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Showing content with the highest reputation since 07/23/2010 in Files

  1. Version v1.0 Additional Files

    24,969 downloads

    About WAC on TES Alliance: Currently Waalx is off in the real world crossing the globe and experiencing the grand adventure that is life! He managed to stop in to grant permission for his project to be hosted away from his forum which is now closed to new registrations so that WAC, in it's current unfinished state, could still be enjoyed by players. Somewhere down the traveled road, he may pop in to update the mod with the work he has stored on his PC, but until that time if and when, we will be hosting the beta version here with all the same documentation provided by Waalx himself. Currently, WAC may NOT be used as resource material. Waalx has stated his desire that any derivative works must require/be dependant on WAC. Anyone wishing to use resource material from WAC without dependancy, must contact Waalx and ask permission; no contact made means no permission. This is his latest statement on Resource use as of 26 Aug 2012
    18 points
  2. 22,771 downloads

    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.
    17 points
  3. Version 1.0.0

    1,137 downloads

    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.
    10 points
  4. Version 1.1

    1,335 downloads

    ================= Description: ================= This is a medium sized Dwemer themed Clutter resource. The clutter is a recreation of the Dwemer clutter found in Morrowind. I always like the look of it myself and thought it'd fit into Skyrim nicely. Contents: 10 Clutter Items (Bowl, Goblet, Mug etc) All new Meshes and textures too! ================= Installation ================= Extract the contents of the ZIP folder into your Data folder Make use of them in your project ================= Un-Installation: ================= Not sure why you wanna do this, but ok .. Take them out of your ESP Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit Marmoset Toolbag - For the Render ================= 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.
    8 points
  5. Version latest version

    383 downloads

    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!
    7 points
  6. Version 1.0

    2,051 downloads

    ================= Description: ================= This is a resource that contains 30 new rugs for Skyrim. There are 15 new rectangle rugs and 15 round rugs. The rugs are using new meshes as I wasn't fond of the vanilla ones and the textures are high resolution - rectangle 1024x2048 and round 2048x2048. An optional lower resolution texture pack is also available. ================= Installation ================= 1) Extract the contents of the ZIP folder into your Data folder 2) Make use of them in your project ================= Un-Installation: ================= 1) Take them out of your ESP 2) Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit Marmoset Toolbag - For the Render ================= 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.
    7 points
  7. Version 1.0

    1,993 downloads

    ================= Requirements: ================= Skyrim 1.5.24.0 ================= Description: ================= A collection of room dividers, there are 3 different shapes and they cover 3 classes (Upper, Middle, Lower). There are a total of 64 room dividers to choose from. ================= Installation ================= 1. Extract the contents of the ZIP folder into your Data folder. 2. Include them in your project ESP. ================= Un-Installation: ================= 1. Remove them from your project ESP. 2. Delete the files/folders associated with the resource. ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Skyrim. Thanks to Lilith for the idea. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Marmoset Toolbag - For the Render ================= 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.
    7 points
  8. Version 3.0.15

    662 downloads

    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.
    6 points
  9. Version 1.0

    1,496 downloads

    Name: Insanity's Food Stuffs - Resource Version: 1.0 Date: 18/04/2012 Category: Resources Author: InsanitySorrow Source: TES Alliance ================= Requirements: ================= Skyrim 1.5.24.0 ================= Description: ================= FOOOOOOOD!! This is as the name suggests a food resource , This resource contains a lot of new food for you to use in your mods, it adds .... : Muffins Cup Cakes Battenburg Cake Cookies Doughnuts Filled Bowls (Bowls of soup, stew, rice ect) Pies Tarts Chocolate Bar Fig Rolls (Or Fig Newton's depending on where you're from) And a ... Pumpkin ... I know that excites you You aren't stuck with one of each either, there are varieties of each food, for example the Doughnuts come with 15 different toppings. ================= Installation ================= 1. Extract the contents of the ZIP folder into your Data folder 2. Make use of them in your project ================= Un-Installation: ================= Not sure why you wanna do this, but ok .. 1. Take them out of your ESP 2. Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Skyrim. Thanks to Lilith for all the food ideas Thanks to all that commented on the WIPz pictures and gave ideas ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit ================= 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.
    6 points
  10. Version 1.0

    1,880 downloads

    ================= Description: ================= This is a small modder's resource that contains some new washing clutter and some static clothes lines. ==Clutter:== Scrubbing Board (With and Without the clothes ringer) Scrubbing Brush Scrubbing Tub There are a few variations included too, these total 13 variations. ==Static:== 3 Types of Standing Clothes Lines 2 Types of Hanging Clothes Lines 2 Types of Wall Clothes Lines Each clothing line comes with a few variations with different fabrics hanging from them, there is a total of 42 clothes lines. ================= Installation ================= Extract the contents of the ZIP folder into your Data folder Make use of them in your project ================= Un-Installation: ================= Not sure why you wanna do this, but ok .. Take them out of your ESP Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Skyrim. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit ================= 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.
    6 points
  11. Version 1.0

    2,746 downloads

    ================= Description: ================= This is a resource that contains 27 new folded blankets for Skyrim. There two different bed blankets, one for double beds and another for single beds, there is also a folded blanket for placement on shelves etc. Each blanket comes in several texture variations. The meshes are all new and the textures are high resolution - 2048x1024. An optional lower resolution texture pack is also available. ================= Installation ================= Extract the contents of the ZIP folder into your Data folder Make use of them in your project ================= Un-Installation: ================= Take them out of your ESP Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. Thanks to Ithlia for the idea. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit Marmoset Toolbag - For the Render ================= 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.
    6 points
  12. Version 1.0

    2,865 downloads

    ================= Description: ================= Pillows! A pillow resource containing four pillow shapes - Round, Roll, Square and Rectangle. Each has 14 texture variations - 7 colours, 7 plain and 7 with a pattern. There are also two Skyrim themed pillow textures. Optional High resolution textures are available as a separate download. ================= Installation ================= Extract the contents of the ZIP folder into your Data folder Make use of them in your project ================= Un-Installation: ================= Take them out of your ESP Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit Marmoset Toolbag - For the Render ================= 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.
    6 points
  13. Version 1.0

    1,247 downloads

    ================= Description: ================= This is a very small modder's resource that contains two static Chessboards, they come complete with pieces. The boards are: Royal Board - Mixture of red wood, gold and black pieces and a red and silver checkerboard Standard Board - Brown Wood, silver and black pieces and a brown and silver checkerboard The pieces on both are the same. For those wondering the pieces are: King Alduin Queen Dragon Priest Bishop Frost Atronach Knight Argonian Rook Falmer Pawn Churus ================= Installation ================= Extract the contents of the ZIP folder into your Data folder Make use of them in your project ================= Un-Installation: ================= Not sure why you wanna do this, but ok .. Take them out of your ESP Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Skyrim. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit ================= 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.
    6 points
  14. Version 1.0

    16,660 downloads

    Note: Please note this is still a work in progress, I'll be updating it over time as I make more textures. But for now, enjoy these Insanity's Texture Pack is just that, it's my very own texture pack for Skyrim. Now I;m not going to mention the usual HD, HQ, more detailed ect crap people put on their mods now, instead I will simple say this. The textures are high resolution, most range from 1024x1024 for small clutter items right through to 2048x2048 for things like landscape, they are all new (not used any originals except for reference) and more vibrant. The textures have been designed with Skyrim's style in mind, so all the new textures will fir perfectly fine. So don't worry about jarring differences. What does it change: Landscape textures - roughly 60% of them have been changed Caves Farmhouses - Riverwood, Winterhold ect Clutter - Some random clutter, like barrels and the cart Azura's Star Interior Water Sunglare Snowflakes Whiterun - About 50%-ish, enough to make a big difference Secondary note: The reduced version will take a little while to setup and upload, so please be patient. Extract this archive to any folder and then copy the contents to Skryim's Data folder. Delete the files/folders associated with the mod. InsanitySorrow @ TES Alliance You may use this as you wish but you must credit me for my work. Please do not re-host this file without my explicit permission.
    5 points
  15. Version latest version

    109 downloads

    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!
    5 points
  16. Version 1.0

    1,743 downloads

    Name: Insanity's Clutter Stuffs Version: 1.0 Date: 30/08/2012 Category: Resources Author: InsanitySorrow Source: TES Alliance ================= Description: ================= This is a small modder's resource that contains a few clutter items I've made over the couple of months that were not included in previous resource releases. ==Contents:== Bucket of Paste Butter Churn Hand Cranked Icecream Maker Cleaning Brush Watering Can Crystall Balls Hour Glass Mortar & Pestle Spools of Thread Wooden Building Blocks Spinning Top Toy Sword Sponge Cake Some of the items come with several colour variations. ================= Installation ================= Extract the contents of the ZIP folder into your Data folder Make use of them in your project ================= Un-Installation: ================= Not sure why you wanna do this, but ok .. Take them out of your ESP Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Skyrim. Thanks to Lilith for all the clutter ideas. Thanks to all those that commented on WIPz screenshots and gave suggestions/feedback. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit ================= 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.
    5 points
  17. Version 1.0

    1,110 downloads

    ================= Description: ================= Window Boxes!, Come filled with both flowers or snow/dirt and empty. There are 6 texture versions of each of the boxes, a different one for a few cities - Markarth, Solitude, Riften, Whiterun, Windhelm and Riverwood (Farmhouses). ================= Installation ================= Extract the contents of the ZIP folder into your Data folder Make use of them in your project ================= Un-Installation: ================= Take them out of your ESP Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit Marmoset Toolbag - For the Render ================= 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.
    5 points
  18. Version 1.0

    2,590 downloads

    ================= Description: ================= This is a resource that contains 18 new bath towels for Skyrim. There two different racks with 6 variations each and 6 folded towels, all are static. The meshes are all new and the textures are high resolution - 2048x1024. An optional lower resolution texture pack is also available. ================= Installation ================= Extract the contents of the ZIP folder into your Data folder Make use of them in your project ================= Un-Installation: ================= Take them out of your ESP Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit Marmoset Toolbag - For the Render ================= 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.
    5 points
  19. Version 1.0

    606 downloads

    ================= Description: ================= This is a small resource containing 30 Collectible trading Cards (Why not? ). Contents: ========== Bone Hawk Chaurus Chaurus Hunter Chaurus Reaper Dragon Ancient Dragon Blood Dragon Elder Dragon Frost Dragon Legendary Dragon Revered Dragon Skeletal Dragon Falmer Frostbite Spider Frost Giant Giant Hagraven Draugr Deathlord Dragon Priest Dwarven Spider Dragonsreach Jorrvaskr Markarth Riverwood Sleeping Tree Solitude Warrior Stone Whiterun Windhelm Winderhold ========== The cards are setup as clutter items. ================= Installation ================= Extract the contents of the ZIP folder into your Data folder Make use of them in your project ================= Un-Installation: ================= Take them out of your ESP Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit Marmoset Toolbag - For the Render ================= 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.
    5 points
  20. Version 1.0

    662 downloads

    A large selection of Christmas themed items for use in those Christmas projects you know are coming soon . Every year the community creates a selection of Christmas themed mods, the only difference this year is we currently don't have any resources that are suitable for such projects, I'm aiming to change that. Architecture: Igloo (Exterior, Interior, Door) Clutter: Crackers Snowball Food: Candy Canes Ribbon Candy Christmas Pudding Gingerbread Men Fruit Cake Statics: Snowman Holly (Small decoration) Baubles Christmas Cards Stockings Gift Boxes Snow Globe Christmas Candles Decoration Arrangements Decorated Wreaths Christmas Rugs Filled Stockings Yule Log Snowball Pile Christmas Wallpaper Thanks to Bethesda for creating Skyrim. Thanks to Lilith for her contributions: Christmas Candles Decoration Arrangements Decorated Wreaths Christmas Rugs Filled Stockings Yule Log Wallpaper Gift Arrangements Additional Thanks: Teddy Bear: Tamira and Arbitor Teddy Bears http://tesalliance.o...232-teddybears/ used by permission from Tamira and Arion. (Credit to original author Abitor from thefree3dmodels.com for the original model and texture http://thefree3dmode...ear/21-1-0-2215 )
    5 points
  21. Version 1.6.0

    1,365 downloads

    This mod is a joint effort to fix the vast amount of bugs currently existing in the Shivering Isles expansion pack for Oblivion v1.2.0416, fixing over 200 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls\objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt please note the Cell (not PC Cell) and Pos values and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Warning: Only use the Unofficial Shivering Isles Patch with the version of Oblivion is was created for! Using it on an older or newer version then v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! The complete changelog is available here.
    4 points
  22. Version 3.5.7

    5,746 downloads

    This mod is a joint effort to fix the vast amount of bugs currently existing in Oblivion v1.2.0416, fixing over 2,500 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt, click the item, note the Cell (not PC Cell) and form ID value (the eight hexadecimal digits at the top, ie 00123ABC) and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Warning: Only use the Unofficial Oblivion Patch with the version of Oblivion is was created for! Using it on an older or newer version then v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! The complete changelog is available here.
    4 points
  23. Version 1.0

