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Just Chill

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JustChill

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About this mod

Changes the side quest dungeon 'Yero's secret cave' so it isn't only partially accessible. Normally this dungeon is full of invisible walls as in the back there are holes in the ground. I've tried to find and fix all holes and removed the invisible walls.

Permissions and credits
Changelogs
Enderal SE version:
https://www.nexusmods.com/enderalspecialedition/mods/376/

V2.7 balancing updates:

I've added a bow to all female victims, just in case they end up without mana and stop fighting from a distance. I've either fixed the dual whielding NPCs. One human-NPC didn't want to grab the second sword but rather use their spark spells. So I removed all the spells.
A Draugr-NPC seems not to be able to dual whield, so I gave it another spell and let another human-NPC dual whield.
Funilly this newly added NPC can dual whield and speak a spell at the same time. XD

Overview:
NPC1 - Burnt Draugr (white rags)
Mystical Sword & Mystical Bow
Flamebite, Fireball

NPC2 - Draugr with blonde hair
Mystical Battleaxe & Mystical Bow
Divine shield

NPC3 - Draugr with no hair (greyish skin)
Mystical Sword & Mystical Bow
Very strong divine shield

NPC4 - Draugr with no hair (salmon-colored skin)
Mystical Sword & Mystical Bow
Ice Spike, Ice Breath

NPC5 - Blackhaired female
Mystical Battleaxe & Mystical Bow
No spells

NPC6 - Redhaired female
2x Mystical Sword (dual-whield) & Mystical Bow
Deathspark (*)

NPC7
2x Mystical Sword (dual-whield) & Mystical Bow
No spells

NPC8 - Burnt Draugr
Mystical Sword & Mystical Bow
Deathspark (*)

Sira's Shadow
Dreameater
Frostwind
Deathbreath (*)
100% Shock Resistance
100% Fire reistance
33% weakness to frost
25% Damage resistance

(*) These are meant as a little helping hand. Even though I use the "NPC_LeftHand" variants of all spells (to ensure a melee weapon is available too), I think these ones still fulfill their purpose and also damage the caster a little.

V2.0 new soul trap system & boss

Finally, I've found some time to reinstall Enderal and finalize this mod. I previously worked on a new soul trap system:

As seen it gives every different soul strength a specific level and hierarchy:
  • Petty
  • Lesser
  • Common
  • Greater
  • Grand / Black


The common rules, that humans still require a black soul gem is still applicable.
But for regular soul gems for creatures it's different.

Some monsters have a petty soul and others a higher one til a grand soul.

So... If you have 5 empty petty soul gems, and capture a grand soul, all 5 petty soul gems will be filled.
If you have 2 lesser and 1 petty soul gem all of them will be filled either.
1 common and 2 petty soul gems will also fully fill them.
1 greater and 1 petty soul gem will be filled fully by catching a grand soul.
And of course 1 grand soul gem will also be fully filled by catching 1 grand soul.

However, this is the hierarchy. First the petty soul gems in your inventory will be determined and filled, then all other ones.

If you have 2 common soul gems (3 + 3 = 6), but just capture 1 grand soul, one common soul gem will be fully filled and the other one will only be filled with a lesser soul (2/3 filled instead of fully filled).

But if a soul gems is not FULLY filled, you can catch further souls. So let's continue from the previous example.
Now you have a common soul gem which is filled by 2/3.
If you catch a petty soul now that gem will be fully filled with 3/3.
But if you catch any higher soul than petty and have no other empty soul gem in your inventory, the gem will also be filled with 3/3. But you will see a new effect from the killed enemy. Where the soul pieces are not floating towards the player, but rather up into the sky (depends on the orentation of the corpse unfortunately).

The refillable Sira's Soulbender is the newest addition. It's a soul gem which you get from a new boss in Yero's cave.
Unfortunately, the fight is currently not balanced, but just works as-is.

The soul gem only counts 50 FULL refills (it's a grand soul gem) and it can hold creature BUT also human souls. So be careful on what you cast your soultrap. You don't want to waste the gem. ;)

Compatibility of V2.

V2.0 currently changes following base records of magic effects:
SoulTrapFFActor25, SoulTrapFFActor50, EnchSoulTrapFFContact and PerkSoulStealerFFContact.
Mods which also alter these won't be compatible.
V2.0 currently changes following base script:
MagicSoultrapFXscript
If any other mod changes that script, the soul trap system will stop working. Especially loose files will intervene as they will get used instead of the files in the BSA.
It is necessecary that none of these files get changed by another mod, otherwise Sira's Soulbender will stop working properly! It's implemented especially in the functionality of the script.



[/size]
Old content (still included in V2.0)


[b][color=#ff0000]A word of warning: [color=#ffffff]I have no real experience with game design and just made a few minor mods (mostly script enhancements) for New Vegas. So don't expect outstanding design. :P I basically just threw a few stones into the dungeon and hoped the best. XD
Additionally, just check the video.




During the first main quest for Jespar, you may find a key to Yero's secret cave. Which you will eventually find on your way into the sun temple.

However, that dungeon is just half-finished, as the player is locked behind invisible walls as there are many holes in the back of the dungeon where the player can fall through the floor.

I've disabled the invisible walls and tried to fix all holes I was able to find. So the player is now able to fully walk around in the whole area.
It's actually very nice designed so I thought it would be good to have it fully accessible. :)

Now you can visit that purple glowing rock hole and harvest the mushrooms there.
I've either added some ore pieces into the water near the waterfall.

Everything else is mainly the same.

Enjoy!