Divine People November Update

The original mod of Suzy’s has been appropriately updated to share the following notes. Remember: the only difference between Original and Celestial is that Celestial has Imperious by Enai bundled into it. Please note, the original DPOS’ file name has Suzy affixed to it. This helps with orginisation.

Changes include:

  • New Children- they are unique and look like their parents
  • New Eyes and updated Meshes
  • Followers are unique and have their own abilities
  • “Classes” for NPCs have been updated to properly allocate points for leveling
  • Women now have 2 freckle choices and men have 1
  • New tattoos are included – all races have more tattoos opened up and brand new, never before seen styles

– Followers –

 

Reading this grants you +5 sex appeal

 

All listed followers in game have been appropriately updated with spells, perks and the ability to actually fight with you. Bethesda was lazy and had almost no perks or spells on Housecarls or Hirelings, making them no better than fodder. Of course, this wasn’t a big deal since the game is easy, but it’s not remotely immersive or interesting seeming that if you are a sword for hire, you should know some basic freakin skills. Furthermore, their Combat Styles are now appropriate for their type of play. Anyone listed as a ranger will now stay ranged and shoot bows, mages will cast magic more often, warriors can dual wield, etc. Their classes are now appropriately weighted so as they level up, they gain the right points into the right trees. In other words- Followers, Hirelings and Housecarls are smarter and better fighting partners. All level caps have been removed so that your followers will always be the right level. While the “light foot” perk is meant not to give off trap alarms, unless the NPC also has 40 actor value points in sneak, the perk will not activate. Muffled movement and other perks have been given to compensate and I would suggest using Sexy Follower Overhaul to help the trap issue. Or just have them wait somewhere for a few seconds to disable the trap yourself.

I know this is a lot to read but keep reading okay? I have some valuable information to understand how NPCs work and how I have changed them

Inside the CK are two values in their given Class that the PC doesn’t worry about. As you know, when you use a one handed weapon, after so many swings/connects you earn Actor Value Points in that specific tree. Afters so many points you earn a Perk which is a bonus to the fact you’ve been using that tree. During this time you also earn enough Experience Points to level up and distribute those points. You control that on yourself. The game controls what NPCs do. These weights are governed by the Class. Classes given by Bethesda fall short of what is appropriate for NPCs, especially followers.

Perks like Smithing, Alchemy and Pickpocket are wasted because NPCs don’t actively use anything from that tree. Since this IS an NPC enhancing mod, I have altered all the base game system to remove useless point distribution and allocated them to more useful slots. As I previously stated, “light foot” is useless without actor value points into the sneak tree, so every class has the ability to allocate at least one point into sneak which should be helpful.  NPCs get 16 Skill Weights. (The base game is 8). I have spent the last few months quietly testing and tuning the points for followers and enemy NPCs to strike a balance. These weights will NOT affect the toughness of the game or interfere with combat mods. This is by far more of a patch to the vanilla framework to keep it in line with what the game actually does at run time.

Whew! We are done with learning! With all that info, blink your eyes, stretch and drink a glass of water. The next part goes into all the nitty gritty details of how followers found in Skyrim are now better. Ready? Okay on your mark……. get set……….read!

SFO Note: For those of you sexy people using the Sexy Follower Overhaul, these values are the same so no worries there 🙂

CoW Followers:

Brelyna – has conjure familiar and atronach spells, healing, fire spells and some wards. However, in her inventory she had a staff which prevented her from equipping and using the spells regularly. The staff has been changed into a dagger and all her spells are now left handed, allowing her to cast until mana drained. She also has the proper destruction and conjuration perks so as she levels up, she’ll be appropriately armed. And if you do want her only using a staff, you’re more than welcome to shove one back into her inventory. (Sometimes she’ll actually wait to use it….)

J’zargo had almost no left handed spells, leaving his list of 12 available spells relegated to just four being used. He now has his full stock on hand with a mix of destruction and restoration spells.  Perks include augment flames and the restoration tree bonuses, which allows him to be a “destroation” mage. (What?! That’s a thing!) Based on his given spells he is given the robe of Destruction instead of Conjuration because..well that makes more sense.

