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Arthmoor

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Files posted by Arthmoor

  1. Unofficial Skyrim Legendary Edition Patch

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Legendary Edition. The goal of the Unofficial Skyrim Legendary Edition Patch (aka USLEEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package.
     
    Warning: Only use the Unofficial Skyrim Legendary Edition Patch with the latest release version of Skyrim patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates.
     
    See the full changelog for details.

    1,796 downloads

    0 comments

    Updated

  2. 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

    4 downloads

    0 comments

    Updated

  3. 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

    4 downloads

    0 comments

    Updated

  4. Cutting Room Floor




     

    A content restoration mod for Skyrim and the official DLCs.
     
    From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. Villages that were supposed to exist have been brought back. Quests that were partially implemented have been completed. Various items have been restored that were still in the data files. NPCs have been brought back to the game and given homes where appropriate. Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet.
     
    NPCs were implemented using the list available on the UESP: http://www.uesp.net/wiki/Skyrim:Unused_NPCs
    Unimplemented quests were seeded by the following list on UESP: http://www.uesp.net/wiki/Skyrim:Unfinished_Quests
    Some unimplemented items have been added from the following UESP list: http://www.uesp.net/wiki/Skyrim:Unobtainable_Items
     
    CRF Bug Tracker
     
    Check out the video for the mod by Brodual:
    https://www.youtube.com/watch?v=ByPbGhFX2aM
     
    Installation Requirements
     
    Official Skyrim patch 1.9.32.0.8 or greater.
    Official Dawnguard DLC.
    Official Hearthfire DLC.
    Official Dragonborn DLC.
    Unofficial Skyrim Legendary Edition Patch 3.0.11 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 Cutting Room Floor 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 Cutting Room Floor.esp and Cutting Room Floor.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 with scripts, it is STRONGLY recommended you do not attempt to uninstall this mod once you've begun using it. The scripts altered by the mod, as well as several portions of the content will be permanently altered and will not restore themselves to their previous states.
     
    This is not a defect in this mod, it is merely how Skyrim works with any mod that includes scripted changes. There is nothing I or anyone else can do about this. You need to load a save prior to having installed this mod in order to restore the game to its previous condition.
     
    If you insist on removing the mod and continuing with the save though, the Cutting Room Floor.esp and Cutting Room Floor.bsa files must be removed from your Data folder. Any errors or residual changes left behind by doing so are your sole responsibility and any complaints about this will be ignored.
     
    Load Order
     
    Load early, as close to the top of your load list as reasonably possible since this mod deals in restored vanilla content.
     
    LOOT should be used for optimal placement.
     
    Implemented in This Mod
     
    NPCs
     
    Argi Farseer - Stonehills. Works in the mine, has a home in Stonehills, takes a random stroll around the mining camp at night.
    Talib - Stonehills. Restored his house, works the mines.
    Aleuc - Blacksmith in Stonehills. Has a house and slightly modified exterior forge area. Stonehills ought to be plenty populated now.
    Captain Metilius - Castle Dour. Hangs around the war room during Bleak Falls Barrow or Jagged Crown, wanders the castle district outside otherwise. Will be disabled if the Stormcloaks have Solitude.
    Grushnag - Placed with the Markarth Khajiit caravan and will travel with them. Serves as a guard due to the dangerous nature of The Reach.
    Herebane Sorenshield - Added on the span of Kilkreath Ruins between the first and second interior areas. He will patrol the area there and is now carrying his named reward items too.
    Karinda - Dagny's horse that was originally planned for use in the darker side of The Whispering Door. Just for show now though.
    Mazgak - Added to the hunters in Bloated Man's Grotto.
    Spirit of the Ancient Traveler - Added at Wayward Pass as was apparently intended.
    Steirod - NPC planned for use at Irontree Mill.
    Trilf - NPC planned for use at Irontree Mill.
    Sulvar the Steady - Placed in Niranye's house, spends the rest of his time at the warehouse. It made no sense for him to spend his entire existence in her place.
    Tasius Tragus - Added in the Dragon Bridge tavern. Doesn't do much other than sandboxing inside and outside. Sleeps at the inn. Supposedly is Varnius Junius' boss.
    Thjollod - Added to the hunters in Bloated Man's Grotto.
    Viding - Added to the hunters in Bloated Man's Grotto.
    Mithorpa Nasyal - Dark Elf NPC assigned to Barleydark Farm.
    Uglarz - Restored for Narzulbur, involved in a quest.
    College Guard - A generic guard for the College of Winterhold. Will patrol the grounds, and sleep upstairs in the Hall of Attainment.
    Froa - Daughter of Kjeld and Iddra who is mentioned in at least two scenes but doesn't exist.
    Guards restored for Half-Moon Mill who will use the cut dialogues for that location.
     
