About this mod
When you first became thane, did you FEEL like a thane? Well, this mod makes sure that you do. Once you become the thane of a hold you gain the ability to collect taxes, have the hold's guards follow you, have the hold's guards arrest people, exchange your thane weapon for a better version and more!
- Requirements
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Second Update: The problems in my personal life are still going on, however I am trying to slowly get back into modding. I'm currently experiencing some technical problem with the Legendary Edition Creation Kit however and haven't been able to find a solution to them. Specifically I cannot add conditions to quests, spells and dialogue without them becoming invisible and crashing the creation kit. I usually develop my mods first in the LE kit and then port them to the SE kit so that both LE and SE players can use the mod, so this is a problem as I'd rather not abandoned the LE audience going forward. If anyone knows how to fix this problem feel free to send me a DM.
READ THIS BEFORE INSTALLING IMPORTANT!: If you are someone who has installed any version of "True Thane" before version 2.2 please read the Installation instructions lower down on this page before installing version 2.2 or later!
I think as of version 2.2 I've now made it so that my scripts won't overlap with scripts from other mods (it should only overwrite vanilla scripts) but I would advise everyone to pay attention to which scripts this mod asks you to overwrite. If it asks you to overwrite scripts from other mods, please don't install this mod without first asking about it in the Posts section. I check it regularly so you should have an answer pretty quickly.
To My Fellow Modders: I am generally glad to allow mods based on my own and which require my mod such as translation mods and I have not declined such a mod yet. However, please ask me before posting any mod based off of mine by shooting me a PM. Thank you.
When you become the thane of a hold in vanilla Skyrim, you essentially just get a fancy axe (which will be obsolete a few levels later) and a one use dialogue for a get out of jail free card. That doesn't really make you feel part of the nobility. Well, with this mod I set out to change that.
With "True Thane" you gain a bunch of new abilities which will make you feel like you really were named to a position of power and prestige.
Currently these abilities are:
-You can exchange your thane weapon (such as the Axe of Whiterun) for a version that is more suitable to your level. So if you originally got an iron one at level 2 but now you're level 30 you can exchange it for an ebony version.
-You can collect taxes from the fine citizens of your hold once a month.
-You gain the ability to tell the guards of your hold to arrest and imprison a random person. This may require a persuasion attempt if enabled in the Mod Menu.
-You gain the ability to recruit guards of your hold as followers. By default you can recruit 2 at once, but you can adjust how many guard followers you can have from 1 to 12 in the Mod Menu. Guard followers do not take up regular follower slots.
-You can now use your get-out-of-jail-free card mutliple times. Standard this is set to every 14 days but this can be changed with the Mod Configuration Menu.
-You gain the "Thane of Hold" power which rallies your followers (if they are from the hold you're thane of), calms non-follower hold citizens (including guards) and strikes fear in the hearts of everyone else.
-All of the buying prices in the hold you're thane of are reduced and all selling prices in the hold you're thane of are increased.
-In the name of the jarl you may name new housecarls to defend you from among the citizens of Whiterun if they like you well enough to accept the honour.
-Your housecarls now have two abilities: They gain a "Rallying Cry" to inspire you and your followers when you enter combat and with their new "Bodyguard" ability will finally live up to their oath to defend you with their lives.
-Your housecarls also gain unique abilities depending on the hold they were named under.
-You gain the ability to make an encouraging speech to any of your followers who are Whiterun or Falkreath citizens which will inspire them for a brief moment to fight better.
-You gain the ability to, once a day, extort any citizen of the hold you're thane of. But watch out, if you get caught you could be in trouble.
-You are given a unique set of hold Thane Armour with the hold's logo emblazoned on it. The armour has different versions which level with you and you can exchange your old armour for an appropriately levelled version (just like the thane weapon) by talking to the hold's steward.
-You are given a signet ring to identify your status as thane. You can turn on or off whether this ring is necessary to be recognised as thane by NPCs.
-You are given a household guard who will guard your house against any and all intruders and can be asked to follow you like any other guards.
-On top of everything else, every hold has unique benefits for their thane suited to what's characteristic about that hold. You can find out what they are below.
For a more extensive description of all of these abilities and benefits, look below.
This mod also has an extensive Mod Configuration Menu which allows you to customize many aspects of the mod such as how much you get in taxes each month, whether you need to persuade guards to get them to arrest someone and how long it takes for you to be able to use your get-out-of-jail-free card again and more.
Currently this mod only works if you're Thane of Whiterun (from version 1.1 and onwards) or Thane of Falkreath (only for Siddgeir as of version 2.1 but for both Dengeir and Siddgeir as of version 2.2), Thane of Markarth (only for Igmund as of version 3.1 and for both Igmund and Thongvor as of version 3.2) or Thane of Riften (only for Laila as of version 4.1). My patrons voted for Riften to be the hold I'm currently working on.
However, if this mod gets over 100 endorsements and over 1,000 unique downloads, then I'll probably add the other holds as well. Update: As of right now we have reached our goal of 100 endorsements and over 1,000 unique downloads. Thank you to every single person who downloaded and endorsed this mod. This is the first of my mods to get to this point, so I very much appreciate it. And it is very encouraging that you all liked my mod well enough to get me here. This is great community and I'm glad to be part of it. I will do my best to try to add the other holds over time. I don't know how long this will take as I'm not sure how much I'll have to redo from scratch and , for just Whiterun, I have already spent somewhere between 100-200 hours on making this mod, so I hope you all have patience with me.
The Skyrim: Special Edition version of this mod is now available here.
If you like this mod (and maybe some of my others), please consider supporting me on Patreon. I would love any and all support. And you can get a few neat perks as well as regular updates on the status of my mods and what I'm currently working on and sneak previews of new features.
Thank You to My Patrons!
A thane-sized thank you to my lovely patrons!
These are the patrons who donated to my Patreon for at least 1 month while I was working on this mod:
-Mjp1975
-Piranha45
-Yokodate
-Sakuradrops
-Esotek
-Cidalex
Featured Videos
Exchanging Your Thane Weapon
With this mod you can exchange the weapon you got when you became thane for a weapon which is levelled to your current level. For example if you first became thane of Whiterun at level 2 and got the iron axe version of the Axe of Whiterun then you can return at level 40 and exchange your original iron axe version for the ebony axe version of the axe of Whiterun.
In order to do this just go to the steward of the hold (for Imperial Whiterun this is Proventus Avenicci) and ask to exchange your weapon.
Important: If you did not have this mod active when you became thane of the hold, this does not work automatically. However, you can use the "Add the Axe of Whiterun" option in the Mod Configuration Menu in order to grant yourself a levelled version of the Axe of Whiterun appropriate to your level. From that point onwards you can also go to the steward whenever you need to exchange it for a higher level version.
