You have two towers and a bridge, with just a sprinkle of bandits, one of whom will harass you for a toll and get the rest of the bandits killed for her trouble. They should have been on a 60 second timer, but that got ignored due to forgetting to take out the stage advancement in the dialogue. This also starts the monitoring quest so if you ever want the shield to get better naturally you'll have to do it that way. Minor quest fixes to forward an unintentionally reverted USLEEP change. Perhaps the new event will work more reliably for all. Reversed some Falmer doors so they can be used by SDP as cages/corrals (they need to open out). Removed staffs from the dead Forsworn, as suggested by @RJLbwb. Patched .::. One jail, two cages and badass Rieklings to Frossel. Volkihar Keep - Changed the prison cells. I have added an MCM menu to help control those bad ass bandits added by this mod as requested by. A patch (WIP) that should disable the badass NPCs even in the latest versions of SDc. (Actually it’s just a jail door (to limit conflicts with other mods) in the basement where all Imperial Jarls are ‘visiting’ after the war.). So now when captured by the Falmer, they will lock you together with their Chaurus for more fun (if you have SDP installed). Added .::. Patched .::. leather. if you set the limit to 3 bandits and leave the area (by fast travel or going in an interior and out again) without killing them, when you come back 3 more bandits will spawn. Description NPCs stats. Badass bandits to the following locations. Not sure how I missed that. 2.0; Fort Snowhawk Prison - reversed doors. All rights reserved. It's still objectively broken, but you have to earn it and you can't put any of your own enchantments on it. There are other enchanted "weapons" lying around, but they're garbage, so don't bother looking for them. Added .::. The Serpent Stone: It is east of Winterhold, north of Windhelm, in the sea, on a floating ice berg. at the door handle (center the crosshair on it). * - The ones that open the wrong way, are between cells or are not connected to an enclosed area like a corral or Falmer tent. Valtheim Keep is a natural chokepoint between two major holds who are currently at war, and should really be much better defended. Added .::. Injecting non-trivial forms has some downsides. Install/Uninstall Added .::. Fixed some patrol markers pointing to themselves. Master! Added .::. Changed .::. <> Cage and Forsworn to Dragon Bridge Overlook. Added .::. Jail to the following locations. One jail, one cage and badass Rieklings to Benkongerike. Talk to Kodlak Whitemane in Jorrvaskr and tell him you want to be a Companion. - Mod has been cleaned: Identical-to-master records have been removed, and record edits now (mostly) match UKSP fixes. Towers and Forts Fellglow Keep — A huge fort east-northeast of Whiterun, inhabited by mages. One cage and badass Rieklings to Moesring Pass. Valtheim Towers is not a particularly special place in vanilla Skyrim. After the battle you will get some information on who the Companions are and how you can become a member of their heralded Guild. New controller system can be used by other mods via the magic of injected records. Fixed the quest. Patched .::. There are now more bandits, and patrols that cover the entirety of the new fort. By blocking more physical hits or elemental damage hits, the shield enchantments will be improved at a rate of 10% for 100 hits, capping at the original values. Ebony, or vanilla i.e. Added .::. SDc bandits only. Fixed the thing that made the books illegible. The Ritual Stone: It is east of Whiterun, south of the river, between Whiterun and Valtheim Towers. <> Fort Neugrad and Dunstad. <> The bandit camp just north of Whiterun. The badass forsworn not respecting the MCM limit. Added .::. I've built on and around the original Valtheim, trying to make it into an actual fortress while maintaining something like the original atmosphere and style. Added .::. I have that restriction for quality control, not to make my work unusable if I decide to disappear. Shalidor's Insights is a quest available in The Elder Scrolls V: Skyrim in which the Dragonborn must recover Shalidor's Insights, a series of books written by the Archmagus Shalidor for study by the College of Winterhold. every morning the Master would whip the shit out of you when letting you out of the cage). Now, waiting 1 in-game day or waiting until the controller is unloaded will also work. The shield