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Found 11 results

  1. Version 1.6.4

    28 downloads

    http://youtu.be/70F8lfFfhcM A Vanilla home that's now Starter Friendly! After releasing my original Fox Den mod, I realized that the initial starting quest (and therefore the ability to access the player home) was substantially more work to obtain then what the majority of users wanted; I set out to make an easier version of the mod so anyone could get the house. Due to some of the augments on equipment I placed in the mod, as well as some items and the gold obtainable with the original version in mind, I have initially disabled some of the things that would make the mod overpowered for a beginning character. Everything in the original version is still there, however in order to access/unlock everything, you still need to complete "Under New Management" and do the original house obtainment quest "The Fox's Legacy". Everything will fully unlock once you reach that point. For a complete list of things that are locked at the beginning, please refer to the ReadMe file. I originally made this player home mod after not being satisfied with the reward you get from becoming the Thieves' Guild master. I came across "The Gray Cowl of Nocturnal" mod by Iceburg (http://skyrim.nexusmods.com/mods/38458/?) and it inspired me to create a house based on the famed Gray Fox. It is my first attempt at a mod for Skyrim. The whole idea is based around the question, "What kind of house would the Gray Fox have in Skyrim?" I tried to make the house as inclusive as I possibly could while trying to stay lore friendly. Assuming that the Gray Fox was the best thief ever, and he is technically different people throughout the years, he would have collected a great deal of rare and powerful things. Therefore the Fox's Den has some special equipment and gold. It is for that reason, it could be considered overpowered. To compensate for this, I have made it a prerequisite that you complete the "Under New Management" quest in order to completely unlock all of the content. I realize that it is a pain to get to that point if you haven't already completed it, but it was the only way I saw it to fit my storyline that unfolds within my questline. Features ======= The following is included within the house. - 3 Unique Quests that unlock the house, unlock all the features, and adds a follower - Main Hall - Dining Hall - Kitchen - Master Bedroom - Follower's Quarters with enough room for 6 NPCs - Personal Vault - Dragon Mask Display - Dragon Claw Display - Thieves Guild Trophies Display - Crafting Room - Armory - Storage/Display Room - Prison with a torture room - Stables - Airship Dock - Smuggling Tunnel - Garden - Mine - Brewery - Small Library - 7 exits throughout Skyrim - Unique Horse - Chef/Merchant - Bard - 3 Followers - Several Secret Passages - All of the Shrines - All of the Doomstones - 3 Unique Daggers, a unique Bow and Arrows - Unique stats on several pieces of armor - A new Conjuration spell - Several Unique books that explain the story behind the house and the legend of the Gray Fox - Unique challenges - A lot of gold and crafting supplies - Every chest, barrel, urn, and furnishing within the mod is safe unless otherwise stated with (Respawns) in the activator's description. - Over 20 Mannequins - New secrets - Lots more! I have also intentionally made a trap that should kill you if you make the wrong choice on a path, but I have put various shadowmarks in to help guide you. I also wanted to make the home something you really had to earn. After you gain access to the home, there are no more real dangers (minus the prison- there are 3 monsters in cells down there...) Once you have officially entered the home, be sure to search around everywhere and in everything as there are numerous keys to fully unlock all the doors and chambers as you explore the layout. Planned updates for the future: ======================== I want to eventually add teleporters around the house so you don't have to run everywhere. Personally I like the distances you have to travel inside the house because it makes it feel like a real network of tunnels, however I realize that's not everyone's play style. I'd also like to finish overhauling the day/night lighting for the entire house, whether that be more light switches or automated lighting controls like in the Grotto and Smuggler's Tunnel. Final Comments ============ This was my first mod and I continue to update it with new content as I become inspired, or learn new things about modding in general. I'm always open to constructive suggestions so please feel free to give me any feedback about the mod, both good and bad via comments, PMs, or Youtube. The mod has been scrubbed with the latest version of TES5Edit. Enjoy!
  2. Version V 1.0

