Shaydow Posted December 4, 2013 Author Posted December 4, 2013 seems to be a problem with the download. doesnt want to work I'm having the same issue, though it's still listed and uploaded under my mega account. Try again later and if it is still broken by tomorrow I will re upload it.
Lucifercain Posted December 4, 2013 Posted December 4, 2013 I am having issues with the angelic knight form. every time I use the form my game crashes, however the Devil Knight form works perfectly. Any help you can offer would be great.
Shaydow Posted December 5, 2013 Author Posted December 5, 2013 seems to be a problem with the download. doesnt want to work Ok it seems Mega broke my old upload. I reuploaded it and double checked, new one works. Don't know what happened to the old one. The download link has been updated, so go ahead and try again. I am having issues with the angelic knight form. every time I use the form my game crashes, however the Devil Knight form works perfectly. Any help you can offer would be great. I'm not sure. No one else has reported this error. How long ago did you download the mod? See above, maybe you got it as my file was somehow being corrupted by Mega. Try downloading it again from the new upload and let me know if that fixes your problem.
Groovtama Posted December 5, 2013 Posted December 5, 2013 I am having issues with the angelic knight form. every time I use the form my game crashes, however the Devil Knight form works perfectly. Any help you can offer would be great. I'm not sure. No one else has reported this error. How long ago did you download the mod? See above, maybe you got it as my file was somehow being corrupted by Mega. Try downloading it again from the new upload and let me know if that fixes your problem. Maybe she/he changed the Celestial skeleton with another one which doesn't have Tailbones, that is a thing to remember when switching them out. Angel form is the only one which needs tailbones.^^
HDL Posted December 17, 2013 Posted December 17, 2013 the celestial race won't appear when i create a new character
Shaydow Posted December 17, 2013 Author Posted December 17, 2013 the celestial race won't appear when i create a new character I don't support piracy. The race does not appear because your Skyrim is not up to date. how do i download previous versions pls reply You don't. Only the newest version is available. New versions didn't just add new things, they also fixed broken things and bugged things as well. Also, I don't support piracy.
Guest Posted December 24, 2013 Posted December 24, 2013 Love the mod, but I'm not getting the MCM menu to show up. Did I do something wrong?
Shaydow Posted December 28, 2013 Author Posted December 28, 2013 Love the mod, but I'm not getting the MCM menu to show up. Did I do something wrong? There isn't one. There is not enough options for me to have included one.
Guest Posted January 1, 2014 Posted January 1, 2014 Love the mod, but I'm not getting the MCM menu to show up. Did I do something wrong? There isn't one. There is not enough options for me to have included one. I relized my mistake. I just misread the description was all haha. I have on other question though. Does the skeleton for the race support any mods that utilize belly growth? I've tried the few I have and I'm not sure if its the mods or the skeleton for the race that has the issue but I'm also not getting the choice to adjust character weight in the race menu. Is this a bug or is that just a feature you put in yourself?
regavonwon Posted January 2, 2014 Posted January 2, 2014 somehow skyrim shuts down when i try to use the celestial dream knight shirt and celestial dream knight shirt B
jussmee Posted January 7, 2014 Posted January 7, 2014 this mod is cool but im having an issue with the neck seam its not that bad but noticable, my other races seam fine. even my ethenreal elven overhual mod also i dont know how to transform. when i start to fight i see a power activated automaticly. i dont know if its conflicting with the resplandant overhual for racial powers
Shaydow Posted January 10, 2014 Author Posted January 10, 2014 Love the mod, but I'm not getting the MCM menu to show up. Did I do something wrong? There isn't one. There is not enough options for me to have included one. I relized my mistake. I just misread the description was all haha. I have on other question though. Does the skeleton for the race support any mods that utilize belly growth? I've tried the few I have and I'm not sure if its the mods or the skeleton for the race that has the issue but I'm also not getting the choice to adjust character weight in the race menu. Is this a bug or is that just a feature you put in yourself? Currently, no, but the next release will see Celestials use a modified version of XP32's Maximum Skeleton that has a Belly Node. I'm sorry for this, but this node was not a baseline in my last release. You can fix it yourself in the interm if you so desire, but you will have to extract the BSA, move the contents to your Skyrim installation, then replace the Celestial Skeleton with one that has the node you like. Just make sure that Skeleton ALSO has Tail Bone Nodes, or if you try to equip a Celestial Tail, you WILL ctd. somehow skyrim shuts down when i try to use the celestial dream knight shirt and celestial dream knight shirt B This can be caused by a few things. I have no idea what your computer specs are, but if you are using CBBE, Celestials FORCES the game to load UNP textures and body when you put on these items. I always pick high rez textures so the swap may be to much for your computer to handle? I don't know, I'm the only one to have done something like this other then those body swap options I see, and I've never used one. All I can say is try replacing the Defualt Celestial UNP textures with other ones. Remember : The Dream set uses a UNP base body and textures instead of defualt CBBE / Celestial Body. I did this to have a UNP option for my users who liked that option to have something to use. this mod is cool but im having an issue with the neck seam its not that bad but noticable, my other races seam fine. even my ethenreal elven overhual mod also i dont know how to transform. when i start to fight i see a power activated automaticly. i dont know if its conflicting with the resplandant overhual for racial powers There may be a noticable neck seam depending on your ENB settings. In the next release I have fixed this, but for now, I tried to include enough options for neckwear to make sure you could cover up said seams if you wanted to. If your using an ENB, try turning on or off FixTintGamma, it may help a lot. Shaydow Said : Where the fuck you been man? You haven't been around in a WHILE! No I have not, and I am KINDA sorry for that. See, these last 2 months have been crap. My kids birthday, Christmas, and oh ya, MY FATHER DIED. All of these things hit me kinda hard and just left me in a " I don't really feel like gaming " mood. Celestials has not only been set back, but I no longer have that drive to do it like I did before. I may even start a new YouTube Channel, and play / review other games rather then just focus on Skyrim. Yes I know this isin't what ANY of you want to hear, but I'm nothing if I'm not honest. On that note, I still PROMISE that Celestials v7, everything I have showed off so far, the fixes and additions, WILL come out within the next 3 to 4 months. After that, I have no idea where this mod will go. All my alpha projects are canceled. I hope you understand. C'est la vie. Peace, Shay
Daenordus123 Posted January 13, 2014 Posted January 13, 2014 Hello there! I've been trying to successfully install this mod, but have failed numerous times. Could you give me step by step instructions on how to install it? I've got all the requirements. My skyrim is bought off steam, no piracy here. It is completely up to date.
