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oldladyonthemoon

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Files posted by oldladyonthemoon

  1. [Oblivion] Miscarcand Inn

    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!

    71 downloads

       (1 review)

    0 comments

    Updated

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

    This is homes for the player I made for the final exam of the CK basics course DarkRider kindly put up for us here. Thank you so much!
    This mod adds two houses for the player to buy:
    Whitewater Farm, located in Whiterun hold, east of Whiterun city, near Battleborn Farm, Eir's Rest, a small house situated in Riverwood, behind the Sleeping Giant Inn. -------oOo-------
    Permissions:
    No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification.
    -------oOo-------
    Skyrim Special Edition versions:
    To use this mod with Skyrim Special Edition, download the file named WhitewaterfarmSE.zip and extract its content into your Data files folder, exactly as you would do for the original Skyrim. Once this done, launch the game, click on "mods" on the menu page and place it at the lowest place possible in your load order, using the "X" key and the up and down arrows.
    -------oOo-------
    Requirements:
    Dawnguard Hearthfires Dragonborn Installation:
    extract the content of the archives into your ~\Program Files\Steam\steamapps\common\Skyrim\Data directory. Over write when windows ask for it. Launch the game, click on "Data Files" and make sure the esp is activated. Consoles Versions:
    There will not be consoles versions of this mod.
    Incompatibilities:
    1) Any mod making changes to the following cells:
         - Tamriel (9, -1), Whitewater Farm's main cell,
         - Tamriel (8, -1), Tamriel (9, 0) and Tamriel (10, -1): navmesh modified after finalisation of the main cell's one,
         - Tamriel (9, -2): navmesh modified after finalisation of the main cell's one and repositioning of a lavender bush.
         - Riverwood05 (6, -12). Eir's Rest main cell,
         - Riverwood04 (5, -12), landscape and navmesh modified after finalisation of the main cell' one,
         - Riverwood03 (6, -11), navmesh modified after finalisation of the main cell's one.
    2) Do not use with any mod that makes changes to Riverwood as a whole.
    Can the player move with spouse and children in the houses?
    No. I had this in mind but, as a player myself, I felt the need for a place that would be for my character only, a place to crash and rest and heal and think and feel safe. And maybe keep stuff away from children.
    -------oOo-------
    Tip:
    The game has trouble "remembering" where you placed objects when you decorate your house; if you drop objects in your house and place them immediately where you want them to be and leave the house, you'll find them scattered on the floor when you come back. There is a simple fix to that glitch:
    drop the objects you want to place in your house on the floor, leave the house, come back into the house and place them where you want them to be. Fixed!
    -------oOo-------
    I - Whitewater Farm:
    As it's name says, Whitewater Farm is a farm. It's fully functional and tended by an old couple of Nords, Allia and Bjorn. The current owner fled the country just after Alduin flew over his head after destroying Helgen but Allia and Bjorn decided that they would stay.

    Location:
    Whitewater Farm is located in Whiterun hold, east of Whiterun city, near Battleborn Farm.

    How to get it?
    Like all the other player houses, Whitewater Farm can be bought, the condition being that the Jarl permits that you buy property in their hold. As far as Whiterun is concerned, you will be allowed to buy the property after you have given the Dragonstone to Farengar.
    To do so:
    go to Whitewater Farm and pick up the note that is pinned on the door, gather 10,000 Septims, go see the current Jarl's steward in Whiterun. In exchange for the money, the steward will give the player the key to the main house and take the note.





    What does the player buy exactly?
    The player buys the entire farm and all it's dependencies: buildings and animals, except for the dog. Old Boy, the dog, belongs to Allia and Bjorn and is not for hire.
    Allia and Bjorn live in the basement of the farm; they don't own it, the player does, but, all its content belong to the couple. Taking anything there is stealing.
    What about safe storage?
    the main house is a safe storage in itself as it will never reset. Anything the player takes, whether it's displaying on furniture or stored in sacks, barrels, chests, cupboards, dressers, end tables, will never come back. Anything the player puts there will stay there. the house contains three bookshelves set to contain up to 6 times 18 books. the basement being Allia and Bjorn's home, it resets. all the containers outside reset. What else?
    Old Boy Allia and Bjorn will not respawn once they have died. once a week, on Saturday morning, Allia will spend three hours cleaning the house. Allia sells food and produce from the farm, once a month, beginning one month after the player bought the farm, talk to Allia, ask her how the farm is doing and she'll give the player their share of the profits the farm generated. -------oOo-------
    II - Eir's Rest:
    Eir's Rest is a small house situated in Riverwood, behind the Sleeping Giant Inn.

