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  1. Dawnstar has always been described as a large port city with a lot of activity. What was presented in the game didn't quite do it justice, but until recently putting one's finger on why wasn't so easy. As it turns out, Dawnstar was run by cruel heartless nobles! The miners were condemned to live out their lives neck deep in grime in the mines. Well no more! Now these poor miners have homes like everyone else, and in the process Dawnstar feels more like that larger port city we've been told about too. With six extra homes in it, that shouldn't be much of a surprise. Plus the miners will now go home to sleep, and visit the inn after their shifts are up too. So there will be some of that missing activity now too.
    * Each NPC now has their own home.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees, that account for the changes.
    My Patreon Page:

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  2. 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.




  3. 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.




  4. Griselda, the Morthal Trader
    March 3rd, 2017, Skyrim Special Edition version:
    To use this mod with Skyrim Special Edition, download the file named and extract its content into your Data files folder, exactly as you would do for the original Skyrim.
    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.
    Dawnguard, Hearthfires, Dragonborn. ---ooOoo---
    There is now a trader in Morthal! Meet Griselda The Freckled:

    Griselda is a general goods trader; she sells and buy a bit of everything.
    The Hearthfire version will allow the player to buy building materials and other items added by the expansion:
    children's apparel and toys, beverages, raw food, glass, goat horns, hinge (6, do not respawn), iron fittings (3, do not respawn), locks (3, do not respawn), straw, corundom ingots (5, do not respawn), iron ingots (9, three respawn). Schedule:
    her store opens from 10am to 6 pm (10:00 h to 18:00 h); at 6 pm she relaxes upstairs outside, reading, eating a bit, making potions. at 8 pm, she goes to the inn where she eats and drinks until 11 pm, she sleeps from midnight to 8 am, she has her breakfast from 8 to 10 am. She doesn't want to be disturbed when she is at home and it's not working time. The locks on her doors are set "adept" and are levelled; the keys are in her pocket alongside the keys that open her personal chest and strongbox.
    Griselda is "protected" so that she doesn't die from random vampires or dragons attacks; only the player can kill her, and she is "pc level" x 1,1 uncapped. Her weapons are iron or steel enchanted daggers.
    If the player is a member of the Thieves Guild, they could be sent to her for a "numbers job" quest. Nothing for the Dark Brotherhood though.
    Installation and removal:
    1) You are not already using a previous version:
    extract the content of the archive in your "~:\Steam\steamapps\common\Skyrim\Data" directory and make sure the mod is selected in the "Data files" of the launcher, 2) You were already using a previous version and you plan on using this new version with a save you made while you were using the previous version:
    remove both the .esp and .bsa files that are in your "~:\Steam\steamapps\common\Skyrim\Data" directory, launch the game and load your save, click on "OK" when the game informs you that there's something missing in your save, save your game and quit, extract the content of the new version archive in your "~:\Steam\steamapps\common\Skyrim\Data" directory and make sure the mod is selected in the "Data files" of the launcher, launch the game and load the save you made. Removal is not really an option, but if you really want to get rid of this mod:
    remove both the .esp and .bsa files that are in your "~:\Steam\steamapps\common\Skyrim\Data" directory. Incompatibilities:
    Any other mod that tempers with the cell "MorthalExterior03".
    The Skyrim Special Edition version is compatible with the mod Hold Capitals: Morthal by LordCurse.
    Great many thanks to Bethesda Softworks for creating this amazing game!




    While I was partly working on an 'overhaul' for Winterhold, 'SoldierofWar' entered the mod scene with the mod; The Great City of Winterhold.
    His idea was to rebuild the surroundings of Winterhold to show some proof of the city's great history. He raised the walls and clad the falling terrain down to the sea level with "chunks of walls".
    I took care of the city area and hired a lot of workers, carpenters and smiths to join in and start a rebuild of Winterhold.
    All new NPCs have daily routines like visiting the inn, eating outside of their workinggrounds, standing guard,  hammering on the walls and 'patroling'
    Some new guards are placed on the city walls.
    This is also based on the Tropical Skyrim idea by Soolie.
    Thanks to Bethesda Softworks for creating wonderous games
    Thanks to my friends on the nexusmods
    Thanks to my "new" friends here on TESA




  6. 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.




  7. 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.




  8. 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.




  9. 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.




