Current Version 4.0
This is my attempt at bug fixing! lol. What started of as a bugfixing mod turned into something more, alot more! Not only does it bugfix, tweak and fiddle,but it also adds new content and this version is not by far the last! i am already planning an update.Here is what this mod fixes/adds:
- Mages Guild Faction Chest in Caldera
- Theif Guild Faction Chest in Theif Guilds
- Temple Faction Chests in Temples
- You will now be unable to Steal All of Galbediers Soul Gems when she wanders of during a mages guild quests "fake soul gem"
- Alchemist placed with his Alchemist Equipment in Caldera
- Dont need to be a high rank to use the Enchanters services in Caldera
- Assigned the orc armour in the chest in Ghorak manor to an orc
- Placed Guards in the North and South Towers in Caldera
- A Gate house is placed on the Path to the Ebony mine, to make it seem more guraded/relaistic. You will need to get documents from
the imperial inside the gatehouse before the guard will give you the key. - Rotated Books in Census and Exercise office in seyda neen (they were upside down)
- Placed archers on the walls of Fort Peligaid
- Added a Theifs Hideout underArillies tradehouse, along with Theif faction supply chest
- Census and Exercise office expanded
New Starter Dagger - Theif "private room" in the Halfway Tavern in Pelagaid. It will act as a kinda safe house for theif characters.Talk to ahnassi
- Extravagant and Exquisite Robes have had their enchantment points boosted, they have been doubled to allow mages to make use of them, they are sold in the mournhold magic shop
- added new npc to mournhold magic shop upstairs selling the mages robes and amulets
- Enchantable scrolls
- some amulets have had their base enchanments points increased allowing mages to gain full potential from them.
- Soulgems being sold in mages guilds. mostly petty, lesser and common soul gems can be found in all enchanters across mages guilds.
- Ancient Nord amulets will turn up in Solsthiem levelled lists in tombs. (uses dadukes Amulet and rings resource)
- Nords in Skall and thrisk wear the new nord amulets. One or two have been placed in skall homes. The leader of skall has his own enchanted "skall amulet"
- Skall Honour guards have Nordic silver amulets. These amulets are also in levelled lists
- Exteneded tharys ancestral tomb. Includes Fireball traps! triggered by stepping on them.
- Extended Addamasartus, new under water area!
- Added a new mage to Balmora mages guild, Acts as a usful hint guide to fellow mages in the balmora guild!
- Nordic Guards had sheilds added
V1.2 updates:
- Adds path Grids to the Gathouse
- Adds a pth grid to Addamasartus, Grotto
- Fixes title of the Alchemy book placed in the Cenus and Exercise office
- links the interior of the Caldera Gatehouse to the Exterior and vice versa
- Added Store room to the Caldera Gatehouse
- Added Transport to Ald Velothi from Khuul and Gnaar Mok
- Added transport from Ald Velothi to Khuul and Gnaar Mok
- Added guides to Seyda neen, Pelagaid and Caldera who will ofer transport to Seyda neen, Pelagaid and Caldera. Each Guide can be found in the local taverns.
- Locked the cellar door in the Census and exercise office to make it more difficult for players, and make use of that lock pick ;)
- Tarhiel (the guy who falls from the sky) has had his equpiment tonned down so begining players cant "uber up"
V1.3 updates:
- Legal to rest in Bal Fell Exterior Cells
- Legal to Rest in ship wrecks
- Ilegal to rest in ships
- Fixed landscape bug at the back of the light house in seyda neen
- Prelude shipwreck cabin door fixed. Lock has been placed on exterior door (was on the interior do before)
- Legal to rest in Prelude ship wreck
Patch V0.2:
- Auriels Bow and Shield now have enchanments placed on them as they are in daggerfall
- The Udyrfrykte will now have 3 silver arrows in his inventory when killed. ( the mesh for this creature has 3 silver arrows in his back as a sign of the resent fight in thrisk.)
