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Wyrmstooth 1.17B Readme (SSE)

Jonx0r Jul 1st, 2018 2,237 Never
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  1. *****************************************************************
  4.                     THE ELDER SCROLLS V: SKYRIM
  5.                              WYRMSTOOTH
  6.                            Version 1.17B
  9. *****************************************************************
  11. Index:
  12. 1.  Description
  13. 2.  Manual Installation
  14. 3.  Manual Upgrade
  15. 4.  Change List
  16. 5.  F.A.Q.
  17. 6.  Troubleshooting
  18. 7.  Compatibility
  19. 8.  Known Issues
  20. 9.  Credits
  21. 10. Uninstallation
  22. 11. Permissions
  25. *****************************************************************
  27.      1. Description
  29. *****************************************************************
  31. The East Empire Company commissions the Dragonborn to slay a dragon that is interrupting trade
  32. routes throughout Skyrim. But is the dragon stirring up trouble with a particular reason and
  33. what sinister motive does it have for its actions?
  35. Wyrmstooth adds a new quest that takes the Dragonborn to the island of Wyrmstooth situated north
  36. of Solitude across the Sea of Ghosts. Battle across new landscapes and through new dungeons in this
  37. expansion-sized mod. The task may seem simple enough: slay a dragon that's stirring up trouble. But
  38. things never quite go that easily...
  40. Key Features:
  42. * A New Land to Explore: Travel north across the Sea of Ghosts to the island of Wyrmstooth in pursuit
  43.   of a dragon. Delve into one of the largest dungeons in Tamriel with a cadre of mercenaries at your
  44.   disposal.
  46. * Your Home is Your Castle: Purchase an abandoned imperial fort from Lurius Liore, make it your own,
  47.   hire new staff, and defend it from unwanted visitors.
  49. * New Weapons, Shields, Spells, and a new Shout: Treasures sequestered across the island reward those
  50.   with a keen sense of exploration...and a keener ability to fend off danger lurking in the depths of
  51.   the many dungeons found across the island.
  54. *****************************************************************
  56.      2. Manual Installation
  58. *****************************************************************
  60. 1. Unzip the contents of to your Skyrim data folder. Below is a list
  61.    of the default Skyrim installation locations:
  63.     C:\Program Files\Steam\steamapps\common\skyrim special edition\data
  65.             or for 64-bit Windows:
  67.     C:\Program Files (x86)\Steam\steamapps\common\skyrim special edition\data
  69. 2. Confirm you have the following files in your Skyrim data folder:
  71.     Wyrmstooth.esp
  72.     Wyrmstooth.bsa
  73.     Wyrmstooth - Textures.bsa
  74.     Video\WT_Title.bik
  76. 3. Make sure Wyrmstooth is loaded after the official DLC and unofficial patches.
  78. 4. Start the game.
  80. 5. To begin the quest, wait for Theodyn Bienne to find you or speak to Lurius Liore at the
  81.    Bannered Mare in Whiterun once you meet quest starting requirements.
  84. *****************************************************************
  86.      3. Manual Upgrade
  88. *****************************************************************
  90. 1. Backup the existing Wyrmstooth.esp, Wyrmstooth.bsa and Wyrmstooth - Textures.bsa files in your
  91.    Skyrim data folder.
  93.     C:\Program Files\Steam\steamapps\common\skyrim special edition\data
  95.             or for 64-bit Windows:
  97.     C:\Program Files (x86)\Steam\steamapps\common\skyrim special edition\data
  99. 2. Extract the new Wyrmstooth.esp, Wyrmstooth.bsa and Wyrmstooth - Textures.bsa files to your Skyrim
  100.    data folder and replace the existing files.
  102. 3. Backup your current save(s). They should be stored in the following location:
  104.     C:\Users\<Your Username>\Documents\My Games\Skyrim\Saves
  106. 4. Start the game.
  108. Important! When upgrading from 1.16 or earlier to 1.17 you will need to fast travel to the
  109. docks at Wyrmstooth to trigger a couple scripts that need to run.
  111. If you're in Skyrim and the fast travel map marker isn't there, speak to Holmar on the deck
  112. of the Red Wave.
  114. If you're already on Wyrmstooth, just fast travel or walk back to the deck of the Red Wave.
  116. You should also only upgrade once you've finished the quest 'Barrow of the Wyrm'.
  119. *****************************************************************
  121.      4. Change List
  123. *****************************************************************
  125. 1.00 - Initial Release on Skyrim Nexus
  127. 1.01 - Added an SEQ file to fix dialog bug. No longer need to save and reload a save for
  128.        dialog to function properly.
  130. 1.02 - Removed an errant script on the dwemer elevator in the dragon's den that prevented
  131.        it from being used.
  133. 1.03 - Numerous object placement and lighting tweaks.
  134.      - Fixed the roombound issue in the Hall Of The Dead.
  135.      - Fixed an issue preventing the use of crafting benches after controlling the draugr.
  136.      - Added voice acting for Lurius Liore.
  137.      - Added a jail interior to barracks.
  138.      - Added an imperial camp to imperial landing area.
  139.      - Fixed door to The Hermit Inn not appearing once the questline is complete.
  140.      - Goreduster now resurrects more powerful NPCs.
  141.      - Added a new world map for Wyrmstooth with new map markers.
  143. 1.04 - Added new NPC specific armors and clothes.
  144.      - Fixed a problem that caused idle lines to override quest specific dialog.
  145.      - More object placement and lighting tweaks.
  146.      - Added the new location Cragwater Camp to the island.
  147.      - Redesigned the Wyrmstooth mine interior.
  148.      - SEQ file is now loaded from the BSA and not from a loose file.
  149.      - Added voice acting for Alberthor.
  150.      - Mercenaries now stay away from the player while Alberthor is casting the spell.
  151.      - NPCs no longer loiter at The Hermit inn indefinately.
  152.      - Athir, Daenlit and Shargam can now be hired after defeating Vulthurkrah.
  154. 1.05 - Added voice acting for Vulthurkrah and Theodyn.
  155.      - Added three new respawnable dwemer dungeons to Dimfrost.
  156.      - Fixed Dimfrost location and encounter information.
  157.      - Fixed more object placement problems.
  158.      - Various tweaks to quest scripting.
