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- 1.17 - Removed Boiled Manure recipe. Way too much immersion.
- - Added Autosave points at key parts of the quest.
- - Made a few cosmetic changes to the temperate region of the island.
- - Made a few changes to the weather effects and lighting on the island.
- - Added more unmarked points of interest around the island.
- - Added a few transforming werewolves.
- - Chillwater River now flows in the right direction.
- - The northern swamp now uses proper marsh water.
- - Added more harvestables around the island.
- - Added underwater details around the coast.
- - Reworked the design of a few locations.
- - Rescue quests should no longer be assigned to Wyrmstooth locations.
- - Added a second note to start the Blind Robber's Cache side quest.
- - Added a fast travel marker for Dimfrost (enabled on initial entry).
- - Properly aligned the Dimfrost worldspace with the rest of the island.
- - If another mod deletes XMarker 0008F648, the mercenaries will now try
- to wait for you in The Deadman's Drink in Falkreath.
- - If Lurius and Theodyn can't get to the Bannered Mare they will now
- try to wait outside in Whiterun market.
- - Erroneous death items removed from NPCs.
- - NPCS now use a unique voicetype to help solve the silent NPC problem.
- - Cleared unused actor base selections and regenerated Facegen data.
- - Widened hallways where possible in Wyrmstooth Barrow.
- - The mercenaries will stop following the player if the player leaves
- the island before finishing the Barrow of the Wyrm quest.
- - Added more traps to the dungeon and made them do a bit more damage.
- - Fixed noticeable shadow banding on some shadow casting lights.
- - Fixed misaligned roombound in Wyrmstooth Barrow crypt.
- - Fallen Adventurers are now more varied in class and equipment.
- - Proper persistence locations added to Wyrmstooth NPCs.
- - Boss reference type removed from NPCs in non-clearable locations.
- - Twinpeak Tower is now a clearable location.
- - Dunyick now forcegreets the player when the player is nearby.
- - A scene between the mercenaries about the shaft in the crypt now
- triggers correctly again after talking to Alberthor about it.
- - Fixed a problem where sometimes Suleyk would be weaponless.
- - Suleyk's mask is now a playable item with a unique effect. If a
- draugr is already aggro when you put it on just sheathe your sword.
- - The guards at the mining settlement should now respawn if killed.
- - Relocated the orcs from the mining settlement to improve fps.
- - The Imperial Mining Settlement has been renamed 'Stonehollow'.
- - The new location sound no longer plays when entering houses.
- - Added a new orc stronghold 'Kazmalgur' to the island.
- - Removed the playable instruments feature.
- - Added a few new weapons and shields.
- - Tweaked Vulom's repertoire of spells and fixed the visual effects.
- - Rebuilt object LOD with TES5LODGen.
- - Vulthurkrah now drops more loot and a unique sword on death.
- - Added more treasure to the Blind Robber's Bluff treasure room.
- - Balmir now uses the Chillwater sawmill properly.
- - Reduced the volume of regional ambient sounds a tad.
- - Elmera's sidequest has been enabled. Spiddal stick growing near
- an old Oblivion gate can be found somewhere on the island.
- - Lurius no longer says 'meet me above deck' upon first arrival.
- - Fixed the glow map on bog beacon and blue beacon plants.
- - Vulthurkrah now has slightly more balanced level scaling.
- - The Red Wave interior is now accessible from Wyrmstooth docks.
- - Wyrmstooth no longer needs to modify anything in the Tamriel
- worldspace. This should improve compatibility with other mods.
- - Players can no longer collect Lurius' reward multiple times by
- exiting dialogue before selecting the next response.
- - Made a few more tweaks to the world map camera to match Solstheim.
- - Fixed a problem ending A Priceless Commodity when killing the
- spriggan matriarch after vowing to kill the miners.
- - It should no longer be possible for the Strange Mannequin to
- follow the player outside Herman's Holdout.
- - Fixed a problem where sometimes the Wyrmstooth day/night soundtrack
- would play in Wyrmstooth Barrow and Dimfrost.
- - Added a new intro scene that plays when you first arrive.
- - Objective 'Defend Stonehollow from Vulthurkrah' now becomes active
- as soon as Vulthurkrah flies away.
- - Holmar no longer shows up on the deck of the Red Wave at Solitude
- before you've started Barrow of the Wyrm.
- - The steampool dragons now level scale a bit more fairly.
- - Rebuilt land LOD at a higher resolution.
- - Added a couple more load screens, tweaked models and conditions.
- - Meshes checked with NIF Healer.
- - Added a new island to the north-west with a few new locations.
- - Radiant quests should no longer be assigned to Wyrmstooth locations
- before you've been to Wyrmstooth.
- - Added an unmarked quest of sorts that starts at the new dockmaster
- house and eventually leads to a new location named Frostwind Folly.
- Follow the journals for clues.
- - Built .gid files so grass renders correctly if bAllowCreateGrass is
- not set to 1 in the user's Skyrim.ini file.
- - Fort Valus exterior pieces now have LOD properly configured.
- - Made a couple changes to the book History of Wyrmstooth.
- - Added more regional ambient sounds.
- - Removed the Ayleid tileset.
- - Removed duplicate and unnecessary Location Ref Type xmarkers.
- - Regenerated SEQ file with TES5Edit.
- - Fixed some land/ocean z-fighting along the coast.
- - Fixed problem with mystery skeletons appearing in random locations.
- - Added a new book 'Explorer's Guide to Wyrmstooth' that adds a few
- map markers for interesting locations.
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