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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!

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.

    2,763 downloads

    0 comments

    Updated

  2. 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.

    377 downloads

    0 comments

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  3. 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.

    163 downloads

    0 comments

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  4. 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!
    My Patreon Page: https://www.patreon.com/arthmoor
    System Requirements
    Official Patch version 1.2.0416.
    OBSE 0020 or higher.
    The Kvatch Intact variant requires Kvatch Rebuilt 3.0 or higher to be installed as well.
    Installation
    Copy the ESPs and both folders to your Data folder, then activate the ESP. Recommend using BAIN to manage the install.
    Make sure to load the mod after TIE or any other mod which directly edits the tutorials and the "Deliver the Amulet" quest (Charactergen, MQ01 and MQ02) otherwise things will not go well.
    Uninstallation
    Simply remove the ESPs and the files this mod adds from your Data folder. Strongly recommend using BAIN to handle this though.
    Short on mod slots? If you are occupying Geldall Septim's Manor at some point during the game, you'll want to remove anything you've left there, then you can uninstall the mod, but ONLY after you have retrieved the Amulet of Kings and at the very least delivered it to Jauffre.
    If you're using the Kvatch Intact variant, you need to be far enough along in the game for the Emperor to die and Kvatch to be invaded and destroyed before you can remove it.
    Bottom line: Do not uninstall the mod until you have delivered the amulet to Jauffre.
    Known Issues
    If OBSE is not detected, or an incorrect version is installed, the mod will inform you of this and then shut down all scripts relating to the chargen sequence. So if nothing seems to be working, check your OBSE setup to make sure it's correct.
    If you are starting with a lot of mods that have message spam, it's best to wait for all of those to settle before doing anything.
    Credits
    Stroti - Ravenhorst manor resources used for Geldall Septim's Manor. (https://www.nexusmods.com/oblivion/mods/37253)
    Disclaimer
    This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
    Starting the Main Quest
    If you did not choose the standard prison start, the main quest will not initiate itself without your intervention.
    In order to actually begin the main quest, you will need to travel the road from the IC to Chorrol. At Fort Ash, there will be a dead adventurer's corpse near the road which has a letter from Baurus along with the Amulet of Kings. Picking up the letter begins the MQ with you assuming the role of the dead adventurer. Read the letter to understand the situation, which will allow for you to slip seamlessly into the role.
    The tutorial dungeon will not be accessible to you unless you use the prison start. It will be assumed to have already been locked down by the Legion.
    Options Available
    There are several options for how you can start your life in Oblivion. Many of these have been done before in other mods, and probably won't seem terribly original. Each option is intended to provide some variety in starting locations and equipment.
    All start options remove the initial prisoner clothing as well as the wrist irons. You will also start with 5 apples for food, which should hold you over long enough to get your own if you are using survival mods.


    338 downloads

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  5. Sutch Village




    As many are aware, Bethesda once had plans to include the city of Sutch in the game. The E3 demos contained passing hints to its existence, the map loop in the game's intro had it marked NW of Kvatch, in the CS you can make out the land depression they prepared for it along with several cells tagged as being part of it, and it even has its own Oblivion gate.
    For reasons unknown, it was cut from the game at the last minute and a ruined Fort Sutch plus the Oblivion gate is all that remains. As a result of this, several people have attempted reconstructions of the city. Plenty of projects have been abandoned, while others left their work for someone else to pick up.
    This village mod is our take on restoring Sutch to the game. Based on extremely sketchy lore found in scattered places on the web, we arrived at the conclusion that the city itself has been destroyed and only a ruin is left behind. Rather than attempt to rebuild a large city over the top of a ruin, this mod takes the position that settlers have only recently come back to the area in an attempt to start over. There is a village northwest of Fort Sutch, containing a manor house along with some housing, an inn, some supporting farms, a vineyard, and an ebony mine. Yes, the only one known to still be functioning in Cyrodiil. The stuff can't only be available in Morrowind
    Features
    Sutch Village features a lengthy quest to aid the mayor in an effort to reconstruct the old fort. Help out, and watch the crew you hired demolish the old fort, chop wood, and then reap the rewards of your gesture. Or ignore the mayor's request and laugh as it takes him much longer to get the job done.
    Acquire a luxurious manor, along with ownership rights to the local vineyard and the option to sell your product for a weekly profit.
    Visit the outdoor shrine of Kynareth, goddess of nature.
    Feel like visiting the seedier side of life? Drop in for a visit to Oyster Bay. Chat with the pirates. Play a game of dice. Fence your hard won stolen loot without the Thieves Guild looking over your shoulder. Plus a special surprise resident.
    My Patreon Page: https://www.patreon.com/arthmoor
    Installation Requirements
    Official Oblivion patch version 1.2.406.
    OBSE 0020 or greater.
    Installation
    Manually: Unpack everything into your Oblivion\Data directory.
    BAIN use is recommended for automatic install.
    If you use RAEVWD and want the new buildings to show up VWD, run TES4LODGen.
    Uninstallation
    Manually: Remove all files this archive contains from your Data folder.
    Or uninstall via BAIN. Seriously, this will be the best way to go since manual removal may end up removing files other mods use too.
    Compatibility
    Major landmarks in the area, including Fort Sutch and Malacath's Shrine, should be entirely compatible. Any vanilla quests associated with them are intact.
    A patch will be required for Unique Landscapes: Lost Coast.
    A patch will be required for Hammerfell's border crossings plugin.
    This mod is NOT compatible with other mods that restore the missing city of Sutch to the area as they all use the same space.
    Patches for these mods will not be provided. Sometimes you simply need to choose one over another.
    Known Issues
    None so far!
    Credits
    Kevin King - The King Things Petrock font used for the road signs. (https://www.kingthingsfonts.co.uk/fonts/fonts.htm)
    Mr. Siika - Farm animals, cog vessel, siege weapons, bloomery. (https://www.nexusmods.com/oblivion/mods/14265) (https://www.nexusmods.com/oblivion/mods/15648) (https://www.nexusmods.com/oblivion/mods/19686) (https://www.nexusmods.com/oblivion/mods/25660)
    Hellbourne - Store counters and weapon rack in the blacksmith shop.
    DaMage - Mine Rails resource used for the ebony mine. (https://www.nexusmods.com/oblivion/mods/22069)
    Dwip - Garden path meshes at the manor. (https://www.afkmods.com/index.php?/files/file/536-afk-garden-paths-resource/)
    Spoons aka Trizt - Gallows model. (https://www.nexusmods.com/oblivion/mods/14563)
    MEO - Static meal plates, fort renovation mesh, wine cellars, series book sets, open books, fireplaces, wall maps. (https://tesalliance.org/forums/index.php?/files/file/853-meos-static-dishes/) (https://tesalliance.org/forums/index.php?/files/file/982-meos-fortruins-renovated/) (https://tesalliance.org/forums/index.php?/files/file/993-meos-winecellar/) (https://tesalliance.org/forums/index.php?/files/file/990-meos-series-booksets/) (https://tesalliance.org/forums/index.php?/files/file/986-meos-open-books/) (https://tesalliance.org/forums/index.php?/files/file/985-meos-modular-fireplaces/) (https://tesalliance.org/forums/index.php?/files/file/981-meos-city-maps/)
    Momo - Fishery resources. (https://tesalliance.org/forums/index.php?/files/file/924-momos-fishery-resource/)
    AlbitheReal and the "Sieben Sünden Mods Team" - Tree Stump Resource. (https://www.nexusmods.com/oblivion/mods/38155)
    InsanitySorrow - Coloured Candles Resource. (https://tesalliance.org/forums/index.php?/files/file/1028-coloured-candles-resource/)
    Xiamara - Sofa and chair set. (https://www.nexusmods.com/oblivion/mods/8621)
    Vacuity - VaPER Falling Leaves. (https://www.nexusmods.com/oblivion/mods/35590)
    Disclaimer
    This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.

