June Releases

Just a quick note of all my June releases (by request)

Dark Ages Food: https://bethesda.net/en/mods/skyrim/mod-detail/4067423

Ranger’s Call II https://bethesda.net/en/mods/skyrim/mod-detail/4068033

Ranger’s Call II Texture Pack https://bethesda.net/en/mods/skyrim/mod-detail/4068038

Prismatic Insects https://bethesda.net/en/mods/skyrim/mod-detail/4067608

Dark Ages Castles –

AIO https://bethesda.net/en/mods/skyrim/mod-detail/4068728

Volikar https://bethesda.net/en/mods/skyrim/mod-detail/4068723

Dawnguard https://bethesda.net/en/mods/skyrim/mod-detail/4068719

High Hrothgar https://bethesda.net/en/mods/skyrim/mod-detail/4068730

Sky Haven Temple: https://bethesda.net/en/mods/skyrim/mod-detail/4068724

Winterhold https://bethesda.net/en/mods/skyrim/mod-detail/4068712

Dark Ages Mountains in Grey https://bethesda.net/en/mods/skyrim/mod-detail/4069021

Dark Ages Mountains Dark: https://bethesda.net/en/mods/skyrim/mod-detail/4069020

TFM Armour Pack VI https://bethesda.net/en/mods/skyrim/mod-detail/4070068

TFM Armour Pack VII https://bethesda.net/en/mods/skyrim/mod-detail/4070257

TFM Armour Pack VIII https://bethesda.net/en/mods/skyrim/mod-detail/4070588

TFM Armour Pack IX https://bethesda.net/en/mods/skyrim/mod-detail/4070593

Skyrim Outfitters – Backpacks for Adventuring https://bethesda.net/en/mods/skyrim/mod-detail/4070922

Bare Chested Armour https://bethesda.net/en/mods/skyrim/mod-detail/4070945

Re-Releases:

Realistic Horse Breeds: https://bethesda.net/en/mods/skyrim/mod-detail/4021240

Veydosebrom –

Normal: https://bethesda.net/en/mods/skyrim/mod-detail/4027500

Dense: https://bethesda.net/en/mods/skyrim/mod-detail/4027502

Less/Lite: https://bethesda.net/en/mods/skyrim/mod-detail/4027498

X Users – Rejoice! Salvation is Near!

A few weeks ago one of my Discordians, Iceman, mentioned a special Microsoft program he’s part of. Microsoft finally pulled their heads out of their arses and realised they didn’t offer “optimised” 4k “patches” for certain games. To be even more infuriating, the Skyrim 4k “patch” was mandatory, so users couldn’t turn it off. After a few days of testing using all sorts of combos – Whiterun DR and Jorvaskr is finally not crashing. I have no ETA on when Microsoft will roll out the update for X, but I’m sure you’ll know when you turn it on and you get a meessage.

Hope is on the horizon!

The Ranger’s Call II

It sounded low and deep within my heart. Pounding like the trample of a hundred wild Mammoths, washing over me and causing my blood to pound within my ears. The twang of the carefully created string, the creak of the wood as I pulled back, the air rushing through the fletching… It sounded, and I heeded it’s call. Now I grace to you all the knowledge I have.

The Ranger’s Call II is a complete overhaul of the fletching system within Skyrim. Create dozens of new bows and arrows through a specially created system accessed by only the most pure Marksman.

The Ranger’s Call Power – This power allows you to craft arrows and scoped  which cannot be crafted anywhere else (more info below). What you can craft will be based on your Marksman level. Craft the Station at the Forge to unlock the recipes.

Arrows – Swift or Force?

While many people enjoy tinkering with their bows; the right weight, tension and so forth, it is said that the arrow is often overlooked. By creating a different weighting system you can now chose to let loose your arrows at a further distance (Swift) or let loose their strength (Force). Each arrow already found can be converted into Swift or Force arrows at your Ranger’s Call Crafting Station. Furthermore, all arrows are craftable at the forge with the right Smithing perks. New arrows are injected into leveled lists.

