Skyrim Special Edition

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The Sidrat - Beneath the Infinity Tree - A Skyrim Special Edition Module
========================================================

To install this module in your Skyrim Special Edition Steam installation, place the following files contained in this zip

TheSidrat - Textures.bsa
TheSidrat.bsa
TheSidrat.esp

into your Skyrim Special Edition Data folder, usually at

C:\Program Files\Steam\SteamApps\common\Skyrim Special Edition\Data

Start Skyrim Special Edition, and go to 'mods'. TheSidrat.esp should be in the list, and ticked. Make sure it's after any skyrim patches in your load order.

Overview
========

Runner up in two 'Best Skyrim mods' showcases!

The Sidrat is a player home with a difference, able to be relocated to just about anywhere in Skyrim and Solstheim. With additional floors, secrets and over 60 destinations to unlock, initially it's a three story dwemer style tower with crafting and viewing balconies, but a total of fourteen external models can be chosen from when unlocked. Internally there's living quarters, a console room with maps (of locations to discover, select and relocate to), a battling robots game room, an arcade, a garden with hidden vampire lair, the zero room, a display room, a library, a crafting area, a bathroom and the matrix (new worldspace to explore with archery target practice and horse trials). With seven secrets to unlock more features and powers. Contains a mini quest to find, and an unmarked quest to unlock locations and secrets. Countless additional hidden treats, eventually allowing you to set custom destinations in any location - even in other mods.

Infinity Tree (3 hour play through quest + radiant and misc quests) also includes all the Unleashed features as well as the 'Fall of the Dwemer' a Sidrat origins adventure - marooned on a dangerous and desolate world, the dragonborn will discover the fate and secrets of Sorvad, a Tonal Architect, his lost Dwemer expedition and experiments in Tonal Architecture (1-2 hours play through).

Please check the nexusmod page for FAQ with cheat codes and full feature description: https://www.nexusmods.com/skyrimspecialedition/mods/38420?tab=posts

New! Discord server... https://discord.gg/nFnUJB9W87

Details
=======

"The twin watch towers of Sidrathamz have looked over Eastmarch to Windhelm for centuries uncounted. Trouble is, today there seem to be three..."

Ever wanted a home you could move to some of the beautiful locations in Skyrim? Wondered what happened to the other Eye of Magnus, and just what the heck it was for? Never thought anyone could possibly make a nod to Doctor Who in Skyrim? Well - perhaps this is for you then!
The Infinity Tree - "Travel deep inside the Sidrat to previously unreachable areas, and discover a wealth of new locations and adventures"


Fall of the Dwemer - "History only records the most famous of the Tonal Architects - yet there were others. Travel to another world to discover one lost to time... Sorvad." Journey to Skyroh, and learn more about the legend of the Sidrat, and what became of its creators.

Quest activates after level 5 with a small quest to start to uncover the mystery - and 'Fall of the Dwemer' activates after the 25th flight of the Sidrat. 'The Infinity Tree' activates after 50 flights and unlocking Kayne Eine. The Sidrat must also be landed in Tamriel.

With the voice talents of...
Febrith Darkstar
dafydd99

Enjoy!

dafydd99

Updates (contains SPOILERS!)
============================
5.06
- updated the Diving Tower to add a launcher boost up to 12x
- added Free Fall Boots to Huel's inventory
- added RavenKing95's plaque descriptions to the museum
- improved fallback when SkyUILib is missing, but SKSE is in use

5.05
- fixed entry issue, where player does not move - only 'double loads' now when you have a companion
- fixed CTD when using the infinity pool
- added two cheat codes for the infinity tree

5.04
- added options to turn on objective markers for those who want a little extra help with the booze hunt
- fixed blacksmith vendor dialogue
- more work on golden lift attach ref issues
- hopefully fixed rare CTD from disabled water

5.03
- improved copy on some puzzle clues
- attached ref disappearing after game load fix
- fixed sneak launcher overboost

