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GAMEPLAY.md

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[ Nexus | Installation | Gameplay Guide | Changelog | Modlist | FAQ | Configuration | Addons | Ko-fi | Patreon ]


Initial Setup

Before reading this guide, please follow the readme as it will answer the vast majority of technical questions related to getting the list setup and running. Be sure to check out the configuration page to learn more about the optional tweaks and addons and MCM options.

Basics

This section will cover the absolute basics of the list. I suggest reading, or skimming all of the linked mod pages in this section if you are unfamiliar with the preceding mods.

Before reading this section, I suggest looking over the load order and keybinds.

Core Mods

  • Adamant and Hand to Hand handle the perks in the list. Some edits have been made to the perks to ensure cleaner "compatibility" with the rest of the list, they can be read about here.
  • Aetherius and Mundus handle races and standing stones respectively. Some race changes have been made, read more here.
  • Aptitude provides 21 classic Elder Scrolls classes to choose from, providing an initial boost to your character.
  • Manbeast and Scion handle werewolves and vampires.
  • Pilgrim handles Religion as a mechanic, some changes have been made to the mod and can be read about here.
  • Blade and Blunt handles the overarching "rules" for combat and makes changes to the resource management systems.
  • Starfrost makes extensive changes to the way Survival Mode is implemented and functions. Survival Mode is enabled by default, but can be disabled at any time in the in-game Settings menu.
  • I also suggest getting acquainted with the Wheeler - Quick Action Wheel of Skyrim mod. The page provides significant documentation on how to set it up and use the mod.

    The default keybinds to bring up the wheel are Q for Keyboard and X or Square for Controller. You can edit these keybinds (and other aspects of the wheel) in the dMenu GUI, which can be opened with the Home button on your keyboard.

  • A custom edit of Skyrim Unbound comprises the alternate start for the list. Please use the MCM to select starting gear, spells, standing stone, and starting location.

Leveling and Progression

Fahluaan modifies the vanilla leveling experience in a way to reward the player for engaging in the world in sensible ways. While perks can be obtained through leveling, the perks gained from leveling alone are unlikely to be sufficient for sustaining a full character build in late game. Below is a general breakdown of what to expect with the leveling and progression system in Fahluaan.

Changes to leveling

List Tweaks

Notable Control Changes

  • In order to steal items while not sneaking, you must double tap the activator key (E by default).

Perk Tweaks

  • Conjuration
    • Cultist: has been moved to a Custom Skills Framework tree. Read more here.
  • Restoration
    • Pilgrim: has been moved to a Custom Skills Framework tree. Read more here.
    • Sun related perks have been expanded.

Race Tweaks

  • Breton: Reduced Spell Absorb chance from 15% to 10%.

Religion Tweaks

  • Auriel: No longer gives a buff to sun spells, instead gives Restoration cost reduction.
  • Jyggalag: Has been added by this mod.
  • Saint Jiub: New Pilgrim deity added by Ghosts of the Tribunal - Reduced Cut. Can be found in the Raven Rock Temple.

    Your Movement Speed is increased by 5/10%. / Your Carry Weight is increased by 100.

  • The Watcher: A new deity added by The Midden - Expanded, I thought the lore was cool so I made him a useful deity governed by the Cultist branch of Religion.

    You have a 5/10% chance to absorb the Magicka from incoming spells. / Your staff enchantments are twice as strong, but cost three times as much.

Spell Tweaks

  • Abyss
    • The majority of spells are not obtainable or usable by the player.
  • Flames of Coldharbour
    • Power Tomes have been removed from vendor inventories and NPC drops, making them unobtainable in normal gameplay.
    • Spells are sold by a vendor in the Moorside Inn.
  • Lunaris
    • Power Tomes have been removed from vendor inventories, making them unobtainable in normal gameplay.
    • Spells are sold by a vendor in the Temple of Mara.
  • Natura
    • Power Tomes have been removed from vendor inventories, making them unobtainable in normal gameplay.
    • Natura's specific poison spells have been removed.

Quests Changes

Fahluaan changes a significant amount of vanilla quests in one way or another in order to offer a more complete roleplaying exprience. The following list is non-exhaustive. Please note that not all MCM Options from Timing is Everything may work as intended in the list.

