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Frib

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About this mod

Distributes over 450 different notes randomly to bandits, necromancers, warlocks and more. Reading some of these notes will make you feel ashamed for killing the holder. Other notes may make you feel ashamed that those people existed in the first place. Or maybe you're just dead inside and this doesn't affect you at all. Shame!

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Translations
  • Spanish
  • Russian
  • Portuguese
  • Mandarin
Changelogs
Note: If you use a DeathItem config (when they're dropped on death), it will not work with SPID versions past 6 except for 7.0.0, 7.2.0.RC6 and 7.2.0RC7. All other 7.x versions do not work with this, including the latest RC11

Using SPID, these "personal notes" are distributed to various NPC factions. Each faction has its own feel to the notes.

  • Bandits will (mostly) receive notes that will make you second-guess if killing them was the right thing to do. Are we the bad guys? Shame!
  • Warlocks will (mostly) receive notes revolving around Aedra and Daedra. Usually still pretty evil, but maybe you killed a follower of whatever deity you are worshipping. Shame!
  • Necromancers will (mostly) receive notes about dealings with necromancy, including both the good and the bad. Shame!
  • Forsworn will (mostly) receive notes about their culture and struggles with Markarth. Shame? And half of them can't even read well! Shame!
  • Vampires will (mostly) receive notes about needing blood and their place in the world due to their unwanted curse, reminding us that they are people too. Shame?
  • Soldiers will (mostly) receive notes about their better halves, that will now have to live on without their spouse. Shame!
  • Witches will (mostly) receive notes about their coven, empowerment, witchy outfits, hagravens, and how to effectively lure men so they can pluck out their eyes and skin them before tossing them in a cauldron. Shame!
  • Silver Hand will (mostly) receive notes about hunting werewolves and building up their HQ. Shame?
  • Vigil of Stendarr will (mostly) receive notes about their exploits, all the good they've done in the world, and problematic reports. Shame!

Using SPID, Shame of Skyrim distributes these notes to members of certain factions. There is a small chance per NPC that they will receive
a note, configurable in the distribution config file. Default values range between 1% - 4% chance per NPC.

V3.0 RC2 now available for testing

New features:
  • No more duplicate letters
  • Conditional drop requirements, making letters more personal to the one you just killed
  • MCM with global config and collection tracker
  • Easier support for other mods expanding on the distribution system by using keywords
  • More factions are supported, some already have new content now (Draugr!)


This version is a complete rework of the inner workings of the mod. Previously, everything was handled by leveled lists and SPID, but I've added FormList Manipulator and some papyrus scripts to change the way distribution works. You should now not receive duplicate letters, as long as you're not extremely (un)lucky when killing two enemies at exactly the same time. If you run out of new letters to receive, they just won't spawn anymore.

In addition to that major upgrade, there's now a MCM with an additional drop chance multiplier, allowing you to go from 100% down to 0.01% if you combine it with the SPID distribution.

Conditional drop requirements are also added, meaning some letters will only drop when for example the killed enemy wears heavy armor, is of a specific race or sex, or in a specific location or area type. Quests can also be started from notes.

The MCM also contains a tracker for each faction's possible letters and you can toggle whether you see how many notes you've read when you read a new one. A simple json config is now also added where you can configure the global drop chance.

The randomized note names feature has (for now) been removed. It will stay removed unless you request for it in the comments - it's a bit hard to maintain.

All letters now use keywords internally to determine to which faction they belong to. This makes it easier for modders to create content packs, because you only need to add these keywords to your own letters, there's no need to add your new letters to leveled lists. It'll all happen automatically :D

Still in early testing, should be compatible with old saves but I have honestly no idea if/when things will break with this new system. Old notes in your inventory will probably be untracked. Hopefully, reading them again should track them but I'll investigate this before the full 3.0 release.
V2.0 update!

Now contains roughly 450 notes for distribution, and a few new fancy features!

Randomized Note Names

Shame of Skyrim has two variants of the .ESP, one standardizing the names of notes to "Personal Letter", while the other has assigned pseudorandom names to all notes. Feel free to choose either one of them, and it should be safe to swap between them mid-game.

Locational notes

Each faction now has 3 leveled lists that you can distribute; one with generic notes, one with locational notes, and one combining both. By default, the combined list is used, but you can edit the distribution ini if you don't want generic or locational notes.

Locational notes are meant to show directions to a specific location that is of interest to the factionmember that you've just brutally murdered. These directions can be pretty simple (e.g. west of Rorikstead), while some are more detailed involving multiple steps (e.g. how to get to the Steed standing stone). However, one of the risks is that the notes become outdated as the game progresses. If a witch has a message that she should go to a hag's lair because she needs more glowing mushrooms, but you've cleared that lair a month ago and it's now filled with bandits, then that may be a little immersion breaking. The odds of this happening are slim, unless you are doing a long playthrough where you cleanse the land of everyone and everything.

Locational notes are written in an ambiguous way, so that even if the note carrier is already at the location described in the note, it can make sense.

Separate option for less extreme content

V1.1 already had some notes that were a little extreme. While I was writing some of the content for 2.0, I definitely crossed a few lines with some of the notes. So I decided to create separate leveled lists with those extremes removed. The distribution file now allows you to choose from censored lists, if the faction has any censored notes. When creating the curated lists, I may have accidentally skipped over notes that should be in there, or you may also disagree with some of them (not) being in there. If you feel like there are notes that should be filtered but aren't, feel free to share this in the comments and why you believe it should be filtered.

Please note that this does not censor swear words. There will be notes with bad words in them.

More finetuned distribution chances

The game now applies a 10% chance modifier on top of the chance in the distribution files. If a distribution file says there's a 40% chance of adding a note, the effective in-game chance is now 4%. This allows you to more finely control distribution chances when you want notes to be a rarity, as you can now go as low as 0.1% chance per NPC.

Distribute on death, rather than on spawn


Originally, NPCs would spawn with a note in their inventory, meaning you are able to pickpocket check them for notes. This could be "abused" so you don't kill those that carry a note. An alternative distribution method now adds notes when the NPC dies. This means no more pickpocketing! Could be considered immersion breaking (why didn't you find that note when pickpocketing the target?), but maybe they hid the message in their boot.

More factions and more notes for existing factions

The Vigil of Stendarr now has notes! As do the Silver Hand, even if it's only a couple. But one big faction that's new are the witches and the hagravens! Witches can now get notes from their sisters and from hagravens. They are filled with positivity, but can also make it clear that they are very much deranged people with wicked rituals and customs.

Note count

Faction - Total notes (Generic notes + Locational notes)
  • Bandits: 98 (64 + 34)
  • Necromancers: 58 (32 + 26)
  • Warlocks: 102 (89 + 13)
  • Forsworn: 40 (29 + 11)
  • Imperial: 16 (16 + 0)
  • Stormcloak: 16 (16 + 0)
  • Vampires: 35 (24 + 11)
  • Silver Hand: 6 (1 + 5)
  • Vigil of Stendarr: 27 (8 + 19)
  • Witches: 57 (31 + 26)

Generic: 310
Locational: 145
In total: 455

Final words

Thank you for reading this far :D and I hope you enjoy the content that this mod provides!

This mod (and its name) was inspired by this Reddit post. It's an ESL'd ESP. It requires SPID. It can't conflict with anything. It can probably be installed mid-game. I have no clue if it can be uninstalled mid-game. It is installed by using a mod manager. I have tried to keep it somewhat lore-friendly. I don't know what else to put here, I don't publish this stuff for a living lol.

I hope It Just Works. If not, I'll get to fixing it at some point.

I hope you enjoy
of Skyrim.