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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!

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Found 60 results

  1. [RELz] Helarchen Creek

    File Name: Helarchen Creek File Submitter: Arthmoor File Submitted: 12 Nov 2016 File Category: Cities, Towns & Villages A village in the mountains southeast of the city of Dawnstar. Tamriel has had many villages on maps for as far back as anyone can remember. What happened to them all? Nobody really knows. This mod is simply my take on bringing one back from Elder Scrolls: Arena. Helarchen Creek was a small village in the game somewhere in the mountains near Dawnstar. Originally it appears as though Bethesda planned to put this around the Nightgate Inn, but then changed the name on that and cut the content. Some further research using old Arena maps placed the village further north anyway, so here it is. * Two of the NPCs can be married and will optionally share their homes with you. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area. Click here to download this file
  2. [RELz] Civil War Quartermasters (SSE)

    Civil War Quartermasters (SSE) View File Description A mod that adds a Quartermaster to the Civil War military camps that don't already have one in the vanilla game. It also adds tables and a few other objects with placed weapons and armor pieces to several of the camps that don't already have them. Specific Features Adds a Quartermaster to the following camps:Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Pale Stormcloak Camp, Reach Imperial Camp, Rift Stormcloak Camp, Whiterun Stormcloak Camp, Whiterun Imperial Camp, and Winterhold Stormcloak Camp [*]Adds tables and other surfaces for placement of weapons and armor to the following camps: Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Reach Imperial Camp, Whiterun Imperial Camp, and Winterhold Stormcloak Camp Other Download Locations AFK Mods Bethesda.net [PC] [XB1] [PS4] Nexus Mods Installation Requirements Skyrim Special Edition 1.4.2.0.8 or greater. Recommended Mods Although it is not required, I would strongly recommend that you use the Unofficial Skyrim Special Edition Patch since it corrects a number of bugs at the camps (and with the game in general) that Bethesda didn't ever fix in their Official Patches. Installation Place the .esp file into your Data folder. Make sure to activate the mod by using whatever management tool you prefer. LOOT is recommended for optimal placement. Uninstalling Due to the nature of Skyrim mods (specifically those that contain scripts), it is highly recommended that you don't attempt to uninstall them on an existing game. This particular mod doesn't edit any vanilla references or contain any scripts or mesh/texture modifications, so the chances of it damaging your save are low, but please do so at your own risk since I can't completely guarantee that something bad won't happen. If you would like to go ahead and uninstall anyway simply delete the .esp file from your Data folder. Compatibility Tested to be compatible with Unofficial Skyrim Special Edition Patch (by the UPP Team). Incompatibility This mod does not touch any vanilla references, so there are no incompatibilities that I am aware of at this point. There is a possibility that a mod that makes edits to the Civil War camps or the NPCs in the camps could conflict though. This version is not compatible with classic Skyrim. A separate version is available for that here. FAQs Why isn't this included in USSEP (Unofficial Skyrim Special Edition Patch)?Bethesda for whatever reason decided not to place a Quartermaster at every Civil War camp. This is technically not a bug in the game since there was no clear indication from the data in the Creation Kit that they ever intended for every camp to have one. Instead, I decided to make this as an optional add-on for those who might be interested. [*]Will the Quartermasters respawn if killed? No, because the existing Quartermasters in the vanilla game aren't flagged to ever respawn. If you recall, there is an option after completing the Civil War questline on either side to kill all of the soldiers at enemy camps, so I don't think it would be appropriate to interfere with that. [*]Why is there a Quartermaster with the same exact appearance at a different military camp? The actor templates are randomly generated from a list by the game, so it is entirely possible that you might end up with a Quartermaster who has a "twin" at another one of the camps. This isn't a bug, it's just the way the game mechanics work since these are not unique actors. Known Bugs None as far as I know, but please feel free to let me know if you do notice something wrong. I tested this rather thoroughly, but it's still possible I overlooked something. Usage Rights/Permissions Please do not upload to any other locations or modify in any way without my permission. Such requests should be made by personal message rather than on the forums. Disclaimer This material is not made, guaranteed, or supported by Zenimax or its affiliates. Submitter BlackPete Submitted 11/08/2016 Category Miscellaneous  
  3. Version 2.0

