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Arthmoor

[RELz] Cutting Room Floor

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A content restoration mod for Skyrim and the official DLCs.

From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. Villages that were supposed to exist have been brought back. Quests that were partially implemented have been completed. Various items have been restored that were still in the data files. NPCs have been brought back to the game and given homes where appropriate. Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet.

NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs
Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests
Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items

Cut civil war content is far too complex for me to want to mess with, so for that I'd recommend Simtams's Open Civil War.

CRF Bug Tracker

Check out the video for the mod by Brodual:
https://www.youtube.com/watch?v=ByPbGhFX2aM

Download Locations

AFK Mods
Skyrim SE Nexus
Bethesda.net - PC
Bethesda.net - XB1

Installation Requirements

Skyrim Special Edition 1.5.80 or greater.
Unofficial Skyrim Special Edition Patch 4.1.9 or greater.

DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this.

Installation - Wrye Bash BAIN

Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.

Installation - Nexus Mod Manager

Use the "Download with Manager" button on the Cutting Room Floor page at Skyrim Nexus. The installer should take care of things from there.
Then simply make sure NMM has the mod activated.

Installation - Manual

Drop the Cutting Room Floor.esp, Cutting Room Floor.bsa, and Cutting Room Floor - Textures.bsa files into your Data folder.
Activate the mod using whatever management tool suits you.

Uninstalling

Due to the nature of Skyrim mods, especially those with scripts, it is STRONGLY recommended you do not attempt to uninstall this mod once you've begun using it. The scripts altered by the mod, as well as several portions of the content will be permanently altered and will not restore themselves to their previous states.

This is not a defect in this mod, it is merely how Skyrim works with any mod that includes scripted changes. There is nothing I or anyone else can do about this. You need to load a save prior to having installed this mod in order to restore the game to its previous condition.

If you insist on removing the mod and continuing with the save though, the Cutting Room Floor.esp, Cutting Room Floor.bsa, and Cutting Room Floor - Textures.bsa files must be removed from your Data folder. Any errors or residual changes left behind by doing so are your sole responsibility and any complaints about this will be ignored.

Load Order

Load early, as close to the top of your load list as reasonably possible since this mod deals in restored vanilla content.

LOOT should be used for optimal placement.

Implemented in This Mod

NPCs

Argi Farseer - Stonehills. Works in the mine, has a home in Stonehills, takes a random stroll around the mining camp at night.
Talib - Stonehills. Restored his house, works the mines.
Aleuc - Blacksmith in Stonehills. Has a house and slightly modified exterior forge area. Stonehills ought to be plenty populated now.
Captain Metilius - Castle Dour. Hangs around the war room during Bleak Falls Barrow or Jagged Crown, wanders the castle district outside otherwise. Will be disabled if the Stormcloaks have Solitude.
Grushnag - Placed with the Markarth Khajiit caravan and will travel with them. Serves as a guard due to the dangerous nature of The Reach.
Herebane Sorenshield - Added on the span of Kilkreath Ruins between the first and second interior areas. He will patrol the area there and is now carrying his named reward items too.
Karinda - Dagny's horse that was originally planned for use in the darker side of The Whispering Door. Just for show now though.
Mazgak - Added to the hunters in Bloated Man's Grotto.
Spirit of the Ancient Traveler - Added at Wayward Pass as was apparently intended.
Steirod - NPC planned for use at Irontree Mill.
Trilf - NPC planned for use at Irontree Mill.
Sulvar the Steady - Placed in Niranye's house, spends the rest of his time at the warehouse. It made no sense for him to spend his entire existence in her place.
Tasius Tragus - Added in the Dragon Bridge tavern. Doesn't do much other than sandboxing inside and outside. Sleeps at the inn. Supposedly is Varnius Junius' boss.
Thjollod - Added to the hunters in Bloated Man's Grotto.
Viding - Added to the hunters in Bloated Man's Grotto.
Mithorpa Nasyal - Dark Elf NPC assigned to Barleydark Farm.
Uglarz - Restored for Narzulbur, involved in a quest.
College Guard - A generic guard for the College of Winterhold. Will patrol the grounds, and sleep upstairs in the Hall of Attainment.
Froa - Daughter of Kjeld and Iddra who is mentioned in at least two scenes but doesn't exist.
Guards restored for Half-Moon Mill who will use the cut dialogues for that location.

