: You may need to re-recruit him.]
*You are now (properly) punished for casting necromantic spells (Keyword: MagicSummonUndead) and for assaulting Equinox or Seth, but only after the Temple is cleaned. You take health damage, Equinox and Seth are dismissed and teleported to the Temple, a Storm Auroran is sent to attack you, and several spell effects are silenced for 13 hours. [This was utterly unfinished but was already added in v1.2.]
*Nightbringer's Hunt package is fixed and its conditions simplified so that he hunts you as intended.
- Version 1.2 -
*Several fixes, adjustments, and improvements to AI packages and dialogues.
*Added a few new dialogues for Equinox and Seth.
*Some changes to scripts.
Detailed v1.2 changelog below:
*Changed the mod from using .BSA to using loose files for easier updating and possible SSE compatibility.
*Added 'EQUINOX_' prefix to all script fragments for easier (manual) uninstallation. [All other scripts, which are few, still do not have this prefix.] (They can't be renamed in the Creation Kit and I'm lazy :3 and I don't want to mess them up when manually renaming them.)
*Added Wisp Sound to Prismal Mirror Actor. (It was accidentally removed.)
*Made small edits to 'The Art of Light' book's text.
*Added DwarvenAutomatonFaction as Enemy in AuroranFaction.
*Added LocTypeDwelling keyword to KilkreathRuinsLocationCleared.
*Reduced Seth's height to 1.01 and weight to 33.
*Increased Equinox's and the Storm Auroran's height to 1.09. Increased Vyrmilion's height to 1.1 and Vyrmilion's Mirror Image's to 1.079.
*Removed FaceGen Head, Morph Race, and Armor Race from AuroranKnightRace. [for locations that automatically unequip armor like bathhouses]
*Created a skin for Seth with his hood, cuffs, boots, and prisoner rags. Made him bald as hair will clip through his skin-hood. [for locations that automatically unequip armor like bathhouses] (His voice doesn't quite fit him when you can see his whole head.)
*Cleaned DA09MeridiaBeaconScript and integrated the TempleBlessingScript. (Also removed the weapon check as I suspect it to be the cause of the beacon sometimes teleporting the player to his last interior cell when activated. *shrug*)
*Added a check to Conjure Equinox the Auroran's script for Seth being currently disabled or not as it was causing the ability to crash the game when using it before Kilkreath Temple resets.
*Checked the Ignored by Sandbox flag on Ferrine's Prayer Idle Marker (so that sandboxing followers will not suddenly become Meridia/Daedra worshipers :3). (Followers ordered to activate the beacon will still play the Pray Idle Animation though.)
- Packages -
*Changed Seth's Sandbox Player Package from SandboxAndKeepEyeOn to Sandbox. [Trivial]
*Removed dysfunctional Target GetIsID, HasKeyword, and GetIsObjectType conditions in Seth's Sandbox Player Package.
*Added IdleExamine, IdleDrink, IdleNervous, IdleStudy, IdleLookFar, and IdleBookSitting_Reading to Seth's Sandbox Player Package in addition to IdleBookReading and IdleSleepNod. Removed IdleWriteLedgerWrite.
*Added a 'silent' Sandbox Player Package to Seth and set it below his Say Spells Found Package. [unchecked Hellos To Player and Allow Idle Chatter interrupt flags; Allow Eating = False; Allow Conversations = False; no IdleDrink and IdleLookFar]
*Added appropriate GetInCell HighHrothgar, GetQuestRunning SolitudeOpening, and GetQuestRunning DA05FuneralSpectatorsQuest conditions to Seth's Sandbox Player and Follow Player Packages to avoid unwantendly hearing him talking. [SolitudeOpening starts Enabled in-game and hence Seth will stay 'silent' unless Roggvir's execution scene is over. I resorted to this because multiple conditions on packages and dialogues have proven tiresome and unreliable. :3]
*Increased the Minimum Distance to 300+ and Maximum Distance to 500+ in Seth's Follow Player Package.
*Decreased the radius of Seth's Sandbox Player Packages to 900+.
*Added Player IsSneaking != 1 and HasLoaded3D == 1 conditions to Seth's Sandbox Player Packages.
*Removed Allow Special Furniture and Allow Idle Markers from Seth's Sandbox Player Package (as some markers and furniture in the world are meant only for specific NPCs like 'praying', 'wounded', and 'crafting' ones).
