[RELWIP] Wyrmstooth - Story Mod With New Large(ish) Worldspa

Post » Sun May 18, 2014 2:27 pm

Just uploaded 1.9. Minor bugfix release; a few unusual papyrus issues solved with TES5Edit where script properties weren't displaying in the CK. Also some more performance tweaking in the Luminatory. More fixes listed in the readme file.

I was going to make an .esm but it seems the CK has a few problems making a valid file from the Wyrmstooth.esp. I probably should've started with an esm to begin with but hey, you live and you learn. The idea of Wyrmstone and Brimestone gear has been axed; I think Wyrmstooth 1.9 scraqed into Steam with only 1mb to spare this time so I can't fit in any more custom content. :dry:

There may be a 1.10 if any really serious issues are discovered. Other than that, I need a break.

User avatar
jasminε
 
Posts: 3511
Joined: Mon Jan 29, 2007 4:12 am

Post » Sun May 18, 2014 2:12 pm

If you really want to make it an ESM instead, TES5Edit will do that conversion for you correctly.

User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Sun May 18, 2014 4:51 am

You can fit more, just ignore steam :)

User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Sun May 18, 2014 7:44 am

I agree with this. No need to limit your mod/creativity to meet the needs of a single host. Put a HUGE disclaimer on the Steam page saying the mod is still being updated, but later versions are no longer supported by the SW. Then direct them to your new/continued host.

User avatar
kirsty williams
 
Posts: 3509
Joined: Sun Oct 08, 2006 5:56 am

Post » Sun May 18, 2014 8:37 am


Nice! Thank you and enjoy your break!
User avatar
Carlos Vazquez
 
Posts: 3407
Joined: Sat Aug 25, 2007 10:19 am

Post » Sun May 18, 2014 2:40 pm

Also this...Falskaar had these patches rather quickly, and not by either of the original authors. Probably means it's sorta easy then to make these patches? Woud love to see at least CoT and RND patches for this mod, please someone!

User avatar
BaNK.RoLL
 
Posts: 3451
Joined: Sun Nov 18, 2007 3:55 pm

Post » Sun May 18, 2014 6:16 pm

I'm still alive! Sorry, I was stuck under a Draugr and couldn't get out. I had to chew my way through piles of rotting flesh to finally find my freedom. Let's not mention the diarrhoea that followed. But no matter...

Wyrmstooth 1.10 is here! A minor a release but still a release nonetheless. 1.10 adds ESM header stuff much like the Unofficial Skyrim Patches to solve a few engine-related problems such as floating rocks/grass, crashes in certain locations and performance issues.

So if you haven't already go and grab http://skyrim.nexusmods.com/download/1000084772. Like Frieza's ultimate form, this is most definitely going to be the final release of this mod. If you enjoy large quest mods/new land mods then you'll likely enjoy Wyrmstooth too.

User avatar
ImmaTakeYour
 
Posts: 3383
Joined: Mon Sep 03, 2007 12:45 pm

Post » Sun May 18, 2014 2:58 am

So many great mods, so little time...

So, this is really the final release? Nothing like "This isn't even my final release" kind of thing?

User avatar
Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Sun May 18, 2014 5:41 am

Yep this is definitely the final one. I'm already stuck into my next project so I don't have the time to work on this mod any more. I think I'm satisfied with the scale of the storyline, any bigger and it might as well be its own game.

User avatar
Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Sun May 18, 2014 8:08 am

Thanks for bringing us this great mod. Can't believe how professional this mod actually is. I'm thinking of adding a false ESM flag for my sewers mod too, since it has become bigger than I originally intended.

User avatar
Kortniie Dumont
 
Posts: 3428
Joined: Wed Jan 10, 2007 7:50 pm

Post » Sun May 18, 2014 3:58 pm

So, How should the load order look like?

User avatar
carrie roche
 
Posts: 3527
Joined: Mon Jul 17, 2006 7:18 pm

Post » Sun May 18, 2014 5:32 pm

Moving it to the bottom of the load order might help prevent any potential conflicts with other mods.

