These encounters tend to be notoriously difficult, and require quick thinking, ingenuity, and decent weapons to overcome. And if they didnt have any, I tried guessing their effects based on their names.Skyrim, like any role-playing game, features enemies clustered in a hierarchy, the top of which is ruled by the dreaded boss. I do agree that one of his golems would be perfect for the lv 90 fire elemental.Īnyway i'm going to track this to keep an eye on it, cant wait for to show up mrx16 wrote: Both really. Mihail is really friendly, if you asked him you could probably use a few of his monsters for your work. Easier to manage and less possible problems with permissions etc
SKYRIM OVERLORD ANIME MOD MOD
Dukoth wrote: so many things in this story that have yet to be detailed, the abilities of most of the world items (including the throne in nazzarik), what is Rubedo capable of, hell only 4 of the floors in nazzarik have been described with any detail yetĪnd there's been 13 volumes and expanded fluff Dukoth wrote: dude! you should also think about using Mihail's monsters in your mod, the iron atronach in particular would make an excellent greater fire elemental mrx16 wrote: I'd like to avoid using other ppls mods/resources in my mod if possible. And if they didnt have any, I tried guessing their effects based on their names. Without being properly back-ported, this mod will not work with Oldrim period.ĭukoth wrote: are you basing these on the anime or the light novel, because if you're basing them on the anime I strongly suggest you read the light novel as it goes into more detail about how many of these spells work, although the wikki might be helpful for that tooĪnyway i'm going to track this to keep an eye on it, cant wait for to show up mrx16 wrote: Both really. Also, SSE uses meshes that are drastically different than Oldrim's too. Not only does SSE use a different BSA format, but it also uses an entirely different Form Version (SSE plug-ins use Form 44 vs Oldrim's Form 43). This mod will not work with Oldrim without being back-ported. did you try just unpacking the bas's and using the contents as loose files, leaving everything else as is?
SKYRIM OVERLORD ANIME MOD INSTALL
Its kind of gotten me to install sse to try this mod out, cause I've been wanting to do an overlord build, and was in awe at how few mods there were for that show Z4rroc wrote: sse uses a completely different bsa format.
Sse uses a completely different bsa format. Its kind of gotten me to install sse to try this mod out, cause I've been wanting to do an overlord build, and was in awe at how few mods there were for that show Then a few like that ice daggers spell just showed the cast animation, and had no particle effects or damage steps or anything.Ĭause I had to remove some data the vampire clothing turned purple, and the staff did as well, but the staff was also able to be retextured with my weapon textures when I loaded the mod before them.
So then I removed evil eyes armor, and unzipped the bsas, and removed the meshes so it would start, and a handfull of spells did. WEAP \ CRDT - Critical Data \ Effect -> Found a STAT reference, expected: NULL,SPEL Nanako wrote: I tried running it on normal skyrim, and first attempt was a straight up ctd. StaffOfAinzOownGoal_FrostOfJudecca "Staff of Ainz Oown Goal" StaffOfAinzOownGoal_GraspHeart "Staff of Ainz Oown Goal" StaffOfAinzOownGoal_CharmSpecies "Staff of Ainz Oown Goal" StaffOfAinzOownGoal_HellFlame_MAIN "Staff of Ainz Oown Goal" StaffOfAinzOownGoal_FireElemental "Staff of Ainz Oown Goal" WEAP \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> StaffOfAinzOownGoal_GreaterReanimation "Staff of Ainz Oown Goal" WEAP \ CRDT - Critical Data \ Effect -> Found a STAT reference, expected: NULL,SPEL StaffOfAinzOownGoal_RealitySlash "Staff of Ainz Oown Goal" ENCH \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF EnchFortifyDestDmg "Fortify Destruction Damage" MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> EnchCreationFreezingLand_FrostDMG "Freezing Land Damage" It should work Ii think Z4rroc wrote: Tes5Edit found a bunch of errors, most of them concerning the staff: But have you tried running it on regular skyrim? I dont think there are any things in this mod that only use SSE functions. Z4rroc wrote: would you consider creating a version for regular skyrim? mrx16 wrote: Sorry but I only own SSE ediiton so I cant downgrade this mod.