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About this mod

Remember The Old Ways II is the second of a new series that aims to add lore-friendly shrines and, consequently, new blessings to the game. It adds a new building, Yokudan Sanctuary, southwest of Fort Sungard, that, as the name sugests, is a sanctuary dedicated to ancient yokudan deities. Comes with 11 shrines with unique buffs.

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INTRODUCTION
Remember The Old Ways aims to improve gameplay in a lore-friendly way. This second mod of the series (Remember The Old Ways I is the first), adds a new sanctuary, southwest of Fort Sungard, devoted to the gods of the ancient yokudan pantheon. For those who didn't know, yokudans were the forefathers of the redguards.

The sanctuary contains 11 shrines, each with its own unique buff, which is related to each god's respective attributes. The shrines act just like vanilla ones, so you can only have one blessing at a time. The blessings are well-balanced, so they're neither useless nor overpower. Because of its percentage values, these buffs are useful both in early and late game.

Inside the sanctuary are some books telling a little bit about yokudan mythology, but if you want to learn more about it, I suggest you search around the web for more detailed information. In-game there are two books with more relevant information about their mythology: The Monomyth and Varieties of Faith in the Empire. For in-game access to the last one, you must have the Dragonborn DLC.

CREDITS
All the content of the books (not the journals) inside the sanctuary were taken from the UESP Wiki or, in the case of the book "Yokudan Creation Myth", from the game itself from a book called The Monomyth (linked above). In that case I just made a book with the more relevant content to the current scenario, although it's better to read it all. The credits of those texts go all to Bethesda itself.

As for the songs played inside the sanctuary, two of them are from another game called Gothic 3 (a great inspiration whenever I create a redguard playthrough): Ishtar and Welcome to Varant, by Kai Rosenkranz. The others are Marco Polo by Loreena McKennitt, Arabian Nights by Brandon Fiechter and Desert Throne by Derek Fiechter.

HOW TO GET ACCESS TO THE SANCTUARY
Next to the sanctuary's door there's a bench and under the bench there's a journal that will give you a clue of where is the key and its owner. It won't be so easy to take it, so get ready for a fight!

THE SHRINES
Satakal: The Beginning and the end. Life and death. Destruct and restore. Satakal represents the cicle of life: a serpent with endless hunger that devours itself over and over; much like Alduin, the role of the serpent god is to destroy one world to begin the next. Those blessed by the god of everything will cast both restoration and destruction spells with 20% more effectiveness.

Ruptga: Chief god of the yokudan pantheon, Ruptga, also known as Tall Papa, was the one who first survived the Hunger of Satakal, thus being able to persist for more than one lifetime. This process was known as Walkabout and following his lead, other gods and lesser spirits learned it as well. To endure the hardness of the world, Tall Papa bless you with +20% magic resistance and +25% elemental resistance.

Tu'whacca: Before the creation of the world, he was the god of nothingness. But when Tall Papa developed the Walkabout, Tu'whacca found his purpose; he became the caretaker of the Far Shores, the redguard afterlife. Those under the blessing of the god of souls gain +10% Health, Magicka and Stamina recovery rate and +25% spell absorption to help in their journey.

Morwha: Always portrayed as four-armed, so that she can "grab more husbands", Morwha is the goddess of fertility and the favorite of Tall Papa's wives. By the love of Morwha, your speechcraft is raised by 10 points and all your skills will improve 10% faster.

Ebonarm: Enemy of all Daedric Princes, except Sheogorath. Reymon Ebonarm is the companion and protector of all warriors. Those under the sign of the God of War extend their knowledge in the art of warfare, gaining +10% blocking effectiveness and +50 armor rating.

Leki: Saint of the Spirit Sword. Daughter of Tall Papa, Leki is the goddess of aberrant swordsmanship. Those with her blessing will improve Two-Handed skill 10% faster and do 10% more damage with Two-handed weapons. 

Onsi: The god worshipped by the brave Ra Gada; the Boneshaver. The Ever-Glorious Onsi taught mankind to pull their knives into swords. Under his sign, you improve One-Handed skill 10% faster and do 10% more damage with One-handed weapons.

Diagna: The avatar of HoonDing (the Make-Way god, which appear only when redguards need to "make-way" to their people). Diagna was a yokudan that achieve godhood and was instrumental to the defeat of the Sinistral Elves in Yokuda. It is known to men that the hatred to mankind always grows inside the elves. Diagna gives you the power to fight back: do 20% more damage to all mer races.

