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  • ladyonthemoon's Whitewater Farm final and Skyrim SE   By ladyonthemoon

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    ladyonthemoon's Whitewater Farm by ladyonthemoon   This is a home for the player I made for the final exam of the CK basics course DarkRider kindly put up for us here. Thank you so much! _____oOo_____ Photos album _____oOo_____ Tip: The game has trouble "remembering" where you placed objects when you decorate your house; if you drop objects in your house and place them immediately where you want them to be and leave the house, you'll find them scattered on the floor when you come back. There is a simple fix to that glitch: drop the objects you want to place in your house on the floor, leave the house, come back into the house and place them where you want them to be. Fixed! _____oOo_____ March 3rd, 2017, Skyrim Special Edition versions: To use this mod with Skyrim Special Edition, download the file named WhitewaterfarmSE.zip and extract its content into your Data files folder, exactly as you would do for the original Skyrim. If you do not want to use the version that adds the house in Riverwood, download the file named WhitewaterfarmSE_NoRiverwoodHouse.zip. Once this done, launch the game, click on "mods" on the menu page and place it at the lowest place possible in your load order, using the "X" and arrow keys. Important: Do not use the Hearthfires patch with the Skyrim Special Edition, it's included already. _____oOo_____ June 19th, 2016, final version: Same content that was in the December 31st, 2015 version described below to which lod files have been added. Note: There will no longer be any updates to this mod, unless you experience bugs that can be fixed. Do not be shy and post a full description of them down below. Files to download: WhitewaterFarm_v3_Final.zip, WWFarmHearthfiresPatch.zip if you own Hearthfires. _____oOo_____ December 31st, 2015, new version: Note: The original version and version 2 of the mod are still available for download; this version has been replaced by the new and final version uploaded on June 19th, 2016; see above. Files to download: June 19th, 2016 update above WWFarmHearthfiresPatch.zip Installation: extract the content of the archives into your ~:\Program Files\Steam\steamapps\common\Skyrim\Data directory. Over write when windows ask for it. Launch the game, click on "Data Files" and make sure the esp is activated, use only one version of the mod at a time, the WWFarmHearthfiresPatch  is necessary if you own the Hearthfires expansion. It moves a Stone Quarry from behind the house to just outside the gate near Gerdur's house: If you install this new version in a current play through, it will take 31 in game days for the stone quarry to show at its new place. Don't worry, there's another one nearby, behind the trees between the house and the gate, if you were already using the previous version or the original version, read the notes related to these releases below. Incompatibilities: Any mod making changes to the Riverwood05 6, -12 and Wilderness 9, -1 cells. Content: As the name says, this new version adds a house in Riverwood the player will be able to buy, Eir's Rest. How does the player buy Eir's Rest? go fetch the dragonstone for Farengar and deliver it to him, go to Eir's Rest in Riverwood and pick up the note that is pinned next to the door, gather 2,000 Septims, go see the current Jarl's steward in Whiterun. In exchange for the money, the steward will give the player the key to the house and take the note. Interior: Anything else? Yes! Eirs was a hunter, she died some time ago, probably killed by bandits. Her dog, Baldwin, survived and will greet the player when he comes close to the house, eager to follow the Dragonborn during his/her adventures. Note: the dog will force greet the player only one time, the player will know the dog's name after reading Eir's journal that she left on the table outside the house, hiring Baldwin will not prevent the player from hiring another dog or animal (tested with both Meeko and Vigilance, should work with the animals added by Dawnguard). _____oOo_____ December 15th, 2015, new version: The original version of the mod is still available for download; the new version is the one named 2015DecWhitewaterFarm_v2.zip. I removed the images file. Download the file named 2015DecWhitewaterFarm_v2.zip  and read the description below before installing it. Thank you. ___oOo___ Before installing the new version:  Go into the house and empty it of all the stuff you stored in it,  Get out of the house and save the game.  Quit the game, extract the content of the archive in your data file folder, overwrite when Windows asks,  Make sure Whitewaterfarm.esp is selected in the launcher data files (it should be). After installing the new version: 1) you were using the mod and you had already bought the farm: enter the house, put back all the stuff you had removed,, open the console and enter the three following commands one after another: stopquest wwfarminitqst stopquest wwfarmpurchaseqst stopquest wwfarmupdateqst 2) you were using the mod but you hadn't bought the farm yet: You have nothing to do for now. Buy the farm, enter the house in order to complete the purchase quest and only then use the three commands detailed at point 1. 