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189 files

  1. Ragna-Rok's Skull-Bow

    Hey there, and welcome to my mod
     
    "Ragna-Rok's Skull-Bow" is my second modded bow. Craftable, temperable and enchantable, to be found under the orcish smithing section, as usual. Lore friendly and balanced, no god stuff here. A little heavier and needs different ingredients than a regular orcish bow, but for that deals damage close to the ebony tier. It is a slightly modified version of my Blood-Bow that couldnt be done by a retexture since the bloody- and regular-bones have different built texturesfiles.
     
    Have some fun
     
    How to install: well, I am pretty sure you folks know that... anyhow. Open the rar-file, and simply put the stuff in the rar-file in your skyrim directory, so that the stuff I put in "Data" goes in your "Skyrim / Data" folder. Then go to the launcher, "Data Files", and check "Ragna-Rok Skull-Bow".
     
     
    Custom meshes and textures ensure this mod works with any other mod you might run, so basically... changed your regular orcish textures? Works. Modified any regular orc-stuff in your game? Works. You even went so far to erase all your orc-stuff from your game? How could you! ... still, works.
     
    And if you liked this stuff, I'm always happy about cookies, nachos or nice comments or stuff like that
     
    Permissions: Permission to use this mod granted to PunkN from TESAlliance for a halloween-themed-mod. Happy to help out As long as I get credits for contributing the "Skull-Bow" mentioning "Ragna_Rok from TESAlliance" in your mods description and as long as you send me a link by pm to your mod once youre finished with your project so that I can play it myself were cool. Cheers fellow modder
     

    75 downloads

       (0 reviews)

    0 comments

    Updated

  2. V Dining Set

    V Dining Set
    Author: Victoria VII
    Date: 6-12-2014
    Game: TesV Skyrim
    Description
    Dining Set resource. Chair, table conversion and new UVs and textures. A rug included.
    Notes
    Converted these awesome models for some of my character's background locations and thought to share.
    New textures and the UVs are also remade. The design is a bit modern but it integrates well enough with a tropical environment, I've textured accordingly.
    Done the collision and the chair is furniture ready.
    Shortened the chair mesh a bit.
    Included a rug.
    Permission
    Strictly NON COMMERCIAL.
    If you want to use or modify any part of this content for include it in your release:
    your release must be NON COMMERCIAL (no money involved or any form of payment). you must clearly state that you are sharing strictly for NON COMMERCIAL USE (no money involved or any form of payment). Do not re-upload.
    Awesome meshes by JBJDesigns, HERE the Usage Rights. NON COMMERCIAL THIS TOO!
    THANKS to JBJDesigns for the beautiful models and for sharing them.

    329 downloads

       (0 reviews)

    2 comments

    Updated

  3. Bunny Toys

    Bunny Toys
     
        Name: Bunnytoys
    Version: 1.0
    Date: 09/05/2015
    Category: Modders resource
    Requirements: Skyrim
    Author: Garnet
     
    New toys for your children.
    There are two types of bunnies, no ESP included.
     
     
    Credits
    =======
    -Bunny01 is a freeware model from http://archibase.co/download/9ec2a135.html, slightly remodeled to get a lowpoly mesh.
    -Mighty Joe Young for the bunny02 http://www.nexusmods.com/skyrim/mods/27747/?
    -Bethesda
     
    Tools Used
    ==========
    Blender
    NIFSkope
    Photoshop
    Creation Kit
    NIFUtilsSuite by Skyfox (blessed by the Nine Divines)
     
    Contact
    =======
    PM to Garnet18 here or at Nexus.
     
     
    Licensing/Legal
    ===============
     
    You may not change this mod and redistribute it without my permission.
    You can freely use the resources of this mod. A credit would be appreciated.
    Users can not use my assets in any mods/files that are being sold, for money, on Steam Workshop or other platforms

    100 downloads

       (0 reviews)

    1 comment

    Updated

  4. [Skyrim] [Skyrim SE] Whitewater Farm and Eir's Rest

    This is homes 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!
    This mod adds two houses for the player to buy:
    Whitewater Farm, located in Whiterun hold, east of Whiterun city, near Battleborn Farm, Eir's Rest, a small house situated in Riverwood, behind the Sleeping Giant Inn. -------oOo-------
    Permissions:
    No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification.
    -------oOo-------
    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. 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" key and the up and down arrows.
    -------oOo-------
    Requirements:
    Dawnguard Hearthfires Dragonborn 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. Consoles Versions:
    There will not be consoles versions of this mod.
    Incompatibilities:
    1) Any mod making changes to the following cells:
         - Tamriel (9, -1), Whitewater Farm's main cell,
         - Tamriel (8, -1), Tamriel (9, 0) and Tamriel (10, -1): navmesh modified after finalisation of the main cell's one,
         - Tamriel (9, -2): navmesh modified after finalisation of the main cell's one and repositioning of a lavender bush.
         - Riverwood05 (6, -12). Eir's Rest main cell,
         - Riverwood04 (5, -12), landscape and navmesh modified after finalisation of the main cell' one,
         - Riverwood03 (6, -11), navmesh modified after finalisation of the main cell's one.
    2) Do not use with any mod that makes changes to Riverwood as a whole.
    Can the player move with spouse and children in the houses?
    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.
    -------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-------
    I - Whitewater Farm:
    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.

    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. once a week, on Saturday morning, Allia will spend three hours cleaning the house. Allia sells food and produce from the farm, once a month, beginning one month after the player bought the farm, talk to Allia, ask her how the farm is doing and she'll give the player their share of the profits the farm generated. -------oOo-------
    II - Eir's Rest:
    Eir's Rest is a small house situated in Riverwood, behind the Sleeping Giant Inn.

    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.





    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, all the containers outside reset. 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 still allow the player to hire another dog or animal (tested with both Meeko and Vigilance, should work with the animals added by Dawnguard), the player can ask the dog to do things for him but you cannot have him attack people he likes.













    If you asked him to wait for you:

    -------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!
    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-------
    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/?

    162 downloads

       (0 reviews)

    5 comments

    Updated

  5. [Skyrim] [Skyrim SE] Ring of the Pathfinder

    Ring of the Pathfinder speculates that the compass being visible is due to the player wearing a magical ring, the Ring of the Pathfinder. Removing the ring from the player's finger will make the compass disappear.
    -----oOo-----
    Permissions:
    No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification.
    -----oOo-----
    1) On first use of this mod, a ring, the Ring of the Pathfinder, will be automatically added and equipped to your player and a letter from the player's aunt will be added to their inventory.





    2) Unequip the ring and the compass will disappear.


    3) Equip the ring and the compass will reappear.
    4) Lose or sell the ring and the compass will disappear forever.
    I hope you'll like it!
    ---ooOoo---
    Installation and removal:
    if you are playing the original version of Skyrim, download "RingOfThePathfinder.zip" and extract its content into your Data directory, if you are playing Skyrim Special Edition, download "RingOfThePathfinderSE.zip" and extract its content into your Data directory. If you want to get it of this mod after playing with it and saving your game, EQUIP THE RING BEFORE REMOVING THE MOD.
    I know that this is unusual but if your player is not wearing the ring when you remove the mod, you will lose the compass, forever; there is no available console command that could fix that. The ring not being enchanted, there is no risk in doing that.
    Consoles Versions:
    There will not be consoles versions of this mod.
    Thanks:
    Great many thanks to Bethesda Game Studios for creating this amazing game!

