Mofakin's Mod Package

Post » Mon Feb 11, 2013 4:03 am

So, after spending the last copple of days to make us whole again on the planet of Tau Volantis, I've finally found the time to ready up the package for preservation until I feel the urge for a new modding thrust. All mods have been brought up to date with the lastest patch (1.8.5.1), and, if necessary, with the newest DLC's. A copple of fixes were also applied, specially to SI and CUYC. So everything is now updated, refined and well playable...I hope.

I can't tell when the next Modding thrust is going to happen, right now it's like I'm probably never going to mod again, because it eats most of the time I need to accomplish my real determination, to PLAY games. Also, in end June my baby is going to get birth and I want to spend the last copple of month with the games I haven't found the time to play yet including New Vegas, Skyrim, Sims 3, Civilization 5 and probably other of the 2.800 games I'm owning.

http://skyrim.nexusmods.com/mods/31384

Survivalist Ingenuity



Latest News


Release 31.01.2013, Version 1.0.2: I've decided to fire out another small update primarly fixing bugs, but also adding some smaller new features. New version allows you to grill basic food at campfires. Blizzards now slow you down and lower health, and now there's also a slider to change all skills at once. Unfrotunately I had to remove the No Follower Torch choseable option, due to being bugged. Make sure to do a clean save when updating. Changelog for this version:

Release 31.01.2013, Version 1.0.2:

- Fixed some modular plugins had no master dependencie
- Fixed No Taxes Modular Plugin not working
- New feature: Moving through blizzards lowers your speedmult and health
- Fixed Skills+Stats did not get applied correctly at start of a new game
- New MCM slider: Change all skills at once
- Fixed true earth names not get baken into savegames
- Fixed turning off annoying messages not get baken into savegames
- Fixed kneeled aiming now working only for bows and crossbows
- Removed more spoiling messages
- Vegetables in Riverwood now have ownership to increase difficulty when starting a new game, specially in conjunction with Basic Needs mods
- Added additional text to item names that are used for crafting recipes so you know what to craft with them
- You can craft bonemeal from Troll Skulls, Mammoth Tusk and Horker Tusk now
- Lowered jumping stamina detrimental from 10 to 8
- Compressed alchemy crafting taxes script to use only one script
- Lowered all taxes on all crafting stations by 50%
- New feature: You're allowed now to grill basic food on campfires, this includes potatoes, leeks and meat
- Follower no torch is no longer toggleable, it's hardcoded again so you can't change, reason: to buggy
- Added recipe to craft pety soulgems from soulgem fragments
- Added plant ownership at Anis Cabine
- Taxes on crafting stations is now more variable. You'll primarly pay taxes on crafting stations belonging to town folks, not thoose found outside in the wilderness...this still needs fine tuning
- Fixed being presented with the force look context despite having the appropriate key in your inventory, it's no longer a replace default context
- Fixed getting stripped of taxes when another NPC is using the crafting station you ant to use





Requirements


1. Skyrim with the most actual patch (1.8.151.0.7)
2. Dawnguard and Hearthfires DLCs
3. http://skse.silverlock.org/
4. http://skyrim.nexusmods.com/mods/3863

Thoose prerequisites are inevitable, and not using them will result in getting your game crashed.




How to install


Installation with NMM:

1. Go to http://skyrim.nexusmods.com/mods/1175 and install (optional)
2. Go to http://skse.silverlock.org/ and install the latest version (required)
3. Press the download with Manager button on the Nexus and confirm the requested programm, or download the file manually
4. Once downloaded open up NMM and click the mods tab to import the SurvivalistIngenuity.7z
5. Start the mod via NMM and choose which modular plugins, compatibility patches and extras you wish to use
6. After installation enable the plugin files inside your prefered reorder tool or in data files when starting up Skyrim
7. When starting Skyrim, click on data files, and make sure the 'SurvivalistIngenuity.esp' and all it's patches are checked. If you use SKSE and/or Wrye Bash, make sure the file is activated and your load order corrected. Use http://skyrim.nexusmods.com/mods/6 to automatically get the correct load order.
8. Put the following variables at the bottom of your Skyrim.ini:

[Combat]fMagnetismObjLookingMult=0.0000fMagnetismObjHeadingMult=0.0000fMagnetismObjStrafeHeadingMult=0.0000fMagnetismLookingMult=0.0fMagnetismHeadingMult=0.00fMagnetismStrafeHeadingMult=0.0fMagnetismStrafeBaseSpeed=350.0000fMagnetismStrafeMaxDistance=750.0000f1PArrowTiltUpAngle=0.7f3PArrowTiltUpAngle=0.7[Actor]fVisibleNavmeshMoveDist=12288.0000[MapMenu]fMapWorldMaxPitch=400.0000fMapWorldMinPitch=0.0000fMapWorldYawRange=3600.0000bWorldMapNoSkyDepthBlur=1fWorldMapNearDepthBlurScale=0fWorldMapDepthBlurScale=0fWorldMapMaximumDepthBlur=0uLockedObjectMapLOD=8uLockedTerrainLOD=8fMapLookMouseSpeed=4.0000fMapZoomMouseSpeed=10.0000fMapLocalCursorPanSpeed=300.0000fMapWorldZoomSpeed=0.2000fMapMoveKeyboardSpeed=0.01

9. Play the Game!!!

Manual Installation:

1. Go to http://skyrim.nexusmods.com/mods/1175 and install (optional)
2. Go to http://skse.silverlock.org/ and install the latest version (required)
3. Unzip the files anywhere
4. Move the .esp and .bsa file 'SurvivalistIngenuity' to your 'x:\...Skyrim\Data' folder
5. Choose the modular plugins, patch files and extra files you wish to use and copy to your Data folder or wherever they belong
6. When starting Skyrim, click on data files, and make sure the 'SurvivalistIngenuity.esp' and all it's patches are checked. If you use SKSE and/or Wrye Bash, make sure the file is activated and your load order corrected. Use http://skyrim.nexusmods.com/mods/6 to automatically get the correct load order.
7. Put the following variables into your Skyrim.ini:

[Combat]fMagnetismObjLookingMult=0.0000fMagnetismObjHeadingMult=0.0000fMagnetismObjStrafeHeadingMult=0.0000fMagnetismLookingMult=0.0fMagnetismHeadingMult=0.00fMagnetismStrafeHeadingMult=0.0fMagnetismStrafeBaseSpeed=350.0000fMagnetismStrafeMaxDistance=750.0000f1PArrowTiltUpAngle=0.7f3PArrowTiltUpAngle=0.7[Actor]fVisibleNavmeshMoveDist=12288.0000[MapMenu]fMapWorldMaxPitch=400.0000fMapWorldMinPitch=0.0000fMapWorldYawRange=3600.0000bWorldMapNoSkyDepthBlur=1fWorldMapNearDepthBlurScale=0fWorldMapDepthBlurScale=0fWorldMapMaximumDepthBlur=0uLockedObjectMapLOD=8uLockedTerrainLOD=8fMapLookMouseSpeed=4.0000fMapZoomMouseSpeed=10.0000fMapLocalCursorPanSpeed=300.0000fMapWorldZoomSpeed=0.2000fMapMoveKeyboardSpeed=0.01

8. Run Skyrim!!!





Important Information


To get the full benefits out of this mod, I recommend you to start over a new game, though the features of Survivalist Ingenuity will also work without a new start. If you're using Survivalist Ingenuity on an existing character, the mods core elements will be configurable via a MCM menu. You'll find the menu when pressing ESC.