    303 downloads

    1 comment

    Updated

  6. 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.
    Installation Requirements
    Official Skyrim patch 1.9.32.0.8 or greater.
    Requires Official Dawnguard DLC.
    Requires Official Hearthfire DLC.
    Requires Official Dragonborn DLC.
    SKSE 1.6.9+ and SkyUI 3.2+ are required in order to use the in-game configuration menu. They are NOT required in general for the mod itself.
    SKSE 1.7+ is strongly recommended if you are having trouble with ILS/CTD issues. See the troubleshooting section.
    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 Open Cities Skyrim 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 Open Cities Skyrim.esp and Open Cities Skyrim.bsa files into your Data folder.
    Activate the mod using whatever management tool suits you.
    Post Install Configuration
    Set the mod's load order using whatever management tool you feel most comfortable with.
    LOOT should set the proper load order, and is the recommended method for doing so.
    It may also be necessary to rebuild your Bashed Patch if you're using one.
    Once the game loads, you need to allow 24+ game hours to pass for AI to fully update in each city.
    You can configure three options using the in-game menu if you have SKSE and SkyUI 3.2+ installed.
    Option 1: Oblivion Gates. The menu will now allow you to toggle them on or off as desired, on the fly, with no external patches necessary. If you have any such patches, uninstall them. They'll crash the game now.
    Option 2: Gate Attendants. The gate attendants who open the city gates when you approach on horseback can be toggled on or off as desired. Yes, some people despised them enough to ask for this. Don't ask me why.
    Option 3: Outdoor Lighting System. You can toggle the state of the outdoor lighting system as desired. Nobody asked for this, but I figured what the heck. I was messing with MCM anyway so why not.
    These optional configuration elements will not be supported through any other mechanism, so if you're one of those people who irrationally hate SKSE and SkyUI, you'll have to live with using external patches for the gates, and you won't get to turn the other two things off at all.
    Uninstalling Open Cities Skyrim
     
    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.
     
    Load Order
    Open Cities Skyrim should be loaded as late as possible in order to preserve changes to navmeshes and other exterior city data.
     
