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Version2.2
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KhrysINXS and THUR-TeamUploaded by
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This page was last updated on 11 May 2025, 6:29PM
- Changelogs
-
-
Version 2.2
- THUR VONUN SANCTUM [CORE]: LARGE SCALED FIXES/OPTIMIZATIONS AND PERFORMANCE+
> All Textures appropriately formatted for their nature use-case
> All custom models (900+) have had their collisions rebuilt from scratch and alleviated most MOPP collision types for Simpleshape collisions. Weeks of work
> Collision geometry is far more clean, simplified and geometrically proper. I cant count how many 1000's of triangles less the mods collision is now. FPS++
> All the models have been re-scanned for flaws and missing flags and the rest - THUR VONUN SANCTUM [CORE]: SMALLER JOB FIXES/OPTIMIZATIONS
> UV edits on some models
> The Default Lighting Template has been reworked
> An improved Globe02 model with smoother animation and shapes (Credit: CALEB2)
> All the Collision impact sounds in the Doom Lagoon area were not working due to a custom NIF trigger volume used before for soundFX toggling in Doom Lagoon
> Schemed up a tactic to achieve this with two CK Primitives (which do not affect collision materials within the volumes) to work with new coding logic (Credit: JonathanOstris)
> removed a condition on the DoomDetainmentSpell preventing cast on already captured prisoners in-case the odd NPC escapes the Doom Lagoon wandering the Sanctum, can resend them to the cages by spell
> Some general modifier edits done on a per model basis where I saw flaws on the odd thing in-game
> Lifted the entire follower room fire-pit assembly up a bit to prevent the FXFirewithLogs GlowMesh effects bleeding through the roof of the cave ceiling under it - THUR VONUN SANCTUM [CORE]: NEW ADDITIONS/CHANGES
> Some small fireball art added to the DragonPristBustAlter dragon eyes and the Rosetta Stone statue face eyes
> The BloodVial on the Throne has new animations and blood spatter FX on its bottle
> A Vampire vertical coffin buff for vampire immersion purposes. Can enter/exit the coffin and choose to sleep inside it (like a real vampire would)
> The Vertical coffin option now has some scattered vampire stuff on steps around coffin so its not so empty looking
> Smelter will now provide "Smithing" experience like the Forge
> New Oven (incorporated into the Auto-Loot Crafting system) sits beside fire-pit in the Follower upper-floor room
> Oven will provide "Alchemy" experience when used - ===============================================
UPDATE INSTRUCTION TO 2.2 FROM: v2.1/BACKTO/v1.6
> MAKE SURE your Master Bedroom Theme is set to anything "OTHER" then "VampireVerticalCoffin"
> Save Outside all Thur Vonun Locations > Install update > Resume as usual
UPDATE INSTRUCTION TO 2.2 FROM: v1.5/BACKTO/v1.1
> MAKE SURE your Master Bedroom Theme is set to anything "OTHER" then "VampireVerticalCoffin"
> Un-equip all Weapon Rack and Mannequins in these passageway areas per the 1-minute video: https://imgur.com/a/XmXeA0x
> Save Outside all Thur Vonun Locations > Install update > Resume as usual
> Load up and test the Mannequins/Racks here re-equipping them and make sure your attire equips to them properly before continuing a new save
> In the event they are not equipping proper per the update (which did NOT happen for me) from a prev save, just don't use them and its safe to update if can ignore them
UPDATE INSTRUCTION TO 2.2 FROM: PRE-v1.1
> DON'T BOTHER
- THUR VONUN SANCTUM [CORE]: LARGE SCALED FIXES/OPTIMIZATIONS AND PERFORMANCE+
-
Version 2.1
- THUR VONUN SANCTUM [CORE]: SANCTUM PERFORMANCE
> Massive, massive performance gains in the Sanctum (literally triple frame-rate by one tester) by means of:
> (01) New PlaneMarker design. Nuked all 3d PlaneCubes in favor of Only 2D PlaneMarkers recycling the old FormIDs. No Form removal
> New design is here if interested [LINK-->] https://imgur.com/CeplDoa [<--LINK]
> This will likely resolve the extremely rare Culling Map Crash that one user and myself have experienced before in particular modded setups
> More on this can be found HERE: https://www.nexusmods.com/skyrimspecialedition/mods/71283/?tab=posts&jump_to_comment=122451420
> (02) Removed crap loads of Mesh NiParticleSystem (PS) constructs from many Effect & Magic objects in the Sanctum. Again, huge booster
> Too many looping PS can lead to micro-shudders/spikes when in motion i.e walk/jog/run while turning/orientating camera directions
