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About ladyonthemoon

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  • Birthday May 5

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

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  1. [Skyrim Original Edition] ladyonthemoon's Whitewater Farm

    ladyonthemoon's Whitewater Farm
    by ladyonthemoon
    This is a home 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!
    Photos album
    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!
    June 19th, 2016, final version:
    Same content that was in the December 31st, 2015 version described below to which lod files have been added.
    There will no longer be any updates to this mod, unless you experience bugs that can be fixed. Do not be shy and post a full description of them down below.
    Files to download:, if you own Hearthfires. _____oOo_____
    December 31st, 2015, new version:
    The original version and version 2 of the mod are still available for download; this version has been replaced by the new and final version uploaded on June 19th, 2016; see above.
    Files to download:
    June 19th, 2016 update above 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, the WWFarmHearthfiresPatch  is necessary if you own the Hearthfires expansion. It moves a Stone Quarry from behind the house to just outside the gate near Gerdur's house:
    If you install this new version in a current play through, it will take 31 in game days for the stone quarry to show at its new place. Don't worry, there's another one nearby, behind the trees between the house and the gate, if you were already using the previous version or the original version, read the notes related to these releases below. Incompatibilities:
    Any mod making changes to the Riverwood05 6, -12 and Wilderness 9, -1 cells.
    As the name says, this new version adds a house in Riverwood the player will be able to buy, Eir's Rest.
    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.
    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).

    December 15th, 2015, new version:
    The original version of the mod is still available for download; the new version is the one named I removed the images file.
    Download the file named  and read the description below before installing it. Thank you.
    Before installing the new version:
     Go into the house and empty it of all the stuff you stored in it,  Get out of the house and save the game.  Quit the game, extract the content of the archive in your data file folder, overwrite when Windows asks,  Make sure Whitewaterfarm.esp is selected in the launcher data files (it should be). After installing the new version:
    1) you were using the mod and you had already bought the farm:
    enter the house, put back all the stuff you had removed,, open the console and enter the three following commands one after another: stopquest wwfarminitqst stopquest wwfarmpurchaseqst stopquest wwfarmupdateqst 2) you were using the mod but you hadn't bought the farm yet:
    You have nothing to do for now. Buy the farm, enter the house in order to complete the purchase quest and only then use the three commands detailed at point 1. 3) in both cases:
    I have moved the ore vein that was near the vegetable garden to another place northern in the same cell. The position of this ore vein being "baked" in your save, it will appear at its new place only after the cell has reset, about 31 in game days after you have installed the new version. You can still mine it though because it's not completely hidden by the rocks I put in its place. Also, anything you had taken in the basement or the exterior cell will respawn after 31 in game days. Main house kitchen changes:
    anything displaying in the kitchen now respawns, except for the empty bottles, all the barrels and sacks whether they are in the kitchen or behind the counter now respawn, once a week, on Saturday morning, Allia will spend three hours cleaning the house. (This explains why the edible contents of the house now respawn; she doesn't want your player to go hungry! ), Allia now sells food and produce from the farm.

    Main house living rooms changes:
    the furniture has been upgraded to "upper", walls have been added in order to isolate the bedroom from the rest of the house, a bookshelf has been added raising the quantity of books you can store in this house from 108 to 126.

    It had always bothered me that they have a fireplace but no chimney so that the smoke could get out of the place. Now they have one!

    I also swapped a few pieces of furniture, removed a bench and added a shelf and a small alchemy lab:

    Oh, I forgot, I also added an evacuation for the smoke outside, just behind the chicken house:

    Things that have not changed:
    1) How to buy the farm (see the description below).
    2) The containers that are not barrels or sacks are safe; that is to say:
    cupboard, dresser, end tables, wardrobe, bookshelves, personal chest. These do not respawn.
    3) All the objects that display on tables, counter, shelves and so on, and are not in the kitchen, do not respawn either.
    Basically, the house could be divided in two parts:
    the first third on the left does respawn, the two other thirds do not respawn.  The next version will add a small house in Riverwood the player will be able to buy.

