Skyrim Special Edition

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THE ELDER SCROLLS V: SKYRIM
WYRMSTOOTH
Version 1.20.1


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Index:
1. Description
2. Manual Installation
3. NX Installation
4. Manual Upgrade
5. Change List
6. F.A.Q.
7. Troubleshooting
8. Compatibility
9. Credits
10. Uninstallation
11. Permissions


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1. Description

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The East Empire Company commissions the Dragonborn to slay a dragon that is interrupting trade
routes throughout Skyrim. But is the dragon stirring up trouble with a particular reason and
what sinister motive does it have for its actions?

Wyrmstooth adds a new quest that takes the Dragonborn to the island of Wyrmstooth situated north
of Solitude across the Sea of Ghosts. Battle across new landscapes and through new dungeons in
this expansion-sized mod. The task may seem simple enough: slay a dragon that's stirring up trouble.
But things never quite go that easily...

Key Features:

* A New Land to Explore: Travel north across the Sea of Ghosts to the island of Wyrmstooth in
pursuit of a dragon. Delve into one of the largest dungeons in Tamriel with a cadre of mercenaries
at your disposal.

* Your Home is Your Castle: Purchase an abandoned imperial fort from Lurius Liore, make it your own,
hire new staff, and defend it from unwanted visitors.

* New Weapons, Shields, Spells, and a new Shout: Treasures sequestered across the island reward those
with a keen sense of exploration...and a keener ability to fend off danger lurking in the depths of
the many dungeons found across the island.


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2. Manual Installation

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1. Unzip the contents of wyrmstooth.zip to your Skyrim data folder. Below is a list
of the default Skyrim installation locations:

C:\Program Files\Steam\steamapps\common\skyrim\data

or for 64-bit Windows:

C:\Program Files (x86)\Steam\steamapps\common\skyrim\data

2. Confirm you have the following files in your Skyrim data folder:

Wyrmstooth.esp
Wyrmstooth.bsa
Video\WT_Title.bik

3. Run the Skyrim Launcher and make sure Wyrmstooth.esp is loaded after the official DLC and
unofficial patches.

4. Start the game.

5. To begin the quest, wait for Theodyn Bienne to find you or speak to Lurius Liore at the
Bannered Mare in Whiterun once you meet quest starting requirements.


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3. NX Installation

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Many thanks to folz42 for the following instructions:

1. Unzip the contents of wyrmstooth.zip to your Skyrim data folder. Below is a list
of the default Skyrim mod installation locations:

Unpatched Unit
SDMC:/atmosphere/contents/01000A10041EA000/romfs/Data

SXOS Unit
SDMC:/atmosphere/titles/01000A10041EA000/romfs/Data

2. Confirm you have the following files in your Skyrim data folder:

Wyrmstooth.esp
Wyrmstooth.bsa
Wyrmstooth - Animations.bsa
Wyrmstooth - Meshes.bsa
Wyrmstooth - Voices.bsa
Wyrmstooth - Textures.bsa

If you are not using SkyrimPluginsPatch get it here:
https://github.com/Lord-Akkrand/Skyrim-NX-Toolkit/wiki/5:-Bypassing-Plugin-Limit-and-Installing-Mods

3. Open your Plugins file located in SDMC:/atmosphere/contents/01000A10041EA000/romfs/ with
Notepad++ and add Wyrmstooth.esp and make sure it is listed '*' after unofficial patches(USSEP).

At this point I recommend renaming the .bsa's located in the Data folder.

Wyrmstooth.bsa into WT.bsa
Wyrmstooth - Animations.bsa into WT - A.bsa
Wyrmstooth - Meshes.bsa into WT - M.bsa
Wyrmstooth - Voices.bsa into WT - V.bsa
Wyrmstooth - Textures.bsa into WT - T.bsa

Note: Each line in both Skyrim.ini files cannot exceed 1024 characters in length or the game won't
launch.

For each .bsa listed you add a comma and space to list another. Do not add a comma when youve listed
your last .bsa. Keep a text or note of what you rename or risk becoming trapped in acronym purgatory.

4. Open your Skyrim.ini file located in
SDMC:/atmosphere/contents/01000A10041EA000/romfs/
and edit the following lines to list your corresponding .bsa's:

sArchiveToLoadInMemoryList:(Animations.bsa's are listed here.)
sResourceArchiveList:(base.bsa's, Animations.bsa's(again), Meshes.bsa's are listed here.)
sResouceArchiveList2:(Voices.bsa's, Textures.bsa's are listed here.)

Example:
sArchiveToLoadInMemoryList=Skyrim - Animations.bsa, WT - A.bsa
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa, Skyrim - Hyrule.bsa, Skyrim - Patch.bsa, WT.bsa, WT - A.bsa, WT - M.bsa
sResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Voices_en1.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, WT - V.bsa, WT - T.bsa

5. Open your Skyrim_en.ini (or you games assigned default language) file located in
SDMC:/atmosphere/contents/01000A10041EA000/romfs/
and edit the following line:

sResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Voices_en1.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, WT - V.bsa, WT - T.bsa

6. Start the game.

7. To begin the quest, wait for Theodyn Bienne to find you or speak to Lurius Liore at the
Bannered Mare in Whiterun once you meet quest starting requirements.


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4. Manual Upgrade

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* * * IMPORTANT! * * *
If you currently have an older version of Wyrmstooth installed, it's recommended you either
finish the quest 'Barrow of the Wyrm' first before upgrading or start a new game due to the
numerous quest changes included in this update.
* * * IMPORTANT! * * *

1. Backup the existing Wyrmstooth.esp and Wyrmstooth.bsa files in your Skyrim data folder.

C:\Program Files\Steam\steamapps\common\skyrim\data

or for 64-bit Windows:

C:\Program Files (x86)\Steam\steamapps\common\skyrim\data

2. Extract the new Wyrmstooth.esp and Wyrmstooth.bsa file to your Skyrim data folder and
replace the existing files.

3. Backup your current save(s). They should be stored in the following location:

C:\Users\\Documents\My Games\Skyrim\Saves

4. Start the game.


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5. Change List

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1.00 - Initial Release on Skyrim Nexus

1.01 - Added an SEQ file to fix dialog bug. No longer need to save and reload a save for
dialog to function properly.

1.02 - Removed an errant script on the dwemer elevator in the dragon's den that prevented
it from being used.

1.03 - Numerous object placement and lighting tweaks.
- Fixed the roombound issue in the Hall Of The Dead.
- Fixed an issue preventing the use of crafting benches after controlling the draugr.
- Added voice acting for Lurius Liore.
- Added a jail interior to barracks.
- Added an imperial camp to imperial landing area.
- Fixed door to The Hermit Inn not appearing once the questline is complete.
- Goreduster now resurrects more powerful NPCs.
- Added a new world map for Wyrmstooth with new map markers.

1.04 - Added new NPC specific armors and clothes.
- Fixed a problem that caused idle lines to override quest specific dialog.
- More object placement and lighting tweaks.
- Added the new location Cragwater Camp to the island.
- Redesigned the Wyrmstooth mine interior.
- SEQ file is now loaded from the BSA and not from a loose file.
- Added voice acting for Alberthor.
- Mercenaries now stay away from the player while Alberthor is casting the spell.
- NPCs no longer loiter at The Hermit inn indefinately.
- Athir, Daenlit and Shargam can now be hired after defeating Vulthurkrah.

1.05 - Added voice acting for Vulthurkrah and Theodyn.
- Added three new respawnable dwemer dungeons to Dimfrost.
- Fixed Dimfrost location and encounter information.
- Fixed more object placement problems.
- Various tweaks to quest scripting.
- Farm animals are now replaced once the town begins to rebuild.
- Daenlit is back to being a Wood Elf.
- Tweaked facegen data for the mercenaries.