    63 downloads

    Description A mod that adds a Quartermaster to the Civil War military camps that don't already have one in the vanilla game. It also adds tables and a few other objects with placed weapons and armor pieces to several of the camps that don't already have them. Specific Features Adds a Quartermaster to the following camps: Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Pale Stormcloak Camp, Reach Imperial Camp, Rift Stormcloak Camp, Whiterun Stormcloak Camp, Whiterun Imperial Camp, and Winterhold Stormcloak Camp [*]Adds tables and other surfaces for placement of weapons and armor to the following camps: Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Reach Imperial Camp, Whiterun Imperial Camp, and Winterhold Stormcloak Camp Other Download Locations AFK Mods Bethesda.net [PC] [XB1] [PS4] Nexus Mods Installation Requirements Skyrim Special Edition 1.5.39 or greater. Recommended Mods Although it is not required, I would strongly recommend that you use the Unofficial Skyrim Special Edition Patch since it corrects a number of bugs at the camps (and with the game in general) that Bethesda didn't ever fix in their Official Patches. Installation Place the .esp file into your Data folder. Make sure to activate the mod by using whatever management tool you prefer. LOOT is recommended for optimal placement. Uninstalling Due to the nature of Skyrim mods (specifically those that contain scripts), it is highly recommended that you don't attempt to uninstall them on an existing game. This particular mod doesn't edit any vanilla references or contain any scripts or mesh/texture modifications, so the chances of it damaging your save are low, but please do so at your own risk since I can't completely guarantee that something bad won't happen. If you would like to go ahead and uninstall anyway simply delete the .esp file from your Data folder. Compatibility Tested to be compatible with: Unofficial Skyrim Special Edition Patch (by the UPP Team) Legionettes (by MadCat221) Incompatibility This mod does not touch any vanilla references, so there are no incompatibilities that I am aware of at this point. There is a possibility that a mod that makes edits to the Civil War camps or the NPCs in the camps could conflict though. This version is not compatible with classic Skyrim. A separate version is available for that here. FAQs Why isn't this included in USSEP (Unofficial Skyrim Special Edition Patch)? Bethesda for whatever reason decided not to place a Quartermaster at every Civil War camp. This is technically not a bug in the game since there was no clear indication from the data in the Creation Kit that they ever intended for every camp to have one. Instead, I decided to make this as an optional add-on for those who might be interested. [*]Will the Quartermasters respawn if killed? No, because the existing Quartermasters in the vanilla game aren't flagged to ever respawn. If you recall, there is an option after completing the Civil War questline on either side to kill all of the soldiers at enemy camps, so I don't think it would be appropriate to interfere with that. [*]Why is there a Quartermaster with the same exact appearance at a different military camp? The actor templates are randomly generated from a list by the game, so it is entirely possible that you might end up with a Quartermaster who has a "twin" at another one of the camps. This isn't a bug, it's just the way the game mechanics work since these are not unique actors. Known Bugs None as far as I know, but please feel free to let me know if you do notice something wrong. I tested this rather thoroughly, but it's still possible I overlooked something. Usage Rights/Permissions Please do not upload to any other locations or modify in any way without my permission. Such requests should be made by personal message rather than on the forums. Disclaimer This material is not made, guaranteed, or supported by Zenimax or its affiliates.
  4. [RELz] Karthwasten

    File Name: Karthwasten File Submitter: Arthmoor File Submitted: 02 May 2016 File Category: Cities, Towns & Villages A simple village expansion for Karthwasten. Karthwasten is supposed to be a bustling mining town with two actively worked mines, yet only has a couple of buildings and too many NPCs to match. Plus it's a known lore town that's been here for at least 200 years. So this place needed a bit of an expansion to flesh it out and make it seem more like the "Karthwasten Hall" of old, in as much as Skyrim will allow for that. No more pitifully small center of mining for The Reach! * Each NPC now has their own home. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees, that account for the changes. Click here to download this file
  5. Karthwasten

    Version 1.0.3

    72 downloads

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

    File Name: Soljund's Sinkhole File Submitter: Arthmoor File Submitted: 21 Feb 2016 File Category: Cities, Towns & Villages A simple village expansion for Soljund's Sinkhole. Soljund's Sinkhole is another one of those places where it just seemed odd that more was not done. A mining operation that by all accounts would be thriving were it not for a draugr problem. An area that 3 people are effectively living in, with only two actually being housed, and one of whom is a marriage prospect for the player! Such cramped conditions cannot stand, and so this small expansion has been done to releive the crowding problem. * Guard barracks for the guards to live in, with one extra patroller added due to the dangerous area. The jail is just for show, sorry * Perth can now share his house with you if you marry him. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area. Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Steam Workshop Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install. Make sure it's active in the Data Files menu. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Soljund's Sinkhole.esp and Soljund's Sinkhole.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Soljund's Sinkhole.esp and Soljund's Sinkhole.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Fully compatible with Bring Out Your Dead. Will not be compatible with other mods that change the Soljund's Sinkhole exteriors. Click here to download this file
  7. Version 1.0.1