3) in both cases: I have moved the ore vein that was near the vegetable garden to another place northern in the same cell. The position of this ore vein being "baked" in your save, it will appear at its new place only after the cell has reset, about 31 in game days after you have installed the new version. You can still mine it though because it's not completely hidden by the rocks I put in its place. Also, anything you had taken in the basement or the exterior cell will respawn after 31 in game days. Main house kitchen changes: anything displaying in the kitchen now respawns, except for the empty bottles, all the barrels and sacks whether they are in the kitchen or behind the counter now respawn, once a week, on Saturday morning, Allia will spend three hours cleaning the house. (This explains why the edible contents of the house now respawn; she doesn't want your player to go hungry! ), Allia now sells food and produce from the farm. Main house living rooms changes: the furniture has been upgraded to "upper", walls have been added in order to isolate the bedroom from the rest of the house, a bookshelf has been added raising the quantity of books you can store in this house from 108 to 126. Basement: It had always bothered me that they have a fireplace but no chimney so that the smoke could get out of the place. Now they have one! I also swapped a few pieces of furniture, removed a bench and added a shelf and a small alchemy lab: Oh, I forgot, I also added an evacuation for the smoke outside, just behind the chicken house: Things that have not changed: 1) How to buy the farm (see the description below). 2) The containers that are not barrels or sacks are safe; that is to say: cupboard, dresser, end tables, wardrobe, bookshelves, personal chest. These do not respawn. 3) All the objects that display on tables, counter, shelves and so on, and are not in the kitchen, do not respawn either. Basically, the house could be divided in two parts: the first third on the left does respawn, the two other thirds do not respawn.  The next version will add a small house in Riverwood the player will be able to buy. ___oOo___ August 14th, 2015, update: reoriented the door marker outside the farm house in order to avoid the dreadful infinite loading screens. removed a useless condition applied to the update quest. minor changes outside and inside the house and basement. _____oOo_____ August 4th, 2015, update: IMPORTANT! To activate the new content, you must own the farm and enter the house. What's in this update? 1) the player will now get the "Well rested" bonus when he sleeps in the farm, instead of the simple Rested bonus. (My deepest apologies about that!) 2) the player will now get a share of the profits generated by the farm. Once a month, the player will have to talk to Allia, the old woman who tends to the farm with her husband, Bjorn, and she will give them a share of the profits (ranging from 50 to 500 Septims), beginning a month (in game time) after the player has bought the farm (a month after the mod has been updated for those who are already using it). 3) minor additions have been made to the house, decorations mostly, nothing has been moved inside; one candle horn has been removed. 4) the player can now harvest the crops for Allia and sell them to her, making them friends. Consequently, Allia and Bjorn will allow the player to take things in their home. 5) if your player is homeless, or so drunk that they cannot find their keys, there is now an invisible bed in the stables. 6) the player will be able to take water from the horse troughs (the ones on the farm territory, not the others); activating the horse trough will add one bottle of water to the player's inventory. 7) the player will also be able to get mead from the mead barrels inside the house; activating the barrel will add 5 bottles of Nord mead to the player's inventory. 8) the exterior cell has been greatly improved (according to me): new stables, additions of trees, flora, insects, bees and rework of the landscape. _____oOo_____ As it's name says, Whitewater Farm is a farm. It's fully functional and tended by an old couple of Nords, Allia and Bjorn. The current owner fled the country just after Alduin flew over his head after destroying Helgen but Allia and Bjorn decided that they would stay. Requirements: Base game only but works with Dawnguard, Hearthfires and Dragonborn as well. Incompatibilities: Any mod using Wilderness cell 9, -1. Installation: After downloading the file, extract the content of the archive into your C:\Program Files\Steam\steamapps\common\Skyrim\Data directory. Launch the game, click on "Data Files" and make sure the esp is activated. That's it! Location: Whitewater Farm is located in Whiterun hold, east of Whiterun city, near Battleborn Farm. How to get it? Like all the other player houses, Whitewater Farm can be bought, the condition being that the Jarl permits that you buy property in their hold. As