  • DLC Quests

  • Level Locked Quests

    • Level 15+
      • Grimsever's Return: Same as vanilla, but the quest can not be initiated until a later level.
      • Dungeon Delving (Markarth Thane Quest): Same as vanilla, but the quest can not be initiated until a later level.
      • Kill the Giant (Dawnstar Thane Quest): Same as vanilla, but the quest can not be initiated until a later level.
    • Level 20+
      • A Night to Remember: Same as vanilla, but the quest can not be initiated until a later level.
      • Kill the Vampire (Solitude Quest): Same as vanilla, but the quest can not be initiated until a later level.
      • The Break of Dawn: The beacon will not spawn in dungeons prior to this level.
      • The Mind of Madness: To start the quest, you'll need to reach the required level, after which you'll need to talk to the innkeeper of the Winking Skeever and ask for rumors, until you get the rumor about "a distressed man walking near the Blue Palace". If you go there, Dervenin will forcegreet you and the quest will start as normal.
      • Unfathomable Depths: Same as vanilla, but the quest can not be initiated until a later level.
      • Waking Nightmare: All dialogue about the Nightmares in Dawnstar is disabled by default, until you reach the required level. When you reach the required level you can ask several people around town about the Nightmares. Once you do, Erandur will show up in the Windpeak Inn and the quest will start.
    • Level 25+
      • A Daedra's Best Friend: Falkreath guards will not talk to you about Meeko or Lod prior to this level.
      • A Taste of Death: To start the quest, you'll need to reach the required level, after which you'll need to talk to the innkeeper of the Silverblood Inn and ask for rumors, until you get the rumor about the Hall of the Dead and brother Verulus. The scene in the Markath's Understone Keep will not start and any dialogue won't show up until you do that.
      • House of Horrors: After you reach the required level, speak to Kleppr or Frabbi and ask: "Anything noteworthy happening?" -> This will redirect you to find Tyranus, after which the quest will start.
      • The Cursed Tribe: The scene outside of Largashbur will not occur until the player reaches the required level.
      • The Wolf Queen Awakened: Same as vanilla, but the quest can not be initiated until a later level.
    • Level 30+
      • Boethiah’s Calling: Same as vanilla.
      • Deathbrand: Same as vanilla, but the quest can be initiated at an earlier level.
      • Discerning the Transmundane: While the beginning of this quest can be completed at any point and can be done alongside the main quest line, Septimus will not ask you to gather the blood until you reach the required level. Septimus will send out a courier for you once the level requirement is reached and the lexicon stage has been completed.
      • Pieces of the Past: Same as vanilla, but the courier will not seek the player out until a later level.
      • The Only Cure: Same as vanilla, but the quest can not be initiated until a later level.
      • The Whispering Door: Same as vanilla, but the quest can not be initiated until a later level.
  • Other Quest Changes

    • The Ebony Warrior is no longer level locked, but instead requires the completion of Dragonslayer, Kindred Judgement, and At the Summit of Apocrypha.
    • Whiterun Thaneship is changed due to Skyrim Unbound. In order to become the Thane of Whiterun and acquire Lydia as a follower, you must complete the quests Blessings of Nature and Bleak Falls Barrow, purchase Breezehome, and complete the standard thaneship quest (help 10 people).
    • A Blade in the Dark has been changed due to At Your Own Pace. The Horn of Jurgen Windcaller will be found in Ustengrav, in order to start A Blade in the Dark, you must speak to Arngeir and then Farengar to setup a meeting with Delphine.
    • Season Unending has been removed, Balgruuf will help you trap Odahviing without requiring the meeting.
    • The Book of Love and Spread the Love have been swapped in quest order. You will first need to deliver pamphlets to the people of Riften before you can go on the pilgrimage.
  • Creation Club Quests