    LOOT should be used for optimal placement.
    Compatibility Patches
    Official Dawnguard DLC  - Available in the patch archive at the Open Cities Skyrim download sites (except Steam).
    Official Hearthfire DLC - Available in the patch archive at the Open Cities Skyrim download sites (except Steam).
    Skyrim Sewers 4        - Available in the patch archive at the Open Cities Skyrim download sites (except Steam).
    CL Cities - Whiterun    - Available in the patch archive at the Open Cities Skyrim download sites (except Steam).
    Drinking Fountains of Skyrim - Available in the patch archive at the Open Cities Skyrim download sites (except Steam).
    Atlas Map Markers (scroll down the files tab a bit).
    Inconsequential NPCs
    Interesting NPCs
    Dawn of Skyrim Collection
    Immersive Citizens - AI Overhaul - Included in Shurah's installer.
    Compatibility
    Mods which strictly replace vanilla textures or the vanilla meshes are 100% compatible.
    Expanded Towns and Cities has been confirmed to be 100% compatible since it does not affect the 5 walled cities.
    Generally speaking, any mod which adds things to the closed cities will be incompatible.
    City mods that add some details to the open worldspace will be partially compatible.
    Alternate Start: Live Another Life - Fully compatible. No patches needed so long as AS:LAL is loaded after Open Cities.
    The Last Defeat of the Dragon Cult - The mod hasn't been updated since March 2012. It's navmeshes are partially corrupted and must be repaired.
    More Dynamic Shadows & Striping Fix - Numerous dirty edits that cause some interiors to cease functioning.
    Mods which edit the following scripts will not be compatible unless patched:
    QF_DialogueWhiterunArgueScene_00037CC2
    SF_MS11OpeningCrimeScene_000206AE
    SF_MS11SecondMurderCrimeScene_0002422C
    Known Issues
    The Civil War battles which take place in Whiterun, Solitude, and Windhelm will be fought within the closed city worldspaces. This had to be done due to complications that were not possible to overcome with the scripting involved in the war and how it relates to several other quests. Expect load door transitions when a city battle is underway.
    Troubleshooting Problems
    If you have a problem with an Open Cities mod and wish to report it, I'd appreciate as much information as possible, preferably in the form of a screenshot with console data showing if it's something that can be screened. The FormID of the affected object would help greatly to narrow down any problems that might result. Post this information along with your load order. Reports with less than detailed information may result in delays in getting it fixed, or result in being ignored entirely. It helps everyone to provide details. I am especially interested in verifiable conflicts, as I wish for Open Cities Skyrim to be as conflict-free as is humanly possible given the circumstances. If the situation requires a patch, I can only work something out if I know what to look for.
    Help! I'm experiencing Infinite Load Screens (ILS) and/or Crashes to Desktop (CTD)!!!
    In March of 2013, Bethesda released their final patch for Skyrim. Version 1.9.32.0.8. Prior to this, Open Cities Skyrim had little trouble operating in the available memory the game provided.
    It has since been found though that Patch 1.9 changed something about the way Skyrim allocates its initial pools of memory, likely due to trying to get the DLC to work on the PS3 and then not bothering to make sure the PC had, you know, PC specific code for that.
    The end result is that when traveling, either on foot or by fast travel, it becomes possible for you to run into problems with ILS/CTD issues. This is especially true in Windhelm and almost guaranteed to happen when trying to get back from Solstheim. It's also likely to happen when fast traveling from one city to another, and CTD may result when trying to enter some interiors after you arrive.
    Fortunately the community has devised a solution to this problem in the form of a pre-load memory patch. There are several options for these now, but the one I most strongly recommend is shipping as part of SKSE now beginning with SKSE 1.7. In order to configure SKSE 1.7 to resolve this problem, you simply need to make sure your skse.ini file in Data\SKSE contains at least the following lines:
    [Memory]
    DefaultHeapInitialAllocMB=768
    ScrapHeapSizeMB=256
    This should resolve the problem on all but the heaviest of load orders. If you still have issues, then you can try either raising the 768 value to 1024, or install ENBoost which will help further reconfigure how RAM is used by the game. There are limits to this, so be careful. Skyrim can only have a maximum of 4GB even on a 64 bit system with boatloads of RAM. Allocate too much to either of the two SKSE settings and you'll be right back where you started with the ILS/CTD problem.
    My own load order has 96 active mods, and the SKSE settings alone turned it from totally unstable to fairly rock solid reliable.
    The doors inside Warmaidens (in Whiterun) are missing, what have you done with them!
    The More Dynamic Shadows & Striping Fix mod makes a bunch of dirty edits in Warmaidens that will cause the doors to disappear. This mod has several other problem locations as well and it isn't recommended to be used in general until the author fixes the problem.
    I am getting unexplained CTDs when using Open Cities with other mods. What gives?
    Open Cities Skyrim requires the latest version of Skyrim, Patch 1.9.32.0.8 as of the writing of this document.
    Many mods have not been updated since their creation. The most likely causes of issues will be from mods that have navmeshes but have not had them properly redone using CK 1.6.89 or greater. These mods need to be updated by their authors or they will simply not be compatible with the updated navmesh formats and will cause CTDs in any configuration that includes updated mods.
    When a mod is reported and confirmed to suffer from this problem, it will be listed in the Incompatible Mods section until such time as it is updated by its author.
    Locations of AI Doors
    The AI doors are entry ways into the closed wordspaces should it become necessary. Not everything that is placed in a city by a mod is worth the time it takes to create a patch. Mods that drop items for a one-time pickup are a good example of this. It's much easier to just go through the door, get what you need, then exit the city as normal.
    Riften: East of the main city gate, next to the alley gate.
    Markarth: Enter the city gate, turn immediately to your right. The small rock in the grass patch next to the ivy.
    Whiterun #1: East side of the bridge into the city, right next to the brazier that is closest to the guard shack.
    Whiterun #2: North side of Jorvaskr, on the side of the path up to the Skyforge.
    Solitude #1: In the rock pile between the city gate and the executioner's platform.
    Solitude #2: In the rock pile across from the Bard's College, immediately to the south of the manhole cover.
    Windhelm: As you enter the city gate, turn immediately to the right, then immediately right again. It's in the bushes right next to the wall.
    Performance and FPS
    Open Cities Skyrim should not produce a significant change in your frame rates and performance. Due to the liberal use of occlusion planes in the mod, the game will not render anything on the opposite side of the city walls in any given location. So your viewing content will be limited to roughly what you'd see if you were in the closed city worldspaces. The closed city worldspace system was NOT devised by Bethesda to improve frame rates. It was devised to conserve system memory on the XBox 360 and PS3. You're playing on a PC. Or, at least legally speaking you ought to be anyway.
    Anyone who insists that this mod is a framerate destroyer is already experiencing other problems with their game. Do keep in mind, Skyrim is not one of those silly shooters that requires 60fps at all times in order to be playable. Dropping from 60 to 55 would go absolutely unnoticed. Even playing with 30-40 frames would go unnoticed to those folks who keep those dumb little indicators running while they play.
    If you're seeing a massive frame rate drop, point the finger somewhere else. This mod is absolutely not the cause of your problems. I know this may seem harsh, but this sort of disinformation was rampant with the Oblivion mod and wasn't true then either and I absolutely will not stand for this sort of disinformation being spread now either.
    Credits
    Throttlekitty - Help with the Riften city gate collision sizing.
    BassEX - Corrections made to the Markarth dam mesh.
    Hannaise - Oblivion Gates in Skyrim
    jonwd7 - Fixing the collision on 6 Whiterun wall pieces without normal collision height.
    pihwht@Nexus - For having the patience and dedication to dig deep into the civil war and ferret out problems causing it to fail in Solitude.
    Dwip - For numerous improved meshes at the various city gates. No more crappy fake collisions!
    nonoodles - Riften southeast gate mesh plus the animated dock gates.
    Nico coiN - Cut back version of the Whiterun drawbridge mesh as well as numerous other cleanups and fixes for the mod.
    Disclaimer
    This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.