Onmund had a couple nice spells, but ultimately fell flat when tested past level 35. Nords aren’t the most magic savvy and he gets really annoyed if you interrupt his learning which leads me to believe he really freakin cares about being a mage and probably has to work harder than most others to be trained. He also mentions that growing up was difficult so he’s probably always had an affinity with magic. So I’ve made him more adept with his spells and given him actual perks to use them. He was given a Destruction robe because having an Alteration robe made no sense. He really loves casting lightning based spells. (when I was working on him, I listened to TLC’s Shock that Monkey which was such a blast from the past. I bet Doc remembers that song…).

Companions:

It really bothers me that Eorlund only has a heavy armour gear set for Companions. The Companions are warriors, but some are better suited for light armour. As such, when you are at the Skyforge and are a member of the Companions, you can craft a light Wolf Armour set. This does not interfere with any armour overhauls because I don’t touch the actual values of the armour itself, just that it’s duplicated into a light version. So whatever model you have in game, so will you in light armour. If light armour is immersion breaking for you, don’t freakin craft it. Easy.

Aela the Huntress  speaks of how she hunted in the woods, so she’s good with a bow, but her lack of perks is surprising. She’s been given a full set of archery related perks. I’m also not sure about her given armour.. she’s so proud to be a Companion like every other women in her family but wears some dead Draugr gear?! what!! So she’s been given a companions outfit with a helm in her inventory should you want her to wear a helm. She’s also fitted with juggernaut and agile defender depending which gear set you give her later on.

Athis  is supposed to be a one handed weapon trainer yet has no perks for himself. Can I get an eyeroll please? So now he has the proper one handed perks and seeing as he prefers a lighter armour set, has been given light armour perks as well.

Farkas might not have brains, but he has brawn. So why is it he has no perks?! He’s a barbarian, not a village idiot. So he’s been given two handed weapon perks with heavy armour skills and a set of Wolf Armour. He DOES train in heavy armour, so I’m guessing he knows how to wear it! As we all know, once you get higher into the circle you can craft a set of Skyforge weapons so he has one. You know, because he’s a Companion.

Njada Stonearm is a block trainer so I’m guessing she knows how to use a shield. As such, she’s more of a tanky warrior, able to deflect attacks against herself and whoever she’s following. She’s been given the proper armour, a Steel Blade, Helm and Shield in her inventory.

Ria is new and eager to prove herself. She doesn’t have her Wolf Armour yet, but seems adept at one handed weapons. So she’s a dual wielding warrior with a penchant for light armour since nothing was given to her and it seems like a fun way to have a companion follower. And literally nothing about her is said on this so I’ve taken creative license. As such her class weights are swapped from the Bethesda given Combat to a custom which is now a mix of heavy and light so she won’t fall on the wayside if you decide to plop her into heavy armour.

Torvar is a drunk and has some major ego issues. He can’t seem to stand the fact that someone might outrank him sooner than he can rise in the ranks himself. In any case, he is a potential marriage candidate so I’ve made him respectable in appearance, and as a follower he’s been given tank n spank perks and abilities. He’s been given some steel armour for tank n spank.

Vilkas is much like his twin in that he prefers two handed weapons. In fact, he’ll even train you in two handed weapons! As such he’s been outfitted to use two handed weapons…because that’s what he does. You can give him any type of two handed weapon and he’ll use them with ease. If you give him a bow he’ll give you a dirty look.

Dark Brotherhood –

Cicero is listed as an assassin with  no perks. No one knows why. Perhaps he’s been hiding them in his jester’s hat?? In any case, he now has proper assassin perks and loves using two handed weapons to stabbity stab or hackety slash. He’s also proficient with lock picking because I gave him the right class, however, depending on your level depends on his perk allocation and if he can pick the lock or not.

