Warlock style magic systems and new factions. Magic systems offer power for a price to non-mage characters. New factions provide "quests" and gameplay hubs. Aimed at creating new character build opportunities.
Requirements
This mod does not have any known dependencies other than the base game.
I really don't care what you do with this mod as long as you aren't making money or donation points.
File credits
LE Vanilla Bethesda assets only.
Donation Points system
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Translations
No translation available on the Nexus
Changelogs
Version 9.03
####9.03
-don't get too excited, just a lil one -merged hotfix into the main branch since it seems to be stable and only ~40% of people actually install the hotfix file -added cross interaction between elixir of life and bring me that black book resulting in ability to turn flesh extract into synthetic elf-organs -the cult of the return door now checks if you have absorbed >0 dragon souls instead of completing dragon rising to fix compatibility with Skyrim Unbound, though this opens up an edge-case where the cultists won't care about you murdering dragons if you aren't dragonborn -draugr system now gives roleplay notifications on wake regarding general amount of additional required sleep for full lifeforce restoration in 0, 1-8, 8+ -becoming thane now sends a courier inviting you to the rift bank -scrollcrafting now gives a debug message if you are below 25 enchanting (ie. if the crafting menu will be completely blank) -advertising outside of Skyrim (both types) now yields double points -removed the ability to preach for the dragon cult after betraying them -found an oversight where the dragon cult attacked followers and deleted the navmash just inside of the dragon cult so followers shouldn't enter -fixed an errant recover flag on the thaumaturgy heal -fixed the UI tooltip names for some custom furnitures -fixed a bug where you could revisit aedwatch's office after the first time -fixed an oversight where in an edgecase situation you could accidentally route into the old 2.0 main quest line via the exile
Version 9.02
####9.02
-fixed a draugr calculation error that increased max health over time -expanded the kjenstag gem text to make the the link into playing as a "dragonborn" clearer -accepting the kjenstag gem's offer now also adds a number of map-markers to your map (bleak falls barrow, labyrinthian, ragnvald, valthume, forelhost, highgate ruins) -the dragoncult recruiters will now forcegreet approach the first time (on new saves only) -hrotggi now directs you to the riften job boards etc. when he tells you to raise money -fixed a bug with the ability to turn in dragonsouls to the gem -tithing lifeforce now gives a RP reminder prompt about the kjenstag gem -the dragoncult quartermaster now sells additional items like priest robes/fire staves/unenchanted masks -reduced and standardised the value of the bonecharms -you are now given monk robes/boots when promoted to acolyte -halved the lifeforce cost of making bonecharms -added a "mundane" bonecharm craftable to wear/echant as a normal necklace -made bonecharms unenchantable -curative bonecharm now actually cure on use in addition to increasing resistances -fixed 2 more npcs that were no longer disabling properly -fixed a number of minor dialogue prompt, linking, resettime and sayonce errors -the herald now only trains to expert and training now takes time -flagged the non-player beds in the cult of the return as owned -the herald now points you at hirelings and recommends you take a follower when he sends you to rannveigs fast
Version 9.01
####9.01
-fixed a big oopsie in the dragoncult door script introduced by a last-minute-bugfix
Version 9.0
####9.0.0
-Holy shit I need a holiday from fighting the crash-ation kit and performing lore contortionism. -Weaved an elaborate setup to allow random peasants to access the dragon souls and shouts system without being born the dragonborn. arguably even more lore friendly than being an actual dragonborn when taken in context of how little a dragon soul is mechanically worth -Perform the main quest as an engineered false-messiah, unlocking all the many quests and mods gatekeeped behind it. Hooray!
-added the new The Prophesied Return questline, started from NPCs in Skyrim's main city "shitholes" -join and help grow the reborn dragon cult, serving well enough to be inducted into the priesthood and turned into a draugr -finally find out what the deal is with the kjenstag cult, and optionally choose to betray your new cult for necromantic powers
-added the new Cult of the Return player hub, accessed during The Prophesied Return -seek a warm place to sleep and charity handouts in their soup kitchen, or access the faciltiies by joining the cult
-added the new Draugrisation magic system, accessed during The Prophesied Return -have your lifeforce turned into a spellcasting resource, for use in priestly alteration magic and bonecharm crafting -optionally corrupt your draugrisation in pursuit of necromantic powers and the ability to steal lifeforce from others...including dragons
-completely rewrote the webspinner's widows cult business and orders processing backend (F in chat for the most complex spaghetti abomination to ever live) -NOT BACKWARDS COMPATIBLE if you have active orders/deliveries. wait until they are done to update. IDEALLY don't update at all on saves which have founded the cult -rebalanced cultist fatality rates, reputation/notoriety formulas etc. in the process -added the ability to order food and firewood+torches as part of the cult business management -cut the price of starting the cult to 10k gold -starting the cult now also decorates the house (somewhat) and adds some crafting stations outside -reduced the cult business timer to 2 days -torches mounted in the carius estate now burn out and have to be replaced -added more natural lighting to compensate -the carius estate sweeping and lavender picking household tasks now time out and have to be done again every 2 days -the carius estate fireplace now costs firewood to activate -lighting the braziers outside now takes firewood and times out as well -the firewood pile in the carius estate is now a container for firewood
-took the research assistant questline out behind the shed and shot it -raiding kolskeggr mine is now an optional task for bonus favor, rather than a gatekeeping intro task -the old ingredient collection quest has been reworked into a "radiant repeatable" task for favor -all deep ones integration is removed -fleshgod refuse has been replaced with favour and is now handed in to the keeper instead of processed at the cauldron -removed the flesh magic/extract quest rewards for purifying and strengthening flesh extract/magic -relative payout of flesh extract has been doubled to offset this loss in quality -the basic healing flesh spell now generates restoration xp, gaining some utility to offset this overall loss in flesh magic effectiveness -flesh spell invigorate now using a direct restore effect instead of increasing stamratemult, meaning it stacks and works while sprinting etc. -flesh spells regenerate and invigorate now have double duration but halved magnitude -reworked some of the flesh mage's/magic's lore
-changed the silver amulet and magebane backend to make them always active -doubled magebane radius, the "pure" version of magebane is tripled and has had the name corrected -magebane still isn't treated as hostile, even when it hits civilians etc. -rewrote magebane backend to make it less inconsistent -MAGEBANE IS NOT BACKWARDS COMPATIBLE IN THIS VERSION. YOU WILL LOSE YOUR CLOAK ON UPDATE. SORRY -increased the cloak range on silver amulet and added VFX for targets hit by it -silver amulet effect only affects certain targets but will be considered hostile (stay away from sybille) -silver amulet now causes you damage if you are undead
-added the Bring me that (Black) Book assorted feature
-the witchhunter mage now sells recall scrolls which return you to the guild -the witchhunter mage now gives out recall variant scrolls for "free" -the mark for this variant is pre-set at a certain Dres location. Hey, still better than being murdered by a draugr, right?
-added a skip option to the red light if you get bored part-way through trafficked -tweaked the nature of the trafficked skip options to be more immersive -when released, you now lose maximum magicka based on how much of your debt you skipped -you now gain small amounts of maximum magicka for serving clients with minimum compliance -you now gain small amounts of speech skill for serving clients with maximum compliance -made trafficked faster at high compliance
-made syndicate exceptional operative easier by now only requiring 3 of the operations instead of all 6, to encourage roleplay access to the elixir of life feature -added the ability to requisition food from the distribution hub -moved the book of sales item from fjola's inventory to a nearby table as the script didn't fire sometimes for some reason
-the ritual candle descriptive text now changes based on whether you know how to make them yourself -harvesting humanoid fat now takes an hour and cannot be done in combat
-the brethren has been demoted to "easter egg" tier: moved deep into to mountains, all direct references/integration to it removed -the deep one sunlight weakness is now purely aesthetic (and has gained more aesthetics)
-cleaned up the initial smuggler's reminder dialogue -fixed a bug where followers could equip corvid charms -fixed the time passage randomint min and max being flipped, not that it should change anything -darkbolt is now damage-upfront instead of damage-over-time due to balance issues with mag/dur scaling of the ritual circle -well behaved trafficked employees now sometimes get cure disease potions -fixed pact ritual hand fx -the items in anise cellar/drelas cottage which weren't inheriting the cell ownership have had their ownership manually cleared -added two extra paralysis poisons to anise's cellar -most fat/blood/etc. "harvestables" can now be extracted from falmer -fixed a bug where lunglef had stopped disabling -the candlemaking dunmer in windhelm now has dialogue noting that he is moving to the cornerclub -updated grados' quest dialogue to reflect the changes to the ghost sea smugglers -can now blow off steam with the other college students to clear your mental exhaustion from researching -made the scrollcrafting manual/references substantially more affordable -expanded a few assorted lore dialogues
Version 8.02
####8.02
-added a new npc to white phial, later moving to the cornerclub -npc sells ritual candles and can be paid an exorbitant amount for the recipe, though this will disable the exile and her questline -npc points to the syndicate questline, providing an alternative means for enabling carsten's initial recruitment dialogue -npc also dumps lore on you to tie a few of the loosely connected features together more cohesively -can no longer sell ritual candles to normal vendors -expanded the post-quest syndicate chain dialogue to point at elixir of "life" -the elixir of "life" potions can now be turned in for club coupons -the caught in the middle party supplies step now accepts tainted ale, prioritising normal ales -if using tainted ales, you will get a "tick" of mageblight in the process -due to backend limitations, you still need 4 of one or the other rather than a mixed total of 4 -vampires can now choose not to change their face during the Til Death Do Us Part questline, though you will get a murder bounty in haafingar -this is an emergency bypass rather than intended progression, some of the followup text won't match etc. -starting the trafficked feature via the webspinner's widows now reduces cult notoriety -added the ability to opt out early to trafficked -expanded the trafficked payout food list -fixed a bug where the trafficked patrons were in the eastmarch crime faction -added a note pointing at servants and seances to saadia's room -sadren's "go away I'm sleeping" blocking dialogue is now only enabled after you get the guest room key -the dibellan priestesses now point at the gentleman's club -added a note pointing at the ARaC shack to the bloodcourt desk -fixed the fame wish and the syndicate deadline not giving a bounty in haafingar -fixed a bug where nelacar's dialogues required speaking to faralda once to initialise
Version 8.01
####8.01
-fixed a catastrophic bug with say-once dialogue being reset on game load introduced in 8.0. HAHA SKYRIM IS WELL CODED GUYS -added the ability to ask sadren for additional make-work if all the normal work is done -make-work has halved gold payout and reduces max magicka by 2 while raising health and stamina by 1 each -this cannot reduce magicka below 50 or raise the other 2 above 200 -added 2 bottles of ale to the servant food package -greatly reduced the duration of the memento mori bandage variant -bandages, both variants, are now "ritual spells" so they cannot be cast while moving -the projection now has a small light radius so it can also be used as a scuffed magelight -unstable animation now lasts an extra 3 seconds so your zombro can run a short distance at the nearest enemy before they blow up -buffed the radius of the unstable animation explosion, making it much more effective but also far more dangerous to the player -fixed a hilarous oversight which allowed unstable animation to be cast on living actors, causing them to harmlessly explode -trying to take a polyp as a vampire will no longer work -vampires are now killed by the brethren -vampires are now blocked from making the hermaeus mora ritual -packaged the missing pex file for the drahffcleanupscript
Version 8.0
####8.00
-due to backend changes this is being categorised as a "major update" which WILL require a new game or clean save
-added an explicit content toggle for those of a delicate sensibility, prompted on first load after installing this update/starting a new game -toggling explicit content off will disable: --the Til Death Do Us Part questline and accompanying Mephala's Weaver magic system (will not affect the cult/business management of the Webspinner's Widows hub) --the new Trafficked assorted feature (see below) --new additional "harrassment" dialogue from the post-Caught-in-the-Middle servitude scenarios --Non-gambling/sauna Eastmarch Gentleman's Clubs activities along with the Escort Branch of the Syndicate --the Love Shack location (incidentally this means "toggle off" is essentially a compatibility patch for blackthorn manor) --Magic in the dark seduction-subterfuge options --Altar of Bal feature --the witchhunters escort --Desperate access to hits of Skooma in the ratway --Supply Lines midden mage step -for the rest of you, something was released concurrently with this update on the LE version of the "other" site
-added the new Memento Mori magic system, accessed through servants and seances (see below) -become possessed by a wispmother as part of Sadren Sarethi's research, tapping into her memories -discover her history, gaining access to 5 new spells and a means of training some skills in the process -each possession increases max magicka at the cost of max health and stamina, as well as a short period of greatly reduced magic resistance
-added the new Servants and Seances assorted feature, accessed through the orphanage job board or the new pointer dialogue from wylandriah (see below) -act as a live-in maid/servant for a magical researcher, performing simple but time consuming chores for a small salary -when the house is fully in-order, opportunities may arise to assist in your employer's research, for substantially more money and access to magic
-added the new Elixir of "Life" assorted feature, accessed after completing the Healing a House quest at Tel Mithryn -Elixir of "Life" involves working for the alchemist, having reached peak desperation in her quest to create a potion to reverses aging -one of the ingredients can only be found on freshly deceased elves... -RP wise, provides a hook for character immortality seekers, offers a quick trip down the moral slippery slope and requires an ongoing gameplay task in a way that is generic enough for most builds -mechanically, potion is just a minor potion of well being -the alchemist in raven rock now points at the tel mithryn alchemist after doing the netch quest -neloth now points to his alchemist
-added the new Trafficked assorted feature, accessed through a new npc at Darkwater Crossing/the hunter hotsprings or through webspinner's widows -if trafficked, you are sold to a brothel in morrowind until you earn your freedom -even if you have explicit content toggled on there is a second prompt giving the option of skipping this step -widows method (repeatable) involves talking to lysara after founding the cult, then agreeing to her plan of an "undercover operation" for rapid recruitment -after release, if you started it via the widows, you gain 15 cultists for use in the cult management system -added a convenience chest by the planning table to store order-dolls -hotsprings method involves drinking too much of their spiked alcohol, will give you firsthand experience of the human trafficking aspect of the syndicate -people who are friends of the syndicate, through any means, are instead deposited safely near the club -either way, if you started it via the syndicate, your character becomes wary enough of their drinks that they can no longer catch mageblight -now the kind of people who think the mageblight mechanic should be removed can literally "get fucked" over their opinion now too https://www.youtube.com/watch?v=P4DZAgp7kC0
-expanded and tweaked the Darkling magic system to make pure darkling caster builds more viable -added 6 new darkling spells across the 3 paths (touch of death, cripple, distract, mockery, sense, conceal) -each sip of ichor now gives 2 spells instead of 1 (piercing gaze is counted as 1 of the initial 2 for all 3 paths) -rebalanced several of the existing spells magnitude/tier/cost and rearranged between sips -piercing gaze now lasts until cancelled and uses a sharp monochrome imod instead of the worthless blurry blue garbage that is vanilla nighteye
