The base original mod (Quest-line equipment) is going to be released as a specialized mod just the Quest-Line equipment part) It will also stay in this one here.
The mod as it is and the extras I am adding are actually going to be re-branded as something like "Skyrim Reborn" or "Skyrim Next" I haven't figured a name out yet. Since it is becoming a massive addition overhaul of Skyrim and the DLC's
Stormcloak Equipment re-balanced Imperial and Stormcloak Wizards are now added to the ranks of soldiers. (Uncommonly though) Ash piles and ghostly remain will now delete themselves properly after 7 days. Restless Draugr should no longer have "average" confidence level, which was causing them to flee from combat sometimes. More leveled list tweaking (Primarily potions and foods) The Black Books can now be read and activated from other worldspaces not just on Solsthiem. Miraaks armor is now a balanced light armor set (Same as was done with the cultist robes just higher armor rating)
Changed the Thieves Guild jobs to where you can now start one of each type of job at a time (bedlam, fishing, numbers, burglary, shill, sweep, and heist) but not more than one of the same type. The point of this is to get to the 125 jobs completed faster but without any sort of cheating, requiring a minimum of 18 trips out into the world rather than the staggeringly-obnoxious 63 that the base Skyrim requires.
Gave the Goldenglow estate mercenaries a combat style. They were set to DEFAULT and it was causing some very strange combat behavior where they would spend almost the entire time just standing there blocking and not attacking.
Transmute fixes and changes: Now transmutes all iron ore in your inventory to silver ore and then transmutes the silver ore to gold ore. However, you can transmute your iron ore to gold by dual casting the spell. If you no iron ore in your inventory but more than 2 silver ores, dual casting the spell will transmute 2 silver ores to 2 gold ores. Transmute will now prioritize transmuting iron to silver, as otherwise it is impossible to transmute a large stack of iron to silver without constantly removing all silver from your inventory after every casting.
Made sure all all spike keywords were included for guard dialog overhaul.
Added a craft-able Rueful Axe with a 1 handed variety also (After "A Daedra's Best Friend" is completed) Added a craft-able Helm of Yngol. Included a fixed mesh to fix hair clipping on females. Added a Ring of Waterwalking with a learn-able Waterwalking Enchantment to leveled lists. Added a full set of Horker based weaponry. Changed "Horksbane" to use the new Horker Mace model.
Added quest markers for the Stones of Barenziah (only visible after ""No Stone Unturned" has been started) Added quest markers to the pages of Jiub's Opus (only visible after "Impatience of a Saint" has been started)
Fixed Shahvee's favor quest dialogue to now show up like it was supposed to. Fixed Sven's Tiber Septim Dragon Ballad dialogue option, it shows up now. Arch-Curate Vyrthur now has a Snow Elf Shield and Snow Elf Katana equipped. Boethia's Embrace (Ebony Mail cloud ability) now only harms those hostile to the player. Fixed Halldir being incorrectly named " Draugr Scourge " for his initial and last manifestation. Gave the Ebony Warrior a hit box that actually matches his size. Fixed the double unsheathing animation by putting his shield in the outfit slot. Arvak can now be summoned and used in the other DLC areas.
There is now dialog added to Lucan Valerius (if he has died then Camilla will have the dialog) to buy the Golden Claw once you return it. -Varied price by level of 500-1500 gold
Added Hunters not Bandits mod: Hunters and other NPC's will now behave in a way you would expect them to. They will take out their bow silently without going "Huh, what was that?" or screaming "This is your last mistake!" followed by "Skyrim is for the Nords!" The now approach their prey in a way that doesn't alert the whole world to their presence. Dialogue which adds a bit of flavor while still making sense is left alone. Characters will only tone down their chattiness when it comes to animals.
Stormcloak: Stormcloak Armor stats match Imperial Light Armor. Including Stormcloak Sleeved Armor and a Stormcloak Shield variant of the Eastmarch Guard Shield. Added forge and tempering recipes where needed (requires Steel Smithing perk). Stormcloak Officer Armor stats match Scaled Armor. Added forge recipes (requires Advanced Armors perk). Ulfric's Clothes changed to Light Armor, with stats in between Scaled and Glass. Added forge and tempering recipes (requires Advanced Armors perk). Gunjar's body now includes both the standard and sleeved variant versions of Stormcloak Armor, Fur Boots, Fur Gauntlets, Hide Helmet, Hide Shield, Iron War Axe, Iron Battle Axe, Long Bow, and 20 Iron Arrows. Upon joining the Stormcloaks you will receive both sleeved and sleeveless versions of Stormcloak Armor, Fur Gauntlets, Fur Boots, Stormcloak Helmet, and Stormcloak Shield. Galmar now carries a Steel Battleaxe.
