Skyrim Special Edition
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IQ88

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IQ88

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About this mod

Repurposes "Rising At Dawn" into a non-repeatable, story-focused quest in which Falion's ritual to cure your vampirism fails. Features over 100 lines of new, fully voiced dialogue.

Requirements
Permissions and credits
Translations
  • Russian
  • Portuguese
  • Mandarin





This mod...

  • Repurposes the vanilla cure vampirism quest into a brief, non-repeatable story. Falion's ritual will now fail. Rather than the quest serving as window dressing for a simple game mechanic which most vampire players will never use, the quest now constitutes a thematically relevant, meaningful bit of content. Complements my other mod, Dark Destiny - Become A Vampire Unwillingly.
  • Completely changes how the quest is started. No more rumors of Falion from innkeepers the moment you turn into a vampire! Instead, travel to the College of Winterhold and speak to Urag, who will point you to a former colleague of his. Alternatively, go straight to Falion’s house in Morthal. Whichever path you take, Falion will immediately recognize you for what you are...
  • Tweaks Falion’s personality, making him less confident about the outcome of the ritual.
  • Bridges a gap in lore, suggesting that the Cure Vampirism potion obtained in TES IV: Oblivion could ONLY have been made during that specific time period—because the barriers between Oblivion and Mundus had fallen.
  • Pads out the quest. Falion now needs three days to research the ritual, even before sending you on a search for a Black Soul Gem.
  • Removes handholding. Falion no longer sells you a Black Soul Gem. You’ll have to find one yourself—no quest markers provided.
  • Adds some much-needed visual flourish to Falion’s ritual. Before this mod, Falion would merely stand around while chanting the incantation to cure your vampirism—even at times with his back turned on you! This mod gives him animations and adds magic visuals and sound effects.
  • Option to kill Falion upon completing the ritual. For evil and/or chaotic type player characters.
  • Adds an "Experimental Potion" to Falion's inventory, which serves as a non-diegetic method for curing vampirism for debug purposes.
  • Includes over 100 new lines of dialogue, fully voiced in a way that fits almost* seamlessly with vanilla voice acting. Achieved using cutting-edge AI voice cloning tech (ElevenLabs.io) combined with careful manual editing. Each individual line has been painstakingly iterated upon and, when necessary, spliced together with other iterations to achieve the most natural-sounding performance. No expense spared!

* Almost seamless because the difference between vanilla and generated voices is especially audible when the two are played back in sequence (see showcase). For example, Urag gro-Shub’s voice is quite breathy in game, whereas the AI model’s voice seems too clear when played right after the vanilla voice. Perhaps in the future, as the technology improves, this will be solvable.

Please note, this mod does NOT remove all the game’s references to the cure for vampirism. Serana can still be cured, and Isran from the Dawnguard will still tell you to “get yourself cured” if you’re a vampire when you return from Castle Volkihar. The latter is something I’d like to look at down the line, but that is out of scope for the present mod.



Install before starting a new game. Use Mod Organizer 2 or Vortex, or install however else you prefer. No requirements.



Compatible with (Tested)
  • Unofficial Skyrim Special Edition Patch (USSEP). Load my mod after.
  • Obscure’s College of Winterhold (relevant because my mod adds dialogue and scenes to Urag gro-Shub). Load my mod after.


Incompatible with
  • Cities of the North - Morthal. To create a patch, the triggerbox and a couple XMarkers used for the entry scene need to be moved to the new interior. See aliases under quest VC01 in the CK.


Technical Details
This mod edits the vanilla records listed below, and so will be incompatible with any mod that touches the same records. This is especially an issue with mods that make large, sweeping changes to the entire game, such as USSEP or Immersive Citizens. However, if you are OK with those mods’ changes to the same records being undone, you can load my mod after (I tested my mod with USSEP, for example).

  • Falion. His essential base actor essential status is removed (essential status is set via the quest). Buffs his health, magicka. Gives him several spells and a combat style that allows him to use them. This overrides the changes made to Falion from USSEP.
  • Falion's house (interior). This mod adds a scene triggerbox and a few new XMarkers. For simple interior edits of Falion's house a batched patch may be sufficient. Interior replacers (like Cities of the North - Morthal) need a manual patch in which the triggerbox and XMarkers are moved over to the new cell.
  • VC01, aka the “Rising At Dawn” quest. Lots and lots of changes, obviously.
  • The summoning circle outside of Morthal. Adds a light source and a triggerbox.




No known issues as of release.



In no particular order, and with no promises that I’ll actually get around to doing them, except perhaps the first one:

  • Completely overhaul my first mod, Dark Destiny - Become A Vampire Unwillingly, using everything I’ve learnt from making this mod.
  • An overhaul of Movarth Piquine, whose character was not done justice in the vanilla game.
  • A Dawnguard quest overhaul to join the Dawnguard as a vampire and actually have the faction acknowledge your condition.
  • A story follow-up mod for Dark Destiny.