If any of my mods have enriched your experience then I kindly ask that you consider becoming my patron! I'd really like to pick up modding full-time, and with your support (from as little as $1) I may just be able to achieve that! With enough support I can turn my passionate hobby into a full-blown operation bringing joy to as many people as possible. Click the link to learn more.
Issue: Skyshard beacons appear faded/invisible/glitchy. A: Like this or this? This is unfortunately due to what appears to be a Skyrim engine limitation with regards to shaders. Snow/Fog shaders may clip with the Skyshard beacons thus reducing its visibility, or in extreme cases, rendering it invisible. Consider it an "immersive" feature whereby visibility is reduced due to said shaders.
Patch For Another Mod?
Spoiler:
Show
As much as I would love to accommodate each and every individual and their vast mod load order, it sadly becomes a logistical nightmare to keep up with all the different changes that occur, especially when it comes to mods that edit the landscape (city/town/area overhauls) and complex gameplay overhauls.
Take for example 3 different mods that edit an area one of my Skyshards are located in; if I made a change to my one Skyshard position to solve for mod A, it may not be resolved for mods B and C, which means I'd have to go in and test on multiple occasions, and that is just for 3 different mods. It can quite quickly get out of hand and add an extra layer of unnecessary complication and stress for something the mod author themselves can easily patch in (as most often do if requested kindly).
I've taken the utmost care to ensure compatibility as best I could, by choosing obscure locations, and by ensuring no landscape changes were made. As such, if any mod author wishes to make a patch to find a happy new home for any of my Skyshards, I am more than okay with that.
The same is true for any mods that may alter vanilla gameplay upon which my mod is tested and based on; if their mod has broken any internal workings of Skyshards I am more than happy with them releasing a patch to ensure its continued operation.
Everyone has a passion and a goal when creating a mod, and I firmly believe that if you make breaking changes to the vanilla gameplay, you should be responsible for any patches that are needed for any other mod to coexist with your mod. The reason I say this is because I would much rather spend the time adding to my existing mods, or creating exciting new ones. I say this with all due respect to other mod authors of those who do create patches I have absolute respect for, and of course if I had the free time and it was a quick and easy fix I would gladly incorporate it in an update as I have on multiple occasions in the past.
TL;DR: If another mod breaks this mod, please kindly ask the offending mod author for a patch.
Frequently Asked Questions
Spoiler:
Show
Q: Will this be made available for Skyrim Special Edition? A: Absolutely! I will endeavour to keep the SSE version updated, despite developing for Oldrim.
Q: I don't want Skyshard beacons visible, can I turn them off? A: Of course! Simply open up the Skyshards Configurator from the "Books" section of your inventory, close it, exit your inventory and follow the menu prompts accordingly to disable Skyshard beacons.
Q: I don't want each Skyshard tracked individually, or want a simple quest system, help? A: I've got you covered. Simply open up your Skyshards Configurator from the "Books" section of your inventory, close it, exit your inventory and follow the menu prompts accordingly to change the quest system from Full to Lite.
Q: I see this mod uses scripts; what is the performance impact? A: So first off, we have a config script that runs once on game load, and that handles version checking to see if we need to apply any updates, depending on your existing script versions. The impact of this is minimal. Then we have an absorption script that is only ever fired when you activate a Skyshard. What it does is process the Skyshard counts, update variables, handle the animation sequence, update the quest system, handle the clean-up of absorbed Skyshards, etc. Lastly, we have two quest scripts that handle the tracking of individual Skyshards (if using the full quest system) as well as updating quest progress, and both of these only run when absorbing a Skyshard. The rest of the scripts are helper scripts for these three main scripts I have mentioned. There are zero constantly running/polling scripts, so you will experience next to no performance impact.
Q: Do you have the source files of your scripts? I would like to learn/enhance/scrutinise/mock your code! A: Of course! My entire project is available here, on Github. Feel free to help yourself, learn from the countless hours I have struggled with Papyrus, and please feel free to share your knowledge/advice with me if you think I can achieve the same results in a neater/faster way. I am all about learning new things; knowledge is power!
Q: The sound is too soft for the Skyshard ambience, it makes finding Skyshards harder! A: The mod was developed under vanilla Skyrim conditions, as such, first check to see if you haven't changed the Effects slider (found under Settings->Audio) as that affects the Skyshard ambience intensity. Having your Music volume slider too high may also be drowning out other sounds, such as the Skyshard ambience. Lastly, ensure the Master volume slider is at the max and that your headphone/speaker volume is sufficiently turned up.
Skyshard Location Hints
Spoiler:
Show
Eastmarch (12) 1. Near a dilapidated shack along a river's edge. 2. On the outskirts of an ancient Dwemer ruin of intrigue to mages. 3. At the peak of a waterfall adorning the throat of the world. 4. At the bow of a once proud vessel of war. 5. Overseeing the excavation of an ancient Nordic tomb. 6. Overlooking the place of refuge for Dunmer now persecuted. 7. Just out of earshot of the city's food supply. 8. Near a place of ambush that saw a Stormcloak leader captured. 9. Escaped from an Imperial place of incarceration. 10. Nestled in the mountains overlooking a narrow cave. 11. Hiding from bandits who have claimed a once-proud warship. 12. Settled proudly on a rock amongst the various hot springs.
Falkreath (10) 1. Attempting to blend atop a ruined watchtower. 2. Waiting in ambush on a path beyond the glade of ancestors. 3. Eavesdropping on the site of Empire ordered executions. 4. Spying upon the camp of those who would rob you at knifepoint. 5. On a ledge above the lair of the Spellsword coven. 6. Scouting the overgrown area outside a bandit's hideout. 7. Atop a hill above a cosy shack for the weary hunter. 8. Adorned in the shade of a tower reclaimed by nature. 9. Keeping the beautiful lady of the lake company. 10. Plotting a siege against a fort now occupied by Orcs.