-added 2 free spells (healing illusion, waterwalking alteration) to the thaumaturgy feature -if you decide not to let her experiment on you, wylandriah instead points to a variety of other magical researchers -the popup message for contracting magebane now points at alchemists -alchemists now point at the witchhunters guild if you have magebane -tweaked mageblight quest message popup to make it slightly more clear that betrayal could lead to a cure -added a spell tome for Draw Ritual Circle to Southfringe sanctum -reading this kills all npcs in the caught in the middle Nook cave -added a sigil recipe for conjure dark tutor -cleaned up some navmeshing in the various tiny "one off" cells -fixed an errant essential flag on one of the nook goons -fixed a bug where the gatekeepers servitude dialogue was available when it shouldnt have been -fixed a bug where scrollcrafting was giving 100x more xp than intended -fixed a bug where the faldar's tooth chest had the wrong item -fixed a bug where you sometimes needed to save-load once after install to initialise dwd's dialogue -added new notes to the job boards, as always
Version 7.05
####7.05
-added the new Caught in the Middle pseudo-questline, started from the exile's advert in riverwood or the ragged flagon job board -Caught in the Middle is extremely short and easy, more of a prequest modifier which alters how some existing features play afterwards -Caught in the Middle ends with choice of 4 new "life-debt" scenarios, involving the four groups who have beef with Bashnag (bloodcourt/syndicate/witchhunters/gatekeepers) -these scenarios involve completing certain tasks within a 3-week (literal) deadline (eg. gathering 80 silver nuggets through whatever means) -provides RP reasons to access the content for characters who wouldn't normally (eg. a warlock forced to kill other warlocks for the witchhunters) -some of these options are unavailable if you have started their respective content normally -added the new "Draw Ritual Circle" lesser power called, accessed through Caught in the Middle -"Draw Ritual Circle" is a "preparatory" power that creates a ritual circle, costs no magicka but requires 3 aedric infused ink -conjuration and non-flesh/healing restoration spells cast within this circle have quartered costs and tripled duration/magnitude -can have 3 different circles active at once, though they don't stack in effectiveness if overlapped -added a new way to access the ability to create Aedric infused ink from blood to the Caught in the Middle quest -ink from non-blood sources and use in sigils are still locked behind the ARaC feature -extracting your own blood to create ink is now done by a new greater power instead of the sigil crafting menu -added a bunch of sigils and a pointer to the dagon cultist to bashnag's inventory -the apex predator questline and the exile's training are now mutually exclusive, though neither side will be actively hostile as a result -the exile now also sells some of the witchery potions/items when you unlock her vendor inventory -trying to start the bloodcourt quest as a werewolf is now unlikely to be good for your health -added a cooldown time on the master's feed dialogue so having 100% disease resistance doesn't softlock the questline -fixed a broken dialogue link in the nocturnal witch's strife lore dialogue -nerfed shadow friend, curse of obedience and charm into the ground by capping number of active allies to 1 -the shadow gate summons now disable+delete themselves on death to reduce clutter -went through and flagged hidden/unflagged playable on the dwd perks to cut back on lag when first opening the stats screen. this SHOULDN'T have had any gameplay effects, TELL ME if it did
Version 7.04
####7.04
-buffed the shadowy oil "soulgem", including when used to make enchanted ink -relaxed the crafting conditions on the steelplate gear at the school -expanded on the create shadows spell, since it was literally useless when not wearing a church signet -now, while NOT wearing a signet ring, it instead costs 10% of its normal cost, depletes your shadows instead of restoring them but fortifies max magicka by 50 for 60 seconds. -functionality while wearing a signet is unchanged -added non-"shadowsmoke" vfx to the hard-cast versions of the shadowspells -added a 6 hour cooldown to restoring tomes in the school -fixed an errant invisible continue flag on the upstairs scholar's dialogue -fixed a bug where the signets on the NPCs were checking to be corrupted -after moving to the ragged flagon, the nocturnal witch now trades corvid talismans for hagraven feathers -corvid talismans are "single use" necklaces which provide a short duration of invisibility and muffle on equip and destroy themselves -after moving to the ragged flagon, the nocturnal witch now trades corvid grasp for hagraven claws -corvid grasp are "single use" rings which provide a short duration of increased lockpicking/pickpocket on equip and destroy themselves -after moving to the ragged flagon, the nocturnal witch now points at witchmist grove and the gentleman's club -added "Magicka Fortification Potions*", a new type of magicka fortification potion with a little more "kick" -replaced the ability to requisition generic magicka fortification amulets at distribution hub 3 with "Magicka Fortification Potions*" -added a 4th dialogue option to the malacath dremora in the bloodcourt questline to clearly signpost the 4th ending choice -added the new Assert Dominance lesser power (aoe fears wolves) when the player progresses far enough in the Apex Predator questline -player is given a single lesser flaming essence when sent to collect frost salt in the Playing with Fire questline -player is now only given half as many fire rune scrolls -fixed a bug where the final step of the gatekeepers questline was checking for completion of the wrong dungeon -the gatekeepers now level with the player (still have their old level of 14 as minimum) -removed a long-defunct spell from the gatekeepers -reenabled the ratway seduction options while on the relevant magic in the dark questline stage as well for people who want to choose subterfuge -seductions dialogue is now clearly marked -added a throwaway line of dialogue to the morthal jarl mentioning alva's spare key on the relevant quest stage
Version 7.03b
uploaded the right SSE file this time hurrrr
Version 7.03
####7.03
-did a whole bunch of backend work to facilitate an integration plugin -added a simple repeatable quest that essentially trades fame for maximum magicka to the rift bank by advertising to people who owe you -this quest is unlocked by talking to the teller after becoming thane of any hold -provides a means for the character to transition from the "restricted" casting methods of their magic system to "free casting" by offering permanent max magicka increases -also provides a reason for selfish characters to actually do the 5 million favour quests -if you kill Mr. Aedwatch I will be forced to cancel the TES VI sequel mod >:( -innkeepers now point at the bank -added an emergency teleport activator on the inside of the locked door in the ratway for ragged flagon alternate starts, removed afterwards -when equipping a knight's mentor signet ring after acquiring shadow gate you are now given an option to corrupt it -corrupted rings lose the ability to cast shadow magic from ambient shadows (can be hard-cast as normal), collect shadows of conflict and cast divine intervention -corrupted rings gain a 25% magicka cost reduction to hard-cast shadow magic -syndicate escorts are now paid with supply kits instead of coupons, containing food and gold equal to the cost of a garnet -if you have ticklebritch when you get paid, you are given a cure disease potion instead of the gold -can no longer get cure disease potions at the bar -tattoo ink from the club is now obtained via conversation with carsten rather than the bar, while wearing an amulet -can no longer get tattoo ink at the bar -reconnected the individual navmesh islands in the club and added cross-floor navmeshing -fixed a bug where if you did dialogues in a specific order you could take multiple interviews, breaking the chain -the eastmarch gentleman's club "advanced" services are now handled via dialogue instead of furniture for both sides -basic uses the furniture as normal (the sauna, the gambling hall, the bar) -the sleepy upstair patron should stay in the right bedroom now -becoming an exceptional escort or operative now displays a popup suggesting you talk to your handler -DO NOT update while wearing a club amulet -the witchhunters prostitute is now done via dialogue too -the "acquire vampirism" activator bed in the bloodcourt has been removed and replaced with blocking dialogue too, unless you are already a vampire or infected -the deep ones now just kill you if you have completed the Mora's Temptations ritual -if you choose the "removal" ending of the flesh cult/deep one quest you are locked from further progression in Mora's Temptations -fixed the collision on the cage in the mine -if you discover the ritual site and THEN go back to the school, all the dreams except the last 2 are still skipped but you are retroactively given the rewards now -moved and lowered the altar of bal so npcs can theoretically walk over it, then restored the original navmesh -reworked the malign avatar backend -dark tutor can no longer be cast in combat and dispells if you enter combat -removed the ritual hand fx from the dark tutor spell -decided the looping whispers was more trouble than it was worth, replaced it with a single messagebox on equip/tattoo then after that is is just the description in active effects -packed the missing dealsrandomcoins.pex, fixing shadows of conflict collection etc. -the "seduction" options in the ratway have been locked behind starting the mephala questline -fixed a bug where just bribing drahff with gold didn't work -fixed some outdated info and typos in the readme
Version 7.02
####7.02 -tweaked the deep ones minigame to make it more "roleplay accessible" to non-flesh-cultists (as they can't clear the change) -the initial ritual now gives the "non cosmetic" sunlight aversion and night eye effects only -choosing to recover your gear causes your character to undergo an additional ritual, giving the other 4 effects -handing in the quest to the flesh cultist still clears all the tangible effects -these changes are NOT retroactive, and will in fact cause you to be stuck with the other 4 effects if you are currently affected by it. clear it first before updating -added a version of the dagon cultist to the rift bank, disabled once you unlock sigil crafting -the new version points at the shack with a simple quest -the dagon cultist now points at the playing with fire questline if you find him first -the dagon cultist will now give you a new spell in exchange for looking at the elemental essences research notes -can now trade bulk aedric infused ink to the dagon cultist as an alternative to stendarr amulets -fixed broken lore dialogue for the dagon cultist and added some extra -the strange dagger has been renamed sacrifical dagger and made un-enchantable -while carrying (not necessarily equipped) the sacrificial dagger you can harvest twice as much blood from kills -fixed a bug where harvesting blood from kills was giving double the intended amount -fixed a bug where ghosts and other non-vampire undead could drop blood -the various "soulgems" added by DwD can now be used to make enchanted ink -fixed a bug where shadow friend wouldn't hard-cast -the mannimarco shrine in the midden now points at hobs fall -fixed a text error in the lesser essences' descriptions -gave the free spells from the lesser essences new names -fixed a bug where the falkreath construction crew wasn't working -set the construction crew dummy token items so they aren't visible in the inventory
Version 7.01
####7.01 -added some extra dialogues to the downstairs gatekeeper cultist: a mix of lore, pointers to various places and a trade of soulgem for assorted items -this includes a spell tome for a version of healing which natively works with Undeath: Ascension's lich healing restrictions etc. -added a lengthy lore note to Hob's Fall Cave pointing at a variety of places both vanilla and DwD -fixed a bug where trying to quit the courier chain too early gave you the next job instead -DwD now natively recognises mistwatch bandits as bandits for obituary collection for loadorders without the fix installed -the conjure punished spell now has a descriptive popup -fixed a bug preventing blood collection from kills for sigilcrafting -added a blocking condition to stop stormcall from being cast while it is already active
Version 7.0
####7.0
-hey, remember that time I actually thought this was feature complete way back in 5.0? hahaaa... -it is PROBABLY safe to update on a 5.X or 6.X install and I added some backwards compatibility though I don't recommended it -decided to cancel the Dealing with Bruma expansion and implement the main planned features as a "bonus" update instead -sadly a lot needed to be trimmed down to rework and squeeze them into skyrim but there is still a hefty amount of new content to play with -swapped out all (actively used, some archived forms remain for legacy reference) instances of repurposed vanilla DLC2TempleShrineScript, TGCoinpurseScript, VampireAbsorbHealthScript, MGRitual02EffectScript, DLC2StandingStoneFireScript and transmuteMineralScript scripts for custom ones -while fully functional, they were flooding the papyrus log with harmless errors and, more critically, this fixes compatibility issues with some 2014 era mods which overwrite vanilla scripts -THIS REQUIRED CHANGING HUNDREDS OF FORMS AND I INEVITABLY MADE A FEW MISTAKES. ***PLEASE*** REPORT ALL BUGS, ESPECIALLY IF YOU KNOW IT WORKED BEFORE
-added the new Playing with Fire questline, started from a new NPC in Kynesgrove's Inn or a note in Fellglow keep -questline involves helping a College student to unlock the full potential of the Elemental Infusions, and hopefully find a renewable source of salts -questline links to either half of the new Sigils and Scrolls magic system (see below) -progressing far enough unlocks the Elemental Powers magic system (see below) -progressing far enough unlocks destruction training in exchange for elemental salts -progressing in the questline or finding the intro note in Fellglow is now required to unlock the ability to craft Jazbay juice (see below) -playing with fire will get you burned -disabled the predator at the riverside shack
-added the new Your Hands Only questline, started from a note in the orphanage, candlehearth hall or the new gnisis cornerclub -yes this is compatible with Windhelm mods, the Warehouse is actually a vanilla location though it's not surprising if you have never seen it -allows the player to act as a courier in exchange for a small salary -does almost an entire circuit of the DwD feature locations, designed to give the player a 1-size-fits-all linker to any or all hubs and questlines -very simple and can be completed entirely at level 1 without gaining a single experience point, as it is designed to link into other level-1 quests -windhelm warehouse is now marked as a public area
-expanded the dealing with daedra questline -now that daedric crafting is back (see below), added a (SIGNIFICANTLY longer and harder) alternative branch to resolving being cheated -can now avoid being cheated in the first place if you have 25+ conjuration or have read the book "Tragedy in Black" -added an alternative way to start (a MUCH shorter version of) the quest than the existing "Exile path" from operative "Green" in the fieldwork branch of the syndicate(see below) -this alternative branch skips all the sigil stone collection etc. but gives you a huge bounty in the rift instead and requires the syndicate prequests to access -these 2 paths are mutually exclusive, though you can still do the exile's quest up to learning to craft candles if you use the new branch -reduced the magicka cost of the communion spell
-overhauled the eastmarch gentleman's club/syndicate features -added a second cell/hub for the Eastmarch Gentleman's Club: Distribution Hub 3. cell is spawned in and unlocked after asking to become a field agent -cell contains bed/storage etc. as well as a new questgiver -content has been split between the 2 cells based on whether it is legal or not, eg. mission equipment is found at and all operations are now turned in at the Distribution Hub, letters and deliveries go to the clubhouse etc. -starting the fieldwork branch now requires the player has either: read the relevant note on the ragged flagon job board, done the tattoo ink delivery or done the new Your Hands Only delivery to the club -added an extra "trial" quest to the start of the fieldwork branch -completing the trial quest rewards you with armor and opens up the remaining operations (including bandit bounty and the new ones) -incidentally this fixed a bug with the faldar's tooth operation note not being given -bandit bounties and operation hand-ins are now done at the distribution hub -added ability to hand in sleeping tree sap, redwater/skooma, dust and moon sugar at the distribution hub -all hand-ins at the distribution hub reward you with favour instead of coupons -handins are now always visible instead of only when you have the required items -poisons/potions/armor/lockpicks etc. are now obtained from the distribution hub instead of the club and bought with favour -also added the ability to turn favour into coupons, cash, magicka necklaces and crossbow/bolts at the distribution hub -fieldwork branch can now start the shortened alternative branch of the Dealing with Daedra questline -carsten is now more of an asshole and explicitly does not offer reminder dialogue, he is also now a high-level warlock -put the quest item at faldar's tooth into a container to protect it from havok physics -membership at the club is now separate from employment as an operative and employment at the club -becoming a club member no longer gives you 2000 gold or syndicate armor, but now also gives 5 free coupons -becoming a club member no longer carries a debt to the syndicate -you can now only become a club member if you are a person of "prominence", ie. able to complete at least 1 of the favour repeatables -normal syndicate rings now have no enchantment, only yours -your personal syndicate ring (including if you replace it) is now almost worthless to fix infinite gold exploits with some economy mods -added a 3 hour cooldown to providing club services -moved an activator in the gentleman's club which was clipping through another one -FINALLY managed to get those godforsaken mammoths to reliably go around the gentlemans club. -the area (like all the other exterior cells I changed) is still intentionally not re-navmashed for compatibility but it should be less obvious now.