Collecting Taxes
With this mod you can collect taxes from your hold once every month.
By default the way to do this is to go to the hold's steward (for Imperial Whiterun this is Proventus Avenicci). They will have a dialogue option that will allow you to collect your taxes.
By default you will get a simple notification every time your taxes are in and you can go collect them. If you do not collect your taxes for multiple months in a row they will simply build up and you will receive all of your taxes at once when you come collect them.
With the MCM you can choose to get a messagebox to tell you when your taxes are in instead, or you can set it to use a courier. When the courier is set to active a courier will automatically be sent to find you every time your taxes are in. You will then get a note with your taxes and automatically receive the gold.
Every hold has a set amount of money that is collected every month through taxes (for Whiterun this is 1200 gold by default). However with the MCM you can adjust this amount, either decreasing or increasing it depending on what you like best.
Once the Civil War is over the tax revenue for all holds will increase (for Whiterun this will increase it to 1500 by default) to reflect the return of stability and prosperity to Skyrim. This option can, however, be turned off with the MCM if you want.
If you are thane of Markarth you will gain some ores and ingots in addition to your normal taxes. If you are thane of Riften you may sometimes find your taxes are a little bit light due to the local corruption.
Important: In order to start collecting taxes you must first talk to the steward (in the case of Whiterun this is Proventus Avenicci) about your taxes first. After you've talked to them for the first time you will start collecting taxes every month.
Imprisonment
With this mod you can walk up to a random guard for a hold that you're thane of and ask them to imprison someone. You can then walk up to the person you want and have them imprisoned. This imprisonment will last for 1 day during which they can be found in the dungeon of the hold (the Dragonsreach Dungeon in case of Whiterun). This also means they will not follow their regular schedule during this time, meaning if you wanted to burgle their house... just saying. You can only use this dialogue option every 24 hours.
By default imprisoning someone requires a persuasion attempt. First you will have to persuade the guard to believe you that you've been assaulted. Then you need to persuade them the person you point to did the crime. The higher ranked the person is in society, the harder it will be to convince the guard they are the culprit. For example having a random beggar arrested is an easy speechcheck, however having a member of the Jarl's court arrested is a very hard speechcheck. Some people, like other guards and the Jarl himself, cannot be arrested.
With the MCM you can choose to disable this need for any persuasion attempt. If you are Thane of Riften you also are not required to pass a persuasion attempt when having someone arrested, regardless of what MCM option you've selected.
By default having someone arrested by falsely accusing them will reduce your relationship rank with them (imagine that, right?). However with the MCM you can disable this so having someone arrested doesn't affect their relationship rank with you.
Be careful because if you are thane of Markarth and you have someone imprisoned in Cidhna Mine there is (by default) a 10% chance they will die in there. This can be toggled off with the MCM.
Important: I had a few issues with this ability while I was creating it. I believe these issues have been solved, however I would say be careful with it. And for the time being I would save before using this ability. If an NPC does not return to their normal schedule after being imprisoned, please tell me this in the "posts" section of this mod so I can fix it.
Recruit Guards as Followers
With this mod you can walk up to the guards of a hold you're thane of and recruit them as your followers. They do not actually take up a follower slot, so you can have them in addition to a regular follower or followers. They do not have all of the regular features of followers (such as waiting or grabbing things) but they will still follow you and defend you.
By default you can recruit up to 2 guards at any one time.
With the MCM you can change how many guards you can have as followers at any one time from 1 up to 12.
Important: For a reason that I haven't been able to fix for now the guards will sometimes stop following you if you quit the game and re-enter. Or they may continue following you if you load an earlier save where you hadn't yet recruited them. This is easily fixed however. Just go to the Mod Configuration Menu and press the "Clear All Guard Followers" button. This will get any guards who are still following you to unfollow you and allow you to re-recruit any guards who have stopped following you.
Enhanced Get-Out-of-Jail-Free Dialogue Option
While in vanilla you can only use your Get-Out-of-Jail-Free card once, with this mod you can re-use it multiple times.
By default you can reuse this dialogue option every 14 days.
Using the MCM you can set this to reuseable every 1 day or up to every 31 days.
By default your bounty can, at most, be 999 gold in order to use this option (for balance reasons). This means that you cannot avoid getting jailed as thane for murder.
If you are Thane of Riften then you can use your get-out-of-jail-free card up to a bounty of 1999 with the guards of that hold instead of the usual 999, meaning you can get away with murder.
Using the MCM you can set this bounty from 40 gold up to 10,000 gold, however.
Thane Greater Power
This mod also adds the "Thane of Hold" (currently only "Thane of Whiterun" and "Thane of Falkreath") greater power. This power can be used once a day and will rally any followers you have who are citizens of Whiterun (including any Whiterun guards who are following you), calm all NPCs who are citizens of Whiterun (but who aren't followers) and cast fear on any NPCs who are not citizens of Whiterun in a large area around you.
By default the maximum level of this spell is level 20.
However, using the MCM you can set this from level 1 to level 50. You can also use the MCM to turn off the power, removing it from your spell list, if you want.
This power will be automatically added upon becoming thane if the mod is installed. If you became thane before installing this mod you can go to the MCM and use the button "Add Whiterun Thane Power" to grant yourself the Thane of Whiterun greater power instead. You can also use this button to remove the power if you want.
Thane Discounts
It's good to be Thane, and with this mod installed you will be able to enjoy a discount on all purchases and an increased price for all sales within the hold you're thane of.
This discount perk will be automatically added to your character upon becoming thane if the mod is installed. If you became thane before installing this mod you can go to the Mod Configuration Menu and use the button "Add Whiterun Thane Discount Perk" to grant yourself the discount perk instead. You can also use this button to remove the perk if you want.
Improved Housecarls
With this mod installed you can recruit additional housecarls to serve as your followers. In addition all of your housecarls will now have two new abilities: a rallying cry and the bodyguard ability. Your housecarls will also gain abilities that are unique to their hold.
By default you can recruit someone as a new housecarl if they are a citizen of the hold you're thane of, has a relationship rank with you of 3 or 4 and your speechcraft is high enough. You can recruit one additional housecarl by default. This can be done by walking over to them and persuading them to take the job. They will then kneel, you will give a small speech and they will rise to their feet as your new housecarl. Housecarls, including the new one, count as followers. If you wish to have both housecarls with you at once, you may want to install a follower mod such as Amazing Follower Tweaks which allows you to do this.
You can use the MCM in order to adjust how many housecarls you can have (up to a maximum of 6 total) and whether you need to pass a speechcheck to recruit them. You can also turn off the ability to recruit new housecarls (meaning the dialogue option won't show up anymore).
By default the two abilities a housecarl has will be enabled.