*Added Player IsSneaking != 0 condition Seth's Sneak Package.
*Changed GetActorValue WaitingForPlayer to OR in Seth's Sneak Package.
*Unchecked Hellos To Player and Allow Idle Chatter in Seth's Sneak Package (and removed Player IsSneaking conditions from his Idle and Hello dialogues).
*Moved Seth's Sneak and Candlelight Packages. [Order: SaySpellsFound > Sneak > SandboxPlayerSilent > SandboxPlayer > Candlelight > FollowPlayer > ForceGreet > SandboxTemple]
*Reduced Seth's Candlelight Package Location to 13. [Trivial]
*Added Reference(Kharizesthe) GetInFaction AuroranFollowerFaction condition on Seth's Say Spells Found Package and set the Preferred Speed to Run. Also decreased the trigger location radius and increased the GetDistance condition radius.
*Removed LocTypePlayerhouse and LocTypeTemple conditions from Nightbringer's Hunt Package and changed LocTypeDwelling != 1 to OR.
*Added IsPCSleeping and Player IsSitting != 1 conditions to Equinox's follow packages (so that he'd relax sometimes via his Sandbox Player Package and not follow the player all the time). [Unreliable]
*Added Player IsSneaking != 1 and Subject IsInCombat != 1 conditions to Equinox's Sandbox Player Package.
*Moved Equinox's Sandbox Player Package lower than his second Follow Player Package (as I suspect it to cause Equinox to get stuck in sneak mode for some reason). [Order: FollowPlayer2 > Idle > DA09FG > FollowPlayer > QS00FG]
*Added Player HasMagicEffectKeyword MagicSummonUndead, ActorTypeDwarven, and ActorTypeUndead != 1 to Equinox and Seth's Follow-related Packages.
*Changed Near Self to Near Player in Equinox's Sandbox Player Package and added GetStage AuroranFollowerQuest == 20 condition.
*Reduced the trigger location radius of Equinox's QS00 Force Greet Package (because NPC legs do glitch on stairs lol).
*Added an AuroranPunishPlayer Package to the Storm Auroran using UseWeaponAlreadyHeld package template for when the player casts a reanimation spell [Player HasMagicEffectKeyword MagicSummonUndead]. [Allow Combat Start = True]
- Dialogue -
*Added a total of 7 new dialogues to Equinox and Seth.
*Changed Player IsTalking != 1 AND and IsInScene != 1 OR to IsInScene != 1 AND (Idle and Hello dialogues) and IsInDialogueWithPlayer != 1 OR (Idle dialogues). [Tentative]
*Removed the GetGlobalValue condition from Seth's Idle dialogues (copied from vanilla Follower Idle dialogues out of curiosity).
*Added Player IsInScene != 1 conditions to several of Seth's Hello dialogues.
*Added IdleStop_Loose to the dialogue before Seth gives his note and to "your blood is infected", "when will you seek a cure", and "you're (alive) again" Hello dialogues.
*Added intended random chance condition to Seth's "Whiterun" Idle dialogue.
*Redid Seth's "you're human again (...) previous soul (...)" Hello dialogue to "you're alive again (...) former soul (...)".
*Redid Seth's "Wolfskull Cave" Hello dialogue.
*Replaced Seth's "City of Thieves" Idle dialogue with "Mjoll is honorable".
*Edited Seth's "I wonder how's the Temple doing" dialogue. [Changed certain != 1 AND conditions to OR.]
*Slightly reduced the random chance of Seth's "Do not lose hope" dialogue.
*Changed GetInCurrentLoc WhiterunLocation condition to GetInWorldSpace WhiterunWorld in Seth's "Battlemanes and Greyborns" Idle dialogue.
*Changed the incorrect GetQuestCompleted CWFinale == 1 condition to != 1 in Seth's "Stormials and Impcloaks" Idle dialogue.
*Changed Reference(Ulfric) GetDead to GetQuestCompleted CWFinale != 1 in Seth's "Ulfric Impcloak" Idle dialogue.
*Changed Reference(MS06 Ritual Leader) GetDead to GetStageDone MS06Start 100 in Seth's "you interrupted that ritual" Hello dialogue.
*Edited Seth's "Someone who lives here is obviously a vampire (...)" [also kept the reference edits this time] and "That's quite a sight to behold" Idle dialogue conditions.
