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ThomasKaira

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Posts posted by ThomasKaira

  1. Update: Version 1.2

    New Requirement: Skyrim 1.8.151.0.7 is now required.

    (New Feature) Now moves faction-locked Stones of Barenziah, so that Thieves Guild members do not need to join the College of Winterhold and be greeted by the Dark Brotherhood to complete the quest.

    (Other) Mod cleaned in TES5Edit.

  2. Update: Version 1.4.1

    New Requirement: Skyrim version 1.8.151.0.7 is now required.

    Fixed Bug: Arcadia and Farengar Secret-Fire were not linked to their respective workbenches correctly.

    Fixed Bug: Removed workstation rental dialogue from a couple actors who had no reason to offer it.

    Fixed Bug: Arcadia and Zaria will no longer offer the Alchemy tutorial quest to avoid a soft-conflict. It is now exclusive to Orgnar in Riverwood. Fix is not retroactive.

    Fixed Bug: Adrianne Avenicci will no longer offer the Smithing tutorial to avoid a soft-conflict. It is now exclusive to Alvor in Riverwood. Fix is not retroactive.

    Feature Change: Allowed possibility to disable workstation rentals.

    Unlisted: Finished off TES5Edit cleaning for mod.

    Unlisted: Dawnguard addon is now a separate download to avoid confusion.

  3. Update: Version 1.14

    (Fixed Bug) Corrected some Enable Parent oddities for the Dark Brotherhood Sanctuary Word Wall to remove an erroneously enabled dragon text and chant sound effect (both plugins).

    (Fixed Bug) Re-enabled the blank Word Wall in Korvanjund to cover up a hole to the void in the dungeon (Dawnguard edition).

  4. Update: Version 1.4

    • DLC Support: Added support for the Dawnguard official DLC. Tempering services are available for all new equipment, and certain equipment is available for ordering from Gunmar at Fort Dawnguard.
    • New Feature: Enchanting services. Visit your local court mage and ask if he can enchant your gear for you. You may choose what grade of soul you wish to use, and the price you pay will directly reflect that.
    • New Feature: Workstation Rental. Now you must pay to use a merchant's workstation. Speak to the merchant in question and ask to use his equipment, and for a fee (100 Gold) you will be able to use their crafting equipment for 24 hours.
    • Optimization: Blacksmith Services dialogue now checks for a single Faction (JobBlacksmithFaction) instead of several Classes. More logical and accurate this way.
    • Other: Generated SEQ file for Economics of Skyrim for a just-in-case fix to the quest dialogue bug.
    • Other: Mod cleaned of wild edits with TES5Edit.

  5. Update: Version 1.1

    Notice: A virgin save is required for this update. Changes not guaranteed to integrate properly on saves already exposed to this mod. Apologies if this costs you some game progress.

    (Feature Change) Restored original locations of Storm Call Words. The final Word will remain at Skuldafn, as this mod does not unlock Words from the Main Quest (doesn’t make sense). (NOT retroactive, you can thank the monumental stupidity of Papyrus for that)

    (Feature Change) Marked for Death Word previously occupying Dark Brotherhood Sanctuary has been moved to Guldun’s Rock.

    (Feature Change) Slow Time Word previously occupying Labyrinthian has been moved to Silent Moons Camp.

    (Feature Change) Animal Allegiance Word previously occupying Ysgramor’s Tomb has been moved a short ways north and made pickable by “Find Word Wall†Radiant quests.

  6. Freedom of Speech

    Removing the strings attached to Shouting

    Translations

    Spanish

    Requirements:

    - Skyrim version 1.8.151.0.7 or later.

    Overview

    Let’s face it, we love to Shout. Trouble is in Skyrim, several of the Word Walls are locked inside of dungeons that are tied to a quest, and as such are inaccessible until that particular quest requires you to enter. This results in incomplete Shouts for people who want to roleplay and not join certain factions, which tends to leave a bitter flavor in our mouths. We want to be able to fully utilize those Shouts, but can’t without breaking character.

    That is where this mod steps in. This mod takes all of those Word Walls locked behind quest-specific doors, and moves them elsewhere; somewhere freely accessible by everyone. Now your mage character will not be forced to join the Companions if he wants to master his Fire Breath, and same for the warrior who desires to master his Ice Form but has no intention of joining the College of Winterhold.

