File information

Last updated

Original upload

Created by

Mihail

Uploaded by

MihailMods

Virus scan

Safe to use

About this mod

Complete overhaul of both vanilla Fire Wyrms and Magic Anomalies. You can finally make these magical entities unique and interesting to use to your advantage and fight against, respectively.

Requirements
Permissions and credits
Translations
  • Russian
  • Mandarin
  • German
  • French
Donations

  • This mod is a compilation of my Improved Magic Anomalies (LE-SE/AE) and Useful Fire Wyrm Magicka (LE-SE/AE) mods in a single esp. If you use these two mods, by downloading this new file you will be able to delete these two esps, thus saving space in your load order;
  • Obviously you should not use this mod together with the two mentioned above, since they are already compiled in this new file, and using them at the same time will double the amount of the mentioned mods's content/improvements in your game, in addition to other possible problems;

  • If you use, like and value my work, please consider giving an endorsement. I've worked hard for years to offer you the best of me for free, and the only thing I ask in return is this gesture, which increases my relevance and engagement on Nexus, and motivates me to continue;
  • I do not inspect or have any influence over translations of my mods (including those linked directly on my pages), nor do I have any power over patches or add-ons made to my content. So, before using any unofficial add-ons for my mods, make sure they conform to the latest version of my official release, and never use these if they don't. The same applies to Xbox ports;
  • In addition to the Nexus, you can also find me on:
        
         
       
  • Do you have any doubt? Read my Frequently Asked Questions (FAQ).







From Improved Magic Anomalies mod page:



"Mysterious wisp-like luminous creatures, these blue balls of luminescent magic arise through ruptures in reality, brought about by disturbances usually derived from improper manipulation of magic artifacts. It is unknown what they are, nor if they have any kind of awareness, if they have a previous existence, or if they originated at the time of the disturbances."


by Beastmaster Mihail *
(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar, he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)



Technical details:

Magic Anomalies appear during the College of Winterhold questline, with
generic, monotonous and problematic features in the vanilla game, which this
mod improves/solves. But, let's go by parts, so that users understand perfectly
what this mod does, and how the Magic Anomalies work in the game:



How Magic Anomalies are implemented in the vanilla game? - After the events of the "Containment" quest, they appear spammed by a magical rupture in Winterhold, which the player must destroy. Later, they randomly appear in the "Aftershock" quest as well, a repeatable quest after you become Archmage, whenever you ask Toldfir if "Is there anything I should be aware of?", being in this second situation the context in which Magic Anomalies respawn. They can also, although very rarely, be found randomly in nature. In their apparitions, they can alternate in size;

What are their problems? -The main problem that originates all the others is that since they are an enemy that appears very rarely, nobody wanted to invest much effort on their creation. Therefore, they re-use not only the Ice Wraiths animations, but absolutely everything else, from attacks, special effects, sounds and even death type. This of course is an immersion killer.



Knowing this, what this mod does:

- keeps them animated like ice wraiths, as they match the style, but modifies their speed and time of acceleration and deceleration, making them more fluid and faster in their movements;

- links them separately with the type of skeleton they use, so they are not affected by mods that modify the skeletons, therefore also the physical proportions, of the Ice Wraiths;

- removes some attacks to distinguish them from Ice Wraiths, leaving them only with moves similar to vanilla Wisp attacks, without performing dives, and adds a magical contact effect that causes a flash of light that momentarily leaves the player stunned when attacked by them, making their combat more difficult. While in the vanilla game they cause the same ice damage as Ice Wraiths, which even appears in Active Effects as Ice Wraith Bite. The new Magic Anomaly attacks now also completely drain the victim's magic momentarily, as they drain it on contact during the flash of light, and delay its recovery a little as well;

- while in the vanilla game they re-used all the sounds of the Ice Wraiths, now they have a loop sound similar to the Magnus's Eye itself, despite reduced in comparison, which represents a certain energetic instability, also they no longer have step sounds that were the sliding sounds of the Ice Wraiths, their impact in combat has a new and magical sound as well, in addition to the sound they produce when they die. Unfortunately some sounds are attached to animations and cannot be removed unless they are removed from all creatures that share those animations, so some Ice Wraith sounds are still left, but much less;

- speaking of death, in the vanilla game they die like an Ice Wraith, now they have a unique death effect too, exploding in blue magic light orbs, leaving a pile of ether on the ground;

- now they have special abilities: 70% resistance to magic, although 30% less resistance in case of shock as it drains mana, 100% resistance to poison and diseases, besides the possibility of floating above water. Furthermore, it is impossible to capture their souls (since they do not possess them) or reanimate them after killed;

- modifications to the combat style, making them act more like non-sentient magical minions, rather than creatures capable of self-preservation. Their tendency now is to attack more with fewer retreats, and even more ruthless when in a group;

- new and own faction, where only they are included, since in the original version they belonged to the Ice Wraith faction, which made them align with them and Hagravens when they met, which doesn't make sense;

- they do a little more damage now, but nothing absurd. Also, in vanilla game they were the only entities that infinitely level up with the player. They keep going up to a very high cap, but now it only reaches level 50;

- they no longer have loot. In the vanilla game they dropped soul gems, but it was just a hole filler like everything else in their creation. The quests where they appear already have a good reward;

- when you attack a Magic Anomaly using the Staff of Magnus, instead of it first draining all the magic from them and only after that start draining life (like it does with all the other targets), with them it starts draining life immediately, justifying Toldfir telling you to take the Staff when you go to fight them. The connection between the Eye of Magnus, the Staff of Magnus and the magical ruptures themselves, and their consequent Magic Anomalies, justifies this.




