Anyone know anything about the Arkenlight? Every 3 seconds I am getting "Arkenlight Charge Full" with an annoying sound over and over, not sure how to toggle it on and off. Any insight would be nice.
Are the mines supposed to be damaging me? The description about them on this mod page says "they attack indiscriminately, but deal no damage to the caster" but the arc mine is definitely hurting me. I haven't tested the other mines. Is this a bug?
Necro from the future, same here. Gonna test it a bit and play with it in xEdit when I have time, before submitting any kind of bug report, but currently experienced it with the shock mine as well as the mana/stamina draining one.
Hey so every time I summon a spider, it explodes, isn't it only supposed to use that web on command? Or is that going to happen every time I summon the spider? Is it because I have dwemertech as well?
This mod is insane! I'm playing with full Enairim pack as breton natural philosophy and mechanics adept and I have a blast. Huge thumbs up!
It is archery (crossbows only), HA (I level up smithing up to dwarven ONLY in the left branch, it's a dwemer-fanatic character) and conjuration for automatons build. I avoided stealth as long as I wasn't heavily outnumbered so my game didn't become a slog, but there is a huge gap in summoning between spider and sphere, because I don't use those staffs, so I lowered difficulty a bit to survive some encounters until I reached 50 conjuration.
Spheres are so damn powerful! It is actually one of the best summons for the level that I know. They have both melee and ranged attacks, they are fast, they are compact out of combat and when supercharged they heal themselves very fast (to the point that they can be abused to level-up weapon skills on them)! I took Ordinator's Edge of Oblivion perk and now I have two of them. I shall up the difficulty now!
tl;dr about Wintersun divine for this build
Spoiler:
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For those who are interested, I took Magna Ge as Wintersun divine for role-playing reasons. My char is a huge religion skeptic, so I had a choice between no worship at all (boring), Julianos (did it before), Magnus (I didn't really like his follower system) and Magna Ge as something mysteriously linked with creation, having outworldly logic and all that crasy s#*! to decipher from the "Magne-Ge Pantheon". So I took Magna Ge. In the beginning it feels very underwhelming, as travel power is very restrictive and recharge ability in the beginning of the game doesn't feel useful, but their tenets are easy to follow and it goes well with natural philosophy flavor. It's very much later that I discovered that Magna Ge recharge is insane with conjured automatons. For now I have 3 enchanted crossbows for different situations (I use Legendary Skyrim Crossbows and Bows mod): silver xbow with soul-trap for the undead, mihail quick xbow with lighting enchant for mages and dwarven scoped xbow with fire enchant for regular sniping. To supercharge 2 spheres once I need about 75% of the charge of one of my xbows. My summons exist for about 5+ minutes now, I guess. It looks like charged effect has no duration (it never expired before my automatons). And with Magna Ge worship it takes about one minute to restore weapon charge to the max. So my spheres are always buffed, sometimes several times in a row (charges stack). Now imagine my breton girl in full power dwemer armor, packed with rifles xbows with two deadly robots automatons at her service. Am I playing Fallout again? xD
Great mod! Is there any way to deactivate the placed mines, like Ark? How long they'll remain there? I accidentally cast Ark mine in Breezehome and it wont disappear lmao
I added a Tonal Architecture distribution of spells patch for Dwemer Spectres Skyrim Revamped Rebalanced and Releveled ... but for mines to work properly I am not sure what would need to be changed in the script for it to reference the caster instead of the player?
The quest doesn't update if you Shift+Use from Inventory/Container, despite having Arkenlight, the objective didn't updated, and I've just noticed later on, and my last save is WAY bofere taking it. I just need the name of the quest to pass through console commands, is there a way to know it in-game the name of the quest?
For those still wondering why the quest doesn't pop up, you need to level up one of the three magical skills that the mod's spells have (Destruction, Alteration, or Conjuration) to a certain level, then cast the spell and the quest will show up, or at least in my case
Power Stroke is overpowered since you can just ragdoll fools ad nauseam. Other than that good mod, compliments timelost dwemer nicely for even more dwemer nerdout
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Tonal Architect - Silent Arkenlight Recharge Notification
It is archery (crossbows only), HA (I level up smithing up to dwarven ONLY in the left branch, it's a dwemer-fanatic character) and conjuration for automatons build. I avoided stealth as long as I wasn't heavily outnumbered so my game didn't become a slog, but there is a huge gap in summoning between spider and sphere, because I don't use those staffs, so I lowered difficulty a bit to survive some encounters until I reached 50 conjuration.
Spheres are so damn powerful! It is actually one of the best summons for the level that I know. They have both melee and ranged attacks, they are fast, they are compact out of combat and when supercharged they heal themselves very fast (to the point that they can be abused to level-up weapon skills on them)! I took Ordinator's Edge of Oblivion perk and now I have two of them. I shall up the difficulty now!
tl;dr about Wintersun divine for this build
powerdwemer armor, packed withriflesxbows with two deadlyrobotsautomatons at her service. Am I playing Fallout again? xDIs there any way to deactivate the placed mines, like Ark? How long they'll remain there? I accidentally cast Ark mine in Breezehome and it wont disappear lmao
edit: tried that but it did not seem to work.
I also don't have the source scripts. But you can destroy the mine by leaving the area, and possibly placing another mine.