------------------------------------------------------------------------ | Thank you for downloading my mod, I hope you enjoy it! | |----------------------------------------------------------------------| | Darkxenoth's Skyrim Adventurer Mod | ------------------------------------------------------------------------ ------------- |Description| ------------- What can I say about this mod? It does/includes a bit, so it's hard to know where to start. Let's see... I lowered the player's starting skill levels from 15 to 5 for a more in-depth character development from the start(*); in keeping with this vein of thought, I also removed the 'Healing' and 'Flames' starting spells from the base player character. I've included a new race based on the Breton race, the Demigod race(*2). I've named them such because they have higher starting base health, magicka, and stamina; as well as having passive resistances to: Magic, Damage, Poison, and Disease; they do not, however, have any starting skill bonuses so all of their skills will only be level 5 to start. I find this works out rather well when also using Smooth Attribute Scaling by Lofgren. Oh, and I do believe I've implemented the Demigod race so that you won't have any problems if you should choose to be a vampire(*2a). I've included a decent amount of 'new'(*3) spells and lesser powers. A few examples include: Rejuvenation - a self-cast heal-over-time spell; Immolation - a damage-over-time spell; Forget Spell- a spell, to forget other spells (~.~); Soul Imbuing- a spell that let's you fill your soul gems with your own power(*3a); Create Philosopher's Stone- a spell that requires much from the caster to succeed(*3b); Feedback- a spell that causes Mana Burn on hit(*3c), fairly useful against mages; and Augment Weapon - Fire - a lesser power that makes your currently equipped, and drawn, weapon deal fire damage for a time(*3d). All of the spells added can be obtained through the Mage 'merchant' accessed through the use of the - Utility Ring - added to the player's inventory. So yeah, there are actually two rings added to the player's inventory when you load the game with this mod installed: the - Utility Ring -, which lets you access the majority, if not all, of what is added by this mod(*4); and a - Save Game Ring -, which, as the name implies, simply saves the game when equipped(*4a). I highly suggest using something that allows you to use multiple rings, if only to ensure you don't have to keep putting your ring back on after you use one of these two rings; though I did make each of these rings use a body slot that is, by default, unused so it shouldn't unequip your other rings when used anyway, but you never know... I guess, that's a good enough summary of what is provided by using this mod. Oh, sure, I didn't tell you why you would actually WANT to use Create Philosopher's Stone to make yourself a stone... but, given the lore and such affiliated with the Philosopher's Stone, why wouldn't you want to find out for yourself? You can read more detailed information by checking out the ReadMe for all those pesky asterisks... Or, you know, you could just download and play around with the mod to see what it does - Just a thought... As with any of my other mods, you have my permission to use any part of this mod so long as you make sure to credit me. If you want to translate or otherwise reupload part, or all, of this mod elsewhere, I would greatly appreciate it if you would go ahead and message me letting me know what you did with it and where it was uploaded... oh, and if you do something like that, make sure you let people know that I'm not responsible for, and will not provide support for, that version; and preferably provide a link back to my file so they can find it if needed/wanted. If you have any troubles you can link to this mod, feel free to ask about them in the Bugs forum for this mod. I will however tell you that I am currently without an internet connection at home, and as such won't exactly be checking this with any regularity... Please don't let this scare you though, as I have played with this mod in my load order for close to, if not over, 100 hours of game time and have not ran into any verifiable problems that I haven't fixed. So, while I invite you to feel free to ask about anything you think might be caused by this mod, I doubt anything game-breaking is still present in this mod and not forewarned about (i.e. careless teleportation). ------------------ |More Information| ------------------ * With skills starting at 5 instead of 15, you won't even be able to complete the 'tutorial' for Smithing without working on your Smithing a bit first since it expects you to have at least lvl 15 Smithing (which seems to be the prerequisite level in Smithing to be able to temper items). You might notice other effects of having lower starting skill levels, I simply thought I would mention the one I run into the most often. *2 As I mentioned in the description, the Demigod race starts with higher base stats than other races and has passive resistances that might make them a bit OP in some people's minds. To help clarify exactly what to expect when playing as a Demigod I'll elaborate a bit... the default vanilla races have base stats (health, magicka, stamina) of 50, whereas the Demigod race have base stats of 75. In addition, where the default vanilla races have .7, 3.0, and 5.0 Health, Magicka, and Stamina Regen rates; the Demigod race has .75, 5.0, and 7.5 respectively... oh, and they can regen HP in combat... To help reduce their efficacy a bit, I made it so they only have a base starting Carry Weight of 200 instead