> This will be fixed likely HERE: https://www.nexusmods.com/skyrimspecialedition/mods/71283/?tab=posts&jump_to_comment=127380843
THUR VONUN SANCTUM [CORE]: OPTIMIZATIONS
> General mesh fixes as always
> Reduced the Vertex Color Alpha Channel by 75% for the Arcane Enchanter Crystal Ball Glow. It was way too disgustingly bright
> Fixed quite a few bad bones in Creature rigs i.e Dragons, Slaughterfish and the Sabrecats
> Newer "CaveGLRoomCorner02_DarkFalmer.nif" model made in v2.0 created PRLX variant from it. Just note for myself so I don't forget I did that
THUR VONUN SANCTUM [CORE]: NEW ADJUSTMENT
> The Slaughterfish will now have more visual diversification
> There are a total of 15 Slaughterfish (as there always was) >>> (A) QTY:05, (B) QTY:05 and (C) QTY:05
(A) Will be Glowmapped using Rougeshots custom-pathed Salty Slaughterfish Skeleton
(B) Will be Glowmapped using Vanilla custom-pathed Skeleton
(C) Will use any textures user installs replacing base-game slaughterfish.nif using Vanilla custom-pathed Skeleton - PATCHES: NEW ADDITION TO PRE-EXISTING PATCH
Thur Vonun Sanctum SE [PATCH - Sorcerer Staff Scroll Overhaul]
> Integrates Sorcerer mod Staff mechanics into the Thur Staff Enchanter (OLD)
> Adds a wall-mounted Scroll Enchanter in the Crafting Area left-side of Arcane Enchanter (NEW) - ===============================================
UPDATE INSTRUCTION TO 2.1 FROM: v2.0/BACKTO/v1.6
> Save Outside all Thur Vonun Locations > Install update > Resume as usual
UPDATE INSTRUCTION TO 2.1 FROM: v1.5/BACKTO/v1.1
> Un-equip all Weapon Rack and Mannequins in these passageway areas per the 1-minute video: https://imgur.com/a/XmXeA0x
> Save Outside all Thur Vonun Locations > Install update > Resume as usual
> Load up and test the Mannequins/Racks here re-equipping them and make sure your attire equips to them properly before continuing a new save
> In the event they are not equipping proper per the update (which did NOT happen for me) from a prev save, just don't use them and its safe to update if can ignore them
UPDATE INSTRUCTION TO 2.1 FROM: PRE-v1.1
> DON'T BOTHER
- THUR VONUN SANCTUM [CORE]: SANCTUM PERFORMANCE
-
Version 2.0
- THUR VONUN SANCTUM [CORE]: - MCM
> Changed the MCM name from: "MCM Thur Vonun" to "Thur Vonun MCM"
> Fine turned Thurs default lighting Template. Brightened it up just a touch
> Brand new way of implementing Lighting Templates to Thur Vonun Interior Locations
> There is a new menu in the MCM where you can assign one lighting template (at a time) to each cell as desired
> The menu list consists of 100+ Base-game (+3 DLCs) Lighting Templates to choose from on the fly to apply to defined cells
> Upon default (installing the mod first-time or updating to 2.0), the LGTM will be set to Thurs primary for all cells. Change it from there
> Also included in the LGTM list is Thurs older Lighting Template from builds earlier then Ver1.9
> There is no reason anymore not being able to match up Thur lighting to suite ones preference or mood. Too many options
> JFYI, The Children's room is staged in the Subsurface Cell. It always was - PATCHES - NEW
> Enhanced Lighting for ENB (ELE) (12 Lighting Templates)
> Lux (50+ Lighting Templates)
- Both these patches add even more NEW custom mod-made Lighting Templates patched into the MCM you can assign to the cells - ===============================================
UPDATE INSTRUCTION TO 2.0 FROM: v1.9.1/BACKTO/v1.6
> Save Outside all Thur Vonun Locations > Install update > Resume as usual
UPDATE INSTRUCTION TO 2.0 FROM: v1.5/BACKTO/v1.1
> Un-equip all Weapon Rack and Mannequins in these passageway areas per the 1-minute video: https://imgur.com/a/XmXeA0x
> Save Outside all Thur Vonun Locations > Install update > Resume as usual
> Load up and test the Mannequins/Racks here re-equipping them and make sure your attire equips to them properly before continuing a new save
> In the event they are not equipping proper per the update (which did NOT happen for me) from a prev save, just don't use them and its safe to update if can ignore them
UPDATE INSTRUCTION TO 2.0 FROM: PRE-v1.1
> DON'T BOTHER
- THUR VONUN SANCTUM [CORE]: - MCM
-
Version 1.9.1
- THUR VONUN SANCTUM [CORE]: - HOTFIX EDIT
> REMOVED DLC1isVampireCoffinHorizontal [KYWD:0201932A] to Master Horizontal Beds (added in Build: v1.9). Had a feeling it would cause an issue
> Sacrosanct will only work on the Vertical Coffin. Not gonna get into the 'whys' about it
- THUR VONUN SANCTUM [CORE]: - HOTFIX EDIT
-
Version 1.9
- THUR VONUN SANCTUM [CORE]: - FIXES
> ensured DefaultHavokOnLoad script was attached to all Display dummy objects with bool ActivateHavokOnHit = FALSE
