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85 files

  1. Shadowmarks

    A simple immersion mod to add Thieves Guild shadowmarks to the vanilla player homes.

    Shadowmarks are a tool for the Thieves Guild to identify the worth of a target home. Some are protected, some are worthless, others have loot, and still others might even be dangerous. If you've ever wondered why the five potential player homes in the major cities didn't have these markings, wonder no more. Now, instead of being the only homes in a city missing them, they will be marked according to their worth.

    If the player does not yet own the property, it will be marked empty.
    If the player owns the property, it will be marked as containing valuable loot.
    If the player is a member of the Thieves Guild AND the city has been brought under the influence of the Guild, then it will be marked accordingly as being owned by a guild member.

    The marks should properly update themselves throughout the game as the player acquires the houses and joins the guild.

    22 downloads

       (0 reviews)

    0 comments

    Updated

  2. Run For Your Lives

    A small mod that makes citizens in a village or city run indoors during a dragon or vampire attack.
    This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking dragons and vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of giant flying fire breathing lizards (or bloodthirsty undead). NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead.
    This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine.
    Guards, members of The Companions, Vigilants of Stendarr, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse.
    Spawned dragons are detected via animation events, which should allow for completely reliable detection even if the dragon never lands on something.
    Hand placed dragons are detected when their combat state changes* as well as when they land on any available perch objects in the area.
    Vampires will be detected when the events that spawn them begin running.
    * [Only after they land on the ground]
    My Patreon Page: https://www.patreon.com/arthmoor

    351 downloads

       (1 review)

    6 comments

    Updated

  3. ESO Skyshards

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

    23 downloads

       (0 reviews)

    0 comments

    Updated

  4. Dolmen Ruins

    In 2E 582, Molag Bal launched an all out invasion against Nirn. His aim was to merge Nirn with Coldharbor in a cataclysmic event that came to be known as the Planemeld. This was accomplished through the use of numerous Dark Anchors, or Dolmens, scattered around Tamriel (and presumably elsewhere too) that were to physically drag Nirn into Coldharbor. It was only through the heroic actions of one known as The Vestige that Molag Bal's plans were thwarted and all of Nirn saved from a gruesome end as soulless slaves. Though history does not record these events, the ruins themselves have survived. Adventurers have to this day reported many are guarded by daedra, others by the undead, and some by unnatural abominations of the wilds.
    This mod aims to bring a bit of ESO lore to Skyrim by adding 12 inactive Dolmens around Skyrim, all in relatively remote areas. This is primarily just for show but several have enemies to fight as well so you can use them to acquire some of the harder to find Daedric ingredients. Explore Skyrim, and you should run into them soon enough. Don't be lazy, go out and look!

    21 downloads

       (0 reviews)

    0 comments

    Updated

  5. Cutting Room Floor

    A content restoration mod for Skyrim and the official DLCs.
    From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. They are mostly generic NPCs with no purpose, quests that were complete but cut for some reason, or just random bits of stuff to be found.
    NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs
    Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests
    Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items
    Installation Requirements
    Official Skyrim patch 1.9.32.0.8 or greater.
    Official Dawnguard DLC.
    Official Hearthfire DLC.
    Official Dragonborn DLC.
    Unofficial Skyrim Legendary Edition Patch 3.0.14 or greater.

    872 downloads

       (1 review)

    2 comments

    Updated

  6. Bring Out Your Dead

    Bring Out Your Dead is a simple yet immersive mod which expands on the number of graves given to the unique NPCs in areas of the game that don't currently have them. Solitude, Windhelm, Whiterun, Riften, and Markarth all have a Hall of the Dead that contains coffins and urns for various unique NPCs who live there. Their items are transferred to their assigned coffin when they die. The smaller cities of Falkreath, Morthal, Dawnstar, and Winterhold do not have these facilities, and neither do the other smaller villages and towns. NPCs living on farms outside the major hold capitols don't get buried in their Hall of the Dead either. This mod aims to correct this and provide for more uniform handling of everyone's dead.
    Falkreath and Morthal both have graveyards already and have been expanded slightly to hold more. Dawnstar and Winterhold now have their own Halls of the Dead just outside of town. The smaller villages all have space set aside for new graveyards. NPCs living on farms immediately outside the 5 major hold capitols will be given appropriate burial space in the Hall of the Dead for their city if they don't already have it.
    NPCs marked as essential will not be given a grave since they cannot be killed normally unless the game removes that flag as the result of a completed quest.
    Installation Requirements
    Official Skyrim patch 1.9.32.0.8 or greater.
    Official Dawnguard DLC.
    Official Hearthfire DLC.
    Official Dragonborn DLC.
    Unofficial Skyrim Legendary Edition Patch 3.0.14 or greater. No exceptions!

    170 downloads

       (0 reviews)

    1 comment

    Updated

  7. Ars Metallica - Smithing Enhancement

    The crafting system is one of Skyrim's better features, but for thieves and archers, there's not much use for the system. Light armor is dead easy to come by in already finished forms, but arrows can sometimes be scarce in the types you may want. Lockpicks have been known to be somewhat scarce too, yet are relatively basic to construct.
    Ars Metallica aims to fill in some of the basic issues I had with the crafting system by doing the following:
    For vanilla Skyrim:
    Allow archers to forge their own arrows out of the various ore materials, wood, leather strips, and feathers. Indirectly making it somewhat useful to chop wood too. Allow thieves to make their own lockpicks out of iron or steel. Provide skill advancement for the use of the smelter to melt down ore. After all, that's as important as knowing how to shape it once refined. Provide skill advancement for the use of the tanning rack to make leather. That's far more important in my mind than the skill advances from using the leather to make stuff. Provide for a small amount of skill advancement from mining the ore itself out of ore veins. Provide the ability to melt down existing pieces of armor and some clutter items into ingots so that you can then use those ingots to make missing pieces of a set if you want. Allow members of factions to forge equipment appropriate to their guild. Thieves can make guild armor. Assassins can make Brotherhood armor. Legionnaires can make Imperial armor, and so on. For Dawnguard:
    Modifies the dragonbone arrow recipes and the crossbow bolt recipes to conform to the same formulas as vanilla. Disabled Dawnguard's native recipes. For Hearthfire:
    Provides smithing experience for using the various workbenches used to construct your homes. The drafting table does not count since nothing is actually built using it. For Dragonborn:
    Modifies the stalhrim and nordic arrow recipes to conform to the same formulas as the vanilla arrows. Adds smelting formulas to recover ore from stalhrim and nordic carved equipment. Adds crafting feathers to the Felsaad Tern. Note that all smelting of metals requires that you know the perk associated with that metal. For example, if you wish to smelt Dwemer scrap, you need to know the Dwemer Smithing perk first. This applies not just to smelting existing goods but also to smelting raw ore. This isn't a bug, it's a feature.
    My Patreon Page: https://www.patreon.com/arthmoor

    343 downloads

       (0 reviews)

