Sunday, 23 June 2013
Skyrim - Hunters Guild - MOD
While looking through the forum of Great House Fliggerty, I saw the topic of a Hunters Guild being discussed and joined in.
This is a part of the initial post :
"It surprises me that, in a land this wild, this large, and this full of wildlife, there seems to be lacking a hall, guild, or organization for hunters. A large wooden hall set in the woods where woodsmen, hunters, and other nature based people could gather together to trade tales, trophies, gear, and spoils of the hunt. Where men of skill can offer young upstarts training in the ways of stealth, to better sneak up on wild game, in the ways of the bow to easily take down their quarries, and perhaps even those who would offer training in alchemy. It could be a nice place nestled in the woods at the base of a mountain where game is plentiful and nature abounds.Some things it should have include:
Trainers: Archery, Light Armor, Sneaking, Alchemy, maybe One-Handed
Vendors: Bows and Arrows, Axes and Daggers, Light Armor (Fur, Leather, Studded), Potions and Ingredients (Fitting the hunter's lifestyle), Food, Materials/Trophies (Pelts, Furs, Tusks, Beaks, Claws, etc Anything found on an animal or beast.)
Crafting: Forge, Table, Grindstone, Leather Rack, Cooking Pot, Woodcutting, Maybe Alchemists Table"
After a few posts I decided to have a go at making a MOD for a Hunters Guild. I am writing this assuming the readers have an understanding of the Creation Kit. If not then leave a comment and I could do a series of posts covering the basics.
The initial idea I had was to place the Guild in a Forest or wooded area which seemed like the logical place as most of you would agree I'm sure. However when I started to look at the map of Skyrim through the Creation Kit I realized that it is covered with traps, triggers and a whole host of other stuff that is not visible to the player in-game. As I did not want to move or delete or tamper with any of the original game design it didn't leave me with much choice left as far as locating my Guild went. I also couldn't really find a nice wooded area to use without me having to add a lot of trees or moving trees around which would also mean redoing the navmesh.
I had another good think about the location problem and part of the process involved me running around Skyrim with my character to find nice looking locations.
I did find something completely opposite to the original idea which was the Tundra Plains area just West of Whiterun. I found a beautiful spot near a river with amazing views of the mountains (see pictures above and below) and while I was standing there in-game I saw some deer come up to the water and drink, I knew then that it was a good spot! even if there were no trees in sight.
Now that I had the location it was time to think about what buildings were going to make up the Hunters Guild.
Saturday, 15 June 2013
Dragonborn - Done and Dusted
Well I have pretty much done all there is to do in Solstheim. While I have not recorded every part of my adventures I must say that they were very enjoyable and I am seriously looking ahead to The Elder Scrolls Online MMO coming soon.
I have been playing with the Creation Kit and will be showing some MODs I have been working on in the next few posts.
Saturday, 8 June 2013
Sapphire - Thieves Guild Skyrim and the truth about her
How many of you, like myself, pestered Sapphire endlessly about her past in Skyrim only to be rebuffed? Well in Dragonborn, you will find a note in Glover Mallory's house that reveals Sapphire as his daughter. I really loved this little touch.
If you tell her this by bringing her Glover's Letter,
My dearest daughter Sapphire,
It's with a heavy heart that I write this letter. For years I've thought about how I could tell you this, and each time I imagined it would be face-to-face. I'm ashamed for what I did, and I hope that someday you'll learn to forgive me. Whatever you do, don't blame Delvin for any of this. He didn't know.
Long after I joined the Guild, I was sent to rob a caravan that was stopping at a tiny farming village not far from the border of Skyrim. When I arrived there, I was a day early and decided to sleep for the night in the barn of a pig farm. I awoke the next morning when the most beautiful woman I'd ever laid eyes upon walked in to do her chores. She wasn't even frightened when she saw me... in an instant I think we had both fallen in love. I ended up living with that woman in that tiny little village for a year until she was with child. And then, like a coward... I ran away. I was a thief and I didn't want to end up a farmer. It was a terrible thing to do.
I didn't have the courage to return to that village for almost fifteen years. When I finally decided to visit, it was too late. It had been raided by bandits and burned to the ground. Everyone was either dead or gone. Including you... my only child.
Years later, when you were recruited by Brynjolf I couldn't believe my eyes. You're a spitting image of your mother and I knew it was you in an instant. Only the gods know how you survived the attack on that village and why you followed in my footsteps, but I have to assume it was meant to be. I've wanted to walk right up to you and embrace you, to tell you the truth, but I was still a coward. I decided to leave Riften instead of facing your anger. I said my goodbyes to Delvin and I headed for Solstheim... as far from the truth as I could get.
