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syclonix

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  1. SCARCITY - Less Loot Mod - From the Maker of Character Creation Overhaul and Random Alternate Start Author: Syclonix Current Version: 1.0.0 Download at Skyrim Nexus If you enjoy this mod please Endorse it! DESCRIPTION: It's no secret that Skyrim's economy is broken--Worse yet, the more weapon/armor/creature mods you add to your game the more disproportionate Skyrim's economy becomes. Scarcity fixes this problem by reducing the amount of loot in-game and making finding rare items rewarding once again. There are less weapons and armors lying around, potions and gems are scarce, and enchanted items and magic staves are now genuine treasures. Moreover, it reduces loot so you don't have to keep making trips to the same cleared dungeon again and again just to haul everything back. Overall, Scarcity makes loot 4x less likely to find inside containers, dead creatures, and dead NPCs, and affects everything from arrows to lockpicks to scrolls. It will not touch quest-related items or items equipped by NPCs (as opposed to unequipped loot) so that fights will still be tough. It also does not touch gold (use kuertee's Gold adjustment mod for that). Best of all Scarcity is fully compatible and will integrate well with all other mods, even those altering levelled lists (see "Compatibility" section). In the future versions I will make the rarity of loot adjustable either by separate esps or MCM menu and also add Dawnguard and Dragonborn support. COMPATIBILITY: Scarcity is fully compatible with all other mods that add items to the game or alter existing levelled lists. All you need to do is include it in your Bashed Patch (see "Installation"). Scarcity will apply to all mod-added items that utilize Skyrim's vanilla levelled loot lists. Scarcity will not touch mod-added items that are outside of loot lists; for example Scarcity will not affect NPCs equipped weapons and armor, only the additional weapons and armor they might drop upon death. RECOMMENDED MODS:Gold adjustment by kuertee - The inspiration for this mod! Scarcity affects all item types but you can use kuertee's mod to further tweak occurrences of certain items as well as gold.Trade and Barter by kryptopyr - Essential mod for balancing Skyrim's economy and adjusting it to your liking. I use fBarterMin 3.5, fBarterMax 7.5, and -40% Buying Price Adjustment to make it worthwhile to only sell items above a 10:1 Value/Weight ratio, while keeping buying prices close to vanilla, and making Speech skill more valuable.Reduced Gold Rewards for Quests by mjharper - Can work alongside kuertee's mod if you don't want gold from quests removed dynamically because of the immersion-breaking "Gold Removed" messages.Morrowloot by Trainwiz - Highly recommended. Removes high level armor/weapons/items from levelled lists and places them physically in the world where they make sense. Unfortunately, it also removes crafting recipes for high level armors, but you can edit the mod yourself to add them back in or use the Morrowloot - Nwah Edition below.Morrowloot - Nwah Edition by Kotep - Same as above with the ability to craft high level armors, but not up to date.Morrowloot - Unofficial Dawnguard Patch by Scyantific - Removes Daedric weapons/armor from Dawnguard Dragons in Dawngaurd.Skyrim Scaling Stopper by David Brasher - Highly Recommended. Enemies and loot don't level with you, instead you have a chance to encounter all levels of enemies/loot. More difficult. More rewarding. Use a Bashed Patch to make it work with Morrowloot.INSTALLATION:Download using Nexus Mod Manager or download manually and copy all files in the 'Data' folder to Skyrim's 'Data' folder then enable the 'Scarcity - Less Loot Mod.esp' file.(OPTIONAL) If you use Wrye Bash, include this mod when creating your Bashed Patch, but DO NOT use any Bashed Tags. LOAD THE MOD RIGHT BEFORE THE BASHED PATCH.(OPTIONAL) If you are also using TES5Edit DO NOT include this mod in your Merged Patch.If you do not use a Bashed Patch I suggest loading this mod close to the top of your load order, before mods that add items to the game otherwise you may not see those items show up. Note, however, that without the Bashed Patch you may not get all the changes from both mods. UNINSTALLATION: Disable the mod manually or uninstall using Nexus Mod Manager. Any containers you have already encountered will respawn their contents regularly after the default cell reset period (usually 10 game days). UPDATE HISTORY: Version 1.0.0 - Released January 2nd, 2014Initial Release CREDITS & PERMISSIONS:The source code for this mod is included for personal use. Please do not publicly modify or redistribute this mod without my permission.Thank you Bethesda for making my all time favorite games and providing us with the tools to mod them.Credit goes to kuertee's Gold adjustment, and theNiceOne's Enhanced Economy mod for Oblivion for inspiring the ideas behind this mod. "This is real love—not that we loved God, but that he loved us and sent his Son as a sacrifice to take away our sins." -1 John 4:10
  2. Here are the video reviews coming in for Random Alternate Start: I am also happy to announce that Random Alternate Start has also been featured as part of Skyrim G.E.M.S. We're just one endorsement shy of the front page of Skyrim Nexus so please Endorse the mod if you like it!
