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- *****************************************************************
- THE ELDER SCROLLS V: SKYRIM
- WYRMSTOOTH
- Version 1.20
- *****************************************************************
- Index:
- 1. Description
- 2. Manual Installation
- 3. NX Installation
- 4. Manual Upgrade
- 5. Change List
- 6. F.A.Q.
- 7. Troubleshooting
- 8. Compatibility
- 9. Credits
- 10. Uninstallation
- 11. Permissions
- *****************************************************************
- 1. Description
- *****************************************************************
- The East Empire Company commissions the Dragonborn to slay a dragon that is interrupting trade
- routes throughout Skyrim. But is the dragon stirring up trouble with a particular reason and
- what sinister motive does it have for its actions?
- Wyrmstooth adds a new quest that takes the Dragonborn to the island of Wyrmstooth situated north
- of Solitude across the Sea of Ghosts. Battle across new landscapes and through new dungeons in
- this expansion-sized mod. The task may seem simple enough: slay a dragon that's stirring up trouble.
- But things never quite go that easily...
- Key Features:
- * A New Land to Explore: Travel north across the Sea of Ghosts to the island of Wyrmstooth in
- pursuit of a dragon. Delve into one of the largest dungeons in Tamriel with a cadre of mercenaries
- at your disposal.
- * Your Home is Your Castle: Purchase an abandoned imperial fort from Lurius Liore, make it your own,
- hire new staff, and defend it from unwanted visitors.
- * New Weapons, Shields, Spells, and a new Shout: Treasures sequestered across the island reward those
- with a keen sense of exploration...and a keener ability to fend off danger lurking in the depths of
- the many dungeons found across the island.
- *****************************************************************
- 2. Manual Installation
- *****************************************************************
- 1. Unzip the contents of wyrmstooth.zip to your Skyrim data folder. Below is a list
- of the default Skyrim installation locations:
- C:\Program Files\Steam\steamapps\common\skyrim\data
- or for 64-bit Windows:
- C:\Program Files (x86)\Steam\steamapps\common\skyrim\data
- 2. Confirm you have the following files in your Skyrim data folder:
- Wyrmstooth.esp
- Wyrmstooth.bsa
- Video\WT_Title.bik
- 3. Run the Skyrim Launcher and make sure Wyrmstooth.esp is loaded after the official DLC and
- unofficial patches.
- 4. Start the game.
- 5. To begin the quest, wait for Theodyn Bienne to find you or speak to Lurius Liore at the
- Bannered Mare in Whiterun once you meet quest starting requirements.
- *****************************************************************
- 3. NX Installation
- *****************************************************************
- Many thanks to folz42 for the following instructions:
- 1. Unzip the contents of wyrmstooth.zip to your Skyrim data folder. Below is a list
- of the default Skyrim mod installation locations:
- Unpatched Unit
- SDMC:/atmosphere/contents/01000A10041EA000/romfs/Data
- SXOS Unit
- SDMC:/atmosphere/titles/01000A10041EA000/romfs/Data
- 2. Confirm you have the following files in your Skyrim data folder:
- Wyrmstooth.esp
- Wyrmstooth.bsa
- Wyrmstooth - Animations.bsa
- Wyrmstooth - Meshes.bsa
- Wyrmstooth - Voices.bsa
- Wyrmstooth - Textures.bsa
- If you are not using SkyrimPluginsPatch get it here:
- https://github.com/Lord-Akkrand/Skyrim-NX-Toolkit/wiki/5:-Bypassing-Plugin-Limit-and-Installing-Mods
- 3. Open your Plugins file located in SDMC:/atmosphere/contents/01000A10041EA000/romfs/ with
- Notepad++ and add Wyrmstooth.esp and make sure it is listed '*' after unofficial patches(USSEP).
- At this point I recommend renaming the .bsa's located in the Data folder.
- Wyrmstooth.bsa into WT.bsa
- Wyrmstooth - Animations.bsa into WT - A.bsa
- Wyrmstooth - Meshes.bsa into WT - M.bsa
- Wyrmstooth - Voices.bsa into WT - V.bsa
- Wyrmstooth - Textures.bsa into WT - T.bsa
- Note: Each line in both Skyrim.ini files cannot exceed 1024 characters in length or the game won't
- launch.
- For each .bsa listed you add a comma and space to list another. Do not add a comma when youve listed
- your last .bsa. Keep a text or note of what you rename or risk becoming trapped in acronym purgatory.
- 4. Open your Skyrim.ini file located in
- SDMC:/atmosphere/contents/01000A10041EA000/romfs/
- and edit the following lines to list your corresponding .bsa's:
- sArchiveToLoadInMemoryList:(Animations.bsa's are listed here.)
- sResourceArchiveList:(base.bsa's, Animations.bsa's(again), Meshes.bsa's are listed here.)
- sResouceArchiveList2:(Voices.bsa's, Textures.bsa's are listed here.)
- Example:
- sArchiveToLoadInMemoryList=Skyrim - Animations.bsa, WT - A.bsa
- sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa, Skyrim - Hyrule.bsa, Skyrim - Patch.bsa, WT.bsa, WT - A.bsa, WT - M.bsa
- sResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Voices_en1.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, WT - V.bsa, WT - T.bsa
- 5. Open your Skyrim_en.ini (or you games assigned default language) file located in
- SDMC:/atmosphere/contents/01000A10041EA000/romfs/
- and edit the following line:
- sResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Voices_en1.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, WT - V.bsa, WT - T.bsa
- 6. Start the game.
- 7. To begin the quest, wait for Theodyn Bienne to find you or speak to Lurius Liore at the
- Bannered Mare in Whiterun once you meet quest starting requirements.
- *****************************************************************
- 4. Manual Upgrade
- *****************************************************************
- * * * IMPORTANT! * * *
- If you currently have an older version of Wyrmstooth installed, it's recommended you either
- finish the quest 'Barrow of the Wyrm' first before upgrading or start a new game due to the
- numerous quest changes included in this update.
- * * * IMPORTANT! * * *
- 1. Backup the existing Wyrmstooth.esp and Wyrmstooth.bsa files in your Skyrim data folder.
- C:\Program Files\Steam\steamapps\common\skyrim\data
- or for 64-bit Windows:
- C:\Program Files (x86)\Steam\steamapps\common\skyrim\data
- 2. Extract the new Wyrmstooth.esp and Wyrmstooth.bsa file to your Skyrim data folder and
- replace the existing files.
- 3. Backup your current save(s). They should be stored in the following location:
- C:\Users\<Your Username>\Documents\My Games\Skyrim\Saves
- 4. Start the game.
- *****************************************************************
- 5. Change List
- *****************************************************************
- 1.00 - Initial Release on Skyrim Nexus
- 1.01 - Added an SEQ file to fix dialog bug. No longer need to save and reload a save for
- dialog to function properly.
- 1.02 - Removed an errant script on the dwemer elevator in the dragon's den that prevented
- it from being used.
- 1.03 - Numerous object placement and lighting tweaks.
- - Fixed the roombound issue in the Hall Of The Dead.
- - Fixed an issue preventing the use of crafting benches after controlling the draugr.
- - Added voice acting for Lurius Liore.
- - Added a jail interior to barracks.
- - Added an imperial camp to imperial landing area.
- - Fixed door to The Hermit Inn not appearing once the questline is complete.
- - Goreduster now resurrects more powerful NPCs.
- - Added a new world map for Wyrmstooth with new map markers.
- 1.04 - Added new NPC specific armors and clothes.
- - Fixed a problem that caused idle lines to override quest specific dialog.
- - More object placement and lighting tweaks.
- - Added the new location Cragwater Camp to the island.
- - Redesigned the Wyrmstooth mine interior.
- - SEQ file is now loaded from the BSA and not from a loose file.
- - Added voice acting for Alberthor.
- - Mercenaries now stay away from the player while Alberthor is casting the spell.
- - NPCs no longer loiter at The Hermit inn indefinately.
- - Athir, Daenlit and Shargam can now be hired after defeating Vulthurkrah.
- 1.05 - Added voice acting for Vulthurkrah and Theodyn.