    462 downloads

    Name: Desert Texture Resource Version: 1.0 Date: 22/08/2012 Category: Resources Author: InsanitySorrow Source: TES Alliance ================= Requirements: ================= Skyrim 1.5.24.0 ================= Description: ================= This is a small resource that contains a few desert textures I made that I'm no longer using. THe resource contains: 4 Red Rock Textures 7 Desert Sand Textures Each texture is seamless(tileable) and high resolution (2048x2048) ================= Installation ================= 1. Extract the contents of the ZIP folder into your Data folder 2. Make use of them in your project ================= Un-Installation: ================= 1. Take them out of your ESP 2. Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Skyrim. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 ================= 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.
    4 points
  24. Version 3.8

    4,173 downloads

    Martigen’s Monster Mod 3.8 Readme Documentation Table of Contents Introduction Requirements Installation BSA resources Key Features Faction System Wounding System Plugins – Description and Functions Spawn Rates Explained Load Order Guide by Corepc Additional Alternative Downloads Known Bugs Compatibility MMM Goes to Shivering Isles Creature/NPC Listing Credits Team Members – Past & Present Screenshots Version History Hunting and Crafting Guide (Includes Gems & Gemdust Documentation) "No two creatures will ever be the same." -- Generic cool quote The variety in MMM is almost limitless. Each creature and NPC, both original and new, spawns with (in defined ranges) a randomized size; randomized adjustments to stats (such as strength, agility, health, fatigue, magic, willpower, and intelligence) all particular to their class; as well as range-randomized confidence; aggression; and even combat fighting styles. No more clones of creatures or NPCs where each one is identical; with MMM every encounter is different because every creature -- even within the same race -- is a unique individual. More than this, stat adjustments are broken into two sections -- health, magic, strength, fatigue and confidence are affected by the same value that determines size -- so smaller creatures are generally weaker too, and in turn, less confident. Stats like agility, speed, and aggression are randomized based on and applied against the core stats. For instance, speed is important -- now you will see herds of deer running away at different speeds, or hordes of goblins charging towards you and fighting with you at different speeds. These size, stat, and aggression changes, combined with the fleeing and behavior code, all contribute to create a tremendous sense of life in the creatures of Tamriel. Additionally, the advanced fleeing code applies not just to player character interactions, but works among other creatures and NPCs as well. You may see a wolf starting a fight with a Bandit, and then running for its life. Or goblins swarming a Troll, then pelting off when the tide turns against them. In fact, while very few mods allow for anything more than NPCs than can flee, MMM adds carefully adapted code to all sorts of creatures and NPC types, specific to their class or nature (so for example; Dremora never flee, nor do Bosses). Finally, MMM is the first mod to tie a creature's confidence and aggression into faction interactions. Usually, setting faction ratings creates static behavior (if a creature has a big enough negative reaction to another faction, it will always attack); but with MMM, creatures spawn with a varied range of aggression and confidence--which when combined with the faction ratings, creates a vast diversity of behavior. For example, a Big Cat might not always be hungry, and so might not always chase prey. Or a spawning Ogre that has a faction prejudice against wolves in general may appear ambivalent towards a nearby wolf, while a second spawned Ogre attacks it outright. These changes scale in accordance with a creature's size and stats, with bigger, more confident creatures being more likely to start a fight with factions they just tolerate (as opposed to outright war or friendship). More primal such as Wolves or Trolls or Minotaurs may even attack their own kind. It's a low percentage, but if a highly aggressive Wolf spawns, it'll be highly aggressive not only to other factions, but could well turn on other wolves in a fight. The most important result that the faction system brings… is that the player is no longer the centre of the universe. No more will you have three different creatures all attacking you at once and ignoring each other. Now, fights will be all-in brawls between you and the fighting factions you've stumbled upon. ===== REQUIREMENTS ===== Martigen’s Monster Mod requires the Official Bethesda Patch Version 1.2.0416 or SI Patch It is highly recommended that you also install the Unofficial Oblivion Patch , Shivering Isles Patch, and Unofficial Official Mods Patch first, before installing MMM. Oblivion Mod Manager is required for OMOD Install Options, and can also be used for Load Ordering, Archive Invalidation, etc.; and Wrye Bash, while being slightly more complex for the new user, is an invaluable tool capable of doing all that and more. Martigen’s Monster Mod 3.8 requires both a resource BSA Download Martigen's Monster Mod 3.8 BSA and the latest ESM/ESP Updates, both of which can only be found at TesAlliance (TESA). Martigen's Monster Mod for Shivering Isles - Requires SI and 1.2.0416 SI Patch Installed. Please note that the GOTY Edition Already comes with SI, Knights, and SI Patch 1.2.0416. Martigen's Monster Mod for Knights -- Requires Knights of Nine to be installed (the Unofficial Official Mods Patch for Knights is also recommended). See Knights Section. Martigen’s Monster Mod used in conjunction with Oscuro’s Oblivion Overhaul requires Oscuro's Oblivion Overhaul version 1.35 or higher. Because the structure of both mods has changed, using any other version may result in missing meshes and textures. Martigen's Monster Mod used with Frans requires Francesco’s Creatures and Items mod. The newest version (v.5) is preferred, but v.4.5 (available at Planet Elder Scrolls) is also compatible. Wrye Bash is highly recommended, as its bashed patch helps resolve problems when using other mods with MMM, especially in merging leveled lists and race features. See Bash Section. BOSS (Better Oblivion Sorting Software) is recommended to help sort your load order. It is available here at TesNexus. ===== INSTALLATION ===== INSTALL ORDER FOR MMM 3.8 First and foremost, for compatibility reasons—since everything is stored in bsa now—you have to pay close attention to how you install other mods, since MMM still shares some resources with UOP and Cobl in particular. Please use the following as a guide: Unofficial Patches and DLC Mod Patches first Frans and OOO, WarCry, Bob's Armory, Armamentarium, and Artifacts MMM Cobl / Cobl Races Body Replacers FCOM Textures Download MMM3.8 Download Main Files from TesAlliance MMM now sports a shiny new fully-optimized BSA, making installation, removal and playing a breeze! Detailed information on the BSA can be found here. For ease of installation of the ESM and various ESP’s, TheNiceOne has created an OMOD Installer to be used with OBMM. Activating the MMM OMOD will automatically guide you through the install process, selecting the appropriate components and helping you customize the install according to your preferences. The BSA OMOD installer comes with a script that asks you what version of MMM you plan on using (MMM, MMMforFrans, MMMforOOO, or FCOM) and will rename the BSA as needed so that MMM’s resources are correctly launched as the game loads. The OMOD installer will detect if you are using other major overhaul mods (i.e., Frans, OOO, FCOM) and will only install the correct ESP components needed. This prevents incorrect load order configurations. Alternately, Wryebash’s BAIN function can also be used for installation. Both archives are simply placed in the Oblivion Mods\Bash Installers directory under Bethesda Softworks, and activated under the Installers tab of Wryebash. At present, this method is recommended only for experienced users, until a full BAIN package is released; but the process is straightforward and simple enough without it. HOW TO INSTALL MMM 3.8 Full Version Manually via BAIN 1] Copy MMM.bsa to your Oblivion/Data directory (or simply click Install on both the BSA and ESM/ESP packages in the Installers Tab). 2] Select 'Mart's Monster Mod.esm' (If using OOO together with MMM, also select MMMforOOO.esm. This does not apply for FCOM!) 3] Select ONE of the following: 'Mart's Monster Mod.esp' - And manually rename MMM.bsa to Mart's Monster Mod.bsa *OR* 'Mart's Monster Mod for Frans.esp' - And manually rename BSA to Mart's Monster Mod for Frans.bsa *OR* 'Mart's Monster Mod for OOO.esp' - And manually rename BSA to Mart's Monster Mod for OOO.bsa *OR* If you are using MMM in an FCOM configuration, rename BSA to FCOM_Convergence_Mart's Monster Mod.bsa Failure to rename the BSA properly for your installation will result in missing resources ingame, as the BSA will not be loaded on game startup!! 4] Read about the range of optional plugins from the PLUGINS section Here 5] Select your choice of these additional plugins in the right-hand panel of the Wryebash Installer 6] Under the Mods Tab of Wryebash, create or rebuild your bash patch 7] Play! NOTE: Don't forget to rest your character at least 4 full days to reset already-visited cells, allowing new creatures and NPCs to appear. You do not have to do this if you are starting a brand new game. HOW TO UPGRADE MMM IN AN EXISTING INSTALL: MMM 3.8 Upgrade from Previous Version: 1) Disable and remove all prior MMM Install, and hotfixes, esm / esp and all optional files. MMM Version 3.8 absolutely requires this step! 2) Install MMM 3.8 using your method of choice and make sure all existing ESM/ESP and optional files (if you have any) have been overwritten with the new ones. You MUST have the official patch 1.2.0416 or SI Patch 1.2.0416 installed to use MMM 3.8. 3) *NOTE* The Spawn Rate Plugins have been renamed. Delete your old ones and use the new ones from the Optional Plugins folder. 4) In-game, rest inside somewhere without any NPCs for 4-14 days* to ensure your cells reset, allowing new creatures and NPCs to spawn. You MUST do this if you are upgrading an existing save game. You do NOT have to do this if you are starting a brand new game. * Resting/waiting time depends on what game respawn time you are using. Default is 3 days, but some mods or tweaks can extend this to two weeks or more. Uninstall - Deactivate omod or use the ‘Uninstall’ option in BAIN. Alternatively, delete mmm.bsa and all esm / esp plugin files. Additional Install Notes Francesco and MMM Install Relevant plugins from Francesco's: Option Group 1 - Quest and Arena Only - MMM already contains leveled guards. Option Group 2 - You can use all these. Option Group 3 - None of these – They are already in MMM, the only exception is Stronger Enemies and Bosses. You must use Wrye Bash’s bashed patch to make it work. Option Group 4 – Use only Vendor Tweaks (if desired); everything else is already contained in MMMforFrans. New Third Party Items - New Item Addon Only - All Creatures / AI behavior and Scripts are already in MMMforFrans. Plugins from MMM: MMMforFrans, MMM - Frans Leveled Quest and whatever else you want to use from MMM plugins Spawn Rate Reduced or Reduced Reduced is recommended for first-time users of MMM, or if your system is mid-range. MMMforFrans is set to Frans Hardcore mode by default and most of Frans customizable features do work (loot at least) Fran's Leveled Quests Update: If you use 'Frans leveled quests.esp', please read the following. Ensure you load the 'Mart Monster Mod - Frans leveled quests.esp' plugin after both Frans and MMM files. You MUST ensure you have 'Francescos optional leveled quests.esp' installed from Frans, either standalone or merged into the 'Francescos optional files.esp' (by the v.4.5 installer)—or loading the 'Mart Monster Mod - Frans leveled quests.esp' will not work. Oscuro's Oblivion Overhaul and MMM Install MMMforOOO 3.8 requires OOO 1.35 or later version! Make sure that OOO.esm is loading before MMM.esm and MMMforOOO.esm, and that OOO.esp is loading before MMMforOOO.esp. Do not use Diverse Skins, or Diverse Imperial Armor. BOSS (Better Oblivion Sorting Software) will automatically order the plugins correctly. ===== BSA RESOURCES BY COREPC ===== All of MMM’s main resources (MMM/MMMforSI/H&C) have been neatly packed and optimized into BSA form by the diligent and awesome work of Corepc. The BSA structure is now an MMM standard and preferred method for installation, and the ONLY option for MMM 3.8. This greatly increases ease of installation as well as streamlines MMM itself. The BSA organizes and contains the thousands of resource files which MMM requires to work properly. The BSA contains 5800+ files and over 627 folders. Meshes have been put through the PYFIII treatment and many Textures have been optimized for BSA usage (DXT1, DXT3 or DXT5 with Mip Maps added or resized). ===== KEY FEATURES ===== MMM does much more than add completely new and unique creature and NPC types. It also adds to all creatures and NPCs in the game both original and new: * Martigen’s brilliant advanced fleeing code for NPCs based on level and health * Advanced wilderness behavior for animals and creatures * Advanced inter-faction behavior for creatures and NPCs (see 'Factions' below) * Advanced combat behavior based on Lyrondor’s Combat Behavior mod * Advanced plugin system with optional plugins to tailor the mod to your play style * New and more rewarding loot drops for all creatures and NPCs * New and versatile optional crafting system * The ability to encounter new creatures up to level 40 in the game, and be challenged to level 50+ * Statically scaled leveling -- meet creatures and NPCs more powerful than you, and less powerful than you, regardless of your level. Additionally, you'll also get to see: * An ability for 'enemy' NPCs to feign death, or cast invisibility, in order to try and flee * Undead creatures or npcs that resurrect in front of you when you least it expect it! * Undead that resurrects after time, to create new encounters as you leave a dungeons * Leveled guards in cities, with legion military ranks * Patrol guards for roads, which include females * New ingredients from animals, including pelts and meats and much more * Giants in the form of giant humanoids, and giant Ogres * Resized races for greater diversity in Tamriel's inhabitants * Nords and Orcs bulkier (a.k.a. Bulkier Nords and Orcs mod) * The player no longer being the center of the universe -- the world happens around you sometimes, with or without your interaction, creating a realistic and thriving experience. From its very beginnings, Martigen’s Monster Mod has been developed with a passionate attention to detail. It is much more than ‘monsters’ in the common sense – it consists of unique creatures and NPCs each designed with a purpose, style, back story, lore, AI, loot, abilities, ingredients, faction behavior and more. Put simply, it contains and encompasses life: animals that can be afraid, aggressive, or tame, all of which behave accordingly; bosses that are bigger and meaner; Spriggans that may bring down a furious storm when killed; furs and meats on Barbarians; Marauders that like their drinks; petty loot on Bandits; Smugglers carrying their cargo; new regional armors on patrolling guards; corpses that stay around longer so you can loot them … and much, much more. ===== FACTION SYSTEM ===== MMM’s creature faction design is one of the most advanced to date and deserves some explanation: The system is based off the creatures’ temperament towards other factions, and is closely tied in with an individual creature's aggression and confidence. In other words, values are not solely based around racial relations, but include to what degree a spawned creature would attack or avoid members of another faction. For example, Ogres might be happy to mix it up with Goblins; but Goblins, while recognizing Ogres as a threat, generally will not initiate combat with foes much larger than them -- why start a fight you could lose? The tight integration of a creature's aggression with factions creates a highly versatile and fluid system that is almost limitless in varieties of behavior. By way of example, take a simple scenario of a Minotaur stumbling upon a boar. If the Minotaur spawned with a low aggression level, its faction relationship to the boar might cause it to be ambivalent towards the boar, and it will not automatically attack. If the same Minotaur spawned with a higher aggression level, its faction relationship to the boar would cause it to attack the boar on sight. This is different from other mods that alter factions because without aggression scaling, behavior is static and always predictable -- the Minotaur will always attack. With MMM, faction relationships are flexible and are as individual as the creatures themselves. Moreover, these relationships still allow for outright enemies and friendships, regardless of aggression, in addition to the fluid system of unique creatures and their particular bias. For example, this allows 'Dire' (diseased) animals to be more aggressive and trigger fights with factions that healthy animals normally wouldn't bother with (includes their own kin). As another example, a whole range of behavior can be seen from something as simple as a group of wolves. A pack of wolves might spawn where some of them chase after nearby deer while others don't. The variances in creature speed mean a wolf might catch up and kill a deer, or the deer might outrun the wolf. Add to this how these same wolves might interact with more than 22 other factions they might encounter while chasing or fleeing—with each wolf having individual size, stats, and its own predilection to fight—even this small microcosm shows a wide variety of behaviors and outcomes simply not present in vanilla Oblivion. Additionally, some creatures have no compunction about attacking their own kind -- this is particularly important for creatures like Wolves, Ogres, Trolls, Big Cats and others that may not have perfect relationships with their own race (Cats and Wolves especially are territorial). Though rare, if spawned with a high enough aggression, they'll not only be more inclined to initiate combat with other factions, but also their own kind. Finally, some creatures which have been antagonized by a player are more likely to attack other creatures, too. ===== WOUNDING SYSTEM ===== Martigen’s Monster Mod has a wounding system which adds wounding penalties to almost all NPCs and creatures in the game. The wounding penalty impacts Strength, Agility, Athletics, Speed, Fatigue and Attack and Defense bonuses. Wounded enemies now: * Attack and swing slower * Move and run slower * Inflict less damage * Take more damage Wounding penalties are applied in three stages, with each stage getting progressively worse -- an NPC on less than 15% health has his abilities reduced to 20-40% of their original values. Additionally, they physically do less damage regardless of weapon, and are unable to defend themselves as well and so take more damage. Submission: While the stat penalties are applied at as each wound level is reached, the Fatigue penalty is applied with each hit. The more wounded they are, the more fatigue they lose from your strikes. This means they automatically get to swing less frequently, and do less damage as well -- fights should tire an enemy. And, for the first time, you can actually beat enemies into submission without actually killing them when their fatigue hits zero -- fast, low-damage weapons can now be more effective for stealthy chars, and hand to hand combat allows you to knock enemies out before delivering a killing blow. Balance: Naturally, this is going to make some fights easier -- and help balance those times when you have hectic spawns, so the MMM team is keen to hear feedback. It's already been quite finely tuned -- different creatures and NPCs receive different levels of penalties, and the penalties don't apply to Bosses (who should be super-tough) or Guards (who are frequently outnumbered as it is). Additionally, wounding allows you to be more strategic -- there's benefit now in taking out the wounded enemies first. And because wounded enemies deal less damage, you can last longer in fights with large groups. And on that note, how can you tell which enemies are wounded? Glad you asked! Blood: NPCs and creatures now bleed, which gets progressively worse the more wounded they become. It's quite a sight seeing a blood soaked Guard fighting for his life vs. blood-stained Daedra! MMM’s blood textures are courtesy of dDefinder, and then tweaked for effect, including the creation of new green blood textures and green blood spray for the goblins. Blood Spurts: When NPCs and creatures reach the highest wound level, they will start to randomly spurt blood. Staggering: NPCs and creatures now have a chance of staggering or tripping while wounded, whether fighting or running for their lives. The more wounded they are, the greater the chance. Stronger enemies