    57 downloads

       (0 reviews)

    0 comments

    Updated

  6. [Skyrim] [Skyrim SE] My Own Alternate Start

    This mod, as its name suggests, is an alternate start. You will be able to start the game on five different places, at the borders of Skyrim.
    -----oOo-----
    Permissions:
    No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification.
    -----oOo-----
    With this mod you will be able to start the game:
    from Cyrodiil, from Hammerfell, from High Rock, from Morrowind (South and North). According to your choice, your player will be teleported near the border from where they are coming.






    Helgen:




    Hadvar and Ralof:


    -----oOo-----
    Notes:
    Helgen has been destroyed and looks exactly like it should after Alduin's attack if you had played the vanilla beginning, Nobody will mention the presence of the player in Helgen (unless I've overlooked something, of course), Hadvar has been moved to Castle Dour, near General Tullius; he will be disabled at some point during the civil war campaign, Ralof has been moved to the Palace of the Kings in Windhelm, near Ulfric Stormcloak; he will be disabled at some point during the civil war campaign. Starting the main and civil war quest lines:
    Your player will not witness the attack on Helgen but starting the main quest line and the civil war will always be possible. If you haven't visited Helgen yet, you'll have to bribe the guard so that he allows you to enter Whiterun and Jarl Balgruuf will not have proper lines for you. To start the main quest, you'll have to discover Helgen first. Once this done, go visit Jarl Balgruuf in Whiterun. The usual scene will not start, approach the Jarl and tell him that you want to help him dealing with the dragon problem.







    to start the Civil War quest line, simply go to Solitude or Windhelm and enlist there, as usual. if you start the Civil War quest line before the main quest line, you'll have to discover Helgen. A quest will launch to that effect when you bring the "Message to Whiterun" to Jarl Balgruuf. Requirements:
    Dawnguard, Hearthfires, Dragonborn. Incompatibilities:
    Use only one alternate start.
    Do not use with other mods that modify the following quests:
    MQ101 "Unbound", MQ102 "Before the Storm", CW03 "Message to Whiterun". Do not use with other mods that modify the following cells:
    HelgenKeep01, WindhelmPalaceOfTheKings, SolitudeCastleDour, Wilderness 6, -29, HelgenExterior02 (4, -20), Wilderness 42, 9, Wilderness 51, -28, Wilderness -41, 24, Wilderness -13, -25. Starting Dawnguard:
    no changes. Starting Hearthfires:
    no changes. Starting Dragonborn:
    to start Dragonborn you'll have to start the main quest (see above). Installation and removal:
    if you are playing the original version of Skyrim, download "MyOwnAlternateStart.zip" and extract its content into your Data directory, if you are playing Skyrim Special Edition, download "MyOwnAlternateStartSE.zip" and extract its content into your Data directory. Deinstalling this mod is probably not safe at all!
    Consoles Versions:
    There will not be consoles versions of this mod.
    Thanks:
    Great many thanks to Bethesda Game Studios for creating this amazing game!
    Great many thanks to TES Alliance for allowing us to share our creations on their web site!

    383 downloads

       (1 review)

    26 comments

    Updated

  7. [Skyrim] [Skyrim SE] Lunar Forge Weapons

    This mod is another attempt at completing the unfinished job and bringing the Lunar Forge weapons into the game.
    _______oOo_______
    Lunar Forge Weapons
    for Skyrim and Skyrim Special Edition
    by ladyonthemoon
    -----oOo-----
    Permissions:
    No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification.
    -----oOo-----
    Introduction:
    The Lunar Forge is situated at the top of the Silent Moons ruins, North-West of Whiterun:

    During the day, this forge can be used to make any weapon you can make at any other ordinary forge:

    At night, between 9 pm and 5 am, things are different. On the nearby workbench, you'll find a book that describes the effects the forge applies to weapons made, and used, during the night, "when the moons are out":


    The Lunar Forge enchantment:
    As described in the book, the Lunar Forge enchantment absorbs a (relatively) small amount of health from the target. This enchantment is levelled: 10, 20 or 30 points during 3 seconds per hit. The enchantment being apparently given by the Moons themselves, it cannot be learnt. For the same reason, the weapons never need to be refilled; their charge is constant. Crafting the weapons:
    The level of enchantment applied to the weapons depend on the player's level at smithing:
    under 30, you'll make weapons that absorb 10 points of health from the target during 3 seconds, between 30 and under 60, you'll make weapons that absorb 20 points of health from the target during 3 seconds, from level 60, you'll make weapons that absorb 30 points of health from the target during 3 seconds. Examples in images, using war hammers (the same apply to the other weapons, of course):






    Improving the weapons:
    The weapons made can be improved at any sharpening wheel, even if you don't have the Arcane perk. Examples in images, using war hammers (the same apply to the other weapons, of course):






    Pros and cons of using these weapons:
    It's up to you to decide which is a "pro" or a "con":
    the weapons can be made at the Lunar Forge only, between 9 pm and 5 am, any day, the enchantment apply to iron and steel weapons, one handed and two handed; bows excepted, the enchantment cannot be learned at an enchanting table and applied to other weapons (the reason is that this enchantment is added by the moons and exists outside the scope of scholarly knowledge), the enchantments are constant: no need to use soul gems to recharge the weapons, the enchantment works at night between 9 pm and 5 am. The weapons created are lighter and faster than their counterparts. Comparison:
    Iron weapons:
    Iron Battleaxe: weight 20, speed 0.7, Lunar Forge Iron Battleaxe: weight 18, speed 0.8, Iron Dagger: weight 2, speed 1.3, Lunar Forge Iron Dagger; weight 1.5, speed 1.4, Iron Great Sword: weight 16, speed 0.7, Lunar Forge Iron Great Sword: weight 14, speed 0.9, Iron Mace: weight 13, speed 0.8, Lunar Forge Iron Mace: weight 12, speed 0.9, Iron Sword: weight 9, speed 1.0, Lunar Forge Iron Sword: weight 8, speed 1.1, Iron War Axe: weight 11, speed 0.9, Lunar Forge Iron War Axe: weight 10, speed 1.0, Iron War Hammer: weight 24, speed 0.6, Lunar Forge Iron War Hammer: weight 22, speed 0.7. Steel weapons:
    Steel Battleaxe: weight 21, speed 0.7, Lunar Forge Steel Battleaxe: weight 19, speed 0.9, Steel Dagger: weight 2.5, speed 1.3, Lunar Forge Steel Dagger; weight 2.0, speed 1.3, (speed unchanged) Steel Great Sword: weight 17, speed 0.7, Lunar Forge Steel Great Sword: weight 15, speed 0.9, Steel Mace: weight 14, speed 0.8, Lunar Forge Steel Mace: weight 13, speed 0.9, Steel Sword: weight 10, speed 1.0, Lunar Forge Steel Sword: weight 9, speed 1.1, Steel War Axe: weight 12, speed 0.9, Lunar Forge Steel War Axe: weight 11, speed 0.9, (speed unchanged) Steel War Hammer: weight 25, speed 0.6, Lunar Forge Steel War Hammer: weight 23, speed 0.7. Side notes:
    I added a tanning rack near the forge; it had always bugged me that there was no tanning rack there. The vanilla broken Lunar Forge weapons that were laying around near the forge and inside the ruins have been disabled and replaced by new ones. Incompatibilities:
    Any other mod that handles the Lunar Forge weapons or modifies the place.
    Installation:
    if you are using this mod with Skyrim Special Edition, download the "LunarForgeWeaponsSE.zip", if you are using this mod with Skyrim, download the "ladyonthemoonsLunarForgeWeapons.zip", and extract the content of the archive into C:\Program Files\Steam\steamapps\common\Skyrim\Data. Launch the game and make sure the esp is selected in the launcher "Data Files".
    Enjoy!
    Consoles Versions:
    There will not be consoles versions of this mod.
    Thanks:
    I'll never thank Bethesda Game Studios enough for their marvellous games!

