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GrailQuest

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GrailQuest last won the day on November 27 2021

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  1. Version 2014-Nov-30

    10 downloads

    Grail Quest Combined Books version: 2014-Nov-30 http://gq-game-mods.blogspot.com/2014/12/skyrim-mod-gq-combined-books.html Adds recipes to the Tanning Rack for special books made from: - Compilations of book series or books of the same theme - Compilations of skill-training books - Compilations of spell books Some book compilations will teach spells. Skill book and spell book compilations can be converted into wearable no-item-slot items for bonuses. Most can simply be sold for much more than the individual books. Installation: Copy .ESP into Data directory Uninstallation: IMPORTANT - Remove any items from this mod that are being worn. Save game, then remove mod.
  2. Version 2014-Nov-30

    14 downloads

    GQ Research version: 2014-Nov-30 Requires Dawnguard and Dragonborn http://gq-game-mods.blogspot.com/2014/12/skyrim-mod-gq-research.html Adds an Armor item that lets you conduct research in the Magick skills. The resulting Research Papers can then be crafted into various items. The basic options are: Destroy item for [Res]earch - Opens a container. Items put in are checked against research lists. Valid items are destroyed and Research Papers given to the player. The rate is 1 paper per 10gp value rounded down. All other items are left in the container and can be retrieved at any time. Use [Alc]hemy Research for special ingredients - Trade Alchemy Research Papers for XP or to make special 1-effect ingredients. Learn or Scribe Spells - Trade Alchemy Research Papers for XP, learn new spells, or scribe Spell Tomes or Scrolls for spells that are already known. Learning and Scribing require 1 Roll of Paper, 1 Quill, and 1 Inkwell. Manipulate Soul Gems and Staves with [Ench]anting Skill Alchemical Essences "Alchemy Research" also includes an unspecified amount of reagents, which are used in various functions for Alchemy Research. Alchemy Research can be traded for Essences and Catalysts, which are ingredients that have thematic alchemical effects at 3x the magnitude of typical ingredients. Learning Spells This simulates the player researching knowledge of a spell from scratch. Spells of up to Master level can be researched but the effective cost is quite high. To learn a spell, prerequisite spells (if any) must be known. These are typically lesser versions of the spell (e.g., Ironflesh requires knowledge of Stoneflesh and Oakflesh) Craft the Spell Tome with 1 Roll of Paper, 1 Quill, and 1 Inkwell, and a number of Research Papers equal to the base magicka cost of the spell (with some exceptions). Poisoned Rune is learned through Alchemy with the Poisoner perk. Some spells can be further researched into a Lesser Power version, typically with half duration (if applicable). Manipulating Soul Gems (Enchanting Research) Soul Gem Fragments can be converted into Petty Soul Gems by first standardizing them into a single type of Soul Gem Fragment Empty soul gems can be merged into higher-level soul gems. Grand Soul Gems can be converted into Black Soul Gems if you have Malyn Varen's Grimoire. Soul gems can be filled (or re-filled, in the case of player-filled soul gems) to maximum with Conjuration Research and Conjuration spells. Except Petty Soul Gems, player must have expertise in Conjuration. Pre-filled soul gems can be emptied and the magicka contained used for Enchanting experiments and research. The player must have the Soul Squeezer Perk. Otherwise, gems can be used for research using the Destroy item for Research option. Publishing Research Accumulated Research Papers can be compiled into a book for "publication" (i.e., sale). Creating this Research Folio through one of the Research stations gives you XP toward that magic skill. Staffs Staffs can be disenchanted into Empty Staves through Enchanting Research. Transmutation Alchemy Research can be used in ALTERATION Research along with the Transmute spell and (sometimes) specific perks to transmute ordinary items into different types of ingots and weapon/armor crafting parts. [iNSTALLATION] .ESP, .BSA, and .BSL files go into the Data directory. To get the Research item, first find the ID using console command help "[Research]" 4 Use the console to add it to the player: "player.additem <id> 1" Hotkey the item and equip it that way to access the research menu. === NOTES For a Lesser Power to cost magicka, the Charge Time must be 0.0 instead of autocalculated. This is the same setting as the Casting Time under Spellmaking in the MGEF for the spell. Magicka costs for Lesser Powers are not affected by the character's skill. Normally, magicka cost decreases to slightly less than 60% normal at 100 skill. Increasing the magnitude on INGRedients relative to the default value proportionally increases magnitude in a potion. Increasing duration proportionately increases gold piece value.
  3. Version 2014-July-5