    0 comments

    Updated

  8. Alternate Start - Live Another Life

    Misery and despair have haunted you all your life. Just when you thought it couldn't get any worse, you've been arrested and thrown in the dungeons. Your trial was supposed to be weeks ago, only nobody has come for you. It's been so long since seeing daylight you no longer know what month it is anymore. The dungeon is cold, damp, and worse still, you're running out of food. At least you have that leak in the wall for water. It seems as though you've been forgotten, soon to rot away and die. The eight have forsaken you! Or... have they?
    Live Another Life provides an alternative means to start the game for those who do not wish to go through the lengthy intro sequence at Helgen. You will be given the opportunity to choose your race and then choose a new life for your character to lead. A wide variety of choices will be available. What you choose will have a lasting impact, so choose carefully or the gods may forsake you again!
    Additional support has also been provided to allow you to extend Live Another Life with your own starts.
    Check out the video review GamerPoets did for his first episode:
    https://www.youtube.com/watch?v=Pi5AU8yCry0
    Live Another Life Bug Tracker
    Installation Requirements
    Official Skyrim patch 1.9.32.0.8 or greater. Using earlier game versions will result in CTDs and other problems. Just don't.
    Official Dawnguard, Hearthfire, and Dragonborn DLCs are required.
    Use of the Unofficial Skyrim Legendary Edition Patch is STRONGLY recommended.
    You will need to turn on subtitles to see the text for the startup quest.
    Alternately, download and use Fuz Ro D-oh - Silent Voice to see subtitles only on those NPCs with no voiced audio. This requires SKSE.
    Installation - Wrye Bash BAIN
    Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
    Make sure the mod is active in the Wrye Bash mods tab.
    Installation - Manual
    Drop Alternate Start - Live Another Life.esp, Alternate Start - Live Another Life.bsa, and Alternate Start - Live Another Life.ini into your Data folder.
    Activate the mod using whatever management tool suits you.
    Uninstalling Live Another Life
    Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.
    That said, should you insist on going forward with doing so you must adhere to the following:
    First things first. You need to be sure the main quest has been started before you can uninstall this mod. The quest "Live Another Life" must have been marked as completed, AND you must have "Before the Storm" listed in your journal. Uninstalling prior to this will break the main quest as well as the civil war.
    It should also go without saying that if you're using the farmhouse start, clean your stuff out of it first because if you don't you'll lose it all.
    Clean your stuff out of any other start location containers you may be using, including any that are part of the vanilla game because they will NO LONGER BE SAFE STORAGE!!!
    Once that's done, use your preferred method to uninstall the mod. The .esp, .bsa, and ini files must be removed entirely.
    Steam Workshop users should be sure to unsubscribe before doing this or the launcher will simply replace those files again.
    Load Order
    Due to the sensitive nature of the mod, it should be loaded relatively late in the load order. A lot of other mods may seek to make modifications to Helgen and the charactergen quests. Moving this further down in your list will likely help, a lot. I highly recommend going with the order LOOT specifies.
    Starting the Main Quest
    Skyrim has a lot more flexibility in pursuit of the main quest, even when playing the default Helgen scenario. Alduin's appearance does not force one to pursue the main quest beyond Helgen. So this mod is mainly providing a mechanism to bypass Helgen and not encounter Alduin either. The game will patiently wait for you to follow along. So there's no special effort really needed to avoid it, just don't do it
    For most of the starts, it will appear as though your "Live Another Life" quest has stalled. You will not have an active objective telling you where to go next. When you are ready to begin pursuing the main quest, talk to an innkeeper and ask them for rumors. You'll be given a generic rumor about Helgen and told to travel there. You can also simply go to Helgen on your own without anyone telling you to do so.
    The main quest will also start if you join the Civil War, complete the first two missions for your chosen side, and then get sent to Whiterun. Once there, you'll find Whiterun closed. If you manage to bribe or persuade your way in, the next guard you pass by who delivers the line about Helgen being hit by a dragon will resolve the beginning portion. Otherwise asking them what they mean by dragons will get you pointed toward Helgen and you can proceed from there.
    If you somehow avoid all the guards and get into Dragonsreach without ever hearing about Helgen, the MQ will be force-started upon entering the main hall. Sorry, but this failsafe is required because it is not possible to advance the Civil War until Bleak Falls Barrow and Dragon Rising have been completed. Bethesda did not supply dialogue to allow for a Stormcloak takeover of Whiterun before starting the Main Quest.
    Choosing the campsite start will begin immediately with the encounter with Alduin.
    Using this mod to follow the default Helgen sequence will play out the same as the vanilla game.
    Extensions
    As of version 2.5.0 and higher, Live Another Life allows for extensions to be written to provide additional starting options. This is a known list of extensions that are available:
    City Guard - the example extension provided on the Nexus page for LAL.
    Legacy of the Dragonborn - An extension to allow you start as a relic hunter for the mod's museum in Solitude.
    Death Alternative - Alternate Start Addon - Various options to start as a slave and/or captive.
    Salmon Shack - LAL Version - Start option utilizing MannyGT's Salmon Shack.
    New Beginnings - Several new start options using the extension framework.
    Compatibility Patches
    Starting Spell Choice
    Compatibility
    Tested and confirmed to work with Open Cities Skyrim.
    Known to be incompatible with any mod which attempts to remove the essential flags from any NPCs in Helgen.
    Song of Ice and Skyrim causes the game to get stuck loading the prison cell, regardless of load order.
    Descent Into Madness causes the game to get stuck loading the prison cell, regardless of load order.
    The Oblivion Racial Bonuses module from Occupy Skyrim is not compatible since OCS OSR.esp alters MQ101.
    Sellswords is not compatible because it alters MQ101 to be able to offer its alternative game mode.
    The Forsworn Legacy - Use the "Savegame Version" and delete Data\Scripts\QF_MQ101_0003372B.pex after installing it. DO NOT USE the "new game" version as it will not work with my mod.
    Helgen Reborn – Previously required a lockout for the vanilla start. As of Helgen Reborn 105.3 this is no longer the case and all start options are now fully compatible.
    Return to Helgen (by Giskard) - This mod is only partially compatible with LAL. If you plan to use them together, you must trigger the events at Helgen BEFORE venturing to the city of Solitude. Going to Solitude before Helgen will completely break the chain of events and render the MQ unstartable, as well as potentially disrupting the Civil War permanently. Starts in or immediately near Solitude will be disabled in LAL as long as Return to Helgen is installed.
    Morskom Estate - Previously required a lockout for the vanilla start option. This is no longer the case with Morskom 1.3 and above. All start options are now compatible.
    Shlongs of Skyrim (ugh, yes, there really is a mod about that) - This has been reported to completely mess up the cart ride for the vanilla start option. If you're going to use that mod, it is best to wait until you're off the carts and inside the keep before installing it.
    Become High King of Skyrim - Edits MQ101, though it's a dirty edit. Either clean the mod using TES5Edit or make sure it loads BEFORE Live Another Life so that it won't cause the "new game" menu to get stuck.
    Better Vampires - No issues should arise from using LAL and BV together. Even the vampire start should work properly as the method LAL uses to change you into one uses script calls BV retains in its edited version of the player's vampire quest.
    Pirates of the Pacific - Has been reported several times to cause the player to spawn somewhere completely off the map. It is not currently known what causes this as it really shouldn't be possible.
