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The Flesh Atronach appears as a sewn-together humanoid conglomeration of animated skin and muscle adorned with mystical symbols, wearing a heavy collar, bracelets, anklets and waistband made of heavy, rusty iron. It is hinted that they were created by Relmyna Verenim on the Shivering Isles after her discovery of the "Flesh" element.

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  • 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;
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"The Flesh Atronach appears as a sewn-together conglomeration of skin and muscle adorned with mystical symbols and wearing an iron collar. It is hinted that they were created by Relmyna Verenim after her discovery of the "Flesh" element. (...) In the Shivering Isles, they serve as animated flesh shells for the spirits/souls of other Daedra. They are usually found in underground ruins. Flesh Atronachs have multiple orbs/gems on their bodies, the color of which depends upon the variety of Flesh Atronach and can partially be used for identification." uesp.net


"It is impossible to define the age of Relmyna Verenim, when she entered the realm of Sheogorath, and when she discovered the Flesh element, or if she really did. It is known however that the creation of flesh constructs in the form of golems and atronachs has been done since the first age. Scholars who have pored over this issue tend to differentiate them between the more "rustic" construction, generally with less human-like forms, with skin, muscles and bones distributed more irregularly and asymmetrically, heavy massive weapons imbedded in their deformed bodies and generally larger size and bigger raw power, and those of near-human proportions and size, adorned with restraining collars, bracelets, anklets and waistbands made of heavy rusty iron, with magical symbols spread over the body, and more prone to magical use. While the latter are more common on the Shivering Isles and being conjured on Nirn by mages connected to the planes of Oblivion, specially Dementia from the mentioned realm of Sheogorath, the first type appears more often as a product of necromancers' creation. They end up being differentiated, respectively, between Flesh Golems and Flesh Atronachs, with the latter having their creation, as mentioned, consensually attributed to Relmyna Verenim.

Although some reach sizes similar to those of small Flesh Golems, such as the Flesh Atronachs tasked with guarding the portals to the realms of Sheogorath, known as Gatekeepers or Flesh Keepers and created especially for this special function, most of these atronachs are just little larger than a human or elf, and about the size of a Xivilai. Some make use of weapons grafted onto their flesh, while others prefer to use strong punches and/or kicks, some of which are considerably acrobatic. In addition, they make use of fireballs, can use restoration spells and usually cast a magic absorption spell on themselves, which manages to make them immune to the first magic projectiles thrown in their direction, but which ends up dissipating after a few moments of combat. Flesh Atronachs are adorned with gemstones inserted into their open seams, and the coloring of the seams indicates the power of this atronach. While orange gems indicate a Mangled Flesh Atronach, the weakest variant of all, purple gems indicate Torn, Stitched and Sewn Flesh Atronachs. Mended Flesh Atronachs, the most powerful variant among the common types, appear with red gems glowing on their body. These gems are used to contain a type of Oblivion energy known simply as Void Essence, serving as batteries for the Flesh Atronachs, and can be extracted from their loot.

The size of these abominations can vary, and in addition to the aforementioned Flesh Keepers, even common Flesh Atronachs can be similar in size to these, usually occurring in the case of some more powerful individuals, although in general they hardly exceed the size of a Xivilai. Even though almost all of them are basically human-like, there are reports that on the Isles there are highly modified constructs, usually for specific functions, which require the amputation of limbs, placement of specialized and often exotic prostheses, and a whole myriad of mutilations and insertions, weird exoticisms that can be expected from the sadistic and demented mind of the inhabitants of this portion of the Isles of Sheogorath.

In Skyrim, they are usually conjured by Demented Mages. Scholars linked to the study of these creatures are also aware that in Ilinalta's Deep the wizards living there are interested in the study and manufacture of this line of creatures. There are also rumors among the students of the College of Winderhold that in the catacombs of the same, several Flesh Atronachs are used as guardians of the secret and often extremely dangerous relics that are kept there, blindly attacking anyone who enters the area, if the person does not use magical resources to calm and counter them. 

Both golems and atronachs of this type can be animated by either daedric souls (vestiges) or souls of mortal races, bound to the constructions either voluntarily or involuntarily. It is also worth noting that while the massive Flesh Golems are generally created using direct and raw necromancy, embedding and fusing corpses directly using dark magic, the creation of the Flesh Atronachs of the Shivering Isles takes place in a more exotic way, with the elements that form them being cultivated like plants in the Gardens of Flesh and Bone, where they can be harvested as if harvesting any vegetable. Even weapons used by them are known to come from these type of strange fields of cultivation, which gives them a somewhat different origin than those usually produced by simple and straightforward necromancy."

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.)




- 3 new creatures: Mangled Flesh Atronach, Stitched Flesh Atronach and Mended Flesh Atronach;

- 1 new type of NPC: Demented Mages;

- 3 new ingredient: Void Essence (in 3 variants);

- 3 new spells: conjuration spells for each of the 3 variants of Flesh Atronachs
(can be found on the loot of the Demented Mages and as random loot on warlock lairs).





So far no incompatibilities have been found between this mod and other mods.
(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- Flesh Atronach models, textures, animations, sounds, spells, loot,
Demented Mages models and textures, game implementation



Some assets used on this mod belong to:

cALAMIN- for the hd cubemap used on the armor parts



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.

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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.)











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