    482 downloads

    0 comments

    Updated

  7. 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
    Nothing happened. I tried to start a new game and ended up going to Helgen. Again.
    Make sure the mod is actually activated. Even if your mod manager tells you it is. NMM is notorious for lying to its users, claiming a mod is active, but in reality it isn't. Check with Wrye Bash, or with the official game launcher, to be sure that the mod really is active.
    Help! I'm stuck at the main menu starting a new game!
    Skyrim version 1.9.32.0.8 or greater is REQUIRED for this mod. Be sure you're using that first. Update through Steam if necessary. Older versions of the game are not supported.
    Mods that make large scale blanket changes to either essential flags or quest item flags may be blocking you from playing.
    Check the Data\Scripts folder and make sure there are no copies of the following files:
    dunPostHelgenEnableScript, QF_MQ101_0003372B, QF_MQ102_0004E50D, TIF__0005A6A6, TIF__0005A6B1, TIF__000D50CA, TIF__000D50DB, TIF__000D50E0, TIF__000D197B, TIF__000D660D, or TIF__000E2D03.
    If these files are present, they will break the quest controls for Live Another Life. You'll need to figure out which packages installed these since they would only come from mods. Skyrim's own
    files are in Bethesda's BSAs and get overridden by the ones in my BSA.
    Verify its placement in load order. This mod should be loaded near the end of the list, not the beginning. LOOT has it placed appropriately and should be used if you are in doubt.
    Dude, there's a pole in my face. Why did you not move it?
    This is a commonly mentioned problem that's caused by using Enhanced Character Edit alongside starting with LAL. It is not a problem with this mod, and it's unknown exactly why ECE does the camera thing the way it does.
    It's not something I feel I should be responsible for fixing since I have not caused this to happen.
    Your mod is broken, it says my save can't be updated! You need to fix that!
    Actually, no, it's not broken. Upgrading a save when you're still in the prison cell is not supported, never has been, and is a source of bugs. The message telling you to start a new game was added to make sure people are aware of this. Do not attempt to continue on with your game in this state as it WILL cause you problems.
    No. I do not need to fix anything. You need to break yourself of bad habits.
    The game instantly CTDs when trying to talk to Mara. Why do you make such buggy mods man?
    Once again, this one is not actually due to something I've done. The problem actually comes from certain OTHER mods that have done dialogue options that cause some problems with "talking activator" objects. Mara is one such object. The fact that you're getting this problem here is merely a coincidence and you'd have run into it again elsehwere, like during the Molag Bal quest. So Mara has done you a favor in her infinite wisdom.
    The 2 most common causes of this are:
    1. Having an old version of the Sofia follower mod installed.
    2. Having version 4.0 of the Vilja mod installed.
    These problems can be fixed by updating those mods to their current versions where the authors have addressed the issue in their mods. There may be other mods with the same problem but they have not been brought to light yet.
    Emma explains the problem in more detail here: https://forums.nexusmods.com/index.php?/topic/565358-live-another-life/page-975#entry20667239
    The game crashes whenever I use the bed! Don't tell me this isn't your fault either.
    Surprise! It's not my fault either.
    The only known cause for this is using a body mod with a mismatched skeleton that's not compatible with it. When the bed is used, your character gets stripped of the prison clothing and your new equipment is added based on what you started as. It is this process that causes the issue when a skeleton mod that doesn't match the body is used. Something to do with bones the body mod is looking for that the skeleton doesn't have. Oddly enough, this tends to only happen on female characters. I have no idea why that is.
    If this just confused the shit out of you, you're not alone. I don't use body mods. The only advice I can offer is to contact the authors of the body mod you're using and find out if it's compatible with the skeleton you're using. Trust me, you'll know if you're not using the vanilla skeleton because it requires installing one separately.
    Again, since I don't know body mods, it's possible you just need to be sure that if the body mod comes with one that you're using that instead of something else.
    The game crashes when I try to go outside. Admit it, you suck at this!
    Heh, nope, not me either
    There are sporadic reports about this issue coming up occasionally. The best information I currently have on this is that it could be due to a certain version of ENB that's installed, or some bad configuration in the ENB on any version. Since this doesn't happen consistently (which I attribute to not everyone using ENB) there's not much else to go on.
    If this is happening to you, try running the game without ENB and see what happens. If it works, you have your culprit. You would have run into issues with the game regardless of using LAL or not.
    The Live Another Life quest never finishes, it's stuck in my journal.
    Not exactly. The quest remains active because it's necessary for it to do so. Go speak to an innkeeper to pick up on it. Any properly configured innkeeper will have a rumors topic that should get things started.
    My quest will close out when you've spoken to the Jarl in Whiterun about being in Helgen.
    General Tullius and Ulfric Stormcloak are missing. You broke my game!
    You are using an old version of the mod. Upgrade to verson 3.1.0 or later and make sure you aren't getting any script errors with the patch script that updates things.
    Also make sure you're not trying to upgrade while still in the prison cell as that will not work.
    I found your burned up corpse and clicked on it, but nothing happens.
    This isn't quite the problem it used to be since all you'll be missing out on is the journal, which is a good read, but not critical to anything.
    If it simply refuses to work, just skip it and either go to the cave, or go to Whiterun.
    OK, I did that, then went to the cave, but nothing is there.
    The quest marker isn't GPS accurate. You should be able to easily spot two poor hapless souls on the ground, doubled over in pain. That's Hadvar and Ralof. Go talk to one.
    If you have already been told about the Jagged Crown, Hadvar and Ralof will no longer be present in the cave as their story lines no longer call for them to be anywhere near Helgen.
    No, you don't get it! A whole bunch of pieces in the Helgen cave have gone missing. What have you done!
    It wasn't me! No, really, chances are this was the fault of TESVSnip.
    As of version 2.0 of Live Another Life, causes for this are coming from other mods that have likely also been run through TESVSnip.
    That program has turned out to be dangerous and cause data loss due to improper handling of compressed record data.
    If you are having trouble with this problem (commonly referred to as "blue voids") check the readmes of your mods for mention of TESVSnip, sometimes simply referred to as Snip.
    Remove those mods first. Check the cave. You'll likely find the problem has resolved itself.
    Only the mod's author can correct these issues, and they'll need to do it by rebuilding their work without using TESVSnip on the files.
    Whiterun's map markers are missing! I need those!
    They're not missing. They're just turned off. When the time comes in either the main quest or the civil war to approach Whiterun, those map markers will be off. Simply walk up to the city gates and let the guard stationed there confront you. Once you gain entry to the city the map markers will be turned back on.