Guest Posted January 19, 2014 Posted January 19, 2014 Hey Shaydow, Great Mod!! Kudos!!... I am really impressed with the detail and the work you have put on it. I was having problems with the grpahics though (because of my low end system) .. I had FPS lags. I used a BSA unpacker to unpack ur BSA and converted all textures to CBBE low res textures and my FPS has improved (slightly). However I am having a problem with the feet texture. It has a weird red-brown colour to it. I have tried other textures as well. I get the same problem with the feet. The rest of the meshes and textures synchronise perfectly and gameply also is pretty smooth. Could you please suggest where I would be going wrong and what I should do to correct it? Regards, Ruroken
Coldsteel321 Posted January 23, 2014 Posted January 23, 2014 Love the mod, have 2 requests for v7, 1). Would it be possible to make ur weapons compatible with Armed to the Teeth, http://www.nexusmods.com/skyrim/mods/9614/? 2). And ur skeleton compatible with Skyrim Weapon Positioning - Weapons on Back, http://www.nexusmods.com/skyrim/mods/15658/? pls
Shaydow Posted January 24, 2014 Author Posted January 24, 2014 Hello there! I've been trying to successfully install this mod, but have failed numerous times. Could you give me step by step instructions on how to install it? I've got all the requirements. My skyrim is bought off steam, no piracy here. It is completely up to date. The BSA and ESP go in your Steam\steamapps\common\skyrim\Data folder, then make sure you check the ESP as active in either the Skyrim Launcher of your other mod managing program. Hey Shaydow, Great Mod!! Kudos!!... I am really impressed with the detail and the work you have put on it. I was having problems with the grpahics though (because of my low end system) .. I had FPS lags. I used a BSA unpacker to unpack ur BSA and converted all textures to CBBE low res textures and my FPS has improved (slightly). However I am having a problem with the feet texture. It has a weird red-brown colour to it. I have tried other textures as well. I get the same problem with the feet. The rest of the meshes and textures synchronise perfectly and gameply also is pretty smooth. Could you please suggest where I would be going wrong and what I should do to correct it? Regards, Ruroken I wouldn't know tbh, especially since you said you also tried OTHER textures and it still did it? Feet use the Body texture, do any of your other races have this issue? Try using one of the textures from another race you have. If your using an ENB try turning on or off FixTintGamma. V7 will be using new textures specifically redone by me ( I did not make the originals but have permission to use them and have touched them up a fair amount ). These new textures are seamless blends that will fix a LOT of issues with the current body textures in V6. A sad aside from this is Devil Knight and ESPECIALLY Angel Knight will no longer have specific tats when you transform. I say especially Angel knight because the Body textures used for the race very rarely would match ANY head textures, and noticeable color difference is noticeable. I will however not only still be leaving in the Forms body textures as a standalone that just uses the same texture for people who want the option to change body textures for Forms if they wish, but I will also be trying to see if I can also link new HEAD textures for Forms as well. I'm not really sure however how doable this actually is, since taking a Form does not work the same way as say turning into a Vampire Lord or WereWolf, your race doesn't actually change. I will look into just before the release of V7 once everything else is balanced, bug tested, and ready to go, so that's much further down the pipeline. Love the mod, have 2 requests for v7, 1). Would it be possible to make ur weapons compatible with Armed to the Teeth, http://www.nexusmods.com/skyrim/mods/9614/? 2). And ur skeleton compatible with Skyrim Weapon Positioning - Weapons on Back, http://www.nexusmods.com/skyrim/mods/15658/? pls I won't be customizing Skeletons on request, no. Sorry. That being said, I DO plan on releasing V7 with some files outside of the BSA. One is the Skeleton. This way players who want or need a certain skeleton for a mod or don't like the skeleton I have included can easily swap them out without needing to unpack the BSA. Some others are the Body ( to be replaced if you wish or to be used with any other race is you wish ), and a few others I can't remember right now because I just woke up and am replying while having coffee If anyone has any specific file type they would like / feel should be packaged outside the BSA for ease of replacement, let me know.
Shaydow Posted January 26, 2014 Author Posted January 26, 2014 A question for my Celestial users : Balance for v7 has begun. I KNOW Angel Knight is more used then Devil Knight. So how to compensate? I know the combo of a mana regen + heal is uber powerful. So it's either a nerf to Angel Knight or a Buff to Devil Knight or both. I was thinking of giving Devil Knight SOME sort of heal. I can't attach it to Flame Cloak like it was in V4 - V5 since Flame Cloak is spammable, and that makes it even more powerful then Angel Knight. I was thinking some kind of Destruction based Life Drain, at about half the effect of Angel Knight Heal. I am also GOING to be reducing ALL magic skill costs for DEVIL KNIGHT across the board about 30% - 40%. This should negate the whole " ya but Angel gets the Mana Shield " thing that is going on. I also feel that Devil Knight should get some kind of Intimidate bonus, and Angel Knight a Persuade bonus. However I want to give Devil Knight something more as well. Having been play testing v7 I just feel Devil Knight falls behind Angel, and I don' like that. I want them each to have their bonuses and to each fit a certain play-style, not just have one better then the other. With v7 I have already given Devil Knight an upgraded version of the Elemental Beam ( something new in v7, but Devil gets a better one then the norm, Angel does not get one at all ), yet it costs 3x more man then the normal. But of course it should, Devil Knights should basically be those players who use Celestial mod that would be playing Mage. I don't want them to feel forced into playing Angel Knight just for Mana Shield. Should I get RID of Mana Shield? I would rather not. The whole reason it was added to Angel Knight was to make sure that as a Warrior type player you always had enough mana to heal. So ya, kinda rambling, but I'm looking for spit ball ideas from my users about DEVIL KNIGHT. Angel Knight is FINE as I feel it, hell, TO FINE maybe, and I might tone down some of the bonuses with v7. But Devil Knight needs some more OOMPH, something more to set it apart. Any thoughts you have on the subject as my users are more then welcome, as brainstorming is the way ideas become reality. (p.s : yes this means that all the NEW stuff for v7 is now DONE as far as I am concerned, now it is all about Balance and Bug testing. After that v7 will be ready for Beta release here on LL, so the more input I get the faster v7 gets released! Help me get v7 out of Alpha! )
latios298 Posted January 27, 2014 Posted January 27, 2014 A question for my Celestial users : Balance for v7 has begun. I KNOW Angel Knight is more used then Devil Knight. So how to compensate? I know the combo of a mana regen + heal is uber powerful. So it's either a nerf to Angel Knight or a Buff to Devil Knight or both. I was thinking of giving Devil Knight SOME sort of heal. I can't attach it to Flame Cloak like it was in V4 - V5 since Flame Cloak is spammable, and that makes it even more powerful then Angel Knight. I was thinking some kind of Destruction based Life Drain, at about half the effect of Angel Knight Heal. I am also GOING to be reducing ALL magic skill costs for DEVIL KNIGHT across the board about 30% - 40%. This should negate the whole " ya but Angel gets the Mana Shield " thing that is going on. I also feel that Devil Knight should get some kind of Intimidate bonus, and Angel Knight a Persuade bonus. However I want to give Devil Knight something more as well. Having been play testing v7 I just feel Devil Knight falls behind Angel, and I don' like that. I want them each to have their bonuses and to each fit a certain play-style, not just have one better then the other. With v7 I have already given Devil Knight an upgraded version of the Elemental Beam ( something new in v7, but Devil gets a better one then the norm, Angel does not get one at all ), yet it costs 3x more man then the normal. But of course it should, Devil Knights should basically be those players who use Celestial mod that would be playing Mage. I don't want them to feel forced into playing Angel Knight just for Mana Shield. Should I get RID of Mana Shield? I would rather not. The whole reason it was added to Angel Knight was to make sure that as a Warrior type player you always had enough mana to heal. So ya, kinda rambling, but I'm looking for spit ball ideas from my users about DEVIL KNIGHT. Angel Knight is FINE as I feel it, hell, TO FINE maybe, and I might tone down some of the bonuses with v7. But Devil Knight needs some more OOMPH, something more to set it apart. Any thoughts you have on the subject as my users are more then welcome, as brainstorming is the way ideas become reality. (p.s : yes this means that all the NEW stuff for v7 is now DONE as far as I am concerned, now it is all about Balance and Bug testing. After that v7 will be ready for Beta release here on LL, so the more input I get the faster v7 gets released! Help me get v7 out of Alpha! ) y not a castable buff that gives a chance of life steal and/or fear and maybe some kind of charm option? I usually play a beserker kind of style when in devil knight form so life steal will help tonnes while something like a bonus to stats if i kill another enemy within a short amount of time (~5 seconds maybe?)would help build that particular play style
