Feralkyn Posted January 15, 2019 Share Posted January 15, 2019 (edited) Please let me know if Google Drive shares are not allowed. I just don't want to put it on Nexus until I'm sure it works! The mod is called Snowblind Sanctuary. It is for Skyrim (NOT Special Edition) and requres the update, Dawnguard, Dragonborn & HearthFire. For more screenshots click here.Just my Steam screenshots, taken randomly during gameplay, so other games are after them. Concept: A player home + ongoing method to "cure" Falmer into Snow Elves through use of alchemy & Divine blessings. Snow Elves can then individually be used as followers, or told to live in the Sanctuary, or told to wander Skyrim instead. There is a detailed ReadMe in .rtf form inside the .zip. It's very long, but includes a tl;dr and a how-to guide. https://drive.google.com/open?id=1KOwqNYJwYNQyw3JHrtfH-t9ppWGKHSJ_ Players are welcome to test from a playstyle perspective. Modders are welcome to check it in TESV edit and give mod feedback. My strengths lay in design, not in scripting, so the mod might reflect that accordingly (not everything is done in the most optimized fashion, but it should not be script-heavy at all--it only has a couple onUpdate light-check scripts). Basic Guide & Features: To begin, the player must have mostly finished Dawnguard. There's a skeleton in Darkfall Passage (the caves leading to the Snow Elf valley; more detailed info is in the ReadMe guide, incl. Cell ID) which drops a Journal item that leads to the quest, along with a key. The quest takes the player into the Sanctuary within the valley. The house can immediately be used as a player home, but the quest continues. It leads players to three Dwemer ruins (one requres Mages' Guild progression through Mzulft) for three parts used to repair/complete the apparatus within the Sanctuary. The quest then completes once the player has captured, cured and spoken to a Falmer/Snow Elf. The mod includes a new potion that is made specifically to cure the Falmer, a spell to "Ensnare Falmer" (sending them into the Sanctuary's 'jail' cell), and recipes for Ancient Falmer armor. The recipe for the Crown now creates a new crown instead of the vanilla one (but leaves the vanilla unaltered), one that's Light Armor (and improvable with an iron ingot) instead of Jewelry so that players with the Well Matched (light armor) trait can benefit from a full set. The armor requires the Elven Armor perk to craft. The home itself includes about 15 mannequins, a bunch of weapon and shield plaques, all crafting stations except for the Spider crafter, and tons of custom & named storage. It has most custom displays, including bug jars, masks, claws, Thieves' Guild stuff, and Black Books displays, but no specific Daedric items displays. It has places for followers to sleep, a small natural bath and spring, and a kids' area for five children (Hearthfire Multiple Adoptions compatible). There is also an unmarked little cave load door added in the valley outside to allow followers to path back to regular Skyrim territory without getting lost in Darkfall Passage. The theme and atmosphere of the home is beautiful, natural and spacious, without being sprawling or confusing in layout. It's full of clutter. I felt that there wasn't a proper "elven" home and intended to make one for an Altmer and kind of got carried away. As a playstyle objective the mod should add a constant side-goal of gathering materials to make the potions, along with armor and weapons (a loot/gold dump!) for the Snow Elves. It SHOULD also mean that players will now be aiming to put together gear and weapon sets for the new Elves rather than simply selling them all off, adding, I hope, some replayability. For testing I'd love if people could check it out and post here, even if it's just to look at the house, or spawn in a couple NPCs to chat with or whatever. Any feedback is welcome. If you see something wrong, if you look at it in TESV edit and see an issue (it SHOULD be cleaned but I'm a TESV noob), if you see a script with an error, just let me know. I don't plan to make huge alterations but I'm absolutely open to suggestions and I do intend to bugfix before release. PLEASE NOTE that this mod is in absolute alpha stage. Things may not work altogether if I missed a script in packing or the like. KEEP A SAVE FILE from before you install if you plan to use test in your existing game. I've never used a .BSA before, but I've included the .esp + meshes/textures/sounds/SEQ etc AND a .bsa if you'd rather not install loose. CREDITS - https://www.nexusmods.com/skyrim/mods/62732/ by MrDanSG1 for wonderful displays and scripts, https://www.nexusmods.com/skyrim/mods/30599/ by Blary for all the lovely alchemy and book displays, and Darkfox127 for myriad Youtube guides. Edited January 15, 2019 by Feralkyn Link to comment Share on other sites More sharing options...
NexusComa Posted January 16, 2019 Share Posted January 16, 2019 .bsa is super easy ... Once you have your mod fully loaded in the Creation Kit from the top left pull down choose [ Create Archive }.Let it work for a bit, then select [ Pack ]. It will then prompt you for a name .. start typing in the name of your mod and you will see itin the window. Name it the same name but change the extension to [ .bsa ]. It's a beautiful thing. :) Link to comment Share on other sites More sharing options...
Feralkyn Posted January 16, 2019 Author Share Posted January 16, 2019 Thanks! It actually already includes the .bsa, it's just a matter of--I'm not sure if the player also needs. the .esp in that case or not. I assume so!! And it seems the SEQ is also separate, strangely. Link to comment Share on other sites More sharing options...
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