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SkyLover

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Files posted by SkyLover

  1. Dawnguard and Clan Volkihar Epilogues

    One thing that every artifact collector loathes about the Dawnguard addon is that both versions of the questline have mutually exclusive artifacts, meaning that you will always be locked out of acquiring some unique items no matter which path you choose. No longer. This mod adds an extra quest to each side of the questline which will lead you to the artifacts that would have been lost forever in the vanilla game.
    The Dawnguard version begins after completing Kindred Judgement and the side quest Bolstering the Ranks; you'll receive a letter from Isran requesting that you track down a vampire who escaped the raid on Castle Volkihar with a number of vampire artifacts. 
    Artifacts unlocked by the Dawnguard epilogue:
    -Ring of the Erudite
    -Ring of the Beast
    -Amulet of the Gargoyle
    -Amulet of Bats
    -Ancient Vampire Parts
    -The Bloodstone Chalice
    The Clan Volkihar version begins by reading a letter found on Isran during the side quest Destroying the Dawnguard.
    Artifacts unlocked by the Clan Volkihar epilogue:
    -Dawnguard Rune weapons
    -Dwemer Crossbow Schematics and the ability to craft exploding bolts and enhanced crossbows.
    -A number of undead-damaging spells that are exclusive to the Dawnguard merchants.
    Contrary to what most people believe, this mod does, in fact, work with Legacy of the Dragonborn. Nothing from either will break if they are used together; you'll just end up with a few duplicates.

    3766 downloads

    14 comments

    Submitted

  2. Dawnguard and Clan Volkihar Epilogues

    One thing that every artifact collector loathes about the Dawnguard addon is that both versions of the questline have mutually exclusive artifacts, meaning that you will always be locked out of acquiring some unique items no matter which path you choose. No longer. This mod adds an extra quest to each side of the questline which will lead you to the artifacts that would have been lost forever in the vanilla game.
    The Dawnguard version begins after completing Kindred Judgement and the side quest Bolstering the Ranks; you'll receive a letter from Isran requesting that you track down a vampire who escaped the raid on Castle Volkihar with a number of vampire artifacts. 
    Artifacts unlocked by the Dawnguard epilogue:
    -Ring of the Erudite
    -Ring of the Beast
    -Amulet of the Gargoyle
    -Amulet of Bats
    -Ancient Vampire Parts
    -The Bloodstone Chalice
    The Clan Volkihar version begins by reading a letter found on Isran during the side quest Destroying the Dawnguard.
    Artifacts unlocked by the Clan Volkihar epilogue:
    -Dawnguard Rune weapons
    -Dwemer Crossbow Schematics and the ability to craft exploding bolts and enhanced crossbows.
    -A number of undead-damaging spells that are exclusive to the Dawnguard merchants.

    900 downloads

    1 comment

    Submitted

  3. Better Start Timing for Dawnguard and Dragonborn

    As many of you may have noticed, the questlines for Dawnguard and Dragonborn begin very early in the game, a little too early for many people's taste. Plus, without other mods to moderate them, they tend to start at about the same time. This mod attempts to alleviate this somewhat.
    What this mod does is space out the starts for Dawnguard and Dragonborn so that they don't feel thrown in your face when you start the game, by making them hinge on the progress of the main quest. Dawnguard will now not begin until you complete The Horn of Jurgen Windcaller, and, like the vanilla game, reach level 10, while Dragonborn will not begin until you complete Alduin's Bane and have at least started Dawnguard (as in the quest Dawnguard is visible in the journal or completed). Keep in mind that these requirements can be circumvented by going to the respective questlines's starting locations of your own accord.
    This mod also fixes a minor annoyance that is introduced by the Unofficial Patch. The Patch tinkers with the Dawnguard start to fix a bug where Durak and the cultists would get locked in eternal combat if they spawned together, by preventing the Durak scene from triggering until the Dragonborn scene has triggered. This works, but it also causes some problems of its own. First off, the Guards are hard-coded to say the Dawnguard-starting rumor once the level requirement is reached, and since Dragonborn and Dawnguard tend to trigger in quick succession, this makes it highly unlikely that you'll ever see Durak's scene, especially since this mod pushes the Dragonborn start to a much later time. Secondly, Dragonborn chronologically occurs after Dawnguard, so it would make more sense to see the Dawnguard scene first (and since Dragonborn is dependent on Miraak learning of your status, while Dawnguard is largely unrelated to your status, coupled with the amount of time it would take for word of a Dragonborn to reach Solstheim in the first place). As such, I have blocked the Guard's rumor from playing until after Dawnguard starts to ensure the Durak scene occurs, and inverted Dawnguard's dependency so that Dragonborn requires Dawnguard to start first, thereby preserving the fix in a more logical fashion.
    A patch for kryptopyr's Timing is Everything is also included, allowing both mods to work together.