Kyubbiman Posted January 29, 2014 Posted January 29, 2014 File Name: Shaydow's Celestials *UPDATE* 09/21/13 File Submitter: Shaydow File Submitted: 25 Jul 2013 File Category: Races Celestial Mod for Skyrim What is Celestials? Is it a race mod? A powers mod? An armor and weapons mod? A perk mod? The answer is all of the above. Celestial is a handcrafted mod made by myself that uses a mix of everything and the kitchen sink. The race has unique physical features, unique racial powers, special perks that affect the race, and access to Celestial Forms, special abilities that when used will transform you into either an Angel Knight or a Devil Knight, and when in these forms grant new abilities and powers made specifically for the theme and playability of the mod. Celestials is ONLY for FEMALE characters, and is in the Adult section of Lovers Lab due to the theme of sexuality portrayed through the Armors and Lore. Gift01.jpgAngel01.jpgDevil01.jpg v7 Sneak Peaks. New Body as well as HDT Physics and Collision effects [video=youtube] [video=youtube] Videos can be set to 1080p HD for best viewing quality. Sneak peak at the new Working GunBlades coming soon . [video=youtube] Video can be set to 720p HD after hitting play. ---------------------------------------------------------------------- *REQUIREMENTS* THE FOLLOWING ARE REQUIRED TO USE CELESTIALS Skyrim Version 1.9.32 or higher RaceCompatibility . Visit the link and download the version you need if you don't already have it. Everything below this line is OPTIONAL, depending. Read through it to see what you may need \ want to get. ---------------------------------------------------------------------- A compatible Skeleton with CB++BBP is REQUIRED for non-Celestials to use any of the Armor in the mod. The Skeleton must ALSO have TAIL BONES if you wish for your non-celestial race to use the tails. You WILL CTD if you're a non-Celestial without a proper skeleton! Script Dragon is required ONLY IF you want the Forms Wings to give a jumping height bonus. SKSE is required if you wish for the Revert Form power to remove the new eye overlays. You can still remove them by leaving Form, saving your game, then reloading that save. RaceMenu and CharGen Extension by Expired These are BOTH required *IF* you want Celestials to utilize plugin for extra face sliders. See the screenshot section for examples. These mods also have their OWN requirements, so remember to check if you have everything you need before you start to play! SkyUI by SkyUI Team is required to utilize the MCM for any of the other mods that Celestials may call on. While not required, it is highly recommended. Celestials V6e and upwards is now compatible with Dual Sheath Redux. It is not required in any way to use Celestials. NOTE: If you are already a user of Dual Sheath Redux, you will need to run the patcher again after installing Celestials for it to detect Celestials as compatible. Celestials V6e and upwards has included a new set of High Heels and Stockings that are ONLY for users of the HDT HighHeel System. While this mod is not required, these new items ( marked with HDT in the name in game ) will not work correctly without it. Users of the HDT system will have to equip the Celestial Dream HDT Heels, then open the MCM, go to the HDT tab, then the custom tab, and add a height of 8 to the heels. This was done so that I could include these heels AND have them work WITHOUT having to have HDT as a REQUIREMENT. NOTE that if you want to enchant these Heels in game, you will need to REMOVE the custom HDT again using the MCM, enchant them, then re-add the custom 8 height to them. You will not see the enchantment listed on them, but it will be there. Either that or just enchant them before adding the custom height to them using the HDT MCM. ---------------------------------------------------------------------- **NOTES** : When using ANY of the Form powers with animation ( Unleash Forms, Angel Knight and Devil Knight ) After the animation finishes you will be stuck hovering in the air. Simply draw your weapon ( default key "r" ) or JUMP to drop back to the ground! -Celestial Unleash is no longer a Celestial Only racial ability. The power is now granted with the same script that adds armor to the player the first time the mod is run on any save game or new game. Users from V5a to V6Beta will HAVE to correct existing save games with the mod enabled using the console. You must add the ability to yourself by opening the console and typing : help "celestial Unleash" ( WITH the quotes ) you will be shown an 8 digit number. Now type player.addspell XXXXXXXX where XXXXXXXX is the number listed. You will only have to do this one time for any save game from before the new update. *NOTES* This Race and the forms are for FEMALE CHARACTERS ONLY. At race selection you will see generic male Nords. ALSO, if you're going to use this race I suggest playing on MASTER, with stuff like ASIS, Deadly Dragons, etc installed. With all of those even in form the first dragon fight will prove a challenge, without them, and NOT on master, in Forms, the game will be easy mode. ---------------------------------------------------------------------- ---------------------------------------------------------------------- *Description* Note some of this information is now out of date. I am cleaning it up as time permits. Celestials start with NO bonus to skills and all their starting regens are less then that of any Vanilla Race. You will start with a Special ability granted by the mod, Unleash Celestial Forms. This ability can not be used until your character is level 30. When used, you will permanently unlock two new powers, Devil Knight and Angel Knight. These forms can be used anytime you like, and give incredible bonuses to armor, damage resistance, and depending on what Form you're in, other special properties ( more on the differences below ). The forms have no cooldown, so you can go in an out of forms whenever you like. When taking a form all your current equipment will be replaced with the form, and you will be given 7 new powers : Wings, Weaponry, Bow, Light, Mounts, Form Specific Specialty, and Change Form, and the Devil Knight and Angel Knight Powers will be removed. Using Change Form will turn you back into humanoid form, you will be naked, unless you have the Celestial Gift armor in your inventory, then it will be auto equipped for you, and the 2 Forms will be added back to your powers list to use again. If you use the Unfurl Wings power, it will vanish and a Conceal Wings power will be added, using it once again gives you back wings, etc. Going back to humanoid form will also remove all 7 of the special powers granted to a form. Form Weaponry Powers The Angel Knight will get Sword in the right hand and healing spell in the left, the Devil Knight will get a Scythe in the right hand and Flame spell in the left. You can replace these weapons / spells at any time you like, but note that you will have to use the power again to get the weapons back if you equip something else. The weapons will also be removed when you use the Change Form power. The form weapon powers will scale in damage as your skill in 1 handed weapons increases. FORM BONUSES Both forms get the following bonuses 100% carryweight increase ( increases with stamina upgrades ) 10% run speed increase ( the increase in speed goes up as you level ) 10% damage reduction from all sources 10% combat health regeneration 250 bonus health 100 bonus to Magicka and Stamina 600 Armor The Angel