  10. Congratulation on your recent marriage! Your spouse has a plan though. They would like to keep from going mentally insane from boredom while you're gone for weeks on end adventuring in strange lands. So they've informed you they'll be setting up a shop to keep busy while you're away. Except for one small detail. They want to do so from your shared abode. Does this really make sense? Should your spouse be putting the family home at risk in such a manner? No! They certainly should not. Every major city where you can buy a house has a market area that should have enough space to accommodate a small trading stall to serve this purpose. The only difference is that your spouse will not offer to buy, sell, or let you invest when they are not at the stand.

    So this mod will do exactly that. Now your spouse will operate a store from the market area in the city you are currently living in. Your spouse will man this stall during the normal daylight hours, then return home at night. You can come and collect your profits at any time just like normal. Yes, even though it's a bit daft, this will work for the Hearthfire houses as well since Bethesda made no provisions for turning off the shop functions when living in a Hearthfire home. If you have Thirteen Oranges' Laintar Dale and/or Oakwood installed, the market stand will be set up next to one of these locations instead since the two villages are close enough to be within walking distance of the houses in The Pale and Falkreath.

    As an added bonus, the shop will relocate with you if you move to a new city and there will be a chest at the stall that you can add items to in order to have them "sold" to the general public. The chest will be emptied out each day to simulate having sold the goods, and a varied amount of gold will be added to the standard marriage profits you can collect from your spouse. This provides not only a cool way to make some extra cash, but also to trim down your junk inventory in a somewhat more realistic way.

    If you choose to move into your spouse's original house (wherever that may be) then they will not operate a stand even if it's in one of the supported locations. Bethesda's spouse setup does not support this and I do not have any intention on editing the marriage quest to change this. Your spouse will almost certainly have an AI routine to follow when living in their house anyway. You will not have access to the chest to deposit your unwanted junk in while you are choosing to live in their home.

    Assuming certain conditions are met in mod added homes, this could also provide a means for allowing the spouse to run a shop from a mod added house.

    Installation Requirements

    Official Skyrim patch or greater.
    Official Hearthfire DLC.


    1 comment


  11. During the time of the Oblivion Crisis, it was said that Skyrim was hit especially hard by the Daedric invasion. Yet, a mere 200 years later there isn't a single sign of this event ever having happened anywhere. Such a monumental event in history would surely have left its mark, especially in the cities. When Martin Septim made the ultimate sacrifice to seal the barriers to Oblivion forever, this did not remove the structural components that would be left behind by suddenly having the dimensional gateway closed down without warning. While logic may suggest that the citizens of Skyrim would have done all they could to be rid of these menaces, I don't believe this would have been a top priority. Some might even have left them standing as a reminder of what almost was.

    This mod's purpose is simple and to the point. Each of the 5 major hold capitols has an Oblivion Gate either inside or near it. They are merely for decoration and will not be made functional in any way. They're simply there to add back the missing atmosphere that Bethesda left out. An homage to Oblivion (the game) if you will. It also serves as a token bit of my Open Cities mod that at least I can still enjoy even if Patch 1.9 has denied me my major work.

    As a complement to this mod, get MCR's excellent "Oblivion Gates" ( which places several gates using the same resources all over Skyrim and parts of the Dawnguard DLC too.


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  12. Disappointed that Whiterun looks terribly barren in Tropical Skyrim? Can't use your existing Whiterun improvement mod? Paradise City aims to solve that problem.

    The Backstory
    It's no secret that Tropical Skyrim has become my favorite full-on environmental alteration mod, as I'm more at home in a warmer climate. That mod may have given the gameworld an entirely new and refreshing world to explore in, but stepping into Whiterun... the town looks barren and dry, being baked slowly under the unforgiving sun.

    At first I tried using mods such as Beautiful Whiterun to improve the place visually, but because TS replaced most of the vanilla flora, the result is a disorganized mess. So I fired up CK to create an entirely new town revamp intended for TS.

    The result is a verdant Whiterun that makes best use of soolie's mod, including custom flora resources created by Vurt, Tamira and GKB that came with it.

    While editing the mod, great care has been taken to ensure that Paradise City does not interfere with NPC routines and markers, dragon landing zones, or disrupt quests such as the military assault on the town. I have also made sure the mod is clean by using TES5edit for quality control and stability.

    What does this mod add?
    Custom-made replacer trees and flora that came with TS, sited in places where vegetation is needed.
    Extra lighting for pathways, guard posts, vending stands, arches, doors, homes, and others for better visibility at night. This also makes thievery and assassination work a bit more challenging.
    More benches and chairs at certain areas (i.e. the marketplace, guard posts), some furniture, a couple of cooking spits, barrels and others.
    To add more life to Paradise City, insect respawn points have been placed.