Initiates 1 and 2 are untouched

Dawnguard Followers

Agmaer  is encountered in Dayspring Canyon. He was once blind and now…wait, wrong paper. There we are; he was once a bandit and now wants to fight vampires. He’s been given one handed abilities and will sword n board if you hand him a shield. I also gave him some light armour because why is he a bandit in farm clothes? -_-

Beleval is a Bosmer who’s found once you arrive at Fort Dawnguard. She’s a Bosmer .. BOSMER. This means she’s going to be proficient with bows and I’m not sure why she was given heavy armour :/ It’s difficult to wind up a perfect shot when you’re weighed down. So she’s been given the right perks and a light armour set to go along with that crossbow she digs so much.

Celann feels like a jack of all trades. At Fort Dawnguard you learn why he’s there along with the leader Isran. He has a couple spells and a one handed weapon so I’ve made him into a spellsword. He’ll attack with spells and one handed weapons with equal gusto. He also has a torch he loves to wave around randomly so I suggest snagging that off him before he gives away your location. (seriously he whips it out at the most awkward of times!)

Durak is untouched

Ingjard is interesting to say the least. She’s a Nord warrior who can be your Steward. I wanted to make sure she was properly clothed to reflect all of this and debated on how to actually outfit her because she barely speaks. Since she was given a two handed weapon, she’s got the right two handed perks for that, but she’s also wearing light armour which tells me she expects to bash someone’s skull in before getting hit. So she has some light armour perks, too.

Serana is one of the unique followers in Skyrim in that she won’t simply bend over and let you marry her. She had a life without you for 400 years and you are a means to an end. That’s all. However, I believe she can take care of herself and as such has been given a blend of magic and one handed weapon  perks based on her vanilla given traits. She doesn’t want to be cured BUT if you can talk her into it, her eyes become green- as such her vampire given eyes with DPOS are green in nature. While she was modeled after Selene from Underworld, I felt green eyes were more appropriate for her. based on her human appearance. Also, she won’t don her hood outdoors- this was requested by over 75 requests from my websits so I’ll honour that. You can place any type of Serana mod under this one to overwrite the appearance I gave her, but please note if the mod didn’t include facegen, not even I can fix that. Don’t freakin write me about how you think she should cook you meals.

Dragonborn Followers

Frea is a temporary follower with fantastic Nord warrior abilities. Her perks and skills finally reflect this

Talvas is not touched

Teldryn is an interesting character and fun to work with. I’ve updated his combat style to reflect his nature and his helm is in his inventory so it can be taken off if not fighting. He can dual wield and is given the right perks for it. If you use Undriel’s Teldryn Serious, place that mod into NPCs added with Quests so that her changes take over DPOS.

Ralis Sedarys is not touched

Dungeon Followers:

Golldir – He hangs around Hillgrund’s Tomb with a quest for you. Once finished he’s even a potential recruit for another faction so I wanted to make him a well rounded and typical Nord warrior. He can dual wield or use two handed weapons but prefers heavy armour. I also made him attractive and you can marry him and make him cook you meals. I mean, it’s the least he can do after helping him right??

Illia is a mage you find in Darklight Tower. I personally thought her quest was awesome. And I made her a knockout with the new tattoos I added to DPOS. If you finish her quest you can ask her to marry you. A sort of atypical rescue the princess stories. Skyrim should have at least one! In any case, she’s a destruction mage specialising in ice spells and wards. She’s been given the right left handed spells along with dual casting perks so she stays safe.

Hirelings –

Since you’re paying for their skills, they are highly specialised based on what their dialogue is and basic given spells/abilities.

Belrand has to be the most strangest hireling ever in a game. He was given long stringy hair and iron fitted gear and a couple random spells with perks that didn’t match. It’s as though someone smacked the random branch into Chunk and expected a capable hireling.  But I won’t question his odd behaviours and neither should you. However, I did drag him down to the face sculpter and gave him magic hair tonic so while he’s still rough around the edges, it’s in a more pleasing way. Anyway, he’s a hired Spellsword and now his perks and spells reflect that.

