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Found 56 results

  1. Version 1.0.0

    0 downloads

    Oblivion Clutter Remastered "OCR" Preview Models, Release 1 DaggerfallTeam Description: A small pack of custom assets that are modeled after TES 4 Oblivion, Each model has been recreated nearly identical to their original counter parts. Does not include textures, since I cannot remake original textures accurately Included: Horse Stable Anvil Tower Tombstone Kennel Crates Anvil Dock Stairs Random Stone Bridge Permission: All Models contained in this pack belong to "DaggerfallTeam" You are free to use these as you see fit, MUST credit "DaggerfallTeam"
  2. Misc. Oblivion Clutter Remastered "OCR" View File Oblivion Clutter Remastered "OCR" Preview Models, Release 1 DaggerfallTeam Description: A small pack of custom assets that are modeled after TES 4 Oblivion, Each model has been recreated nearly identical to their original counter parts. Included: Horse Stable Anvil Tower Tombstone Kennel Crates Anvil Dock Stairs Random Stone Bridge Permission: All Models contained in this pack belong to "DaggerfallTeam" You are free to use these as you see fit, MUST credit "DaggerfallTeam" Submitter Daggerfall Dev Submitted 11/28/2017 Category Miscellaneous  
  3. Skyrim VR

    It looks like Bethesda wants to get into the headgear game: Get 'Skyrim VR' Free With Sony's New PSVR Bundle. An interesting player in the mix.
  4. How to Generate LOD for Skyrim SE

