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EZ

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EZ337

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About this mod

Makes the Conjure Flame Atronach spell summon Male (Courtesy of Camillemain)& Female randomly. Potent variants use 4thUnknown's Flame Atronach and Camillemain's Male AtronachMonarch.

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Changelogs
It has come to my attention that the Nexus Mod for the Male Flame Atronach Mod is not proper. The original mod is supposed to be this (nsfw site. VectorPlexis). I am unable to test the "out of the box" compatibility with that one at the moment as I'm busy. For the time being, this mod is hereby temporarily unavailable until I get to that.


Short Description:
The Overview said it all. You summon vanilla Atronach or the regular male Atronach from Camillermain's Flame Atronach mod (You only need the files. If you want to use the full mod, make sure you load this mod after it). Now read the install instructions to get 4thUnkown's Atronach working for this. Just file renaming.

Detailed Description:
Features:
- Easy Compatibility. Very little vanilla records are touched. This is implemented in a way that makes it very easy to patch. You just need to let the summons draw from the LCharAtronachFlame/LCharAtronachFlamePotent respectively in the template field of whatever npc you care about
- Should automatically work for encountered FlameAtronachs
- I stuck with the vanilla design methods (Because there was only supposed to be one gender) so the game sees the female as the male and vice versa. This shouldn't cause problems. Should it become a problem, I can make a less compatible version that changes vanilla's way to make females females and males males. Not really significant but I thought I'd make the note in case you peek into the files.


Compatibility:
- Mysticism patch in downloads (Can use as reference to learn to patch this mod)
- Adamant patch in downloads (Don't need the Mysticism patch. If you are not sure why, go look at Adamant's page).
- It should be easy to patch with other mods (Provided they are following vanilla methodology of using the EncAtronachFlame method



Installation:
There is one slight thing to do to get the mod fully ready. If on MO2, I provided a batch file (Got the idea from Flame Atronach Variants. Check that out as an alternative to this mod. They have a lot of options. I just wanted a patch for the 3 mods so I just did it in my style after trying to patch the 2 of them).

1. Install mod as usual Safe to install midgame. It's just an esp. 
2a. If on MO2 (I'm using portable. It should work for instance too), you can right click the bat file included and execute it. It'll do the renaming for you (DO NOT EXECUTE IN MO2. It won't work right). If you want to do it manually, skip to 2b. This script is looking for the folder "1Atronach" which is the default installation name for 4thUnkown's Atronach. If you changed it, manually do it by following step 2b.
2b. Rename the 2 4thUnknown Atronach mesh files (the .nifs) to 
atronachflamemonarch_f.nif and atronachflamemonarchdead_f.nif

Known Issues:
Minor issue is that, if a POTENT Atronach existed naturally (None that I know of) were to be killed, the corpse that gets left behind will be the normal male/female dead atronach skin. Fixing it, imho is not worth it because you don't encounter many (if any at all) Potent Atronachs that were not Summoned. Summoned Atronachs dispel so they don't leave a corpse behind. Skyrim applies the death skin via script.

I do not advise removing it mid-playthrough but if you must, you probably want to clear any spawned references. So what I mean by that is, go to a cell and wait however long it takes for cells to respawn (I think default is 30 days). It's a conjecture but better safe than sorry. Make sure you rename your files if you want 4thUnknown's Atronach to replace all Atronachs.
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