silent prisoner
Guardsmen should not let walking weapons of mass destruction run free. All prisoners are now equipped with anti-magic cuffs, preventing them from casting spells or roaring.
Screenshots 4 screenshots
About this mod Machine translation
Guardsmen should not let walking weapons of mass destruction run free. All prisoners are now equipped with anti-magic cuffs, preventing them from casting spells or shouting.
silent prisoner
Require
SKSE
Change log
1.0 - Initial version
1.0b - Added alternative version with 25% resistance to magic instead of total immunity
describe
The guards were tired of the mages burning their faces with fireballs every time they escaped, so every prisoner was now girded with magical cuffs, rendering all magic useless. These cuffs cannot be removed without a set of keys, which can be found among the prisoners' belongings or on the guards' possessions.
notes
When the key is added to your inventory (if you escape), the cuffs will unlock and you will be able to use magic. You can equip and remove the cuffs as needed.
These cuffs also make you immune to all incoming magic damage / 25% resistant to magic damage, depending on which version you download.
The cuffs will be removed at your service time.
Transforming into a vampire lord or werewolf will break the cuffs.
Install
Install normally using mod manager.
Overwrites and replaces everything when upgrading.
compatibility
Compatible with almost everything, except some other mod that also lets the player equip a set of gloves while imprisoned.
If "Share Events" is not checked in the Story Manager node, the mod will not work if loaded before these mods.
integral
Thanks to r/skyrimmods for the initial ideas and features
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SILENCED PRISONERS
Requirements
SKSE
Changelog
1.0 - Initial Release
1.0b - Added alternate version with 25% resistance to magic instead of total immunity
Description
Guards were getting tired of mages burning their faces off with fireballs as they escaped every single time, so every prisoner is now bound with enchanted cuffs that nullify all magic. These cuffs cannot be taken off without a set of keys, which can be found within the prisoner's belongings or with a guard.
Notes
When the key is added to your inventory (if escaping) the cuffs will unlock, and you will be able to use magic. You will be able to equip and unequip the cuffs as you wish.
These cuffs will also make you immune to all incoming magical damage/give 25% resistance to magical damage, depending on which version you download.
Cuffs will be removed upon serving your time.
Transforming into a Vampire Lord or werewolf will break the cuffs.
Installation
Install normally, using a mod manager.
Overwrite and replace everything when upgrading.
Compatibility
Compatible with pretty much everything, unless some other mod also makes the player equip a set of gloves when imprisoned.
Faulty mods that don't tick "Shares Event" in Story Manager nodes will make this mod not function if loaded before these mods.
Credits
Thanks to r/skyrimmods for the initial idea and features
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.