    August 14th, 2015, update:
    reoriented the door marker outside the farm house in order to avoid the dreadful infinite loading screens. removed a useless condition applied to the update quest. minor changes outside and inside the house and basement. _____oOo_____
    August 4th, 2015, update:
    IMPORTANT! To activate the new content, you must own the farm and enter the house.
    What's in this update?
    1) the player will now get the "Well rested" bonus when he sleeps in the farm, instead of the simple Rested bonus. (My deepest apologies about that!)
    2) the player will now get a share of the profits generated by the farm. Once a month, the player will have to talk to Allia, the old woman who tends to the farm with her husband, Bjorn, and she will give them a share of the profits (ranging from 50 to 500 Septims), beginning a month (in game time) after the player has bought the farm (a month after the mod has been updated for those who are already using it).

    3) minor additions have been made to the house, decorations mostly, nothing has been moved inside; one candle horn has been removed.
    4) the player can now harvest the crops for Allia and sell them to her, making them friends. Consequently, Allia and Bjorn will allow the player to take things in their home.
    5) if your player is homeless, or so drunk that they cannot find their keys, there is now an invisible bed in the stables.
    6) the player will be able to take water from the horse troughs (the ones on the farm territory, not the others); activating the horse trough will add one bottle of water to the player's inventory.
    7) the player will also be able to get mead from the mead barrels inside the house; activating the barrel will add 5 bottles of Nord mead to the player's inventory.
    8) the exterior cell has been greatly improved (according to me): new stables, additions of trees, flora, insects, bees and rework of the landscape.
    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.
    Base game only but works with Dawnguard, Hearthfires and Dragonborn as well.
    Any mod using Wilderness cell 9, -1.
    After downloading the file, extract the content of the archive into your C:\Program Files\Steam\steamapps\common\Skyrim\Data directory. Launch the game, click on "Data Files" and make sure the esp is activated. That's it!
    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.
    Can the player move with spouse and children in the farm?
    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.
    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.
    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!
    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:




  2. [Skyrim Original Edition] ladyonthemoon's Lunar Forge Weapons

    This mod is another attempt at completing the unfinished job and bringing the Lunar Forge weapons into the game.
    Lunar Forge Weapons
    by ladyonthemoon
    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.
    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".
    I'll never thank Bethesda Games Softworks for their marvellous games!




  3. [Skyrim Original Edition] Silent Dogs of Skyrim

    Silent Dogs of Skyrim
    by ladyonthemoon
    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.
    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.
    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.
    Remove both the esp and bsa files from your Data directory.
    None whatsoever, the dogs not being directly modified.
    To Bethesda Games Studios for making this marvellous game and providing us thousands of hours of sheer pleasure!




  4. [Skyrim Original Edition] Amulet of Kyne

    Amulet of Kyne
    by ladyonthemoon

    This mod deliberately modifies the reward the player will get when he/she finishes the quest "Kyne's Sacred Trials". Originally, Kyne's Token, the amulet you get as a reward, increases the player's bow damage by 5% and reduces the damage taken from animals by 10%. With this mod, Froki will give you the Amulet of Kyne instead, that will grant the player full peace with animals; they won't attack nor flee as long as the player wears it.
    The protection extends to horses owned by the player and followers.
    Any mod that already modifies "Kyne's Sacred Trials".
    Extract the content of the archive into the "C:\Steam\steamapps\common\Skyrim\Data" directory.
    This mod contains one script, the one that adds the effect to the player. Before removing the mod, make sure the player is not wearing the amulet, then remove the .esp and .bsa files from the "C:\Steam\steamapps\common\Skyrim\Data" directory.
    Great many thanks to Bethesda Software for this marvellous game!




  5. [Skyrim Original Edition] Griselda, the Morthal Trader

    Griselda, the Morthal Trader
    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.
    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.
    Any other mod that tempers with the cell "MorthalExterior03".
    Great many thanks to Bethesda Softworks for creating this amazing game!




  6. [Oblivion] Miscarcand Inn

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

    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 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.

    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:

    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, 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!
    To Bethesda Game Studio for their marvellous games!




  7. [Morrowind] A Room In Town

    A Room In Town
    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.
    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.

    To Behesda Game Studios for their marvellous games!

    1 download



  8. [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
    I have extracted these files myself from my Skyrim 1.9.32 install, after studying the corresponding files Nico coiN uploaded to AFK Mods.