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NPC Hearts & Mudcrab Merchant (expansions)
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3.319 MB
May 12, 2013 @ 5:49pm
Jan 26 @ 7:05pm
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Description
For those not satisfied with merely killing your enemies, you can now take their heart as a trophy and use it in a potion with which to realize your other sinister schemes; or you can merely act in self defense and take the potent alchemical reagent in the chest of your attacker and use it to aid those who only wish to live in peace (according to taste).

This mod adds *49 new alchemical reagents including 45 hearts added to the deathitem of actors. They are as follows:

arachnoid heart
argonian heart
atronach heart
bovine heart
bruin heart
chaurus heart
chicken heart
crab heart
deer heart
dog heart
dragon heart
elf heart
elk heart
equine heart
feline heart
fish heart
fox heart
giant heart
goat heart
hagraven heart
heart of a boy child
heart of a girl child
horker heart
khajiit heart
lich heart
mammoth heart
orc heart
rabbit heart
skeever heart
spriggan heart
troll heart
vampire heart
werewolf heart
wolf heart
wraith heart
*Seeker
*Werebear
*Hopper
*Guardian
*Chaurus Flyer
*Lurker
*Nech
*Pig
*Reikling
*Gargoyle
mountainous jarrin
faery dust
hellpowder
starsilt

Each heart has been added to the deathitem of the majority of NPC's (a lot of work BTW) minus certain ones who already had a deathitem or who I thought would cause a bug. This mod has already recieved a lot of Beta testing in the guise of its original form http://steamcommunity.com/sharedfiles/filedetails/?id=73805585

By nature, many of these hearts are hard or impossible to get in the normal way. Each race has been given a percentage of failure according to size and availability. Complete hearts are more difficult to extract from smaller creatures due to weapon damage as well as the main method of killing someone would be damage to their heart. Also, the more prominent races have less chance of extraction in order to keep their hearts down to a managable level, otherwise you could build up over 2K human/elf hearts faster than you would think.

In order to offset the impossibility of some, such as the hearts of children, I have put them in the bellies of dragons and werewolves as it makes sence that these creatures would eat children; there is only a small chance of obtaining them due to digestion being a rather quick process. In addition, meat vendors and hunters have had hearts added to their sales list. City vendors will have domesticated animal hearts as well as fish and crab. Hunters will have wild animal hearts.

Faery Dust, Hell Powder, and Star Silt are premium items that are not easy to find or purchace. You might see them at alchemy shops for outrageous prices, or find them in the belly of a dragon, who have the ability to travel places we cannot and eat things we can't fathom.

Mountainous Jarrin is the northern version of Jarrin root. It is not as powerful, but is still useful. I have modified the FloraCreepClusterRock WorldObject for this purpose. An example of this is located in the Archmage's garden. There are only 38 of these in-game and seemed rather superfluous when there are over 200 soil-based Creep Cluster plants otherwise.

There are also some new Alchemy effects added:
Intangibility-makes the player incorperal for a time or until you touch something
Double Time- doubles your movement speed
Fortify Alchemy-increases alchemy potency
Fortify Shouts-lowers shout lag for a time
Windwalker (increases speed to triple)
Time Streach (slows time to .01%)


I understand Fortify Alchemy is a bit contraversial. Let me only say it is really hard to get. Good luck finding both reagents needed.

There are meshes and textures for each item. Arachnoid hearts are on my list of things to change as spiders do not have a normal looking heart, but I am satisfied for the moment.

Please vote this up if you like it, or if you think someone else might.

CONFLICTS:
Any mod that alters deathitems, vendor items or the Creep Cluster plant.