Knight gets the following : 25% combat Magicka Regeneration 10% combat stamina Regeneration 10% bonus damage with all weapons 20% bonus to all restoration healing spells The Devil Knight gets the following : 25% Combat Stamina Regeneration 10% Combat Magicka Regeneration 30% bonus to Sneaking 20% bonus damage to destruction spell damage THE DOWNSIDE While in any of the forms you may not equip ANY other item except weapons. This includes rings, necklaces, amulets, and armor. You also can not temper ( upgrade ) the forms armor or weapons. This should keep you popping out of forms regardless for crafting / bartering / etc. The good news is that the forms will allow you to gain skill in BOTH heavy armor AND light armor at the same time. With 5 points in each of the armors starting skills plus the armor rating on the forms itself, at around the same level you should be around equal to or greater than a full legendary Daedric / Dragon armor set. Celestial Specific Perks : First thing first, if you are using another mod that changes perk trees and LIKE that mod, please load it AFTER Celestials in your load order. If you like my perks more then please load Celestials AFTER any other perk effecting mods. So what do you get with Celestial Perks? Well I tried to add original ideas that are both fair and balanced, and in most cases you have to be using the Celestial Mod to use them. For example, in 1 handed I added a new perk tree on the opposite side of dual wielding, these perks mimic what the dual wielding perks do, at a slightly lower amount, but instead of having to dual wield, you have to have a 1 handed weapon in the RIGHT hand AND a spell in the LEFT hand. If you have say have a spell in the right and a 1 hander in the left it won't work, and if you have a weapon in the right and a shield in the left it won't work. If you have 2 weapons, well then the vanilla perk kicks in and it doesn't matter if you spent the points on my perks or not. The perk IS called Battle-Mage after all, and was made to cater to Battle - Mages, something the Celestial Forms are. The armor specific perks work a little different. They stack with all other vanilla armor perks save Matching Set ( done for balance reasons ), but will ONLY work IF you are either in a form, or wearing a CHEST PIECE of any of the Celestial Armor. You don' want to use them, don't play a celestial. don't want to bonus when using Celestial added armor, don't use them. They are there to add a little extra to do when playing the game \ my mod. Note that as time goes on ( as of 9/12/13 ) I still have plans to add in other perks, specifically for spell casters, so this entire perk entry is subject to change. ---------------------------------------------------------------------- ---------------------------------------------------------------------- *DOWNLOADS* Newest Celestials Release download link : http://www.loverslab.com/files/file/238-shaydows-celestials-update-v6c-090913/ ------------------------------ VampireLord OVERHAUL : http://www.loverslab.com/files/file/368-shaydows-vampirelord-overhaul/ ------------------------------ Hand Picked Animation Pack Download and Videos This package does not require ANYTHING, however, it is recommended to get PCEA to use with them. Please see the included README in the download for all the information you will need. Download Link http://www.mediafire.com/?ypxf0r17y1eiyz7 Animation Mashup Video Part 1 [video=youtube] Animation Mashup Video Part 2 [video=youtube] Animation Mashup Video Part 3 [video=youtube] ---------------------------------------------------------------------- ---------------------------------------------------------------------- *SCREENSHOTS and VIDEOS* Vidoes ( all can be set to 720HD ): Celestial V5 Transformation Videos : [video=youtube] Celestial V5 Legacy Sneak Peak ( now a part of the mod ) : [video=youtube] ScreenShots : RaceMenu Plugin V6c: V6e Dream Top / Bottom Changes : Top A and Bottom A Top B and Bottom B Top C and Bottom C Top D and Bottom D Provided By Users : sekki7204 celest1.jpg celest2.jpg celest3.jpg ---------------------------------------------------------------------- ---------------------------------------------------------------------- *KNOWN ISSUES and BUGS* If doing Dawnguard and becoming a Vampire Lord, leaving Vampire Lord form will make all the other vampires in the castle treat you as though you are not a vampire. You can solve this until I can fix it by opening your console with the ` key and typing "player.setrace CelestialRaceVampire" ( without quotes ). I have removed all the ugliness that goes along with being a vampire, so you will not notice any change to your characters appearance should you do this. Using any mod the alters the equipment slots for rings / necklaces / amulets will negate the negative downside of this mod, meaning you can still wear an item if it is not a default equipment slot. There is nothing I can do about this as it is that mod causing the issue. ---------------------------------------------------------------------- ---------------------------------------------------------------------- *UPDATE NOTES* V6e Update 9/21/13 **NOTE : I have permission from Aradia to use the meshes and textures in Celestials ( they were just too darn "celestial" to NOT want to use )** Additions: -Celestial Dream got the following additional pieces : ; Glove B ; Jewelry B ; LegStraps A and B ; ArmStraps A and B ; Shoulders ; Shirt B ; Skirt C and D ; Chest ( formally armor ) D ; HDT compatible Heels and Stockings ( see requirement section above for more information ). These stockings have a different texture from the other Dream Stocking Variants as well to make them unique. ; Celestial Dream Staff with pre-enchantment ( absorbs 10 points of health and magicka per second. Charges scaled on destruction magic ). 2 of these staffs are auto given at new character creation or first time mod run on existing characters, however you can craft them at a tanning rack under misc for 3 dragonbone and scales and 6 leather strips. -Sock version of Dream Stockings added -Celestial Torch added. This item acts as an infinite Torch type light source. It comes in 2 colors for light cast, pure white and fire. These items are auto-added along with the Gift armor for new players / first time character mod run, but are NOT craftable. For existing users please use the console and type help "Celestial Torch" to get them. Another bonus to this torch is when blocking, it will create a ward effect that will absorb up to 50 points of all incoming magic damage. -Compatibility with Dual Sheath Redux has been added for users of that mod ( see the requirements section above for more information ) BUG FIXES and CHANGES: - Celestial Dream Armor has been broken apart into 2 different slots. There is now 4 chest pieces and 4 panty pieces. Each of these pieces, FROM DREAM, can be worn together in any combination, for a total of 16 different combinations of looks ( 4 chests and 4 pantys ). Existing users wearing any of the older V6 Dream Chests will have to craft a Panty upon installing V6e ( unless you don't want to ). - The Dream Armor has had a file structure overhaul. This will only affect unpackers and was done for ease of organization. Future plans to do this for ALL Celestial armor and forms is on the table. - Fixed an issue from V6d that had Celelestials as a race turning into Vampires getting the sunken cheek and eyes of Vanilla. Sorry about that. Your Celestial will no longer look different when becomming a Vampire. - Celestial Dream Skirt B has had the textures and Alphas on it changed. - Celestial Dream Chest A ( formally Armor A ) now uses a new UNP body type that is TBBP compatible, and also has a little more cleavage to better conform to the armor. - Celestial Dream Chest C ( formally Armor C ) has had the mesh SLIGHTLY changed, just a small part, to better suit going along with the 4 separate panties. - Celestial Dream Chest B ( formally Armor B ) has had UV mapping changed to better suit going along with the 4 separate panties. The mid section has been removed and it now looks more like a "BRA" type. - Celestial Dream Jewelry A ( formally just Jewelry ) has had additions, as well as changes, to the way it looks. - The position for Daggers, FOR THE CELESTIAL RACE, has changed. They are now placed on the back. This was done to further make the Celestial Race unique from any other race, vanilla or other custom. If the animation that plays when you draw a dagger does not match the new position of the daggers let me know, I have one that works. V6d Update 9/13/13 Additions: -Celestial Dream Set got the following new parts to go along with the same slot layout as the other armor sets : Ears, Tail, Jewelry, Accessory ( like the wings