    86 downloads

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

    Version 1.0.3

    117 downloads

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

    File Name: Whistling Mine File Submitter: Arthmoor File Submitted: 14 Feb 2016 File Category: Cities, Towns & Villages A simple village expansion for Whistling Mine. It always seemed odd to me that an established mine with an active smelter had no place for the people there to live. Whistling Mine is cold, and inhospitable. Nobody in their right mind would actually sleep there! This mod solves that oddity by providing a small village for the 4 NPCs to live in and spend some time in. Cause who wants to spend their lives living in the mine they work in! It was also somewhat strange that Winterhold Hold had nothing but a single half ruined town in it. Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Whistling Mine.esp and Whistling Mine.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Whistling Mine.esp and Whistling Mine.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Fully compatible with Bring Out Your Dead. Will not be compatible with other mods that change the Whistling Mine exteriors. Mods altering Angvild, Badnir, Gunding, or Thorgar will not be compatible. Click here to download this file
  10. File Name: Hearthfire Building Materials God Chests [sKYRIM ORIGINAL] File Submitter: Vincent File Submitted: 14 Jan 2016 File Category: Miscellaneous THIS IS NOT FOR SKYRIM SPECIAL EDITION. You can get that version on Bethesda.net. Adds respawnable chests full of everything one could possibly need for building your houses in Hearthfire. Not only are building materials included, but materials for all of the trophies are included as well. DO NOT STORE ANYTHING IN THESE CHESTS. YOU WILL LOSE IT. Please note that Sawn Logs can NOT be added to this chest, as they are never placed in your inventory. To compensate, the chest contains a silly amount of gold for you to buy them. The chests are located at the main building sites outside of all of the houses. You will see their locations in the screenshots. Click here to download this file
  11. Version 2.0

    123 downloads

    THIS IS NOT FOR SKYRIM SPECIAL EDITION. You can get that version on Bethesda.net. Adds respawnable chests full of everything one could possibly need for building your houses in Hearthfire. Not only are building materials included, but materials for all of the trophies are included as well. DO NOT STORE ANYTHING IN THESE CHESTS. YOU WILL LOSE IT. Please note that Sawn Logs can NOT be added to this chest, as they are never placed in your inventory. To compensate, the chest contains a silly amount of gold for you to buy them. The chests are located at the main building sites outside of all of the houses. You will see their locations in the screenshots.
  12. Unofficial Skyrim Legendary Edition Patch View File 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. Submitter Arthmoor Submitted 11/07/2015 Category Patches & Fixes  
  13. Version 3.0.13a

    2,200 downloads

    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.
  14. [RELz] Shor's Stone

    File Name: Shor's Stone File Submitter: Arthmoor File Submitted: 20 Oct 2015 File Category: Cities, Towns & Villages An expansion for the village of Shor's Stone. Shor's Stone always seemed like a place that had more potential than what was in the game, and as it turns out, that's because it does. NPCs talk about Odfel's wrecked house and the need to build a new one, but the wreckage doesn't exist. Grelka has some scenes with the other NPCs that can never play because she never comes to the town, and may well have originally been planned for there. Plus the place always seemed a bit empty, in need of somewhere for the folks to gather at night other than just the fireplace in front of Sylgja's house. Now, all of these things have been taken care of. Shor's Stone is no longer a backwater half-village. * Grelka now has a home at the south end of town. She will travel between there and Riften by horse at the appropriate times. * The Tapped Vein, the inn, where folks gather for the town's evening meal. A subtle tribute to Elder Scrolls Online and the village's past association with Ebony mining. * Inn has a properly working innkeeper, server, and bard. * Odfel's wrecked house now exists on the north side of town. So sad. * LOD has been generated for the area, including trees that account for the changes. Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Steam Workshop Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install. Make sure it's active in the Data Files menu. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Shor's Stone.esp and Shor's Stone.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Make sure Grelka has gone to Riften, or is at least OUTSIDE her new house, and that all the other NPCs are NOT inside the inn. Then delete the Shor's Stone.esp and Shor's Stone.bsa from your Data folder and reload your game as usual. Load Order LOOT should be used for optimal placement. Place with other village mods of similar type. Compatibility Will not be compatible with other mods that change the layout or add things to Shor's Stone. Known Issues Grelka may become distracted on her trips to and from the village. Skyrim AI for traveling is wonky at best, and I've done as much as I can to smooth things over. She has been marked as protected to prevent being accidentally killed by the various hostiles along her travel route. Credits Hana - Blank inn sign resource used to create The Tapped Vein's sign. Click here to download this file
  15. Shor's Stone