    Items
     
    Gallus' decoded journal - Will appear once the final major portion of the Thieves Guild quest is done.
    Spectral Arrow - Spell tome reward for completing Treva's Watch.
    Falmer Supple Bow - A slightly better version of the normal Falmer bow. Added to 3 of the encounter varieties of Falmer. A tempering recipe has been provided as well.
    Briarheart Geis - A special version of a Forsworn axe, now in the hands of the Briarheart at Lost Valley Redoubt.
    Mzinchaleft Guard's Note - A note for the guards who are watching Maluril's room.
    Habd's Death Letter - A note left behind by the former owner of Frostflow Lighthouse.
    Sild's Staff - A unique item available on Sild the Warlock in Rannveig's Fast that summons subjugated ghosts.
    Circle of Vitality - Added a new tome for the spell, plus completed the missing parts.
    Stormcloak Cuirass (sleeved version) - An alternate version of the standard Stormcloak Cuirass that was never added to the game.
    Letter to Vals Veran - A short note that provides a bit of backstory to Vals Veran.
    Robes & Boots - Several articles of clothing that were not added to leveled lists are now available.
    Letter from Harkon - A short note carried by Malkus talking about Harkon's promise for finding a Moth Priest.
     
    Quests
     
    Research Thief - An unfinished quest at the College of Winterhold. Nirya has something she'd like you to do. (Repeatable radiant quest)
    Filling Soul Gems - Sergius Turrianus doesn't just want you to restock them, the lazy bum! (Repeatable radiant quest)
    The Missing Apprentices - Phinis Gestor wants someone to find out what happened to the previous group of apprentices.
    Tolfdir the Absent-Minded - His alembic isn't the only thing he routinely misplaces! (Repeatable radiant quest)
    Animal Pelt Collection - Restored a radiant quest for the Companions to collect animal pelts. Needed some logic tweaks and bugfix hacks to get it into useable shape.
    Rogue Wizard - Tolfdir has more than just his absent-mindedness he needs help with. (Repeatable radiant quest)
    Hitting the Books - An extra dialogue exchange was restored between the player and Mirabelle Ervine.
    "A Wife For Mauhulakh" (name provided by CRF) - Chief Mauhulakh is lonely and longs for companionship.
    Proving Honor - Aela can now be chosen as your shield-sibling if you do more work for her than Farkas.
    Suppy Line - Frost River Farm needs help distributing their mead.
    Shalidor's Insights - Added the missing fortify magicka scroll to the reward table.
    Runil's Dark Past - Restored what little there is for this. Need to retrieve his journal first before the dialogue becomes available.
    Mourning - NPCs who lose friends or loved ones may mourn the loss for a set period of time.
     
    Scenes
     
    DialogueRiftenRatway - Restored a non-functional dialogue scene between the player and two thugs in the Ratway entrance. (Disabled if Live Another Life is installed and Thieves Guild start is chosen)
    DialogueWhiterun - Scene between Uthgerd the Unbroken and Skulvar Sable-Hilt at the Whiterun Stables.
    DialogueWhiterun - Scene where Mikael thanks the audience for their applause as the player first enters the Bannered Mare.
    DialogueGenericVigilantsOfStendarr - Restored dialogue for the Vigilants to confront the player when they are wearing/wielding a Daedric artifact item. (http://uesp.net/wiki/Skyrim:Vigilants_of_Stendarr#Conversations)
    Windhelm - 2 scenes between Scouts-Many-Marshes and Ambarys unlocked by giving Scouts-Many-Marshes an AI pack to sandbox in the club after work.
    Solitude - 3 scenes involvng Xander have been restored by giving him AI packages to go to each of the stores he should visit.
    MS06StartPotemaEscapesScene - Removed condition blocking the dialogue from Potema's escape sequence.
     