-expanded what was witchhunter scrollcrafting into the Sigils and Scrolls magic system -scrollcrafting is no longer accessed via hunter crafting, it is accessed via the new scrollcrafting lesser power learned from reading a manual bought from court wizards, nelacar or professors -court wizards now stock a random selection of reference tomes, the professors at the college always stock their schools tome only -the mage in the witchhunters guild no longer sells reference tomes and does not sell the manual, as his gimmick is Mysticism. he does still sell finished scrolls like all mages -scrollcrafting now generates a small amount of enchanting experience -the scrollcrafting power now notes the crafting restrictions/requirements in the tooltip -filled white soulgems can be turned into enchanted ink using the scrollcrafting power for added convenience, granularity and efficiency -crafting scrolls now uses enchanted ink instead of soulgems, the relative soulgem -> scroll cost has now been halved -sigils are created through the new Sigil Crafting lesser power learned from the new Ambition, Revolution and Change assorted feature (see below) -sigils are scrolls for daedra conjuring/control spells only and requires that the player knows the conjuration spell in question -the conjuration reference tomes used for scrollcrafting do not work for sigils -instead of using soulgems, sigils are primarily crafted with the caster's blood. doing this reduces maxhp and regen rate by a small amount for 2.5 ingame days -other sources of ink are available, created from "aedric" sources such as taproots, nirnroot and ice-wraith essence, as well as blood from fresh victims -instead of enchanting skillups, sigils use conjuration and have a better XP return -unlike scrollcrafting, sigils do not have a minimum conjuration requirement to craft
-expanded and promoted the Elemental Powers assorted feature to a magic system -in addition to the existing versions of the infusions from the atronach forge, there are now lesser versions -the greater elemental infusions are no longer considered food, have been renamed and have a new appearance -the greater elemental infusions now also fortify magicka by 50 points but do 75 points of damage when consumed -the greater elemental infusions no longer give you an active cloak spell -removed the recipe for elemental infusions from the midden, it is now given as a quest reward (you can always craft them though) -lesser elemental infusions are crafted with the Elemental Infusion power learned via the Playing with Fire questline, from Jazbay juice and salts -these new craftable versions require at least 25 destruction skill but level destruction when crafted -the lesser elemental infusions are basically half the old ones in all buffs and debuffs, as well as having a weaker associated "free" spell -the basic destruction spells added by both types of elemental infusions have had their magnitude and costs halved relative to the standard version of the spells -both forms of infusions now have different durations for each of the 3 elemental types, to account for potency and rarity discrepancies of the salts -tweaked the backend of the elemental infusions to fix a UI bug -in addition to the infusions, the new Elemental Infusion power can be used to turn elemental infusions into oils -as with the lesser infusions, this generates a fair amount of destruction xp and requires 25 destruction -oils function as poisons which deal a large amount of elemental damage. similarly to infusions, oils made from rarer salts get more uses -in addition to the infusions, the new Elemental Infusion power can be used to turn elemental infusions into elemental rune scrolls -as with the lesser infusions, this generates a fair amount of destruction xp and requires 25 destruction -this does not require knowing the rune spell -jazbay juice can no longer be crafted by default, being locked behind the new Playing with Fire questline or after reading a note in fellglow keep -jazbay juice has been renamed to jazbay conserve and now functions as a weak magicka potion -jazbay conserve now requires honey, sugar or moon sugar to cook, moon sugar being substantially more effective -added sugar as a new food in the LItemFoodInnCommon leveled food list -in addition to the use in conserve, sugar can be used to cook taffy treats or eaten raw
-added 9 new assorted features -added the new Ambition, Revolution and Change assorted feature, started from playing with fire -talking to the high-level Daedric cultist and agreeing with him will give you the Sigil Crafting ability and a unique "summon" spell -this will also unlock him as a conjuration trainer and a daedrology spell vendor, including nightmare courser and dremora lord -he is preparing for a ritual, it will have consequences if he survives long enough to cast it -added the new Rorikstead's Dark Secret assorted feature, started from Mralki -offers a limited-option one-time use of the same wish system as the wishing well (if you make the right choices) without needing to clear the dungeon containing the latter, ideal for level 1 characters -added the new Storms-a-brewin' assorted feature, found in captain Haldyn's room on Japhet's Folly -gives master destruction spell alternatives to the clear skies and storm call shouts -I take no responsibility for the consequences if you go up to the throat of the world when you arent supposed to -added the new Thaumaturgy assorted feature, accessed from Wylandriah after completing her quest -gives a lore dump on the poor old lost school and offers a one-time 5 point increase in illusion+alteration -also provides a new, immersive reason for the character to be the dragonborn, champion of all daedric princes and many-time saviour of the world ;^) -added the new Telekinifty assorted feature, accessed by completing a simple quest for Neloth after learning telekinesis -provides non-shout-based access to the (single word) unrelenting force and whirlwind sprint effects -(re-)added the (reworked) Daedric Crafting assorted feature, learned by completing a quest for Phinis -although this new, actually lore friendly, method has been implemented I elected not to interact with or modify the lazily done vanilla daedric crafting system at all -however, the DwD quests which involve daedric crafting cannot be completed with the vanilla method -added the new That Secret Magic assorted feature, started from arcadia -very simple, it is a mainly an RP thing for novice alchemists to get a textbook and locks the OP transmute spell behind a suitable trial -disabled the two vanilla transmute mineral ore spell tomes, added a new copy in a more fitting location as well as an inverted version -added the new The Reach Belongs to the Forsworn! assorted feature, accessed by siding with madanach in the forsworn conspiracy -once he moves into druadach redoubt, you can offer to help the cause which will unlock the ability to participate in forsworn terrorism -this is done by desecrating corpses of NPCs you kill to mark it as a forsworn casualty, madanach will reward you for each one with forsworn supplies -desecrating corpses can be done on non-breton Reach citizens, all Reach guards, Orcs from the Reach strongholds, non-Druadach forsworn and Hagravens in Reach dungeons at various values per kill -after this conversation you instantly gain a huge bounty in the Reach and a player chest in Druadach with starter gear -added lore dialogue regarding the remaining forsworn tribes still being hostile even when you side with madanach and why you are killing their hags -I did my best to come up with a lore reason for the ridiculous post-Cidhna Forsworn mechanics but fundamentally bethesda's mechanical implementation is not consistent with their own lore -added the Hunting Experts assorted feature -Faendal, Elrindir and Anoriath now have dialogue pointing to angi's camp -after finishing her training, angi now has dialogue pointing to froki's shack (the kyne quest)
-smoothed off a number of other rough edges, implemented a number of other assorted QoL changes and bugfixes etc. -gave up and GUTTED the sandboxing in the witchhunters guild and gentlemans club, welded most NPCs to a specific idle or furniture -added an assortment of new bulletins to both job boards -using the orphanage job board for the first time now displays a message pointing at the ragged flagon job board -demoted mysticism to an assorted feature -added extra dialogue to the exile at one part of her questline to explicitly note that there is an alternative solution -the north-jerall coven now attack companions on sight instead of politely telling them to fuck off, forcing the issue if it somehow still wasn't clear -they now also respond this way to nocturnal witches -fixed a bug where the beldam's death sometimes wasn't being recognised for alternative quest progression -drastically reduced the value of ritual candles -increased value of witchery potions to make the xp gain meaningful -generic vigilants of stendarr now have recruitment pointer dialogue if not in the hall and player is under level 10 -strange rings/tattoos have their old whisper effect in the active effects again. this is IN ADDITION TO the new messages added in 6.01 -the whisper frequency has been greatly reduced for the tattoo version -fixed a bug where getting tattooed while still wearing a ring could cause the whispers to happen SUBSTANTIALLY more often than intended -whisper changes SHOULD be backwards compatible but I couldn't check all the edge cases -hungering wraiths have been restyled into unstable cursed wraiths -hungering wraiths now deal more melee damage but the explosion is somewhat weaker -you can now turn in dynamo cores, bulk dwemer metal and bulk dwemer "gizmos" to the Rift Bank curator's ledger -added an assortment of extra QOL popup descriptive messages to various quest stage progressions and activators to make them clearer -added the new Ocular Offerings spell as a reward from Grados after completing the fellglow keep stage of the mageblight questline, accesses through his lore dialogues -allows the player to collect eyeballs from dead NPCs and gives an adept conjuration ritual spell to trade bulk eyes for skillups in skills of their choice -improved the construction crew feature: cost has been reduced, a different crew has to be hired for each plot of land and hiring them causes a few lads to show up and mill around outside the appropriate house -they still don't actually DO anything in gameplay terms, build the house using the default crafting menu etc. -fixed three broken "what did you want me to do again" dialogues in the dealing with daedra questline, bloodcourt questline and ratway overhaul -fixed an oversight where you could softlock yourself in the eastmarch gentleman's club escort branch -the hunter crafting benches are now just normal benches, all hunter crafting is done solely from the crafting spell -reduced bandage cast time to 3 seconds and changed it from 5 min of healratemult to 60 seconds of +1 health/sec (incidentally fixing a bug where the magnitude was missing a 0) -the black dart projectile is now actually a dart instead of an arrow -school members can now requisition steel maces and steel plate armor for a large volume of supply slips -the knights mentor signet ring is now requisitioned from upstairs, requires you are a member -the knights mentor signet ring is now almost worthless to fix infinite gold exploits with some economy mods -the knights mentor keeper has had his gravity-defying powers revoked -fixed a bug where magebane's drain cloak and the silver amulet sundamage cloak were generating restoration xp -the Clavicus Vile's Wishing Well and Tragedy of Stauf assorted features now loosely interconnect with each other and the Rorikstead's Dark Secret feature -rewrote most of the wishing well backend to make it less scuffed since apparently people actually use it, SHOULD be backwards compatible -added the new "Fame" wish. have fuuun! -fixed a broken patrol path caused by the wishing well -the first time you speak to kleppr, he now has dialogue pointing at the warrens -the ritual notes spellbook for attunement magic no longer respawns -removed the casting fx ability for having commune equipped now that there is an active xbox port, took the trouble to clean out all the .tgas and the old junk facegens from the SSE version's download -deleted a few errant records/cleaned ITMs etc. etc.
Version 6.0_hotfixes
As with 5.0, hotfixes will be done via a running update file to save having to reupload most of the files over and over.
####6.01 -strange rings/tattoos no longer have a whisper effect in the active effects menu -strange rings/tattoos now regularly display messages (not message boxes) with whisper text, stops recasting if you remove the ring -you may need to re-equip the ring to inititialise the whispers, which unfortunately obviously won't be possible if you have a tattoo instead -made a number of minor backend changes to the vigilant questline to fix a couple of dialogue bugs and generally make the questline more robust -DO NOT UPDATE IF YOU HAVE STARTED BUT NOT YET FINISHED THE QUESTLINE, finish it first or it will break -the witchhunter is no longer essential -added extra dialogue to toruld for if you initially tell him off, but then help him kill the witchhunter -added extra dialogue to toruld making you get permission from carcette first -fixed a bug which caused keeper carcettes introductory line to be silent -spin web no longer clears the seduction cooldown -spin web now causes the next use of seduction to immediately jump directly to rank 4 instead of incrementing by 1 if the target has below rank 4 -the seduction gift list has been split into a "cheap" and a "valuable" list, added 1 extra item to the valuable list -spin web now causes the next use of seduction to give a gift from the valuable gift list instead of the cheap list if the target is already rank 4 -the bank staff now react on sight if you have a bounty in the rift over the violent crime threshold -the door to the bank locks permanently if any interior bank staff dies, if you are cheeky you can carefully snipe the ones outside at your own risk -there is now a bell at the service window to summon teller if she somehow falls off her marker and out of forcegreet range -added a note pointing to the darkling quest to the orphanage job board -added some extra text to the escort instruction note making it clear that if you want septims for your service you have to visit the gambling hall -placed a staff of flames in goldenglow estate
Version 6.0
-enough minor quality of life tweaks, substantial balance changes and feature improvements have been implemented that I felt it warranted a fresh version number -this isn't a "true" major version in that it is safe to update from 5.X on existing saves -all the changes from the running hotfix have been merged into the main branch -added the "new" Rift Bank and Mineral Exchange player hub (actually one of the oldest feature in the mod, was stuck in partial-implementation limbo since 2019 as I learned the necessary scripting) -can exchange gems and gold/silver ingots for septims at a flat rate of 80% base price, independent of your speech skill, with the teller -can buy a safe deposit box for storage from the teller -can make 5000 gold term deposits that mature after 7 days with between a 250 gold loss to a 750 gold gain with the teller -can donate non-D/Aedric artifacts to the owner's PRIVATE collection for small honorariums (this is not, and never will be, legacy of the dragonborn) -the owner with award you with a full set of ebony or glass armor and a matching weapon once after sufficient donations -can similarly donate dwemer arms and armour for his private security force for smaller honorariums -the owner will award you with an attunement sphere once after sufficient donations -added 8 pointer notes for the bank in various locations, usually on desks of particularly important people, and the 2 new questlines have a step involving travel to the bank -added the "new" Darkling magic system (recycling many of the spells which were cut or unfinished for one reason or another in a way that gave thief characters some much-needed love) -has 9 new spells across illusion, destruction and alteration beloning to the "subterfuge", "strife" and "shadow" archetypes respectively -also uses a buff/debuff which increases max-magicka/health-regen at night but reduces it during the day -magnitude of spells is increased permanently by 50% by returning the skeleton key to the twilight sepulcher -magnitude of spells is increased by an additional 50% if you currently have the matching "agent of ___" nightingale power (incidentally the agent powers formed the inital inspiration for the mod) -magic system is accessed through... -added the actually new Magic in the Dark questline to integrate the Darkling magic system -Magic in the Dark is started by an NPC in Riften's graveyard -it integrates with the ratway overhaul, adds a similar multi-path quest for hemmming, sends you to the new bank, as well as sending you to darklight tower, faldar's tooth and then links into the thieve's guild chain -this new questline is mutually exclusive with Apex Predator and is locked off if you become a werewolf before summoning the shrike the first time -completing the questline will max out your darkling mana buff/debuff and allow you to choose 3 of the 9 darkling spells -added the simple new Supply Lines questline -it adds an extra wrinkle to the smuggler infiltration of the midden and adds some very simple follow-up steps to tie into the other smuggler hub, the rise-in-the-east quest, wendigo psychosis and the new bank -added path markers from the dinghy to the climbing spikes, tweaked the mission note to mention following them -removed the notes and strange ring from the shipment in the journeyman's nook, shipment no longer resets after 30 days -fixed a bug where the shipment would (silently and harmlessly) cast a hidden spell that no longer does anything -promoted wendigo psychosis to a magic system -wendigo psychosis now also gives, -10 speech, +100% disease resistance and 3 new lesser powers which enhance combat ability in various ways -these new powers all require you to be well fed and will immediately set you to starving upon use -can no longer eat raw marrow in combat, trying to do so will throw an error and refund the marrow -the health/stamina regen buffs for being well fed have been halved (starving malus remain the same) -the duration of well fed has been doubled -wendigo psychosis is now cured by becoming a vampire lord or werewolf -curing wendigo psychosis does NOT revert the magicka/stamina/health changes -raw marrow no longer does anything when eaten by a werewolf or vampire -rewrote a chunk of the backend for consuming marrow to make it more efficient -the first time you consume marrow it now gives you a descriptive popup and it will not affect your stats -these changes are backwards compatible but the first marrow you consume after updating will be "wasted" -added an "inspect" activator to the ruins where you find the cannibals hinting at what is going on -marrow drops at a doubled rate when wearing the ring of namira -marrow no longer does anything when eaten by an npc -eola now has dialogue pointing at the cannibals after finishing the namira quest -mystic tattoo ink, elegant is now always available for syndicate "employees" after they have completed the "interview" -mystic tattoo ink, elegant now functions as an unattuned ring instead of an attuned ring and has been renamed, still retains the speech buff -can now apply mystic tattoo ink over mystic tattoo ink, elegant to retain the speech buff but increase the effect, CANNOT apply the elegant version over top of the normal version -attuned strange rings are no longer available (it was just too strong and lore-wise there needed to be added incentive for the more permanent option) -existing attuned strange rings now function identically to standard strange rings -DO NOT UPDATE IF YOU ARE CURRENTLY WEARING AN ATTUNED RING, take it off first -all recipes that used to require an attuned ring now require any of the tattoos or a basic ring (incidentally fixing a bunch of recipes that couldn't be used with an elegant tatto in the process) -gatekeepers will be non-hostile if you have this tattoo, as they would if you had a ring -fixed a bug where gatekeepers would be hostile if you had the "attuned" mystic tattoo ink, elegant -tattoo ink description has been changed to indicate it is more potent than a ring -added dialogue to the upstairs gatekeeper telling you that getting a tattoo will increase the effect over a ring -soul grasp has had stagger chance increased from 25% to 100% -added reference to the ability to get their cure disease potions and tattoo ink to the escort instructions note -completely redid the spell research backend -existing copies of the spell/spell-tome will remain and automatically update, however.. -DO NOT UPDATE IF YOU CURRENTLY HAVE MENTAL EXHAUSTION OR INSPIRATION, let them time out/fall off first -the spell research spell tome along with the lectern in the college used to make research notes have been removed -the spell research spell tome is now obtained via dialogue with Urag, after he loosely briefs you on what to do with it -converting reclaimed research notes into research notes is now done via the spell research spell instead of the lectern -converting reclaimed research notes happens 1 at a time and generates mental exhaustion as normal but has a 100% success -you will now only "fish for an insight" with spell research if you have no reclaimed research notes in your inventory -spell research now only has a 1% base chance to generate an insight and is capped at one "roll" per cast, but has your magicka/20 and each of your magic-skills/10 added to the chance (in all cases: this rounds down and uses base instead of modified values) -having an insight now immediately generates a research notes item in your inventory -the duration of mental exhaustion has been reduced to 12 minutes -spell research is now a ritual spell for cast time/animation -added a syndicate operation to faldar's tooth (note that if you have already received the syndicate gift the operation will work but you will have to console yourself the new "Operation: Faldar's Tooth" note) -added a bunch of "inspect" activators to the abandoned hunting lodge for players stumbling upon it or coming from the midden -these are redundant and thus automatically disabled when using the conventional route -added a simple quest to clear out the abandoned prison for the meridia apologist in exchange for a starfire spell tome -meridia apologist no longer sells starfire spell tomes -added additional pointer notes to both job boards (gentleman's club to the orphanage. bank, school of julianos and fellglow keep to the ragged flagon) -the skyrim branch of the smugglers now buy dwemer metal ingots at 2:1 -updated the smugglers "items of interest" note to reflect this -the curse page in harmugstahl is now floating slightly above the table, following reports that some of the furniture overhauls changed the mesh causing it to be stuck inside -increased the range on the scroll of displacement
Version 5.0_hotfixes
5.0 will be the last "main file" but the optional Running Hotfix file will be regularly updated. Install it on top of 5.0. This section of the changelog will be expanded over time.