with higher endurance stagger less often. Staggering adds a lot to the game -- and combined with the wounding penalties, you can see things like: * A fleeing, bloodied, NPC fall and trip over, pick himself up, and continue to run * A wounded NPC swing and miss in a fight, falling over to then pick himself up again * A staggering NPC fall to the ground and, while getting up, is dealt a killing blow * A deer shot by a hunter bleed from the arrow, and tripping over itself when it tries to flee -- like a nature documentary! Both Wounding and Wounding Effects have been subtly balanced and applied -- Daedra for example won't stagger, but will get weaker and will bleed (except Atronachs, where bleeding wouldn't make sense). Guards can stagger and bleed, but won't get weaker (there's enough complaints about weak guards). Generic NPCs can get weaker, bleed, and stagger … but NPC bosses will only bleed and stagger, and so on. Loving care and an individual touch has been taken in applying this treatment to all of MMM's new creatures and NPCs, as well as to vanilla creatures and NPCs. No Blood: Don't like it? Load the No Blood plugin. ===== PLUGINS – DESCRIPTION and FUNCTIONS ===== What are the different versions? Mart's Monster Mod: Use with vanilla. Includes Adventurers and pretty much everything else! If you are not using another overhaul like OOO, Frans, FCOM then you should be using this. Durability & Damage: Increases weapon damage by 50%, weapon skill based damage by 50% and armor and weapon durability by 100% to help fights go faster and armor last longer with the default increase in spawns. (Do not use with OOO (FCOM) as it already contains this tweak/plugin.) Extra Wounding: This plugin—optimized and enhanced by Shadowborn for MMM 3.8—extends the MMM combat/wounding/fatigue system to NPCs / creature's that are not added by MMM (Vanilla NPCs and Creatures, etc., as well as those from other mods). See Wounding Section Above. Looting NPCs & Creatures: NPCs, Goblins and Ogres will loot the bodies of their fallen prey. Guards are an exception, since you don't want or expect them to be taking your loot (unless you don't mind killing them for it). Looting is about more than just NPCs taking each other's gear -- it is a believable behavior that breathes much more life into the world—if you want what that guy took off the enemy you just killed, you may have to chase him down and fight him for it! Additional Enemy Npc Variants: This adds over 1300 New Enemy Variants to Game: Marauders, Bandits, Smugglers, Raiders, Reavers, Foresters, and more. Some people may notice some game lag using this plugin under stressful conditions, as the game engine has to generate faces on the fly. See Npc section for details on these Npc Classes. Mart's Monster Mod - Knights: This ESP plugin corrects compatibility problems between Knights of Nine and MMM. It allows many of MMM’s natural creatures to work well with KO9, and fixes difficulties encountered with the faction changes that take place when wearing the armor. Players must have Knights of The Nine installed. See Knights Section below. Do not use with OOO or FCOM. --------------------------------------------------- Mart's Monster Mod for Frans: A tailored version of MMM’s ESP for use with Francescos, that allows stronger enemies, stronger bosses and more to appear in MMM. Using this, MMM NPCs will default to Frans’ HARDCORE balance model, but customizable loot works everywhere else in the game world; includes Fran's NPCs, chests, house loot, and more. Players using Martigen’s Monster Mod with Francesco’s need to use this instead of Mart’s Monster Mod.esp Mart's Monster Mod - Frans Leveled Quests: Francesco's leveled quests plugin updated for MMM. Requires Francesco’s. NOTE: See the 'Fran's Leveled Quest Update' section above for how to use this. ---------------------------------------------------- Mart's Monster Mod for OOO: This release integrates the OOO loot for MMM NPCs, removes MMM guards so OOO guards take priority, and cross-pollinates MMM and OOO factions so like creatures behave correctly (i.e., OOO wolves and MMM wolves belong to the same faction). Players using Martigen’s Monster Mod with Oscuro’s Oblivion Overhaul need to use this instead of Mart’s Monster Mod.esp. (Not for use with FCOM!) NOTE: MMM adds increased spawns to the game. It is recommended that you use a slower leveling mod as your combat skills may get more of a workout. Alternatively, take advantage of the new factions and lead one enemy to another and let them fight it out! Mart’s Monster Mod for OOO – Knights: A tailored version of the MMM Knights plugin for OOO Users. Mart’s Monster Mod for OOO – Less Reavers In Gates: A tailored version for OOO users who would rather see fewer Reavers inside Oblivion Gates. Mart’s Monster Mod for OOO – No Reavers In Gates: A tailored version for OOO users which removes all Reavers from inside Oblivion Gates. Diverse Runeskulls Loot for OOO: Adds Runeskulls to NPCs and vendors via leveled lists. Use this option if you want to find more Runeskulls and you are using MMMforOOO. Friendlier Factions for OOO: Like it says on the box. Inter-faction fights are less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this for MMM and OOO. ----------------------------------------------------------------------- Resized Races: Diversity in race sizes is expanded, as well as females generally being shorter, and bulkier Nords and Orcs. Zombie for Body Meshes: Use this if you have problem with Zombies not showing up correctly with body mods installed. ------------------------------------------------------------------------ Friendlier Factions for MMM+Fran: Like it says on the box. Inter-faction fights are less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this for standalone MMM, or MMM and Francesco. ------------------------------------------------------------------------ Shivering Isles: Nearly all the features that you are accustomed to experiencing with MMM in Cyrodiil, you will now find in the Shivering Isles. Faction wars are a key element to the Shivering Isles, stemming from the animosity between the Zealots and the Heretics. The creatures of the Isles have adopted the same love/hate mannerisms within their own ranks. Mania creatures will not tolerate Dementia creatures and vice versa. For more in-depth information on MMM for Shivering Isles please see the Section entitled MMM Goes to Shivering Isles. ----------------------------------------------------------------------- Gems & Gem Dust – An excellent plugin first built by Martigen, then expanded upon by Bendiwolf, Dewshine and ShadowBorn, combines Gem Dust, Tamriel's Glittering Geology, and Bone Grind into MMM's crafting system. The Gem Dust scripts have been scaled and applied against the gems in Tamriel's Glittering Geology, which you will also now find appearing on some creatures and in gem-based loot level lists. Includes new gem dusts for the new gems, updated by Bendiwolf. Gems included, but not limited to: Rose Garnets, Watermelon Tourmalines, Paraiba Tourmalines, Opals and Black Pearls. This version includes Platinum coins; for those who experience problems with the Platinum Coins, the Ayleid Coin Version is available here. Read more about Gems & Gem Dust here. Hunting & Crafting: Enables a huge crafting system within MMM to create ammo and armor from the natural resources in the MMM world, in all there are 87 armors and 8 types of ammo. There are in-game books providing some information on the Hunting & Crafting System, and you can read much more here. This plugin adds a small fox hut (The Pelt Farm) located just outside Bruma City Walls, where Oxfoid, a fur merchant, can be found. He is a Light Armor trainer, repairs equipment, and offers some Hunting & Crafting products for sale. ----------------------------------------------------------------------- Diverse Imperial Armors: This gives all the Imperial Guardsmen/women much-improved City Guard armors by yakueb, which increases their stats has well (Do not use with OOO as it already contains this tweak.) Diverse Waterlife: MMM’s answer to the age old question, why all these monsters and no fish? This plugin adds a variety of new fish and ingredients into the game, with very little impact on performance. The diversity in fish includes over 50 new fish (including dangerous types) to streams, rivers, lakes and open water all over Cyrodiil. Diverse Runeskulls Loot: Adds Runeskulls to NPCs and vendors via leveled lists. Use this option if you want to find more Runeskulls and you’re not using the MMM – Gems & GemDust or MMM for OOO options. Diverse Runeskulls Loot G&GD: Adds Runeskulls to NPCs and vendors via leveled lists. Use this option if you want to find more Runeskulls and you are also using MMM – Gems and GemDust. ----------------------------------------------------------------------- Safer Roads: Reduces spawn encounters along the major roads for safer traveling. Less Bone Loot: Another request from the official thread, for those who don't use bones for crafting. Reduces generic bone loot on creatures. Less Rats: Reduces rat spawns. Less Reavers: Reduces the Reaver spawn amounts. No <Insert creature name>: Removes the monster in the file name from MMM's lists, for those who don't like fighting them. (Adventurers, Balrogs, Beholdens, Fiends, Giants, Reavers, Skeep, Slimes, Spiders, Uberhulks, Werewolves and Wyvern are the Creatures/NPCs available for removal). No Blood: Prevents corpses from being extra-bloody. No Bone Loot: Removes all bone loot, for people who don't use the crafting plugin. No Carrion Rats: Removes Carrion Rats from spawning at corpses after a few hours. Alternatively, you can load this plugin and alter the percentage chance. Just look for the global variable 'AMMRatPercent'. No Lanterns: Removes lanterns from the game. No Undead Rise: Prevents undead from rising after they are killed. Radiant AI Tweaks: Radiant AI makes two more AI packages available to MMM creatures, to make their behavior a little more lifelike. Like with npc's going to an inn to eat/drink at certain times of the day, creatures in the wild now have to search out food and water too. Can't have the poor little things starving, now can we? ----------------------------------------------------------------------- More Wilderness Life: Another community plugin, developed by Dae. More Wilderness Life adds hundreds of new spawn points across Tamriel to help fill the bare, empty areas Bethesda left in the game. This isn't about simply meeting more creatures -- the advanced behavioral AI and inter-faction relationships introduced by MMM results in a thriving, living world around you as you travel (and where you're not always the center of attention), completely changing your experience of Tamriel. Highly recommended! May affect performance. More Wilderness Life No Gates: Removes all the spawn points that were added to Oblivion gates, for people who were having problems with a more reduced version of More Wilderness Life. Dungeons of MMM: Contains the Bat Cave showing off a swarm of bats. Once you get past them there is special surprise, a multi-level dungeon designed by Team MMM! Safer Quest Location : Disable Vanilla spawn points from these locations, to return these quest locations back to the original game intention. (Formerly called Vindasel – to prevent hordes of monsters spawning along with Umbra… she is quite enough to deal with on her own!) City Defences: All cities except the IC now have Legion archers patrolling the battlements of each city. Based on the Wall Archers concept by gumballthechewy, this has been built from the ground up for MMM using fewer guards so as not to impact performance. It adds external cell as well as internal cell guards, adds pathing points for patrols along the battlements, and gives them special torches and equipment to enhance their effect. Farm Animals: This plugin adds farm animals via custom spawn points to most town stables, Whitmond Farm, Brina Cross Inn, Brindle Home, Gottshaw Inn, Gwenden Farm, Harlun’s Watch, Lord Drad’s Estate, Pell’s Gate, Roxey Inn, ShardRock, Shetcombe Farm, Skingrad High Pasture, Weye, and Weynon Priory. UL and FCOM compatible. Slof’s Horses Complete: The features of Slof’s Horses.esp and Extra Horses.esp integrated into an MMM version, which fixes many compatibility problems that existed between the two. Includes factions, inventory items, and much more. See Creature Section for specific details on Slof Horse in MMM. Do not use together with Slof’s original plugins. ----------------------------------------------------------------------- Recommended Plugins For the full MMM experience, the following plugins are highly recommended: - Damage & Durability - Diverse Waterlife - Looting NPCs & Creatures - More Wilderness Life Don't forget if you're finding the going tough, especially if you're loading More Wilderness Life, try also: - Friendlier Factions - Reduced Spawn Rates ===== SPAWN RATES EXPLAINED ===== Spawn Rate Reduced: Reduced spawn rates for lower-end machines, stealthy characters, or those who prefer less action but want the other features MMM offers. Do not use Safer Roads with this. Spawn Rate Reduced Reduced: Same as above, but further reduced. Reduces MMM spawns to be more like vanilla, 1-2 encounter's per spawn point. Do not use Safer Roads with this. Spawn Rate Reduced Vanilla: Created specifically for more diverse one on one battles. Do not use Safer Roads with this. Spawn Rate Increased: The opposite of Reduced Spawn Rates, this plugin adds a crazy amount of spawns for hardcore trigger happy players. Spawn Rate Moderate Increased: Slightly higher than default, but not as many as Increased. The Spawn Rate adjustment esps are configured with a simple formula to determine the amount of spawns to be encountered. The number of spawn points per cell multiplied by the count in the leveledlist for corresponding spawn rate plugin equals the amount of spawns. Examples are based on 2 spawn points in a cell. MMM Default: 2 – 3 – 4 minimum 4, maximum 8 (based on 2 spawn points) Increased: 4 – 5 – 6 minimum 8, maximum 12 Moderate: 3 – 4 – 5 minimum 6, maximum 10 Reduced: 1 – 2 – 3 minimum 2, maximum 6 Reduced Reduced: 1 – 2 – 1 minimum 2, maximum 4 Reduced Vanilla: 1 – 1 – 1 minimum 2, maximum 2 ===== LOAD ORDER GUIDE BY COREPC ===== As Martigen’s Monster Mod is designed to work both alone and with other mods, like Oscuro’s Oblivion Overhaul and Francescos, it is important for MMM to be loaded after these to take effect. If you are using MMM with Francescos or OOO , this would be a good load order (note .esm 'master files' always load first regardless): Francescos main .esm (or Oscuro's Oblivion Overhaul.esm) Francescos extra items .esm (if using Frans) Mart's Monster Mod.esm <=Must always be loaded (Mart’s Monster Mod for OOO.esm) ... ... Francescos optional plugins .esps or Oscuro's_Oblivion_Overhaul.esp Mart’s Monster Mod or Mart's Monster Mod for Francescos.esp or Mart's Monster Mod for OOO.esp Mart's Monster Mod optional plugins .esps General Load Order for MMM Plugins Note: FCOM Users see the FCOM Load Order, as it is very different because of how it works. Generally speaking, you should use the following order: 1) Any MMM plugins which add things, such as Creature Addon, Waterlife, etc., need to load before any spawn rate plugin so the leveled list used by the spawn rate plugin gets updated correctly with these new changes. 2) Plugins Like Looting, Hunting and Crafting, Gems and Gems Dust, Diverse Imperial Armor, etc., need to load after any creature addons so that these changes take effect. 3) Any MMM plugin that removes things like creatures (no rats, less rats, no spider, etc.), should be loaded before spawn rate plugins so those plugins take effect and change the spawn rate leveled list appropriately. NOTE: Some of these files are not included in the latest version. Mart's Monster Mod.esp (or MMM for Fran or 000) (MMM plugins that fix or add new things...) Mart's Monster Mod – Slof Horse Complete.esp Mart’s Monster Mod – Farm Animals.esp Mart's Monster Mod - Waterlife.esp (MMM plugins that change creatures, add new things, or scripts) Mart's Monster Mod - Diverse Imperial Armor.esp Mart's Monster Mod - Gems & Gem Dust.esp Mart's Monster Mod - Hunting & Crafting.esp Mart's Monster Mod - Looting NPCs & Creatures.esp Mart's Monster Mod - Resized Races.esp Mart's Monster Mod - Zombies for Body Meshes.esp Mart's Monster Mod - Durability & Damage.esp Mart's Monster Mod - Fran's leveled quests.esp (Any MMM plugins that remove creatures or change leveled list for things such as rats, bone loot or make special changes. If it says "No" or "Less," it should load before the spawn rate plugins, so that whatever is being lessened or removed is properly changed or removed from the leveled lists.) Mart's Monster Mod - Less Bone Loot.esp Mart's Monster Mod - Less Rats.esp Mart's Monster Mod - Safer Roads.esp Mart's Monster Mod - No Carrion Rats.esp Mart's Monster Mod - No Blood.esp Mart's Monster Mod - No Giants.esp Mart's Monster Mod - No Undead Rise.esp Mart's Monster Mod - No Spiders.esp Mart's Monster Mod - No Slimes.esp Mart's Monster Mod - No Werewolves.esp Mart's Monster Mod - No Lanterns.esp Mart's Monster Mod - No Adventurers.esp Mart's Monster Mod - No Wyvern.esp (Spawn Rate Plugins Mart's Monster Mod - Spawn Rates Reduced Reduced.esp (or reduced, moderate, increased) (Miscellaneous: I always load these last) Mart's Monster Mod - Safer Quest Locations.esp (Formerly Vindasel) Mart's Monster Mod - Dungeons of MMM.esp Mart's Monster Mod - More Wilderness Life.esp (This only adds new spawn points to the world which use leveled lists from the spawn rate plugin plus any mods that modify spawn lists.) Mart's Monster Mod - More Wilderness Life No Gates.esp Mart's Monster Mod - City Defences.esp Mart's Monster Mod - Extra Wounding.esp Mart's Monster Mod - Friendlier Factions MMM+Fran.esp Mart's Monster Mod - Friendlier Factions OOO.esp (These two make factions more friendly; they can really be anywhere in the load order.) General Notes Final note: Generally, MMM should always be loaded last in your chain. The main exception is Mighty Magick - this should be loaded after MMM. Other notes: * If you use Hunters 2.0 or Hunters 2.5, de-select it (included in MMM) * If you use Creature Continuum, Tag Natural Wildlife, or Creature Alive, de-select it (features of those mods are incorporated into MMM) * If you use OOO, you do not need Diverse Imperial Armor / Diverse Creature Skins, it is already included. * If you use Beautiful People, or any other mod based on Elaborate Eyes, do not use the 'Races Resized' optional plugin. Update to either Race Balancing Project or COBL Races for better compatibility. * If you use onboard sound, the footsteps of nearby creatures may cause stuttering. Use the newest 'Quiet Feet Max' mod, which is compatible with MMM, OOO and others. ===== ADDITIONAL ALTERNATIVE DOWNLOADS ===== Martigen’s Monster Mod – Gems & Gemdust Ayleid Coin version Download * The Platinum Coin has been changed to an Ayleid Coin courtesy of the gracious _Tarnsman_, thank you! * Please make sure to install the included resources. * Replace the Gems & Gemdust.esp with the one included (place the new .esp in the same load order position as the old one). * Ayleid Coins introduced by Martigen’s Monster Mod – Gems & Gemdust will not stack with Ayleid Coins from another mod such as Oscuro’s Oblivion Overhaul. Martigen’s Monster Mod – Curse of the Hircine Download * For use only with: Werewolves: The Curse of Hircine Mod. ===== KNOWN BUGS ===== Archery mods that alter bows and that don't properly set the bow range to > 0 (a known bug with Oblivion) will cause a CTD when MMM NPCs draw a bow with '0' range. Two such mods are 'Archers Arrows' and 'Quad Damage for Archers'. It is suggested that you should either use a different archery mod or edit these mods to make sure all bows have a range larger than '0'. Any mod that alters just arrows, adds new bows, or sets vanilla bows with proper ranges will work fine. Please also note that Wryebash has a bashed patch tweak that resolves this problem, if selected prior to bashing your patch. CTD’s are known to happen with any heavily modded game. Some can play for hours, while others’ games crash within minutes. Some general tips: Make sure that you are not running any program in the background—disconnecting from the internet, turning off firewall and antivirus programs (make sure system is clean), and turning off unnecessary services may all help Oblivion perform much better. Overclocking is not recommended. Make sure all mods are up to date and all resources for those mods are correctly installed. ===== COMPATIBILITY And BASH===== To Avoid Issues with Other Mods, Wyre Bash is highly recommended. MMM is an overhaul, so it makes many changes to factions, some vanilla npcs, enemy npc’s, creatures, and leveled lists. In order to successfully use other mods that affect the same areas, Wrye bash is recommended. Some creature mods work better than others with MMM. Creature mods that you should avoid in particular are Natural Wildlife, and Creatures Alive, as many of their features have been integrated. In general, it is best to avoid using other creature mods, unless an MMM patch is available for them. Race mods -
    4 points
  25. Version 1.0