Known issues::

According to UESP:
(all vanilla)

. The rupture may be randomly placed intersecting water, if this is the case then it cannot be completed as the rift does not properly show up and anomalies do not spawn; (This bug is fixed by version 2.0.4 of the Unofficial Skyrim Patch)

. If you come across the Magic Anomalies before speaking to Tolfdir then the quest cannot be completed. (This issue has been addressed by version 1.3 of the Official Skyrim Patch; the quest will automatically start at stage 20 upon defeating all Magic Anomalies. You can then return to Tolfdir for your reward and the quest will end normally)


----------------------------------------------------------------------------------------------------------------


From Useful Fire Wyrm Magicka mod page:



Transform the ancient dovah magic of the Fire Wyrms into a truly useful
and potent type of arcane power to scorch your enemies on the battlefield.


-----------------------------------------------------------------------------------------------------------------------------------------------------

Lore: "Named after the legendary Wyrms, legendary serpentine creatures inhabiting aquatic caves, and considered by many to be a myth, Fire Wyrms are nothing more than artificial elemental creations created from dovah magic. Born and imbued with dragon fire, they look like small serpentine dragons that meander through the air, like flying snakes. Of an unstable and explosive nature, their existence is momentary and depends on the power of the dragon that created them.

How they are created is a little-known matter, given that dovah magic is very circumscribed to dragons themselves, and someone without a draconic soul cannot even use much of that arcane knowledge himself, so it a set of skills mostly limited to dragons, and to dragonborns, but apparently the use of soul substance is required to generate Fire Wyrms as well."

by Beastmaster Mihail *
(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar, he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)

-----------------------------------------------------------------------------------------------------------------------------------------------------


Technical details:

  • Initially introduced in the Dragonborn DLC as a simple limited power obtained optionally from Hermaeus Mora, Fire Wyrms in the vanilla game are just an Ice Wraith with a new model, and fire damage instead of ice, without any background. With this mod this will change, offering you a way to fit them into the lore, and new mechanics to make them useful;

  • First of all, this mod adds new sounds and fire effects to Fire Wyrms and makes them now level with the player. No longer having a static level of 11, but now they can reach considerable levels if your summoner is also at a high level;

  • Where they really come from, and what gives them existence, is not widely known subject lorewise, but it is known that Miraak was one of those who studied them, having passed this knowledge obtained to Hermaeus Mora (or the other way around), which allowed the Prince to later offer this knowledge to the player. In the type of Fire Wyrm magicka available on vanilla game, the use of the Fire Breath shout on a victim who soon dies, while still burning from the effect of this powerful fire shout, causes a Fire Wyrm to emerge from the corpse, which will defend the player and attack the enemies around. This mechanic had several problems, the Wyrm was weak, and in addition to the aforementioned lack of unique sounds and effects, it attacks and is attacked by followers and peaceful npcs. With this mod, it becomes leveled and has a considerable level cap, it is also considerably larger in size, it causes more damage, it continues to explode in a burst of fire when it dies or dissipates like in vanilla, and above all, it does not attack  peaceful npcs or followers, nor is it attacked by them anymore;

  • Also a discarded spell that did not come out in the final version of the game as playable, was here re-worked and made available. The spell is called Dragon Storm, and allows the player to summon two Spectral Dragons (properly renamed now to Fire Wyrms, because it is what they are), and 1 more for every 5 dragon souls the player character has on his inventory, as long as he keeps the spell charging, and until their time dissipates, when they self-destroy, but in the case of these, without the explosion of fire. These Fire Wyrms also have the new visual and sound effects, but they are smaller in size than the one created in the shout (they have the original vanilla size), and do less damage. Also, even if they are leveled as well, they do not reach the same level as the one created by the Fire Breath shout, and have less hp than it. During the spell, the player's hands are surrounded by an etheric structure similar to the head of the Fire Wyrms themselves, enveloped in blazing fire. The spell has a lvl master, and the only spelltome book to learn it is at the end of the Miraak's temple. And, its important to mention that finally it is useful to have dragon souls in the inventory after unlocking all the shouts, since the more souls you have, the more Fire Wyrms you can summon. Obviously these Fire Wyrms do not attack followers and peaceful NPCs, nor are they attacked by them. (check video bellow)






The mod is not compatible with other mods that modify the textures, model or settings of vanilla Magic Anomalies and/or Fire Wyrms. If you have one installed, or think you might have one, put this mod below it/them in your load order. If you are asked about files overwriting those of other mods, press "Yes to all".

