Skyrim Special Edition

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Brwmmice

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Brwmmice

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11 comments

  1. SuperSupermario24
    SuperSupermario24
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    blessed mod
  2. BlizzardDasher
    BlizzardDasher
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    thank god, i use whirldwind sprint a lot to get around so this helps out a lot
  3. LordCybot
    LordCybot
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    Could this be flagged as an ESL?
  4. XTR3M368
    XTR3M368
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    I would love it if you make one that makes the guards quit saying "you smell like a wet dog" and other annoying comments due to being a werewolf, vampire, ect. You could call it "No annoying guard comments" lol. I actually don't finish companions anymore because of it. Tried the mod where you can choose not to be a werewolf in companions but that glitches at the underforge for me.
    1. Brwmmice
      Brwmmice
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      That's an interesting idea. I could probably use the same logic for the various annoying guard comments, if they're implemented the same way, and maybe provide a way in-game to configure the mod (although no MCM in SSE right now sadly). I'll definitely consider doing that, but I'll have to find some spare time, as that's a bit of a larger project.
    2. Grecia300
      Grecia300
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      I agree!

      We are their Thanes for Hircine's sake! How dare they speak to us like that!
  5. Grecia300
    Grecia300
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    Is there a version of this for Oldrim?
    1. Brwmmice
      Brwmmice
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      There is this mod, but I didn't make it:

      No Shout Warnings From Guards: http://www.nexusmods.com/skyrim/mods/13737/

      That said, the above just flat-out deletes the quest that this mod modifies, which sounded pretty dangerous to me, so I took a different approach. I'm not sure what effects deleting the quest might have or if it might impact stability.

      Per the permissions button above, if anyone wants to port this version directly to Oldrim, feel free. I do not have Oldrim or any of the Oldrim modding tooling installed, and I don't intend on playing Oldrim anymore, so I won't be porting this to Oldrim myself.
    2. Grecia300
      Grecia300
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      I probably have the tools to port it over, but I don't know what to do or what tools is needed. Maybe you could fill me in?

      Oh, before I forget, thanks for answering my question.
    3. Brwmmice
      Brwmmice
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      The mod can be made with just the Creation Kit. It's pretty simple. To directly port it, add a new global variable (under Miscellaneous -> Globals), then go to the Cast Magic Story Manager Node (under Character -> SM Event Node), find WICastMagic03, and add another condition that checks if the global you've made equals 1 (if the global defaults to 0, then the condition will only be false by default, which will stop the quest from running). Once you've made the mod, I'd recommend loading it in Tes5Edit to make sure you didn't accidentally edit any unintended records (the modding community has taken to calling these "wild edits" ).

      That's the basic overview. For more info, I'd look for tutorials on the basics of the Creation Kit and Tes5Edit. This mod is pretty straightforward; the hard part was figuring out what to edit (and how). Hope this gives you a start, at least.

      If you load this mod in SSEEdit (the version of Tes5Edit for SSE), you can see exactly what records were added/changed.
    4. Grecia300
      Grecia300
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      Thanks for the info, I appreciate it. I'll do what I can later.

      Cheers!