  3. Hi the-manta, You can definitely pick up the main quest thread. When you start the game you will get an optional side quest called Rumors of Dragons which will lead you down the main quest line. I hope you try it and let me know what you think!
  4. RANDOM ALTERNATE START 9,723 Alternate Starts and Counting! Current Version: 1.0.4 Author: Syclonix Download at Skyrim Nexus Download at Steam Workshop If you like this mod don't forget to Endorse/Vote! DESCRIPTION: Be anyone you want to be. Choose from 21 different loadouts then get randomly thrown somewhere in the vast land of Skyrim. Will you end up in the royal court of Solitude's magnificent Blue Palace or will you end up at the bottom of a dark, dank, necromancer-infested mine shaft and have to fight your way up to the surface? With 463 starting locations (and more being added) you will never enter Skyrim the same way twice! What will your story be? Random Alternate Start is even better when used with the Character Creation Overhaul mod. DETAILED FEATURES: Choose from 21 class starting kits each with it's own semi-random loadout Start in one of 463+ locations in Skyrim The Main Quest thread can be picked up by investigating rumors of dragons near Helgen Very light footprint ensures clean integration with the main quest and maximum compatibility with other mods Best used alongside Character Creation Overhaul COMPATIBILITY: Random Alternate Start is compatible with virtually all other mods, except for other alternate start/quickstart mods. INSTALLATION: Download using Nexus Mod Manager or download manually and copy all files in the 'Data' folder to Skyrim's 'Data' folder then enable the 'Random Alternate Start.esp' file. Load order does not matter. UNINSTALLATION: To uninstall this mod, simply disable the 'Random Alternate Start.esp' file and delete all the related files from Skyrim's 'Data' folder. KNOWN ISSUES: If you run into Hadvar or Ralof they may bring up references to the dragon attack at Helgen as if you had been there. This will be corrected in the next release. UPDATE HISTORY: Version 1.0.4 - Released October 13th, 2012 Moved chargen location for people using Towns and Villages Enhanced (Thanks Yetibum and Meadowlark) Version 1.0.3 - Released October 13th, 2012 Fixed some mod conflicts (Thanks diamok) Version 1.0.2 - Released October 13th, 2012 Removed Hoarsfrost location Grotto (Thanks VaMouse) Version 1.0.1 - Released October 12th, 2012 Bugfix Version 1.0.0 - Released October 12th, 2012 Initial Release CREDITS AND PERMISSIONS: The source code for this mod is included for personal use. Please do not publically modify or redistribute this mod without my permission. Thank you Bethesda for making my all time favorite games and providing us with the tools to mod them. Thank you Arthmoor, Alexander J. Velicky, JustinOther, Scaredwolf, and all the other great people on the Bethesda and Nexus forums. "Here is a trustworthy saying that deserves full acceptance: Christ Jesus came into the world to save sinners—-of whom I am the worst. But for that very reason I was shown mercy so that in me, the worst of sinners, Christ Jesus might display his unlimited patience as an example for those who would believe on him and receive eternal life." - 1 Timothy 1:15-16
  5. CHARACTER CREATION OVERHAUL Races - Classes - Skills - Specializations - Attributes Current Version: 1.0 Author: Syclonix Download at Skyrim Nexus Screenshot #1 Screenshot #2 Screenshot #3 Screenshot #4 Screenshot #5 If you enjoy this mod please Endorse/Vote for it on Skyrim Nexus. DESCRIPTION: Character Creation Overhaul finally brings back classes, specializations, favored attributes, and major/minor skills to Skyrim. No more boring cookie-cutter characters--Choice matters again! Whereas vanilla Skyrim only provided you with 10 options for starting characters (excluding customizing their appearance), Character Creation Overhaul allows for 16,380 unique character combinations! Best of all, CCO is built for maximum compatibility with other mods (i.e. Skyrim Redone, ACE Comprehensive Enhancements, Alternate Start - Live Another Life) and works with new characters and existing characters alike. Here are the features of this mod: DIVERSE RACES AND GENDERS: Vanilla Skyrim allowed any starting character, regardless of race or gender, to excel at virtually anything, taking out the fun, strategy, and role-playing aspects of previous Elder Scrolls games from the overall Skyrim experience. CCO makes races and genders diverse again, each with their own strengths and weaknesses, so that each play through will be noticeably different. For example, a male Orc will have more starting health and carrying capacity than a female High Elf, but the High Elf will have significantly more magicka. Starting health, magicka, stamina, and carry weight have all been carefully and formulaically derived from each race/gender's traditional attributes (e.g. Strength, Endurance, Intelligence, etc.) and then adjusted for balance in