(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)




The Mihail Monsters and Animals series aims to create and make available to the community the most complete set of creatures for TES 5: Skyrim, implemented in an immersive and unique way, with respect to the pillars of lore. Instead of pathetically just throwing models and textures in the game reusing 100% vanilla mechanics, the creatures made by Mihail have uniqueness and extreme zeal in their idealization and implementation, which will provide you with an experience that you have never had before in this area.




Author: 

Mihail- improvement on the settings of the Magic Anomalies (attacks, fxs, AI, sounds, etc...); re-working of the Fire Wyrm and Fire Wyrm magicka, with changes/improvements on lore/concept, effects, usage, also new visual and sound additions; I also re-worked a non-used spell from early DLC Dragonborn development and made it available improved and much more immersive.



Update on Deadlands development: unfortunately I will be postponing the release of the Project Deadlands first open alpha test to late January 2023. It was initially planned for late September 2022, and later postponed to mid-October of the same year, but circumstances have been delaying me, so instead of delaying it again by another month when October ends, and then by one more at the end of November, I prefer to put a more realistic date already. Unfortunately I have been facing personal, financial and mainly family problems (which end up becoming financial too) that prevent me from being able to dedicate full time to the project at this moment, so I will focus on these remaining 3 months of the year on faster and smaller jobs, so I will continue to be active, and I will not stop producing content, and then on January 1st, with everything more stabilized in my life, I will be able to dedicate myself fully to the project. As I've shared it several times, mainly on my server, I'm not only investing time and effort, but the project also costs money, and right now I can't afford it, nor can I dedicate full time to it. I work practically alone, I do almost everything myself, and it's not feasible for me to continue developing the project this year. Thank you for understanding, and unfortunately unforeseen events arise, and a sequence of them occurred to me in the second half of the year, so I need this end of year to balance things out first. You can check more info about the mod bellow.

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

New quest mod coming soon: The mod's first open alpha test release was initially planned for late September/2022 but was pushed back to end of January/2023 for better polish. The several hours long adventure takes place mostly in Oblivion, specially on the Deadlands, and is intended for the Champion of Mehrunes Dagon, however, several of the objectives include interaction with other realms and daedra, even in places outside of Oblivion itself: you will travel between dungeons, open areas, underground caves, towns, gigantic daedric towers, and much more.
In January/23 I will relese the first open alpha for community testing and bug finding, also as a show of respect to the users, since the project will take a full year yet to be completed, and i want people to know that the project is being developed, and also providing them a place to have fun while waiting, and at same time this will help me with bug finding, and with ideas for improvment. Quest has 30 acts, each new alpha will feature 3 new acts. Open Alpha Test 1 will feature only the first 3 acts, but already with several hours of content. I plan to release a total of 9 to 10 alphas before the finished release.


Oblivion Gate test


(First test made on testing cell with vanilla interior dungeon lightning, second test made on vanilla
dagon shrine with natural exterior world lightning. I was not happy with my first try (showcased on
the video of the first gate test I published time ago), so i came back and redone the oblivion gate
effects and sounds, and now i like them much more.)


Oblivion Gate test 2

(Final test just to see how daedra exiting the gate would look like. No daedra will come from this gate, but
later on the mod they will come from others, while already in oblivion, specially when travelling between
realms and/or pocket realms. Check the previous testing to see the full working mechanics of the
Oblivion Gates on the mod.)

Mythic Dawn Archvicar lines

(He is the second main NPC of the mod, with Agent Ragna being the first and the central npc of the introdutory
quest "The Sigils of Oblivion". After finishing it, you start the main one, "The Herald of the Second Coming",
and is the Archivar who introduces you to the adventure. (he is using right now my 4k re-texture of Mythic
Dawn Robes, but in the finished version he will receive unique "Mythic Dawn Priest Robes", although
they will not be featured yet on the first open alpha testing release))



Interaction with Dagon at Azrak'ath Ruins

(First communication with Dagon in the end of the introdutory quest "The Sigils of Oblivion". After you
collect the sigil stone you travel to his shrine to enter the gate to the Deadlands. (video is a bit outdated,
on current state the eyes of dagon glow in fire when you approach and he starts talking))



Azrak'ath Ruins boss fight (end of act 1 of 30)

(Final boss of the Azrak'ath Ruins. These ruins are underground Daedric ruins on Nirn, more specifically on the Reach. Here
you complete Act 1 of the mod, and most of the remaining 29 acts take place in Oblivion, about 80% of them in the Deadlands.
In act 1 the introductory quest The Sigils of Oblivion occurs, where you collect the Sigil Stone that will be used to open the Oblivion
Gate that I showed in previous videos. When you enter the gate the main quest The Herald of the Second Coming will then begin.)


Azrak'ath Ruins Mythic Dawn ghosts in the end of act 1

(At the end of Act 1, still on Nirn, in an underground daedric ruin, after you finish the dungeon and acquire the
ritualistic Sigil Stone, several Mythic Dawn ghosts who were killed in this ruin during the Oblivion Crisis,
during an attack by Vigilants of Stendarr, appear to motivate you to go ahead and carry out Dagon's plans,
which start with the Dragonborn opening a portal to Oblivion.)