Unique Arrows

Leaf Arrow – are beautifully designed Elven Arrows with strong fletching and a deep nock . To craft the base Leaf Arrow you need the Glass Smithing Perk. Converting requires Archery Level 30

Bodkin Arrow – are simple hunting arrows which have been designed to pierce leather armour. You can craft these from the start but you need an Archery level of 25 to convert.

Thrush Arrows- are deadly arrows that rival Daedric Arrows crafted with the finest materials. Requires the Deadric Smithing Perk to craft and Archery level 90 to convert.

Elemental Arrows

Poison Arrow – These arrows are dipped in a poison which causes your enemy to deplete five health points over five seconds and cripple them. Requires 40 Archery level.

Knockback Arrow – Knocksback an enemy that gets too close . Requires 40 Archery level

Use your Ranger’s Crafting Station to create your arrow of choice

Artillery: Death from Afar – Rain death upon your enemies with unrelenting barrages of catapult fire, fireballs and arrow storms. Simply mark your target with your Marker Arrows, use the Launch Barrage power and watch the chaos begin.

Fire Storm – A concentrated rain of fireballs Requires Archery Level 45

Ice Storm – A concentrated rain of ice shards Requires Archery Level 55

Arrow Storm – A concentrated hail of arrows Requires Archery Level 70

Catapult Strike – A barrage of explosives fired from a catapult Requires Archery Level 70

Rock Barrage – A barrage of large rocks Requires Archery Level 80

Marked For Death – Target an individual and an storm of arrows will be fired at the target, following them as they move. Requires Archery Level 100

You can find the workshop in Skyrim (South West of Morthal, next to Cenoba if you have Villages) where a merchant will sell you the items necessary to craft them. You can also find some arrow crates around the world, although they are rare and have limited supply.

Equip the Arrow and a power is added to your magic menu. Select this power. After firing the arrows where you want them, set forth your power and watch the barrages rain down. These arrows are extremely expensive so use sparingly.

If you prefer not to have these arrows (as they aren’t the most  lore friendly), there is an optional addon which disables the workshop and from finding/crafting the arrows.

Bows can be Scoped

Scoped Recipes require the base bow + scopes. Scopes are made from glass + ingots. Once you have a bow in your inventory, your scope menu will open up. Some bows are available at the start, others will require you to obtain or craft the bow first. Tempering exists for all scoped bows.

You will also have a chance to see scoped bows in some chests or on enemies

Unique Bows

Longbow- is now craftable at the forge

Aurial’s Bow- can be upgraded into a scoped version provided you’ve finished “Touching the Sky” and have the original on you

Dravin’s Bow is now unique. After completing his quest he will give you the schematic to craft his bow at a forge. If you wish to scope it, you need to call your Ranger’s Crafting Station

Firiniel’s End – After completing “Bound Until Death” you can craft the scoped version with your Crafting Station

Glass Bow of the Stag Prince – This bow is now unique in look and if you are able to capture it, you can scope it as well

Karliah’s Bow – is now a scoped model. I figure she’d know how to scope her own bow

Nightingale Bow – all Nightingale bows now have a scoped option you can craft with your Ranger’s Call Crafting Station – each one can be enchanted as you see fit.

Froki’s Bow – is can be upgraded into a scoped version

Imperial and Stormcloak Bows – are now craftable when chosing which side to be on, along with scoped versions

Forsworn Bows – Forsworn now have a chance to use a scoped or non-scoped bow when fighting you.