- - Added three new respawnable dwemer dungeons to Dimfrost.
- - Fixed Dimfrost location and encounter information.
- - Fixed more object placement problems.
- - Various tweaks to quest scripting.
- - Farm animals are now replaced once the town begins to rebuild.
- - Daenlit is back to being a Wood Elf.
- - Tweaked facegen data for the mercenaries.
- 1.06 - Added a new forest zone to the island.
- - Added a new swamp zone to the island.
- - Added a new glacier zone to the island.
- - Added quest stage journal descriptions.
- - Expanded the Wyrmstooth Mining Settlement.
- - Added a new fort 'Fort Moonwatch' to the island.
- - Added a new upgradeable player home 'Fort Valus' to the island.
- - Fixed an issue that caused Vulthurkrah to return to Ancient's Ascent.
- - Fixed more object placement problems.
- - Fixed a potential crash at the Solitude docks caused by invalid navmesh.
- - Fixed various other navmesh problems on Wyrmstooth.
- - Fixed an issue that prevented Shargam from being recruited.
- - Split Wyrmstooth Barrow into three separate interiors to resolve a memory issue.
- - Fixed an issue that led to a trespass warning on the Red Wave.
- - Fixed Dimfrost LOD land textures. Ground LOD was purple due to missing textures.
- - Fixed Wyrmstooth object LOD textures. Some objects had incorrect an LOD texture.
- - Fixed an issue that prevented Lurius from speaking after arriving at Wyrmstooth.
- - Fixed an issue that prevented Vulthurkrah from exiting his den properly.
- - Fixed various AI scheduling issues.
- - The Dragonborn is now added to the East Empire faction before recruiting.
- - Fixed an issue preventing Vulthurkrah from using shouts.
- - Initial release on Steam.
- - Added Fort Valus staff to unique faction to prevent possible conflicts.
- - Fixed an issue that prevented Vulthurkrah from attacking during the final battle.
- 1.07 - Ambient music now plays correctly on Wyrmstooth.
- - Added new music tracks for Wyrmstooth, Dimfrost and Wyrmstooth Barrow.
- - Added a new side-quest 'Someone with Backbone'.
- - Added a new side-quest 'A Howl Load of Trouble'.
- - Added a new side-quest 'Retrieving Embersunder'.
- - Added a new side-quest 'Robbed Blind'.
- - Added a new side-quest 'Unwanted Guests'.
- - Added a new side-quest 'Wrap Me Up'.
- - Added a new side-quest 'Repaying a Debt'.
- - Fixed an issue that caused the guards at Fort Valus to become hostile.
- - No longer need to be bloodkin to recruit Shargam.
- - Inserting goreduster into the slot now properly updates the journal.
- - Additional quest markers for 'Barrow of the Wyrm'.
- - Expanded Alberthor's role in 'Barrow of the Wyrm'.
- - Added new shout 'Fiik Lo Sah' (Phantom Form) and 3 new word wall locations.
- - Removed 'Boss' and 'Container' references to prevent radiant story assignment.
- - Fixed a problem that allowed players to start the quest below level 10.
- - Athir, Daenlit, Shargam and Elmera now have unique voice acting.
- - Idle dialogue is now correctly configured.
- - Reworked the Dimfrost worldspace.
- - Added new Wyrmstone and Brimstone mineables.
- - LOD resolution performance tweaks.
- - Added map markers for travelling between Skyrim and Wyrmstooth.
- - Fixed a camera issue when loading a save taken while controlling the draugr.
- - Added update.esm dependency.
- - Complete redesign of Fort Valus.
- - Alberthor now ignores hostiles while casting the control spell.
- - Tweaked occlusion around Wyrmstooth.
- - Fixed a rare crash in Castle Dour Jail.
- - Fixed a rare crash at Ancient's Ascent.
- - Renamed script files with WT_ prefix to prevent clashes with other mods.
- - Deleted redundant script files.
- - Mod cleaned with TES5Edit.
- - Added custom cloud layer to world map and tweaked camera positioning.
- - The mercenaries now ignore all friendly fire from the player.
- - Added playable instruments.
- - Added new beverages.
- - Added new harvestables.
- 1.08 - Fixed a navmesh problem near Cragwater Camp.
- - Removed unused script references from Vulthurkrah and Thelma.
- - Fixed issue with missing script file for playable instruments.
- - Fixed several other papyrus errors related to errant script linkages.
- - Added dialogue to skip mercenary recruitment stage.
- - Gave Lurius several new lines of conversation dialogue.
- - Fixed possible AI conflicts with Lurius when arriving at Wyrmstooth.
- - No longer need to sleep on Red Wave to travel to Wyrmstooth.
- - Fast travel map markers are now enabled upon arrival at Wyrmstooth.
- - Fixed a problem with the water level activator in the Luminatory.
- - Added a variety of new spells.
- - Reduced audio distortion on Elmera and Shargam's voice acting.
- - Fixed an issue preventing follower dismiss dialogue from appearing.
- - Added random encounters around the island.
- - Added a new camp 'Wanderers Camp' to the island.
- - Added a new camp 'Chillbone Camp' to the island.
- - Added a new camp 'Stormcloak Camp' to the island.
- - Added several new roads around the island.
- - Added more new harvestables.
- - Reworked the glacier zone.
- - Reading 'History of Wyrmstooth' now triggers Vulom's sidequest.
- - Added a new dungeon 'Krakevisa Midden' to the island.
- - Added a new dungeon 'Bloodfrost Burrow' to the island.
- - Added a new grove 'Gronndal Grove' to the island.
- - Added a new cave 'Blind Robbers Bluff' to the island.
- - Added a new side-quest 'Blind Robbers Cache'.
- - Added a new side-quest 'A Priceless Commodity'.
- - Added more music and follower comment triggers.
- - Fixed named reference that might've caused a crash in Luminatory.
- - Polycount optimization in Luminatory to improve load times.
- - Silver weapons can now be crafted and improved at a forge.
- - Added nirnroot around the island.
- - Added dragon events around the island.
- - Removed duplicate and unnecessary references to improve performance.
- - Solved bug associated with reading music files from archives.
- - Custom music has been added back into Wyrmstooth.
- - Added 4 new miscellaneous objective quests.
- 1.09 - Fixed issue preventing new cure spells from appearing in spell list.
- - Fixed erroneous script properties on playable lutes.
- - Added a new dungeon 'Hermans Hold' to the island.
- - Fixed issue with an unlootable steam centurion in the Luminatory.
- - Removed cell ownership in Hall of the Dead to fix coffin labels.
- - Removed silver weapon smithing and tempering that were added in 1.8.
- - Removed unused effects.
- - Fixed the scripting on and the contents of Fjeimir's Note.
- - Fixed issue with a chair not upgrading properly in Fort Valus.
- - Some more performance tweaking in the Luminatory.
- 1.10 - Wyrmstooth.esp is now a master file.
- 1.11 - Fixed Lurius Liore's say once dialogue bug.
- - Adjusted alchemy ingredient weightings.
- - The Fort Valus cook, blacksmith and gardener now trade.
- - Wyrmstooth music now plays inside Fort Valus, not dungeon music.
- - Removed some ambient dungeon sounds from Fort Valus.
- - Lorumend and Gundlof should now perform as bards.
- - More locations are subject to random dragon attacks.
- - Wyrmstooth.ini removed from package (Nexusmods/Moddb Only).
- - The Fort Valus Common House interiors are no longer joined.
- - Removed the prison rotunda from the Fort Valus barracks.
- - Removed the unnecessary dwemer section from Frostvein mine.
- - Implemented a prison system on Wyrmstooth.
- - Removed errant door transition from the Mining Settlement.
- - Some locations around Wyrmstooth are now clearable.
- - Radiant quests can now be assigned to Wyrmstooth locations.
- - Fixed errant location information on some cells.
- - Most houses around Wyrmstooth now have shadowmarks.
- - Added ambush behaviour to the dragons in the steampools.
- - Reduced Imperials involved in final battle to improve performance.
- - Wyrmstooth Barrow now has a named boss.