    Please DO NOT console your way around them. You will be likely to break something. Efforts have been made to close possible loopholes but intentionally sabotaging them by using the console is not one of those loopholes that can be accounted for. Just don't.
    The guard at the Whiterun gate won't walk up to talk to me. What gives?
    If the guard does not walk up to you, it's quite possible you've spoken to him recently. Walk over and talk to him and everything should proceed as normal.
    Ulfric is naked, you pervert!
    Well the ladies like him th.... no wait.
    This issue has been reported on occasion to occur in conjunction with Immersive Armors.
    Immersive Armors has a toggle switch within its MCM menu that should resolve this problem while using an alternate start mod.
    I walked by the farmhouse and the game crashed.
    Update your game. This is a legacy issue caused by using a version of Skyrim that's too old.
    Options Available
    Choose from one of the many options to start your character. As more ideas are fleshed out, this list will grow.
    Caught Crossing the Border Illegally
    For those who wish to use this to play through the original game start at Helgen, this option will streamline the process to skip the race selection dialogue during the lead up to your execution. All of the tutorial prompts will be removed as well.
    Escape My Cell
    You've been left to die, forgotten, in a damp, dark cell. All you really want is a second chance - to escape! Fortunately, Mara has taken pity on you and provided you a means to do just that, if you can manage it.
    With this start option, 3 lockpicks will appear in the soul gem holder. Pick the lock on the jail cell door and win your freedom. It's that simple. You will simply begin the game proper as soon as you've climbed up the stairs. Until doing so, you can still go back and ask Mara for another option. After that, you're committed.
    Should you fail to pick the lock, you can go back and pick another start option to get out. Sorry, Mara insists we limit this strictly to 3 lockpicks only.
    Arrived by Ship
    You will arrive by ship in the port of Solitude, Dawnstar, Windhelm, or Raven Rock with little more than some basic supplies, middle class clothing, and a decent sum of gold to start over upon your arrival.
    Property Owner
    You will start off with the fully furnished house of your choice in one of 4 major cities. Windhelm is not included due to the quest that interacts directly with the house there. Raven Rock is similarly not included due to the attached quest involved with acquiring that property.
    Each house will start you off with appropriate class clothing and some leftover cash to spend. There will also be a selection of weapons fitting to the city available on the storage chest in the bedroom.
    Alternatively, you can choose from one of the 3 Hearthfire houses. For these, you will start off with a fully furnished Entry Way, Main Hall, Cellar, and all exterior additions. The only thing which will not be enabled is the bard since the bard specifically mentions your steward you don't have yet. The drafting table outside should be ready to go with whatever additions you want on the house afterward.
    If owning property in a city is boring, you don't like Hearthfire houses, or you'd prefer to have access to all of the available hold questing, you can choose instead to own a farmhouse. The farmhouse is situated on the main road just north of Rorikstead and comes complete with a pair of NPCs to act as your farm hands. Your farm will generate a regular income that you can collect from the farm hands. You do need to come home from time to time to collect it though. The farmhouse also supports adoption if Hearthfire Multiple Adoptions is installed.
    Member of a Guild
    You will be a new recruit in one of the joinable factions in the game. The Companions, College of Winterhold, Dark Brotherhood, Thieves Guild, The Dawnguard, or the Volkihar Vampires (Lord Harkon's Court). Your starting equipment will be geared toward the faction you have chosen.
    For the Thieves Guild, you will begin just inside the Ragged Flagon, having just emerged from the Ratway. Talk to Brynjolf to seal the deal.
    For the Dark Brotherhood, you will begin immediately inside the Falkreath Sanctuary and need only speak to Astrid to complete the process.
    For the College, you'll be placed just outside the Hall of Elements and will have completed the initial joining phase.
    For the Companions, you'll begin in Jorvaskr and begin with the mission to train with Varkas.
    For the Dawnguard, you'll start off in Fort Dawnguard ready to pick up the questline just after Bloodlines.
    For the Volkihar, you'll start off in Harkon's castle just after being bitten and becoming a vampire lord.
    Patron at an Inn
    You will be able to choose from one of several inns throughout Skyrim (and Raven Rock too). Some are relatively safe, others not so much. Nightgate Inn in particular is isolated in the mountains and is more dangerous than most others. Do be careful.
    Outlaw in the Wilds
    You will begin as a member of a group of bandits. For the sake of variety, the group of bandits will be chosen at random, from any properly configured bandit lair in either Tamriel or Solstheim. You will begin with standard bandit level equipment. The bandit faction at the start location will remain friendly to you as long as you don't piss them off first. Tread carefully though, you WILL have a bounty of 1500 gold in the hold the game chooses. The guards will not take kindly to seeing you trotting into a civilized area unless you're prepared to pay up.
    Soldier in the Army
    You begin as a recruited soldier in either the Stormcloaks or the Imperial Legion. Which one you choose will determine the gear you start with. You will begin at the point immediately after what would be each one's first mission, which is little more than a cannon fodder quest on either side.
    Make sure you watch the Jagged Crown scene or things will get messed up!
    Camping in the Woods
    You are a lone hunter, camping in the woods. This will start you off with decent low level equipment, a campfire, cooking pot, bedroll and tent. The camp will be in the forest/hills near Helgen and will serve as an alternative method for witnessing the dragon attack that will not require you to actually be in the village when it is destroyed. The camp will remain in place permanently should you wish to return and use it as a base.
    Shipwrecked off the Coast
    Shipwrecked! You were a passenger aboard a merchant ship on the way to Solitude when the ship struck an iceberg off the coast and then capsized. Make your escape from the doomed vessel, retrieving any useful items on your way out, then make your way to the nearby ice floes. From there, you'll quickly realize it's a LONG way off to shore.
    Take care if using survival mods, especially those with hypothermia modules. You can freeze to death quickly!
    Attacked and Left for Dead
    You find yourself in a remote area, robbed and left for dead by bandits. They were kind enough to leave what they thought was your corpse dressed in ragged clothes, but nothing more. Can you survive the harsh wilderness and reach safety alive?
    The random locations now include a few spots on Solstheim as well.
    With proper setup, any location in Tamriel or Solstheim in any mod can be made to work with this. See the extension documentation for details.
    Vampire in a Secluded Lair
    The lair has always been home to you, for as long as you can remember. It isn't even clear to you anymore how long you've been a vampire, but you know you still hunger for prey and still have an urge to adventure.