Items

Gallus' decoded journal - Will appear once the final major portion of the Thieves Guild quest is done.
Spectral Arrow - Spell tome reward for completing Treva's Watch.
Falmer Supple Bow - A slightly better version of the normal Falmer bow. Added to 3 of the encounter varieties of Falmer. A tempering recipe has been provided as well.
Briarheart Geis - A special version of a Forsworn axe, now in the hands of the Briarheart at Lost Valley Redoubt.
Mzinchaleft Guard's Note - A note for the guards who are watching Maluril's room.
Habd's Death Letter - A note left behind by the former owner of Frostflow Lighthouse.
Sild's Staff - A unique item available on Sild the Warlock in Rannveig's Fast that summons subjugated ghosts.
Circle of Vitality - Added a new tome for the spell, plus completed the missing parts.
Stormcloak Cuirass (sleeved version) - An alternate version of the standard Stormcloak Cuirass that was never added to the game.
Letter to Vals Veran - A short note that provides a bit of backstory to Vals Veran.
Robes & Boots - Several articles of clothing that were not added to leveled lists are now available.
Letter from Harkon - A short note carried by Malkus talking about Harkon's promise for finding a Moth Priest.

Quests

Research Thief - An unfinished quest at the College of Winterhold. Nirya has something she'd like you to do. (Repeatable radiant quest)
Filling Soul Gems - Sergius Turrianus doesn't just want you to restock them, the lazy bum! (Repeatable radiant quest)
The Missing Apprentices - Phinis Gestor wants someone to find out what happened to the previous group of apprentices.
Tolfdir the Absent-Minded - His alembic isn't the only thing he routinely misplaces! (Repeatable radiant quest)
Animal Pelt Collection - Restored a radiant quest for the Companions to collect animal pelts. Needed some logic tweaks and bugfix hacks to get it into useable shape.
Rogue Wizard - Tolfdir has more than just his absent-mindedness he needs help with. (Repeatable radiant quest)
Hitting the Books - An extra dialogue exchange was restored between the player and Mirabelle Ervine.
"A Wife For Mauhulakh" (name provided by CRF) - Chief Mauhulakh is lonely and longs for companionship.
Proving Honor - Aela can now be chosen as your shield-sibling if you do more work for her than Farkas.
Suppy Line - Frost River Farm needs help distributing their mead.
Shalidor's Insights - Added the missing fortify magicka scroll to the reward table.
Runil's Dark Past - Restored what little there is for this. Need to retrieve his journal first before the dialogue becomes available.
Mourning - NPCs who lose friends or loved ones may mourn the loss for a set period of time.

Scenes

DialogueRiftenRatway - Restored a non-functional dialogue scene between the player and two thugs in the Ratway entrance. (Disabled if Live Another Life is installed and Thieves Guild start is chosen)
DialogueWhiterun - Scene between Uthgerd the Unbroken and Skulvar Sable-Hilt at the Whiterun Stables.
DialogueWhiterun - Scene where Mikael thanks the audience for their applause as the player first enters the Bannered Mare.
DialogueGenericVigilantsOfStendarr - Restored dialogue for the Vigilants to confront the player when they are wearing/wielding a Daedric artifact item. (https://en.uesp.net/wiki/Skyrim:Vigilants_of_Stendarr#Conversations)
Windhelm - 2 scenes between Scouts-Many-Marshes and Ambarys unlocked by giving Scouts-Many-Marshes an AI pack to sandbox in the club after work.
Solitude - 3 scenes involvng Xander have been restored by giving him AI packages to go to each of the stores he should visit.
MS06StartPotemaEscapesScene - Removed condition blocking the dialogue from Potema's escape sequence.