*Removed unintended random chance condition on Seth's "you're a vampire" Hello dialogue.
*Removed Player IsSneaking conditions from Seth's Idle and Hello dialogues (as the Hellos To Player and Allow Idle Chatter are now unchecked in his Sneak Package). [Unreliable]
*Decreased the reset time of Seth's "you found one of the spell tomes" dialogue to 0.3 hoursand checked Can Move While Greeting flag.
*Deleted incorrect Trespass dialogue of Seth.
*Increased the reset time of Equinox's Trespass dialogue from .1 hours to .3.
*Increased the reset time of Equinox's "Must thou be in here?" Idle dialogue from .3 hours to .5.
*Edited Equinox's "Tread carefully in the darkness" Idle dialogue conditions. [Player GetLightLevel <= 31.]
*Set Equinox's introduction dialogue's priority higher than his "Will you follow me?" dialogue.
*Adjusted Equinox's "The Sun has set" Idle dialogue's time conditions to 1 hour later.
*Added intended GetRandomPercent condition to Equinox's "Time proceeds" Goodbye dialogue.
*Corrected the OR/AND checks for IsSnowy, IsCloudy, and other certain conditions to in Idle dialogues.
*Added Player HasMagicEffectKeyword MagicSummonUndead, HasKeyword ActorTypeDwarven, and HasKeyword ActorTypeUndead != 1 conditions to several dialogues.
*Redid Nylhac's "Well done, my Champion" Hello dialogue and added the intended Audio Output Override (SOMDialogue2D).
- Magic-
*Removed Target HasPerk Respite condition from 'Light of' Cloak Stamina magic effect and added Subject HasPerk Respite condition to its corresponding spell effects instead.
*Changed the Reference HasMagicEffect condition in Ferrine's Heal Package from '== 0' to '!= 1'.
*Removed No Death Dispel from several cloak magic effects.
*Added No Duration to Auroran Torchlight magic effect.
*Added Player HasMagicEffectKeyword MagicSummonUndead, ActorTypeDwarven, and ActorTypeUndead != 1 to a few of this mod's magic effects, particularly 'conjure'-related ones. Removed redundant conditions from their corresponding spells.
*Changed Light of Retribution's Cloak magic effect's School from None to Restoration as it caused Light of Retribution to not appear in the Spells list. Also changed its Skill Level from 0 (Novice) to 75 (Expert) as intended.
*Increased the magicka cost of Conjure Meridia's Beacon by 5. [The Left Hand version's cost remains unchanged.]
*Added a magicka cost of 30 to Conjure Equinox the Auroran and Equinox's Beacon.
*Changed the Nightbringer's weather effect from SovngardeDark (inappropriate) to FXWthrCaveBlueSkylight (the most consistently dark weather I could find).
*Rechecked Hold Until Finish on Light of Retribution's Weather magic effect.
- Version 1.1 -
*Added Daedra and Creature Actor Type keywords to the Auroran Race.
*Added Disease Resistance and Increased Carry Weight to the Auroran Race.
*Added a condition to Equinox's "Time is of the essence" dialogue (so that he does not say this while waiting for the player, making him seem very impatient).
*Made a few edits to 'The Art of Light' book and removed it from Equinox's inventory (as part of the text mentions the arrival of the Temple of Meridia members which does not happen before 'The Break of Dawn' quest is completed).
*Increased Light of Restoration's aura range.
*Added a condition to Light of Restoration's AI packages (which caused the summon to not follow the player/caster).
*Removed the weaker Blessing of Meridia applied before completing 'The Break of Dawn' quest.
- - - - - - -
Classic Skyrim/SLE version here!
or maybe you did and just didn't post a video on nexus yet ?
Which character did you have in mind or feel like you can voice-act for? I don't really have the financial freedom yet to pay for voice acting, as my preference would be to be provide compensation, but I suppose I'm open to volunteers. However, I do have to dedicate time for that too.
there is a volunteer here under this comment! maybe he is talented.
also you can try a go fund me or something really similar to fund a voice actor/actress! same with patreon or even both or more!
1. When do /I/ get to summon Vheridian and Escarlet? XD
2. Do you have any plans to create a sidequest that lets us defeat the Nightbringer permanently? Is there already one in place and I just missed it maybe? Last time I remember speaking to Seth about the attacks he just kinda said "Oh no, that's not good" and then nothing else happened. Felt a bit strange.