If you are using a new version of Survivalist Ingenuity upon an existing character made with SI, make sure to make a clean save before playing on. How to do this?

1. Load your game and find a interior cell, save the game
2. Exit game, turn off the SurvivalistIngenuity.esp and load the previously made save, save again
3.Exit game, enable the new version, go into the game and save again
4. Exit the game once more and then start playing with the clean save

If you are using post final 1 versions it's important to understand you'll need to start a new game. Anything else will most certainly mess things up for you. You've been warned!!!

Gameplay Changes


There are many gameplay changes and additions. Some are configurable, some are hardcoded and some are changeable with modular plugins. The features will be signed with the affiliated tag. [C] = configurable, [H] = hardcoded and [M] = modular.

Character Creation & Progression


[C]No automatic health regeneration: Basically this turns off automatic health regeneration for the player. Automatic health regeneration in combat is also turned off. You're allowed to adjust the heal rate multiplier in the configuration menu at will. This feature is turned off by default.

[C]Slower magicka and stamina regeneration for PC and NPC: Just as the sentence implies, this lowers the automatic regeneration of magic and stamina for the player. You're allowed to adjust the stamina and magicka rate multiplier in the configuration menu at will. This feature is turned off by default.

[C]Raise stamina regeneration when crouching: This is toggleable from within the MCM menu. If you're out of stamina and need to recover stamina quick, then just go in sneak stance and don't move. Your stamina will regenerate faster. This feature is turned off by default.

[C]Basic athletics and slower speed: You'll start with 75% of default running speed at level 1. You'll slowly build up more speed when leveling up. The highest speed you'll get is 125% at level 100. The formula of speed progression is based on different multipliers through the leveling up process: You get x2.5 speed in the first levels, you reach 100% (default speed) at around level 12/13, with level 50 you have 117,5% speed. Once you've reached Level 101 you no longer gain higher speed. You're allowed to turn this feature on and off in the Survivalist Ingenuity configuration menu. This feature is turned off by default.

[C]Basic acrobatics and level progressing jump height: Thanks to SKSE we're now able to modifie game settings via scripts and thus I'm able to modifie the jump height when leveling up. You'll start with 75 from default jump height and the highest jump you'll get is 195 at level 100. You're allowed to turn this feature on and off in the Survivalist Ingenuity configuration menu. This feature is turned off by default.

[C]Complex stamina management: This is toggleable from with inside the MCM menu. Stamina will be drained when either running, swimming, jumping, attacking, blocking and drawing your bow. Walking and fast sneaking also has a small stamina drain. This will be truned off and on with the basic athletics feature. This feature is turned off by default.

[H]No starter spells: You'll start the game without any spells. This is made so the start of a new game is more difficult. It also has the side effect that you are not even a magic scholar...so how you're capable of using magic then?

[C]Reset all skills to a value of your choice: You're allowed to adjust your skills at will. Default setting is 15 for all skills plus the bonus you get from races. Combine this feature with a Basic Needs and Hypothermia mod, and your Skyrim experience will remind you more of an adventure in the S.T.A.L.K.E.R Zone. You're allowed to freely choose your skills from a range of 0-100. It's recommended to set up your skills only once when satrting a new game. Though you're able to modifie them later, it is probably more fun to let them evolve naturally. There's also a slider that allows setting all skills to whatever you want.

[C]Carry weight value freely chooseable: The default carry weight value is 120 (from vanilla 300). What this basically does is taking the ability from you to carry 6 tons of steel around when enabled. Who can do this in real life? Ok, Skyrim is a game, but for my taste the default carry weight renders the game into a simple slash, hack and loot fest. Your carry weight won't be limited forever. There are new spells, rucksacks and other options to increase your carry weight throughout the game. Apart from that you'll gain +2 carry weight every time you level up, depending on how high you've adjustet the settings in Elys Uncapper. Also, why not let your followers carry your burden'? Example for carry weight formula:

default = 300(basic) + 100(all perks) = 400 + stamina increase +magic at level 10

Survivalist Ingenuity = 120(basic) + 80(max rucksack) + 80(max perk) = 280 + stamina increase + magic at level 50+

[C]Real Encumbrance: This progressively slows down your movement speed, when more weight is added to your inventory. This works in combination with basic athletics and other speed/weight related features introduced by Survivalist Ingenuity. Once you've exceeded your maximum carry weight you eventually come to a complete halt. This feature is turned off by default.

[C]Higher fall damage with higher inventory weight: This is dangerous, so be careful. The fall damage raises with higher inventory weight. This means if you have, for example, more then 200 weight in your inventory, jumping from a high rock will probably get you badly injured, if not killed. This feature is turned off by default.

[M]Using Rack, Smelter and Hearthfires Workbenches increase smithing skill: If you're using the tanning rack, a smelter, or a Hearthfires workbench your smithing skill will be increased just as if you were using the forge, the grindstone or the regular workbench. Additionally to this feature cooking now slightly raises your alchemy skill. Use the modular plugin to turn this off.





Changes and additions to followers


[H]Followers put away torches when sneaking: Something that should have been in the game in the first place. How you're supposed to play stealthy with followers on your side that constantly light their torches in dark places? This will work on any follower, even when using Ultimate Follower OVerhaul. Basically what it does is make your followers put away their torches when the player is sneaking or does not have a torch equipped. This feature is turned on by default.





Enviromental & Immersion


[C]Adjustable Timescale: You're allowed to adjust the timescale at will via the ingame configuration menu. A timescale lower then 5 is not recommended, due to numerous bugs possible. Recommended is a timescale between 5-10. Default setting is 5.

[C]Days and month now reflect their Earth like counterpart names: Does what the title says. I'm fairly good at Elder Scrolls lore, but I still prefer Earth like names for month and days. This feature is turned off by default.

[C]Removed annoying messages: I've removed some of the unnecessary and annoying messages that gave you a feeling to be a freak on a leash. After ~500 hours of gameplay I should know that I'm overencumbered when slowing down. This feature is turned off by default.

[M]Increased light radius for torches: This is supposed to be used in conjunction with the darker nights feature. With darker nights, default torches are almost useless, this changes that. Use the modular plugin when you want to turn this off and restore vanilla torch light.

[H]Useable lanterns: You're now allowed to use lanterns just like torches. The difference to torches is their higher weight and light radius, but much lower lifetime. Except of magic, this will be your best source of light.[/b][/color]

[H]NPC use torches: Most of the people around Skyrim will now wear and use torches at night. This will also work for followers and enemies like Bandits or Forsworn.