    476 downloads

    0 comments

    Submitted

  4. Better Start Timing for Dawnguard and Dragonborn

    As many of you may have noticed, the questlines for Dawnguard and Dragonborn begin very early in the game, a little too early for many people's taste. Plus, without other mods to moderate them, they tend to start at about the same time. This mod attempts to alleviate this somewhat.
    What this mod does is space out the starts for Dawnguard and Dragonborn so that they don't feel thrown in your face when you start the game, by making them hinge on the progress of the main quest. Dawnguard will now not begin until you complete The Horn of Jurgen Windcaller, and, like the vanilla game, reach level 10, while Dragonborn will not begin until you complete Alduin's Bane and have at least started Dawnguard (as in the quest Dawnguard is visible in the journal or completed). Keep in mind that these requirements can be circumvented by going to the respective questlines's starting locations of your own accord.
    This mod also fixes a minor annoyance that is introduced by the Unofficial Patch. The Patch tinkers with the Dawnguard start to fix a bug where Durak and the cultists would get locked in eternal combat if they spawned together, by preventing the Durak scene from triggering until the Dragonborn scene has triggered. This works, but it also causes some problems of its own. First off, the Guards are hard-coded to say the Dawnguard-starting rumor once the level requirement is reached, and since Dragonborn and Dawnguard tend to trigger in quick succession, this makes it highly unlikely that you'll ever see Durak's scene, especially since this mod pushes the Dragonborn start to a much later time. Secondly, Dragonborn chronologically occurs after Dawnguard, so it would make more sense to see the Dawnguard scene first (and since Dragonborn is dependent on Miraak learning of your status, while Dawnguard is largely unrelated to your status, coupled with the amount of time it would take for word of a Dragonborn to reach Solstheim in the first place). As such, I have blocked the Guard's rumor from playing until after Dawnguard starts to ensure the Durak scene occurs, and inverted Dawnguard's dependency so that Dragonborn requires Dawnguard to start first, thereby preserving the fix in a more logical fashion.
    A patch for kryptopyr's Timing is Everything is also included, allowing both mods to work together.

