Dawnguard, Hearthfire, Dragonborn
Recommended Level and Equipment:
Be sure to keep healing potions or spells with you.
What is a Skooma Bear? Why it is a bear addicted to moon sugar that keeps calling moon sugar Skooma. Why do they call it Skooma and where do they come from? Find out!
In this mod, you will meet Sniffs in the Bannered Mare. He is all depressed that he was kicked out of his den, and that his den mates stole his 'Skooma'. You quickly discover that the bears are much more than what they appear, and even get to fight their alpha. But where did they come from?
After helping Sniffs out, he will agree to be your follower. Also at this time, you can ask him about where he comes from. Naturally, he becomes defensive, but will eventually relent. From there you will be sent on a quest and will meet new characters, one of which can become a follower.
The best part about these followers? You can request their assistance without worrying about Vilja, Serana, or any of the other followers you currently use. Sniffs offers a lot more options than the vanilla Skyrim follower system and will follow and wait most anywhere. You can even set your favorite house and favorite inn for Sniffs to remember and wait in. The other follower, Faidalf, is quite typical in the high elf tradition of arrogance and is one of the few at the College of Winterhold versed in the art of Mysticism. He refuses to do most of what Sniffs can do, but will do the basics. Faidalf will treat you differently depending on whether you are a member of the College or not, and whether you are the Arch-Mage. He will give you the opportunity to become involved with his latest research when you become(or currently are) the Arch-Mage.
The new texts and dialogue are rooted in the lore found in previous Elder Scrolls games while adding worthwhile content. It might be a richer experience for you if you have played previous Elder Scrolls games. If you have not, I highly recommend using USEP wiki as a companion.
What is added:
-Added 'Skooma' Bear
-Sniffs is a 'Skooma' Bear that can be a companion (fully voice acted)
-Companion quest to unlock Sniffs (non-killable companion)
-Custom companion system with normal follower functions included in this new system.
-Another companion quest to discover Sniffs' origin.
-Faidalf, a fully voiced high elf follower.
-Faidalf has a non-marked quest for the arch-mage.
-Faidalf's dialogue evolves depending on if you are not affiliated with the College, a member of the College, or the Arch-Mage.
-A spell to summon Skooma Bears. The spell takes advantage of Conjuration perks, so you can conjure two at once.
-Allows for other companions in use in addition to the new companions
Changes from the old version:
-Old content cleaned with TESVEdit
-Old scripts recompiled to help with mod compatibility
-Overhaul of the current Sniffs follower system
-Overhauled the initial quest with Sniffs.
-The Skooma Bears in the Den now drop Moon Sugar.
-The Skooma Bear Lord now drops Moon SUgar and Potent Skooma
-Added a quest to find insight in why Sniffs exists, and attempt to make the mod lore-friendly in the process
-Adds a new character and follower to the College of Winterhold. His name is Faidalf, and has custom voice-over and immersion.
-Add another character that is a Khajiit with custom voice-over.
-Adds a Conjure Skooma Bear spell
Ever wonder what a bear addicted to moon sugar would look like? Well, a group of bears that are addicted to it thinks it is skooma. One, in particular, made its way to Whiterun in The Bannered Mare and is wishing for assistance in retrieving his 'skooma'.
This mod introduces the 'skooma' bear as a creature into the Skyrim universe. Also, a special one named Sniffs is your companion. This companion uses a custom system outside of the vanilla system, derived from the vanilla marriage mechanics. In other words, you can send him to one of your houses, to follow you, to go back to The Bannered Mare, or to stay put, without sacrificing your other favorite companion. Enjoy
-Skooma Bears might become temporarily bugged in the dungeon. Make sure you keep some way to heal yourself handy if this happens.
-Sniffs might not allow you to immediately hand over the Skooma Supply. Leaving the dungeon will fix this issue.
-The Khajiit voice-over might be a little silent and sound like whispering. I apologize, I am not a voice actor.
-Some of the new Skooma bear dialogue is either repetitive or seems slightly out of place. This is due to the original voice actor not being available for this project.