    109 downloads

       (0 reviews)

    5 comments

    Updated

  8. [Skyrim] [Skyrim SE] Griselda, the Morthal Trader

    There is now a trader in Morthal! Meet Griselda The Freckled!
    -----oOo-----
    Permissions:
    No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification.
    -----oOo-----

    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.
    Requirements:
    Dawnguard, Hearthfires, Dragonborn. Installation and removal:
    if you are playing the original version of Skyrim, download "GriseldaTheMorthalTrader.zip" and extract its content into your Data directory, if you are playing Skyrim Special Edition, download "GriseldaTheMorthalTraderSE.zip" and extract its content into your Data directory. To remove the mod, just delete the esp you installed in your Data directory.
    Consoles Versions:
    There will not be consoles versions of this mod.
    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.
    Thanks:
    Great many thanks to Bethesda Game Studios for creating this amazing game!

    63 downloads

       (0 reviews)

    0 comments

    Updated

  9. [Skyrim] [Skyrim SE] Drain Vitality Shout Display Fix

    Content:
    This mod fixes the well known issue where learning the Drain Vitality word(s) before learning the three Marked For Death words of power adds a new shout named Drain Vitality and containing the words that belong to Marked for Death.
    -----oOo-----
    Permissions:
    No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification.
    -----oOo-----
    How to use:
    Use in a new game or in a game where your player has not learnt any Marked For Death or Drain Vitality words of power, or at least if you have Marked For Death and/or Drain Vitality words but do not have the extra shout in your inventory.
    Enjoy!
    Images:


    Installation:
    Download the zip file and extract it to "Steam\steamapps\common\Skyrim\Data" and enable it in the mods page for the Special Edition and in the launcher for the original edition.
    Consoles Versions:
    There will not be consoles versions of this mod.
    Thanks:
    Great many thanks to Bethesda Game Studios for creating this marvellous game!

    34 downloads

       (0 reviews)

    0 comments

    Updated

  10. [Skyrim] [Skyrim SE] Dragons At Start

    Dragons at Start enables the dragons interactions in the world, including their presence at the word walls. Originally, Alduin attacks and destroys Helgen and it's over; you will never see a dragon before the player completes the "Dragon Rising" and kills their first dragon at the Western Watchtower.
    -----oOo-----
    Permissions:
    No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification.
    -----oOo-----
    Content:
    This mod is best used if you do not want to start the main quest right away or are using an alternate start. If you plan on playing the game normally, it will be of no use to you; you may not notice what it does at all.
    With this mod dragons will fly by or attack people, creatures, settlements and the player on a regular basis (generally three in game days between attacks) and guard the word walls before the player has completed the "Dragon Rising" quest.
    Dialogue topics that mention the player being dragonborn have been delayed so that they do not happen before the player has completed "Dragon Rising".
    Note:
    This mod doesn't modify any vanilla quest, script or cells whether interior or exterior.
    Installation and removal:
    if you are playing the original version of Skyrim, download "DragonsAtStart.zip" and extract its content into your Data directory, if you are playing Skyrim Special Edition, download "DragonsAtStartSE.zip" and extract its content into your Data directory. Removing this mod is possible but the new values may be stored into your saves and the dragons still be active before the player completes "Dragon Rising". If you want to do so, remove DragonsAtStart.esp or DragonsAtStartSE.esp and from the Data directory.
    Consoles Versions:
    There will not be consoles versions of this mod.
    Thanks:
    Great many thanks to Bethesda Game Studios for creating this amazing game!

    257 downloads

       (0 reviews)

    0 comments

    Updated

  11. [Skyrim SE] Survival Mode: Additions

    This mod adds to the Creation Club content Survival Mode.
    -----oOo-----
    Permissions:
    No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification.
    -----oOo-----

    Content
    - new food, soups and hot soups recipes,
    - home made skooma (fortifies stamina by 100 points and provokes a drugged effect that affects the player's vision for 3 (real time) minutes; decreases stamina regeneration by 100 % during 30 (real time) minutes),
    - fur armours cuirass, shoes, gauntlets and helmet crafting at the tanning rack using wolf pelts and leather strips,
    - tempering fur armours requires wolf pelts instead of leather,
    - Skaal coat, boots, gauntlets and hat crafting at the tanning rack (on Solstheim only, in the Skaal Village) using bear pelts and leather strips,
    - Skaal coat, boots, gauntlets and hat tempering using bear and wolf pelts,,
    - Skaal boots, gauntlets and hat fortify health by 5 points and increase frost resistance by 5% (can be enchanted),
    - Skaal coat fortifies health by 15 points and increases frost resistance by 15% (can be enchanted),
    - the Wolf Armour, Boots and Gauntlets are now "warm",
    - the Wold Helmet is now "cold" as it is made of steel only,
    - running drains stamina by 3 points/second,
    - sprinting drains stamina by 7 points/second,
    - running, fortifies health by 5 points and increases frost resistance by 5 % (only  if the player is in cold regions or cold weather),
    - sprinting  fortifies health by 10 points and increases frost resistance by 10 % (only  if the player is in cold regions or cold weather),
    - in combat situations, running and sprinting fortify stamina regeneration by 100 %,
    - you'll find very few food inside barrels and sacks; inn keepers will provide more food to buy.
    -----oOo-----
    How to install this mod
    launch the game and go to "Creation Club", buy "Survival Mode" and download it, once installed let the game rebuild your data files, download the archive here and extract its content to the "Steam\steamapps\common\Skyrim Special Edition\Data" directory, go to "Mods", and enable CC_SurvivalMode_Custom.esp, let the game rebuild your Data files again, load your current save or start a new game, enable the Survival Mode. -----oOo-----
    How to install the updated versions of this mod
    For the updates to fully work, you must enable this mod before enabling the Survival Mode. To do so:
    launch the game, go to "Mods", install the update and then disable this mod, load your current save (click on "Yes" in the dialogue box that will pop up), go to "Settings/Gameplay" and disable the Survival Mode, save your game and quit to the main menu, go to "Mods" and enable this mod, load the save you made at step 4, enable the Survival Mode. You'll have to repeat this procedure for all the characters you created that are using this mode.
    Consoles Versions:
    There will not be consoles versions of this mod.
    -----oOo-----
    Note:
    This mod will not load if you do not own the Survival Mode. If you own the Survival Mode but you haven't enabled it, this mod will also be of no use to you either; it will load but it's content will not be available.
    -----oOo-----
    Survival Mode: Additions is meant to add things to the Survival Mode, not to modify its mechanics. The only things belonging to the Survival Mode that were modified are
    adding "warm" keywords to the Wolf armour, gauntlets and boots, adding the "cold" keyword to the Wolf helmet, that were apparently overlooked.
    Otherwise, this mod actually modifies content belonging to the core game; these modifications consisting in:
    adding keywords to the set of fur armour so that you can craft them in the "Hide" category at the tanning rack, rectifying the protection rates of the smaller fur cuirasses so that they do not protect as well as the full ones, modifying the main "food" levelled lists so that they no longer offer an insane quantity of food, fixing the health regeneration magic effect so that it affects the player's health instead of the heal rate. The vanilla food lists I've modified are the following:
    LItemFoodInnCommon LItemBarrelFoodRawMeatSame LItemBarrelFoodSame70 LItemBarrelFoodSameSmall LItemFoodSaltSmall -----oOo-----
    Great many thanks to Bethesda Game Studios for this marvellous game!

