Skyrim

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Save-vs-DM

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SavevsDM

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About this mod

This mod adds 16 new milestone abilities to the game. Each ability is the culmination of the effort and skill it takes to achieve important tasks or lead powerful organizations. Now with Dawnguard support!

Permissions and credits
VERSION 0.3 UPDATE NOTICE!!!
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The new version of this mod new requires Dawnguard. In addition, to facilitate further updates and to give additional flexibility, players now have the ability to craft memoirs of variable strength. The upside is that you can mix and match now. The downside is that I was forced to change the reference ids of each ability.

Since ability effects remain on a character if the ability is removed, you need to manually remove the old abilities before you upgrade!

Upgrade Instrucions
1. Start Skyrim and remove all of your learned abilities. In order to make your life easier, I've listed all of the refrence IDs for the spells below. I've also included a batch file. Remember that you have to change the "xx" to the mod load order. If you're not sure what the first two numbers should be, type in 'help "Oblivion Bound" 4' in the console and take note of the first two numbers in the spell.
2. Once all abilities are removed, make a new save.
3. Uninstall the old mod.
4. Install the new mod.
5. Enjoy!

player.removespell xx00694A ; Archmage
player.removespell xx00694D ; Bard
player.removespell xx006960 ; Blade
player.removespell xx006961 ; Brawler
player.removespell xx006EC5 ; Guildmaster
player.removespell xx006ECA ; Harbringer
player.removespell xx006ECD ; Listener
player.removespell xx006ECE ; Oblivion Bound
player.removespell xx006ED0 ; Pentius Oculatus
player.removespell xx006ED2 ; Ritualist
player.removespell xx006ED4 ; Way of the Voice
player.removespell xx006ED6 ; Word Walker

Reasoning
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After finishing off all of the various faction and organization quests, I was highly disappointed that my achievements held little to no mechanical impact. This mod aims to provide characters with lore friendly and (hopefully) balanced abilities that reflect their status in the world.

The Abilities
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This mod adds 16 new milestone abilities to the game. Each ability is the culmination of the effort and skill it takes to achieve important tasks or lead powerful organizations.

Archmage
Requirements:
Complete The Eye of Magnus.
Least: All spells cost 3>% less to cast and magicka regenerates 12>% faster.
Lesser: All spells cost 5>% less to cast and magicka regenerates 25>% faster.
Moderate: All spells cost 10>% less to cast and magicka regenerates 50>% faster.
Major: All spells cost 20>% less to cast and magicka regenerates 100>% faster.

Bard
Requirements:
Complete Tending the Flames.
Least: Persuade checks in dialogue will almost always succeed and Speechcraft is 3>% better.
Lesser: Persuade checks in dialogue will almost always succeed and Speechcraft is 5>% better.
Moderate: Persuade checks in dialogue will almost always succeed and Speechcraft is 10>% better.
Major: Persuade checks in dialogue will almost always succeed and Speechcraft is 20>% better.

Blade
Requirements:
Complete Rebuilding the Blades.
Least: Increase Fire, Frost, and Shock Resistance by 3>%.
Lesser: Increase Fire, Frost, and Shock Resistance by 5>%.
Moderate: Increase Fire, Frost, and Shock Resistance by 10>%.
Major: Increase Fire, Frost, and Shock Resistance by 20>%.

Brawler
Requirements:
Win 5 brawls.
Least: Unarmed strikes do 5> additional damage.
Lesser: Unarmed strikes do 10> additional damage.
Moderate: Unarmed strikes do 20> additional damage.
Major: Unarmed strikes do 40> additional damage.

Dawnguard
Requirements:
Complete Prophet as Dawnguard
Least: Bows do 3>% more damage.
Lesser: Bows do 5>% more damage.
Moderate: Bows do 10>% more damage.
Major: Bows do 20>% more damage.

Guildmaster
Requirements:
Complete Under New Management.
Least: Lockpicking, Pickpocket, and Stealth are all 3>% easier.
Lesser: Lockpicking, Pickpocket, and Stealth are all 5>% easier.
Moderate: Lockpicking, Pickpocket, and Stealth are all 10>% easier.
Major: Lockpicking, Pickpocket, and Stealth are all 20>% easier.

Harbringer
Requirements:
Complete Glory of the Dead.
Least: Increase Health and Stamina regeneration by 3>% and all werewolf perks are 5>% stronger.
Lesser: Increase Health and Stamina regeneration by 5>% and all werewolf perks are 10>% stronger.
Moderate: Increase Health and Stamina regeneration by 10>% and all werewolf perks are 20>% stronger.
Major: Increase Health and Stamina regeneration by 20>% and all werewolf perks are 40>% stronger.

Hero of Skyrim
Requirement:
Complete Battle for Solitude
Least: Health regenerates 3>% faster during combat.
Lesser: Health regenerates 5>% faster during combat.
Moderate: Health regenerates 10>% faster during combat.
Major: Health regenerates 20>% faster during combat.

Listener
Requirements:
Complete Hail Sithis!
Least: You always move silently and attacks do 3>% more damage.
Lesser: You always move silently and attacks do 5>% more damage.
Moderate: You always move silently and attacks do 10>% more damage.
Major: You always move silently and attacks do 20>% more damage.

Oblivion Bound
Requirements:
Complete all Daedric Quests.
Least: Increase Damage Resistance by 3>%.
Lesser: Increase Damage Resistance by 5>%.
Moderate: Increase Damage Resistance by 10>%.
Major: Increase Damage Resistance by 20>%.