for the other armors ). The set also received a 3rd chest option, a 2nd skirt option, and a 2nd stocking option that are Knee High. The Dream circlet has been altered slightly in appearance. BUG FIXES and CHANGES: -The entire naming layout for every armor has been changed. A new system of naming is in place. Due to this existing users will find the armor granted to them at games start has changed to cloth armor. This, like the having to re add the Celestial Unleash last update, is a 1 time deal only for the entry in the CK. You will either have to use the console to replace the armor back to what it was, or craft the versions you want. -Every piece of every armor added by Celestials is now craftable and temperable in all 3 types. You can find Light and Heavy armor at a forge under Daedric, and Cloth at a tanning rack also under daedric. -New users \ characters will now get 6 armor items granted. A heavy chest and helm, a light glove and boot, and non armor wing and gem. All the other pieces previously granted such as stockings etc will now have to be crafted to be gained. Starting weapons given have not changed. -Some file paths have been reorganized for better layout. Further work will be done until all files are only under the Celestials folders. This will take some time as I change all file paths that still link to the old Legacy Armor folders. V6c Update 9/9/13: Additions: -Celestial Dream Armor added. Uses UNPB BBP. Light and Heavy version can be found under Daedric Smithing at a forge, Cloth version can be crafted at a Tanning Rack. -Celestial Convergence added. This new ability will be granted to you upon using Celestial Unleash. In order to use Celestial Convergence you must be level 80 or higher. After using it you will be granted 4 new powers, 2 each of the forms, at values half the power of the form originals. May be used when in Forms. -Old V4 and lower Angel Knight Heels are now back in the game as craftables. -A new femaleheadchargen allows me solve the issue of including eye data that may overwrite Vanilla / custom eye data. This however will require the use of RaceMenu and CharGen plugin by Expired in order to function. An update to the requirements section will be posted with all the relevant information needed. BUG FIXES and CHANGES : -Celestial Racial Summon arrows damage is down to 12 from 24. -Angel Knight Shield is now a spell instead of lesser power. It will now cost you mana to regain mana, and the Mana regen has been cut to balance the new approach to the power. The power however is now listed as a Restoration, and can grant Restoration skill gains without the need to heal life, as you are healing mana. -Devil Knight Phase Shift is now a spell instead of a power. It has a high mana cost and has had the timer cut in half, down to 10 seconds from 20 seconds. It is still an incredible spell but can no longer be chain used over and over except by the most dedicated of mages. It falls under illusion magic and can grant skill gains. -ALL Celestial specific heals have been reduced in magnitude ( by at least half ) and had the magicka costs increase when applicable ( about 4x as much now ). -Forms now get a bonus of 100 extra Magicka and Stamina. -Celestial Knight Armor has had the textures and Alphas replaced. When standing in front of certain lighting your armor NO LONGER DISAPPEARS! ( woot! ) -The Celestial Smithing Perk is now longer being used and has been removed. All Celestial Craftables can now be found in the forge from level 1. You must have the Daedric armor smithing perk to temper them to legendary. -Angel Knight Sword and Devil Knight Scythe CRAFTABLES have had their sizes reduced ( 1st and 3rd person ). Form weaponry powers will still give you a larger Version of the weapon. -Streamlined the script that first runs that grants the armor and Unleash. You will now be told when the mod has finished and the script is no longer running. -Celestial Race now starts with 100 base stats. This change will only take effect on any new characters created with this version or after. -Celestial Unleash is no longer a Celestial Only racial ability. The power is now granted with the same script that adds armor to the player the first time the mod is run on any save game or new game. Users from V5a to V6Beta will HAVE to correct existing save games with the mod enabled using the console. You must add the ability to yourself by opening the console and typing : help "celestial Unleash" ( WITH the quotes ) you will be shown an 8 digit number. Now type player.addspell XXXXXXXX where XXXXXXXX is the number listed. You will only have to do this one time for any save game from before the new update. V5 UPDATE 12/28/12 V5 has been fully cleaned with TES5Edit. There is no reason for you to do so anymore. Additions : -New Non-Form armor and weapons called Celestial has been added. They will be auto given and auto equipped after installing V5 to any brand new character OR any existing character ONCE. -Celestial can not be sold to a merchant. -Celestial can be enchanted / tempered at the appropriate table / workbench / grindstone. Armor pieces need 8 steel ingots each, the swords and bow need a dragon bone, the shield a dragon scale. The Steel Armorsmithing Perk will apply to the ability to temper them twice as much. -A New Celestial Perk has been added in the Smithing Tree. It requires 100 smithing skill and the DragonArmor smithing perk. This perk will allow you to craft higher level versions of the starting Celestial items. -Celestial Starting and Crafted Celestial will auto-equip for you when you leave a form IF you have them on you. If you have BOTH ( starting and crafted ) on you at the same time ( no reason to but if you do ), the higher tier crafted will be equipped.* ( Do to balancing reasons, the Celestial Heavy Armor Chest and the Celestial Light Armor Chest ( both starting and crafted ) can NOT be worn at the same time. You must pick one or the other. All other pieces, both heavy and light, can be worn at the same time. If you have BOTH in your inventory when you leave a form, the Light Armor Chest will be the one equipped. If you wish for the Heavy Armor Chest to be the one auto - equipped, store the Light Armor Chest in a container you own. ) -Celestial Starting and Crafted will benefit from Celestial Form specific Perks, and all other relevant perks EXCEPT Matching Set. This was for balance reasons. -Celestial Race now uses its own Head data ( meshes / tri's, skins, etc ). These are handpicked by me and hopefully will allow you to make a beautiful Celestial that looks unique from most other custom / vanilla races.* ( Due to CK limitations, the following 3 files are included in the BSA BUT are in default location [ character assets ] instead of the Celestial's Folder : eyesfemale.tri, eyesfemalechargen.tri and femaleheadbrowschargen.tri . Having any other mod either loaded AFTER Celestials OR having different versions of these 3 then mine in the loose file location ( your Skyrim install ) MAY cause issues. Let me know and I will work them out with you when / if they arise. Changes: -Celestial Unleash, Devil Knight Form and Angel Knight Form are now level restricted for balancing reasons. You may use them at level 30 and higher. -The Rise Scene animation ( when you float in the air ) will now play ONLY ONE TIME, for Unleash Forms Activation. -There is no longer a delay ( other then script delay ) when using a form power. There will still be a brief moment of nakedness when going in and out of Forms, but you should now be able to use these powers in combat. -Angel Knight and Devil Knight will now use the Weaponry powers automatically when you go into Form. The damage of the weapon summoned weapons is the same as the form power granted, and is based on your skill level with One-Handed weapons. -Knight Forms Specialty powers ( Devil Phase and Angel Knight Shield ) will now auto select themselves as your default power when you use a form. You will not need to open the menu and select them in the middle of combat anymore and should help make things more fluid. -Angel Knight Hair now has different looks. It should fit better with the overall theme of the outfit. It is still listed as cosmetic so does not have to be worn if you do not wish. -Devil Knight Hair has changed. It will now not replace your hair at ALL, the long armored version is all there is now ( looks better ). -Devil Form Claws have a new look! -The Glow Maps on many parts of the Angel Knight added in V4 have been toned down a lot and should no longer be a blinding white light. -Due to the way they worked in Vanilla Skyrim, I had to adjust two Perks. Well Fitted in Heavy Armor and Custom Fit in Light Armor. Their descriptions read "When wearing head, chest, hands, feet". However, if