####5.01 Fixed a bug where the Deep Ones act 2 minigame was giving you gear that it wasn't supposed to Fixed 2 small but critical typos in the deep ones act1/2
####5.02 moved the conjuring cave to a different side of the island for compatibility made it literally impossible to return to your husband without getting the delivery package in the til death do us part quest fixed a bug with the the nightmare courser spell tome entry in the LItemSpellTomes75AllConjuration leveled list fixed a bug with the the forgotten wellspring note entry in the LItemVigilantBooks leveled list fixed a vanilla bug with the the steel/iron waraxes entry in the LItemWeapon1HIronAndSteelOnly leveled list
####5.03 updated the readme !!!WARNING!!! the readme now contains FULL SPOILER WALKTHROUGHS at the end added the missing blood magic section of the description added some missing "what did you want me to do again" dialogue to the 'vigilant recruit' and 'dealing with daedra' questlines added a note containing more detailed directions to the initial exile quest tweaked bashnag's min level, spells, inventory, combat preferences etc. to make him suitably difficult for the loot he now drops slightly nerfed the DPS of the gravelord staff of cleansing and fixed the colour of the light cast by the projectile fixed a baffling bug where the upstairs gatekeeper has started accessing the wrong vendor chest somehow added minor quality of life improvement to dust crafting added an unecessarily large number of useless book-cabinets to the school of julianos to make it feel more the part fixed a bug where stewards were giving you records before officially becoming a school of julianos member slapped a map marker on a previously unmarked vanilla point of interest used in the north-jerall questline when you reach the appropriate point added a debug message to the falion's fast travel spell
####5.04 -went ahead with the change to the custom trainer script from skill points to fixed increments. number of increments varies by trainer -grasp soul has had its cost slightly reduced and been moved from apprentice to novice -conjure cursed wraith has had its cost slightly increased and been moved from apprentice to adept -conjure cultist wraith has had its cost reduced and been moved from master to expert -added an extra "tier" of wraith summon spell to fill the apprentice level slot, summon hungering wraith -"hungering wraith" explodes when attacked, similar to the flaming familiar. this hurts you if you are too close -summon hungering wraith is learned by drinking grave draught as usual, fitting in between soul grasp and summon cursed wraith -fixed a bug in the spell descriptions for conjure cursed/cultist wraith -fixed a minor backend bug in the unarmed melee attack damage of the cursed wraiths -added cultist robes to the upstairs gatekeeper vendor -slightly nerfed bashnag from his new values -added an instance of the old north-jerall spriggan staff in the Headwaters of Harstrad, staff has had damage slightly nerfed but greatly improved the efficiency of the enchantment -the old tentacle summon spell that was replaced by Shadow Gate has been given a spell tome, it is now possible to find it at a 50/50 chance instead of the conjure seeker spell tome -added an autocleanup mechanism to the DwD cloned sanguinaris disease (why did I use a cloned version you ask? because the original has a hardcoded 95% failure chance) -fixed a chest in carius estate that was capable of resetting -fixed some minor clipping in deep one mine
####5.05 -fixed a hilarious oversight where you could get and use the divine intervention power without wearing a signet ring -the cultist wraith is now voiced with files donated by user JinxAdnix
####5.06 -added the new "Have you heard about Bruma?" minor feature -added a new lore conversation on necromancy to the downstairs gatekeeper -added a new spell: Wraith Reanimation. it is apprentice level, only usable on humanoid bodies, max level of the target body scales as you drink grave draught and the reanimate has a 50% chance to not become an ashpile on death -the downstairs gatekeeper will now teach you the new Wraith Reanimation spell in exchange for 1 empty black soul gem -added a new simple quest to retrieve a sample from the ritual stone for the downstairs gatekeeper in exchange for 1 empty black soul gem, immediately before the frostmere crypt quest -fixed a bug where summoned cursed wraiths were non-hostile to some skeletons -fixed a bug where the remaining time on the hungering wraith summon was hidden in the ui -changed the buff from the finished hermaeus mora subplot ritual, it now only increases xp gain by 10% (from 25%) but also reduces all spell costs by 10% -added a new potion: Shadowy Elixir. shadowy elixir restores your shadows when drunk if wearing a signet or restores magicka if you are not and have learned the create shadows spell -can requisition Shadowy Elixirs from the font of shadows -Crystallized Shadows now cost writs of gallant service instead of raw shadows (same overall cost) -added a new petty soul gem: Shadowy Oil -can requisition Shadowy Oil from the font of shadows -can now requisition amulets of julianos from the service desk -can now requisition "travel expenses" from the service desk (3 slips -> 50 gold) -fixed a bug where having a companion drink a tainted item would give you mageblight instead
####5.07 -substantially reduced the duration of "curse payments" -reduced the duration of all curses to 30 seconds -added a popup message to all but one of the curses warning you if it has taken you below 40 health -fixed a missing recover flag on the curse of vulnerability effect (incidentally meaning it has been nerfed overall but having a greater upfront effect) -you are now given a scroll of displacement during the bashnag part of the book of curses questline so you can get the page without killing him, since he has been buffed so much -added a note to bashnag's inventory alluding to what his ring is for if you stumble upon it without being on the relevant operation -added a 4th ending to the book of curses questline, variant on the servitude ending where you return to your master but lie to him. -new ending allows you to keep the 6 curses but does not give you the reward sword or the curse of obedience debuff -changed martydom from fire-and-forget to concentration, moved from destruction to restoration and removed the ability to accidentally kill yourself -added an additional "agent of stendarr" buff to the vigilant ending of the book of curses questline, gives you a passive 50 armor -ritual candles can now be used as lesser soul gems instead of normally, swapping between the two types at the cookpot -unfortunately cannot disable the hard-coded ability to recharge items using candles in combat, but you shouldn't be able to -buffed shadowy oil from petty to lesser -added the ability to requisition replacement syndicate armor at the bar -removed the lip and wav files accidentally lumped into 5.06
####5.08 -added a hireling to the witchhunters guild. (uses light armor, one handed and a crossbow etc.) -hireling is an opinionated dunmer house dres expatriate (ie. an irredeemable asshole, great for things like boethia's quest) -added follower comment triggers to several dwd locations -added portable hunter crafting accessed by a lesser power gained when reading the hunting manual -reducing silver nuggets to silver dust now has a requirement that the player is either in the guild or carrying a rock-breaker -witchhunter general goods vendor now sells rock-breakers -decided to strip the visual and sound effects from the silver amulet enchantment -redid the teleport markers and navmesh around the exit of the witchhunters guild, hopefully fixing the weird stair clipping bug (though I was never able to replicate it to confirm this) -can now break silver ore into nuggets, with the same conditions as breaking down silver nuggets into dust -increased the number of silver dust required to make silver oil to 3 -the hermaeus mora subplot buff now also increases enchanting power by 10% -vanilla alchemists now sell 5x as many common recipes (restore health etc.) -npcs should no longer be able to use dust
####5.09 -fixed a critical bug introduced in 5.08 that would sequence break the downstairs gatekeeper questline. bug has no effect unless you have started a new game since 5.08, in which case you will also need to start a new game with 5.09 or type "set dealsgatekeeperpatchglob to 0" into the consol -gave hungering wraiths a shitty dagger so their ai is less inclined to run off to pick up weapons -hungering wraiths now explode on death instead of when hit -hungering wraiths now have a passive which constantly drains their health so they explode after a while even if the enemy AI ignores them -hungering wraiths have had their explosive radius reduced -hungering wraiths no longer explode if the player is not in combat -removed some mispackaged sound effects
####5.10 -split the magebane magic system down the middle and moved some of it to the new mysticism magic system to separate out the "null" and "counter" types of antimagic -magebane is now purely about passive "null" antimagic, it is still linked to the mageblight disease and tainted items -the "drain magicka" and "detect magic" spells have been removed from magebane -both forms of magebane now give a cloak spell that drains a substantial amount of magicka -both forms of magebane now substantially increase magicka resistance -existing cases of magebane will automatically update though it may cause issues if you actually have one of the spells equipped when you update -mysticism now covers active "counter" antimagic, it is sold by the witchhunter mage -the "drain magicka" and "detect magic" spells are now available as spell tomes -they have had their magicka cost increased, now generate xp and now benefit from the novice and apprentice alteration perks respectively -black dart has been replaced with the apprentice alteration spell "silence" (will automatically update on existing saves) -added 2 other adept alteration spell tomes: "anima-snare" (white-soul-trap) and "spell-shield" (ward that absorbs instead of blocks) -fixed the colour of the drain VFX -added new lore dialogue on mysticism to the witchhunters mage -the witchhunter general goods vendor now sells steel swords of draining -added a "meridia-apologist" to the witchhunters guild who sells spell tomes and scrolls for the 3 turn-undead (not repel) spells, circle of protection and a tweaked variant of sunfire (tome only for this last one) -you now do 100 times more sneak attack damage to NPCs you have seduced to relationshiprank 4 using the mephala seduction spell -using the hermaeus mora shrine in the midden now points to the abandoned hunting lodge if you have not visited it yet -the hermaeus mora ritual no longer awards the player shadow gate, it is now awarded when sleeping in the school bed after completing the ritual -!NOTE! if you have progressed in the hermaeus mora subplot before updating to 5.10 you will have lost create shadows and/or shadow gate and will need to sleep in the bed to get them back -completely rewrote the church bed and ritual backend but it should be backwards compatible if you are partway through the chain -added the ability to "de-hermaeus" the school bed by looking around carefully, permanently ending the dreams -the umbra'keth is now purple instead of black -fixed a bug introduced in 5.00 that broke all the cave widow dialogue in the "pure blight" ending of the mageblight quest -the cave widow now sells mushrooms -added an auto-cleanup mechanism into the first ratway cell to prevent load-order related mod conflicts such as double drahffs and the bridge being lowered on first exit -manually cleaned some dirty edits that were stubbornly slipping through the auto-clean -cleaned an errant link from the zip for both versions and removed facegen data in the SE version for a couple of mystery NPCs that was accidentally generated
Version 5.0
-I now consider DwD to be feature complete. I will be maintaining the mod with hotfixes/quality of life tweaks/balancing, but there will be no further content updates -completed the "Dealing with Backstories" character creation overhaul feature. however, it ballooned so far out of the original scope that it has been cut from DwD and released as a separate mod alongside this update (called "Dealing with Backstories") -updated the separate "dealing with another life" mod with a few minor text additions/tweaks and new falkreath/whiterun starts designed to integrate with the changed/new dwd content -dealal is now on the SE nexus, thanks to user oudysseos
more than doubled the total number of spoken lines re-generated all the old voice files using the new xvasynth2 and updated voice modules. sadly there are still some silent lines from voice types that are not yet available but I will patch them in if an opportunity arises fixed all the lip files thanks to DanRuta's xvasynth .lip plugin and Nuukem's facefxwrapper. npcs now more-or-less make the right mouth movements when they talk cleaned up the overlap in the quests/hubs sections of the description page to make it clearer and more useful
-removed the "sanity" perk from the Flinch147 character after spending more than 1000 hours across 30 months on this mod -stripped the training dialogue for the dwd trainers and implemented a custom training script that takes a hub-appropriate payment instead of gold and trains by skill points rather than flat increments, meaning bonuses like the mage stone will result in extra efficiency training -due to the way skill-levels scale, this also means that you may gain substantially more than 1 skill-level per training session, with the number of levels reducing rapidly once you get over 40ish (for reference, 15->29 is approx the same XP as 42->44 etc) -this training is currently too good at low levels but almost useless at high levels. I will likely hotfix it to a fixed-increment system in a week or two, but I have put it out as-is to trial it. if you like the way this feature works leave feedback so i know whether or not to change it
-finally replaced the absolute embarrassment that was the placeholder for the brethren -the old ritual sacrifices, mine key quest and oath system have been removed -can now directly trade falmer ears and chaurus eggs at the front desk for gold. this is disabled if the new quest is started -added a new quest for the brethren, consisting of two "acts". if you start act 1 you are locked into completing the whole quest before you can leave the mine again. -act 1 follows an investigation system similar to the hjerim step in the blood on the ice quest -this is not "click through the boxes until they go away". if you are not paying attention act 2 is going to be very difficult -since the deep ones have never been canonically identified, at the relvant "reveal" stage of the quest the player is given 3 options for the identity of the deep ones. -the first 2 options each have a lore dump explaining how it fits, the last option is "it's too dark to tell" which skips directly to act 2. -act 2 uses an experimental "choose your own adventure novel" minigame where you have to plan and execute your escape, in homage to the "tell, don't show" principles of the original source material -you cannot return to the gilded mine after the quest is done, one way or another -substantially increased the size and improved the layout of the gilded mine -added a second (retired) smuggler's hub to solstheim along with a great deal more solstheim integration for various other features. pointed to by notes in the retching netch -new hub has a number of quests that tie into the "march of the dead" quest and assorted solstheim bandit camps, riekling hives and dwemer ruins -new hub is berthed far enough off the coast to offer a safe place to sleep away from miraak's influence, along with storage -added dialogue to the winterhold smuggler captain that points at the EETC quest -tweaked the text of the winterhold smuggler note to make it more useful
-overhauled the north jerall coven -removed the ability to barter for non-members, changed the list of barter items substantially -most werebears no longer drop hearts -the werebear at the alchemists shack is now only enabled during a specific quest -added a delivery prequest to fetch medicinal herbs from the coven for the alchemist in falkreath, the inn note has been updated -the witches are now substantially more dangerous in combat and attack vampires on sight -can now join the coven. due to problems getting them to play nice, joining the coven permanently locks the companions questline and vice versa -opted not to include other gatekeeping mechanics but it isn't technically lore friendly to join the coven as a male/bosmer -added a questline to the coven, involving the other witch covens in skyrim -witches will now offer you the means to become a werewolf, suffering from random and uncontrolled transformations unless you progress far enough in the new questline -be aware that the witches will NOT give you a second chance as a werewolf if you cure it via becoming a vampire lord. cannot cure werewolf form otherwise as the purity quest will be locked off -new witchcraft items are available for barter (sell or buy) after becoming a member -witches can forage for medicinal herbs and use a portable crafting menu which (slowly) levels alchemy -added an array of new witchcraft potions and poisions which scale with your alchemy level -the witch beldam is an expert alchemy custom trainer for the cost of medicinal herbs -removed the leveled staff, father of the niben book etc. in the fairy ring directly outside the north jerall coven -fixed a minor landscaping issue around the exterior of the witch grove -fixed a bug where the witches would sometimes attack each other -mostly fixed the huge navmeshing flaws in the grove
-added some new features for werewolves (ANY werewolf, not limited to north-jerall) -using the shrine inside the glenmoril coven after clearing the location will now give the player a bonus daily werewolf transformation -added a new quest to the frostmoon crag for werewolves. (save immediately before summoning the Great Hunt, the werebears sometimes get hit so hard they clip through the terrain) -completing the quest will give you access to the Howl of the Apex (combined effect of all 3 vanilla howls)
-overhauled the webspinners widows. i tried to keep it tasteful but in order to truly capture the "mephala feel" the new questline strayed a little further into NSFW territory than I originally intended, skip this feature if you aren't into that sort of thing -added a new optional prequest to the webspinners widows featuring being trapped in, and escaping from, a drunken regret-filled vegas wedding. started from solitude by talking to a new patron in the winking skeever -for compatibility purposes this DOES NOT interact with the vanilla marriage system in ANY WAY -quest is still available but changed slightly if you join the widows before starting it -added a questline to the webspinners widows in which you recruit new members and obtain the agent of mara/sanguine/dibella perks -can now get the "agent of mephala" buff which enables new seduction mechanic -seduce adds new dialogue with all NPCs that have rank 0 or better relationship with you that increases your relationship with them by 1 level. using on NPCs that are already at max rank gives you a gift instead. -seduce increases illusion skill and has a cooldown based on your illusion skill -mage characters can use (lots of) magicka to accelerate the cooldown and have an additional combat charm spell -reworked the reward for sacrificing a freshly broken heart. the old powers have been replaced with a month-long cast of revivify, which has been heavily nerfed but can now be stacked -removed sacrificial dagger, now the hearts always drop after reaching a certain point in the widows questline -reworked the perk so that it counts highest ever relationship rather than relationship on death, so long drawn out struggles will still yield a heart after the combat disposition reduction -lysara is now an adept level alchemy, speech and illusion custom trainer for the cost of freshly broken hearts -lysara now points at the dark brotherhood and the face sculptor -can now unlock 1 hireling without paying their fee after reaching a certain point in the widows questline -the boat leading from the solitude docks to the carius estate is now always enabled instead of being tied to the cult startup cost