Falmer Bows – Is upgradedable to a scoped version

Azurelight Glass Bow – is a beautiful handmade glass bow made of Sapphires. You can craft this after unlocking the Glass Armour Perk at the forge and scope it with your Ranger’s Crafting Station

Silverbore Bow – This bow now has the Silver Perk much like other silver weapons allow you to fight properly against the paranomal enemies of Skyrim

Drainspell Bow – Can be scoped

Bow of the Hunt – Can be Scoped

Zephyr – can be scoped with your Ranger’s Crafting Station, furthermore the bug fixes from USSEP have carried over so you won’t get stuck with the bow trying to permanently follow you like a lost puppy dog

The Gauldur Blackbow can be scoped at all levels

The Dwarven Black Bow of Fate is now called the Dwemer Black Bow of Fate and has a scoped version you can craft at your Ranger’s Call Crafting Station.

Bound Bows are now scoped with unique features

Follower Bows can now be removed properly from their inventory so you can give them whatever you want to use.

More info: https://tarshgaming.com/specialty-mods/the-rangers-call-ii/

Mama Bear Strikes Again

Did you ever wake up one morning with such a profound epiphany you got carried away and the rest of the world shut up? That happened to me on the glorious first day of June. But before I get there, let me take you back to a year ago.

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Epiphanies are the best.

 

As most of you know, I came to Bethesda with the gift of cats… that’s right. I was the crazy cat lady. It was a simple and fun mod and I wanted to share it. Little did I even think I’d be here a year later. While Suzy would check the forums for mod requests and feed me information, I was importing mods, learning more about modding than I ever thought possible, managing a pharmacy and trying to keep up with my Spawn’s schooling. It was exhausting but I fared mostly okay. Suzy suggested I start a Discord to talk one on one with people so I could mod and chat at the same time. She would browse the forums and play her game. No problem!

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Not an actual depiction of Suzy on a computer. But close. She was totally cuddle-worthy and adorable.

 

The month wore on and Suzy deteriorated. Cancer is a bitch. But she always stayed as upbeat as humanly possible and tried to joke as much as she could. She would get into stitches over the littlest of jokes because she knew her time as a physical being was about to end.

I entered a very dark time. Suzy was the only person in this shit-hole country  I could relate to. She wasn’t polite to be polite- she fucking meant it. Probably the only Canadian who never said sorry but would say “excuse me” instead. She didn’t try to pronounce “Mazda” with a nasally ‘a’  (think past), but actually said it properly. She got me involved in community service and taking care of the homeless. We started a Weed n Seed community and worked with businesses owners to provide “relief backpacks” to the needy so they could get job interviews or  around town to shop for groceries. She was a goddamn angel and I dare anyone to find a more noble woman. So when she left, I had a massive void in my soul.

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Fuck cancer.

I kept modding, but my heart wasn’t really in it. I was doing it for other people and yet a part of me did enjoy aspects of it. But I wasn’t happy. I was snappy and short, low of patience. What really got my goat is that I would clean and clean and clean my mods to perfection and get accused of crashing people’s games. I took this to heart. So I went about to figure out this “LO” thing that seemed to plague the community and I made one that was simple and to the point. I didn’t make it for notoriety (and in fact a previous LO thread had closed beforehand). I just wanted users to stop having crashy games. My heart was in  major pain but I still cared for people- I still cared that they had a fun game. Nothing is worse as a mod author than someone who can’t get their game to load because they were told crap advice as to where to put it. Not to mention that crashing was so rampant in the beginning every mod author wrote “put at the bottom of your LO”

 

I remember distinctly when someone came to me for advice and I gave it to the best of my ability and someone told them otherwise. Their game became unstable and I went to that other person and ripped them a new one. “How DARE you give false info?!” was the gist of it.

Mama Bear had arrived.

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Hullo! I R BEAR! HERE ME RAWR! *burp*

I couldn’t protect Suzy, but I could “protect” the mod users. I made it a goddamn fucking personal Batman-esque mission of mine to keep up to date on every piece of modding info I could. A little spark was ignited in my heart and I  pushed on with modding instead of leaving. Vader knew; he saw me struggling from the get-go but he never lost sight of who I truly am as a human being. Others reached out to me like Doc who has always been available for me to talk to if I needed.