you wore even one piece of a different armor type ( So if you had heavy armor head, chest, hands, feet, but then put on a light armor Cloak ), the entire perk would be negated. I have altered this. You must still be wearing 4 pieces of the same type in the appropriate slots ( head, chest, hands, feet ), but will no longer lose your bonus . -Brand new Celestials now start with 70 health,stamina and magicka instead of 50. Regens have been SLIGHTLY raised. This will only effect new Celestials starting with V5. You should now be able to cast your starter spells and not die in a single hit at level 1 -Forgot to add this the other day : Run speed bonus is now applied to Knight Forms Wing Power rather then the Form itself. This was done to give higher level players the option to control how fast or slow they moved when in a Form. Bug Fixes: -Sliders should no longer be locked for customization selections after you first make your character when using certain other mods. There may still be some weird glitches ( eye shapes not looking right with your selected eye color ) however, in testing, these could all be overcome by just playing with the appropriate slider a bit ( I.E if your eyes look glitched after selecting a new eye shape in the customization menu, moving the eye color slider to a different color will fix them. You can then go back to the color you like, etc ) -You should no longer get miscolered hands in Devil Form. -Celestials are now based off Nords and NPC's and quests in game should treat you as one should they need a race to continue. -Devil Knight Flame cloak spell will now increase in damage with the Augmented Flames Destruction Perk. -The Jump Height Patch from V4 is now included with V5 and any future updates, and will no longer be needed as a second download. -Angel Knight Sword is now a bit smaller. It should no longer clip into the ground when idle or running with it drawn. RECOMMENDATIONS FOR PLAYING : -I recommend wearing only 2 pieces of a different armor type with the new armor ( I.E heavy Chest hands feet head, and Light Legs and Arms, OR Light Chest Skirt Legs Arms and heavy Feet Hands ). This is not only for balance reasons, but will keep the ability for the 2 Armor Types to level up appropriately. -Power leveling to hit 30 ASAP for forms is not recommended, doing so will have you missing out on adventures as a new Celestial arriving in Tamriel. -PLAY ON MASTER, and LEAVE IT on master, even when things get rough at the start of the game. You will have to think on your toes, even with 7 pieces of Celestial Armor and the weapons, if you don't power level, when fighting that damn Frost Troll on the top of the 7000 steps. Any mods that also add to the challenge of the game are recommended. -Balanced magic Mods ( I.E damage scaling spells based on skill level ) are recommended, as it should have been part of Vanilla Skyrim. HOWEVER, any mod of this type that also effects enchantments and not just magic, is NOT recommended, as this type of mod will make Forms VERY overpowered. -I recommend starting a brand NEW character with the introduction of V5! OTHER NOTES : -There may very well be some bugs with this release I have yet to find! Please don't think you WON'T hit any bugs, but here is hoping! -The included head data for celestials is based off ECE ( Enhanced Character Edit ) Mod. You won't notice much of a difference, in fact you should not notice any, if you have this mod installed when you are a celestial. HOWEVER, if you leave this mod installed please load it BEFORE celestials in you load order, or you MAY get black face bug. The same slider changing options that work in ECE work in Celestials, I.E Eye Depth Slider will now adjust the angle of your eyes instead of how much they bulge out of your friggin head. V4 UPDATE 12/6/12 Additions : -Devil form got a makeover! -Angel Form also got some tweaks to looks including a couple of new parts and some glow maps. -Angel Wings have been changed ( again ) *see bug fixes* -Angel Skirt looks have been changed ( this also helped with the Alpha problems of the old skirt ) -New Parts have been added : Angel Knight and Devil Knight Hairs -Angel Skirt, Angel and Devil Hairs, Devil Claws and Devil Tail are now marked as "cosmetic". These items will appear in your inventory when you change forms and can be taken off and put on at will. -2 new Presets have been added. -There are new Perks in Heavy Armor, Light Armor, and 1Handed specifically for Celestials in Forms. -Weaponry and Bow Powers for both forms now summon more powerful versions based on their respective skill levels. Tiers are : 0-29 T1, 30-49 T2, 50-69 T3, 70-100 T4.* * After 50 skill you must change out of form then back in and summon again to see changes * -New eyes are available. They have a soft glow to them ( not the orange from Screen Shots I fixed that ). They can be selected from any appearance changing menu and should be last of all eyes. -When changing forms you will now get an eye texture overlay based on your form. Angels get little hearts, Devil get red Swirl. * * This change requires the newest version of SKSE for revert form effect to remove the overlay. Otherwise you must save and reload your game for your eyes to go back to normal * BUG FIXES / CHANGES : -Devil boots now count as heavy armor like they should have when dealing with Heavy armor Juggernaut Perks. -Bow Power damage has been balanced. Lower level characters may see a drop in bow damage, while higher levels will see an increase. -To avoid conflicts and issues, Devil Tail will no longer be auto equipped when changing into Devil Knight. You can find it in your inventory now instead as a cosmetic item. -To avoid conflicts and issues, Angel Knight Wings have been changed. They have a new look and no longer animate. This should stop problems with other races besides Celestial being unable to use them. -Fixed a bug that stopped no fall damage from being removed after using Conceal Angel Knight Wings. -Fixed a bug that stopped no fall damage from applying to Devil Knight Wings Power. -Fixed a bug where Angel Knight was allowed to still equip amulets and Devil Knight was allowed to still equip rings. -Made more internal changes for preparation of V5. BETA V3 CELESTIAL RACE UPDATE 11/28/12 ADDITIONS: -Angel Knight Heal (spell): Instantly Heal <50> points of health and then recover 20 points of Health every second for 10 seconds. (this spell is equipped in the left hand when Using Angel Knight Weaponry) -Devil Knight Flame Cloak (spell): For 10 seconds, enemies in melee range take <20> points fire damage a second. For 5 seconds, you are healed for 20 health and 10 stamina a second. (this spell is equipped in the left hand when Using Devil Knight Weaponry) -Summon Mounts (power): summon a mount for 60 seconds or until you get off. ( same for both forms besides looks ) -Summon Light (power): You form a ball of Light to help light your path. Use this power again to turn it off. ( same for both forms besides looks ) -Angel Knight Shield (power): Restore <10%> of your total Magicka per second for 10 seconds. -Devil Knight Phase (power): You slightly Phase out of exsistance for 20 seconds. You become immune to all damage and partially invisible. Making to much noise, taking actions, or getting to close will alert enemies to your location. Magicka regens slightly faster. WING POWERS Addition : You now take ZERO damage from falls from any height with wings out, AND if you have the newest version of SCRIPT DRAGON installed, will jump 3x higher. BUG FIXES / CHANGES: -Naked body now uses a BBB weight slider compatible body. -Angel Knight Form has some additions in looks. -Angel Knight Wings have been changed. They are now reversed and smaller. -Armor value BASE has been raised to 600. -Armor values have been spread even across the board. Heavy armor perks and Light armor perks will now effect forms armor rating equally. -UI messages have been simplified. You will now longer be spammed when you change forms. -Celestial Unleash Forms will now only activate 1 time. Using it again will do nothing. -Fixed SOME minor alpha and clipping problems with Angel Knight Form ( still working on them all ). -Minor internal changes to prepare for future updates. BETA V2 CELESTIAL RACE RELEASE 11/24/12 : Added Arrows to the Forms Bow power. Fixed a bug that didn't remove the bows from inventory. Fixed Armor rating to be 500 like it was suppose to be instead of 535. Changed position of Equipped Quivers to lower back for aesthetics and to reduce clipping with bows. ---------------------------------------------------------------------- ---------------------------------------------------------------------- *CELESTIAL LORE* The Realm of Oblivion, the Realm of Tamriel, and the