    What’s New?

    (New Feature) Now moves faction-locked Stones of Barenziah, so that Thieves Guild members do not need to join the College of Winterhold and be greeted by the Dark Brotherhood to complete the quest.

    (Other) Mod cleaned in TES5Edit.

    Features

    Which Word Walls have been moved and where:

    Dark Brotherhood Sanctuary (Marked for Death): Moved to Forelhost.

    Dustman’s Cain (Fire Breath): Moved to Blind Cliff Towers.

    Korvanjund (Slow Time): Moved to Deepwood Redoubt.

    Labyrinthian (Slow Time): Moved to High Gate Ruins.

    Saarthal (Ice Form): Moved to Arcwind Point.

    Snow Veil Sanctum (Disarm): Moved outside.

    The one exception to the rule of quest-unlocking the Shouts is Storm Call, which has been locked to the Main Quest (as I felt it needed a worthwhile reward). All three Words of Storm Call are now found in Skuldafn.

    Additionally, if you are using Dawnguard, a separate version of the mod is provided that moves the Word of Drain Vitality found at Arcwind Point to the Soul Cairn, so that people who elect not to play through Dawnguard will never be exposed to any of the new Shouts.

    There are also two Stones of Barenziah that are moved to:

    Dark Brotherhood Sanctuary: Moved outside.

    College of Winterhold: Moved to the Jarl’s Longhouse in Winterhold.

    Installation

    Wrye Bash users: The mod is provided in a BAIN-friendly format so that you may quickly drop it into your Installers folder and install.

    Nexus Mod Manager users: Nexus Mod Manager will be able to handle the packaging of this mod on its own, you won’t need to do anything fancy. Just convert it into an FOMOD and install.

    If you use none of the above: Just drag and drop the provided files into your Skyrim\Data folder.

    Only one plugin should be active at a time. Use only the Dawnguard version if you have Dawnguard, and vice versa.

    Uninstallation

    Wrye Bash users: Very easy, just navigate to the package in your installers tab and choose Uninstall.

    Nexus Mod Manager: Again, very easy. Just deactivate the mod.

    If you use none of the above: Simply follow the steps for Steam Workshop minus the need to unsubscribe.

    Configuring the Mod

    It is best to install this mod when starting a new game. It is not guaranteed that this mod will work correctly on pre-existing games, especially if you have already discovered a Word of Power that this mod is replacing with a new one.

    Compatibility

    Incompatibilities with certain Cells are to be expected as this mod places new objects in certain Cells in the game and alters NavMesh, but the chances of such a conflict surfacing is minimal.

    Any mods that alter the quest “TGCrown†will be incompatible with this one.

    USKP Users: Any fixes made to the quest have been imported. Although this mod does conflict, it is only superficial.

    Known Issues

    If you have already discovered a Word of Power in a quest-locked dungeon and mastered that corresponding Shout, you might encounter certain Word Walls that are inactive and don’t do anything. This is because you have already mastered the Shout it was meant to provide a Word for. Nothing is wrong with them.

    Permissions

    - You are free to alter, expand on, or destroy this mod in any way you see fit. If you wish to share your work, however, you MUST contact me and obtain my explicit permission before doing so. Any instances of severe mod destruction will not be eligible for technical support until restored to a functional state.

    - Any works that are found to be in breach of the above, the author will receive a single polite request from me to remove it from wherever it is being hosted (from all sites it is being hosted on). Failure to respond within 48 hours will result in more direct action being taken.

    - DO NOT upload this mod to any site other than those I have personally uploaded it to without my express permission given. Any user or site found in violation of this will be considered to be stealing intellectual property and will be treated as such. Just because this mod is free does not mean that gives you free reign over what you can do with it. My work, my rules.

    - If I fail to respond to your requests to expand or alter this mod within 30 days, you may consider yourself as having my approval to do as you wish, but please note that upload location restrictions still stand.

    - Translators: please simply PM me if you wish to translate this mod. If you wish to upload the translated version to one of my current mirrors, you may consider my answer to be “yes†outright. If you wish to upload elsewhere, though, you must obtain my permission to do so. All I wish to know is that the mod is being translated, and anyone who wishes to do so has my approval.