    1,062 downloads

    ================= Description: ================= This is a resource that contains 20 new Tapestries for Skyrim. Skyrim is seriously lacking in anything to clutter up fancy homes ================= Installation ================= 1) Extract the contents of the ZIP folder into your Data folder 2) Make use of them in your project ================= Un-Installation: ================= 1) Take them out of your ESP 2) Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. Thanks to Beana for the idea. ================= 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.
    4 points
  26. Version 1.0

    451 downloads

    Name: SnowGlobe Stuffs Version: 1.0 Date: 04/07/2014 Category: Resources Author: InsanitySorrow Source: TES Alliance ================= Description: ================= This is a resource that contains 15 new SnowGlobes for Skyrim. Skyrim is seriously lacking in anything to clutter up fancy homes ================= Installation ================= 1) Extract the contents of the ZIP folder into your Data folder 2) Make use of them in your project ================= Un-Installation: ================= 1) Take them out of your ESP 2) Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. Thanks to Beana for the idea. ================= 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.
    4 points
  27. Version 1.0

    815 downloads

    ================= Description: ================= This is a small modder's resource that contains 33 TableCloths. There are three cloth shapes - Rectangle, Square, Round and each comes with a choice of 11 patterns. The TableCloths do not have collision so will not cause problems with Player/NPCs trying to sit down. ================= Installation ================= 1) Extract the contents of the ZIP folder into your Data folder 2) Make use of them in your project ================= Un-Installation: ================= 1) Take them out of your ESP 2) Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. ================= Tools Used: ================= Photoshop CS5 Blender Creation Kit ================= 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.
    4 points
  28. Version 1.1

    1,281 downloads

    ================= Description: ================= This is a small modder's resource that contains 40 Static Armour Stands. The stands cover the main craftable armour sets from the vanilla game as well as a few faction specific armours. Each one has both the Male and Female versions of the armour. ================= Installation ================= Extract the contents of the ZIP folder into your Data folder Make use of them in your project ================= Un-Installation: ================= Take them out of your ESP Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit Marmoset Toolbag - For the Render ================= 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.
    4 points
  29. Version 1.0