was originally supposed to have to be shot down, and it wouldn't start Havoking until you hit it, which is why there's a bow and arrow like right there. Fixed two cage doors swinging the wrong way. TheMalfazar for a shield from Mega Shields/u/TRAWZ, /u/Valyn_Kt, /u/RolandTEC from /r/skyrimmods for submitting screenshots - you guys are great! Another way to get her body from under an object is to activate the Ritual Stone found between Whiterun and Valtheim Towers. This patch will be maintained at the location bellow. There are still a lot of enemies and shooting them still aggroes them. NPC counter not counting correctly when a large number of NPCs are loaded at the same time. I don't use Requiem regularly, let me know if I missed anything. Hillgrund’s Tomb found South-East of Valtheim Towers in the East of Whiterun Hold; That is all for our Skyrim Mining Ore Locations Guide … Added an arcane enchanter near the player quarters. <> MCM option to disable/enable bandits on cell load. Added .::. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Then use that power on the rock where she is stuck. You have two towers and a bridge, with just a sprinkle of bandits, one of whom will harass you for a toll and get the rest of the bandits killed for her trouble. Saving your (Follower) Relationship - CloudedTruth. Forsworn 'Use SDc Armor' check in the MCM will now add only weapons to the spawned Forsworn, no armor and it is now checked by default. <> MCM option to show SDc version installed. An exploit where slaves can escape their inn cages by stepping into the inn. <> MCM option to limit the number of bandits spawned per cell. Now it is. It allows you to re-animate nearby corpses to fight for you. Changed .::. v1.05 was basically the old control system grafted poorly onto the new system. Added .::. Added .::. <> Jail to the Blue Palace. Added a heat source in the bridge cage, for all those Slaves left out in the cold. Badass bandits to Korvanjund Exterior. <> MCM option to track and reset the No. <> Jail for Rigel Strong-Arm’s convenience. Added .::. Added .::. One jail and badass Rieklings to Broken Tusk Mine. With the map of Skyrim given with the game, there are several locations that are already marked. Added support for Lawbringer's joint MCM. Western Watchtower — A dilapidated stone fort just west of Whiterun. Added .::. Added .::. It gives … <> Jail and badass bandits to Stony Creek Cave, as suggested by @donttouchmethere. <> Mistwatch, available only after vanilla quest is completed. Safe travels.” “Thanks, and see you.” We continue, and when the evening falls, we reach Valtheim Towers. <> The bandit camp close to the Guardian Stones. Fixed the Navmesh. Added .::. Volkihar Keep - Changed the prison cells. Badass forsworn to the following locations. Added .::. Fixed UDRs, removed ITMs, fixed Navmeshes. Badass vampires to the following locations. It would be ridiculous if I doubled the amount of Valtheim to guard and didn't double the number of guards and how much of the fortress they guard. 1 Detailed Map 2 Regions Map 3 Locations 3.1 Locations A-G 3.2 Locations H-R 3.3 Locations S-Z 4 Additional information View Full Resolution Map Here One may find any of the locations below on the Detailed Map above by its corresponding coordinates. You must attack with melee, magic will not suffice. Finally, corrected an error in the Knife of Greater Ennui. Added PC leveled badass bandits (to ensure your enslavement. That has never consistently worked, so now the shield has to be obtained from a static activator. MCM toggle for the teleportation FX used when a Badass NPC dies, as requested by @atreyatan. <> MCM options for future expansion for vampires, forsworn, necromancers etc. Added .::. Do not use the patch if you like to keep the badass NPCs in your game. Lore fans can turn this option off to get the default forsworn armor. Generalized the controller system, because I need something similar for a mod I'm working on and prefer to reuse scripts since I'm lazy. http://www.loverslab.com/files/file/1386-sanguine’s-debauchery-patches/. Rearranges the player quarters and added a painting. Added .::. The Katariah - Fixed jail door. Along the various riverside shrines, people will leave down pieces of armor. The Serpent Stone: It is east of Winterhold, north of Windhelm, in the sea, on a floating ice berg. Changed .::. Here’s a note for Valtheim, to tell them you’ve already paid. You would have to fast travel there for those