    As tested, this mod is compatible with mods such as:
    Breezehome Fully Upgradable
    Inconsequential NPCs
    Sexy Whiterun v3 (texture pack)
    Chris2012s Whiterun HQ Texture Pack (texture pack)
    Ewis Alternative Rock Textures 2k for Tropical Skyrim (texture pack)

    Some mods that add or modify Whiterun, such as large buildings, houses or other structures, may cause clipping or collision with trees. Please inform me of such incompatibilities.
    Low-performance/older PCs or laptops may experience considerable framerate drops due to the added vegetation.
    The mod will work with vanilla Skyrim (sans TS), but without the full tropical effect, just pines and ferns.

    NMM Installation -- download, add the mod and install.
    Manual Installation -- open the 7zip archive, open the Data folder, then click-and-drag the .ESP into the Skyrim Data folder. Activate using any mod manager such as Wrye Bash.

    NMM Uninstallation -- deactivate, then remove the mod.
    Manual Uninstallation -- deactivate in any mod manager, then go to the Skyrim Data folder and delete TS_Whiterun_Paradise_City.esp

    Version 1.2
    Expanded on an unused corner on the west side -- designated as the Vagabond's Corner -- by adding a small shelter and a bed.
    Added an altar and a trellis at the northwest corner of the city -- called the Dibella Garden.
    Did considerable lighting optimization work for the sake of performance and to eliminate flicker; had to remove some lights, adjusted vanilla lighting, and added others.
    Added small details to the city Marketplace.
    Added larger trees to Whiterun exterior for better detail (i.e. can now see trees inside the city from the outside).

    Version 1.0rc
    Added trees, plants and other flora.
    Added insect respawns.
    Added extra benches and other furniture.
    Added extra street lights and door lamps for individual homes.
    Checked and cleaned with TES5edit.

    I would like to thank the following modders for their works:
    soolie (Tropical Skyrim)
    GKB (trees and plants, included in TS)
    Tamira (trees and plants, included in TS)
    Vurt (trees and plants, included in TS)

    This mod (the .ESP file) is exclusively released for both Nexus and TES Alliance. Any alteration to the mod requires my express permission, but redistribution/upload to other sites are prohibited.




  13. Explore the ruins of a once great hold

    The Great Collapse is not presented well visually in-game. Winterhold is merely another small village, with a few damaged and abandoned houses. Yet the history of the hold tells you that this was once a major city in Skyrim that attracted travelers from across Tamriel. This mod expands the ruins to match the lore by adding several new buildings, a small (but neglected) market place and the remains of a great wall complete with gates.
    The story of the Great Collapse is now easily seen. The remains of the old hold lie empty and dead, scattered across the cliff face and shoreline. But that's not all. The mod also adds a large underground area, with enemies balanced to be challenging for a level 30 and above character. Defeat the powerful elite guards that still linger there and the mages that live there and claim this entombed portion of the city as your own. Once cleared it will work as a player home with plenty of storage space and all the tools for your crafting needs. I tried to be as lore friendly as possible.

    In order to enjoy an increased ferocity from the Elite Guards in the Hall and underground city, please use Duel - Combat Realism

    I want to thank:
    Phaota for all of his wonderful help and support.
    clickok80 for the necessary name change.
    Artifex0 for the werewolf torso.
    dogtown1 for the wonderful werewolf.
    Darkrder for the paintings
    Rex1029 for the teleport spell and all his patience when my script failed.
    Wauthan: for the description enhancement.
    And anyone in the Nexus community that gave advice and tried to help.




  14. Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time.
    Patches In The Patch Archive
    CL Cities - Whiterun: Adjusts navmesh data and makes copies of objects from CL Whiterun into the open worldspace.
    Skyrim Sewers 4: Provides access to the sewer areas from the open city spaces.
    Drinking Fountains of Skyrim: Copies the drinking fountain objects into the open city spaces. Patch written by Hanaisse.


    1 comment


  15. Antiscamp's
    Version 0.4 Beta

    For Skyrim

    Your Uncle has recently passed away and you have inherited his house in Primby. This is a small trading and farming village between Riften and Windhelm, perched safely on a cliff overlooking the marshlands to the north. Here you'll find all the usual services, like a smith, a trader and an alchemist. There's also a tavern here. The village is inhabited by NPC's and farm animals.

    Find the key to your new home in the barrel by the door. The house is nicely decorated and there's storage space there for your loot.