    3,617 downloads

    ================= Description: ================= This is as the name suggests a replacer for the potions. This doesn't just replacer the textures, it also replaces the models. The models are higher poly and the textures are new higher resolution ones (2048x2048). Both the models and textures have been made to closely follow the look of their Morrowind counterparts. Currently Replaced: Cheap Fresh Bargain Standard Quality Exclusive ================= Installation ================= 1) Extract the contents of the ZIP folder into your Data Files folder ================= Un-Installation: ================= Not sure why you wanna do this, but ok .. 1) Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Marmoset Tool Bag - Render ================= 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.
    4 points
  30. Version 1.0

    1,079 downloads

    ================= Description: ================= I've seen a few requests here and there for the soul gems from Morrowind, I decided to fill that request with this small resource. The resource contains new Soul Gem models and textures based on the designs from Morrowind, they're not exact replicas but are very close to those found in that game. The gems included are: Grand, Greater, Common, Petty, Lesser. The textures included are higher resolution ones (2048x2048), an optional lower resolution set is also available. ================= Installation ================= 1) Extract the contents of the ZIP folder into your Data folder 2) Make use of them in your project ================= Un-Installation: ================= Not sure why you wanna do this, but ok .. 1) Take them out of your ESP 2) Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit ================= 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.
    4 points
  31. Version 1.9.3

    4,533 downloads

    A modest approach to distant viewable objects, aka LOD. You're all familiar with the various LOD packages, right? Some provide more than others. Some ar geared specifically toward super-high end machines. One isn't even designed to be played and will cripple anything currently on the market today. For the rest of us, myself included, we'd just like to enhance the visual experience without crippling the game. None of the available packages has been fully optimized, usually with large amounts of unnecessary data still attached. In order to address these issues, I've decided to compile into one source as many useful LOD objects as can be reasonably applied to the game from the following sources: AEVWD Large: Enhanced lowres textures, Imperial City meshes, Skingrad castle meshes, and the 3 daedric shrines it comes with. AEVWD Fixes: Frostcrag Spire (requires the official DLC to be activated). UOMP: Battlehorn Castle (requires the official DLC to be activated). Oblivion: City wall meshes only. Brumbek: LOD illuminated windows, optimized lowres texture pack, optional QTP3 lowres texture pack, as well as several mesh and texture fixes. Me: Machine regenerated all architecture, Ayleid ruin, and Imperial fort meshes for better quality and lower polygon counts. UOP corrected versions were used for the reductions wherever possible. The overall goal is to provide enhanced LOD visuals while also trying to preserve performance as much as possible. This all stems from my realization that even with a high end graphics card, full detail LOD meshes and textures are simply out of the question. The VRAM usage is causing large amounts of stuttering when trying to swap out the memory and not even Streamline 3.1 can keep up. This package has brought the VRAM usage under control and has had a huge impact on overall lag and stuttering.
    3 points
  32. Version 1.4.6

    2,399 downloads

    Tossed in jail for waylaying a royal caravan on the highway, your trial was mere days away. Something is wrong though, the days have turned to weeks, and the weeks to months. You no longer have any idea how long you've been down here. The guards stopped checking your cell almost a week ago, and now the last of your food is running out. Your cellmate died months ago and they never removed the body. It won't be long before your bones decorate the cell as well. The Gods have forsaken you! Or have they.... Alternative Beginnings puts you in the position of the poor forgotten prisoner lamenting life's choices. You will be able to choose from several different options on how to begin the game, all from the discomfort of your dank prison cell. Your choices influence the circumstances by which the game begins, and hopefully the Gods won't forsake you this time around! Requires OBSE 0020 or higher.
    3 points
  33. 71 downloads

    Miscarcand Inn is an inn situated near the Ayleid ruins of Miscarcand, on the Gold Road. -----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----- The garden: A place for the player's horse: The cellar: The inn belongs to Ojah and Ajah, two Argonian siblings. It's well frequented and offers a large and luxurious room for the player to rent: The price is quite expensive (40 Septims) but all the food and wine that are stored in the room are also available for the player to take. Ojah also sells food and drinks. Installation: Whatever your choice, loose files or BSA (only one of them must be installed), after downloading the archive, extract its content into the Data directory that you'll find in the main Oblivion folder. If you are using the Steam version of the game, it would be "C:\Steam\steamapps\common\Oblivion\Data". Launch the game and make sure the plugin is enabled, by clicking on "Data Files" and selecting the plugin in the list: Deinstallation: The archive contents: an esp (Elder Scrolls plugin), named lotmMiscarcandInn.esp, a sound directory containing the necessary sound and lip files Ojah will need to say her lines. If you want to remove this mod, if you chose the loose files, remove both the lotmMiscarcandInn.esp and the sound folder. (Make sure you do not destroy other content present in this sound folder that could belong to other mods!), if you chose the BSA, remove both the lotmMiscarcandInn.esp and the lotmMiscarcandInn.bsa files. Thanks: To Bethesda Game Studio for their marvellous games!
    3 points
  34. Version latest version

    34 downloads

    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!
    3 points
  35. Version 1.0

    96,918 downloads

    ================================ FCOM: Convergence Francesco + WarCry + Oscuro + Martigen (aka Cry FranOOOMMM) UPDATE 2015/06/26: Thanks to maura amalia for the Unofficial FCOM Convergence Patch. Hopefully the fixes might be integrated into an upcoming update. WARNING: FCOM is not for the faint of heart. It may chew your game up into tiny bits and spit it back in your face! Yes, Wrye Bash really is required. There's no readme included with the download. Just this readme, the website and the files. These explain everything extensively. Please read everything before posting to ask for help since it's very likely your question has already been answered. If you really do need help, feel free to post your questions, but be prepared to include a copy of your load order. To find this in Wrye Bash, simply right-click on the column header in the Mods tab, then select "List Mods". See Asking For Help for more details. ============= KABOOM! ============= FCOM: Convergence started as an experiment in compatibility and has grown into something more than the sum of its parts. FCOM shatters previous barriers in the Oblivion mod community by letting you play four of the largest Oblivion "overhaul" mods at the same time -- Oscuro's Oblivion Overhaul, Martigen's Monster Mod, Oblivion WarCry, and Francesco's Leveled Creatures-Items. It also seeks to show how new item and/or creature expansion mods can be added directly to this environment, and thus includes direct support for Bob's Armory, Loth's Blunt Weapons, Exnem Runeskulls, Cobl, Tamrielic Ingredients, Knights of the Nine, Tamriel Travelers, and many other popular mods. FCOM: Convergence Homepage [with screenshots] (This site will be updated shortly. Meantime use the site as a reference along with this readme) FCOM on the Oblivion Mod Wiki http://www.oblivionm.../index.php/FCOM FCOM provides complete unification of Mart's Monster Mod and Oscuro's Oblivion Overhaul. It brings all of the numerous new creatures, NPCs, and items added by MMM and OOO into a consistent and balanced structure. In addition, it integrates Francesco's vast collection of new items and named NPC bosses along with new creatures and items from Oblivion WarCry. To make all these great mods work together, FCOM provides a common infrastructure for a series of patches, rebalancers, and relevelers that work with the Bashed Patch feature of Wrye Bash. FCOM also provides a bunch of FCOM Optional Add-Ons to let you further customize your experience. These options tweak various gameplay aspects and improve compatibility for a wide range of popular mods. If you're looking for extensive compatibility guidelines, patches, more great OMOBS-balanced weapon mods, etc., then check out the FCOM wiki pages on UESP! ========================================================================== See the Version History page for details on prior versions Be sure to get the Entropic Order Rebalance, which fixes several issues already discovered with the Entropic Order (that patch download also includes an optional EntropicOrderHardcore plugin that makes them extremely deadly; use either the Rebalance or Hardcore, not both) ======================================== Uninstall all previous versions and resource files ======================================== Recommended install order: FCOM makes it possible to play Francesco's, WarCry, OOO and MMM together. It also adds support for other mods, such as Bob's Armory, Loth's Blunt Weapons, Cobl, Knights of the Nine etc. You can play FCOM in countless combinations as only OOO and MMM are required as the "base". For compatibility reasons with the MMM BSA it's now important in which order some mods are installed. See the MMM readme for full details. It's very much recommended to start from a clean install of the game before installing FCOM. Oblivion must be patched to 1.2.0416. Recommended/required utilities: Wrye Bash, OBMM and BOSS - Better Oblivion Sorting Software. Wrye Bash is required as FCOM depends on its Bashed Patch feature, but it's highly recommended to use Wrye Bash and/or OBMM for installs generally and Wrye Bash/BOSS for setting the load order. See respective readmes. Install Wrye Bash and OBMM UOP, USIP, DLCs & UOMP 5.0 Fransceso's Leveled Creatures Item BAIN Installer At this point, only these plugins from Fran's should be in your "Data" folder (together with 'FraNewItems.bsa'): Francesco's Leveled Creatures-Items Mod.esm Francesco's Optional New Items Add-On.esm Francesco's Optional Chance of Stronger Bosses.esp Francesco's Optional Chance of Stronger Enemies.esp Francesco's Optional Chance of More Enemies.esp (only if you have SI installed) Francesco's Optional Leveled Guards.esp (only if you have SI installed) Oscuro's Oblivion Overhaul 1.35 /index.php?/files/download/1103-oscuros-oblivion-overhaul/">http://tesalliance.o...ivion-overhaul/ Oblivion WarCry 1.09, /index.php?/files/download/1294-fcom-convergence/">http://tesalliance.o...om-convergence/ both files Bob's Armory Oblivion 1.1 /index.php?/files/download/1294-fcom-convergence/">http://tesalliance.o...om-convergence/ both files FCOM Convergence 1.0 /index.php?/files/download/1294-fcom-convergence/">http://tesalliance.o...om-convergence/ three files Martigen's Monster Mod 3.8 /index.php?/files/download/1283-martigens-monster-mod/">http://tesalliance.o...ns-monster-mod/ Always use the FCOM optional plug-in if a similar one is offered by Mart's (eg less_rats) as the MMM file effects only MMM creatures. Highly recommended mods Cobl 1. Download and install Cobl 172. 2. You may wish to also install Loot-Drop-Merchant changes Proposal. 3. Hold your horses while haama works on a compatible update... Don't use FCOM_Cobl.esp, Cobl Tweaks.esp, MMM-Cobl.esp, or OOO 1.32-Cobl.esp as they are out of date. However, if you find nuclear wars between supposedly friendly creatures hilarious, go for it! OMOBS 2.0a To get as congruent weapon stats as possible in FCOM it's recommended to use OMOBS stats when available as that's what's used in OOO. If OMOBS stats aren't available, MOBS is better than vanilla stats as MOBS is closer to OMOBS than vanilla. 1. Choose MOBS during the installation of Fran's if using Francesco's optional new items add-on. Otherwise you'll get vanilla stats for the weapons in it. 2. Use the standalone OMOBS 2.0a or OMOBS SI 2.0a if having Shivering Isles installed. Don't use OMOBS Optional Combat Settings as they're already included in OOO and Fran's. 3. Use the Updated Official DLC MOBS if applicable. Requires the Unofficial Official Mods Patch for texture fixes etc. Don't use the Knights Unofficial MOBS patch as FCOM_Knights already gives the KotN weapons OMOBS stats. Quick Guide on using BOSS and Wrye Bash for bash tagging and setting the load order Install: BOSS - Better Oblivion Sorting Software. 1. Copy Bashed Patch, 0.esp from the Mopy/Extras folder to the Data folder. 2. Open Wrye Bash, go to the Mods window, click Load Order to have the mods listed accordingly. Right-click the File-header in the Mods window and make sure Lock Times is unchecked. Also, right-click in the Bash Tags window in the lower right and make sure that Automatic is checked. 3. Launch BOSS. Note that Wrye Bash has handy shortcut icons for BOSS and other utilities. 4. When BOSS is finished the esp's will be correctly tagged - and the plugins correctly load ordered. Note that BOSS also gives useful comments on version numbers, compatibility issues etc., so it's a good idea to check the BOSSlog.text. See the First Time User Install Guide and the Complete Installation Guide for more details. Updating your save game Open to your save file in Wrye Bash, right click on your save game and scroll to update npc levels. After rebuilding the bashed patch it's imperative that you wait out the game respawn period (default 3 game days so 4 is recommended) away from all npc's and creatures. One possibility is to use the console command "coc testinghall" returning with "coc Weye" FCOM FAQs A bunch of common questions and answers, covering very important topics like how to set up FCOM and unimportant topics like how the project got started and where it's heading, etc.: FAQ Index. FCOM Trouble Shooting NOTE: FormID Finder or RefScope are very useful plugins when using lots of mods as you can check what comes from which mod in game with them. Helpful when getting missing meshes or textures - or when just wanting to know which mod a particular item etc. comes from. Issue: The game crashes on startup. Solution: Make sure you don't have a missing master, which is easily checked in Wrye Bash as the plugin with a missing master turns red. If it isn't caused by missing masters, try deleting the Oblivion.ini in My Documents/My Games/Oblivion and let the game generate a new one on startup. Some users also get CTD's on startup if having FCOM_Convergence.esp checked under Import Actors: Spells in the Bashed Patch, so if the above doesn't help try rebuilding the Bashed Patch with FCOM_Convergence.esp unchecked in that section. Issue: Captain Renault's armor is invisible. Solution: You're either missing resources from OOO or from a female mesh replacer if using one. If using EVE HGEC, make sure you install the resources for OOO and the other FCOM mods you're using. Issue: I get missing meshes from Rusty items in the starting dungeon. Solution: You're missing resources from MMM. Make sure that the MMM.bsa is renamed to FCOM_Convergence_MartsMonsterMod.bsa. Issue: The game crashes when leaving the sewers. Solution: Almost always caused by missing resources. Make sure that the MMM.bsa is renamed to FCOM_Convergence_MartsMonsterMod.bsa. Also, make sure that the resources from Francesco's get loaded, either by registering FraNewItems.bsa in the Oblivion.ini during install or by renaming it to FCOM_Convergence_FraNewItems.bsa. Issue: Dead enemies have green bodies. Solution: You're missing resources from MMM. Make sure that the MMM.bsa is renamed to FCOM_Convergence_MartsMonsterMod.bsa. Issue: Some creatures or armors etc. are invisble. Solution: Might be missing resources (see above). Also, make sure you're running BSA Redirection either via Wrye Bash or OBMM. ========================== TESTING ========================== Cleitanious has created a great test module for FCOM (actually it will work even with vanilla Oblivion, but he made it to help test this mod, for which I am very grateful). It's in the TestResource subdirectory and is named 300_Test.esp. If you load up the game with 300_Test.esp active, you will automatically be teleported to the first testing room. There are 30 different test cells in all. Each cell includes different containers and spawn points. The spawns are behind an invisible barrier so you can examine the creatures/NPCs behavior, faction aggression, AI, etc. safely. Use the console command "coc 300TestCell00" through 29 to view them all. Each cell also has a sigil stone that will respawn each cell except the one you are currently in. So, if you need to re-test a certain spawn multiple times, just coc to the next room, hit the sigil stone, then coc back. Every spawn point and loot chest are there, so you should see everything except Dremora currently (this will soon change). The point of all this is it gives an easy way to test for Bashed List problems, check spawn counts, check faction aggression, check whether bandits attack the bandit leader, etc. Don't forget to deactivate 300_Test.esp when you're done testing and want to continue with regular playing. Another way is by securing a save outside Vilverin then enabling Godmode with the console (tgm) and fighting your way through to the bottom level. As creatures and items from all of the major mods can be found here this should highlight if all resources have been installed correctly. When your satisfied exit the game, reverting to your earlier secured save the next time you load the game. Team Alpha : past and present dev_akm -- project leader. Martigen -- original MMM for FCOM design and WarCry faction integration. Waalx -- original RealSwords modules and new Undead RealSwords used as the basis for FCOM_RealSwords. StarX -- FCOM FAQ, user guide, and tons of help maintaining the ESF thread! nb_nmare -- Unity project. Wrye and ElminsterEU -- critical tools. Vini -- WarCry and MMM faction integration, trailer. Shadowborn -- massive script improvements. Corepc -- Help with everything Showler -- tons of bugfixes and help on forum threads. Cleitanious -- test module. SpaceBoy -- Bob's Armory rebalance. Shikishima - bugfixes, maintainance of the FCOM UESP, massive help with maintainance of the FCOM ESF threads. Sein_Schatten -- Runeskulls rebalance, Entropic Order, bugfixes. ElminsterEU -- Slof's Robe Trader integration. Random007 -- BOSS load-order setup utility. Lilith -- updates to Martigen's Monster Mod. Axil -- support patch for KDCircletsOOOOptimized - NPC Equip. Arkgnt-- Extensive beta testing, massive help maintaing the ESF threads daemondarque--Advanced beta tester, armour mesh improvements, help maintaining the ESF threads. Sen-chan--armour mesh improvements Beta Testers: markb50k, Vini, Cleitanious, StarX, Corepc, Chambertain, SickleYield, cl526, kumkum, ska8tdude, SpaceBoy, LurksInShadow, Psyringe, Arkngt, XD829, Twipley, lollerich, jdayT, Dazu, Eventine Shangea, Skycaptain, Tobit, showler, Axil, Jaded42, Shikishima, Shikamaru_4, Sein_Schatten, Chewu, Lyrondor, daemondarque, bg2408, PacificMorrowind and many more. Entropic Order credits: created by Sein_Schatten. Contributors included dev_akm (testing, balancing, and spawn control), Nicoroshi (Dreadweave set), blackshark64 (Dragon Armor), commissardan (Rivan Sword), TaylorSD (stealth armor compilation), Cryo_ (face mask), LHammonds (texture modifications to stealth armor and face mask), Painkiller97 (Morrowind-style Ebony sword and shield), and zman (Negotiator sword). Thanks Vini CREDITS ============= In addition to the core team working on this mod, a lot of other folks have contributed greatly. I don't really even know where to begin. The real heroes, of course, are the original creators of all the great mods integrated by FCOM, including: Sotobrastos, Martigen, Newcomer24, L@zarus, Mr. Dave, Waalx, Loth DeBonneville, Tarnsman, and more. You guys rock! Martigen deserves special recognition because he spent many long hours discussing various ideas and technical details with me, in addition to supporting the project directly with the original MMM for FCOM plugin. Huge thanks go to all of the creators of the fantastic mods supported by the optional add-ons, and especially to nb_nmare for the Unity project and to Quarn and Kivan for the Unofficial Oblivion Patch (which is required for some of the optional add-ons and is probably used in some that don't specifically require it). I also owe a huge debt to ElminsterEU and his fantastic TES4Edit program. I never would've had the time to make all the optional add-on plugins with TESCS, even if it were technically possible (which is doubtful). None of this would work without the massive contributions of Wrye and his amazing Wrye Bash program. We also could not have done any of this without ScripterRon's original TES4 Plugin Utility and KomodoDave's improvements in TES4Gecko. Also, a huge thank-you is owed to the many beta testers who have offered support, encouragement, and feedback for the numerous beta versions. Thanks so much for all your help! dev_akm ================================ ENJOY TEAM ALPHA The official thread for FCOM can be found on the ESF: [REL] FCOM: Convergence Please direct questions or issues to there.
    3 points
  36. Version Rev 7.3.5