  159.      - Farm animals are now replaced once the town begins to rebuild.
  160.      - Daenlit is back to being a Wood Elf.
  161.      - Tweaked facegen data for the mercenaries.
  163. 1.06 - Added a new forest zone to the island.
  164.      - Added a new swamp zone to the island.
  165.      - Added a new glacier zone to the island.
  166.      - Added quest stage journal descriptions.
  167.      - Expanded the Wyrmstooth Mining Settlement.
  168.      - Added a new fort 'Fort Moonwatch' to the island.
  169.      - Added a new upgradeable player home 'Fort Valus' to the island.
  170.      - Fixed an issue that caused Vulthurkrah to return to Ancient's Ascent.
  171.      - Fixed more object placement problems.
  172.      - Fixed a potential crash at the Solitude docks caused by invalid navmesh.
  173.      - Fixed various other navmesh problems on Wyrmstooth.
  174.      - Fixed an issue that prevented Shargam from being recruited.
  175.      - Split Wyrmstooth Barrow into three separate interiors to resolve a memory issue.
  176.      - Fixed an issue that led to a trespass warning on the Red Wave.
  177.      - Fixed Dimfrost LOD land textures. Ground LOD was purple due to missing textures.
  178.      - Fixed Wyrmstooth object LOD textures. Some objects had incorrect an LOD texture.
  179.      - Fixed an issue that prevented Lurius from speaking after arriving at Wyrmstooth.
  180.      - Fixed an issue that prevented Vulthurkrah from exiting his den properly.
  181.      - Fixed various AI scheduling issues.
  182.      - The Dragonborn is now added to the East Empire faction before recruiting.
  183.      - Fixed an issue preventing Vulthurkrah from using shouts.
  184.      - Initial release on Steam.
  185.      - Added Fort Valus staff to unique faction to prevent possible conflicts.
  186.      - Fixed an issue that prevented Vulthurkrah from attacking during the final battle.
  188. 1.07 - Ambient music now plays correctly on Wyrmstooth.
  189.      - Added new music tracks for Wyrmstooth, Dimfrost and Wyrmstooth Barrow.
  190.      - Added a new side-quest 'Someone with Backbone'.
  191.      - Added a new side-quest 'A Howl Load of Trouble'.
  192.      - Added a new side-quest 'Retrieving Embersunder'.
  193.      - Added a new side-quest 'Robbed Blind'.
  194.      - Added a new side-quest 'Unwanted Guests'.
  195.      - Added a new side-quest 'Wrap Me Up'.
  196.      - Added a new side-quest 'Repaying a Debt'.
  197.      - Fixed an issue that caused the guards at Fort Valus to become hostile.
  198.      - No longer need to be bloodkin to recruit Shargam.
  199.      - Inserting goreduster into the slot now properly updates the journal.
  200.      - Additional quest markers for 'Barrow of the Wyrm'.
  201.      - Expanded Alberthor's role in 'Barrow of the Wyrm'.
  202.      - Added new shout 'Fiik Lo Sah' (Phantom Form) and 3 new word wall locations.
  203.      - Removed 'Boss' and 'Container' references to prevent radiant story assignment.
  204.      - Fixed a problem that allowed players to start the quest below level 10.
  205.      - Athir, Daenlit, Shargam and Elmera now have unique voice acting.
  206.      - Idle dialogue is now correctly configured.
  207.      - Reworked the Dimfrost worldspace.
  208.      - Added new Wyrmstone and Brimstone mineables.
  209.      - LOD resolution performance tweaks.
  210.      - Added map markers for travelling between Skyrim and Wyrmstooth.
  211.      - Fixed a camera issue when loading a save taken while controlling the draugr.
  212.      - Added update.esm dependency.
  213.      - Complete redesign of Fort Valus.
  214.      - Alberthor now ignores hostiles while casting the control spell.
  215.      - Tweaked occlusion around Wyrmstooth.
  216.      - Fixed a rare crash in Castle Dour Jail.
  217.      - Fixed a rare crash at Ancient's Ascent.
  218.      - Renamed script files with WT_ prefix to prevent clashes with other mods.
  219.      - Deleted redundant script files.
  220.      - Mod cleaned with TES5Edit.
  221.      - Added custom cloud layer to world map and tweaked camera positioning.
  222.      - The mercenaries now ignore all friendly fire from the player.
  223.      - Added playable instruments.
  224.      - Added new beverages.
  225.      - Added new harvestables.
  227. 1.08 - Fixed a navmesh problem near Cragwater Camp.
  228.      - Removed unused script references from Vulthurkrah and Thelma.
  229.      - Fixed issue with missing script file for playable instruments.
  230.      - Fixed several other papyrus errors related to errant script linkages.
  231.      - Added dialogue to skip mercenary recruitment stage.
  232.      - Gave Lurius several new lines of conversation dialogue.
  233.      - Fixed possible AI conflicts with Lurius when arriving at Wyrmstooth.
  234.      - No longer need to sleep on Red Wave to travel to Wyrmstooth.
  235.      - Fast travel map markers are now enabled upon arrival at Wyrmstooth.
  236.      - Fixed a problem with the water level activator in the Luminatory.
  237.      - Added a variety of new spells.
  238.      - Reduced audio distortion on Elmera and Shargam's voice acting.
  239.      - Fixed an issue preventing follower dismiss dialogue from appearing.
  240.      - Added random encounters around the island.
  241.      - Added a new camp 'Wanderers Camp' to the island.
  242.      - Added a new camp 'Chillbone Camp' to the island.
  243.      - Added a new camp 'Stormcloak Camp' to the island.
  244.      - Added several new roads around the island.
  245.      - Added more new harvestables.
  246.      - Reworked the glacier zone.
  247.      - Reading 'History of Wyrmstooth' now triggers Vulom's sidequest.
  248.      - Added a new dungeon 'Krakevisa Midden' to the island.
  249.      - Added a new dungeon 'Bloodfrost Burrow' to the island.
  250.      - Added a new grove 'Gronndal Grove' to the island.
  251.      - Added a new cave 'Blind Robbers Bluff' to the island.
  252.      - Added a new side-quest 'Blind Robbers Cache'.
  253.      - Added a new side-quest 'A Priceless Commodity'.
  254.      - Added more music and follower comment triggers.
