[RELz] Freedom of speech

Post » Mon Oct 01, 2012 1:17 pm

Freedom of Speech

Removing the strings attached to Shouting


http://www.darkcreations.org


http://www.darkcreations.org/forums/files/file/402-freedom-of-speech/


http://skyrim.nexusmods.com/mods/24832


http://www.darkcreations.org/forums/files/file/402-freedom-of-speech/



Requirements:

- Skyrim version 1.7.7.0.6 or later.


Overview

Let’s face it, we love to Shout. Trouble is in Skyrim, several of the Word Walls are locked inside of dungeons that are tied to a quest, and as such are inaccessible until that particular quest requires you to enter. This results in incomplete Shouts for people who want to roleplay and not join certain factions, which tends to leave a bitter flavor in our mouths. We want to be able to fully utilize those Shouts, but can’t without breaking character.

That is where this mod steps in. This mod takes all of those Word Walls locked behind quest-specific doors, and moves them elsewhere; somewhere freely accessible by everyone. Now your mage character will not be forced to join the Companions if he wants to master his Fire Breath, and same for the warrior who desires to master his Ice Form but has no intention of joining the College of Winterhold.


What’s New?

- Initial Release.


Features

Which Word Walls have been moved and where:

Dark Brotherhood Sanctuary (Marked for Death): Moved to Forelhost.
Dustman’s Cain (Fire Breath): Moved to Blind Cliff Towers.
Korvanjund (Slow Time): Moved to Deepwood Redoubt.
Labyrinthian (Slow Time): Moved to High Gate Ruins.
Saarthal (Ice Form): Moved to Arcwind Point.
Snow Veil Sanctum (Disarm): Moved outside.

The one exception to the rule of quest-unlocking the Shouts is Storm Call, which has been locked to the Main Quest (as I felt it needed a worthwhile reward). All three Words of Storm Call are now found in Skuldafn.

Additionally, if you are using Dawnguard, a separate version of the mod is provided that moves the Word of Drain Vitality found at Arcwind Point to the Soul Cairn, so that people who elect not to play through Dawnguard will never be exposed to any of the new Shouts.


Installation

Wrye Bash users: The mod is provided in a BAIN-friendly format so that you may quickly drop it into your Installers folder and install.

Nexus Mod Manager users: Nexus Mod Manager will be able to handle the packaging of this mod on its own, you won’t need to do anything fancy. Just convert it into an FOMOD and install.

If you use none of the above: Just drag and drop the provided files into your Skyrim\Data folder.


Uninstallation

Wrye Bash users: Very easy, just navigate to the package in your installers tab and choose Uninstall.

Nexus Mod Manager: Again, very easy. Just deactivate the mod.

If you use none of the above: Simply follow the steps for Steam Workshop minus the need to unsubscribe.


Configuring the Mod

It is best to install this mod when starting a new game, but it will not cause any trouble for pre-existing games. Just keep in mind that any Words of Power found inside quest-specific dungeons will not be there anymore. If you found them beforehand, nothing will be broken, but you may come across a Word Wall that is permanently inactive because the Shout tied to it is already fully unlocked.


Compatibility

Incompatibilities with certain Cells are to be expected as this mod places new objects in certain Cells in the game and alters NavMesh, but the chances of such a conflict surfacing is minimal.


Known Issues

If you have already discovered a Word of Power in a quest-locked dungeon and mastered that corresponding Shout, you might encounter certain Word Walls that are inactive and don’t do anything. This is because you have already mastered the Shout it was meant to provide a Word for. Nothing is wrong with them.


Permissions

- You are free to alter, expand on, or destroy this mod in any way you see fit. If you wish to share your work, however, you MUST contact me and obtain my explicit permission before doing so. Any instances of severe mod destruction will not be eligible for technical support until restored to a functional state.

- Any works that are found to be in breach of the above, the author will receive a single polite request from me to remove it from wherever it is being hosted (from all sites it is being hosted on). Failure to respond within 48 hours will result in more direct action being taken.

