This page was last updated on 08 January 2025, 1:53PM
Changelogs
Version 2.3
- The ESP is now an ESLified ESP again.
- Added an option to use the old skill system instead of the skillsets like the Mage, Thief and Warrior. (check description for the correct console command.)
Version 2.2
- Added a line to the script so it should now correctly work with the Wabbajack Dice Roll mod.
Version 2.1
- Added option to replace Illusion effects on roll 3, with a "Lose Random Potion" effect.
Version 2.0
This update requires a NEW GAME. Updating from an existing save will not work properly.
- Fixed some dialogue when you lose all your septims.
- Customizable rules for the Blood Curse via console command. Different Magnitudes (Strong and Mild) and Durations (15/10/5).
- Added Soul and Spirit Curses to target Magicka and Stamina, like the Blood Curse does to Health.
- Enemy spawns will be frenzied, attacking everyone on sight.
- Added Werebears and werewolves as possible spawned creatures.
- Buffs/debuffs based on The Thief, Mage and Warrior. (so no longer a single skill, but multiple skills, based on these 3 archtypes)
- Calm effect lasts 1 minute (down from 5 minutes).
- An option to trigger all rolls manually, through console commands.
Version 1.1d
- (Hopefully) Fixed an issue which prevented using a bed while under the effects of the blood curse.
- Added a globalvariable to control the chance of a WABBAJACK! roll.
Version 1.1b
Main file: added a messagebox for Blood Curse. This will make it easier to adjust that, to make patches
New Optional Patch: Milder Blood Curse. Only lasts 5 minutes and reduces healing to 0. (no longer damages you.)
Version 1.1a
Fixed some descriptions that still had some outdated information.
Version 1.1
- Illusion effects -> added a global that can be used to disable Fear and Frenzy as possible effects. (so you can only be affected by Calm)
- Opening the wait and sleep menus is disabled when under the effects of the Blood Curse or Calm/Fear/Frenzy.
- Blood Curse will now also affect the Absorb Health spells and effects, as well as Vampiric Drain. (although effects added by Vampire mods like Better Vampires or Sacrosanct might need to be patched still.)
- Added a global to replace all messageboxes by notifications in the top left corner. (This can useful when you want to keep the description shorter and/or using a mod like Skyrim Souls.)
- Added globals to decide which system is used for losing/gaining gold: static (1-5000 gold), level scale (1-500*player level) or inventory scale (1-max gold in inventory)