Your favorite ghost-related dwemer creature mod is back! This adds in the old Dwemer Spectres for Morrowind, complete with multiple types, unique bosses with unique rewards, and stupid hats.
Requirements
This mod does not have any known dependencies other than the base game.
All original meshes, textures, and scripts require permission from DarthVitrial to use in other mods. Turning on DP is fine if you are granted permission by DV to use any assets.
Porting and upload permission for all Trainwiz Skyrim mods is granted exclusively to DarthVitrial and "The Chronographer Maintenance Team."
Translations are permitted to be uploaded to any site, but can only contain the plugin file and scripts that require translation of strings - the translation should still require this file to be downloaded. Please contact DarthVitrial via Nexus PM for exceptions to this specific rule.
You are free to make compatibility patches and other add-ons as long as they contain this file as a master.
Forgot to update the internal version in prior update.
Swapped Rknah to use a custom ECZN instead of reusing a vanilla one.
Version 4.1.2
Fixed incorrect keywords on several books.
Fixed a typo in an item description.
Version 4.1.1
Flagged Rknah as no-reset.
Version 4.1
Swaps the ghostly remains left by Spectres out for unique remains.
Version 4.0
Overhauled how the ghosts are set up. Instead of attaching a script to each ghost one at a time (which doesn't work for leveled actors), the ghosts are handled by a magic effect applied to the ghost race. The big takeaway of this is that the ghost visuals and disintegration/turning into an ectoplasm pile now works for the generic spectre enemies.
Removed some redundant keywords.
Added missing "auto-calc stats" flag to Dwemer Spectre Mage.
Version 3.8
Added missing Undead keyword to the spectres.
Version 3.7.1
Renamed all voice files so the voices work again.
Version 3.7.0
Added missing "Use Advanced Avoidance" flag to spectre race.
Fixed ground model and female model for aethernaut helm. Contributed by dinosgamez.
Changed default race on rings from "ArgonianRace" to "DefaultRace".
Updated all the scripts to replace numerous GetPlayer calls with more efficient PlayerRef properties.
Removed edits to some vanilla beards.
Removed edits to vanilla race formlists.
Added back attack race to Kagrumez pets (they're edited solely so Spectres don't spawn in their place)
Added missing auto-calc stats flag to unique Spectres, which should have been on automatically to begin with.
Added bash tag C.NAME, which is just for something carried over from USSEP.
Version 3.6.1
Removed leftover "playable" flag from Dwemer beards.If you want playable Dwemer beards, grab Tamah's mod here: https://www.nexusmods.com/skyrimspecialedition/mods/40680
Removed one duplicate reference.
Version 3.6
Merged in one final patch from Dwemer Spectres EBT No Bleeding and Other Fixes that I missed last update. (Thanks for catching that, Soulmancer)
Merged in the fixes from Dwemer Beards Special Edition by Tamah, along with updated facegen
Added location data for Rknah
Added non-playable flag to the beards
New models and textures for some unique items: Nullsprocket (Jelidity) The rings (FavoredSoul) Puzzle cubes (gutmaw) Helm of the Aethernaut ground model (icecreamassassin)
Fix incorrect object bounds
Fixed unknown contraption so you can now leave the final room (themayor897)
Added missing sound effects to Ghartar-Zhir (themayor897)
Fixed error in dwemer hood that made the CK complain
If updating from an older version, clean the following scripts: _tw_dwemspeccubescript, _tw_dwemspecenterzonetrigger .
Version 3.5
Merged in all fixes from Dwemer Spectres EBT No Bleeding and Other Fixes and Skyrim Revamped Patch (Soulmancer)
recalculated object bounds
Resaved in CK
Cleaned in latest SSEEdit
Fixed NifScan errors
Reverted some wild edits.
Removed underscores from cell names
Added missing master (hearthfire) and sorted masters
Forwarded fix from USSEP
Removed all vanilla assets from BSA
Repacked BSAs and optimized textures with CAO
Generated SEQ
Fixed missing normal map on the stupid hat.
Some beard fixes.
Throughout Morrowind, they walked the shades of a once-great race. These Dwemer spectres haunted ruins all across Vvardenfell forever guarding their puzzles and treasures. Yet, curiously, their presence was absent from Skyrim. But no more. Once again, these spirits walk through their halls, annihilating any traveler foolish enough to cross their paths.
Dwemer Spectres, as the name suggests, adds Dwemer spectres from Morrowind back into Skyrim. Unlike the previous game, however, they have a bit more going on with them, with multiple types and stronger versions appearing at higher levels. On top of that, unique spectre bosses are scattered throughout remote ruins. These haunts are far more powerful than their generic counterparts, but in return drop gears (and fabulous treasure, but mostly gears).
Features
Five types of Dwemer spectres: guards, engineers, mages, crossbowmer, and Tonal Architects.
New spells and attacks for these spectres. Watch as they pelt you with gears, summon centurions to aid them, and employ fabulous contraptions to tear holes in spacetime and chop you into bits.
Seven unique spectre bosses, dispersed throughout Dwarven ruins, waiting to kill you.
Seven unique rewards dropped from these bosses, with unique enchantments and abilities.
A secret reward and quest for those who manage to find and fight all the unique bosses.
Stupid-looking hats
Over 315 gears
Dwemer spectres will first start appearing around level 8. The highest level ones, the Tonal Architects, will begin to appear around level 35.
Bosses can be found at any time, though be aware they are quite strong (about the same strength as a Dragon Priest).
The Trainwiz ChronoC0da: Dwemer Spectres is actually part of an overarching series of mods, beginning with Sotha Sil Expanded for Morrowind. The following is an official list of the order the mods occur in:
Use your Vortex or Mod Organizer 2 (recommended), another mod manager, or drop the contents of the zip into your data folder.
Compatibility and Troubleshooting
This mod modifies the template NPCs for Dwemer spiders and sphere automatons It is an edit directly to their base NPC records and effects what kind of NPC will spawn in its place. We don't know of any mods that modify this, but you should check in SSEEdit to be sure.
An old version of this mod is included in "Immersive Creatures." You cannot use both mods at the same time. We also generally advise against the use of Immersive Creatures because it is an older mod with several implementation problems that have not been fixed.
Though we use the assets from "Dwemer Beards Special Edition," the two mods should still be compatible. If you wish to have playable Dwemer beards, you will need to download the mod here.