  255.      - Fixed named reference that might've caused a crash in Luminatory.
  256.      - Polycount optimization in Luminatory to improve load times.
  257.      - Silver weapons can now be crafted and improved at a forge.
  258.      - Added nirnroot around the island.
  259.      - Added dragon events around the island.
  260.      - Removed duplicate and unnecessary references to improve performance.
  261.      - Solved bug associated with reading music files from archives.
  262.       Custom music has been added back into Wyrmstooth.
  263.      - Added 4 new miscellaneous objective quests.
  265. 1.09 - Fixed issue preventing new cure spells from appearing in spell list.
  266.      - Fixed erroneous script properties on playable lutes.
  267.      - Added a new dungeon 'Hermans Hold' to the island.
  268.      - Fixed issue with an unlootable steam centurion in the Luminatory.
  269.      - Removed cell ownership in Hall of the Dead to fix coffin labels.
  270.      - Removed silver weapon smithing and tempering that were added in 1.8.
  271.      - Removed unused effects.
  272.      - Fixed the scripting on and the contents of Fjeimir's Note.
  273.      - Fixed issue with a chair not upgrading properly in Fort Valus.
  274.      - Some more performance tweaking in the Luminatory.
  276. 1.10 - Wyrmstooth.esp is now a master file.
  278. 1.11 - Fixed Lurius Liore's say once dialogue bug.
  279.      - Adjusted alchemy ingredient weightings.
  280.      - The Fort Valus cook, blacksmith and gardener now trade.
  281.      - Wyrmstooth music now plays inside Fort Valus, not dungeon music.
  282.      - Removed some ambient dungeon sounds from Fort Valus.
  283.      - Lorumend and Gundlof should now perform as bards.
  284.      - More locations are subject to random dragon attacks.
  285.      - Wyrmstooth.ini removed from package (Nexusmods/Moddb Only).
  286.      - The Fort Valus Common House interiors are no longer joined.
  287.      - Removed the prison rotunda from the Fort Valus barracks.
  288.      - Removed the unnecessary dwemer section from Frostvein mine.
  289.      - Implemented a prison system on Wyrmstooth.
  290.      - Removed errant door transition from the Mining Settlement.
  291.      - Some locations around Wyrmstooth are now clearable.
  292.      - Radiant quests can now be assigned to Wyrmstooth locations.
  293.      - Fixed errant location information on some cells.
  294.      - Most houses around Wyrmstooth now have shadowmarks.
  295.      - Added ambush behaviour to the dragons in the steampools.
  296.      - Reduced Imperials involved in final battle to improve performance.
  297.      - Wyrmstooth Barrow now has a named boss.
  298.      - Fixed Lurius and Theodyn sometimes not appearing in Bannered Mare.
  299.      - Reduced mob size in the Refectory to prevent possible crash.
  300.      - Followers may now be able to follow you into Dimfrost.
  301.      - Reworked some areas of Wyrmstooth Barrow, especially the refectory.
  302.      - Saeglopur farm is no longer totally abandoned per se...
  303.      - Hid a few treasure chests around the island.
  304.      - Added more follower comment triggers around the island.
  305.      - The miners at Gronndal Grove are now hostile to the dragons.
  306.      - Named unnamed relationships, deleted unused relationships.
  307.      - Fixed a few more navmesh and door portal issues.
  309. 1.12 - Door to Luminatory water elevator no longer slightly askew.
  310.      - Set minimum level for Wyrmstooth encounter zones to 10.
  311.      - Reduced Nighthunter's Locket value to make it easier to pickpocket.
  312.      - The Severed Leg can now be improved with Human Flesh.
  313.      - Added a second elevator to Dimfrost.
  314.      - Faelor should now be able to enter buildings.
  315.      - Fixed spell absorption on Wyrmstooth's new conjuration spells.
  316.      - Reworked some portions of the Dimfrost sub dungeons.
  317.      - Goreduster can no longer be sold or dropped.
  319. 1.13 - Fixed issue with Vulthurkrah's raise dead scene not triggering.
  320.      - Bloodfrost Burrow's boss vampire no longer enabled by default.
  321.      - Added additional enable trigger for Wyrmstooth map marker.
  322.      - Fixed script-related issue with a dead horse at the settlement.
  323.      - Fixed issue with legion carts not moving during final scene.
  324.      - Fixed issue with dragon aggression during final battle.
  325.      - Fixed issue with town not rebuilding after Barrow of the Wyrm.
  326.      - Added a thieves guild fence to The Hermit Inn.
  327.      - Added a Dark Brotherhood Sanctuary player home.
  328.      - Fixed issue that could prevent the mercenaries from appearing.
  329.      - Reclaiming The Past starts if you enter any building at Fort Valus.
  330.      - Added new random events for the Wyrmstooth worldspace.
  331.      - Vampires no longer receive sun damage in Dimfrost.
  332.      - Arvak can now be summoned on Wyrmstooth and in Dimfrost.
  333.      - Residents now properly lock and unlock their doors.
  334.      - Sigur now walks to the correct bed when renting a room.
  335.      - Bulak now trades potions and ingredients.
  336.      - Fixed issue with spriggan matriarch not becoming hostile.
  337.      - Removed unused location: Cutpurse Crevasse.
  339. 1.14 - Fixed issue with random encounters returning NPCs to holding cell.
  340.      - Fixed issue that may prevent random encounter NPCs from travelling.
  341.      - Fixed issue with ship at docks disappearing.
  342.      - Fixed issue with new elevator shaft to/from dimfrost disappearing.
  343.      - Added a few new points of interest around the island.
  344.      - Added more conjure draugr spell tomes inside Wyrmstooth Barrow.
  345.      - Wyrmstooth now has (miserable) climate and weather most days.
  346.      - Added Crimson Nirnroot to Dimfrost.
  347.      - Fixed random event crowding.
  348.      - The mercenaries now sandbox-follow during Barrow of the Wyrm.
  349.      - Increased wordwall word pickup distance.
  350.      - Added sporadic lightning to the northern marsh.
  351.      - Lurius Liore is now excluded from bard audiences.
  352.      - Lava now does a heck of a lot more damage.
  353.      - Vulthurkrah now uses his own storm call instead of Alduins.
  354.      - Replaced generic Bandits with Marauders.