- DO NOT upload this mod to any site other than those I have personally uploaded it to without my express permission given. Any user or site found in violation of this will be considered to be stealing intellectual property and will be treated as such. Just because this mod is free does not mean that gives you free reign over what you can do with it. My work, my rules.

- If I fail to respond to your requests to expand or alter this mod within 30 days, you may consider yourself as having my approval to do as you wish, but please note that upload location restrictions still stand.

- Translators: please simply PM me if you wish to translate this mod. If you wish to upload the translated version to one of my current mirrors, you may consider my answer to be “yes” outright. If you wish to upload elsewhere, though, you must obtain my permission to do so. All I wish to know is that the mod is being translated, and anyone who wishes to do so has my approval.

- Compatibility: Please send me a message that you have made a compatibility patch for this mod so that I can be made aware of its presence. You do not need to wait for my permission to release compatibility patches, but I appreciate you informing me of their existence so I can factor for them.


Full Changelog:

-v1.0: 9/29/2012
Initial Release
User avatar
Carlos Vazquez
 
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Joined: Sat Aug 25, 2007 10:19 am

Post » Mon Oct 01, 2012 9:12 am

Wonderful, been looking for something like this for a while.
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Andrew Lang
 
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Post » Mon Oct 01, 2012 4:51 am

Awesome mod will downlaod when I start a new dragonborn.
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Zosia Cetnar
 
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Post » Mon Oct 01, 2012 9:27 am

Good idea, but not sure i like Storm Call being wholly in Skuldafn. I only finish the main quest when i'm finished with the character.
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Kitana Lucas
 
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Post » Mon Oct 01, 2012 3:35 pm

Thanks! I wish someone did the same with the amulet in Saarthal and the final Dragon Priest mask in the main quest..
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priscillaaa
 
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Post » Mon Oct 01, 2012 1:30 pm

Will Arngeir and "http://www.gamesas.com/topic/1403713-a-letter-not-sure-who-from/page__fromsearch__1" point to these new locales?
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naomi
 
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Post » Mon Oct 01, 2012 1:12 pm

Good idea, but not sure i like Storm Call being wholly in Skuldafn. I only finish the main quest when i'm finished with the character.

I also did that because I was running low on locations to stash new Word Walls (and several of the Words I have moved are now occupying Walls that formerly housed Storm Call Words). If you have any ideas where I could drop a few more, I am open to the idea of unlocking Storm Call.

Will Arngeir and "http://www.gamesas.com/topic/1403713-a-letter-not-sure-who-from/page__fromsearch__1" point to these new locales?

Yes.
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Abi Emily
 
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Joined: Wed Aug 09, 2006 7:59 am

Post » Mon Oct 01, 2012 7:09 am

Another question... I already visited one locale with a Storm Call word. What will happen at Skuldafn? Will the word wall at the locale I already visited be active again?
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Adrian Powers
 
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Joined: Fri Oct 26, 2007 4:44 pm

Post » Mon Oct 01, 2012 7:14 am

Another question... I already visited one locale with a Storm Call word. What will happen at Skuldafn? Will the word wall at the locale I already visited be active again?

RTFM. :P
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Phillip Brunyee
 
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Joined: Tue Jul 31, 2007 7:43 pm

Post » Mon Oct 01, 2012 4:00 am

R-ing TFM reveals that it does not cover this situation. :wink:

In any case... there's a bug. I went back to High Gate Ruins (where I got Word 1 of Storm Call) to grab Word 2 of Slow Time (my first word was from Korvanjund), and.... http://img819.imageshack.us/img819/7629/wordwallglitchfreedomof.jpg. No chanting, no brightly glowing word (there's a faint one), no new word learned.

I'm going to Deepwood/Hag's End to investigate the other two words for Slow Time to see if they're functional. I haven't been there so... fingers crossed. High Gate is the Labyrinthian wall's relocation, and I haven't gotten that far in the College quest line yet. Korvanjund's relocated word is in Deepwood, however...

EDIT: I just looked about at the word wall and it looks like all three of Slow Time's words are faintly glowing on the wall. My hopes are not high now... :confused:
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brandon frier
 
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