    Locations
     
    Thalmor Justiciar HQ in Solitude - Populated with one commander and 4 justiciars who will disable if the Stormcloaks take Solitude. Banners changed from Imperial to Thalmor, and these banners will change again to Stormcloak ones if they take the city.
    Castle Dour Tower - Restored access to an unused tower room above General Tullius' room. Captain Metilius will sandbox here for part of the day as well as sleep here since he has no bed otherwise.
    Frost River Farm - The meadery that goes with the Supply Line quest that was restored.
    Irontree Mill - Restored a missing sawmill originally designated for Haafingar Hold. Haafingar has no adequate space for it, so it's just over the border with Hjaalmarch, located next to the newly restored Frost River Farm. Steirod and Trilf live and work here.
    Trilf's House - Added with the relocation of Irontree Mill after discovering that there is a key and location data for a house. Since Steirod has nowhere else to go, he'll be living there too.
    Barleydark Farm - Restored a farm southwest of Fort Greymoor occupied by Mithorpa Nasyal. The location was already leveled out and labeled, just never actually built.
    Stonehills - Restored the village which was intended to be placed here. (Argi Farseer's house, Aleuc's house [blacksmith], Talib's house)
    Wintersand Manor - Nazeem & Ahlam's house, restored to the game at Chillfurrow Farm.
    Maiden-Loom Manor - Lilith Maiden-Loom's house, restored to the game across from Whiterun Stables.
    Cidhna Mine - Obscured Passage, restored and repurposed as an escape route out of the prison.
    Frostbark Lumber Mill - The abandoned remains of the sawmill that Ganna tells you about in Kynesgrove but was never added to the game.
    Heljarchen - The village which was intended to be placed surrounding Nightgate Inn has been restored. (Blacksmith, Alchemist, 2 farmhouses, and the NPCs who live in them)
    Riften - Restores the southeast city gate to the game, which was boarded over prior to release for some reason.
     
    Other
     
    Restored the Omen of Warding and Stop Rune powers. These were originally designed as Black Book rewards but there is no book to place them in. Instead, they have been attached to standing stones hidden on Solstheim.
    Pack Spiders! You can now create a pack spider in White Ridge Barrow that can haul some extra loot for you. Be careful, they're fragile, and you can only have one following you at a time.
    Glowing Spiders! Another spider you can also make in White Ridge Barrow that produces light while following you around. They will last for 2 in-game hours, or until killed, whichever comes first.
     
    Troubleshooting
     
    Help! There's a duplicate farm sitting on top of Frost River Farm!
     
    You are probably using my Alternate Start - Live Another Life mod. Frost River Farm was built from the data provided by LAL and will overlap the entire exterior, which will lead to performance degradation, severe z-fighting, and a duplicated set of farm people operating the site. Plus it will probably be random luck as to which building you enter if you try to go through the door.
     
    You will need to upgrade LAL to version 2.4.0 or higher in order to resolve this conflict. LAL 2.4.0 relocated the farm to a plot of land north of Rorikstead.
     
    Credits
     
    Hana - For a ton of beta testing my characters weren't able to do. Bethesda's rat's nest never stood a chance!
    Hana again - For the road sign resources used to make the new signs.
    nonoodles - Meshes used for the restored Riften southeast gate.

    239 downloads

    0 comments

    Updated

  5. 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.

    103 downloads

    0 comments

    Updated

  6. 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.

    111 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.

    113 downloads

    0 comments

    Updated

  8. 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.

    122 downloads

    0 comments

    Updated

  9. 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.

    52 downloads

    0 comments

    Updated

  10. 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.

    68 downloads

    0 comments

    Updated

  11. 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.

    432 downloads

    0 comments

    Updated

  12. Run For Your Lives

    A small mod that makes citizens in a village or city run indoors during a dragon or vampire attack.
     
    This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking dragons and vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of giant flying fire breathing lizards (or bloodthirsty undead). NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead.
     
    This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine.
     
    Guards, members of The Companions, Vigilants of Stendarr, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse.
     
    Spawned dragons are detected via animation events, which should allow for completely reliable detection even if the dragon never lands on something.
     
    Hand placed dragons are detected when their combat state changes* as well as when they land on any available perch objects in the area.
     
    Vampires will be detected when the events that spawn them begin running.
     
    * [Only after they land on the ground]
     
    My Patreon Page: https://www.patreon.com/arthmoor

    217 downloads

    0 comments

    Updated

  13. Ars Metallica - Smithing Enhancement

    The crafting system is one of Skyrim's better features, but for thieves and archers, there's not much use for the system. Light armor is dead easy to come by in already finished forms, but arrows can sometimes be scarce in the types you may want. Lockpicks have been known to be somewhat scarce too, yet are relatively basic to construct.
     