Erik the Slayer is able to fight with you after you convince his father it’s okay. I can’t even begin to fathom a Nord father who’s scared of his son fighting so you can tell something is totally wrong with Rorikstead over all. Anyway, he was given the Barbarian class but since you have to buy him and equip him with armour, he doesn’t really do much at the start. His father must have taught him something so as a hireling he will use one handed or two handed weapons and be decent with light armour. Why light? Because he’s been stuck in the fields all day- he hasn’t had time to train in heavy! Someone asked for him to be a marriage candidate because I made him “a red headed hottie” so feel free to snag him up and feast upon the eye candy that I’ve apparently created.

Jenassa is a Dunmer Ranger who hangs around the Drunken Huntsman like all the time. This makes me sad. I’ve given her a package to wander around outside during the day and take in the fresh air. She’s a fighter, she wouldn’t waste her time being stuck indoors all day. As it is, she’s a ranger so her perks and class are all ranger based.

Marcurio is a mage and a potential everything so he’s been updated to reflect that. He’s a lot more handsome and has way better perks. I guess he’s offering services for hire because he needs to save up for a home, in any case, he’ll joyfully blast enemies at your side.

Stenvar is the hottie of Windhelm, wielding a giant two handed weapon. You know what they say about men with giant two handers… they are um, good at decapitating enemies. So that’s what he does.  Enjoy his new perk set to reflect the fact you’re paying for those two handed abilities and he’ll totally marry you if you ask him. I can’t vouch for his cooking, though.

Vorstag announces himself as having a sword-arm you can purchase. This means he’s a warrior and more than that, he can be a damage soaking warrior, so I’ve given him the appropriate gear, perks and skills for it. His face has been updated, but his warpaint remains.

Housecarls –

Housecarls are meant to be protectors, as such they are given more protection based abilities and skills. While they can use other weapons of choice, their training and pay is based on them soaking up damage, not standing in the backline with their finger up their nose. Housecarls are given perks for One Handed Weapons, Shield, Heavy and Light Armour so that you can play with what fits best. Please note they will prefer their shield unless you take it off their hands.Therefore, I am not going to list all of their individual names here. The only exception is Rayya who was deemed by the game to be a dual wielding warrior.

Orc Stronghold Followers

Borkagh the Steel Heart loves being an archer and um wearing heavy armour? Well that seems silly, however, Orcs are proud of their armour making skills, so maybe not so far of a stretch. As such she’s been given heavy armour and archery perks to reflect who she is.

Ghorbash the Iron Hand is not afraid of using different types of weapons. He prefers a bow, but will also use one handed weapons, or soak up damage with shields. As such he has perks for one handed weapons, archery and heavy armour

Lob was given the Ranger class in the CK so I’m going to assume that’s what he was meant for and as such has been given the Ranger class, perks and combat style

Ogol is your typical two handed savage warrior beast ready to fight. Something apparently glitched the first time around and stuck him in plain clothing. Don’t worry, he outfitted himself in real armour

Ugor is another Orcish oddity being given a random set of skills that led nowhere. I’ve made her into a profficent Orcish warrior with the right perks and armour set.

Misc Followers:

Since I’m sure your eyes are bleeding by now, I’ll make the next two sections shorter, giving you the most pertinent of information.

Adelaisa Vendicci – Heavy armour, tank n spank, enjoys pina coladas

Ahtar – a two handed barbarian with a penchant for puppies and decapitating enemies of the state

Annekk Crag-Jumper – loves her bow and being a ranger, getting caught in the rain and apparently jumping crags. I mean, who doesn’t?

Benor – loves picking fights, picking his nose and using two handed weapons. He’s a barbarin with class. Mostly

Cosnach – drunken lout but able to use both one and two handed weapons proficiently. Keep him away from your ale stash

Derkeethus – can use bows or daggers with deadly accuracy and enjoys soaking up the water when not in the mines. You should watch him swim, too….

Eola – there’s no accounting for taste with this one. She prefers wielding magic in leather. She’s a naughty one

Erandur – enjoys magic, maces and changing his name. Underneath that hood is a sexy mage just waiting to be unleashed.

