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      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!

Cities, Towns & Villages

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  1. Keld-Nar

    "This doesn't translate to Feldscar at all. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine." - Raminus Polus, circa 3E 433.
    An age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then?
    30 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Where once ruins lay, a thriving village has sprung up in their place. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale.
    Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago.
    The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. It may also be subject to random vampire strikes if you have Dawnguard.
    My Patreon Page: https://www.patreon.com/arthmoor

    10 downloads

    0 comments

    Updated

  2. Dawnstar

    Dawnstar has always been described as a large port city with a lot of activity. What was presented in the game didn't quite do it justice, but until recently putting one's finger on why wasn't so easy. As it turns out, Dawnstar was run by cruel heartless nobles! The miners were condemned to live out their lives neck deep in grime in the mines. Well no more! Now these poor miners have homes like everyone else, and in the process Dawnstar feels more like that larger port city we've been told about too. With six extra homes in it, that shouldn't be much of a surprise. Plus the miners will now go home to sleep, and visit the inn after their shifts are up too. So there will be some of that missing activity now too.
    * Each NPC now has their own home.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees, that account for the changes.
    My Patreon Page: https://www.patreon.com/arthmoor

    9 downloads

    0 comments

    Updated

  3. Dragon Bridge




     
    A small village expansion for Dragon Bridge.
     
    Dragon Bridge always seemed like it needed something more, and it did. There was always poor Varnius Junius, who gets sent to Solitude representing the town and everything, but had nowhere to live. Plus his boss, Tasius Tragus, who was never placed into the game, but would also have just lived in the inn. The inn is not a home!
     
    Varnius and Tasius now have their own homes on the northeast side of the village, like everyone else in town. It's not much, but there just isn't enough space in the place for anything more. Tasius even has a nice terrace with a view to reflect his presumed status in town.
     
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area.
     
    Installation Requirements
     
    Official Skyrim patch 1.9.32.0.8 or greater.
     
    DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this.
     
    Installation - Wrye Bash BAIN
     
    Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
    Make sure the mod is active in the Wrye Bash mods tab.
     
    Installation - Steam Workshop
     
    Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install.
    Make sure it's active in the Data Files menu.
     
    Installation - Nexus Mod Manager
     
    Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there.
    Then simply make sure NMM has the mod activated.
     
    Installation - Manual
     
    Drop the Dragon Bridge.esp and Dragon Bridge.bsa files into your Data folder.
    Activate the mod using whatever management tool suits you.
     
    Uninstalling
     
    Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.
     
    To remove the mod: Delete the Dragon Bridge.esp and Dragon Bridge.bsa from your Data folder. Then reload your game as usual.
     
    Load Order
     
    LOOT should be used for optimal placement.
     
    Disclaimer
     
    This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.

    57 downloads

    0 comments

    Updated

  4. Helarchen Creek

    A village in the mountains southeast of the city of Dawnstar.
     
    Tamriel has had many villages on maps for as far back as anyone can remember. What happened to them all? Nobody really knows. This mod is simply my take on bringing one back from Elder Scrolls: Arena. Helarchen Creek was a small village in the game somewhere in the mountains near Dawnstar. Originally it appears as though Bethesda planned to put this around the Nightgate Inn, but then changed the name on that and cut the content. Some further research using old Arena maps placed the village further north anyway, so here it is.
     
    * Two of the NPCs can be married and will optionally share their homes with you.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area.

    74 downloads

    0 comments

    Updated

  5. Karthwasten

    A simple village expansion for Karthwasten.
     
    Karthwasten is supposed to be a bustling mining town with two actively worked mines, yet only has a couple of buildings and too many NPCs to match. Plus it's a known lore town that's been here for at least 200 years. So this place needed a bit of an expansion to flesh it out and make it seem more like the "Karthwasten Hall" of old, in as much as Skyrim will allow for that. No more pitifully small center of mining for The Reach!
     
    * Each NPC now has their own home.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees, that account for the changes.