  355.      - The draugr could be killed by accident before Alberthor's spell.
  356.      - Fixed issue that prevented soldiers exiting the imperial carts.
  357.      - Vulthurkrah now resurrects the imperials that die in battle.
  358.      - Elmera no longer follows so closely during final battle.
  359.      - Added more new spells. Check Krakevisa for new spell tomes.
  360.      - The Marauder boss at Cragwater is no longer enabled by default.
  361.      - The draugr can now strike and kill things while controlled.
  362.      - Set up regions around the island.
  363.      - Added relationships to help mercenaries ignore friendly fire.
  364.      - Added Theodyn to random events to help him find you.
  366.     Big thanks to Arthmoor for the following:
  368.      - Fixed a bunch of papyrus spam due to bad trigger config.
  369.      - Fixed issue preventing weapon retrieval from plaques and racks.
  370.      - Fixed missing quest link on word walls.
  372.     And Sheson for the following:
  374.      - Fixed problem with wrong texture used on Emperor Parasol LOD.
  376. 1.15 - Fixed a couple map marker typos.
  377.      - Added lock lists to Fort Valus to support NPC schedules.
  378.      - Cure Poison is now an Adept level spell (as requested).
  379.      - Cure Disease is now an Expert level spell (as requested).
  380.      - Fixed Cure Poison and Cure Disease casting effects.
  381.      - Added Artisanix's Paintings and Frames resource.
  382.      - Added Blary's Ingredients Wall Art resource.
  383.      - Added new regional ambient sounds.
  384.      - Added a bunch of new custom modeled clutter assets.
  385.      - Added voice acting for many mining settlement NPCs.
  386.      - Fixed collision mesh on the Emperor Parasol mushrooms.
  387.      - Reworked the distribution of the Elf Cup harvestable.
  388.      - Did a bit more performance tweaking around the island.
  389.      - Fixed issue with door marker to The Hermit not on navmesh.
  390.      - Improved UVs on Emperor Parasol mushroom.
  391.      - Helmets worn by Marauders no longer labeled Helm of Yngol.
  392.      - Added more fire emitters to the mining settlement.
  393.      - Leone was incorrectly named Vontus. She wasn't happy.
  394.      - Added a few new dwemer convectors across Wyrmstooth.
  395.      - Added a new merchant with a large amount of gold to trade.
  396.      - Dead named NPCs now properly moved to the Hall of the Dead.
  397.      - Dead named NPCs will now be cleaned up properly.
  398.      - Added debug door to holder cell in case scripted moves fail.
  399.      - Lurius & co getting hit repeatedly no longer results in crash.
  401.     Important:
  403.      - Lurius & co now in the DunPlayerAllyFaction instead of the
  404.        Player faction. This *may* fix issues caused by other mods
  405.        preventing Player faction members from speaking or that
  406.        make members of the Player faction hostile to each other.
  408. 1.16 - Bog Beacon ingredient renamed to Bog Beacon Asco Cap.
  409.      - Fort Valus staff are now marked as protected.
  410.      - Fixed inventory art for Cure Disease/Poison spell tomes.
  411.      - The 'floating' door at the imperial camp has been deleted.
  412.      - Slightly increased mercenary follow distance.
  413.      - Made the draugr overlords tougher.
  414.      - The new bird sounds should now have more volume variation.
  415.      - Phantom Form subtitle 'Lo...Sah' changed to 'Lo ... Sah'.
  416.      - The wall safe in the Fort Valus muster is now accessible.
  417.      - Fort Valus guards should now be more inclined to help player.
  418.      - Recompiled Ynglod Ironbender's barter script.
  419.      - Fixed unlinked weapon rack activators in Fort Valus.
  420.      - Added Lock List to Holder Cell to better track Lurius & co.
  421.      - Added a couple new triggered events around the island.
  422.      - Trespass dialogue has been fixed.
  423.      - Shouting at the 'sun' in Dimfrost now triggers enemies.
  424.      - Added a few Ayleid ruins around the island.
  425.      - Added a certain ingredient with its associated recipe. ;)
  426.      - Added something kinda creepy to Herman's Hideout...
  427.      - Added a unique sunrise/sunset weather.
  429. 1.17 - Removed Boiled Manure recipe. Way too much immersion.
  430.      - Added Autosave points at key parts of the quest.
  431.      - Made a few cosmetic changes to the temperate region of the island.
  432.      - Made a few changes to the weather effects and lighting on the island.
  433.      - Added more unmarked points of interest around the island.
  434.      - Added a few transforming werewolves.
  435.      - Chillwater River now flows in the right direction.
  436.      - The northern swamp now uses proper marsh water.
  437.      - Added more harvestables around the island.
  438.      - Added underwater details around the coast.
  439.      - Reworked the design of a few locations.
  440.      - Rescue quests should no longer be assigned to Wyrmstooth locations.
  441.      - Added a second note to start the Blind Robber's Cache side quest.
  442.      - Added a fast travel marker for Dimfrost (enabled on initial entry).
  443.      - Properly aligned the Dimfrost worldspace with the rest of the island.
  444.      - If another mod deletes XMarker 0008F648, the mercenaries will now try
  445.        to wait for you in The Deadman's Drink in Falkreath.
  446.      - If Lurius and Theodyn can't get to the Bannered Mare they will now
  447.        try to wait outside in Whiterun market.
  448.      - Erroneous death items removed from NPCs.
  449.      - NPCS now use a unique voicetype to help solve the silent NPC problem.
  450.      - Cleared unused actor base selections and regenerated Facegen data.
  451.      - Widened hallways where possible in Wyrmstooth Barrow.
  452.      - The mercenaries will stop following the player if the player leaves
  453.        the island before finishing the Barrow of the Wyrm quest.
  454.      - Added more traps to the dungeon and made them do a bit more damage.
  455.      - Fixed noticeable shadow banding on some shadow casting lights.
  456.      - Fixed misaligned roombound in Wyrmstooth Barrow crypt.
  457.      - Fallen Adventurers are now more varied in class and equipment.
  458.      - Proper persistence locations added to Wyrmstooth NPCs.
  459.      - Boss reference type removed from NPCs in non-clearable locations.
  460.      - Twinpeak Tower is now a clearable location.