1.06 - Added a new forest zone to the island.
- Added a new swamp zone to the island.
- Added a new glacier zone to the island.
- Added quest stage journal descriptions.
- Expanded the Wyrmstooth Mining Settlement.
- Added a new fort 'Fort Moonwatch' to the island.
- Added a new upgradeable player home 'Fort Valus' to the island.
- Fixed an issue that caused Vulthurkrah to return to Ancient's Ascent.
- Fixed more object placement problems.
- Fixed a potential crash at the Solitude docks caused by invalid navmesh.
- Fixed various other navmesh problems on Wyrmstooth.
- Fixed an issue that prevented Shargam from being recruited.
- Split Wyrmstooth Barrow into three separate interiors to resolve a memory issue.
- Fixed an issue that led to a trespass warning on the Red Wave.
- Fixed Dimfrost LOD land textures. Ground LOD was purple due to missing textures.
- Fixed Wyrmstooth object LOD textures. Some objects had incorrect an LOD texture.
- Fixed an issue that prevented Lurius from speaking after arriving at Wyrmstooth.
- Fixed an issue that prevented Vulthurkrah from exiting his den properly.
- Fixed various AI scheduling issues.
- The Dragonborn is now added to the East Empire faction before recruiting.
- Fixed an issue preventing Vulthurkrah from using shouts.
- Initial release on Steam.
- Added Fort Valus staff to unique faction to prevent possible conflicts.
- Fixed an issue that prevented Vulthurkrah from attacking during the final battle.

1.07 - Ambient music now plays correctly on Wyrmstooth.
- Added new music tracks for Wyrmstooth, Dimfrost and Wyrmstooth Barrow.
- Added a new side-quest 'Someone with Backbone'.
- Added a new side-quest 'A Howl Load of Trouble'.
- Added a new side-quest 'Retrieving Embersunder'.
- Added a new side-quest 'Robbed Blind'.
- Added a new side-quest 'Unwanted Guests'.
- Added a new side-quest 'Wrap Me Up'.
- Added a new side-quest 'Repaying a Debt'.
- Fixed an issue that caused the guards at Fort Valus to become hostile.
- No longer need to be bloodkin to recruit Shargam.
- Inserting goreduster into the slot now properly updates the journal.
- Additional quest markers for 'Barrow of the Wyrm'.
- Expanded Alberthor's role in 'Barrow of the Wyrm'.
- Added new shout 'Fiik Lo Sah' (Phantom Form) and 3 new word wall locations.
- Removed 'Boss' and 'Container' references to prevent radiant story assignment.
- Fixed a problem that allowed players to start the quest below level 10.
- Athir, Daenlit, Shargam and Elmera now have unique voice acting.
- Idle dialogue is now correctly configured.
- Reworked the Dimfrost worldspace.
- Added new Wyrmstone and Brimstone mineables.
- LOD resolution performance tweaks.
- Added map markers for travelling between Skyrim and Wyrmstooth.
- Fixed a camera issue when loading a save taken while controlling the draugr.
- Added update.esm dependency.
- Complete redesign of Fort Valus.
- Alberthor now ignores hostiles while casting the control spell.
- Tweaked occlusion around Wyrmstooth.
- Fixed a rare crash in Castle Dour Jail.
- Fixed a rare crash at Ancient's Ascent.
- Renamed script files with WT_ prefix to prevent clashes with other mods.
- Deleted redundant script files.
- Mod cleaned with TES5Edit.
- Added custom cloud layer to world map and tweaked camera positioning.
- The mercenaries now ignore all friendly fire from the player.
- Added playable instruments.
- Added new beverages.
- Added new harvestables.

1.08 - Fixed a navmesh problem near Cragwater Camp.
- Removed unused script references from Vulthurkrah and Thelma.
- Fixed issue with missing script file for playable instruments.
- Fixed several other papyrus errors related to errant script linkages.
- Added dialogue to skip mercenary recruitment stage.
- Gave Lurius several new lines of conversation dialogue.
- Fixed possible AI conflicts with Lurius when arriving at Wyrmstooth.
- No longer need to sleep on Red Wave to travel to Wyrmstooth.
- Fast travel map markers are now enabled upon arrival at Wyrmstooth.
- Fixed a problem with the water level activator in the Luminatory.
- Added a variety of new spells.
- Reduced audio distortion on Elmera and Shargam's voice acting.
- Fixed an issue preventing follower dismiss dialogue from appearing.
- Added random encounters around the island.
- Added a new camp 'Wanderers Camp' to the island.
- Added a new camp 'Chillbone Camp' to the island.
- Added a new camp 'Stormcloak Camp' to the island.
- Added several new roads around the island.
- Added more new harvestables.
- Reworked the glacier zone.
- Reading 'History of Wyrmstooth' now triggers Vulom's sidequest.
- Added a new dungeon 'Krakevisa Midden' to the island.
- Added a new dungeon 'Bloodfrost Burrow' to the island.
- Added a new grove 'Gronndal Grove' to the island.
- Added a new cave 'Blind Robbers Bluff' to the island.
- Added a new side-quest 'Blind Robbers Cache'.
- Added a new side-quest 'A Priceless Commodity'.
- Added more music and follower comment triggers.
- Fixed named reference that might've caused a crash in Luminatory.
- Polycount optimization in Luminatory to improve load times.
- Silver weapons can now be crafted and improved at a forge.
- Added nirnroot around the island.
- Added dragon events around the island.
- Removed duplicate and unnecessary references to improve performance.
- Solved bug associated with reading music files from archives.
- Custom music has been added back into Wyrmstooth.
- Added 4 new miscellaneous objective quests.

1.09 - Fixed issue preventing new cure spells from appearing in spell list.
- Fixed erroneous script properties on playable lutes.
- Added a new dungeon 'Hermans Hold' to the island.
- Fixed issue with an unlootable steam centurion in the Luminatory.
- Removed cell ownership in Hall of the Dead to fix coffin labels.
- Removed silver weapon smithing and tempering that were added in 1.8.
- Removed unused effects.
- Fixed the scripting on and the contents of Fjeimir's Note.
- Fixed issue with a chair not upgrading properly in Fort Valus.
- Some more performance tweaking in the Luminatory.

1.10 - Wyrmstooth.esp is now a master file.

1.11 - Fixed Lurius Liore's say once dialogue bug.
- Adjusted alchemy ingredient weightings.
- The Fort Valus cook, blacksmith and gardener now trade.
- Wyrmstooth music now plays inside Fort Valus, not dungeon music.
- Removed some ambient dungeon sounds from Fort Valus.
- Lorumend and Gundlof should now perform as bards.
- More locations are subject to random dragon attacks.
- Wyrmstooth.ini removed from package (Nexusmods/Moddb Only).
- The Fort Valus Common House interiors are no longer joined.
- Removed the prison rotunda from the Fort Valus barracks.
- Removed the unnecessary dwemer section from Frostvein mine.
- Implemented a prison system on Wyrmstooth.
- Removed errant door transition from the Mining Settlement.
- Some locations around Wyrmstooth are now clearable.
- Radiant quests can now be assigned to Wyrmstooth locations.
- Fixed errant location information on some cells.
- Most houses around Wyrmstooth now have shadowmarks.
- Added ambush behaviour to the dragons in the steampools.
- Reduced Imperials involved in final battle to improve performance.
- Wyrmstooth Barrow now has a named boss.
- Fixed Lurius and Theodyn sometimes not appearing in Bannered Mare.
- Reduced mob size in the Refectory to prevent possible crash.
- Followers may now be able to follow you into Dimfrost.
- Reworked some areas of Wyrmstooth Barrow, especially the refectory.
- Saeglopur farm is no longer totally abandoned per se...
- Hid a few treasure chests around the island.
- Added more follower comment triggers around the island.
- The miners at Gronndal Grove are now hostile to the dragons.
- Named unnamed relationships, deleted unused relationships.
- Fixed a few more navmesh and door portal issues.

1.12 - Door to Luminatory water elevator no longer slightly askew.
- Set minimum level for Wyrmstooth encounter zones to 10.
- Reduced Nighthunter's Locket value to make it easier to pickpocket.
- The Severed Leg can now be improved with Human Flesh.
- Added a second elevator to Dimfrost.
- Faelor should now be able to enter buildings.
- Fixed spell absorption on Wyrmstooth's new conjuration spells.
- Reworked some portions of the Dimfrost sub dungeons.
- Goreduster can no longer be sold or dropped.

1.13 - Fixed issue with Vulthurkrah's raise dead scene not triggering.
- Bloodfrost Burrow's boss vampire no longer enabled by default.
- Added additional enable trigger for Wyrmstooth map marker.
- Fixed script-related issue with a dead horse at the settlement.
- Fixed issue with legion carts not moving during final scene.
- Fixed issue with dragon aggression during final battle.
- Fixed issue with town not rebuilding after Barrow of the Wyrm.
- Added a thieves guild fence to The Hermit Inn.
- Added a Dark Brotherhood Sanctuary player home.
- Fixed issue that could prevent the mercenaries from appearing.
- Reclaiming The Past starts if you enter any building at Fort Valus.
- Added new random events for the Wyrmstooth worldspace.
- Vampires no longer receive sun damage in Dimfrost.
- Arvak can now be summoned on Wyrmstooth and in Dimfrost.
- Residents now properly lock and unlock their doors.
- Sigur now walks to the correct bed when renting a room.
- Bulak now trades potions and ingredients.
- Fixed issue with spriggan matriarch not becoming hostile.
- Removed unused location: Cutpurse Crevasse.