-"Rallying Cry" means that once every 24 hours when entering battle your housecarl will give a rallying cry that improves the health, stamina and confidence of you and any other followers you have with you.
-"Bodyguard" means that if you are down to low health and a blow you receive may kill you there is a certain chance that the housecarl may take the hit for you. By default this can kill them (if it reduces their health to 0) even if they are essential. You will get a notification when this happens.
You can use the MCM to turn one or both of these abilities on or off. You can also use it to adjust the time it takes for the Rallying Cry to recharge. In addition, you can use it to set the chance that your housecarl will take a potentially deadly hit for you (by default this is 25%) as well as whether or not this final hit can kill them if they are essential or protected (by turning lethality on or off).
If your housecarl suddenly doesn't display these abilities anymore they will show a dialogue option that asks them "Do you remember your vows?" This should re-activate these abilities. Currently only works for Markarth's housecarls (but will be expanded to all of them in a future version).
There are also unique abilities the housecarl gets depending on the hold they're from. These are:
-Falkreath: The housecarl will turn invisible and muffled when you sneak. In addition they are better at skills such as archery.
-Markarth: The housecarl gains a dialogue option which allows them to transport items you give them to the Treasury House Vault from wherever you are in the world (effectively acting like a second inventory). Important: There is a small bug associated with this ability that can sometimes strip the names of unique items stored this way. For further information read the "Bugs & Problems" section of this mod's description or simply search "unique storage ability" to find it.
-Riften: The housecarl can carry more than your normal housecarl. By default this is a 200 carry weight bonus but this can be increased or decreased in the MCM. Your housecarl can also be sent to pay off Maven so you don't have to go there yourself. Finally, the housecarl can cleae the "stolen" tag off of any of your stolen goods. Important: There is a small bug associated with this ability that can sometimes strip the names of unique items stored this way. For further information read the "Bugs & Problems" section of this mod's description or simply search "clear stolen tag" to find it.
You can use the MCM to turn the unique abilities of all holds or only specific holds on or off. You can also use it to customize these abilities in various ways depending on the hold, these options are listed in the "Unique Hold Benefits" section of this page.
Important: In order for the housecarls to maintain their powers I had to enable a script that runs automatically every few seconds on them. I'm not completely sure whether this will cause any problems, if it's much of a drain on the game's resources (it didn't seem so in my game) or anything like that. But I'm just warning people up front. This script is automatically disabled if you either deactivate the mod or turn off both housecarl abilities if you have any problems with it.
Give an Encouraging Speech
With this mod you can talk to any follower from a hold you're thane of and encourage them with a few dialogue options.
By default there is a chance this speech will succeed and a chance this speech will fail to inspire your follower and the chance depends on your speechcraft skill (with a higher speechcraft giving a bigger chance) or you can disable both (in which case the speech will simply always work). And you can give it every 12 hours before combat starts.
With the MCM you can disable the speechchecks (meaning your chance will be the same independent of level) and/or disable the chance (if the speechecks are still enabled this will switch to purely speechchecks and if they are disabled then it will simply always work). The time between speeches can also be adjusted using the MCM.
Extort Citizens
With this mod active you can go up to any citizens of a hold you're thane of and try to threaten them into bribing you through a dialogue option.
By default this is an intimidation check, the success of this also depends on whether or not you have the "Intimidate" perk, whether you have any guard followers at the time and how high your relationship rank with the Jarl is. Trying to extort someone or succeeding both reduce their relationship rank with you permanently. By default the time between being able to extort citizens is 24 hours. The amount of money you gain from successfully extorting someone depends on their social class: beggars will give the least, regular citizens or small shop owners more, the owners of large shops or other more lucrative jobs even more and finally the nobility will give the most.
With the MCM you can turn off the intimidation check (meaning success will no longer depend on your speechcraft skill), turn off the relationship rank reduction (meaning extorting someone or trying to will no longer lower their relationship rank with you) and finally you can change the time between reuses.
By default failing in extorting a person will have one of several consequences: Either they will simply refuse to give you money, they will start a brawl with you, they will try to kill you (and so attack you with a weapon) or they may report your crime to the guards. If your crime is reported to the guards then the guards will attempt to arrest you (extortion counts as assault). During this arrest you cannot use your thane get-out-of-jail-free card. In addition you will be temporarily stripped of your rank as thane and all your abilities by the jarl. These will be returned to you after a short time. If you are caught a second time the same thing will happen but you will also have any taxes you were still owed confiscated and you will be stripped of your rank as thane for longer. Finally, if this happens a third time then you will be stripped of your rank as thane permanently for wanton corruption and all of the abilities associated with that will no longer work.
With the MCM you can choose to turn off critical failure for extortion (meaning there is no longer a chance that you will be arrested and stripped of your title as thane). You can also determine whether there is a success chance at all (or whether extortion will always work) and what the base chance is (the chance you get without it being modified by speechcraft, the presence of guard followers or your relationship with the jarl). You can also use it to adjust how long your thaneship remains stripped if you are caught extorting someone and imprisoned.
Unique Thane Armour
With this mod you will be granted a full set of unique thane armour upon becoming thane of a hold complete with helmet, cuirass, gauntlets and boots.
By default the Whiterun Armour's cuirass has the Whiterun logo on it (on a tabard). The armour comes in 3 slightly different versions which are slightly better in weight and armour rating than steel, dwarven and ebony armour respectively. Which you get is dependent on your level at the time of receiving the armour, however you can go to the steward (in the case of Whiterun this is once again Avenicci) and exchange your old armour for a higher level version upon outlevelling it in the same way that you can for your thane weapon.
With the MCM you can enable or disable the armour being available. You can also choose four other variations of the armour: one where the hold's logo is quartered with the logo of the empire, one where the hold's logo is quartered with the stormcloak logo, one with a symbol representing the Gray-Manes and another with a symbol representing the Battleborns. If you already have the armour in your inventory then checking off any of these options will automatically remove the old version and give you the new version you've selected.
The empire and stormcloak versions also vary in appearance between levels as the default Whiterun armour does. The Gray-Mane and Battleborn versions do not vary in appearance between levels, however there are still 3 different versions of the armour with three different prices, weights and armour ratings.
Thank you to Lizard2176 who did a great job creating this armour for me and thank you to Legofingerz for the creaton of the original mesh for the armour (available in his mod here: https://www.nexusmods.com/skyrim/mods/26904) as well as th3rm0pyl43 for helping to create the light version.