of the vanilla default 300. Their racial passive, their resistances, is as follows: 25% Magic Resist, 15% Damage Resist, 50% Poison Resist, and 50% Disease Resist. (a) I didn't test this extensively, only playing as a vampiric Demigod briefly to ensure there weren't any glaringly apparent issues (i.e. I made sure you had the proper Vampire abilities, could feed properly, stuff like that). Within the CK, I made sure to include proper keywords so vampire overhaul mods should function properly if you choose to be a Demigod vampire while using such mods; but I didn't actually test with any such mods, as I don't use any of them, so I can't be entirely sure. *3 I'm no good at making custom visuals, sounds, fx or such; so they just use vanilla assets. These spells include variations of some of my previously released spells, so I wouldn't really suggest using this mod alongside any of my separate Spell mods; though I don't think they would necessarily be incompatible with each other, just that, to be safest, you probably don't want to use them together. (a) While technically under the school of Conjuration, this mainly gives experience in Enchanting (^.^). (b) Success requires at least 1 health potion, 1 magicka potion, 1 stamina potion (the ones that restore health, magicka, or stamina; not the one's that buff them), 3 filled black soul gems, 75 health, 75 magicka, and 75 stamina (yes, you can kill yourself casting this spell). (c) Mana Burn causes damage when a spell is cast. (d) Only works with non-enchanted weapons; made it a lesser power so that you can use it with melee weapons and bows, though it might not work with crossbows... I never use crossbows, and thus forgot to check. *4 The utilities accessed by equipping this ring include: Storage, Crafting, Teleportation, Buy/Sell, and Training. The 'Storage' function gives access to two different storage containers, Regular and Starter. Regular storage is what you'll be using the vast majority of the time when using this function, as it provides access to a safe storage container that never respawns; I like to store things I'll need throughout my journey, but don't necessarily want to carry around on me all the time (i.e. pickaxe, wood cutting axe, extra arrows, stuff like that... really nice if you use Frostfall, since you can store all your camping stuff in-between uses without having to weigh down yourself, your follower, or your horse). 'Starter' storage is included as a means of getting you outfitted for the early - mid game with a decent set of gear, regardless of if you use Heavy Armor, Light Armor, or go Unarmored; mainly used as a means to help speed up the early game, these sets could be considered a bit of a cheat (which is why I made sure you can only take items out of this chest once, as once it is closed after you take stuff it will empty itself... I would highly suggest you don't put anything into this storage, since it will likely disappear). The 'Crafting' utility allows you, as you might have guessed, to do crafting from anywhere. You have access to 'Tanning' (use a tanning rack to change your pelts to leather and such); 'Smithing' which will provide access to 'Smelt' (turn ores into ingots), 'Smith' (forge), or 'Temper' (either 'Weapons' to use a grindstone, or 'Armor' to use a workbench); and 'Magical' for your 'Alchemy' or 'Enchanting'. The 'Teleporation' function is the same system I've used in my previously uploaded mod, and allows you to 'AssignLoc', 'ChooseDest', or 'Recall'. 'AssignLoc' lets you assign your current location as one of 5 locations to teleport to/from using 'ChooseDest'. The 5 locations do have pre-loaded default assignments, meaning you can teleport without having to assign a location yourself; unfortunately I can't remember exactly where each location is set to by default, so you'll have to check for yourself (iirc, I placed them at somewhat logical destinations). The 'Recall' teleportation feature will send you back to the last place you teleported from, so technically you can teleport to 6 different location at any given time after you've teleported somewhere at least once; I mainly made this for convenience, so you can do things like teleport out of a dungeon to sell loot to a merchant and Recall back to the point you left the dungeon... BE WARNED - 'Teleportation', in general, could very well break things if used at inopportune times, so please don't do something like teleport to your house in the middle of fighting Alduin or such; I highly doubt the game will take that well. 'Buy/Sell' gives you access to 4 custom "merchant" containers. They function much in the same way trading with a merchant in the game world does, in that: you'll be charged gold for anything you try to take from the container, you'll get a bit of coin in exchange for items put into the containers, and you gain Speech experience based on the value of the items you're 'buying' or 'selling'. Note that 'selling' to these "merchants" will give you 85% of an items base value, which a lot of the time is better than what you would get from actual merchants so you can seriously mess up the 'economy' of your game using these; as such, you will have to 'pay' 1.5x an item's base value to 'buy' it from the chest... and since most, if not all, items added by this mod are practically only available through these "merchant" chests, you can easily find a balance between breaking your game's 'economy' and 'buying' the stuff from this mod that you want (mainly, you'll want to buy from the 'Mage' since the new spells are about the only 'new' things added to any of these "merchants"; though the 'Alchemist' does