Faendal has no use for being a follower. He has to watch over Camilla, after all.

Kharjo will reluctantly follow you even though he’s supposed to guard the caravans. He has no problems being a good warrior to soak up the damages. You might be able to sweet talk him into shenanigans with some Moon Sugar…

Mjoll the Lioness – woman barbarian and fierce warrior, enjoys bashing in the skulls of her enemies and eating honey flavoured snacks after bathing in their blood

Sven – is a panty waist and it would behoove you to ignore him and not use him as a follower. However, if you chose to do this despite my warnings, he can at least shoot arrows. Usually. Until he gets distracted and has to sing to his reflection in the mirror

Uthgerd the Unbroken – this cougar can keep up with any other barbarian out there with heavy armour and two handed weapons. Rawr baby

Creatures – follower creatures such as dogs or hired huskies are untouched

Quest Followers –

SO MANY TO LIST! How are your eyes? Well my fingers are about broken so what I can tell you is that any quest follower I’ve actually touched to update their faces will also have the right perks/abilities given based on their lore/quest/dialogue. It’s exhaustive. This mod is exhaustive. And you’re divine for actually using it.

Now that that’s over, let’s move on to the other patch notes!

Eyes

Eyes have been vastly improved. My Spawn noticed the eye meshes themselves were an issue so we had to crack open our 3DS Max 2012 version which crashed my laptop and she laughed and said she had some from open parts on Nexus. Derp. So using Ran’s Eyefix, the Eye Glitch Fix by bellwood2206 and looking at the invisibility eyes mesh fix by HHaley, we were able to finagle some fine looking peepers and properly adjust the eyelashes. These are my own edits, but those two paved the way.  One thing to note, we have NOT extended the eyelashes at ALL. What you are seeing are actual vanilla meshes with some minor fixes and the lashes themselves were supposed to be as long as you will see them in game. It’s a bit of a change but unless you use a fly cam to sniff people’s eyeballs, you’ll get used to it after a few minutes and then wonder why you never noticed how bad they were before.

Textures are updated in order to fit the meshes. Due to the mesh fix, the bold colours my Spawn chose so that they would show on console were too much. We also took the liberty of overwriting the “blood shot” textures into more colours and variations. It’s extremely difficult to notice bloodshot eyeballs on such a large screen so we opted for more colours. If you chose to overwrite with your eye replacer mod, you will not see the new colours. The choice is yours 🙂

Tattoos/Warpaints

Most races only had 2 generic tattoos/warpaints given to them and High Elf males had only basic warpaints. Now most races have more unlocked and some brand new ones. I had to balance between bloat and options so some colours or options are not available all of the time, but with these changes there are 525,650 EXTRA creation choices giving you a total of 2,345,556 unique looks with my edits.

Elves

Elves have been vastly improved. I wasn’t sure I could improve them but I proved myself wrong. Their jaws now move forward and back. Previously I had gotten my lip and jaw slider mixed up, so I had to fix it.

Children

While I was fiddling with the files for adults, I noticed that children have their own files, too. I adjusted some sliders and was able to create new children. I found some children hair meshes and voila. New children!

FaceGen

In vanilla, facegen files are all uncompressed and without mipmaps. This is a serious drain. So I spent over an hour resizing and optimising my facegen textures. This should improve performance

And we’re done. You’re done reading. Happy gaming

 

-Tarsh

 

Divine Cities/Divine Villages October Patch Notes

Divine Cities and Villages October Mega Update Notes

Divine Cities has been utterly overhauled into an even more unique experience. It would behoove you to take a moment, grab some tea, and read through the patch notes. That’s right- BEHOOVE you. You should start this on a new game however, some features might take 2-3 days for your game to update if using on a current save, that’s just the typical cell reset for statics and such (items in chests are not affected). Please don’t report it as a bug as it is not a bug, it’s part of how the Creative Engine operates. New games are obviously not affected. I mean, I say obviously, but I have a feeling someone will be very quick to “report” this to me. THIS IS WHY I SENT A 5 DAY WARNING

Skyrim Municipality Guide – When you enter the game you will be given a special guidebook to all the new homes and nuances Divine Cities has to offer. There’s even hints on hints of hints for random easter eggs. The goal of DC was always to provide a new experience for people and let them discover new things. With that said, I did have to make about 90% of the clutter items into statics to make sure that havoc settles better. That means more items inside the custom chests/wardrobes/dressers/etc to compensate.