Added a Brutal Orcish weapon set. (Ebony Strength) Added a full shock Stalhrim (Stalneisti) variant Armor and Weapon set. Added a full fire Stalhrim (Staleldur ) variant Armor and Weapon set.
Added a journal in Bleak Falls Barrow probably in the boss chest. It is a collection of notes written by the a long dead Breton who was searching for clues regarding the Dragon Priest masks. It provides a little back story and includes descriptions of locations where the Dragon Priest masks are suspected to be.
Added Bound Pickaxe spell to the novice spell list Added Bound Woodcutters Axe spell to the novice spell list
Out of curiosity, what exactly are you looking for in mods to incorporate into this one; I have some more ideas, but it would help if I had a better idea of how much is too much.
Complete weapons and armor sets, decent immersion tweaks and changes (Like the buy able golden claw and hunters not bandits) previously unaccesable items or versions of things you could only receive enchanted versions of or had to give away (Like the jagged helm).
Things that seamlessly integrate into the legendary game and look like they should have always been there.
Most important of all for maximum compatibility no world edits or cell edits. The only edit like this i've made is the Lunar Forge.
It would be really cool if you could incorporate this mod into Questline Equipment, it seems exactly like the kind of thing Questline Equipment would do:
That's kinda over the top with what I wanted to do. I am adding this though:
Changed the Thieves Guild jobs to where you can now start one of each type of job at a time (bedlam, fishing, numbers, burglary, shill, sweep, and heist) but not more than one of the same type. The point of this is to get to the 125 jobs completed faster but without any sort of cheating, requiring a minimum of 18 trips out into the world rather than the staggeringly-obnoxious 63 that the base Skyrim requires.
I honestly don't know. I don't use CACO. Technically the new foods wouldn't be effected by it and I changed no vanilla items so there won't be any conflicts.
"Mods that change the vanilla food items or add new food items may introduce inconsistencies, but other than the possible imbalances, they are probably okay to use with CACO."
So, basically it will be fine. Minor issues may occur but nothing that will REALLY effect your game. While a patch could improve the 2 mods together I am not interested in making a patch. I will fully support and endorse a patch though if someone else wants to do it.
Yes, fully. None of my additions actually touch the homes. This mod actually one makes one world edit (The lunar forge) and no cell edits. There will be no conflicts with that mod.
I am trying to avoid world and cell edits as much as possible for better compatibility. I am however planning to add crossbows and a couple of other hearthfire things.
There's actually only one custom armor mesh in here. That's the heavy Stalhrim. Even the next version will only add custom meshes for the light blades armor. They are vanilla based so they should work fine with unp.
71 comments
The base original mod (Quest-line equipment) is going to be released as a specialized mod just the Quest-Line equipment part) It will also stay in this one here.
The mod as it is and the extras I am adding are actually going to be re-branded as something like "Skyrim Reborn" or "Skyrim Next" I haven't figured a name out yet. Since it is becoming a massive addition overhaul of Skyrim and the DLC's
I'm actually thinking
-- Massively Amazing Immersive Skyrim Super Uber L33T Overhaul. "MAISSULO"! --
LOL That should draw attention.
Imperial and Stormcloak Wizards are now added to the ranks of soldiers. (Uncommonly though)
Ash piles and ghostly remain will now delete themselves properly after 7 days.
Restless Draugr should no longer have "average" confidence level, which was causing them to flee from combat sometimes.
More leveled list tweaking (Primarily potions and foods)
The Black Books can now be read and activated from other worldspaces not just on Solsthiem.
Miraaks armor is now a balanced light armor set (Same as was done with the cultist robes just higher armor rating)
Changed the Thieves Guild jobs to where you can now start one of each type of job at a time (bedlam, fishing, numbers, burglary, shill, sweep, and heist) but not more than one of the same type. The point of this is to get to the 125 jobs completed faster but without any sort of cheating, requiring a minimum of 18 trips out into the world rather than the staggeringly-obnoxious 63 that the base Skyrim requires.
Gave the Goldenglow estate mercenaries a combat style. They were set to DEFAULT and it was causing some very strange combat behavior where they would spend almost the entire time just standing there blocking and not attacking.
Transmute fixes and changes:
Now transmutes all iron ore in your inventory to silver ore and then transmutes the silver ore to gold ore.
However, you can transmute your iron ore to gold by dual casting the spell.
If you no iron ore in your inventory but more than 2 silver ores, dual casting the spell will transmute 2 silver ores to 2 gold ores.
Transmute will now prioritize transmuting iron to silver, as otherwise it is impossible to transmute a large stack of iron to silver without constantly removing all silver from your inventory after every casting.
Made sure all all spike keywords were included for guard dialog overhaul.