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nanananna nannananaa 

Fast forward to December and I’m getting most of myself under control. I’ve had some time to grieve, but I’m still overly blunt with people and apparently I earned a ‘scary’ reputation. Knowing that didn’t help things, but I couldn’t do much but continue to heal.

Bethesda has some shite fucking “4K” update at the time I decided to do ONE minor tweak to Divine Cities.

Oh. My. God.

Everyone screaming it caused crashing. I wanted to bury myself in a hole. I had been so precise with making DC and making sure it wouldn’t harm the console or cause performance issues and suddenly I’m the cause of crashing. Talk about a kick to the gut. Instead of taking it personally, I started a mission… Mission: Crash Finder.

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Apparently there’s no such thing as a Mission: Crashy movie

Fast forward.

The night of June 1st I had an epiphany. The kind that made the world stop and made me laugh with delight. Something I had lost sight on a year ago but came to me. You see, mod users are five year old’s. Mods are their Lincoln Logs. Most logs fit together, but some are broken and can’t be used. My goal as a mod author is to provide as many unique pieces as possible so that you can build the kind of buildings you want to play with. Of course! I thought…. and  then I set to do just that.

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Build your own world! Yay!

I had been reading about how BSA’s are loaded and while that’s never been a secret, a thought occurred to me: what if all this overlap is causing issues with X users? Or users in general? What if something is breaking on the console like they did with the first CC update that broke the decompiler??? WHAT IF!!! Oi did my head swim!

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WTF is going on?! sum1 pls halp!

So I worked ALL DAY on creating four texture packs to work with people who use ETD or HPP or SMIM because somehow it got into my brain that all these meshes and textures are loading at once and I was the cause of these problems. So I was gonna fix it. I wanted to make sure that people could use whatever fucking log they wanted to. I love modding and I love seeing people enjoy their game and by hell or high water I am going to facilitate that!

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Through rain or sleet or snow or internet dying or being on an airplane, I will deliver mods!

So the mama bear inside me roared again, determined to protect her cubs from the evil Bethesda monster; she was gonna make so many fucking customised texture mods people wouldn’t know where to begin.

Well… mama bear was wrong. While the BSA’s are loaded at run time, the Engine is smart enough to only load one table at a time. Isn’t that a relief?!! At the same time it taught me to stop. Slow down. Ask more questions. Lucky for me Vader is a voice of reason and can articulate questions far better than I can. Me? I push buttons and watch results. Silly mama bear!

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Crap. What do you mean I had to take a left at Albuquerque??! Well this just shits on the whole day doesn’t it?

So at the end of the day, I felt it was my responsibility to fix the crashing issues because I thought I was causing  them by having overlap. Happily, thankfully, I was dead wrong. So now I have to tuck mama bear back into her cave and hopefully she’ll hibernate.

For a very long time.

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ZzzzZZZZZzzzzz

 

 

 

Divine Alchemy Redone Patch Notes

Version Apothecarium VII

Updated How the recipes operate with the Tools. You must first purchase the Kits from Alora and then craft the tools.

The Crucible turns raw matreials in detrimental reagents

The Alembic turns raw materials into beneficial reagents

The Retort turns reagents into concentrated potions

The Flask turns reagents into concentrated poisons

The Mortal and Pestle reduces some minerals to reagent powder (and teaches you new things by creating perk notes and ingredient scrolls)

The Retort Recipes (Crafting 1) Benefical Potions

Restore Stamina and Restore Magicka transmute potions (3 lessers into higher level)

Defiance Potions – Start with Nitrum Flammans, Alkahest and Aes Cyprium
Barbarian, Ranger, Solidier and Bezerker Potions Start with Potassium and Chalk
Stimulant Potions – Start with Aqua Ardens and Aqua Vitae
Waterbreathing Potion – Sal Volatile
Restorative Potions Anima, Mana and Vita
Burglar Potions – Start with Oil of Antimony and Alkahest
Tradesman Potions – Start with Bismuth
Sorcerer Potions – Start with Mana and Arcanum Coralinum
Cure Potions – Start with Penicillium
Monk Potions – Start with Aqua Tofani, Arcanum Coralinum and Chalk