    Ars Metallica aims to fill in some of the basic issues I had with the crafting system by doing the following:
     
    For vanilla Skyrim:
    Allow archers to forge their own arrows out of the various ore materials, wood, leather strips, and feathers. Indirectly making it somewhat useful to chop wood too. Allow thieves to make their own lockpicks out of iron or steel. Provide skill advancement for the use of the smelter to melt down ore. After all, that's as important as knowing how to shape it once refined. Provide skill advancement for the use of the tanning rack to make leather. That's far more important in my mind than the skill advances from using the leather to make stuff. Provide for a small amount of skill advancement from mining the ore itself out of ore veins. Provide the ability to melt down existing pieces of armor and some clutter items into ingots so that you can then use those ingots to make missing pieces of a set if you want. Allow members of factions to forge equipment appropriate to their guild. Thieves can make guild armor. Assassins can make Brotherhood armor. Legionnaires can make Imperial armor, and so on.

    For Dawnguard:
    Modifies the dragonbone arrow recipes and the crossbow bolt recipes to conform to the same formulas as vanilla. Disabled Dawnguard's native recipes.

    For Hearthfire:
    Provides smithing experience for using the various workbenches used to construct your homes. The drafting table does not count since nothing is actually built using it.

    For Dragonborn:
    Modifies the stalhrim and nordic arrow recipes to conform to the same formulas as the vanilla arrows. Adds smelting formulas to recover ore from stalhrim and nordic carved equipment. Adds crafting feathers to the Felsaad Tern.

     
    Note that all smelting of metals requires that you know the perk associated with that metal. For example, if you wish to smelt Dwemer scrap, you need to know the Dwemer Smithing perk first. This applies not just to smelting existing goods but also to smelting raw ore. This isn't a bug, it's a feature.
     
    My Patreon Page: https://www.patreon.com/arthmoor

    201 downloads

    0 comments

    Updated

  14. Point The Way

    Ever travel the roads and wonder how it is people find their way? Have you noticed that the roads in many places simply don't have signs that tell you where you can go while traveling them? If you were a foreign visitor to Skyrim, you've got no hope of being able to travel the intricate road network without stopping to read your map every so often, even when you're at a major intersection. Worry no more! While you weren't looking, The Empire sent out its trusty civil engineers (surely Skyrim has some) and they set about marking the roads to better assist travelers in finding their way.
     
    This mod's aim is fairly simple. Road signs have been placed at several major intersections that were either lacking signs, or didn't have enough signs to indicate the full extent of where you could travel on a road. In some cases, the smaller towns and villages aren't even mentioned - despite Bethesda having created signs for them! Others that were pointed the wrong way or had the wrong city being represented have been fixed as well.

    189 downloads

    0 comments

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  15. Alternate Start - Live Another Life




     

    Misery and despair have haunted you all your life. Just when you thought it couldn't get any worse, you've been arrested and thrown in the dungeons. Your trial was supposed to be weeks ago, only nobody has come for you. It's been so long since seeing daylight you no longer know what month it is anymore. The dungeon is cold, damp, and worse still, you're running out of food. At least you have that leak in the wall for water. It seems as though you've been forgotten, soon to rot away and die. The eight have forsaken you! Or... have they?
     
    Live Another Life provides an alternative means to start the game for those who do not wish to go through the lengthy intro sequence at Helgen. You will be given the opportunity to choose your race and then choose a new life for your character to lead. A wide variety of choices will be available. What you choose will have a lasting impact, so choose carefully or the gods may forsake you again!
     
    Additional support has also been provided to allow you to extend Live Another Life with your own starts.
     
    Check out the video review GamerPoets did for his first episode:
    https://www.youtube.com/watch?v=Pi5AU8yCry0
     
    Live Another Life Bug Tracker
     
    Installation Requirements
     
    Official Skyrim patch 1.9.32.0.8 or greater. Using earlier game versions will result in CTDs and other problems. Just don't.
    Official Dawnguard, Hearthfire, and Dragonborn DLCs are required.
    Use of the Unofficial Skyrim Legendary Edition Patch is STRONGLY recommended.
     
    You will need to turn on subtitles to see the text for the startup quest.
     
    Alternately, download and use Fuz Ro D-oh - Silent Voice to see subtitles only on those NPCs with no voiced audio. This requires SKSE.
     
    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 Live Another Life page at Skyrim Nexus. The installer should take care of things from there.
    Or add it to NMM manually through the "Add File" dialogue.
    Then simply make sure NMM has the mod activated.
     
    Installation - Manual
     
    Drop Alternate Start - Live Another Life.esp, Alternate Start - Live Another Life.bsa, and Alternate Start - Live Another Life.ini into your Data folder.
    Activate the mod using whatever management tool suits you.
     
    Uninstalling Live Another Life
     
    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.
     