Additional Credits in the new edition:
- Audacity - for Sound Recording/Editing
- Windows Move Maker - for the trailer
- Creation Kit Wiki - http://www.creationkit.com/Main_Page - as a scripting resource
- Nexus Wiki Voice Acting guide - http://wiki.tesnexus.com/index.php/Voice_Acting:_A_Complete_Guide - Since I was being dumb with how I added new dialogue
- TESVEdit - http://www.nexusmods.com/skyrim/mods/25859/? - for cleaning my mod
- Open Broadcaster Software - https://obsproject.com/ - Recording the videos to showcase the mod and record footage for the trailer.
- Youtuber John Windsor-Cunningham - https://www.youtube.com/watch?v=wDVOOo7R31c - Video to voice coach for the high elf character.
- USEP Wiki - http://www.uesp.net/wiki/Main_Page - Used as a reference for the lore references used in new dialogue and text.
Additional Credits from the Original Version:
- CaptSpiffy - Beta Tester
- Debo - Voice Acting
- FreeFrag Network (www.freefrag.com) Collaboration
-Fixed spelling errors
-Reduced Sniffs Volume
-Properly setup the dialogue for sniffs
-Reduced filesize by compressing voices
-Fixed a rare issue with Jo'Uki triggering before Sniff's quest started
-Refer to the description above
-Story Manager Event will work 100% of the time now.
-Requires the DLCS now
-Added missing SEQ file for proper quest/dialogue actions.
-Added missing script files.
-Fixed any issues from 1.4.
-Fixed follower logic not working for all users.
-Increased follower distance to reduce bumping/pushing of player. Will still do so if too far away.
-Added missing voice file
-Removed the beta test spell which breaks all the things.
By HanaKeno, an Animal Companion
Requires Dawnguard DLC.
Keno is an adorable unique red husky waiting to adventure with you!
He can be found living behind the Moorside Inn in Morthal. Just talk to him and he will instantly follow you anywhere.
Talk to him again while he's following and you'll find the options;
- Stay (wait)
- Trade (Keno can hold a small amount of gear for you)
- Dismiss (send Keno back home - don't forget to take anything he may be holding first)
If you want to bring him along with you again, he should be waiting in his makeshift doghouse.
He will not set off your sneak meter and will not set off traps. He should be quiet enough to sneak around through dungeons, regardless of his barking.
Install the .esp and .bsa with whatever mod manager you use. Activate the .esp.
De-activate the .esp. Uninstall with whatever mod manager you use.
Keno was made for fun and to learn about making a companion. If there are serious issues with his behaviour I will try to fix them, but for the most part he comes as is. That means, if there are compatibility issues with other companion mods or multiple companion mods there is nothing I can do. He is a 'pet' companion, not an NPC so should behave like the vanilla dog companions. Hope you enjoy his company.
By bombastusI felt I needed more merchants when I'm roaming the landscape looking for gaps and floating flowers, so I made this for myself.
What this mod do: It adds a Khajiit-caravan that Travels between Falkreath and Rorikstead and Morthal. That's it.
By mlee3141Virelda, the Heretical Soothsayer "I am Virelda. I am truth, pure and simple, yet nothing is more destructive than facing your inner self."
"Then I shall defy myself once again, and put my faith in you, for it only takes one last paragon in a world gone mad to avert the gaze of endless death, and redeem what was once thought lost"
Virelda is an Dunmer Soothsayer from times long past, seeking truth and clarity in a world of lost ideals.
Custom voiced with well over five hundred lines of dialogue, Virelda is designed as a game-long companion, as well as a tragic hero, on her own quest to fulfill her visions, and overthrow the gods. She combines my dramatic writing style with a deluge of interesting topics and conversations, making her a truly memorable character that will walk beside you as you fulfill the prophecies of the Elder Scrolls, and reshape Tamriel.
Virelda possesses a rich and unique backstory, advanced commentary on most notable locations, a fully-fledged array of relationship dialogue that reflects your actions, and dynamic reactions to the choices you make throughout the game, from completing grand questlines to helping paupers. Many of her conversations are unlocked as you travel through Tamriel, so talk to her in as many places as possible.
A true seer at heart, Virelda will often make deep and insightful observations of the natural world, and enjoys quiet conversation almost as much as tarot cards and tea leaves. She will be more than happy to share her knowledge with you, providing unique books and spell tomes once a day.