All-in-all great mod and one I never play without! Thank you!
1. xD I haven't yet balanced them thoroughly for player use; I think I didn't want battles to be too crowded with strong allies
2. No, there isn't one yet, though in v1.10, I added 'Grace' which tones down the chance of Nightbringer attacks. I'd like to think of one that wouldn't need voice acting as it takes a lot of time and effort and I'm currently still planning to rerecord Seth's lines, at least the main ones. (While I have a better mic these days, I don't have a soundproof room and the household and the neighborhood can often be loud. x_x) I also am considering decreasing even more the chance of attacks as the RNG can be really bad. Maybe I'll make it so that doing Grace on
*Sorry about the formatting. I wish spoiler tags here didn't break the lines. lol
Also, I was coming back to make a swift edit but since I'm replying anyway: the letter in Equinox's inventory makes me both super happy and super sad all at once. It's the only time I've ever wanted to defy Meridia.
LET US SAVE HIM, BETHESDA!!!
"I haven't yet balanced them thoroughly for player use; I think I didn't want battles to be too crowded with strong allies"
There's a conjuration limit of 2 summoned creatures (1 without the necessary perk) in vanilla Skyrim anyway. Even Ordinator, my perk mod of choice, only increases that limit to 3. So I don't think you'd need to worry about it being more crowded than it already is. You could just mix-and-match who you want to bring into battle. And if you have a mod that increases that limit then you're already looking to summon a bunch of powerful creatures to decimate your enemies. So might as well. In fact, I wouldn't hate spell tomes for all the Color Guard (I don't remember if that's what they're called, I'm at work lol) that you have implemented. Because those NPCs you mentioned? I've never seen them. Not once. Maybe I'm not meeting a requirement? But they've never shown up, even when the Nightbringer himself attacks. You could add them as part of the stolen spell tomes and place them around the map for folks to find.
Speaking of the Nightbringer, you could probably do something with his... um, unique item, that would let you deal with him permanently. Take it somewhere particular to cleanse it and be rid of him. It could be the Dawnbreaker pedestal or something else, idk. I have a lot of IDEAS for things, but ideas do not make mod do. So take what I say with a grain of salt
About the summon limit: That’s true, but my self-rule is that each of the Seven Arch-Invocations (such creative liberties, haha) should be comparably equal to one another and so I would like to also make them Expert-level summons like Nylhac and Vyrmilion, and I think I didn’t quite make Escarlet and Vheridian as good. Something like that. And they’re also not voiced, and in my mod’s ‘lore’, they’re not always available, having tasks and some agency of their own, as shown in the mod. Although I can just reuse the specter compromise which is what Seth summons anyway. Still, I'd like for them to be worth the summon slot(s).
And yes, all seven of them are already in the mod; the last two added were actually Escarlet and Vheridian (for the so-named 'Seven Colors' update).
About the 'unique' Nightbringer reward, that's a good idea I may consider, along with my own idea(s). Oh, also tell me if the attacks became overly frequent since the last update; I think I messed something up.
The two NPCs I mentioned only try to help under certain conditions and, even if met, they might not make it in time. I think I previously had the conditions less restrictive but they showed up too often, if I remember right. Maybe I should allow at least one of them or both to try to help during Nightbringer attacks. 🤔
You're missing Denthelyoun and Xaeruleus; I hope you figure out where/who they are in the future. :3
Also, did you mean to use the '[ spoiler ]' (without spaces) tag? It needs to be manually typed as it's not on the formatting(?) bar.
By the way, have you read 'The Art of Light' book, particularly the last bits?
Update: Upon using the tome, still prior to the temple cleaning, he still does not appear. Ive reloaded my save to before picking up the book and will return after meeting Seth
Anyhoo, I wouldn't worry about it for now. You don't have to meet him there. Just maybe tell me if you still don't encounter him in the far future after finishing Nylhac's challenge and having gone through several battles. :3
Cheers, and enjoy your playthrough!