I know people who play thief characters enjoy the “thrill” of theiving, but I feel there’s more than enough vanilla vendors to snipe from, but you will find more containers in my custom businesses and some ledgers. At the end of the day, beauty and wonder has to be balanced with logic and practicality. So you have to ask yourself – more random crap to fall and cause crashing? Or… immersive decorations and sacks to rummage through. You will find the containers are labled as “shipment of…” placed in locations and will respawn. I’ve also included a 1% for ultra rare ‘antiques’ that can be sold/fenced at
a good profit. So for the love of Talos, stop sending me emails that you can’t make enough as a thief!

Updated Vendors – You will now be able to invest 500 gold just like vanilla vendors to increase their given gold amount. Note: vendors that have spouses will share the investment- each of them share a chest but sell different items from each and already have twice the gold to split anyway so it balances out. But you know, you could stop being a pack rat and demanding all the vendors buy all your crap >:D

Updated Inns– Inns now have their own sound files separate from Bethesda’s dead ones. I also increased the inn population and made them more animated. If you use Villages, you’ll notice new songs as well 🙂

The Markarth Bathhouse was updated to reflect a more lively atmosphere. You might also notice that the citizens of Markarth tend to congregate there at night instead of Silver-Blood Inn. I have no control over that – they enjoy the Bathhouse more :3

The Dark Alley – Is officially Dunmer based and features a new voice track in the background and Dunmer congretating inside

The Smirking Seal – lots more chatter/people and interactive citizens talking to each other

Markarth – Has a fully functioning and glorious marketplace. I hated the original marketplace but I wasn’t quite sure how or in what way I wanted to expand it. Then one night I was playing and I got struck by inspiration (actually it was a bolt of lighting from DAA, but we won’t talk about how it sent me sprawling into the Abyss). The trigger markers and events for the “Markarth Intro” quest works perfectly and business carries on as usual. Missing vine files have been updated.

Random Idle Markers – Special idle markers for the player have been placed around and inside player homes. These include things such as being able to warm your hands at a fire, or you sit down and will begin to eat. Most place settings will not have food at them until you, a follower, or child, sit down at the table and activate the food. This is to prevent the food from growing moldy. You will notice that standing by a fire to warm your hands, will also allow you to stop warming your hands without jumping to stop the animation. Rather than looping or rotating script to stop the idle, I felt this was a more elegant solution. If you also use Villages, you’ll notice in the patch notes a little something extra for these 😉

Updated Cottages – Cottages/Cabins were updated to be more unique and offer something to every kind of traveler and player. Better storage and more unique clutter/atmophereic items you’ll feel more cozy and at home than ever before.

Windcreek Cottage – you will now manually set the table for you and your guests located at the desert table

Calbridge Estate – Better linked storage handling and you can now set your table manually from the kitchen

Murkfrost – Murkfrost has more interactions than before and a completely revamped kitchen/dining area. The table will set itself when someone sits down at a place. The book area will let you sit and read books. Downstairs you will be able to write out your journal, or various recipes in quiet peace (or angry letters to the Engineer for interfering with homes that have nudey statues in them). If you do not have/want children, the tome of change will remove the outside play deck completely, giving a more bachelor/ette style cabin.