    The game will pick a random vampire lair location from anywhere in Tamriel or Solstheim as long as the dungeon is properly configured. This can include locations added by mods as well. You will begin equipped with standard vampire armor and weapons like all of the other vampires in the game.
    Be aware you could potentially be dropped into a cell with hostile enemies nearby. Be careful when exiting your lair.
    Necromancer in a Hidden Lab
    The laboratory you discovered in Blackreach is running low on supplies. It looks like you'll need to set forth soon to replenish, and perhaps see what's going on in the world these days.
    Fair warning - there is a Dwemer Sphere outside the door to the lab. You'll need to plan ahead before leaving.
    Vigilant of Stendarr
    You have been accepted into the Vigilants of Stendarr and have been granted living access to their headquarters outside of Dawnstar.
    The chest next to you when you begin is yours and is a safe storage container.
    Warlock's Thrall
    You snap to your senses, a sudden weight lifted from your mind by a curious ring you found while gutting a fish. You aren't even sure why you put it on, but you did. Then, suddenly, it becomes clear... You've been under the control of a pair of warlocks dabbling in necromancy! Fortunately they are not aware you've broken their hold over you, and now is your chance to escape!
    You begin the game in Boulderfall Cave, the home of two warlocks. Aside from some rather mundane robes and boots, you are equipped with a very powerful Ring of Nullification and a cheap iron dagger. You are safe so long as you choose to remain in the cave. Venture outside, and as soon as you've wandered far enough, the warlocks will realize you've broken their hold and become hostile. Time to run if you want to live!
    Note: There is no safe storage at this location, so don't leave anything here if you want it later.
    Live in an Orc Stronghold
    You'll begin in the orc stronghold of Dushnikh Yal. Though you have lived there for some time, they still call you outlander, and now you once more hunger for adventure.
    For some people, this may be considered an unbalanced option since you get decked out in a full set of orcish armor and a nice big orcish battleaxe, but you're still level 1. Death can still find you easily enough.
    Khajiit Caravan Guard
    You've been with the caravan for a long time now, and finally your group leader has hired a new guard. Time for some adventure, but you'll always be welcome at the camps in Whiterun or Markarth. This option only activates for a Khajiit.
    Member of a Forsworn Tribe
    Once the true rulers of The Reach, your tribesmen and kin have since been forced to carve out a life in the rugged mountains, away from more comfortable living. The time has come for you to leave and find adventure on your own. Only available for Bretons.
    Note - You get a usable chest in the start location that's safe to keep things in.
    Argonian Dock Worker
    You've been on these docks for months now, perhaps longer. The locals aren't treating you any better and it's high time you did something about it. A life of adventure and glory is just the change of pace you need.
    Note - The first end table inside the door, with the soul gem holder on it, belongs to you and can be used as storage. The container does not respawn.
    Redguard Alik'r Warrior
    Disillusioned with life back home in Hammerfell, you joined the Alik'r and set out to Skyrim on a mission. Only things are not what they seem and it looks like time to set out on your own. Nobody back home will know the difference anyway.
    Dunmer Refugee (Windhelm)
    Morrowind is still a very hostile place, and you've decided to take your chances in Skyrim instead. Upon arrival though, Windhelm isn't at all what you expected or were hoping for. It looks like it's time to cast aside your expectations of an easy life and become an adventurer.
    Note - The bedroll and sack you start standing next to for this are yours. The sack is safe storage.
    Dunmer Refugee (Raven Rock)
    The mainland of Morrowind is still a hostile place, and you've had enough. You're taking your chances on Solstheim in Raven Rock. Upon your arrival though, it's not at all what you were hoping. They almost treat you as an outsider. It looks like that easy life isn't there to be had after all. Might be time to take up adventuring instead.
    This start will begin in the abandon building on the edge of town and from there, you're on your own.
    Note - The bedroll and sack you start standing next to for this are yours. The sack is safe storage.
    Starting on Solstheim can be tough since the DLC is intended for higher level characters. Death will visit often if you are not careful!
    Altmer Agent of the Thalmor
    You're assigned to the Thalmor Embassy near Solitude. As part of your regular duties, you are tasked with routine investigations of various matters in Skyrim. Though Elenwen has yet to trust you with a field assignment - until now. How fortunate that it should mean finally getting to do some adventuring on the side while you're out.
    You begin the game inside the Thalmor Embassy on the upper floor, standing next to a bed. Since the Embassy does not respawn in the vanilla game, all storage should be safe. You will be a member of the Thalmor faction, so you can take what you wish from the building at any time, and can sleep in any of the beds you can find.
    Once you have arrived at Helgen, you will be removed from the faction and the Embassy will then be closed to you until the party during the main quest. Thalmor may become hostile toward you at this point due to their assumption that you've abandoned your post. Be aware that membership in the Thalmor faction may also make Stormcloaks hostile toward you, including cities run by them! Unlike the bandit start, you will retain this membership for as long as you avoid going to Helgen.
    Erik the Slayer's Childhood Friend
    Only available for Nords.
    You and Erik have lived in Rorikstead all your lives and have been the best of friends since Mralki took you in. Farming isn't a bad life, but ever since Lokir started telling all those stories about a life of adventure, it's all you two have talked about for months. Erik's father has finally given his blessing and the two of you are finally geared up and ready to depart!
    You begin the game at the Frostfruit Inn in Rorikstead. Erik's mini-quest is completed and he has been assigned as your follower. You can dismiss him at any time just like normal. Your starting equipment will be the same as his equipment.
    Member of the Penitus Oculatus
    Only available for Imperials.
    You've been assigned to the Emperor's detail in Dragon Bridge. The commander has finally realized that someone needs to go out and do some field work to prepare for the Emperor's visit to Skyrim. Fortunately, the commander has chosen you for the job. It can't hurt to do some adventuring on the side while you're out doing your duties.
    You begin the game at the Penitus Oculatus Outpost in Dragon Bridge. You are equipped with a full uniform, an Imperial sword, and Imperial shield plus incidental gear and loot. As a member of the faction, you will be able to take anything from the outpost if you want, but since this cell respawns, you DO NOT have safe storage. Membership in this faction may cause other factions to react in a hostile manner!
    Upon the "Unbound" quest completing, you will be removed from the faction on the assumption that you have failed to fulfill the duties you were assigned to. You will also be expelled should you decide to turn on your fellow Oculatus members and attack them.
    Surprise Me
    Random roll that will pick one of the above. The standard Helgen start will not be included in this. Race specific starts will only apply if the player's race matches.
    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.
    Disclaimer
    This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.

