Apparently neither I nor any of you noticed in literal years that there were actually tags appearing in the in-game description. <> MCM option to disable/enable bandits on cell load. Added a Requiem patch. New MCM option to enable NPC load for each cell. Fort Sungard Annex - Fixed jail door. Added .::. http://www.loverslab.com/files/file/1386-sanguine’s-debauchery-patches/. Redwater Spring - Fixed existing jail. More people and patrols: Valtheim is a much bigger place. Thank you skyrimll. The Serpent Stone: It is east of Winterhold, north of Windhelm, in the sea, on a floating ice berg. Patched .::. Added .::. * - The ones that open the wrong way, are between cells or are not connected to an enclosed area like a corral or Falmer tent. Again. Travelling through Valtheim now puts you right in a killbox, meaning that if you control the fort, you control the road. Badass bandits to Korvanjund Exterior. Will split off that system to include with Radiant Exclusions. Badass vampires to the following locations. Patched .::. Removed forms redundant with Lawbringer that would have required this mod to be updated every time a substantial update to Lawbringer happens. Western Watchtower — A dilapidated stone fort just west of Whiterun. Valtheim Towers is not a particularly special place in vanilla Skyrim. Copyright © 2021 Robin Scott. <> The bandit camp close to the Guardian Stones. The badass forsworn not respecting the MCM limit. Talk to Kodlak Whitemane in Jorrvaskr and tell him you want to be a Companion. Do not use the patch if you like to keep the badass NPCs in your game. I have added an MCM menu to help control those bad ass bandits added by this mod as requested by. One jail, one cage and badass Rieklings to Bristleback Cave as suggested by @Celedhring. Implement Radiant Exclusions support, since I've been saying I should do that since I made the mod. Injecting non-trivial forms has some downsides. Changed .::. of bandits that have been loaded in a cell. Badass necros to Brittleshin Pass. Not all available vamps showing up in the Redwater Den. I have that restriction for quality control, not to make my work unusable if I decide to disappear. Added .::. Another way to get her body from under an object is to activate the Ritual Stone found between Whiterun and Valtheim Towers. Patched .::. Walls and arches: the road now passes straight through Valtheim's walls. Yes, the one with the horse. You would have to fast travel there for those bandits to load or reset bandit count from MCM 'Debug' page. Necros to Fort Kastav. Safe travels.” “Thanks, and see you.” We continue, and when the evening falls, we reach Valtheim Towers. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. v1.05 was basically the old control system grafted poorly onto the new system. To get her body from under the object, try using the Unrelenting Force shout. Jail at the exterior entrance to; Patched .::. This time, the Navmeshes are actually fixed. The event that triggers the NPCs spawning. 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. If you've contacted me through Nexus for permission, and I have not responded within a week, you can assume you have permission. Added .::. Removed staffs from the dead Forsworn, as suggested by @RJLbwb. It's good to travel this great distance as the eastern route passed the Valtheim Towers can lead to some great treasure. The bandit leader of our group hands over the piece of paper he got, and we end up camping out near the Valtheim group. Badass bandits to the following locations. Changed .::. - Obsolete J'zargo content has been deleted as it was causing warnings due to missing variables. It gives … Fixed two cage doors swinging the wrong way. One jail, one cage and badass Rieklings to Castle Karstaag Ruins. I don't use Requiem regularly, let me know if I missed anything. 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. One jail and badass Rieklings to Broken Tusk Mine. Major initialization bug, as pointed out by @Lupine00. Cage to the following locations. <> Mistwatch, available only after vanilla quest is completed. For expediency it's best to use a mod manager. Now, waiting 1 in-game day or waiting until the controller is unloaded will also work. 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. <> MCM option to limit the number of bandits spawned per cell. Badass forsworn to the following locations. The Ritual Stone: It is east of Whiterun, south of the river, between Whiterun and Valtheim Towers. Also that retrofit/replace is why this shouldn't be used on a save that has already been to Valtheim. Added .::. This is the third consecutive update to say that. Changed .::. 2.0; Fort Snowhawk Prison - reversed doors. Valtheim Towers is not a particularly special place in vanilla Skyrim. Updated claiming message to reflect that Imperials are now an option. Not sure how I missed that. Added .::. NPCs stats. (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.). I'm not supporting that. New MCM option to limit how many arrows the NPCs get. Reversed doors in Cradle Stone Tower, to convert it to a jail. Added .::. A patch (WIP) that should disable the badass NPCs even in the latest versions of SDc. The powerful open-source mod manager from Nexus Mods. This mod is opted-in to receive Donation Points. - The bandit toll scene at Valtheim Towers now works correctly if the player has paid the toll with sex previously. Install/Uninstall at the door handle (center the crosshair on it). Changed .::. Added .::. 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 … 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. Perhaps the new event will work more reliably for all. <> MCM option that will fetch you a Mars chocolate bar. <> Bannermist Tower (reversed existing doors). Cage and badass Forsworn to Kolskeggr Mine. Don’t forget to add bad ones* to the iSDcBadCages form list (in SUM). Added a heat source in the bridge cage, for all those Slaves left out in the cold. Added .::. Added  .::. Valtheim Towers — A pair of tall Nordic towers inhabited by bandits. 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. A unique enchanted tower shield: as a reward for clearing Valtheim, you can find the Shield of Valtheim in the fort. He will have you train with Vilkas in the courtyard to test your mettle. Added .::. Minor quest fixes to forward an unintentionally reverted USLEEP change. New jail in Valtheim Towers also, new cage. MCM toggle for the teleportation FX used when a Badass NPC dies, as requested by @atreyatan. So, uh, have fun with that. Added .::. - Mod has been cleaned: Identical-to-master records have been removed, and record edits now (mostly) match UKSP fixes. “Well, good luck. An exploit where slaves can escape their inn cages by stepping into the inn. So now when captured by the Falmer, they will lock you together with their Chaurus for more fun (if you have SDP installed). A patch (WIP) that should disable the badass NPCs even in the latest versions of SDc. In some cases her body will be blown clear, and you can finish the quest. Volkihar Keep - Changed the prison cells. Along the various riverside shrines, people will leave down pieces of armor. Fort Greymoor. <> Jail to the Blue Palace. <> The bandit camp just north of Whiterun. One jail, two cages and badass Rieklings to Frossel. Perhaps the new event will work more reliably for all. 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. Reversed some Falmer doors so they can be used by SDP as cages/corrals (they need to open out). Now with OSHA compliance and guard rails on the bridge the bandits kept falling off. 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 .::. 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