Haafingar (8) 1. A bird's eye view of the Northwatch Keep. 2. Staging an attack on the Thalmor Embassy atop Nordic ruins. 3. Welcoming committee for an ancient Nordic tomb. 4. Outside a lair of Hagraven where the sea welcomes a waterfall. 5. Keeping tabs on a select few Orcs at a local stronghold. 6. On a mountain above where Blackbloods conduct business. 7. Atop a perilous peak with an incredible view of the sunset. 8. Paying tribute to the Lady of Infinite Energies.
Hjaalmarch (12) 1. On the precipice of a brooding cavern. 2. Framed in a stone window looking out on Morthal. 3. Witness to a horrifying caravan ambush. 4. Perched atop a mine amidst the hill of stones. 5. Safeguarding the secrets at an alcove of smugglers. 6. Barely visible from the peak of elders. 7. Taken hostage in a camp full of robbers. 8. On the outskirts of the capital in plain sight. 9. Standing trial amongst the stone pillar tribunal. 10. Near the White River stalking a group of mammoth poachers. 11. Standing watch outside the home of a canine friend. 12. Awaiting discovery of a sanctuary since fallen in ruin.
The Pale (10) 1. Holding vigil at the headquarters of a devote few who protect mortals. 2. Paying respects near the final resting place of King Borgas. 3. Outside a dilapidated building which was once a proud home. 4. Atop rubble of a ruined tower at a site of forbidden experiments. 5. Outside wind-swept ruins holding secrets of the Elements. 6. Attempting to sneak in for the night at a local inn. 7. Calling the giant's bluff from a safe distance. 8. At the scene of a grisly mammoth killing field. 9. Hidden amongst the debris of a ruin housing a great statue. 10. A safe distance from a ruin in which a Nord hero was laid to rest.
The Reach (15) 1. Playfully flirting with the stone of a lover. 2. Near the base of a waterfall whose flowing waters fork. 3. Hiding within a crater shaped in the form of a dragon's tooth. 4. Part of a devious ritual devised by an assortment of mushrooms. 5. At the summit of a hag's rock swarming with Forsworn. 6. On the skirt of a broken tower now overrun by Reachmen. 7. Above ruins where a former servant of Peryite has taken refuge. 8. Off the path leading to a prosperous Orc stronghold. 9. Taking part in a ritual sacrifice of local tradition. 10. Staring in disbelief at two towers seemingly at an impasse. 11. Appreciating a breathtaking view of waterfalls outside the city. 12. Catching a breath in the valley of the lost. 13. Hiding from a local mining village's dispute. 14. Taking a moment to admire a juniper centerpiece below a ruin. 15. In a camp on the Karth River deep behind Forsworn lines.
The Rift (15) 1. Under the watchful gaze of Treva. 2. At the foot of a lair which guards a lost tongue. 3. Bathing in a pond a Shor's throw away. 4. Nestled away behind the shack of a recluse. 5. At the edge of a waterfall in the shadow of a Nordic tower. 6. Gazing out onto a clearing in shades of autumn. 7. Has the high ground against a mining village below. 8. Off worn paths near a mill whose heart still beats. 9. Observed the way of an alchemist for many a day. 10. Part of a sting operation to take down a Skooma den. 11. High up in the mountains beyond a fort of darkness. 12. Soaking in nature's own hot tub with a view to die for. 13. Marooned in view of a working water wheel. 14. At the helm of a roaring waterfall running towards a lodge. 15. Lost in the woods concealing a nearby fort.
Whiterun (18) 1. Overlooking the sacred giant's encampment. 2. Above and behind a den of fangs. 3. In view of a bonfire at the edge of a basin. 4. Innocent bystander to an unorthodox mammoth graveyard. 5. Enjoying a waterfalls view of Dragonsreach. 6. Resting near the waterfall which joins a calm stream. 7. Amongst the ruins that claimed the life of Kjoric the White. 8. Keeping an eye on a tower not far below. 9. Deliberating on whether or not to pillage a farm. 10. Standing tall above the world making even Paarthurnax proud. 11. Out in the open plains beyond a bluffing serpent. 12. Picking up a thing or two from how Stormcloaks set up camp. 13. Snuck out behind yet another ruined Nordic tower. 14. Cautiously observing a love triangle from a safe distance. 15. Narrowly escaped a Skeever-infested household. 16. Wishes to one day become a horse whisperer. 17. On an islet past which a waterfall flows. 18. Dusting off from a cairn recently explored.
Winterhold (8) 1. Took a leap of faith from The Tower above. 2. Attempting to dive blindly into a treacherous cave. 3. Investigating a bloody ritual atop a mountain pass fort. 4. In the shade of a base dedicated to hunting down werewolves. 5. Nestled snugly atop a ship's mortal enemy. 6. Staking out the hideaway of a former Thieves Guild member. 7. On a desolate outcrop beyond a wayward pass. 8. Uncovering secrets at the site of the Great Collapse.
Planned Features/Updates
Spoiler:
Show
Struck-out items have been added in an update.
*Add the remaining Skyshards throughout the 9 holds. (108/108).
*Add a dynamic system to toggle Skyshard beacon visibility based on a customisable distance.
*Update the quest system to track Skyshards per hold, and track each Skyshard individually, as an objective, providing hints/riddles to find them as per ESO.
*Add an MCM to be able to configure the mod to your own liking, such as disabling Skyshard beacons (making it harder to find Skyshards), adjusting the amount of Skyshard absorptions required to gain a perk point, adjusting the amount of perk points given per absorption, etc.