[H]Guards use lanterns: In addition to people wearing torches, guards now wear lanterns only. Security should have a good view shouldn't they?

[H]Filled soulgems are now glowing: I've changed some of the meshes to make soulgems glow when a soul is bound inside them. Just a nice and immersive gimmick.

[M]Mining animation turned off: One thing I really enjoyed in Skyrim was how you were able to see yourself mining ore. But after some time this really got boring and tedious. This is why I turned of the mining animation. Ores are now harvested just like regular flora and fauna. If you want to turn this off, use the vanilla script coming with the download package.

[H]Share inventory with almost any NPC: This is a feature that brings new live into the limited trading options in Skyrim. Basically you're allowed to do trade with almost anyone, except enemies, guards and vendors and some other hand picked NPCs, that shouldn't be allowed to do trade with. This is one of my most favourit features, as this also has the side effect to allow you to dress up people like you want. Something I do since the very first days in Morrowind. Sharing inventory with NPCs is only possible when you've befriended them.

[H]Removed world map restrictions: This is a popular change since the very first days of Skyrim. This change allows you to zoom in much deeper into the world map and lifts the 90° side view. Make sure to do the provided changes in the 'How to Install' section to make this feature working like supposed to. This works best with a very nice http://skyrim.nexusmods.com/mods/26440 made by @DragonBoon which I'm supporting.

[C]Blizzards and Storms slow you down and lower health: Does exactly what it says. If you happen to be stuck inside a snow or rain storm, your speed and health lowers. So you're much more vulnerable when walking through stormy weathers.

[H]Grill food at campfires: A nifty little feature that allows you to grill basic food at any campfire in Skyrim. Just have some potatoes, leek or raw meat in your inventory and activate the campfire. You'll be prompted with a menu, where you can chose an option. This will process all the raw food in your inventory to be eatable after.





Archery & Ammo


[C]Arrows have weight: Arrows now have weight. This has an effect to your inventory and to combat as well. Some arrows are heavier than others and thus having different trajectory. A set of 100 arrows weights ~10(kg) depending on the arrows class. The heaviest arrows are Golden arrows. Weight has the most impact on Golden arrows as you'll soon notice. There is a knowen bug, you experience when you served your time in jail. It will corrupt your carry weight. Use the special spell that has been introduced with version 0.4 to fix the bug. Just cast the spell and any instance of arrow weight dummys will be removed by the spell. But be aware, this spell also removes all arrows to prevent exploiting. Also notice that you won't see any weight being attached to arrows in your inventory. This is because arrows do not have weight in default Skyrim, and needed to create weight dummies to emulate the weight on arrows. You're able to turn this feature on and off in the configuration menu. Turned off by default.

[H]Arrows have different stats: Arrows now all have different statistics from each other and different abilities. They vary in weight, value, mass, damage, trajectory, speed, impact force and range. The heaviest arrow is the golden one, which will have the most stopping power, but the shortest range, for example. The most lethal are probably the daedric and ebony, the most controlable the elven, glass and orc arrows, as they share low trajectory and mass. They all have different properties and you'll need to find out for yourself which arrow suits you best. Here's a screenshot that shows the different statistics of arrows:

http://imageshack.us/photo/my-images/542/siarrowprogress.png/

[H]Craftable Arrows: You get the chance to craft every single arrow in game at regular forges and tanning racks. You'll need feathers, which you're able to get from Hawks and Hargreavens, arrow heads (iron and other ingots), and arrow shafts (branches from trees) to make a bundle of ten arrows. Arrow crafting is depended on skill and perks, so you won't be able to craft ebony arrows when not having the appropriate perk. Additionally I've introduced new arrow types, Silver, Golden and Quicksilver arrows.

[H]New Silver, Quicksilver and Golden arrows: Silver, Quicksilver and Golden arrows are special arrows that are only craftable if you have the arcane smithing perk. Silver arrows ignore normal weapon resistance and quicksilver arrows emit light and are the fastest available arrows. They fly with almost 0 trajectory, but have the lowest impact force and damage of all available arrows. They are good in combination with refined spider poison and the weapon of choice for far ranged combat. The golden arrows ignore normal weapon resistance and have the highest impact force. It is a exceptional close combat arrow. The new arrows are craftable as well.

[M]More arrows in bodys which stay longer: You'll notice people will have more arrows stuck in their bodies, and also the arrows will stick much longer. It always annoyed me how arrows were all of a sudden ghosting away from bodies. I wanna see where I've hit my prey. If you want vanilla arrow stuck in bodie behaviour, use the modular plugin.

[M]Auto Aim turned off: An essential change for Archers. This will only work in conjunction with the provided .ini code in the 'How to install' section. This will enable far ranged combat aka a real sniper experience. It also completely removes the arrow warping when close to enemies. If you want to play with Auto Aim enabled, use the modular plugin.

[M]NPCs use ammo in their inventory: This removes NPCs having infinite ammo in their inventorys. This creates much more intense battles, due to archers going into melee combat when close to the player much sooner. It also has the side effect of low arrow loot, which should encourage the player to craft arrows. If you want NPCs to have infinite ammunition, use the modular plugin.

[H]Eagle Eye Perk now has two modes: Yep, that's right. There's a difference now if you're standing or crouching. Zoom will be higher in crouch stance and lower when standing. This is progressing through all eagle eye perks including thoose imported by Survivalist Ingenuity.

[C]Small bow zoom when crouching: Consider this as a 'small' eagle eye perk given to you. It will be removed once you get the first 'real' eagle eye perk. It grands you a small zoom ability at the start of the game. You can turn this off and on inside the MCM menu. Turned off by default.

[C]Archery skill raises when crouching: Additionally to the other archery features you'll get the chance to increase your archery skill when crouching. This increases damage and accuracy. This can be turned on and off inside the MCM menu. Turned off by default.

[C]Drawing your bow consumes stamina: This was mentioned before, but I thought to tell you again, as this has a huge impact on archery. You're allowed to turn this feature on and off inside the MCM menu. Turned off by default.





Magic & Alchemy


[M]Potion crafting needs much more ingredients Potion creation uses more ingredients. It's not directly what it sounds like, but you will no longer be able to spam potion creation. Everytime you enter alchemy crafting window a taxes, in form of ingredients, gets deducted from your inventory. So you'll basically have to collect much more ingredients in order to craft a decent amount of potions. The effect is calculated *4/5. Basically this means, whenever you enter alchemy crafting window, 4/5 of your alchemy ingredients get deducted from your inventory. If you don't want any 'taxes' applied when using crafting stations, use the modular plugin.

[H]Potions have duration: Health, stamina and magicka regeneration potions now have duration. So you no longer get instant attribute healing from those. The effect develops in 3-5 seconds depending on the strength of potion you consume. The same goes for ingredients that are used to make the said potions.

[H]New spells, tomes, scrolls, enchatments and potions: There are 21 new spells and potions. 5 spells to increase carry weight (Feather), 5 spells to increase running speed (Light Foot), 5 spells to slow down time (Bullet Time), 5 new open lock spells and a regular nighteye spell not used by Khajits or Vampires. All thoose spells and potions can be found either in tomes or general loot throughout Skyrim. You can also find potions and scrolls with the new magic and you're able to enchant items with some of the new magic.