    - Compatibility: Please send me a message that you have made a compatibility patch for this mod so that I can be made aware of its presence. You do not need to wait for my permission to release compatibility patches, but I appreciate you informing me of their existence so I can factor for them.

    Full Changelog:

    - v1.2: 12/21/2012

    (New Feature) Now moves faction-locked Stones of Barenziah, so that Thieves Guild members do not need to join the College of Winterhold and be greeted by the Dark Brotherhood to complete the quest.

    (Other) Mod cleaned in TES5Edit.

    - v1.14: 12/12/2012

    (Fixed Bug) Corrected some Enable Parent oddities for the Dark Brotherhood Sanctuary Word Wall to remove an erroneously enabled dragon text and chant sound effect (both plugins).

    (Fixed Bug) Re-enabled the blank Word Wall in Korvanjund to cover up a hole to the void in the dungeon (Dawnguard edition).

    - v1.13: 10/19/2012

    (Fixed Bug) Removed two deleted NavMeshes from plugins.

    - v1.12: 10/14/2012

    (Other) Plugins run through TES5Edit cleaning process. A number of junk NavMesh edits have been removed.

    - v1.11: 10/3/2012

    (Fixed Bug) For no good reason, the Word Wall at Guldun Rock was not working correctly.

    -v1.1: 10/2/2012

    (Feature Change) Restored original locations of Storm Call Words. The final Word will remain at Skuldafn, as this mod does not unlock Words from the Main Quest (doesn’t make sense). (NOT retroactive, you can thank the monumental stupidity of Papyrus for that)

    (Feature Change) Marked for Death Word previously occupying Dark Brotherhood Sanctuary has been moved to Guldun’s Rock.

    (Feature Change) Slow Time Word previously occupying Labyrinthian has been moved to Silent Moons Camp.

    (Feature Change) Animal Allegiance Word previously occupying Ysgramor’s Tomb has been moved a short ways north and made pickable by “Find Word Wall†Radiant quests.

    -v1.0: 9/29/2012

    Initial Release

  7. I added a check for IsPlayerTeammate to the conditions for the magic effect. Although she does not actually get added to PlayerFollowerFaction, she is considered a teammate. This also holds true for any temporary followers you might pick up, as well.

    and...

    Update: Version 1.02

    • (Fixed Bug) Commanded actors will no longer attack you if you are lock-bashing in front of them.

    • (Fixed Bug) Only actors with valid Crime Factions will now be considered potential witnesses.

  8. Update: Version 1.01

    (Fixed Bug) Added extra condition to the Witness Detection for player followers, in case they don’t get added to the PlayerFollowerFaction (example: Serana).

    (Fixed Bug) Conditionalized the “caught lock-bashing†message so it only appears if you got a bounty for it.

    (Fixed Bug) Made sure only the Player is capable of lock-bashing.

    (Feature Change) Adjusted failure chance to be slightly higher.

    (Other) Brawl-bug plugin support.

  9. Breaking and Entering

    Teach those pesky locks how a warrior gets past them!

    Requirements:

    • Skyrim version 1.7.7.0.6 or later. Previous versions WILL NOT WORK.

    Frequently Asked Questions/Troubleshooting

    Q: Is <insert random mod here> compatible with this one?

    A: Yes.

    Q: I broke the lock on that container/door! Why is the game still telling me it’s locked?

    A: Because the UI is dumb like that. There isn’t anything I can do to prevent this, but rest assured the lock state is updating even if the UI prompt is not.

    Q: I’ve installed Skyrim Script Extender! Why is the mod telling me it’s not installed?

    A: You did not FULLY install Skyrim Script Extender. You can’t just drop the SKSE DLL and the loaders into your game folder anymore; you also need to install everything provided in the Data folder, as well. Otherwise, Papyrus will be unable to access the new functions and the mod will report the “SKSE not installed†error. If you still get the error, make sure you have installed your game outside of the Program Files directory (to avoid issues with UAC) and run SKSE as an Administrator.

    Q: I have not installed SKSE and I don’t want to. Can I still use your mod?

    A: Yes, The mod is both SKSE and non-SKSE compatible and which version is used is all handled internally. You don’t need to jump through any hoops.

    Q: What’s the .BSL file for? It doesn’t do anything in-game.

    A: It is used by Archive.EXE to record filename data. Without it, if you unpacked the BSA file with Archive.EXE, the filenames would turn to gibberish.