    54 downloads

       (0 reviews)

    0 comments

    Updated

  12. [Skyrim] [Skyrim SE] Bone And Stone Weapons

    This mod adds bone weapons (bow, arrows, dagger, sword and war axe the player will be able to craft at the tanning rack. Role players oriented.
    -----oOo-----
    Permissions:
    No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification.
    -----oOo-----
    Content:
    bone bows, bone arrows, bone daggers, bone swords, bone and stone war axes, that the player can craft at the tanning rack:





    and improve at the sharpening wheel:




    The quarried stone you'll need to make the Bone And Stone War Axe and improve it is available at stones quarries (added by Hearthfires).

    -----oOo-----
    Requirements:
    Hearthfires Note:
    for the bow, arrows, sword and war axe, I'm using the Forsworn meshes and textures, for the dagger, I'm using the dragon priest dagger mesh and texture. Installation and removal:
    if you are playing the original version of Skyrim, download "Bone&StoneWeapons.zip" and extract its content into your Data directory, if you are playing Skyrim Special Edition, download "Bone&StoneWeaponsSE.zip" and extract its content into your Data directory. This mod doesn't contain any script, so, removing it will cause no problems at all; the weapons that belong to it will just disappear. To do so, remove Bone&StoneWeapons.esp or Bone&StoneWeaponsSE.esp from the Data directory.
    Consoles Versions:
    There will not be consoles versions of this mod.
    Thanks:
    Great many thanks to Bethesda Game Studios for creating this amazing game!

    41 downloads

       (0 reviews)

    0 comments

    Updated

  13. [Skyrim Original Edition] LOD generation source files

    These files are destined to be used for generating LOD for Skyrim Original Edition but you can use them to generate the LOD for Skyrim Special Edition.
    Important:
    If you use these files to generate the LOD for Skyrim Special Edition, you must make them with the Creation Kit that goes with Skyrim Original Edition. Making them with the Creation Kit that comes with Skyrim Special Edition won't work.
    The related tutorial is here:
    How to generate Level of Detail (LOD) for a custom world space
    Note:
    I have extracted these files myself from my Skyrim 1.9.32 install, after studying the corresponding files Nico coiN uploaded to AFK Mods.
    Problems downloading the files?
    If you have problems with the download button, you can find these files here: https://1drv.ms/u/s!Ap1XqL-YTdfNbq7H3UqK39IOvo0
     

    213 downloads

       (0 reviews)

    16 comments

    Updated

  14. You

    First two files are professionally produced by a studio agent I hired.
    The third is produced by me, plain voice with no music or sound FX, copy is written by me.

    32 downloads

       (0 reviews)

    2 comments

    Submitted

  15. Breezehoard Sixpack

    Breezehome for Multikid.
    Serious storage capacity.
    relies on Multikid to adopt
    more than the first 2 kids.
    ^__^
    Replaces all the standard upgrades that come with breezehome
    so you need to bring farengar his stone, and give proventus his 5G
    but you don't need to get lydia, since her bed and a strongbox
    are all that get added. she will sleep in her bed not creep you.
    talk page
    mid-game adoption kickstart
    courtesy of TMPhoenix
    [use extreme discretion please]
    [epic game-breaking potential]

    87 downloads

       (1 review)

    1 comment

    Updated

  16. Svidi Dies

    ITS IMPORTANT YOU ACTIVATE THIS AFTER DOING SIBBI BLACK-BRIARS MISC. QUEST! ACTIVATING THIS MOD BEFORE FINISHING THAT QUEST RENDERS IT INCOMPLETABLE! YOU HAVE BEEN WARNED!


    It was stupid how nothing happened to Svidi after you completed Sibbi Black-Briars Misc. Quest, so this adds 5 assassins who start from Riften Jail and goes to the inn in Ivarstead, now as soon as you activate the mod they may just teleport to the inn instead of walking. So as soon as you activate this mod go to the inn in Ivarstead. Now it will be a fair fight as three guards will spawn to defend Svidi. Have fun watching the fight.

    4 downloads

       (0 reviews)