 

The Alembic Recipes (Crafting II) Beneficial Reagents

Aes Cyprium can be made from common alchemical ingredients such as snowberries, bonemeal, thistles, elves ears, hawkbeaks moon sugar, etc. Aes Cyprium is used for beneifical potions

Anima can be made from restorative ingredients such as Sabre Cat Eyeballs and Blue Mountain Flowers. Anima is used in restorative potions

Aqua Ardens can be made from Garlic, Juniper Berries, Nordic Barnacles, Luna Moths, Vampire Dusts and Fortify Healing Rate Potions. Aqua Ardens is used for beneficial potions such as Regenerate Health

Aqua Vitae can be made from Garlic, Jazbay Grapes, Dwarven Oil, Taproot, Fire Salts, Moon Sugar and is used for beneficial potions such as Regenerate Magicka

Aranum Corallinum can be made from Spiky Grass, Lavendar, Luna Moths, Mountain Blue Flowers, Bonemal, Hagraven feathers and is used for beneficial potions such as Fortify Conjuration or Restoration

Bismuth can be made from Tundra Cotton, Monarch Butterfly wings, Dragons Tongue, Hagraven Claws, Creep Clusters, Wisp Wrappings, Scaly Pholiota, Hawkbeaks, Giant Toes and is used for beneficial potions such as Fortify Barter or Carry Weight

Calamine can be made from Bees, Mora Tapinella, Skoom and mushrooms and is used for beneficial potions such as Regenerate Stamina

Chalk is made from Tundra Cottons, Pearls, Honey Comb, Slaughterfish Scales, BriarHearts, Thistles and Sabre Teeth and is used for Beneficial Potions such as Fortify Block and Heavy Armour

Chridittes Resin can be made from Jazbay Grapes, Red Mountain Flowers, Tundra Cotton, Ectoplasm and Void Salts and is used for Beneficial Potions such as Fortify Magicka Rate

Lunar Caustic can be made from Snowberries, Spriggan Sap, Hagraven Claws, Sabre Cat Teeth and Glowing Mushrooms and is used for Beneficial Potions such as Fortify Enchanting and Blacksmithing

Mana is made from Spiky Grass, Human Flesh, Briar Hearts, Dwarven Oil, Moon Sugar and Frost salts and is use for Restoring Magicka

Oil of Antimony is made from Falmer Ears, Spider Eggs, Blue Dragonfly Wings, Nordic Barnacles and Slaughterfish Eggs and is used for Beneficial Potions such as Fortify Lockpicking and Sneak

Oil of Turpentine is made from Large Antlers, Fireflies, Lavender, Garlic and is used for Beneficial Potions such as Fortify Stamina

Opium is made from Bear Claws, Blue Mountain Flowers, Wheat, Giant toes and Glowing Mushrooms and is used for Beneficial Potions such as Fortify Health

Penicillium is made from Hawk Feathers, Mudcrab Chitin or Vampire Dust and can be used in Curative Potions

Potassium can be made from Juniper Berries, Canis Root, Elves Ear, Hanging Mss, Bear Claws, Small Pearls and is used in Beneficial Potions such as Fortify Marksman or One Handed Weapons

Sal Volatile is made from Nirnroots, Vampire Dust, Nordic Barnaciles and is used in Beneficial Potions such as Invisiblity or Water Breathing

Vita is made from Orange Dragonfly Wings, Powdered Mammoth Tusks, Sabre Cat Eyeballs, and Pearls and is used for Restorative Potions such as Restore Stamina

The Crucible Recipes (Crafting III) Damage Reagents

All poisons created with the Crucible can damage Stamina, Health, Magicka, cause Frenzy or even Paralysis. Be careful when handling these substances. Only partial ingredients are shown here- the rest must be found on your own

Aqua Tofani is made from Daedra Hearts, Blue Dragonfly Wings, Canis Root and Human flesh