    Q: What’s the brawl-bug plugin and why is it necessary?

    A: The Brawl-bug plugin provides a fix for the brawl bug, where mods attaching scripts to actors dynamically by using Cloak spells would cause brawls with NPCs to become fights to the death because the script detecting if the player was cheating was not properly checking if the magic effect was actually harmful, as well as a number of other problems (critters dieing and so on). The chances of this mod needing this are very slim, but it's there if you want it.

    Overview

    Is your barbarian tired of fumbling around with itty-bitty bits of metal when what he REALLY wants to do is teach that pesky lock how warriors like to pick them? Well, now his dreams can finally come true. This mod is very small, but very simple: it adds a lock-bash mechanic to the game that is not only simple to use, it can be used anywhere a lock can be found. Be it a treasure chest in a dungeon, the chest in your cellar you lost the key to ages ago, or an object belonging to someone else’s mod entirely. All may be bashed.

    What’s New?

    • (Fixed Bug) Commanded actors will no longer attack you if you are lock-bashing in front of them.

    • (Fixed Bug) Only actors with valid Crime Factions will now be considered potential witnesses.

    Features

    Lock-Bash

    You can now open locks on both containers and doors by bashing them with your weapon (excluding Bows and Daggers). All you need to do is get up nice and close and start smashing away. Eventually, one of two things will happen:

    • You will hear the click of the lock breaking and the object will become unlocked. You will also receive skill progress for successfully bashing.

    • You will hear a rather alarming smashing sound as you damage the object, and you won’t be able to access it.

    If the latter, the only way to access what was inside/behind the object is if you have the key. Or, you can wait for someone who does have the key to come by and undo the lock.

    Be warned, however, the citizens of Skyrim are not going to just let you beat down their doors. It is a crime, and if someone catches you trying to break down someone else’s door, you will be arrested and fined. The bounty is equivalent to an Assault charge.

    Installation

    Wrye Bash users: The mod is provided in a BAIN-friendly format so that you may quickly drop it into your Installers folder and install.

    Nexus Mod Manager users: Nexus Mod Manager will be able to handle the packaging of this mod on its own, you won’t need to do anything fancy. Just convert it into an FOMOD and install.

    If you use none of the above: Just drag and drop the provided files into your Skyrim\Data folder.

    Users of SKSE will have access to some code optimization in the mod, but this mod is fully capable of being used without SKSE.

    Uninstallation

    Wrye Bash users: Very easy, just navigate to the package in your installers tab and choose Uninstall.

    Nexus Mod Manager: Again, very easy. Just deactivate the mod.

    If you use none of the above: Simply follow the steps for Steam Workshop minus the need to unsubscribe.

    Notice: This mod is scripted with Papyrus, and uninstalling this mod will leave script debris in your save. There is nothing that can be done about this.

    Compatibility

    • The only mods that are incompatible are mods that try to add their own lock-bash mechanics to the game, which to my knowledge, none exist.
    • This mod is compatible with everything else, including the official DLC, and requires no patches.

    Recommended Mods:

    Skyrim Script Extender

    Brawl-bug Plugin

    Known Issues

    The Lock state of the containers displayed beneath your crosshair on the UI will not update when you bash a lock or damage the object until you scroll off of the object and back on. This is a bug in the UI, which nothing can be done to address from the Papyrus front.

    Permissions

    - You are free to alter, expand on, or destroy this mod in any way you see fit. If you wish to share your work, however, you MUST contact me and obtain my explicit permission before doing so. Any instances of severe mod destruction will not be eligible for technical support until restored to a functional state.

    - Any works that are found to be in breach of the above, the author will receive a single polite request from me to remove it from wherever it is being hosted (from all sites it is being hosted on). Failure to respond within 48 hours will result in more direct action being taken.

    - DO NOT upload this mod to any site other than those I have personally uploaded it to without my express permission given. Any user or site found in violation of this will be considered to be stealing intellectual property and will be treated as such. Just because this mod is free does not mean that gives you free reign over what you can do with it. My work, my rules.

    - If I fail to respond to your requests to expand or alter this mod within 30 days, you may consider yourself as having my approval to do as you wish, but please note that upload location restrictions still stand.