Snowleaf Cottage – My favourite part of Snowleaf cottage is that it was meant for a solitary wanderer, however, it was cramped and without enough proper storage. It also lacked a homey feel that I really wanted for it. The kitchen has been updated to properly stock foods needed to make hearty meals for the frigid north. The main bedroom suite is set up for the proper storage of light, medium and heavy armour. You will also find warm jackets, boots, gloves and hats in the storage facilities so you can travel warmly in the snow. In order to provide proper northern sustenance, mushrooms have been planted inside the cottage so that the warm air from the fire mixed with the humidity needed for snow to fall provides the proper environment to grow these high protein mushrooms. Also, they’re pretty. You can still hide the enchanter’s bench and ignore the move rug activator for the crafting basement
if you do not wish to RP having dug out the basement for yourself.

Sunforge Retreat – Will now properly set the table when someone sits down, clutter has been updated to be less likely to move, otherwise it’s unchanged.

Lokir’s Homestead – some minor deocration updates and interactive seating. The main bedroom has been moved to its own room so walking around is a lot easier. Also this should stop people from emailing me thinking that their npc children can hear them and their spouse making magic at night. Guys. It’s a game… the npcs don’t even have real eyes, let alone ears.

Riverside Cabin– Because it’s one of the first homes the majority of players encounter, I wanted to bring about a more cozy but adventurous side of it. It was inhabited at one point, but the man who owned it got sniped by Bandits (he was using Fatality, obviously) so now it’s yours if you find his dead body (or if you install the mod after clearing Embershard, you can craft the key as if you found it). That means it should have basic amenities stocked, odds and ends, etc. I don’t know where his partner his, but at some point another person lived there, which you can tell when you walk in. Food is set once you sit down and of course you can hide the crafting basement. The bedroom has been enhanced and now has a double bed and plenty of adventuring storage and racks. Also, the kitchen is pretty unique and somehow manages to feature its own water pump 🙂

Updated Speciality Shops – Some makeovers were needed for my shops and they are much more polished , interactive and not outrageously stocked.

The adventuring Cloud-Spring sibling home has been cleansed of the poltergiest that was causing wooden bowls to fly around

Rorikstead Workshop – has been updated to properly reflect the kind of business they are, clutter is now static.

Morthal’s Blacksmith interior has been updated to reflect the outside and also renamed to Morthal Outfitters. They sell a bit of this and a bit of that, just like before, however magical items are way more rare. Navmesh was also updated so that during CW battles the soldiers stop trying to go up the stairs… I dunno, maybe they wanted some cheese?

Solitude Boutique’s door is now locked into the house proper. There’s a few reasons for this- one, I needed a better way to block off the area with roombounds and there’s a slight glitch with it still and tbh I’m done mucking with it. So unless you want to go in and steal some static crap, it’s just a place for Old Man Kinsington to sleep. (hint: you can’t steal statics)

Villages

Villages has been given a completely new feel and look to it. New locations, new followers and special quests are found inside villages – at no extra space cost to you. Both the Silverdrift Mine and On the Heels of Wisdom Quest will no longer start right away. Both quests now wait until after you do a vanilla start or alternate start to put the letters into your bags, you can read them at any time to start.

Silverdrift Mine – Voice acting has been updated and provided by Doc and Darth. Now your Informational Specialist and Foreman will feel more real. The Silverdrift Cottage comes unfurnished. You wil have to talk to Jorina to decorate it. Inside the house will be decorated with statics instead of loose items.. previously the Spirit of Havoc was tossing cheese and wine around. How rude! Miners now have more than one face and the Foreman will wander around the mine as well. The investment strong box contains more than just ore and replesnishes once a week. There is an extension to the mine for levels 10+ to rescue a special follower.

Freyborough – This village was once called “Apotoiah” but the mayor croaked and the citizens rebuilt it. The local farmers are widows who work together with their sons to provide crops for the town. You can marry either of them and adopt the children. The famous Freyborough Apple Tree is in full bloom and the local fruit seller will sell you as many as you can carry. The previous farmhouse for sale has been renamed to Windstar. It features a brand new kitchen, interactive place setting and eating and a beautiful view of the Freyborough Apple Tree. You’ll also find the citizens decorate their humble farming village with beautiful lanterns and interactive seating. There is a hidden mystery to uncover if you will do yourself the favour of reading the journal found inside.