I have this awful way of running across things before I'm supposed to. Vyrmilion's tome was almost a given seeing how much time I spend in the Rift lol. I found Consecration of Fire long before I was supposed to as well
About the rewards being given from the Dawnbreaker pedestal (no offense was taken at all), it just makes sense to me for many of them, partly since rewards being spell tomes to buy would rather imply that you're not that only customer and would make them feel less special for me, compared to receiving them from the pedestal in the deepest part of the Temple. So the 'normal' rewards are delegated as merchandise while the 'special' rewards are "granted by Meridia" via praying at the pedestal.
About 'Arch-Invocations', I think I was thinking in terms of 'archangels' and special summons and arrived at 'Arch-Invocation'. I'm not strongly attached to it but I also don't have any strong inclinations to replace it, at least currently. 🤷♂️ 'Prismatic Invocations' sounds cool, though, but it's even longer, haha. Renaming them would also need me to rerecord the line where Seth says 'Seven Arch-Invocations'.
Anyhoo, I've been well~ I hope you have been too. And I'm glad that you like the mod this much.
I enjoy visiting the temple, Seth cracks me up, and the quests to find the spells was super helpful since most are spells I regularly use! I can safely say that I love using Light Wave, and the light of restoration the most. I even "taught" Meridia how to use it for those rare moments she decides to aid her champion in places. I also taught some of my select mage followers shattered mirror, and boy is that a godsend. I had to use the cheat code to disable nightbringer though, apparently he found out where i live and kept hanging out right out my front door at all hours. I am not about to be going crafting in my shed and have to fend him and his goons off.
Me to nightbringer for the 6th time this morning- "Just let me craft this sword, bruuuuuuh! Dang you can haunt me later! Five minutes, gimme five minutes, PLEASE!"
The ONLY negative I have noticed with this mod, and it is definitely a "my bad" for having installed it long after finishing the dawnbreaker quest anyway, is that in going through the cleansed temple to re-activate all the beacons, the nifty light beam outside no longer shows at all. It is as if redoing it turned off the outside animation, though you can still see the beams inside the temple, and it still unlocks all the doors.
All in all, one of my favorite mods! Works perfectly with Meridia follower, works perfectly with the Meridia's Order quest mod. A joy to have in my Skyrim VR build!! THANK YOU!!
That's weird about the light beam getting turned off. I had made sure that all the lights outside stay on ('cause they do look cool). Are you referring to the light 'ray' on the statue itself that lifts the beacon up, the 'spotlight' at the statue from the sky, or the light rays at the balcony? Do you maybe have another mod that makes edits in the area? I've yet to try Meridia's Order myself, but I plan to in the future. I'm glad to hear it works well with this mod!
Sorry to hear about the Nightbringer attacks happening too frequently. I'm looking into it right now and it seems I found the culprit. Did it start happening with the latest update or even before then? 🤔 Also, he's not allowed to attack dwellings and so I assume your house is not tagged as a dwelling if it's a mod. Maybe I'll add the player house keyword as a condition to check for and hope it works out.
Also Thanks to Caerulean for the great mod. First time i hear his voice - i thought: damn this is what im looking for, a Chad Servant of God
I believe i have the latest version you had uploaded. I will check and edit this sentence. (1.10.2 loose files)
Ok so the light beams i refer to are the ones outside the cell that link each outside beacon (and then presumably go inside to link in inner ones). When i installed the mod over a year ago they were all on, but in going through the interior of the now cleansed and modded temple, they were off. So i hit each beacon as if redoing the quest, and they all came back on. But as a side-effect, all the outside beams turned off. They remain off to this day, and i cannot hear the "beam sound" outside. I tried retouching each beacon in order again but to no avail. Inside on, outside off. Meridia's statue beacon outside is lit fine.
Only other mod is the awesome statue replacer (NOT the PSBoss one, the other more classical look one).
Re- nightbringer. He never came inside Elysium Estate, just hung out outside in the yard. He's disabled now, so no worries. He also used to stalk me just outside Lakeview Manor too, if that helps.
I do go back to the temple especially with new followers to "teach them the ways of Meridia".
After playing Meridia's Order mod I ended up uninstalling it for unrelated reasons (update to it no longer worked properly in Skyrim VR).
But Equinox remains a MUST HAVE in my L.O.
Finally, I support any VO refinements you want to give to Seth. He still cracks me up.
Thanks again for this amazing mod!