I'm sorry, my daughter. I'm sorry for never being there to hold you at night or to protect you from whatever hardships you endured. One day, I hope you'll make the journey to Solstheim and visit your father.
She will reward you with an exquisite sapphire.
If you tell her this by bringing her Glover's Letter,
My dearest daughter Sapphire,
It's with a heavy heart that I write this letter. For years I've thought about how I could tell you this, and each time I imagined it would be face-to-face. I'm ashamed for what I did, and I hope that someday you'll learn to forgive me. Whatever you do, don't blame Delvin for any of this. He didn't know.
Long after I joined the Guild, I was sent to rob a caravan that was stopping at a tiny farming village not far from the border of Skyrim. When I arrived there, I was a day early and decided to sleep for the night in the barn of a pig farm. I awoke the next morning when the most beautiful woman I'd ever laid eyes upon walked in to do her chores. She wasn't even frightened when she saw me... in an instant I think we had both fallen in love. I ended up living with that woman in that tiny little village for a year until she was with child. And then, like a coward... I ran away. I was a thief and I didn't want to end up a farmer. It was a terrible thing to do.
I didn't have the courage to return to that village for almost fifteen years. When I finally decided to visit, it was too late. It had been raided by bandits and burned to the ground. Everyone was either dead or gone. Including you... my only child.
Years later, when you were recruited by Brynjolf I couldn't believe my eyes. You're a spitting image of your mother and I knew it was you in an instant. Only the gods know how you survived the attack on that village and why you followed in my footsteps, but I have to assume it was meant to be. I've wanted to walk right up to you and embrace you, to tell you the truth, but I was still a coward. I decided to leave Riften instead of facing your anger. I said my goodbyes to Delvin and I headed for Solstheim... as far from the truth as I could get.
I'm sorry, my daughter. I'm sorry for never being there to hold you at night or to protect you from whatever hardships you endured. One day, I hope you'll make the journey to Solstheim and visit your father.
She will reward you with an exquisite sapphire.
Tuesday, 28 May 2013
Dragonborn - Gyldenhul Barrow
Gyldenhul Barrow is a small Nordic ruin containing the spirit and treasure of Haknir Death-Brand.
The path takes you to a larger room where Haknir Death-Brand rests next to Bloodscythe.
After you take Bloodscythe, you need to defeat Haknir and various members of his crew to end the Deathbrand quest.
Tuesday, 21 May 2013
Dragonborn - Lost Legacy
Detailed Walk-through courtesy of the UESP Wiki interspersed with my own screenshots from the game. Done because it does the quest justice to have such a detailed explanation rather than my summary.
Tharstan
The small settlement of Skaal Village are inhabited by Nords living life the old way, with their own culture and religion, especially the worship of the All-Maker. This welcoming and hospitable people let an elderly historian and author named Tharstan live in the village so he could study and document the ancient Skaal traditions. Using what he learned of Skaal culture, Tharstan wrote Children of the All-Maker, and the next book is nearly finished. He also married the Skaal leader Fanari Strong-Voice and now lives in the largest building in town, the Greathall. However, after your heroic rescue of Baldor Iron-Shaper during the quest A New Source of Stalhrim,
Tharstan will decide that you are the right person for a task he has in
mind, and will actively seek you out when you next visit the village.
As it turns out, Tharstan is not only interested in Skaal traditions,
but is equally interested in the many ancient ruins scattered all over Solstheim,
claiming to know most of them well enough to draw a detailed map from
memory. However, his recent discovery has left him quite nervous about
exploring by himself, so he wants you to accompany him as backup.
According to Tharstan, a new passage was unveiled during an earthquake
caused by the eruption of Red Mountain. The passage revealed the entrance to Vahlok's Tomb. When you agree to go with him, Tharstan will run off to his temporary home, the Greathall, to pack for the trip, hoping you will meet him there as soon as possible.A Tomb Uncovered
Vahlok's Tomb is located south-southeast from Thirsk Mead Hall, directly east from Kagrumez. Be sure to stock up on potions and have your best weapons on hand, then take the trip to the tomb. You will find the entrance located at the end of the passage caused by the earthquake. Head down the first tunnel and you will find Tharstan waiting for you. His fascination with the tomb is immediately apparent: "Remarkable, isn't it? This tomb has been hidden for... well, who knows how long. Many centuries, I would think." He will then proceed to offer you the first task: "There are some sealed doors up ahead. Perhaps you can figure out how to get them open." He will then guide you down a set of stairs and keep talking: "I've had a look around and the only interesting thing I've found is this inscription here, and a switch below it." When he arrives at the inscription and the switch he will continue: "Now, I'm not sure if you can read the dragon language, but this seems to be a riddle of some sort. "A sacrifice will bring you closer to that which you seek." I wonder what it means."