-overhauled the ratway/ratway vaults/ratway warrens so characters can get to the ragged flagon through more ways than just violence (ie. level 1 characters using the orphanage start trying to get the job board) -to complete each blocking step without resorting to pickpocketing, violence or base services, the player will essentially go on a quest through the whole ratway, interacting with all the new npcs and finding the daedric shrine -disabled the generic skeever, "lowlife" and "vagrants" npcs in the ratway/vaults and made gian/drahff/hewnon no longer attack on sight. the crazy cannibal chef in the warrens will still attack if you get too close -disabled all the absurd traps in the ratway main thoroughfare, left some in specific "owned" rooms etc. -removed a bunch of clutter and loot items from all 3 ratway cells -added an assortment of new npcs to the ratway and ratway vaults -added a makeshift barricade across the door next to hewnon/drahff. "toll" dialogue has been added to hewnon/drahff. -as some mods, like CRF, change hewnon/draff dialogue, the original actors have been disabled and replaced with clones and the toll scene rewritten -the door to the ragged flagon is now key-locked on first entry, along with the drawbridge mechanism on first exit. the new gatekeeper has the keys -locked the chest containing dravin's bow inside a cage. trying to open the cage will make the guard hostile to preserve the quest's original combat -added a shrine to namira. praying at the shrine will infect the player with a disease (if they fail the resist check) that gives -10 speech, +10% sneak
-the flesh magic polyp now reduces your stamina and health recovery slightly. it is now obtained via dialogue with the flesh mage. is required before any flesh extract can be used and makes self-cast flesh magic substantially cheaper -added 7 flesh magic spells (restoration): 3 helpful, 3 harmful and a character appearance changer. -helpful spells have same general effects as flesh extract but not random, much lower magnitude, no negative effects and uses a substantial amount of magicka. hostile spells only work on living targets. both types are substantially less magicka efficient at baseline than comparable vanilla spells but are greatly improved by completing both "research assistant" quests -most of the flesh magic is sold by the fleshmage, if you express interest in his work -learning all 6 of his flesh magic spells the flesh mage sends you to learn the facesculpt spell from the face sculptor -flesh mage is now an expert level restoration custom-trainer who takes flesh extract in payment -added a new starter quest to the cult of flesh where you raid kolskeggr mine. blocks the two "Research assistant" quests until completed but can be skipped by clearing kolskeggr normally. -when you accept the ingredient collection quest a check is now run to determine if dragon-spawning is enabled. a single dragon bone will be placed in the world if dragon spawning is off -the reward for the pure flesh ingredients quest now also increases magnitude of cast flesh magic on top of the old extract purification. ingredients are now turned in to the flesh mage rather than the pit -added a new quest offered by the flesh mage to find the secrets of the deep ones. reward is substantially increased duration for flesh magic/extract, though how substantial depends on choice. will also clear your transformation -base duration of flesh extract has been substantially reduced -fixed a bug where the flesh extract infected through the mageblight quest was still using the old version of mageblight
-tweaked shadow magic and the school of julianos hermaeus mora subplot -shadow depletion system is now only caused/used while wearing a knight's mentor signet ring -can also "hard cast" shadow magic spells without wearing a signet ring, higher base cost and lower magnitude/duration but can be used repeatedly on the same target -replaced the transform shadows spell with "create shadows" which cleanses your shadow depletion at a high magicka cost -replaced the tentacle spell with a new shadow magic spell which summons a random level UNBOUND daedra thrall: shadow gate. shadow gate can only be "hard cast" -most "hard cast" shadow magic spells now benefit from apprentice alteration perk, shadow gate is expert -shadow magic now only gives 25% alteration experience relative to the old values -signet ring now also gives the player the "divine intervention" lesser power while worn. using the power will instantly teleport the player to the school, but will destroy the ring and lose all your shadows of conflict -shadows of conflict are, once again, weightless, invisible and undroppable as the player no longer uses them as a spellcasting resource -final hermaeus mora dream now points to the northern maiden -school initiation is now handled through dialogue with aslfur and church key now costs a supply slip -aslfur now points at the college of winterhold and the bards college -aslfur now offers a new "radiant repeatable quest" to collect records from the stewards of the 9 holds to give players a roleplay reason to leave the school -the school of julianos keeper is now an expert level alteration custom trainer for writ of service: gallant -school monk robes and boots can be requisitioned by members (though they have no base enchantment) -fixex a minor bug where you could have 2 dreams at once
-syndicate membership is now handled via dialogue with the club manager, as the old "signing" (casting) the "form" (scroll) didn't really work out as well as hoped -likewise clearing the debt is handled via dialogue -added extra dialogue better explaining how the favours, club services, employee services etc. work to the club manager -club manager now requires an "interview" before you can entertain the guests -made the instructions for "employees" clearer with a new note obtained with the employee necklace -can now get cure disease potions at the syndicate bar, after completing at least 1 task as an escort but while not currently wearing your amulet -fixed broken syndicate "loyal paton: eetc" and replaced "loyal patron: entertainment/fieldwork" with new quest-related items -sufficiently "experienced" escorts will unlock a short new quest started from the club manager to gain the "Agent of Sanguine" perk (disease and poison resistance) -new item for completing the 5 syndicate operations which opens new quest piggybacking off the Riften thane questline -can now simply bribe the Riften stewards instead of helping people to become thane -syndicate escorts are now adept level pickpocket and speech custom trainers for the cost of club coupons -solstheim reavers and most pirates no longer generate obituaries for syndicate members
-belethor now offers a delivery quest to the witchhunters, rewards you with a choice of starter weapon -can now buy tar/torches from the witchhunters general vendor as well as make torches from tar, wood and linen at the witchhunting workbenches -regalt is now an expert level twohanded, onehanded, block and heavy armor custom trainer for the cost of silver nuggets -witchhunters have had their bonus torch damage slightly increased -added dialogue to urag that points you at the witchhunters when you get the quest to clear out fellglow -fixed a broken grados dialogue about mageblight sources
-split rift into 2 spells due to continued difficulties working around hardcoded projectile limitations -rift is now a novice level spell that functions similar to a candlelight -added a new apprentice level spell (darkbolt) that has the same general effect as the old rift except with a normal speed projectile, reduced damage and smaller light radius -slighty increased the cost of dark mending and reduced the cost of conjure spectral hound -added a cooking pot to the moorside inn so you can make candles while working for falion -moved ritual candles to the potions tab. it doesn't really fit there either but at least you won't accidentally chow down on candles while treating to fulfill your needs mod -fixed an exile dialogue which gave incorrect directions
-fixed a cheeky exploit where you could apply the mystic tattoo multiple times with careful inventory management -added "mystic tattoo ink, elegant" to the syndicate bar if you have completed the gatekeeper delivery quest. costs an extra service coupon but gives +5 speech -the gatekeeper enchanter and wraith now use the custom training script at expert level for filled black soulgems and bulk dust respectively -added dialogue to the upstairs gatekeeper that points to kolbjorn barrow after the book delivery quest -fixed a bug where you could control 1 more wraith than intended if you had the mystic tattoo -disabled the old tattoo shipment object, but for real this time -fixed a bug with the wraith ai package
-added a new svana far-shield quest if something happens to one of the three markbearers (spoiler, if you are doing this quest as part of DwD it probably has) -can now hire a construction crew at your hearthfire drafting tables. purely for RP purposes, no actual gameplay mechanic involved -can now ask blacksmiths to make construction materials for resources plus a small fee (locks, fittings, nails, hinges) -cleared ownership and "off-limits" flag from drelas' cottage and anise's cabin so the player can wait/sleep/loot them when doing the book-of-curses questline -added a note to kornalus' workbench that points at white ridge barrow -added dialogue to the retching netch innkeeper where you insult his alcohol, points at thirsk -added dialogue to Orthus Endario after completing the Rise in the East quest which points to raven rock mine -fixed a number of dwd cells being capable of resetting when they weren't meant to be -replaced a number of vanilla form edits with cleaner backend and deleted a number of old dwd forms that were no longer relevant -fixed a number of spells which were displayed as being the wrong "tier" (eg. novice) -fleshed out a few of the "what did you want me to do again?" style dialogues with some extra detail -added a dialogue option to get the dibella sanctum key from senna -finally fixed the tier 5 servitor ai package so that it can follow you -made a minor change to the no_demonstrations file. bypass dialogue is now available if you do not have sufficient skill when you first talk to faralda, but do upon coming back later -T Y P O S
Version 4.0
-removed the old DwD main questline, as it was a mishmash cobbled together placeholder for the now implemented grados and exile questlines (see below) -with all the individual pieces in place, was FINALLY able to implement the mageblight/grados/thalmor questline. has 3 endings. -contains BY FAR the largest lore dump in the mod to date covering obscure canonical topics like the true goal of the thalmor, mantling and the towers -with grados' questline now implemented, he will no longer be offering a hot new tip every update :( -everything relating to chaotic creatia is now only available as part of grados' questline -fixed the magebane spells sometimes not registering mages correctly -tweaked detect magicka, range of detection is now tied to current magicka of target -tweaked drain magicka, amount drained now scales with current magicka. targets that drop below 100 magicka will have their magicka reduced but you will not drain any -completely gutted the magebane system due to the endless salt -magebane is no longer a timed disease, now it is just a disease. it only advances if you consume a second tainted object while diseased from the first one -added IMPOSSIBLE TO MISS warnings when you consume a tainted item -magebane can now be cured if you finish the grados questline and choose the thalmor end -completely rewrote mageblight/bane back-end. if you had either it will cure itself upon updating and you will need to reacquire. -added the missing navmesh to the forgotten wellspring -fixed lysara's factions -finished the intended exile/ritual magic/falion questline -dark mending has been made into a concentration spell and no longer cures disease. it is also now a novice spell instead of apprentice -the rapid spectre is now locked at level 12 instead of scaling from level 1 with player -nerfed rift. it also now an apprentice spell instead of novice -substantially increased the light radius of the rift projectile so it can double as a magelight -reworked communion substantially, is much less important in general -added a new ritual magic passive that adds a small amount of max magicka, primarily for roleplay purposes -ritual/mass ritual candles have been merged into 1 recipe. 1 new ritual candle is equivalent to 3 old ritual candles in crafting requirements -ritual candles now give 5 magicka per second instead of increasing recoveryratemult so their effect is identical in and out of combat. this also allows you to "bank" magicka by precasting but not releasing spells if you have prep time -ritual candles max magicka buff and duration halved from old mass ritual candle -fixed a bug where ritual candles could still be used in combat -using ritual candles in combat now refunds the candle -nerfed the master on the final step of the cloodcourt/book of curses questline to make the "winner" ending slightly easier -master now teaches you additional blood magic (bloodletting and empowerment) as reward for collecting pages -added a new weapon as reward for choosing the "servitude" ending, one handed sword with drain health enchantment and stats roughly equal to glass -added martyrdom as reward to the "vigilant" ending of the bloodcourt chain. -new blood magic spell, martyrdom: drains your health to heal target, can kill you. costs very little magicka and gives a lot of experience -new blood magic spell, bloodletting: while a living target with a black soul is affected by this spell, attacks with melee weapons against them will restore a fair amount of enchanting charge to the equipped weapon -new blood magic spell, bloody empowerment: self cast, gain a significant increase to melee damage and stamina recovery but lose health over time -blood magic no longer works on ghosts, the rannveigs fast step will require new tactics -added a dialogue to the Master recommending a follower be taken to kill Drelas -replaced the generic soultrap spell from the gatekeepers with soul grasp. changed from projectile to target actor, range reduced, trap effect lasts 20% of the time, high chance to stagger target -the free gravelord dagger has been replaced with a substantially nerfed "Blunt Gravelord Dagger" one -can now shatter soulgems to petty soulgems at the gatekeepers mortar and pestle -you no longer need to be actively wearing a strange ring to upgrage it -fixed a bug where the old grave-touch buff sometimes wasn't firing properly on conversation with the wraith -old grave touch buff is no longer directly applied, you are instead given a gravetouched dust item that can be consumed for the buff -gravetouched dust lasts 5 min, gives +15% to enchanting and the drawback has been replaced with the same drawback as normal dust -added a new permanent buff/debuff available from the gatekeeper cultist wraith which gives you a lesser power to detect black souls and makes wraith summons into thralls, it uses the old gravetouched healing debuff but permanent -cursed wraiths now start with a poor quality gravelord sword instead of picking up whatever weapons are available -reduced base wraith summon duration -halved the maximum number of wraiths added by each perk/armor piece etc. to balance it -doubled the base magicka cost to summon a cursed wraith -fixed a bug where the tattoo wasn't giving the proper perk -summoned wraiths of both type no longer leave ashpiles -added a quest for the upstairs gatekeeper to bring him the book Twin Souls in exchange for a necklace of regeneration. points you at the school of julianos -fixed gatekeepers sometimes attacking each other -fixed the magic hand effect when using a gravelord staff of cleansing -substantially nerfed the enchantment efficiency on gravelord staff of cleansing -the cultist wraith is now a conjuration trainer (what does he do with the gold? he spends it on soulgems of course) -the upstairs cultist now points you to neloth if you have 50+ enchanting -the gatekeepers delivery prequest can now also be started from the windhelm hall of the dead, it is identical in either location -quality of life improvements for the prequest (can ask for a reminder where to take it, delivery handled via dialogue instead of interaction etc.) -the 3 free black soul gems have been removed from the gatekeepers crypt -can now get up to 6 black souls gems from the downstairs cultist over the course of a short new questline -reduced weight on the dust substantially -more than tripled base cost of conjure cultist wraith and made it a master level ritual spell, but it now also gives conjuration xp -the two gatekeepers trainers have been nerfed to only adept trainers -if you know the slipstream translocation spell you can ask falion to mark the locations of all the standing stones on your map -nerfed release shadows. it has been replaced with a standard shadow spell that gives 150 bonus maximum magicka for 60 seconds. it no longer uses shadows of conflict and instead uses the player's shadows as normal. -fixed a bug where you could sequence break the hermaeus mora subquest by advancing in the school too quickly -fixed a bug where one of the hermaeus mora rewards was giving a spell it shouldn't be -toruld now gives you some steel gauntlets when he gives you the mace during the vigilant questline -can now spend service coupons at the syndicate bar to get lockpicks -no longer get the mission to kill thalmor from syndicate -doubled syndicate potion cost -fixed a bug where the attunement magic favour items were no longer craftable -added a debug message to the "make the pact" spell if you are not wearing a focus ring -deleted some old crafting recipes that were no longer valid -added a spare key to alvas house hidden on her porch -attempting to use daedric empowerment without the blade of the ravener in your inventory will now throw an error and remove the ability -typos
(the following have also been added as a separate optional file for compatibility purposes, as it modifies quest MG01. can be used without the main DwD file if you wish) -added new dialogue to faralda allowing you to skip the demonstration if you have at least 50 in any magic skill -added new dialogue to tolfdir during first lessons which will skip the lesson by scolding him for jumping from "safety first" to "lets shoot fireballs at an apprentice"
Version 3.0