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    Updated

  8. Gildergreen Regrown

    Danica asked you for sap from the Eldergleam to revive the dead Gildergreen in Whiterun. Instead, Maurice convinced you to bring back a sapling. All is now well in Whiterun, except for one small thing. That sapling deserves to grow into a nice big healthy proper replacement for the dead tree you helped get rid of.
    For those who followed the path of renewal in Blessings of Nature, but missed out on seeing the full size live tree in all its glory, this mod is for you. Now you don't have to choose the path of violence and destruction if you don't want to. Your sapling will now grow over the course of 6 in-game months from a tiny bud into a full bloom tree you and the city can be proud of.
    Kynareth shall smile on you for your kind ways.

    130 downloads

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  9. Bring Out Your Dead

    Bring Out Your Dead is a simple yet immersive mod which expands on the number of graves given to the unique NPCs in areas of the game that don't currently have them. Solitude, Windhelm, Whiterun, Riften, and Markarth all have a Hall of the Dead that contains coffins and urns for various unique NPCs who live there. Their items are transferred to their assigned coffin when they die. The smaller cities of Falkreath, Morthal, Dawnstar, and Winterhold do not have these facilities, and neither do the other smaller villages and towns. NPCs living on farms outside the major hold capitols don't get buried in their Hall of the Dead either. This mod aims to correct this and provide for more uniform handling of everyone's dead.
    Falkreath and Morthal both have graveyards already and have been expanded slightly to hold more. Dawnstar and Winterhold now have their own Halls of the Dead just outside of town. The smaller villages all have space set aside for new graveyards. NPCs living on farms immediately outside the 5 major hold capitols will be given appropriate burial space in the Hall of the Dead for their city if they don't already have it.
    NPCs marked as essential will not be given a grave since they cannot be killed normally unless the game removes that flag as the result of a completed quest.
    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 3.0.14 or greater. No exceptions!

    172 downloads

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  10. 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

    215 downloads

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  11. The Paarthurnax Dilemma

    Disappointed with how ruthless and unforgiving the Blades were at the end of the main quest? Felt like you should have been able to put your foot down and make them see reason? Well now you can!
    This mod is a simple, yet badly needed modification to the post-MQ quest the Blades give you to kill Paarthurnax.
    Approach the quest as usual. Listen to the Greybeards and Paarthurnax.
    Should you decide to spare his life, return to Delphine or Esbern and explain it to them. You may have to be a bit forceful in the process. They may not like what you're telling them, but they're supposed to be there to serve the Dragonborn, right?
    Should you choose to go through with slaying him, he will not be alone. Paarthurnax told you he was going to try and teach others the Way of the Voice, and he'll have his first group of students listening intently. Or, well, whatever dragons do when they're perched on rocks looking at each other.
    Are you a ruthless savage like your Blade companions, or will you show compassion and forgiveness the Blades don't appear to be capable of anymore? Make your choice, Dragonborn!

    282 downloads

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  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

    245 downloads

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  13. 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.

    196 downloads

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  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" (https://www.nexusmods.com/skyrim/mods/22369) which places several gates using the same resources all over Skyrim and parts of the Dawnguard DLC too.