    28,872 downloads

    Duke Patrick's Combat Archery Mod Skyrim Edition OBSE 20 (or better) Shivering Isle may be needed as I had to edit bows and arrows from that add on. English version install of Oblivion if you use a crossbow mod. Rev 7.3.5 ESP micro update to prevent tripping on dead but disabled corpses. Rev 7.2.1 Fix issue with some NPC getting stuck with a +30 MarksMan bonus. Player and NPC get the crossbow bonus via ModAV2 now instead of a fortify ability. Rev 7.2 Fix missing inventory icons. New Retextures for Heavy and Light crossbows. Small bug fix for spinning (out of control) arrows/blots. Rev 7.1 Crossbow Bolts get a 20% boost to flight speed and 40% encumbrance reduction. Optional KF File For Sneak Bow Attack so the crossbow will not get in the way of your line of sight. REV 7 NEW Crossbows! Plus a new INI options to set magic miss shots and arrow miss shots separately. LOAD ALL FILES New INI and New Icons and New Mesh files! If you use my Melee combat mod set the bow damage to 5 instead of 7 or set it to your own preference. WARNING do not use any other "actors miss their arrow/magic shots" mods with this mod! This is an immersion mod based on my older POC project called Duke Patrick’s SCA Combat Archery Mod. This Combat Archery Mod is designed to bring a fun balance to realistically high damage bows to make fighting with a realistically lethal bow in the game less like using a Rifled Musket. WARNING! READ ALL READ ME FILES IN THE ZIP OR YOU WILL BE CONFUSED BY WHAT THE MOD IS DOING IN YOUR GAME! Be sure to load the INI file in the same directory as the ESP file. What you are reading here is not the full read me file. If I think you did not read the read me or only "skim it" it may take a very very long time before I answer your support questions. SCA Combat Archery uses real armor, real bows and real cross bows with real arrows that have wide blunt tips so as to dramatically reduce their ability to kill while still keeping as much of the historical and physical factors as is safe to do so. This allows us to study history and medieval combat by physically recreating it. You tube: This Youtube move is a more or less fair representation of SCA combat archery. Except that in my local chapter we use 1000 pound draw crossbows...now that will leave a mark on you even in leather armor! I only answer support questons here: http://forums.bethsoft.com/index.php?/topic/1116797-duke-patricks-combat-archery-thread-3/ Help with the password: http://forums.bethsoft.com/index.php?/topic/1116797-duke-patricks-combat-archery-thread-3/page__view__findpost__p__17249878 Quick overview of what the mods does: (Most are from my older SCA Combat Archery mod, but several are NEW and the old ones are revamped.) - NPC may miss their magic and arrows shots if you move around or jump, but a high marksmen with good equipment NPC can still hit you easily if they themselves are not moving around and take aim for a few seconds. -Bows can be player set to do various multiples of the vanilla damage (or of what ever damage is set to the bow in the game by other mods). -Arrow damage and speed will be calculated based on the materials and craftsmanship used to make the arrow. A bonus is given to magic arrows. This arrow damage feature is optional. -Duke Patrick’s "Don’t Shoot Me Bro" system helps to prevent NPC from shooting their friends in the back! -The bow jerks off target after the shot is fired. You will need to re-aim after each shot. However this feature is optional. -Breathing bow sway if you are in zoom sniper mode, but you can also hold your breath! -Moving around will make you miss (shoot off the cross hair) a lot. Running or jumping is worst than walking. This is reduced by holding still for a few moments. There is an optional Bobbing bow sway effect that visually tells you when momentum is no longer effecting your shot after moving or jumping. -Moving backward has RISK! This is NOT a random event. My mod detects tripping hazards! You may trip over the dead, change in elevations like stairs or large world objects that interfere with your movement such as a chairs! -The PC strength is now as important as their skill in detraining the damage that a weapon can inflict. Weapon selection strategy will be important by using the right kind of bow for the PC Marksmanship agility and strength! -Stronger bows will take much longer to draw the arrow then weaker bows depending on your strength. If you try to use a Bow that is stronger than you are it will take a great deal of time to draw the bow. -Bows eat fatigue no mater what skill level you are. The stronger ones eat more than the weaker ones. So if your bow is stronger than you are your may become exhausted very quickly TRYING to draw the bow! -If you fire the bow without drawing it all the way your arrow will be drastically reduced in speed AND DAMAGE. -Slow arrows will bounce off of the armor your target is wearing. -Arrows that hit Critical locations such as the Head, Solar Plexus or Crotch will cause pain and may multiply damage done by the arrow. Plus an optional feature where the player character will say things like "That had to hurt!' when they land a critical hit on their opponent. -Weaker bows fire faster and use less fatigue, so if you are a good marksman that can hit the Critical locations more often you may find using a weaker bow is a much better strategy! -Shield men will now be the archer's worst night mare! NPC will Shield Charge and sprint at you to knock you and your bow to the ground. (Kill them before they get too close!) You can do the same to Archer NPC. -Bows are not mêlée weapons! You will not be able to draw your bow if you are being crowded by your opponent (they are too close to you). If the NPC hits you as you are drawing the bow it will be knocked off target. You can do the same to Archer NPC. -Better NPC AI! Your target will side step or block the arrow if they see you fire at them and have the agility, speed and skill to do so. -Npc will run up inclines to get you now. (no more perching on top of a pile of rocks!) -Aim your bow straight down to the ground to denock it! -Arrows that are stuck in the NPC have a chance of being dislodged and dropped to the ground in combat. -Quiver Capacity limit for both the actors and the player. Everyone now has a limited number of “conveniently assessable†arrows. Extra arrows must be keep in a protective arrow case or you risk breaking them if you are staggered or fall down. This will hamper but not “cold stop†the player and the actors from getting more arrows in combat. YOU NEED TO READ THE FULL DESCRIPTION BEFORE YOU USE THIS FEATURE! You should also use "Duke Patrick's Actor Can Miss Now" mod with this mod. Now merged in this mod as of rev 5 For the most advanced SCA combat with sword and shield: http://www.spookyfx.com/book/tromp.html
    3 points
  37. Version 1.0

    1,802 downloads

    ================= Description: ================= This is a resource that contains 16 new Wall Chart decorations for Skyrim. There are 10 Alchemy themed charts and 6 Smithing themed ones. They are using new meshes and new textures, the textures are high resolution - 2048x1024. ================= Installation ================= Extract the contents of the ZIP folder into your Data folder Make use of them in your project ================= Un-Installation: ================= Take them out of your ESP Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit Marmoset Toolbag - For the Render ================= 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.
    3 points
  38. Version 1.0.0

    13 downloads

    == 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.
    3 points
  39. Version 1.1