    Buy_Whiterun3 - The optional "New Start" file has been confirmed incompatible because it modified the MQ101 quest scripts. Do not install the optional file.
    Reclamation Legacy Armor - This mod, now obsoleted by an update, had a patrol package edited that should not have been which would cause Alduin to get stuck in Helgen. The renamed version of the mod, "Reclamations Morrowind Style" no longer has this problem.
    Requiem - Has several ITMs, one of which touches MQ101 and will interfere with my changes to the quest. MQ102 is also edited and will block necessary changes. Move Requiem above LAL in your load order. Cleaning alone will not resolve the issue.
    Mods altering the Abandoned Prison (cell 00021594) will probably need to be patched since the navmesh has been edited.
    Mods which alter the following quests will not be compatible without a patch:
    MQ101 - Unbound
    MQ102 - Before the Storm
    DialogueWhiterunGuardGateStop - Guard who stops you at the Whiterun city gate.
    WERoad01 - Farmer refugees after dragon attack
    Mods which edit the following scripts will not be compatible unless patched:
    dunPostHelgenEnableScript
    QF_MQ101_0003372B
    QF_MQ102_0004E50D
    QF_DialogueWhiterunGuardGateS_000D1984
    TIF__0005A6A6
    TIF__0005A6B1
    TIF__000D50CA
    TIF__000D50DB
    TIF__000D50E0
    TIF__000D197B
    TIF__000D660D
    TIF__000E2D03
    Known Issues
    The Thane offer won't be available in every city right away if you use a property owner start. The quest interaction makes doing so impossible without sacrificing too much of the content to it.
    When picking the Companions guild start, you need to go watch the fight before Vlikas will go outside to train you.
    When choosing one of the two civil war starts, you are strongly advised to let the Jagged Crown scene play out. If you don't, the quest may fail to start and the entire civil war quest line will get jammed.
    There may be some unfound dialogue that references Helgen. If you find some and have NOT witnessed Alduin fly overhead yet, please report those with as much detail as possible.
    Some quests in a major city you pick a start for may not be available until after you've left that city and returned later. This is normal. It's due to how "Change Location" events work in the game and there's nothing that can be done about it.
    If you pick the ship arrival start for Raven Rock, the mouse is not being locked down for some reason when the function is called to run the animated ship ride. No know solution for this exists as of yet. Avoid moving the mouse. It will disrupt the scene, even though the boat will arrive properly. It just looks goofy as hell.
    Troubleshooting
    Nothing happened. I tried to start a new game and ended up going to Helgen. Again.
    Make sure the mod is actually activated. Even if your mod manager tells you it is. NMM is notorious for lying to its users, claiming a mod is active, but in reality it isn't. Check with Wrye Bash, or with the official game launcher, to be sure that the mod really is active.
    Help! I'm stuck at the main menu starting a new game!
    Skyrim version 1.9.32.0.8 or greater is REQUIRED for this mod. Be sure you're using that first. Update through Steam if necessary. Older versions of the game are not supported.
    Mods that make large scale blanket changes to either essential flags or quest item flags may be blocking you from playing.
    Check the Data\Scripts folder and make sure there are no copies of the following files:
    dunPostHelgenEnableScript, QF_MQ101_0003372B, QF_MQ102_0004E50D, TIF__0005A6A6, TIF__0005A6B1, TIF__000D50CA, TIF__000D50DB, TIF__000D50E0, TIF__000D197B, TIF__000D660D, or TIF__000E2D03.
    If these files are present, they will break the quest controls for Live Another Life. You'll need to figure out which packages installed these since they would only come from mods. Skyrim's own
    files are in Bethesda's BSAs and get overridden by the ones in my BSA.
    Verify its placement in load order. This mod should be loaded near the end of the list, not the beginning. LOOT has it placed appropriately and should be used if you are in doubt.
    Dude, there's a pole in my face. Why did you not move it?
    This is a commonly mentioned problem that's caused by using Enhanced Character Edit alongside starting with LAL. It is not a problem with this mod, and it's unknown exactly why ECE does the camera thing the way it does.
    It's not something I feel I should be responsible for fixing since I have not caused this to happen.
    Your mod is broken, it says my save can't be updated! You need to fix that!
    Actually, no, it's not broken. Upgrading a save when you're still in the prison cell is not supported, never has been, and is a source of bugs. The message telling you to start a new game was added to make sure people are aware of this. Do not attempt to continue on with your game in this state as it WILL cause you problems.
    No. I do not need to fix anything. You need to break yourself of bad habits.
    The game instantly CTDs when trying to talk to Mara. Why do you make such buggy mods man?
    Once again, this one is not actually due to something I've done. The problem actually comes from certain OTHER mods that have done dialogue options that cause some problems with "talking activator" objects. Mara is one such object. The fact that you're getting this problem here is merely a coincidence and you'd have run into it again elsehwere, like during the Molag Bal quest. So Mara has done you a favor in her infinite wisdom.
    The 2 most common causes of this are:
    1. Having an old version of the Sofia follower mod installed.
    2. Having version 4.0 of the Vilja mod installed.
    These problems can be fixed by updating those mods to their current versions where the authors have addressed the issue in their mods. There may be other mods with the same problem but they have not been brought to light yet.
    Emma explains the problem in more detail here: https://forums.nexusmods.com/index.php?/topic/565358-live-another-life/page-975#entry20667239
    The game crashes whenever I use the bed! Don't tell me this isn't your fault either.
    Surprise! It's not my fault either.
    The only known cause for this is using a body mod with a mismatched skeleton that's not compatible with it. When the bed is used, your character gets stripped of the prison clothing and your new equipment is added based on what you started as. It is this process that causes the issue when a skeleton mod that doesn't match the body is used. Something to do with bones the body mod is looking for that the skeleton doesn't have. Oddly enough, this tends to only happen on female characters. I have no idea why that is.
    If this just confused the shit out of you, you're not alone. I don't use body mods. The only advice I can offer is to contact the authors of the body mod you're using and find out if it's compatible with the skeleton you're using. Trust me, you'll know if you're not using the vanilla skeleton because it requires installing one separately.
    Again, since I don't know body mods, it's possible you just need to be sure that if the body mod comes with one that you're using that instead of something else.
    The game crashes when I try to go outside. Admit it, you suck at this!
    Heh, nope, not me either
    There are sporadic reports about this issue coming up occasionally. The best information I currently have on this is that it could be due to a certain version of ENB that's installed, or some bad configuration in the ENB on any version. Since this doesn't happen consistently (which I attribute to not everyone using ENB) there's not much else to go on.
    If this is happening to you, try running the game without ENB and see what happens. If it works, you have your culprit. You would have run into issues with the game regardless of using LAL or not.
    The Live Another Life quest never finishes, it's stuck in my journal.
    Not exactly. The quest remains active because it's necessary for it to do so. Go speak to an innkeeper to pick up on it. Any properly configured innkeeper will have a rumors topic that should get things started.
    My quest will close out when you've spoken to the Jarl in Whiterun about being in Helgen.
    General Tullius and Ulfric Stormcloak are missing. You broke my game!
    You are using an old version of the mod. Upgrade to verson 3.1.0 or later and make sure you aren't getting any script errors with the patch script that updates things.
    Also make sure you're not trying to upgrade while still in the prison cell as that will not work.
    I found your burned up corpse and clicked on it, but nothing happens.
    This isn't quite the problem it used to be since all you'll be missing out on is the journal, which is a good read, but not critical to anything.
