Skyrim Special Edition



Adding Pilgrim Support to Your Mod


Pilgrim has been designed to encourage patchless compatibility with other mods that add new shrines to the game. Adding support for Pilgrim in your mod is very simple and takes only a few minutes.

For this tutorial we will be adding simple Pilgrim support for the Shrine of Godd Howard. I will be assuming that you already have a functional shrine in your mod and you have knowledge on how to add new Magic Effects and such to it.

The first thing you will want to do is open up both your mod and Pilgrim into xEdit. We will need to copy the following records as overwrite into your mod, they are injected so Pilgrim will not need to be master:

Keywords:

MAG_PilgrimShrineBlessing - 01616101
MAG_CultistShrineBlessing - 01616102
MAG_PerkPilgrim30Keyword - 01616103
MAG_PerkPilgrim60Keyword - 01616104
MAG_PerkCultist30Keyword - 01616105
MAG_PerkCultist60Keyword - 01616106


Spells:

MAG_PerkPilgrim30 - 01616201
MAG_PerkPilgrim60 - 01616202
MAG_PerkCultist30 - 01616203
MAG_PerkCultist60 - 01616204


Magic Effects:

MAG_PerkPilgrim30Effect - 01616301
MAG_PerkPilgrim60Effect - 01616302
MAG_PerkCultist30Effect - 01616303
MAG_PerkCultist60Effect - 01616304


Global Variables:

MAG_PilgrimInstalled - 01616401



When you are done your ESP should look like this:



After all the records have been added to your mod save your ESP and close xEdit and open your mod in the Creation Kit.

Navigate to your blessing spell and open it up. If you created your shrine in line with the vanilla shrines then you should have a Cure Disease effect on it. Pilgrim removes Cure Disease from all the shrines in the game. We want to be able to preserve the Cure Disease effect if you do not have Pilgrim installed, but remove it if Pilgrim is installed.

Open up the Cure Disease Magic Effect on your shrine spell. Navigate to the conditions panel and add a new condition.

Set the Condition Function to "GetGlobalValue", the Parameter to "MAG_PilgrimInstalled", the Comparison to "!=", and the Value to "1.000".

Pilgrim sets this Global to 1 OnInit, so this condition will check that global and ensure that the Cure Disease effect will not happen if you have Pilgrim installed.



Press "OK" on the condition and "OK" on the Magic Effect to save it.

Pilgrim adds a perk with two ranks to both the Restoration (called "Pilgrim") and Conjuration (called "Cultist") perk trees. The Cultist perk governs Daedric and other malevolent entities, the Pilgrim perk governs all other deities. The first rank of the perk will double the shrine's effects, the second rank will unlock a new powerful ability unique to the god you worship.

For most shrines rank 1 will be able to take effect automatically* but a new magic effect will be need to be added for rank 2. Since Godd Howard is an evil entity we will be using Cultist to govern his effects.

Create a new Magic Effect for your rank 2 buff. Fill out what you want the Magic Effect to do and ensure that the following options are set correctly:

Casting Type = Constant Effect
Delivery = Self


Pilgrim gives rank 2 effects flavorful names, consider giving your effect one as well. We will be calling this effect "It Just Works". Finally, remember to set an inventory art for the effect. Since Godd Howard is a malavolent entity we will be using MAGINVSummon.



Once you have set all that up hit "OK" to save your new effect.

Now we will go on to make a new spell. Create a new spell and name it "Cultist of [god]", since our god is Godd Howard it will be called "Cultist of Godd Howard".

Set the following options:

Type = Ability
Casting = Constant Effect
Delivery = Self

After those are set add a new effect. In the effect drop-down select the Magic Effect you just made. Set the magnitude you want then add a new condition.

Set the Condition Function to "HasSpell", the Parameter to "MAG_PerkCultist60" (or MAG_PerkPilgrim60 if you are making a benevolent god), the Comparison to "==", and the Value to "1.000".

This condition will check to make sure that you have rank 2 of the Cultist perk before applying the effect.


*Some effects, such as experience gain multipliers, cannot be doubled automatically. If this is the case you will need to make a separate magic effect for the first rank. Use the "30" injected records to control the first rank, the "60" records are only to be used for the second rank.

Press "OK" on all the open boxes to save your new spell.

Now we are going to open your default blessing Magic Effect that is conferred to you when you pray at the shrine.

In the "Keywords" box right-click and select "Add". From the list of keywords add "MAG_CultistShrineBlessing" (or MAG_PilgrimShrineBlessing for benevolent deities). This keyword is what will controls rank 1 of the new perk.



Now in the scripts section right click and add the "MAG_AddPilgrim" script. Right click on the script and edit the properties. AutoFill the PlayerRef property, then fill "myPilgrimBlessing" with the rank 2 spell you made.



When you are done, press "OK" to save your Magic Effect.




Save your ESP. It is time to test the mod in-game!

If you did everything right you should be able to activate the shrine and get the blessing without curing disease.



Rank 1 of Cultist should double your default blessing effect



Rank 2 Cultist should give you the default blessing as well as your new special rank 2 blessing.



I hope this tutorial was helpful! If you have any questions about this framework or need help getting your patchless compatibility working, feel free to reach out to me (Tate Taylor) on my Discord. Happy adventuring!

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TateTaylorOH