    17 downloads

    Grail Quest Item Utilities version: 2014-July-5 Requires SKSE - http://skse.silverlock.org/ [WEAR / WIPE] Equip an armor item to bring up a menu with the following choices: Toggle Amulet, Toggle Circlet, Toggle Ring - When a wearable item is put into the container, the named item slot flag is toggled. A ring put into the container for the first time would have its ring slot toggled off and can therefore be worn with other rings. Theoretically unlimited numbers of items with no item slots can be worn at the same time. Note that wearing two (or more) items of the same base type and/or with the same enchantment is possible but bugged: One item will not be shown as equipped in inventory, and the enchantments may show incorrectly in the Active Effects menu. Wipe Changes - An item is returned to the player in base form. Any improvements from Smithing or Enchanting are removed as the item is recreated. This also means that "Stolen" flags are removed and charges reset to maximum. Charm A Charm is a wearable item with no equipment slots and therefore can be worn with all other equipment. It will accept enchantments as indicated by its name. This item is meant for enchantments that are tedious to swap in and out, such as Fortify crafting skill enchantments. They have no value and no weight. To get rid of any excess items, just sell them to a merchant. Because of the bug mentioned above, try to use a different item. All 10 items are the same, but because they have a different Base ID, they should show as being equipped properly in Inventory. To get the activating item in-game, 1. Use console command help "[WEAR" 4 to find the base ID 2. Use console command player.additem <ID> 1 to add the item to inventory. Installation: When updating to a newer version, delete the item from inventory and recreate it after the new version is installed. This will force scripts to refresh to any new versions. The scripts directory and .TXT file are for reference only and need not be installed. The other files all go into the Data folder.
  4. Version 2014-June-5

    17 downloads

    requires Hearthfires DLC Changes Salt Pile to Salt, weight 0, value 1. Adds more staple baking and cooking supplies at inns: 100 units randomly distributed between Butter, Chicken Egg, Jug of Milk, Sack of Flour, and Salt. This is distributed to inns by modifying the "VendorGoldInn" levelled list, which normally only always generates 100 gold pieces. Inns with more than one instance of this levelled list will therefore get more supplies. Any container or character that also uses this levelled list will get a pile of supplies.
  5. Version 2014-June-6

    12 downloads

    Equip an Armor item called "[sTORAGE]" to access remote containers for storage. The item automatically unequips. The "INGR" container automatically identifies all effects of any ingredients put in. If you do not want that functionality, store ingredients in a different container. The "SELL" option begins barter with a merchant with 30000 gold and who will buy stolen items. The armor item has no mesh/texture, so do not drop it. Otherwise you will be unable to pick it up and you will not only have cluttered your game world but you will need to get yourself another through the console. To get the item, use the console: 1. First, search for the ID with this command: help "[sTORAGE]" 4 2. Use console command player.additem <ID> 1 to add the item. When changing to a different version, remove all items from all containers first and save the game. Then delete all files from previous versions before copying in new ones.
  6. I'm looking to compile ideas for a "mod" that gives you trophy items. The concept is: (1) Suppose you played Heart of the Dead. Then, for whatever reason, you want to or need to uninstall it. After all, the quest is done, and if you have enough companions or player homes or what not, then why not remove it to keep your Oblivion build lighter? Or maybe you've done it before but don't want to re-do it with your current character, but want to acknowledge your own previous efforts. (2) But since you *did* complete the quest, it would be nice to nevertheless take something away from it. So how about giving your character a symbolic item? It could be a no-item-slot piece of apparel (since you can then equip as much of them as you like) that gives you a symbolic boost. For HotD, for example, since you had to survive the White King's Curse so many times, maybe it can give you Fortify Health +10. And if you got Wintermoon as a companion, maybe you can get FortifyMagickaMultiplier +1. (A different use for this trophy concept could be to change the completion of Master Trainer quests into a Fortify Skill item instead of taking training from them. That way there's a point to visiting them after your skill is 100 and they can't train you anymore anyway.) * So, if you're interested in this idea for yourself and are considering it now, I'd welcome ideas such as <Quest Mod X> gives you <trophy bonus>.
  7. The 1.35 BSA has a couple of odd entries: meshes\armor hesilverdragonorder\m hedragonsshadeofwar -- In 1.33 (and possibly prior) this appeared to be a .NIF file without the .NIF extension. textures\menus\icon\armor\darkglass.7z -- the \darkglass\ directory does have a bunch of .dds files, so this might have been left over after unpacking prior to re-packing as a BSA.
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