When you examine the room it soon becomes clear what needs to be done: dead draugr are scattered all around a gigantic burning hole in the floor, with only a grate to keep you from falling down. As per Tharstan’s hint, drag one of the draugr enemies onto the grate, then head back up on the podium and activate the handle underneath the inscription. This causes the grate to disappear and the draugr will fall into the flames, acting as the sacrifice needed. While the draugr burns, two entrances in the room will open, one to the north and one to the south.
Southern Gate
To solve the puzzle, position yourself behind one of the three pillars and different attacks, related to the weapons placed on pedestals near the central pillar. Going clockwise from the plaque, use a melee attack for pillar one, an archery attack for pillar two, and a magic attack for pillar three. When all three pillars have been activated, the door to the north will open and provide access to the final chamber. Here, two draugr enemies will burst out of their sarcophagi, along with a boss-leveled draugr. After the battle, Tharstan will come rushing in and start to study the chamber, saying: "These runes have faded a bit, but I believe I can translate the inscription. The writing describes a guardian who defeated someone named Miraak. In fact, if I'm reading this correctly, it says that Miraak was a traitor. Most interesting." Once he is done, he will start looking for an exit, so make sure you loot the boss for the left part of the Amethyst Claw and approach the word wall for a word for the dragon shout Battle Fury. When you are finished, locate the open sarcophagus and follow the narrow tunnels back to the central chamber.
Northern Gate
Head down the northern tunnel and unlock the minor loot chest in the
alcove for a bit of treasure. Tharstan suspects that this room contains
another puzzle: "I expect there's another riddle in here, along with a
puzzle. "Continue along the path, don't tread where you've been.."
Interesting..." He will then look at the odd stone path in the center of the room and conclude: "Well,
I'm pretty sure about two things. One, the riddle is most likely
referring to these flat square stones. And two, I'm not going anywhere
near them." With these words, he will find a safe spot and let you
handle the rest. The puzzle is quite simple: just go from one square
stone to the next, without ever touching one of them twice. Once all
nine squares have been pressed down, the way to the final room will
open. In there, four draugr enemies and a boss-leveled draugr will
immediately attack you while Tharstan runs to safety.
The Amethyst Claw
With the two parts of the Amethyst Claw in hand, it is time to unlock the odd cage in the central chamber. Insert the corresponding claws in the keyholes on each side of the stairs leading to the cage. When the cage opens, your elderly sidekick will jump into the cage and translate the plaque: "Here's another riddle. "Stay your course. To idle is to die." Well, at least it's straightforward. There appears to be a switch of some kind here. I'll just stand over here while you flip that switch. I'm sure everything will be fine." Flip the switch, and several magical platforms will start to emerge and disappear all over the watery area in the chamber, leading to an entrance for away. You will have to follow the platforms while they are present and be on the next platform before the former disappears. When you make it to the other side, the magical platforms will turn into a bridge and Tharstan will be able to join you.A Bridge Too Far
Head through the corridor and face the next challenge: a gigantic chamber overflown with water and several corrupted shades
lurking below. The drop is a very long one, but luckily a handle is
present to create more magical bridges. Activate the handle and follow
the bridge as it appears and disappears, landing you on a small alcove.
Once again, the platforms will become permanent once you traversed them
once, so Tharstan will soon follow, commenting everything. Yet another
magical bridge awaits, and its platforms disappear even faster than
before. The last bridge leads to a huge iron door to the north. If you
fall down you will not only suffer damage from the fall, but will have
to deal with the corrupted shades and locate one of the various
shortcuts back to the bridges above.
After the last bridge, Tharstan will open the gate leading to the ruins’ Hall of Stories, excited as always: "Ah, the Hall of Stories. These are found in many ancient Nord tombs. There must be hundreds of years of history etched in these walls. Too bad they seem to be too damaged to read." He will then consider the dragon claw puzzle door: "Hmm...looks like it needs some sort of key. Maybe those half claws you found would fit in here if you put them together?" Naturally, he is correct, but the right combination is nowhere to be seen on the claw, so you will have to pay attention to Tharstan as he deciphers the writings on the walls: "Perhaps there's enough undamaged text in these etchings to tell us the combination. Ah, yes, here's something. The first one has to do with a breeze, or maybe it's wind. The second one mentions the the [sic] night sky, and the moon. And the third has something to do with fire. It also seems to mention scales." He will then ask you to figure out the combination from these small tips. Turn the rings on the door to Eagle-Wolf-Dragon and insert the Amethyst Claw in the keyhole.
