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SillyKristy

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SillyKristy

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14 comments

  1. subtlestrike
    subtlestrike
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    Nice stuff you have made

    Can be improved though: add the Imperial Warhammer too!
    I might just do it myself! That warhammer is a frickin' giant meat tenderizer! And it's awesome!(only irk I have is that it bashes as hard as a Glass Warhammer when it should hit just as hard as a Steel Warhammer)

    Ooohhh I know what would be awesome to go with this mod: Imperial Robes! For lack of an actual set of Imperial Battlemage Garb, you just had to put random clothing and say those fit a mage. Well, no more! Imperial Robes matches the concept perfectly - and isn't even expensive to begin with, so doesn't break the game! I might add that too!

    All in all, I guess I just got myself some homework for tomorrow: my own version of this mod, reliant on Imperial Robes and also adding the Imperial Warhammer as a craftable item!

    (if you didn't guess, said warhammer is better known as "Champion's Cudgel", which is not craftable and already comes enchanted)

    Oh, this is a blast! I know how to elegantly solve the easy money issue!
    Rather than having a bunch of chests with items, make it one single chest. Said chest, when first opened, prompts a dialogue inquiring about your gear choice, and will have a full set of said gear! Another chest nearby will do the same for weapons, dispensing either Light or Heavy Shield if you pick the Sword first, the Warhammer only, or an Imperial Bow with 64 Steel Arrows (more than enough to wrestle your way through the keep and into Riverwood)
    Just need to learn how to work with dialogues
  2. Kuldebar
    Kuldebar
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    Bravo! Well done, not imbalanced, no full set of Daedric Armor or Archmage Robes.

    Blends into the game well, no jarring you out of the "flow" of the scenes through Helgen. After all, you are instructed by Ralof/Hadvar upon clearing the Torture Room to "look for things that will be of use". I always grab the two lock picks on the counter, now I have other stuff to grab.

    I'll be bringing my follower back to equip him from here as well.

    Recommend playing with modified/realistic carry weights/uncapper carry weight settings so you can't go crazy carrying everything for easy gold.
  3. LegalWeapwn
    LegalWeapwn
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    I'm curious whether the re spawning chests could cause any problems with Helgen Reborn?
  4. SillyKristy
    SillyKristy
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    This mod is standalone. You may have another mod that interferes with this one, or this one may not be activated.

    EDIT: Oh, don't go by the pictures, the chests were moved in 1.1 and I forgot to remove the old pictures.

    EDIT 2: I have now removed the outdated pictures, please see the remaining pictures for the proper locations of the chests.
  5. hellwolf95
    hellwolf95
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    • 8 kudos
    i cant see the chest so is there anything recuired to run it
  6. SillyKristy
    SillyKristy
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    The reason I included this specific helmet is because it's less common than the open style. While I appreciate the suggestion, the open helm is so easy to find elsewhere that it makes little sense to add it while keeping the closed helm.

    Personally I don't even use helmets on my characters, I just included one of each for completeness.
  7. Restutitor Orbis
    Restutitor Orbis
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    • 76 kudos
    Would you be willing to add the open-faced Imperial Officer's Helm to this set? I don't like the full helm, after so much work creating the faces of my characters.
  8. drakelord138
    drakelord138
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    • 0 kudos
    Thank you for this mod. The vanilla options are way too limited.
  9. Daiyus
    Daiyus
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    • 57 kudos
    Thanks for the update! And especially thank you for accounting for such a specific request. This mod is now an essential part of my load order.
  10. SillyKristy
    SillyKristy
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    Here's what I'm leaning towards now:
    1) Move all the chests to the storeroom (as opposed to the torture room).
    OR
    2a) Move just the magic chest to the storeroom, and move the armor chests to the torture room.
    OR
    2b) Move the armor chests to the storeroom and take the weapons out, placing them on the weapon racks instead (dunno how hard that is)

    Based on Daiyus's suggestion I'm gonna add spell tomes to the magic armor chest; Healing, and a random, possibly leveled, damage spell tome. With a bit of luck, a player who doesn't have a mod that removes starting spells, can end up with all three novice damage spells at the start. Returning later when it's a bandit fort *should* allow you to collect another leveled spell tome of fire, frost, or shock damage, at least, if I find a proper leveled list or figure out how to build my own.

    I may have an update tonight, I've fired up the CK and loaded up the mod to start making changes.

    EDIT: I went with 2a, and I did have to create a leveled list for the spell tomes to do what I wanted with 'em, but it wasn't that hard. At level 1 it will always give Flames, Frostbite, or Sparks; at levels 5 and above you can start getting higher level spells. I wasn't sure what levels to make each tier, so I just went with 5 for 25, 10 for 50, and , 20 for 75... and I just realized I forgot 100. That'll be at 30 I guess, I was gonna go with 40 but that seems too long to have to wait.

    I got all this done and fired up the game to take screenshots, at which point I noticed that the Heavy Armor chest is facing the wall. So I gotta turn that around and then fix the leveled list and it should be good for a 1.1 release.