Arsenic is made from Giant Lichens, Jazbay Grapes and Sabre Cat Eyeballs

Calomel is made from Human Hearts, Skeever Tails and Small Antlers

Chalcanthum is made from Wheat, Hagraven Claws or small Damage Magicka Posions

Corrosive Sublimate is made from Small Antlers, Monarch Wings and Nightshades

Gyspum is made from Spider Eggs, Spriggan Sap and Nightshades

Ichor is made from Frost Mirriuam, Juniper Berries, Large Antlers and Skeever Tails

Lead is made from Bone Meal, Spider Eggs, Nirnroots and Giants toes

Mercury is made from Red Mountain Flowers, Orange Dragonfly Wings, Lavendar and Spiky Grass

Nitrae is made from Fire Salts, Ice Wraith Teeth, Firefly Thorax, Dwarven Oil and Taproot

Nitrium Flammans is made from Bees, Orange Dragonfly Wings, Slaughterfish Scales and Eggs and Mora Tapinella Bits

Sal Volatile is made from Salt Piles and Death Bells

Sulfur is made from Luna Moth Wings, Nordic Barnacles, Chaurus Eggs and Glow Dust

Charcoal is made from Firewood

The Flask Recipes (crafting (IV) Concentrate Posions

Burning Blood Poison – Start with Sulfur and Oil of Turpentine

Frostbite Poison – Start with Nitre and Oil of Vitriol

Hush Poison – Start with Cyprium, Opium and Alkahest

Cripple – Start with Frostbite Venom and Corrosive Sublimate

Damage Health Poisons – Start with Calomel

Damage Stamina Poisons – Start with Sulfur

Damage Magicka Poisons – Start with Lead

The Mortal and Pestle Recipes (V) Are all viewable to start and with the right Alchemy Level

Harvester – Ink and Paper

Hobbysit Note – Ink and Paper with Corundrum Powder

Professional Note – Ink and Paper with Iron Fillings

Scholar Note – Ink and Paper with Fine Salt

Potion Master Note – Ink and Paper with Quicksilver Powder

Grandmaster Note – Ink and Paper with Powdered Mammoth Tusk

Transmuter I Note – Ink and Paper with Iron Fillings

Transmuter II Note – Ink and Paper with Quicksilver Powder

Diviner I Note – Ink and Paper with Iron Filings

Diviner II Note – Ink and Paper with Fine Salt

Diviner III Note – Ink and Paper with Quicksilver Powder

Malefactor Note – Ink and Paper with Fine Salt

Dark Potions Note- Ink and Paper with Powedered Mammoth Tusk

Medicinal Alchemy Note – Ink and Paper with Iron Fillings

Theoretician Note – Ink and Paper with Quicksilver Powder

Gnosis Note – Ink and Paper with Quicksilver Powder and Fine Salt

Bain Marie Apparatus
Distillation Apparatus

Both can be made at the Forge after finding the notes. Keep these in your inventory to access the most potent potions and poisons

 

 

 

Mods Being Worked On

Mods Being Worked On –

While I am still on vacation and keeping my head into having fun, I had to get out a few words before I’m ‘back.’ A lot of people come to me with dozens of ideas and often they are told “already working on it.” Last October when Vader and I started working on Fatality I saw the value in over-testing to make sure releases were perfect- which is why some of these upcoming releases are slow. The less I have to update, the better we all are.

Loot and Enemy Overhauls 

The loot overhaul that Vader and I have been working on for the last few months will be so comprehensive yet so logical you’ll wonder where it’s been all your life. Overhauls with loot, vendor and animal lists because why are wolves giving you rubies??? And WHY the hell is Alvor, a blacksmith in podunk Riverwood, carrying enchanted gear? Enchantments should be rare, Daedric items should be obscene and glass should be special. Not to mention food and cooking overhauls will be included. Bonus: your armour and weapons will degrade and force you to have them repaired or you can repair them if your blacksmithing level is high enough.