[H]New Summons: The 5 new summons are a 'Large Familiar' Bear Spirit, a Draugr 'Ghost Archer', a Whispmother 'Ghostspirit', a Hallow Dead named 'Hollow Death', which basically is Arnulf in ghost form and you're also capable of conjuring Alduins Ghost once you've ended the final stage of the main quest.

[H]Toggleable Khajit Nighteye and Vampire Sight: Yeah. Basically those two abilities are now toggleable.

[H]Intelligent Soul Gems: Soul Gems now only fill with according souls. So you no longer will have petty souls stored inside great soulgems etc. Azuras Star will not be affected of this, and can be used like normal.

[H]Filled soulgems are now glowing: Mentioned before, I've changed some of the meshes to make soulgems glow when a soul is bound inside them. Just a nice and immersive gimmick.

[H]Enchantment without limitations: You're now free to put any enchantment on any available item, as long as your skill is high enough.

[C]Slower magicka regeneration: This was mentioned before. This will have a huge impact on playing a mage. Magicka regen potions now actually have a purpose. Can be turned off and on inside MCM menu.

[C]Using magic lowers your sneak skill: Another huge impact on mages. Using/readying spells now will lower your sneak skill. You'll either need to level your sneak skill or accept that pure mages are no multitalents. Configurable inside the MCM menu. Turned off by default.





Stealth & Thievery


[M]Sneaking much more difficult: Sneaking is much more difficult. Enemies search longer for you in the shadows. They use torches when searching for you and will find you much easier when not perfectly hidden in the shadows or when making to much noise. Use the modular plugin if you want to restore default settings.

[M]Lockpicking much more difficult: Lockpicking now is a real mastery, specially at low levels. At low levels you'll not be capable of unlocking the smallest lock. You can. however, use acid or magic to open locks. And if you're using http://skyrim.nexusmods.com/mods/23807 you're also capable of forcing locks. Use the modular plugin if you want to restore default settings.

[C]Using Torch, Lanterns or magic now lowers sneak skill: Does exactly what the title says. Using light sources now gives you a mali to sneak skill. Nobody's supposed to sneak with light in the first place, right? This makes sure you don't. Keep it fair to the enemy. This is configurable inside the MCM menu. Turned off by default.

[C]Use acid to melt locks: You'll need to refine Frostbite acid in order to able to melt locks. Having the acid in your inventory and going in the sneak stance while in front of a lock will melt and open the lock. This applies to any lock, even thoose that need a key. This is configurable inside the MCM menu. Turned off by default.

[C]Force locks: You'll need an adequate weapon when trying to force locks. Novice locks are easier to force then master locks. Novice locks can be forced with daggers, but master locks need at least a Warhammer or Battleaxe. You're not capable of forcing locks that require keys. This is configurable inside the MCM menu. Turned off by default.

[M]Raised crime gold: Being criminal and getting cought now costs much more gold. If you still decide to be a criminal at least make sure nobody witnesses your wrong doings. Use the modular plugin to turn off this feature.

[H]Ownership in Skyrim: Remember how you were able to take almost anything in settlements in the default game? This ends here. People actually own the stuff that is lying around in cities and towns. If you decide to lay hands on their claim you'll need to deal with the punishment granted to your by the authority. This has a huge impact on gameplay, specially in conjunction with needs mods that introduce the needs to eat, drink and sleep.





Economy, Loot, Crafting & Items


[H]General loot decreased: In general loot is much more limited. You not only get less loot, finding something really precious is seldom. Also, the loot in the starter dungeon is significantly lowered. Do you remember how it was in Oblivion were you couldn't obtain the armor and weapons dropped by certain NPC's? This is true for the starter dungeon of Skyrim now. Combined with the ownership feature this renders the loot to almost zero.

[H]Increase in costs: Level up training costs 1.000 gold at level novice, and is available to you only 3 times. Hirelings cost 5.000 gold instead of 500, furnishing homes is 5x more expensive. Travelling across country is 5x more expensive. In addition you get slightly more reward for certain radiant quests and the value of pelts and hides are increased for the hunters. I decided to make that change in order to give the player a greater motivation to do jobs to improve his income. In general it will be very hard with Survivalist Ingenuity to get a decent amount of income.

[H]Merchants have more gold: You think this is counter productive for a hardcoe mod? Well, I tend to disagree. You can't sell things that you don't have, but once you got things you want to make sure to be able to sell them, right?

[H]Craft Gold from ingots: You'll need the right items in order to forge gold. Just another chance compensation.

[M]Cutthroat merchants: Merchants buy from you for 33% of the default prize and sell to you for 3x higher then default. Money progression is significantly slowed with this.

[H]Added harvestable Branches: Thoose Branches are used to make arrow shafts for the new craftable arrows, or torches. Were would you harvest branches from? Right, trees.

[H]New ingredients and food: I've added some new ingredients mainly to be found on creatures around Skyrim. There are also new food recipes for the hungry people playing Survivalist Ingenuity. Thoose foods are made compatbile with Basic Needs and Diseases mod. New Ingredients are: Bee Queen, Spider Sap, Spider Eyes, Spider Teeth, new Food: Bread, Baken Skeever Meat, Honey Nut Treat, Grilled Leek, Baken Potatoes.

[H]Fixed Ingredients: Cabbage, Leek and Chicken Nests will now respawn. Fixed Namira's Root, Imp Stool, White Cap and the Human Heart not having any value.

[H]Weighted items: Gold, keys, arrows and lockpicks are now weighted. Just a immersive change to add a small sense of realism.

[H]Craft various new items: You're now allowed to craft lockpicks, torches, lanterns, rucksacks and diverse other things with the right items. Crafting lockpicks needs you to have an increased lockpick skill, or you can't forge them. You can also craft Bonemeal from skulls and goat horns and make charcoal from firewood for torches.

[H]Ores grant salt and/or more jewels: Mining ores will randomly grant you salt or more jewels. Just a small gimmick feature to increase survival chances.

[H]Crafting stations everywhere: Every city or town that didn't had a forge, smelter, tanning rack, grindstone or workbench now has one. I found it kind of tedious to be limited like that.





Miscellanous Changes


[H]Traps and diseases more lethal: Contracting disease now actually does something negative to you, especially with hardcoe settings enabled. Traps are 5-10x more lethal than in default game. Most traps mean instant death to you and your followers, so be prepared and careful when venturing those Dwemer caverns.

[H]Unique Barenziah quest book: The Barenziah quest is a very good addition, but after playing two times through the default game, I no longer have the nerve to search for those stones. I've created a unique book which tells you where to find those nasty gems, but only if you understand the riddles inside the book. Guess who will sell the book to you.

[H]Followers get out of the way more responsive: Does what the title says. Works good in conjunction with ultimate follower overhaul.

[H]Killable children: Felt to much of a limitation to me. You don't need to kill them after all.