Ius: Worshipped in Valenwood and Elsweyr as well, Ius - also known as Ius the Agitated or Ius the Extremely Agitated - is depicted as a misshapen humanoid carrying a rod or carrying a set of scales. Under the blessing of the Animal God, you gain the respect of animals.

Tava: Yokudan spirit of the air. Assimilated with the mythology of Kynareth, Tava is still very popular amongst sailors. Under the sign of Tava, you gain  +15% bow damage and +25% Stamina regeneration.

Zeht: The god of agriculture that, for some reason, renounced his father after the creation of the world. Zeht makes you enjoy the simple life, +15 points to alchemy and smithing.

TEMPLE FEATURES

  • 11 Shrines with unique buffs
  • Lore related books - a few books explaining the yokudan creation myth 
  • Small player home - there's a bed, storage and a few crafting stations; it's a very basic player home

POSSIBLE F.A.Q.
1 - "Why there's not a shrine devoted to Sep (yokudan version of Lorkhan)?"
Because in yokudan mythology the mortal plane isn't exactly a good thing. The creation of Mundus, in their point of view, was just a vile trick of Sep in his hungry madness to prevent the redguards of reaching their afterlife, the Far Shores. For more information click here.

2 - "I don't understand Ius' blessing, what do you mean by "respect of animals"?"
It means that animals won't attack you, unless you attack them. The blessing uses the Voice of the Sky script, so check if your creature mods support it. SkyTest fixed the issue on version 1.56.

3 - "Where are the volumes 3, 4, 5 and 6 of Shakyor's journals?"
A lore-respectful answer to that would be "they were lost". But now, forgetting about the lore, I didn't made them. If you look at the second volume, you will see that his last entry was on 4E 180 and the 7th volume he began writting on 4E 198, so in between those it would have been 18 years worth of journals with worthless information. Yes it's good to have more info on the characters, but this one is dead and he's not the main feature of the mod.

4 - "Why there aren't much mage-related buffs?"
Because their gods, as well as their culture, are more related with warriors than any other class. It wouldn't make sense since redguards hate Conjuration, cause it's related to necromancy and Illusion, cause it tampers with the mind. Although it is said that they are fond of destruction spells, which suits their culture really well.

5 - "What's the difference between Ruptga's and Tu'whacca's blessings regarding the magical resistances?"
Elemental resistance is the capability of resisting frost, fire and shock spells. Magic resistance is the capability of resisting any magical damage including the elemental ones, so they stack. For example, if an enemy cast a 100 damage fire spell on you and you have Ruptga's blessing, you will only receive 55 of damage. This video explains it very well.

In a non-modded game (I don't know if any mod affects this), resist magic is capped at 85%, so you can't be immune to magic. On the other hand, through the "Spell Absorption" (SP) from Tu'whacca's blessing (from other sources as well), you can reach magic immunity. Although it wouldn't be exactly immunity, as the SP effect has only a chance to completely block all damage, equal to the percentage displayed. The effect also, if triggered and if the current spell used is casted, restore an amount of your magicka pool equal to the base spell cost. If your character is a conjurer, it's not recomended that you use SP as a source of magical resistance, cause it counts the conjuration spells as casting a spell on yourself, and thus absorbing the magic.

However, note that spell absorption is calculated before magic resistance, so if the absorption don't work, you can still resist the magic. 

6 - "Aren't the buffs a little overpower?"
That will depend on the opinion of each player and his mod selection. But I personally think they're not, since a low level player wouldn't get access to them so easily...

MOD VERSIONS
The mod comes in two different versions: one with a 8 hours blessing duration and another with a 12 hours blessing duration. Choose ONLY ONE.

INSTALLATION AND COMPATIBILITY
Installation: If installing with the nexus, download your preferred file and install it. If installing manually, download the preferred file, then place it in your data directory. 

Uninstallation: Remove your loot from the containers and remove any blessing attached to your character and you're good to go. If using the nexus deactivate it or, if manually, remove the .esp from your data directory.

Compatibility: Compatible with every other mod that doesn't change the same area, until proven otherwise.

AND FINALLY...
Well, finally, if you like the mod, please endorse it and if you experience any issues, please report (private message) so it can be fixed right away. Also, the buffs of the shrines are from my own interpretation of each god's attributes and its role in the mythology. If you don't agree, please leave a comment. I'm opened for suggestions and requests.

If there are any grammar errors in this mod page, and I'm pretty sure there aren't cause I checked so many times, please forgive me, english is not my native language.

Thanks for the support!