- - Fixed Lurius and Theodyn sometimes not appearing in Bannered Mare.
- - Reduced mob size in the Refectory to prevent possible crash.
- - Followers may now be able to follow you into Dimfrost.
- - Reworked some areas of Wyrmstooth Barrow, especially the refectory.
- - Saeglopur farm is no longer totally abandoned per se...
- - Hid a few treasure chests around the island.
- - Added more follower comment triggers around the island.
- - The miners at Gronndal Grove are now hostile to the dragons.
- - Named unnamed relationships, deleted unused relationships.
- - Fixed a few more navmesh and door portal issues.
- 1.12 - Door to Luminatory water elevator no longer slightly askew.
- - Set minimum level for Wyrmstooth encounter zones to 10.
- - Reduced Nighthunter's Locket value to make it easier to pickpocket.
- - The Severed Leg can now be improved with Human Flesh.
- - Added a second elevator to Dimfrost.
- - Faelor should now be able to enter buildings.
- - Fixed spell absorption on Wyrmstooth's new conjuration spells.
- - Reworked some portions of the Dimfrost sub dungeons.
- - Goreduster can no longer be sold or dropped.
- 1.13 - Fixed issue with Vulthurkrah's raise dead scene not triggering.
- - Bloodfrost Burrow's boss vampire no longer enabled by default.
- - Added additional enable trigger for Wyrmstooth map marker.
- - Fixed script-related issue with a dead horse at the settlement.
- - Fixed issue with legion carts not moving during final scene.
- - Fixed issue with dragon aggression during final battle.
- - Fixed issue with town not rebuilding after Barrow of the Wyrm.
- - Added a thieves guild fence to The Hermit Inn.
- - Added a Dark Brotherhood Sanctuary player home.
- - Fixed issue that could prevent the mercenaries from appearing.
- - Reclaiming The Past starts if you enter any building at Fort Valus.
- - Added new random events for the Wyrmstooth worldspace.
- - Vampires no longer receive sun damage in Dimfrost.
- - Arvak can now be summoned on Wyrmstooth and in Dimfrost.
- - Residents now properly lock and unlock their doors.
- - Sigur now walks to the correct bed when renting a room.
- - Bulak now trades potions and ingredients.
- - Fixed issue with spriggan matriarch not becoming hostile.
- - Removed unused location: Cutpurse Crevasse.
- 1.14 - Fixed issue with random encounters returning NPCs to holding cell.
- - Fixed issue that may prevent random encounter NPCs from travelling.
- - Fixed issue with ship at docks disappearing.
- - Fixed issue with new elevator shaft to/from dimfrost disappearing.
- - Added a few new points of interest around the island.
- - Added more conjure draugr spell tomes inside Wyrmstooth Barrow.
- - Wyrmstooth now has (miserable) climate and weather most days.
- - Added Crimson Nirnroot to Dimfrost.
- - Fixed random event crowding.
- - The mercenaries now sandbox-follow during Barrow of the Wyrm.
- - Increased wordwall word pickup distance.
- - Added sporadic lightning to the northern marsh.
- - Lurius Liore is now excluded from bard audiences.
- - Lava now does a heck of a lot more damage.
- - Vulthurkrah now uses his own storm call instead of Alduins.
- - Replaced generic Bandits with Marauders.
- - The draugr could be killed by accident before Alberthor's spell.
- - Fixed issue that prevented soldiers exiting the imperial carts.
- - Vulthurkrah now resurrects the imperials that die in battle.
- - Elmera no longer follows so closely during final battle.
- - Added more new spells. Check Krakevisa for new spell tomes.
- - The Marauder boss at Cragwater is no longer enabled by default.
- - The draugr can now strike and kill things while controlled.
- - Set up regions around the island.
- - Added relationships to help mercenaries ignore friendly fire.
- - Added Theodyn to random events to help him find you.
- Big thanks to Arthmoor for the following:
- - Fixed a bunch of papyrus spam due to bad trigger config.
- - Fixed issue preventing weapon retrieval from plaques and racks.
- - Fixed missing quest link on word walls.
- And Sheson for the following:
- - Fixed problem with wrong texture used on Emperor Parasol LOD.
- 1.15 - Fixed a couple map marker typos.
- - Added lock lists to Fort Valus to support NPC schedules.
- - Cure Poison is now an Adept level spell (as requested).
- - Cure Disease is now an Expert level spell (as requested).
- - Fixed Cure Poison and Cure Disease casting effects.
- - Added Artisanix's Paintings and Frames resource.
- - Added Blary's Ingredients Wall Art resource.
- - Added new regional ambient sounds.
- - Added a bunch of new custom modeled clutter assets.
- - Added voice acting for many mining settlement NPCs.
- - Fixed collision mesh on the Emperor Parasol mushrooms.
- - Reworked the distribution of the Elf Cup harvestable.
- - Did a bit more performance tweaking around the island.
- - Fixed issue with door marker to The Hermit not on navmesh.
- - Improved UVs on Emperor Parasol mushroom.
- - Helmets worn by Marauders no longer labeled Helm of Yngol.
- - Added more fire emitters to the mining settlement.
- - Leone was incorrectly named Vontus. She wasn't happy.
- - Added a few new dwemer convectors across Wyrmstooth.
- - Added a new merchant with a large amount of gold to trade.
- - Dead named NPCs now properly moved to the Hall of the Dead.
- - Dead named NPCs will now be cleaned up properly.
- - Added debug door to holder cell in case scripted moves fail.
- - Lurius & co getting hit repeatedly no longer results in crash.
- Important:
- - Lurius & co now in the DunPlayerAllyFaction instead of the
- Player faction. This *may* fix issues caused by other mods
- preventing Player faction members from speaking or that
- make members of the Player faction hostile to each other.
- 1.16 - Bog Beacon ingredient renamed to Bog Beacon Asco Cap.
- - Fort Valus staff are now marked as protected.
- - Fixed inventory art for Cure Disease/Poison spell tomes.
- - The 'floating' door at the imperial camp has been deleted.
- - Slightly increased mercenary follow distance.
- - Made the draugr overlords tougher.
- - The new bird sounds should now have more volume variation.
- - Phantom Form subtitle 'Lo...Sah' changed to 'Lo ... Sah'.
- - The wall safe in the Fort Valus muster is now accessible.
- - Fort Valus guards should now be more inclined to help player.
- - Recompiled Ynglod Ironbender's barter script.
- - Fixed unlinked weapon rack activators in Fort Valus.
- - Added Lock List to Holder Cell to better track Lurius & co.
- - Added a couple new triggered events around the island.
- - Trespass dialogue has been fixed.
- - Shouting at the 'sun' in Dimfrost now triggers enemies.
- - Added a few Ayleid ruins around the island.
- - Added a certain ingredient with its associated recipe. ;)
- - Added something kinda creepy to Herman's Hideout...
- - Added a unique sunrise/sunset weather.
- 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.
- - 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.
- - Rebuilt max height data for Wyrmstooth and Dimfrost worldspaces.
- - Fixed a couple spots where you could get stuck.
- - Fixed a problem where the mercenaries could keep following you even
- after the dragon has been defeated.
- - NPCs that raid Fort Valus will no longer go into the muster, instead
- they now engage the guards (if any) in the courtyard outside.
- - Removed spell resistance on Call of the Wild/Dead spells, improved
- range but reduced effect duration to 30s.
- - Removed the Conjure Dragon Priest spell.
- - Wyrmstooth interiors with sky now use Wyrmstooth region weather.
- - Adjusted music durations to prevent tracks from fading out early.
- - Fixed misaligned roombound in Frostvein mine.
- - Random encounter zones no longer use the full pool of vanilla
- random encounters.
- - A random encounter zone near Stonehollow could interfere with the
- final battle. It is now disabled until the dragon is defeated.
- - Lightning strikes in the swamp are now a bit more randomized.
- - Removed the Pitcher Plant asset.
- - Fixed a problem where the controlled draugr would sometimes not be
- in position.
- - The Stormcloak Camp in the swamp has been renamed Abandoned Camp.