    If it simply refuses to work, just skip it and either go to the cave, or go to Whiterun.
    OK, I did that, then went to the cave, but nothing is there.
    The quest marker isn't GPS accurate. You should be able to easily spot two poor hapless souls on the ground, doubled over in pain. That's Hadvar and Ralof. Go talk to one.
    If you have already been told about the Jagged Crown, Hadvar and Ralof will no longer be present in the cave as their story lines no longer call for them to be anywhere near Helgen.
    No, you don't get it! A whole bunch of pieces in the Helgen cave have gone missing. What have you done!
    It wasn't me! No, really, chances are this was the fault of TESVSnip.
    As of version 2.0 of Live Another Life, causes for this are coming from other mods that have likely also been run through TESVSnip.
    That program has turned out to be dangerous and cause data loss due to improper handling of compressed record data.
    If you are having trouble with this problem (commonly referred to as "blue voids") check the readmes of your mods for mention of TESVSnip, sometimes simply referred to as Snip.
    Remove those mods first. Check the cave. You'll likely find the problem has resolved itself.
    Only the mod's author can correct these issues, and they'll need to do it by rebuilding their work without using TESVSnip on the files.
    Whiterun's map markers are missing! I need those!
    They're not missing. They're just turned off. When the time comes in either the main quest or the civil war to approach Whiterun, those map markers will be off. Simply walk up to the city gates and let the guard stationed there confront you. Once you gain entry to the city the map markers will be turned back on.
    Please DO NOT console your way around them. You will be likely to break something. Efforts have been made to close possible loopholes but intentionally sabotaging them by using the console is not one of those loopholes that can be accounted for. Just don't.
    The guard at the Whiterun gate won't walk up to talk to me. What gives?
    If the guard does not walk up to you, it's quite possible you've spoken to him recently. Walk over and talk to him and everything should proceed as normal.
    Ulfric is naked, you pervert!
    Well the ladies like him th.... no wait.
    This issue has been reported on occasion to occur in conjunction with Immersive Armors.
    Immersive Armors has a toggle switch within its MCM menu that should resolve this problem while using an alternate start mod.
    I walked by the farmhouse and the game crashed.
    Update your game. This is a legacy issue caused by using a version of Skyrim that's too old.
    Options Available
    Choose from one of the many options to start your character. As more ideas are fleshed out, this list will grow.
    Caught Crossing the Border Illegally
    For those who wish to use this to play through the original game start at Helgen, this option will streamline the process to skip the race selection dialogue during the lead up to your execution. All of the tutorial prompts will be removed as well.
    Escape My Cell
    You've been left to die, forgotten, in a damp, dark cell. All you really want is a second chance - to escape! Fortunately, Mara has taken pity on you and provided you a means to do just that, if you can manage it.
    With this start option, 3 lockpicks will appear in the soul gem holder. Pick the lock on the jail cell door and win your freedom. It's that simple. You will simply begin the game proper as soon as you've climbed up the stairs. Until doing so, you can still go back and ask Mara for another option. After that, you're committed.
    Should you fail to pick the lock, you can go back and pick another start option to get out. Sorry, Mara insists we limit this strictly to 3 lockpicks only.
    Arrived by Ship
    You will arrive by ship in the port of Solitude, Dawnstar, Windhelm, or Raven Rock with little more than some basic supplies, middle class clothing, and a decent sum of gold to start over upon your arrival.
    Property Owner
    You will start off with the fully furnished house of your choice in one of 4 major cities. Windhelm is not included due to the quest that interacts directly with the house there. Raven Rock is similarly not included due to the attached quest involved with acquiring that property.
    Each house will start you off with appropriate class clothing and some leftover cash to spend. There will also be a selection of weapons fitting to the city available on the storage chest in the bedroom.
    Alternatively, you can choose from one of the 3 Hearthfire houses. For these, you will start off with a fully furnished Entry Way, Main Hall, Cellar, and all exterior additions. The only thing which will not be enabled is the bard since the bard specifically mentions your steward you don't have yet. The drafting table outside should be ready to go with whatever additions you want on the house afterward.
    If owning property in a city is boring, you don't like Hearthfire houses, or you'd prefer to have access to all of the available hold questing, you can choose instead to own a farmhouse. The farmhouse is situated on the main road just north of Rorikstead and comes complete with a pair of NPCs to act as your farm hands. Your farm will generate a regular income that you can collect from the farm hands. You do need to come home from time to time to collect it though. The farmhouse also supports adoption if Hearthfire Multiple Adoptions is installed.
    Member of a Guild
    You will be a new recruit in one of the joinable factions in the game. The Companions, College of Winterhold, Dark Brotherhood, Thieves Guild, The Dawnguard, or the Volkihar Vampires (Lord Harkon's Court). Your starting equipment will be geared toward the faction you have chosen.
    For the Thieves Guild, you will begin just inside the Ragged Flagon, having just emerged from the Ratway. Talk to Brynjolf to seal the deal.
    For the Dark Brotherhood, you will begin immediately inside the Falkreath Sanctuary and need only speak to Astrid to complete the process.
    For the College, you'll be placed just outside the Hall of Elements and will have completed the initial joining phase.
    For the Companions, you'll begin in Jorvaskr and begin with the mission to train with Varkas.
    For the Dawnguard, you'll start off in Fort Dawnguard ready to pick up the questline just after Bloodlines.
    For the Volkihar, you'll start off in Harkon's castle just after being bitten and becoming a vampire lord.
    Patron at an Inn
    You will be able to choose from one of several inns throughout Skyrim (and Raven Rock too). Some are relatively safe, others not so much. Nightgate Inn in particular is isolated in the mountains and is more dangerous than most others. Do be careful.
    Outlaw in the Wilds
    You will begin as a member of a group of bandits. For the sake of variety, the group of bandits will be chosen at random, from any properly configured bandit lair in either Tamriel or Solstheim. You will begin with standard bandit level equipment. The bandit faction at the start location will remain friendly to you as long as you don't piss them off first. Tread carefully though, you WILL have a bounty of 1500 gold in the hold the game chooses. The guards will not take kindly to seeing you trotting into a civilized area unless you're prepared to pay up.
    Soldier in the Army
    You begin as a recruited soldier in either the Stormcloaks or the Imperial Legion. Which one you choose will determine the gear you start with. You will begin at the point immediately after what would be each one's first mission, which is little more than a cannon fodder quest on either side.
    Make sure you watch the Jagged Crown scene or things will get messed up!
    Camping in the Woods
    You are a lone hunter, camping in the woods. This will start you off with decent low level equipment, a campfire, cooking pot, bedroll and tent. The camp will be in the forest/hills near Helgen and will serve as an alternative method for witnessing the dragon attack that will not require you to actually be in the village when it is destroyed. The camp will remain in place permanently should you wish to return and use it as a base.
    Shipwrecked off the Coast
    Shipwrecked! You were a passenger aboard a merchant ship on the way to Solitude when the ship struck an iceberg off the coast and then capsized. Make your escape from the doomed vessel, retrieving any useful items on your way out, then make your way to the nearby ice floes. From there, you'll quickly realize it's a LONG way off to shore.
    Take care if using survival mods, especially those with hypothermia modules. You can freeze to death quickly!
    Attacked and Left for Dead