    162 downloads

    0 comments

    Submitted

  5. Quest Conflict Fixes

    There are a number of quests in the game that, if completed in certain orders, will cause another quest or item to become permanently unavailable. This mod attempts to remove, or fix these lockouts. Fixes included:
    Diplomatic Immunity and Find the Thalmor Assassin: upon learning about Esbern in the former, some Thalmor will come in having captured Malborn. It is highly likely that Malborn will die in the ensuing fight, which will permanently block the latter from starting. With this mod, Malborn, as well as Brelas and Etienne can only be killed by the player, so that the Thalmor Assassin quest can be started more easily.
    Ill Met By Moonlight: Bloated Man's Grotto contains a shrine of Talos where a unique weapon can be found, Bolar's Oathblade. If you start Ill Met By Moonlight before entering the Grotto, the shrine and weapon will be removed for the duration of the quest, if you complete it in favor of Hircine, and permanently, if you complete it in favor of Sinding. With this mod, the Oathblade can be found on J'Kier, the hunter who dies shortly after you arrive; it's not unreasonable to assume he would grab it on the way in.
    Delayed Burial and With Friends Like These...: Upon either entering the Dark Brotherhood sanctuary for the first time, either during the latter or during Destroy the Dark Brotherhood, the former quest will become unavailable if it hasn't been started, and will fail if it has but has not been completed. This mod makes the completion of Delayed Burial a requirement before the shack scene can begin (You'll receive an anonymous reminder to check out the road between Dawnstar and Whiterun if Delayed Burial has not been started by the time Innocence Lost has been completed).
    Mourning Never Comes and Blood on the Ice: Blood on the Ice requires that Tova Shatter-Shield be alive for it to start. However, during the quest Mourning Never Comes, you are encouraged to kill Nilsine Shatter-Shield, which will cause Tova to commit suicide. Since Tova's role in Blood on the Ice is trivial, and completely optional, I've removed the requirement for her to be alive.
    Mourning Never Comes and Lost to the Ages: Lost to the Ages requires you to trek through Raldbthar, where Alain Dufont resides, which means you will likely kill him if you go there before beginning Mourning Never Comes. If he dies, the optional objective to kill Nilsine becomes unavailable, locking you out of obtaining Muiri's ring and her as a marriage candidate. This mod makes it so Alain Dufont will not appear until you reach the appropriate stage of Mourning Never Comes.
    Rare Gifts (Siddgeir) and Build Your Own Home (Falkreath): Siddgeir usually requires you to bring him a bottle of Black-Briar mead before he'll begin the Thane quest. However, if you progress far enough to receive the Build Your Own Home letter from him, this will be skipped. This mod removes the Build Your Own Home letters altogether so that this cannot happen. From what I could tell, they only existed to give people who installed HearthFires mid-game information on how to obtain the new homes, so they are unnecessary for future runs.
    The Forgemasters Fingers and Being Blood-Kin: If you complete a quest that leads to you befriending an orc, you will be unable to access The Forgemasters Fingers. They will now be sent to you after becoming blood-kin by any means, with a letter explaining why.
    Kill the Bandit Leader (Annekke) and Kill the Bandit Leader (Brunwulf): These two instances of the quest draw from the same pool of targets, which means that they could choose the same target. If this happens, the second version you attempt to start will be permanently be unavailable. This is due to the fact that the quest cannot choose cleared dungeons for its target. This mod allows this quest to choose cleared locations and adds code to provide a new boss if this happens, although it will not reset the dungeon. (Note that this situation is very rare and can only occur by chance, so this fix is untested. The theory seems sound enough though). 