> ensured "Don't Havok Settle" flag is set on all Display dummy objects
> Doom Lagoon Doors (Top <> Bottom) are now real Door-type-Doors where before they were Scripted ACTI-type-Doors
- There were reasons why normal DOORS were not implemented. They were for longest time but NPCs would never follow before. Figured that out :-)
> If a follower is told to 'wait', they will not be dragged along for the traverse device ride i.e Thur Traverses, Rope Ladders, Ropes, all of them until they asked to accompany you again
> Fixed Thuradorah's (flying dragon) Aggression to "Unaggressive" and in the event of Sanctum combat, Thuradorah is set to react as "Helps Nobody"
> Rising Smelter smoke effect (coming from top of Smelter) flicker fixes. Smoke sometimes misbehaved depending on Players line of sight looking that direction
> Other subtleties optimized or tweaked to better in a very small way - THUR VONUN SANCTUM [CORE]: - IMPROVEMENTS/PERKS
> The Forge is now a NEW Base named "Dragon Forge" (using the same model) with added KEYWORDS:
- CraftingSmithingSkyforge [KYWD:000F46CE] - whatever perks the Skyforge KEYW offers
- DLC1LD_CraftingForgeAetherium [KYWD:02005756] - Aetherium crap (if a mod ever makes further use of that KEYW)
- DLC1CraftingDawnguard [KYWD:0200F806] - Will be able to forge your Dawnguard Crossbows
- DLC2CraftingSmithingSkaalForge [KYWD:0402B073] - SkaalForge (if a mod ever makes more use of that KEYW)
> The Pathfinders Miraad LP Power is now adjusted from EitherHand to Voice LP Type. QoL tweak so followers don't raise weapons every time Player uses Thur Power
> ThurVonun interiors now use new Imagespace, Lighting Template, & Region dynamically darkens a bit by night
> The entire mod has had the lighting re-evaluated and enhanced. There are now more shadow castors and varying color palette adjustments including how some effect emit colors
> Added DLC1isVampireCoffinHorizontal [KYWD:0201932A] to Master Horizontal Beds
> Tons of Dog and Animal Idle Markers (many with patrolling too once creature engages with one) all over Sanctum, Grottoes and Passage
> New Statue (custom modified) from "Daedric Shrines - Jyggalag" as base for new brazier post heads in the main area of the Sanctum. Its quite neat - PATCHES - PRE-EXISTING
> Forwarded all the Main mod Cell sub-record changes per the new Lighting for whole mod
PATCHES - NEW
> Thur Vonun Sanctum SE [PATCH - Molag's Will] - ===============================================
UPDATE INSTRUCTION TO 1.9 FROM: v1.8/BACKTO/v1.6
> Save Outside all Thur Vonun Locations > Install update > Resume as usual
UPDATE INSTRUCTION TO 1.9 FROM: v1.5/BACKTO/v1.1
> Un-equip all Weapon Rack and Mannequins in these passageway areas per the 1-minute video: https://imgur.com/a/XmXeA0x
> Save Outside all Thur Vonun Locations > Install update > Resume as usual
> Load up and test the Mannequins/Racks here re-equipping them and make sure your attire equips to them properly before continuing a new save
> In the event they are not equipping proper per the update (which did NOT happen for me) from a prev save, just don't use them and its safe to update if can ignore them
UPDATE INSTRUCTION TO 1.9 FROM: PRE-v1.1
> DON'T BOTHER
- THUR VONUN SANCTUM [CORE]: - FIXES
-
Version 1.8
- THUR VONUN SANCTUM [CORE]:
> Reworked all the Tamriel Mountain/Rock models using Majestic Mountain (MM) model geometry as Base for both BSA Core assets and MM selection options
> MM Models for MM selection option will adhere to T4GTR34UM3R's NIF staging. Non-MM will adhere to Vanillas NIF staging
> Made my own collision. Precision shape profiling for working faces of said statics. Sloppy/Min-Tri shape profiling for drop-off/down areas (vertical walls) of said statics
> Corrected a lot of miniscule things on outside i.e some minor model clippings, large rock clipping up into horse den under hay and managed to remove a few rock REFRs
> SabreCat Den and Stables Den are complete reworks from MM models
> New little ledge outside the SabreDen that wraps around the Mountain slope to side of Secret cave entrance
> Re-navmeshed certain areas adhering to the layout changes from replacing many models with MM as base - PATCHES [MOUNTAINS ASSETS]
> The CORE BSA and PARALLAX option exterior mountain/rock models are now Double-Side Flagged (DS) by default excluding two FOMOD installer options
> Majestic Mountains assets are now only Double-Side Flagged (DS) removing another two (for a total of 4) FOMOD install options
> These MM Assets are now True Majestic Mountain models.