1.14 - Fixed issue with random encounters returning NPCs to holding cell.
- Fixed issue that may prevent random encounter NPCs from travelling.
- Fixed issue with ship at docks disappearing.
- Fixed issue with new elevator shaft to/from dimfrost disappearing.
- Added a few new points of interest around the island.
- Added more conjure draugr spell tomes inside Wyrmstooth Barrow.
- Wyrmstooth now has (miserable) climate and weather most days.
- Added Crimson Nirnroot to Dimfrost.
- Fixed random event crowding.
- The mercenaries now sandbox-follow during Barrow of the Wyrm.
- Increased wordwall word pickup distance.
- Added sporadic lightning to the northern marsh.
- Lurius Liore is now excluded from bard audiences.
- Lava now does a heck of a lot more damage.
- Vulthurkrah now uses his own storm call instead of Alduins.
- Replaced generic Bandits with Marauders.
- The draugr could be killed by accident before Alberthor's spell.
- Fixed issue that prevented soldiers exiting the imperial carts.
- Vulthurkrah now resurrects the imperials that die in battle.
- Elmera no longer follows so closely during final battle.
- Added more new spells. Check Krakevisa for new spell tomes.
- The Marauder boss at Cragwater is no longer enabled by default.
- The draugr can now strike and kill things while controlled.
- Set up regions around the island.
- Added relationships to help mercenaries ignore friendly fire.
- Added Theodyn to random events to help him find you.

Big thanks to Arthmoor for the following:

- Fixed a bunch of papyrus spam due to bad trigger config.
- Fixed issue preventing weapon retrieval from plaques and racks.
- Fixed missing quest link on word walls.

And Sheson for the following:

- Fixed problem with wrong texture used on Emperor Parasol LOD.

1.15 - Fixed a couple map marker typos.
- Added lock lists to Fort Valus to support NPC schedules.
- Cure Poison is now an Adept level spell (as requested).
- Cure Disease is now an Expert level spell (as requested).
- Fixed Cure Poison and Cure Disease casting effects.
- Added Artisanix's Paintings and Frames resource.
- Added Blary's Ingredients Wall Art resource.
- Added new regional ambient sounds.
- Added a bunch of new custom modeled clutter assets.
- Added voice acting for many mining settlement NPCs.
- Fixed collision mesh on the Emperor Parasol mushrooms.
- Reworked the distribution of the Elf Cup harvestable.
- Did a bit more performance tweaking around the island.
- Fixed issue with door marker to The Hermit not on navmesh.
- Improved UVs on Emperor Parasol mushroom.
- Helmets worn by Marauders no longer labeled Helm of Yngol.
- Added more fire emitters to the mining settlement.
- Leone was incorrectly named Vontus. She wasn't happy.
- Added a few new dwemer convectors across Wyrmstooth.
- Added a new merchant with a large amount of gold to trade.
- Dead named NPCs now properly moved to the Hall of the Dead.
- Dead named NPCs will now be cleaned up properly.
- Added debug door to holder cell in case scripted moves fail.
- Lurius & co getting hit repeatedly no longer results in crash.

Important:

- Lurius & co now in the DunPlayerAllyFaction instead of the
Player faction. This *may* fix issues caused by other mods
preventing Player faction members from speaking or that
make members of the Player faction hostile to each other.

1.16 - Bog Beacon ingredient renamed to Bog Beacon Asco Cap.
- Fort Valus staff are now marked as protected.
- Fixed inventory art for Cure Disease/Poison spell tomes.
- The 'floating' door at the imperial camp has been deleted.
- Slightly increased mercenary follow distance.
- Made the draugr overlords tougher.
- The new bird sounds should now have more volume variation.
- Phantom Form subtitle 'Lo...Sah' changed to 'Lo ... Sah'.
- The wall safe in the Fort Valus muster is now accessible.
- Fort Valus guards should now be more inclined to help player.
- Recompiled Ynglod Ironbender's barter script.
- Fixed unlinked weapon rack activators in Fort Valus.
- Added Lock List to Holder Cell to better track Lurius & co.
- Added a couple new triggered events around the island.
- Trespass dialogue has been fixed.
- Shouting at the 'sun' in Dimfrost now triggers enemies.
- Added a few Ayleid ruins around the island.
- Added a certain ingredient with its associated recipe. ;)
- Added something kinda creepy to Herman's Hideout...
- Added a unique sunrise/sunset weather.