    Question! Is there anyway to Generate LOD for Skyrim Special Edition, I used OSCAPE to generate it before but that was for the original skyrim, I heard that the CK LOD generator doesn't work right? But is that confirmed in the CK 2.0
  5. Hello to All! I'm having alot of Trouble getting a basic open animation to work in Skyrim, I recently created a 3D Model for a Door that was previously flat and everything works perfectly in 3ds max and nifscope but ingame it doesn't want to Work at all I've searched for tutorials but I don't seem to understand them that well since I'm still very new to animations. Any Help will be appreciated I attached a Screenshot of the Model I want to animate. Also the .3ds file if anyone wants to take a peak
  6. Official Facebook Page -- Discord Server -- Oblivion Version -- Original Release Hammerfell R: The Eastern Grasslands is set in the Eastern part of Hammerfell called Goldmoor, Explore the grassy hills and find Loot Similar to Cyrodiils, Fight the Goblins in Coastal Coast Cave or take a rest in the nearby Cyrodiil Inn, Whichever interest you. The land of Hammerfell is diverse and very different to that of Skyrim. The Grasslands may look innocent and friendly but behind every Cave there's some treasure but atlas there's always a Creature looking over head watching your every move. By: Lady Nerevar Q: Will it require a new game? A: Nope! You will be able to use your existing characters from Skyrim. Just hop over the border, and continue your adventures. Q: Is this the same thing as Skyblivion / Skywind? Why aren't you working with them? A: No, Skyblivion and Skywind are remakes of older Bethesda games in the Skyrim engine. This is a remaster of a Province from TES4 Oblivon Q: Why not you just port content from Oblivion / Morrowind / other games? A: Because this is a violation of Bethesda's EULA, and would be grounds for them to close down the project. Q: Will this be released for Consoles? A: Hammerfell R: The Eastern Grasslands will be available on Xbox One in the future. New 3D Models & Textures New Cyrodiil Inspired Weapons Updated Worldspace Experimental LOD Unique Locations New Cyrodiil Inspired Creatures Dawnguard Hearthfire Dragonborn SSE Models & Textures Adanorcil - Aewen - Aiwyn the Breton - Aro101 Balthazar - Ciin - Doxas - Eraser - Eyeball88 - Fairwater Fishcake - FLESH - Jelle - Joopson - Lady Nerevar Morden - Mr.Siika - NexUmMonastica - Noirgrim - PoHa! - Syscrusher Exteriors Adanorcil - Ayedail - Billay - CleverClothe - FLESH Lady Nerevar - JonarusDrakus - Nemon PoHa - ShadowBeast - Tyrion - Rockwell - Vegor - Nex Heightmap & Region Generation Noirgrim - Lady Nerevar Specials Michael Kirkbride (MK) - Defining Hammerfell and continual support of the lore community Display Name is Already in Use (Vorians) - Assistance and comments Sload - Contributions to lore and firm guidance of the project Lutemoth - Establishing Hammerfell's visual style Noirgrim - Giving TRs start Sifonseal - Giving Daggerfall Dev the Guidance 50%
  7. Outlined Basics of Porting Oblivion to Skyrim This Guide is for Educational Purposed Only and Shows Proof that the process of Converting is Possible, While Using CUSTOM Made Content. How to Convert CUSTOM ( .Nifs) So you been browsing the Web and came across some resources you want to use, “Oh Darn!†the Tree Resource is for Oblivion. Assuming the Tree Resource is available without much discussion with the mod author, You may be lucky enough to convert the ( .Nifs) to Skyrim (Creation Engine) The only issue is, You already looked around the many different Modding Communities and Forums, But still can’t find the right information to Convert your Custom ( .Nifs) Well!! Your in Luck! This tutorial will show you the Step-By Step Process of Converting Oblivion CUSTOM ( .Nifs) to Skyrim, But before we get started make sure you have the Requirements! Double Check and make sure you have the Correct Versions as listed below or else this might fail. Please Search on Google or your preferred search engine for the Following Notes Now that you have all the correct Requirements, Let’s get started! 1. Create 2 folders on the Root of your C: Drive, (ONif) & (SNifs) -ONif – Where your Oblivion Nifs will Go. -SNif – Where your newly converted ( .Nifs) will Be. 2. Extract the skyblivion-NIFConverter to your Desktop! 3. Navigate to the skyblivion-NIFConverter folder, Hold (SHIFT) & (RIGHT CLICK) -Windows 10 users, Open PowerShell Window Here -Windows 8 users and below, Open Command Prompt (CMD) 4. Copy & Paste this line of Code into the Command Prompt\PowerShell and Press (ENTER) Once Completed you should have your Converted Skyrim ( .Nifs) in “C:\SNifs†the file size will be much smaller then the Oblivion version. This will be fixed in the Next Step 5. Use (NifModify) to update the Tangent Spaces and Bitangent Space on All Models. This Step is Very Important, Do Not Skip or Else your Models will NOT Work. 6. Now it’s time to setup (NifModify) once downloaded Extract to your desktop 7. Create 2 more folders in the Root of your C: Drive, (ModifySNif) and (ModifySNifNew) 8. Navigate to the (NifModify) folder, Hold (SHIFT) and (RIGHT CLICK) -Windows 10 users, Open PowerShell Window Here -Windows 8 users and below, Open Command Prompt (CMD) 9. Copy & Paste this line of Code into the Command Prompt\PowerShell and Press (ENTER) 10. Once Completed you should have your Converted Skyrim ( .Nifs) in “C:\ModifySNifNew†the file size will be larger Congrats You Might of Successfully Converted that Custom ( .Nifs) You Always Wanted
  8. Elder Scrolls IV Styled Rocks

    Version 1.1

    30 downloads

    Elder Scrolls IV Oblivion Remade Small Rocks ----------------------------------------------------------------------------------------------- Details ------------ A small Resource that remakes the small set of Rocks that were featured in TES4 Oblivion, Currently there are 7 available and more being remade! Instructions --------------------- There are No Textures for the Models, Use Nifscope to add one There is no .esp, Use the Creation Kit to add them Credits -------------- Feel Free to Use this Resource, All I ask is Credit & Comment
  9. [RELz] Elder Scrolls IV Styled Rocks

    File Name: Elder Scrolls IV Styled Rocks File Submitter: Daggerfall Dev File Submitted: 06 Apr 2017 File Category: Items & Resources Elder Scrolls IV Oblivion Remade Small Rocks ----------------------------------------------------------------------------------------------- Details ------------ A small Resource that remakes the small set of Rocks that were featured in TES4 Oblivion, Currently there are 7 available and more being remade! Instructions --------------------- There are No Textures for the Models, Use Nifscope to add one There is no .esp, Use the Creation Kit to add them Credits -------------- Feel Free to Use this Resource, All I ask is Credit & Comment Click here to download this file
  10. [RELz] Daggerfall Heightmap