    Version 1.0.3

    107 downloads

    An expansion for the village of Shor's Stone. Shor's Stone always seemed like a place that had more potential than what was in the game, and as it turns out, that's because it does. NPCs talk about Odfel's wrecked house and the need to build a new one, but the wreckage doesn't exist. Grelka has some scenes with the other NPCs that can never play because she never comes to the town, and may well have originally been planned for there. Plus the place always seemed a bit empty, in need of somewhere for the folks to gather at night other than just the fireplace in front of Sylgja's house. Now, all of these things have been taken care of. Shor's Stone is no longer a backwater half-village. * Grelka now has a home at the south end of town. She will travel between there and Riften by horse at the appropriate times. * The Tapped Vein, the inn, where folks gather for the town's evening meal. A subtle tribute to Elder Scrolls Online and the village's past association with Ebony mining. * Inn has a properly working innkeeper, server, and bard. * Odfel's wrecked house now exists on the north side of town. So sad. * LOD has been generated for the area, including trees that account for the changes. Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Steam Workshop Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install. Make sure it's active in the Data Files menu. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Shor's Stone.esp and Shor's Stone.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Make sure Grelka has gone to Riften, or is at least OUTSIDE her new house, and that all the other NPCs are NOT inside the inn. Then delete the Shor's Stone.esp and Shor's Stone.bsa from your Data folder and reload your game as usual. Load Order LOOT should be used for optimal placement. Place with other village mods of similar type. Compatibility Will not be compatible with other mods that change the layout or add things to Shor's Stone. Known Issues Grelka may become distracted on her trips to and from the village. Skyrim AI for traveling is wonky at best, and I've done as much as I can to smooth things over. She has been marked as protected to prevent being accidentally killed by the various hostiles along her travel route. Credits Hana - Blank inn sign resource used to create The Tapped Vein's sign.
  16. ####################################################################################### -POST UNDER AESTHETIC POLISHING, THANKS FOR YOUR COMPREHENSION- Good day/afternoon/evening, ladies and gentlemen, I will present the post I made in Nexus Mods regarding the configuration of ENBoost and SMP here, as a topic. One of the site members, lmstearn, considered my guide good enough to be posted here, and therefore I decided to post it here. Feel free to make any suggestions to improve the performance and/or stability of the game, and/or correct any mistakes I could possibly have made. Consider this guide as a community effort, and the more feedback, the better for us all. ####################################################################################### By following these instructions, you will have the complete Sheson's Skyrim Memory Patch and Boris Vorontsov's ENBoost Combo, which will allow you to have a much more stable Skyrim, even if you have a massive number of Mods installed in it. Have in mind that ENBoost may not work for everybody, but the Memory Patch should work for most cases. In my personal experience, it helps me to have my modded Skyrim (Lots of 3D meshes, textures and scripts, making a total of 140 Mods with plugins and other Mods that don't use any plugins, like re-textures and SKSE plugins), and other users in Nexus Mods have reported to have very good results with it, so you should have at the very least a more stable game. For activating both memory patches, you'll need: 1-SKSE 1.7.3 or higher http://skse.silverlock.org Yes, you have to install this one, all massive Mods require it, and in case you didn't know, non-SKSE-required Mods will corrupt your savegame after their uninstall sooner or later, since the savegames save the info of ALMOST EVERYTHING, even custom skeletons data which, ironically, don't require SKSE to work (I tested this after uninstalling a custom skeleton Mod and loading a savegame in which it was installed. To my surprise, the game loaded the savegame normally instead of crashing to desktop). Instructions: -Install SKSE by following carefully the instructions provided in this video courtesy of Gopher (Don't worry about the version, the procedure is the same): https://www.youtube.com/watch?v=xTGnQIiNVqA -After installing SKSE, make a shortcut of skse_loader.exe and place it in a place with an easy access, it's really important that you do this, you'll know why if you keep reading. Now let's move to the following step. 2-Skyrim Memory Patch Commands compatible with SKSE 1.7.3 and higher (You have to create the file) The old version of Sheson's Skyrim Memory Patch is deprecated (And considered obsolete) by his new version, which is present in SKSE. Have in mind that the instructions are mainly aimed to people which have never installed SKSE 1.7.3 or higher. Instructions: -If you don't have a SKSE folder inside of the (Game root folder)\Data folder, create a SKSE folder inside of the Data folder. Otherwise, go to the SKSE folder. The root folder of a game is the folder in which the game (Skyrim) is installed. In the case of Skyrim, the Data folder is inside of the game root folder. -If you already have SKSE.ini in your SKSE folder (If you don't, skip to the next instruction): Check that you have these exact parameters and values: [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 If you have them, consider this instruction done, otherwise, include these exact parameters and values in SKSE.ini and save the changes. -If you don't have a SKSE.ini in your SKSE folder (If you have it, skip to the next instruction): Create a new text document named SKSE inside of the SKSE folder. Copy these exact commands: [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 Save the changes. Finally, change the extension of the document, from .txt to .ini, so you create the .ini file. Now your .ini file should exactly say: SKSE.ini -Right-click the skse_loader.exe shortcut that you made before (It should be in your desktop, in case you didn't move it), then click on Properties. -Add the following "command" (I don't know the right word in English) to the shortcut target: -forcesteamloader -The result should be this: "(Game root folder address)\skse_loader.exe" -forcesteamloader -This is an example of how should it look: "C:\Games\Steam\SteamApps\common\skyrim\skse_loader.exe" -forcesteamloader -Run the game, load any savegame, save and quit. You shouldn't have any problems if you did everything right. -Go to the folder in which your Skyrim savegames are stored (Example: My Documents\My Games\Skyrim). -Open the folder SKSE and then, open skse_steam_loader.log -You should see this in the command lines, typically near the end of the file: overriding memory pool sizes default heap = 768MB (effective 512MB if not preloading animations) scrap heap = 256MB -If you see this, that means that the Skyrim Memory Patch works correctly! Now, let's move to ENBoost. 3-ENBoost http://enbdev.com/download_mod_tesskyrim.html You won't be forced to use ENB, you just need the most basic features of ENB, which won't activate any ENB effects, and therefore you won't get any performance loss. If you DO want to use ENB, however, don't worry either. You will be able to use ENBoost and the awesome ENB visual enhancememts at the same time. Instructions: -Click the ENBoost link posted just above to go to the TES Skyrim Downloads section. In case the link doesn't re-direct you to the TES Skyrim Downloads Skyrim, but it does re-direct you to the main page, click on News, then in download, and finally in TES Skyrim (At the bottom of the page). -This page contains all stable versions of ENB for Skyrim, including the latest ENB version. -Go to the lowest part of the page. You will see several "codes" ordered from up to down that start with the letter v (For example, v0.262). Each one of these "codes" is one of the versions of ENB that are available for download. If you click on any of the versions, you will visit the download page of the version of ENB which you clicked. Don't do anything yet. -The first "code" that appears in the list is the latest version of ENB. It should be the v0.290. Click on it to go to the download page. -Go to the lowest part of the page and click on the arrow to download the ENB. -ENBoost-Only users (ENBoost plus ENB users, please skip this step and go to the next one): Extract the contents of the compressed file wherever you want. Open the WrapperVersion folder, and move the following files to a safe place, and make a backup of them, these files are all you need: d3d9.dll enbhost.exe enblocal.ini After you made a backup of the 3 files, move them inside of the game root folder. Now, you're ready to continue, please skip the "ENBoost plus ENB users" part. -ENBoost plus ENB users: If you want to fully install ENB correctly, please read these S.T.E.P. tutorials (Google it as "skyrim step" to know more about S.T.E.P.) with EXTREME ATTENTION: http://wiki.step-project.com/Guide:ENB http://wiki.step-project.com/Guide:ENBlocal_INI Also, dptheslothking made a video in which he teaches how to install and configure the Injector Version of ENB, all credits go to him. here's the video: https://www.youtube.com/watch?v=GfUjhM9Ame8 There should be other tutorials in the internet, but since I don't use ENB (I only use ENBoost), I can't help you in a better way. Also, I couldn't find a video for installing the Wrapper version of ENB. After you have installed ENB, you'll be ready to continue. In the case of ENBoost plus ENB users, it's possible that some of you have already learned how to configure ENB to activate ENBoost too. If you are one of them, please continue reading this information, so you can check if some of your settings regarding ENBoost are outdated or miscalculated. -All users, "ENBoost-Only users" and "ENBoost plus ENB users" alike: Open enblocal.ini in [GLOBAL], check this line: UsePatchSpeedhackWithoutGraphics= Set its value to true if you want to activate ENBoost WITHOUT activating ENB, like this: UsePatchSpeedhackWithoutGraphics=true OR: Set its value to false if you want to activate both ENBoost and ENB, like this: UsePatchSpeedhackWithoutGraphics=false in [MEMORY], check this line: ExpandSystemMemoryX64= Set the value to false to deactivate the function, because it conflicts with Skyrim Memory Patch (Standalone and SKSE versions alike) in most PCs. You must set the value to false in case your Operating System is of 32 bits. Since this affects most PCs, but not all of them, if