You aren’t special. So you’re a Dragonborn, so what? Does that mean that enemies are stagnent? Maybe you meet a level 1 at level 32? Maybe in real life a master level ninja meets a novice. You just never know. So our way of handling the enemies will be giving them new and unique names where you don’t *always* know their level. You will always be kept on your toes – sometimes they will be powerful, sometimes weak. Just as it should be

Revamps and Updates:

Divine Interiors is getting a reboot. I’m not pleased with losing my ESP in the Great Steam Crash so I’ve spent my off hours recreating my lighting mod. It will be smaller than before and it will be ten times better than before. I hope you’ll be pleased

Divine Cities and Villages – isn’t complete yet. I love this mod too much to let it grow stangnent. A settlements addon is being created to take care of all the smaller villages for an all in one.

Forests – I am in the process of creating a special Divine Forests as a DC addon only. The other one will be standalone, but the new one will feature the same groves plus unique trees and flowers so I can add even better flora and fauna to my cities and villages. Size estimate: 40mb

Decorations – A special addon for Cities will include an interior revamp to all shops and homes. There will be two separate modules- one that includes my lighting mod and one that will be geared for ELFX users with a patch. Size estimate: 50 mb. This will include unique paintings, tapestries, children’s toys, and statues

Dark Ages – Will be getting two more mountain colours to chose from and a food module to complete the series. Furthermore, I just got word I can use a special Winterhold College retexture so expect Dark Ages: Castles to be released soon. This will include High Hrothgar, Winterhold College, Dawnguard and Caslte Volibear. Food size estimate: 20mb. Caslte Estimate: 40mb

Divine Atmosphere- I’ve never known another hobby to have so much vitriol spewed at the creator. All of the commentary over the last week for the new snowflakes have been absolute trash- hurling insults at me in hopes someone gets their way. However, because two kind souls were polite, I will have a patch to revert the textures to base game. DAA will also be getting a water revamp, calming the waters around Riften that include a new cubemap from the BillyRo collection

Ranger’s Call II – Ranger’s Call is getting a massive overhaul which will include Scoped Bows (since it is open permission). The quiver textures will be a separate addon in case people are short on space. The new RC that includes scoped bows is an estimate size of 50mb. The original Scoped Bows mod had uncompressed textures and a lot of the lenses were at 2k size- which isn’t necessary for XB so I’ve toned them down to reserve space.

New  Features

  • Ranger’s Call Crafting Station: This is a new power that will allow you to craft new arrows and bows. I wanted to place special crafting stations around the world, but the required patching for it reached 7… no thanks. I have better things to do. So instead you get a new power – similar to how Hunterborn works.
  • Arrows are still crafted into Force or Swift, however, bows are updated into Scoped Bows which does about 1% more damage or has increased speed depending on the bow. After testing I may look into creating various upgrades. Bows must be tempered by blacksmiths to increase their damage – if I had to create every new recipe to do this myself I’d never have time for anything else and I feel it would bloat the mod too much with so many recipes. I’d rather keep it elegant for my fellow console users.
  • Daedric and Ebony scoped bows will have a chance to pin enemies on critical strikes.
  • Daedric Bows can only be crafted in the Soul Cairn so there is a special spell to teleport you there when you want to craft them and a way to teleport back out. I could not find another logical way of being able to get back inside unless I wanted to be a vampire lord. I do not wish to sparkle, so I made a spell. Note: you will not be able to bring your followers with you, so make them wait
  • All bow and arrow recipes have been revamped (recipe requirements will be posted on release day) . Arrows are crafted at your Ranger’s Station along with upgradeable and special bows, such as Dravin’s. Most other bows are still craftable at the forge. Again, this info will be posted on release date (we are still in testing phase). Higher level bows will require not just blacksmithing, but also Marksmen levels. That said, only the Huntsman will be upgradeable by anyone so warriors and mages don’t feel left out of a powerful bow.