- - Unaggressive adventurers added to Wyrmstooth Crime Faction.
- - Made some slight adjustments to marauder leveled gear.
- - Cleaned up a few left-over navmesh islands.
- - Wyrmstooth Barrow's side exits now use min-use doors to prevent quest
- markers from choosing paths that may not yet be unlocked.
- - The door to Dimfrost from Frostvein Mine is also now a min-use door.
- - A marauder in the refectory now takes the Rusted Dragon Claw and will
- attempt to retreat to Herman's Holdout.
- - Added inventory filters to item counting quest scripts.
- - Removed unnecessary keywords from NPCs.
- - Fixed a couple bad script references in Dimfrost.
- - Removed references that had somehow been orphaned by their parent cell.
- - You can now enter the dungeon via the crypt entrance using the Rusted
- Dragon Claw.
- - Fixed some papyrus spam on script initialization.
- - Fixed an issue where Twinpeak Tower was labeled Waylayer's Watch.
- Also thanks to AndrealphusVIII for the following:
- - Fixed numerous typos.
- - Alberthor's equipment now has proper ownership.
- 1.18 - Removed spells from Alberthor's falmer to prevent accidental fights with
- the mercenaries.
- - Fixed 'Phantom Form' missing menu art.
- - Fixed an issue with Bolmar remaining essential when siding with the
- spriggan matriarch during 'A Priceless Commodity'.
- - Elmera now gives her reward for completing her favor quest.
- - Added a pedestal near Alberthor where you can leave the Rusted Dragon
- Claw when you're finished with it.
- - Done what I can to reduce reverb on Lurius Liore's dialogue.
- - Added water currents to a couple small streams that lacked them.
- - Added thick fog draugr swarm encounters. Enjoy.
- - The Giant's Club can now knock enemies into the air.
- - Hulgard should be less likely to engage in combat, which could potentially
- turn Stonehollow hostile.
- - Getting the Rusted Dragon Claw puzzle door wrong now activates a trap.
- - The marauder that steals the Rusted Dragon Claw is now likely to die to
- a nearby trap.
- - Fixed a few subtitles that had incorrect apostrophes.
- - Fixed a whole lot of papyrus spam.
- - Removed a couple redundant trigger boxes.
- - Added Theodyn to bard exclusion faction so he leaves the Bannered Mare
- when Lurius does.
- - Haetar's Cave and Tomb of Vulom were missing encounter zone data.
- - Fixed broken merchants and increased open hours.
- - Removed a couple redundant factions.
- - Fixed AI packages on a few Stonehollow residents that weren't mining.
- - Removed some navmesh islands.
- - Fixed a potential crash after draining the lake at Frostwind Folly
- caused by a script disabling a water plane.
- - Fixed a potential crash in Bonechill Passage caused by too many NPCs
- using an autoload door at the same time.
- - The imperial carts retether correctly (in most cases) if the player loads
- a save while they're enroute to Stonehollow.
- - Fixed an issue where sometimes Vulthurkrah would fly away while talking
- during your first encounter on Ancient's Ascent.
- - A variety of minor cosmetic changes and additions around the island.
- 1.19 - Generated TVDT occlusion for the Dimfrost and Wyrmstooth worldspaces.
- This should improve performance around the island.
- - Removed some occlusion planes around the island that are no longer
- necessary. Having too many can actually degrade performance.
- - Optimized performance at Wyrmstooth Docks and Fort Moonwatch a bit more.
- - Reduced the size of the battles in the refectory to reduce likelihood
- of crashes on low end systems or systems that are maxing out VRAM.
- - Removed a couple traps that were in obnoxious spots.
- - Repositioned the secondary lever for the pressure puzzle in the
- refectory so it's more visible.
- - Added a hint for solving the pressure puzzle in the refectory.
- - Built up the ruins outside the entrance to Wyrmstooth Barrow.
- - Fixed a minor issue with weather in sub regions not set to override
- main region weather.
- - Removed a merchant chest and faction assigned to Elmera that she was
- not using.
- - Made a few more changes to the book 'History of Wyrmstooth'.
- - Thickened the cloud around the island.
- - The Marauder Footman who steals the claw no longer flees to Herman's
- Holdout.
- - A second trap has been set up to kill the Marauder Footman if he
- somehow survives the first trap.
- - Made a minor change to the way the steampool dragon encounter starts
- so the second dragon triggers after the first.
- - Reduced the glow intensity of bog beacon and deep beacon.
- - Expanded Coldwave Crescent.
- - Day/Night soundtracks should no longer play over dungeon soundtracks.
- - Expanded Haetar's Cave.
- - Fixed an issue with some dungeons not having music.
- - Adjusted acoustic settings for several interiors to better match the
- type of location.
- - Expanded Krakevisa.
- - Added 3 dragon mounds corresponding to the 3 dragons you fight on the
- island.
- - Expanded Wyrmstooth Barrow Temple and Wyrmstooth Barrow Refectory.
- - Made the button that opens the elevator in Vulthurkrah's room in
- Dimfrost Luminatory easier to reach.
- - Expanded Frostwind Folly to make it a bit less linear.
- - Optimized performance in Belonir's Borg.
- - Removed a couple script files that weren't being used.
- - Recompiled all scripts. Included script source in the release.
- - Reduced duration of draugr swarm and made them slightly less likely
- to occur.
- - Resorted dialogue views and included the .xml files in the release.
- - Renamed the starting quest 'Dragon Hunt' to 'Wyrmstooth'.
- Note: Internally it's still called WTDragonHunt.
- - Quests that should only be run once are now specifically set to only run
- once.
- - Wyrmstooth NPCs are now placed into their positions only once you meet
- quest start requirements. Lurius and Theodyn should no longer be seen
- idling in the Bannered Mare before the quest starts.
- - The quest 'Barrow of the Wyrm' no longer starts in the background
- when the mod is loaded. It is now manually started when the intro quest
- 'Wyrmstooth' finishes.
- - Similarily, WTRebuild now only starts when 'Barrow of the Wyrm' finishes.
- This should help alleviate some stuttering caused by a bunch of large
- quests starting all at once as soon as the mod loads.
- - Fixed a scripting bug that caused Stonehollow to rebuild too quickly.
- - Added an MCM that allows you to change Wyrmstooth quest start conditions.
- This feature will require SKSE and SkyUI. The mod will still function
- fine without them.
- - Wyrmstooth now starts by default at the end of 'Way of the Voice' rather
- than at the start of it.
- - The quest 'Barrow of the Wyrm' now shuts down properly and no longer
- stays running in the background after you complete it.
- - Quest items associated with 'Barrow of the Wyrm' are therefore now also
- droppable once this quest is finished.
- - Adjusted Vulthurkrah's leveling to scale a bit better with the
- player.
- - The steampool dragons should now be a bit tougher too.
- - Random encounters involving multiple NPCs now follow a leader.
- - Vulthurkrah may now appear in a random encounter in Skyrim with a burning
- merchant cart before you confront him at Ancient's Ascent.
- - Made a few cosmetic changes to Fort Valus to mostly to make the exterior
- better match the interior.
- - Moved hellos from WTDragonHunt to WTDialogueIdle.
- - Regenerated SEQ file.
- - Reversed the skin tone change on Jonsi and Signy to make Wyrmstooth a bit
- more compatible with mods that make children look human.
- - Fixed a roombound issue in Bloodfrost Burrow.
- - Excluded the mannequins in Fort Valus Muster from bard audiences.
- - You should now be able to trade with Ja'Shavi-Dar as soon as you arrive
- on the island.
- - You can now leave the mercenaries behind during Barrow of the Wyrm if you
- want to do the dungeon on your own.
- - You can now sleep in the dockmaster's house if you need to.
- - Elmera should stop tending to Ja'Shavi-Dar once you enter the barrow.
- I was 3/4 through this update when my power supply exploded and took
- my hard drives with it forcing me to restart.
- 1.19.1 - Fixed a collision issue in the pillar puzzle room of Wyrmstooth Barrow
- Temple.
- - Removed an icicle that was blocking one of the doorways outside the
- entrance to Wyrmstooth Barrow Crypt.
