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Arthmoor

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Everything posted by Arthmoor

  1. TAL shut down and for the most part, what was there is gone. Some wiki material has been picked up by the crew over at UESP. The Unofficial Morrowind Patch has been transferred to AFK Mods. No idea what the rest of the projects there have done.
  2. Version 1.0.1

    22 downloads

    Long ago, during the second era in the time of the Planemeld, adventurers sought out whatever power they could gain to aid in their battle against Molag Bal. Among these items of power were Skyshards, presumably made available by the gods for those who were dedicated to exploring both the hidden and mundane corners of Tamriel. Not much is truly known about them, but in these trying times of dragons and civil war, the Skyshards have once again appeared for the Last Dragonborn to discover and augment his power. ESO Skyshards places several shards throughout the province of Skyrim, including Dawnguard areas and Solstheim. Much like the ones from ESO itself, once you collect 3, you will earn 1 perk point to spend as you see fit. There are 6 in each section, for a total of 66 shards amounting to 22 extra perk points. That may seem like a lot, but by the time you've found them all you'll likely be pretty high level anyway so it balances out in the end. Sorry, beyond the 3 screenshots displayed for the mod, I will not reveal the locations of all of the shards. They do not have map markers either, and there are no plans to provide any. They are located in a mix of easy areas and hard areas so they should prove to be quite a challenge to locate. This mod will go especially well with mods that expand the number of perks you can use as well as perk overhauls that expand the number of points required to obtain perks.
  3. Arthmoor

    Dolmen Ruins

    Version 1.0.1

    21 downloads

    In 2E 582, Molag Bal launched an all out invasion against Nirn. His aim was to merge Nirn with Coldharbor in a cataclysmic event that came to be known as the Planemeld. This was accomplished through the use of numerous Dark Anchors, or Dolmens, scattered around Tamriel (and presumably elsewhere too) that were to physically drag Nirn into Coldharbor. It was only through the heroic actions of one known as The Vestige that Molag Bal's plans were thwarted and all of Nirn saved from a gruesome end as soulless slaves. Though history does not record these events, the ruins themselves have survived. Adventurers have to this day reported many are guarded by daedra, others by the undead, and some by unnatural abominations of the wilds. This mod aims to bring a bit of ESO lore to Skyrim by adding 12 inactive Dolmens around Skyrim, all in relatively remote areas. This is primarily just for show but several have enemies to fight as well so you can use them to acquire some of the harder to find Daedric ingredients. Explore Skyrim, and you should run into them soon enough. Don't be lazy, go out and look!
  4. Just a heads up. Nexus may have had a security breach. Probably a good idea to go change your passwords.
  5. Version 3.0.15