lesser known Celestial Realm. All 3 exist side by side, each one affecting the other, sometimes in the smallest of ways, other times in more drastic measures.... The Celestials are beings of Balance. They follow the way of Ying and Yang, Black and White, Good and Evil. All must be in balance for the universe to know peace, even if it is War that is needed to achieve such peace. Knowing when and where Alduin would appear after his banishment with the use of the Elder Scroll, the Celestial Council waited. Knowing full well that on his return Alduin would begin to once again try and destroy and enslave the Humans of Tamriel, the council feared that Alduin would have to much power should he succeed in conquering Tamriel ,as he is also of Oblivion, such imbalance would be a threat not only to Tamriel and the Celestial Realm, but to the very universe itself. You have both been chosen and have volunteered to be sent to Tamriel to stop Alduin at all costs. You have been given special gifts from the Celestial Council to help you on your quest, and have the ability to tap into both good and evil as a Celestial being. You have been granted the ability to speak in the tongue of your enemy, and have the knowledge of your race. You may not however, ever return to the Celestial Realm, as you had to sacrifice your immortality and become mortal to live among the humans of Tamriel. You must learn to live as mortals do. The fate of the Realms is now in your hands.... ---------------------------------------------------------------------- ---------------------------------------------------------------------- *FAQ* Q: My game crashes instantly on startup when I check your mod. Why? A: You do not have a proper dependency in your load order. You MUST have racecompatibility loaded as well, AND you MUST be using the right Celestial.esp file for racecompatibility. Not doing so results in instant CTD's. Q: I can start up a new Celestial and everything works fine, however the game CTD's whenever I go to load the mod on an older character. Why? A: The script to give you the armor is conflicting with the current armor you are wearing. This problem is easily solved by DEACTIVATING Celestials, loading up the older game you want to play, removing ALL the armor the character is wearing, then saving. You can now shut down and REACTIVATE Celestials and load up that save game. You shouldn't have any more problems switching armor. Q: My game lags a lot more and I lose FPS when I use your mod! Does your script suck or something? A: No, it has nothing to do with scripting actually. The reason you may see some noticeable lag when you use my mod is simple, most of my textures are in 4k. It's the graphics of the mod that are causing you to see a slowdown, not my script. The only way to solve this problem is to update the machine you're playing Skyrim on, or just deal with it. Q: I hate *INSERT THING I DON'T LIKE HERE* and I want you to change it! A: To fucking bad, make your own mod. Also stop asking me to do body conversions. I have no idea why some of you think I should convert it to the body YOU use just because YOU use it. Gimme a little respect. Ask your favorite armor convertor person to do it for you. Q: I really like your mod! It's great, but I really wish I could change *INSERT THING I WANT DIFFERENT HERE*. Is this possible? Can I do it? A: You most certainly can, and I hope you WOULD! First you need a way to unpack a BSA. Again, this is a link to the unpacker I use and will be more then happy to help you with! Once you learn how to unpack my BSA ( and again, it is real easy ), I can help you replace anything you like, from skin textures, to body types. If you want it different YOU better be the one ready to put in the work. I can only guide you along the path. ---------------------------------------------------------------------- Click here to download this file
Shaydow Posted January 30, 2014 Author Posted January 30, 2014 So a heads up and what I've DONE, and some plans of what I'm going to work on : DEVIL KNIGHT CHANGES: Devil Knight Flame Cloak is no longer a Destruction Magic Spell. Instead, it is now a lesser power activated with voice like Angel Knight Mana Shield. It will STILL grant destruction gains when it does damage, but not on cast anymore. Devil Knight Flame Cloak is now on a TOGGLE however. You can turn it on at the start of a fight then switch to say DragonRend and it will stay on until you turn it off again or change Forms. Devil Knight Flame cloak had the base damage reduced a small amount to balance it with the new Celestial Elementalist Perk in the Destruction Tree. Overall with the proper perks it will do MORE damage then you remember, but only if you specialize ( 18 perk points in destruction ). Devil Knight Flame Cloak now adds a small Magicka gain boost when it is activated, similar to that of Angel Knights Mana Shield. The idea is for the Fire to feed your spells. In place of the old Flame Cloak in the left hand, Devil Knight now gets a different version of Celestial Elemental Beam Spell ( a new addition in V7, see below for more information on this spell ) when in Form. This spell costs 2.5x as much Magicka per second as the basic one, does 1/4 more base damage, and also will heal the Devil Knight for that 1/4 more base damage when it hits. The idea is for a Devil Knight to keep themselves alive by doing damage rather then needing to switch to a heal. This healing will NOT grant restoration gains, it WILL grant destruction gains. Devil Knight has had base armor reduced from 600 to 400. While ALL weapon damage has been reduced across the board ( no weapon will be stronger then a Deadric weapon anymore ) the Devil Knight Scythe has had its attack speed reduced. Speaking of... FORM WEAPONRY AND BOW POWER CHANGES : These powers have been changed. They are no longer lesser powers and no longer will grant versions based on your skill. They have instead been moved to conjuration and function in the same way Bound Weapons do. Why did I do this? Two MAIN reasons really. 1) The biggest one was the way the old power functioned. If you say went Devil Knight ASAP, then replaced the Scythe from the power with a spell, the Scythe was actually still in your inventory, you just couldn't see it. If you then used the weaponry power again, and again put something else in your hand, you would then have 2 invisible Scythes in your inventory. Now the Revert Form power Script did a check and removed anything from a Form you had in your inventory. The problem lay in that if you NEVER came out of a form ( so say you stayed Devil Knight from level 15 all the way to the end of the game ), you could potentially fill your bag with invisible weapons, leading to save game bloat. Making these spell function the same as bound weapons eliminates this problem, as the weapon is now removed as SOON as it comes out of your hand, either by being replaced with a spell or another weapon, or by simply sheathing it. 2) It allows the freedom to put the weapon in whatever hand you want. Your no longer stuck either having the weapon in the Right hand and a spell in the left, or a different weapon in the left if you dual wield. You can put the weapon in your left hand and a spell in the right, or, you can Dual Wield 2 of the Forms weapons if you want. I like giving my users freedom of choice, and the way these powers worked before, I was pigeonholing users into spell in left, weapon in right. ANGEL KNIGHT CHANGES : Angel Knights Mana Shield is now on a toggle just like the Devil Knight flame cloak. Nothing else about the ability has changed but the functionality. Angel Knight has had the base attack speed of its conjured sword increased. Angel Knight had its base armor increased from 600 to 800. Still play testing this. GENERAL CHANGES AND NEW ADDITIONS FOR MAGES: Celestials ( or anyone running the mod ) now get a new spell in Destruction line Called Celestial Elemental Beam. While at say level 1 with no perk points in destruction this spell does LESS base damage then say Flames or Shock and costs more Magicka, this spell benefits from ALL branches of magic. With 2 points in say JUST Augmented flames it will do around the same damage as Flames, however with 2 points in ALL of the Augmented perks, this spell will then do 3x as much damage as the basic spells. This spell was added to give something to Mage players to work toward and make specializing in the Destruction Perks feel worth it compared to the warrior type perks. A new Perk has been added in Destruction called Celestial Elementalist. This perk requires ALL other Destruction Perks to be trained before you can train it. It will further increase the damage of all Destruction spells by 100%. A Mage in Skyrim with all the Destruction Perks