    164 downloads

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  15. 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: https://en.uesp.net/wiki/Skyrim:Unused_NPCs
    Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests
    Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items
    My Patreon Page: https://www.patreon.com/arthmoor
    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 3.0.8 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 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. (https://en.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.
    Disclaimer
    This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.

    288 downloads

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  16. Provincial Courier Service

    Skyrim's courier is an industrious young lad who can be seen all over the province, yet doesn't seem to have anywhere to live and/or work. He seems able to find you at will, but what if you wanted to find HIM? Even if it would be a meaningless encounter, one should still expect a living breathing NPC that takes part in the world to have some place to work at and call home. No longer will the poor courier simply be dragged from his mystery cell and dropped in front of you to make his deliveries. Thus is born the Provincial Courier Service.
    This mod is a simple immersion/realism mod that provides a small shack outside of Whiterun along the main road, next to Honningbrew Meadery.
    What This Mod Does
    * Provides a home for Skyrim's default courier NPC who hands out letters for various quests.
    * Courier deliveries will now occur in person nearly anywhere in Skyrim.
    * Optional home delivery service will instead deliver messages to one vanilla or DLC house that you own.
    * Optional on screen message to let you know a delivery has been made.
    * Can also approach the courier at his office and receive mail deliveries there.

    152 downloads

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  17. 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.

    208 downloads

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  18. Shadowmarks

    A simple immersion mod to add Thieves Guild shadowmarks to the vanilla player homes.
    Shadowmarks are a tool for the Thieves Guild to identify the worth of a target home. Some are protected, some are worthless, others have loot, and still others might even be dangerous. If you've ever wondered why the five potential player homes in the major cities didn't have these markings, wonder no more. Now, instead of being the only homes in a city missing them, they will be marked according to their worth.
    If the player does not yet own the property, it will be marked empty.
    If the player owns the property, it will be marked as containing valuable loot.
    If the player is a member of the Thieves Guild AND the city has been brought under the influence of the Guild, then it will be marked accordingly as being owned by a guild member.
    The marks should properly update themselves throughout the game as the player acquires the houses and joins the guild.

    137 downloads

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  19. Castle Volkihar Rebuilt


    A mod to allow the player to clean up the debris and rebuild Castle Volkihar to its former glory. The North Tower is also converted into a player home with safe storage.
    After the Dawnguard quest line is over, have you ever wondered why nobody bothers to rebuild Castle Volkihar? Harkon may have been an obsessive lazy vampire, but that doesn't mean you need to be! Now you can rebuild the castle as you see fit, whether you're a vampire lord yourself and just want the stinking mess cleaned up, or a member of the Dawnguard seeking to expand into a new base and occupy some new territory.
    At several locations throughout the Main Hall, Volkihar Ruins, Volkihar Courtyard, the Undercroft, and the docks behind the castle will be rubble piles or debris columns you can use to clean up the area around them. You'll need a pickaxe to do so, but that's it. After that all you need is the patience to see things through.
    If you are playing as a vampire, your existing vampire minions will continue to provide their normal functions, just in a much cleaner environment. After all, what are we? Vampires or slovenly trolls? To clear the path to the Courtyard, speak to Garen Marethi as usual.
    If you're playing as the Dawnguard, cleaning up rooms in the main guildhall area will bring in new Dawnguard members to man the stations that the vampires used to. The blacksmith, apothecary, and vendor will offer services appropriate to Dawnguard members. Ownership of the various castle cells will also be marked properly so you won't get accused of stealing the stuff you fought so hard to take. As a small added bonus, Fort Dawnguard will get cleaned up properly too. No more cobwebs lurking about!
    If playing as the Dawnguard, Serana can now be directed to move into the castle and use her cleaned up room by lighting the candle on the corner of her nightstand (the one with the cloth mat). When the flames are lit, she will stay at the castle when dismissed. If they are out, she will stay at Fort Dawnguard. This candle will be lit permanently if playing for the vampires to indicate she stays there when dismissed. As an added bonus, she will make full use of the entire cell in either location, instead of just being narrowly restricted to the main hall areas.
    Valerica's Study and the hallway outside that leads down to the secret fireplace passage will clean up when you go to the Soul Cairn to tell her Harkon is dead. Best to let the senior vampire handle her own affairs
    Clearing the North Tower attached to the Courtyard provides a player home with safe storage, 3 mannequins, some weapon racks, 3 bookshelves, and a place to sleep too. Be aware though that the North Tower is the ONLY room you can clear out where storage is safe.
    My Patreon Page: https://www.patreon.com/arthmoor
    Installation Requirements
    Official Skyrim patch 1.9.32.0.8 or greater.
    Official Dawnguard DLC.
    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 .esp and .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 .esp and .bsa from your Data folder. Then reload your game as usual. Don't expect the castle to be in any different condition than what you left it in though.
    Load Order
    LOOT (https://loot.github.io/) should be used for optimal placement.
    Compatibility
    Will not likely be compatible with other mods that make changes to the rooms in Castle Volkihar.
    Known Issues
    Certain doorways in the castle ruins may not be passable if you enter from Valerica's Study and proceed downward from there. This is due to bugs in the DLC itself which have been addressed in the Unofficial Dawnguard Patch.
    Credits
    Hana - For the flameless static candle used for Serana's AI toggle.
    Disclaimer
    This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.

    141 downloads

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  20. 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.

    119 downloads

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  21. 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.

    131 downloads

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  22. 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.

    134 downloads

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  23. 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!
    My Patreon Page: https://www.patreon.com/arthmoor
    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 - 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.
    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.
    Disclaimer
    This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.

    131 downloads

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  24. 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 relieve 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.
    My Patreon Page: https://www.patreon.com/arthmoor
    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 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.
    Disclaimer
    This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.

    89 downloads

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  25. 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.
    My Patreon Page: https://www.patreon.com/arthmoor
    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.
    Disclaimer
    This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.

    120 downloads

    0 comments

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