Penitus Oculatus
Requirements:
Complete Destroy the Dark Brotherhood.
Least: You always move silently and attacks do 3>% more damage.
Lesser: You always move silently and attacks do 5>% more damage.
Moderate: You always move silently and attacks do 10>% more damage.
Major: You always move silently and attacks do 20>% more damage.

Ritualist
Requirements:
Complete all Ritual Spell quests.
Least: Alteration and Conjuration spells last 3>% longer. Destruction, Illusion, and Restoration spells are 3>% stronger.
Lesser: Alteration and Conjuration spells last 5>% longer. Destruction, Illusion, and Restoration spells are 5>% stronger.
Moderate: Alteration and Conjuration spells last 10>% longer. Destruction, Illusion, and Restoration spells are 10>% stronger.
Major: Alteration and Conjuration spells last 20>% longer. Destruction, Illusion, and Restoration spells are 20>% stronger.

Thane of Skyrim
Requirements:
Become Thane of every city.
Least: Speechcraft is 5>% better and the time between shouts is reduced 5>%.
Lesser: Speechcraft is 10>% better and the time between shouts is reduced 10>%.
Moderate: Speechcraft is 20>% better and the time between shouts is reduced 20>%.
Major: Speechcraft is 40>% better and the time between shouts is reduced 40>%.

Vampire Master
Requirements:
Complete Prophet as Vampire
Least: All vampire perks are 5>% stronger.
Lesser: All vampire perks are 10>% stronger.
Moderate: All vampire perks are 20>% stronger.
Major: All vampire perks are 40>% stronger.

Way of the Voice
Requirements:
Complete The Horn of Jurgen Windcaller.
Least: Time between shouts is reduced 3>%.
Lesser: Time between shouts is reduced 10>%.
Moderate: Time between shouts is reduced 20>%.
Major: Time between shouts is reduced 40>%.

World Walker
Requirements:
Complete Dragonslayer.
Least: Carrying capacity increased by 25> points. Jumping height and running speed is improved.
Lesser: Carrying capacity increased by 50> points. Jumping height and running speed is improved.
Moderate: Carrying capacity increased by 100> points. Jumping height and running speed is improved.
Major: Carrying capacity increased by 200> points. Jumping height and running speed is improved.


Learning the Abilities
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In order to learn an milestone ability, a character must first craft the appropriate memoir at the forge. Each memoir requires 2 rolls of paper, 1 leather, and the completion of one or more linked quests. Version 0.3 adds multiple versions of the abilities in varying strengths. Simply craft the version you feel most appropriate and ignore the others.

To prevent everyone from gaining all four abilities, I've placed conditions on each recipe. Once you learn one version of the ability you'll no longer be able to craft the tome again. Yes, I realize that you could craft all four versions of the memoir before reading them, but there's really no way to prevent that. By the same token you could also simply use the console to grant yourself all four abilities.

Why Memoirs?
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Just to clear something up, I decided to add the abilities via crafted memoirs for two reasons.
1. Because the abilities aren't added at the time you complete the quest, this mod does deny experience characters their rightful reward.
2. Because I didn't monkey with any quest scripts, mod compatibility will be much higher. It shouldn't conflict with any other mods (to my knowledge) as all of the spells and abilities have unique names.

Why Multiple Memoirs?
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I've changed the way the mod works in order to provide an additional layer of customization. I have no way of really knowing what you think a proper reward for a quest happens to be. Now you can mix and max the size of bonuses instead of being restricted by the strengths I thought were correct.

Installation
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IMPORTANT: Choose only ONE version of the mod!
1. Unzip the mod into your Skyrim/Data directory.
2. Activate Milestone Memoirs.esp with your choice of mod manager.
3. Enjoy!

OR

Install automatically using the Nexus Mod Manager

Version History
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9/17/2012 - Release 0.5
Additional bug fixes. Brawler should now require 5 brawl wins and work correctly. I've also reverted back to the spell tome versions for now. My script needs some work and there's no sense in keeping a blank book in anyone's inventory. Hopefully I'll get the readable versions right in the next version.

I've also ditched the quills in this version, as they were a pointless step in the process. In the future I want to create a power that will grant a hidden perk to determine the strength of the memoir you craft. I need help on that, though, so it's for a future version.

9/17/2012 - Release 0.4
Quick bugfix. I'm an idiot and forgot to include a recipe for the quills! Sorry!

9/17/2012 - Release 0.3
Dawnguard support added!
Four new abilities addded: Dawnguard, Hero of Skyrim, Thane of Skyrim, and Vampire Master.
Memoirs will new remain in your inventory after you use them and can be read. This in in preparation for the readable books in the next release.
Versions have been merged into one mod. You can now choose the strength of each ability on an ability by ability basis.

9/09/2012 - Release 0.2 - Corrected a few small display bugs in the main file. Modified brawler requirements, as tracking multiple brawl wins isn't currently possible. Added three additional versions of the mod with lesser and greater effects.
9/08/2012 - Initial Release 0.1

Credits
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Big thanks to CLAVDISVCAESAR for the suggestion on making the spells readable and his future help in creating the memoir entries.
Big thanks to Shawn Edwards for his excellent tutorial on making spell tomes readable. You can find it here:
Bethesda for creating the wonderful game that is Skyrim