1.17 - Removed Boiled Manure recipe. Way too much immersion.
- Added Autosave points at key parts of the quest.
- Made a few cosmetic changes to the temperate region of the island.
- Made a few changes to the weather effects and lighting on the island.
- Added more unmarked points of interest around the island.
- Added a few transforming werewolves.
- Chillwater River now flows in the right direction.
- The northern swamp now uses proper marsh water.
- Added more harvestables around the island.
- Added underwater details around the coast.
- Reworked the design of a few locations.
- Rescue quests should no longer be assigned to Wyrmstooth locations.
- Added a second note to start the Blind Robber's Cache side quest.
- Added a fast travel marker for Dimfrost (enabled on initial entry).
- Properly aligned the Dimfrost worldspace with the rest of the island.
- If another mod deletes XMarker 0008F648, the mercenaries will now try
to wait for you in The Deadman's Drink in Falkreath.
- If Lurius and Theodyn can't get to the Bannered Mare they will now
try to wait outside in Whiterun market.
- Erroneous death items removed from NPCs.
- NPCS now use a unique voicetype to help solve the silent NPC problem.
- Cleared unused actor base selections and regenerated Facegen data.
- Widened hallways where possible in Wyrmstooth Barrow.
- The mercenaries will stop following the player if the player leaves
the island before finishing the Barrow of the Wyrm quest.
- Added more traps to the dungeon and made them do a bit more damage.
- Fixed noticeable shadow banding on some shadow casting lights.
- Fixed misaligned roombound in Wyrmstooth Barrow crypt.
- Fallen Adventurers are now more varied in class and equipment.
- Proper persistence locations added to Wyrmstooth NPCs.
- Boss reference type removed from NPCs in non-clearable locations.
- Twinpeak Tower is now a clearable location.
- Dunyick now forcegreets the player when the player is nearby.
- A scene between the mercenaries about the shaft in the crypt now
triggers correctly again after talking to Alberthor about it.
- Fixed a problem where sometimes Suleyk would be weaponless.
- Suleyk's mask is now a playable item with a unique effect. If a
draugr is already aggro when you put it on just sheathe your sword.
- The guards at the mining settlement should now respawn if killed.
- Relocated the orcs from the mining settlement to improve fps.
- The Imperial Mining Settlement has been renamed 'Stonehollow'.
- The new location sound no longer plays when entering houses.
- Added a new orc stronghold 'Kazmalgur' to the island.
- Removed the playable instruments feature.
- Added a few new weapons and shields.
- Tweaked Vulom's repertoire of spells and fixed the visual effects.
- Rebuilt object LOD with TES5LODGen.
- Added more treasure to the Blind Robber's Bluff treasure room.
- Balmir now uses the Chillwater sawmill properly.
- Reduced the volume of regional ambient sounds a tad.
- Elmera's sidequest has been enabled. Spiddal stick growing near
an old Oblivion gate can be found somewhere on the island.
- Lurius no longer says 'meet me above deck' upon first arrival.
- Fixed the glow map on bog beacon and blue beacon plants.
- Vulthurkrah now has slightly more balanced level scaling.
- The Red Wave interior is now accessible from Wyrmstooth docks.
- Wyrmstooth no longer needs to modify anything in the Tamriel
worldspace. This should improve compatibility with other mods.
- Players can no longer collect Lurius' reward multiple times by
exiting dialogue before selecting the next response.
- Made a few more tweaks to the world map camera to match Solstheim.
- Fixed a problem ending A Priceless Commodity when killing the
spriggan matriarch after vowing to kill the miners.
- It should no longer be possible for the Strange Mannequin to
follow the player outside Herman's Holdout.
- Fixed a problem where sometimes the Wyrmstooth day/night soundtrack
would play in Wyrmstooth Barrow and Dimfrost.
- Added a new intro scene that plays when you first arrive.
- Objective 'Defend Stonehollow from Vulthurkrah' now becomes active
as soon as Vulthurkrah flies away.
- Holmar no longer shows up on the deck of the Red Wave at Solitude
before you've started Barrow of the Wyrm.
- The steampool dragons now level scale a bit more fairly.
- Rebuilt land LOD at a higher resolution.
- Added a couple more load screens, tweaked models and conditions.
- Meshes checked with NIF Healer.
- Added a new island to the north-west with a few new locations.
- Radiant quests should no longer be assigned to Wyrmstooth locations
before you've been to Wyrmstooth.
- Added an unmarked quest of sorts that starts at the new dockmaster
house and eventually leads to a new location named Frostwind Folly.
Follow the journals for clues.
- Built .gid files so grass renders correctly if bAllowCreateGrass is
not set to 1 in the user's Skyrim.ini file.
- Fort Valus exterior pieces now have LOD properly configured.
- Made a couple changes to the book History of Wyrmstooth.
- Added more regional ambient sounds.
- Removed the Ayleid tileset.
- Removed duplicate and unnecessary Location Ref Type XMarkers.
- Regenerated SEQ file with TES5Edit.
- Fixed some land/ocean z-fighting along the coast.
- Fixed problem with mystery skeletons appearing in random locations.
- Added a new book 'Explorer's Guide to Wyrmstooth' that adds a few
map markers for interesting locations.
- Rebuilt max height data for Wyrmstooth and Dimfrost worldspaces.
- Fixed a couple spots where you could get stuck.
- Fixed a problem where the mercenaries could keep following you even
after the dragon has been defeated.
- NPCs that raid Fort Valus will no longer go into the muster, instead
they now engage the guards (if any) in the courtyard outside.
- Removed spell resistance on Call of the Wild/Dead spells, improved
range but reduced effect duration to 30s.
- Removed the Conjure Dragon Priest spell.
- Wyrmstooth interiors with sky now use Wyrmstooth region weather.
- Adjusted music durations to prevent tracks from fading out early.
- Fixed misaligned roombound in Frostvein mine.
- Random encounter zones no longer use the full pool of vanilla
random encounters.
- A random encounter zone near Stonehollow could interfere with the
final battle. It is now disabled until the dragon is defeated.
- Lightning strikes in the swamp are now a bit more randomized.
- Removed the Pitcher Plant asset.
- Fixed a problem where the controlled draugr would sometimes not be
in position.
- The Stormcloak Camp in the swamp has been renamed Abandoned Camp.
- Unaggressive adventurers added to Wyrmstooth Crime Faction.
- Made some slight adjustments to marauder leveled gear.
- Cleaned up a few left-over navmesh islands.
- Wyrmstooth Barrow's side exits now use min-use doors to prevent quest
markers from choosing paths that may not yet be unlocked.
- The door to Dimfrost from Frostvein Mine is also now a min-use door.
- A marauder in the refectory now takes the Rusted Dragon Claw and will
attempt to retreat to Herman's Holdout.
- Added inventory filters to item counting quest scripts.
- Removed unnecessary keywords from NPCs.
- Fixed a couple bad script references in Dimfrost.
- Removed references that had somehow been orphaned by their parent cell.
- You can now enter the dungeon via the crypt entrance using the Rusted
Dragon Claw.
- Fixed some papyrus spam on script initialization.
- Fixed an issue where Twinpeak Tower was labeled Waylayer's Watch.

Also thanks to AndrealphusVIII for the following:

- Fixed numerous typos.
- Alberthor's equipment now has proper ownership.

1.18 - Removed spells from Alberthor's falmer to prevent accidental fights with
the mercenaries.
- Fixed 'Phantom Form' missing menu art.
- Fixed an issue with Bolmar remaining essential when siding with the
spriggan matriarch during 'A Priceless Commodity'.
- Elmera now gives her reward for completing her favor quest.
- Added a pedestal near Alberthor where you can leave the Rusted Dragon
Claw when you're finished with it.
- Done what I can to reduce reverb on Lurius Liore's dialogue.
- Added water currents to a couple small streams that lacked them.
- Added thick fog draugr swarm encounters. Enjoy.
- The Giant's Club can now knock enemies into the air.
- Hulgard should be less likely to engage in combat, which could potentially
turn Stonehollow hostile.
- Getting the Rusted Dragon Claw puzzle door wrong now activates a trap.
- The marauder that steals the Rusted Dragon Claw is now likely to die to
a nearby trap.
- Fixed a few subtitles that had incorrect apostrophes.
- Fixed a whole lot of papyrus spam.
- Removed a couple redundant trigger boxes.
- Added Theodyn to bard exclusion faction so he leaves the Bannered Mare
when Lurius does.
- Haetar's Cave and Tomb of Vulom were missing encounter zone data.
- Fixed broken merchants and increased open hours.
- Removed a couple redundant factions.
- Fixed AI packages on a few Stonehollow residents that weren't mining.
- Removed some navmesh islands.
- Fixed a potential crash after draining the lake at Frostwind Folly
caused by a script disabling a water plane.
- Fixed a potential crash in Bonechill Passage caused by too many NPCs
using an autoload door at the same time.
- The imperial carts retether correctly (in most cases) if the player loads
a save while they're enroute to Stonehollow.
- Fixed an issue where sometimes Vulthurkrah would fly away while talking
during your first encounter on Ancient's Ascent.
- A variety of minor cosmetic changes and additions around the island.

1.19 - Generated TVDT occlusion for the Dimfrost and Wyrmstooth worldspaces.
This should improve performance around the island.
- Removed some occlusion planes around the island that are no longer
necessary. Having too many can actually degrade performance.
- Optimized performance at Wyrmstooth Docks and Fort Moonwatch a bit more.
- Reduced the size of the battles in the refectory to reduce likelihood
of crashes on low end systems or systems that are maxing out VRAM.
- Removed a couple traps that were in obnoxious spots.
- Repositioned the secondary lever for the pressure puzzle in the
refectory so it's more visible.
- Added a hint for solving the pressure puzzle in the refectory.
- Built up the ruins outside the entrance to Wyrmstooth Barrow.
- Fixed a minor issue with weather in sub regions not set to override
main region weather.
- Removed a merchant chest and faction assigned to Elmera that she was
not using.
- Made a few more changes to the book 'History of Wyrmstooth'.
- Thickened the cloud around the island.
- The Marauder Footman who steals the claw no longer flees to Herman's
Holdout.
- A second trap has been set up to kill the Marauder Footman if he
somehow survives the first trap.
- Made a minor change to the way the steampool dragon encounter starts
so the second dragon triggers after the first.
- Reduced the glow intensity of bog beacon and deep beacon.
- Expanded Coldwave Crescent.
- Day/Night soundtracks should no longer play over dungeon soundtracks.
- Expanded Haetar's Cave.
- Fixed an issue with some dungeons not having music.
- Adjusted acoustic settings for several interiors to better match the
type of location.
- Expanded Krakevisa.
- Added 3 dragon mounds corresponding to the 3 dragons you fight on the
island.
- Expanded Wyrmstooth Barrow Temple and Wyrmstooth Barrow Refectory.
- Made the button that opens the elevator in Vulthurkrah's room in
Dimfrost Luminatory easier to reach.
- Expanded Frostwind Folly to make it a bit less linear.
- Optimized performance in Belonir's Borg.
- Removed a couple script files that weren't being used.
- Recompiled all scripts. Included script source in the release.
- Reduced duration of draugr swarm and made them slightly less likely
to occur.
- Resorted dialogue views and included the .xml files in the release.
- Renamed the starting quest 'Dragon Hunt' to 'Wyrmstooth'.
Note: Internally it's still called WTDragonHunt.
- Quests that should only be run once are now specifically set to only run
once.
- Wyrmstooth NPCs are now placed into their positions only once you meet
quest start requirements. Lurius and Theodyn should no longer be seen
idling in the Bannered Mare before the quest starts.
- The quest 'Barrow of the Wyrm' no longer starts in the background
when the mod is loaded. It is now manually started when the intro quest
'Wyrmstooth' finishes.
- Similarily, WTRebuild now only starts when 'Barrow of the Wyrm' finishes.
This should help alleviate some stuttering caused by a bunch of large
quests starting all at once as soon as the mod loads.
- Fixed a scripting bug that caused Stonehollow to rebuild too quickly.
- Added an MCM that allows you to change Wyrmstooth quest start conditions.
This feature will require SKSE and SkyUI. The mod will still function
fine without them.
- Wyrmstooth now starts by default at the end of 'Way of the Voice' rather
than at the start of it.
- The quest 'Barrow of the Wyrm' now shuts down properly and no longer
stays running in the background after you complete it.
- Quest items associated with 'Barrow of the Wyrm' are therefore now also
droppable once this quest is finished.
- Adjusted Vulthurkrah's leveling to scale a bit better with the
player.
- The steampool dragons should now be a bit tougher too.
- Random encounters involving multiple NPCs now follow a leader.
- Vulthurkrah may now appear in a random encounter in Skyrim with a burning
merchant cart before you confront him at Ancient's Ascent.
- Made a few cosmetic changes to Fort Valus to mostly to make the exterior
better match the interior.
- Moved hellos from WTDragonHunt to WTDialogueIdle.
- Regenerated SEQ file.
- Reversed the skin tone change on Jonsi and Signy to make Wyrmstooth a bit
more compatible with mods that make children look human.
- Fixed a roombound issue in Bloodfrost Burrow.
- Excluded the mannequins in Fort Valus Muster from bard audiences.
- You should now be able to trade with Ja'Shavi-Dar as soon as you arrive
on the island.
- You can now leave the mercenaries behind during Barrow of the Wyrm if you
want to do the dungeon on your own.
- You can now sleep in the dockmaster's house if you need to.
- Elmera should stop tending to Ja'Shavi-Dar once you enter the barrow.