As of version 2.2 the mod also includes Falkreath armour which you will receive upon becoming thane of Falkreath. This armour is based on the Falkreath armour from the mod "Immersive Armours" by Hothtrooper44. However, unlike the armour in that game the boots and gauntlets will grant you two unique benefits when equipped: The gauntlets will improve your bow skills by 10/20/30% depending on the level of the armour and the boots have a mute effect. These effects are not enchantments so you can enchant the armour with whatever additional effects you want without these effects disappearing (this has been confirmed). The armour is levelled and can be exchanged for a higher level set at the Falkreath steward just like Whiterun's.
In the MCM you can choose to turn off these unique effects if you prefer the armour without them.
As of version 3.2 you no longer need to install a patch in order to receive Falkreath's thane armour. If you are using version 3.1 of the mod or lower then you need to instal the "True Thane - Falkreath Armour" patch in order to be able to receive this thane armour. This patch can be found in the files section under "Old Files" among the other outdated files. In order for this patch to work you must also have downloaded "Immersive Armors" by Hothtrooper44.
A big thank you to Hothtrooper44 and Maty743 for allowing me to use this armour from their mod "Immersive Armors" in my mod!
As of version 3.2 the mod also includes Markarth armour which you will receive upon becoming thane of Markarth. This armour is based on the normal Dwarven armour but uses a special reskin from the mod "Steel Dwarven Armour and Weapons" by Shantih, though this version is a unique, standalone set and does NOT reskin other Dwarven armour in the game. Unlike normal Dwarven armour this armour will also grant you two unique benefits when equipped: The cuirass will so impress Skyrim's merchants that it will automatically improve all of the prices they give you (the amount depends on the level of the armour). In addition, the gauntlets, when equipped, will summon a permanent Dwarven Spider companion. This companion is permanently summoned so long as the gauntlets remain equipped. If the spider dies it will automatically respawn after 60 seconds. Summoning the spider, by default, costs 500 gold (for balance reasons). The armour is levelled and can be exchanged for a higher level set at the Markarth steward just like Whiterun's.
In the MCM you can choose to turn off these unique effects if you prefer the armour without them. You can also adjust how long it takes for the spider to respawn. Finally, you can also set what the cost for respawning the spider is. You can either make it require gold, make it require Dwarven Metal Ingots, make it require both or make it require neither. You can set the amount of gold and ingots required as well.
A big thank you to Shantih for allowing me to use the textures for this armour from his mod "Steel Dwarven Armour and Weapons" in my mod!
As of version 4.1 the mod also includes Riften armour which you will receive upon becoming thane of Riften. This is a set of light noble, yet slightly rogueish set of armour. It will also grant you two unique benefits when equipped: The cuirass will give you the "Hidden Pockets" ability and increase your carry weight permanently. In addition, the thane's crown can be put on to temporarily wipe your bounty within Riften. This will only work for the bounty you've already accumulated and crimes done while wearing the crown will still be counted as crimes. However, if you wish to erase those too you can simply take off and then put on the crown again the get rid of them. The maximum bounty this applies to depends on the level you recieved the crown at, with the base version having a maximum of 500, the middle version having a maximum of 1000 and the top tier version having a maximum of 2000. The armour is levelled and can be exchanged for a higher level set at the Riften steward just like Whiterun's.
In the MCM you can choose to turn off these unique effects if you prefer the armour without them. You can also adjust the specific max bounty the crown allows you to get away with in the MCM.
A big thank you to QuarantineCoutur for allowing me to use the armour from his "Thoughened Traveler Outfit" mod as the Riften Thane Armour in my mod! I think it looks quite dashing.
Signet Ring
You will also gain a "signet ring" upon becoming thane which identifies you as thane to strangers. This is mostly for the purposes of immersion as it is a bit odd that every single person in Whiterun knows immediately that you are thane and what you look like and that the guards will let you go for just saying you're thane without any proof (well with the signet ring, you now have it).
By default this ring does nothing except look nice on your finger.
With the MCM, however, you can enable the option "Require Signet Ring" which means that random people will no longer recognise you as being thane unless you have the signet ring equipped to identify you. Wearing your thane armour (and in the case of Riften your thane crown) also works to get random people to recognise you as thane. Being recognised as thane is required to be able to access all dialogue options related to this mod. The steward, the jarl and your housecarls and Whiterun followers will still recognise you as thane regardless. This may be quite good for "going undercover" roleplay.
Currently the signet ring does not have a unique model, however I am working on this and hope to give it one in the next update.
Household Guard
When you become thane of a hold and you own the house in that hold you are granted a household guard. These two fine gentlemen will stand guard at your house and yell at any passerbys who venture too closely. They can also be recruited as any guards of your hold can.
These household guards are available for Breezehome, Vlindrel Hall and Honeyside but are not included for Falkreath's house.
These guards are enabled by default but can be turned off with the MCM. By default they have generic names, however in the MCM you can turn on the option for them to have unique names (warning though, this cannot be reversed). In addition, you can turn off their "guard" dialogue where they tell people that they're tresspassing and draw their swords in the MCM (after you activate this it may take a little while for this to update). If they move too far from their posts there is also an MCM option that immediately spawn them back where they came from.
Unique Hold Benefits
Every hold has unique benefits that are granted to you as thane. These benefits are always meant to suit the things which are characteristic about the hold you're thane of.
When you become thane a free horse is provided for you. It can be received by asking the hostler at the Whiterun stables for it. This horse has more health (300 as opposed to 250), more stamina (200 as opposed to 100) and is faster (140 speed as opposed to 100) than a normal horse. This horse is unique and if it dies it will not respawn and you cannot get it back in any way. With the MCM you can disable the horse, adjust its health (from 250 to 500), adjust its stamina (from 100 to 400) and adjust its speed (from 100 to 200). As of version 2.2 there is also an MCM option that allows the horse to respawn if it is killed.
You gain six unique benefits from being thane of Falkreath. These bonuses are all built around the idea that Falkreath is a hold very much defined by its terrain, where hunting and logging are a way of life. These benefits include: a hunting dog, the ability to get free firewood, hunters who will hunt game for you, the permission to legally hunt in the jarl's forests for free and a special suit of thane armour which is more powerful than that of other holds (not yet included in version 2.1).
1. When you become thane of Falkreath you are given a hunting dog. This dog is very fast and, by default, can paralyse wildlife (such as elk or deer) when it attacks them. In addition, your dog can sniff out nearby wildlife for you in the form of a lesser power. While the dog is following you, you gain a "Detect Wildlife" power. This means that, while your dog is nearby, you can use this power so all nearby wildlife appear in the same way that you would see when you use a "Detect Life" spell through hills and from behind walls in an area of 350. When your dog is not nearby the power shows you where you dog is. The dog will also bark if you use Detect Wildlife and any wildlife is around at all, this allows you to know wildlife is nearby even if you don't immediately see it and allows you to locate the dog more easily when he runs after wildlife. The dog can also carry things for you as a normal companion can, specifically created to dump your meat and hides on him. You can adjust the dog's capabilities significantly in the MCM (including weakening or turning off its paralysis ability, getting rid of its bark when using Detect Wildlife or getting rid of his ability to carry things).