far as Whiterun is concerned, you will be allowed to buy the property after you have given the Dragonstone to Farengar. To do so: go to Whitewater Farm and pick up the note that is pinned on the door, gather 10,000 Septims, go see the current Jarl's steward in Whiterun. In exchange for the money, the steward will give the player the key to the main house and take the note. What does the player buy exactly? The player buys the entire farm and all it's dependencies: buildings and animals, except for the dog. Old Boy, the dog, belongs to Allia and Bjorn and is not for hire. Allia and Bjorn live in the basement of the farm; they don't own it, the player does, but, all its content belong to the couple. Taking anything there is stealing. What about safe storage? - the main house is a safe storage in itself as it will never reset. Anything the player takes, whether it's displaying on furniture or stored in sacks, barrels, chests, cupboards, dressers, end tables, will never come back. Anything the player puts there will stay there. - the house contains three bookshelves set to contain up to 6 times 18 books. - the basement being Allia and Bjorn's home, it resets. - all the containers outside reset. What else? Old Boy Allia and Bjorn will not respawn once they have died. Can the player move with spouse and children in the farm? No. I had this in mind but, as a player myself, I felt the need for a place that would be for my character only, a place to crash and rest and heal and think and feel safe. And maybe keep stuff away from children. Great many thanks! To DarkRider and the TES Alliance team for the wonderful job they do here. To Tood Howard and his team for their efforts at making the Elder Scrolls world real, although virtual. _____oOo_____ If you have any problem with this mod, please leave a message below. If you like this mod, please, leave also a message below and rate it! Have fun in Skyrim! ladyonthemoon _____oOo_____ Note: there is another mod by the name Whitewater Farm. I recently learnt about it; it's a pure coincidence if my mod wears the same name. Here it is: http://www.nexusmods.com/skyrim/mods/60747/?  
  • Phitt's Fishtank   By Tamira

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    ========================= Phitt's Fishtank Modder's Resource ========================= By Phitt Converted for Skyrim by Tamira ========================= You can find the original files here: http://www.nexusmods.com/oblivion/mods/13542/? This is a modders resource only. A fishtank with animated fishes meant to be used as decoration in mods. Here is what you get: Fishtank 5 Fishes: Angel Fish Neon Fish Clown Fish Discus Fish Tiger Fish 6 Animations ------------------------ Additionally I added a new waterplant that I converted from a free 3d model resource. The model was made by Yughues aka Nobiax: http://www.sharecg.com/v/72374/browse/5/3D-Model/Stylish-plants ---------------------------------------- To see the fishes in action visit the Temple of Kynareth in Whiterun. There are two fishtanks I set up for demonstration purposes only (they are not perfect). People who have my New Plants demo know that I like that place ========================= Important: ========= The fishtank itself MUST be added as an activator and a water type MUST be selected, else your game will crash. I recommend to edit the HorseTrough01 for this purpose as it has already the recommended water type. Add the fishes as statics (not as movable statics!). Press the 'run havok sim' button in the CK to control the animations while modding. To make the placing of the fishes easier you can scale up the fishtank a bit (1.1). The included waterplant has to be added as a tree to show the movement, I recommend to edit the TreeClover01 like I did in the demo. ========================= Quote from the original readme by Phitt: == Modding with the fishtanks == The fishes are a bit tricky to place since the space in the fishtanks is limited and the animations are fixed. Here is a guideline on how to use the different animations, it is also recommended to have a look at my esp to get a better understanding on how to place the fishes. All animations turn to the right, except for the 'CirclesLeft' animation. So make sure there is enough room (about half of the fishtanks width) in the appropriate direction. Fast/Medium/Slow This is the standard animation in three different speeds. The fishes will swim from one end of the tank to the other and turn around there. You need to place the them at the center of the tank or they will swim out of it as they use nearly the whole length of the tank. Lazy A slow animation where the fish stops from time to time that uses only a part of the fishtank length. You have a bit more freedom using this one, but the fishes should still be close to the center. CirclesLeft The fish slowly swims a narrow circular path. Doesn't need much space. Sleeping The fish floats and stays (almost) in place. Only very minor up/down left/right movement/rotation to give it a more realistic look. You can place this animation everywhere in the tank. ================= Permissions: ================= This is a modder's resource. You may use the files in your own mods as long as you give credit to the authors and you do not charge money for it. Please link back to this resource when you use it in your mod. Do not upload to other sites. ================= Credits: ================= Phitt - Models/Textures Yughues aka Nobiax for the plant model and texture The Niftools team for giving us Nifskope. Skyfox from the Niftools team for his great tool NifUtils CG Textures