I was 3/4 through this update when my power supply exploded and took
my hard drives with it forcing me to restart.

1.19.1 - Fixed a collision issue in the pillar puzzle room of Wyrmstooth Barrow
Temple.
- Removed an icicle that was blocking one of the doorways outside the
entrance to Wyrmstooth Barrow Crypt.
- Adjusted the position of a few very slightly mis-aligned dungeon
tileset pieces in Wyrmstooth Barrow Temple.
- Faelor is now set to ignore combat when you initially meet the wolf
to try and prevent a dialogue issue from occurring.
- Faelor's AI is now forced to re-evaluate immediately after being
dismissed.
- Removed a Falmer Hut that couldn't be entered in Dimfrost Animonculatory.
- Added an option to turn off Autosaves in the MCM. If your game is freezing
at certain parts of the dungeon, the game is trying to make an Autosave.
- Added a location encounter to bring Theodyn Bienne to the nearest
town you visit when you meet quest start requirements so Wyrmstooth can
start quicker.
- Added conditions to prevent Wyrmstooth's custom music tracks from
playing while the player is in combat.
- Remade the WTFXVolumeMist.nif file using FXVolumeMist.nif from SSE to
try and fix a graphical issue that only manifests on Xbox (SSE only).
- The Phantom Form actor should now have a female body if the player
character is female.
- The Phantom Form actor now performs an idle animation wherever it's
spawned in to distract enemies.

1.19.2 - Fixed a minor lighting issue in Fort Valus muster that occurs before
purchasing upgrades.
- Fixed a performance issue in the dockmaster's house.
- Repositioned the bounty note in Stendarr's Outpost to make it a bit easier
to spot.
- Fixed a minor issue where the mercenaries would sometimes rush to the
player during the draugr control sequence, sometimes getting in the way of
Alberthor's spell.
- Fixed some missing voice acting for the new wait/follow commands for the
mercenaries that was accidentally left out of the SSE port.
- Fixed a few mistakes in Alberthor's subtitles. If anyone else spots any
more mistakes, please let me know.
- Fixed another issue where sometimes phantom form would spawn in with a male
body if the player character is female. See WTPhantomFormLoad.psc for more
info.
- Removed Lorumend from a few factions she shouldn't have been in.
- Fixed an issue with the wispmothers not being aggressive when they load in.
- Fixed a minor lighting issue in the new ice cave section of Haetar's Cave.

Huge thanks to Le�n van der Stadt for the following:

- Remastered the Dimfrost track.
- Added 4 new dungeon tracks.
- Added new music for the intro boat ride sequence.
- Re-rendered the intro .bik video with new music.

1.19.3 - Fixed a flickering light issue in Fort Moonwatch Muster.
- Adjusted the position of a few mis-aligned dungeon tileset pieces in
Wyrmstooth Barrow Temple. Again.
- Dawnguard should no longer choose Stonehollow for radiant quests before
you visit the island.
- Getting Goreduster and opening the barrow entrance before reading the
bandit journal no longer adds a quest objective for getting the sword
that you already have.

Huge thanks to Le�n van der Stadt once again for the following:

- Remastered the day and night exploration tracks.
- Added a new night exploration track.
- Added 2 new dungeon exploration tracks.
- Added 20 new day and night exploration palette tracks.

1.19.4 - Fixed conditions on new day and night tracks.
- Palette tracks now play much less frequently.
- Ulfgar now sandboxes in the Silverblood Inn to accomodate folks using
Open Cities.
- The enemies spawned at Ancient's Ascent should now engage the player
before the player reaches Vulthurkah so they don't interfere with his
dialogue.
- Started recording new dialogue for background NPCs using Tacotron 2
speech synthesis.
- Hunters on Wyrmstooth should no longer refer to a Jarl.
- Fixed a couple more lighting issues in the barrow.
- Fixed a couple more scripting issues.
- Shargam now always spawns in with a Steel Battleaxe as his default
weapon.
- It should no longer be possible for Daenlit to run out of arrows.
- The mercenaries now only give you their sidequests when they're on
Wyrmstooth.
- Moved the Fort Valus staff over to PlayerFaction from WEPlayerFriend
to try and fix a weird issue where the player would be flagged as
trespassing when trying to sleep in Fort Valus Muster despite that
cell being marked as a public space.
- Ulfgar's crime faction wasn't properly assigned.
- WTMUSDungeon06 has been repurposed to play during Vulthurkrah's
speech in his lair in Dimfrost.
- Fixed an issue where autosaves could potentially be triggered by
NPCs.

More awesome content from Le�n van der Stadt:

- Remastered a couple more tracks.
- Added a new Dimfrost track.
- Added several new reveals.
- Signy (the blacksmith's daughter) now has new dialogue and a new
sidequest.
- Re-recorded Theodyn Bienne's dialogue and gave him more to say.
- Remastered Alberthor's dialogue.
- Re-recorded Shargam's dialogue and gave him more to say.
- Lorumend now has 17 new unique instrumental performances.
- Added more reverb to Vulom's voice.
- Added more reverb to the refectory marauder's voice.
- Added a new track that plays when Vulthurkrah is defeated.
- Recorded dialogue for Ulfgar.