you feel like activating it, check this S.T.E.P. post first, with as much attention as possible, and set the value to true to activate this function, here's the link of the post: http://wiki.step-project.com/Guide:ENBlocal_INI/Memory in [MEMORY], check these lines: ReservedMemorySizeMb= VideoMemorySizeMb= In order to adjust these critical parameters correctly, look for the ReservedMemorySizeMb and VideoMemorySizeMb sections that appear in the lower part of the S.T.E.P. guide whose link is below, and read the information there completely and with maximum attention. If necessary, check everything in the internet, and if isn't enough, make trial-and-error with all the info you've gathered, here's the link, by the way: http://wiki.step-project.com/Guide:ENBlocal_INI/Memory In S.T.E.P. memory section, you will find more info abut the other settings not mentioned here, I didn't mention them because they aren't critical for a correct ENBoost operation. Very important notes, please read them: (I assume that you read the ENBoost memory configuration tutorial whose link I posted just above) *For ReservedMemorySizeMb: if you have less than 1024 MB of VRAM (Graphics card dedicated memory), I recommend that you use multiples of 64. The maximum should be the half of your VRAM. If you have 1024 MB of VRAM or more, use multiples of 128. The maximum must be of 1024. The values are in megabytes. *For VideoMemorySizeMb: In his video, dptheslothking made a very accurate and easy to understand explanation about how to configure the VideoMemorySizeMb value, and the way of getting the much needed system values to apply the correct formula, thank you so much, dptheslothking! Either watch his video above (Skip to 5:29), or click on the link to watch the video in YouTube: *In case you have the same amount of VRAM and RAM as me: If you have 512 MB of VRAM and 4 GB RAM, like me, try the following values, these values worked with my Skyrim: ReservedMemorySizeMb=64 VideoMemorySizeMb=2560 *Optional: In case everything fails and/or you want a fresh Skyrim installation without re-installing the game, please check this S.T.E.P. guide: http://wiki.step-project.com/Guide:Make_Skyrim_Vanilla_Again In case you restored Skyrim to its vanilla status by following the guide whose link is above, make a backup of your vanilla Skyrim and keep it in a safe place. -Once you have configured the files mentioned in the instructions above, ENBoost will be fully installed and ready to go. Now, let's go to the final step. FINAL STEP: Run the game. As soon the game runs, you should see some words in the upper left corner of your screen, this means that ENBoost has started. Load a savegame or start a new game, if it loads successfully, this means that the ENBoost has been successfully installed and activated! Happy Gaming! Q and A: Q= Some concepts can be misleading, for example, ENBoost is actually part of ENB. A= Yes, I agree. Technically ENBoost is the most basic form of ENB, but it doesn't use any of the ENB graphic features. For all effects, I'll refer it as ENBoost. Why? Because the term ENBoost is more practical and it gets straight to the point. Happily, ENBoost shouldn't cause problems, let alone noticeable FPS drops. It will depend on the way in which you configure it. Q= I've got an awesome method to increase Skyrim performance! Can I share it? A= Of course! Make and publish tests if necessary to ensure that your method works really well, you'll help an entire community. Q= You have a TL; DR version of your guide? A= No. Read everything well, it will give you enough patience for when you have to read contracts in the future, you know, they are really extensive, and they are made to break your patience and take total advantage from you in most cases. Q= Help!!!! It didn't work!!!! And I made EVERY step well!!!! Q= Help!!!! It didn't work!!!! It even crashes my game!!!! And I made EVERY step well!!!! A= Then it's not ENB fault. 1 or more of these 6 things happen: 1-Your savegame may be corrupted in a way so it doesn't allow ENBoost to work (Extremely unlikely). 2-You have Mods with corrupted contents (Specially scripts), or contents (Again, specially scripts) that (Could) interfere with ENBoost. 3-You edited the game .ini and/or .txt files in a really bad way, or you downloaded a custom game .ini and/or .txt preset which obviously is not made for your PC. 4-You edited ENB .ini and/or .txt files in a really bad way, or you downloaded a custom ENB .ini and/or .txt preset which obviously is not made for your PC. This conflicts with ENB, and then, crashes happen. 5-Your PC is not made for running ENBoost, let alone ENB (Outdated PC, or buggy/damaged PC, or both). 6-Game bugs that ENBoost can't solve, because those bugs aren't related to ENBoost at all. Thanks to both Sheson and Boris Vorontsov for making Skyrim Memory Patch and ENBoost, respectively. Now Skyrim can be fully enjoyed, or, as much as possible. Thanks to the S.T.E.P. guides Team, Reddit ENBoost threads, dptheslothking, Gopher, lmstearn from The Assimilation Lab, the Nexus Mods Users who helped me to improve this guide and those who I forgot, for all the info and help they offered. I used the info in the guides and videos from the sources mentioned above, checked the info, eliminated the mistakes, added my own knowledge, and made this guide, I hope it's as easy to understand as possible, and of course, I hope it's useful for you.
  17. Ivarstead

