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TitansBane

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Argonil

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  1. Titansbane
    Titansbane
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    Version 4.7.5 is out now; this update resolves issues with the mod not behaving with the latest Skyrim SE update (1.6.1130) and other minor improvements and fixes. Reliquary of Myth on SE now reworks over a hundred relics! I considered the mod feature complete, so I don't have any plans for future updates for the foreseeable future.

    Regarding compatibility, this mod should be compatible out of the box with the following mods. Mods include Growl, Moonlight Tales, The Tools of Kagrenac, and WACCF. All USSEP fixes forwarded to Reliquary of Myth. A FOMOD installer is now included to simplify the installation process.

    Thank you for downloading, and be sure to endorse if you enjoyed the mod! I highly recommended my other mod, The Tools of Kagrenac; if you want the full set for Kagrenac's Tools or the Creation Club version, I have provided a patch for that to improve both Sunder and Wraithguard.
  2. Argonil
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    Hello RoM community. Happy 13th Skyrim anniversary.

    Perhaps some of you noticed that this mod page was down for a few days. I've received some questions regarding the current situation so I thought I'd write an explanation.
    When this mod was released four years ago, it came to my attention that it had copied some of my work from Awesome Artifacts. I contacted Titansbane asking to be credited and did not receive a response that would be considered appropriate, so I made a report to the Nexus Mods staff which was left unaddressed for these past 4 years despite constant reminders and updates on the evolving situation, quite a long time if I may say so myself.
    In recent months, the staff finally began investigating my very lengthy and detailed report. It took great effort on behalf of the staff, but after concluding their investigation they decided to delete RoM, but knowing that all of you would be quite disappointed with that result and that some Wabbajack mod lists would break, I entered in negotiations with Titansbane and the mod list curator Zélie, and we reached a settlement: RoM will not be deleted but in return I have received ownership of the mod so that I can donate its monthly revenue to charities such as Doctors Without Borders like I already do with Guard Dialogue Overhaul, Awesome Artifacts and the rest of my mods. Titansbane has not been particularly active for a few years and was planning to hand over RoM to The Caretaker anyway, which is effectively just a status that shows a mod has been abandoned.
    With our settlement, you guys get to continue using the mod as you like, I regain ownership of my work, charities benefit from it, and Titansbane can leave the mod peacefully behind and focus on his health as he intended to. It seems like the most productive outcome.

    So what does this mean for you? Not much, really. I currently don't have any plans to pick up development as Titansbane has already declared that the mod is feature complete, and it's unlikely that anything would happen in the future that breaks the mod. Should such a situation occur then I will look into it so that the mod continues to be usable. The comments are now unlocked so that you can use the community as a resource.

    I hope you all enjoy RoM, and if it turns out to not be your cup of tea then feel free to check out Awesome Artifacts which shows a bit more restraint and covers more items.

    Have a wonderful day.
  3. marbey23
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    Any plans to overhaul the relics of ahzidal? O always found the effects of the pieces and ahzidal's genius to be relative weak.
  4. shokwawe
    shokwawe
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    Strange Ring of Hircine dosent add transformation ability for my Werewolf char  but bonus in Werewolf form are working.
  5. shokwawe
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    Strange Ring of Hircine dosent add transformation ability for my Werewolf char  but bonus in Werewolf form are working.
  6. Lightenedshado
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    Anyone else having an issue where a fully charged ebony blade still has the same description and isn't silencing or auto recharging with the 1 handed version? (TBF I lights out quest cheesed it with Deeja but still it gave the fulfilled dialogue and it seems to work fine for the 2 handed variation but not one handed)

    quick edit: the confusion grows as I have now found a one handed version in the cheat menu that is the right version which confuses me even more as to how that's possible to have a modded 1 handed version with the vanilla enchant and then one with the modded enchant, from what I can tell the one I got was 578EC37B which is the vanilla enchant one handed that I maxxed, and the one handed ebony blade with the real enchant is the 578EC37C which i did not obtain either upon collecting or maxxing the blade, any type of light shed on this by anyone smarter than me is highly encouraged
  7. Suxne123
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    I noticed that there is 15 magnitude when KillCounter <5 in the Mace Of Molagbal by SSEEdit, but I hardly feel it worked when killed <5. Is the absorb effet will work when killed <5? I'm trying to edit it for weaker than before, so it confused me.
  8. WulvesTail
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    Just gonna preface that I'm not a modder and have no clue if this would be helpful, but I didn't see anyone else mention it so thought I might as well just in case. Wyre Smash's plugin checker showed some conflicts with this and both Summermyst and Tools of Kagrenac. Specifically there are these 2 Probable Injected Collisions:

    •  01ADA002 injected into Update.esm, colliding versions:
    Futhark_InjectedKeyword_MagicEffect_MagicDamageSun [KYWD:01ADA002] from Summermyst - Enchantments of Skyrim.esp
    MAG_MagicDamageSun [KYWD:01ADA002] from Reliquary of Myth.esp

    •  01CB3277 injected into Update.esm, colliding versions:
    ROM_PapyrusExtenderToggle_Global [GLOB:01CB3277] from Reliquary of Myth.esp
    TOK_GLOB_MCMPapyrusExtender_Bool [GLOB:01CB3277] from Tools of Kagrenac.esp

    I have no clue how much of an issue these would cause, but the checker said it'd be best to have the mod authors resolve it, so hope this helps.
    1. Argonil
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      Working as intended.
  9. Zerren
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    hi i noticed dragonpriest masks have the wrong details example morokei says it helps shouts and what not but if i go into active effects it says whati t does in the mod. I got vokun but it didnt have an activate effect and had basic stats. (Update)after some tinkering i can confirm everything does as intended but alot of them do not have the right text like vokun still has its vanilla text but if u sneak the buff comes up same with the necro amulet says old vanilla but in effects has the new stuff
  10. dlwpghek2
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    Hi
    Can you tell me what changes are made to DA08EbonyBladeScript.pex?? The Whispering Door - Quest Expansion mod overlaps with this script. I don't know what to prioritize.
  11. HughMann1
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    Tried to install this mod, but none of its effects work. Not sure what I did wrong... :S

    Tried looking in XEdit, but a lot of stuff just had the vanilla effects when looking under RoM. Tbh, I should probably wait 'till my next playthrough anyway... need to be less haphazard with my installs. x.x
    1. TheRamenThief
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      Im having the same issue as well. Did you find a fix for this?
    2. HughMann1
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      I did not... and when I uninstalled it, it had disabled the plugins for most of my mods. Still don't understand how or why that happened, but I slowly got it resolved.

      I only wish I could get the effects for Auriel's Bow and the Ebony blade; I'd kill for those, they're sick. But I'm sure there would be a ton of conflicts with not only Zim's Immersive Artifacts, but this author's other mod - Awesome Artifacts. x.x
  12. TorinCollector
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    When using the Ring of Namira (cannibalism), then there is a good chance that the game frezes for me. I'm plying in first person if that plays a role. Version RoM 4.8.2.