    72 downloads

    0 comments

    Updated

  6. Soljund's Sinkhole




     
    A simple village expansion for Soljund's Sinkhole.
     
    Soljund's Sinkhole is another one of those places where it just seemed odd that more was not done. A mining operation that by all accounts would be thriving were it not for a draugr problem. An area that 3 people are effectively living in, with only two actually being housed, and one of whom is a marriage prospect for the player! Such cramped conditions cannot stand, and so this small expansion has been done to releive the crowding problem.
     
    * Guard barracks for the guards to live in, with one extra patroller added due to the dangerous area. The jail is just for show, sorry
    * Perth can now share his house with you if you marry him.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area.
     
    Installation Requirements
     
    Official Skyrim patch 1.9.32.0.8 or greater.
     
    Installation - Wrye Bash BAIN
     
    Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
    Make sure the mod is active in the Wrye Bash mods tab.
     
    Installation - Steam Workshop
     
    Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install.
    Make sure it's active in the Data Files menu.
     
    Installation - Nexus Mod Manager
     
    Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there.
    Then simply make sure NMM has the mod activated.
     
    Installation - Manual
     
    Drop the Soljund's Sinkhole.esp and Soljund's Sinkhole.bsa files into your Data folder.
    Activate the mod using whatever management tool suits you.
     
    Uninstalling
     
    Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.
     
    To remove the mod: Delete the Soljund's Sinkhole.esp and Soljund's Sinkhole.bsa from your Data folder. Then reload your game as usual.
     
    Load Order
     
    LOOT should be used for optimal placement.
     
    Compatibility
     
    Fully compatible with Bring Out Your Dead.
     
    Will not be compatible with other mods that change the Soljund's Sinkhole exteriors.

    86 downloads

    0 comments

    Updated

  7. Whistling Mine




     
    A simple village expansion for Whistling Mine.
     
    It always seemed odd to me that an established mine with an active smelter had no place for the people there to live. Whistling Mine is cold, and inhospitable. Nobody in their right mind would actually sleep there! This mod solves that oddity by providing a small village for the 4 NPCs to live in and spend some time in. Cause who wants to spend their lives living in the mine they work in!
     
    It was also somewhat strange that Winterhold Hold had nothing but a single half ruined town in it.
     
    Installation Requirements
     
    Official Skyrim patch 1.9.32.0.8 or greater.
     
    Installation - Wrye Bash BAIN
     
    Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
    Make sure the mod is active in the Wrye Bash mods tab.
     
    Installation - Nexus Mod Manager
     
    Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there.
    Then simply make sure NMM has the mod activated.
     
    Installation - Manual
     
    Drop the Whistling Mine.esp and Whistling Mine.bsa files into your Data folder.
    Activate the mod using whatever management tool suits you.
     
    Uninstalling
     
    Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.
     
    To remove the mod: Delete the Whistling Mine.esp and Whistling Mine.bsa from your Data folder. Then reload your game as usual.
     
    Load Order
     
    LOOT should be used for optimal placement.
     
    Compatibility
     
    Fully compatible with Bring Out Your Dead.
     
    Will not be compatible with other mods that change the Whistling Mine exteriors.
     
    Mods altering Angvild, Badnir, Gunding, or Thorgar will not be compatible.

    117 downloads

    0 comments

    Updated

  8. Shor's Stone




     
    An expansion for the village of Shor's Stone.
     
    Shor's Stone always seemed like a place that had more potential than what was in the game, and as it turns out, that's because it does. NPCs talk about Odfel's wrecked house and the need to build a new one, but the wreckage doesn't exist. Grelka has some scenes with the other NPCs that can never play because she never comes to the town, and may well have originally been planned for there. Plus the place always seemed a bit empty, in need of somewhere for the folks to gather at night other than just the fireplace in front of Sylgja's house. Now, all of these things have been taken care of. Shor's Stone is no longer a backwater half-village.
     