    659 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Legendary Edition. The goal of the Unofficial Skyrim Legendary Edition Patch (aka USLEEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. Warning: Only use the Unofficial Skyrim Legendary Edition Patch with the latest release version of Skyrim patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates. See the full changelog for details.
  6. Dragon Claw Stands View File A simple mod to provide display stands for your dragon claws. People like to display their collectibles in their homes. I am no different, but I've always wanted a way to do the same with the dragon claw keys used on the Nord ruin puzzle doors one they're of no use anymore. It always seemed silly to just toss them in a chest and forget about them since they're among the more unique things about the game. So the idea came up to make a display stand for the claws, but not just any display stand. One that was somewhat unique and fitting with their style and purpose. Thanks to some help from the folks at AFK Mods, this is now a reality Each vanilla player home, as well as the 3 Hearthfire homes, and Severin Manor in Raven Rock, now have display stands in various numbers. Simply have one or more of the claws in your inventory and activate the stand. If you have only one, it will be automatically displayed. If you have more than one, it will ask you which one you want to display, in much the same way the Paragon Gem platform in Falmer Valley does with Paragon Gems. If you should want it back for some reason, simply activate the stand a second time and it will be returned to your inventory. Under the hood, the mod takes the claw from your inventory, puts it into a hidden chest, and then places a clone of it in the visible world. When the claw is removed from the stand, the original copy in the chest is placed into your inventory and the clone is deleted to ensure there is no save bloating from creating multiple claws repeatedly. This is done in case the claw is marked in a quest alias somewhere so that the alias is not disrupted. Not all houses can display every claw due to limited space. Severin Manor is the only one with enough space to hold all 10 in the same cell. The Hearthfire houses split them up between the Main Hall and the basement, and all of the vanilla houses can only hold some. For example, Breezehome only has room for 4, while Proudspire Manor can hold up to 7. The placement of the stands are also tied to certain room upgrades, except for Severin Manor where they all get enabled once the player owns the property. As an added bonus, if other mods add more dragon claws, they can be added to the formlist used to track the vanilla game claws. All they would need is a script to access the formlist and add their base object to that list. The only condition is you would need to be sure the mod added claw is the only one in your inventory when you want to place it. This is due to limitations on how the menu works when asking for a claw. Submitter Arthmoor Submitted 10/08/2015 Category Houses Usage Rights/Permissions
  7. Sort of a moot point with Ars Metallica since it's been Legendary Edition for over a year now There's an unsupported non-DLC version still on Nexus though if you really want it.
  8. Just a quick update for everyone who may be wondering. Internal testing is going well and we look to be on track for an October beta release - or possibly before the end of September if things go really well. We've been able to confidently say that updating mid-game to USLEEP won't have any negative side effects on your saves, which came as a great relief. Major quest lines for the MQ and factions all appear to be working flawlessly as well. We're still keeping an eye out for ol' Murphy though. Everyone here knows he's lurking, cause that's what he does.
  9. Unofficial Skyrim Legendary Edition Patch [uSLEEP] As many of you may remember, last year around this time we conducted a poll on whether or not it was the right time to consider unifying the unofficial patches into a single package. At the time, about 25% of those who responded to the poll were still in a position where they did not have all 3 DLCs for the game. So we decided against merging everything at that time. Fast forward to today, it's become quite clear that that 25% is far less than it was, and more and more people have been asking when we're going to be doing this. This post is your answer. Shortly after the release of USKP 2.1.3, we will begin the process of unification to merge the vanilla USKP plus all of the DLC patches into one all encompassing mod, which will be known as "Unofficial Skyrim Legendary Edition Patch", or USLEEP for short. A mouthful, but a catchy acronym. We have decided that the best course of action will be to rename the esp to match the mod's updated name. It will remain an ESP file flagged as an ESM as that makes the process of working on it less of a hassle for us and as has been proven, the game, CK, and existing mod management tools are completely fine with it. We have also verified that switching the ESP name will not cause any scripts modified by the project, or added new to the project, to throw Papyrus errors. The only side effect will be that the retroactive update scripts will all run again. That shouldn't cause any problems though and we'll make sure any scripts manipulating formlists are safeguarded against generating duplicate references in them. The hi-res DLC patch will remain a separate entity as many people do not use it for one reason or another and it's not considered part of the "Legendary Edition" of the game either. We estimate the time needed to do the work of merging everything together and then putting it through testing will take a few months. So we are not anticipating another release for the project between now and November while this work is done. Time commitments to other things are the main reason for this, so we figure giving ourselves enough time for that is prudent. Plus this also gives enough warning ahead of time that we're going forward with this. As many existing issues as we could resolve for the 2.1.3 release cycle have now been cleared from the tracker and any issues remaining that are not feasible to fix have been closed appropriately. Any new issues submitted after this point will need to wait until the unification process is complete before we will even begin to consider touching them. Please, DO report them, just don't expect action for awhile. If it should become necessary (God forbid) for a hotfix to be released before the unification is done, then that will be the ONLY issue that will be addressed and will be handled only in whatever patch it may affect. After the unification process is done, the existing separated patches will no longer receive updates. The files will remain up in their existing entries but will be frozen and the comment threads closed where possible. All future support will be handled on a single file entry for the unified project on each site it is hosted on. Mods which rely on using the USKP/UDGP/UHFP/UDBP are strongly urged to make plans to switch over to the new master file when it's ready. Other mods which import fixes from the unofficial patches are also strongly urged to make sure they are up to date before November. It would also be best if any translated versions of the patches out there get synced up with 2.1.3 so that as many people as possible will have access to them while the unification is underway. We will have a testing release at some point before the unified patch is ready to go live. The usual cautions against using beta copies on saves you intend to keep will apply. That step is going to last no less than a full month so that there's time enough to shake out any bugs that result from the process. ======================== Some of you may also be wondering what this means for my own projects that make use of the unofficial patches as masters. These will all be converted as needed to run using the unified patch file. Post-unification, I will not release mods that rely on the individual patch files. So things like Bring Out Your Dead, Cutting Room Floor, Ars Metallica, and other stuff, will all get taken care of on whatever schedule fits best as the process moves along. In the case of Cutting Room Floor, this will also open the door to adding cut DLC content that's been getting logged to the tracker. So it'll be worth it Once I make these transitions, any old copies relying on the old patch files will be frozen.
  10. Most people don't actually read those things to begin with, but this one only shows up to make you agree upon publication of your first mod there, and on occasions where they tick a box somewhere to make you read it again and agree. A box they didn't tick after changing this back to the old one
  11. RIP: Ralph Cosham aka Jauffre (10-1-2014)