And much much more…

See you all in a few days!

Of Vacation and things…

Every now and then I need to recharge my batteries. There are many days where I’ve spent up to 16 hours on a mod project…or two. No I’m not joking…that’s how much I love modding! With that said; I’ll be traveling around Ireland for a week or so, hanging out with family and the rain. I hope it rains so much I’m sloshy when I walk : D

Anyway- behave this week! Have fun, hang around, play the game. Seriously- don’t wait for mods,  play the game, send me feedback, let me know how you’re enjoying the latest mod changes.

And above all

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Divine Cities Patch Notes

Release Fáilte XLIX

Welcome back to Divine Cities! This patch introduces new linked storage and crafting. Read on!

Divine Cities now features linked storage in *most* player homes. Some exclusions apply based on location/space available. Every chest will now take your items and store them alphabetically; once you are at a crafting station inside your home OR in the general city, you will have auto access to your storage. That means you can dump your items and go to the crafting station nearby and not have to tote stuff back and forth. This will alleviate backpack limitations.

Rorikstead – Now has a Workshop for trading and creating items. Opens at 8 am

Linked Storage Homes

Windcreek Cottage (Whiterun) – All storage inside the cottage is now linked to the basement. If you are outside in WR and forgot to craft something, Farengar’s Enchanting Font, Arcadia’s Cauldron and the Warmaiden’s workstations will access your storage units. Storage units are now unlinked to the purchasing of the home upgrades so that you can have storage if you are short on cash. Note that the satch floats on purpose. I dn’t want to change the container and have you lose items when updating. Once you buy the alchemy station it will look normal

House Varlund (Windhelm) – Now has a proper enchanting station and alchemy lab as befitting an estate. There is a linked storage cabinet that will work outside at the crafting area near the market

Sunforge Retreat (Markarth) – Linked chests are active in the hidden Dwemer crafting room

Lokir Homestead (Rorikstead) The kitchen activator cooking will require your food on you, but the cookpot is linked to your food stores. The new Rorikstead Workshop is linked to the new Crafting Storage unit in your home, which will store all crafting materials plus soul gems. The Alchemy lab is linked to the satchel on the desk

The Hidden Springs Grotto (Riften) is self contained inside and outside with linked storage into the Ship itself

Riverside Cabin (Riverwood) has unhidden storage now which is linked to Alvor’s stations, however the alchemy and enchanting lab are linked but locked until purchase

Snowleaf Cottage (Dawnstar) Now has linked storage- a crafting storage chest is in the hidden basement and links to the Dawnstar Crafting Center

Murkfrost Gardens – Is fully linked except the hand-made mortal and pestle activator. You can use the crafting storage there which links to the Morthal Blacksmith’s Crafting Center

The Hidden Lair (Falkreath) now has linked storage for the alchemy and enchanting lab inside. Crafting storage is now linked to the Falkreath workshop stations

Coldwind Cottage (Winterhold) has fully linked storage and some new decorations. The inside craftin storage chest now links to the Winterhold Metalworks Crafting Center

Calbridge Estate (Solitude) has fully linked alchemy, enchanting and cooking storage. There is a crafting storage in the armoury that links to the Solitude blacksmith workstation area

Just to reiterate – Other homes that have custom activators will not have linked storage due to restrictions of the CK. I wanted to allow people to bake or mash up flowers without putting in giant stations so this will have to suffice until I find a work around

Happy Gaming 🙂

Fatality 2.0 Released

Vader and I have been hard at work! We have implemented some beautiful new features into Fatality including parrying, toggling passive health regen on and off, a Spell Tome for high level resto mages to remove injuries, a new Bosmer Green Pact friendly Compound recipe and more!

Check out the notes here: https://tarshgaming.com/fatality/fatality-update-notes/

And the mod page here: https://bethesda.net/en/mods/skyrim/mod-detail/4050104

Mage Movement Patch here: https://bethesda.net/en/mods/skyrim/mod-detail/4064666