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JayCrane

AFK Mods
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About JayCrane

  • Rank
    Picked a bad time to get lost, friend
  • Birthday 01/24/1998

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  • Gender
    Female
  • Location
    : Australia

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  1. Version 1.0.4

    2 downloads

    Wayshrines of Old is a simple plugin that adds remnants from the second era, wayshrines, as an alternate means of traversing Tamriel. Unlike the shrines left behind the Snow Elves, these shrines can be used by regular mortals at the right cost. Requirements: The Elder Scrolls V: Skyrim + Dawnguard + Dragonborn Optional: SKSE Optional: SkyUI Files have been checked and cleaned with TES5Edit! Before you can go on any adventures you first need to discover some shrines. Every location can be found inside of the following categories: Hold Capitals and Cities, Towns and Settlements, Orc Strongholds, and Unique Locations. In order for any locations to show up, you will need to discover the shrines in those locations. Alternatively, you can unlock almost all locations through an optional cheat which can found in the book “Configure Wayshrines” or the Mod Configuration Menu. With the exception of a few shrines, which were intentionally left out to not break the quests that unlock those locations. If you want to reach them, you are going to have to discover them on foot. Multiple Activation Costs and Consequences Select one of the multiple activation costs: Magicka, Soul Gems, Gold or completely free. Magicka: 30% of your Magicka will be drained to activate a shrine which will leave a lingering effect of your magicka not re-charging for a couple of hours. However if you have exhausted all of your Magicka it will eat into your Stamina and then eventually your Health. Chances of arriving at your chosen destination will decrease when you reach below 10% of your Magicka. Soul Gems: You will be charged three common soul gems to activate a shrine. Gold: You will be charged 50 Gold to activate and travel with a shrine. Free: You are able to travel between shrines without any sort of cost. Configuration Take charge of how the shrines operate in your game by configuring options through the book “Configure Wayshrines” or the Mod Configuration Menu. The book will be added to your inventory whenever you load a save for the first time. In case you ever lose your copy of the book, there is a copy inside of the Riverwood Trader on the second floor. Or open the console and type help JC_ShrineConfigBook. Add the book to your inventory with the following code player.additem xxxIDofBook. Civil War Limitations You will not be able to use the following shrines during any of the sieges: Whiterun, Solitude, Windhelm. The shrines are being maintained by the people and they would not leave a backdoor open for enemies to come in through. They will blocked off during the sieges. This has not been fully tested. Locations Hold Capitals and Cities Riften Solitude Whiterun Windhelm Winterhold Morthal Falkreath Dawnstar Markarth Towns and Settlements Riverwood Ivarstead Shors Stone Rorikstead Karthwasten Kynesgrove Skaal Village Raven Rock Orc Strongholds Dushnik Yal Largashbur Narzulbur Mor Khazghur Unique Locations High Hrothgar (High Hrothgar’s Shrine Gates are locked until you start the The Way of The Voice) Castle Volkihar Soul Cairn Dayspring Canyon Tel Mithryn Skyhaven Temple Blackreach Frequently Asked Questions Before you ask any questions or file any reports, please take a moment to read through this FAQ carefully. Do I need SKSE and SKYUI? Unless you want to use the Mod Configuration Menu, they’re not required. Is this compatible with previous iterations of the project? No. Is this lore-friendly? No. What makes this different to SWIFT? Read the description. These are redundant as I can just hire a carriage! A lot of the criticism I have received (and I have seen appear on other people’s work that also offer alternate means of travel) is that they are redundant because you can hire a carriage. However they are only redundant depending on how you personally play. After all The Elder Scrolls V: Skyrim is a Role-Playing Game that allows you to play as whatever you want. You as the player have the ability choose from a multitude of different options that shape your character: Whether you allow factions to