    How does the player buy Eir's Rest?
    go fetch the dragonstone for Farengar and deliver it to him, go to Eir's Rest in Riverwood and pick up the note that is pinned next to the door, gather 2,000 Septims, go see the current Jarl's steward in Whiterun. In exchange for the money, the steward will give the player the key to the house and take the note.





    What about safe storage?
    the main house is a safe storage in itself as it will never reset. Anything the player takes, whether it's displaying on furniture or stored in sacks, barrels, chests, cupboards, dressers, end tables, will never come back. Anything the player puts there will stay there, all the containers outside reset. Anything else?
    Yes! Eirs was a hunter, she died some time ago, probably killed by bandits. Her dog, Baldwin, survived and will greet the player when he comes close to the house, eager to follow the Dragonborn during his/her adventures.
    Note:
    the dog will force greet the player only one time, the player will know the dog's name after reading Eir's journal that she left on the table outside the house, hiring Baldwin will still allow the player to hire another dog or animal (tested with both Meeko and Vigilance, should work with the animals added by Dawnguard), the player can ask the dog to do things for him but you cannot have him attack people he likes.













    If you asked him to wait for you:

    -------oOo-------
    If you have any problem with this mod, please leave a message below. If you like this mod, please, leave also a message below and rate it!
    Thanks!
    To DarkRider and the TES Alliance team for the wonderful job they do here. To Tood Howard and his team for their efforts at making the Elder Scrolls world real, although virtual. -------oOo-------
    Note: there is another mod by the name Whitewater Farm. I recently learnt about it; it's a pure coincidence if my mod wears the same name. Here it is: http://www.nexusmods.com/skyrim/mods/60747/?

    162 downloads

       (0 reviews)

    5 comments

    Updated

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

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





    2) Unequip the ring and the compass will disappear.


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

    57 downloads

       (0 reviews)

    0 comments

    Updated

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

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






    Helgen:




    Hadvar and Ralof:


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







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

    383 downloads

       (1 review)

    26 comments

    Updated

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

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

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

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


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






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






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

    109 downloads

       (0 reviews)

    5 comments

    Updated

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

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

    Griselda is a general goods trader; she sells and buy a bit of everything.
    The Hearthfire version will allow the player to buy building materials and other items added by the expansion:
    children's apparel and toys, beverages, raw food, glass, goat horns, hinge (6, do not respawn), iron fittings (3, do not respawn), locks (3, do not respawn), straw, corundom ingots (5, do not respawn), iron ingots (9, three respawn). Schedule:
    her store opens from 10am to 6 pm (10:00 h to 18:00 h); at 6 pm she relaxes upstairs outside, reading, eating a bit, making potions. at 8 pm, she goes to the inn where she eats and drinks until 11 pm, she sleeps from midnight to 8 am, she has her breakfast from 8 to 10 am. She doesn't want to be disturbed when she is at home and it's not working time. The locks on her doors are set "adept" and are levelled; the keys are in her pocket alongside the keys that open her personal chest and strongbox.
    Griselda is "protected" so that she doesn't die from random vampires or dragons attacks; only the player can kill her, and she is "pc level" x 1,1 uncapped. Her weapons are iron or steel enchanted daggers.
    If the player is a member of the Thieves Guild, they could be sent to her for a "numbers job" quest. Nothing for the Dark Brotherhood though.
    Requirements:
    Dawnguard, Hearthfires, Dragonborn. Installation and removal:
    if you are playing the original version of Skyrim, download "GriseldaTheMorthalTrader.zip" and extract its content into your Data directory, if you are playing Skyrim Special Edition, download "GriseldaTheMorthalTraderSE.zip" and extract its content into your Data directory. To remove the mod, just delete the esp you installed in your Data directory.
    Consoles Versions:
    There will not be consoles versions of this mod.
    Incompatibilities:
    Any other mod that tempers with the cell "MorthalExterior03".
    The Skyrim Special Edition version is compatible with the mod Hold Capitals: Morthal by LordCurse.
    Thanks:
    Great many thanks to Bethesda Game Studios for creating this amazing game!