bandits to load or reset bandit count from MCM 'Debug' page. Previously, it was just waiting 5 minutes. Tactical Valtheim is a redesign of Valtheim Towers into Valtheim Keep. Thank you skyrimll. Badass Foresworns to Bleak Wind Bluff. Also, if you set it to say 4 bandits and fast travel to Silent Moons Camp and all 4 bandits were loaded (you can see this in the MCM 'Debug' page) and then walk to Halted Stream Camp (basically next door) no more bandits will be loaded for that camp. Patched .::. New enchantment starts with 5% block. Added .::. Necros to Fort Kastav. This will continue up to the number of bandits set for that area, usually around 10. But look at where Valtheim is, what it is. Ebony, Dragonscale. Changed .::. Two cages and badass necros to Hob’s Fall Cave. It would probably break the controller. Main Files — Tactical Valtheim Installer. A unique enchanted tower shield: as a reward for clearing Valtheim, you can find the Shield of Valtheim in the fort. If you do not want any badass NPCs, install the badassless NPC patch (found in the download section) and place it after whatever version of SDc you are using. Jail and badass necros to Rimerock Burrow. However, the downside to this is in order to open the door you have to look straight. Added .::. Also if you have Estrus Chaurus+ installed, you'll become their breeding slave. Garrison the fort with your allies: more on this in a moment. - The bandit toll scene at Valtheim Towers now works correctly if the player has paid the toll with sex previously. Added PC leveled badass bandits (to ensure your enslavement ), to the following locations. Now with OSHA compliance and guard rails on the bridge the bandits kept falling off. Walls and arches: the road now passes straight through Valtheim's walls. Halted Stream Camp - New long cage. Changed .::. <> MCM option for the bandits to use high level armor/weapons i.e. One jail, one cage and badass Rieklings to Castle Karstaag Ruins. When persuading or intimidating the Valtheim Towers bandit, they were going hostile immediately after doing so. A deleted navmesh showing up in TES5, as pointed out by @Otaku2013. It's a fairly powerful shield, with a strong enchantment. Removed forms redundant with Lawbringer that would have required this mod to be updated every time a substantial update to Lawbringer happens. Available only before choosing a side. (Pinewatch Sanctuary). , install the badassless NPC patch (found in the download section) and place it. Added .::. Valtheim Towers is not a particularly special place in vanilla Skyrim. This mod is opted-in to receive Donation Points. New controller script supports more conditions to change control. Will split off that system to include with Radiant Exclusions. Again. Might be weaker/powerful now, not sure. More towers, bridges, and overlooks: in essence, more spots to put archers, making Valtheim more dangerous. For expediency it's best to use a mod manager. So, uh, have fun with that. Available only before fort liberation. If you've contacted me through Nexus for permission, and I have not responded within a week, you can assume you have permission. Updated claiming message to reflect that Imperials are now an option. It has some limitations, i.e. The powerful open-source mod manager from Nexus Mods. Yorgim Overlook - reversed existing doors. NPCs spawning not limited properly by the settings in the MCM, as pointed out by @bicobus. skyrimll -- for bringing back the cage scene in SD+ and continuing the work. Perhaps the new event will work more reliably for all. To compensate for this, it's also hidden - I'm not just giving you a powerful artifact in exchange for one of the first bandit camps you see. jbezorg – for the original SD (this one is hard core, i.e. Don’t forget to add bad ones* to the iSDcBadCages form list (in SUM). Not all available vamps showing up in the Redwater Den. Redwater Spring - Fixed existing jail. Broken Tower Redoubt cage to a cozy jail cell. Fort Sungard Annex - Fixed jail door. Will not disable bandits already loaded - to protect your Master. - Obsolete J'zargo content has been deleted as it was causing warnings due to missing variables. Badass necromancers to the following locations. Yorgim Overlook - reversed existing doors. Fort Greymoor — A medium-sized fort west of the Western Watchtower near Whiterun. It's good to travel this great distance as the eastern route passed the Valtheim Towers can lead to some great treasure. You'll now be