    0 comments

    Submitted

  17. Evangeline

    Project: Evangeline Ervine
    http://tesalliance.org/forums/index.php?/gallery/image/29958-evangeline/
    Author: Sein_Schatten
    Version: v1.0.3
    Release Date: 11.02.2017
    Category: Companions
    Website(s):
    Nexus - http://www.nexusmods.com/skyrim/mods/62775
    TES Alliance - http://tesalliance.org/forums/index.php?/forum/145-follower-evangeline-ervine-project-forum/
    Requirements
    Skyrim 1.9.32.0.8
    Description
    Evangeline is the most advanced companion to date. She will comment on everything, will do what she wants when she wants and react to you and your action immediatly. She will remember everything you do, also what she says she wants and thinks. Your acts will have consequences, some will permanently influence Evangeline.
    Details
    - You can find her in Riverwood Inn.
    - Evangeline has two questchains to unravel her history.
    - Two single quests for you to enjoy.
    - 14 quests splitted in 3 Questchains.
    - Three repeatable radiant quests for you to enjoy.
    - One radiant quest line. Everything is random here, even the story.
    - Thousands of lines of dialog.
    - Fully fledged out memory and emotion system.
    - Special dialog & actions and above mentioned memory.
    - Marriage candidate with own marriage chain quest.
    - Will do whatever she wants when she wants it. Like going to the temple, go shopping, going on a stroll and much more.
    - Randomly pathed dialog.
    - Dozens of long dialog chains. Dozens of long dialog to explore her past.
    - Play games with her, like hide&seek and others.
    - Custom home marker.
    - Uses clothes in her inventory in cities and armor in her inventory while in the wild.
    - Will loot items, if she wants.
    - Comments and dialogue on places, quests, persons, her past, etc..
    - You can brawl and spare with her.
    - Lots of conversations with other NPCs and recognizes 3DNPCs followers
    - Advanced combat AI.
    - Teach her new spells.
    - Will smelt ore and tan hides for you.
    - Will cook a meal if there's enough ingredients for it
    - dozens of actions based on how Evangeline feels and how much she likes you. Like spiking your ale, cooking you a meal, make you trip, won't help you in a fight, run ahead in a dungeon and much, much more.
    - Can take the lead to dungeon bosses.
    - You can tell her to cook or brew a potion for you.
    - Fully integrated into all vanilla scenes if it's required for immersion.
    ...
    - And much more. I can't remember all of the stuff I put in while developing her.
    Installation
    ------------------------------
    Manual Instructions
    ------------------------------
    1) Backup your newest savegame and/or don't overwrite the newest savegame
    2) Extract the contents of the ZIP folder into your Data folder
    3) Make sure the Evangeline.esp is checked in the Launcher
    Un-Installation
    ------------------------------
    Manual Instructions
    ------------------------------
    1) Delete the files (Evangeline.bsa and Evangeline.esp) associated with the mod
    2) Unheck the Evangeline.esp in the Launcher
    Consider:
    http://www.nexusmods.com/skyrim/mods/53045
     
    Updating
    ------------------------------
    Manual Instructions
    ------------------------------
    Using ASIS or PerMA:
    You MUST run ASIS and PerMa after EACH update incase you didn't put Evangeline.esp in the exclusion list.

    Updating to v1.0.3 I advise to do one of the following:
    This requires a new game or the quests and quest chains stay bugged.
    Path to meshes and textures
    Evangeline comes with some meshes and textures of her own. The following list contains them so you can put files in the Data folder to overwrite the ones in the BSA:
    Eyes:
    \meshes\actors\character\character assets\evangelineeyesfemale.nif
    \textures\cubemaps\eyecubemap_evangeline.dds
    \textures\actors\character\eyes\eyeenvironmentmask_evangeline_m.dds
    \textures\actors\character\eyes\eye_evangeline_blue.dds

    Brow:
    textures\actors\character\femalebrows\evangelinebrow.dds
    Hair:
    Haircolor need to be changed in the CK
    \meshes\actors\character\character assets\hair\eva\EvangelineHair.nif
    \meshes\actors\character\character assets\hair\eva\EvangelineHairline.nif
    \textures\actors\character\hair\eva\evangelinehair.dds
    \textures\actors\character\hair\eva\evangelinehair_n.dds
    Incompatible
    It may be possible to cause issues with other mods that change Sleeping Giants Inn in Riverwood.
    Incompatible with Deadly Combat due to the "Spells learned"-bug in DC. Evangelines comments regarding learning spells will no longer work.
    The mod is cleaned with TES5Edit. DON'T clean it.
    I took great care to remove all Papyrus errors in the Papyrus log file. But some might've slipped through.
    Known Issues
    In case her head has the wrong color:
    http://www.creationkit.com/Dark_Face_Bug
    Consider Savegame script scalpel - Disassembler - Diagnostic Tool - Papyrus Data Transfer:
    http://www.nexusmods.com/skyrim/mods/53045
    I cannot guarantee a 100% working experience with Evangeline and mods that change her (SkyProc Patchers).
    If you use KS hair wigs, Eva will only use them if you type in the console "set evangelinetogglehelmetuseglobal to 1" (without the ")
     
    Credits
    Ysne58 and Nexus community for helping testing.
    Anduniel for her awesome voice actor work. The only person I could depend on during the whole process of this work.
    finalCrystine for the other female dialog lines. Many thanks.
    dancinggwalrus for the male dialog lines. Many thanks.
    Kalilies for his hair.
    hellosanta for his great eyebrows.
    Hanaisse for the meshes of Evangelines load screens
    LogRaam for his great eyes.
    TesAlliance.org for being helpful and generally awesome community.
    Dheuster for the script of the creation of the camp
    Tools Used
    ReadMe Generator
    Creation Kit
    RaceMenu and ECE
    Licensing/Legal
    You must contact me and obtain my permission before re-packaging any part of this mod.
    The resources do not belong me. Ask their author for permissions.
    If I do not respond within 4 weeks, permission is denied.

    297 downloads

       (1 review)

    3 comments

    Updated

  18. Skuldafn Cottage

    The Abandoned Cottage (which isn't really so abandoned) is a small, slightly cramped but cozy playerhome located in Skuldafn. 

    Why, you ask? Who in their right mind would want to live there, right? 

    Well, first, it's hostile and thoroughly unfriendly, and I for one like to have a cozy spot to come home to. Second, I like to have a convenient spot to store my stuff and I suspect I am not alone. Third, it comes with a merchant and easy access to Skyrim to sell off all those goodies you loot when you're chasing down Alduin and fighting those annoying draugr. So it's mostly a spot for the player's convenience, and with the access to Riverwood it can be used as a starterhome as well. Just watch out for the dragur if you use the main door at a low level! (Consider yourselves warned if you haven't finished the main quest yet!). 

    The trapdoor is to the left of the main entrance of the Sleeping Giant Inn. The house itself is to the right of the main entrance in the Skuldafn courtyard. No key is required. 

    Comes with a housecarl/merchant to take care of the place when the Dragonborn is off adventuring. 
    -Mortar and Pestle on the table upstairs for Alchemy crafting 
    -unique oven and cooking pot and some comfy spots to sit. 

    Requires Hearthfire and suggest Dragonborn, I didn't use any resources from it but I had it loaded when I made this mod so I'm not sure how well it'll run without it. 

    Acknowledgements: 
    -ladyonthemoon over at TESA for helping me work out some dialogue bugs. 
    -Darkfox127 for his tutorial videos on YouTube. He is totally worth checking out for anyone who wants to learn modding. 


    Resources Used: 

    *My apologies if I have forgotten anyone. Please PM me if I have and I'll be happy to add you to this list. 

    Stroti's Small House Resource by Stroti and Tamira 
    http://www.nexusmods.com/skyrim/mods/24827/? 

    BookSets Resource Skyrim by Blary 
    www.nexusmods.com/skyrim/mods/14135 

    Stroti's Kitchen Tools by Stroti and Tamira 
    http://www.nexusmods.com/skyrim/mods/42690/? 

    Stroti's Ovens by Stroti and Tamira 
    http://www.nexusmods.com/skyrim/mods/34969/? 

    Stroti's Rustic Furniture by Stroti and Tamira 
    http://www.nexusmods.com/skyrim/mods/24450/? 