trained should now feel VERY powerful ( as they should! ), and if also in Devil Knight Form, should be a force to be feared. As I think I mentioned already, Forms unlocks have been moved from level 30 to level 15, and Convergence has been moved from 50 to 30. Convergence now also grants 3 new summons, 1 based on each type of Form ( summon angel knight, devil knight, and shaydow knight ). While these summons can be used by anyone at level 30, those not trained in the way of Conjuration may only use 1 summon at a time ( summoning a new / different one will replace the one you already have ). A new Perk has been added in Conjuration called Tri - Soul that will allow a mage specializing in Conjuration to have all 3 of the Summons ( or any 3 summons you wish ) to be used at the same time. A new Perk has been added to Alteration called Celestial Immunity. This perk requires BOTH master alteration perk AND master restoration perk to be trained. It will reduce all incoming Magic damage by 60% when using any Vanilla MAINTAINED heal ( such as base Healing spell ) OR any Celestial Heal over time spell, such as Angel Knights heal, or even the lesser power Celestial Rejuvenation Heal. A perk has been added to Illusion that grants a new spell when trained. It required master illusion and master of the mind perks to be trained. This spell, Celestial Plane Shift, works in the same fashion as the Devil Knight Phase Shift, but costs a LOT more Magicka. HOWEVER, unlike phase shift, plane shift will last until broken or until you cast it again to end the effect. This spell is EXTREMELY powerful when used correctly, as your MOSTLY invisible AND immune to all damage while under the effects. Just like Phase shift however, attacking an enemy will break the effect. A new Perk was Added to Restoration, Celestial Healing. Requires Master Restoration to train, and will further improve ALL heals by an additional 25%. All of these were done to not just bring Mages up to par with warriors, but to actually make them able to surpass warriors in terms of damage if fully specializing. Mages already had the downside of having less defensive measures such as wearing cloth etc, and having to spend more on perks then warrior types, they shouldn't have had gimped damage as well. A level 100 Mage with say ALL magic type perks trained SHOULD be a powerhouse, and should NOT be outclassed by a warrior with say just SOME perks spent in heavy armor and 1 handed. These perks and changes were also made to make forms still a viable choice by substituting perks for enchanted armor, and no one should feel FORCED into doing enchanting anymore. A Celestial Angel Knight for instance can now achieve maximum magic resistance just like any other player could through enchanted gear. More to come but I really wanted to let you guys know what I've been up to all this time. Again, all the new additions for v7 are now DONE. The only thing I am doing now is making sure everything is BALANCED and BUG FREE. I'm about to start the dragonborn expansion. If I make it through the entire thing without any issues ( or find and fix issues ), I will be ready to begin file structure and packaging for the new version.
kakado1 Posted January 30, 2014 Posted January 30, 2014 Thank you for your hard work during this time period,Shaydow.
Guest Posted January 30, 2014 Posted January 30, 2014 Hello there! I've been trying to successfully install this mod, but have failed numerous times. Could you give me step by step instructions on how to install it? I've got all the requirements. My skyrim is bought off steam, no piracy here. It is completely up to date. The BSA and ESP go in your Steam\steamapps\common\skyrim\Data folder, then make sure you check the ESP as active in either the Skyrim Launcher of your other mod managing program. Hey Shaydow, Great Mod!! Kudos!!... I am really impressed with the detail and the work you have put on it. I was having problems with the grpahics though (because of my low end system) .. I had FPS lags. I used a BSA unpacker to unpack ur BSA and converted all textures to CBBE low res textures and my FPS has improved (slightly). However I am having a problem with the feet texture. It has a weird red-brown colour to it. I have tried other textures as well. I get the same problem with the feet. The rest of the meshes and textures synchronise perfectly and gameply also is pretty smooth. Could you please suggest where I would be going wrong and what I should do to correct it? Regards, Ruroken I wouldn't know tbh, especially since you said you also tried OTHER textures and it still did it? Feet use the Body texture, do any of your other races have this issue? Try using one of the textures from another race you have. If your using an ENB try turning on or off FixTintGamma. V7 will be using new textures specifically redone by me ( I did not make the originals but have permission to use them and have touched them up a fair amount ). These new textures are seamless blends that will fix a LOT of issues with the current body textures in V6. A sad aside from this is Devil Knight and ESPECIALLY Angel Knight will no longer have specific tats when you transform. I say especially Angel knight because the Body textures used for the race very rarely would match ANY head textures, and noticeable color difference is noticeable. I will however not only still be leaving in the Forms body textures as a standalone that just uses the same texture for people who want the option to change body textures for Forms if they wish, but I will also be trying to see if I can also link new HEAD textures for Forms as well. I'm not really sure however how doable this actually is, since taking a Form does not work the same way as say turning into a Vampire Lord or WereWolf, your race doesn't actually change. I will look into just before the release of V7 once everything else is balanced, bug tested, and ready to go, so that's much further down the pipeline. Love the mod, have 2 requests for v7, 1). Would it be possible to make ur weapons compatible with Armed to the Teeth, http://www.nexusmods.com/skyrim/mods/9614/? 2). And ur skeleton compatible with Skyrim Weapon Positioning - Weapons on Back, http://www.nexusmods.com/skyrim/mods/15658/? pls I won't be customizing Skeletons on request, no. Sorry. That being said, I DO plan on releasing V7 with some files outside of the BSA. One is the Skeleton. This way players who want or need a certain skeleton for a mod or don't like the skeleton I have included can easily swap them out without needing to unpack the BSA. Some others are the Body ( to be replaced if you wish or to be used with any other race is you wish ), and a few others I can't remember right now because I just woke up and am replying while having coffee If anyone has any specific file type they would like / feel should be packaged outside the BSA for ease of replacement, let me know. Hey Shaydow, I solved the feet texture problem... In copying all textures from CBBE, I had copied meshes as well to update with bodyslide settings. Although I need not have copied the feet mesh, I did it as well which resulted in the wierd texture mismatch. On re-pasting celestial feet mesh. The issue was resolved. I think celestial feet uses high heel mesh and that could have been a possible issue with incompatibilities between other feet meshes. Regards, Ruroken
Shaydow Posted January 31, 2014 Author Posted January 31, 2014 Hey Shaydow, I solved the feet texture problem... In copying all textures from CBBE, I had copied meshes as well to update with bodyslide settings. Although I need not have copied the feet mesh, I did it as well which resulted in the wierd texture mismatch. On re-pasting celestial feet mesh. The issue was resolved. I think celestial feet uses high heel mesh and that could have been a possible issue with incompatibilities between other feet meshes. Regards, Ruroken If it solved your issue then yes. In the next version Celestials will STILL be using a default High Heel Feet, but it's new and has no seams. I like High Heels and I think it makes the race a bit more unique that it is the naked feet. HOWEVER, I have also added in actual High Heels, to the naked feet, so now you won't be walking around on your tiptoes when not wearing any boots etc. I'm still tweaking some clipping since I don't want to use any HDT heels for naked feet, since I never wanted it to be MANDATORY that my users have HDT ( the Shaydow Plugin that will also be released with v7 WILL require HDThighheels as a master, but that's why I made it a plugin, you don't want to use HDTHighHeels you don't have to, you just can't use the new armors. Shaydow armor also requires Celestials as a Master as well ).
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