Skyrim

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Original upload

Created by

Khrada

Uploaded by

Khrada

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Safe to use

About this mod

A mod that helps you decide whether Solstheim can export new equipments to bandits and new draugrs to tombs on Skyrim.

Requirements
Permissions and credits
Changelogs
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Render Unto Solstheim
V 2.0
By Khrada
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Description
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High King Ulfric said: "Render unto Solstheim the things which are Solsthiem's, and unto Skyrim the things that are Skyrim's" (not word for word)
He may not have said the exact phrase, but we all know he's a Talos-fearing man and loves Skyrim with all his heart.
I too, feel the crisis when I start seeing the good people (and draugrs) of Skyrim are being tainted by those foreign weapons and draugrs, this is no longer the Skyrim I know and love.
Therefore, I have created this mod to bar those unwanted outlanders from our native land. Skyrim belongs to the Nords!

All jokes aside, I do feel Nordic Carved armors and Hulking Draugrs are rather out of place when I travel in Skyrim, so I have made a little tweak for myself to make them only appear on Solstheim.
This mod came out of that tweak, with MCM support added and few more little changes. Just in case anybody is interested in this as well, hope you like it.

Looking back after all these years, I realized I could make the whole thing work a little bit better. So I did this update.
It should work without problems now.

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Feature
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- Prevents Nordic Carved armor set, Nordic Carved weapons, and Hulking Draugrs from appearing in Skyrim
- MCM support, which includes additional feature
-- Pick whatever of the three you have allowed to make appearance on Skyrim
-- An easier time to uninstall the mod

Years after I made this mod, I realized that Unofficial Dragonborn Patch added Nordic Arrows into the leveled list, so bandits would use them.
The problem is, it only adds one arrow in the list, so all of the bandits you kill will only drop one arrow. This is in no way consistent to Vanilla behavior, where you would get up to 20 arrows.
So I have implemented that change in the 2.0 update. Now bandits using the Nordic Arrow should have the right amount. I left an option there, should you happen to prefer Unofficial patch's number.

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Requirement
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Skyrim, Make sure your game is up to date! (1.9.32.0.8 when the mod is created)
Dragonborn DLC
(Recommended)SkyUI for MCM menu

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How to Install
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Drop both .bsa and .esp files in your data folder, enable them and you're set!
Should be safe to update. The new settings should take over once you have installed it. You can always switiching the settings just for good measure.

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How to Uninstall
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I would recommend you not to remove it, since the mod involves script and scripts are known to leave footprints and will try to execute the non-existent scripts removal, which will cause problems in the long run.
If you really want to remove it, however, there are two ways to do it:
    1. If you don't have SkyUI, to make sure things don't get weird, travel to Solstheim, and type "stopquest RenderUntoSolstheim" without the quotation mark in the console. Then save your game, remove the mod, and you're good to go!
    2. If you have MCM, you can just click the "Disable the mod" option in the menu. Then save your game, remove the mod, and you're good to go!

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Compatibility
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If there are any mods you use that alters the following level lists, then this mod will cause trouble to them:

LItemBanditBossBattleaxe
LItemBanditBossBoots
LItemBanditBossCuirass
LItemBanditBossGauntlets50
LItemBanditBossGreatsword
LItemBanditBossHelmet50
LItemBanditBossMace
LItemBanditBossShield
LItemBanditBossSword
LItemBanditBossWarAxe
LItemBanditBossWarhammer
LItemBanditBattleaxe
LItemBanditBoots
LItemBanditWeaponBow
LItemBanditCuirass
LItemBanditGauntlets50
LItemBanditGreatsword
LItemBanditHelmet50
LItemBanditMace
LItemBanditShield
LItemBanditSword
LItemBanditWarAxe
LItemBanditWarhammer
LCharDraugrMelee1HMale

TL;DR version of the list:

Anything that makes changes to bandit's equipment level list and male Draugr with one-handed melee weapon's list will have problem with this mod.

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Known Issue
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Aside from what has been covered in the Compatibility section, I would like to remind you not to install too many mods that involves script at once.
If you installed, say, 10 mods that uses scripts and quest for it to work, this mod may start rather late, and if you are happen to be somewhere affected enemies would spawn, the mod may not start up in time before the cell is loaded.
This is not a big deal, since the mod will kick in eventually, and everything would work as intended after that.

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Permission
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Let me know before hand if you want to use it on anything.

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Credits & Thanks
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Bethesda for creating this game, and the Creation Kit.
Nexus for hosting countless wonderful mods, which inspired me
SkyUI team for their wonderful UI