I'm still unsure about what went wrong with your balcony beacon lights. I've never really properly looked into those because they aren't touched by this mod, at least not directly. They usually turn on again for me when I exit from the first temple interior into the balcony. I'mma look into it again since it's been a very long time and maybe I can do something to make sure they all stay on that hopefully doesn't conflict with anything. (EDIT: I edited one of the balcony beacons, but if I remember right, it was to make sure the lights actually stay on.)
Also weird that the Nightbringer stayed there until you disabled him. If it's the actual Nightbringer with the scythe, he should get desummoned eventually 'cause he has been a summon since v1.9. It's the floating wraith that gets spawned which summons Nightbringer, but he's also supposed to despawn eventually, and then you should be safe for a while unless you get unlucky (which I did probably accidentally double his spawn rates 'cause of my oversight in the last update, though I'd think the spawn chance should still not be that high).
I'm glad you enjoy Seth. Sadly finding the right time (and the energy) to record lines hasn't been the easiest. The best time is usually past midnight as it's the quietest.
Thank you for the kind words!
I do voiceovers as well for combat flight simulator mission campaigns, so i feel your pain (noisy cat in the back).
The beams to me are just an aesthetic thing. I am not losing sleep over them not being there outside. I spend a lot of time away from Skyrim, exploring new lands, so my pilgrimmage to the temple is every few in game months. (Surprisingly this playthrough has lasted me 2+ ingame years, with no save corruption!!)
But please, take your time. There is more than enough in the mod currently to make it totally worth having... and recommending!
A lot of my time has been sailing (using sailable ship vr and se) to visit new lands. Then spending time there exploring and doing quests, so it is possible i missed the day.
Right now (as of last night's vr session), the date is 28th of Sun's Dawn, year 203 4th Era.
Is there an UPPER limit to how many "Pilgrims" and "healing sprites/red sprites" actually spawn?
After all these months, I decided to head to Kilkreath and it was mobbed with Pilgrims. They have practically taken over the inn in Dragon Bridge too. I mean, at least they are not hostile, but it is starting to become a loooooooot of people. The other day I was walking near whiterun and actually ran into a wandering red wisp. I was confused what it was till I took a closer look and sure enough it was one of the Meridia wisps, just... taking a stroll near whiterun. LOL.
Is there a way to "reset" the spawns of all these things?
I'm looking into it now and working on a more reliable self-deletion method. *time passes* I'm nearly done implementing the new method. Will take a while to get the update out, though, most likely. For the meantime, feel free to disable and mark-for-delete the pilgrims/red wisps you find that have over-spawned. 😅
About the 'red wisp', I've no idea where it's there near Whiterun. lol
It was the funniest thing with that red wisp near whiterun. So I have been playing "Second Great War" mod, and the Thalmor are notorious for sending stealthed assassins after me (worst. assassins. ever.) I usually see them because they pop their potion at the last minute, have enchants on their daggers, and of course they say silly things like "what was that?".
So anyway I thought that the red wisp was one of them, and i start blasting it with magic. Thing was just like... dum dee dum dee dum... as if I never existed. I was then like... oh.... I guess that is one of Meridia's. Wait, WHY IS THAT HERE??
I had to download a bat console command mod to fix this, other than that I haven't had any issues with this.
If you've used older versions of the mod, can you tell me if it happened before or if it's a new issue? Also, can you tell me if it's a particular attack that causes it?
Edit: I have suspects. However, I just tested the wraiths/shades again like I did before and no graphical effect would get stuck. It could perhaps be an SSE issue. 👀
Cheers.
Either way, thanks for recommending that mod for the effects cleaner. Will help a lot in the future.
Cheers!
I assume that you don't have the separate Nightbringer mod installed? Also, what's the in-game date in your save? I know there's one other thing that can cause a Nightbringer attack. Where were you at when it happened?
I know when its supposed to happen cause I did a complete playthrough of a meridia's paladin with your mod and Meridia's Order some months ago.
With this toon though I dont even know if I ever picked up Meridia's Beacon.
So I was going from that Lair to Windhelm through the road and the freaking thing scared the s#*! out of me cause I wasn't expecting anything haha.
In-game time is Lorendas 30th Last Seed, 4E 201
Let me know if it happens again before the supposed condition is met.
Is this compatible with Meridia's Order? Or can someone make a compatibility patch please?
Even better if you have Vigilant you can install the Synergy patch and have the Meridia paladins use Meridian Paladin Armor from Vigilant :D they look great!
you deserve many more endorsements for this!
Thank you~