*Your feature suggestion here! Post in the comments. ;)
Skyshards Release Progress
Spoiler:
Show
Version 1.6.0 Release State: 100% All 108 Skyshard hints have been added!
--
Skyshard World Placement - Overall (108/108): 100% Skyshard World Placement - Eastmarch (12/12): 100% Skyshard World Placement - Falkreath (10/10): 100% Skyshard World Placement - Haafingar (8/8): 100% Skyshard World Placement - Morthal (12/12): 100% Skyshard World Placement - The Pale (10/10): 100% Skyshard World Placement - The Reach (15/15): 100% Skyshard World Placement - The Rift (15/15): 100% Skyshard World Placement - Whiterun (18/18): 100% Skyshard World Placement - Winterhold (8/8): 100%
To the best of my ability, I will ensure that all Skyshard updates are backwards compatible with ANY version of Skyshards, and furthermore; that any fixes/updates are retroactive (will work on any script version save).
So if you're wanting to jump into the Skyshards experience, but afraid that a future update will require you to have a "clean install" or that you might lose progress, then fear not; this is why I work tirelessly to ensure that is never an option!
The correct process of updating is to remove the previous install completely, and install the newest version of Skyshards, along with any Enhancements you might like. Do NOT use a save cleaner, as it may wipe variables required by the scripts that track your progress.
So literally uninstall the old version, install the new version, load the last save you made that had the old version of Skyshards and my scripts will automagically update everything for you. No need for waiting in cells for hours on end, straightforward and simple!
Changelog
Spoiler:
Show
Version 1.6.0 Scholars have finally uncovered additional information on all the Skyshards they were missing data on!
It only took them 4 years.
With this update the flavour text has been covered (and in some cases updated) for every single one of the 108 Skyshards. Alongside that there have been numerous performance and QOL updates. Performance has been improved by as much as 3x the previous version!
The entire changelog can be viewed from the LOGS tab (changelogs) above, but here's a brief summary of the most prominent changes:
- Configuration choices will now be respected and not overridden after each update. - Gods will now correctly retain their Godlihood after absorbing a Skyshard if set in the Misc section of the configurator. - Player controls are now correctly restored as they were after a Skyshard absorption. - You're now able to specify 0 perk points gained as requested by those who simply want the hunt! - In-game update messages for the mod now show after the update has completed.
Version 1.5.0
Spoiler:
Show
This is a major release that adds 19 new Skyshards in Skyrim to finalise the 108 Skyshards in Skyrim as well as several other changes.
The entire changelog can be viewed from the LOGS tab (changelogs) above, but here's a brief summary of the most prominent changes:
- Re-did the Skyshard ambient sounds to loop seamlessly. - Added an option to the Skyshards Configurator to disable absorbed Skyshards. - Added a check to prevent UI spam, allowing the player to view all or only the latest update announcements.
Version 1.4.0
Spoiler:
Show
This is a major release that adds 24 new Skyshards in Skyrim.
Version 1.3.0
Spoiler:
Show
This is a major release that adds 24 new Skyshards in Skyrim as well as several other changes.
The entire changelog can be viewed from the LOGS tab (changelogs) above, but here's a brief summary of the most prominent changes:
- Added an option to disable perk point distribution from the Adjust Perk Points Given menu of the Skyshards Configurator. - Added better detection of newly added Skyshards when updating from previous versions. - Added better temporary quest handling if all Skyshards are found this version.
Version 1.2.0
Spoiler:
Show
This is a major release that adds 22 new Skyshards in Skyrim as well as several other changes.
The entire changelog can be viewed from the LOGS tab (changelogs) above, but here's a brief summary of the most prominent changes:
- Tweaked the sound output model so that Skyshards can be faintly heard in the distance whilst not overbearing up-close. - Added new HD meshes and textures for the Skyshards Configurator thanks to renthal311. - Added two new options to the Skyshards Configurator under the new Misc section; Adjust Skyshard Cap and Adjust Perk Points Given.
Version 1.1.0
Spoiler:
Show
This is a major release that adds full support for a quest system that can dynamically track individual Skyshards. Objective hint flavour text are not yet added, so for now placeholder text will have to do until the next update, but the core system is now in place!
The entire changelog can be viewed from the LOGS tab (changelogs) above, but here's a brief summary of the most prominent changes:
- A floating Skyshard in Haafingar (when using USLEEP) has found itself Joor Zah Frul'd. - Skyshard beacons no longer have the distant LOD flag on by default; this is handled in a separate optional plugin. - Adjusted the beacon fade-out when a Skyshard has been absorbed to coincide with when the animation is completed. - Updated sound files with terrifyingly realistic versions to "bring life" to the souls within the Skyshards, courtesy of TerrorFox1234. - Added a MCM-like configuration tool that can be found in your inventory under "Books" which allows for various Skyshards tweaks. - Hundreds of script bug fixes, enhancements, self-recovery, diagnosis and improvements.
HELP WANTED! So this mod started off as a community effort, with several other authors partnering up with me to get it off the ground. But we're not done yet, and I could use some help to complete and polish up the mod if there are any takers!
Skyshard Beacon Mesh In order to enhance the Skyshard experience, I could use a skilled mesh master to help bring the beacon more in-line to what I had originally envisioned. I would like to add a few effects where applicable and handle lighting in a smoother manner.
If you are able to assist, or know someone who would; please do feel free to get in touch with me, as I would greatly appreciate it!
I have been caught up in so many other projects, with the last one finally being wrapped up, so I find myself with some much needed free time. What better way than to spend it on, than on this passion project of mine that seems to still be enjoyed by others to this day?!
I have been working on the 2.0.0 update on and off for quite some time now, but I'd also like to go above and beyond that when it releases. So if you have any suggestions for the mod, PLEASE do not hesitate to share them with me as a reply to this post or via DM if you'd rather prefer that. I really want to get to as much as I can while I have the free time, enhancing it, while also enhancing my own skills and putting to test all the things I have learnt over the past several years since I started modding!