  461.      - Dunyick now forcegreets the player when the player is nearby.
  462.      - A scene between the mercenaries about the shaft in the crypt now
  463.        triggers correctly again after talking to Alberthor about it.
  464.      - Fixed a problem where sometimes Suleyk would be weaponless.
  465.      - Suleyk's mask is now a playable item with a unique effect. If a
  466.        draugr is already aggro when you put it on just sheathe your sword.
  467.      - The guards at the mining settlement should now respawn if killed.
  468.      - Relocated the orcs from the mining settlement to improve fps.
  469.      - The Imperial Mining Settlement has been renamed 'Stonehollow'.
  470.      - The new location sound no longer plays when entering houses.
  471.      - Added a new orc stronghold 'Kazmalgur' to the island.
  472.      - Removed the playable instruments feature.
  473.      - Added a few new weapons and shields.
  474.      - Tweaked Vulom's repertoire of spells and fixed the visual effects.
  475.      - Rebuilt object LOD with TES5LODGen.
  476.      - Added more treasure to the Blind Robber's Bluff treasure room.
  477.      - Balmir now uses the Chillwater sawmill properly.
  478.      - Reduced the volume of regional ambient sounds a tad.
  479.      - Elmera's sidequest has been enabled. Spiddal stick growing near
  480.        an old Oblivion gate can be found somewhere on the island.
  481.      - Lurius no longer says 'meet me above deck' upon first arrival.
  482.      - Fixed the glow map on bog beacon and blue beacon plants.
  483.      - Vulthurkrah now has slightly more balanced level scaling.
  484.      - The Red Wave interior is now accessible from Wyrmstooth docks.
  485.      - Wyrmstooth no longer needs to modify anything in the Tamriel
  486.        worldspace. This should improve compatibility with other mods.
  487.      - Players can no longer collect Lurius' reward multiple times by
  488.        exiting dialogue before selecting the next response.
  489.      - Made a few more tweaks to the world map camera to match Solstheim.
  490.      - Fixed a problem ending A Priceless Commodity when killing the
  491.        spriggan matriarch after vowing to kill the miners.
  492.      - It should no longer be possible for the Strange Mannequin to
  493.        follow the player outside Herman's Holdout.
  494.      - Fixed a problem where sometimes the Wyrmstooth day/night soundtrack
  495.        would play in Wyrmstooth Barrow and Dimfrost.
  496.      - Added a new intro scene that plays when you first arrive.
  497.      - Objective 'Defend Stonehollow from Vulthurkrah' now becomes active
  498.        as soon as Vulthurkrah flies away.
  499.      - Holmar no longer shows up on the deck of the Red Wave at Solitude
  500.        before you've started Barrow of the Wyrm.
  501.      - The steampool dragons now level scale a bit more fairly.
  502.      - Rebuilt land LOD at a higher resolution.
  503.      - Added a couple more load screens, tweaked models and conditions.
  504.      - Meshes checked with NIF Healer.
  505.      - Added a new island to the north-west with a few new locations.
  506.      - Radiant quests should no longer be assigned to Wyrmstooth locations
  507.        before you've been to Wyrmstooth.
  508.      - Added an unmarked quest of sorts that starts at the new dockmaster
  509.        house and eventually leads to a new location named Frostwind Folly.
  510.        Follow the journals for clues.
  511.      - Built .gid files so grass renders correctly if bAllowCreateGrass is
  512.        not set to 1 in the user's Skyrim.ini file.
  513.      - Fort Valus exterior pieces now have LOD properly configured.
  514.      - Made a couple changes to the book History of Wyrmstooth.
  515.      - Added more regional ambient sounds.
  516.      - Removed the Ayleid tileset.
  517.      - Removed duplicate and unnecessary Location Ref Type xmarkers.
  518.      - Regenerated SEQ file with TES5Edit.
  519.      - Fixed some land/ocean z-fighting along the coast.
  520.      - Fixed problem with mystery skeletons appearing in random locations.
  521.      - Added a new book 'Explorer's Guide to Wyrmstooth' that adds a few
  522.        map markers for interesting locations.
  523.      - Rebuilt max height data for Wyrmstooth and Dimfrost worldspaces.
  524.      - Fixed a couple spots where you could get stuck.
  525.      - Fixed a problem where the mercenaries could keep following you even
  526.        after the dragon has been defeated.
  527.      - NPCs that raid Fort Valus will no longer go into the muster, instead
  528.        they now engage the guards (if any) in the courtyard outside.
  529.      - Removed spell resistance on Call of the Wild/Dead spells, improved
  530.        range but reduced effect duration to 30s.
  531.      - Removed the Conjure Dragon Priest spell.
  532.      - Wyrmstooth interiors with sky now use Wyrmstooth region weather.
  533.      - Adjusted music durations to prevent tracks from fading out early.
  534.      - Fixed misaligned roombound in Frostvein mine.
  535.      - Random encounter zones no longer use the full pool of vanilla
  536.        random encounters.
  537.      - A random encounter zone near Stonehollow could interfere with the
  538.        final battle. It is now disabled until the dragon is defeated.
  539.      - Lightning strikes in the swamp are now a bit more randomized.
  540.      - Removed the Pitcher Plant asset.
  541.      - Fixed a problem where the controlled draugr would sometimes not be
  542.        in position.
  543.      - The Stormcloak Camp in the swamp has been renamed Abandoned Camp.
  544.      - Unaggressive adventurers added to Wyrmstooth Crime Faction.
  545.      - Made some slight adjustments to marauder leveled gear.
  546.      - Cleaned up a few left-over navmesh islands.
  547.      - Wyrmstooth Barrow's side exits now use min-use doors to prevent quest
  548.        markers from choosing paths that may not yet be unlocked.
  549.      - The door to Dimfrost from Frostvein Mine is also now a min-use door.
  550.      - A marauder in the refectory now takes the rusted dragon claw and will
  551.        attempt to retreat to Herman's Holdout.
  552.      - Added inventory filters to item counting quest scripts.
  553.      - Removed unnecessary keywords from NPCs.
  554.      - Fixed a couple bad script references in Dimfrost.
  555.      - Removed references that had somehow been orphaned by their parent cell.
  556.      - You can now enter the dungeon via the crypt entrance using the rusted
  557.        dragon claw.