-(LE only) released a separate alternate start plugin, check mod description for link -added xvasynth voice files -added a short intro questline designed for level 1 players involving the vigilant of stendarr, started from keeper carcette or the new orphanage job board. designed to be a roleplay friendly bridge between a fresh character civilian and the typical "murderhobo" -at the end (after a LOT of dialogue) the player can choose to join the witchhunters or the [REDACTED] and receives some appropriate simple starter gear -added a handler npc to the hall of the vigilant for the above quest as well as a cooking pot and a cot -overhauled the school of julianos -added a Hermaeus Mora corruption sub-plot to the School of Julianos. advanced by dreams the player has while sleeping in the bed upstairs. offers new spells and buffs -reworked the book restoration/writs of scholarly service system. book restoration has been trimmed down and no longer requires ruined books -ruined books can be turned in at the front desk directly for a smaller reward -added new writ of service: supply which can be earned/spent as usual as reward for creating new ink/illumination kit/vellum -can now make instructions at the restoration station outlining the various processes (mainly lore over gameplay instructions) -tweaked costs for writs and slips -shadow magic now increases alteration skill -shadow magic now has a small magicka cost -alteration skill now determines length of the shadow depletion -shadow blight and burn have had duration reduced but magnitude increased -fixed a major bug involving shadow magic sometimes applying effects out of order (and thus doing nothing while still triggering depletion) -shadows of conflict can now be spent to restore 75 magicka (if doing hermaeus subplot) -replaced ration slips with supply slips -can now buy iron arrows with supply slips -added cabbage soup to the School rations (so you don't have to die from alcohol poisoning if using RND) -added a small cabbage garden, longbow, axe, crafting stations etc. outside the school -overhauled the gatekeepers -added new gatekeeper offering for the blade of the ravener -hid notes and strange rings in all the halls of the dead -added a fun new surprise to the entrance of the gatekeepers crypt for non-members, but removed the skeletons outside -added a new gatekeeper to the nightgate inn who has some recruitment dialogue with a simple delivery quest (that link to gentleman's club) and sells strange rings -completing the delivery starter quest points you at the gatekeepers -the downstairs gatekeeper cultist now offers a SUBSTANTIAL amount of flavor dialogue and points you to the location of some items that can be turned in at the offering bowl -the upstairs gatekeeper cultist now sells soul gems, some enchanted item templates and offers enchanting training (to 75) (---TELL ME IF THIS BREAKS ANY OTHER TRAINER MODS---) -added a new soulgem dust item that fortifies magicka at a cost or can be exchanged for an enchanting buff -added a new communion ritual item to the offering bowl which progressively gives you more spells on consumption (1:soul trap, 2:conjure cursed wraith, 3:conjure cultist wraith, 4+:not advised) -removed actual spell tomes for soul trap and conjure wraith as well as the conjure cultist scroll -removed the kjenstag altar that apparently nobody ever found, recycled the dagger into the gatekeepers quest -mystic tattoo ink is now free at the offering bowl (has had its gold value reduced to 0) -drastically reduced gold value of strange rings, compeltely removed gold value of attuned strange rings -fixed the basic strange ring whispers description -fixed a bug where soul trap was still given by the unattuned strange ring -fixed the enchantment on the gravelord war axe -added a new bulletin board to the Riften Orphanage pointing to a number of vanilla factions, most of the DwD hubs etc. for easy roleplay when playing the new start -added a similar board in the ragged flagon which points to some of the more shady places -the magicka drain spell you get from magebane drains considerably more per second, but no longer works on targets with less than 150 maximum magicka -the detect magicka spell you get from magebane now reveals actors based on their maximum magicka rather than current. minimum requirement to reveeal has been raised to 150 -grados now points to mageblight sources -faralda now has new dialogue to turn away non-mages, leading to nelecar and then the exile's cave -added a note pointing to the exile's cave in the winterhold inn on nelecar's desk -added a smuggler npc to the frozen hearth inn, replacing the dead smuggler and note on the great-hall -new npc now starts the smuggler "quest" and gives you the required keys -can now trade gold bars to silver bars at the smuggler ledger (based on vanilla 2:1 value ratio for gold:silver) -added a copy of the vampire note for the altar of bal to the master's lair -added a deathhound to the Master's Lair -scrapped plans to be able to physically use gatekeeper favour for trade etc., replaced the favour item with a counter -nerfed the rate of wood -> charcoal -fixed paralysis effect on club activities
Version 2.2
-gave up on trying to overhaul the brethren, they have been demoted from "hub" to "assorted other feature" -The Rift has a new hub to replace them: The Bloodcourt, started from a conversation in the Bee and Barb -Bloodcourt is lead by an exiled member of harkon's court who is a player in the battle royale for the book of curses, making blood mages to act as soldiers and pawns and sending them out to collect the other pages -less freeform than the other hubs, featuring a linear questline with choice of 3 endings that affect how many curses you get -questline designed to be started at level 1 and completed before pursuing other quests. opted not to implement gatekeeping mechanics, but parts will be silly if you are a member of certain factions or have cleared certain dungeons -Bloodcourt is not integrated into the Dwd main quest at this time -the books of curses have been replaced with pages instead of books -curses are now learned immediately upon picking up a page -added a new page to ansilvund -pages are no longer always available, can only be collected at the relevant point in the bloodcourt questline -added 7 new curses -curses no longer cause you 25 damage on cast, instead reducing max health and stamina by 25 each for 5 min (cumulative) -existing curses have had balance tweaks to match and are now destruction rather than restoration -curses now increase destruction skill (had to add a tiny mana cost to enable this) -removed the daedric scarification spell book in the midden, it is now a ritual performed when joining the bloodcourt -daedric scarification now also gives a drain life spell -witchhunters information vendor "special information" dialog now points to the wendigo cannibals -changed a lot of the "debug" style messages to message boxes so they are harder to miss -shortened "cut to black" sequences and added descriptive messages for the imaginatively bankrupt, tried to keep them relatively tasteful all things considered -added 2 new gravelord staves: conjure cursed wraith and soul trap -fixed a missing dialogue from the Cult of Flesh
-(changes from LE 2.1, included in the 2.2 SSE version) -moved the school of julianos. again. for the last time. -overhauled shadow magic and added 9 new spells (removed 3), julianos shadow spellsword build is now viable -added a new type of book slip for members only, used for getting shadow magic tomes -shadow magic are now alteration spells with no magicka cost instead of powers -using shadow magic on a target depletes the shadows of that target, making them immune to shadow magic for 5 minutes -shadows of conflict are collected from killed enemies, but can only be collected if the enemy was not shadow-depleted on death -the signet has a tweaked enchantment, still required for collection of shadows of conflict -the signet is no longer upgraded, you will need to get a new one if you currently have an upgraded version -added new writ of service: gallantry earned at the font of shadow for turning in shadows of conflict. can be turned in for book and ration slips -added a new recruitment note for the school in the riften orphanage (while grelod is alive) -advanced writs of service are still available but only serve RP purposes, ranks have been removed -chaotic creatia is back baby, now buffs both stamina and healing rate -addiction is more severe, but can now be avoided by waiting for your body to recover between hits -ghost sea smugglers now buy creatia and offer a miniquest to discover the wellspring -completion of the quest offers a choice to bathe in the creatia, gaining 3 new lesser powers and changing the effects of consumed creatia at the cost of your baseline healing rate and no longer being healed by restoration spells/potions/food -added a new note pointing to the smugglers in the ragged flagon -The witchhunter general goods merchant now more items, including new silver amulets which provide a small amount of protection against mages and a small damage cloak against undead and werebeasts -bandage and silver oil crafting recipes are now locked until you read the manual -reading the hunting manual now increases torch bash damage -strange rings/tattoo ink have been reworked: magicka/resistance rates have been reduced, they no longer give manabeam/cursed wraith/soul trap, increase max wraiths by 1/3 and now increase enchanting by 5/10 points while worn -can now darken grand soul gems at the gatekeepers offering bowl -removed level scaling on summoned cursed wraiths and reduced their duration, greatly reduced spell cost and increased base stats/healing rate -gravelord armor now gives +2 max wraiths per piece instead of +1 (yes, this means with max set and an attuned ring you can have 12) -added a new staff that uses the old manabeam spell to the gatekeeper offering bowl -added soul trap and conjure cursed wraith spell tomes to the gatekeeper offering bowl -due to the other changes, made cursed wraith spell a standard apprentice conjuration spell for magicka cost/xp purposes -added a number of empty black soul gems and a gravelord dagger to the gatekeepers crypt to get you started -added a scroll to the gatekeepers for summoning a cultist wraith (these wraiths benefit from the gravelord armor perks) -fixed a bug where mystic tattoo ink and strange ring could stack -removed the magicka malus from the main quest for simplicity, the MQ spells have had their cost rebalanced to match -rift has been rebalanced to cost considerably more, but does considerably more damage and has a larger hitbox -added a new spell tome to the midden: allows casting of a ritual to scar your body with daedric runes that increase magicka but reduce healing rate -rebalanced shehai and made it a lesser power rather than a power -fixed a bug in the crafting of the corrupted amulet of arkay -replaced the section in the mod description on ardent flame which was inadvertently deleted in 2.0
Version 2.01
-moved note on the Riverwood Inn slightly so that if an NPC bumps it, it doesn't get lost as easily -reduced monetary value on Rift spelltome and the two manuals -fixed black dart magicka cost -minor balance tweaking on several spells -fixed the number of candles produced per fat -fixed missing recover flag on candle effect
Version 2.0
(Legacy support was added so that it should be safe to update on existing games, though no guarantees and a clean save is recommended) -implemented the main questline -made some gatekeepers and syndicate crafting recipes more convenient -tweaked how the mystic tattoo works -fixed the lovers stone portal -moved the attunement "quest" to the syndicate -the syndicate now sell some potions at the bar to members -syndicate now offer favors for eliminating bandit competition -removed the nameless attunement (will not affect existing characters) -added conjure nightmare courser to talvas' and phinis' merchant inventory -swapped out the daedric armor for bone armor in the gatekeepers (will not affect existing sets) -reworked the altar of bal from a temporary to permanent cost and buff (existing characters will need to re-use it) -the battle royale is now started from the witchhunters guild -curse of obsession is now more severe and cleared differently, with a reward for satisfying it -chaotic creatia is no longer linked to the curses, and has been removed pending the new implementation planned for version 2.1 -creatia addiction has been removed (existing characters will automatically gain a spell if addicted, cast to remove addiction. existing bottles of creatia will no longer do anything) -forgotten wellspring has been deleted (do not update if your latest save is inside the cave or in the exterior cell) -added missing black dart spell tome to witchchunter mage vendor -reworked ritual magic (again) and tied it into the main questline (will not affect existing characters) -new ritual magic system WILL benefit from basic conjuration perks and give conjuration XP -fat is now collected and candles crafted after reading manuals given to you by the exile -active candles now increase maximum mana and regen. mass candles have a greater effect with same duration -candles no longer give the ritual spells -north jerall now "sell" canis root extract which is poisonous to werebears and "buy" raw canis roots and werebear hearts -the drum of the hunt now also cures the deep one transformations on use -the exile is now longer connected to the north jerall coven -the north jerall coven have a new means to earn their favour (werebear heart, a werebear has been placed in skyrim if you do not want to go to solstheim) -fixed vampires not dropping the notes regarding the altar of bal frequently enough -typos
Dealing with Daedra
The purpose of this mod is primarily to provide new character build or roleplay opportunities, giving a fresh spin on existing content. If you are a rollplayer instead of a roleplayer your mileage may vary. There are no floating quest markers, no prewritten log entries, no specific magnitudes listed in spell effects and an abundance of long books and notes to read. Take Notes (SE | LE) is STRONGLY recommended. In places I referenced lore that was old/ obscure or liberally expanded on vague lore, but everything is at least plausibly lore-friendly.
The mod is split up into four sections: questlines, player hubs, magic systems and miscellaneous other features. Basic overview only, check the readme for details (spoiler alert, both for quests and effects).
Some of these features have sexual content, in the form of themes and/or descriptive messages alluding to acts behind a black screen (Think "Witcher series"). All sexual content can be toggled off via an automatic prompt given upon first load after installing.
Questlines The Dragonborn is a great hero, slaughtering entire warbands of bandits, winning the civil war and saving the world 5 seconds after escaping Helgen, but what about that lowly peasant girl who has never left the farm before? It is pretty immersion shattering for a lot of RP builds to go from nothing to a bloodthirsty killing machine or to suddenly start exploring nordic crypts. If only there was a helpful Daedra willing to trickle you knowledge and power to smooth out the early character power progression and immersively link to questing systems in exchange for worship. These questlines are all designed to cover the transition from a level 1 peasant through their first murder and bandit den clear etc. in a roleplay friendly fashion so that you can "start a proper playthrough". Most, but not all, also integrate with one or more of the hubs to provide an ongoing "career" and/or utilise one of the new magic systems, see below. In addition to the specific starters, most questlines can also be started from one of the 2 Riften job boards, see below.
The Prophesied Return Be inducted into the reborn Dragon Cult. Become a Draugr, and a Dragon Priest yourself. Evangelize for the Dragons across Skyrim. Fall to the temptations of heretical fallen priests. Kill your new “gods” and claim their power for your own. Started from the various slums of Skyrim. Designed to be started at level 1 and then played in two chunks, the first at level 1 and the second at about level 15.
Dealing with Daedra Make a Daedric deal for the secret of ritual magic, discover the true cost. Mutually exclusive with Apex Predator. Started from a note on the riverwood inn or a conversation with Nelacar. Designed to be started at level 1 and played in parallel with a normal playthrough until about level 12 or 25 depending on choices.
Mageblight Discover the source of the mageblight contamination, learn the purpose and decide whether to stop it or perpetuate it. Started from the witchhunters guild. Designed to be started at level 1 and then played in two chunks, the first at level 1 and the second at about level 6-8.
Bloodcourt Become a pawn in the "game" over the Book of Curses. Linked to the book of curses. Unlikely to be a healthy career choice for werewolves. Started from an NPC in the Bee and Barb. Designed to be started at level 1 and played straight-through.
Vigilant Recruit Have a short-lived career as a fresh vigilant recruit, until a revelation about your supervisor. Quest links to choice of two hubs. Started from the Hall of the vigilant or any Vigilant in the world. Designed to be started at level 1 and played straight-through.
Til Death Do Us Part Find yourself accidentally trapped in a marriage after a night of too much mead. Have a dangerous widow offer you a solution. Join a cult of Mephala and become the ultimate maneater. Started from the Winking Skeever. Designed to be started at level 1 and played straight-through.
Mora's Temptations Whispers and temptations of a quick route to power and knowledge, luring good students of Julianos into the clutches of Hermaeus Mora. Dig through the records of the past to find what happened to the last ones to listen. Started by sleeping in the bed in the School of Julianos. Designed to be started at level 1 and played straight-through.
Magic in the Dark Become one of the last Witches of Nocturnal. Walk the path of Strife, Shadow or Subterfuge. Resolve to restore Nocturnal's influence. Locked for werewolves and mutually exclusive with Apex Predator. Started from a stranger in the Riften graveyard. Designed to be started at level 1 and played in parallel with a standard (thieves guild) playthrough.
Apex Predator Embrace Hircine, becoming a manbeast. Earn control over your transformations, learn the secrets of witchcraft and become a true apex predator. Early stages locked for Companions members and mutually exclusive with Magic in the Dark, Dealing with Daedra and Vampirism. Started from the North-Jerall coven. Designed to be started at level 1 and played in parallel with a standard playthrough.
The Syndicate Become a member of a criminal Syndicate. Take a favour you probably shouldn't. Complete fieldwork to further their interests. Try to pay your debt. Started by making a delivery to Gentleman's Club through either the Strange Rings or Your Hands Only questlines. Designed to be started at level 1 and played in parallel with a standard playthrough.
Strange Rings Find a Strange Ring that whispers to you. Follow it to find ancient powerful beings promising power over death. Trade souls for power and knowledge. Started by helping the hooded stranger in the Nightgate inn/Windhelm Hall of the Dead or finding a strange ring on some warlocks, bandit mages or the dead mage in helgen. Designed to be started at level 1 and played in parallel with a standard playthrough.
Playing with Fire Help an ex-college student with some flammable research. Put a little too much fuel on the fire. Started by speaking to a student in the Braidwood Inn or from a note in Fellglow keep. Designed to be started at level 1 and played straight through.
Supply Lines Find a group of war profiteers. Help them strengthen their supply lines. Take their blood money. Started by speaking to a stranger in the Winterhold Inn. Designed to be started at level 1 and played straight through.
Caught in the Middle Join a small group of rebellious teens promised freedom from responsibility and a taste of taboo power by an ex-member of Bashnag's Coven. Have your party interrupted by one of Bashnag's many enemies. Provides an alternative "prequest" linker to several other features, under a "forced servitude" variation. Started from a note on the Riverwood inn. Designed to be started at level "0" and played straight through.
Your Hands Only Go looking for people, you have things you are supposed to deliver. Provides a loop around Skyrim that passes by an intro hook for almost all the features, including the other level 1 quests. Started by speaking to an NPC in the Windhelm Warehouse or from notes in the New Gnisis Cornerclub and Candlehearth Hall. Designed to be started at level "0" and played straight through.
Player hubs Skyrim is generally built around the murderhobo experience, wandering around and just killing or exploring for the sake of killing and exploring. The companions, dark brotherhood, thieves guild, dawnguard and volkihar job systems are great for playing a specific character build, but at this point everyone has played them to death and need something new. These hubs offer repeatable "radiant" pseudoquests, in a similar vein to the vanilla generic bandit bounty quest, suitable for a range of character builds, as well as alternative links to justifying mixing in existing content in a roleplay friendly fashion. Most hubs are found through simple roleplay-friendly 1-step starter quests appropriate for level 1s. Most of these have vendors, safe storage, trainers, beds and food supply so that you can operate out of them longer term. Most of these hubs also have longer quests associated with them, see above, or use a magic system, see below. As with the questlines, most can also be found from the Riften job boards, see below.
The Cult of the Return Alduin is returning, the time of the Dragon is once again at hand. All those worshipping the heretical twisted Alessian pantheon or serving false kings when they return shall be cleansed from Tamriel with fire. The Cult of the Return knows of the imminent resurrection, and have begun to re-establish the Dragon Cult of old, starting by luring in those with nowhere else to go with food and shelter.