    Version 1.1

    132 downloads

    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.
  18. [RELz] Ivarstead

    File Name: Ivarstead File Submitter: Arthmoor File Submitted: 03 Jul 2015 File Category: Cities, Towns & Villages 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. Click here to download this file
  19. Version 1.0.7

    127 downloads

    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.
  20. [RELz] Darkwater Crossing

    File Name: Darkwater Crossing File Submitter: Arthmoor File Submitted: 27 Jun 2015 File Category: Cities, Towns & Villages 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. Click here to download this file
  21. Kynesgrove

    Version 1.1.6

    116 downloads

    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.
  22. [RELz] Kynesgrove

    Kynesgrove View File 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. Submitter Arthmoor Submitted 06/23/2015 Category Cities, Towns & Villages  
  23. [RELz] Civil War Quartermasters

    Civil War Quartermasters View File Description A mod that adds a Quartermaster to the Civil War military camps that don't already have one in the vanilla game. It also adds tables and a few other objects with placed weapons and armor pieces to several of the camps that don't already have them. Specific Features Adds a Quartermaster to the following camps:Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Pale Stormcloak Camp, Reach Imperial Camp, Rift Stormcloak Camp, Whiterun Stormcloak Camp, Whiterun Imperial Camp, and Winterhold Stormcloak Camp [*]Adds tables and other surfaces for placement of weapons and armor to the following camps: Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Reach Imperial Camp, Whiterun Imperial Camp, and Winterhold Stormcloak Camp Other Download Locations AFK Mods Dark Creations Nexus Mods Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Recommended Mods Although it is not required, I would strongly recommend that you use the Unofficial Skyrim Legendary Edition Patch [uSLEEP] since it corrects a number of bugs at the camps (and with the game in general) that Bethesda didn't ever fix in their Official Patches. Installation Place the .esp file into your Data folder. Make sure to activate the mod by using whatever management tool you prefer. LOOT is recommended for optimal placement. Uninstalling Due to the nature of Skyrim mods (specifically those that contain scripts), it is highly recommended that you don't attempt to uninstall them on an existing game. This particular mod doesn't edit any vanilla references or contain any scripts or mesh/texture modifications, so the chances of it damaging your save are low, but please do so at your own risk since I can't completely guarantee that something bad won't happen. If you would like to go ahead and uninstall anyway simply delete the .esp file from your Data folder. Compatibility Tested to be compatible with: Unofficial Skyrim Patch [uSKP] and Unofficial Skyrim Legendary Edition Patch [uSLEEP] (both by Arthmoor and the Unoffical Patch Project Team) Legionettes (by MadCat221) Incompatibility This mod does not touch any vanilla references, so there are no incompatibilities that I am aware of at this point. There is a possibility that a mod that makes edits to the Civil War camps or the NPCs in the camps could conflict though. This version is not compatible with Skyrim Special Edition. A separate version is available for that here. FAQs Why isn't this included in USLEEP (Unofficial Skyrim Legendary Edition Patch)?Bethesda for whatever reason decided not to place a Quartermaster at every Civil War camp. This is technically not a bug in the game since there was no clear indication from the data in the Creation Kit that they ever intended for every camp to have one. Instead, I decided to make this as an optional add-on for those who might be interested. [*]Will the Quartermasters respawn if killed? No, because the existing Quartermasters in the vanilla game aren't flagged to ever respawn. If you recall, there is an option after completing the Civil War questline on either side to kill all of the soldiers at enemy camps, so I don't think it would be appropriate to interfere with that. [*]Why is there a Quartermaster with the same exact appearance at a different military camp? The actor templates are randomly generated from a list by the game, so it is entirely possible that you might end up with a Quartermaster who has a "twin" at another one of the camps. This isn't a bug, it's just the way the game mechanics work since these are not unique actors. Known Bugs None as far as I know, but please feel free to let me know if you do notice something wrong. I tested this rather thoroughly, but it's still possible I overlooked something. Usage Rights/Permissions Please do not upload to any other locations or modify in any way without my permission. Such requests should be made by personal message rather than on the forums. Disclaimer This material is not made, guaranteed, or supported by Zenimax or its affiliates. Submitter BlackPete Submitted 05/19/2015 Category Miscellaneous  
  24. Civil War Quartermasters

    Version 1.0

    124 downloads

    Description A mod that adds a Quartermaster to the Civil War military camps that don't already have one in the vanilla game. It also adds tables and a few other objects with placed weapons and armor pieces to several of the camps that don't already have them. Specific Features Adds a Quartermaster to the following camps: Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Pale Stormcloak Camp, Reach Imperial Camp, Rift Stormcloak Camp, Whiterun Stormcloak Camp, Whiterun Imperial Camp, and Winterhold Stormcloak Camp [*]Adds tables and other surfaces for placement of weapons and armor to the following camps: Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Reach Imperial Camp, Whiterun Imperial Camp, and Winterhold Stormcloak Camp Other Download Locations AFK Mods Dark Creations Nexus Mods Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Recommended Mods Although it is not required, I would strongly recommend that you use the Unofficial Skyrim Legendary Edition Patch [uSLEEP] since it corrects a number of bugs at the camps (and with the game in general) that Bethesda didn't ever fix in their Official Patches. Installation Place the .esp file into your Data folder. Make sure to activate the mod by using whatever management tool you prefer. LOOT is recommended for optimal placement. Uninstalling Due to the nature of Skyrim mods (specifically those that contain scripts), it is highly recommended that you don't attempt to uninstall them on an existing game. This particular mod doesn't edit any vanilla references or contain any scripts or mesh/texture modifications, so the chances of it damaging your save are low, but please do so at your own risk since I can't completely guarantee that something bad won't happen. If you would like to go ahead and uninstall anyway simply delete the .esp file from your Data folder. Compatibility Tested to be compatible with: Unofficial Skyrim Patch [USKP] and Unofficial Skyrim Legendary Edition Patch [USLEEP] (both by Arthmoor and the Unoffical Patch Project Team) Legionettes (by MadCat221) Incompatibility This mod does not touch any vanilla references, so there are no incompatibilities that I am aware of at this point. There is a possibility that a mod that makes edits to the Civil War camps or the NPCs in the camps could conflict though. This version is not compatible with Skyrim Special Edition. A separate version is available for that here. FAQs Why isn't this included in USLEEP (Unofficial Skyrim Legendary Edition Patch)? Bethesda for whatever reason decided not to place a Quartermaster at every Civil War camp. This is technically not a bug in the game since there was no clear indication from the data in the Creation Kit that they ever intended for every camp to have one. Instead, I decided to make this as an optional add-on for those who might be interested. [*]Will the Quartermasters respawn if killed? No, because the existing Quartermasters in the vanilla game aren't flagged to ever respawn. If you recall, there is an option after completing the Civil War questline on either side to kill all of the soldiers at enemy camps, so I don't think it would be appropriate to interfere with that. [*]Why is there a Quartermaster with the same exact appearance at a different military camp? The actor templates are randomly generated from a list by the game, so it is entirely possible that you might end up with a Quartermaster who has a "twin" at another one of the camps. This isn't a bug, it's just the way the game mechanics work since these are not unique actors. Known Bugs None as far as I know, but please feel free to let me know if you do notice something wrong. I tested this rather thoroughly, but it's still possible I overlooked something. Usage Rights/Permissions Please do not upload to any other locations or modify in any way without my permission. Such requests should be made by personal message rather than on the forums. Disclaimer This material is not made, guaranteed, or supported by Zenimax or its affiliates.
  25. [RELz] Kill The Orchestra