  • Ducks and Swans for Skyrim   By Tamira

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    ============================= Ducks and Swans for Skyrim ============================= This mod adds ducks and swans at lakes and ponds in Skyrim. Models and textures were originally made for Oblivion by Kaizit A big thank-you goes to Kaizit for giving me permission to convert the resource files for Skyrim and to publish them as a SKyrim resource: http://tesalliance.org/forums/index.php?/files/file/1762-ducks-and-swans-resource/ Please give Cookies to her: http://tesalliance.org/forums/index.php?/user/59113-kaizit/ ============================= These ducks and swans are not creatures, they are animated statics that move on a given path, like other critters such as bees, butterflies, pond fish and hawks. So of course they show no behaviour like attack, fly, eat, rest or the like. Their only purpose is to add to the atmosphere. You can catch and loot them like the other critters, they will respawn after 10 days, provided you don't visit that area again in the meantime. The ducks yield duck breast as food item (same attributes as pheasant breast) and can be prepared (with salt) at a cooking pot to create roast duck (same attributes as roast pheasant). The swans yield swan feathers as an ingredient (same attributes as hawk feathers). You will not find the ducks and swans at every wet corner in Skyrim. I placed them where I thought it makes sense, like shallow water and ponds, and of course not in sea water or brackish water. There are a total of 96 ducks and 36 swans all over Skyrim. ============================= New in Version 1.1: Ducklings: Replaced 16 of the 28 female ducks with a "duck family" = duck mom with ducklings. Each family has in addition a separate duckling swimming around. You can catch the separate ducklings but you will get no loot from them. Who wants to kill a cute little duckling anyway? When you catch the duck family it yields duck breast like the single ducks. You will find a duck's nest near each duck family where you can collect a duck's egg (same attributes as chicken's egg). You will find these duck families, ducklings and nests more likely in the warmer regions of Skyrim. Thanks again to Kaizit for adding the new meshes for the ducklings and duck's nests! Sounds: Added quack sounds to the female (and mom) ducks (it is said that the female ducks in RL are more talkative). Giving sounds to all ducks might have resulted in too much noise. The swans are still silent (they are also called mute swans in RL for a reason). But all of them - swans, ducks and ducklings - will now utter a shout when you catch them. Speed: Reduced the speed of all the animation paths so the movements will now be slower. ============================= Compatibility: Of course there are lots of cells touched by this mod, but as this concerns only water surfaces, this should not be a big issue. I strongly recommend to put this mod at the beginning of your load order and to load all your other mods after "ducks and swans". ============================= Credits: Kaizit for making the models and textures The Niftools team for giving us Nifskope. Skyfox from the Niftools team for his great tool NifUtils Bethesda for the TES games ============================= Permissions: You may not modify and/or re-upload this mod anywhere. THIS IS NOT A MODDERS RESOURCE ! If you want to use the models and textures, please download the resource file: http://tesalliance.org/forums/index.php?/files/file/1762-ducks-and-swans-resource/ and give credit to the authors, including a link to this resource, as is required in the readme of the resource. =================
  • Rathunas   By syscrusher

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    Rathunas is a lovely, and fairly large, town along the extreme western edge of Cyrodiil, well north of Anvil, northwest of Skingrad, and almost due west of Kvatch. It lies just on the boundary of the large area modified by the Unique Landscapes: Brena River Ravine mod, and in fact that mod is a prerequisite for Rathunas. As you can see from the screenshot, Rathunas has as many homes and businesses as some of the walled cities in the vanilla game, but it is an open-layout town with no walls or gates. Rathunas is a mining town, founded by adventurers (now retired) who cleaned the bandits out of Infested Mine and returned it to productivity. It's a peaceful and prosperous community, with charming shops and a nearby priory devoted to Kynareth, plus sheep farms, gardens, a carpentry shop, taverns, and an inn. The quiet of Rathunas is suddenly disturbed one day, and therein lies a quest that will lead the heroic player character