Linked to the Prophesied Return questline. Accept daily charity food and safe shelter, or strive to become a member to gain access to the inner chambers additional facilities.
Witchhunters Guild Skyrim is not a safe place: cults of draugr waking up, vampires brazenly attacking people in the street, irresponsible elves summoning daedra in ruins and caves, half-man werebeasts and hags kidnapping and hunting. These supernatural threats are harder to deal with than the average bandit, often requiring specialised methods or means. Even if the guards and standing forces weren't engaged in a civil war and spread even thinner responding to rampant bandit activity, there is a shortage of manpower to guard against these threats. The witchhunters "guild" is a loose grouping of specialised bounty hunters and suppliers who have converged on Skyrim to take advantage of this glut on the bounty-market, and get in drunken barfights over whose exploits are more impressive.
An information broker in the guild hall sells bounty notes providing details and directions to ~40 vanilla dungeons. "Quest rewards" are done via a bounty system where you can take trophies off the corpses of vampires, warlocks, draugr etc. and turn them in for silver nuggets. Nuggets can be sold/turned into silver ingots or used in crafting new witch-hunting items such as silver-oil and bandages. Offers training in one handed, two handed, block and heavy armor. Found from a note in the Drunken Huntsman in Whiterun or through dialogue with Belethor.
Eastmarch Gentleman's Club The "respectable" public face of a criminal syndicate taking advantage of the turmoil of the civil war to corner the market on distribution and trafficking. The syndicate prioritises making friends in high places and leveraging their influence to solidify their position and protect their business interests. Guild masters, Legates, Thanes and other well-to-do characters will find themselves welcome patrons of the club, for a favour here or there. Other characters can instead find work at the ground level of the organisation, working the club or performing field work.
Split into 3 components across 2 cells: Members, Escorts and Operatives. Operatives can perform missions, collect illicit substances or wipe out rival bandits in exchange for consumables and gear. Members and Escorts involved in simple gambling, bathing and prostitution features. Player can either partake or provide, depending on which they are. Escorts can access training in speech and pickpocket. Found from a note on Adonato Leotelli's table in candlehearth-hall or in Susanna the Wicked's inventory. Escort component always available, Member component available to “high status” characters, Operative component available to couriers and Ratway denizens.
School of Julianos The School of Julianos is on the surface a normal temple to the god of wisdom and logic, hiding a well-intentioned but questionably legal secret society. Targeted during the oblivion crisis, many of the Schools of Julianos were put to the torch with all their information lost forever. To safeguard and preserve their knowledge in times of conflict, the temples armed their Knights Mentor with Shadow magic: whose power is fed by conflict. Pilgrims can restore ruined books to serve the school, serve enough and you will be inducted into the knightly order and given tasks to complete in exchange for access to shadow magic. Those who advance high enough within the School may even be granted the knowledge required to summon the Knights Mentor Umbra'Keth.
Features a system to do various odd-jobs for the school in exchange for food, skill books or temple membership. Members gain a signet ring which enables collecting shadows of conflict to hand in and access to shadow magic and knightly gear. Offers training in alteration. Found through a note in the Temple of the Divines in Solitude.
Gatekeepers of Oblivion Strange rings have recently found their way into circulation among the less reputable members of Skyrim. These rings bear such incredible enchantments that they must have been created by someone, or something, with an unimaginable level of familiarity with the manipulation of souls. Wearers have reported hearing the ring whispering to them, enticing them with greater power if they seek out the source. Individuals empowered by the strange rings circulating Skyrim have been amassing black souls gems and offering them to their mysterious patron through a portal to the Soul Cairn. A rogue ideal master, a powerful vampire/lich camping out or one of Mehrunes Dagon's underlings in the area conquered during the Battlespire event? No-one knows for sure. What is clear is that they seem to be building an army of wraiths.
Rings give a magicka buff, a magic resistance malus and increase enchanting skill while worn. Can trade soul gems and D/Aedric artifacts for staves, spells, bone weapons (of soul trapping) and armor (which increases max number of conjured wraiths). Snort soul gem dust for magicka or use it for an enchanting buff at the cost of your health. Cultists are hostile if you don't have a ring. Offers training in conjuration and enchanting. Found through the Strange Ring questline.
Cult of Flesh The Cult of Flesh was started by a "mad" flesh mage who seeks to discover the secrets of biological immortality. He has created a colossal, amorphous creature deep in the bowels of The Reach to experiment with and a cult has formed around it. Tossing meat or man/mer brains into the pit and then dredging up and processing the refuse causes random mutagenic blessings, most of which are beneficial. The Cult is taking advantage of the Forsworn uprising both to feed the beast and collect Markarth bounty gold, they can point you in the direction of camps and redoubts.
Meat and brains can be thrown into the pit for powerful but unpredictable "potions". Help the flesh mage find superior ingredients to improve the effects. Offers training in restoration. Found through notes in the Warrens in Markarth.
North-Jerall Coven Falkreath has always been a haven for witches due to the climate and terrain. The North-Jerall coven are (relatively) friendly witches in the south of Falkreath hold who have been known to trade medicinal herbs with the town. Howling can often be heard from their cave.
Only usable after starting the Apex Predator quest. Unlocks foraging for herbs, making new witchcraft potions and bartering alchemical supplies. Offers training in alchemy. Found through a note in Dead Man's Drink or the Falkreath alchemist.
Webspinner's Widows A cult of Mephala worshippers have been seducing and murdering their way across Skyrim, but the Vigilant have cracked down. The last survivors are on the run and the future of the cult is bleak unless someone steps in and seizes the reigns. Root out the last hiding places of the cult and help the cult rise from the ashes, operating from behind the facade of a legitimate investment business.
Simple player house with light hearthfire elements. Manage an investment business from the office and your cultists missions from your secret basement. Offers training in speech, illusion and alchemy. Found through a note in the destroyed house west of whiterun or dropped by some vigilants. Alternative, slightly different start if found through the Til Death Do Us Part quest.
Rift Bank and Mineral Exchange In these troubled times Jarls and peasants alike need safe, secure places to store their valuables and the means to borrow or exchange valuables in order to remain solvent. Mr. Aedwatch has brought his vast fortune from Alinor in order to provide these services to the people of Skyrim, at not-at-all predatory rates. His fortune, and his private collection, have settled into and further fortified a convenient Dwemer storehouse to ensure your accounts are dragon, bandit and civil war proof.
Teller offers several bank services: term deposits to earn interest, trade of gems/gold/silver for flat rates of septims, safe storage deposit boxes. Curator will accept donations of Dwemer gizmos, arms or armor for small honorariums or non-D/Aedric artifacts for larger honorariums. Enough donations rewards you with an attunement sphere or a high-tier armor set respectively. Found through notes on a number of important people's desks or the supply lines and/or magic in the dark questlines.
Ghost-Sea Smugglers With the civil war, the empire's ships are no longer able to freely operate in the sea of ghosts as the stormcloaks attempt to cut supply lines and prevent reinforcements. This has left merchant vessels vulnerable, drastically reducing the number who are willing to use the shipping lanes. These two factors together have been an incredible boon for smugglers looking to charge exorbitant import fees or deal in prohibited goods. Of course, piracy is also on the rise for the same reasons and has been cutting into profit margins. The smugglers will reward anyone who disposes of said pirates.
Skyrim branch features simple treasure hunting system for valuable exports such as ancient nord amulets or dwemer puzzle boxes and bounty system for pirate captains and provides a non-thieves-guild fence. Solstheim branch features safe storage and ability to sleep free of Miraak's influence. Also houses 3 other NPCs offering various bounty quests around the island. Skyrim branch found through the supplies lines questline, Solstheim branch from notes in the Raven Rock inn.
Magic systems Magic is probably the coolest part of the elder scrolls, but lore-wise the vast majority of individuals have little to no magical ability. Your options are basically playing either a vampire, werewolf, the top 1% or a muggle. These features provide alternative means for a character with a minimal or non-existent magicka pool and magical skills to gain access to magic. Most of these do not benefit from perks, as that would defeat the purpose. Most of the spells and effects are more powerful than their vanilla counterparts, this comes at the cost of drawbacks and penalties. Mixing and matching too many of these features will turn your character into a glass cannon build.
Draugrisation Draugr are a strange type of undead, working tirelessly and giving their own necromantic energies to their priests by day and recovering their energies somehow as they sleep in their graves at night. The art of Draugrisation was a common practice under the Atmoran religions, lost after the adoption of the Alessian Pantheon. Now rediscovered.
Linked to The Prophesied Return questline. Draugr use their lifeforce as a resource, lowering their stats while depleted but recovering as they sleep. Become a priest for “self-sacrificing” means of spending your lifeforce on temporary buffs and such. Become a death knight to tap into more necromantic uses and the ability to steal lifeforce from others. Maybe even learn a “synthetic dragonborn” soultrap variant...
Attunement magic A Thalmor agent has been experimenting with low-level mantling and attunement as part of their mission to regain their divinity. While his efforts may not have achieved their desired goal, he has discovered an effective means for the layman to gain magical power. Essentially the worst possible outcome from a Thalmor perspective.
Linked to Felglow Keep Overhaul and Witchhunters guild. This adds a warlock class style system for taking a patron to gain 3 of 18 available greater and lesser powers at the cost of magicka regeneration rate. These patrons are beings such as the Hist, Mannimarco and the Ideal Masters. Some of the patrons are invented, but following lore-established methods of apotheosis.
Book of Curses A bored Daedra, probably with some connection to Malacath, has set up a little battle-royale between a number of promising candidates. He has distributed the pages of the Book of Curses detailing the use of powerful curses among them. If you stumble upon any of the contestants, you might find yourself interjected within this game and forced to play.
Curses reduce maximum health and stamina for a short time upon cast, this can be lethal if you are not careful. 12 curses to collect.
Ritual Magic Individuals with talent but limited natural magicka reserves have long used soul gems, enchanted items, potions, scrolls and staves to supplement their powers. The ways of the secretive witches are less well understood, but those ritual blood sacrifices and circles of candles everywhere are speculated to fulfil a similar purpose by the members of the Synod. If only someone could gain access to their secrets.
Linked to the Dealing with Daedra and/or Syndicate questlines. If you assist the Exile she will teach you how to harvest tallow from men/mer and use it to make ritual candles, as well as pointing you to a Daedra willing to teach you dark magic in exchange for a small favour, or your soul should you fail. Ritual candles provide several minutes of enhanced magicka and magicka recovery rate. Cannot use candles in combat, must prepare in advance.
Gift of Mephala Mephala, the lady of lies, sex and murder, is fond of unravelling the tangled web of mortal affairs. She gladly gifts willing pawns with the power necessary to unravel more effectively.
Linked to Webspinner's Widows. Offering the freshly broken heart of a betrayed lover/spouse to Mephala grants increased health and vitality. Truly becoming one of Mephala's chosen unlocks the ability to use illusion magic via conversation to raise your relationship rank with npcs or charm npcs to fight for you in combat.
Shadow Magic Often misunderstood as the magic of light and darkness, shadow magic is actually the magic of manipulating possibilities created by forces in conflict. Light hitting a rock involves a conflict of matter against light, the result of which is a shadow in the visible spectrum. Manipulation of this possibility with shadow magic could illuminate the area. This principle also applies on a larger scale to more abstract conflicts, such as war or even fierce debate. Expert shadow mages can harness these conflicts and manifest the possibility they desire, no matter how unlikely.
Linked to the School of Julianos. Shadow magic spell tomes can be bought by members for writs of service. Shadow magic can be either "hard cast" or used with a School of Julianos signet ring. "Hard cast" shadow magic functions similar to normal alteration magic but has some unique spell effects. Using Shadow magic via the signet ring costs very litte magicka but depletes the shadows of a target on use, while depleted they are immune to further shadow magic and cannot have shadows of conflict collected from them.
Flesh magic A poorly studied aspect of magic, flesh magic involves the underlying forces behind biological life itself. Osseous Marrow, Dermis Membrane, Essence of Breath, and Blood Liqueur can be brought together with a Daedric Vestige or Mortal Soul to create an organism. Learning to wield flesh magic grants a mage power to repair, change or destroy the mortal form, for beauty, health or death.
Flesh magic functions similarly to standard restoration magic, but also has offensive spells and the ability to change your characters appearance. Flesh magic can be upgraded in power or duration and made cheaper as you apprentice yourself to the flesh mage.
Sigils and Scrolls Scrolls: enchanted paper that contain a sealed spell which can be released on demand. Perfect for non-mages that need things like fire or healing, specialised mages who only know a specific school themselves or any mage worried about their magicka reserves. Sigils: Objects in the shape of Daedric letters imbued with terrible power. Perfect for cultists who want to watch the world burn.
Scrollcrafting is accessed through a lesser power taught by reading a scrollcrafting manual, sold by court wizards/professors alongside reference tomes. Writing scrolls requires enchanting skill based on level of the scroll and either knowing the spell or having the reference tome for that school, but increases enchanting skill when crafting. Uses soulgems to make enchanted ink. Sigils also created through a lesser power, but one taught by the cultist from the Ambition, Revolution and Change assorted feature. Sigils require no skill to create but can only be used to make Daedrology scrolls and only for spells you know, levels conjuration when crafting. Ink created through shedding blood or from "lesser Aedric" ingredients.
Darkling Until very recently, witch covens were evenly split between allegiance to Nocturnal and Hircine. Something happened approximately 25 years ago, after which time the influence Nocturnal had over Tamriel greatly diminished. As such, the power balance in the covens rapidly shifted towards an overwhelming worship of Hircine. There are very few such witches of Nocturnal now, but those that are left are eager to share the secrets of the Darkling ritual. If the reason behind Nocturnal's loss of power could be found and corrected, the power of her witches would in turn rebound.
Linked to magic in the dark. Max magicka and health regen rate are increased at night and decreased during the day. Choose a path, depending on your path you gain 3 illusion, destruction or alteration spells in addition to a night eye power, each geared towards a different stealth playstyle. Power of these spells increases if you finish the thieves guild questline and have the matching "Agent of" power.
Blood Magic Blood magic, the ancient art of extracting and manipulating the life energies of blood. A fundamental component of the means by which Molag Bal created the unliving but immortal monsters that are vampires. Most often learned by vampires out of necessity, there is nothing stopping mortals from using it too. Other than the associated taboo.
Blood magic is destruction magic which focuses on health. Can drain health from one target to another, use your health as a resource to enhance combat ability or use it to recharge your weapons when they deal damage. Blood magic is unlocked as quest rewards from the Bloodcourt questline.
Elemental Powers Atronachs: Daedra with a purity of being, in place of the scheming and plotting of a Dremora they have an almost total focus on an element, both in action and in being. The residue they shed in their wake is infused with a lingering vestige of their elemental power and can be used as a potent alchemical ingredient or for practical applications such as heating forges. But what if there was a way to use it even more effectively...
Create Elemental Infusions from elemental salts and Jazbay conserve using the Elemental Essences power learned via the Playing with Fire questline. Each temporarily increases your max magicka, increases your resistance and spell-power for the relevant element and adds an appropriate free destruction level spell, but hurts you when consumed. This comes at the cost of reducing spell-power and resistance for the other 2 elements. The atronach forge can be used to make stronger forms of these 3 infusions. Infusions can also be used to create elemental weapon oils or turned into rune scrolls. Requires Destruction skill to craft but also generates Destruction XP.Gives non-destruction mages to have new options in sticky situations, and gives destruction mages even more firepower at the cost of flexibility.
Memento Mori Wispmothers, enigmatic ghostly women with elvish features and an affinity for shades and frost magic. Some speculate they are elemental manifestations, other that they are a form of lich. Incapable of speech, not to mention unwilling, their secrets have long been kept. Sadren Sarethi, the leading expert on the lichdom theory, has been experimenting on using a captured wispmother to possess living assistants, so that they can directly tap into her memories. Re-live her tragic history, learning some of her lost magical arts in the process.
Consent to repeated, short possessions by a captured wispmother to gain access to her memories. Over time, memories will grant you 5 new spells and can raise several of your skills. Each possession permanently increases max magicka at the cost of health and stamina, and reduces magic resistance for a time. Accessed via the Servants and Séances assorted feature.
Magebane A new Daedric disease has been sweeping across Skyrim. The spread of this disease has been traced to both person-to-person as well as widespread contamination of magicka potions, ales and wines. For individuals with little to no magical ability the initial symptoms of the disease are essentially invisible until it progresses to the point of being contagious, though mages will notice a slight loss of magicka recovery. Once it progresses afflicted individuals leech magicka from nearby sources and lose almost all their inherent magicka regeneration, but are likewise much harder to harm with magic. The source of this disease has not been found, but the limited evidence seems to indicate the involvement of great-war legion veterans witness to the Thalmor atrocities in the Imperial City.