2. Naming them as the thane of Falkreath allows your housecarls to become automatically invisible and muffled when you are sneaking. This only applies to thane housecarls you name as thane of Falkreath, not to your Whiterun housecarls. They will also gain boosts to skills such as archery. These abilities can be disabled in the MCM.
3. You are also given the ability to ask the owner of the Falkreath lumber mill to provide you with free firewood. This is ideal to use to create arrows for use on your hunts. By default this will take 12 hours and he will provide you with 20 firewood. This can be adjusted in the MCM so he provides you up to 100 firewood, the delay can be shortened and you can get rid of the delay and replace it with a recharge period (meaning you get the wood instantly but have to wait a certain time to ask him again). Although not in version 2.1 I intend to make a Hearthfire patch which allows you to also get free lumber for housebuilding.
4. You are given access to the Jarl's personal hunters who will hunt any game you want for you. You simply tell them what game you want (rabbit, venison, etc.) and they will get it for you. If you pass a very hard persuasion check they will even deliver you human meat. Their hunts may randomly be more or less successful. Very successful hunts will give you lots of meat, whereas bad hunts will give you little. By default it takes 24 hours for them to hunt you meat, however with the MCM you can change this. The hunters have a realistic schedule where they naturally hunt, hang out at the inn and sleep at different times, however if you find this bothersome you can turn it off in the MCM and then they will simply hang out at the inn the entire time. Although not included in version 2.1 I intend to add an option to tell the hunters to gather alchemical ingredients for you.
5. This mod adds a hunting licence system to Falkreath. The game in Falkreath's forests is one of its most precious resources. This means that the jarl considers it his personal property and if you participate in poaching in Falkreath you will receive a 50 gold fine for every animal you kill. You can however pay the Falkreath steward (by default this is Nenya) a sum of 200 gold septims to be allowed to hunt in the jarl's forests for 7 days without being fined. However, once you become thane you no longer have to get a hunting licence to hunt. You can use the MCM to turn off hunting benefits. This will make do away with the hunting licence system and mean you no longer get a bounty for poaching if you don't have a licence.
6. Falkreath's unique thane armour is more powerful than the thane armour of other holds. It is lighter and more valuable while having the same armour stats. It is also better suited to hunting by granting a muffle ability and a levelled bonus to archery. These are abilities the armour grants when worn but not enchantments, likely allowing you to stack armour enchantments on top of these abilities (though I haven't tested this yet). This armour is included from version 2.2 onwards when using the "Falkreath Thane Armour Patch" and is automatically included in the mod from version 3.2 onwards.
You gain eight unique benefits from being thane of Markarth. These bonuses are all built around the idea that Markarth is a city of commerce and mining where you can make lots and lots of money, especially if you get in well with the Silver-Bloods. These unique benefits include: The right to store goods at the Treasury House (including the ability to have your housecarls bring your goods to the Treasury House from anywhere in the world), get a large loan from the Treasury House, store your gold in the Treasury House in order to collect interest on it, your thane armour set has special abilities, you get money from Thonar Silver-Blood for having people imprisoned in Cidhna Mine, you get ingots when collecting your taxes and you gain access to a smelting service which can give you a large amount of ingots of your choosing every 2 days.
1. You can store your goods in the Treasury House vault by talking to Rhiada. Your goods will stay there permanently and never disappear. In addition if you have one of your housecarls nearby you gain a dialogue option that allows you to send anything you're carrying to the Treasury House vault from anywhere in the world. In the MCM you can turn this option on and off. You can also make it so that your housecarl has to travel to the Treasury House and then return to you in order to store these goods there or just have them send off the goods (meaning they stay with you). By default you can only send things to the Treasury House and not retrieve them from the Treasury House using your housecarl, however with the MCM you can allow retrieval as well. Important: It is recommended that you do not use the housecarl dialogue option to store unique items since some of them may be stripped of their unique names in the process.
2. You can get a loan from the Treasury House by talking to Rhiada. You can loan amounts as small as a hundred gold to amounts as large 5.000 gold. Over time interest will collect on the loan and you will have to pay back the money with interest before taking out another loan. There is, however, no time limit to the duration of this loan. In the MCM you can turn this option on and off. You can also increase the maximum loan amount up to 40.000 gold and you can toggle the interest off (meaning you just have to pay back the basic amount without interest increasing over time). You can also use the MCM to change the interest from a default of 25% to at most 100% or lower it to 1% and change the time it takes for the interest to be added from 168 hours to much more or less.
3. You can store your gold at the Treasury House and collect interest on it by talking to Rhiada. This means you simply put your septims there and every few weeks the total amount will increase by 25%. In the MCM you can toggle on or off this option. You can also use the MCM to get notifications whenever you've collected interest, to increase the interest from 25% to 100% or lower it to 1% and to change the amount of time it takes to collect interest from 168 hours to more or less.
4. You can earn gold for imprisoning people from Thonar Silver-Blood. In order to do this you must first increase Thonar's relationship rank towards you to 2. Afterwards you can talk to him about making a deal to do this. You must then persuade him using your speech skill to do this, if you fail you will be arrested for corruption and stripped of your title as thane. If you succeed then from then on whenever you send someone to Cidhna Mine using your imprisoning powers as thane you can go talk to Thonar and tell him you've brought him "A new worker" and he will give you 1.000 gold for every person you've sent to Cidhna Mine. Careful, however, sending someone to Cidhna mine has a 10% chance of resulting in their death! In the MCM you can toggle this on or off. You can also toggle on or off whether you need to persuade Thonar using speechcraft to convince him to do this or if you can just do it. You can increase or lower the amount of gold you get for arresting people. You can also toggle on or off the chance that someone will die when sent to Cidhna Mine, you can increase or decrease the death chance from 10% and you can toggle whether essentials can die in Cidhna Mine too (currently not working well).
5. You get free ingots when collecting taxes from the steward. In order to do this just collect your taxes as normal from the steward and you will automatically be given a levelled amount of random ingots.
6. You gain access to Markarth's smelting services. When you go talk to Mulush gro-Shugurz (the leader of Markarth's smelter) you will gain an option that says "I need some ore smelted. You the man I'm looking for?" This will then give you access to dialogue options which will allow you to pick which type of ingot you want him to give you. After 2 days you can then return to him and he will give them to you. Using the MCM you can toggle this option on and off. You can make the smelting instant, meaning you no longer have to wait the 2 days (you'll then simply have to wait 2 days before you can use it again). You can also toggle levelled ingots, meaning which ingots you get will depend on your level. You can choose to turn on or off getting notifications when your ingots are ready. You can set how long it takes to get the ingots smelted and you can set how many ingots you get.