1.19.5 - Random encounters involving the mercenaries no longer occur if
they are your current follower.
- Fixed an issue where Shargam wasn't being dismissed properly if
the player dismissed him on Wyrmstooth.
- Fixed a few incorrect apostrophes in Theodyn's new dialogue.
- Bolmar now forcegreets the player when approaching Gronndal
Grove.
- Elmera's AI now updates immediately once Vulthurkrah has been
defeated.
- All the spriggans now need to be defeated at Gronndal Grove when
siding with Bolmar during A Priceless Commodity.
- Similarily, all the miners now need to be defeated when siding
with the Spriggan Matriarch.
- Fixed Signy's new trespass and flee dialogue.
- Fixed an animation issue where Lorumend would occasionally fail to
play the instrument animation immediately when a performance starts.
I think.
- Lorumend now charges 10 gold per song request.
- Disabled trespass dialogue for Stonehollow residents where a
guard is called when there are no guards around yet to call.
- Added a couple new random encounters.
- Added ownership to the refectory adventurer's gear. Except the
bedrolls, in case the player needs to sleep there.
- Added a Wyrmstooth Paper Map based on the one by Duncanlarsen1,
replacing the default Skyrim maps found around the island.
- Replaced the marauders in the pressure plate room of the refectory
with adventurers. One of them has a hint for getting the gate open.
- The adventurers in the refectory should now pack up their camp and
move on once the settlement begins to rebuild.
- Legate Hamlin now has a few things to say after the dragon has been
defeated.
- Fixed an issue with the Giant's Club where it didn't have enough
charge to knock targets into the air.
- Added some extra lines to Faelor's dialogue when speaking to her
for the first time.
- Faelor no longer replaces your current animal companion when she
starts following before A Howl Load Of Trouble has been completed.
- Faelor's AI now updates immediately once A Howl Load Of Trouble has
been completed.
- All the bandits responsible for killing Dunyick are now marked as
quest targets in A Howl Load Of Trouble.
- Faelor now plays an animation when given an instruction.
- Lurius should now travel to the interior of the Red Wave during
Barrow of the Wyrm if another mod erroneously deletes the
TGTQ02SabineSandbox0x0 XMarker on the deck outside, assuming he
can still successfully path there.
- Roosting dragons should only be re-enabled after Wyrmstooth if
they were previously already enabled through the main quest.
- Reclaiming the Past is now listed in your journal as a
Miscellaneous objective. Speaking to Lurius about the fort will
clear the objective, if you don't want to actually purchase it.
- Made a few changes to the lighting in Fort Valus muster.
- Added a toggle in the MCM to automatically reset Faelor after
combat to fix the issue where you aren't able to speak with her.
Ideally you should keep this off until you need to speak with her.
- Faelor now ignores friendly hits.
- Faelor now does a bit more damage to enemies in combat.
- Removed Yngfa, Balmir and Lalaine from the Lumberjack factions
because it was giving them dialogue they didn't have voice acting
for.
- Removed Hulgard and Ynglod from the JobBlacksmithFaction because
it's unnecessary for them to be in it.
- The rumbling that starts when Vulthurkrah raises the dead in his
lair should now stop immediately if the player skips the battle
with the raised dead and goes outside.
- Added an option to the MCM to scale up the health of bosses if the
player can kill the boss in 4 hits or less. Currently applies to:
Vulthurkrah, Vulom, Valstadt, Malentis, Suleyk and The Valedrynn.
Scaling is based on the damage output of the player's currently
held weapon.
- Vulom will now teleport around during his fight if he has 10%
health remaining or more to be a pain in the ass.
- Having Vulom teleport around also helped fix an issue where he'd
stop casting spells at the player after awhile.
- Gave Vulom a package to pursue the player as long as the player
remains inside his tomb. So no more hiding.
- Fixed an issue where sometimes Vulom didn't play the animation
where he'd rise up out of his sarcophagus.
- Added a couple more warlocks to Malentis' library.
- Malentis' simulacrum is now named Malentis' Simulacrum rather than
just Simulacrum.
- Increased the level scaling of Malentis' Simulacrum.
- Added an option to the MCM to alert you when Wyrmstooth starts up
in the background.
- Removed the restoration perks from Vulom as he no longer uses
healing spells aside from Drain Life. Made his Drain Life spell
stronger to compensate.
- Reworked the first encounter with Vulthurkrah atop Ancient's
Ascent. Vulthurkrah now shouts the player to the ground with a
'Dragonbornrend' shout before speaking.
- The other wolf that was still at Ancient's Ascent should now also
be found in Bonechill Passage during Wyrmstooth, so it doesn't
potentially interfere with Vulthurkrah's new scene.
- The mercenaries now accompany Lurius as he travels to the Red
Wave at Solitude docks, rather than them all traveling separately.
- Wyrmstone and Brimstone ore veins have been replaced for now
until new armor and weapon sets can be made for the mod.
- Added states to a bunch of papyrus scripts to prevent them from
potentially triggering multiple times under odd circumstances.
- Reduced the saturation slightly on Elmera's armor texture.
- Lurius is now teleported to the Red Wave interior if the player
sleeps at the start of Barrow of the Wyrm, just in case a mod
breaks pathfinding to the Red Wave.
- Valstadt can no longer be staggered in combat.
- Valstadt can now be found sitting on his new bone throne in
Cragwater Cavern. He also has a few new things to say.
- The marauders at Cragwater are no longer immediately hostile. You
can pay a toll at the gate guard to enter the camp. Sneaking past
without paying will make them hostile.
- Added a new blacksmith, apothecary and mage vendor to Cragwater
Cavern.
- Made a slight adjustment to the roombounds in Cragwater Cavern
to improve performance.
- Donnar's corpse should no longer be visible at Cragwater Cavern
until after a specific journal has been read.
- Added a notice board outside the tradehouse with notes pointing
to some of the sidequests available around the island. New notes
will be posted as you progress through the main quest and as
certain things happen.
- The steam centurion in Vulthurkrah's lair now leaves the ambush
state properly again upon being triggered by its lever.
- The mercenaries will now be teleported to the top of the shaft in
the Luminatory if they are really far away when entering the
dragon's lair in Dimfrost Luminatory, if they are currently
following.
- The mercenaries should now wait in the room at the entrance to
Dimfrost if they are not currently following you, after the long
drop in the Wyrmstooth Barrow Crypt.
- Gave a key to the generic miners at Stonehollow so they can enter
their barracks to sleep if someone has already locked the door.
- Followers should no longer be able to follow you into Herman's
Holdout.
- Added bed ownership to the double bed in the tradehouse, and
added a few spare beds for the NPCs that sleep there.
- Ja'Shavi-Dar and Hulgard are no longer open 24/7 anymore and
can now be traded with during regular business hours only.
- Removed the swinging blade trap in Wyrmstooth Barrow Crypt.
- Removed the dead adventurer outside the nord puzzle door with the
bloodstained note.
- Removed the quest marker pointing to the marauder's journal at
the entrance to Wyrmstooth Barrow.
- Lurius should no longer talk about the island while enroute to
the barrow if the player is too far away to hear him speak.
- Reduced the chance of Shargam saying 'You're next, play-thing!'.
- The objective 'Enter Wyrmstooth Barrow' now only becomes active
after speaking to Lurius at Stonehollow, not before.
- Fixed a potential lighting issue after the round door in the
refectory.
- Added an option in the MCM to disable quest markers on Wyrmstooth
quests.
- Added some extra silence after the Wyrmstooth Barrow track.
- Restored Athir and Shargam's comment scene about the town ablaze
as the mercenaries enter Stonehollow for the first time.
- Rose should no longer speak about Nalion before Nalion and Gildan
move to Wyrmstooth.
- The Golden Urn in Blind Robber's Bluff had no value.
- The objective to unlock the door to Blind Robber's Cache now has
a quest marker pointing to the door.
- The door to the Red Wave should now be unlocked when Barrow of
the Wyrm starts up.

- Remastered some of Shargam's new lines of dialogue.
- Remastered Signy's new lines of dialogue.
- Recorded unique dialogue for Lorumend.
- Remastered the Mudcrab Merchant's dialogue.
- Remastered 14 tracks.
- Re-recorded Bolmar, Geitrich and the Spriggan Matriarch and gave
them more to say.
- Reduced the volume of the new flute performances.

1.19.6 - Increased the priority on Theodyn's sleep package.
- J�nsi has been renamed to Jonsi to support in-game font
replacement mods that use a more limited unicode set.
- The Bloodletter dagger had 0 enchantment.
- Replaced a Skyrim map that was left behind at Imperial Landing
with the new Wyrmstooth Map.
- Added region names.
- Alberthor's falmer should no longer follow the player out of
Dimfrost.
- Added Vulthurkrah to a friendly faction for the first encounter
to try and fix an issue caused by shout overhaul mods that make
the Clear Skies shout a hostile action.
- Added a condition check to WTDisableVulthurkrahExit to prevent
Vulthurkrah from being disabled prematurely if a mod is
preventing him from spawning in on his perch on cell load.
- Made a duplicate ShoutFromPerch package template for Vulthurkrah
to work around problems introduced by other mods changing the way
the original package template functions.
- Fixed an issue where the switch that the draugr needs to activate
in Wyrmstooth Barrow Temple could potentially be activated before
Alberthor puts you in control of the draugr.
- The Spriggan Matriarch is now flagged as essential until you side
with the miners.
- A cell near the coast north of Fort Moonwatch had one too many
land textures in two quads.
- Added more cover at the steam pools and along the path leading to
Wyrmstooth Barrow to help low level players get past the dragons.
- Gundlof Windsinger can now be found performing for the marauders
at Cragwater Cavern before purchasing the main hall upgrade for
Fort Valus.
- Vulom no longer leaves ash piles behind when unsummoned.
- Elmera now joins up with you outside the entrance to Wyrmstooth
Barrow crypt.
- Made a minor level design change to Wyrmstooth Barrow Crypt.
- Set up relationships between the mercenaries.
- Increased the encounter zone min level for Wyrmstooth Barrow and
Dimfrost to 24 to make it a bit harder for low level players.
- Fixed an issue where Vulthurkrah wasn't leaving the Luminatory
if the player pressed the button to open the elevator before he
could fly away.
- Increased Vulthurkrah's level scaling and damage resistance.
- Made some adjustments to Vulthurkrah's combat style.
- You can now invest in Hulgard's shop if you have the Investor
perk.
- The guard barracks at Stonehollow are now flagged as a public
area.
- Fixed an issue where sometimes the day exploration tracks would
play during the intro boat ride sequence.
- Added an extra bed and a bedroll to Fort Valus common house.
- Fort Valus staff are now set up to ignore friendly hits.
- Elmera wasn't taking the spiddal sticks from the player.
- Reduced the max level of the mercenaries to 40.
- Moved the random encounter near Chillwater Mill a bit further
away.
- Rebuilt tree LOD as part of object LOD for the SSE port as the
Creation Kit wasn't packing the .lst files.