    4172 downloads

    3 comments

    Submitted

  6. Quest Conflict Fixes

    There are a number of quests in the game that, if completed in certain orders, will cause another quest or item to become permanently unavailable. This mod attempts to remove, or fix these lockouts. Fixes included:
    Diplomatic Immunity and Find the Thalmor Assassin: upon learning about Esbern in the former, some Thalmor will come in having captured Malborn. It is highly likely that Malborn will die in the ensuing fight, which will permanently block the latter from starting. With this mod, Malborn, as well as Brelas and Etienne can only be killed by the player, so that the Thalmor Assassin quest can be started more easily.
    Ill Met By Moonlight: Bloated Man's Grotto contains a shrine of Talos where a unique weapon can be found, Bolar's Oathblade. If you start Ill Met By Moonlight before entering the Grotto, the shrine and weapon will be removed for the duration of the quest, if you complete it in favor of Hircine, and permanently, if you complete it in favor of Sinding. With this mod, the Oathblade can be found on J'Kier, the hunter who dies shortly after you arrive; it's not unreasonable to assume he would grab it on the way in.
    Delayed Burial and With Friends Like These...: Upon either entering the Dark Brotherhood sanctuary for the first time, either during the latter or during Destroy the Dark Brotherhood, the former quest will become unavailable if it hasn't been started, and will fail if it has but has not been completed. This mod makes the completion of Delayed Burial a requirement before the shack scene can begin (You'll receive an anonymous reminder to check out the road between Dawnstar and Whiterun if Delayed Burial has not been started by the time Innocence Lost has been completed).
    Mourning Never Comes and Blood on the Ice: Blood on the Ice requires that Tova Shatter-Shield be alive for it to start. However, during the quest Mourning Never Comes, you are encouraged to kill Nilsine Shatter-Shield, which will cause Tova to commit suicide. Since Tova's role in Blood on the Ice is trivial, and completely optional, I've removed the requirement for her to be alive.
    Mourning Never Comes and Lost to the Ages: Lost to the Ages requires you to trek through Raldbthar, where Alain Dufont resides, which means you will likely kill him if you go there before beginning Mourning Never Comes. If he dies, the optional objective to kill Nilsine becomes unavailable, locking you out of obtaining Muiri's ring and her as a marriage candidate. This mod makes it so Alain Dufont will not appear until you reach the appropriate stage of Mourning Never Comes.
    Rare Gifts (Siddgeir) and Build Your Own Home (Falkreath): Siddgeir usually requires you to bring him a bottle of Black-Briar mead before he'll begin the Thane quest. However, if you progress far enough to receive the Build Your Own Home letter from him, this will be skipped. This mod removes the Build Your Own Home letters altogether so that this cannot happen. From what I could tell, they only existed to give people who installed HearthFires mid-game information on how to obtain the new homes, so they are unnecessary for future runs.
    The Forgemasters Fingers and Being Blood-Kin: If you complete a quest that leads to you befriending an orc, you will be unable to access The Forgemasters Fingers. They will now be sent to you after becoming blood-kin by any means, with a letter explaining why.
    Kill the Bandit Leader (Annekke) and Kill the Bandit Leader (Brunwulf): These two instances of the quest draw from the same pool of targets, which means that they could choose the same target. If this happens, the second version you attempt to start will be permanently be unavailable. This is due to the fact that the quest cannot choose cleared dungeons for its target. This mod allows this quest to choose cleared locations and adds code to provide a new boss if this happens, although it will not reset the dungeon. (Note that this situation is very rare and can only occur by chance, so this fix is untested. The theory seems sound enough though). 
     

    336 downloads

    0 comments

    Submitted

  7. Get Both Rewards

    This mod allows you to get both rewards for various quests with more than one reward in immersive ways
    Get Both Rewards for Clavicus Vile's Quest...Sorta
    Like my other similarly named mods, this mod lets you get both rewards for a quest, this time Clavicus Vile's quest. However, since you actively give one reward up for the other in this quest rather than unknowingly choosing, you won't outright get both rewards, you have to find the one you gave up. I won't say directly where they will appear, but I will tell you that one is surrounded by instruments, and the other is surrounded by werewolves. 
    Credit to soulracmgp for finding a way to implement this without directly editing the quest.

    Get Both Rewards for Cidhna Mine
    This mod enables you to get both rewards from the quest No One Escapes Cidhna Mine without cheating. It does so by:
    -Placing the Silver-Blood Family Ring into Thonar Silver-Blood's inventory, so it can pickpocketed or taken from his corpse when siding with Madanach.
    -Placing a dead foresworn in the escape route wearing the Armor of the Old Gods, presumably having tried and failed to break Madanach out, when siding with Thonar.
    Get Both Rewards for Hircine's Quest
    This mod makes it so that no matter which path you take in the quest, Ill Met By Moonlight, you will get both the Ring of Hircine and the Savior's Hide. No special action is needed, both will be given when speaking to Hircine at the end of the quest.

    1474 downloads

    3 comments

    Submitted

  8. Get Both Rewards

    This mod allows you to get both rewards for various quests with more than one reward in immersive ways

    Get Both Rewards for Clavicus Vile's Quest...Sorta
    Like my other similarly named mods, this mod lets you get both rewards for a quest, this time Clavicus Vile's quest. However, since you actively give one reward up for the other in this quest rather than unknowingly choosing, you won't outright get both rewards, you have to find the one you gave up. I won't say directly where they will appear, but I will tell you that one is surrounded by instruments, and the other is surrounded by werewolves. 
    Credit to soulracmgp for finding a way to implement this without directly editing the quest.