thrive or be burned to the ground down to the kind of boots you wear. Of course there are a limitations, but the point is there is always more than one option to choose from and you as the player get to choose. Even in Vanilla there are multiple ways to travel in addition to hiring a carriage: You can use the map, get around on foot, ride a horse, or even hire a Ferryman with the Dawnguard Expansion. You could say these are also redundant if you prefer to hire a carriage. However everyone plays differently and what you may find to be redundant in your playthrough someone else may feel is perfect for their playthrough. Can you create a patch for x? I follow the philosophy that a modder mods for themselves first and shares their creation with others. As such, a modder may not use every single mod out there that may run into compatibility issues. Odds are, I do not use SkyRe, PerMa, etc etc etc. I do not know if they are compatible or not, either. I will make compatibility patches if I personally use a mod that may clash or if it’s not too much effort. Others may make compatibility patches with my permission and I may post them in Optional Files here with credit in the file’s secondary description text. If you do, remember proper mod etiquette and make sure your patch is free of Identical-To-Master overrides (ITMs), Unintentionally Deleted Records (UDRs), and Wild Edits. TES5Edit can clean up the former two automatically if you set it up to.Please do not ask for compatibility patches or if a mod is compatible. Your question will directed to this stickypost. If you have skill with the CK and/or TES5Edit, you can check for yourself if things are compatible, and try your own hand at making a patch. As stated above, I may post it in the Optional Files section.Do not engage in entitlement attitude and publicly state you will withhold endorsement unless compatibility patches are released or do some other thing to the mod. Your post will be summarily ignored at minimum. I am far from being the only modder who does not like such demands. - Original Statement by Madcat221 Can I tweak the costs further as they are too easy / difficult / do not make any sense! Further control over the activation costs in-game is still being worked on but until that is ready, all I can suggest is to make your own adjustments with the Creation Kit. I have created a few different tutorials on github for people to make their own adjustments that suit their tastes. Create an entirely new Activation Cost Modify an existing Activation Cost Remove an existing Activation Cost Will texture overhauls affect the shrines? Most of the Shrines are Vanilla Assets cobbled together, so whatever overhaul you are using will affect them. Compatibility Known Issues This is an ALPHA RELEASE. Do not install on any saves you intend on keeping as there are still elements that have not been fully implemented: You need to activate a shrine twice in order for the dialogue to show up. You are not charged on the second activation. The shrine is still active from the first activation and will remain that way until you choose a location / travel. If you switch over to a different cost when a shrine is already active, you will not see it take any affect until you choose a location / travel. Shrines are currently using placeholder statics / custom assets for the moment until I complete the assets. Unfortunately followers will no longer accompany you when you travel between shrines. CREDITS ZeniMax Online Studios for The Elder Scrolls Online which serves as the inspiration for this entire project. Bethesda Softworks for The Elder Scrolls V: Skyrim and the Creation Kit. Schlangster for providing the resources (SkyUI SDK) needed to create a Mod Configuration Menu. DarkFox127 for his various tutorials on how to create a Mod Configuration Menu on Youtube. Special thank you to everyone on JayCrane’s Brewhouse, Pyrotoaster’s Asylum, AFKMODS and the following people (DSOS, ARTHMOOR, UNDRIEL, WINTERLOVE, ARRON DOMINION AND CYBORGARMGUN) for all of their suggestions, assistance and support. WoodFine0043, RooftilesWood0075 from Textures.com / Tileable pergola wood texture png by ftourini on deviantART and and further modified with Photoshop CC 2018 and Paint.NET TOOLS: NifSkope, NifUtilsSuite, and Blender NIF Plugin by NifTools.org NifScan by zilav SSE NIF Optimiser by Ousnius Bodyslide and Outfit Studio by Caliente, Ousnius and Jeir
  2. Version 1.0.4