    Stroti's Treehouse Resource by Stroti and Tamira 
    http://www.nexusmods.com/skyrim/mods/62787/? 

    Ready Clutter and Furnishings by Lilith 
    http://tesalliance.org/forums/index.php?/files/file/1300-ready-clutter-and-furnishings/ 

    New Beddings by 1ndajone5 
    http://www.nexusmods.com/skyrim/mods/72252/? 

    Modder's Resource Pack by Oaristys and Tony67 
    www.nexusmods.com/skyrim/mods/16525/ 

    Static Dishes and Food by Tamira 
    www.nexusmods.com/skyrim/mods/63446/ 

    Insanity's Folded Blankets by InsanitySorrow 
    http://tesalliance.org/forums/index.php?/files/file/1452-insanitys-folded-blankets/ 

    Insanity's Pillows by InsanitySorrow 
    http://tesalliance.org/forums/index.php?/files/file/1429-insanitys-pillows/ 

    Insanity's Sofas and Chairs by InsanitySorrow 
    http://tesalliance.org/forums/index.php?/files/file/1464-insanitys-sofas-chairs/ 

    Lolicept Resources by Lolicept 
    www.nexusmods.com/skyrim/mods/62733/ 

    Paintings and Frames by Artisanix 
    www.nexusmods.com/skyrim/mods/17423 





    21 downloads

       (0 reviews)

    10 comments

    Updated

  19. Road Signs of Skyrim

    SKYRIM NEXUS
     
    ABOUT

    This mod aims to improve Skyrim's road signs. Arthmoor's Point the Way mod just didn't quite cut it for me. I made this which may not be quite as mature or complete as his, but it is a hell of a lot better than vanilla. I skimmed every road in the game and added signs where needed, improved upon the ones that didn't make any sense or were completely unhelpful, and removed the ones that had no purpose.


    INSTALLATION

    WRYE BASH (BAIN)

    Download the latest version.
    Place the archive into Skyrim Mods\Bash Installers
    Install it as you would any other mod
    Activate the plugin


    MANUALLY

    Download the latest version.
    Copy the archive into the Skyrim data folder. You should know where it is!
    Run the Skyrim Launcher
    Activate Road Signs of Skyrim.esp

    Run LOOT - "Thy not worthy!"


    COMPATIBILITY

    INCOMPATIBLE
    Point The Way
    Weathered Road Signs

    COMPATIBLE
    ELFX - Exteriors
    Realistic Lighting Overhaul - Exteriors
    Relighting Skyrim - Exteriors (both versions)
    HiRes Legible Roadsigns
    Roadsigns Redone (Highly recommended!)
    Cutting Room Floor
    Dolmen Ruins
    Oblivion Gates
    JK's Skyrim
    Dawn of Skyrim (Original)
    Dawn of Skyrim (Director's Cut)
    Touring Carriages - load before this mod's plugin file
    Expanded Towns and Cities
    JK's Ivarstead
    Lanterns of Skyrim
    Claralux 2015
    Unique Border Gates
    Skyrim Better Roads


    SOME NOTES ON COMPATIBILITY

    Anything that moves road signs around is incompatible.
    Anything that adds stuff where I placed the signs is incompatible.
    Anything that doesn't do anything with road signs is compatible.


    UNINSTALLATION

    Removing any plugin that does things or removing scripts is a very bad idea. It can damage your save, especially scripts. Clean saves do not exist. In order to fully uninstall a mod you have to load a save BEFORE that mod was introduced to your game. If you started a game with 250 mods, you're stuck with those 250 forever (why do people install this many mods anyway?).

    Delete Road Signs of Skyrim.esp


    CREDITS

    Arthmoor - Point the Way, which provided inspiration for this mod
    ElminsterAU, Sharlikran, zilav, and Hlp - TES5Edit
    Bethesda - Skyrim and the Creation Kit
    The WB Team - Wrye Bash (I used this to add the Skyrim.esm and Update.esm as masters)
    Unofficial Patch Project - USLEEP

    30 downloads

       (0 reviews)

    1 comment

    Submitted

  20. Falmeroon - Legacy of the Snow Elves (Spanish Version)

    English version: http://tesalliance.org/forums/index.php?/files/file/1956-falmeroon-legacy-of-the-snow-elves/

    FALMEROON
    Legacy of the Snow Elves
    Por Mr. C. Racer
     
      Desde que Bethesda publicó Guardia del Amanecer, se me ha hecho raro que no hubiera ruinas de los elfos de la nieve en ninguna parte de la provincia, y por eso he hecho ésta modificación. La lógica que he seguido es que los nórdicos y sus amos dragones quemaron hasta los cimientos todo aquello que encontraron relacionado con los falmer; por tanto, encontrarás la mayoría de mis ruinas en lugares nevados (al fin y al cabo eran elfos de la nieve), y muy apartados. Si no puedes encontrarlas (o te falta la paciencia para ello) puedes arruinarte la sorpresa y mirar sus localizaciones en el archivo de texto incluído.
      Pero no sólo de riunas viven los aventureros. La mod también incluye:
    - Nueva mazmorras, algunas de ellas configuradas para ser usadas por las misiones radiant.
    - Nuevos libros, escritos por un servidor.
    - Nuevo botín.
    - Nuevos enemigos.
    - Una misión simple.
    --------------
    COMPATIBILIDAD
    --------------
    1. La mod es compatible con todas mis otras mods excepto una: A Fitting Throne for Vyrthur. Si la estás usando, puedes desactivarla porque el trono ya está incluído en Falmeroon.
    2.Los nuevos libros están incluídos en las listas niveladas vanilla para que puedas encontrarlos mientras juegas. Lo que significa que, si estás usando otra mod que cambie las misma listas, necesitarás Wrye Bash para hacerlas funcionar juntas con un bashed patch.
    3. No tengo Fuego del Hogar así que no puedo probar si hay incompatibilidades, pero considerando lo apartadas que están mis ruinas, espero que haya muy pocas o ninguna.
    4. Puede que salgan otras incompatibilidades (por ejemplo, otras mods usando los mismo espacios exteriores). Me ocuparé de ellas según aparezcan.
    --------------
    REQUERIMIENTOS
    --------------
    - Dawnguard DLC.
    - Dragonborn DLC.
    - Fuz Ro D-oh - Silent Voice por shadeMe, si quieres poder leer los nuevos diálogos.
    -----------
    INSTALACIÓN
    -----------
      Descomprime todos los archivos en la carpeta Skyrim/Data, sobreescribelos si te lo pide, y activa el plugin en el lanzador de Skyrim. El archivo ha sido limpiado completamente con TES5Edit 3.0.32.
    ------------------------------
    BUGS / COSAS A TENER EN CUENTA
    ------------------------------
    1. Algunas celdas exteriores no tiene navmesh porque Bethesda no la creó. Como tocarla es muy peligroso, sólo he hecho cambios mínimos, así que encontrarás algunas localizaciones en las que tus compañeros no podrán seguirte. A mí no me molesta porque no uso compañeros, pero si tú sí lo haces, diles que esperen y ya está.
    2. Igualmente, aunque todas las mazmorras tienen navmesh, hay algunas partes con plataformeo muy simple en las que tus compañeros se quedarán atascados. Algunas veces ayudará un pequeño empujón con la fuerza, otras no.
    --------
    HISTORIA
    --------
    Versión 1.0: Primera versión.
    --------
    CREDITOS
    --------
    - Nuevas piezas y muebles de los elfos de la nieve: modelos y texturas originales por Bethesda; retexturizadas por Mr. C. Racer.
    - Modelo y texuras de la piedra Welkynd: InsanitySorrow (http://tesalliance.org/forums/index.php?/files/file/1330-the-tesa-skyrim-resource-kit-project/).
    - Modelo y texturas del medallón de Auriel: UNI00SL (http://www.nexusmods.com/skyrim/mods/57113/?).
    - Modelo y texturas del Gehenoth: Viltuska (http://www.nexusmods.com/skyrim/mods/54629/?).
    ---------------
    AGRADECIMIENTOS
    ---------------
    - Toda la gente cuyos modelos gratuítos he utilizado.
    - La gente de los foros oficiales de Elder Scrolls (CDM_, cdcooley, s7o) por su ayuda con los scripts.
    - El equipo de TES5Edit.
    - Bethesda.