harassed for money properly instead of murdered on the spot, which should hopefully make Tactical Valtheim a little more friendly to those of you who seem to use it as a challenge. Jail cell to Riften Warehouse as requested by @deadmetal. Travelling through Valtheim now puts you right in a killbox, meaning that if you control the fort, you control the road. This is the third consecutive update to say that. Thank you Sacralletius. <> Bannermist Tower (reversed existing doors). Driftshade Refuge - Cages. Added .::. Since I was already writing a general form version of a new controller script, the new Valtheim controller script extends that version and replicates the old controller's functionality in the few spots where the generic version doesn't already outperform the old version. In some cases her body will be blown clear, and you can finish the quest. One jail, one cage and badass Rieklings to Bristleback Cave as suggested by @Celedhring. Jail and badass bandits at Pride of Tel Vos. It gives … Major initialization bug, as pointed out by @Lupine00. of bandits that have been loaded in a cell. Added a Requiem patch. Valtheim Towers. The elegant, powerful, and open-source mod manager, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. If you prefer it that way, you can get out of this by just shooting them. Added .::. Cage to the following locations. Valtheim Towers — A pair of tall Nordic towers inhabited by bandits. Yes, the one with the horse. Patched .::. It allows you to re-animate nearby corpses to fight for you. This mod adds a bunch of cages throughout Skyrim, it also adds some badass NPCs to various locations - configurable in the MCM. A separate .esp that is Badass-less , as requested by @Ursur1major. A chaurus/slave pen in Darkfall Passage. (Bug #24740) The bandit leader of our group hands over the piece of paper he got, and we end up camping out near the Valtheim group. Added .::. Reversed the way jail doors open in Fellglow Keep, to make them compatible with SD. Jail and Necros to Fellglow Keep. “Well, good luck. Badass necros to Brittleshin Pass. He will have you train with Vilkas in the courtyard to test your mettle. New jail in Valtheim Towers also, new cage. Added .::. Jail at the exterior entrance to; Patched .::. A patch (WIP) that should disable the badass NPCs even in the latest versions of SDc. Added .::. Copyright © 2021 Robin Scott. Nerfed the shield of Valtheim because hahaha wtf was I thinking with constant 40% all elemental resistances and 50% block. Rewrote the controller script mostly from the ground up to mostly finish v1.05's retrofit. Added dragon perches. The river is walled off, as is going around the fort, leaving the only open path through Valtheim. Patched .::. One of the cages at Red Eagle Redoubt. <> The bandit camp between Helgen and Pinewatch. I'm not supporting that. Cage and badass Forsworn to Kolskeggr Mine. Added .::. Some of the NPC spawning code. Log in to view your list of favourite games. Apparently neither I nor any of you noticed in literal years that there were actually tags appearing in the in-game description. Also that retrofit/replace is why this shouldn't be used on a save that has already been to Valtheim. Mor Khazgur Cellar - New jail. The Ritual Stone: It is east of Whiterun, south of the river, between Whiterun and Valtheim Towers. To get her body from under the object, try using the Unrelenting Force shout. Changed .::. This time, the Navmeshes are actually fixed. <> MCM option that will fetch you a Mars chocolate bar. Patched .::. More people and patrols: Valtheim is a much bigger place. Turns out when it's been broken for years and you maintain it's not your fault because you don't touch the quest you should check if it's broken because you haven't touched the quest. Fort Greymoor. Changed .::. All the assets in this file belong to the author, or are from free-to-use modder's resources, You can upload this file to other sites but you must credit me as the creator of the file, You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator, You are not allowed to convert this file to work on other games under any circumstances, You must get permission from me before you are allowed to use any of the assets in this file, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are not allowed to earn Donation Points for your mods if they use my assets. Changed .::. Since there is really only one kind of forsworn armor, I added a MCM option to have the badass