    19 downloads

    Wayshrines of Old is a simple plugin that adds remnants from the second era, wayshrines, as an alternate means of traversing Tamriel. Unlike the shrines left behind the Snow Elves, these shrines can be used by regular mortals at the right cost. Requirements: The Elder Scrolls V: Skyrim + Dawnguard + Dragonborn Optional: SKSE Optional: SkyUI Files have been checked and cleaned with TES5Edit! Before you can go on any adventures you first need to discover some shrines. Every location can be found inside of the following categories: Hold Capitals and Cities, Towns and Settlements, Orc Strongholds, and Unique Locations. In order for any locations to show up, you will need to discover the shrines in those locations. Alternatively, you can unlock almost all locations through an optional cheat which can found in the book “Configure Wayshrines” or the Mod Configuration Menu. With the exception of a few shrines, which were intentionally left out to not break the quests that unlock those locations. If you want to reach them, you are going to have to discover them on foot. Multiple Activation Costs and Consequences Select one of the multiple activation costs: Magicka, Soul Gems, Gold or completely free. Magicka: 30% of your Magicka will be drained to activate a shrine which will leave a lingering effect of your magicka not re-charging for a couple of hours. However if you have exhausted all of your Magicka it will eat into your Stamina and then eventually your Health. Chances of arriving at your chosen destination will decrease when you reach below 10% of your Magicka. Soul Gems: You will be charged three common soul gems to activate a shrine. Gold: You will be charged 50 Gold to activate and travel with a shrine. Free: You are able to travel between shrines without any sort of cost. Configuration Take charge of how the shrines operate in your game by configuring options through the book “Configure Wayshrines” or the Mod Configuration Menu. The book will be added to your inventory whenever you load a save for the first time. In case you ever lose your copy of the book, there is a copy inside of the Riverwood Trader on the second floor. Or open the console and type help JC_ShrineConfigBook. Add the book to your inventory with the following code player.additem xxxIDofBook. Civil War Limitations You will not be able to use the following shrines during any of the sieges: Whiterun, Solitude, Windhelm. The shrines are being maintained by the people and they would not leave a backdoor open for enemies to come in through. They will blocked off during the sieges. This has not been fully tested. Locations Hold Capitals and Cities Riften Solitude Whiterun Windhelm Winterhold Morthal Falkreath Dawnstar Markarth Towns and Settlements Riverwood Ivarstead Shors Stone Rorikstead Karthwasten Kynesgrove Skaal Village Raven Rock Orc Strongholds Dushnik Yal Largashbur Narzulbur Mor Khazghur Unique Locations High Hrothgar (High Hrothgar’s Shrine Gates are locked until you start the The Way of The Voice) Castle Volkihar Soul Cairn Dayspring Canyon Tel Mithryn Skyhaven Temple Blackreach Frequently Asked Questions Before you ask any questions or file any reports, please take a moment to read through this FAQ carefully. Do I need SKSE and SKYUI? Unless you want to use the Mod Configuration Menu, they’re not required. Is this compatible with previous iterations of the project? No. Is this lore-friendly? No. What makes this different to SWIFT? Read the description. These are redundant as I can just hire a carriage! A lot of the criticism I have received (and I have seen appear on other people’s work that also offer alternate means of travel) is that they are redundant because you can hire a carriage. However they are only redundant depending on how you personally play. After all The Elder Scrolls V: Skyrim is a Role-Playing Game that allows you to play as whatever you want. You as the player have the ability choose from a multitude of different options that shape your character: Whether you allow factions to thrive or be burned to the ground down to the kind of boots you wear. Of course there are a limitations, but the point is there is always more than one option to choose from and you as the player get to choose. Even in Vanilla there are multiple ways to travel in addition to hiring a carriage: You can use the map, get around on foot, ride a horse, or even hire a Ferryman with the Dawnguard Expansion. You could say these are also redundant if you prefer to hire a carriage. However everyone plays differently and what you may find to be redundant in your playthrough someone else may feel is perfect for their playthrough. Can you create a patch for x? I follow the philosophy that a modder mods for themselves first and shares their creation with others. As such, a modder may not use every single mod out there that may run into compatibility issues. Odds are, I do not use SkyRe, PerMa, etc etc etc. I do not know if they are compatible or not, either. I will make compatibility patches if I personally use a mod that may clash or if it’s not too much effort. Others may make compatibility patches with my permission and I may post them in Optional Files here with credit in the file’s secondary description text. If you do, remember proper mod etiquette and make sure your patch is free of Identical-To-Master overrides (ITMs), Unintentionally Deleted Records (UDRs), and Wild Edits. TES5Edit can clean up the former two automatically if you set it up to.Please do not ask for compatibility patches or if a mod is compatible. Your question will directed to this stickypost. If you have skill with the CK and/or TES5Edit, you can check for yourself if things are compatible, and try your own hand at making a patch. As stated above, I may post it in the Optional Files section.Do not engage in entitlement attitude and publicly state you will withhold endorsement unless compatibility patches are released or do some other thing to the mod. Your post will be summarily ignored at minimum. I am far from being the only modder who does not like such demands. - Original Statement by Madcat221 Can I tweak the costs further as they are too easy / difficult / do not make any sense! Further control over the activation costs in-game is still being worked on but until that is ready, all I can suggest is to make your own adjustments with the Creation Kit. I have created a few different tutorials on github for people to make their own adjustments that suit their tastes. Create an entirely new Activation Cost Modify an existing Activation Cost Remove an existing Activation Cost Will texture overhauls affect the shrines? Most of the Shrines are Vanilla Assets cobbled together, so whatever overhaul you are using will affect them. Compatibility Known Issues This is an ALPHA RELEASE. Do not install on any saves you intend on keeping as there are still elements that have not been fully implemented: You need to activate a shrine twice in order for the dialogue to show up. You are not charged on the second activation. The shrine is still active from the first activation and will remain that way until you choose a location / travel. If you switch over to a different cost when a shrine is already active, you will not see it take any affect until you choose a location / travel. Shrines are currently using placeholder statics / custom assets for the moment until I complete the assets. Unfortunately followers will no longer accompany you when you travel between shrines. CREDITS ZeniMax Online Studios for The Elder Scrolls Online which serves as the inspiration for this entire project. Bethesda Softworks for The Elder Scrolls V: Skyrim and the Creation Kit. Schlangster for providing the resources (SkyUI SDK) needed to create a Mod Configuration Menu. DarkFox127 for his various tutorials on how to create a Mod Configuration Menu on Youtube. Special thank you to everyone on JayCrane’s Brewhouse, Pyrotoaster’s Asylum, AFKMODS and the following people (DSOS, ARTHMOOR, UNDRIEL, WINTERLOVE, ARRON DOMINION AND CYBORGARMGUN) for all of their suggestions, assistance and support. WoodFine0043, RooftilesWood0075 from Textures.com / Tileable pergola wood texture png by ftourini on deviantART and and further modified with Photoshop CC 2018 and Paint.NET TOOLS: NifSkope, NifUtilsSuite, and Blender NIF Plugin by NifTools.org NifScan by zilav SSE NIF Optimiser by Ousnius Bodyslide and Outfit Studio by Caliente, Ousnius and Jeir
  3. JayCrane