  559.     Also thanks to AndrealphusVIII for the following:
  561.      - Fixed numerous typos.
  562.      - Alberthor's equipment now has proper ownership.
  565. *****************************************************************
  567.      5. F.A.Q.
  569. *****************************************************************
  571. Q. What patch level is required?
  572. A. You should be running Skyrm patch 1.8 or higher. No patch requirement for Special Edition.
  574. Q. Do I need Dawnguard, Hearthfire or Dragonborn to play Wyrmstooth?
  575. A. No DLC is required to play Wyrmstooth.
  577. Q. Do I need any other additional mods or plugins like SKSE?
  578. A. No additional mods are required.
  580. Q. Do I need to start a new game or can I install this mid-way through my playthrough?
  581. A. You don't need to start a new game to play Wyrmstooth.
  583. Q. Is the mod stable?
  584. A. As stable as it can be. Assuming you've installed the mod correctly and don't run across
  585.    any mod incompatibility issues you should be able to play Wyrmstooth from start to end.
  587. Q. Is development of Wyrmstooth complete?
  588. A. For now, but I try and add new things with each update so stay tuned.
  590. Q. How do I start the questline?
  591. A. The quest begins once you're at at least level 10 and have at least been summoned by the
  592.    Greybeards in the main quest. An imperial courier named Theodyn Bienne will track you down
  593.    starting from the Bannered Mare in Whiterun. You should run into him if you head towards
  594.    Whiterun using any of the main roads. Alternatively he should be able to find you if you
  595.    wait for 24 hours in any of the major cities. Regardless of where you are in the game he
  596.    should find you eventually if you give him enough time.
  598. Q. What kind of performance impact does Wyrmstooth have on Skyrim?
  599. A. The overall impact on performance should be negligible; most of the adventure takes
  600.    place in a separate Wyrmstooth worldspace. At most you'll have 8 new NPCs in Skyrim before
  601.    travelling to Wyrmstooth, only 1 remains behind at Solitude docks.
  604. *****************************************************************
  606.      6. Troubleshooting
  608. *****************************************************************
  610. Q. I can't find Lurius Liore at the Bannered Mare in Whiterun nor can I find Theodyn Bienne.
  611. A. If Wyrmstooth has been installed properly these two NPCs should automatically be placed
  612.    in the Bannered Mare as soon as the game loads your save. Mods that change the Bannered Mare
  613.    interior or replace it may however prevent Lurius and Theodyn from appearing in your game.
  614.    Try unloading them first and check to see if it makes a difference.
  616.    Open the console using the tile key (`) and type in the following command then press enter:
  618.     getstage wtdragonhunt
  620.    If the console says 'Item wtdragonhunt not found for parameter Quest' that means the mod
  621.    has not been loaded.
  623.    If you cannot find the Wyrmstooth.esp, Wyrmstooth.bsa or Wyrmstooth - Textures.bsa files in your
  624.    Skyrim\Data folder you need to download the mod and copy the files to your Skyrim\Data folder first
  625.    before you can play it.
  627.    If it returns '0' try the following:
  629.     1. Open the console and type: help Lurius
  630.     2. You should see a NPC_ record. Note the first two numbers (ONLY!)
  631.     3. Type: prid ##0218D0 (replace ## with those first two numbers)
  632.     4. Type: enable
  633.     5. Type: moveto player
  634.     6. Type: setstage wtdragonhunt 10
  636.    Ideally try doing this in Whiterun so Lurius doesn't have to travel as far to reach the
  637.    Bannered Mare.
  639.    From version 1.17 onwards Theodyn and Lurius will attempt to wait outside the Bannered Mare in
  640.    Whiterun market if for some reason they cannot enter.
  642. Q. I can't speak to Theodyn; he doesn't say anything at all. Nor does Lurius Liore.
  643.    (and by 'at all' I mean they're *completely silent* and not even delivering their idle lines)
  644. A. If you have Sneak Tools installed, remove your hood and try again. This mod appears to prevent
  645.    NPCs from greeting the player if they are wearing a cowl or a helmet.
  647.    Next, confirm that you only have ONE Wyrmstooth.esp and ONE Wyrmstooth.bsa file in your
  648.    Skyrim\Data folder. Do not rename these files under any circumstance! If the .bsa file is
  649.    missing or corrupt Lurius' torso will also be invisible.
  651.    If you have a loose Wyrmstooth.SEQ file in your Skyrim\Data or Skyrim\Data\SEQ folders,
  652.    remove it. An old SEQ file can also prevent the game from reading quest data correctly.
  654.    Make sure Wyrmstooth.esp is the *last* master file in your load list. If Wyrmstooth is loaded
  655.    before DLC and unofficial patches you may experience random problems.
  657. Q. I can't find the mercenaries on the road to Falkreath.
  658. A. If you have a mod installed that deletes the XMarker 0008F648, Wyrmstooth won't know where
  659.    to place the mercenaries. This XMarker is part of vanilla Skyrim.
  661.    Starting the mod under version 1.13 or earlier and upgrading to version 1.14 or later
  662.    before finishing Dragon Hunt may also break this quest due to the changes made in 1.14.
  663.    Either roll back to 1.13 and finish Dragon Hunt then upgrade or reload a save taken
  664.    prior to starting Dragon Hunt and try again.
  666.    From 1.17 onwards, if another mod has deleted XMarker 0008F648 then the mercenaries should
  667.    try to go to the Deadman's Drink in Falkreath instead.
  669. Q. I lost my follower after falling down the shaft into Dimfrost.
  670. A. They'll be waiting for you outside the dwemer elevator once you reach the surface if they
  671.    cannot make the fall down the shaft in the crypt.
  673. Q. I get an infinite load screen when entering the Luminatory in Dimfrost.
  674. A. If you've made any lod z-fighting ini tweaks, reverse them. Also the memory tweak in SKSE
  675.    has been known to fix this issue.
  677. Q. The game crashed after I arrived on Wyrmstooth!
  678. A. Random crashes on Wyrmstooth can be caused by the following:
  680.    1. There is a bug in the game engine that causes a crash if the game cannot read an XWM music
  681.       file from a BSA archive compressed with Bethesda's archive tool. For the most part this
  682.       problem was solved by recompressing the BSA file with a 3rd party utility however you may
  683.       encounter this crash again if you modify the BSA file or merge its contents with another.