    1. Bess

      Bess

      Thanks for posting this -- I wasn't aware until I read it here. I've always liked his voice so much I keep buying all the e-books he recorded that I can find.

    2. VictoriaVII

      VictoriaVII

      It's bad news indeed, RIP.

  12. Arthmoor

    Shadowmarks

    Version 1.0

    22 downloads

    A simple immersion mod to add Thieves Guild shadowmarks to the vanilla player homes. Shadowmarks are a tool for the Thieves Guild to identify the worth of a target home. Some are protected, some are worthless, others have loot, and still others might even be dangerous. If you've ever wondered why the five potential player homes in the major cities didn't have these markings, wonder no more. Now, instead of being the only homes in a city missing them, they will be marked according to their worth. If the player does not yet own the property, it will be marked empty. If the player owns the property, it will be marked as containing valuable loot. If the player is a member of the Thieves Guild AND the city has been brought under the influence of the Guild, then it will be marked accordingly as being owned by a guild member. The marks should properly update themselves throughout the game as the player acquires the houses and joins the guild.
  13. Polling has concluded - as promised, here are the results gathered from all 6 sites: For the unified file: 263 (75.6%) Against the unified file: 85 (24.4%) At this time, we do not feel it would be appropriate to cut off 25% of the user base from being able to use the patches. With that said, support *IS* high enough that we will be planning to move forward on this within the next year. There's every reason to believe that with current rates of reporting that all 3 DLCs will have few if any significant bug fixes to come in between now and then and a unified version will make much more sense at that time than it apparently does now. Keep in mind, the poll numbers were slightly misleading. Posts in the thread indicate a much stronger underlying trend against unification right now. Maybe after the fall and winter Steam sales things will change. For now we'll continue as we have been.
  14. Someone asked what would be impacted by the switch to a unified file. Since Nexus is the only place I know of where this data can be accessed readily (for those who have marked it) I'll post what's available from there. The list of USKP dependencies is irrelevent because the filename for that would not be changing. Which would eliminate issues with 62 files according to the Nexus data. UDGP dependencies: 101 lisa again 01 An NPO Module - Crossbows Better Sorting for - An NPO Module - Crossbows Clean Saves Archive Czech Translation for Unofficial Dawnguard Patch Darius Assassin Dragon Shouts Rebalanced - BETA GW71_Metallica No Permanent Essentials Proper Combat Racial Traits Overhaul Requiem - RND - Frostfall AiO Patch Requiem - Unofficial Patches Restored SAVS - Skyrim Almost Vanilla Saves Shouts Reloaded Lite designed for SkyRe Simple LOADING Screen Skyrim Dovahkiin Spanish Skyrim Redone - Complete Crafting Overhaul Remade Patch Skyrim Uncut ULTIMATE SKYRIM - AtoZ GUIDE to get the most IMMERSIVE and REALISTIC Skyrim Uncle Sheo's Stable Modding Guide Unofficial Dawnguard Patch -- Spanish YASH - Yet Another Skyrim Hardcore mod UHFP dependencies: Clean Saves Archive Czech Translation for Unofficial Hearthfire Patch Darius Assassin Hearthfires Everyone Sleeps SAVS - Skyrim Almost Vanilla Saves Simple LOADING Screen Uncle Sheo's Stable Modding Guide Unofficial Hearthfire Patch -- Spanish YASH - Yet Another Skyrim Hardcore mod UDBP dependencies: An NPO Module - Crossbows Better Sorting for - An NPO Module - Crossbows Clean Saves Archive Czech Translation for Unofficial Dragonborn Patch Darius Assassin Dragon Shouts Rebalanced - BETA Food and Drinks GW71_Metallica No Permanent Essentials SAVS - Skyrim Almost Vanilla Saves Shouts Reloaded Lite designed for SkyRe Simple LOADING Screen Skyrim Dovahkiin Spanish ULTIMATE SKYRIM - AtoZ GUIDE to get the most IMMERSIVE and REALISTIC Skyrim Uncle Sheo's Stable Modding Guide Unofficial Dragonborn Patch -- Spanish YASH - Yet Another Skyrim Hardcore mod
