A small quest mod, which adds Talhik, a Redguard Corsair and his ship near the Solitude Lighthouse. Offer to join Talhik and his crew on a quest to an island to slay Sloads!
DBVO patch for the Dragonborn to be voiced by the Vampire AI voice
Permissions and credits
Credits and distribution permission
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
Please take note that (as of 2.1.2), ALL of the mesh and texture assets this mod uses are from other mods. You must ensure you have permission for those mods to use those assets. See below or at the bottom of the mod description for a full list of utilized assets.
Feel free to utilize the scripts in this mod for your own, or as references for functionality.
File credits
Mods Used; - m150 for Sload and Sea Sload Enemies (For Sload enemies) (https://www.nexusmods.com/skyrimspecialedition/mods/47251) - MihailMods for Mihail Zombies (For Sload Thralls) (https://www.nexusmods.com/skyrimspecialedition/mods/24526) - MihalMods for Mihail Flesh Atronachs (For Sload High Thralls) (https://www.nexusmods.com/skyrimspecialedition/mods/77868) - MihailMods for Mihail Skeletal Vampires (For Sload High Thralls) (https://www.nexusmods.com/skyrimspecialedition/mods/55035) - MihailMods for Mihail Undead Werewolves (For Sload High Thralls) (https://www.nexusmods.com/skyrimspecialedition/mods/44466) - DeviantKaled/thatShipGuy for Ships and Boats of Tamriel (For Talhik's ships) (https://www.nexusmods.com/skyrimspecialedition/mods/41653) - Pulcharmsolis for Rihad Swordsman Set (For Talhik's equipment) (https://www.nexusmods.com/skyrimspecialedition/mods/120576) - Xtudo for Rihad Swordsman Set Xtudo non HDT (For Talhik's equipment) (https://www.nexusmods.com/skyrimspecialedition/mods/122125) (https://i.imgur.com/XbsZHc2.png) - Pulcharmsolis for Crown Plate Set (For Tarek's equipment) (https://www.nexusmods.com/skyrimspecialedition/mods/114751) - Xtudo for Crown Plate Set Xtudo non HDT (For Tarek's equipment) (https://www.nexusmods.com/skyrimspecialedition/mods/117190) (https://i.imgur.com/BY6qfze.png) - gearshout for Redguard Assassin Armor (For Talhik's Crew equipment) (https://www.nexusmods.com/skyrimspecialedition/mods/61714) - Darenii for Bloodmoon (For unique spells used by enemies) (https://www.nexusmods.com/skyrimspecialedition/mods/84304) - Elianora for Eli's Extra Resources (For a map static on the ship) (https://www.nexusmods.com/skyrim/mods/53192)
Voices; - Jon Curry and xVASynth for Talhik's voice lines and Corpulus' new voice lines - Pam Cholet and xVASynth for Sload voice lines - Keith Silverstein and xVASynth for Xander's new voice lines - Tim Blaney and xVASynth for Gulum-Ei's new voice lines.
Donation Points system
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Removed "Show on World Map" flag from ship statics as a temporary fix for crashes. Work ongoing to resolve the crash while still allowing the ships to appear on the world map.
Version 2.1.2
Added a bootstrap quest, which allows the main quest to work properly if updating from version 1.0. There will be some small inconsistencies, but the quest will work in it's function. Having said that, I do highly recommend you use a new save or a save that has never had this mod installed if you currently have 1.0 installed.
Made two of Talhik's Crew Members unique NPCs. All of the crew members will eventually be all unique, with unique dialogue, interactions, and backstories. These NPCs WILL NOT appear on a save a previous version was installed on, they will remain as the generic crew NPCs.
The Sload Leader now has a unique/tatooed skin
Version 2.1.1
**IMPORTANT** Resolved errant and very silly dialogue condition issue, where Talhik was displaying a dialogue option from later in the quest at all times. Definitely update, save safe!
Version 2.1
** VERY IMPORTANT! ***Fixed crash when opening world map after loading save in an interior. Related to ship statics. Have ensured this will not happen in Skyrim or the Thrassian Island. This was introduced in v2.0, and should NOT be occurring in v1.0.
Improved flow of dialogue with Talhik following the events of the quest.
Fixed Talhik sometimes staying aggressive when he should not during a portion of the quest.
Version 2.0
*BIG CHANGE/NOT SAVE-SAFE!* Hugely expanded on the content of the quest once you arrive at the Island, giving much further exposition to the storyline. If you have already played through the quest, you may want to give it another go on a new save! You should NOT update to this on an existing save, as many aspects of the post-behavior quest aliases have been changed and will not update.