- - Adjusted the position of a few very slightly mis-aligned dungeon
- tileset pieces in Wyrmstooth Barrow Temple.
- - Faelor is now set to ignore combat when you initially meet the wolf
- to try and prevent a dialogue issue from occurring.
- - Faelor's AI is now forced to re-evaluate immediately after being
- dismissed.
- - Removed a Falmer Hut that couldn't be entered in Dimfrost Animonculatory.
- - Added an option to turn off Autosaves in the MCM. If your game is freezing
- at certain parts of the dungeon, the game is trying to make an Autosave.
- - Added a location encounter to bring Theodyn Bienne to the nearest
- town you visit when you meet quest start requirements so Wyrmstooth can
- start quicker.
- - Added conditions to prevent Wyrmstooth's custom music tracks from
- playing while the player is in combat.
- - Remade the WTFXVolumeMist.nif file using FXVolumeMist.nif from SSE to
- try and fix a graphical issue that only manifests on Xbox (SSE only).
- - The Phantom Form actor should now have a female body if the player
- character is female.
- - The Phantom Form actor now performs an idle animation wherever it's
- spawned in to distract enemies.
- 1.19.2 - Fixed a minor lighting issue in Fort Valus muster that occurs before
- purchasing upgrades.
- - Fixed a performance issue in the dockmaster's house.
- - Repositioned the bounty note in Stendarr's Outpost to make it a bit easier
- to spot.
- - Fixed a minor issue where the mercenaries would sometimes rush to the
- player during the draugr control sequence, sometimes getting in the way of
- Alberthor's spell.
- - Fixed some missing voice acting for the new wait/follow commands for the
- mercenaries that was accidentally left out of the SSE port.
- - Fixed a few mistakes in Alberthor's subtitles. If anyone else spots any
- more mistakes, please let me know.
- - Fixed another issue where sometimes phantom form would spawn in with a male
- body if the player character is female. See WTPhantomFormLoad.psc for more
- info.
- - Removed Lorumend from a few factions she shouldn't have been in.
- - Fixed an issue with the wispmothers not being aggressive when they load in.
- - Fixed a minor lighting issue in the new ice cave section of Haetar's Cave.
- Huge thanks to León van der Stadt for the following:
- - Remastered the Dimfrost track.
- - Added 4 new dungeon tracks.
- - Added new music for the intro boat ride sequence.
- - Re-rendered the intro .bik video with new music.
- 1.19.3 - Fixed a flickering light issue in Fort Moonwatch Muster.
- - Adjusted the position of a few mis-aligned dungeon tileset pieces in
- Wyrmstooth Barrow Temple. Again.
- - Dawnguard should no longer choose Stonehollow for radiant quests before
- you visit the island.
- - Getting Goreduster and opening the barrow entrance before reading the
- bandit journal no longer adds a quest objective for getting the sword
- that you already have.
- Huge thanks to León van der Stadt once again for the following:
- - Remastered the day and night exploration tracks.
- - Added a new night exploration track.
- - Added 2 new dungeon exploration tracks.
- - Added 20 new day and night exploration palette tracks.
- 1.19.4 - Fixed conditions on new day and night tracks.
- - Palette tracks now play much less frequently.
- - Ulfgar now sandboxes in the Silverblood Inn to accomodate folks using
- Open Cities.
- - The enemies spawned at Ancient's Ascent should now engage the player
- before the player reaches Vulthurkah so they don't interfere with his
- dialogue.
- - Started recording new dialogue for background NPCs using Tacotron 2
- speech synthesis.
- - Hunters on Wyrmstooth should no longer refer to a Jarl.
- - Fixed a couple more lighting issues in the barrow.
- - Fixed a couple more scripting issues.
- - Shargam now always spawns in with a Steel Battleaxe as his default
- weapon.
- - It should no longer be possible for Daenlit to run out of arrows.
- - The mercenaries now only give you their sidequests when they're on
- Wyrmstooth.
- - Moved the Fort Valus staff over to PlayerFaction from WEPlayerFriend
- to try and fix a weird issue where the player would be flagged as
- trespassing when trying to sleep in Fort Valus Muster despite that
- cell being marked as a public space.
- - Ulfgar's crime faction wasn't properly assigned.
- - WTMUSDungeon06 has been repurposed to play during Vulthurkrah's
- speech in his lair in Dimfrost.
- - Fixed an issue where autosaves could potentially be triggered by
- NPCs.
- More awesome content from León van der Stadt:
- - Remastered a couple more tracks.
- - Added a new Dimfrost track.
- - Added several new reveals.
- - Signy (the blacksmith's daughter) now has new dialogue and a new
- sidequest available.
- - Re-recorded Theodyn Bienne's dialogue and gave him more to say.
- - Remastered Alberthor's dialogue.
- - Re-recorded Shargam's dialogue and gave him more to say.
- - Lorumend now has 17 new unique instrumental performances.
- - Added more reverb to Vulom's voice.
- - Added more reverb to the refectory marauder's voice.
- - Added a new track that plays when Vulthurkrah is defeated.
- - Recorded dialogue for Ulfgar.
- 1.19.5 - Random encounters involving the mercenaries no longer occur if
- they are your current follower.
- - Fixed an issue where Shargam wasn't being dismissed properly if
- the player dismissed him on Wyrmstooth.
- - Fixed a few incorrect apostrophes in Theodyn's new dialogue.
- - Bolmar now forcegreets the player when approaching Gronndal
- Grove.
- - Elmera's AI now updates immediately once Vulthurkrah has been
- defeated.
- - All the spriggans now need to be defeated at Gronndal Grove when
- siding with Bolmar during A Priceless Commodity.
- - Similarily, all the miners now need to be defeated when siding
- with the Spriggan Matriarch.
- - Fixed Signy's new trespass and flee dialogue.
- - Fixed an animation issue where Lorumend would occasionally fail to
- play the instrument animation immediately when a performance starts.
- I think.
- - Lorumend now charges 10 gold per song request.
- - Disabled trespass dialogue for Stonehollow residents where a
- guard is called when there are no guards around yet to call.
- - Added a couple new random encounters.
- - Added ownership to the refectory adventurer's gear. Except the
- bedrolls, in case the player needs to sleep there.
- - Added a Wyrmstooth Paper Map based on the one by Duncanlarsen1,
- replacing the default Skyrim maps found around the island.
- - Replaced the marauders in the pressure plate room of the refectory
- with adventurers. One of them has a hint for getting the gate open.
- - The adventurers in the refectory should now pack up their camp and
- move on once the settlement begins to rebuild.
- - Legate Hamlin now has a few things to say after the dragon has been
- defeated.
- - Fixed an issue with the Giant's Club where it didn't have enough
- charge to knock targets into the air.
- - Added some extra lines to Faelor's dialogue when speaking to her
- for the first time.
- - Faelor no longer replaces your current animal companion when she
- starts following before A Howl Load Of Trouble has been completed.
- - Faelor's AI now updates immediately once A Howl Load Of Trouble has
- been completed.
- - All the bandits responsible for killing Dunyick are now marked as
- quest targets in A Howl Load Of Trouble.
- - Faelor now plays an animation when given an instruction.
- - Lurius should now travel to the interior of the Red Wave during
- Barrow of the Wyrm if another mod erroneously deletes the
- TGTQ02SabineSandbox0x0 XMarker on the deck outside, assuming he
- can still successfully path there.
- - Roosting dragons should only be re-enabled after Wyrmstooth if
- they were previously already enabled through the main quest.
- - Reclaiming the Past is now listed in your journal as a
- Miscellaneous objective. Speaking to Lurius about the fort will
- clear the objective, if you don't want to actually purchase it.
- - Made a few changes to the lighting in Fort Valus muster.
- - Added a toggle in the MCM to automatically reset Faelor after
- combat to fix the issue where you aren't able to speak with her.
- Ideally you should keep this off until you need to speak with her.
- - Faelor now ignores friendly hits.
- - Faelor now does a bit more damage to enemies in combat.
- - Removed Yngfa, Balmir and Lalaine from the Lumberjack factions
- because it was giving them dialogue they didn't have voice acting
- for.