Let's make this an even greater experience for all, together!
Been tracking this mod since forever. Haven't use it yet because of the config book which kinda ruins my immersiveness Maybe update 2.0.0 will finally introduce MCM to this mod and an option to remove the config book from the game? Oh and a color adjustment closer to ESO's skyshard would be nice, because currently the shard's color in this mod is dark blueish whereas ESO's is closer to sky blue. Optional ENB light addon to the skyshard would also be cherry on top.
@GroveJr: Update 2.0.0 will be the end of the configurator as we know it. :( I have a special plan for the little guy! And yes, there will be an MCM! I do agree on the colour, though the textures were donated to me by the incredible renthal. I'll see what I can do; perhaps include it as an optional? If I was skilled at modelling I'd have opted for the traditional ESO style, but then again, this is Skyrim and I do kind of like how it uses the soul shards as a base, something fitting about it. Regarding the ENB light addon, if you have any more information regarding that I can look into it.
ENB light is a feature that adds actual glow to the object so the environment around them also lights up. But I see someone has already made it here. I don't know about the technical details but perhaps the author of the original mod could give you some more in-depth technical insight about it.
@GroveJr: Thank you for the explanation, I appreciate it! Nothing makes me happier than seeing others in the community come together to improve upon mods that they use, so that put a smile on my face! I just wish such authors stopped by to share their wonderful work so that I can showcase it on the mod page!
If that is what you wanted then I see no need to implement it into the base mod, as that'd simply invalidate that mod and I'm not about that since the only reason this mod came to be in the first place was because an author of a similar mod did not want addons/enhancements to their mod and actually pulled down a mod that would have improved their mod (that many other users requested). I'll see about the colour though! Thanks again for sharing!
gtff: It is on the list! If someone wants to pick some exquisite/meaningful locations and submit them to me, that'd definitely help speed up the process!
Thanks for the awesome mod! Always a given in my load order.
One thing that would be great is to have an "in-between" quest system - I like just having one quest in my journal for skyshards, but I feel it would be better if each hold had a separate quest marker, rather than just one quest marker for all of skyrim.
i enjoy this mode! if possible could you change its base name? i would love to have this and Arthmoor's mode at same time. unfortunately when i try to rename it i cause it to crash. apparently i keep breaking it when i try to rename lol
@Istimiel - I use both this mod and Arthmoor's at the same time. In order to do it, you have to rename both the Skyshards.esp and the Skyshards.bsa files. I renamed mine to Skyshards1 (imaginative, I know), like so:
Keep in mind that if you have any patches that reference this mod, you will need to use XEdit to change the reference in the header of the patch to be pointed at the new name, like so:
Can you, PLEASE, add suppoet for all bigger DLC new lands mods, and also add Sky Shards on Soltsheim, too ?
DLC new lands I am talking about are Falskaar, Wyrmstooth, Moonpath to Elsweyr, Valefrost SE, Summerset Isle SE, Beyond Skyrim Bruma , Folkstead SSE, Nyhus SSE , Beyond Reach , Midwood Isle , Carved Brink
I hope you can speed up work on verrsion 2.0, it is long time you updated the mod. Thanks in advance.
Heya kostarum! I'm going to read your message as someone who is purely excited about the mod, loves what it does, and simply wants to see more of it! I can't fault you there! We want to see the same thing, so hopefully I'm allowed a bit of a Christmas break to share with friends, family, and loved ones, and we an all look forward to a new year, and a new update (surely it'll happen?!). \ / Wishing you (and anyone else reading this) an amazing Christmas, and a wonderful start to the new year! Much love to all of you!
Hello! Just got introduced to this mod and the Skyrim modding community through the Nolvus modpack. Came here after running into some bugs with the mod and was impressed by your level of communication and willingness to help. I noticed you've tracked down the bug with Skyshards not counting as being caused by the Skyrim Quest system having an upper limit to the number of quests, and have suggested switching to Lite mode to counter this or somewhat alleviate the issue. There is also a bug with switching to Lite mode that I noticed you were in the middle of looking into with another user, requesting their Papyrus logs. I am currently running into both of these issues and would appreciate it if you had some time to look into whether the mod is salvageable in my playthrough. Feel free to DM me if you get the opportunity to help. Regardless, I appreciate all of the effort put into the mod and the care put into the user experience.
I have been playing ESO since before official release and collecting Skyshards is a huge part of the game and fun. I was sure about adding this mod to Skyrim however. I was concerned about seeing beacons all over the place cluttering up the skyline. I had added it and was doing a test play through of some other mods I had added forgetting that this mod as enabled. During play through I happened to come across a skyshard and I was "oh, hey, a skyshard :D". I ended up having that same feeling of joy finding a shard as I do in ESO. Well done mod with a seamless integration making it feel as if it was always part of the game. I now look forward to finding all the shards.
That's amazing to hear, thank you so much for stopping by and sharing! <3 Also glad to hear the beacons aren't polluting your night sky, though if they ever do get too distracting, there is an option in the configurator to disable the beams! Happy adventures!
Minor suggestion, but you may want to better explain what the map markers are. I kept them off for the longest time assuming them to show you where they are on the map - and just turned them on recently as I'm trying to find the last six or seven (I've been searching for a while and am just stumped where some are so I was willing to let myself cheat). But, well, no. The markers are just actual discoverable markers that show you where ones you've discovered are. Maybe just explain that a bit better in the description for the option?