UPDATE 5.18.2013
*New ability- Windwalker (increases speed to triple)
*Fixed some price bugs due to a failure on my part to double check prices (thanks to all you who mentioned it)
*Added an Easter Egg of sorts at the Beginning of Game. It always bugged me that The Torturer never explained why the man screamed at him for weeks, This answers it
*Added a few hearts in the Torturers satchel because he seems the type.
*Fixed a bug with some hearts being over powered
*Fixed various misspelling that kept bugging me
*Fixed pricing bug where intangibility was worth nothing

UPDATE 5.20.2013
Revamping of the alchemy base prices. This will allow for better determination of the name of a created potion for what, I think, it was created for while keeping the prices agreeable.
You should no longer have a potion with, for example, Invisibility and fortify stamina show up as a Fortify Stamina potion thereby making it easier to organize important potions from sellable potions.

UPDATE 6.2.2013
Fixed price on Dragon heart to more realistic price. changed a bug with 'damage health' effect and 'paralyze' effect not being high enough price.

UPDATE 6.6.2013
*Added new effect 'Time Streach'
*Fixed a bug where Fortify Enchanting was not lasting long enough
*Fixed a text bug where Fortify Shouts was not listing the duration time
*Fixed a bug where windwalker was too powerful

UPDATE 1.27.2014
*Updated this mod to include all the expansions
*added hearts for all the expansion races
*Added a new NPC, the Mudcrab Merchant. Those of us who played Morrowind might remember this guy. I changed him a bit. Basically he's a scavanger who picks up odd bits of flesh from all the various races and is willing to sell them (if you can find him). I've uploaded a screenshot to give you a hint. Have fun finding him :)



APOLOGY: I originally intended this to be seperate from my original vanilla mod, but for some reason, even though I changed the name, STEAM wouldn't allow me to upload it under a new name. i refused to spend the time copying and editing each line of code in the creation kit just so I could have a new .esp file. For those of you without the expansions, DON'T UPDATE! Again...I am sorry if you don't like this update.
211 Comments
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Toaster Apr 15 @ 7:54pm 
☻/ This is Bob. Copy and paste him
/▌ all over the workshop
/ \ so he can take over
Happy Hunter Apr 8 @ 7:37pm 
Actually, after rearranging the mods, and deleting a few that I did not need, it straightened itself out. First, put this mod on the bottom of the list, then after you download several other mods of your choice, leave this mod where it is on the list. Don't move it after downloading those other mods. It'll still work! This mod is first on my mod list, but last on the expansion list, because expansions always come first. Shuffle your mods occasionally, except for the ones that require them to be on the bottom of the download list. Make sure that any mods that are deleted are completely off the list and off of your computer.
Kytuzian Apr 8 @ 2:30pm 
I am also having the issue with this mod causing my game to crash, and when I remove the mod, I cannot load any of my old saves.

I don't know why, as it was working very recently.
palorius  [author] Apr 5 @ 10:33am 
@ Happy and Alena. I don't know exactly what would break it. I havent been on steam in months. Just got back on to see what's up. I could post the old version if you want. I suppose both of you have already made sure it was my mod that did it?
Alena Mar 13 @ 8:45pm 
This mod no longer works for me. It crashes my game every time I try to start it. :( Steam automatically updates my mods, so I couldn't avoid updating. Is there any way you'll be able to get it back working again, or should I just delete the mod?
Happy Hunter Mar 1 @ 11:50pm 
I think the update to this mod broke my game somehow. I can't seem to get the Oblivion Walker achievment after this mod had gotten its update. I don't know why. I did everything that was required and I still didn't get it. Is there a fix to it?
Psychoctic Jan 19 @ 8:50pm 
Child heart *gag* *gag*
zachb2008 Jan 14 @ 6:23pm 
makes sense was just wandering ill get my trophy room eventually
palorius  [author] Jan 14 @ 5:44pm 
@zach By nature, many of these hearts are hard or impossible to get in the normal way. Each race has been given a percentage of failure according to size and availability. Complete hearts are more difficult to extract from smaller creatures due to weapon damage as well as the main method of killing someone would be damage to their heart. Also, the more prominent races have less chance of extraction in order to keep their hearts down to a managable level, otherwise you could build up over 2K human/elf hearts faster than you would think.
zachb2008 Jan 14 @ 10:21am 
hearts are hard to get but i slughtered whiterun and got 1 human heart thats 1 down a lot to go lol is it suposed to be like that?