Locations

Thalmor Justiciar HQ in Solitude - Populated with one commander and 4 justiciars who will disable if the Stormcloaks take Solitude. Banners changed from Imperial to Thalmor, and these banners will change again to Stormcloak ones if they take the city.
Castle Dour Tower - Restored access to an unused tower room above General Tullius' room. Captain Metilius will sandbox here for part of the day as well as sleep here since he has no bed otherwise.
Frost River Farm - The meadery that goes with the Supply Line quest that was restored.
Irontree Mill - Restored a missing sawmill originally designated for Haafingar Hold. Haafingar has no adequate space for it, so it's just over the border with Hjaalmarch, located next to the newly restored Frost River Farm. Steirod and Trilf live and work here.
Trilf's House - Added with the relocation of Irontree Mill after discovering that there is a key and location data for a house. Since Steirod has nowhere else to go, he'll be living there too.
Barleydark Farm - Restored a farm southwest of Fort Greymoor occupied by Mithorpa Nasyal. The location was already leveled out and labeled, just never actually built.
Stonehills - Restored the village which was intended to be placed here. (Argi Farseer's house, Aleuc's house [blacksmith], Talib's house)
Wintersand Manor - Nazeem & Ahlam's house, restored to the game at Chillfurrow Farm.
Maiden-Loom Manor - Lilith Maiden-Loom's house, restored to the game across from Whiterun Stables.
Cidhna Mine - Obscured Passage, restored and repurposed as an escape route out of the prison.
Frostbark Lumber Mill - The abandoned remains of the sawmill that Ganna tells you about in Kynesgrove but was never added to the game.
Heljarchen - The village which was intended to be placed surrounding Nightgate Inn has been restored. (Blacksmith, Alchemist, 2 farmhouses, and the NPCs who live in them)
Riften - Restores the southeast city gate to the game, which was boarded over prior to release for some reason.

Other

Restored the Omen of Warding and Stop Rune powers. These were originally designed as Black Book rewards but there is no book to place them in. Instead, they have been attached to standing stones hidden on Solstheim.
Pack Spiders! You can now create a pack spider in White Ridge Barrow that can haul some extra loot for you. Be careful, they're fragile, and you can only have one following you at a time.
Glowing Spiders! Another spider you can also make in White Ridge Barrow that produces light while following you around. They will last for 2 in-game hours, or until killed, whichever comes first.

Credits

Hana - For a ton of beta testing my characters weren't able to do. Bethesda's rat's nest never stood a chance!
Hana again - For the road sign resources used to make the new signs.
nonoodles - Meshes used for the restored Riften southeast gate.

Disclaimer

This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.

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Hey, just noticed today that Grushnak's tent is missing from the Khajiit area around Whiterun.  Though it doesn't make much difference, I am curious if it was by design or not. I am trying to become familiar with using SSEedit to resolve conflicts within bashed patches, (truly a fish out of water in this realm) and am not sure if it is legitimately gone, or if I'm just missing it in SSEedit. 

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Question for you Arthmoor.

 

Why not add the quest Trius Trinket?

 

We know the details on the NPC, The Location, and the Quest. I am sure you must have saw it. Is there a reason it wasn't able to be added?

 

Also couldn't you put Herebane Sorenshield dead or alive somewhere? You can then give him Herebane's Courage and Fortress weapons and give players access to two more cut content weapons.  :innocent:

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Mainly because there's no actual NPC, no dialogue for it, no specified reward for it, all we have basically is a name and a possible location. That's not enough to go on.

 

Herebane is already placed. Go find him :P

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Mainly because there's no actual NPC, no dialogue for it, no specified reward for it, all we have basically is a name and a possible location. That's not enough to go on.

 

Herebane is already placed. Go find him :P

 

Well maybe you should have noted that in the item details and I would have tried!  :lmao:

 

I have no knowledge of the editor I confess but I am surprised about Trius when the uesp.net lists a Refid, BaseID, and even gives him a Class and skills. It also lists quests steps and the intent of the quest along with a spell reward given. You couldn't make up some bits to flesh it out and restore what content Bethesda envisioned?

 

Then again perhaps that is more work than it's worth for 1 quest.  :wallbash:

 

Thank you for spending the time to reply and clear this up Arthmoor.

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I "may" have found a bug.

In Heljarchen right at the Nightgate Inn, a tree is floating in the air.

 

I wasn't able to trick it down to CRF completely since I could not start a new game yet, but im not using mods that should interfere with anything in CRF, since almost all of the other mods im using are rebalancing or retexturing only.

 

Maybe someone else can confirm it?

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Ref ID still by clicking the object in console mode?

 

Will try to recreate the problem later this afternoon.

 

 

Edit: Okay, it seems to be another mod, CRF and Alternate Life are fine on its own.