Yeah, they're map markers the same way any location has them in Skyrim. The only reason you know of "unknown" ones are due to a NPC (or quest script) triggering it as unknown on your map to display (the black icon locations). So when you get close to a location, or in this case a Skyshard, it'll show its icon. To "cheat" you'd do "TMM 1" in the console which shows you the full location of all markers on your map, including the Skyshards, which then you can use something like SkyUI to filter out. With the MCM it will be much easier to display info. Basically I did not want to clutter the player's map with Skyshard location icons (once discovered, the same way locations work since they're identical, a location) since they no doubt have so many as-is, but added it as an option for them to enable if they wanted that. Given my explanation, what would you feel is a helpful description that'd make sense to you and others?
Loving this mod! I've always used this mod on my playthroughs, 10/10
I have one question though, is there a way to change the notification on the top left from 1st person to 2nd person? Like when I absorb a Skyshard, it says "I feel the power flowing through me!", is there a way to change it to "You feel the power flowing through you."? I tried looking around in SSEdit but I could not find the correct reference.
It's a small irk for me, but other than that I'm loving this mod! Thanks for reading!
Good idea, off it goes to my never-ending list of improvements, thank you! I have planned to have translatable strings so it is easier for translators, so what I can do is also see about just exposing those to be editable from the MCM itself under some advanced section.
I love the concept of this mod but there is something that takes me away from it, and that is that I don't really like the column of light that comes out of the crystals for my personal taste I think it would be better something like a simple shine like Nirnroot's and that when interacting with the glass the shine disappears
Totally get you, and that's why we have config options! Have you seen the beacons section of the configurator (the book in your inventory) yet? It has an option to completely disable those pesky beacons so you're left with just the shimmer and sounds to guide you. The effect you're describing is pretty much what is on the Skyshard currently, and once you absorb it said effect disappears. Let me know if that works for you?
Hmmm, not at the moment. But I'll add it to the feature wishlist, thanks!
For now, if you're okay with getting a bit technical, figure out how many sets of Skyshards you've done (every 3 by default is a set), then multiply that number by 2 to get the amount of perk points missing. Then go shopping by seeing what perks you'd like from the wiki. It has info on how to add a perk, using the console command player.addperk <PERK ID> which you can make use of. Alternatively you could up the amount of perk points given to make up for the lost per points then switch back later.
I am completely stuck with Whiterun 06. I am dead on that thing and it will not give me the activate indicator. What do I do?
I'm wondering if the "Fishing Supplies" activator could be causing some sort of conflict, so I disabled it but it still didn't let me activate the Skyshard.
Looking at my xEdit, it doesn't look like a conflict, nothing is overwriting the record on the DMN_SkyshardWhiterun06MM or DMN_SkyshardWhiterun06
Hmmm; and you're positive it is the right Skyshard, yeah? Your quest log doesn't say that it is already absorbed? Send me the save, I'll see what I can gleam. As for what you could try; maybe toggle the activators in the menus of the configurator? There should be an option to toggle them, if it disappears it means the script thinks this Skyshard was already absorbed, but then the quest stage was never properly updated. If it was actually absorbed the data will still be there attached to the quest so a hotfix for "stuck" Skyshards (haven't really heard of that in this specific manner) should be able to help. If this is really bothering you feel free to reach out via DM and I'll see what I can do for you.
10. Near the White River stalking a group of mammoth poachers.
Hjaalmarch does not border the White River. The White River runs from Falkreath to Windhelm, passing through Whiterun on the way. It is on the other side of the country.
This river should be the River Hjaal, which starts in the mountains to the northwest of Whiterun and branches in half, with one branch flowing into the Morthal swamp and the other merging with the Karth river. The skyshard is found near where these branches split.
Nice find! I had initially had that hint written for Skyshard 8 in The Pale since if you go there it'd make perfect sense, and it is near the White River. When I found the new location for Hjaalmarch 10's Skyshard, and learnt about its nearby inhabitants, I decided to keep that as I felt it was more fitting, but of course the river no longer matches! I'll address that change in the upcoming version, thanks! If you come across any other inconsistencies, or hints you feel would be better worded another way for lore and clarity, please don't hesitate to reach out!
658 comments
If any of my mods have enriched your experience then I kindly ask that you consider becoming my patron! I'd really like to pick up modding full-time, and with your support (from as little as $1) I may just be able to achieve that! With enough support I can turn my passionate hobby into a full-blown operation bringing joy to as many people as possible. Click the link to learn more.
A: Like this or this? This is unfortunately due to what appears to be a Skyrim engine limitation with regards to shaders. Snow/Fog shaders may clip with the Skyshard beacons thus reducing its visibility, or in extreme cases, rendering it invisible. Consider it an "immersive" feature whereby visibility is reduced due to said shaders.
Take for example 3 different mods that edit an area one of my Skyshards are located in; if I made a change to my one Skyshard position to solve for mod A, it may not be resolved for mods B and C, which means I'd have to go in and test on multiple occasions, and that is just for 3 different mods. It can quite quickly get out of hand and add an extra layer of unnecessary complication and stress for something the mod author themselves can easily patch in (as most often do if requested kindly).
I've taken the utmost care to ensure compatibility as best I could, by choosing obscure locations, and by ensuring no landscape changes were made. As such, if any mod author wishes to make a patch to find a happy new home for any of my Skyshards, I am more than okay with that.
The same is true for any mods that may alter vanilla gameplay upon which my mod is tested and based on; if their mod has broken any internal workings of Skyshards I am more than happy with them releasing a patch to ensure its continued operation.
Everyone has a passion and a goal when creating a mod, and I firmly believe that if you make breaking changes to the vanilla gameplay, you should be responsible for any patches that are needed for any other mod to coexist with your mod. The reason I say this is because I would much rather spend the time adding to my existing mods, or creating exciting new ones. I say this with all due respect to other mod authors of those who do create patches I have absolute respect for, and of course if I had the free time and it was a quick and easy fix I would gladly incorporate it in an update as I have on multiple occasions in the past.