[H]Children Enemies: This adds children to bandit and forsworn enemy lists. They tend to run away in battles, but some of them are just as aggressive as their advlt counterparts.

[H]Perk Overhaul: The Perk tree has been greatly expanded. There are over 85 new perks and extended versions of old perks, granting you more choices. This is valuable specially for higher level characters and much needed due to the increased difficulty in SI. This also plays well with Elys Uncapper.





Recommended Mods


Survivalist Ingenuity is built around most of the, in my opinion, best gameplay enhancements mods that Skyrim has to offer. I recommend using the following list of mods in combination with Survivalist Ingenuity in order to get the best Skyrim experience possible. I specially recommend the unofficial patch series listed at the end of the list. You should never play without the unofficial pacthes.

http://skyrim.nexusmods.com/downloads/file.php?id=11163


http://skyrim.nexusmods.com/mods/14037


http://skyrim.nexusmods.com/downloads/file.php?id=9778


http://skyrim.nexusmods.com/downloads/file.php?id=3863


http://skyrim.nexusmods.com/downloads/file.php?id=2653


http://skyrim.nexusmods.com/mods/26228


http://skyrim.nexusmods.com/downloads/file.php?id=9694


http://skyrim.nexusmods.com/downloads/file.php?id=14767


http://skyrim.nexusmods.com/downloads/file.php?id=1175


http://skyrim.nexusmods.com/downloads/file.php?id=10012


http://skyrim.nexusmods.com/downloads/file.php?id=193


http://skyrim.nexusmods.com/downloads/file.php?id=11609


http://skyrim.nexusmods.com/mods/12092


http://skyrim.nexusmods.com/mods/98


http://skyrim.nexusmods.com/mods/13486


http://skyrim.nexusmods.com/mods/4862


http://skyrim.nexusmods.com/mods/22745


http://skyrim.nexusmods.com/mods/19733


http://skyrim.nexusmods.com/mods/3421


http://skyrim.nexusmods.com/mods/2666


http://skyrim.nexusmods.com/mods/21120


http://skyrim.nexusmods.com/mods/23491


http://skyrim.nexusmods.com/mods/19


http://skyrim.nexusmods.com/mods/25127


http://skyrim.nexusmods.com/mods/4929


http://skyrim.nexusmods.com/mods/116


http://skyrim.nexusmods.com/mods/95


http://skyrim.nexusmods.com/mods/6675


http://skyrim.nexusmods.com/mods/5388


http://skyrim.nexusmods.com/mods/7308


http://skyrim.nexusmods.com/mods/23906


http://skyrim.nexusmods.com/mods/14976


http://skyrim.nexusmods.com/mods/26440


http://skyrim.nexusmods.com/mods/836


http://skyrim.nexusmods.com/mods/141


http://skyrim.nexusmods.com/mods/6971


http://skyrim.nexusmods.com/mods/7824


http://skyrim.nexusmods.com/mods/1598


http://skyrim.nexusmods.com/mods/8236


http://skyrim.nexusmods.com/mods/2532


http://skyrim.nexusmods.com/mods/3288


http://skyrim.nexusmods.com/mods/3385


http://skyrim.nexusmods.com/mods/18855


http://skyrim.nexusmods.com/mods/27644



Support Section


Compatibilities:

There’s a folder inside the Survivalist Ingenuity package that provides compatibility with other mods. Use those patches only if you have the appropriate counterpart.

Known Bugs:

- The athletics/speed feature might kick in only once you've gone into sneak state, sheathed/unsheathed your weapon, entered a menu, or started to sprint. This actually is a default engine bug, and there's nothing I can do about it at the moment.
- The bug you might experience with your carry weight going crazy after you've been released from jail is fixable with the supported spell. The spell will remove every instance of arrow weight dummy from your inventory, fixing it. But beware, the spell will also remove any instance of arrows to prevent further bugs and exploits. After you used the spell to clean arrow weight dummys, the 'arrows have weight' feature will work like supposed to.
- There's a bug with arrows not showing any weight in inventory. This is because I'm using wieght dummys to mimic weight on arrows via script. Skyrim does not allow to show weight on arrows in inventory.





Appendix


Planed Features:

Basically SI has all features I've ever intented. But new ideas are always arizing.

Credits and Thanks:

I have to say thanks to a lot of people, specially thoose guys over at Bethesda, without them my life would be much less fun. A huge thanks goes out to @Lothar who was a great help in finding and nailing bugs, and @JustinOther for helping me with a lot of stuff concerning the CK. @DragonBoon gets kudos for allowing me to incooperate the LiHud+Map Mod, kudos to you brothers. I also have to thank all the people on the official forums. Without you guys and reading your threads in trying to understand how to mod, specially related to scripts, I would have never made this overhaul possible. I have to point out a special thanks to @tunaisafish, @Artisanix, @Arthmoor, @Elys and the guys from SKSE. You don't even know how much you help people by just posting your knowledge of modding. People like you are the pillars this whole modding community stands on. I also have to thank all the guys on the Nexus, the Workshop and over at TES Alliance, your daily input and efforts is very appreciated.

Enough talk now, go enjoy the game!!!

Oh, and if you find grammatical faults inside this ReadMe, go on and eat them, they're yours... :D

DISCLAIMER:

This software is provided 'as-is', without any express or implied
warranty. In no event shall the authors be held liable for any damages
arising from the use of this software.





Color and Size for your HUD and Map


Name: Less intrusive and static HUD + Map
Version: 0.5
Date: 11/07/2012
Category: User Interfaces
Requirements: Skyrim Patch 1.8.151.0
Author(s): Mofakin, DragonBoon

Please endorse if you like the mod!!!

News:
=====

New version. Everything inside a nifty installer. Make sure to read exactly and not use the installer wrong.

There won't be any updates on the static HUD in the near future. I figured that most people play on a higher resolution then I do, so updating to another resolution will only be possible once I've buyed myself a new GPU.

Version 0.5 11/10/2012:

- Fixed and streamlined NMM installer
- Added colored radar icons for optional colored map marker files
- Made a doted crosshair replacer for the default mod
- Made the quest markers bigger for the 'resized not colored' optional file
- Made one more optional file, 'resized map markers with trinity colors
- Fixed size of custom map markers in the defualt version

You have two options, download optional mod via Nexus or use the installer of the default main version, but DO NOT use booth!

Description:
===========

What does this mod do?

The HUD elements are only useable for resolution 1680x1050!!!

Default Version:

1. Resizes (50%) and recolours map icons:

I. Settlements = Beige
II. Fortifications = Dark Gray
III. Underworlds = Ice Blue
IV. Mystical Places = Purple
V. Interesting Places = Dark Red
VI. Camps = Light Brown
VII. Groves = Lime
VIII. Undiscovered Places = Black
IX. Citys = Individual Colours
X. Doors&Waypoints = Neon Green

2. Resizes, repositions and partialy recolours health/stamina/magica and enchanted charge to the lower screen section.
3. Resizes and repositions the sneak eye to the lower screen section and gives it colour depending on how wide the eye is opened.
4. Removes enemy health&name, enemy on compass, ammo count, hidden/detected messages and the level up meter.
5. Resizes and recolours the crosshair and cursor.
6. Creates a completely static HUD.