    [WIP] Wayshrines - Remnants of a Forgotten Era

    Wayshrines: Remnants of a Forgotten Era (ALPHA)
  4. JayCrane

    Light Moss Hall

    Thank you! AND I AM SO SORRY FOR THE EXTREMELY LATE REPLY. Unfortunately, I have had no luck porting this over to SSE. It always instantly crashes my game. The plan was to remake it from scratch entirely for SSE.
  5. JayCrane

    Starfield

    Something to tide me over while I wait for BGE2 I am definitely interested though!
  6. JayCrane

    The Elder Scrolls VI

    Hammerfell High Rock Akavir
  7. Going to stream working on either one of my models or mods for the first time on Youtube. Come drop by and Roast Me ™ in 2 Days!

    https://www.youtube.com/watch?v=wAvyeFA1VCA

  8. JayCrane

    [REL] Wayshrines of Old - Alt. Fast Travel Network

    As of today, Wayshrines of Old is officially discontinued. Further development of the reboot can be found here.
  9. JayCrane

    [WIP] Wayshrines - Remnants of a Forgotten Era

    Progress on the Nordic Style Wayshrine!
  10. JayCrane

    Misc

  11. JayCrane

    Feedback thread

    I agree. Would make things a little bit less confusing.
  12. JayCrane

    Cannot visit TES Alliance

    Now that the site is back up, I can confirm that there definitely was a message about it in the forums. http://tesalliance.org/forums/index.php?/topic/7521-support-donations-needed/&do=findComment&comment=145594

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