Virelda was once formless and without awareness; the primal force of truth that separated lies and fantasy from hard reality. Yet, after countless eons, when sentience first arose and began a quest for ultimate truth, so did she. She has stood by the side of countless mortals, and opened their eyes in the pivotal moments of history, where one choice must change the world.
Yet, with all things, truth must change. She began to see visions, of fire and blood, and the heavens aflame. Mighty gods being cast down, and flaws appearing in the once-perfect weave of the world. When she told tale of this, none listened, and she was shunned and hated as a false prophet, when her words once rang true to all ears. Thus, she fled Cyrodiil, and began a self-imposed exile on Solstheim, in a temple where naught but lies dwell, for she wished to mock her very nature, and undo her own words.
There she remains, to this very day, yet when the Dragonborn first approached, she could sense a subtle shift in the world, and knew that everything was shifting again, and there might still be hope and redemption left in this world. Thus, she wills you to walk with her, as a companion and a friend, and she shall bring ultimate truth upon all those who defy the day, and show the world that truth yet endures, no matter how dark the hour.
Combat, Stats and Perks
Virelda is devastating in ranged combat, using her unique throwing cards spell that is capable of harming any opponent. She has a wide variety of perks appropriate for an embodiment of Truth, including Atronach, Stability and Ward Absorb. AVirelda will switch to a melee weapon at close range, and is quite adept with one-handed weapons.
She grants two perks while actively following you:
Endless Vortex, which increases health by 100 points.
Burning Fate, which increases Fire Resistance by 50%.
Virelda starts off at level 15, and will always level with the Player, with no limit. She's a master at Destruction, Restoration, One-Handed and Heavy Armor, and is also quite adept at Alteration. Virelda also provides master-level Illusion training, and sells a wide variety of spells and tomes.
Virelda runs on her own custom follower system, making her fully compatible with all follower management mods and other custom-voiced companions. She comes with a new summoning spell, Call of the Abyss, which will call her to your side while she's actively following you.
Installation & Uninstallation
NMM, Mod Organizer & Other installers
Download with the installer of your choice and activate it, the file paths should all be configured correctly. To uninstall, simply deactivate and/or delete.
Copy the files across to your Skyrim Data folder, the default file path will be:
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data
To uninstall, simply delete the following files from your Data folder:
There were way too many files to list, so please check the Articles section for a nice big list of everything.
Requirements and Compatibility
You can find Virelda at the Underground Temple of Miraak, near Raven Rock.
Of course, she is always available as a follower.
Requires Dawnguard and Dragonborn OR Skyrim Legendary Edition.
Please read regarding Hearthfire!
"I regret to announce that Hearthfires support will likely never come because that particular version failed three stability tests in a row, and after all, that is paramount over any new feature." - Mlee3141
Virelda will still work with Hearthfire on a dialogue front, but she will not move to a home. Sorry guys, we really are! If anyone figures out a workaround, please let us know!
Fully compatible with all popular follower management mods, and other custom-voiced companion mods.
Special thanks to Anordil87 for his fine work on creating Requiem patches for Virelda! Remember to download the newest one for V1.0!
Special thanks to Druundev for voicing Virelda. Couldn't have done this without her.
PyroToaster for making Virelda's Throwing Card Spells
JayCrane for making Virelda's Website and giving me permission to use her Underground Temple of Miraak as Virelda's House
ImsumDave for making the Destiny Shard/ Virelda's Sword
Wasbunny for giving me permission to use his Ritual Armor of Boethiah as Virelda's Combat Outfit
Natterform for making the Tribunal Robes/ Virelda's Default Outfit
AlexScorpion for giving me permission to use Snake Bite as Virelda's Bow
billyro for giving me permission to use his Outlandish Cultist Robes
InsanitySorrow for making the Skyrim Collectible Cards
Many thanks to those who did review videos and submitted pictures! You guys rock and we wish you fun adventures in Skyrim! ~ Mlee3141 & Darkrogue21
FAQ Q: "I can't find Virelda, where is she?"
A: Virelda is found in the Underground Temple of Miraak, near Raven Rock.
Q: "Virelda isn't following me!"
A: If you are using EFF or AFT or any follower mod, make sure Virelda's .esp file is below your chosen follower mod in the load order. This will then allow her to follow you.
Q: "Can you make her more pretty?"