to a major, multilevel dungeon on an adventure to restore peace and safety to the town. The story is lore-friendly and detailed, and there are multiple ways to complete many of the quest objectives. To ensure your character is sufficiently powerful, the Rathunas quest line is triggered by the player reaching a certain point in the Oblivion main quest (or by a special NPC dialog option if you are not doing the main quest), but the Rathunas mod does not modify any vanilla quest in any way. Want to see more? Watch the Teaser Trailer and Cinematic Trailer on YouTube, but know this: There is a lot more to the dungeon than what we will show you in the videos! After all these years, our team wants to give you some brand-new surprises in Cyrodiil, so we're not going to spoil that by giving away the best dungeon features in the trailer videos! https://www.youtube.com/watch?v=4tj52qR-rcM https://www.youtube.com/watch?v=j2cHMsYihlU We've worked hard to make the town, and the quest, lore-friendly and immersive. The dungeon is huge, but every single room has a purpose and a back-story, if the player cares to investigate dialog and in-game clues. You can play this as hack-and-slash, because a great deal of the NPC dialogs are optional, but this is really meant for the roleplay enthusiast who wants to think and strategize and interact with NPCs. There is a reason why this dungeon was built, why its denizens are doing what they are doing, and all of this ties into the back-story lore of the vanilla quest that triggers it. The dungeon contains hundreds of custom resources from modders' libraries, plus over one hundred custom tiles and set-pieces of my own creation. There are scripted traps, portals, gateways, puzzles, enchantments, potions, and animated objects, and some of the dungeon levels are full-custom meshes (that is, they are not tiled at all). You won't survive this dungeon by assuming it is just like the vanilla dungeons you've already explored! When you complete the quest line (yes, it's several interlocking quests), you earn the eternal gratitude of the town and a reward commensurate with the scope of the adventure. Four years in development, the Rathunas mod features over 100 voice-acted NPCs with a total of more than 3300 total lines of dialog, performed by 35 voice actors. Rathunas is being cinematically scored by a collaborative team of professional composers (you can hear samples of their work in the video trailers!). The current BETA release has temporary music in the interior spaces of the town, for testing purposes, but as of this release the final music scores are not yet completed. Two levels of the dungeon have a portion of their final music tracks included in this release. PREREQUISITES SUMMARY: (More details are in the README.txt file) Latest official patched version of Oblivion
    OBSE version 21 or later
    COBL
    Unique Landscapes - Brena River Ravine
    Strongly recommended but not required: Sound Commands
    Enhanced Music and Controls
    Wrye Bash is strongly recommended for installing the beta version. We plan to offer OMOD support later, but it is not available in this early release. BETA NOTES: This BETA release is fully playable. We are seeking player feedback on game balance and difficulty level. If you download, please track this file so you will be notified of updates (especially the music, which will be added as tracks are completed by the composers). The README.txt file is extensive and detailed. Before you install, please save yourself a lot of grief by taking a few minutes to read it. :-) This mod has been extensively tested by members of our team, but please do be aware that this is still a BETA release, not production status. It has a number of known bugs and a few incomplete features, and the main purpose of the beta release cycle is to find and fix other bugs. The two documentation files Rathunas-BUGLIST.txt and Rathunas-ISSUES.txt provide a list (unfortunately, with a few minor spoilers) of known problems. "Bugs" are problems that we expect to fix before production release. "Issues" are things we would like to fix, but in some cases they may be game-engine limitations that we are not sure we can overcome. We are still fine-tuning the game balance of battles. If you have constructive feedback on the battle difficulty, please comment (avoid spoilers if you can!). Tell us what general type of character you are playing (magic, stealth, or combat), your character's level, and where you have the difficulty slider for the game set. It is particularly useful if you can compare the difficulty of a Rathunas battle to those of other dungeons your character has explored at his or her current level. Just saying "The battle with ___ is too hard/too easy" doesn't help much, because we need a framework for comparison. If you find a bug that stalls one of the Rathunas quests, don't give up hope! Contact me (Syscrusher) by private message on TES Nexus or TES Alliance. I can provide console workarounds for almost any situation. PERMISSIONS: Please see the "Perms" link above for permissions and credits. Do NOT upload this mod to other sites without permission.