    2,728 downloads

    Project: Ready Clutter and Furnishings Author: Lilith Version: 1.1 Release Date: 10/15/2012 Category: Resources Website(s): TES Alliance - http://tesalliance.org/forums/ ================== Requirements: ================== Skyrim 1.1 Created with Skyrim CK 1.7.7.0. ================== Description: ================== Ready Clutter - Decorating in a Jiffy was developed for ease of decorating establishments and homes. ================== Details: ================== Ready Clutter makes use of stock Skyrim items and additional modded items by the community to create pleasing arrangements of all types of clutter. Update 1.1 Brings to Ready Clutter an entire stock of bedding and furniture items along with customary mashups of stock Skyrim assets. Included in Version 1.1 (Required resources included) 12 - Common beds (6 styles/2 versions each style) 10 - Common Double beds (5 styles/2 versions) 12 - Upper Class beds (6 styles/2 versions) 10 - Upper Class Double beds (6 styles/2 versions) 12 - Orc beds (6 styles/2 versions) 10 - Orc Double beds (6 styles/2 versions) 4 - Noble beds (4 styles) 12 - Noble Double beds (6 styles both furniture versions) 8 - Childrens bedding (2 each version common, upper, orc and Noble) 4 - Special Noble beds (2 styles/2 versions) 18 - Chairs (10 Noble, 4 Upper Class, 4 common) 26 - Benches (14 Noble, 12 Upper Class) 1 - filled cupboard 2 - Apothecary wall shelves 1 - Apothecary shelf 1 - Apothecary table 2 - Wash basins with soaps and scrub brushes 1 - Kitchen wall shelf 1 - Childrens wall shelf 1 - Asst items wall shelf 2 - pre-arranged desks Included in Version 1.0: Stock Skyrim Items (No additional resources needed) 3 - Stacks of barrels 4 - Stacks of sacks 1 - Mixed stack of barrels and sacks 4 - Stacks of crates 3 - Stacks of baskets 7 - Stacks of books 1 - Stack of wooden bowls 4 - Stacks of plates (glazed, basic, wooden) 2 - Nested glazed bowls 2 - Nested kitchen pots 2 - Glazed pottery groupings 2 - Glazed plate place settings (plate, knife/fork) 2 - Inkwell and quill arrangement 2 - Miniature Cart/Wagon 1 - Book and glazed pottery arrangement 3 - Glazed vases filled with flowers 8 - Filled flower baskets (4 with bugs and 4 without) Modded Items (Required resources included) 2 - Celtic Dresser scarves/Rugs 1 - Book, inkwell and quill arrangement 1 - Filled basket with Soaps and scrubby brushes (Soaps and scrubbies by InsanitySorrow) 2 - Filled Watering Cans with flowers (1 with bugs, 1 without. Watering Can by InsanitySorrow) 1 - Filled Toy Shelf (Buildy Blocks, Toy Sword, Spinning Tops by InsanitySorrow, Teddybears by Tamira/Arion/Arbitor) 1 - Filled Toy Box (Buildy Blocks, Toy Sword, Spinning Tops by InsanitySorrow, Teddybears by Tamira/Arion/Arbitor) ================== Installation: ================== ------------------------------ Manual Instructions ------------------------------ 1) Extract the contents of the ZIP folder into your Data folder 2) Use the included meshes to decorate the home of your dreams ================== Un-Installation: ================== ------------------------------ Manual Instructions ------------------------------ 1) Delete the files/folders associated with the mod 2) Remove any meshes used from your .esp ================== Incompatible: ================== None that I'm aware of. ================== Known Issues: ================== None that I'm aware of. *Disclaimer* I have taken all steps I can to insure the mod is assembled correctly, I do apologize for mistakes found, but as modder's I would expect you can handle fixing it on your end. ================== Changelog: ================== 10/15/2012 - Version 1.1 Update 7/30/2012 - Initial Release ================== Contact Details: ================== lilith @ TESAlliance ================== Credits: ================== Thanks to Bethesda for creating Skyrim. Thanks to DarkRider for TES Alliance Thanks to InsanitySorrow for the ReadMe Generator this ReadMe is based on and for his unending help, support and guidance (and fixing my mistakes!). Thanks to all the fine folks at TES Alliance who offer unending inspiration and support! You folks are great! Credits for Resources used: /index.php?/files/file/1182-soap-resource/">Soap Resource by InsanitySorrow /index.php?/files/file/1332-insanitys-lanterns/">Lantern Resource by InsanitySorrow Mortars by InsanitySorrow in /index.php?/files/file/1319-insanitys-clutter-stuffs/">Clutter Stuffs Water Can and Scrubby Brush used by permission from InsanitySorrow. Buildy Blocks, Spin Toy and Toy Sword used by permission from InsanitySorrow. Toy Box used by permission from InsanitySorrow /index.php?/files/file/1232-teddybears/">Teddy Bears used by permission from Tamira and Arion. (Credit to original author Abitor from thefree3dmodels.com for the original model and texture, credit to Tamira for alternate texture) ================== Tools Used: ================== ReadMe Generator CK Photoshop Nifskope Have fun and happy modding!
    3 points
  40. Version 1.0

    860 downloads

    ================= Description: ================= The graveyards in Skyrim have a total of 3 headstone/tombstone meshes which are used in all of the graveyards. Now that isn't many and does not allow for any unique looking locations, so I decided to make a few of my own so modders have something more unique to use. This resource contains 8 new headstone meshes, each one has two textures, that comes to a total of 16 headstones. ================= Installation ================= 1) Extract the contents of the ZIP folder into your Data folder 2) Make use of them in your project ================= Un-Installation: ================= Not sure why you wanna do this, but ok .. 1) Take them out of your ESP 2) Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Skyrim. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit ================= 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.
    3 points
  41. 279 downloads

    For use with my Warpaint tutorial.
    3 points
  42. Version 1.3

    361 downloads

    Welcome to my resource corner of the world! Did you ever wonder "Man I love decorating my house with the awesome new Dark Elf furniture added by the Dragonborn DLC but THERE ARE NO CONTAINERS OR STORAGE AT ALL! This is totally ruining my Feng Shui." ? I sure did, and so I used the Dunmer furniture texture to turn the basic dresser, end table and wardrobe into Dark Elf styled ones. Then I thought what the hell, someone else probably needs these too. Then I realised my meshes folder was full of re-textured junk that I'd only use in one or two mods. They need to see more action! GO USE THEM. MAKE AWESOME MODS OF UNIQUE AWESOMENESS. Ya'll be like I'm sure. :: PERMISSIONS :: This resource is free game. Made with vanilla, free-to-use and DLC assets, so there's no ties what-so-ever! If you want to be polite, you'll credit me, but there's no need to, really. :: REQUIREMENTS :: The meshes are linked to all the DLC textures, so you need Dawnguard, Heartfires and Dragonborn for this to work. In update 2 I also added HF stuff, but it's not a master for the esp. You can try using the ESP without Hearthfires, but you will have missing textures. Anywhere in this pack where VANILLA textures are used, they will use any retexture the "target computer" has. So all retextures work with these meshes (sans the few custom textured ones in there) :: CONTENTS :: UPDATE 1 - Pottery and planters with Dwemer texture - Dwemerized snow elf temple items - Re-textured Greybeard furniture - A Dark Brotherhood hand-print note - Riften Stables re-textured to blend in Whiterun architecture - Imperial stable re-textured with Windhelm wood and removed stone so it's just a frame - The weathered open chest re-textured as upper-class chest - Common bed with pillows/pelts removed and hay changed to a mattress - Dark elf furniture storage - Wooden panel I use for building shelf units, left an example in the esp - Three re-textured fireplaces (Solitude style and 2 Redoran style) - 3 new floor textures, remember to include the new textures in your bsa/loose files - Dawnguard doorway re-textured for Castle Volkihar style - Unlit torch UPDATE 2 - See pictures UPDATE 3 - See pictures. I added some storage meshes. They can work as a static, or as a container. I set them up for you, so just copy the one you want. The one's on the right side work as storage, just drag and drop them to your mod like a barrel or a cupboard. I setup the non havok and the sounds for ya. Man, have you ever walked inside Nordic ruins thinking those hanging ivies would look gorgemahsauce in your new mod? Me too. I had great plans until I went to CK and realised they were attached to the wall elements of Nordic ruins. After flipping off the invisible Bethesda in my room, swearing a little bit and feeling sorry for myself, I manned up, rolled my sleeves and opened the buggers up in Nifskope. Friends, I present you, STRIPPED DOWN IVY MODELS. Woo! I know ya'lls are now forever grateful to me. UPDATE FROM OLDER VERSIONS: Download, extract to Data files. Overwrite when prompted (I added the new items to the esp, and I use new and old textures on the new items) :: HOW TO USE :: "Oh Eli that sounds wonderful, but how do I get to be part of this magical creation kit party of awesome new items?" Just open the EliResources.esp file up in CK, copy and paste what you want from the 000EliWarehouse cell to your mod's cell, and REMEMBER TO DUPLICATE IT. So if an item is called EliObject, just double-click the item in the render window inside your mod cell, click Edit Base and rename it to WhateverObject, confirm creation of new object. Done. That way it'll still be in your mod when you don't load my esp in CK any more ____________________________________________ Enjoy, and let me know about any items you would love to see re-textured, or some other ideas you have for this resource. I cannot edit models or create new items, but I can shrink down meshes, like that window you see in the cell, I removed it from a full Solitude wall. There's not that much stuff yet, but I'll be sure to update this at some point, so track the file! Let me know if you use them, I'd love to see what people do with these And remember kids:
    3 points
  43. Version 1.1

    216 downloads

    ================== Requirements: ================== .Net Framework 4.0 ================== Description: ================== The ReadMe Generator is an easy to use application that will guide you through the creation of a ReadMe file for your mod. ================== Details: ================== The ReadMe Generator allows you to make ReadMes for both Oblivion and Skyrim, to do so you simply click either of the options in the top right corner of the UI. Any ReadMes you create will be stored in a ReadMe folder that's located next to the EXE, inside it you'll find two additional folders, one for each game. The ReadMe Generator will place your readme into either of these folders depending on the game selected. You will notice when looking at the UI that there are three buttons in the bottom left corner, these are: Create - The Magic button, takes all your options and information and places it in a nicely formatted text file. Open - Once you have created a readme this option becomes available, it allows you to open the last readme you created. Close - The close button simply closes the application, any information not saved to a readme will not be saved. Templates: ReadMe Generator has the option of creating three readme templates for you, these are bare bones readmes that have basic information saved. The templates are stored inside the Templates folder. ================== Installation: ================== ------------------------------ Manual Instructions ------------------------------ Extract the contents of the ZIP folder, make sure the exectutable and DLL file are together. Run the ReadMe Generator.exe. ================== Un-Installation: ================== ------------------------------ Manual Instructions ------------------------------ Delete the executable and accompanying DLL file ================== Changelog: ================== 09/02/2013 - Added: Additional Options 14/05/2012 - Initial Release ================== Contact Details: ================== You can get in contact by sending a Personal Message to me on TES Alliance, My Username there is InsanitySorrow. ================== Credits: ================== Thanks to Bethesda for creating Skyrim. Thanks to Hana and Lilith for making sure the app worked ================== Tools Used: ================== ReadMe Generator Visual Studio ================== Licensing/Legal: ================== You must contact me and obtain my permission before re-packaging any part of this mod. If I do not respond within 2 weeks, feel free to do whatever you like with this mod. ================== 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.
    3 points
  44. Version 1.0

    1,325 downloads

    ================= Description: ================= This is a resource that contains 30 new Paintings for Skyrim. There are 10 Oval, 10 Landscape and 10 Portrait, all use new meshes and textures. Skyrim is lacking in a few things and one I was surprised to see was missing is Paintings. Well we can't have that now, so I decided to make a resource to fix it. There are three frame shapes (Portrait, Landscape and Oval) and each of them have five colours (Dark Brown, Light Brown, Black, Blue, Red) and a total of 30 watercolour paintings. I also included black canvas textures too. ================= Installation ================= Extract the contents of the ZIP folder into your Data folder Make use of them in your project ================= Un-Installation: ================= Take them out of your ESP Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Elderscrolls. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit Marmoset Toolbag - For the Render ================= 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.
    3 points
  45. Version 1.0

    1,440 downloads

    ================= Description: ================= This is a modders resource that contains a few clocks and sundials for decorating one's home. They are all static items, the clocks don't function and are meant for decoration, but each clock does come with an alternate model that has no clock hands and there are a set of separate clock hands included for those that want to script the clocks to work. ================= Installation ================= 1) Extract the contents of the ZIP folder into your Data folder 2) Make use of them in your project ================= Un-Installation: ================= Not sure why you wanna do this, but ok .. 1) Take them out of your ESP 2) Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Skyrim. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit ================= 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.
    3 points
  46. Version 1.1

    1,504 downloads

    ================= Description: ================= This is a small resource that contains 4 unique Lanterns, each one comes with multiple textures. There are a total of 32 lantern variations. There are "on" versions of each lantern that have the candle's glow animation, the flames need to be set up separately though. ================= Installation ================= 1) Extract the contents of the ZIP folder into your Data folder 2) Make use of them in your project ================= Un-Installation: ================= Not sure why you wanna do this, but ok .. 1) Take them out of your ESP 2) Delete the files/folders associated with the mod ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Skyrim. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Creation Kit ================= 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.
    3 points
  47. Version 1.1

