Skyrim Special Edition

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Created by

Syncing - ported to SSE by Hilli1

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Hilli1

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About this mod

This mod adds the The Loners Sword to the game, originally made by Syncing. English, German and Spanish version available.

Permissions and credits
Changelogs


The Loner's Sword


First:

This is a port to Skyrim Special Edition based on the work of Syncing with permission from the original author.

Original Mod: The Loners Sword


Note:
I don't accept any kind of donations.  Furthermore I will not take part on the mod authors donation system in any way. Any earned donation points for all
my ported mods go to the original mod authors to 100 percent.
When you feel you should donate, please give some money to the animal shelter next to you.
Of course you can donate the original-author when you find a donate-button on the original page. Let modding be free. Forever.


Description:


This mods adds the Loners Sword to the game. The sword is one handed and it is a unique weapon. The sword can be crafted  and tempered. Crafting is different depending on the mod version. The weapon is standalone. No other items will be overwritten. The meshes are optimized with Nif-Optimizer. Textures are in 2K.  English, German and Spanish versions are available. The ESP is cleaned, hand-polished and checked for errors in TES5Edit. The mod comes with a FOMOD installer in two versions:

Original Version:

The sword is unique and can only be found in Stillborn Cave north-east on the world map. Its placed on a throne inside the cave. Getting there might proove a bit difficult but its worth it since the sword is strong. If you cannot find the sword on the throne loot the Falmer around the throne, sometimes one of them picks it up. The sword can be crafted into a two-handed sword, provided that you have the Ebony Smithing-Skill and you need the Loner's Sword one-handed as an ingredient. As of version 2.0 a third variant of the sword is available: The Loner's Longsword. It is one-handed but a 5 percent bigger than the original sword. You can craft it the other way around, too. The swords are stronger than Daedric weapons, but cost a lot more to improve. No Bashed Patch needed.

Crafting-Only-Version: 
The items are obtainable via crafting only. No world edits were made. I added a receipe for all three variants of the sword without the need to have the sword as an ingredident. This way you can have all swords at the same time. The swords are stronger than Daedric weapons, but cost a lot more to improve.

Statistics

Spoiler:  
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Loner's Sword - Sword - value = 4500, Weight = 14, Damage = 15, Reach = 1.0, Speed = 1.0
Loner's Longword - Sword - value = 4500, Weight = 14, Damage = 15, Reach = 1.1, Speed = 1.0
Loner's Greatsword - Greatsword - value = 5000, Weight = 20, Damage = 25, Reach = 1.3, Speed = 0.8


How to craft ?

A forge can be used to create a weapon. To craft a weapon you need to know the correct crafting perk and you need to have the needed materials in your inventory (details see spoiler below). In addition there is crafting books for every weapon. Keep the book in your inventory when you want to craft the weapon. Otherwise the item will not show up at the forge. A sharpening wheel can be used to improve the weapon twice as much. Crafting books are not needed for tempering.

Crafting books:
Spoiler:  
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Since it took ages to scroll through the crafting menu because of all the mods I installed, I was thinking about a solution to clean up the crafting menu. The solution is an additional crafting book for every weapon which you need to have in your inventory when you want to craft the specific item. Simply remove the books from your inventory and nothing will show up in your crafting menu. This way you can easily declutter your crafting menu. All crafting books will automatically added into your inventory when you run this mod for the first time. This happens with a little quest (without any additional scrips) which runs only once. I did my best to create pleasing crafting books. Every book contains useful information to craft the item. I plan to add this feature bit by bit to all my existing mods.

Why did I add the books direktly to the player's inventory? Well, what are the alternatives?
- Adding them directly to the inventory of merchants for selling. Possible, but it is not a good modders practice and would cause incompatibilities. Every mod which
  alters merchant's inventory would be incompatible.
- Adding them to merchant's levelled lists for selling. Possible, but I don't know a possibility that items always appear in the merchants inventory this way. That's why
  this possibility is out of question.
- Adding them to the world so that you have to search them. Possible and most immersive but it would cause incompatibilities with every mod which alters the place
  where the specific book is located. Compatibility patches will be needed for all those mods.

I want my mods as compatible as possible. So I decided to add the books directly to the players inventory. It is the best way in my opinion and causes no problems. You can always remove the books from your inventory and store them somewhere.

Recipes:
Spoiler:  
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You need to have the crafting book in your inventory when you want to craft an item.

Original Version:
Loner's Sword - (2x) Steel Ingot, (1x) Ebony Ingot, (2x) Leather Stripes, (1x) Loner's Longsword or Loner's Greatsword - Perk: Ebony Smithing
Loner's Longsword - (2x) Steel Ingot, (1x) Ebony Ingot, (2x) Leather Stripes,  (1x) Loner's Sword or Loner's Greatsword - Perk: Ebony Smithing
Loner's Greatsword - (2x) Steel Ingot, (1x) Ebony Ingot, (2x) Leather Stripes,  (1x) Loner's Sword or Loner's Longsword - Perk: Ebony Smithing


Smithing-Only-Version:
Loner's Sword - (6x) Steel Ingot, (4x) Ebony Ingot, (4x) Leather Stripes - Perk: Ebony Smithing
Loner's Longsword - (7x) Steel Ingot, (5x) Ebony Ingot, (4x) Leather Stripes - Perk: Ebony Smithing
Loner's Greatsword - (8x) Steel Ingot, (6x) Ebony Ingot, (4x) Leather Stripes - Perk: Ebony Smithing


Item ID's:

You can use the mod AddItemMenu - Ultimate Mod Explorer to obtain the weapons. In case you want to add the items via console use the following item ID's:
Spoiler:  
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Note: You must replace the "XX" with your specific mod index.
Loner's Sword - XX000D62
Loner's Longsword - XX00156A
Loner's Greatsword -
XX001002


How to install ?