    That said, should you insist on going forward with doing so you must adhere to the following:
     
    First things first. You need to be sure the main quest has been started before you can uninstall this mod. The quest "Live Another Life" must have been marked as completed, AND you must have "Before the Storm" listed in your journal. Uninstalling prior to this will break the main quest as well as the civil war.
     
    It should also go without saying that if you're using the farmhouse start, clean your stuff out of it first because if you don't you'll lose it all.
     
    Clean your stuff out of any other start location containers you may be using, including any that are part of the vanilla game because they will NO LONGER BE SAFE STORAGE!!!
     
    Once that's done, use your preferred method to uninstall the mod. The .esp, .bsa, and ini files must be removed entirely.
     
    Steam Workshop users should be sure to unsubscribe before doing this or the launcher will simply replace those files again.
     
    Load Order
     
    Due to the sensitive nature of the mod, it should be loaded relatively late in the load order. A lot of other mods may seek to make modifications to Helgen and the charactergen quests. Moving this further down in your list will likely help, a lot. I highly recommend going with the order LOOT specifies.
     
    Starting the Main Quest
     
    Skyrim has a lot more flexibility in pursuit of the main quest, even when playing the default Helgen scenario. Alduin's appearance does not force one to pursue the main quest beyond Helgen. So this mod is mainly providing a mechanism to bypass Helgen and not encounter Alduin either. The game will patiently wait for you to follow along. So there's no special effort really needed to avoid it, just don't do it
     
    For most of the starts, it will appear as though your "Live Another Life" quest has stalled. You will not have an active objective telling you where to go next. When you are ready to begin pursuing the main quest, talk to an innkeeper and ask them for rumors. You'll be given a generic rumor about Helgen and told to travel there. You can also simply go to Helgen on your own without anyone telling you to do so.
     
    The main quest will also start if you join the Civil War, complete the first two missions for your chosen side, and then get sent to Whiterun. Once there, you'll find Whiterun closed. If you manage to bribe or persuade your way in, the next guard you pass by who delivers the line about Helgen being hit by a dragon will resolve the beginning portion. Otherwise asking them what they mean by dragons will get you pointed toward Helgen and you can proceed from there.
     
    If you somehow avoid all the guards and get into Dragonsreach without ever hearing about Helgen, the MQ will be force-started upon entering the main hall. Sorry, but this failsafe is required because it is not possible to advance the Civil War until Bleak Falls Barrow and Dragon Rising have been completed. Bethesda did not supply dialogue to allow for a Stormcloak takeover of Whiterun before starting the Main Quest.
     
    Choosing the campsite start will begin immediately with the encounter with Alduin.
     
    Using this mod to follow the default Helgen sequence will play out the same as the vanilla game.
     
    Extensions
     
    As of version 2.5.0 and higher, Live Another Life allows for extensions to be written to provide additional starting options. This is a known list of extensions that are available:
     
    City Guard - the example extension provided on the Nexus page for LAL.
    Legacy of the Dragonborn - An extension to allow you start as a relic hunter for the mod's museum in Solitude.
    Death Alternative - Alternate Start Addon - Various options to start as a slave and/or captive.
    Salmon Shack - LAL Version - Start option utilizing MannyGT's Salmon Shack.
    New Beginnings - Several new start options using the extension framework.
     
    Compatibility Patches
     
    Starting Spell Choice
     
    Compatibility
     
    Tested and confirmed to work with Open Cities Skyrim.
     
    Known to be incompatible with any mod which attempts to remove the essential flags from any NPCs in Helgen.
     
    Song of Ice and Skyrim causes the game to get stuck loading the prison cell, regardless of load order.
     
    Descent Into Madness causes the game to get stuck loading the prison cell, regardless of load order.
     
    The Oblivion Racial Bonuses module from Occupy Skyrim is not compatible since OCS OSR.esp alters MQ101.
     
    Sellswords is not compatible because it alters MQ101 to be able to offer its alternative game mode.
     
    The Forsworn Legacy - Use the "Savegame Version" and delete Data\Scripts\QF_MQ101_0003372B.pex after installing it. DO NOT USE the "new game" version as it will not work with my mod.
     
    Helgen Reborn – Previously required a lockout for the vanilla start. As of Helgen Reborn 105.3 this is no longer the case and all start options are now fully compatible.
     
    Return to Helgen (by Giskard) - This mod is only partially compatible with LAL. If you plan to use them together, you must trigger the events at Helgen BEFORE venturing to the city of Solitude. Going to Solitude before Helgen will completely break the chain of events and render the MQ unstartable, as well as potentially disrupting the Civil War permanently. Starts in or immediately near Solitude will be disabled in LAL as long as Return to Helgen is installed.
     