- Malven Romorin vivec mages guild now sells Summon golden saint and summon twilight spells in case the player has killed or kills the only person who sells these spells.
- New Dungeon "Bol'durnidarn" placed near Ald'Ruhn. Its a Goblin Lair.
- Two new creatures: Ash Goblin and Ash Goblin Beserker
- Made it illegal to sleep in the Gathouse store room
V2.0 updates:
- Fixed Animation error
- Fixed fire trap bug
Patch 0.3
- removes CTD causing scripts
V3.0 Updates:
- Removed CTD causing scripts
- Removed Reffrence to those scripts
- Fixed Dialogue spelling mistakes (hopefully)
- Cleaned in Enchanted editor to remove GMST's and Dirty refrences
Patch 0.5:
- 2 new creatures, Ash Shaman and Ash Chieftan!
- 2 New Goblin Caves! (Gul'dur - a Large Tribe rests in here! be warned lots of Goblins , Rez'lek'aran - a small goblin cave)
- 3 new ingrediants and plants!
- shaman potions
- 1 new book found in the Ald'Rhun mages guild. Gives a description on the Ash Goblins.
Patch 0.6
- 2 new creatures, Ash Shaman and Ash Chieftan!
- 2 New Goblin Caves! (Gul'dur - a Large Tribe rests in here! be warned lots of Goblins , Rez'lek'aran - a small goblin cave)
- 3 new ingrediants and plants!
- shaman potions
- 1 new book found in the Ald'Rhun mages guild. Gives a description on the Ash Goblins.
- Items in the Caldera gate house have had ownership assigned to them
- Re-Placed Gatehouse markers, store room was missing one and gatehouse pointed to the wrong door
- Added a new spell "shamans curse" to Goblin shamans, beware when fighting them
- Added new Desease to Goblin's, Goblin Beserker's and Chieftan Goblins
- Fixed Duplicating issuie
- Removed two spells which every NPC seemed to have due to a glitch
Version 3.5
- Placed the severed leg enchanment on the severed nord leg
- Faction chests the Great Houses
- Records for house redoran and Hlaalu in vevec are more lore pleasing (i.e books concerning house bussiness/politics ect..)
- The old mage placed in Balmora mages guild (by this mod) has his wander set to 0
- The old mage sells a new spell that shipped with the game but wasnt avalible to the player ( Force Bolt)
- Removed a shock spell that caused problems
- Summon creatures now have a mild level up skill. Basically the higher the level of the player the stronger the summons are ( i.e a ancestor
ghost summoed at level 1 will be weaker than one summoned at level 10 and best thing is doesnt require loads of spells!! works of vanilla spells) - The Dwarven Weapon Foe Burner now has an enchanment
- Made it more likly to find Heartwood on Vers
Version 3.6
- Fixed dialogue bug that made advancing in the mages guild immposible
- Fixed another doubling bug
- Made Warlocks ring a C/E enchantment
- Made the items/clothes casius gives you before he leaves have C/E enchantments
- Added the new ingrediants and plants to Bol'durnidarn
- Fixed readme and credits
3.7 Updates:
- Fixed Dialogue Bug again
- Added two new Goblin caves
- New Weapon "ash harbringer"
- Goblins now carry desieases and shaman's can curse the player
- Added two new potion's "strange elixer" (part of a quest) and "Yashama" (part of a quest)
- Fixed spelling mistake in mages guild quest document "Nchuleftingth Excavation Report"
- 2 new quests added: "Ash Yam attack" and "immortal"
4.0 Updates
- Fixed Animation problem
- Added missing texture
- Fixed issuie with goblins (hopfully) Fixed spelling error in some of the origonal books
- Added enchantemnts to the king of morrowinds Robe
- Gave the king his amulet (was included ingame but not given to him)
- Renamed the kings robe from frost robe to the name of the king
- Added in the seleeves for Templar, orc, and netch armor
- Adamantium and Stalrihm now respawn