Skyrim. Additionally, (like in the previous Elder Scrolls game) all races' skills will start at level 5 before racial bonuses are applied. See the CCO Races chart for specifics. See the CCO Races chart for specifics. TRADITIONAL CLASS SYSTEM: All 21 classes from Oblivion make a comeback in Skyrim--from the charming and stealthy Agent to the Heavy-Armor-wearing Sorcerer there's a class to suit every play style. You can even create your own custom class and choose your own specialization, favored attribute and major skills. Each choice effects your character's starting skills and (optionally) their skill progression rates. Very little liberty has been taken in translating the class system into Skyrim and only a few differences exist for the sake of continuity and balance:Oblivion had 21 unique skills and allowed players to choose 7 of them as major skills. Skyrim only has 18 unique skills and thus only 6 can be chosen as major skills. Oblivion allowed players to choose 2 favored attributes from Agility, Endurance, Intelligence, Luck, Personality, Speed, Strength, and Willpower. Since these base attributes no longer exist in Skyrim CCO allows you to choose 1 favored attribute from Health, Magicka, and Stamina. Preset classes have been carefully modified as faithfully as possible to compensate for the lessened amount of skills and attributes See the CCO Classes chart for full details. DYNAMIC SKILL PROGRESSION (OPTIONAL): Specialized skills in previous Elder Scrolls games progressed faster than non-specialized skills. In Skyrim, all skills progress at the same rate, making each character more adaptable, but also no different from any other character. CCO brings dynamic skill progression to Skyrim and improves upon it by having specialized skills, racial skills, and major skills all easier to learn (to varying degrees) while making untrained skills harder to learn. This feature is highly recommended but can be optionally disabled in-game. COMPATIBILITY: This mod is fully scripted and does not change any existing game records. As such, it is technically compatible with all other mods, even alternate start mods and mods that make changes to races, abilities, perks, skills, etc. CCO will simply add its changes on top of any other installed mods. The only changes that will not stack are racial starting skill bonuses (skill rate changes still stack). For compatbility, any mod that adjusts racial starting skills will take precedence over CCO's racial starting skills. (CCO does not work with custom races at the moment. This feature will be added in the next version.) INSTALLATION: Download using Nexus Mod Manager or download manually and copy all files in the 'Data' folder Skyrim's 'Data' folder then enable the .esp file and play. The load order for this mod does not matter. UNINSTALLATION: Delete all the files that came with this mod from your 'Data' folder. Note that the next time you launch your game your character will still have the same attributes and skill levels setup by CCO, but you will no longer have dynamic skill progression and your carry weight will be reset to its previous value plus any standard leveling bonuses. If you would like to reset your character's attributes and skill levels prior to using CCO please use the 'SetActorValue' (for skills) and 'SetBaseActorValue' (for attributes) console commands or load a save game prior to installing CCO. KNOWN ISSUES: CCO does not work with custom races at the moment. This feature will be added in the next version. Using CCO on existing characters may initially decrease some skills below the required level for perks that you have already obtained. These perks are still usable, but if you wish to remove them you will have to use a perk removal mod such as Ishs Respec Mod. If you have a mod that changes starting skills for races (i.e. Oblivionized Races), CCO's race descriptions may not be accurate. Also note that dynamic skill progression rates will be applied based on vanilla Skyrim races' starting skills, not based on your mod's. For example, if mod X gives Imperials a +10 starting skill bonus to Speech, you will not also receive a bonus to your skill progression rate since Imperials do not normally get a starting skill bonus in vanilla Skyrim. For existing characters using CCO, the 'CHOOSE YOUR RACE' screen will incorrectly display the race's starting carry weight instead of the modified carry weight for your character. This is just a superficial bug that will be fixed in the next version. CREDITS AND PERMISSIONS: The source code for this mod is included for personal use. Please do not publically modify or redistribute this mod without my permission. Credit goes to Bethesda, Kearsage's Classic Classes and Birthsigns, and icechamber's Natural Talents for inspiring the ideas behind this mod. Thanks to the Unofficial Elder SCrolls Pages for the data on races and classes. "For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life." -John 3:16
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