have something nice for those with a decent chunk of change). Each of these "merchants" provide things you would expect to buy from them... Lastly, the 'Training' utility provides you a means of using your gold to increase your skills. It functions in much the same way as visiting one of the various Trainers throughout the game, only without limitations to how many skill gains you can buy each level; and with a more consistent increase in price as you gain levels in each skill. The training is separated into 'skill paths', corresponding to the generic 'classes' Warrior, Thief, and Mage; so you'll find things like OneHanded or HeavyArmor under the Warrior, Lockpicking and such under the Thief, Destruction and the other schools of magic under the Mage. You'll get a verification message before any training actually goes through, letting you know how much gold it will cost to train the skill, as well as how much gold you currently have; so you'll always know how much you're spending to advance the chosen skill. I implemented this to help get rid of some of the excess gold that inevitably accumulates, in a way that will benefit your character. (a) The - Save Game Ring - is meant to be used from a hotkey, as it won't actually do anything until you close your inventory after equipping it. I made it work this way to replace another 'Save Hotkey' mod that I had been using, but which had occasionally caused CTDs when I would hit the hotkey to save. If you feel you still need more information, feel free to open the mod up in the CK and look around (anything new from this mod in the CK can be found by using 'darkx' as your filter parameter, as I started every EditorID with Darkx); or take a look through the documents included in the Optional download (Spells Included.txt is especially useful if you want a full listing of the spells I've included, or might have plans to add). -------------- |Installation| -------------- |Requirements| -------------- A legal, and up-to-date, copy of: Skyrim, Dawnguard, Hearthfire, and Dragonborn (i.e. Skyrim Legendary Edition) SKSE ----------------------------- Installation is fairly simple whether you use a mod installer such as NMM or Mod Organizer, or through manual installation. Though, I would highly recommend using an installer such as Mod Organizer (MO). |NMM/MO Installation| --------------------- Use the "Download with Manager" button on the Skyrim Nexus page. Then simply activate it in NMM/MO (whichever you prefer). |Manual Installation| --------------------- Extract the contents of the included Data folder to your Steam\SteamApps\common\Skyrim\Data -Example: C:\Steam\SteamApps\common\Skyrim\Data -There shouldn't be anything that needs overwriting, unless another of your mods has files with conflicting file names (which I highly doubt, but you never know). -Files included are: DarkxAdventurer.esp, DarkxUtilityRingScript.pex, DarkxEffectManaShieldScript.pex, DarkxEffectToggleScript.pex, DarkxPhiloStoneScript.pex, DarkxWarSkillAdvEnchScript.pex, DarkxThiefSkillAdvEnchScript.pex, DarkxMageSkillAdvEnchScript.pex, DarkxEffectManaBurnScript.pex, DarkxEffectFeedbackScript.pex, DarkxCreatePhiloStoneScript.pex, DarkxMerchChestScript.pex, QF_DarkxAddItemsToPlayer_0502906D.pex, DarkxSaveGameRingScript.pex, DarkxEffectForgetSpellScript.pex, DarkxSoulImbuingScript.pex, DarkxUtilityRingScript.psc, DarkxEffectManaShieldScript.psc, DarkxEffectToggleScript.psc, DarkxPhiloStoneScript.psc, DarkxWarSkillAdvEnchScript.psc, DarkxThiefSkillAdvEnchScript.psc, DarkxMageSkillAdvEnchScript.psc, DarkxEffectManaBurnScript.psc, DarkxEffectFeedbackScript.psc, DarkxCreatePhiloStoneScript.psc, DarkxMerchChestScript.psc, QF_DarkxAddItemsToPlayer_0502906D.psc, DarkxSaveGameRingScript.psc, DarkxEffectForgetSpellScript.psc, DarkxSoulImbuingScript.psc As a final installation note - It is always good practice to run LOOT after adding any mod to your load order I'm not entirely sure if load order will mess with the functioning of this, but I load it practically last in my load order. The only things that I have loading after this are, basically, dynamically created patches such as ASIS, TES5Edit Merge Patch, Bashed Patch, stuff like that. ---------------- |Uninstallation| ---------------- I wouldn't suggest uninstalling this mid-playthrough, do so at your own risk - YOU HAVE BEEN WARNED! |Uninstalling with NMM/MO| -------------------------- Simply deactivate the mod in NMM/MO. |Manual Uninstall| ------------------ -There are a total of 31 files included in this mod: 1 esp, 15 pex, and 15 psc files. Remove DarkxAdventurer.esp from your Skyrim\Data folder Remove DarkxUtilityRingScript.pex, DarkxEffectManaShieldScript.pex, DarkxEffectToggleScript.pex, DarkxPhiloStoneScript.pex, DarkxWarSkillAdvEnchScript.pex, DarkxThiefSkillAdvEnchScript.pex, DarkxMageSkillAdvEnchScript.pex, DarkxEffectManaBurnScript.pex, DarkxEffectFeedbackScript.pex, DarkxCreatePhiloStoneScript.pex, DarkxMerchChestScript.pex, QF_DarkxAddItemsToPlayer_0502906D.pex, DarkxSaveGameRingScript.pex, DarkxEffectForgetSpellScript.pex, and DarkxSoulImbuingScript.pex from your Skyrim\Data\Scripts folder Remove DarkxUtilityRingScript.psc, DarkxEffectManaShieldScript.psc, DarkxEffectToggleScript.psc, DarkxPhiloStoneScript.psc, DarkxWarSkillAdvEnchScript.psc, DarkxThiefSkillAdvEnchScript.psc, DarkxMageSkillAdvEnchScript.psc, DarkxEffectManaBurnScript.psc, DarkxEffectFeedbackScript.psc, DarkxCreatePhiloStoneScript.psc, DarkxMerchChestScript.psc, QF_DarkxAddItemsToPlayer_0502906D.psc, DarkxSaveGameRingScript.psc, DarkxEffectForgetSpellScript.psc, and DarkxSoulImbuingScript.psc from your Skyrim\Data\Scripts\Source folder