A: Beauty is subjective, and everyone has their own interpretation. If you're not a fan of Virelda's vanilla appearance, then there is an optional file which changes her features. She will also look different if you are using any beautification mods such as XCE Character Enhancement or Ethereal Elven Overhaul.
Mlee3141 has recently given his permission for anyone to change Virelda's appearance and upload the files, as long as proper credit is given (and ideally, has a link back to the original page!) "Consider this a formal and irrevocable declaration that from this moment on, everyone is free to use, modify, upload and change Virelda's appearance as they see fit, as long as proper credits are given." - mlee3141
Q: "Her teeth are purple!"
A: This is due to messed up filepaths when the mod was being made. This has been fixed in the newest update, please re-download if you haven't already.
Q: "Can I marry her?"
A: Not at the moment. Maybe in a future update.
By BlackPeteCivil War Quartermasters Version 1.0 By BlackPete
A mod that adds a Quartermaster to the Civil War military camps that don't already have one in the vanilla game. It also adds tables and a few other objects with placed weapons and armor pieces to several of the camps that don't already have them. Specific Features
Adds a Quartermaster to the following camps: Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Pale Stormcloak Camp, Reach Imperial Camp, Rift Stormcloak Camp, Whiterun Stormcloak Camp, Whiterun Imperial Camp, and Winterhold Stormcloak Camp Adds tables and other surfaces for placement of weapons and armor to the following camps:
Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Reach Imperial Camp, Whiterun Imperial Camp, and Winterhold Stormcloak Camp Discussion Thread
http://www.afkmods.com/index.php?/topic/4182-relz-civil-war-quartermasters/ Installation Requirements
Official Skyrim patch 126.96.36.199.8 or greater. Recommended Mods
Although it is not required, I would strongly recommend that you use the Unofficial Skyrim Legendary Edition Patch since it corrects a number of bugs at the camps (and with the game in general) that Bethesda didn't ever fix in their Official Patches. Installation
Place the .esp file into your Data folder. Make sure to activate the mod by using whatever management tool you prefer. LOOT is recommended for optimal placement. Uninstalling
Due to the nature of Skyrim mods (specifically those that contain scripts), it is highly recommended that you don't attempt to uninstall them on an existing game. This particular mod doesn't edit any vanilla references or contain any scripts or mesh/texture modifications, so the chances of it damaging your save are low, but please do so at your own risk since I can't completely guarantee that something bad won't happen. If you would like to go ahead and uninstall anyway simply delete the .esp file from your Data folder. Compatibility
Tested to be compatible with Unofficial Skyrim Patch and Unofficial Skyrim Legendary Edition Patch (both by the UPP Team) Legionettes (by MadCat221) Incompatibility
This mod does not touch any vanilla references, so there are no incompatibilities that I am aware of at this point. There is a possibility that a mod that makes edits to the Civil War camps or the NPCs in the camps could conflict though. This version is not compatible with Skyrim Special Edition. A separate version is available for that here. FAQs
Why isn't this included in USLEEP (Unofficial Skyrim Legendary Edition Patch)? Bethesda for whatever reason decided not to place a Quartermaster at every Civil War camp. This is technically not a bug in the game since there was no clear indication from the data in the Creation Kit that they ever intended for every camp to have one. Instead, I decided to make this as an optional add-on for those who might be interested. Will the Quartermasters respawn if killed?
No, because the existing Quartermasters in the vanilla game aren't flagged to ever respawn. If you recall, there is an option after completing the Civil War questline on either side to kill all of the soldiers at enemy camps, so I don't think it would be appropriate to interfere with that. Why is there a Quartermaster with the same exact appearance at a different military camp?
The actor templates are randomly generated from a list by the game, so it is entirely possible that you might end up with a Quartermaster who has a "twin" at another one of the camps. This isn't a bug, it's just the way the game mechanics work since these are not unique actors. Known Bugs
None as far as I know, but please feel free to let me know if you do notice something wrong. I tested this rather thoroughly, but it's still possible I overlooked something. Usage Rights/Permissions
Please do not upload to any other locations or modify in any way without my permission. Such requests should be made by personal message rather than on the forums. Disclaimer
This material is not made, guaranteed, or supported by Zenimax or its affiliates.