> I did not have the time last update to customize/geometrically manipulate MMs models for Thur Passage needs.
> Build 1.7 is basically me re-staging the NIF property modifier values of my altered Vanilla models MM style (which is not the same as using T4GTR34UM3R's models)
> These assets are NOW true MM Models remade for Thur Vonun. Horse stable den and SabreCat cave are the most custom and basically completely new - ===============================================
UPDATE INSTRUCTION TO 1.8 FROM: v1.7/BACKTO/v1.6
> Completely Safe. Probably would want to regenerate new LOD
UPDATE INSTRUCTION TO 1.8 FROM: v1.5/BACKTO/v1.1
> Un-equip all Weapon Rack and Mannequins in these passageway areas per the 1-minute video: https://imgur.com/a/XmXeA0x
> Save Outside all Thur Vonun Locations > Install update > Resume as usual
> Load up and test the Mannequins/Racks here re-equipping them and make sure your attire equips to them properly before continuing a new save
> In the event they are not equipping proper per the update (which did NOT happen for me) from a prev save, just don't use them and its safe to update if can ignore them
UPDATE INSTRUCTION TO 1.8 FROM: PRE-v1.1
> DON'T BOTHER
- THUR VONUN SANCTUM [CORE]:
-
Version 1.7
- FOMOD:
> All installation instructions are detailed in the FOMod installer for patches/add-ons
> Some things have install specifics I don't want to congest an already congested page with - ALL PLUGINS:
> Removed USSEP as an embedded Master
> Its highly recommended to use. However, it is not necessary to be forced onto this mod as a Master
> Adjusted some Bash Tags no longer required and others needed - THUR VONUN SANCTUM [CORE]:
DISENCHANTER:
> Removed Fenix Disenchanter from Thur Vonun CORE in favor of a much more simplified default Disenchanter
> Simplified meaning its as efficient as it can get per SKSE functions and what papyrus offers (so we believe)
> FenixDisenchanter is now an ADDON option in FOMOD to install as placeholder of the default Disenchanter in Thur CORE mod
> FenixDisenchanter Scripts/DLL CLIB-NG fork is now available on Nexus as a Modders Resource. The addon will require it
THUR TRAVERSE DEVICE SYSTEM:
> Player playing as Beast, DragonPriest, Lich, etc... Game.ForceThirdPerson() on Player after rope device translation completion
> The rope system forces First-Person during translation. IF special creature-types finish travel in 1st, they will be locked in First-Person on-wards
> NOTE: The Camera will not swap to your usual Third-Person even though the code Game.ForceThirdPerson() tells it too. Seems to react differently with Beasts
> Its like a tweaked first-person after the travel but it fixes the Locked first-person state the Beast gets stuck in so you can toggle 1st/3rd as usual after
GROTTOES:
> Lots of pre-stage work for a new cave room supporting mod Undeath
> The Grottoes exit towards Cliff-ledge entrance, raised cave model roofing and collision where water ramp so Liches can hover thru without obstruction
TAMRIEL ENTRANCE:
> Fixed a MountainCliffSlope Thur Base carrying a Textureset edit on said base. Removed it. Should never have been there. Did not map to model shape index
> Caught it while developing Majestic Mountain support. Looks like it was there before initial release
> Improved some UV mapping on some rock objects which I had to manipulate geometry when building
> Made the Torches down the Secret entrance staircase be OFF by day/ON by night (like the rest of the lighting setup outside) - ADDONS:
> Thur Vonun Sanctum [ADDON - FenixDisenchanterNG] (as explained above) - PATCHES:
> Majestic Mountains in full and the Complex Parallax 'standalone' version of MM
> Thur Vonun Sanctum SE [PATCH - Sorcerer Staff Scroll Overhaul] - PATCHES:
THUR VONUN UNDEATH: https://youtu.be/EGzFxT8GYfc
> Adds a new Necromantic Ritual Laboratory from Undeath into a secret cave room inside the Thur Vonun Grottoes
> The secret cave-room is quite empty until you advance in Undeath's "The Path of Transcendence" Quest
> You purchase the upgrade book upon that quest from the Broker where all the other Ritual Location upgrade books are
> The Grottoes will populate with all the Necro goodies from there on out and do all your Lichdom business there
> Singular and/or combo support (4 Options): Undeath Classical Lichdom, Prelude to Purgatory, Prelude To Ascension, Ascension (lite)
> Singular and/or combo support (3 Options): Undeath Immersive Lichdom, Ascension - ===============================================
UPDATE INSTRUCTION TO 1.7 FROM: v1.6
> Completely Safe
UPDATE INSTRUCTION TO 1.7 FROM: v1.5/BACKTO/v1.1
> Un-equip all Weapon Rack and Mannequins in these passageway areas per the 1-minute video: https://imgur.com/a/XmXeA0x