Have a look at the provided pictures to see how it looks ingame.

Optional Versions:

- Resized and Recoloured Map Markers: Does what the title says. Use as standalone version instead of the default mod. Makes only changes to the map.
- Resized but not recoloured Map Markers: The same as above option, but without recolouring.
- Recoloured but not Resized Map Markers: Only recoloured Map Markers with default colours.
- Trinity Colours: Only recolours undiscovered places, discovered places and quest markers for booth map and HUD. Do not use with the default mod.
- Trinity Colours with resized Map Markers: combines trinity colors with resized map markers.
- Dot for crosshair: Makes the crosshair a dot, nothing more.
- Dot for Crosshair replacer: The same but to be used as replacement for the default mod.

Installation with NMM:
============

1. Download via NMM or manually
2. Start NMM, install and activate the mod with your prefered options. Make sure to exactly read what the different options do!
3. Play Skyrim and Enjoy

Manual Installation:
=======
1. Unpack the files and copy to X:\...Skyrim\Data
2. Activate the .esp in your prefered load order tool

Uninstall:
=========
1. Delete the following files

X:\...Skyrim\Data\Interface\cursormenu.swf
X:\...Skyrim\Data\Interface\map.swf
X:\...Skyrim\Data\Interface\Exported\\hudmenu.gfx


Incompatibility:
===============
This Mod is incompatible with any Mod that changes the same files or variables. Other HUD and Map mods are probably incompatible.

Known Issues or Bugs:
====================

- Only useable for resolution 1680x1050 at the moment.

History:
=======

Version 0.1 12/17-22/2011:

- initial release
- recoloured and resized map icons
- recoloured, resized, repositioned and removed HUD elements
- set up the .esp to remove most of the annoying messages

Version 0.2 12/26/2011:

- included resolution 1680x1050

Version 0.3 11/4/2012:

- The mod is now supported by @Mofakin.
- Removed all extra options, cause none of them were working for me.
- Fixed the sneaking crosshair not lined up with the standing crosshair.
- Fixed Map Markers not showing since Pach 1.8.151.0.
- Removed the .esp.

Version 0.4 11/8/2012:

- Made a handy NMM installer for the whole mod, including the optional elements, make sure to choose only one at installation
- Added 4 different optional versions: Resized but not coloured, Resized and Coloured, Recoloured but not Resized and Trinity Recolour. The first three options are only recoloured map elements. The trinity option recolours Hud and map elements.

Version 0.5 11/10/2012:

- Fixed and streamlined NMM installer
- Added colored radar icons for optional colored map marker files
- Made a doted crosshair replacer for the default mod
- Made the quest markers bigger for the 'resized not colored' optional file
- Made one more optional file, 'resized map markers with trinity colors
- Fixed size of custom map markers in the defualt version


Resolution Tutorial
===================

1. Get http://www.swixkit.com/ and http://notepad-plus-plus.org/. Install booth.
2. Find the hudmenu.gfx inside this download
3. Open the hudmenu.gfx with Notepad and change the very first instance from \"CFX\" to \"CWS\" and safe the file
4. Rename the modified hudmenu.gfx to hudmenu.gfx.swf
5. Open the hudmenu.gfx.swf with the SWiX tool
6. Now you have to find the following ID\'s and the variables contained. Within the variables look for TranslateX (horizontal, high numbers right, lower numbers left) and TranslateY (vertical, higher numbers down, lower numbers up) !!!Warning, thoose numbers may defer since the newest 1.8 patch.

I. 677 = HealthMeter_mc
II. 688 = MagicaMeter_mc MagicaFlashInstance
III. 695 = StaminaMeter_mc StaminFlashInstance
IV. 709 = LeftHandChargeMeterInstance
V. 721 = RightHandChargeMeterInstance
VI. 430 = Compass ShoutMeterInstance ShoutWarningInstance
VII. 442 = NoTarget
VIII. 764 = NoTarget
IX. 649 = invisible
X. 653 = FadeIn
XI. 686 = there\'s only one variable to be changed
XII. 693 = there is only one variable to be changed

7. Change all thoose variables to your likings, but leave the others untouched. Don\'t fiddle around with the scales. Don\'t forget to safe.
8. Open the file in Notepad again and change the first instance back to CFX then safe and rename the file back to hudmenu.gfx.

I\'m aroud 13500 with Y Axis and 1500-4000 with X Axis, so depending on your resolution you know roughly were to aim for. I\'m sorry I can\'t do much more for you, but unfortunately my system doesn\'t provide any other resolution. If you arranged the variables with your given resolution please provide me the files, so I can incooperate them into the package...thanks.

Credits
=======
Thanks to Bethesda
Thanks to DarkOne and Team
Thanks to makers of Trilix and SWiX
Thanks to the guys in the \'modding the UI\' thread

Tools Used
==========
7-Zip
BSA Unpacker
Trilix
SWiX
Readme Generator

Licensing/Legal
===============
Feel free to modifie the file. Credit is appreciated but not needed.

Clean up your Corpses


Latest News



People keep flooding me with brilliant ideas, so I still didn't found the time to incooperate more ceremonial and quest related stuff. But I've introduced a copple of new interesting features, that will hopefully compensate you. I also had to remove/change some smaller features in order to get rid of functional bugs. For anyone who has requested certain features. I'm on it, give me some time. Don't hesitate to demand what you want again, as I certainly missed some of the things you wanted to see implemented. Changelog for the first February version:

Release 2.02.2013, Version 0.6:

- Hotkey is no longer O, it's unbound, so you'll need to rebind it when starting/updating the mod
- You're no longer allowed to sell carcasses at vendors. Reason: destroys respawn of leveled actors/creatures
- When using the Ahses to Ashes burning function either Bonemeal or Vampire Dust gets placed inside the Ash Pile
- Vampires will no longer drop Vampire Dust as death item, you'll need to burn them to get the ingredient
- Fixed the leach description so you'll actually know what it does
- The Fire Shout is no longer in the list of fire sources to burn bodies, reason: bugs, bugs, bugs
- Added new burial option: Stone Cairns
- Added new burial option: Polearm Deterrence
- Added new burn option: Burning Polearm Deterrence (made specially for interiors)
- Added new function to increase burning time on corpses/carcasses. You'll now need brand accelerator to increase burning time. Brand accelerator can be crafted from various ingredients at cookpots.
- New feature: Vampires resurrect if you disturb their sleep. How does it work? If you killed a Vampire and you do not choose to bury, burn, melt or just leave him alone, he will rise again. You will get a notification when distrubing his sleep. This will happen if you search his inventory, try to melt, burn or bury him with the fitting prerequisite in your inventory, or when you try to take the vampire corpse

Requirements


1. Skyrim with the most actual patch (1.8.151.0.7)
http://skse.silverlock.org/
http://skyrim.nexusmods.com/mods/3863






How to install


Installation with NMM:

1. Press the download with Manager button on the Nexus and confirm the requested programm
2. Once downloaded open up NMM and click the mods tab to import the CUYCMod.7z
3. After installation enable the plugin files in your prefered reorder tool or in data files when starting up Skyrim
4. When starting Skyrim, click on data files, and make sure the 'CUYC_CleanUpYourCorpses.esp' is checked. If you use Wrye Bash, make sure the file is activated and your load order corrected. Use http://skyrim.nexusmods.com/mods/6 to automatically get the correct load order.
5. Play the Game!!!