If you start the quest while Talhik is on or in his ship, you will set sail right away rather than needing to go to the shore first.
Gave Talhik a unique face, exported facegen
Adjusted Talhik's ship static and reference to a proper persistent/full LOD object, such that it is not visible when distant when Talhik has left. Confirmed behavior continues to work after running DynDOLOD suite.
Improved/fixed up the landscape of the islands in the new worldspace. Always room to improve here.
Added more driftwood, etc to the coastlines of the islands.
Use proper cliff statics to match the surrounding land textures on the island
Massively improved the distant object LOD on the island.
Fixed typo in quest acceptance topic, as well as various others
Changed timing of quest objectives appearing when moving between Skyrim > Thras and vice-versa, so that you can see them appear.
Add a fade out/in effect when moving between Skyrim > Thras and vice-versa.
Made is such that 3 in-game days pass whenever traveling on the ship.
Advance the quest if you leave the ship in Thras without speaking to Talhik, either by load door or jumping off the ship.
Talhik will properly say his Hello lines if you tell him you're not ready to sail yet.
Added more Hello lines to Talhik for various stages of the quest
Corrected missing navmesh patch in the center of the island.
Added navmesh to immediate water cells surrounding the island
Adjusted packages for crew members, so that you can enter the ship cabin while they are sandboxing inside after or before the quest when the ship is in Skyrim.
Adjusted timing of packages for Talhik and Crew Members while not on quest. Talhik will now be at the Winking Skeever from 6-7PM to 12PM, and will remain at his ship after he wakes up until 3PM. A walk around Solitude takes place between 3PM and 6-7PM
Added new package to Talhik and crew to have breakfast in the morning for one hour when not on quest.
Added a bedroll available for use in the ship cabin while the player is in Thras, only unlocked/available when exploring the island after the main part of the quest has completed.
Added exterior-direction lights mimicking the sun in the ship interiors, which disable/enable at night/day respectively when the player enters the cell.
Resolved papyrus error with death FX on Sload NPCs by creating new script instead of re-using vanilla script, had no ill effect.
Changed Sloads to melt into a large, bluish "Sload Puddle", with a similarly colored FX on death rather than the black/death themed FX.
Prevent Sloads from casting conjuration spells when they are at their summon limit of 5 already.
Changed size of relevant Sloads to match their aptitude/age.
Massively improved the FX timing on destruction of the ritual orb, and changed the rubble model in use.
Changed color of light on Sload Ritual orb to a red light, and improved the FX of the ritual site in general.
Added map of Tamriel in Talhik's room, repositioned the ledger
Removed second lantern on dining table in crew quarters.
Adjusted chest in Talhik's room
Added a few unique touches on the island, explore what's there!
Version 1.0
Initial release
Slain mercilessly, and their kingdom sunk, by the All Flags Navy in retaliation for The Thrassian Plague, Sloads were made to be nearly extinct. However, many remained, and their numbers have grown since The Second Era.
When Sloads gather, it is a sure sign that they have taken the initiative to perform something horrific. Sloads do not act idly, and only do so when they are certain they are on the path to their desire.
When a Redguard Corsair named Talhik spots a group of Sloads on an island near the Thrassian Archipelago, these thoughts stirred through his mind. What may come if they are left to their desires?
Assist Talhik with his concerns, and travel to the island near Thras to slay the Sloads!
Features
This mod features a relatively short quest, begun by speaking with Talhik Stellten, a Redguard Corsair, in Solitude after you are at least Level 10. It is recommended that you are at least Level 15 however.
He wears very unique equipment. Talhik will be at his ship near the Solitude Lighthouse in the mornings, to sleep and be with his crew, until 3PM. He will have a walk around Solitude, at which point he can often be found at The Winking Skeever from 6PM-12AM. Until you are Level 10, he will have no unique dialogue and will go about his schedule.
After hearing of what Talhik saw when you speak with him, you are given the choice to travel with him to the Island near Thras to slay the Sloads! You will sail to a new worldspace, where the quest continues from. Who knows what could unfold?
Talhik's ship is docked near the Solitude Lighthouse, with a smaller ship on the coast nearby to get onto the ship. Talhik and his crew all have fully laid-out schedules, and you may find Talhik speaking with certain patrons at The Winking Skeever regarding certain topics. The ship interiors and exterior fully supports their living situation and has been decorated/cluttered to the best of my ability. All worldspaces and interiors are fully navmeshed.