    Get Both Rewards for Cidhna Mine
    This mod enables you to get both rewards from the quest No One Escapes Cidhna Mine without cheating. It does so by:

    -Placing the Silver-Blood Family Ring into Thonar Silver-Blood's inventory, so it can pickpocketed or taken from his corpse when siding with Madanach.

    -Placing a dead foresworn in the escape route wearing the Armor of the Old Gods, presumably having tried and failed to break Madanach out, when siding with Thonar.

    Get Both Rewards for Hircine's Quest
    This mod makes it so that no matter which path you take in the quest, Ill Met By Moonlight, you will get both the Ring of Hircine and the Savior's Hide. No special action is needed, both will be given when speaking to Hircine at the end of the quest.

    249 downloads

    0 comments

    Submitted

  9. Miscellaneous Quests... as Miscellaneous Quests

    Inspired by a long dead mod that did the same thing, this mod aims to declutter the journal somewhat by re-categorizing most of Skyrim's minor quests that had proper journal entries into miscellaneous quests. With two exceptions, which were included because part of them relied heavily on pure chance, and thus, they could remain in the journal indefinitely, all of these quests are quests that can recur indefinitely, or that never actually stop. This mod does not affect major one-time quests which have a lot of story behind them, nor does it affect quests that recur a set number of times.
    Compatibility and consistency patches for other mods can be found in the optional files section. Ensure that these patches load after both this mod and the mod they patch, or they may not work as expected.
    QUESTS COVERED:
    Vanilla:
    -Animal Extermination
    -Trouble In Skyrim
    -Hired Muscle
    -Escaped Criminal
    -Rescue Mission
    -Striking The Heart
    -Stealing Plans
    -Retrieval
    -Family Heirloom
    -Dragon Seekers
    -The Dark Brotherhood Forever
    -The Shill Job
    -The Fishing Job
    -The Sweep Job
    -The Burglary Job
    -The Heist Job
    -The Numbers Job
    -The Bedlam Job
    -Aftershock
    -Shalidor's Insights
    Dawnguard:
    -The Hunt
    -Culling the Beast
    -Deceiving the Heard
    -Protecting the Bloodline
    -Ancient Power
    -Hide and Seek
    -Cleansing Light
    -Preemptive Strike
    -Hunting the Monster
    -Rescue
    -A Jarl's Justice
    -New Allegiances
    Dragonborn:
    -Azra's Staffs
    -Heart Stones
    -Filial Bonds
    Cutting Room Floor:
    -Animal Pelt Collection
    Also includes patches for "Thieves Guild Alternate Routes - Taking Care of Business Mod", "Carriage and Ferry Travel Overhaul" and "Dawnguard - Tweaks and Enhancements".

    2573 downloads

    3 comments

    Submitted

  10. Miscellaneous Quests... as Miscellaneous Quests

    Inspired by a long dead mod that did the same thing, this mod aims to declutter the journal somewhat by re-categorizing most of Skyrim's minor quests that had proper journal entries into miscellaneous quests. With two exceptions, which were included because part of them relied heavily on pure chance, and thus, they could remain in the journal indefinitely, all of these quests are quests that can recur indefinitely, or that never actually stop. This mod does not affect major one-time quests which have a lot of story behind them, nor does it affect quests that recur a set number of times.
    Compatibility and consistency patches for other mods can be found in the optional files section. Ensure that these patches load after both this mod and the mod they patch, or they may not work as expected.
    QUESTS COVERED:
    Vanilla:
    -Animal Extermination
    -Trouble In Skyrim
    -Hired Muscle
    -Escaped Criminal
    -Rescue Mission
    -Striking The Heart
    -Stealing Plans
    -Retrieval
    -Family Heirloom
    -Dragon Seekers
    -The Dark Brotherhood Forever
    -The Shill Job
    -The Fishing Job
    -The Sweep Job
    -The Burglary Job
    -The Heist Job
    -The Numbers Job
    -The Bedlam Job
    -Aftershock
    -Shalidor's Insights
    Dawnguard:
    -The Hunt
    -Culling the Beast
    -Deceiving the Heard
    -Protecting the Bloodline
    -Ancient Power
    -Hide and Seek
    -Cleansing Light
    -Preemptive Strike
    -Hunting the Monster
    -Rescue
    -A Jarl's Justice
    -New Allegiances
    Dragonborn:
    -Azra's Staffs
    -Heart Stones
    -Filial Bonds
    Cutting Room Floor:
    -Animal Pelt Collection
    Also includes patches for "Thieves Guild Alternate Routes - Taking Care of Business Mod", "Carriage and Ferry Travel Overhaul" and "Dawnguard - Tweaks and Enhancements".