The "null" anti-mage option, active countermagic is covered in the Mysticism assorted feature below. Consuming a contaminated potion or beverage will give you the disease, drinking another before curing it causes progression to a curse.
Wendigo Psychosis Namira and Hircine have co-operated to create a truly monstrous curse in attempt to rival the Cyrodilic Vampyrum Order hybrids of Molag Bal and Clavicus Vile. Afflicted individuals have been kidnapping travellers in the frozen wasteland around Winterhold. Those who contract the curse develop a taste for the marrow of their own kind, becoming more bestial, savage and desperately ravenous for more, until finally devolving into a monster in human form. However, such monsters are inhumanly strong, fast and can track prey better than a bloodhound.
Consuming Marrow unlocks the ability to harvest more. As you continue to consume it you will gain max health and stamina at the cost of magicka. If your magicka drops below 10 you develop the full blown curse. Once cursed you have increased health and stamina regen as well as 4 new lesser powers, but will be perpetually hungry for more...
Dragonknight The ancient Akaviri were masters of blood magic and has strong cultural roots in dragon lore. At the height of their power they were known to empower some of their warriors with blood magic that caused their veins to burn with liquid fire. These Dragonknights did not possess the Thuum, but could breathe fire as well as any (6 foot tall) Dragon.
Gained from touching the eternal flame in Sky Haven Temple. Gives 3 fire based lesser powers that are cast with Stamina.
Assorted other features. All are designed around the idea of character build opportunities (or linked to other features).
Alternate Start Plugin LE SE or Alternatve Perspective Version LE SE You start Skyrim at level 1 with no perks, no real skills. An adult would have skills, a child would have relatives. Almost like your character magically appeared out of nowhere the second you created them instead of having a backstory. With the exception of alternate starts that have you arriving from another province, it's very jarring. Added 8 "orphan" style starts that link in to various features.
Character Creation overhaul LE SE Generate your starting stats and gain additional quirks and lesser powers by reliving your character's childhood. Optionally start as a much older character to start above level 1. Simulate aging and "off-screen" level-ups.
The Brethren Though they may have been driven from Hackdirt, the Deep Ones themselves were never destroyed and have spent the centuries multiplying and expanding. Having begun the push into Skyrim from the south, a war rages under the earth between the invading Deep Ones and the resident Falmer. The Gilded mine, thought to have dried up, is suddenly exporting large quantities of high-grade gold ore and stockpiling Dwemer arms and armour. The miners themselves have become secretive and started to look somewhat strange. (Easter egg feature, standalone mechanics)
Riften Ratway Overhaul The Ratway, the gutter into which all the filth, human or literal, of Riften flows. Populated by wretched creatures at the end of their rope, down on their luck and desperate. Or at least, it is supposed to be. In vanilla Skyrim it is just a dungeon, why are these wretches acting like forsworn barbarians, throwing their lives away for no reason and spending what little gold they have setting up absurd traps. Now the ratway is filled with opportunists, they will not attack on sight but will take every opportunity to extort you. Bribe, steal, fight, persuade, trade or otherwise deal with a host of new NPCs in order to reach the flagon, or the surface.
Felglow Keep Overhaul Felglow Keep is supposed to be on the level of the College of Winterhold, formed by a batch of students who were expelled for dangerously radical experimentation. However, when you go there the only experiment is a vampire autopsy. No longer, these guys have it all: magical rifts, Hist saplings, bootleg Ayleid wells, Soul Cairn micro-portals, meteor calling, Aedric essence extractors and hallucinogens. Most of these tie into the Patrons system above, but they all have secondary functions useable by anyone. The new features are all located in the areas of the dungeon which are accessible by default, you do not need to join the College.
Midden Improvements Similarly to Felglow Keep, the Midden doesn't really live up to its reputation. The changes to the midden are less extensive for compatibility purposes, but there are still 3 new atronach forge recipes (elemental infusions), 2 new spells (dark tutor and summon servitor) and 2 new shrines (Hermaeus Mora and Mannimarco).
Servants and Séances Sadren Sarethi, known most for his theories as presented in the book on Wispmothers written by Mathias Etienne, is infuriated by how OBVIOUSLY correct interpretations were presented with the same level of credibility as the conflicting theories of Lydette Viliane. He is looking for a research assistant (and maid) in his work to prove his theories correct, at his house south-south-east of sleeping tree camp.
Ambition, Revolution and Change Mehrunes Dagon is the prince of Destruction, Revolution, Energy and Change. A true heroic deity, patron of slave revolts and uprisings against mad kings. Just ignore that whole Oblivion Crisis thing. One of Dagon's cultists is willing to teach you Sigil Crafting, train you and sell your conjuration spells. Started from the Playing with Fire. He is preparing for a ritual, if he finishes it there will be consequences.
College Student In the vanilla game the college of winterhold is basically a joke, they send initiates to go dungeon crawl and hunt down rogue mages essentially "just because" and there is nothing else to actually do there. This adds a simple mechanism which provides both an option to actually stay and study at the college and an immersive reason to go dungeon crawling instead. Urag can offer you an experiment spell that players can cast with a long charge time and high chance of failure, success allowing the player to write research notes that can be sold to the professors. The chance of success increases as your magicka pool and magical skills increase. Alternatively, you can take the quicker but more dangerous path and kill unlicensed mages to steal and publish their findings yourself.
Falion's Fast Travel™ Falion is supposed to be THE conjuration master in Skyrim, but he never really does anything to suggest it in the base game. Now he will sell you a spellbook to allow you to access his old portal system, built on a tiny island in the Aetherial Slipstream like the old Battlespire. This network can access and be accessed from each of the standing stones by casting the spell near them.
Mysticism Also called "The Old Way", Mysticism deals with the manipulation of magicka itself and is possibly the oldest form of magic performed by the non-Et'Ada inhabitants of Nirn. Coming to prominence through the rise of the Psijic order, it has likewise faded over the years as the Psijics become more isolationist. These days the major colleges and guilds of the Imperial provinces don't see it as a school at all, having picked it apart and merged it into the other major schools. Some non-Psijic Altmer still recognise its value though, even if the secrets of teleportation and temporal manipulation have been lost. The "counter" anti-mage option, one of the NPCs in the Witchhunters guild sells 5 new spells that mess with enemy mages in various ways.
Summon Servitor (aka yandere familiar) An advanced form of the familiar spell, the servitor spell has 5 tiers and the servitor levels with you. Repeated casting will slowly cause it to transition to higher tiers which further increases the effectiveness of the servitor relative to the player's level. A tier 1 servitor has essentially no health and cannot attack, but at tier 5 it can tear through crowds. To compensate, as the servitor increases in tier it will start to have side effects, both while summoned and not. Your servitor loves you very, very, VERY much and is prone to jealousy and possessiveness.
Storms-a-brewin' Captain Haldyn: "Our secret ingredient, if you will. A battle-mage of fearsome cunning. Runs the Blood Horkers, and makes sure the battles end right-side up." When you raid his compound you can now find some of the devastating weather magic he has been using to rule the Sea of Ghosts. Gives master destruction spell alternatives to the clear skies and storm call shouts.
Bring me that (Black) Book An old apprentice of the flesh-mage has found her way to Solstheim in search of more of Hermaeus Mora's knowledge. She will take those finished black-books out of your inventory for you, and provide you buffing service in exchange.
Thaumaturgy One of the old schools, long since carved up and split between Illusion and Alteration. Thaumaturgy involves a subtle mix of illusion and alteration principles to convince even the caster their spell is reality, such as with the waterbreathing spell. Wylandriah still thinks it deserves recognition, if you take the time to help her find all her misplaced tools she might be able to spare some time to help give you an "accelerated training course". Secondary consequence of providing a "lore friendly and immersive" reason for why the player character is so "important".
Telekinifty The quintessential expression of mind over matter, the magical power to control and manipulate any object at a distance. Only useful for picking up 2 keys. Adept telekinetics can now converse with Neloth about how he managed to get his elevator working, leading to a quest for 2 new useful telekinesis spells.
Daedric Crafting Daedric items, the most powerful items you could hope for but created through complex rituals which few understand. If you prove yourself to Phinis, he might share the secrets of creating Daedric items with you.
That Secret Magic "Hmph, wizards... now that's power.. bet they got that secret magic.. turn wood into gold.. yeah, wish I could turn wood into gold..." Said the bandit in Halted Stream Camp standing right next to the transmutation spell tome. These tomes have been moved to a more reasonable place. Adds a quest to get a simple lore textbook for aspiring alchemists from Arcadia that then leads into a short treasure hunt for the transmute spelltome's new home.
Elixir of “Life” Even normal Elves life a long life relative to a human, but eventually age does catch up with them. Elynea, Neloth’s resident alchemist, has begun to feel the pull of the grave and has been desperately working on anti-aging concoctions. She has found a solution, but the terrible price...
The Reach Belongs to the Forsworn! "You did it, you joined the Forsworn and broke our king out of Jail, killing the Silver-Blood puppeteers in the process! Now fuck off." There are no quests or anything and all the other Forsworn are still hostile. This adds a simple mechanism to help king Druadach in his campaign of terror and control of the Reach. The other Forsworn are still hostile but now at least there is a lore dialogue explaining it.
Altar of Molag Bal An ancient and primitive shrine to Molag Bal once used to offer living sacrifices, recently unearthed near Rorikstead. Those with the curse of thin-blooded vampirism can make a blood sacrifice at the altar to summon an avatar of their god, then offer themselves in exchange for a temporary enhancement of their vampiric powers. Of course, offering your body to the god of rape and domination will likely cause severe physiological and psychological harm.
Blade of the Ravener A powerful Daedric sword associated with Molag Bal. Wielders can tap into the daedric energy flowing from the blade to greatly enhance their abilities in combat for a short time. Previous wielders have reported feeling cold and empty after repeated uses and all have been found dead, covered in huge claw marks.
Rorikstead's Dark Secret, Clavicus' Tricks Part A Why was Rorikstead destroyed in the second era and rebuilt in the 4th? Why did the soil suddenly go from worthless to the most fertile in Skyrim? Why are there Daedra books and soulgems hidden all over? What are the secretive magic lessons that Jouane is teaching Sissel? Why is the only adult woman in Rorikstead barren? What is the dead with Lund? Discover Rorikstead's Dark Secret and choose whether to save the town or empower yourself. Started from Mralki.
Clavicus Vile's Wishing Well, Clavicus' Tricks Part B Particularly brave, or foolish, individuals can throw a coin (or several hundred) into the well at the base of Clavicus Vile's shrine and make a wish. Some of these wishes will essentially just give you nothing, while others will give you a powerful buff with an equally powerful malus. Jack-of-all-trades characters will probably find this useless, but specialist characters will be able to min-max further.
The Tragedy of Stauf, Clavicus' Tricks Part C A new play has recently been published in Skyrim which tells the tale of the court wizard Stauf, who sold his soul to a Skaafin in exchange for 1 year of power, vigour, intellect and charisma. It has been distributed into the levelled lists, if you can find a copy of the dramatised version you might be able to track down the original notes. Do you see a precautionary tale or an instruction manual?
Dark Tutor Learning magic yourself is so time consuming and tedious, why not just use a memory trace spell to immediately gain someone else's knowledge and understanding? By summoning one of Hermaeus Mora's dark tutors you can instantly gain access to 2 adept level spells per school for several days and the cost of several days of your own memories. Of course, adept level spells are much harder to cast without a high level in the relevant school and while your memories being stolen increasing those skills will be much harder.
Build My House For Me Hearthfire houses are great. The opportunity to build and furnish a house yourself is a great gameplay and roleplay aspect. However, not all characters would be willing to personally build a house. You have the ability to pay your steward to acquire the resources and furnish it on your behalf, but you are forced to build it yourself and make the materials yourself. With this, you can pay blacksmiths to do the crafting for you, and hire a construction crew to do the heavy lifting while you supervise.
Trafficked House Dres may not be what they once were and slavery is technically illegal in Morrowind, but neither of those things have stopped them from maintaining certain underground establishments. Unlucky individuals may find themselves preyed upon by Syndicate traffickers and wind up in such an establishment, forced into degrading work to earn their freedom. Alternatively, certain followers of Mephala may arrange for intentional enslavement as a means to recruit a large number of bitter, powerless individuals skilled in sensual arts.
Shehai The Legendary Sword-Singers of Yokuda were once able to manifest Shehai, spirit-swords, from their soul. These Anseis and their arts were lost to the destruction of Yokuda and ravages of time. To this day some Redguards attempt to revive the lost magic of the Shehai with varying levels of success, though none have been able to replicate its true power. One such Redguard has recently travelled to Skyrim in the hopes of using the tonal principles of the Thuum to improve his attempt.
Conjure Nightmare Courser Fast travel is immersion breaking, running is tedious and Skyrim horses are buggy and unpredictable. That is why Arvak is the best summon and companion in the game. Unfortunately he is locked behind a long portion of the Dawnguard questline. There are plenty of horse-like Daedra, now you can purchase spell tomes from Talvas and Phinis which allow you to conjure one.
Have you heard about Bruma? Beyond Skyrim: Bruma is pretty great but doesn't really integrate with anything in Skyrim, so there often isn't really a roleplay reason to go there for a lot of builds. As it borders Skyrim, it is reasonable to assume the average resident of Skyrim at least knows where Bruma is, but doesn't necessarily know anything about it. Simple throw-away lines of dialogue or notes have been added to all of the vanilla guilds and most of the new hubs. If Beyond Skyrim: Bruma is not installed these are just little lore tidbits, if it is installed they give an RP friendly hook for the character to cross the border.
Hunting Experts Skyrim's Angi and Froki hunting quests are some of the coolest in skyrim with an incredible amount of special backend to make them work. You know, those ones started from little cabins way up in the mountains with absolutely nothing pointing to them and no reason to ever go there. Faendal, Elrindir and Anoriath now have dialogue pointing to angi's camp and, after finishing her training, angi now has dialogue pointing to froki's shack.
Dreamcatchers Enchanted amulets used by the cultists of Vaermina, the dreamcatchers are capable of low level memory tracing on nearby individuals. This is used to generate nightmare fuel by capturing the memories of dying moments from the cultist's victims. This is then used to incapacitate other prospective victims by forcing them to experience the terror of another's death.
Gargoyle Crafting In Valerica's gargoyle crafting room there is a new spell tome which teaches you how to craft gargoyles at the forge. These gargoyles last until killed and their health/damage/armor/resistance increase with your smithing/alteration/enchanting skills.
The Cup of Plenty Can you really call Sanguine the god of hedonism, debauchery and alcoholics if he doesn't give his champion a bottomless barrel of mead? The Cup of Plenty is found in the Misty Grove and will fill 1 bottle of mead every 12 hours.
No Demonstrations Skip the Faralda test to enter the college if you have at least 1 magic skill, including enchanting above 50. Skip the ward lesson with toldfir by scolding him. Included as a separate optional file.
NOTE: if you find an incompatibility don't just sit on it or bitch about it in your private discords. IF YOU DON'T REPORT IT, IT WON'T GET FIXED
Magic mods: Should be fully compatible (No direct interaction with any existing spells/keywords etc.) Perk overhauls: Should be fully compatible (No direct interaction with any vanilla perks other than the basic "Novice Destruction" etc. New perks are not placed in the trees) Exterior world edits: Highly compatible (No edits to exterior navmeshing, most buildings added out of the way. small conflicts have been reported with mods such as solitude skyways, mods that use yorgrim overlook etc.) Vanilla quest/faction replacers/edits: Should be compatible (mod points to and checks for completion of vanilla quests but does not actually edit any) Religion mods: independently compatible (they will not interact with each other at all, no integration and no conflicts) Food mods: independently compatible (DwD's food will not be recognised as food by most food mods) CACO: mostly compatible, incompatibilities DwD-side (CACO breaks DwD's ground soulhusk recipe) Spell learning mods: mostly compatible, incompatibilities DwD-side (some DwD perks are learned via "manuals" (spelltomes), varied reports of whether they break. DwD spell-spell-tomes should work normally) Open cities: mostly compatible, incompatibilities DwD-side (the magic in the dark questline will be impossible to start) Loot, Npc and vendor mods: you will need to rebuild your bashed patch. There is a guide pinned in the comments on the SE version page
Installation and Dependencies No other mods are required, but Take Notes is recommended and you will need to rebuild your bashed patch. If you are trying to update to on an existing save from a version not specifically noted to be safe to update from, first save in a vanilla interior cell, uninstall DwD, load the save, save again, install DwD again then load your save.