    Morskom Estate - Previously required a lockout for the vanilla start option. This is no longer the case with Morskom 1.3 and above. All start options are now compatible.
     
    Shlongs of Skyrim (ugh, yes, there really is a mod about that) - This has been reported to completely mess up the cart ride for the vanilla start option. If you're going to use that mod, it is best to wait until you're off the carts and inside the keep before installing it.
     
    Become High King of Skyrim - Edits MQ101, though it's a dirty edit. Either clean the mod using TES5Edit or make sure it loads BEFORE Live Another Life so that it won't cause the "new game" menu to get stuck.
     
    Better Vampires - No issues should arise from using LAL and BV together. Even the vampire start should work properly as the method LAL uses to change you into one uses script calls BV retains in its edited version of the player's vampire quest.
     
    Pirates of the Pacific - Has been reported several times to cause the player to spawn somewhere completely off the map. It is not currently known what causes this as it really shouldn't be possible.
     
    Buy_Whiterun3 - The optional "New Start" file has been confirmed incompatible because it modified the MQ101 quest scripts. Do not install the optional file.
     
    Reclamation Legacy Armor - This mod, now obsoleted by an update, had a patrol package edited that should not have been which would cause Alduin to get stuck in Helgen. The renamed version of the mod, "Reclamations Morrowind Style" no longer has this problem.
     
    Requiem - Has several ITMs, one of which touches MQ101 and will interfere with my changes to the quest. MQ102 is also edited and will block necessary changes. Move Requiem above LAL in your load order. Cleaning alone will not resolve the issue.
     
    Mods altering the Abandoned Prison (cell 00021594) will probably need to be patched since the navmesh has been edited.
     
    Mods which alter the following quests will not be compatible without a patch:
     
    MQ101 - Unbound
    MQ102 - Before the Storm
    DialogueWhiterunGuardGateStop - Guard who stops you at the Whiterun city gate.
    WERoad01 - Farmer refugees after dragon attack
     
    Mods which edit the following scripts will not be compatible unless patched:
     
    dunPostHelgenEnableScript
    QF_MQ101_0003372B
    QF_MQ102_0004E50D
    QF_DialogueWhiterunGuardGateS_000D1984
    TIF__0005A6A6
    TIF__0005A6B1
    TIF__000D50CA
    TIF__000D50DB
    TIF__000D50E0
    TIF__000D197B
    TIF__000D660D
    TIF__000E2D03
     
    Known Issues
     
    The Thane offer won't be available in every city right away if you use a property owner start. The quest interaction makes doing so impossible without sacrificing too much of the content to it.
     
    When picking the Companions guild start, you need to go watch the fight before Vlikas will go outside to train you.
     
    When choosing one of the two civil war starts, you are strongly advised to let the Jagged Crown scene play out. If you don't, the quest may fail to start and the entire civil war quest line will get jammed.
     
    There may be some unfound dialogue that references Helgen. If you find some and have NOT witnessed Alduin fly overhead yet, please report those with as much detail as possible.
     
    Some quests in a major city you pick a start for may not be available until after you've left that city and returned later. This is normal. It's due to how "Change Location" events work in the game and there's nothing that can be done about it.
     
    If you pick the ship arrival start for Raven Rock, the mouse is not being locked down for some reason when the function is called to run the animated ship ride. No know solution for this exists as of yet. Avoid moving the mouse. It will disrupt the scene, even though the boat will arrive properly. It just looks goofy as hell.
     
    Troubleshooting

     
     
    Options Available

     
     
    Credits
     
    Chesko - For his polygon shape detection script.
    Nikkita - For her awesome work on the voiced lines for the statue of Mara in the starting cell.
    Dwip - The new mesh section for the farmhouse interior.

    1,387 downloads

    2 comments

    Updated

  16. 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.

    82 downloads

    0 comments

    Updated

  17. Alternative Beginnings

    Tossed in jail for waylaying a royal caravan on the highway, your trial was mere days away. Something is wrong though, the days have turned to weeks, and the weeks to months. You no longer have any idea how long you've been down here. The guards stopped checking your cell almost a week ago, and now the last of your food is running out. Your cellmate died months ago and they never removed the body. It won't be long before your bones decorate the cell as well. The Gods have forsaken you! Or have they....
     
    Alternative Beginnings puts you in the position of the poor forgotten prisoner lamenting life's choices. You will be able to choose from several different options on how to begin the game, all from the discomfort of your dank prison cell. Your choices influence the circumstances by which the game begins, and hopefully the Gods won't forsake you this time around!