    * Grelka now has a home at the south end of town. She will travel between there and Riften by horse at the appropriate times.
    * The Tapped Vein, the inn, where folks gather for the town's evening meal. A subtle tribute to Elder Scrolls Online and the village's past association with Ebony mining.
    * Inn has a properly working innkeeper, server, and bard.
    * Odfel's wrecked house now exists on the north side of town. So sad.
    * LOD has been generated for the area, including trees that account for the changes.
     
    Installation Requirements
     
    Official Skyrim patch 1.9.32.0.8 or greater.
     
    Installation - Wrye Bash BAIN
     
    Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
    Make sure the mod is active in the Wrye Bash mods tab.
     
    Installation - Steam Workshop
     
    Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install.
    Make sure it's active in the Data Files menu.
     
    Installation - Nexus Mod Manager
     
    Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there.
    Then simply make sure NMM has the mod activated.
     
    Installation - Manual
     
    Drop the Shor's Stone.esp and Shor's Stone.bsa files into your Data folder.
    Activate the mod using whatever management tool suits you.
     
    Uninstalling
     
    Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.
     
    To remove the mod: Make sure Grelka has gone to Riften, or is at least OUTSIDE her new house, and that all the other NPCs are NOT inside the inn.
    Then delete the Shor's Stone.esp and Shor's Stone.bsa from your Data folder and reload your game as usual.
     
    Load Order
     
    LOOT should be used for optimal placement.
     
    Place with other village mods of similar type.
     
    Compatibility
     
    Will not be compatible with other mods that change the layout or add things to Shor's Stone.
     
    Known Issues
     
    Grelka may become distracted on her trips to and from the village. Skyrim AI for traveling is wonky at best, and I've done as much as I can to smooth things over. She has been marked as protected to prevent being accidentally killed by the various hostiles along her travel route.
     
    Credits
     
    Hana - Blank inn sign resource used to create The Tapped Vein's sign.

    107 downloads

    0 comments

    Updated

  9. Ivarstead

    A simple village expansion for Ivarstead.
     
    Ivarstead always seemed like it should be more to me. There are a number of people living in the inn on a permanent basis. While the game indicates it is a village in decline due to fewer and fewer visitors coming through, it's very clear that those who are in the inn now are permanent residents to the village who have fairly strong ties they can't just cut. Since it would have been lame to throw down a bunch of empty or destroyed properties, it felt only right that 3 new houses should be built for those residents to occupy.
     
    * Temba Wide-Arm will offer to share her house if married to you.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees that account for the changes.
    * Bonus: Golldir now has a home as well and will return to it once his quest, "Ancestral Worship", is completed. He can be married at that point and you can move in with him if you wish.

    132 downloads

    0 comments

    Updated

  10. Darkwater Crossing

    A simple village expansion for Darkwater Crossing.
     
    If Darkwater Crossing ever seemed like too many people with nowhere to live were there, you're probably right. It's major enough for Tullius to know about it to set up an ambush for Ulfric, yet there's a single house there where two people live while everyone else sits around a campfire. Not anymore! Three new houses have been added to provide accomodations for the 4 NPCs who had no place to call home.
     
    * Sondas Drenim will offer to share his house if married to you.
    * Derkeethus will offer to share his house if married to you, assuming you haven't recruited him into the Blades.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees that account for the changes.

    127 downloads

    0 comments

    Updated

  11. Kynesgrove

    A simple village expansion for Kynesgrove.
     
    It has always bothered me to some extent that Kynesgrove gets major attention during the main quest, even with its own guard contingent, yet is nothing more than one inn and a few people in a small camp. Given that it's supposed to be an actual village, it felt like these people needed to at least have proper homes even if they are poor. So this mod aims to correct this problem by providing houses for Ganna & Gemma Uriel, and Roggi Knot-Beard while also adding a new blacksmith to round things out for the village. Now, even though they all still work the mines, they have homes to return to at night.
     
    * The blacksmith has full investment support with the proper perk.
    * Roggi Knot-Beard will share his house if married to you.
    * Dravynea will share her house if married to you.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees that account for the changes.