> Save Outside all Thur Vonun Locations > Install update > Resume as usual
> Load up and test the Mannequins/Racks here re-equipping them and make sure your attire equips to them properly before continuing a new save
> In the event they are not equipping proper per the update (which did NOT happen for me) from a prev save, just don't use them and its safe to update if can ignore them
UPDATE INSTRUCTION TO 1.7 FROM: PRE-v1.1
> DON'T BOTHER
- FOMOD:
-
Version 1.6
- THUR VONUN SANCTUM [CORE]:
> Vanilla Faction edited record overrides are now all removed which alleviates record conflicts from other mods handling those records their own way
> The Vanilla Faction edits Thur Vonun does NEED edited are being done so now by way of a new scripted quest that runs, processes and stops
> In the event of future updates where I may need to modify the Faction array properties in said quest, it will be safe to update
> A secondary quest will restart it to reprocess the changes
> MicroOptimization code edits done to the AutoLoot Crafting System
> Not a major update but the New FactionSet Quest is a nice +1 for Thur Vonun - ===============================================
UPDATE INSTRUCTION FROM v1.5 to v1.6:
> Completely Safe
UPDATE INSTRUCTION FROM v1.5/BACKTO/v1.1 to v1.6:
> Un-equip all Weapon Rack and Mannequins in these passageway areas per the 1-minute video: https://imgur.com/a/XmXeA0x
> Save Outside all Thur Vonun Locations > Install update > Resume as usual
> Load up and test the Mannequins/Racks here re-equipping them and make sure your attire equips to them properly before continuing a new save
> In the event they are not equipping proper per the update (which did NOT happen for me) from a prev save, just don't use them and its safe to update if can ignore them
UPDATE INSTRUCTION PRE-v1.1 TO v1.6:
> DON'T BOTHER
- THUR VONUN SANCTUM [CORE]:
-
Version 1.5
- THUR VONUN SANCTUM [CORE]:
> Most Sanctum wall control buttons (minus the Master bedroom Bed themer switch), are located at fireplace
> Keeps all the Sanctums control mechanisms in a central location AIO area
> New Sanctum Passageway Banner toggle button (Located at Throne fireplace)
> Overhauled the passages to the side of the throne that lead to the hallway behind throne (4 New Mannequins, 6 New shield plaques, 12 New weapon racks)
> New control buttons per passageway (side of the throne) that toggle Mannequins per said side
> Fixed lots of the Lantern Post and Banner Posts geometrically and added FYX Rope Wrappings
> Made a lot of changes to the Hanging Moss Texturesets so certain shapes will use game replacer textures and some shapes use supplied Thur Moss
> Some new effects added in Sanctum i.e Throne fireplace smoke, floating dust around forge area, some others here and there
> Information Kit updated
PASSAGE:
> Re-collisioned the Carriage 6x more simplified then native collision
> Re-collisioned the Firepit
> Turned the Ivy on Stables stonewall to animated
> Turned all other ivy in Passage area to animated
> SecretStairs Thur Passage Model made some enhancements
> Few Navmesh adjustments at Thur Vonun Passage Tamriel adding Jump links for the Cats to jump off there home nest den rock - ===============================================
THUR VONUN SANCTUM [CORE - Prime Overrides]:
> Forwarded CORE Navmesh edits per its master at Thur Vonun Passage Tamriel
> Generated fresh NAVI - ===============================================
PATCHES:
Thur Vonun Sanctum [PATCH - ASLAL] <--NEW
Thur Vonun Sanctum [PATCH - Laboratorium] - Correction work
> the Laboratorium patch renames the Skyrim worldspace to Himmelsrand. Presumably, that was unintentionally forwarded from one of the German versions of Laboratorium
> Forwarded Name: Skyrim instead of Himmelsrand to patch - ===============================================
UPDATE WARNING FROM 1.1+ to 1.5:
> Due to the overhauling where the new toggable Mannequins are per this 1 Minute Video: https://imgur.com/a/XmXeA0x
updating I thought and SHOULD be problematic in that area. Kind of confused to be honest
> Reason I say this is the existing Mannies and weapon racks that where there have been re-positioned
> Due to how Mannequins/Racks are built, there is persistent reference involvement meaning there positions would get baked into previous saves (so I thought) and updating to 1.5, the new position adjustments might not work how they should as saved content may still clench onto the old positions
> I tested myself from a 1.4 save to 1.5 and everything is re-positioned properly to 1.5 (which is very strange, to me anyways)
UPDATE INSTRUCTION FROM 1.1+ to 1.5:
> Un-equip all Weapon Rack and Mannequins in these passageway areas per the 1-minute video above
> Save Outside all Thur Vonun Locations > Install update > Resume as usual
> Load up and test the Mannequins/Racks here re-equiping them and make sure your attire equips to them properly before continuing a new save
> In the event they are not equipping proper (which did NOT happen for me), don't use them if you can live with that
UPDATE INSTRUCTION PRE-v1.1 TO v1.5
> I would say now, DON'T BOTHER
- THUR VONUN SANCTUM [CORE]:
-
Version 1.4
- FOMOD
> Restructured the package to be BAIN-compatible for Wrye Bash (WB)
> WB recognizes it as a complex installer & let's you configure the sub-packages - ===============================================
ALL PLUGINS:
> Modified the Bash Tags embedded in the plugin headers - ===============================================
THUR VONUN SANCTUM [CORE]
> Made a new Faction (intended for patches) with bare minimum Sub-data edits that is on each of the SabreCat NPC bases and is Ally to the actual SabreCat real Faction
> The New Faction acts as a bridge to inject said NPCs with that Faction from SPID which will make them allies with the cats without making patch plugins editing records
> Added subtle smoke FX to TorchPermanentSMIMOff so to look as-though it was recently lit
> Added new XEMI-Emittance to bulbs for Braziers, Forge and Wall Torches close to FXLightRegionInvertWindowWindhelm2 [REGN:000ECC97] lighting palette with new Bulb base
> Altered some of the coloring attributes on the actual Tiki Torch mesh Bulbs and modified the bulbs geometry a little
> New Candles added (long overdue/procrastinated but always was plan) to the Sanctum main hallway ledges (chest chamber front) at stairs to the storage room (toggable)
> Minor NAVM adjustments to the Master bedroom entrance by Statues
> Reworked the SOVBenches at Master bedroom entrance in hopes NPCs engage with them more. Always found they never interacted with those benches
> Added two missing Normalmap textures for waterlilies. Don't understand what happened there. Probably never will
> New" Lighting Selection Tuner System". Button on wall behind Throne at Display stairs post to adjust Sanctums Lighting Strength. 6 Strength presets other then mod default
> As for the Patch that existed v1.3 "Thur Vonun Sanctum SE [CORE - Brighter Main Bulbs]". This can be safely uninstalled if it was used. Its redundant
> New Textures with Custom moss are made for all walls and stone in place
> Doom Lagoon SFX are disabled when not inside the Lagoon. Triggerbox edges are Forge entry ledge corridor and Follower Sleep area Secret Door
> New Sound for the Doom Lagoon Waterfall models that promotes the sounds distance to not travel so distant
> Mechanical improvements to the one-off door setup (first time entering Sanctum from Grottoes)
> MicrOptimizations to some scripts
> SoundFX in Sanctum are much more controlled - ===============================================
PATCHING TOOL FOR USERS:
> Thur Vonun Sanctum [CORE]_DISTR.ini <--NEW
> Requires: Spell Perk Item Distributor (SPID) https://www.nexusmods.com/skyrimspecialedition/mods/36869
WHATS ITS PURPOSE:
> This utility is for users to Faction Patch mods they use adding NPCs that the SabreCats attack
> With "Spell Perk Item Distributor (SPID)", injecting data into Forms is possible without editing plugin records
> The INI has strings added which take a "ScatBlackSPIDBridgeFaction" injecting it into mod specific NPCs
> The INI already contains strings geared to some mods that need patching for the cats and new NPCs
> If the user does not use these mods, that is fine and SPID will just skip injecting those forms from INI
------------------------------------------------------------------------------------------
MODS CURRENTLY PATCHED BY THIS ARE:
> Convenient Horses.esp > https://www.nexusmods.com/skyrimspecialedition/mods/9519
> INIGO.esp > https://www.nexusmods.com/skyrimspecialedition/mods/1461
> MrissiTailOfTroubles.esp > https://www.nexusmods.com/skyrimspecialedition/mods/9666
> SofiaFollower.esp > https://www.nexusmods.com/skyrimspecialedition/mods/2180 - ===============================================
NEW FOMOD OPTION:
> New support for Parallax. All of Thur Vonun - ===============================================
UPDATING FROM v1.1+ TO v1.4
> Save Outside all Thur Vonun Locations > Install update > Resume as usual
> Before making a new save with 1.4, make sure the Grotto Doors to Sanctum Doors are functioning correctly.
> If the Doors seem fine, you should be good to continue onwards.
UPDATING PRE-v1.1 TO v1.4
> Anything Pre-1.1, use discernment and follow earlier change-log update instructions.