    You find yourself in a remote area, robbed and left for dead by bandits. They were kind enough to leave what they thought was your corpse dressed in ragged clothes, but nothing more. Can you survive the harsh wilderness and reach safety alive?
    The random locations now include a few spots on Solstheim as well.
    With proper setup, any location in Tamriel or Solstheim in any mod can be made to work with this. See the extension documentation for details.
    Vampire in a Secluded Lair
    The lair has always been home to you, for as long as you can remember. It isn't even clear to you anymore how long you've been a vampire, but you know you still hunger for prey and still have an urge to adventure.
    The game will pick a random vampire lair location from anywhere in Tamriel or Solstheim as long as the dungeon is properly configured. This can include locations added by mods as well. You will begin equipped with standard vampire armor and weapons like all of the other vampires in the game.
    Be aware you could potentially be dropped into a cell with hostile enemies nearby. Be careful when exiting your lair.
    Necromancer in a Hidden Lab
    The laboratory you discovered in Blackreach is running low on supplies. It looks like you'll need to set forth soon to replenish, and perhaps see what's going on in the world these days.
    Fair warning - there is a Dwemer Sphere outside the door to the lab. You'll need to plan ahead before leaving.
    Vigilant of Stendarr
    You have been accepted into the Vigilants of Stendarr and have been granted living access to their headquarters outside of Dawnstar.
    The chest next to you when you begin is yours and is a safe storage container.
    Warlock's Thrall
    You snap to your senses, a sudden weight lifted from your mind by a curious ring you found while gutting a fish. You aren't even sure why you put it on, but you did. Then, suddenly, it becomes clear... You've been under the control of a pair of warlocks dabbling in necromancy! Fortunately they are not aware you've broken their hold over you, and now is your chance to escape!
    You begin the game in Boulderfall Cave, the home of two warlocks. Aside from some rather mundane robes and boots, you are equipped with a very powerful Ring of Nullification and a cheap iron dagger. You are safe so long as you choose to remain in the cave. Venture outside, and as soon as you've wandered far enough, the warlocks will realize you've broken their hold and become hostile. Time to run if you want to live!
    Note: There is no safe storage at this location, so don't leave anything here if you want it later.
    Live in an Orc Stronghold
    You'll begin in the orc stronghold of Dushnikh Yal. Though you have lived there for some time, they still call you outlander, and now you once more hunger for adventure.
    For some people, this may be considered an unbalanced option since you get decked out in a full set of orcish armor and a nice big orcish battleaxe, but you're still level 1. Death can still find you easily enough.
    Khajiit Caravan Guard
    You've been with the caravan for a long time now, and finally your group leader has hired a new guard. Time for some adventure, but you'll always be welcome at the camps in Whiterun or Markarth. This option only activates for a Khajiit.
    Member of a Forsworn Tribe
    Once the true rulers of The Reach, your tribesmen and kin have since been forced to carve out a life in the rugged mountains, away from more comfortable living. The time has come for you to leave and find adventure on your own. Only available for Bretons.
    Note - You get a usable chest in the start location that's safe to keep things in.
    Argonian Dock Worker
    You've been on these docks for months now, perhaps longer. The locals aren't treating you any better and it's high time you did something about it. A life of adventure and glory is just the change of pace you need.
    Note - The first end table inside the door, with the soul gem holder on it, belongs to you and can be used as storage. The container does not respawn.
    Redguard Alik'r Warrior
    Disillusioned with life back home in Hammerfell, you joined the Alik'r and set out to Skyrim on a mission. Only things are not what they seem and it looks like time to set out on your own. Nobody back home will know the difference anyway.
    Dunmer Refugee (Windhelm)
    Morrowind is still a very hostile place, and you've decided to take your chances in Skyrim instead. Upon arrival though, Windhelm isn't at all what you expected or were hoping for. It looks like it's time to cast aside your expectations of an easy life and become an adventurer.
    Note - The bedroll and sack you start standing next to for this are yours. The sack is safe storage.
    Dunmer Refugee (Raven Rock)
    The mainland of Morrowind is still a hostile place, and you've had enough. You're taking your chances on Solstheim in Raven Rock. Upon your arrival though, it's not at all what you were hoping. They almost treat you as an outsider. It looks like that easy life isn't there to be had after all. Might be time to take up adventuring instead.
    This start will begin in the abandon building on the edge of town and from there, you're on your own.
    Note - The bedroll and sack you start standing next to for this are yours. The sack is safe storage.
    Starting on Solstheim can be tough since the DLC is intended for higher level characters. Death will visit often if you are not careful!
    Altmer Agent of the Thalmor
    You're assigned to the Thalmor Embassy near Solitude. As part of your regular duties, you are tasked with routine investigations of various matters in Skyrim. Though Elenwen has yet to trust you with a field assignment - until now. How fortunate that it should mean finally getting to do some adventuring on the side while you're out.
    You begin the game inside the Thalmor Embassy on the upper floor, standing next to a bed. Since the Embassy does not respawn in the vanilla game, all storage should be safe. You will be a member of the Thalmor faction, so you can take what you wish from the building at any time, and can sleep in any of the beds you can find.
    Once you have arrived at Helgen, you will be removed from the faction and the Embassy will then be closed to you until the party during the main quest. Thalmor may become hostile toward you at this point due to their assumption that you've abandoned your post. Be aware that membership in the Thalmor faction may also make Stormcloaks hostile toward you, including cities run by them! Unlike the bandit start, you will retain this membership for as long as you avoid going to Helgen.
    Erik the Slayer's Childhood Friend
    Only available for Nords.
    You and Erik have lived in Rorikstead all your lives and have been the best of friends since Mralki took you in. Farming isn't a bad life, but ever since Lokir started telling all those stories about a life of adventure, it's all you two have talked about for months. Erik's father has finally given his blessing and the two of you are finally geared up and ready to depart!
    You begin the game at the Frostfruit Inn in Rorikstead. Erik's mini-quest is completed and he has been assigned as your follower. You can dismiss him at any time just like normal. Your starting equipment will be the same as his equipment.
    Member of the Penitus Oculatus
    Only available for Imperials.
    You've been assigned to the Emperor's detail in Dragon Bridge. The commander has finally realized that someone needs to go out and do some field work to prepare for the Emperor's visit to Skyrim. Fortunately, the commander has chosen you for the job. It can't hurt to do some adventuring on the side while you're out doing your duties.
    You begin the game at the Penitus Oculatus Outpost in Dragon Bridge. You are equipped with a full uniform, an Imperial sword, and Imperial shield plus incidental gear and loot. As a member of the faction, you will be able to take anything from the outpost if you want, but since this cell respawns, you DO NOT have safe storage. Membership in this faction may cause other factions to react in a hostile manner!
    Upon the "Unbound" quest completing, you will be removed from the faction on the assumption that you have failed to fulfill the duties you were assigned to. You will also be expelled should you decide to turn on your fellow Oculatus members and attack them.
    Surprise Me
    Random roll that will pick one of the above. The standard Helgen start will not be included in this. Race specific starts will only apply if the player's race matches.
    Credits
    Chesko - For his polygon shape detection script.
    Nikkita - For her awesome work on the voiced lines for the statue of Mara in the starting cell.
    Dwip - The new mesh section for the farmhouse interior.
    Disclaimer
    This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.