- - Removed Hulgard and Ynglod from the JobBlacksmithFaction because
- it's unnecessary for them to be in it.
- - The rumbling that starts when Vulthurkrah raises the dead in his
- lair should now stop immediately if the player skips the battle
- with the raised dead and goes outside.
- - Added an option to the MCM to scale up the health of bosses if the
- player can kill the boss in 4 hits or less. Currently applies to:
- Vulthurkrah, Vulom, Valstadt, Malentis, Suleyk and The Valedrynn.
- Scaling is based on the damage output of the player's currently
- held weapon.
- - Vulom will now teleport around during his fight if he has 10%
- health remaining or more to be a pain in the ass.
- - Having Vulom teleport around also helped fix an issue where he'd
- stop casting spells at the player after awhile.
- - Gave Vulom a package to pursue the player as long as the player
- remains inside his tomb. So no more hiding.
- - Fixed an issue where sometimes Vulom didn't play the animation
- where he'd rise up out of his sarcophagus.
- - Added a couple more warlocks to Malentis' library.
- - Malentis' simulacrum is now named Malentis' Simulacrum rather than
- just Simulacrum.
- - Increased the level scaling of Malentis' Simulacrum.
- - Added an option to the MCM to alert you when Wyrmstooth starts up
- in the background.
- - Removed the restoration perks from Vulom as he no longer uses
- healing spells aside from Drain Life. Made his Drain Life spell
- stronger to compensate.
- - Reworked the first encounter with Vulthurkrah atop Ancient's
- Ascent. Vulthurkrah now shouts the player to the ground with a
- 'Dragonbornrend' shout before speaking.
- - The other wolf that was still at Ancient's Ascent should now also
- be found in Bonechill Passage during Wyrmstooth, so it doesn't
- potentially interfere with Vulthurkrah's new scene.
- - The mercenaries now accompany Lurius as he travels to the Red
- Wave at Solitude docks, rather than them all traveling separately.
- - Wyrmstone and Brimstone ore veins have been replaced for now
- until new armor and weapon sets can be made for the mod.
- - Added states to a bunch of papyrus scripts to prevent them from
- potentially triggering multiple times under odd circumstances.
- - Reduced the saturation slightly on Elmera's armor texture.
- - Lurius is now teleported to the Red Wave interior if the player
- sleeps at the start of Barrow of the Wyrm, just in case a mod
- breaks pathfinding to the Red Wave.
- - Valstadt can no longer be staggered in combat.
- - Valstadt can now be found sitting on his new bone throne in
- Cragwater Cavern. He also has a few new things to say.
- - The marauders at Cragwater are no longer immediately hostile. You
- can pay a toll at the gate guard to enter the camp. Sneaking past
- without paying will make them hostile.
- - Added a new blacksmith, apothecary and mage vendor to Cragwater
- Cavern.
- - Made a slight adjustment to the roombounds in Cragwater Cavern
- to improve performance.
- - Donnar's corpse should no longer be visible at Cragwater Cavern
- until after a specific journal has been read.
- - Added a notice board outside the tradehouse with notes pointing
- to some of the sidequests available around the island. New notes
- will be posted as you progress through the main quest and as
- certain things happen.
- - The steam centurion in Vulthurkrah's lair now leaves the ambush
- state properly again upon being triggered by its lever.
- - The mercenaries will now be teleported to the top of the shaft in
- the Luminatory if they are really far away when entering the
- dragon's lair in Dimfrost Luminatory, if they are currently
- following.
- - The mercenaries should now wait in the room at the entrance to
- Dimfrost if they are not currently following you, after the long
- drop in the Wyrmstooth Barrow Crypt.
- - Gave a key to the generic miners at Stonehollow so they can enter
- their barracks to sleep if someone has already locked the door.
- - Followers should no longer be able to follow you into Herman's
- Holdout.
- - Added bed ownership to the double bed in the tradehouse, and
- added a few spare beds for the NPCs that sleep there.
- - Ja'Shavi-Dar and Hulgard are no longer open 24/7 anymore and
- can now be traded with during regular business hours only.
- - Removed the swinging blade trap in Wyrmstooth Barrow Crypt.
- - Removed the dead adventurer outside the nord puzzle door with the
- bloodstained note.
- - Removed the quest marker pointing to the marauder's journal at
- the entrance to Wyrmstooth Barrow.
- - Lurius should no longer talk about the island while enroute to
- the barrow if the player is too far away to hear him speak.
- - Reduced the chance of Shargam saying 'You're next, play-thing!'.
- - The objective 'Enter Wyrmstooth Barrow' now only becomes active
- after speaking to Lurius at Stonehollow, not before.
- - Fixed a potential lighting issue after the round door in the
- refectory.
- - Added an option in the MCM to disable quest markers on Wyrmstooth
- quests.
- - Added some extra silence after the Wyrmstooth Barrow track.
- - Restored Athir and Shargam's comment scene about the town ablaze
- as the mercenaries enter Stonehollow for the first time.
- - Rose should no longer speak about Nalion before Nalion and Gildan
- move to Wyrmstooth.
- - The Golden Urn in Blind Robber's Bluff had no value.
- - The objective to unlock the door to Blind Robber's Cache now has
- a quest marker pointing to the door.
- - The door to the Red Wave should now be unlocked when Barrow of
- the Wyrm starts up.
- - Remastered some of Shargam's new lines of dialogue.
- - Remastered Signy's new lines of dialogue.
- - Recorded unique dialogue for Lorumend.
- - Remastered the Mudcrab Merchant's dialogue.
- - Remastered 14 tracks.
- - Re-recorded Bolmar, Geitrich and the Spriggan Matriarch and gave
- them more to say.
- - Reduced the volume of the new flute performances.
- 1.19.6 - Increased the priority on Theodyn's sleep package.
- - Jónsi has been renamed to Jonsi to support in-game font
- replacement mods that use a more limited unicode set.
- - The Bloodletter dagger had 0 enchantment.
- - Replaced a Skyrim map that was left behind at Imperial Landing
- with the new Wyrmstooth Map.
- - Added region names.
- - Alberthor's falmer should no longer follow the player out of
- Dimfrost.
- - Added Vulthurkrah to a friendly faction for the first encounter
- to try and fix an issue caused by shout overhaul mods that make
- the Clear Skies shout a hostile action.
- - Added a condition check to WTDisableVulthurkrahExit to prevent
- Vulthurkrah from being disabled prematurely if a mod is
- preventing him from spawning in on his perch on cell load.
- - Made a duplicate ShoutFromPerch package template for Vulthurkrah
- to work around problems introduced by other mods changing the way
- the original package template functions.
- - Fixed an issue where the switch that the draugr needs to activate
- in Wyrmstooth Barrow Temple could potentially be activated before
- Alberthor puts you in control of the draugr.
- - The Spriggan Matriarch is now flagged as essential until you side
- with the miners.
- - A cell near the coast north of Fort Moonwatch had one too many
- land textures in two quads.
- - Added more cover at the steam pools and along the path leading to
- Wyrmstooth Barrow to help low level players get past the dragons.
- - Gundlof Windsinger can now be found performing for the marauders
- at Cragwater Cavern before purchasing the main hall upgrade for
- Fort Valus.
- - Vulom no longer leaves ash piles behind when unsummoned.
- - Elmera now joins up with you outside the entrance to Wyrmstooth
- Barrow crypt.
- - Made a minor level design change to Wyrmstooth Barrow Crypt.
- - Set up relationships between the mercenaries.
- - Increased the encounter zone min level for Wyrmstooth Barrow and
- Dimfrost to 24 to make it a bit harder for low level players.
- - Fixed an issue where Vulthurkrah wasn't leaving the Luminatory
- if the player pressed the button to open the elevator before he
- could fly away.
- - Increased Vulthurkrah's level scaling and damage resistance.
- - Made some adjustments to Vulthurkrah's combat style.
- - You can now invest in Hulgard's shop if you have the Investor
- perk.
- - The guard barracks at Stonehollow are now flagged as a public
- area.