5.02
- improved LOD
- some lights for the Mechanical Mansion exterior
- repositioned some booze hunt drinks, and added clues
- updated numerals for a much faster initialisation

5.01
- added The Infinity Tree location, quests, NPCs
- Kayne Eine can now talk!
- added help system
- removed construction sign!
- users with SKSE and SkyUILib also get a much improved experience using the Custom Crystals

4.31
- added an 'under construction' sign to the matrix
- added museum plaques for each display section
- returned missing spotlights to the console room
- removed blackreach as a possible 'secret' location
- removed curator actor in the museum - how did he even get there?
- more potential bug fixes in games room

4.30
- added a few resting points for followers in the console room
- bug fixing and script improving when summoning the Sidrat in Open Cities
- bug fixed crash out in games room

4.29
- support for a separate fishing patch
- 'gift' menu for the curator
- crouch and tune destination crystal now summons the sidrat
- crouch and whistle/summon anywhere now presents a model selection dialogue
- internal flight count meter added
- destination crystal now chimes in water

4.28
- fishing and other AE features removed for compatibility with SE - will be added later in a patch

4.27
- added four fishing spots
- improved library, changed some roundels, doubled the number of shelves, added a scroll rack
- improvements to shelf stacking chest scripts
- minor copy changes

4.26
- added switch to link spit in living quarters
- modified eye of harmony animation for more consistent behaviour
- fixed three weapon racks in the museum
- changed the sidrat entrances to reflect door behaviour better
- changed the sidrat police box model to only open the right hand side door
- reduced volume and range of the windmill sails in the console room
- new beds allow use from either side
- updated the rugs!
- minor copy changes
- something else I can't remember

4.25
- fixed another incompatibility with The Dark and The Light

4.24
- fixed various incompatibilities with The Dark and The Light

4.23
- fixed short range harmonic magnet bug
- fixed Summon The Sidrat Anywhere Custom Crystal location positioning
- added a hidden swimming pool to the library, with awesome new door hum
- made the restroom seats open and close properly

4.22
- added quick route from vampire lair to living quarters
- removed conjruction spell book in living quarters - spoilers!!

4.21
- aligned numeral scripts to TDATL
- added sit/lie/meditate spots and improved garden a little
- hopefully fixed black splodges for xbox users and blue halos - let me know, guys!
- minor bug fixing
- further work on mechanical mansion and infinity tree, new cells, quests and characters - but still WIP

4.20
- fixed summon absorb bug
- improvements to console room maps
- ongoing optimisation of model area
- location of The Sidrat on the console rooms maps now shown with a green spotlight, moves during flight
- replaced some missing statics
- fix to storage portal spell when cast within inner hub

4.19
- optimisation of textures, BC7 compression, mipmapping
- bathing area/zero room/games rooms broken out into separate cells
- improvements to bathing area
- fixes to 'too close' when summoning the Sidrat
- some local map crash fixes
- numerous minor efficiency improvements

4.18
- additional fixes for broken saves

4.17
- replaced missing scripts from previous release
- some optimisation work on the models

4.16
- Fall of the Dwemer quest is now manually activated
- sorting chest/linked chest code has been optimised
- custom crystals can now be automatically placed at their correct world position on the maps (for skyrim and solstheim)
- added night time glow to the windows of the 'Police Box' model

4.15
- fix for if previous updates were done whilst using tree model

4.14
- a new hidden vampire lair, just off the main mushroom cave (entrance by the 'crack in the wall')
- fixes to bessie

4.13
- extensive new bathroom and spa
- tree model improvements, including tree house and a bird!
- diving tower now even more ridiculous, with two water launchers
- sidrat analyser
- new games arcade (opens after Fall of the Dwemer completed) includes a Whacka Dah-Lek Game
- improved exiting and horse placing
- more k9s, paintings
- clockwork castle and infinity tree progress (currently inaccessible)

4.12
- replaced missing summon the sidrat anywhere script!