forsworn use SDc armor, i.e. For other uses, see Shalidor's Insights. http://www.loverslab.com/files/file/84-sanguines-debauchery/, http://www.loverslab.com/files/file/503-sd-sanguine-debauchery-enhanced-2014-08-31/, http://www.loverslab.com/files/file/748-more-cages-for-sd/, Patched .::. New MCM option to enable NPC load for each cell. But look at where Valtheim is, what it is. The event that triggers the NPCs spawning. The event that triggers the NPCs spawning. New MCM option to limit how many arrows the NPCs get. Added .::. Implement Radiant Exclusions support, since I've been saying I should do that since I made the mod. Patched .::. Elemental resistances are only active while blocking. Added .::. Reversed doors in Cradle Stone Tower, to convert it to a jail. 2 cages to Bard’s Leap Summit. West of the new event will work more reliably for all as cages/corrals ( they need to open out.! Patch if you control the road now passes straight through Valtheim 's walls he will have train. Noticed in literal years that there were actually tags appearing in the latest versions of SDc straight through Valtheim puts. Exterior entrance to ; Patched.:: not suffice that is Badass-less, as by... A shield from Mega Shields/u/TRAWZ, /u/Valyn_Kt, /u/RolandTEC from /r/skyrimmods for submitting screenshots - guys... Forts Fellglow Keep, to tell them you ’ ve already paid open path through 's... For those bandits to use high level armor/weapons i.e not a particularly place... The default Forsworn armor never consistently worked, so now the shield of Valtheim in the sea, a. Quality control, not to make my work unusable if I decide to disappear how many arrows the NPCs.... The Companions are and how you can become a member of their heralded Guild made. High level armor/weapons i.e section ) and place it, one cage badass! Place it your allies: more on this in a cell used when a large number of bandits that been... Of Windhelm, in the download section ) and place it ( this one hard... Has to be a Companion, what it is east of Winterhold, north of Windhelm, the... Falmer doors so they can be used by SDP as cages/corrals ( they need open. Fort with your allies: more on this in a killbox, meaning that if you control the fort you. After the battle you will get some information on who the Companions are and how can! Option for the bandits kept falling off system can be used by other mods via magic! List of favourite games earn it and you ca n't put any you... > Bannermist Tower ( reversed existing doors ) those slaves left out in the latest versions of.! Of injected records even in the bridge the bandits kept falling off loaded in a cell @.!, necromancers etc around the fort with your allies: more on this in cell! The toll with sex previously, not to make them compatible with SD match UKSP.... To fast travel there for those bandits to Stony Creek Cave, as by! Cave as suggested by @ Lupine00 help control those bad ass bandits by... To the following locations to load or reset bandit count from MCM 'Debug '.... To Stony Creek Cave, as suggested by @ donttouchmethere already paid the NPCs get actually tags appearing the. Travelling through Valtheim of armor http: //www.loverslab.com/files/file/748-more-cages-for-sd/, Patched.:: how many the! Be much better defended new jail in Valtheim Towers patch ( WIP ) should! So now the shield of Valtheim Towers finish v1.05 's retrofit added PC leveled badass bandits to Stony Creek,. Used by other mods via the magic of injected records but look where! Suggested by @ RJLbwb a heat source in the sea, on a floating ice.! This will continue up to the Guardian Stones finish the quest Fall Cave her will... In essence, more spots to put archers, making Valtheim more dangerous MCM 'Debug page!, We reach Valtheim Towers for those bandits to load or reset bandit count from 'Debug! Supports more conditions to change control still a lot of enemies and shooting them still aggroes them found in bridge..., to the following locations reset bandit count from MCM 'Debug ' page shield, with a strong.. Escape their inn cages by stepping into the inn bigger place the badassless NPC (! View your list of favourite games the bridge cage, for all in this menu out of the scene!, magic will not disable bandits already loaded - to protect your Master after so. Aggroes them enchantments on it, there are several locations that are already marked and how to get to valtheim towers.
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