    22 downloads

       (0 reviews)

    0 comments

    Updated

  21. Falmeroon - Legacy of the Snow Elves

    Versión española: http://tesalliance.org/forums/index.php?/files/file/1957-falmeroon-legacy-of-the-snow-elves-spanish-version/

    FALMEROON
    Legacy of the Snow Elves
    By Mr. C. Racer
     
      Since Bethesda released Dawnguard, it felt wrong that there was no snow elf ruins anywhere in the province, and that's why I made this mod. The logic I've followed is that the nords and their dragon masters burnt everything falmer-related they found to the ground; thus, you'll find most of my ruins in snowy places (they were the snow elves, after all), and very out of the way. If you can't (or lack the patience to) find them, you can spoil yourself their locations with the included text file.
      But ruins is not the only thing adventurers live off. The mod also includes:
    - New dungeons, some of them configured for radiant quests.
    - New lore books, written by yours truly.
    - New loot.
    - New enemies.
    - One simple quest.
    -------------
    COMPATIBILITY
    -------------
    1. The mod is compatible with all my other mods but one: A Fitting Throne for Vyrthur. If you're using it, you can deactivate it because the throne is already included in Falmeroon.
    2. The new books are included in the vanilla leveled lists so you can find them while playing. Which means, if you're using other mods that change the same lists, you'll need Wrye Bash to make them work together through a bashed patch.
    3. I don't have Hearthfire so I can't test for incompatibilities, but considering how out of the way my ruins are, I expect very few, or none.
    4. Other incompatibilites may arise (like other mods using the same exterior spaces). I'll deal wit them as they come.
    ------------
    REQUIREMENTS
    ------------
    - Dawnguard DLC.
    - Dragonborn DLC.
    - Fuz Ro D-oh - Silent Voice by shadeMe, if you want to be able to read the new dialogue.
    ------------
    INSTALLATION
    ------------
      Unzip all the files and drop them on your Skyrim/Data folder, overwriting if asked, and activate the plugin in the Skyrim launcher. The file has been fully cleaned with TES5Edit 3.0.32.
    ----------------------------
    BUGS / THINGS TO BE AWARE OF
    ----------------------------
    1. Some exterior cells lack a navmesh because Bethesda didn't build it. As touching it is very dangerous, I've made only minimum changes, so you will find some locations where your companions can't follow you. It doesn't bother me because I never use companions, but if you do, just tell them to wait.
    2. Likewise, although all dungeons are completely navmeshed, there're some very simple platforming parts where your companions will get stuck. Sometimes a little force push will help, sometimes it won't.
    -------
    HISTORY
    -------
    Version 1.0: First version.
    -------
    CREDITS
    -------
    - New snow elf pieces and furniture: original models and textures by Bethesda; retextured by Mr. C. Racer.
    - Welkynd stone planter model and textures: InsanitySorrow (http://tesalliance.org/forums/index.php?/files/file/1330-the-tesa-skyrim-resource-kit-project/).
    - Auriel medallion model and textures: UNI00SL (http://www.nexusmods.com/skyrim/mods/57113/?).
    - Gehenoth model and textures: Viltuska (http://www.nexusmods.com/skyrim/mods/54629/?).
    ---------
    THANKS TO
    ---------
    - All the people whose free models I've used.
    - The people at the official Elder Scrolls forums (CDM_, cdcooley, s7o) for helping with scripting.
    - The TES5Edit team.
    - Bethesda.

    1,137 downloads

       (0 reviews)

    10 comments

    Updated

  22. Riverwood Shack

    A simple starter house, a Whiterun-style shack located in Riverwood near Hod's mill.

    31 downloads

       (1 review)

    0 comments

    Updated

  23. The TESA Skyrim Resource Kit Project


     
    This project is a community collaboration of free-to-use resources for your modding needs. Find out all about the TESA Skyrim Resource Kit Project here.
    Browse through the list of resources. All the files are here for convenience.
     

    22,773 downloads

       (16 reviews)

    13 comments

    Updated

  24. 100% Clean Save for Skyrim 1.9.32.0

    These files contain a variety of clean saves for Skyrim. All saves were created only with the Skyrim and Update files and specified DLC. No quests/quest lines were completed except those named, the bare minimum of prerequisites, and Way of the Voice where applicable. Random encounter quests are in the journal but no progress towards their completion has been made.

    Klimmek may have had his quest completed because... why not.

    PM or Comment with requests.

    You will most likely be over-encumbered when you load these saves. I picked up just about everything of value (most non-crafting supplies were sold). No skill books have been read on any of these saves due to the Dragonborn DLC ability which grants two skill points from every skill book.

    All saves contain only level 1 characters and will be compatible with the showracemenu command.
    See Support section for How To.

    Clean saves will only work with Skyrim and are not compatible with any DLC's except for the texture packs.

    Dawn saves will only work with Dawnguard and are not compatible with vanilla or any other DLC's except for the texture packs.

    Total saves will only work with all DLCs installed and active and are not compatible with vanilla or only partial DLCs except for the texture packs.

    The texture packs are only compatible with a 64-bit OS.


    Starter Packs - Files are separated into a Vampire or non-Vampire starter pack. Vampires become infected at the "Unbound" save. Standing stone choices may vary depending on the active DLC's.



    Lycanthropy - These saves were made immediately after the Way of the Voice was completed and only involve the Companions up to your induction as a member of the Circle.



    Arvak - These saves get you to the most important point in the game... ARVAK! No more lost horses, dying horses (he's already dead), stupid horses, buying horses, ect. Files are separated into Vampire or non-Vampire selections. Vampires are aligned with the Volkihar, non-Vampires are aligned with the Dawnguard. Vampire saves have two extra checkpoint quests.



    Civil War - Civil War quest line complete for both Imperial and Stormcloak. Stormcloak saves done as a vampire/Vampire Lord as appropriate. These saves were made after Arvak is acquired for Dawnguard and All DLCs.



