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DiBastet

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DiBastet

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About this mod

Adds a new unique forge similar to the Lunar Forge, and a set enchanted sun-themed undead slaying weapons only craftable on it.

Requirements
Permissions and credits
Translations
  • German
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THE SOLAR FORGE
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Version: 1.1 - Fixed a bug that caused the enchantment to cause maximum damage all the time (20 instant, +4 per second for 5 seconds), even during the night, instead of increasing and decreasing thru the day. While this behaviour wasn't the intended one, I understand some people might consider that it makes the weapons much more worth the trouble, so I kept the bugged version on the old files section as the 1.0 version.

22/11/2017

1. Introduction
2. Contents
3. Instalation
4. To-Do List
5. Credits
6. Permissions
7. Spoilers

My mods

ICRA - Immersive Craftable Robed Armor
Immersive Lunar Forge
The Solar Forge

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1. INTRODUCTION
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I already said I really like the Lunar Forge. Together with the Skyforge they invoke the idea that those ancient nords did some really awesome stuff with their crafts in their time. The low-tier nordic weapons you find on the draugr are the *ancient* version of that, so imagine the kind of stuff they did on their prime. Stuff like the Lunar Forge, with its unique properties. And since we got a Lunar forge, why not a Solar one whose weapons only work during the day? So I decided to make one myself, and tried to keep it on the same spirit of the Lunar one, meaning that it's *just there*. No quests, no grand answers, bring *just* *there*.

"But DiBastet", you say, "I just got there and getting to the Solar Forge was much harder (specially on Requiem) than going to the Lunar Forge", yeah what's the problem Timmy? "And the Solar weapons hurting undead aren't so useful as a drain health effect! The rewards aren't balanced against one another!". You know what Timmy? You're right. That's why it's called Immersive. The world isn't carefully placing rewards for you. The forge is just there. It's not its fault that those guys swarmed all around it Timmy.


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2. CONTENTS
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-Adds a new special forge, the Solar Forge, on a faraway place. Read spoilers down there if you need the location.

-Adds a set of Solar weapons that can be forged there but only when the sun touches the forge. These weapons are not only silvered but also carry the touch of the sun and cause extra damage to undead creatures. The ancient Nord weren't exactly the nicest people around (hell, their descendants aren't either) so you'll have to do something considered nasty by some characters to get the necessary ingredients (or just find them around or buy them and say "it wasn't me, it was already there rotting away so why waste it?").

-The Solar Weapons are somewhat unique in their enchantment. Besides only working from 09-17 (working class enchant), it also grows stronger as the day passes, reaching its apex around zenith, before slowly becoming weaker until it fades away close to sunset. The enchantment also doesn't require charges, further indicating that these weapons were not made in the "typical" (enchanted by a wizard) way.

-The weapons are disenchantable, but the enchantment carries none of the weapon's unique properties. Sorry, no proper dragonbone solar weapons here.

-Recipes for Solar versions of all nord weapons. Vanilla misses nord maces and warhammers, so no luck here.

-Maybe extra content when you are a "skilled blacksmith well versed in the ways of the ancient nord"?


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3. INSTALLATION
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This mod comes in two versions:

Requiem: The Full version. I play requiem only so the full immersive experience of the mod is possible only to requiem players. It doesn't requires CCOR but the recipes are similar to CCOR's nord gear.

No Requiem: The compatibility version. Has everything, really. It might be a bit harder to unlock the true potential of the forge. Come back once you've done so "somewhere". Wink wink.


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4. TO-DO LIST
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1 - As finishing touch of immersion I'd like to create a script to enable the recipes only after you read the mod's related book. I just have to add a Global X = 1 requisite to the recipes, and a script to change this global from 0 to 1 once you open the book. That said I don't know much about scripts, and I have no idea how to properly "spell" this one, so if anyone knows how tell me by PM. You'll be credited and I'll make you some BBQ Ribs if you ever come to visit.

2 - Lunar gives us 21-05 weapons, and now Solar gives us working class 09-17 weapons. So maybe I'll create a Twilight Forge with weapons that work from 05-09 and 17-21. Since twilight is all about transition from one state to another (day and night), these will be related to summoned creatures, beings not quite here, not quite there.


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5. CREDITS
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Creators of other mods that do the same: For ideas.
You: Yes, you! Hi and thanks for downloading I guess. Go play Requiem btw!


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6. PERMISSIONS
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This file is a Nexus-exclusive release. Do not reupload it elsewhere.

You do not need permission to translate this mod within the Nexus.

You do not need permission to create patches and other texture packs.


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7. SPOILERS
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Stop here if you don't want to know the Solar Forge location. Location after five dots.

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I told you, you'll get spoilers. Five more.

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Ha-ha gotcha. Last time, really.

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*Sigh* You really wanna know the location instead of endlessly exploring eh? It's located on Deepwood Vale, the open world section connecting Deepwood Redoubt and Hag's End. I don't recomend going there on a Requiem DiD game tho, else the researcher's fate befalls you.