- Recorded new voice acting for Hulgard.
- Recorded new voice acting for Elmera.
- Recorded new voice acting for Daenlit.
- Recorded new voice acting for Thelma.
- Recorded new voice acting for Svenja.
- Recorded new voice acting for Lurius Liore.
- Recorded new voice acting for Alka.
- Remastered voice acting for Alberthor.
- Remastered voice acting for the Argonian NPCs
- Remastered voice acting for Athir.
- Remastered voice acting for Dunyick.
- Remastered voice acting for Geitrich.
- Remastered voice acting for Ja'Shavi-Dar.
- Remastered voice acting for Leone Laenius.
- Remastered voice acting for Lorumend.
- Remastered voice acting for Mudcrab Merchant.
- Remastered voice acting for Rose.
- Remastered voice acting for Shargam.
- Remastered voice acting for Shomara.
- Remastered voice acting for Ajira.
- Remastered voice acting for Signy.
- Remastered voice acting for Theodyn Bienne.
- Remastered voice acting for Ulfgar.
- Remastered voice acting for Bolmar.
- Remastered voice acting for Vulthurkrah.
- Added two new day exploration tracks.
- Added three new reveal tracks at various points in Wyrmstooth
Barrow.

Thanks to MeridianoRus for the following:

- Added multilingual variables to the MCM to allow it to be
translated easier.

1.19.7 - Fixed an issue with Bolmar not being killable during A Priceless
Commodity.
- Fixed an issue with Geitrich not being killable during A
Priceless Commodity.
- Fixed an issue with the Spriggan Matriarch's model being
invisible.

1.19.8 - Fixed some z-fighting in a bedroom in Krakevisa Midden.
- Removed the 'Marked For Death' shout from Vulthurkrah.
- Chaoswielder now uses regular ebony ingots for tempering.
- Added temper recipes for the Gauntlets of Dentistry, Draugr
Helmet, East Empire Company Shield, Marauder Shield, and Suleyk's
dragon priest mask.
- The dead Dark Brotherhood assassin in the abandoned sanctuary
should no longer have a grey face.
- The thalmor captive in Cragwater Cavern would sometimes break
free to join the bard audience.
- Fixed a roombound issue with one of the walls in Fort Moonwatch.
- Changed the Fort Valus guard template to fix an issue where
sometimes the guards would have the wrong voice.
- The guards at Chillwater will now defend Balmir and Yngfa if
they are attacked.
- Moved the Cragwater Cavern reveal trigger to the entrance of
the marauder town.
- Signy's sidequest is now only available once Barrow of the Wyrm
has been completed.
- Increased the mercenaries' follow package distance. Pretty sure I
changed this before already...
- Removed the asterisks from combat dialogue.
- Hulgard is no longer permanently angry.

1.20 - Added a new sidequest 'The Naked Nord'.
- Fast traveling to Frostwolf Crag shouldn't place the player on
the mountainside anymore.
- Fixed an overlapping dresser in Fort Moonwatch Quarters.
- Added a fix to prevent an infinite loop in the phantom form script
if the player uses cheats to spam the shout very quickly.
- Thelma's topic 'Is there anything you need help with' now only
appears if the player has exhausted the previous two topics first.
- Ulfgar should no longer accept yields.
- Added an objective to visit the notice board when an NPC mentions
it for the first time.
- Alberthor's greeting dialogue as a falmer is no longer flagged as
a 'goodbye' line to prevent it from potentially being repeated.
- Bolmar should no longer be able to repeat his initial warning.
- Turning on the Spriggan Matriarch is now possible after agreeing
to help the spriggans. It's now also possible to advance the quest
by killing the spriggan matriarch before even speaking with her.
Note: Affects new playthroughs only.
- Lurius' comments about the outcome of A Priceless Commodity will
now only be made after Barrow of the Wyrm has been finished.
- Unique NPCs at Fort Valus no longer ignore all friendly hits and
can now become hostile. The guards however will continue to ignore
friendly hits since they're the most likely to engage enemies.
- Bolmar and Geitrich's 'dragon killed' dialogue should now have
more priority over other hello lines when a dragon dies nearby.
- Made some adjustments to the music and bard performance settings.
- Fixed a few minor object placement issues.
- Removed the .gid files from the Skyrim Special Edition port since
they aren't necessary anymore. This may also improve stability.
- Remastered more NPC voice acting.
- Improved the audio of the bard performances.
- Fixed a scripting issue that could occur if you started Malentis'
boss fight and left Krakevisa without killing him.
- If Erikur is dead, the Nighthunter's Locket will now be added to
his coffin during Daenlit's sidequest instead.
- Alberthor's falmer will be killed off during Vulthurkrah's dragon
den sequence if the player had somehow skipped the trigger and
dialogue outside the Luminatory in Dimfrost.
- Re-recorded Balmir and Yngfa's dialogue.
- Made a small change to Fort Valus to make the rooftop behind the
common house traversable by NPCs.
- Fixed an issue with the Chillwater Mill guards not arresting the
player if the player is caught breaking the law.

1.20.1 - Fixed an issue where Gjalrunn would be hostile when you run into
him on the road later on despite helping him out.
- Fixed incorrect ownership on the beds in the Laenius household.
- Removed the smelting recipes for Wyrmstone and Brimstone.
- Lurius' response to 'The dragon is dead' is no longer set to Say
Once, which could potentially lock the player out of the ending.
- Fixed some minor object placement issues.
- Fixed an issue where starting The Naked Nord before completing
the miscellaneous objective to kill the Krakevisa Midden boss
would prevent that objective from being completable.
- Fixed condition issue on topic 'I was able to find your pants'
that would cause it to be available if you had already handed
the pants over or reverse pickpocketed the pants onto Gjalrunn.
- Fixed an issue that was preventing the golden pants from being
removed from the player's inventory during The Naked Nord.
- Fixed Frenzy enchantment learnable from Chaoswielder incorrectly
labeled as Fear.


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6. F.A.Q.

*****************************************************************

Q. What patch level is required?
A. You should be running Skyrm patch 1.8 or higher. No patch requirement for Special Edition.

Q. Do I need Dawnguard, Hearthfire or Dragonborn to play Wyrmstooth?
A. No DLC is required to play Wyrmstooth.

Q. Do I need any other additional mods or plugins like SKSE?
A. Wyrmstooth includes an MCM which requires SKSE and SkyUI, but it's not mandatory and
Wyrmstooth will function fine without it.

Q. Do I need to start a new game or can I install this mid-way through my playthrough?
A. You don't need to start a new game to play Wyrmstooth.

Q. Is the mod stable?
A. As stable as it can be. It has been tested extensively and, as of 1.19, as far as we're
aware it is not responsible for any CTDs. If you are experiencing instability please sort
your load order with a program like LOOT and ensure you aren't maxing out your VRAM with
retextures.

Q. How do I start the questline?
A. By default Wyrmstooth starts when you reach level 10 and have finished the main quest
'Way of the Voice'. An imperial courier named Theodyn Bienne will track you down starting
from the Bannered Mare in Whiterun. You can change these conditions in the MCM to suit your
playthrough.

Q. What kind of performance impact does Wyrmstooth have on Skyrim?
A. The overall impact on performance should be negligible. Most of the adventure takes place
in a separate worldspace and the only cell from the base game that Wyrmstooth modifies is
the interior of the Red Wave.