    116 downloads

    0 comments

    Updated

  12. Storefront

    Congratulation on your recent marriage! Your spouse has a plan though. They would like to keep from going mentally insane from boredom while you're gone for weeks on end adventuring in strange lands. So they've informed you they'll be setting up a shop to keep busy while you're away. Except for one small detail. They want to do so from your shared abode. Does this really make sense? Should your spouse be putting the family home at risk in such a manner? No! They certainly should not. Every major city where you can buy a house has a market area that should have enough space to accommodate a small trading stall to serve this purpose. The only difference is that your spouse will not offer to buy, sell, or let you invest when they are not at the stand.
     
    So this mod will do exactly that. Now your spouse will operate a store from the market area in the city you are currently living in. Your spouse will man this stall during the normal daylight hours, then return home at night. You can come and collect your profits at any time just like normal. Yes, even though it's a bit daft, this will work for the Hearthfire houses as well since Bethesda made no provisions for turning off the shop functions when living in a Hearthfire home. If you have Thirteen Oranges' Laintar Dale and/or Oakwood installed, the market stand will be set up next to one of these locations instead since the two villages are close enough to be within walking distance of the houses in The Pale and Falkreath.
     
    As an added bonus, the shop will relocate with you if you move to a new city and there will be a chest at the stall that you can add items to in order to have them "sold" to the general public. The chest will be emptied out each day to simulate having sold the goods, and a varied amount of gold will be added to the standard marriage profits you can collect from your spouse. This provides not only a cool way to make some extra cash, but also to trim down your junk inventory in a somewhat more realistic way.
     
    If you choose to move into your spouse's original house (wherever that may be) then they will not operate a stand even if it's in one of the supported locations. Bethesda's spouse setup does not support this and I do not have any intention on editing the marriage quest to change this. Your spouse will almost certainly have an AI routine to follow when living in their house anyway. You will not have access to the chest to deposit your unwanted junk in while you are choosing to live in their home.
     
    Assuming certain conditions are met in mod added homes, this could also provide a means for allowing the spouse to run a shop from a mod added house.
     
    Installation Requirements
     
    Official Skyrim patch 1.9.32.0.8 or greater.
    Official Hearthfire DLC.

    205 downloads

    2 comments

    Updated

  13. Open Cities Skyrim

    Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time.
     
    Patches In The Patch Archive
     
    CL Cities - Whiterun: Adjusts navmesh data and makes copies of objects from CL Whiterun into the open worldspace.
    Skyrim Sewers 4: Provides access to the sewer areas from the open city spaces.
    Drinking Fountains of Skyrim: Copies the drinking fountain objects into the open city spaces. Patch written by Hanaisse.

    458 downloads

    0 comments

    Updated

  14. Oblivion Gates in Cities

    During the time of the Oblivion Crisis, it was said that Skyrim was hit especially hard by the Daedric invasion. Yet, a mere 200 years later there isn't a single sign of this event ever having happened anywhere. Such a monumental event in history would surely have left its mark, especially in the cities. When Martin Septim made the ultimate sacrifice to seal the barriers to Oblivion forever, this did not remove the structural components that would be left behind by suddenly having the dimensional gateway closed down without warning. While logic may suggest that the citizens of Skyrim would have done all they could to be rid of these menaces, I don't believe this would have been a top priority. Some might even have left them standing as a reminder of what almost was.
     
    This mod's purpose is simple and to the point. Each of the 5 major hold capitols has an Oblivion Gate either inside or near it. They are merely for decoration and will not be made functional in any way. They're simply there to add back the missing atmosphere that Bethesda left out. An homage to Oblivion (the game) if you will. It also serves as a token bit of my Open Cities mod that at least I can still enjoy even if Patch 1.9 has denied me my major work.
     
    As a complement to this mod, get MCR's excellent "Oblivion Gates" (http://skyrim.nexusmods.com/mods/22369) which places several gates using the same resources all over Skyrim and parts of the Dawnguard DLC too.

    163 downloads

    0 comments

    Updated

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