    3,458 downloads

    Requirements ========= .Net Framework 4.0 Description ========= The game Launcher that Skyrim comes with is pretty useful for those, like myself, that don't use another tool for managing Load Order. The downside is that even something as simple as adjusting your load order requires the Launcher to start up Steam, add to that it likes to reset your INI file, guessing it likes to piss people off. Well it did ... too many times , So I've built a replacement, it functions in a similar way, allowing you to launch the game or adjust load order etc. But it surpasses the default launcher with many added bonuses, for one it will detect SKSE and allow you to launch the game with that, it has a tools menu for launching additional tools like BOSS for example as well as other additions, one of my favourites is the option to change the background. Features: No Steam - No longer have to put up with Steam opening when you want to do something simple with the launcher Background Changer - Change the background to something you WANT Tools Menu - Customizable tools menu allowing you to have easy access to tools you want to use Expanded options - Option menu now has a few extra options, including automatically detecting graphics cards and resolutions to full control over individual in-game settings and colour settings for the Launcher itself. SKSE Compatible Launch the Creation Kit Let’s get to the nitty-gritty! Details ========= TESV Launcher comes equipped with many new features as well as most of the features present in the default launcher. The aim of TESV Launcher is to provide an alternative Launcher for Modder's and also users that do not use Steam for their modding needs. Features: Background Changer - Looking to the bottom left of the main Launcher screen you'll notice a paint bucket, click this to bring up the Background Changer screen. The Background Changer displays thumbnail previews of the images contained inside the Background folder located in the Launcher folder by the executable. To add your own backgrounds to the mix, simply place a 800 x 400 .jpg/png/bmp image(s) into the Launcher>Background folder, open the changer screen and double click the image you want to use as your background. Play - Starts Skyrim, if you have Skyrim Script Extender(SKSE), TESV Launcher will detect it and start the game using it. Creation Kit - Starts up the Creation Kit Tools - The Tools option opens up the Tools menu. This menu has six customizable tool options that you can setup by using the tool edit buttons. This is a quick and easy way of accessing your favourite tools. Data Files - This option opens up the Load Order menu, this looks and works in almost the exact same way as the default launcher. The main differences are a few extra options for selecting plugins and the list of plugins available to activate. The Data Files screen shows you all your plugins for Skyrim instead of just listing the active ones. This makes it easier to activate/deactivate modifications. Options - The Options button opens up the options screen, you'll notice this is very similar to the default launchers options screen. Clicking the Advance button opens up an Advanced Options menu with an extended set of options. UI Information - The UI displays the versions of both Skyrim and the Creation Kit. This allows you to find out what version of the game you have without the need to launch the game. Install ========= Unpack TESV Launcher directly into your main Skyrim directory. Run TESVLauncher.exe and enjoy! Un-Install ========= Not sure why you'd want to do that, but ok. Remove TESVLauncher.exe and its accompanying folder (Launcher) from the main Skyrim directory. Feedback ========= Let me know if you find any problems or have a request for a new feature. Change Log ========= 24/08/2012 - Bug Fix - Fixed a bug where some Boolean values were set to -1 22/08/2012 - Initial v1.0.0 release Credits ========= Thanks to Bethesda for creating Skyrim. Thanks to Lilith for testing TESV Launcher. Tools Used ========= Microsoft Visual Studio 2010
    3 points
  48. Version Rev 5.9

    9,307 downloads

    Duke Patrick's Melee Combat No Recoil Requirements: Oblivion Script Extender (OBSE) v20. NO BETAS I only offer mod support on the Bethesda forums: http://forums.bethsoft.com/index.php?/topic/1203840-relz-duke-patricks-melee-combat-no-recoil/ Rev 5.9 Invisibility and Chameleon now effect the chance to dodge attacks. Fix for Enchantment pop up message spamming, plus tweak to horse Tuck and Roll calcs. Rev 5.8.3 important update to prevent issues with the Tuck and Roll feature while you are riding a horse. Rev 5.8.2 ESP micro update for small things like messages. Rev 5.8.1 Moved the Sprint timer to a token to help prevent running from getting stuck on. Also, distance now has some effect on your accuracy to hit the head. So now it is harder to hit the head if you use a spear at full range and easier to hit the head if you use a dagger. Rev 5.8 New Sprinting feature that uses OBSE ModAVMod Max to manipulate the speed attribute making it safer than mods that use other types of attribute adjustments. Sprinting can add speed and damage to your attacks. BE SURE TO USE THE NEW INI FILE. Rev 5.7.2 Fatigue burn for grapple block is reduced 50% and grapple throw is reduced .25%. Rev 5.7.1 Fix to the fatigue burn for Tuck and Roll feature. Your % of your encumbrance is what is now the cost of the burn. And animals are given a bonus to make up for their lack of "Acrobatic" and "Athletic" skill sets. =============== History =============== January 2006 first release of this mod. This was the first real "Mod" I had ever made. I did a tiny bit of WAD authoring in the days of DOOM. And some Hex editing of other games. But the only other programming I have ever done was a very simple color basic language 4k game 30 years ago on a TRS80 PC. That modest work in color basic was the only way I was able to decipher the script language used in Oblivion today. =============== 1. DESCRIPTION =============== This mod changes the combat to feel more like SCA combat, a worldwide historical organization that includes full armor, full speed and full contact western European medieval martial arts. (As much as I am able to do in an Oblivion mod.) Please see my Web page: http://www.spookyfx.com/book/tromp.html The mod is based on my 30 years of melee tournament and war experience. SCA wars consist, on a good day, of two teams of several thousand fighters all in one battlefield trying to knock each others' heads off with everything from short swords to 12 foot spears! This mod is made to focus on the psychology and physics of melee combat. Although I very much favor shield and sword, after finishing the mod and play testing it seems that lighter faster fighters (such as single sword fighters) more often "beats" heavy slow weapons and shield IF the light weapon's fighter was at the most extreme levels of skill in Weapons, Block, H2H, Strength, Agility, Speed and Fatigue. I had believed (wanted to anyway) that it would to be the other way around were an expert with a weapon and shield would beat an expert with say a bastard sword. If you train your skills up around 75 or more in all the skills I just listed (and you earn them not just cheat your skills up in 15 minutes) you will probably then complain to me that combat is too easy when fighting against sword and shield man even if you only have a dagger. You may ask "why would I need to earn them, why not just cheat them all up to 75?" Because there is some player skill needed as well. You will need to learn how to use the mod features correctly. The only way to do this is to earn your skills in game by putting in the play time. This is the part that I hope will keep the player interested even once their character has reached master levels in all their skills. This mod includes: - NO MORE BLOCK RECOIL! Staggering and recoil will happen from hits, "short shots" and other combat related reasons but no more "hobbled" attack combos! And being paralyzed (none magical) will almost never happen! - Dead bodies get bashed to the ground violently instead of floating down thru the air like a feather. - Extra Momentum adds extra damage (such as running downhill at your opponent). - Locational hits with critical damage (INI configurable) - Location armor for the head, body and legs. Wearing a good helmet may be all you need! - Blunt damage will be more effective against light armor. - Both the player and the NPC can Bob and Weave to avoid attacks. You will consume fatigue based on encumbrance load. - Enemy melee AI is greatly improved and will also watch for the player's "tells", but this also means you can "trick" them! - AI settings have been overhauled to attack, block and move more deviously, dynamically and ruthlessly. - You can now use actual real-life sword and shield feints to land your shots (such as the "rising snap"!) - BOTH Passive and Active blocking! - Weapon/shield size matters! Bigger weapons/shields give you more geometric protection. But they also take more fatigue to parry with! The bigger the weapon/shield relative to your body size, the better your passive block chance. The better your block skill, the better your chance to parry. Bigger heavy shields / weapons have the advantage to absorb more damage than lighter/smaller ones. - Weapons stats are now much more realistic. Weapon hit range is based on the actual model length of the weapon in the game. No more 20 foot long short swords! War hammers do not swing quickly like they are made of plastic. Weapon damage stats are not dramatically cranked up, they are only balanced relativistically with the speed and range of the weapon. This is all done via scripts "on the fly" so even custom weapons from other mods are included. - Draining your fatigue completely with button bashing will result in blurred vision! ( INI configurable for the ...er...casual players.) - Defensive Geometry and great timing is now more important than great player speed and reflexes. The angle of attack is a little tighter, so Offensive Geometry is more important in landing a shot. - Footwork and range games are now very important for blocks and attacks. - H2H now includes grapple blocks and throws. - Fighting Giants is now a very scary undertaking, sometimes the only way to live is to run away! (see the crash course document for more tips on combat.) - Bottle necking overwhelming numbers (such as with doorways) and other such tricks MUST be done or you will die! - Weapon speed (timing) vs damage is now the second most important tactical consideration. Heavy one-handed weapons take an eternity to hit, but they hit HARD! - Power attacks now require good timing to land but they do more damage! - Wrap Shots This is a shot where you stand very close and swing your weapon to wrap around your opponent's shield thus reducing the benefits of a large shield. - Short Shots This happens when you hit at the center of gravity on your weapon producing attacks that hit like a mace even if you are using a sword. - Aiming under their weapon or shield gives a bonus to land your shot. - If a feint works, the shield or weapon will move out of position right before the attack lands. This gives you a view of the opponent being OPEN for the shot as you land the blow instead of your weapon just "passing through" the shield as if the shield was made from smoke. - In general "results" in this mod are based on the attributes, actions timing, conditions and dynamics of the combat not on simplistic dice rolls. This means you can eventually learn to take advantage of the subtle factors in combat and predict your opponent's action. - All blunt weapons now have a good chance to stagger or even "push over" depending on how heavy the blunt weapon is and how strong the attacker is (modified by his fatigue) versus the target's strength. - Swinging your blade weapon will use much less fatigue than when your weapon actually hits a target. For technical reasons this feature only works on living targets not things like trees. - Swinging your blunt weapon will use much more fatigue than when your weapon actually hits a target. For technical reasons this feature only works on living targets not things like trees. - Blunt weapons have an advantage to absorbed force while blocking do to the nature of their mass. - Top heavy Blunt weapons and short shots are now more visceral with a feeling of weight and force. - Armor is much more effective against fist, claws and teeth type attacks. -Kick Bash And Shield Bash (the normal shield bash in the game that auto triggers is removed. Now it is manually triggered.) -Khajiits can now inflict more H2H damage. -POC demo feature showing how Florentine weapons (dual swords) should be done in medieval combat games. -NPC may sometimes hit each other by accident in crowed combat! This is not the Read me file! YOU MUST READ THE READ ME FILE IN THE ZIP. If I think you did not read the Read Me I may be very slow to help you on any issues. Real Life Sword And Shield Combat : http://www.spookyfx.com/book/tromp.html
    3 points
  49. Version 1.0

    573 downloads

    Project: Lilith's Wallpaper Panels - Modder's Resource Author: lilith Version: 1.0 Release Date: 6/3/2012 Category: Resources Website(s): TES Alliance - http://tesalliance.org/forums/ ================== Requirements: ================== Skyrim 1.1 Created with Skyrim 1.4.21.0.4 ================== Description: ================== Wallpaper Panels by lilith were created to bring color and life to Skyrim. Grunge and dirt are fine at times, but so are refined living spaces. There are 27 different patterns in various colors to enhance the ambiance of your Skyrim homes! ================== Details: ================== The panels created are setup for Solitude interiors and happened to work for some Whiterun interiors. The CK Editor ID can be found in all meshes for clear identification as to which kit piece they are. There are 27 different Wallpaper patterns with each pattern offering 4 variations in total; 3 with damage and one without. Textures included: 108 Textures including normal maps (216 files) The wallpaper patterns with names included can be found on the Panel Picker located in the screenshots folder. Meshes included: Solitude (972 meshes) Meshes modified for use: smdewalsol01, smdewalsol02, smdewalsol03, smdewalsol04, smdewalsol05, smdewinsol02, smdewinsol03.nif, smdewinsol04, smdewinsol05 Whiterun (2,916 meshes) Meshes modified for use: wrintfreewallstr01, wrintfreewallstr01low, wrintfreewallstr01st, wrintfreewallstrdoor01, wrintfreewallstrdoor01low, wrintloftwallroof01a, wrintloftwallroof01, wrintloftwallroofdoor01a, wrintloftwallroofdoor01, wrintwallalcove01, wrintwallalcove02, wrintwallcor01, wrintwallcorwinl, wrintwallcorwinr, wrintwallstcor01, wrintwallstcorwinl, wrintwallstcorwinr, wrintwallstr01, wrintwallstr01low, wrintwallstr01wina, wrintwallstr01winb, wrintwallstr01winblow, wrintwallstrdoor01, wrintwallstrdoor02, wrintwallststrdoor01, wrintwallststrwina, wrintwallststr01 *Disclaimer* I have taken all steps I can to insure the mod is assembled correctly, I do apologize for mistakes found, but as modder's I would expect you can handle fixing it on your end. If you'd like to create your own; there's an small tutorial on how I created mine here ================== Contact Details: ================== lilith @ TESAlliance ================== Credits: ================== Thanks to Bethesda for creating Skyrim. Thanks to DarkRider for TESAlliance Thanks to InsanitySorrow for the ReadMe Generator this ReadMe is based on, the Graphic Artistry Classes and for his unending help, support and guidance (and fixing my mistakes!). donnato for inspiring me to make my own Photoshop brushes Hanaisse for inspiration, help and guidance WillieSea for guidance and suggestions. All the fine folks at The Alliance who offer unending inspiration and support! You folks are great! ================== Tools Used: ================== ReadMe Generator Creation Kit Photoshop Nifskope InsanitySorrow's Weath of Information Have fun and happy modding!
    2 points
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