  15. This is a question we get on a fairly regular basis, so I think the time has come to consider our options for the future. First off, yes, I know I've been staunchly opposed to unifying the Unofficial Patch under a single all-in-one file to cover everything. Recent events have begun to strain the current model we're operating under though. Some fixes, like certain perks, can't currently be handled by our existing setup without generating a small fix file to cover these. Currently, the perk fixes are being handled here: http://afkmods.iguanadons.net/index.php?/files/file/1212-dg-and-db-axe-perk-compatibility-fix/ Another issue just reported involves incorrect dragon skeletons when a dragon dies: http://afkmods.iguanadons.net/index.php?/tracdown/issue/16721-dragonborn-serpentine-dragons-inappropriate-mesh-when-dying/ - In order to address this, the DragonActorScript would need editing, and such an edit can't currently deal with DG dragons while preserving the DB dragons and the Miraak support code. A third issue is one that's been brought up before, but so far hasn't been formally reported - It's not possible currently to support adoptions on Solstheim because it would necessitate code that alters two DLCs. Technically it can be considered a bug that you can't even move your spouse to Raven Rock. It's pretty easy to see why Bethesda didn't even try. In general, any inter-DLC issues that come up can't currently be managed. Then there's the general difficulty in maintaining the separate packages as they are now. Each one requires a clean environment from which to work, which right now is only truly possible by having multiple Skyrim install folders that get switched between as each patch runs its cycle. Conflict resolution with this setup is made difficult because such conflicts can only be checked with every file in the same folder, and it's not wise to dirty up each folder with stuff from another. One major downside to all this is that removing the existing DLC patches from a running game could very well break things. There would be no other good way to go about this though (thank God we're using BSAs!) that wouldn't potentially cause some problems. Something that will need to be kept in mind. This changeover would mean the end of continued development on the current separate files. It is not feasible to manage the project in two entirely different branches. This would not affect the High Resolution patch. That would remain separate since it isn't dependent on certain DLCs existing or not and the content isn't something everyone can run. So briefly: Pros: No more need for multiple development folders. No more unresolvable conflicts. One unified patch that only takes up one ESP slot. Cons: Not everyone has every DLC yet. A significant amount of work to properly merge everything into one unified ESP. Support on the existing separate patches would be frozen except for hotfix issues. Extremely likely that the game could get confused when ripping out the unsupported DLC patches when a change like this is made. Again, as I once said, "hell no, never" - well. It's starting to become enough of a hassle to consider it. But, as these patches are largely for the sake of the community, I think it should be put to a poll. So please cast your vote, and post your thoughts on why we should or should not do this.
  16. With the way Bethesda's load order system works now (after patch 1.4 really) all you need to do with the hi-res pack is make sure it loads early. Probably right at the top in just about any load order. Then the unofficial patch for that right after it. Keep the esp files they come with active. Those esp files will then determine the order the game loads the assets in. The advice that's been out there saying to edit the ini file with the order of the bsa archives is old, over 2 years old even. It's no longer valid. So long as the remaining texture packs you're installing come in after the others, there won't be an issue.
  17. No, I've not restored any of the missing DLC content nor did I plan to since there doesn't appear to be much that would be worthwhile.
  18. Version 2.0.9

    866 downloads

    A content restoration mod for Skyrim and the official DLCs. From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. They are mostly generic NPCs with no purpose, quests that were complete but cut for some reason, or just random bits of stuff to be found. NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Official Dawnguard DLC. Official Hearthfire DLC. Official Dragonborn DLC. Unofficial Skyrim Legendary Edition Patch 3.0.14 or greater.
  19. This article is also several months behind on the news of there being no more DLC, and didn't get the memo about the Redguard thing being a routine trademark renewal
  20. Welcome back, we've missed you. Good to see this come to a great close.
  21. I'm not able to contribute anything more to this than to echo Ysne's feelings. This thread is awesome and is why I love the TES community so much.
  22. Glad to see things getting back to normal. The new skin looks good
  23. Ouch. Sorry to see things have gotten this serious. Hopefully everything is going smooth with the site recovery.
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