    File Name: Kill The Orchestra File Submitter: alt3rn1ty File Submitted: 14 Jan 2015 File Category: Audio - Music and SoundFX Kill The Orchestra by Alt3rn1ty At The Assimilation Lab At AFK Mods At Skyrim Nexus At Skyrim SE Nexus ======Description====== This mod installs silent music files which the game will load instead of the original music, disabling the music. You choose which music to disable by type ( personally I prefer to disable everything except Discover Special locations, Reward music, Tavern music, and the two Special music options for the DLCs ) Resulting in no invisible orchestra throughout the game. You could just turn the music volume down in settings .. But then you dont get to hear Tavern music for example ( because the music volume turns down all music ) With this mod you selectively silence music by type. Also you will not get any hints from the music of any danger ( explore music changing to combat music - you cant hear it ), immersively its a better experience. Now you will be a bit more cautious. You will get to hear more of the games sound effects and ambient sounds a bit more clearly around the game too. Including other mods sound fx like AOS. For anyone who has the repeating combat music bug, that is a game engine bug which nobody has been able to fix, the same bug was also in Oblivion, FO3, and FONV before Skyrim. The Unofficial patch team are unable to solve that problem soo .. Just kill it with this mod And .. Just maybe .. Trolls might not be so bad tempered if they dont have to wear pink ear muffs to go to sleep in case you wander past with your stupid invisible orchestra keeping everyone awake. Disclaimer : I cannot be held responsible for Trolls jumping up and down wildly gesticulating after you have installed the mod, you may have upset them all too much already. ======INSTALLATION====== In all cases - Install the music types you wish to be silenced ( This may sound weird, but remember you are installing silent music files ) Automated Install : If using Nexus Mod Manager, it will use the scripted installation. Follow instructions and make selections. If using Wrye Bash, after putting the zip in Bash Installers, go to the Installers tab and right click the zip, and choose Wizard install, follow instructions and make selections. ( or .. just select individual sub-packages followed by right click install / anneal - Wrye Bash users know the drill ) Manual Install : Extract the archive with 7zip Copy the music folder(s) of the music you want, to skyrimdata folder. For example, if you want to disable only Skyrim exploration music, copy .. 20 Skyrim - Explore Music / music / *all-files* to skyrim / data / music / *all-files* ==========UNINSTALLATION========== NMM / Wrye Bash users just get your mod manager to un-install / re-install it as required with different options or none. Manual installations : Delete your skyrim/data/music folder to restore the original music, or delete individual folders inside skyrim/data/music to restore only those tracks ( This procedure assumes you have no other loose music files installed, if you have then you will need to take care not to delete other mods music files ). ====TWEAK TIP - For users of KTO==== Skyrim.ini: [Audio] uMaxSizeForCachedSound=8192 The default value is 262144 ( normally a hidden setting, it does not go in the ini by default ). Too much cache brings out a game engine bug = sounds are repeated for different items when they should be playing a different sound, lowering the cache limit to 8mb makes the game refresh the cache more often, preventing repeated sounds for different sound events. Picking up a gold coin for example plays the generic pickup sound. Picking up a second gold coin plays the right sound, and this will last until you leave the area or switch to picking up other things. This tweak solves the problem. And seeing as you are also using Kill The Orchestra ( short 4 second duration silent sounds at only 28k each replacing the original music files some of which were as big as 100mb ), there is even less need for such a huge sound cache. If you experience any problems ( similar to the ones mentioned in this post ) then try the setting at uMaxSizeForCachedSound=65536 instead. For some machines ( seems to be rare ) your mileage may vary, the problem and solution effectiveness are variable, probably depends on drivers and different motherboard sound setups. ==========TOOLS USED=========== BSAOpt by Ethatron To extract the original files from the games BSA and find out their folder path and names xWMAEncode from SkyrimSoundTools To convert xwm files to wav and vice versa - Needed to be able to listen to them and determine what some of the music was used for Audacity The best open source sound manipulation tool out there In this mods case, used to create the one file which was used repeatedly to replace all the files we needed to silence. ==========COMPATIBILITY=========== I use Audio Overhaul for Skyrim ( AOS v2.5 at time of writing ) which changes the games sound fx, but does not change music .. So yes that mod for one is compatible. Sounds of Skyrim I should imagine is similar if you use that instead. My mod has no plugin or records to worry about, no scripts or references which will become embedded in your save game, just plain ol' replacer music files. Install / remove / overwrite as much as you want. Though overwriting them with someone elses music files will give you different music .. That becomes your problem in deciding what you want, these or those, simple. As is any Mod manager related questions. Go forth and rtfm. Enjoy. olympusgames, GMOD, MODDrop or PlayAsHell sites do not have permission, to upload or redistribute any of my files, images or descriptive content, past, present or future. Click here to download this file
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