- - Fixed an issue where sometimes the day exploration tracks would
- play during the intro boat ride sequence.
- - Added an extra bed and a bedroll to Fort Valus common house.
- - Fort Valus staff are now set up to ignore friendly hits.
- - Elmera wasn't taking the spiddal sticks from the player.
- - Reduced the max level of the mercenaries to 40.
- - Moved the random encounter near Chillwater Mill a bit further
- away.
- - Rebuilt tree LOD as part of object LOD for the SSE port as the
- Creation Kit wasn't packing the .lst files.
- - Recorded new voice acting for Hulgard.
- - Recorded new voice acting for Elmera.
- - Recorded new voice acting for Daenlit.
- - Recorded new voice acting for Thelma.
- - Recorded new voice acting for Svenja.
- - Recorded new voice acting for Lurius Liore.
- - Recorded new voice acting for Alka.
- - Remastered voice acting for Alberthor.
- - Remastered voice acting for the Argonian NPCs
- - Remastered voice acting for Athir.
- - Remastered voice acting for Dunyick.
- - Remastered voice acting for Geitrich.
- - Remastered voice acting for Ja'Shavi-Dar.
- - Remastered voice acting for Leone Laenius.
- - Remastered voice acting for Lorumend.
- - Remastered voice acting for Mudcrab Merchant.
- - Remastered voice acting for Rose.
- - Remastered voice acting for Shargam.
- - Remastered voice acting for Shomara.
- - Remastered voice acting for Ajira.
- - Remastered voice acting for Signy.
- - Remastered voice acting for Theodyn Bienne.
- - Remastered voice acting for Ulfgar.
- - Remastered voice acting for Bolmar.
- - Remastered voice acting for Vulthurkrah.
- - Added two new day exploration tracks.
- - Added three new reveal tracks at various points in Wyrmstooth
- Barrow.
- Thanks to MeridianoRus for the following:
- - Added multilingual variables to the MCM to allow it to be
- translated easier.
- 1.19.7 - Fixed an issue with Bolmar not being killable during A Priceless
- Commodity.
- - Fixed an issue with Geitrich not being killable during A
- Priceless Commodity.
- - Fixed an issue with the Spriggan Matriarch's model being
- invisible.
- 1.19.8 - Fixed some z-fighting in a bedroom in Krakevisa Midden.
- - Removed the 'Marked For Death' shout from Vulthurkrah.
- - Chaoswielder now uses regular ebony ingots for tempering.
- - Added temper recipes for the Gauntlets of Dentistry, Draugr
- Helmet, East Empire Company Shield, Marauder Shield, and Suleyk's
- dragon priest mask.
- - The dead Dark Brotherhood assassin in the abandoned sanctuary
- should no longer have a grey face.
- - The thalmor captive in Cragwater Cavern would sometimes break
- free to join the bard audience.
- - Fixed a roombound issue with one of the walls in Fort Moonwatch.
- - Changed the Fort Valus guard template to fix an issue where
- sometimes the guards would have the wrong voice.
- - The guards at Chillwater will now defend Balmir and Yngfa if
- they are attacked.
- - Moved the Cragwater Cavern reveal trigger to the entrance of
- the marauder town.
- - Signy's sidequest is now only available once Barrow of the Wyrm
- has been completed.
- - Increased the mercenaries' follow package distance. Pretty sure I
- changed this before already...
- - Removed the asterisks from combat dialogue.
- - Hulgard is no longer permanently angry.
- 1.20 - Added a new sidequest 'The Naked Nord'.
- - Fast traveling to Frostwolf Crag shouldn't place the player on
- the mountainside anymore.
- - Fixed an overlapping dresser in Fort Moonwatch Quarters.
- - Added a fix to prevent an infinite loop in the phantom form script
- if the player uses cheats to spam the shout very quickly.
- - Thelma's topic 'Is there anything you need help with' now only
- appears if the player has exhausted the previous two topics first.
- - Ulfgar should no longer accept yields.
- - Added an objective to visit the notice board when an NPC mentions
- it for the first time.
- - Alberthor's greeting dialogue as a falmer is no longer flagged as
- a 'goodbye' line to prevent it from potentially being repeated.
- - Bolmar should no longer be able to repeat his initial warning.
- - Turning on the Spriggan Matriarch is now possible after agreeing
- to help the spriggans. It's now also possible to advance the quest
- by killing the spriggan matriarch before even speaking with her.
- Note: Affects new playthroughs only.
- - Lurius' comments about the outcome of A Priceless Commodity will
- now only be made after Barrow of the Wyrm has been finished.
- - Unique NPCs at Fort Valus no longer ignore all friendly hits and
- can now become hostile. The guards however will continue to ignore
- friendly hits since they're the most likely to engage enemies.
- - Bolmar and Geitrich's 'dragon killed' dialogue should now have
- more priority over other hello lines when a dragon dies nearby.
- - Made some adjustments to the music and bard performance settings.
- - Fixed a few minor object placement issues.
- - Removed the .gid files from the Skyrim Special Edition port since
- they aren't necessary anymore. This may also improve stability.
- - Remastered more NPC voice acting.
- - Improved the audio of the bard performances.
- - Fixed a scripting issue that could occur if you started Malentis'
- boss fight and left Krakevisa without killing him.
- - If Erikur is dead, the Nighthunter's Locket will now be added to
- his coffin during Daenlit's sidequest instead.
- - Alberthor's falmer will be killed off during Vulthurkrah's dragon
- den sequence if the player had somehow skipped the trigger and
- dialogue outside the Luminatory in Dimfrost.
- - Re-recorded Balmir and Yngfa's dialogue.
- - Made a small change to Fort Valus to make the rooftop behind the
- common house traversable by NPCs.
- - Fixed an issue with the Chillwater Mill guards not arresting the
- player if the player is caught breaking the law.
- *****************************************************************
- 6. F.A.Q.
- *****************************************************************
- Q. What patch level is required?
- A. You should be running Skyrm patch 1.8 or higher. No patch requirement for Special Edition.
- Q. Do I need Dawnguard, Hearthfire or Dragonborn to play Wyrmstooth?
- A. No DLC is required to play Wyrmstooth.
- Q. Do I need any other additional mods or plugins like SKSE?
- A. Wyrmstooth includes an MCM which requires SKSE and SkyUI, but it's not mandatory and
- Wyrmstooth will function fine without it.
- Q. Do I need to start a new game or can I install this mid-way through my playthrough?
- A. You don't need to start a new game to play Wyrmstooth.
- Q. Is the mod stable?
- A. As stable as it can be. It has been tested extensively and, as of 1.19, as far as we're
- aware it is not responsible for any CTDs. If you are experiencing instability please sort
- your load order with a program like LOOT and ensure you aren't maxing out your VRAM with
- retextures.
- Q. How do I start the questline?
- A. By default Wyrmstooth starts when you reach level 10 and have finished the main quest
- 'Way of the Voice'. An imperial courier named Theodyn Bienne will track you down starting
- from the Bannered Mare in Whiterun. You can change these conditions in the MCM to suit your
- playthrough.
- Q. What kind of performance impact does Wyrmstooth have on Skyrim?
- A. The overall impact on performance should be negligible. Most of the adventure takes place
- in a separate worldspace and the only cell from the base game that Wyrmstooth modifies is
- the interior of the Red Wave.
- *****************************************************************
- 7. Troubleshooting
- *****************************************************************
- Q. I can't find Lurius Liore at the Bannered Mare in Whiterun nor can I find Theodyn Bienne.
- A. Firstly make sure you meet quest starting requirements. You can configure these conditions
- in the MCM.
- Mods that change the Bannered Mare interior may prevent Lurius and Theodyn from appearing
- where they should be. If you have a mod like that installed, try unloading it.
- Q. I can't speak to Theodyn; he doesn't say anything at all. Nor does Lurius Liore.
- A. A few things can cause this:
- 1. If you have Requiem installed, make sure you've installed the latest patch.
- 2. If you have the mod 'Sneak Tools' installed, remove your hood.
- 3. Confirm that you only have ONE Wyrmstooth.esp and ONE Wyrmstooth.bsa file in your Data
- folder.