4.11
- numerous script fixes and improvements - 'belts and braces' where possible
- added a few pictures around the Sidrat
- The Matrix now has a map, and work is progressing towards the mountain region and boat ride
- fixed problem with museum not placing items in the right position

4.10
- added six new custom destinations - can now even be set to locations in other mods!
- moved the display area to separate cell due to performance issues on some platforms
- added an ingot converter
- made fixes to model schematics issues
- added fountains and tiered planters to garden
- added a placeable Dah-Lek Model!

4.09
- added 'Summon The Sidrat Anywhere' spell - can also reposition your landing spots to your preferences
- added new destinations for Dawnstar, Dragon bridge to avoid mod conflicts
- added table layers
- added a centurion and a 'dah-lek' trophy!
- improvements to the keep weapons systems, sound effects on reload

4.08
- added Dwemer Tardis model

4.07
- improved the display room static item handling
- added weapon and armour storage barrels
- added roombounds to improve performance in the living quarters

4.06
- added The Curator
- updated display room - now 20 mannequins, 24 weapon racks, three chests, 6 display cabinets, bespoke area for unique items (Daedric artifacts, Claws, Dragon Priest masks, Elder Scrolls, Paragons, insect jars, Religious and unique amulets, and the books of Hermaeus Mora etc)

4.05
- improvements to the Keep model - reloadable and adjustable ballista
- improved entry to The Sidrat for all followers
- started adding some navcut versions of nifs to help actors walk around The Sidrat
- fixed 'left over furniture' when The Sidrat mod is uninstalled

4.04
- improved The Sidrat interior
- added deployable defensive centurions to the Keep model
- cleaner fade in/fade out on exiting The Sidrat

4.03
- three more models - Market Stall, Centurion and Keep
- much greater control over model components - can rotate at any angle now
- display cabinets now have weapon holders

4.02
- improved fade in/fade out
- fixed bessie insta death bug
- pushed through model fixes

4.01
- fixed living quarters ctd
- added chopping block near windmill
- minor improvements to some scripts
- minor modifications to Nordic Tower model
- added a few extra seconds to the crack in the wall puzzle for control pad users
- fixed archery contest respawn issues

4.0
- added new find Sidrat spell
- a total of ten external models
- smoother entry and exit
- improved storage portal spell

3.06
- fixed console room ctd bug due to suspected stack overflow
- added Diving Tower model
- improved entry and exit for followers

3.05
- minor fixes
- fixed crafting platform and penthouse exits on some models
- updated Petal Tower model

3.04
- minor fixes
- Sidrat map showing undiscovered location names
- hiding all destination crystals on update

3.03
- Multiple unlockable models through schematics - The Sidrat can now appear in 6 different forms
- Five new schematics to find in The Sidrat
- Improvements to Summon whistle to allow cycling through unlocked models
- Extended crafting room unlocked by 'crack in the wall' puzzle in mushroom cave
- Two new crafting tables
- Added staff enchanter and spider box thingie
- Opened mushroom cave water chutes
- Added a windmill to the matrix!
- updated one of the buttons on the console to fake 5x flights to trigger 'Fall of the Dwemer' quest earlier
- Overhaul of Sidrat transportation - now much faster

3.02
- extra hint for the chest code in Sorvadhamz
- couple more alternative locations for Winterhold

3.01
- can now blow up three dah-lek
- added blessing of the Dwemer
- aligned numeral scripts with the dark

3.00
- includes 'the fall of the Dwemer' adventure - two new cells and a worldscape
- added the mushroom cave which opens after completion of Fall of the Dwemer
- comfy beds option for those that aren't Dwemer
- selectable landing locations to minimise any clash with other mods
- numerals should cause fewer issues
- a whole host of minor enhancements and improvements over the original