Nithi Ahn Strond – loosely translated into “Lunar Sands” or “Lunar Shores,” Nithi is a fully functioning fishing village with its own history. Rumours are that it was once called Aurora, but that’s just silly heresy. You can visit Doc inside her shop and brew potions or ask her to train you in alchemy. The Barbarian, along with his magnificent beard, is available for hire and will provide all the brute force trauma you need to clear bandit camps or draugr crypts. Lunar Lodge is fully equipped to accept six children, although you can hide the door from the main bedroom with the Tome of Change. It features several levels of roomy space perfect for the family soul or adventuring spirit. There are labels over the doors to non-loading doors for each area of the home.

The Frozen Lady has a crew of greater variety and newly placed statics. The ship doorways now have interactive signs so you won’t get lost. Simply look up and you’ll see a text override. I also removed the black and red banners and instead you get pretty white ones or Sovngarde texture sets.

Curkata in Cenoba has been updated with lovely new statics, an improved kitchen and living quarters.

Eternium has been updated and feels more lived in. The kitchen has better decorations and properly assigned linked storage. The laboratory and workshop also have properly marked linked storage. The signs have been replaced with active notifications. This was to conserve space.

Ravenwood has been updated and rearranged with a proper history to explain the farmers and store. The in game guide will tell you more.

Heartwood – this is a brand new village and quest with custom voice acting. Nothing more will be revealed in the patch notes. I expect this storyline not to be spoiled by jerkwads and youtubers. Let people experience this new village on their own. This content IS copyrighted, no Bethesda doesn’t get to own it, it’s mine. Please do not display it that is considered theft. It shouldn’t be such a difficult thing to comprehend, but I have the actual rights to MY derivative works- not you.

Completing this quest will also grant you a special spell book called “Action Moments.” You will be able to use this ability to call upon idle movements when standing – this includes praying, dancing, and even holding up a potion as if you’re a potion vendor. Oh that’s not all – you also get to buy special horses from the hostler which never die and have other unique properties. I have provided my own video to explain how it works WITHOUT spoiling your fun. Enjoy 🙂 Note: there is no player home here, you will have to talk to an npc after the quest is over if you want temporary lodgings.

Children’s Blocks – Have been updated with Insanity Sorrow’s textures. They also replace the blocks for Divine Cities that have children’s rooms.

Extras – Since no one’s found it yet, there’s a treehouse in the northern part of the Rift.

Fox Ridge -East of Riften will house a special hunter’s home and adoptable fox, Otheral. Otheral does not count as an animal follower and will follow or sandbox in the area when you talk to him. You can also find Rooster in Nithi Ahn Strond.

Wandering Merchant – Are you a member of the Underworld? If you are in Falkreath or Riften you might have a chance to see a hooded black Khajiit selling speciality wares… (he only sells from 1800 until 0600)

 

Please note that my Marauders had a HUGE hand in the DC/DCV overhaul. Without them it wouldn’t be as fucking wonderful as it is.

Doc, Kojo, Rooster, DZ and Darth all gave me their voice even though they have busy lives
Chris made some AMAZING books that you will ALL LOVE (if you don’t, you suck)
Otheral was a total gem letting me use him as a follower and we gave his dogs, Muffin and Ben a place in the game even though their spirts have gone on.
And Rooster let me make him into a cock follower, I mean come on??
And Red was there to remind me that it’s not fun to have crashing issues, so all those optimisations I did with Whiterun (hiding more crap and making better NPCs) were from the hours of him trying to find the problem
Kojo has his follower, Kwadwo, as winning a contest of finding easter eggs
WL Blade has his follower, Wylon Leorianne ,for the Divine Skins contest
DZ broke everything so I could fix it
Barbarian was totally cool with me making him into a hireling with a magnificent beard. Like seriously, go see it!
Ender’s ideas from Indary spilled over into other homes, so a lot of ideas came from him
Vader never lets up on the realism and immersion aspect so I don’t go overboard
And my Spawn did some really cool shite with her Fable-esque ideas

So when you play DC and DCV know that they’re a part of it.

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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