    1,805 downloads

       (2 reviews)

    3 comments

    Updated

  9. Unofficial Skyrim Legendary Edition Patch

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Legendary Edition. The goal of the Unofficial Skyrim Legendary Edition Patch (aka USLEEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package.
    Warning: Only use the Unofficial Skyrim Legendary Edition Patch with the latest release version of Skyrim patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates.
    See the full changelog for details.

    660 downloads

       (2 reviews)

    0 comments

    Updated

  10. Gray Fox Retreat

    == Gray Fox Retreat v1.0 by WhoGuru ==   The Gray Fox was a title passed from generation to generation in the Thieve's Guild of Cyrodiil. Those who managed to survive their tenure, retired to the shores of Lake Honrich in Skyrim and a small, unassuming house on her shores not so far from the lost stronghold of the Nightingales; a handy location for forays into Riften, escape across the lake, and a few treasures left behind by former Foxes. Be sure you take a close look at the model of a Dwemer ruin's entrance. It is said the model was 'borrowed' from an Aldmeri museum and holds a secret entrance to another location. ------------------
    The Gray Fox Retreat is located due West of Riften on the south shore of lake Honrich and just East of Heartwood Mill. The front door is locked but any self-respecting thief won't have a problem with that. There is also a horse should you need a mount. Savior is a cheerful boy, happy to thump mobs alongside you.   == Requirements ==
    TES V: Skyrim   == Installation ==
    Extract the GrayFoxRetreat.esp, Meshes, and Textures folders to your Skyrim/Data Directory then enable GrayFoxRetreat in the Oblivion Launcher   == Uninstallation ==
    Remove the following files and folders from your Oblivion directory:
    GrayFoxRetreat.esp
    Data/Meshes/Red/GrayFoxRetreat
    Data/Textures/Red/GrayFoxRetreat   == Changelog ==
    v1.0 -Public Release   == Bugs/Incompatibilities ==
    None Known   == Credits ==
    *Darkrider - Without who's patient tutelage I would not be the modder I am today.
    *TES Alliance for the brilliant Creation Kit Basics courses that helped me brush up on old skills and learn what had changed since Oblivion.   == Resources Used ==
    - Orient Set 1.0 by garnet18
    - Wicker Set 1.0 by garnet18
    - InsanitySorrow's Dwemer Telescope from the TESA Resource Kit   == Contact ==
    Contact WhoGuru on TES Alliance for prompt support.   == Permissions ==
    As everything in my mod is either vanilla content or a resource, you may do with it as you wish. If you use any resources from this mod, be sure to give credit in your readme to their authors.

    13 downloads

       (0 reviews)

    0 comments

    Updated

  11. Sungarde

    The magic realm of Sungarde, a tropical landscape for Skyrim.


    According to the legends, as the earliest tribes of ancient nords roamed through the northern coast of Skyrim, they found groups of druids summoning mage portals to a place that was said to be always "warm and moist", and "the season never changes".Their reports suggest that the Dwemer had been there before, and they left magnificent structures made of rock, just like Nchuand-Zel, the place that would become the city of Markarth.
    Historic records tell us that the ancient nords managed to colonize the place for a while, but somehow they all disappeared. The tales about the "Land of Eternal Summer" were
    forgotten for centuries. But now, one of the mage portals was discovered in the north
    coast...










    WARNING: Latest versions requires Dragonborn DLC.

    If you don´t have the expansion, you should stick to version 1.2.

    **********************************************************************
    FEATURES

    **********************************************************************

    The quest script did not work and I cannot afford to work much more in this mod, so I decided to release it as a "free-to roam" area. You will be able to dialogue and interact with some of the NPCs. Sungarde is made of:

    -9 landmasses (Bonebreaker Valley, B´zanf excavation site, Western Rocklands, Pantanalia Wetlands, Western Nord Valey, Southern Nord Valley, Johantal temple complex, B´zanf Dam and dried-up reservoir).

    -29 dungeon cells (6 caves, 13 nord ruins, 6 mixed Nord/cave ruins and 4 dwemer).

    Remember: all dungeons with more than one level have a magic portal that will bring you back to the wilderness at its end.

    Korzumjund, Yuhal and Karhuass are one-way dungeon crawls: once you start, you must go to the end!!!

    The cave of Korzumjund is 2nd level now: changed its 1st dungeon cell

    -NPCs that will give you information:
    .Ralfyr in Bonebreaker valley
    .druid master Klarissmund in western rocklands
    .Ma´luf khajit smuggler in Southern Nord Valley
    .Dremora outcast in Western Nord Valley
    .Anchieta (a vigilant of Stendarr) in Pantanalia

    -Ma´luff and the dremora outcast will buy and sell things.

    I included an extra file in which I removed the palm trees that have been causing trouble to some.


    _New meshes from: ANGILLA, BAD GREMLIN, DIGITAL LION, ELINEM, GA-KNOMBOE, INSANITY SORROW, OARISTYS & TONY67, TAMIRA, VICN, TIER1DUSTY and some stuff of mine.


    ******************************************************************************************
    KNOWN BUGS/ISSUES
    ******************************************************************************************

    -One of the new tree trunk meshes has no collision property. I´ll fix this soon.

    -there is a spot in the landmass in which my char "swam" in the air for a while (NOTE: I
    only experienced this bug in my notebook, not in my PC. Please report if this happens to
    you.)

    -CTD: they may occur (see "compatibility issues" for details about this problem). For
    unknown reasons, some player chars render the mod more stable than others.PLEASE REPORT IF CRASHES ARE PERSISTENT.

    YOU SHOULD REPORT ANY BUG/GLITCH/ISSUE YOU MAY FIND.REMEMBER THAT I REALLY NEED SOME FEEDBACK.

    ******************************************************************************************
    COMPATIBILITY ISSUES
    ******************************************************************************************

    -If you use the mod GKB-GREEN-TREES you should disable its .esp file. Although my mod uses
    some of its meshes, there is a conflict with the .esp file.
    -This mod WILL NOT WORK AT ALL if you have too many other mods in your loading list. I
    cannot say for sure how many mods and which ones (EXCEPT FOR THE ONE I MENTIONED BEFORE) Sungarde will "get along with", but I tested it in BOTH my PC and my notebook, and managed to solve the stability issues just by unchecking several .esp´s from the mods I use in my loading list. Keep in mind that Skyrim is a buggy game, and its Creation Kit is even
    buggier, so it was NOT my fault.To play my mod, you should activate only the most necessary ones (remember that the mods that change something in the vanilla worldspaces and interiorswill make no difference in the realm of Sungarde).


    ******************************************************************************************
    INSTALLATION
    ******************************************************************************************

    -All versions of the mod here in TESALLIANCE should be downloaded and installed in the right order.

    -Extract the "Data" folder in this mod to your "The Elder Scrolls V Skyrim" folder.Click "yes" when it asks to overwrite.

    -Add a check to Sungarde.esp in your Skyrim Launcher screen to activate the mod... and
    play!!!

    ******************************************************************************************
    Credits
    ******************************************************************************************

    ALIENSLOF- The new skeever and sabrecat textures

    GA-KNOMBOE- the new trees

    HANAISSE- The gate to Oblivion

    JSNIDER193- The new nord ruin tileset and the "scaly one" texture

    MUPPETMUPPET- New trees and foliage

    OARISTYS- The new skeletons

    SCOTT- The new deer, panda and troll textures, and the bamboo.

    TAMIRA- Two new plants

    TENTAIN- The skeleton torch

    YURIL- The new barrels

    546 downloads

       (0 reviews)

    2 comments

    Updated

  12. When Vampires Attack

    A small mod that makes citizens in a village or city run indoors during a random vampire attack. This includes eclipse attacks as well.

    This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking master vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of the undead. NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead.

    This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine.

    Guards, members of The Companions, Vigilants of Stendaar, the Dawnguard, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse.

    Installation Requirements

    Official Skyrim patch 1.9.32.0.8 or greater.
    Official Dawnguard DLC.

    227 downloads

       (1 review)

    3 comments

    Updated

  13. Lore Weapon Expansion

    Lore Weapon Expansion (L.W.E) is a project that aims to expand the available weapons found in-game via loot and the crafting menu. All of the included weapons are lore based, meaning they are either based on designs found in previous games (with visual upgrades) or based on descriptions/places/characters mentioned in the series lore.

    The new weapons are distributed via leveled lists so you'll come across them during your adventures, some are also craft-able and can be found in the crafting menu once you have the required perks and all weapons can be upgraded too.

    The Silver weapons also come with the additional silver effect, so the undead will receive more damage.