TL;DR: If another mod breaks this mod, please kindly ask the offending mod author for a patch.
A: Absolutely! I will endeavour to keep the SSE version updated, despite developing for Oldrim.
Q: I don't want Skyshard beacons visible, can I turn them off?
A: Of course! Simply open up the Skyshards Configurator from the "Books" section of your inventory, close it, exit your inventory and follow the menu prompts accordingly to disable Skyshard beacons.
Q: I don't want each Skyshard tracked individually, or want a simple quest system, help?
A: I've got you covered. Simply open up your Skyshards Configurator from the "Books" section of your inventory, close it, exit your inventory and follow the menu prompts accordingly to change the quest system from Full to Lite.
Q: I see this mod uses scripts; what is the performance impact?
A: So first off, we have a config script that runs once on game load, and that handles version checking to see if we need to apply any updates, depending on your existing script versions. The impact of this is minimal. Then we have an absorption script that is only ever fired when you activate a Skyshard. What it does is process the Skyshard counts, update variables, handle the animation sequence, update the quest system, handle the clean-up of absorbed Skyshards, etc. Lastly, we have two quest scripts that handle the tracking of individual Skyshards (if using the full quest system) as well as updating quest progress, and both of these only run when absorbing a Skyshard. The rest of the scripts are helper scripts for these three main scripts I have mentioned. There are zero constantly running/polling scripts, so you will experience next to no performance impact.
Q: Do you have the source files of your scripts? I would like to learn/enhance/scrutinise/mock your code!
A: Of course! My entire project is available here, on Github. Feel free to help yourself, learn from the countless hours I have struggled with Papyrus, and please feel free to share your knowledge/advice with me if you think I can achieve the same results in a neater/faster way. I am all about learning new things; knowledge is power!
Q: The sound is too soft for the Skyshard ambience, it makes finding Skyshards harder!
A: The mod was developed under vanilla Skyrim conditions, as such, first check to see if you haven't changed the Effects slider (found under Settings->Audio) as that affects the Skyshard ambience intensity. Having your Music volume slider too high may also be drowning out other sounds, such as the Skyshard ambience. Lastly, ensure the Master volume slider is at the max and that your headphone/speaker volume is sufficiently turned up.
1. Near a dilapidated shack along a river's edge.
2. On the outskirts of an ancient Dwemer ruin of intrigue to mages.
3. At the peak of a waterfall adorning the throat of the world.
4. At the bow of a once proud vessel of war.
5. Overseeing the excavation of an ancient Nordic tomb.
6. Overlooking the place of refuge for Dunmer now persecuted.
7. Just out of earshot of the city's food supply.
8. Near a place of ambush that saw a Stormcloak leader captured.
9. Escaped from an Imperial place of incarceration.
10. Nestled in the mountains overlooking a narrow cave.
11. Hiding from bandits who have claimed a once-proud warship.
12. Settled proudly on a rock amongst the various hot springs.
Falkreath (10)
1. Attempting to blend atop a ruined watchtower.
2. Waiting in ambush on a path beyond the glade of ancestors.
3. Eavesdropping on the site of Empire ordered executions.
4. Spying upon the camp of those who would rob you at knifepoint.
5. On a ledge above the lair of the Spellsword coven.
6. Scouting the overgrown area outside a bandit's hideout.
7. Atop a hill above a cosy shack for the weary hunter.
8. Adorned in the shade of a tower reclaimed by nature.
9. Keeping the beautiful lady of the lake company.
10. Plotting a siege against a fort now occupied by Orcs.
Haafingar (8)
1. A bird's eye view of the Northwatch Keep.
2. Staging an attack on the Thalmor Embassy atop Nordic ruins.
3. Welcoming committee for an ancient Nordic tomb.
4. Outside a lair of Hagraven where the sea welcomes a waterfall.
5. Keeping tabs on a select few Orcs at a local stronghold.
6. On a mountain above where Blackbloods conduct business.
7. Atop a perilous peak with an incredible view of the sunset.
8. Paying tribute to the Lady of Infinite Energies.
Hjaalmarch (12)
1. On the precipice of a brooding cavern.
2. Framed in a stone window looking out on Morthal.
3. Witness to a horrifying caravan ambush.
4. Perched atop a mine amidst the hill of stones.
5. Safeguarding the secrets at an alcove of smugglers.
6. Barely visible from the peak of elders.
7. Taken hostage in a camp full of robbers.
8. On the outskirts of the capital in plain sight.
9. Standing trial amongst the stone pillar tribunal.
10. Near the White River stalking a group of mammoth poachers.
11. Standing watch outside the home of a canine friend.
12. Awaiting discovery of a sanctuary since fallen in ruin.
The Pale (10)
1. Holding vigil at the headquarters of a devote few who protect mortals.
2. Paying respects near the final resting place of King Borgas.
3. Outside a dilapidated building which was once a proud home.
4. Atop rubble of a ruined tower at a site of forbidden experiments.
5. Outside wind-swept ruins holding secrets of the Elements.
6. Attempting to sneak in for the night at a local inn.
7. Calling the giant's bluff from a safe distance.
8. At the scene of a grisly mammoth killing field.
9. Hidden amongst the debris of a ruin housing a great statue.
10. A safe distance from a ruin in which a Nord hero was laid to rest.
The Reach (15)
