Kind of wish there were a werewolf/wolf head mask that hated like a hood AND mask so there is fur like in the Elden Ring Black wolf mask and has some eyes instead of creepy eye holes. Love some of these masks though there's so many!
Hello Mharlek1. I'm installing this for my future play thru and wanted to ask since I'm unfamiliar with it, would this need patches for Lanterns of Skyrim 2 by WizKid? He also has some ELFX connected mods, not sure but it might be a good idea to check and see if any of his mods need patches or if they're connected or not. Installed, Endorsed and kudos.
Thanks for a neat collectables mod!
Perhaps see if a patch for Legacy of the Dragonborn might be needed?
Didn't find a single one, in roughly 25 cleared locations, if i had to guess. Then again, i am not very carefully looking, as i hoped i didn't have to actually search for them so hard...
But i honestly don't think that is the issue, since i illuminate the rooms with torches or magic anyways, when i am searching. Also i look at every single item there is and i usually find everything, even if it takes 7 rounds of proper looking. The only thing that comes to mind, since i found a few of your items, that the ones, i can't find, got blown somewhere in fights, where i can't see them anymore.
Either way, it's not tragic. I am just trying to figure out, if i am not looking hard enough, if there is something wrong with the mod, which i both doubt, or if i just messed up the room in fights. :P
Feel free to ask any questions. The edits to the cells are to drop an item in them but they have to carry other cell informations, any other information about the cells outdoors or interior is overwritten by other mods. Encounter mods, lighting mods have a patch here, but not all type of mods need them, even then not all in that category need one. The patches available are the ones I could find in a very large and diverse modlist. P.e. I use lux, missing encounter zones, hammets dungeons, grass and tree mods, interior mods, water mods, etc. Place this high in the load order, above those kind of mods if in doubt. Other than it should be loaded below npc mods and to overwrite them if necessary if you want the unique changes to them. I'll place this in the description.
Thank you for your explanation. Your comments on load order are very helpful.
To be clear, I was NOT asking you for patches - rather I want to AVOID patches in my game. In my opinion, over-reliance on patching is one of the worst situations in the history of Skyrim modding. It's a never-ending nightmare of bad modding practices.
I prefer mods designed for compatibility, and plan to use your creative and fun mod in a new playthrough. To improve my technical understanding, can you recommend any sources to better educate myself on design issues and solutions when multiple mods edit the same space?
The npcs here are special and only 3, I think. I would advise having this mod win conflicts because they have items from the mod on them, weared or in inventory. Losing a conflict and they are gone, or have dark face issue depending on installation overwrite.
I am currently using the NAT III ENB plugin. It contains its own lighting changes. A patch would be very thoughtful! Thank you very much for your consideration.
I have one question, are the items located in areas based off their origins? like finding the hag mask in a quest involving them or are they just thrown across the world in a completely random order. I just want that deer mask so bad, its the closest im going to get to a moose skull which I find badass(you can thank the witcher 3's leshen for that.)
They are located in places where they resemble something to them. They are not quest related, though they share the same spaces. There are 2 different deer skulls, one is in Anise´s cabin, the other one is probably near the forsworn briarheart atop deepwood redoubt, not sure. Most of them have enemies/bosses surronding them.
53 comments
I am considering including new things in this mod.
edit: needs a spid version
Made a folder with meshes to work with to try and to make Masks/Helmets for, expanding this mod to the dlcs:
example made
Thanks for a neat collectables mod!
Perhaps see if a patch for Legacy of the Dragonborn might be needed?
Then again, i am not very carefully looking, as i hoped i didn't have to actually search for them so hard...
(Major spoilers) These are the locations. In 25 maybe you didn´t go to any of these
Esbern´s Vault
Mzinchaleft Depths
Anise´s Cabin - Cellar
Yngvild Throne Room
Tower of Mzark
Frostflow Abyss
Gallows Rock
Bleakcoast Cave
Liar´s Retreat
Hag´s End
Hillgrund´s Tomb
Cronvangr Cave
ReachCliff Cave
Glenmoril´s Coven
Fallowstone Cave (Giant´s Grove)
Evergreen Grove exterior
Crabber´s Shanty Exterior
POI Northern Coast18
And thanks for the info there.
Made me realize that i only visited two of the spots where your items are hidden, hehe.
Mzinchaleft Depths - Nothing
Yngvild Throne Room - Found the Human Skull Mask there
Tower of Mzark - Nothing
Hag´s End - Nothing
But i honestly don't think that is the issue, since i illuminate the rooms with torches or magic anyways, when i am searching.
Also i look at every single item there is and i usually find everything, even if it takes 7 rounds of proper looking.
The only thing that comes to mind, since i found a few of your items, that the ones, i can't find, got blown somewhere in fights, where i can't see them anymore.
Either way, it's not tragic. I am just trying to figure out, if i am not looking hard enough, if there is something wrong with the mod, which i both doubt, or if i just messed up the room in fights. :P
The description and the comments have different information that I'm hoping to sort out. Thx.
The edits to the cells are to drop an item in them but they have to carry other cell informations, any other information about the cells outdoors or interior is overwritten by other mods. Encounter mods, lighting mods have a patch here, but not all type of mods need them, even then not all in that category need one.
The patches available are the ones I could find in a very large and diverse modlist. P.e. I use lux, missing encounter zones, hammets dungeons, grass and tree mods, interior mods, water mods, etc.
Place this high in the load order, above those kind of mods if in doubt.
Other than it should be loaded below npc mods and to overwrite them if necessary if you want the unique changes to them. I'll place this in the description.
To be clear, I was NOT asking you for patches - rather I want to AVOID patches in my game. In my opinion, over-reliance on patching is one of the worst situations in the history of Skyrim modding. It's a never-ending nightmare of bad modding practices.
I prefer mods designed for compatibility, and plan to use your creative and fun mod in a new playthrough. To improve my technical understanding, can you recommend any sources to better educate myself on design issues and solutions when multiple mods edit the same space?
gotta find 'em all!!
There are 2 different deer skulls, one is in Anise´s cabin, the other one is probably near the forsworn briarheart atop deepwood redoubt, not sure.
Most of them have enemies/bosses surronding them.