Could not test that much, but after going from the 2 mods and USSEP to all mods, problem was back there again.

 

prob. will need to have a closer look in SSEEdit once im back at home.

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Hey Arthmoor!

 

Wanted to throw down some cut content for you to consider.

 

Yatul in Narzulbur has an additional dialogue line which she was supposed to say after having completed unfinished quest NarzulburFreeFormWifeQuest that you added. Not sure if you caught that and added it in.

 

Andurs Arkay Amulet Quest has an alternate ending if you found the Amulet first and gave it to him. However, the amulet right now is disabled until you talk to him.

 

Unused Map Maker for Castle Karstaag Ruins called DLC02 -- Castle Karstaag

Unused Map Markers for Dawnstar Castle, Falkreath Castle, Morthal Castle, Altar, City, Rock, and Smelter. Not really sure how to add these unless you get some idea. I guess Altar could replace the Cave icon for Haemar's Shame and Rock could be used for Orphan Rock or Weynon Stones.

 

East Empire Dockmaster RefID 0003B81F BaseID 000132A0 An unused alias in game data (0003B81F) suggests he was going to be named Regulus Naevius.

 

East Empire Dockworker RefID 0007E5ED BaseID 0007E5EA and RefID 0007E5EE BaseID 0007E5EB According to game data, the Nord dockworker's name is Slading and the Breton's is Jonne.

 

There is a Conjuration Spell Dragon Priest that looks like it was cut from the game for probably being overpowered, but still works. You can add it with console command player.addspell 0010fc16 and it is effected by perks.

 

Dragon Shout Phantom Form was intended for the player but was cut. It has voice work for all races if given to the player.

 

There is a cut creature called the Alpha Wolf which was supposed to be a harder wolf. Some pre-release gameplay footage shows the player fighting it. RefID 00099319 BaseID 0009931A

 

A cut Mist Man BaseID xx019AB0 that used a leveled weapon to attack instead of spells. That also taunted the player in a ghostly voice.

 

Unused Item Ancient Nord Magic Arrow which looks like it was intended for Draugr as their version of Spectral Arrow.

 

Lunar Weapons by the Lore book in the game looks like they were intended to have to two enchantments. An Absorb Health enchantment should be added to them as well to match their lore. It would also be great if these weapons could be made at Silent Moons Camp and only worked at night, but the latter is probably not possible.

 

Thanks Arthmoor!

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Hey Arthmoor!
 
Wanted to throw down some cut content for you to consider.
 
Yatul in Narzulbur has an additional dialogue line which she was supposed to say after having completed unfinished quest NarzulburFreeFormWifeQuest that you added. Not sure if you caught that and added it in.
 
Andurs Arkay Amulet Quest has an alternate ending if you found the Amulet first and gave it to him. However, the amulet right now is disabled until you talk to him.
 
Unused Map Maker for Castle Karstaag Ruins called DLC02 -- Castle Karstaag
Unused Map Markers for Dawnstar Castle, Falkreath Castle, Morthal Castle, Altar, City, Rock, and Smelter. Not really sure how to add these unless you get some idea. I guess Altar could replace the Cave icon for Haemar's Shame and Rock could be used for Orphan Rock or Weynon Stones.
 
East Empire Dockmaster RefID 0003B81F BaseID 000132A0 An unused alias in game data (0003B81F) suggests he was going to be named Regulus Naevius.
 
East Empire Dockworker RefID 0007E5ED BaseID 0007E5EA and RefID 0007E5EE BaseID 0007E5EB According to game data, the Nord dockworker's name is Slading and the Breton's is Jonne.
 
There is a Conjuration Spell Dragon Priest that looks like it was cut from the game for probably being overpowered, but still works. You can add it with console command player.addspell 0010fc16 and it is effected by perks.
 
Dragon Shout Phantom Form was intended for the player but was cut. It has voice work for all races if given to the player.
 
There is a cut creature called the Alpha Wolf which was supposed to be a harder wolf. Some pre-release gameplay footage shows the player fighting it. RefID 00099319 BaseID 0009931A
 
A cut Mist Man BaseID xx019AB0 that used a leveled weapon to attack instead of spells. That also taunted the player in a ghostly voice.
 
Unused Item Ancient Nord Magic Arrow which looks like it was intended for Draugr as their version of Spectral Arrow.
 