7. You can have Markarth's steward collect profits from your investments. When you ask Markarth's steward to do this they will include profits from stores you've invested in in your taxes. The more stores you've invested in, the higher the additional taxes you recieve.
8. Markarth's unique thane armour gives special bonuses to the player. The cuirass is so magnificent that it dazzles merchants, causing them to give you better prices. The size of this bartering bonus depends on the level of the armour. In addition, the gauntlets will automatically summon a Dwarven Spider companion. This companion will remain with you permanently so long as you do not take the gauntlets off. When the Dwarven Spider dies they will automatically respawn after 60 seconds. By default summoning the Dwarven Spider costs 500 gold, however with the MCM you can either change the amount of gold needed, eliminate this gold cost altoghter, add a requirement you have Dwarven Metal ingots to spawn the Dwarven Spider and determine how many ingots are needed for each summoning.
You gain eight unique benefits from being thane of Riften. These benefits are all built around the idea that Riften is a city where thieves and robbers thrive. A city full of corruption and controlled by Maven Black-Briar rather than the jarl. These benefits include: The ability to have guards "shake down" citizens of Riften (giving you access to their inventory), the ability to have guards help you "escort" citizens of Riften to deserted places where you can knock them out (allowing you to go through their inventory) or intimidate them or you can even have them killed, you can tell guards to "take a break" causing them to temporarily go away, you can have Riften's citizens imprisoned without needing to pass a persuasion check, your get-out-of-jail-free card can be used up to a bounty of 1999 instead of the normal 999, you cannot get jailed for corruption as in other holds, the cooldown of extortions is lowered compared to other holds and your thane armour gives you some special abilities. However, your tax revenue is randomly reduced due to corruption.
1. You cannot get jailed for engaging in corruption, instead you will have to deal with Maven. If you engage in corruption in Riften every time there is a chance that Maven will notice. If Maven hears of your corruption she will send you a letter demanding that you come visit her. In this visit you will have to negotiate with her what your punishment will be. A high speech skill and a high relationship rank with Maven are very advantageous here. All of Maven's dialogue is fully voiced with the original actress' voice acting! If you do not go visit her within 7 days of getting a letter there will be consequences. Alternatively you can also simply go to Maven and pay her a bribe up front. This will then allow you to engage in corruption within Riften for 7 days with impunity. Several things such as the amount of days you can engage in corruption after bribing Maven can be set in the MCM.
2. You can have your guard followers shake down Riften's citizens. When successful this will grant you access to the NPC's inventory. This action counts as corruption and can get you in trouble with Maven if discovered. NPCs will also not like being shaken down and will like you less afterwards. You can disable this ability in the MCM.
3. You can have Riften's guards "escort" Riften's citizens to a deserted place. When you do this the NPC and guard will both follow you. You can then take them to a deserted place. If nobody else can see you new dialogue options will appear for the NPC. These allow you to have the guard kill him (you won't get a bounty for this) or have the guard knock him out (allowing you to go through the NPC's inventory without it counting as stealing). If the NPC is a merchant you can also pass an intimidation attempt to have them grant you a permanent discount at their store or turn them into a fence (meaning that from then on they will buy your stolen goods). In the future I may also try to add a perk to this so that you are more likely to be successful at all intimidation attempts when you do this.
4. You can tell Riften's guards to "take a break." This will cause these guards to temporarily leave their post and return to their barracks. This may be useful if there is something nearby you want to steal without their watchful eyes getting in the way or you want to attack someone and make it so that guards will get to you more slowly. You can tell a maximum of 4 guards to take a break at one time.
5. You can have Riften's citizens imprisoned without passing a persuasion check. In other holds when you try to have someone imprisoned (if not turned off in the MCM) you must first convince the guard of their wrongdoing, but not in Riften! Here you can simply tell the guard to throw them in the slammer!
6. The cooldown for extortions is significantly reduced for Riften. This means you can extort Riften's lovely citizens more than once in a single day! Have fun!
7. Your get-out-of-jail-free card can be used for bounties up to and including 1999 gold. This means that, unlike in other holds where the maximum is 999, in Riften you can literally get away with murder!
8. Riften's unique thane armour gives special bonuses to the player. The cuirass has many hidden pockets within it, thus giving you the "Hidden Pockets" ability when worn and increasing your carry weight. The Riften Thane's Crown can also be put on so Riften's guards will temporarily ignore your bounty. You can still gain new bounty from committing new crimes in Riften while wearing the crown, however simply taking it off and putting it back on again will get rid of this bounty too. The maximum bounty the crown can erase depends on the level you got it at. At a low level the maximum will be 500, at a mid-level this bounty will be 1000 and at a high level this bounty will be 2000. Both of these unique items can be given additional enchantments without losing their abilites. You can adjust the specific bounties associated with the crown in the MCM.
Additional Information
This is just information about the mod which doesn't belong anywhere else on this page:
-The "General" page of the Mod Configuration Menu also has an "Activate Mod" button. This button is turned on by default when you install the mod. It can however be turned off. This will not remove the mod (for this I recommend you use the Nexus Mod Manager), however it will temporarily disable all of the mod's features. This means your thane power will be removed, you will no longer get discounts, you will no longer collect taxes, you will no longer have access to any of the mod's dialogue options, etc. I would not recommend using this option if you don't need to since I'm not sure how it will effect the mod after you reactivate it (although theoretically it should be fine).
-If you installed this mod after becoming thane of Whiterun or Falkreath you can use the "Update Thaneships" button in order to add the benefits of this mod. You can also use the "Make Thane of Whiterun" or "Make Thane of Falkreath" buttons to make yourself thane of either of those places and recieve this mod's benefits. If you have a mod installed that doesn't allow you to complete the quest "Dragon Rising" then these options also give you access to the benefits of this mod for the Whiterun thaneship.
-This mod is primarily an immersion mod which is meant to add things that make you feel more like you are actually thane of a hold. This is not a quest/story mod. However, for Falkreath I did add a secret little story beat as of version 2.1. It's very subtle and many people may not even notice it, but if you pay attention you'll find it in at least some of your playthroughs (depending on your decisions). If you want to be spoiled on what it is, you can read the answer here but I would recommend just waiting and seeing.
Installation
This is simply a description of the installation process and considerations for "True Thane" and its patches.
True Thane (Main File)
To install "True Thane" normally simply download the .zip file, drag and drop it into the Mod Manager and install it normally.There should be no problem with installing this mod mid playthrough. If you're already thane of a hold then you can use the "Update Thaneships" button in the MCM to give you the thane benefits of every thane you're already thane of (and which has been completed in the mod). I would not recommend uninstalling this mod mid playthrough, however, since it uses several scripts which can be active for long periods of time.