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7. Troubleshooting

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Q. I can't find Lurius Liore at the Bannered Mare in Whiterun nor can I find Theodyn Bienne.
A. Firstly make sure you meet quest starting requirements. You can configure these conditions
in the MCM.

Mods that change the Bannered Mare interior may prevent Lurius and Theodyn from appearing
where they should be. If you have a mod like that installed, try unloading it.

Q. I can't speak to Theodyn; he doesn't say anything at all. Nor does Lurius Liore.
A. A few things can cause this:

1. If you have Requiem installed, make sure you've installed the latest patch.

2. If you have the mod 'Sneak Tools' installed, remove your hood.

3. Confirm that you only have ONE Wyrmstooth.esp and ONE Wyrmstooth.bsa file in your Data
folder.

4. If you have a loose Wyrmstooth.SEQ file in your Data or Data\SEQ folders, remove it.

5. Try sorting your load order with a program like LOOT.

Q. I can't find the mercenaries on the road to Falkreath.
A. If the mercenaries can't be placed where they need to be you should be able to find them in
the Deadman's Drink in Falkreath.

You may have a mod installed that deletes XMarker 0008F648. This XMarker is part of the base
game and is used by the random encounter system.

Q. The game crashed after I arrived on Wyrmstooth!
A. Random crashes on Wyrmstooth can be caused by the following:

1. If you repacked the Wyrmstooth.bsa archive or merged it with another archive, do not
compress it.

There is a bug in the game engine that causes a crash if the game cannot read an XWM
music file from a BSA archive compressed with Bethesda's archive tool.

2. Make sure you aren't maxing out your VRAM with retextures or higher poly assets.

5. Try sorting your load order with a program like LOOT.

Q. I can't seem to talk to the wolf Faelor.
A. Try fast traveling to a nearby location and return or use 'enable' and 'disable' console
commands on Faelor to reset actor state. The Unofficial Skyrim Patch also seems to solve
this problem.

Q. LOD mesh (super low-res objects/textures) aren't disappearing when I get close.
A. Install the compatibility patch for Warburg's Paper Map.

Q. I don't see any map markers for Wyrmstooth-specific quests.
A. This is a problem with the vanilla game if you have too many quests active at one time.
Try turning a few quests off in your journal that you aren't currently working on.

Q. I'm getting an infinite load screen!
A. Install Safety Load or SKSE.

If you've made any LOD z-fighting ini tweaks, reverse them.

If the ILS is occuring when traveling back to Skyrim, make sure another mod isn't
deleting XMarker 0004C488. Try unloading any mods that modify the Solitude docks then
check to see if that makes a difference.

If the ILS is occuring when starting the game (i.e.: main menu won't load) and you're
using Requiem, make sure you're using the latest compatibility patch.

Q. Lurius and the mercenaries are stuck at the mining settlement and won't move...
Alberthor isn't saying anything outside the closed gate...
The dragon isn't flying away after encountering him in his lair...
Things that should be happening aren't or there's a huge delay...
A. You're most likely experiencing script lag. NPCs will trigger certain scenes only at
specific stages of the quest, but if papyrus is lagging these scenes may be delayed or
may not occur at all. One solution is to tweak the priority given to papyrus using the
following Skyrim.ini entries:

[Papyrus]
fUpdateBudgetMS=800.0
fExtraTaskletBudgetMS=800.0
fPostLoadUpdateTimeMS=2000.0
iMinMemoryPageSize=256
iMaxMemoryPageSize=512
iMaxAllocatedMemoryBytes=153600

Q. I see floating rocks/grass in interiors or grass isn't showing up on Wyrmstooth.
A. This is an issue with the base game. The Unofficial Skyrim Patch appears to fix this issue
for the most part.

Q. I can't pick up a new word at a word wall.
A. Make sure you're not currently in combat.


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8. Compatibility

*****************************************************************

The following is a list of modified vanilla references and is provided for the benefit of
other mod developers to avoid any possible incompatibilities with Wyrmstooth.

Interiors: Form ID:
SolitudeRedWave A1793

Dialogues:
Shout03 13DFE
Shout02 13DFF
Shout01b 13E00
Shout01a 13E01

Infos:
Fiik... 68454
Lo! 684F4
Lo ... Sah! 68526
Fiik! 6884E

Navmeshes:
SolitudeRedWave DEB13


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9. Credits

*****************************************************************

Daniel Coffey (Lurius Liore up to 1.19.5)
David Bodtcher (Alberthor, Balmir up to 1.19.8, Hroldar, Sigur, Geitrich up to 1.19.4)
Tim Morgan (Theodyn Bienne up to 1.19.4)
Andrew Miller (Vulthurkrah)
Adriana Beals (Daenlit, Elmera (up to 1.19.5), Spriggan Matriarch up to 1.19.4)
Ben Britton (Athir, Vulom, Holmar)
Dan Marfleet (Shargam and Bolmar up to 1.19.4, Hulgard up to 1.19.5, Castus Arius, Ynglod Ironbender, Skonjar)
Randy Westbrook (Dunyick, Vontus Laenius, Nalion)
Cassandra Wladyslava (Ajira, Shomara, Svenja (up to 1.19.5), Lalaine Laenius, Gildan, Thelma (up to 1.19.5), Helga the Haggard)
Matthew Dixon (Ja�Shavi-Dar, Speaks-Many-Tongues, Plants-Bitter-Seeds, Sits-With-Beetles, Mudcrab Merchant)
Avery Smithhart (Yngfa up to 1.19.8, Leone Laenius, Rose)
Sienna Crichton (Signy)
Dinesh Alvis (Theodyn Bienne from 1.19.4 onwards)
Eli Harris (Shargam from 1.19.4 onwards)
Chuck Brown (Ulfgar)
Katie Burke (Lorumend)
Storm Watters (Spriggan Matriarch from 1.19.5 onwards)
Tim Wells (Geitrich from 1.19.5 onwards)
Jon Brattin (Bolmar from 1.19.5 onwards)
Andrew Dickson (Hulgard from 1.19.6 onwards)
Luna Freya (Elmera from 1.19.6 onwards)
Carly Danielson (Thelma from 1.19.6 onwards)
Elena Hark (Svenja from 1.19.6 onwards)
Jack Whitney (Lurius Liore from 1.19.6 onwards)
Timothy Banfield (Alka from 1.19.6 onwards, Balmir from 1.20 onwards)
Mia Jabara (Yngfa from 1.20 onwards)
Ken Marsiglia (Gjalrunn)
Nastasia Marquez (Glendora)
Amrit Sandhu (Krakevisa Ritual Mage)
Blary (Ingredients Wall Art resource)
Artisanix (Paintings and Frames resource)
Duncanlarsen1 (Wyrmstooth Paper World Map: http://www.nexusmods.com/skyrim/mods/84734)
Jon Polenz (Project Lead, Story, Level Design, Quest Design, Alka up to 1.19.5)

Le�n van der Stadt (Audio Director, Composer)

Soundtrack is exclusively composed and produced for Wyrmstooth by Le�n van der Stadt
Copyright � 2013 by Le�n van der Stadt, All rights reserved
www.leonvanderstadt.com


*****************************************************************

10. Uninstallation

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Treat uninstalling Wyrmstooth the same as uninstalling an official DLC.

1. Close the game.

2. Remove the Wyrmstooth.esp and Wyrmstooth.bsa files from your Skyrim data folder. By
default this should be either of the following locations:

C:\Program Files\Steam\steamapps\common\skyrim\data

or for 64-bit Windows:

C:\Program Files (x86)\Steam\steamapps\common\skyrim\data

3. Load or restore from backup a save taken prior to installing Wyrmstooth.

*OR*

Refer to SuperSajuuk's document on manually removing Wyrmstooth script files from your
save file:

https://www.dropbox.com/s/lj6d98yy8ohcoh3/Uninstalling%20Skyrim%20Mods.pdf?dl=0


*****************************************************************

11. Permissions

*****************************************************************

* You may share this mod privately.

* You may use the 3d assets I've made (with attribution) in any project you are working on.

* You may NOT use the music or the voice acting in another project.

* The sound effects are public domain so you don't need my permission.

* You may reuse any portions of papyrus scripting in your own projects.

* You may specify Wyrmstooth.esp as a master file in your own mod project or translation.

* You may use recorded footage of the mod for reviews, critiques, let's plays, screenshots,
and so forth.