2.02
- improved chests and linking
- added Sorting Chest
- added Storage Portal Gloves and Spell
- if you unlock all locations, then all secrets will automatically be unlocked
- improved interior
- added additional horse trial level
2.01
- added support for hearthfire multiple adoptions and followers
- added matrix - 'outside' area for children to play combined with a horse jumping trial and scored archery accuracy game
- enlarged storage room and dormitory
- added ten more locations
- fixed games room CTD
2.00
- significant overhaul
- added inner hub
- reading room, armory, kitchen, zero room, games room and garden

1.06
- made hunting down locations easier. Spell lasts twice as long, and the crystal chimes from further away
- improved the positions of some of the map crystals to better represent their locations in cities

1.05
- NB if you had an old version installed on your current save you MUST enter The Sidrat Living Quarters before dematerialisation to... er... reset the dimensional stablisers.
- fixed numeral initialisation
- improved dematerialisation smoothness
- rejigged ingredient stores

1.04
- Compatibility confirmed with several popular mods
- Improved linked crafting chest messages and item compatibility
- Improved and unified console room controls and The Sidrat Summoning Whistle, and improved departure and arrival messages to include the location

1.03
- Fixed Summon Sidrat Whistle Power

1.02
- Added transparent support for 'Open Cities' mod
- prevented leaving The Sidrat during dematerialisation - it's not a pretty sight

1.01
- Added secrets hint
- Fixed Alvard's Trove
- Improved navmesh - followers can join after first secret is unlocked
- Fix MapMarker to appear only after quest begins

1.00
- First release

Troubleshooting (contains SPOILERS!)
====================================

Has 'The Sidrat' been installed successfully?

You should see the message 'The Sidrat' installed. Quest triggers after the Dragonborn reaches level 5 appear at the top left when you load a save after installing the mod.

'The Sidrat' adds a small dwemer ruin at the top of the hill just south of Clearspring Tarn in The Rift. Beyond this it also adds two reference to each Sidrat destination. Locations have been chosen to have as little effect on the game as possible - but if anyone finds conflicts or issues with any quests do please let me know.

Note - there's no LOD for the Sidrat, so it will disappear at distance. This is due to the nature of a moveable tower!

Navmeshing has been done internally, but as navmesh cannot be moved or disabled, it's hard to link the outside for followers. That said it does usually work - if they haven't followed you out, you may find a simple fasttravel to the sidrat reminds them to join you.

Backwards compatibility
=======================

This is quite a considerable overhaul under the bonnet, so some issues may be discovered. As such it's recommended to start with a clean save.

Mod Compatibility
=================

MODS IN GENERAL

The Sidrat requires two items to be placed invisibly in each of its landing locations - these have been chosen to give the least disruption possible. If other mods haven't placed or modified anything significant there it should be compatible with almost any mod. It's impossible to check all the other mods, so there's always a chance that the destination location may interfer with them. I suggest you just give them a go! But happy to hear any feedback.

Additionally, from v3.0 it's possible to unlock multiple locations per destination. For example, all the player homesteads have three locations the Sidrat can land. Choose a crystal and it will be locked into that location. Once you've unlocked the summoning whistle, The Sidrat can be 'reprogrammed' at any time to arrive at one of the other locations for that destination by simply whistling for it near the new location.

OPEN CITIES

Compatible - and supported. You must put The Sidrat after it in load order for it to activate. On installation, if you get a message, "No changes needed for Open Cities" it means Open Cities has NOT been detected, so you should try changing the order. If you get the message, "Open Cities detected and supported" then it has been detected, and whilst Open Cities is in your load list, the city destinations will be redirected to the open city versions.

JK'S MODS

Compatible! No big problems here - If you land in Whiterun The Sidrat landing site is occupied by a new well, which fills the lobby! Whilst a little awkward this actually still works, as the internal lift activator can be seen around the edges. Otherwise just the occasional plant makes its way in.

BREEZEHOME, GREATER SKAAL VILLAGE, LEGEND OF THE DRAGONBORN, WINTERSUN

No known conflicts.