Please make sure that during installation you keep an eye on what scripts "True Thane" asks you to overwrite. If it asks you to overwrite any scripts from other mods please stop installing it and ask me first in the Posts section whether this is a problem. I usually check posts regularly so you should get a response in fairly short order. If you don't get a response, check this page's compatibility section or the Posts that have already been made as that means I've probably already given an answer elsewhere.
Important!: If you had installed a version of "True Thane" before version 2.2 then please read this first. In order to prevent True Thane from clashing with many other mods such as "Sofia the Funny Follower" I had to change the names of every script with a generic name to a name unique to True Thane. However, if you install version 2.2 of True Thane over the previous version of the mod then the game will likely not recognise the scripts with the new names as being the same scripts as they were before they were renamed. I am not 100% sure what the consequences of this might be as I cannot test this personally since I changed the names manually. I have asked around about this but nobody has given me an answer. I don't know how detrimental to your game this might be for sure, but it could be that this causes a problem with scripts continuing to run in your game that are technically gone. To make sure this isn't a problem I recommend that you don't install version 2.2 of True Thane in an active game but instead first uninstall the previous version of True Thane, then install version 2.2 (or later) and then finally start an entirely new playthrough. I apologize for the inconvenience of this, but I believe it was the only way to fix incompatibilities with many of these mods.
If you have any problems involving this or any further questions about it please do post them in the Posts section of this mod. I check it fairly regularly so you should receive an answer relatively quickly. If you don't receive an answer then I've probably already given the answer in a different post or on this description page.
True Thane - Hearthfire Patch
Simply install like the main file. Make sure to install this patch after you install the main file.
If you install this patch mid game after having already played with the True Thane (main file) mod on then you may have to go into the MCM and toggle the "Hearthfire Compatibility" option for this patch to work properly.
This patch is necessary to get Rayya to spawn normally when you become thane of Falkreath.
Requires the Hearthfire DLC to be installed.
True Thane - Falkreath Armour
Simply install like the main file. Make sure to install this patch after you install the main file. Place it after the Hearthfire Patch in your load order or you won't get the Falkreath Thane Armour.
If you install this patch mid game after having already played with the True Thane (main file) mod on then you may have to go into the MCM and toggle the "Falkreath Armour Patch On" option for this patch to work properly.
This patch was necessary to get the Falkreath Thane Armour upon becoming thane of Falkreath for versions 2.2 and 3.1 of the mod. As of version 3.2 of the mod this patch is no longer required to get the Falkreath Thane Armour.
This patch requires Hothtrooper44's "Immersive Armors" mod to be installed.
Bugs & Problems
Here are some of the bugs and problems that I (or others) have found for this mod:
Current Bugs & Problems
-For a reason that I haven't been able to fix for now the guards will sometimes stop following you if you quit the game and re-enter. Or they may continue following you if you load an earlier save where you hadn't yet recruited them. This is easily fixed however. Just go to the Mod Configuration Menu and press the "Clear All Guard Followers" button. This will get any guards who are still following you to unfollow you and allow you to re-recruit any guards who have stopped following you.
-While you aren't wearing your signet ring you will still be spoken to in random dialogue as if you are thane by random people. I don't yet know for sure how to disable this and will have to look into it further to see if that's possible.
-The thane armour helmet has a slight issue where from the front you see some odd, blue textures underneath the visor. I cannot however fix this as I am not the original creator of the armour and the original creator has told me they don't know what the problem is.
-In version 2.1 when you first install the mod, the Falkreath hunters may be "hunting" inside of the inn itself. This should sort itself out after the first in-game week has passed. Update: I have attempted to fix this for version 3.1 but I'm not completely sure whether it worked yet.
-In version 2.2 naming a housecarl as thane of Falkreath when the Stormcloaks are in power may not give you the option to have the NPC in question follow you for some of the NPCs.
-In version 2.2 you may not have Rayya spawn in even after installing the "True Thane - Hearthfire Patch" file if you installed it mid playthrough after already installing a previous version of "True Thane.". Solution: If this happens you may want to go into the MCM and toggle on (or toggle off and then on again if it was already on) the "Hearthfire Compatibility" option in the compatibilities section of the MCM. This should solve the problem.
-In version 2.2 you may sometimes not be granted the Falkreath Thane Armour even after installing the "True Thane - Falkreath Armour" file if you installed it mid playthrough after already installing a previous version of "True Thane.". Solution: If this happens you may want to go into the MCM and toggle on (or toggle off and then on again if it was already on) the "Falkreath Thane Armour On" option in the compatibilities section of the MCM. This should solve the problem.
-In version 3.1 a dialogue option is added to Markarth's housecarls where they can store your goods in the treasury house vault from any distance. If you do this with unique items some of them may lose their unique name when you go and retrieve them from the treasury house. Solution: Unfortunately this bug is essentially baked into how this system works and cannot be fixed, this means that the solution is simply to not store your unique items in this way.
-In version 3.1 or higher there is a bug where sometimes when using Markarth's housecarl's unique storage ability certain generic, levelled unique items like the "Axe of Markarth" will have their unique names stripped from them and be given generic names instead. This only happens while "Toggle Housecarl Storage Retrieval" is toggled "Off" in the MCM. This only seems to apply to a select few unique items and not all unique items. Items that have a unique appearance like Chillrend are likely not affected and not all generic unique items are affected either. Of the 7 random items I tested, 6 items were NOT affected. These items were: Blade of Sacrifice, Chillrend, Shield of Solitude, Lunar Iron Mace, Gauldur Blackblade and Dragonbane. Only 1 of the items I tested was affected by this problem: Axe of Markarth. If you want to be absolutely certain this won't happen either turn On the "Toggle Housecarl Storage Retrieval" in the MCM or simply don't store any unique items through your housecarl.
-In version 4.1 or higher there is a bug where sometimes when using Riften's housecarl's unique "clear stolen tag" ability certain generic, levelled unique items like the "Axe of Markarth" may have their unique names stripped from them and be given generic names instead. This bug has not been confirmed but is suspect. As such you may want to not use this ability for unique items or at least save before you do.
-In version 4.1 there is a bug where the Blade of the Rift cannot be properly exchanged. This will be fixed in version 4.2.
-In version 3.2 and 4.1 there is a bug where the "Hearthfire Patch" option in the MCM and another option are spelled incorrectly. This will be fixed in version 4.2.