    Lore Based Weapons:

    Cyrodiil
    ClubSpiked Club

    [*]Glass
    Glass Bow

    [*]Iron
    Iron Battleaxe
    Iron Bow
    Iron Dagger
    Iron Mace
    Iron Longsword
    Iron Claymore
    Iron Shortsword

    [*]Steel
    Steel Bow
    Steel Shortsword
    Steel Longsword

    [*]Silver
    Silver Dagger
    Silver Shortsword



    Shivering Isles

    Golden Saints
    Longsword

    Vvardenfell
    DaedricDaedric Longsword
    Daedric Katana

    [*]Dwemer
    Dwemer Battleaxe
    Dwemer Claymore
    Dwemer Dagger
    Dwemer Mace
    Dwemer Sword
    Dwemer Shortsword
    Dwemer War Axe
    Dwemer Warhammer

    [*]Glass
    Glass Longsword

    [*]Iron
    Iron Longsword
    Iron Club
    Iron Warhammer
    Iron Mace
    Iron Tanto
    Iron Wakizashi

    [*]Steel
    Steel Staff
    Steel Club

    [*]Nordic
    Nordic Dagger





    All Add-Ons are standalone plugins and do not require Lore Weapon Expansion, though it is highly recommended.

    Goldbrand - A Legendary Katana created by Boethia, it is rumored to be residing in Skyrim.
    Daedric Crescent - It is rumored that Mehrunes Dagon reclaimed the last known Daedric Crescent when the Nerevarine left Vvardenfell and has it locked away somewhere in Skyrim.
    Relics of the Crusader - It is rumored that the Champion of Cyrodiil left them as an offering to the Divine well travelling through Skyrim.
    Blade of Woe - A Unique Mesh and Texture replacer for the Blade of Woe, bringing back it's previous visual appearance from TES4: Oblivion.

    Extract the contents of the ZIP folder into your Data folder
    Make sure the Lore Weapon Expansion.esp is checked in the Launcher


    Delete the files/folders associated with the mod
    Uncheck the Lore Weapon Expansion.esp is checked in the Launcher

    673 downloads

       (1 review)

    4 comments

    Updated

  14. Hana's Foxier Foxes

    Hana's Foxier Foxes!
    Let's cuddle!

    11/13/15
    v1.0

    Description:
    ------------------
    This is a mesh and texture replacer to make the foxes more pretty, soft and cuddly looking.
    Textures are the same size as the HD Textures - 2048x2048.
    Meshes were updated to add soft lighting effect, and remove extra nodes.
     
    Installation:
    ------------------
    Unzip into Data folder as is or install with BAIN.
    Uninstall:
    --------------
    If manually installed, delete the Data\Meshes\Actors\Wolf folder (yes, wolf folder) and Data\Textures\Actors\Fox folder or uninstall in BAIN.
    Contact:
    ------------
    I can be contacted via PM at TES Alliance or AFK Mods, or in comments.
    Permissions:
    ---------------------
    Please do not upload this file anywhere else.
    Please do not re-use or re-issue without permission.

    43 downloads

       (0 reviews)

    0 comments

    Submitted

  15. Duke Patricks - Skyrim Friction Fix

    Duke Patricks - Skyrim Friction Fix
    REV 1.1
    Latest SKSE needed.



    ===============
    DESCRIPTION
    ===============


    REV 1.1 After using and working with the logic for many weeks I made some tweaks to the script to be more reliable and to reset on a player load.

    New rev 1.0 has a fix to allow the system to work even when the player dies.


    This mod can prevent the player ragdoll from bouncing ridiculously far away or sliding forever down a hill. This can happen when you fall and hit the ground too hard, hit the ground on a slope or anytime your ragdoll is called into the game and a strong havok force is applied to the ragdoll.


    I only answer questions that are posted in my threads on the Bethesda forums:

    forums: http://forums.bethsoft.com/forum/13-the-elder-scrolls


    But be warned that I probably will not actively support this mod anyway because it was stolen out of my pet mod as a courtesy to those players that do not want to try my combat mod.



    If you like this mod try my other Skyrim mods:

    Duke Patricks Archery and Heavy Weapons Combat
    This is a combat overhaul mod based on my 30 years of real life melee combat fighting tournaments in the SCA.

    Here: http://tesalliance.org/forums/index.php?/files/file/1567-duke-patricks-archery-and-heavy-weapons-combat/

    But if you do try the above mod do not load this mod with it as my combat mod has this built into it and hard conflicts can occur.
    Melee combat overhaul mod based on my 30 years of real life melee combat fighting tournaments in the SCA.


    also...

    Duke Patrick's Armor Drowns

    Duke Patrick's Follow That Actor

    Duke Patrick's Spears In Skyrim



    ================================
    LEGAL
    ================================


    DO NOT distribute THIS MOD! You should only find this mod distributed from Tes Alliance and Nexus! If any other web site is distributing the files

    for this work they are doing so illegitimately. Until further notice (when I consider the issues with paid mods is under control) you may NOT use my mod or resources what so ever.

    88 downloads

       (0 reviews)

    0 comments

    Updated

  16. Hana's Happy Hares Retex

    Snuggly bunny wants to play with you!


    04/08/15
    v1.0

    Description:
    ------------------
    This is a texture replacer to make the bunnies more soft and cuddly looking.
    Textures are 4x's the size of the original. Now 1024x1024 from 256x256.

    Note: There are some UV issues, but that's a mesh problem that I'm not fixing.
    Installation:
    ------------------
    Unzip into Data folder as is or install with BAIN.

    Uninstall:
    --------------
    If manually installed, delete the Data\Textures\Actors\Rabbit folder or uninstall in BAIN.

    Contact:
    ------------
    I can be contacted via PM at TES Alliance or AFK Mods, or in comments.

    Permissions:
    ---------------------
    Please do not upload this file anywhere else.

    34 downloads

       (1 review)

    1 comment

    Updated

  17. Felldew Comes to Skyrim

    Felldew Comes to Skyrim
    ==========================
    v1.0 - 05/06/14


    From the depths of the Oblivion plane of Sheogorath, the Shivering Isles; smuggled into Skyrim by those crafty Khajiits. Felldew, the once highly addictive drug arrives in a new refined potion form. No longer addictive yet still euphoric and mesmerizing. You'll always want more.

    Available for sale through the Khajiit caravans or the random drug dealing adventurers. Enjoy!


    Unpack the archive into the Data folder or install with any mod manager. Activate the .esp.
    To uninstall, de-activate the .esp and delete along with the .bsa.

    37 downloads

       (1 review)

    0 comments

    Updated

  18. Vampire Sun Damage Effect Modification

    Vampire Sun Damage Effect Modification
    =========================================
    by Hana / Hanaisse
    01/02/2015
    v1.0


    Description;
    -------------
    Ah, the fun and joy of being a vampire. Argh, that moment of shocking blindess when you step outside into the daylight.

    This is just a small, simple change to the effect of sun damage notification, lowering the blinding brightness and lowering the tone. No changes have been made to the effect itself. I was just getting annoyed with being blinded.


    Install;
    ---------
    Install via BAIN, NMM or MO, or unzip into a temp folder and drop the .esp into your Data folder.

    Uninstall;
    -----------
    Uninstall via BAIN, NMM or MO, or delete the .esp from your Data folder. There are no scripts to bork your saves.


    Permissions;
    -------------
    * DO NOT upload this file anywhere else please.

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  19. Hana's Halloween Night Sky Texture Pack

    Hana's Halloween Night Sky Texture Pack
    ------------------------------------------------------


    10/13/2014
    v1.0

    Description:
    --------------
    This is a texture replacer pack that adds pumpkin faces on both Masser and Secunda for that Halloween-ish feel. Uses my Night Sky Texture Pack as a base.


    Installation:
    --------------
    Drop Textures folder into Data folder and overwrite (if appl.).