    303 downloads

    0 comments

    Updated

  18. Unofficial High Resolution Patch

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - High Resolution DLC, the goal of the Unofficial High Resolution Patch (aka UHRP) is to eventually fix every bug with the High Resolution DLC not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package.
     
    The complete changelog is available here.

    1,340 downloads

    0 comments

    Updated

  19. ESO Skyshards

    Long ago, during the second era in the time of the Planemeld, adventurers sought out whatever power they could gain to aid in their battle against Molag Bal. Among these items of power were Skyshards, presumably made available by the gods for those who were dedicated to exploring both the hidden and mundane corners of Tamriel. Not much is truly known about them, but in these trying times of dragons and civil war, the Skyshards have once again appeared for the Last Dragonborn to discover and augment his power.
     
    ESO Skyshards places several shards throughout the province of Skyrim, including Dawnguard areas and Solstheim. Much like the ones from ESO itself, once you collect 3, you will earn 1 perk point to spend as you see fit. There are 6 in each section, for a total of 66 shards amounting to 22 extra perk points. That may seem like a lot, but by the time you've found them all you'll likely be pretty high level anyway so it balances out in the end. Sorry, beyond the 3 screenshots displayed for the mod, I will not reveal the locations of all of the shards. They do not have map markers either, and there are no plans to provide any. They are located in a mix of easy areas and hard areas so they should prove to be quite a challenge to locate.
     
    This mod will go especially well with mods that expand the number of perks you can use as well as perk overhauls that expand the number of points required to obtain perks.

    49 downloads

    0 comments

    Updated

  20. 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.

    71 downloads

    0 comments

    Updated

  21. Dolmen Ruins




     
    In 2E 582, Molag Bal launched an all out invasion against Nirn. His aim was to merge Nirn with Coldharbor in a cataclysmic event that came to be known as the Planemeld. This was accomplished through the use of numerous Dark Anchors, or Dolmens, scattered around Tamriel (and presumably elsewhere too) that were to physically drag Nirn into Coldharbor. It was only through the heroic actions of one known as The Vestige that Molag Bal's plans were thwarted and all of Nirn saved from a gruesome end as soulless slaves. Though history does not record these events, the ruins themselves have survived. Adventurers have to this day reported many are guarded by daedra, others by the undead, and some by unnatural abominations of the wilds.
     
    This mod aims to bring a bit of ESO lore to Skyrim by adding 12 inactive Dolmens around Skyrim, all in relatively remote areas. This is primarily just for show but several have enemies to fight as well so you can use them to acquire some of the harder to find Daedric ingredients. Explore Skyrim, and you should run into them soon enough. Don't be lazy, go out and look!
     
    Downloads
     
    AFK Mods
    Steam Workshop
    Skyrim Nexus
    TES Alliance
    Dark Creations
    The Assimilation Lab
     
    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 Dolmen Ruins.esp and Dolmen Ruins.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 Dolmen Ruins.esp and Dolmen Ruins.bsa from your Data folder. Then reload your game as usual.
     
    Load Order
     
    LOOT should be used for optimal placement.
     
    Compatibility
     
    Should be compatible with most other mods as the areas touched are pretty remote.
     
    Known Issues
     
    None.
     
    Credits
     
    Hana - The Dolmen models used to make the various sites are her work, based on screenshots from ESO.
    MadCat221 - LOD meshes for use with DynDOLOD.

    122 downloads

    0 comments

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  22. Open Cities Reborn

    Open Cities Reborn takes the concept of Open Cities and steps it up to the next level. The project redesigns each city covered by the original Open Cities in such a way that would make more sense strategically. The castles become a more central focus of each city's layout, with housing, commerce, and the cathedrals spread out around them in more distinct ways. When possible, concept art provided by Bethesda was followed as closely as space restrictions would allow. Where none was provided or where it was not practical to follow, creative license was used instead. City walls in several cities have been modified to suit the location. For example, Bruma now uses wooden palisades, Cheydinhal has lower brick walls that reflect Dunmer influence, and the city part of Bravil has no walls at all instead relying on their island nature. This has the added bonus that each city is now more visible as you approach. Rather than large imposing walls that block the entire view, you can see buildings on the other side along with most of the trees and bushes.
     
    To avoid any serious compatibility issues, and because lore calls for it to remain fortified, Kvatch is not touched in any way.
     
    The Imperial City will also remain in the layout it now has since strategically speaking, it's already built the way it should be. Although there is room in the concept art for some somewhat radical adjustments to be made. That may or may not come at a later time.
     