    Main Quest - Main quest line complete after Reunifying/Liberating Skyrim. Imperial Skyrim will be non-vampire and Stormcloak Skyrim will be vampire/Vampire Lord as appropriate.




    Dawnguard - Dawnguard quest line complete after defeating Alduin. All Paragon Crystals have been obtained but not all portals have been visited.








    Your destination directory should be something along the lines of -

    C:\Documents and Settings\<User Name>\My Documents\My Games\Skyrim\Saves
    or
    C:\Users\<User Name>\Documents\My Games\Skyrim\Saves




    List of Saves Requested
    Dragon Rising completed Completed for Vanilla, Dawnguard, and All DLCs.
    War storyline completed for both Stormcloak and Imperial Completed for All DLCs.
    Battle for Whiterun Completed for Stormcloak and Imperial for All DLCs.
    A completionist save with little to no dungeon crawling. See Support section for how to make your own!


    Support

    How to Change your Race/Appearance at Level 1 (See the Face Sculptor in Riften for past level 1 changes)
    First Open Console with the tilde (~) key.
    Type showracemenu and hit enter.
    Close the console by hitting the tilde key again.
    Change your race, name, and any other settings like you would when normally starting a fresh game.
    Any saves where the character is still level 1 will be able to do this but bad things happen if done on saves if you are not level 1.

    ShowRaceMenu user WARNING
    Changing your race through this menu will RESET all your skills to the new race's default. If changing your race from the default Nord be sure to use Player.SetRace <race ID> console command to change it and DO NOT use the ShowRaceMenu to change it. The available races ID codes are actually very simple and you won't even have to look it up!

    You may use the ShowRaceMenu to alter your appearance before or after using the SetRace command with no adverse effects. If you use SetRace after, you will retain the facial features of the previous race/gender.
    There are actually whole web pages dedicated to making hybrids in Skyrim this way - especially in enabling male/female features on female/male models (Argonian males have all the cool colors/spikes SO LET'S STICK EM ON A GIRL!)

    If you are having trouble with this, see bugs section for solution.

    An example -
    Player.SetRace BretonRace
    You are now a Breton with all your skills unchanged and the proper racial bonuses.
    or if you are a vampire -
    Player.SetRace BretonRaceVampire
    There are two codes for setting your proper race - use the other one and unpleasantness will occur.


    How to reset entered/cleared cells (miscellaneous .bat file available)
    Do not be in the cell you wish to reset (recommend finding an interior cell to sit in)
    Using the console -
    type pcb (this purges the cell buffer in case you entered the cell)
    then enter ResetInterior <Cell ID> where the Cell ID is either the Editor or Form ID (eg WhiterunUnderforge or 165A6 will both work)

    To set a location cleared find the Form ID and enter (only 165A6 will work)
    SetLocationCleared <Form ID>
    into the console.


    The miscellaneous .bat file if ran as is may crash Skyrim. It contains a list of all interiors including test cells, player homes, inns, guild halls, cells never accessible by the player, cells only visited once, ect. If it's an interior, it is in the file - all 728 of them. Cells are listed with their Editor ID alphabetically for the name of the location, eg. the cell TestTony has an Editor ID of AAADeleteWhenDoneTestJeremy so it is on line 615, instead of 1. I suggest using it as a reference to locate the cells you wish to reset.




    Modder Information
    To create a clean save you must have no loose script files and no .esp/.bsa files loaded (unless specific to your mod such as the Dragonborn DLC for a Solstheim mod).

    Textures and meshes are not saved in the game data but are loaded on demand and so will not effect creating a clean save.

    Loose script files (and possibly .bsa files in the main Data folder) should be contained in the Data>Scripts folder in the form of .pex files (not the Source folder - .psc files contained therein should not effect gameplay and are for reference by the Creation Kit and Modders). If you do not wish to delete your .pex files simply get them out of the way while you create your clean save - hide them in another folder, move them to another folder outside the Data folder, compress them, make it so that the game won't see them when it loads a save.

    To restore a corrupted/modified/removed Scripts folder simply verify the game files for the Creation Kit (listed in Steam under Tools).





    Bugs
    Serana has no "Follow me" option when she should. This is not from save game corruption but rather an oversight in the DLC's follower AI for Serana. It is fixed by entering setpqv DLC1NPCMentalModel LockedIn_var False into the console and speaking to Serana again. There is a miscellaneous file that contains a .txt file for this if you so desire. This file also contains a .txt to reset Serana's desire (or lack thereof) to cure her vampirism.
    Extract the .txt files to your Skyrim folder (not your Saves folder like the Clean Saves or the Data folder like with other mods) To execute these fixes simply load the save game you desire that has Serana in it and enter bat Follow and/or bat Cure into the console.

    During the Stormcloak side of the Civil War quests when Galmar first speaks to you, you will not be able to respond as a Nord if you are a Nord who is also a vampire/Vampire Lord.
    Choosing the second option "Skyrim is home to more than just Nords." will advance the dialogue in the same direction as it would have had you been recognized as a Nord and been able to respond accordingly.
    Changing your race to Nord and back to a Nord vampire may work but has not been fully tested. It appears to work and does not seem to break any vampiric abilities, positive or negative.

    Stage 3 vampires/Vampire Lords will experience some health/magicka/stamina regeneration (25%) instead of none with Dawnguard installed. This was fixed for vanilla vampires in an official patch which Dawnguard reverted.
    Feed or wait a day to reduce your stage below 3 or increase it to stage 4.

    Also available on The Nexus and AFK Mods.

    513 downloads

       (1 review)

    0 comments

    Updated

  25. Hana's Eyes

    =========================================
    by Hana / Hanaisse
    08/26/2015
    v1.0


    Description;
    -------------
    Simple, straight texture replacer for all the vanilla eyes.

    Direct replacement of every existing colour made at twice the size to enhance detail and introduce vivid colour.
    Eyelashes improved as well for more fullness.

    No new colours added. Normal maps and environment maps not changed.
    Does not include werewolf eyes or vampire eyes changed by Dawnguard.


    Install;
    ---------
    Install and activate in your favourite mod manager. BAIN ready. Or to install manually, unzip in a temp folder, drop the textures folder in your Skyrim data folder.

    Uninstall;
    -----------
    Uninstall in your mod manager or manually delete the files;
    textures\actors\character\eyes\ - all dds files
    textures\actors\character\argonianmale\eyeargonian.dds
    textures\actors\character\argonianfemale\eyeargonianfemale.dds


    **************************************
    Credits:
    ---------
    Textures are original creations by me with the help of Photoshop brushes courtesy of ObsidianDawn.com

    Permissions:
    ------------
    Do not upload this mod on any other site. This is my mod. Make your own.
    Please do not re-use or re-issue without permission.

    Contact:
    ---------
    I can be contacted here via PM.

    Note;
    -------
    - example pics taken from the CK and really doesn't do them justice
    - not all colours shown

    37 downloads

       (0 reviews)

    1 comment

    Updated


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