ladyonthemoon

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About ladyonthemoon

  • Rank
    Blade
  • Birthday May 5

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  • Gender
    Female
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    Observable Universe | Virgo Supercluster | Local Group | Milky Way Galaxy | Solar System | Earth
  • Interests
    Modding! and the Elder Scrolls world.

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  1. ladyonthemoon's Whitewater Farm and Eir's Rest - final and Skyrim Special Edition

    ladyonthemoon's Whitewater Farm
    and Eir's Rest
    by ladyonthemoon
     
    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!
    _____oOo_____
    Photos album
    _____oOo_____
    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. Images:
    For more details about the content of the houses and exterior cells, click on the image below to access the photo album:

    _____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. If you do not want to use the version that adds the house in Riverwood, download the file named WhitewaterfarmSE_NoRiverwoodHouse.zip. 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.
    Important:
    Do not use the Hearthfires patch with the Skyrim Special Edition, it's included already.
    _____oOo_____
    Requirements:
    Base game only but works with Dawnguard, Hearthfires and Dragonborn as well.
    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, use only one version of the mod at a time, if you own the Hearthfires expansion, you'll need the WWFarmHearthfiresPatch. It moves a Stone Quarry from behind the house to just outside the gate near Gerdur's house: Incompatibilities:
    Any mod making changes to the following cells:
    Wilderness cell 9, -1, Riverwood05 6, -12 and Wilderness 9, -1. 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. 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.
    _____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.






    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 not prevent the player from hiring another dog or animal (tested with both Meeko and Vigilance, should work with the animals added by Dawnguard).






    _____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!
    Have fun in Skyrim!
    ladyonthemoon
    Great many 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/?
     

    72 downloads

    5 comments

    Updated

  2. [Oblivion] Miscarcand Inn

    Miscarcand Inn
    by
    ladyonthemoon
     
     
    Description:
    Miscarcand Inn is an inn situated near the Ayleid ruins of Miscarcand, on the Gold Road:



    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!

    1 download

    0 comments

    Updated

  3. Griselda, the Morthal Trader final and Skyrim SE

    Griselda, the Morthal Trader
    by
    ladyonthemoon
    ---ooOoo---
     
    March 3rd, 2017, Skyrim Special Edition versions:
    To use this mod with Skyrim Special Edition, download the file named GriseldaTheMorthalTraderSE.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" and arrow keys.
     
    ---ooOoo---
    Requirements:
    There are two versions of this mod:
    one to be used if you do not own Hearthfire named "GriseldaTheMorthalTrader_noHearthfires", one to be used if you own Hearthfire named "GriseldaTheMorthalTrader_Hearthfires". Use only one of them.
    Description:
    There is now a trader in Morthal! Meet Griselda The Freckled:

    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.
    Installation and removal:
    1) You are not already using a previous version:
    extract the content of the archive in your "~:\Steam\steamapps\common\Skyrim\Data" directory and make sure the mod is selected in the "Data files" of the launcher, 2) You were already using a previous version and you plan on using this new version with a save you made while you were using the previous version:
    remove both the .esp and .bsa files that are in your "~:\Steam\steamapps\common\Skyrim\Data" directory, launch the game and load your save, click on "OK" when the game informs you that there's something missing in your save, save your game and quit, extract the content of the new version archive in your "~:\Steam\steamapps\common\Skyrim\Data" directory and make sure the mod is selected in the "Data files" of the launcher, launch the game and load the save you made. Removal is not really an option, but if you really want to get rid of this mod:
    remove both the .esp and .bsa files that are in your "~:\Steam\steamapps\common\Skyrim\Data" directory, load your save and go to Morthal near Alva's house, open the console and enter the following commands one after another: prid 77e47 enable 77e47 is the id of the original house of Fallion that I had to replace to make room for Griselda's (Technique: the reference is the same, only the base object, the object that the reference contains, has been replaced, which is why we can make the original house come back after the mod has been removed). Fallion's home and store are not affected.
    Once you've done this, every reference that has been moved and/or modified by the mod should get back to their original place and state; if it's not the case, please post a comment here. The script will still be present in your save but it won't be active.
    Incompatibilities:
    Any other mod that tempers with the cell "MorthalExterior03".
    Thanks:
    Great many thanks to Bethesda Softworks for creating this amazing game!

    9 downloads

    0 comments

    Updated

  4. Silent Dogs of Skyrim final and Skyrim SE

    Silent Dogs of Skyrim
    by ladyonthemoon
     
     
    ---oOo---
     
    March 3rd, 2017, Skyrim Special Edition version:
    To use this mod with Skyrim Special Edition, download the file named SilentDogsOfSkyrimSE.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" and arrow keys.
    Description:
    If you mainly play on first person view and you can no longer stand dogs barking in your ears while you are crawling in a dangerous dungeon, this mod is for you! It makes the dogs silent, especially when they follow you; (they keep barking in some circumstances).
    Consequently, people will tend to say "stupid dog!" or "good dog!" to dogs who greeted them silently. I haven't managed to find a work around for this, sorry.
    Note:
    For some reason, this mod doesn't work well, if not at all, if you play on third person view. I have no idea at all why it is so.
    Installation:
    Download the archive and extract both the esp and bsa files into your ~:\Steam\steamapps\common\Skyrim\Data directory. Start the launcher, click on "Data Files" and make sure that the mod is activated.
    Deinstallation:
    Remove both the esp and bsa files from your Data directory.
    Incompatibilities:
    None whatsoever, the dogs not being directly modified.
    Enjoy!
    ladyonthemoon
    ---oOo---
    Thanks:
    To Bethesda Games Studios for making this marvellous game and providing us thousands of hours of sheer pleasure!
     

    5 downloads

    0 comments

    Updated

  5. ladyonthemoon's Lunar Forge Weapons final and Skyrim SE

    This mod is another attempt at completing the unfinished job and bringing the Lunar Forge weapons into the game.
    _______oOo_______
    Lunar Forge Weapons
    by ladyonthemoon
    _______oOo_______
     
    March 3rd, 2017, Skyrim Special Edition version:
    To use this mod with Skyrim Special Edition, download the file named LunarForgeWeaponsSE.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" and arrow keys.
    _______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:
    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!
    _______oOo_______
    I'll never thank Bethesda Games Softworks for their marvellous games!

    19 downloads

    3 comments

    Updated

  6. [Morrowind] A Room In Town

    A Room In Town
    by
    ladyonthemoon
     
     
    Description:
    A Room In Town adds a room for the player in Balmora. 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 dresser, an end table, a shelf, a chest, three food, drinks and ingredients containers, for the player to store his stuff. The place and its containers are safe; in Morrowind nothing respawns nor resets.
    Images:
    Note: the place looks very dark on the images; they are far less dark in game.
    Oh, I forgot, I put some clothes on Caius; never understood why he was half naked.






    Thanks:
    To Behesda Game Studios for their marvellous games!

    2 downloads

    0 comments

    Updated

  7. [Skyrim Original Edition] LOD generation source files

    These files are destined to be used for generating LOD for Skyrim.
    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.
     

    62 downloads

    2 comments

    Updated