    The purpose of the mod is to create a village of the size of Riverwood that looks vanilla and could have had a place in the main game. It's all supposed to fit right into the world of Skyrim. My own personal goal with Primby is to learn the CK tools and familiarize myself with the modding of the game. Go easy on me, since this is my first mod for this game. There are future plans for this; I will expand the village and I will make the things already in it work even better.



    Place the PrimbyTown.esp and the folders in your Skyrim/Data folder. Merge where asked, and check that the .esp is marked in the Skyrim Launcher. Find Primby village on the map on the road between Riften and Windhelm. You can't fast-travel there the first time. You need to go on foot, so just take the road north from Riften, or south from Windhelm.


    Be sure to take out all your stored good in the containers in the Player House. OTHERWISE THEY'LL DISAPPEAR WHEN UPDATING! Before installing the new file, go to Primby and take the goods with you. Leave Primby and save the game. Install the new file, and then go back to Primby.


    This is a Beta! You're bound to excperience glitches, weirdness and bugs. Please report these to me as soon as possible to help in the development of this mod. TAKE PRECAUTIONS. Always backup your saved games before running a new mod.

    The following bugs are things I can't do anything about, but Bethesda are reportedly working on both:

    1. THE NAVMESH BUG. Every time you leave Primby village and travel away, when you return, the NavMesh will have disappeared and all the NPC's will have reverted to the vanilla NavMesh. This is irritating and looks bad. You'll have NPC's not wandering on the streets anymore and guards glitching through floors and that kind of stuff. The only known solution right now is to entirely quit and reload Skyrim. This will reset the NavMesh. Companions WILL follow you anywhere in the village, but will glitch when the NavMesh bug kicks in after the second visit within one game.

    2. THE GREY FACE TEXTURE BUG. Some NPC's will have weird-looking face coloration. Again, this is a bug with the CK and not on my, or your, end. Bethesda are working on both of these, and we'll hopefully see a patch soon.

    3. FLOATING GRASS. If you experience grass hovering above the ground inside Primby Village, you're one of those who have encountered a specific bug that does this. It seems to strike some players, while others, like myself, don't have it. The workaround is this: Open up both Skyrim.ini AND SkyrimPrefs.ini and at the bottom of the [Grass] section add/alter this: bAllowLoadGrass=0, bAllowCreateGrass=1, bDrawShaderGrass=1 Then, in the skyrim installion folder open SkyrimEditor.ini and at the bottom of the [Grass] section add: bAllowCreateGrass=1, bAllowLoadGrass=0. Source:


    If you liked Primby Village and would like to see more of what I do in Skyrim, check out my Frontier Development Blog ( I have some pretty cool stuff in the works. I've been modding the Elder Scrolls Series since 2005, and my greatest days are yet to come. Please, do leave comments, endorsements and votes on my pages. Stuff like that keep modders going. Have fun!


    0.1 Initial Release February 19, 2012

    0.2 February 25, 2012

    - Expanded the Fort. Outside and inside.
    - Created five more NPC's in the village.
    - More features added to the Player House.
    - Retextured and created the Griffin Banner.
    - Reuniformed all the guards.
    - Cleared some grass here and there.
    - Made ownership on the smith's chest.

    0.3 February 29, 2012

    - Added Sugardaddy's Bakery (do read his book on the table by the bed!).
    - Created a Governor's Quarters in the other Fort Tower.
    - Created an interior Griffin Banner.
    - Many new NPC's have been added. The Governor and Sugardaddy, among others.
    - Added more guards; Primby Sharpshooters, manning the fort walls.
    - The merchant doors now lock at night.
    - If you commit a crime and are caught, the guards will now send you to prison in Windhelm.
    - The guards will now talk about arrows in knees and lolligaggin', like they should.
    - Locked the Smith's chest.
    - Updated the "History of Primby" book.
    - Fixed several other small glitches, did corrections and tweaks.

    0.4 March 3, 2012

    - Created a farm at the end of the village. Interior and Exterior as well as NPC's.
    - Created a Shrine to Dibella.
    - Beautified the back of the village, with a view towards the marshlands in the north.
    - Created Dragon markers where Dragons land when attacking Primby.
    - Sanadara and the Jailor now speak again.
    - Helda now sings and plays properly at the tavern at night.
    - There is now an Enchanter in the Alchemist's Shop too.
    - Fixed issue with bounties for Windhelm and Eastmarch.
    - Fixed several NavMesh issues throughout the village.
    - Did numerous minor corrections; moving rocks, levelling ground and such.

    Antiscamp (, Feb-Mar, 2012





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