Fixed Bugs & Problems
-Sometimes an NPC named "Nazeem's cousin" may appear after you tell a guard to unfollow you and then fast travel. I put this NPC in the game for practical reasons related to how this mod does certain things. But normally he's not supposed to get out of his world cell. But don't worry, the next update should fix this problem. I wouldn't recommend disabling him, however. Since that may cause some problems with the guard following functionality (although I'm not 100% sure). Update: As of version 1.2 this problem should be fixed. And just in case it pops up again, from now on if you encounter Nazeem's cousin you get a dialogue option that teleports him away instantly.
-I've had some problems with the housecarl abilities ceasing to function. I think I managed to fix it, but I'm not 100% sure. If you have this problem, please tell me in the Posts section of this mod.
-Currently some things may only work if the Jarl is Barguulf. I hope to change this in the next version of the mod to include the jarl if Barguulf dies and the potential for a Stormcloak victory (but this may take some time as I never play the Stormcloak side normally so I'll have to play up to that point to test it first). Update: As of version 1.3 the Stormcloak version of the Whiterun thaneship should work perfectly.
-When you got arrested in Whiterun you would get stripped of your thaneship as if you were caught extorting someone even if you were jailed for a different crime. Update: As of version 1.3 this has been completely fixed and should no longer happen.
-When you tried to rally Lydia with an encouraging speech you would be unable to get to the final speech option. Update: As of version 1.3 this has been fixed and you should be able to use your encouraging speech on Lydia as well.
-Your unique horse would not be correctly removed up being stripped of your thaneship in version 1.3.2. Update: As of version 1.3.3 this has been fixed and your horse should be removed correctly when your thaneship is stripped and returned correctly if it is reinstated.
-As of version 2.1 the Falkreath motivation dialogue says citizens of "glorious Whiterun" rather than Falkreath. Update: This has been fixed from version 2.2 onwards.
-In version 2.1 if you have "Note Requirement" on for the Falkreath hunting licence you will still get a bounty if you don't have a note on you if you're thane. Update: This has been fixed from version 2.2 onwards.
-When making someone a housecarl you may hear an audio clip of odd screaming sometimes for certain NPCs. Update: This has been fixed from version 2.2 onwards.
-Falkreath's hunting dog will, sometimes, not seem to attack game when you attack it. Currently I'm not entirely sure what causes this problem, and it seems to happen at random, so I haven't been able to fix it despite trying for many hours. Update: I am not completely certain but I believe this has been fixed from version 2.2 onwards.
-The Housecarl added to Falkreath by the Hearthfire DLC, Rayya, will not automatically be given housecarl abilities. Update: A patch called "True Thane - Hearthstone Patch" can be found in the Files section under Optional Files that should fix this problem once installed. This patch requires version 2.2 of "True Thane" or later to work.
-When you play a Khajiit character and put in the helmet of the Whiterun Thane Armour it will not appear as it should be rather as a horned helmet with no head underneath. I hope to have this fixed by the next version. Brought to my attention by skadaddy86 in the posts section of True Thane SE and then I tested it myself as well in both SE and LE. Update: This should be fixed from version 3.1 onwards.
-In version 2.2 when you are stripped of your Falkreath thaneship in any way you will gain additional pieces of Falkreath Armour rather than have it removed. Update: This has been fixed for version 3.1 and the SE version of the mod.
-In version 2.2 the notification you get when Whiterun's taxes are in incorrectly reads "Falkreath's taxes are in." Update: This has been fixed in version 3.1 of the mod.
-In version 2.2 you might not be able to find your Rayya immediately if you installed the mod and activated thane benefits AFTER you'd already been named thane of Falkreath before. This is because there was a package that instructed housecarls to go to Whiterun that was left in. Update: This bug has been fixed in version 3.1 of the mod and the package removed.
-In version 3.2 there was a problem where Falkreath's thane armour would appear odd when equipped on a female character. Update: This bug has been fixed as of version 4.1 of the mod.
Compatibility
All suspected and confirmed compatibilities and incompatibilities with other mods will be listed here.
Confirmed Compatibilities:
-Compatible with Skyrim Reputation. Confirmed by Mjp1975.
-Compatible with Thane Weapons Reborn. I have confirmed this myself. As of version 2.2 of this mod Thane Weapons Reborn is fully compatible with it. You will simply have to enable the "Thane Weapons Reborn Compatibility" option in the True Thane MCM and you should receive the Thane Weapons Reborn version of the weapons as normal.
-Compatible with Convenient Horses. I have confirmed this myself. I tested this mod's Whiterun Thane Horse with Convenient Horses in both LE and SE and found no problems.
-Compatible with Zim's Immersive Artefacts. Confirmed by AlanGreeds. I have not confirmed this myself since I do not have Zim's. It may be the case that the mod is not by default compatible with Zim's Immersive Artefacts. However, as of version 2.2 of "True Thane" you can go into the MCM for True Thane and look under "General" and then in the "Mod Integration" section simply toggle "Thane Weapons Reborn Integration" on. This seems to also work for Zim's.
Suspected Compatibilities
None
Confirmed Incompatibilities:
None
Suspected Incompatibilities:
-It has not yet been confirmed but this mod probably does not work normally alongside "Skyrim Unbound Reborn" since the quest "Dragon Rising" is not included in that mod and it's necessary to activate most of the thaneship benefits included in this mod. If enough people ask I will look into making this mod fully compatible. Brought to my attention by ryanmayfair. Update: As of version 1.2 of "True Thane" I have added an MCM option ("Make Thane of Whiterun") that simply adds all thane benefits for Whiterun at will even if you haven't completed "Dragon Rising" (which should circumvent the lack of the quest).
-May be incompatible with "At Your Own Pace" since that mod and "True Thane" both edit a script called "QF_MQ104B_0002610C.pex." This script is necessary for "True Thane" to give the player their new thane abilities upon being named thane by Balgruuf. This was brought to my attention by drift2211. I have not yet checked this compatibility myself because I had not actually used this mod before. It may be possible to just install "True Thane" without installing this script. In that case you won't get your thane abilities upon Balgruuf naming you, however you may still be able to do it with the "Update Thaneships" button. This has not been tested yet and I don't know if it might have side-effects (though I suspect not), so try at your own risk.
Recommendations
These are just some personal recommendations I'm making based on how I envision this mod and its features.
Immersion
-I recommend that everyone instal either Guard Dialogue Overhaul or Skyrim Reputation (or possibly both) in order to have guard dialogue also be appropriate to your station. This is not something I included in this mod myself, specifically because I was already familiar with Guard Dialogue Overhaul and thought that mod had this aspect covered. I have since learned of Skyrim Reputation and, although I haven't played with it for a very long time yet, it seems like that mod also has this aspect covered.
Game Mechanics
-The unique abilities for Falkreath in regards to hunting are probably particularly well-suited to be combined with a mod like Realistic Needs and Diseases (which is the needs mod I use) or other similar mods that add a need to eat.
Related Videos
My Other Mods