User avatar
gandalf
 
Posts: 3400
Joined: Wed Feb 21, 2007 6:57 pm

Post » Sun May 18, 2014 8:30 am

This is what I did for my mod Conan Hyborian age, it was way larger than the minimum allowed on steam so I put only the esp there and then asked people to download the BSA from the Nexus , but I had to create a fake 1kb bsa to upload on steam , so this will have to be overwritten .

User avatar
emma sweeney
 
Posts: 3396
Joined: Fri Sep 22, 2006 7:02 pm

Post » Sun May 18, 2014 1:13 pm

I suspect a significant fraction of players would still report the mod as being broken because of the fake bsa despite the disclaimer. Still, an interesting idea, I never thought of doing it that way.

User avatar
Saul C
 
Posts: 3405
Joined: Wed Oct 17, 2007 12:41 pm

Post » Sun May 18, 2014 10:06 am

it happens , because some dont read instruction , I just delete the insults and idiotic posts.
User avatar
Mari martnez Martinez
 
Posts: 3500
Joined: Sat Aug 11, 2007 9:39 am

Post » Sun May 18, 2014 8:41 am

I'm not sure how this happened but Wyrmstooth is in Moddb's 2013 Top 100 mods. If you enjoyed http://www.moddb.com/events/2013-mod-of-the-year-awards/top100#vote24190 you can vote it for mod of the year. (Maybe people are confusing it with Falskaar)

User avatar
meg knight
 
Posts: 3463
Joined: Wed Nov 29, 2006 4:20 am

Post » Sun May 18, 2014 5:46 am

well deserved, but how you actually register a mod ad mod db? I uploaded my mod some months ago ( no files though ) and I didn't even got one single comment or opinions there then asked to u'load on desura qich I didn't get what it meant .

User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Sun May 18, 2014 7:45 am

I tried following their link to add it to Desura but I don't think it was posted there. No matter. I'm guessing there isn't a huge Elder Scrolls community on Moddb, but that might change in the future. Out of the 14556 that have visited the page, 539 downloaded the mod, 6 people rated it, and only 2 commented on it.

User avatar
Dragonz Dancer
 
Posts: 3441
Joined: Sat Jun 24, 2006 11:01 am

Post » Sun May 18, 2014 4:35 pm

Ok so I got around to drawing up a map showing where Wyrmstooth is actually supposed to be, rather than the vague 'somewhere across the Sea of Ghosts north of Solitude'. It's based on an existing map of Tamriel and I know there's a 0% chance of Wyrmstooth being incorporated into an official addendum in the future, but I can dream... :-):

https://imagizer.imageshack.us/v2/1006x776q90/841/ltnn.jpg

User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Sun May 18, 2014 7:12 am

Going by it's position near Solitude Wyrmstooth could actually be considered the same as Roscrea. Of course Nago is currently working on it so Sea of Ghost is getting dotted with these island colonies.

User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Sun May 18, 2014 9:19 am

if you want to play with cross referenced mod lore here is the map of My Issgard Island mod :) ... Just in case perhaps some future mod compatibility travels coudl be added .

http://img507.imageshack.us/img507/1962/position2.jpg

User avatar
Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Sun May 18, 2014 5:47 pm

Just want to say I enjoyed the main quest in this mod immensely.

this is one of the best quest mods I've encountered.

Thanks!

User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Sun May 18, 2014 5:25 am

Hi, Jonx0r. I just got around to playing your mod, and I love it. I noticed that you have separate downloads for the .seq and .ini files. Just in case you weren't aware, I wanted to point out that you can package those within the bsa file. You can't do it from within the CK, but you can do it by opening your bsa file in Archive.exe (in your root Skyrim directory) and adding the ini and seq files there.

Thanks for this awesome mod.

Edit:

Just finished the main quest, and let just emphasize: Wow, really well done. I love that it fits in perfectly with the game, but still feels original. The small touches (alchemy plants, beverages, etc.) go a really, really long way to make it feel unique.

User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Sun May 18, 2014 4:32 am

Those files are packaged in the bsa. I uploaded all the files individually to make it easier for me to troubleshoot certain issues for players.

User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Sun May 18, 2014 3:59 am

I see, my bad.
User avatar
DeeD
 
Posts: 3439
Joined: Sat Jul 14, 2007 6:50 pm

PreviousNext

Return to V - Skyrim