After completing the quest, you will find that Talhik and his crew set sail every few days, and they will arrive back in the same time interval.
Distant terrain/object LOD has been implemented in the new worldspace. Talhik's ship in Skyrim is a Full LOD model/neverfade, and will appear on the map and (This is currently not the case, update soon) in the distance while in Skyrim. Having said that Ihighly recommend you run DynDOLOD, along with other necessary tools for LOD generation, on your load order. The distant terrain will be at it's best with DynDOLOD in use.
This quest is not intended to be done with a follower, and they will not teleport with you automatically. However, quest stages that would have an issue with a follower being present have had failsafes implemented, so you should have no issue teleporting your follower(s) to you with another method and the quest should work as expected.
This functionality should be able to handle up top 10 followers, no more! Any more than that and there will likely be issues with certain scenes in the quest.
It should be noted that Talhik and his crew will be assisting you on this quest, you'll find that they provide plenty of support.
Disclaimer
This was originally made to act as a gateway for a New Lands mod based in the Thrassian Archipelago that I planned to create. Shortly after this mod's release, I joined the team developing Thras: The Coral Kingdom.
This mod will be updated extensively going forward. Keep an eye out!
It's also very important to mention that this is my first quest mod. I have quite a bit of experience modifying existing quests, however I have recently delved deeper into actually creating content. Having said that, I have thoroughly tested the mod, and I believe I have implemented everything with the best practices. Absolutely let me know if you find anything odd!
What I do not have much experience with is new worldspaces. I believe I have done everything correct, however I have much to learn regarding creating a cohesive worldspace. Definitely let me know if you spot anything odd, especially if you know what may be causing the issue!
Requirements
This mod requires that you have SKSE, powerofthree's Papyrus Extender, and, by extension, powerofthree's Tweaks. Certain scripts in this mod rely on PO3's Papyrus Extender, and will either crash the game or not work if the mod is not present!
Compatibility
I use and made this mod with my own load order in mind, which you can find here https://loadorderlibrary.com/lists/zediious-mod-list. Among the mods I use, below are the only mods I found that conflict with this mod. After each mod, I list the preferred way to "resolve" the conflict with load order changes.
If you find any other compatibility issues, please do let me know!
A patch plugin has been created, and is an option in the installation FOMOD. Place The Tale of Tsatampra Xiros and the above patch AFTER The Thrassian Scare
Navmesh conflicts exist in the area around Talhik's Ship. The patch carries over The Tale of Tsatampra Xiros' navmesh changes, and carries over this mod's location that was added to Talhik's ship cell.
This mod uses assets from the Rihad Swordsman Set and Crown Plate Set mods. Both this mod and the armor sets have our assets bundled in a BSA archive, further, the armor set(s) plugins are in ESL format, so they must always be at the top of the load order and cannot override this mod. As such, the HDT meshes in the original mods will be overwritten by this mod.
If you use Xtudo's Non-HDT patch for either mod, you can safely ignore this as those are the assets packaged with this mod.
Currently, here are the following sane solutions to this issue;
1) Download and install Xtudo's Fixes for the Rihad Swordsman Set, and/or Xtudo's Fixes for the Crown Plate Set and place them after The Thrassian Scare and the original armor mods in your asset load order. Xtudo's patches use loose files, and will overwrite this mod and the original armor sets properly. This is the easiest solution, and will allow characters in The Thrassian Scare to use the HDT meshes as well with no issue.
2) Extract the Rihad Swordsman/Crown Plate Set's BSA files to loose files using Bethesda Archive Extractor, and place the mods after "The Thrassian Scare", so that the original mod's now loose assets overwrite this mod's archived assets. This will allow characters in The Thrassian Scare to use the HDT meshes as well with no issue.
3) If you generate BodySlide output for the armor sets, those loose files will overwrite everything properly if placed at the end of your load order. This is generally how a modlist using CBBE/HIMBO or other body mods should handle this issue.
Credits
This mod utilizes many assets from others mods. Below are links to each of these mods, and an image of gathered permission if it was required.
Thank you so much for making awesome stuff, so that I can make cool stuff :)
It is also important to mention that ALL of the voice lines in this mod have been generated with xVASynth. Below the original voice actors are credited as well as noting that the lines were generated with xVASynth.
- Jon Curry and xVASynth for Talhik's voice lines and Corpulus' new voice lines - Pam Cholet and xVASynth for Sload voice lines - Keith Silverstein and xVASynth for Xander's new voice lines - Tim Blaney and xVASynth for Gulum-Ei's new voice lines.