  684.       To solve this try extracting the XWM files from the BSA archive to the
  685.       Skyrim\Data\Music\wyrmstooth folder. This kind of crash happens usually within seconds of
  686.       arriving on Wyrmstooth and is persistent.
  688.    2. Running more lighting and texture mods than your system can handle. Try Sheson's memory
  689.       patch or consider unloading a few lighting and texture mods to alleviate the burden on your
  690.       system. Traveling to a location with lots of dynamic effects like Stonehollow can trigger
  691.       this kind of crash.
  693.       The Fall Creator's Update for Windows 10 (1709) introduced a fix for the DirectX 9 VRAM limit.
  694.       I've noticed far fewer random crashes in Skyrim Legacy Edition after this patch was installed.
  696.    3. Sometimes the game seems to crash while generating a random event, possibly when a reference
  697.       alias cannot be filled properly. These are the crashes that occur once at a particular
  698.       location and never again. I don't think much can be done about this given this happens in base
  699.       Skyrim.
  701.    4. A crash that happens consistently at a particular location may also be due to a corrupted
  702.       ff* reference. Try running the pcb command in an interior then revisit the location after
  703.       72 in-game hours (3 days). In most cases this kind of issue will go away on its own if you
  704.       avoid that area for awhile.
  706. Q. I can't seem to talk to the wolf Faelor.
  707. A. Known issue, I think it might have something to do with the state of the actor not
  708.    resetting to idle after engaging in combat. A workaround is to either fast travel to a
  709.    nearby location and return or use 'enable' and 'disable' console commands to reset Faelor.
  710.    The Unofficial Skyrim Patch also seems to solve this problem.
  712. Q. Lurius isn't taking me to Wyrmstooth. After speaking to him at Solitude he runs away.
  713. A. This issue seems related to upgrading Wyrmstooth from a *really* old version to the latest
  714.    version after starting Dragon Hunt but before completing Barrow of the Wyrm. The following
  715.    console command should fix this issue:
  717.     setstage wtbarrowofthewyrm 50
  719. Q. The dragon won't fight me during the final battle. It just keeps circling the settlement.
  720. A. You need to be within the perimeter of the settlement before the dragon will begin its
  721.    attack. If it's been a minute and the dragon still isn't attacking:
  723.     1. Type the following console command: setstage wtbarrowofthewyrm 250
  724.     2. Target the dragon with the console and type: setav aggression 3
  726.    If this doesn't work, there is an alternate way to approach the final fight; run away and
  727.    let the Imperial Legion deal with the dragon. Yes, this is an option.
  729. Q. The town isn't rebuilding after I've defeated the dragon. I've collected my reward from
  730.    Lurius and it's been more than a week in-game.
  731. A. Known issue when upgrading from 1.12 to 1.13 after finishing Barrow Of The Wyrm. Caused
  732.    by me goofing some scripting. Sorry! Anyway, use 'help Lurius 4' and note the first two
  733.    digits of the NPC_ record and use them in place of ## in the following console commands:
  735.     prid ##02B33E
  736.     enable
  737.     prid ##02B340
  738.     enable
  739.     prid ##02B341
  740.     enable
  742. Q. LOD mesh (very low resolution objects) isn't disappearing when I get closer.
  743. A. Known issue with Warburg's Paper Map. A compatibility patch now exists for Wyrmstooth.
  745. Q. I don't see any map markers for a specific Wyrmstooth quest.
  746. A. This is a problem with the vanilla game if you have too many active quests at one time.
  747.    Try turning a few quests off in your journal that you aren't currently working on.
  749. Q. I get an infinite load screen when trying to travel back to Skyrim.
  750. A. Try installing Safety Load (
  752.    I've been told that the memory tweak in SKSE should also fix this issue.
  754.    Also make sure another mod isn't deleting XMarker 4C488 in Tamriel cell -17,22. If
  755.    another mod deletes it the game usually just places you where you were on Wyrmstooth
  756.    however you could also get an infinite load screen.
  758. Q. Nexus Mod Manager is reporting the following warning:
  759.    'WARNING: This file has the file extension .esp. but its file header marks it as an esm!'
  760. A. This isn't a problem, just ignore it.
  762. Q. The gate Alberthor wants me to open is already open.
  763. A. This can only occur if the draugr to be controlled is placed next to the lever to be
  764.    activated which under normal circumstances should never happen. Either just continue on
  765.    through the dungeon or use the following console command to update Alberthor's dialogue:
  767.     setstage wtbarrowofthewyrm 160
  769. Q. Lurius and the mercenaries are stuck at the mining settlement and won't move, Alberthor
  770.    isn't saying anything outside the closed gate, the dragon isn't flying away after
  771.    encountering him in his lair and the dead aren't being raised, etc...
  772. A. You're most likely experiencing script lag. NPCs will trigger certain scenes only at
  773.    specific stages of the quest, but if papyrus is lagging these scenes may be delayed or
  774.    may not occur at all. One solution is to tweak the priority given to papyrus using the
  775.    following Skyrim.ini entries:
  777.    [Papyrus]
  778.    fUpdateBudgetMS=800.0
  779.    fExtraTaskletBudgetMS=800.0
  780.    fPostLoadUpdateTimeMS=2000.0
  781.    iMinMemoryPageSize=256
  782.    iMaxMemoryPageSize=512
  783.    iMaxAllocatedMemoryBytes=153600
  785. Q. I see floating rocks/grass in interiors or grass isn't showing up on Wyrmstooth.
  786. A. This is an issue with the base game. The Unofficial Skyrim Patch appears to fix this issue
  787.    for the most part.
  789. Q. When I start up Skyrim the game gets stuck on the loading screen.
  790. A. If you're using a merged patch, update it. There's also an old Requiem patch that seems
  791.    to cause the game to hang when used in conjunction with the latest version of Wyrmstooth,
  792.    so make sure you've updated to the newest version if you're using Requiem.
  794.    This can also happen if you've installed a mod that references another mod that isn't
  795.    installed. For example, installing Wyrmstooth Tweaks and Fixes without installing
  796.    Wyrmstooth.
  798. Q. I can't pick up a new word at a word wall.
  799. A. Make sure you're not currently in combat.
  802. *****************************************************************
  804.      7. Compatibility
  806. *****************************************************************
  808. The following is a list of modified vanilla references and is provided for the benefit of
  809. other mod developers to avoid any possible incompatibilities with Wyrmstooth.