Lunar Weapons by the Lore book in the game looks like they were intended to have to two enchantments. An Absorb Health enchantment should be added to them as well to match their lore. It would also be great if these weapons could be made at Silent Moons Camp and only worked at night, but the latter is probably not possible.
 
Thanks Arthmoor!

I wouldn't re-use those unused map markers since they are often used as a quest objectives e.g radiant quests in vanilla quests.  Also note that the castle for each city you mentioned is part of a cell in the Tamriel worldspace.

 

That Conjuration Dragon Priest spell are not uncut content, because the player will be able to cast the spell when having the Konahrik mask equipped.

 

The Phantom Form shout, only available via the console, are used by the Greybeards during the MQ.

 

The shout used by the Greybeards to create ethereal forms for you to practice shouts on is called Phantom Form‎. Its words of power are "Fiik Lo Sah", which is translated as "Mirror Deceive Phantom". The shout was apparently intended to be available, as it is voiced for all races.

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I wouldn't re-use those unused map markers since they are often used as a quest objectives e.g radiant quests in vanilla quests.  Also note that the castle for each city you mentioned is part of a cell in the Tamriel worldspace.

 

That Conjuration Dragon Priest spell are not uncut content, because the player will be able to cast the spell when having the Konahrik mask equipped.

 

The Phantom Form shout, only available via the console, are used by the Greybeards during the MQ.

 

You have obviously never used the mask. You don't get the Dragon Priest spell. It's a possible effect from the mask. Not exactly the same spell and isn't affected by perks like having and casting the cut spell. If you are on PC and give yourself the spell you can see.

 

 

Yes, Greybeards have the shout, but it looks like it was intended to also be given to the player. Cut content. Your quote even points to it being cut content.

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Also, does your mod not undo?:

  • Varnius Junius has a hello topic that references an NPC that is cut from the game. (Bug #18269)

I can't get him to speak this line now that he exists.

 

In line with that Tasius Tragus should be given a Small Farm in Dragon Bridge and Varnius Junius should work on it.

 

Varnius Junius class is a farmer and Jala the innkeeper at the Winking Skeever tells you he is a Dragon Bridge resident asking for help.

 

Residents in my mind have a house to call home and don't live at an inn. This would tie up the whole relationship between them nicely.

 

Besides, in the base game Varnius even with your patch is all messed up. He leaves Solitude and just seems to stand at the Inn in Dragon Bridge all the time never sleeping. Looks like Bethesda forgot about him when they forgot about his boss.

 

 

 

 

 

 

 

 

 

Varnius seems bugged in the main game and doesn't do anything but stand at the Inn all day.

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Version 3.0.2

A road sign west of Nightgate Inn was overlapping with another from Point The Way and has been adjusted.
All of the hirelings, except Marcurio, had personal outfit entries which were not being used. These have now been assigned. (Bug #21985)
Getting the Delayed Burial quest (DB01Misc) but never talking to Cicero (the jester) results in the quest becoming permanently stuck open in your journal. It will now properly fail if this is the case. This fix cannot be applied retroactively since the quest will already be stopped. (Bug #21772)
Updated LOD to resolve issues with flickering buildings around Whiterun.

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Version 3.0.3

Facegen files for Froa were missing from the archive.
The sleeved version of the Stormcloak curiass has been fixed to reduce clipping when an NPC wearing it sits down. (Bug #19738)

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Since I know you like to build villages: What's your stance regarding Granite Hill ? I just stumbled upon the name in the carriage script and googled it only to find it was supposed to be a small settlement. Maybe an independant mod would be better ? (there is probably a need for much more improvisation than CRF is expected to handle, and some Moon & Star fanatics probably won't want to add an other settlement in the area).

 

Edit: Ah, just found an old post of yours on Nexus explaining you didn't want to add it back in because of the nearby dragon burial that's in the exact spot where the village should have been. Sad :( 
Maybe I'll have fun one day rebuilding it like if it's been build around the burial ground, and the dragon just destroy the village when he get resurrected. It'd make a pretty cool POI :P 

Edit²: Toyed a bit in the area this afternoon. It do have potential, there is a lot of road converging at this point. I tested with 3 farmhouses, and inn and a stable (made sense for a cross-road settlement). The area in the middle can probaly be turned into a marketplace instead to go 3rd-era style :P 

Spoiler

ScreenShot2.thumb.png.725a7330760c9b5dc08c00062fae5d4f.png

 

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Does CRF add a map marker for The Chill location and according to UESP there is no map marker in vanilla?