1. Playfully flirting with the stone of a lover.
2. Near the base of a waterfall whose flowing waters fork.
3. Hiding within a crater shaped in the form of a dragon's tooth.
4. Part of a devious ritual devised by an assortment of mushrooms.
5. At the summit of a hag's rock swarming with Forsworn.
6. On the skirt of a broken tower now overrun by Reachmen.
7. Above ruins where a former servant of Peryite has taken refuge.
8. Off the path leading to a prosperous Orc stronghold.
9. Taking part in a ritual sacrifice of local tradition.
10. Staring in disbelief at two towers seemingly at an impasse.
11. Appreciating a breathtaking view of waterfalls outside the city.
12. Catching a breath in the valley of the lost.
13. Hiding from a local mining village's dispute.
14. Taking a moment to admire a juniper centerpiece below a ruin.
15. In a camp on the Karth River deep behind Forsworn lines.
The Rift (15)
1. Under the watchful gaze of Treva.
2. At the foot of a lair which guards a lost tongue.
3. Bathing in a pond a Shor's throw away.
4. Nestled away behind the shack of a recluse.
5. At the edge of a waterfall in the shadow of a Nordic tower.
6. Gazing out onto a clearing in shades of autumn.
7. Has the high ground against a mining village below.
8. Off worn paths near a mill whose heart still beats.
9. Observed the way of an alchemist for many a day.
10. Part of a sting operation to take down a Skooma den.
11. High up in the mountains beyond a fort of darkness.
12. Soaking in nature's own hot tub with a view to die for.
13. Marooned in view of a working water wheel.
14. At the helm of a roaring waterfall running towards a lodge.
15. Lost in the woods concealing a nearby fort.
Whiterun (18)
1. Overlooking the sacred giant's encampment.
2. Above and behind a den of fangs.
3. In view of a bonfire at the edge of a basin.
4. Innocent bystander to an unorthodox mammoth graveyard.
5. Enjoying a waterfalls view of Dragonsreach.
6. Resting near the waterfall which joins a calm stream.
7. Amongst the ruins that claimed the life of Kjoric the White.
8. Keeping an eye on a tower not far below.
9. Deliberating on whether or not to pillage a farm.
10. Standing tall above the world making even Paarthurnax proud.
11. Out in the open plains beyond a bluffing serpent.
12. Picking up a thing or two from how Stormcloaks set up camp.
13. Snuck out behind yet another ruined Nordic tower.
14. Cautiously observing a love triangle from a safe distance.
15. Narrowly escaped a Skeever-infested household.
16. Wishes to one day become a horse whisperer.
17. On an islet past which a waterfall flows.
18. Dusting off from a cairn recently explored.
Winterhold (8)
1. Took a leap of faith from The Tower above.
2. Attempting to dive blindly into a treacherous cave.
3. Investigating a bloody ritual atop a mountain pass fort.
4. In the shade of a base dedicated to hunting down werewolves.
5. Nestled snugly atop a ship's mortal enemy.
6. Staking out the hideaway of a former Thieves Guild member.
7. On a desolate outcrop beyond a wayward pass.
8. Uncovering secrets at the site of the Great Collapse.
Add the remaining Skyshards throughout the 9 holds. (108/108).Update the quest system to track Skyshards per hold, and track each Skyshard individually, as an objective, providing hints/riddles to find them as per ESO.Add an MCM to be able to configure the mod to your own liking, such as disabling Skyshard beacons (making it harder to find Skyshards), adjusting the amount of Skyshard absorptions required to gain a perk point, adjusting the amount of perk points given per absorption, etc.All 108 Skyshard hints have been added!
--
Skyshard World Placement - Overall (108/108): 100%
Skyshard World Placement - Eastmarch (12/12): 100%
Skyshard World Placement - Falkreath (10/10): 100%
Skyshard World Placement - Haafingar (8/8): 100%
Skyshard World Placement - Morthal (12/12): 100%
Skyshard World Placement - The Pale (10/10): 100%
Skyshard World Placement - The Reach (15/15): 100%
Skyshard World Placement - The Rift (15/15): 100%
Skyshard World Placement - Whiterun (18/18): 100%
Skyshard World Placement - Winterhold (8/8): 100%
Skyshard Absorb Script: 100%
Skyshard Absorb Animation Script: 100%
Skyshard Config Script: 100%
Skyshard Quest Script: 100%
Skyshard Quest Data Script: 100%
Skyshard Map Placement: 100%
Skyshard Location Sorting: 100%
Skyshard Meshes: 100%
Skyshard Textures: 100%
Skyshard Sounds: 100%
So if you're wanting to jump into the Skyshards experience, but afraid that a future update will require you to have a "clean install" or that you might lose progress, then fear not; this is why I work tirelessly to ensure that is never an option!
The correct process of updating is to remove the previous install completely, and install the newest version of Skyshards, along with any Enhancements you might like. Do NOT use a save cleaner, as it may wipe variables required by the scripts that track your progress.
So literally uninstall the old version, install the new version, load the last save you made that had the old version of Skyshards and my scripts will automagically update everything for you. No need for waiting in cells for hours on end, straightforward and simple!
Scholars have finally uncovered additional information on all the Skyshards they were missing data on!
It only took them 4 years.
With this update the flavour text has been covered (and in some cases updated) for every single one of the 108 Skyshards. Alongside that there have been numerous performance and QOL updates. Performance has been improved by as much as 3x the previous version!
The entire changelog can be viewed from the LOGS tab (changelogs) above, but here's a brief summary of the most prominent changes:
- Configuration choices will now be respected and not overridden after each update.
- Gods will now correctly retain their Godlihood after absorbing a Skyshard if set in the Misc section of the configurator.
- Player controls are now correctly restored as they were after a Skyshard absorption.
- You're now able to specify 0 perk points gained as requested by those who simply want the hunt!
- In-game update messages for the mod now show after the update has completed.
Version 1.5.0
The entire changelog can be viewed from the LOGS tab (changelogs) above, but here's a brief summary of the most prominent changes:
- Re-did the Skyshard ambient sounds to loop seamlessly.