  811. Interiors:          Form ID:
  812. SolitudeRedWave         A1793
  814. Dialogues:
  815. Shout03             13DFE
  816. Shout02             13DFF
  817. Shout01b            13E00
  818. Shout01a            13E01
  820. Infos:
  821. Fiik...             68454
  822. Lo!             684F4
  823. Lo ... Sah!         68526
  824. Fiik!               6884E
  826. Navmeshes:
  827. SolitudeRedWave         DEB13
  829. Wyrmstooth reads but does not modify XMarker 8F648 in Tamriel cell -1,-19. If this XMarker
  830. has been deleted by another mod it will prevent the mercenaries from meeting the player
  831. alongside the road to Falkreath. From 1.17 onwards the mercenaries will try to wait for the
  832. player in Falkreath at the Dead Man's Drink if this XMarker cannot be found.
  834. Similarily XMarker 4C488 in Tamriel cell -17,22 is also read when Lurius and co travel to
  835. Solitude. This XMarker is also used by the sidequest The Dainty Sload so any mod that deletes
  836. it is also most likely breaking this sidequest as well.
  838. From 1.17 onwards Wyrmstooth no longer makes changes to any cells in the Tamriel worldspace
  839. but instead makes a couple minor modifications to the Red Wave interior to make it accessible
  840. from both the Tamriel and Wyrmstooth worldspaces. It should also be easier for NPCs to travel
  841. between worldspaces.
  843. The standard naming convention for Wyrmstooth is a "WT" prefix.
  846. *****************************************************************
  848.      8. Known Issues
  850. *****************************************************************
  852. - Reloading a save while the imperial carriages are moving will cause them to spazz out.
  853.   This seems to be caused by a limitation in the TetherToHorse() function, loading a save
  854.   will break any established tethering. I'm guessing this is why you can't save during the
  855.   intro carriage sequence.
  857. - Summoning spells may not work if you aim at a road. Go figure.
  859. - Land LOD was originally built at a low resolution with few ocean border cells so it could
  860.   squeeze onto the Steam Workshop when it still had a 100mb file size restriction. This however
  861.   resulted in a visible border around the map.
  863. - A texture seam in the land LOD can be seen running down the middle of the island. This seems
  864.   to have something to do with the way Oscape builds land LOD.
  866. - Combat music plays on top of the new music tracks.
  868. - The Creation Kit is currently unable to precompute occlusion so I've resorted to using
  869.   manually placed occlusion planes to optimize performance.
  871. - The game can crash in Bonechill Passage, even without mods installed. If you reload a save
  872.   taken nearby or within, the game is unlikely to crash a second time. Bonechill Passage is a
  873.   vanilla location that the mercenaries use to get to Ancient's Ascent. Neither the Special
  874.   Edition nor the Unofficial Patches appear to fix this issue.
  876. - There's no function in the Creation Kit that allows me to generate a water flow data map for a
  877.   new worldspace. I'm experimenting with 3rd party water flow tools at the moment.
  879. - DDS textures haven't been ported to BC7 because in some cases I don't have the original lossless
  880.   PSD file anymore. Converting DX3, DX4 or DX5 to BC7 would not improve the quality of textures as
  881.   that detail has already been lost in compression.
  884. *****************************************************************
  886.      9. Credits
  888. *****************************************************************
  890. Daniel Coffey (Lurius Liore)
  891. David Bodtcher (Alberthor, Balmir, Hroldar, Sigur, Geitrich)
  892. Tim Morgan (Theodyn Bienne)
  893. Andrew Miller (Vulthurkrah)
  894. Adrianna Peterson (Daenlit, Elmera, Spriggan Matriarch)
  895. Ben Britton (Athir, Vulom, Holmar)
  896. Dan Marfleet (Shargam, Bolmar, Hulgard, Castus Arius, Ynglod Ironbender, Skonjar)
  897. Randy Westbrook (Dunyick, Vontus Laenius, Nalion)
  898. Cassandra Wladyslava (Ajira, Shomara, Svenja, Lalaine Laenius, Gildan, Thelma, Helga the Haggard)
  899. Matthew Dixon (Ja’Shavi-Dar, Speaks-Many-Tongues, Plants-Bitter-Seeds, Sits-With-Beetles, Mudcrab Merchant)
  900. Avery Smithhart (Yngfa, Leone Laenius, Rose)
  901. Blary (Ingredients Wall Art resource)
  902. Artisanix (Paintings and Frames resource)
  903. Jon Polenz (Project Lead, Story, Level Design, Quest Design, Alka)
  905. Soundtrack by León van der Stadt
  908. *****************************************************************
  910.      10. Uninstallation
  912. *****************************************************************
  914. Treat uninstalling Wyrmstooth the same as uninstalling an official DLC.
  916. 1. Close the game.
  918. 2. Remove the Wyrmstooth.esp, Wyrmstooth.bsa and Wyrmstooth - Textures.bsa files from your Skyrim data folder.
  919.    By default this should be either of the following locations:
  921.     C:\Program Files\Steam\steamapps\common\skyrim special edition\data
  923.             or for 64-bit Windows:
  925.     C:\Program Files (x86)\Steam\steamapps\common\skyrim special edition\data
  927. 3. Load or restore from backup a save taken prior to installing Wyrmstooth.
  929.                 *OR*
  931.    Refer to SuperSajuuk's document on manually removing Wyrmstooth script files from your
  932.    save file:
  937. *****************************************************************
  939.      11. Permissions
  941. *****************************************************************
  943. * You may share this mod privately.
  945. * You may use the 3d assets I've made (with attribution) in any project you are working on.
  947. * You may NOT use the music or the voice acting in another project.
  949. * The sound effects are public domain so you don't need my permission.
  951. * You may reuse any portions of papyrus scripting in your own projects. Just use Champollion
  952.   PEX Decompiler to obtain the source.
  954. * You may use Wyrmstooth.esp as a master file in your own mod project or translation.
  956. * You may use recorded footage of the mod for reviews, critiques, let's plays, screenshots,
  957.   and so forth.
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