Use a mod manager of your choice (recommended):

Mod Organizer 2, Nexus Mod Manager, Vortex:

Install as usual. Run the FOMOD-installer and choose your options.

Wrye Bash:
WB does not support FOMOD-installers. As a WB user you probably know how to handle FOMOD's. One possibility is to use MO2 or NMM to pick your poison and repack the result as 7zip-file. After that you can install the new created archive in WB.

Manual installation (not recommended):

Unpack the archive somewhere and choose one of the 2 core foldersand one of the 6 ESP's. Then put the content of the choosen folders in your data-folder.



Requirements:


Skyrim Special Edition. USSEP technically not needed but highly recommended.


Compatibility

Spoiler:  
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Complete Crafting Overhaul Remade - Fully compatible. CCO globals were added to every recipe.

Dual Sheath Redux and Ecotone Dual Sheath - Fully compatible. I created and added DSR meshes for the one-handed weapons. Note: The patcher from Ecotone Dual Sheath doesn't work with BSA files. The models have to be loose or it can't find them.

Guard Dialogue Overhaul - Fully compatible. Spike keywords were added.

Weapons Armor Clothing and Clutter Fixes - Compatible. Crafting recipes and stats may be a bit inconsistent. I could make them more constistent but I did not want to differ too much from the original mods. You can easily adjust the item stats using SSEEdit by yourself.


Known Issues:


None so far


Mods used in pictures:


Spoiler:  
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Armors:
Crimson Twilight Armor

Character:
The character preset is taken from Shiva's Beautiful Presets.


Location:
Screenshots were taken using the mod The DollHouse Photo Studio.

Poses:
Pose mods used: Halo Poser SE, Wulf Pose SE, Nise's Poser SE. Google them.



FAQ:

Spoiler:  
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Q: Does this mod work with Skyrim VR ?
A: Usually this kind of mod should work, but I don't know it for sure. I don't own VR equipment and cannot test it. You have to find it out by yourself.

Q: Is the mod compatible with ... ?
A: The mod adds new items only. The original version alters the Stillborn Cave. In case you installed the original version there is a conflict possible when a second mod
    alters the place where the sword is located.
The smithing-only-version is technically compatible with everything.
However inconsistencies with other mods may
    appear. Some notes for specific mods you can find in the compatibility section of this page.


Q: Is this weapon added to leveled lists?
A: You can choose an option where you can find the sword in the
Stillborn Cave, but the sword is not added to Levelled lists. So no Bashed Patch is needed.

Q: Does this mod use scripts?
A: No.

Q: Can I savely merge the mod with others?
A: Yes. If you want to merge this mod, please use the loose-files version. Alternatively you have to unpack the bsa-files by yourself.

Q: Can you port the mod for XB1 ?
A: No. I don't use XB1.

Q: Can you provide ESL files ?
A
: I considered it, but no.

Q: Why ?
A
: Several reasons.
ESL files require to change the form ID's. That means ESP and ESL versions are not compatible, meaning any future changes would have to be done
    twice. Switching between a ESP and a ESL in a save game is not possible. Both files are different mods in the end. When updating a ESL version and converting it to
    ESL again, the form ID's will have changed again. All this tends to result in issues. I really don't need complaints like "My sword is gone. Help!". Beyond that I detected
    that Wrye Bash currently ignores ESL files when building the bashed patch. That's why ESL's are not useable for files that alter levelled lists. When you have too little
    free ESP slots I recommend to merge ESP's. Especially weapon and armor mods are suitable to merge. So Istrongly suggest to learn how to use Merge Plugins.

Q: Can you backport this mod to Oldrim ?
A
: Seriously? When you are still on Oldrim use the original mods. But why still using Oldrim? Switch to SSE. It's time. Really. I mean it.

Q: I found a bug.
A: Oh damn! Please report it in the bugs section of this page. Try to describe the issue as accurate as possible and mention the version you use.
    I will try to fix as soon as possible.


Q: Are the weapons lore-friendly ?
A: Yes.

Q: Can you add ... ? / Can you change ... ?
A: Maybe. Feel free to ask.

Q: I don't like these weapons.
A: I don't need any complaints how you don't like the mod. Simply move on and use a mod you like.


Credits:

Credits and special thanks to
Syncing for The Loners Sword

Celiand for the spanish translation

and (of course):
Bethesda for one of the best games ever
ousnius for SSE Nif Optimizer


Other tools used: CreationKit 2.0, SSEEdit 3.2.1, NifSkope 2.0.0, Gimp 2.10, MergePlugins 2.3.1, ESP-ESM Translator 3.50, 7-zip


Thank You

Thank you for checking out the mod. I did my best to provide a good mod for YOU.

Please come back and endorse when you like the mod. Thank you.


You have read until here? Really? I am impressed. Congratulations. You are probably the only one in a hundred. But now it's time to play ... Have fun !