- Added an option to the Skyshards Configurator to disable absorbed Skyshards.
- Added a check to prevent UI spam, allowing the player to view all or only the latest update announcements.
The entire changelog can be viewed from the LOGS tab (changelogs) above, but here's a brief summary of the most prominent changes:
- Added an option to disable perk point distribution from the Adjust Perk Points Given menu of the Skyshards Configurator.
- Added better detection of newly added Skyshards when updating from previous versions.
- Added better temporary quest handling if all Skyshards are found this version.
The entire changelog can be viewed from the LOGS tab (changelogs) above, but here's a brief summary of the most prominent changes:
- Tweaked the sound output model so that Skyshards can be faintly heard in the distance whilst not overbearing up-close.
- Added new HD meshes and textures for the Skyshards Configurator thanks to renthal311.
- Added two new options to the Skyshards Configurator under the new Misc section; Adjust Skyshard Cap and Adjust Perk Points Given.
The entire changelog can be viewed from the LOGS tab (changelogs) above, but here's a brief summary of the most prominent changes:
- A floating Skyshard in Haafingar (when using USLEEP) has found itself Joor Zah Frul'd.
- Skyshard beacons no longer have the distant LOD flag on by default; this is handled in a separate optional plugin.
- Adjusted the beacon fade-out when a Skyshard has been absorbed to coincide with when the animation is completed.
- Updated sound files with terrifyingly realistic versions to "bring life" to the souls within the Skyshards, courtesy of TerrorFox1234.
- Added a MCM-like configuration tool that can be found in your inventory under "Books" which allows for various Skyshards tweaks.
- Hundreds of script bug fixes, enhancements, self-recovery, diagnosis and improvements.
So this mod started off as a community effort, with several other authors partnering up with me to get it off the ground. But we're not done yet, and I could use some help to complete and polish up the mod if there are any takers!
Skyshard Beacon Mesh
In order to enhance the Skyshard experience, I could use a skilled mesh master to help bring the beacon more in-line to what I had originally envisioned. I would like to add a few effects where applicable and handle lighting in a smoother manner.
If you are able to assist, or know someone who would; please do feel free to get in touch with me, as I would greatly appreciate it!
I have been caught up in so many other projects, with the last one finally being wrapped up, so I find myself with some much needed free time. What better way than to spend it on, than on this passion project of mine that seems to still be enjoyed by others to this day?!
I have been working on the 2.0.0 update on and off for quite some time now, but I'd also like to go above and beyond that when it releases. So if you have any suggestions for the mod, PLEASE do not hesitate to share them with me as a reply to this post or via DM if you'd rather prefer that. I really want to get to as much as I can while I have the free time, enhancing it, while also enhancing my own skills and putting to test all the things I have learnt over the past several years since I started modding!
Let's make this an even greater experience for all, together!
If that is what you wanted then I see no need to implement it into the base mod, as that'd simply invalidate that mod and I'm not about that since the only reason this mod came to be in the first place was because an author of a similar mod did not want addons/enhancements to their mod and actually pulled down a mod that would have improved their mod (that many other users requested). I'll see about the colour though! Thanks again for sharing!
One thing that would be great is to have an "in-between" quest system - I like just having one quest in my journal for skyshards, but I feel it would be better if each hold had a separate quest marker, rather than just one quest marker for all of skyrim.
Keep in mind that if you have any patches that reference this mod, you will need to use XEdit to change the reference in the header of the patch to be pointed at the new name, like so:
DLC new lands I am talking about are Falskaar, Wyrmstooth, Moonpath to Elsweyr, Valefrost SE, Summerset Isle SE, Beyond Skyrim Bruma , Folkstead SSE, Nyhus SSE , Beyond Reach , Midwood Isle , Carved Brink
I hope you can speed up work on verrsion 2.0, it is long time you updated the mod. Thanks in advance.
I was sure about adding this mod to Skyrim however. I was concerned about seeing beacons all over the place cluttering up the skyline. I had added it and was doing a test play through of some other mods I had added forgetting that this mod as enabled. During play through I happened to come across a skyshard and I was "oh, hey, a skyshard :D". I ended up having that same feeling of joy finding a shard as I do in ESO.
Well done mod with a seamless integration making it feel as if it was always part of the game. I now look forward to finding all the shards.
I have one question though, is there a way to change the notification on the top left from 1st person to 2nd person? Like when I absorb a Skyshard, it says "I feel the power flowing through me!", is there a way to change it to "You feel the power flowing through you."? I tried looking around in SSEdit but I could not find the correct reference.
It's a small irk for me, but other than that I'm loving this mod! Thanks for reading!
I increased the number of points you receive from crystals from 1 to 3. Is it possible to recover the points lost before the change?
It would be great to be able to recover or lose points, depending on whether the number of points awarded by each crystal was increased or decreased.
For now, if you're okay with getting a bit technical, figure out how many sets of Skyshards you've done (every 3 by default is a set), then multiply that number by 2 to get the amount of perk points missing. Then go shopping by seeing what perks you'd like from the wiki. It has info on how to add a perk, using the console command player.addperk <PERK ID> which you can make use of. Alternatively you could up the amount of perk points given to make up for the lost per points then switch back later.
I'm wondering if the "Fishing Supplies" activator could be causing some sort of conflict, so I disabled it but it still didn't let me activate the Skyshard.
Looking at my xEdit, it doesn't look like a conflict, nothing is overwriting the record on the DMN_SkyshardWhiterun06MM or DMN_SkyshardWhiterun06
Any idea on how to debug this?
This river should be the River Hjaal, which starts in the mountains to the northwest of Whiterun and branches in half, with one branch flowing into the Morthal swamp and the other merging with the Karth river. The skyshard is found near where these branches split.
Recently got into ESO which made me appreciate it even more.