    225 downloads

    0 comments

    Submitted

  11. Automatic Variants - Werebear Fix

    A rather (in)famous fact about Automatic Variants is that it cannot provide variants to werebears. As it turns out, the problem wasn't in Automatic Variants, but in Dragonborn; the werebear is set to borrow data from the werewolf and its armor addon is directed to the werewolf with the werebear as an additional race. By removing the borrowed data and setting the armor addon to be directed to the werebear, I have made the werebear AV compatible. This fix is only needed for those who wish to make or use a werebear AV package. Otherwise, it will only take up space in your load order
     

    41 downloads

    1 comment

    Submitted

  12. Automatic Variants - Werebear Fix

    A rather (in)famous fact about Automatic Variants is that it cannot provide variants to werebears. As it turns out, the problem wasn't in Automatic Variants, but in Dragonborn; the werebear is set to borrow data from the werewolf and its armor addon is directed to the werewolf with the werebear as an additional race. By removing the borrowed data and setting the armor addon to be directed to the werebear, I have made the werebear AV compatible. This fix is only needed for those who wish to make or use a werebear AV package. Otherwise, it will only take up space in your load order.

    8 downloads

    0 comments

    Submitted

  13. Outfit Tweaks

    This mod tweaks a number of things regarding NPC outfits. These tweaks include:
    -Allows the player to be dressed in any of the four variants of the prisoner outfit instead of the generic beggar outfit.
    -Added the missing topless with shoes prisoner outfit variant (women will never be topless).
    -Changed Aela's outfit to Wolf Armor, as was originally intended according to unused dialogue.
    -Changed the imprisoned Alik'r Warrior's outfit to a prisoner outfit (the topless with shoes variant).
    -Changed the Windhelm argonian dock workers' outfits to miner outfits to better look the part of workers.
    -Changed the outfits of various orc stronghold orcs from clothes to furs, as it didn't feel right to me that followers of Malacath would wear fabrics.
    -Gave low level armor sets to followers Derkeethus, Annekke, Roggi, Sven, and Faendal, so that they will not be defenceless when first recruited (they are low level so that you can easily change their armor by giving them higher level gear, and because I felt they wouldn't be able to afford high level armors)
    Note: As of version 2.0, most of these changes are made dynamically by a script. As a failsafe, the script can be rerun by activating the "Reassign Outfits" power. This should be done if you feel the script did not run like it was supposed to, or if another mod overrides these changes. (For example, users of Immersive Armors should rerun the script every time that mod reconfigures, e.g. when the message "Immersive Armors configuration has finished" appears, as that mod also dynamically alters outfits, and does so at a later point than this one.)

    143 downloads

    1 comment

    Submitted

  14. Outfit Tweaks

    This mod tweaks a number of things regarding NPC outfits. These tweaks include:
    -Allows the player to be dressed in any of the four variants of the prisoner outfit instead of the generic beggar outfit.
    -Added the missing topless with shoes prisoner outfit variant (women will never be topless).
    -Changed Aela's outfit to Wolf Armor, as was originally intended according to unused dialogue.
    -Changed the imprisoned Alik'r Warrior's outfit to a prisoner outfit (the topless with shoes variant).
    -Changed the Windhelm argonian dock workers' outfits to miner outfits to better look the part of workers.
    -Changed the outfits of various orc stronghold orcs from clothes to furs, as it didn't feel right to me that followers of Malacath would wear fabrics.
    -Gave low level armor sets to followers Derkeethus, Annekke, Roggi, Sven, and Faendal, so that they will not be defenceless when first recruited (they are low level so that you can easily change their armor by giving them higher level gear, and because I felt they wouldn't be able to afford high level armors)
    Note: As of version 2.0, most of these changes are made dynamically by a script. As a failsafe, the script can be rerun by activating the "Reassign Outfits" power. This should be done if you feel the script did not run like it was supposed to, or if another mod overrides these changes. (For example, users of Immersive Armors should rerun the script every time that mod reconfigures, e.g. when the message "Immersive Armors configuration has finished" appears, as that mod also dynamically alters outfits, and does so at a later point than this one.)