Added a craft-able Rueful Axe with a 1 handed variety also (After "A Daedra's Best Friend" is completed)
Added a craft-able Helm of Yngol. Included a fixed mesh to fix hair clipping on females.
Added a Ring of Waterwalking with a learn-able Waterwalking Enchantment to leveled lists.
Added a full set of Horker based weaponry. Changed "Horksbane" to use the new Horker Mace model.
Added quest markers for the Stones of Barenziah (only visible after ""No Stone Unturned" has been started)
Added quest markers to the pages of Jiub's Opus (only visible after "Impatience of a Saint" has been started)
Fixed Shahvee's favor quest dialogue to now show up like it was supposed to.
Fixed Sven's Tiber Septim Dragon Ballad dialogue option, it shows up now.
Arch-Curate Vyrthur now has a Snow Elf Shield and Snow Elf Katana equipped.
Boethia's Embrace (Ebony Mail cloud ability) now only harms those hostile to the player.
Fixed Halldir being incorrectly named " Draugr Scourge " for his initial and last manifestation.
Gave the Ebony Warrior a hit box that actually matches his size.
Fixed the double unsheathing animation by putting his shield in the outfit slot.
Arvak can now be summoned and used in the other DLC areas.
There is now dialog added to Lucan Valerius (if he has died then Camilla will have the dialog) to buy the Golden Claw once you return it. -Varied price by level of 500-1500 gold
Added Hunters not Bandits mod:
Hunters and other NPC's will now behave in a way you would expect them to.
They will take out their bow silently without going "Huh, what was that?" or screaming "This is your last mistake!" followed by "Skyrim is for the Nords!"
The now approach their prey in a way that doesn't alert the whole world to their presence.
Dialogue which adds a bit of flavor while still making sense is left alone.
Characters will only tone down their chattiness when it comes to animals.
Stormcloak:
Stormcloak Armor stats match Imperial Light Armor.
Including Stormcloak Sleeved Armor and a Stormcloak Shield variant of the Eastmarch Guard Shield.
Added forge and tempering recipes where needed (requires Steel Smithing perk).
Stormcloak Officer Armor stats match Scaled Armor.
Added forge recipes (requires Advanced Armors perk).
Ulfric's Clothes changed to Light Armor, with stats in between Scaled and Glass.
Added forge and tempering recipes (requires Advanced Armors perk).
Gunjar's body now includes both the standard and sleeved variant versions of Stormcloak Armor, Fur Boots, Fur Gauntlets, Hide Helmet, Hide Shield, Iron War Axe, Iron Battle Axe, Long Bow, and 20 Iron Arrows.
Upon joining the Stormcloaks you will receive both sleeved and sleeveless versions of Stormcloak Armor, Fur Gauntlets, Fur Boots, Stormcloak Helmet, and Stormcloak Shield.
Galmar now carries a Steel Battleaxe.
Added another Ebony weapon set.
Sensing a theme here? Added only full matching sets only
Added a full shock Stalhrim (Stalneisti) variant Armor and Weapon set.
Added a full fire Stalhrim (Staleldur ) variant Armor and Weapon set.
Added a journal in Bleak Falls Barrow probably in the boss chest.
It is a collection of notes written by the a long dead Breton who was searching for clues regarding the Dragon Priest masks. It provides a little back story and includes descriptions of locations where the Dragon Priest masks are suspected to be.
Added Bound Pickaxe spell to the novice spell list
Added Bound Woodcutters Axe spell to the novice spell list
Things that seamlessly integrate into the legendary game and look like they should have always been there.
Most important of all for maximum compatibility no world edits or cell edits. The only edit like this i've made is the Lunar Forge.
http://www.nexusmods.com/skyrim/mods/14509/?
Changed the Thieves Guild jobs to where you can now start one of each type of job at a time (bedlam, fishing, numbers, burglary, shill, sweep, and heist) but not more than one of the same type. The point of this is to get to the 125 jobs completed faster but without any sort of cheating, requiring a minimum of 18 trips out into the world rather than the staggeringly-obnoxious 63 that the base Skyrim requires.
EDIT: Based on what the CACO page says, a patch would not be mandatory, although there may be inconsistencies without one.
"Mods that change the vanilla food items or add new food items may introduce inconsistencies, but other than the possible imbalances, they are probably okay to use with CACO."
So, basically it will be fine. Minor issues may occur but nothing that will REALLY effect your game. While a patch could improve the 2 mods together I am not interested in making a patch. I will fully support and endorse a patch though if someone else wants to do it.
Does this mod carry USLEEP fixes forward, where applicable?
Definitely earmarked for my next playthrough.
will there be an unp version, since all my armor mods are for unp body?
cheers!