    • Bow of Shadows: Original quest has been disabled and the Bow of Shadows has been placed as static loot in a reward chest for defeating a Morag Tong assassin.
    • Crossbows: Night Hunter quest is now tied into Ancient Technology.
    • Chryasmere: Original quest has been disabled and Chryasmere has been placed as static loot in a cave near winterhold.
    • Civil War Champions: Original quest has been disabled and the armors have been redistributed to Imperial and Stormcloak commanders.
    • Daedric Mail: Quest has been disabled and armor has been integrated into the world similarly to vanilla variant(s).
    • Divine Crusader: Reintegrated with Knight of the North. Quest guide in the Articles section of the mod page.
    • Dwarven Mail: Quest has been disabled and armor has been integrated into the world similarly to vanilla variant(s).
    • Ebony Plate: Quest has been disabled and armor has been integrated into the world similarly to vanilla variant(s).
    • Elven Hunter: Quest has been disabled and armor has been integrated into the world similarly to vanilla variant(s).
    • Fearsome Fists: Original quest has been disabled and the armors have been redistributed to NPCs accordingly.
    • Fishing: Questline has been removed and the unique items have been redistributed into the world as static loot.
    • Ghosts of the Tribunal: Questline has been removed and the items have been redistributed around Solstheim or have been given to the Dremora Merchant to sell.
    • Goldbrand: Original quest has been disabled and Goldbrand can now be found on The Katariah.
    • Headman's Cleaver: Original quest has been disabled and the Headman's Cleaver can now be found on a named Bandit Chief holed up in Falkreath Hold.
    • Nordic Jewelry: Original quest has been disabled and the jewelry can now be found in regular loot and worn by prestigious nords.
    • Redguard Elite Armaments: Original quest has been disabled and you can now find the Armor and items worn by Kematu and his group.
    • Spell Knight: In order to start the original quest, the book has been moved to Southfringe Sanctum.
    • Stalhrim Fur: Quest has been disabled and armor has been integrated into the world similarly to vanilla variant(s).
    • Steel Soldier: Quest has been disabled and armor has been integrated into the world similarly to vanilla variant(s).
    • Stendarr's Hammer: Original quest has been disabled and Stendarr's Hammer can now be found on a Vampire hiding out in The Rift.
    • Studded Dragonscale: Quest has been disabled and armor has been integrated into the world similarly to vanilla variant(s).
    • The Arms of Chaos: Original quest has been disabled and the items can now be found scattered across the warlock lairs of Skyrim.
    • The Contest: Original quest has been disabled. The Fists of Randagulf have been given to Skjor amd the Iceblade of the Monarch can now be found guarded by a Spriggan on Solstheim.
    • The Gray Cowl: Original quest has been disabled and the Gray Cowl can now be found in the Twilight Sepulcher.
    • The Lord's Mail: Original quest has been disabled and the Lord's Mail can now be found in a Spriggan den, north of Solitude.
    • The Staff of Hasedoki: Original quest has been disabled and the Staff can be found in a warlock den between Whiterun and Falkreath Hold.
    • Vigil Enforcer: Original quest has been disabled and the armors have been redistributed to NPCs accordingly.
  • Creation Club Homes

    • Bloodchill Manor: Requires completion of Awakening.
    • Farming: Read more on the modpage here.
    • Gallows Hall: Requires completion of Conjuration Ritual Spell.
    • Hendraheim: Requires completion of Glory of the Dead. Additionally, read more on the modpage here.
    • Myrwatch: Read more on the modpage here.
    • Shadowfoot Sanctum: Requires being Guildmaster of the Thieves Guild.
  • Modded Quests

    • Wyrmstooth: Requires level 20+ and completion of Way of the Voice.
    • Vigilant: Requires level 25+ and the completion of Kindred Judgement and House of Horrors.
    • Glenmoril: Requires completion of Discerning the Transmundane, At the Summit of Apocrypha, Vigilant (any ending), and Sacred Anatomancer (this quest is started in the Ratway after you finish Vigilant, it is suggested you do the "Divine the Future" path).
    • Unslaad: Requires completion of Dragonslayer and Glenmoril.

New Content

This section will try to list the new content focused mods added to the list, and if necessary, describe any major changes to them.

New Quests

Vanilla Quest Expansions and Edits

Followers

Tips and Help

Due to Fahluaan being a very build-oriented list that rewards proper preparation and varying degrees of min-maxing, newer players may have a difficult time starting out or may feel overwhelmed and uncertain with how they want to build their characters. This section will contain varying community tips and build guides to be expanded over time.

  • Builds section of the github has some more up-to-date builds that I have personally played and tweaked, they'll be a bit more involved than the spreadsheet, and I will likely flesh them out more and more over time.