    37 downloads

    0 comments

    Submitted

  15. Disease - Black Heart Blight

    If you've poked around in the creation kit, you've probably noticed a disease called Black Heart Blight. It was added by Dragonborn but never actually implemented. I vaguely remember reading that it was supposed to be assigned to the Bristleback, so I decided to do it.

    103 downloads

    0 comments

    Submitted

  16. Disease - Black Heart Blight

    If you've poked around in the creation kit, you've probably noticed a disease called Black Heart Blight. It was added by Dragonborn but never actually implemented. I vaguely remember reading that it was supposed to be assigned to the Bristleback, so I decided to do it.

    36 downloads

    0 comments

    Submitted

  17. Undeath Remastered - No Auto Quest Start

    I'm sure many of you have heard of the mod Undeath by Antioch08. It adds a questline involving stopping the emergence of a lich, and provides the opportunity to become one yourself. However, while the questline doesn't begin until level 30, it just shows up in the journal out of the blue without warning.
    I personally found this immersion-breaking, so I made this plug-in to "fix" it. With this plug-in, the Undeath questline will begin through a letter from Illia, delivered after completing the quest "Repentence" and the usual level 30, as opposed to being thrown at you.
    This obviously requires Undeath, and from what I can tell, should work with lich overhauls just fine. So long as the first quest in Undeath isn't touched, it will play fine with this plug-in.

    141 downloads

    0 comments

    Submitted

  18. Undeath - No Auto Quest Start

    I'm sure many of you have heard of the mod Undeath by Antioch08. It adds a questline involving stopping the emergence of a lich, and provides the opportunity to become one yourself. However, while the questline doesn't begin until level 30, it just shows up in the journal out of the blue without warning.
    I personally found this immersion-breaking, so I made this plug-in to "fix" it. With this plug-in, the Undeath questline will begin through a letter from Illia, delivered after completing the quest "Repentence" and the usual level 30, as opposed to being thrown at you.
    This obviously requires Undeath, and from what I can tell, should work with lich overhauls just fine. So long as the first quest in Undeath isn't touched, it will play fine with this plug-in.

    79 downloads

    0 comments

    Submitted

  19. Let's Ride Odahviing

    Ever wonder why you had to effectively enslave a dragon who is supposed to be your ally just to ride him (or lose the opportunity because the shout cooldown lasted to long), especially after he lets you ride him during the main quest? I sure did. So, after I saw John255's Let's Ride Durnehviir, I thought "Why not do the same for Odahviing?"

    This mod adds a lesser power, called "Mount Odahviing", that emulates the dragon taming aspect of Bend Will and is specific to Odahviing, to the player upon completing the main quest, allowing you to ask Odahviing to let you ride him without enslaving him. He'll behave the same way a dragon enslaved by Bend Will does.

    KNOWN ISSUE
    Odahviing will still speak to you as though enslaved by Bend Will. As far as I can tell, this is part of the dragon riding mechanic and I'd rather not mess with that, nor have Odahviing be completely voiceless while riding him.

    221 downloads

    1 comment

    Submitted

  20. Let's Ride Odahviing

    Ever wonder why you had to effectively enslave a dragon who is supposed to be your ally just to ride him (or lose the opportunity because the shout cooldown lasted to long), especially after he lets you ride him during the main quest? I sure did. So, after I saw John255's Let's Ride Durnehviir, I thought "Why not do the same for Odahviing?"

    This mod adds a lesser power, called "Mount Odahviing", that emulates the dragon taming aspect of Bend Will and is specific to Odahviing, to the player upon completing the main quest, allowing you to ask Odahviing to let you ride him without enslaving him. He'll behave the same way a dragon enslaved by Bend Will does.