- FOMOD
-
Version 1.3
- THUR VONUN SANCTUM [CORE]
===============================================
= FONT DISENCHANTER .DLL =
> The Enhanced Font Disenchanter provided CLIB-NG Port "TS_FenixDisenchanterNG.dll" should work on "All SKSE Versions"
> SE 1.5.97 (Tested), AE 1.6.640 (Tested) and lower, GOG AE 1.6.353 and lower (Should work. Untested), VR 1.4.15 and lower (Should work. Untested)
= FOMOD =
> Updated the FOMOD to only have one Main Package install option since the new DLL eliminates different SKSE install options
> Updated few photos in FOMOD
> Pronounced the MCM photo a bit - ===============================================
= UPDATING =
> From Build 1.2 is completly safe. Anything prior is untested and requires user caution.
> Just adhere to earlier changelog update instructions if using v1.1 or earlier
- THUR VONUN SANCTUM [CORE]
-
Version 1.2
- THUR VONUN SANCTUM [CORE]
===============================================
= MANNIES =
> Reverted Thur Mannequin REFs from "NEW _NPC" Bases back to Vanilla "PlayerHouseMannequin [NPC_:00089A85]" Bases like Version 1.0.
> Using a different strategy to remedy a problem where NPCs in the DismissedFollowerFaction (who are built as more aggressive NPCs) would potentially become hostile towards the Mannies
> I inject the Manny REFs with a Faction (by Quest) and then edit the DismissedFollowerFaction as Friend to that same injected Faction. There is no easy solution to address this matter except trying to pick the cleanest approach. This way only one Vanilla Record "DismissedFollowerFaction" has a Thur edit so this override is in the [CORE - Prime Overrides] plugin also.
> This Faction is rarely ever touched by other mods so compatibility should be fine and is surely way better then making the Mannys New as that will make other Manny overhaul mods not work anymore for the Thur mannies without patchwork
= CLIPPING FIX =
Fixed NPC clipping into model when sitting > "meshes\thur\furniture\chairs\armchair01.nif" (6 REFRs in the Sanctum) - ===============================================
= UPDATING FROM VERSION 1.1 to 1.2 =
> Undress all Manniquins
> Save outside all Thur Vonun related Interiors before update
= Update Instructions From Version 1.0 to 1.2 =
> Follow instructions under v1.1 changelog
- THUR VONUN SANCTUM [CORE]
-
Version 1.1
- THUR VONUN SANCTUM [CORE]
===============================================
> New Requirement "SkyUI" for the New MCM (although, it is not embedded in the CORE Module as a required Masterfile)
> Tons of new ENB lights added to custom models stocked in the Thur Vonun Sanctum [CORE].bsa
> SabreCats and Couriers have Friend relations avoiding conflict with eachother
> SabreCats will defend all base game special horses: Arvak, Frost and Shadowmere
> Remove "FurnitureForce3rdPerson [KYWD:000A56D8]" from player interactable FURN Markers as it interferes with freecam while in the anime event
> Globe in Master Bedroom is mechanically controlled now orbiting in different directions
> Model ship prop in Master bedroom has glowmapped Windows. Theres more little things like this around that i wont list out
> Dragon Nest and ten new perched Dragons added to Sanctum that head-track player (they dont make noise so dont worry)
> Merged [ADDON - Auto Systems] Module into the Main Mod [CORE] Module (needs testing from v1.0 save to v1.1 (see if its safe))
> Renamed "Ziplines" to "Thur Traverse". I always liked idea of device traveling but never the word Zipline. I dont know why. Changed
> Brand new Performance Options in the FOMOD installer. Model swapping options
> Grottoes Cliffside exit Pond-fish are noncollidable to freely swim through those projectile moving fish but still able to loot them. Prompts remain
> Thur Manniquin's now have their own NEW _NPC Baseforms needed with intent to setup rigging for stated below as [01]
> [01] Followers living at Sanctum while in DismissedFollowerFaction won't get aggressive to Thur Manniquins
> Mod Configuration Menu (MCM) for Audio Sliders, Thur Traverse AIO Toggle Hotkey (remove outside button) and Auto-Loot Crafting ON/OFF States
> New displays for Amulet of Articulation and Necromancers Amulet
> Re-rigged Lilys with new TransformControllers per skyrimmods mod "Animated Water Lily". Previous were animated but different style as skyrimmods. skyrimmods is better
> lots of effects and things that would make the changelog extremly long and are very subtle things. smoke over food, spits, forge water, more....
