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SHADOWMARKED - Mod Page

This mod completely changes how the game handles the Nightingale armor set and weapons, as well as introduces a new hoods mechanic while at the same time making small alterations to certain aspects of the Thieves Guild.

BECOMING THE HOOD

The hood mechanics are specifically designed and ONLY function with the Thieves Guild armor sets (Regular, Improved, Leader, and Nightingale). The hoods of these armor sets hide your identity from the public so crimes committed while wearing one of these hoods is not counted as crimes that your character has committed, only if someone hasn't seen you put on the hood.
The hood itself is attached to the armor Cuirass of the armor set and no longer is a separate piece of armor, using the spell you can equip or unequip the hood of that specific Cuirass.
>> Lesser Power: Thief Hood Arts.

 

LEGEND OF THE NIGHTINGALES

The true powers of a Nightingale are only unlocked once the Twilight Sepulcher has been restored by returning the Skeleton Key. At this point your true powers of a Nightingale will be granted to you.
>> Lesser Power: Nightingale Armor.
The Nightingale armor set is transformed into a power, when you call upon the armor of the Nightingales your current armor set will transform into the Nightingale set until you decide to revert back to your original armor set that you were wearing. There is no time limit for how long you can wear the Nightingale Armor, however it is controlled by the Thieves Guild armor set inside of your inventory.
You can only activate this power when you have a full set of Thieves Guild armor equipped, minus the hood. Also, to remain in the Nightingale armor set you must keep the Thieves Guild armor inside of your inventory when you are wearing the Nightingale armor set.
>> Spell: Nightingale Blade.
A sword that has the same effects as the regular Nightingale Blade as well as has the capabilities of banishing Daedra. You can only use this spell when you are wearing a Thieves Guild or a Nightingale armor set.
>> Spell: Nightingale Bow.
A bow that has the same effects as the regular Nightingale Bow as well as has the capabilities of banishing Daedra. You can only use this spell when you are wearing a Thieves Guild or a Nightingale armor set.

 

THE SKELETON KEY

It is no longer an unbreakable lockpick, the Skeleton Key can now be used as an actual key that can open any lock that you want it to open. It still increases your Lockpicking skill when it is used.
The Skeleton Key is the only way to unlock the Sunken Trek, which is a small pathway linking Nightingale Hall to The Cistern. This path is only accessible to the Nightingales as it can only be opened from the Nightingale Hall section.
THIEVES GUILD QUESTLINES

The mod makes some small alterations to the Thieves Guild questlines while still retaining what Skyrim originally set up.

>> Join the Thieves Guild
You must be a thief yourself for Brynjolf to approach you about his plan, if not he won't even bother with you.
>> Radiant Quests - Less Grind
The radiant quests of the Thieves Guild have been cut down to reduce the grinding element present when trying to restore the Guild to it's former glory. Also, the upgrading of the Guild has now become linked with it's restoration and not with just the completion of radiant quests; finally, the radiant quests will first run through all the Major Holds that are needed to reclaim influence in Skyrim and later will be given at random.

 

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Feel free to post in this topic whatever you guys want relating to the mod, I'll answer whatever questions you've got here. Also make sure to check the readme cause I've compiled a list of common questions there already. Your answer might already be found in there.

 

Have an awesome time with the mod!

 

SHADOWMARKED - Mod Page

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v1.10 RELEASED

This version contains a change to the beginning of the Thieves Guild, Brynjolf won't approach you with his plan if you are not a thief. There are some inventory art additions to the custom spells and clutter was added to the Sunken Trek.

 

​New Info Added To The Original Post.

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v1.50 RELEASED

This version of the mod contains some small alterations optimizing the mod, a change with how the hood skill itself is acquired (Now part of the reward in the TG main quest). A handful of small bug fixes and some enchantment adjustments to the summonable Nightingale Armor.

 

Info Adjusted on Original Post.

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  • 2 months later...

POST UPDATE

I have read through all your posts on the mod page and felt like I should give an update based on what is going on currently in the mod development cycle. First off I would like to say that the mod was released as a finished product, I had a habit in the past to release mods that were completed with expansion ideas that were for the future. So mods were complete products but I had ideas on where I wanted to take them post release.

 

This mod I released completely, it was one that I sat on for months and I was never going to release it. Eventually I decided why not but by that point the mod was in it's completed form. So when this mod release there were no plans for expansion. It's complete. The only updates I will release are bug fixes that crop up (if any at all).

 

There are 2 bugs currently with this mod:

1- Radiant Quest Tracking Bug

2- Bedlam Hood Bug

 

The Radiant Quest Tracking Bug is a bug that doesn't always happen, it's actually quite random since it popped up 2 for me in a good dozen or so tests. I have isolated the bug and it is the one that I am working on fixing at the moment for an update.

 

The Bedlam Hood Bug is with the bedlam quests not tracking when wearing the hood, this bug I am uncertain if I will fix it for the next update or if I will hold off on working on it for one more update. Because I want to get the Radiant Tracking Bug resolved and out urgently it will depend on how big of a fix the Bedlam Bug will require. If it'll require more time to fix then I will release the Radiant Bug Fix first and work on the Bedlam one later on.

 

Just going to ask for a little patients,

Thanks for your understanding!

 

WORKAROUND

Bedlam Hood Bug: Take off the Hood when doing the job.

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Hello

I tried to spawn in a thieves guild set (normal and guild master) and spells to make sure everything was working. The hood isn't appearing in my inventory, guessing due to the way the mod works.

 

However I can't get the spells to work due to not having the full thieves guild set, i don't think I've spawned in the right versions.

Does your mod alter the vanilla items or are there new items added.

 

Thanks

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Comment From: ryuuku514

 

 

Hello
I tried to spawn in a thieves guild set (normal and guild master) and spells to make sure everything was working. The hood isn't appearing in my inventory, guessing due to the way the mod works.

However I can't get the spells to work due to not having the full thieves guild set, i don't think I've spawned in the right versions.
Does your mod alter the vanilla items or are there new items added.

Thanks

 

 

It is normal that you cannot view the hood from within the inventory screen as it is now a Cuirass "Attachment" and not it's own armor piece.

 

The spell functions with the player armor sets of each, there are armor sets that are not for the player that you can spawn in so you'd need to make sure that they are the right sets. Then when you equip the Cuirass the hood will be accessible to you. It alters the vanilla sets and does not add new ones in.

 

Hope this helps!

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