    KNOWN ISSUE
    Odahviing will still speak to you as though enslaved by Bend Will. As far as I can tell, this is part of the dragon riding mechanic and I'd rather not mess with that, nor have Odahviing be completely voiceless while riding him.

    42 downloads

    0 comments

    Submitted

  21. Sticky Sprinting

    As you know, when you stop moving, sprinting is deactivated automatically. I found this to be frustrating as I had to hit the sprint key again if I decided to stop and loot a container, and this is something I do frequently. So I whipped this script up.

    This mod makes it so that moving forward will reactivate sprinting if you were sprinting when you previously stopped, negating the tedious process of repeatedly stopping, starting, and reactivating sprinting. To stop sprinting, simply hit the sprint key again as you would if you wanted to stop sprinting while moving. As a side feature, it also allows you to activate sprinting before you start moving, which could be used to simulate an adrenaline surge.

    42 downloads

    0 comments

    Submitted

  22. Toggle Sprinting

    As you probably know, Skyrim Special Edition changes how the sprint key works so that it functions as a toggle instead of having to hold the button, which I, for one, think was a smart move. However, I'm not particularly fond of SSE beyond that, so I decided to find a way to replicate it. 

    And I have! This mod, partially based on a mod by xxt65xx that does the exact opposite for SSE, this mod makes the sprint key function as a toggle. It does so by using SKSE to trick the game into thinking that the key is still being held after it has been released.

    Requires SKSE
    Also included is an alternate "sticky" version that resumes sprinting if you stop while sprinting, then start again, as opposed to disabling sprinting upon stopping.

    120 downloads

    1 comment

    Submitted

  23. Everlasting Werewolf

    I know I know, there are a million other mods that do this, but they tend to be a bit more intrusive than I'd like, or they are part of a larger mod that I don't want. So I decided to make my own version of this.
    This mod will remove the time limit on the werewolf transformation altogether, while touching absolutely nothing in the vanilla game. Thus, it should be compatible with anything. It does however require you to have another mod that allows you to revert from werewolf form though.
    Moonlight Tales version
    If you use Moonlight Tales, I've provided a special version of the mod that checks if the revert form functionality for that mod has been enabled before removing the time limit. This is because Moonlight Tales does not immediately make that feature available, and thus you'd be trapped in werewolf form if you installed the main version before it became available.

    290 downloads

    3 comments

    Submitted

  24. Everlasting Werewolf

    I know I know, there are a million other mods that do this, but they tend to be a bit more intrusive than I'd like, or they are part of a larger mod that I don't want. So I decided to make my own version of this.
    This mod will remove the time limit on the werewolf transformation altogether, while touching absolutely nothing in the vanilla game. Thus, it should be compatible with anything. It does however require you to have another mod that allows you to revert from werewolf form though.
    Moonlight Tales Special Edition version
    If you use Moonlight Tales Special Edition (not to be confused with the OG Moonlight Tales, or Moonlight Tales Essentials), I've provided a special version of the mod that checks if the revert form functionality for that mod has been enabled before removing the time limit. This is because Moonlight Tales SE does not immediately make that feature available, and thus you'd be trapped in werewolf form if you installed the main version before it became available.

    77 downloads

    0 comments

    Submitted

  25. Werewolf - Revert Form

    Requires SKSE
    Many of the mods allowing you to revert the werewolf transformation at will do so by forcing the counter to almost zero. This works, but it becomes a problem if a duration remover mod is present, as the counter will be reset before the reversion can occur. Others may place the revert command within preexisting werewolf functionality, but this runs the risk of accidentally reverting if you hit one of these commands by habit.
    This mod circumvents all of these problems by a) routing the revert command to the sneak key (default left control) which is not used by the werewolf for anything in the vanilla game, and b) simply setting the transformation handler quest to the shutdown stage, effectively forcing the reversion.
    And to top it all off, this mod does not modify any vanilla forms, so it should be compatible with anything.

    89 downloads

    0 comments

    Updated

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