- 4. If you have a loose Wyrmstooth.SEQ file in your Data or Data\SEQ folders, remove it.
- 5. Try sorting your load order with a program like LOOT.
- Q. I can't find the mercenaries on the road to Falkreath.
- A. If the mercenaries can't be placed where they need to be you should be able to find them in
- the Deadman's Drink in Falkreath.
- You may have a mod installed that deletes XMarker 0008F648. This XMarker is part of the base
- game and is used by the random encounter system.
- Q. The game crashed after I arrived on Wyrmstooth!
- A. Random crashes on Wyrmstooth can be caused by the following:
- 1. If you repacked the Wyrmstooth.bsa archive or merged it with another archive, do not
- compress it.
- There is a bug in the game engine that causes a crash if the game cannot read an XWM
- music file from a BSA archive compressed with Bethesda's archive tool.
- 2. Make sure you aren't maxing out your VRAM with retextures or higher poly assets.
- 5. Try sorting your load order with a program like LOOT.
- Q. I can't seem to talk to the wolf Faelor.
- A. Try fast traveling to a nearby location and return or use 'enable' and 'disable' console
- commands on Faelor to reset actor state. The Unofficial Skyrim Patch also seems to solve
- this problem.
- Q. LOD mesh (super low-res objects/textures) aren't disappearing when I get close.
- A. Install the compatibility patch for Warburg's Paper Map.
- Q. I don't see any map markers for Wyrmstooth-specific quests.
- A. This is a problem with the vanilla game if you have too many quests active at one time.
- Try turning a few quests off in your journal that you aren't currently working on.
- Q. I'm getting an infinite load screen!
- A. Install Safety Load or SKSE.
- If you've made any LOD z-fighting ini tweaks, reverse them.
- If the ILS is occuring when traveling back to Skyrim, make sure another mod isn't
- deleting XMarker 0004C488. Try unloading any mods that modify the Solitude docks then
- check to see if that makes a difference.
- If the ILS is occuring when starting the game (i.e.: main menu won't load) and you're
- using Requiem, make sure you're using the latest compatibility patch.
- Q. Lurius and the mercenaries are stuck at the mining settlement and won't move...
- Alberthor isn't saying anything outside the closed gate...
- The dragon isn't flying away after encountering him in his lair...
- Things that should be happening aren't or there's a huge delay...
- A. You're most likely experiencing script lag. NPCs will trigger certain scenes only at
- specific stages of the quest, but if papyrus is lagging these scenes may be delayed or
- may not occur at all. One solution is to tweak the priority given to papyrus using the
- following Skyrim.ini entries:
- [Papyrus]
- fUpdateBudgetMS=800.0
- fExtraTaskletBudgetMS=800.0
- fPostLoadUpdateTimeMS=2000.0
- iMinMemoryPageSize=256
- iMaxMemoryPageSize=512
- iMaxAllocatedMemoryBytes=153600
- Q. I see floating rocks/grass in interiors or grass isn't showing up on Wyrmstooth.
- A. This is an issue with the base game. The Unofficial Skyrim Patch appears to fix this issue
- for the most part.
- Q. I can't pick up a new word at a word wall.
- A. Make sure you're not currently in combat.
- *****************************************************************
- 8. Compatibility
- *****************************************************************
- The following is a list of modified vanilla references and is provided for the benefit of
- other mod developers to avoid any possible incompatibilities with Wyrmstooth.
- Interiors: Form ID:
- SolitudeRedWave A1793
- Dialogues:
- Shout03 13DFE
- Shout02 13DFF
- Shout01b 13E00
- Shout01a 13E01
- Infos:
- Fiik... 68454
- Lo! 684F4
- Lo ... Sah! 68526
- Fiik! 6884E
- Navmeshes:
- SolitudeRedWave DEB13
- *****************************************************************
- 9. Credits
- *****************************************************************
- Daniel Coffey (Lurius Liore up to 1.19.5)
- David Bodtcher (Alberthor, Balmir up to 1.19.8, Hroldar, Sigur, Geitrich up to 1.19.4)
- Tim Morgan (Theodyn Bienne up to 1.19.4)
- Andrew Miller (Vulthurkrah)
- Adriana Beals (Daenlit, Elmera (up to 1.19.5), Spriggan Matriarch up to 1.19.4)
- Ben Britton (Athir, Vulom, Holmar)
- Dan Marfleet (Shargam and Bolmar up to 1.19.4, Hulgard up to 1.19.5, Castus Arius, Ynglod Ironbender, Skonjar)
- Randy Westbrook (Dunyick, Vontus Laenius, Nalion)
- Cassandra Wladyslava (Ajira, Shomara, Svenja (up to 1.19.5), Lalaine Laenius, Gildan, Thelma (up to 1.19.5), Helga the Haggard)
- Matthew Dixon (Ja’Shavi-Dar, Speaks-Many-Tongues, Plants-Bitter-Seeds, Sits-With-Beetles, Mudcrab Merchant)
- Avery Smithhart (Yngfa up to 1.19.8, Leone Laenius, Rose)
- Sienna Crichton (Signy)
- Dinesh Alvis (Theodyn Bienne from 1.19.4 onwards)
- Eli Harris (Shargam from 1.19.4 onwards)
- Chuck Brown (Ulfgar)
- Katie Burke (Lorumend)
- Storm Watters (Spriggan Matriarch from 1.19.5 onwards)
- Tim Wells (Geitrich from 1.19.5 onwards)
- Jon Brattin (Bolmar from 1.19.5 onwards)
- Andrew Dickson (Hulgard from 1.19.6 onwards)
- Luna Freya (Elmera from 1.19.6 onwards)
- Carly Danielson (Thelma from 1.19.6 onwards)
- Elena Hark (Svenja from 1.19.6 onwards)
- Jack Whitney (Lurius Liore from 1.19.6 onwards)
- Timothy Banfield (Alka from 1.19.6 onwards, Balmir from 1.20 onwards)
- Mia Jabara (Yngfa from 1.20 onwards)
- Ken Marsiglia (Gjalrunn)
- Nastasia Marquez (Glendora)
- Amrit Sandhu (Krakevisa Ritual Mage)
- Blary (Ingredients Wall Art resource)
- Artisanix (Paintings and Frames resource)
- Duncanlarsen1 (Wyrmstooth Paper World Map: http://www.nexusmods.com/skyrim/mods/84734)
- Jon Polenz (Project Lead, Story, Level Design, Quest Design, Alka up to 1.19.5)
- León van der Stadt (Audio Director, Composer)
- Soundtrack is exclusively composed and produced for Wyrmstooth by León van der Stadt
- Copyright © 2013 by León van der Stadt, All rights reserved
- www.leonvanderstadt.com
- *****************************************************************
- 10. Uninstallation
- *****************************************************************
- Treat uninstalling Wyrmstooth the same as uninstalling an official DLC.
- 1. Close the game.
- 2. Remove the Wyrmstooth.esp and Wyrmstooth.bsa files from your Skyrim data folder. By
- default this should be either of the following locations:
- C:\Program Files\Steam\steamapps\common\skyrim\data
- or for 64-bit Windows:
- C:\Program Files (x86)\Steam\steamapps\common\skyrim\data
- 3. Load or restore from backup a save taken prior to installing Wyrmstooth.
- *OR*
- Refer to SuperSajuuk's document on manually removing Wyrmstooth script files from your
- save file:
- https://www.dropbox.com/s/lj6d98yy8ohcoh3/Uninstalling%20Skyrim%20Mods.pdf?dl=0
- *****************************************************************
- 11. Permissions
- *****************************************************************
- * You may share this mod privately.
- * You may use the 3d assets I've made (with attribution) in any project you are working on.
- * You may NOT use the music or the voice acting in another project.
- * The sound effects are public domain so you don't need my permission.
- * You may reuse any portions of papyrus scripting in your own projects.
- * You may specify Wyrmstooth.esp as a master file in your own mod project or translation.
- * You may use recorded footage of the mod for reviews, critiques, let's plays, screenshots,
- and so forth.
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