    To get the most out of these changes, it is highly recommended to download Animated Window Lighting System and Chimneys. This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities Reborn.
     
    To go with that, and provide LOD for all the new goodies, I also recommend: Really AEVWD. Just be aware that there's a bit of a performance hit in activating all the extra LOD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.

    331 downloads

    0 comments

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  23. Open Cities Classic

    Open Cities Classic is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically with 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 Cheydinhal? 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.
     
    The only cities not covered by this project are Kvatch and the Imperial City's central districts. Kvatch has too much main quest material setup in very specific ways to mess with it, and the Imperial City is simply too large and unwieldy to properly open up.
     
    Highly recommended complimentary mod: Animated Window Lighting System and Chimneys - This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities.
     
    To go with that, and provide LOD for all the new goodies, I also recommend: Really AEVWD. Just be aware that there's a bit of a performance hit in activating all the extra LOD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.

    149 downloads

    0 comments

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  24. Oblivion DLC Delayers


    Oblivion DLC Delayers


     
    This mod is a simple yet immersive and lore friendly way for the official DLC in Oblivion to be started. Normally when creating your character and exiting the prison cell, you are accosted by a number of highly unrealistic quest prompts that bombard you with information about things you should know nothing about and may not even want for the particular character you are playing. Instead, now you will either be able to find out about these quests via notes or in some cases simply by discovering the locations on your own.
     
    Installation Requirements
     
    Official Oblivion Patch 1.2.0.416.
    Shivering Isles Expansion.
     
    Optionally requires the remainder of the official DLCs.
     
    Installation
     
    Install via Wrye Bash's installers tab, or manually place Official DLC Delayers.esp into your Data folder.
     
    When you build your bashed patch, make sure this mod is selected in the "Merge Patches" and "Import Scripts" sections.
    DO NOT activate the mod, let the Bashed Patch take care of it.
     
    This mod is meant to be used when starting a new game but will not interfere with your progress if you have already activated all of the official DLC.
     
    Uninstallation
     
    Simply remove Oblivion DLC Delayers.esp from your Data folder, or uninstall via BAIN.
     
    Then rebuild your Bashed Patch to remove the missing references. If you do not do this, your game will either crash or hang during the main loading menu.
     
    Load Order
     
    Place immediately after the Official DLCs and the Unofficial Oblivion DLC Patches.
     
    Compatibility
     
    Will not be compatible with Strategy Master's "SM Plugins Refurbished" or any other DLC delayer mod as this is meant to accomplish the same thing.
     
    Mods which edit any of the official DLC quests or scripts will not be compatible due to the edits that were needed.
     
    Fully compatible with all of the Unofficial Oblivion DLC Patches. Any necessary changes were included.
     
    Should be entirely compatible with city overhauls, including Open Cities Classic and Open Cities Reborn, as it uses only interior spaces in them.
     
    May conflict with any tavern overhauls if they have heavily rearranged furniture inside.
     
    Known Issues
     
    None known.
     
    How to Trigger Each DLC
     
    Horse Armor: Find one of Snak gra-Bura's notes in any tavern in the Imperial City and pick it up.
    Battlehorn Castle: Find a dispatch from the knights in either of the taverns in Chorrol, or simply discover the castle on your own.
    The Orrery: Find a note in the Archmage's Lobby at the Arcane University and pick it up.
    Vile Lair: Discover the Deepscorn Hollow location and find a chest with the key and bloodstained note inside.
    Frostcrag Spire: Discover the tower's location and find a chest with they key and deed inside.
    Thieves Den: Find the Sealed Missive on a table in the Anvil Castle Great Hall. Don't steal it though unless you're feeling lucky.
    Mehrunes Razor: Find a copy of "Treatise on Ayleidic Cities" on the first floor of Cheydinhal's Mages Guild and read it.
    Knights of the Nine: Accumulate at least 10 fame, then the rumors topics will be activated as usual.
    Shivering Isles: Find a note in the taverns in Bravil, or discover the island on your own.

    142 downloads

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  25. Unofficial Oblivion Patch

    This mod is a joint effort to fix the vast amount of bugs currently existing in Oblivion v1.2.0416, fixing over 2,500 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt, click the item, note the Cell (not PC Cell) and form ID value (the eight hexadecimal digits at the top, ie 00123ABC) and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience!
     
    Warning: Only use the Unofficial Oblivion Patch with the version of Oblivion is was created for! Using it on an older or newer version then v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such!
     
    The complete changelog is available here.

    2,550 downloads

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