Vahlok the Jailor
The puzzle door will lower to reveal a long staircase leading up to a chain that opens the way to the final chamber. The chamber itself is essentially one big trap, as almost all the tiles on the floor are flame spout traps. Before entering, make sure to down a potion that protects against fire damage and equip apparel that increases your fire resistance. You will not make it far into the room before the legendary dragon priest Vahlok the Jailor bursts out of his sarcophagus and starts to throw high-level fire spells at you, so do your best to fight him and avoid the fire.After the battle, old Tharstan will once again come out of hiding and start studying the word wall: "Hmm, here's another mention of the guardian. I can only assume that this is the guardian's tomb we are standing in now. It says that he was loyal, and his reward was an honorable death. Quite fascinating." Tharstan will reward you with 1000 gold and tell you that he will stay in the tomb a while longer, for further studying. Before leaving, make sure to loot the remains of Vahlok for a hefty amount of gold and search his boss-leveled chest. Learn the third and final word for the Battle Fury shout, then backtrack all the way to the entrance.
Monday, 13 May 2013
Dragonborn - Fahlbtharz
Fahlbtharz is a large Dwarven ruin located east of the Water Stone.
It contains four interior zones: Fahlbtharz, Fahlbtharz Corridor, Fahlbtharz Boilery, and the Fahlbtharz Grand Hall.
I enjoyed delving into the ruin and as I have said before, the detail and layout etc was amazing. However the Boilery had to be one of the most annoying puzzles I have encountered for a long time.
Hands up if you struggled to solve this? I was so busy trying to keep my companion from dying while trying to get all the resonators working at the same time (I thought that was the solution) that I completely missed noticing what the lights on the gear were doing.
After about ten reloads I had to resort to the UESP Wiki for help..lol
The Grand Hall has a treasure room filled with gold!! I was so caught up in collecting it I forgot to take a screenshot until it was almost all gone.
Wednesday, 8 May 2013
Dragonborn - Apocrypha (Untold Legends)
The Black Book needed to access Untold Legends is found inside Benkongerike.
Untold Legends is an area of Hermaeus Mora's plane of Oblivion, Apocrypha. There are five zones in the area. The realm is inhabited by Seekers and Lurkers also tentacles constantly breach the acidic dark waters and whip at you, causing a significant amount of damage if they manage to hit you. The acidic waters with the tentacles are also poisonous.
(Text mostly from the UESP WIKI with my own in game pictures)
Zone 1: Chapter IChapter one opens at the top of a corridor. It winds its way down past three fonts of magicka and a font of stamina to the book to chapter II. By the third font of magicka is a table with three soul gems (two random, and one leveled).
Zone 2: Chapter II
Chapter II starts north of the end of Chapter I. There are three fonts of stamina, two fonts of magicka, and a lurker along the way over the platforms to a junction. To the right are two fonts of magicka and the book to Chapter III. To the left is a font of magicka and the book to Chapter IV.
Zone 3: Chapter III
Chapter III is a treasure room guarded by a seeker. On the table is a pod, a random soul gem, and a copy of the Spell Tome: Conjure Seeker (but only if your Conjuration skill is at least level 40).
Zone 4: Chapter IV
Chapter IV is to the south of the book to it, and there is a font of stamina either side of the entrance. There is a font of magicka halfway along the corridor that leads to a room with six alcoves, three on either side. The room is guarded by three seekers, and requires you to activate four scryes to open the next corridor.The first alcove to the left has an apprentice-locked pod, two soul gems (black and greater), and four skill books, for four of the "stealth" skills; Advances in Lockpicking (Lockpicking), Beggar (Pickpocket), The Gold Ribbon of Merit (Archery), The Rear Guard (Light Armor). The second alcove on the left is currently inaccessible, and the third alcove only has a font of stamina.
All three alcoves on the right-hand side contain a font of magicka, and while the first and third alcoves have a pod (the one in the third room has a novice lock), the middle alcove has a scrye outside it to open the gate, and one inside to open the gate for the middle alcove on the left-hand side of the room. Inside that alcove is another scrye that opens the middle platform, and inside that is a scrye to open the gate to the corridor ahead; there are also four fonts of magicka on the platform. Just before the book to chapter V is a vessel.
Zone 5: Chapter V
There is a font of magicka behind the entrance. Halfway along the corridor are two fonts of stamina, and at the very far end of the corridor are two more, plus the black book Untold Legends. To exit this part of Apocrypha, use the non-circular part of the black book.
The reward is one of three secret powers on offer from the book are:
- Bardic Knowledge: Summons a spectral drum that plays for 300 seconds, improving Stamina Regen for you and nearby allies.
- Black Market: Summons a Dremora merchant
- Secret Servant: Summons a Dremora butler to carry your excess items.
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