    File Name: Daggerfall Heightmap File Submitter: Daggerfall Dev File Submitted: 04 Apr 2017 File Category: Overhauls and New Lands Allows you to Explore the Lands of High Rock & Hammerfell & Colovian Highlands, This is meant to be used as a Base Map for anyone willing to Mod! To Teleport to the worldspace type "cow Hammerfell 14 -25" Screenshots & Distant LOD by mathew1800 Modders Resource, Please give Credit Click here to download this file
  11. Daggerfall Heightmap

    Version 1.0

    34 downloads

    Allows you to Explore the Lands of High Rock & Hammerfell & Colovian Highlands, This is meant to be used as a Base Map for anyone willing to Mod! To Teleport to the worldspace type "cow Hammerfell 14 -25" Screenshots & Distant LOD by mathew1800 Modders Resource, Please give Credit
  12. This will be a Remake! Coming Soon! Currently Gathering Resources! This is not a True Port of the Original, it will be something New!
  13. I am slowly porting Hammerfell: Shadows of the Alik'r from Oblivion to Skyrim (Creation Engine) but I come across some random glitches, like Doors, Lights and containers floating across the ground or being in some random place. They're all custom models. Does this usually happen?
  14. [RELz] Dragon Bridge

    File Name: Dragon Bridge File Submitter: Arthmoor File Submitted: 03 Mar 2017 File Category: Cities, Towns & Villages A small village expansion for Dragon Bridge. Dragon Bridge always seemed like it needed something more, and it did. There was always poor Varnius Junius, who gets sent to Solitude representing the town and everything, but had nowhere to live. Plus his boss, Tasius Tragus, who was never placed into the game, but would also have just lived in the inn. The inn is not a home! Varnius and Tasius now have their own homes on the northeast side of the village, like everyone else in town. It's not much, but there just isn't enough space in the place for anything more. Tasius even has a nice terrace with a view to reflect his presumed status in town. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area. Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Steam Workshop Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install. Make sure it's active in the Data Files menu. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Dragon Bridge.esp and Dragon Bridge.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Dragon Bridge.esp and Dragon Bridge.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates. Click here to download this file
  15. Dragon Bridge

    Version 1.0.2

    52 downloads

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

    File Name: ESO Skyshards File Submitter: Arthmoor File Submitted: 08 Jan 2017 File Category: Gameplay Changes Long ago, during the second era in the time of the Planemeld, adventurers sought out whatever power they could gain to aid in their battle against Molag Bal. Among these items of power were Skyshards, presumably made available by the gods for those who were dedicated to exploring both the hidden and mundane corners of Tamriel. Not much is truly known about them, but in these trying times of dragons and civil war, the Skyshards have once again appeared for the Last Dragonborn to discover and augment his power. ESO Skyshards places several shards throughout the province of Skyrim, including Dawnguard areas and Solstheim. Much like the ones from ESO itself, once you collect 3, you will earn 1 perk point to spend as you see fit. There are 6 in each section, for a total of 66 shards amounting to 22 extra perk points. That may seem like a lot, but by the time you've found them all you'll likely be pretty high level anyway so it balances out in the end. Sorry, beyond the 3 screenshots displayed for the mod, I will not reveal the locations of all of the shards. They do not have map markers either, and there are no plans to provide any. They are located in a mix of easy areas and hard areas so they should prove to be quite a challenge to locate. This mod will go especially well with mods that expand the number of perks you can use as well as perk overhauls that expand the number of points required to obtain perks. Click here to download this file
  17. ESO Skyshards

    Version 1.0.1

    49 downloads

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

    This Heightmap features High Rock & Hammerfell along with the Colovian Highlands. Heightmap of Daggerfall This is still a (WIP) I will update it once I figure out how to import it back into L3DT without it being funky. Anyone can use this Heightmap all I ask is credit! Screenshots & Distant LOD was Generated by mathew1800
  19. Need Help, Generating ingame map

    I have a Hammerfell Heightmap and it loads fine ingame and in the CK but the ingame map is nothing but Clouds? I generated my LOD using OSCAPE
  20. Helarchen Creek

    Version 1.0.2

    70 downloads

    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.
  21. [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
  22. [RELz] Civil War Quartermasters (SSE)

    File Name: Civil War Quartermasters (SSE) File Submitter: BlackPete File Submitted: 08 Nov 2016 File Category: Miscellaneous 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. Click here to download this file
  23. Version 2.0

    60 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 1.4.2.0.8 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.
  24. [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
  25. Karthwasten

    Version 1.0.3

    68 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.
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