    - Translators: please simply PM me if you wish to translate this mod. If you wish to upload the translated version to one of my current mirrors, you may consider my answer to be “yes†outright. If you wish to upload elsewhere, though, you must obtain my permission to do so. All I wish to know is that the mod is being translated, and anyone who wishes to do so has my approval.

    - Compatibility: Please send me a message that you have made a compatibility patch for this mod so that I can be made aware of its presence. You do not need to wait for my permission to release compatibility patches, but I appreciate you informing me of their existence so I can factor for them.

    Full Changelog:

    - v1.02: 09/23/2012

    (Fixed Bug) Commanded actors will no longer attack you if you are lock-bashing in front of them.

    (Fixed Bug) Only actors with valid Crime Factions will now be considered potential witnesses.

    - v1.01: 09/09/2012

    (Fixed Bug) Added extra condition to the Witness Detection for player followers, in case they don’t get added to the PlayerFollowerFaction (example: Serana).

    (Fixed Bug) Conditionalized the “caught lock-bashing†message so it only appears if you got a bounty for it.

    (Fixed Bug) Made sure only the Player is capable of lock-bashing.

    (Feature Change) Adjusted failure chance to be slightly higher.

    (Other) Brawl-bug plugin support.

    - v1.0: 09/07/2012

    Initial Release

  10. Update: Version 1.3

    - New Feature: Haggling Customization. Control how easy or hard a bargain merchants provide. A new menu option, “Merchant Difficulty,†is available that allows you to select between a few pre-set values, or create your own.

    - Fixed Bug: Turning off Regional Values through the menu option would render you unable to turn it back on.

    - Fixed Bug: Removed some debug leftovers from Blacksmith Services scripts.

    - Fixed Bug: The “order ready†objective for the blacksmith services will now be removed properly when you pick up your equipment.

    - Feature Change: Blacksmith services now provide graded tempering services. Choose your quality instead of having it fixed per blacksmith, and prices will now reflect the quality of temper you desire.

    Notice: Due to changes made in the recent update, Cutthroat Merchants is no longer compatible with this mod.

  11. Update: Version 1.2.3

    Currently unavailable on Dark Creations due to site difficulties

    Fixed Bug: Extra Merchant Gold was not working due to the needed leveled lists going missing at some point in development.

    Fixed Bug: Leveled List swapping detection script had an incorrect Location specified for The Pale

    Fixed Bug: Blacksmith services was not initializing correctly for previous version.

    Compatibility Tweak/Fixed Bug: Regional Stocks was redesigned again to avoid problems with merchants supplying nothing. The EOS leveled lists now piggyback onto the vanilla lists instead of replacing them. This also means this mod is compatible with other mods that want to rebalance the vendors, too.

    Other: Replaced several Debug messages with Message record messages, for easier translation.

  12. Update: Version 1.2.2

    - Fixed Bug: A couple essential Aliases ended up getting blanked out. These have been re-filled. A full refresh of the mod’s data is included.

    - Optimization: Switched from the current fake GetGameLoaded() function to using the OnPlayerLoadGame() Event.

  13. Update: Version 1.2

    New feature: Blacksmith services. Pay the local smithy to temper your weapon for you if you have the cash, or if you want something the smith can provide that is not in his current stock, you can order it from him, paying some Gold up front in exchange for the equipment you want after a few days.

    Bugfix attempt: changed SKSE detection to something a bit more reliable. I can’t recreate the “SKSE not detected†problems people are having, so it is up to you to inform me if things are better.

    Optimization: Phased out game.getPlayer() in favor of using a Player property in the scripts where applicable, meaning any operations requesting the Player as a reference will now be able to grab that reference about 1000 times faster than before.

  14. Update: Version 1.1.3

    - Fixed Bug: Fixed strange behavior regarding merchant leveled lists if you visit them after visiting more than one game region.

    - Fixed Bug: Morthal Spell Vendor added to merchant lists (second time he was omitted, that guy is starting to annoy me). He specializes in Conjuration.

    - Other: Added Bash Tags to description to prevent the need for users to add them manually.

  15. Note that this block does not differentiate between touch and ranged effects. If it is mission critical that only a ranged effect should update the quest, there is a rather complex, indirect way of doing it involving getting the reference of every missile launched from the player... I'll have to dig it up if you really need it. :)

    Or you could just put the activator somewhere the player can't reach. :P

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