Manual Installation:

1. Unzip the files anywhere
2. Move the .esp and .bsa file 'CUYC_CleanUpYourCorpses' to your 'x:\...Skyrim\Data' folder. Use the CUYC_CleanUpYourCorpses.esp from the UFOEdition folder when you want to use this mod with UFO.3. Choose the patch/optional files you wish to use and copy to your Data folder
4. When starting Skyrim, click on data files, and make sure the 'CUYC_CleanUpYourCorpses.esp' is checked. If you use Wrye Bash, make sure the file is activated and your load order corrected. Use http://skyrim.nexusmods.com/mods/6 to automatically get the correct load order.
5. Run Skyrim!!!




Important Information

This mod is in a state of BETA development and will make steady progress and get new features added. It's important to understand that this can sometimes mess up your game without the mod creators intention to do so. Always make sure to follow the next steps correctly whenever updating to a new version. You've been warned!!!

If you are using a new version of Clean up your Corpses Mod upon an existing character made with CUYC, make sure to make a clean save before playing on, or you will eventually face bugs and not properly working features. How to do this?

1. Load your game and find a interior cell, save the game
2. Exit game, turn off the old CUYC_CleanUpYourCorpses.esp and load the previously made save, save again
3. Exit game, enable the new version, go into the game and save again
4. Exit the game once more and then start playing with the clean save

Detailed Instructions


Are you a pedantic charwoman? Suffer from Obsessive–compulsive disorder? Do you like it clinically clean and tighty? Does it make you sick when nothing is at its regular place? Maybe watched to much Monk? Are you acting neurotic when stuff keeps lying around? Do you like killing things in Skyrim but dislike they'll all leave their dirty corpses when dead? Are all thoose corpses slowly starting to smell? You caught yourself on your daily rampage leaving a trail of nothing but death and pestilence behind you and later felt a strong urge of remorse? Or are you just a member of the Dark Brotherhood that wants to wash away all http://www.youtube.com/watch?v=TPuSJeVOw7I? Well my friend, then this mod is exactly what you were searching for all your life. Get rid of any corpse in Skyrim, either Human or Creature, doesn't matter. Doesn' matter if you'd killed them or someone else did. I know it's fun to throw your last victim just down the water trail, or a mountaintop, but then it still keeps lying around. To satisfie your daily neurosis you'll have to make it gone and silence the lambs. This is exactly what this mod achieves for you. It also grants you the chance to take carcasses and sell it at the next vendor, for an amount of money depending on the creatures weight. Gold for meat, you know. Additionally burning corpses/carcasses will warm you if you have http://skyrim.nexusmods.com/mods/11163 enabled. Sounds macabre? It is, but you feel warm that's the important thing, isn't it? But be carefull when http://www.youtube.com/watch?v=u5vn6OqnD_Q, it hurts, so keep your distance.

How is it all working?

Easy as always. If you know my survival mod, then you'll know that my features get activated when sneaking in front of an entity, in this case corpse or carcass. Just kill something then approach it and get in sneak stance. Activating the corpse will then open a small menu where you'll have to click 'Investigate'. This will lead you to a copple of other message boxes. From here on you're able to decide if you want to search the corpse/carcass (like entering their inventory in vanilla game), remove the corpse/carcass (with leach in your inventory), take the corpse/carcass (a named corpse dummy gets placed in your inventory, and will be removed once you drop the corpse/carcass), burn the corpse/carcass (you'll need something to ignite the bodies), or bury the corpse/carcass (you'll need a shovel to do so). When taking the body a human corpse/creature carcass dummy gets placed in your inventory which represents what is left of the corpse/carcass you have taken. If you remove, burn or bury the corpse/carcass it will be disintegrated and removed from the game world with anything that previously was inside the body. If you burn or bury the corpse there will be remnants of the corpse, in form of tombstones, ash piles or just grilled bodys, depending what you've chosen to do with the corpse. Taking the carcasses will also add a prize depended on the creatures weight. So huge creatures usually have a higher prize then small Skeevers.

Search Body: Just opens the actors/creatures inventory like in default game, doesn't have any prerequisites.
Remove Body: Removes the body by disintegrating it. You will need leach to do this. This does not destroy spawn points coming with leveled and not unique actors, like bandits or forsworn.
Take Body: Puts a 'Corpse Dummy' in your inventory representing the corpses prize and weight. Once you drop the corpse/carcass from your inventory, the dummy gets removed.
Burn Body: Has four flavors (only one on carcasses), 'Barbecue' (leaves a grilled body), 'Ashes to Ashes' (leaves an Ash Pile),'Bonfire' (burns the body longer but needs dwarven oil) and 'Polearm Deterrence' (A warning for enemies following you). You will need a torch, a fire spell, or a fire shout equipped to burn bodies. Putting bodys on fire will also add a hazard around them so be carefull and keep your distance.
Bury Body: Comes in three flavors, 'Bury right here' (for all actors and also always the last instance you need to actually bury something), 'Bury at home' (for regular unique citizens), or 'Bury at one of the major cities' (for all unique actors). You'll need a shovel in your inventory to bury corpses. If you made a decision where to place the dead body and want to bury it, you will always need to choose the 'Right Here!' Message from the Bury option. Once you choosen 'Right Here', you'll be prompted with the options which form of ceremonial bury you want: Tombstone, Big Tombstone, Graveplate, Stone Cairn and Polearm Deterrence.

Fire hurts: Getting to close to corpses or charcasses when igniting them, or when they're burning will get your health damaged and set you on fire, so always keep your distance (150 game units).
Frostfall support: Burning corpses keeps you warm when using Frostfall. Once a body gets ignited a CampFireLight01(HeatSource) will be added to the corpse. This light is what Chesko uses to detect if a player is close to a heat source. Burning corpses will work like a regular campfire from Frostfall. To get the full benefit you'll need to have a tent build or warm clothes at your body. Additionally the range to the heat source defines the amount of exposure reduced. But don't get to close, or you get yourself grilled.
Vampire get special treatment: You'll need to burn, bury or melt them in order to not wake them up from their 'death sleep'. Or you could just leave them alone so they won't wake up.

Known Bugs:

- No bugs so far, but remember this is still BETA, so there might be bugs I'm not aware of.

Appendix


Planed Features:

Lots of plans. Quests, Perks, Arkay related stuff...maybe a faction, a magic branch?. Funeral ceremonies with attaining citizens. If you have any suggestions feel free to make them.