    Uninstall:
    -----------
    Delete the Data\Textures\Sky folder.
    Re-install the base pack (if you want) as these will overwrite.


    Permissions:
    -------------
    Please do not upload this file anywhere else.
    Please do not re-use or re-issue without permission.

    23 downloads

       (0 reviews)

    0 comments

    Submitted

  20. Duke Patrick's Armor Drowns

    Duke Patrick's Armor Drowns

    Latest SKSE needed.





    ===============
    DESCRIPTION
    ===============

    Rev 2.1 Fix issue were taking off armor while stuck under water would not return your player control.

    THIS REVISION 2 is a complete redesigned of rev 1. REV 2 and up will be the official game mechanics design from now on.


    If you swim with any armor on that has 50 or more damage resistance and weighs more than 20 units of weight You will drop like a brick deep down into the water. You will not be able to move and your stamina will drop fast unless you unequipped the armor. If you do not have any water breathing magic or ability you will also start to drown as you struggle in the water.

    This is how I original envisioned (and wanted) my mod to be. However no one could find a simple way to prevent the player from floating back up tot he surface of the water once they were thrown down deep into the water.

    I got up this morning and it came to me ....I could not believe it would work but I tried it and YES...finally a way to do it with one simple function!

    Upgrading only requires you to drop the new files into your data folder.





    I only answer questions about the mod that are posted in my threads on the Bethesda:

    forums: http://forums.bethsoft.com/forum/13-the-elder-scrolls

    147 downloads

       (0 reviews)

    1 comment

    Updated

  21. The Huntsman

    =================
    Requirements:
    =================

    Skyrim Script Extender - http://skse.silverlock.org/

    =================
    Description:
    =================

    The Huntsman is a Unique Bow designed to be the perfect companion for Hunters. The Huntsman is no ordinary bow, aside from it's Unique appearance it has the
    option of being Upgraded with Upgrade Kits that not only change the stats but also change the appearance. The Huntsman also levels up with the player so it should
    never become useless.

    =================
    Finding The Huntsman:
    =================

    Your hunt begins in a Bleak Barrow.

    =================
    Upgrading The Huntsman:
    =================

    Upgrading the Huntsman is one of it's main Features, the upgrades are found throughout the world, well Interior cells anyway. You'll notice they come in the
    form of Upgrade Kits (Boxes) and are placed in easily to spot locations.

    To upgrade you either activate the Kit where they are placed, if you are able you can upgrade on the spot, if not later on when you want to upgrade drop the Kit
    and activate it, you'll be given the option to upgrade.

    Available Upgrades:

    Grip Wrapping
    Stabilizer
    Sights
    Quiver
    Reinforced Limbs

    Each of the Upgrades has a visual change along with a stat change, though what these are you'll have to find out for yourself.

    The Upgrades must be applied in the order listed above.

    =================
    Painting The Huntsman:
    =================

    Painting Patterns are an option available for those that wish to personalize the Huntsman. To do so players have to purchase paint bottles
    from Merchants, these are Misc items. The player must then drop the paint bottle and activate it, once activated the player will have the option of either
    painting the Huntsman or not if they decide not too.

    Due to the way the game works you must UnEquip and then re-Equip the Huntsman for the First Person changes to take affect.

    Upgrading the Huntsman resets the paint choice back to it's default setting.

    Paints can be purchased from your local Blacksmith or Trader.

    =================
    Installation
    =================

    1. Extract the contents of the ZIP folder into your Data folder
    2. Make sure the The Huntsman.esp is checked in the Launcher

    =================
    Un-Installation:
    =================

    1. Delete the files/folders associated with the mod
    2. Uncheck the The Huntsman.esp is checked in the Launcher

    =================
    Known Issues/Incompatibilities:
    =================

    None so Far.

    =================
    Contact:
    =================

    InsanitySorrow @ TES Alliance

    =================
    Credits:
    =================

    Thanks to Bethesda for creating Skyrim.

    =================
    Licensing/Legal:
    =================

    You may use this as you wish as long as you don't charge money for it and you credit me for any work used.

    Please do not re-host this file without my explicit permission.

    ==================
    Modder's Will:
    ==================

    If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance.

    TES Alliance are free to modify/redistribute/remove as they see fit.

    2,031 downloads

       (0 reviews)

    3 comments

    Updated

  22. LotR - Gimli's BattleAxe

    =================
    Description:
    =================

    LotR - Gimli's BattleAxe adds Gimli's Battle Axe from Lord of the Rings to Skyrim.

    The Battle Axe can be found in the crafting menu under the Dwarven material section, the stats are similar to the Dwarven Battle Axe.

    The Assets are all new and features high resolution textures.

    =================
    Installation
    =================

    1. Extract the contents of the ZIP folder into your Data folder
    2. Make sure the LotR - Gimli's BattleAxe.esp is checked in the Launcher

    =================
    Un-Installation:
    =================

    1. Delete the files/folders associated with the mod
    2. Uncheck the LotR - Gimli's BattleAxe.esp is checked in the Launcher

    =================
    Contact:
    =================

    InsanitySorrow @ TES Alliance

    =================
    Credits:
    =================

    Thanks to Bethesda for creating Skyrim.

    =================
    Licensing/Legal:
    =================

    You may use this as you wish as long as you don't charge money for it and you credit me for any work used.

    Please do not re-host this file without my explicit permission.

    ==================
    Modder's Will:
    ==================

    If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance.

    TES Alliance are free to modify/redistribute/remove as they see fit.

    47 downloads

       (0 reviews)

    0 comments

    Submitted

  23. Bloody Skeletons

    A texture replacer for skeletons, adding higher quality, higher contrast and .... blood stains! Because, hey, why not.
    Same size as the HD texture - 2048x2048.

    Unpack the archive into your Data folder.
    Delete the file Textures\Actors\Skeleton\skeleton.dds to uninstall.

    25 downloads

       (0 reviews)

    0 comments

    Submitted

  24. Sit up, Jarls!

    v1.0 04/27/2014
    by Hanaisse


    Changes the way Jarls sit on their thrones. I find it disrespectful that they slouch and look bored while they talk to you. You ARE the Dragonborn, after all. And it makes the old men (and old woman) look creepy. Now they sit up and pretend they are at least interested in what you have to say.

    Except for Ulfric, because he just looks cool.

    ******
    If a Jarl has not changed his sitting position, wait for them to get up. The next time they sit the changes will take effect.

    Does not apply to 'thrones' in old Nordic ruins or Sovengaard.

    Also incorporates the USKP fix of unable to look around when you sit on the throne so as not to cancel out those fixes.

    ******
    Drop the .esp in the Data folder, activate in launcher or mod manager of your choice, enjoy. De-activate and delete .esp to uninstall.

    I've made sure the .esp is clean with TES5Edit.

    ******
    I can be contacted here for any issues.

    86 downloads

       (0 reviews)

    0 comments

    Submitted

  25. Hana's HD Ore Veins

    v1.0 - 04/08/14

    Made by special request, a new, vastly changed HD (2048x2048) ore vein texture. Now it's a pleasure to go mining!

    Any lingering visual atrocities are caused by the poor meshes, of which I am not going down that rabbit hole. I did my best to overcome them.

    To install:
    -------------
    Unpack the files in the Data folder.

    To remove:
    -------------
    Delete the files mineore01.dds, mineore01_n.dds, mineore_p.dds in the textures\dungeons\mines folder.


    Happy mining!

    53 downloads

       (0 reviews)

    0 comments

    Submitted

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