 

The reason I ask is simple, KrimRath mentioned it here and is a PS4 player who are using my Skyrim Map Markers mod.

 

At first I was a little confused, but yesterday I visit The Chill and got a map marker for that location.  However, I am aware of that PS4 players cannot use either USSEP or CRF due to Sony's policy about using external assets in mods.

 

I know what purpose CRF has and that's to add content that Bethesda created, but decided not to include in the game for whatever reason they may have.  That's one of the reasons I had for my Skyrim Map Markers mod and that's add map markers for places nobody never knew that existed in Skyrim.  Recently, I started to collect information about what more places I am gonna to add a map marker for in the 1.7 version.

 

Also, I am not sure if CRF is adding a map marker for The Chill or maybe it's USSEP, but I read the "Loactions" section in the OP and couldn't see anything mentioned The Chill location.

 

I'm not fond of adding a map marker for The Chill location in the next version, only for PS4 users, and maintain a coule of different mod versions for all platforms.  Adding a map marker for The Chill location in my mod will benefit all mod users regardless what platform people are playing my mod.

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The old USKP did that.  I've no idea that USKP did that in first the place.  Which arise another question, does USSEP add that map marker?

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Leo. Surely you know by now that the current USLEEP and USSEP packages are direct descendents of the old individual patches and every fix listed in the changelog is still in there?

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True, but remember some fixes were also reverted after Bethesda actually fixed a few things in the official patches.

 

Another thing is that I didn't bother reading the changelog back then and who can remember everything that was fixed 5 years ago.  I bet nobody, except the people who were working with the unofficial patches. 

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On 12/19/2016 at 11:52 AM, ejnomad07 said:
Hey Arthmoor!

Wanted to throw down some cut content for you to consider.

 

 

 

Yatul in Narzulbur has an additional dialogue line which she was supposed to say after having completed unfinished quest NarzulburFreeFormWifeQuest that you added. Not sure if you caught that and added it in.

 

 

Andurs Arkay Amulet Quest has an alternate ending if you found the Amulet first and gave it to him. However, the amulet right now is disabled until you talk to him.

 

 

Unused Map Maker for Castle Karstaag Ruins called DLC02 -- Castle Karstaag

 

Unused Map Markers for Dawnstar Castle, Falkreath Castle, Morthal Castle, Altar, City, Rock, and Smelter. Not really sure how to add these unless you get some idea. I guess Altar could replace the Cave icon for Haemar's Shame and Rock could be used for Orphan Rock or Weynon Stones.

 

 

East Empire Dockmaster RefID 0003B81F BaseID 000132A0 An unused alias in game data (0003B81F) suggests he was going to be named Regulus Naevius.

 

 

East Empire Dockworker RefID 0007E5ED BaseID 0007E5EA and RefID 0007E5EE BaseID 0007E5EB According to game data, the Nord dockworker's name is Slading and the Breton's is Jonne.

 

 

There is a Conjuration Spell Dragon Priest that looks like it was cut from the game for probably being overpowered, but still works. You can add it with console command player.addspell 0010fc16 and it is effected by perks.

 

 

Dragon Shout Phantom Form was intended for the player but was cut. It has voice work for all races if given to the player.

 

 

There is a cut creature called the Alpha Wolf which was supposed to be a harder wolf. Some pre-release gameplay footage shows the player fighting it. RefID 00099319 BaseID 0009931A

 

 

A cut mist Man BaseID xx019AB0 that used a leveled weapon to attack instead of spells. That also taunted the player in a ghostly voice.

 

 

Unused Item Ancient Nord Magic Arrow which looks like it was intended for Draugr as their version of Spectral Arrow

 

 

Lunar Weapons by the Lore book in the game looks like they were intended to have to two enchantments. An Absorb Health enchantment should be added to them as well to match their lore. It would also be great if these weapons could be made at Silent Moons Camp and only worked at night, but the latter is probably not possible.

 

Thanks Arthmoor!
 
 

 

Any chance of any of these getting added Arthmoor? Personally, I want to try out that conjuration spell.

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