Credits and Thanks:

In this case I'll have to thank Bethesda, the Creation Kit Wiki guys, the official forum guys.

Enough talk now, go, satisifie your neurotic behaviour!!!

DISCLAIMER:

This software is provided 'as-is', without any express or implied
warranty. In no event shall the authors be held liable for any damages
arising from the use of this software.





Hotkey Mod


Latest News



Small update for user convenience. Added a new functional hotkey and fixed the spell hotkeys. Changelog:

Release 1.02.2013, Version 0.5 - fifth release:

- Added new hotkey to show current game time and date
- Fixed Spell Hotkeys 5 and 8 not working
- Fixed Spell Hotkey 1 showing wrong context with power equiped
- Fixed Hotkey 7 showing wrong indication number

Requirements


1. Skyrim with the most actual patch (1.8.151.0.7)
http://skse.silverlock.org/
http://skyrim.nexusmods.com/mods/3863





How to install


Installation with NMM:

1. Press the download with Manager button on the Nexus and confirm the requested programm
2. Once downloaded open up NMM and click the mods tab to import the HM_HotkeyMod.7z
3. After installation enable the plugin files in your prefered reorder tool or in data files when starting up Skyrim
4. When starting Skyrim, click on data files, and make sure the 'HM_HotkeyMod.esp' is checked. If you use Wrye Bash, make sure the file is activated and your load order corrected. Use http://skyrim.nexusmods.com/mods/6 to automatically get the correct load order.
5. Play the Game!!!

Manual Installation:

1. Unzip the files anywhere
2. Move the .esp and .bsa file 'HM_HotkeyMod' to

*********************************************************************************************





Arnulf Warzenschlegger Companion


Latest News



Release 30.12.2012, Version 0.3.1:

Sorry I had to pull the mod previously, but applying the changes to vanilla followers also, was out of focus for this mod. All changes inside this mod, from now on, are only applied to Arnulf, no more incompatibilitys with follower overhauls like Ultimate Follower OVerhaul or Extended Follower Framework. The plugin has also been cleaned by advice of Arthmoor and the people inside Tes5Edit thread. Changelog for this brandnew version:

- Removed all changes made to vanilla followers to raise compatibility with mods like Ultimate Follower Overhaul
- Fixed dialogue priorization for Arnulf, so that topics are not jumping around
- Fixed Arnulf being stuck in drunk animation when asking him to stop relaxing
- Plugin cleaned with Tes5Edit
- Arnulf voices used in combat are much louder now, you should actually hear him now
- Arnulf now has the same 'No torch when sneaking' feature that vanilla followers have in my Survivalist Ingenuity mod, this does not affect vanilla followers in any way





Requirements


1. Skyrim with the most actual patch (1.8.151.0.7)
http://skse.silverlock.org/





How to install


Installation with NMM:

1. Press the download with Manager button on the Nexus and confirm the requested programm
2. Once downloaded open up NMM and click the mods tab to import the AWC.7z
3. After installation enable the plugin files in your prefered reorder tool or in data files when starting up Skyrim
4. When starting Skyrim, click on data files, and make sure the 'AWC_ArnulfWarzenSchleggerCompanion.esp' is checked. If you use Wrye Bash, make sure the file is activated and your load order corrected. Use http://skyrim.nexusmods.com/mods/6 to automatically get the correct load order.
5. Play the Game!!!

Manual Installation:

1. Unzip the files anywhere
2. Move the .esp and .bsa file 'AWC_ArnulfWarzenschleggerCompanion' to your 'x:\...Skyrim\Data' folder
3. Choose the patch files you wish to use and copy to your Data folder
4. When starting Skyrim, click on data files, and make sure the 'AWC_ArnulfWarzenSchleggerCompanion.esp' is checked. If you use Wrye Bash, make sure the file is activated and your load order corrected. Use http://skyrim.nexusmods.com/mods/6 to automatically get the correct load order.
5. Run Skyrim!!!





Important Information


If you are using a new version of Arnulf Warzenschlegger Companion upon an existing character made with AWC, make sure to make a clean save before playing on. How to do this?

1. Load your game and find a interior cell, save the game
2. Exit game, turn off the AWC_ArnulfWarzenSchleggerCompanion.esp and load the previously made save, save again
3. Exit game, enable the new version, go into the game and save again
4. Exit the game once more and then start playing with the clean save

Gameplay Changes


A new dawn, a new mod *cough*. I present to you Arnulf...Arnulf Warzenschlegger, a custom follower using a completely customized follower framework, independend from the vanilla follower framework. What does that mean? It means you are allowed to use Arnulf in conjunction with your favourit vanilla follower. But that's not all. Arnulf, just as his real life pondon Arnold Schwarzenegger is bound to full fill great things. Read the extended descriptions to see what he can do, except from crushing his enemies and see them driven before him. So basically you'll get a new unique, fully voiced and customized appearance. Tons of features not seen in any other follower mod before, and a follower framework completely independendfrom the vanilla follower framework. Arnulf will surprise you in any way.

Arnulf :

- will avoid combat if you order him to do so
- will redress when previously got an outfit assigned, so you can fit him as you wish
- can be made essential/unessential
- will ignore friendly hits if your order him to do so
- will use the standard commands: wait, follow, share inventory, do favor, dismiss, recruit
- can relax (sandbox mode) if you order him to do so
- will automatically not engage combat when sneaking
- is completely custom voiced (only 100 lines of dialogue for the first version, will be improved, I promise)
- will choose High Hrothgar as home if you not purchased Breezehome, if you purchased he will go there
- has an unlimited inventory if you order him to have so
- has light foot perk to not trigger preasure plates
- will learn spells from tomes you put into his inventory
- will increase his level with player if you order him to do so
- will show you level, skills and resistances if you order him to do so
- does not have any spells, powers or shouts initially
- has no level restrictions
- is level 1 (if you're high level, you probably want to first level him up)
- can be summoned when he's lost
- does not affect the players stealth meter
- speaks famous qoutes from a well knowen movie character if ordered to do so
- can be commanded via shouts, commands are: Share Inventory, Wait/Follow, Relax, Do Favor, Avoid/Enter Combat
- unique book granted to you by a quest NPC with instruction (will be extended in future I promise)
- small and unique quest in order to obtain him (will be much extended in future, I promise)
- will not use torches when the player sneaks or doesn't have a torch equipped

Known Bugs:

- none that I'm aware of at the moment, please report any bug you notice

Appendix


Planed Features:

I have huge plans with this mod. Making Arnulf change his outfits in different situations. Make Arnulf collect ingredients and stuff for you. I plan to extensively extend the custom voiced dialogue and the quest. I can' tell where this mod leads me.

Credits and Thanks:

In this case I'll have to thank Bethesda, the Creation Kit Wiki guys, the official forum guys and Emma for inspiring me to do this mod. Custom followers rule.

Enough talk now, go crush your enemies and see them driven before you!!!

Oh, and if you hear your woman lamintate, show them what Arnulf has to say about it... :D

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jeremey wisor
 
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