    63 downloads

       (0 reviews)

    0 comments

    Updated

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

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


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

    34 downloads

       (0 reviews)

    0 comments

    Updated

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

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

    257 downloads

       (0 reviews)

    0 comments

    Updated

  9. [Skyrim SE] Survival Mode: Additions

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

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

    54 downloads

       (0 reviews)

    0 comments

    Updated

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

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





    and improve at the sharpening wheel:




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

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

    41 downloads

       (0 reviews)

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    Updated

  11. [Morrowind] Tribunal - Revised Dark Brotherhood Assassins

    I made this mod because I was tired that my player be attacked by Dark Brotherhood assassins wearing full uber armour at low levels. It was fun breaking for me.
    To keep the challenge interesting, all of them will be wielding enchanted weapons, short blades, and throw the usual ebony darts.
    -----oOo-----
    Permissions:
    No redistribution. This mod must remain exclusive to TES Alliance and Great House Fliggerty. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification.
    -----oOo-----
    Description:

    The player will now be "visited" by differentiated assassins, according to her/his level.
    From level 1 to 4, the assassins will be wearing a full set of Netch leather armour (cuirass, helmet, greaves, boots, gauntlets and paultrons) and wield a Firebite dagger and one ebony dart. From level 4 to 10, the assassins will be wearing a full set of Netch leather armour (cuirass, helmet, greaves, boots, gauntlets and paultrons) and wield a Iron Spider dagger and one ebony dart. From level 10 to 20, the assassins will be wearing a set of Boiled Netch leather armour (cuirass, helmet) and chitin greaves, boots, gauntlets and paultrons and wield a Wild Viper sword and one ebony dart. From level 20 to 30, the assassins will be wearing a full set of Chitin armour (cuirass, helmet, greaves, boots, gauntlets and paultrons) and wield a Glass Stormblade and one ebony dart. Above level 30, the assassins will be wearing the full set of Dark Brotherhood armour (cuirass, helmet, greaves, boots, gauntlets and paultrons) and wield an Adamantium Viperblade (that I created for the occasion) and one ebony dart. The Adamantium Viperblade I created delivers 5 points of poison during 10 seconds. In addition, each assassin will now carry a Writ of Assassination at the name of the player.





    Requirements and Installation:

    Requires Morrowind and Tribunal. As it's just an .esp, unzip the file to your Data Files directory, or use a mod manager.

    Compatibility:
    Compatible with OpenMW 0.43.0. Obviously, this mod will not be compatible with other mods that modify the assassins sent after the player (db_assassin1b, db_assassin1, db_assassin2, db_assassin3 and db_assassin4). Mirror:
    This mod is also available on Morrowind Modding History:
    Tribunal - Revised Dark Brotherhood Assassins Thanks:
    To Behesda Game Studios for their marvellous games!

    9 downloads

       (0 reviews)

    0 comments

    Updated

  12. [Morrowind] A Room In Town

    This mod adds two homes for the player in Balmora and Seyda Neen.
    Content:
    lotm_ARoomInTown_v.1 contains only a room at Caius' place in Balmora, lotm_ARoomInTown_v.2 contains both the room at Caius' place in Balmora and an abandoned shack in Seyda Neen. See images and descriptions below.
    Both versions are compatible with OpenMW 0.43.0.
    -----oOo-----
    Permissions:
    No redistribution. This mod must remain exclusive to TES Alliance and Great House Fliggerty. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification.
    -----oOo-----
    1) The room at Caius Cosades':
    This room is in Caius Cosades' place, in his cellar. The trap door that gives access to it is locked; Caius Cosades will give the key to the player once he/she has joined the Blades.
    This room contains:
    a bed, an end table, a dresser, a shelf, a chest, three food, drinks and ingredients containers, for the player to sleep tight and store his stuff. The place and its containers are safe; in Morrowind nothing respawns nor resets.
    Images:
    Oh, I forgot, I put some clothes on Caius; never understood why he was half naked.







    -----oOo-----
    2) The abandoned shack in Seyda Neen:
    The abandoned shack contains the minimum for the player to spend restful nights at the beginning of the game (the place offers more privacy and comfort than the bedroll in the Census and Excise building).
    Images:






    -----oOo-----
    Mirrors:
    This mod is also available on Morrowind Modding History:
    A Room In Town v.1 (contains the room at Caius' home only), A Room In Town v.2. -----oOo-----
    Thanks:
    To Behesda Game Studios for their marvellous games!

    19 downloads

       (0 reviews)

    0 comments

    Updated

  13. [Skyrim Original Edition] LOD generation source files

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

    213 downloads

       (0 reviews)

    16 comments

    Updated

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