> tons more subtle things but will leave unlisted
> Did some QA NAVM checkups with the CK test actor simulator. Was exceptionally done v1.0 but spotted some areas that I improved - ===============================================
THUR VONUN SANCTUM [CORE - PRIME OVERRIDES]
> This already existed carrying forward all essential base game THUR EDITED records. Plugin name change from [OPTL - Prime Overrides] to [CORE - Prime Overrides] - ===============================================
THUR VONUN SANCTUM [CORE - BRIGHTER MAIN BULBS]
> Make each main room center bulb stronger in strength for brighter Sanctum (no guarantees the odd flicker might occur but I witnessed none) - ===============================================
UPDATING FROM VERSION 1.0 [CORE]
> Mind you, I have not tested and will require testing upon those attempting to confirm its safe and dont save too soon upon doing so
> Uneqip all Mannequins in Version 1.0 before testing update V1.1
> Would be wise to move family and followers out leaving the place uninhabited prior to saving outside Thur Vonun and then when install update, Re-Bless the Sanctum to move family back in
> Save outside of ALL Thur Vonun Interiors v1.0 before updating to 1.1. This includes Grottoes, Sanctum and Bunker. ALL Thur Vonun interior locations
> Install new Update and expect the game to warn the [ADDON - Auto Systems] is missing because its now integrated right into the [CORE] module
> TEST everything extremley thorough before feeling comfortable its safe to continue saving onwards
> Make sure all your items are still in there containers and what not.
> Might even be wise to turn on Papyrus Logging just to see if there is any fishy stack dumps, etc...
> ONE other component behind this build that concerns me updating from Ver 1.0 is that FormIDs that existed in v1.0 DO NOT exist in v1.1 (as they became redundant to carry forwards and I am not the type MA (regardless the reprecussions) to hold onto bloat records). Not a bunch were removed but some xMarkers that were persistant records no longer exist, activators and triggerboxes, etc, and I am not a pro on Save data and what bakes into saves.
> With that being said; and with what I stated above, use your best discernment updating and be on lookout prior to saving onwards. BE SAFE
- THUR VONUN SANCTUM [CORE]
-
Version 1.0
- Initial Release (Brand New)
===============================================
BACKGROUND OF THUR VONUN SANCTUM SE
> Essential to Understand (if using):
> Torchsys - Player Home and Enhanced Torches https://www.nexusmods.com/skyrimspecialedition/articles/4640
> Good Info Regardless about the mods history and its story
- Initial Release (Brand New)
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- Author's activity
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May 2025
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11 May 2025, 6:29PM | Action by: KhrysINXS
Attribute change
'Description changed.'
August 2024
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13 Aug 2024, 10:51PM | Action by: KhrysINXS
Mod video added
'Thur Vonun Sanctum V2.2 - Skyrim SE Player Home'
June 2024
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02 Jun 2024, 9:14PM | Action by: KhrysINXS
Attribute change
'Description changed.'
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02 Jun 2024, 9:12PM | Action by: KhrysINXS
Attribute change
'Description changed.'
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02 Jun 2024, 8:44PM | Action by: KhrysINXS
Attribute change
'Description changed.'
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02 Jun 2024, 4:44AM | Action by: KhrysINXS
File added
'Thur Vonun Sanctum SE (Doc and Perms (v2.2)) [version PERMSv2.2]'
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02 Jun 2024, 4:41AM | Action by: KhrysINXS
File added
'Thur Vonun Sanctum SE [version 2.2]'
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02 Jun 2024, 4:30AM | Action by: KhrysINXS
Attribute change
'File \'Thur Vonun Sanctum SE (Doc and Perms (v2.1))\' category changed to Old versions.'
May 2024
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31 May 2024, 10:07PM | Action by: KhrysINXS
Attribute change
'Description changed.'
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31 May 2024, 9:52PM | Action by: KhrysINXS
Attribute change
'Description changed.'
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15 May 2024, 5:55AM | Action by: KhrysINXS
Changelog added
'Change log added for version 2.2'
April 2024
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25 Apr 2024, 5:20AM | Action by: KhrysINXS
Attribute change
'Summary changed.'
February 2024
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10 Feb 2024, 11:35PM | Action by: KhrysINXS
Attribute change
'Description changed.'
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10 Feb 2024, 6:34AM | Action by: KhrysINXS
File added
'Thur Vonun Sanctum SE (Doc and Perms (v2.1)) [version PERMSv2.1]'
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10 Feb 2024, 6:33AM | Action by: KhrysINXS
File added
'Thur Vonun Sanctum SE [version 2.1]'
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08 Feb 2024, 7:40AM | Action by: KhrysINXS
Changelog added
'Change log added for version 2.1'
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07 Feb 2024, 8:32AM | Action by: KhrysINXS
Changelog added
'Change log added for version 2.0.1'
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07 Feb 2024, 8:31AM | Action by: KhrysINXS
Changelog added
'Change log added for version 2.0.1'
January 2024
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22 Jan 2024, 4:05AM | Action by: KhrysINXS
Attribute change
'Description changed.'
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08 Jan 2024, 5:34AM | Action by: KhrysINXS
Attribute change
'Description changed.'
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- Mod page activity
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June 2025
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11 May 2025, 10:53PM | Action by: koboshimeowtis
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