By xannon98This mod will add perks to vanilla and DLC's followers accordingly with their original fight style and class - they will now level along with the player and will be able to heal themselves in combat (some more than others depending on their class and mana pool). I added some corrections on some inventories and default outfits, as well as some unique weapons and fighting styles (in the case of Serana). The mod have been tested by two different machines and with different gameplays. This mod is intended to bring up the glory and usefulness of the original Skyrim followers, thus removing the urgent necessity of installing new followers for the Endgame play. This mod also correct the gender animation for the edited npc's if starting a new savegame. I used the following list to make this mod. If you like any other npc altered or have any suggestion please leave your comment.
AFK mods Release: This is version 1.2f Legendary - Install only if you have all DLC's active.
Aditionally, if you don't have all DLCs, but only one or two of them, you can install the Skyrim-only file, then choose from the optional files the ones corresponding to the DLCs you have from Nexus.
- Official Skyrim 188.8.131.52 or higher.
Mod Management and loading order:
Endgame NPC Overhaul must always be placed after UFO (or similar multi-management follower mods files) and always before any follower cosmetic change mod.
- UFO - Ultimate Follower Overhaul.esp
- UFO - Dragonborn AddOn.esp
- Endgame NPC Overhaul.esp
- ENPCO Dawnguard.esp
- ENPCO Hearthfire.esp
- ENPCO Dragonborn.esp
- My Home Is Your Home.esp
- Bijin Warmaidens.esp
- Marriable Serana.esp
- Marriable Serana HF.esp
- and so on.esp
I recommend you use LOOT to sort out your loading order.
If you manage to "bat follower" Saadia you can gain a beautiful and powerful Ally; it was quite a surprise when I saw her engaging enemies for the first time. If you choose to make her a follower, please complete her quest line first to avoid any possible quest line breaking.
About Mirri Severin:
If you manage to "bat follower" Mirri, please complete her quest line first to avoid any possible quest line breaking.
Serana is now the ultimate Vampire Killing machine. She has her original powers tweaked into some superior versions and she will dual wield with her unique swords. A must have in my opinion if you like Serana. I included a patch for Bijin customization users (version info in the file). The correct place for "Serana.esp" patch included in this release must follow the above loading order example.
As I said earlier "Endgame NPC Overhaul" have been tested by two different machines and with different gameplays, from the beginning, and all quests have been done without quest line breaking.
- Other similar multi-management follower mods haven't been tested so I cannot guarantee their compatibility;
- Follower or NPC cosmetic changer mods might require patch on request;
- Works better in a new Gameplay;
- Compatible with current savegames but followers still have their default level cap unless you "prid" them and type "setlevel 1000 0 1 100";
- Other than that must be compatible with almost everything.
- Mods that change, or allows you to change, vanilla followers' skills, perks, gear, inventory or combat-styles. If you try to use said mods with Endgame NPC Overhaul, you may not see the changes this mod applies to followers and I cannot guarantee their compatibility.
Unofficial Skyrim Patches
Credits and Thanks:
Gweneal for her reliant betatesting.
Bethesda for the amazing Game.
By PrinceShroobBright-Scales, the oddly-colored protagonist of my currently-unfinished quest mod project for Oblivion, Vampires Guild, is visiting Skyrim. He can be found in Winterhold staying at the Frozen Hearth Inn.
Completing his short quest will allow you to take Bright as a follower. The young vampire boasts a leveling Vampiric Drain spell and a hood for sunny weather, and he'll also cast the Muffle spell on himself when he begins to sneak. In combat, Bright can summon powerful atronachs and uses strong defensive spells, such as healing, armor spells, and wards, though his Destruction magic -- ice and lightning spells -- is somewhat on the weaker side. If a vampire follower isn't to your liking, Bright can be persuaded to cure himself.
Bright has unique dialogue spliced together from existing voice assets, and has location and set piece commentary as a follower, as well as a little ambient dialogue about his trade and current goings-on in Skyrim when spoken to when not following.
As he uses a vanilla voice, Bright is integrated into Dawnguard and Hearthfire content (though he cannot be made a steward), but as Keith Silverstein did not return for Dragonborn, Bright cannot make use of any Dragonborn-specific dialogue.
Bright can be married if you wish; he simply needs to be taken as a follower once. Although in Vampires Guild's story Bright was homosexual, here he can be married by either sex.
There's a compatibility file for Change Follower Outfits included in the download.