    45 downloads

    Requirements: -) Skyrim with the latest Patch -) Dragonborn DLC Available in: I would like to present you my newest house mod creation. This home is situated near Rifton at the borders of Skyrim. The home perfectly fits into the surrounding environment. To get the home you have to travel to the Location you can see either on the Screenshots here or in the download (where also a screenshot of the location was included). It took me long times to find the right place for the home and I invested a lot of time to make it as deatiled as possible. I also learned from other genious modders, that it's sometimes better to use misc clutter and mix it with static. I also learned a lot about lightning and different types of new light sources. I hope you like the home and feel the magical touch it should give you. Once you reached the home you will find it locked. NO WORRIES !! You can acquire the key. Just read the note near the entracne you shouldn't miss it. Inside the home you will find a lot of features and nice arrangments which I hope perfectly fit the mage themed character. I also included ofc. a smithing cellar, but it's small, because a mage doesn't need a lot of smithing skills. He just needs his spells and some clothes. Tho the smithing cellar fits perfectly in to the style and theme of the house. The house is built out of solstheim elements, which I thought would perfectly match with the theme I want to deliver. Also the previous owner of the house is from Solstheim. If you don't find the key scroll down to the F.A.Q Now to the features !! Outside: Outside the house you will find a mystical ambient and also a lot of other nice eye catching features. - Leafs falling down - Wood chopping block - A well which leads to a cave - A lot of plants and trees - house fitting into the mountain - chimney for the forge Downstairs: Once you enter the house you will find a lot of mystical and magical lightning. The home should give you the feeling that you are a mage, who is studying here. It's a dark ambient which is illuminated by different light sources, to give you the special magical feeling. - unique looking enchanting table - 2 Mannequins - 1 Weapon rack - Resarch table with dead body - magical lightning sources - eating area - cooking area and storage - a riekling skeleton ! - a shrine of Azura as pervious owner is a dark elf - overall mystical and nice ambient Upstairs: Upstairs you will find a possibility to sleep. Also you can take one follower with you, who can sleep in his own bed. Another feature is the staff enchanter which was brought to Skyrim. There is a magical chest, which will create unenchanted staffs for you ! - alchemy area - storage pots - staff enchanting (with magical chest: RESPAWNS) - bed for your follower - 1 Mannequin - 1 Weapon rack - big and privatBBe bed in the tower - a lot of fine and well placed clutter - also unique lightning - above the bed you find a mystical altar (maybe in later updates it will get a special function) Cellar: The cellar is more or less only a small part of the home, for those people, who want to craft and temper their armor. - Storage facilities - a forge - a sharpening wheel - work bench - tanning rack - clutter placed all over to make it look used Cave under the Well: The cave was the hardest part to build, because it has a unique structure and entrance. Inside you will find a nice bathing facility and also a strange looking stone. - unique entrance - skeleton in a nice position - a lot of sunlight mixed with mystical lightning - a waterfall and a bathing facility - a mystical stone which was excavated - appropriate flora Generally I suggest that you try it out yourself or look the screenshots, because pictures can say much more than words ! I would propose you to use the NMM manager to install this modification, because it's the easiest way. NMM: Klick on the download with NMM manager button and install the mod Manual: If you want to install this mod manually, you have to download it and unpack the archive somewhere. After you unpacked it drop the MagesRest_Hollow.esp and .bsa into your Skyrim/Data folder. Later on chose your prefered launcher and activate the .esp Again I suggest using the NMM, which provides a much easier way to handle mods. NMM: Deactivate the mod in the NMM mod list and delete it afterwards Manual: Remove the MagesRest_Hollow.esp and .bsa from your Skyrim/Data folder Reserved for future updates or version changes Version 1.0 -- Inital release Q: Is this mod follower compatible ? A: Yes you can take at least one follower with you as there is a bed for one. I tried also to navmesh everything appropriate Q: Was it cleaned with TES5Edit ? A: Yes I cleaned it Q: Does this mod conflict with any other mod ? A: As far as I know the place I've chosen is unused. Q: Where is the house ? A: Look on the locations screenshot either on the page you downloaded it from or in the downloaded folder Q: Where is the damn key to the house ?
  3. Hello again. You may know me already. I am the little annoying one haha thats posting all day . Two problems came with me today or not 2 problems, more 2 questions and one of them includes a (I think) great idea. Soooo I hope someone is able to help me. Or will maybe work on my idea. 1) How do I darken a worldspace? If you look my last posted pics. You'll see a new worldspace I am working on. But the problem is that I would like to make it darker, simply change the lightning like it is in the interior cells. But also use the sky. I dunno if thats possible with worldspaces. 2) The real Necromancer Sadly I am not talented enough or capable atm to do such a scripting work. The idea would be more or less 2 spells which will in my opinion would greatly enhance the life of a Necromancer and would be definalty lore friendly. First spell would be a spell, which after you killed your target (like Soultrap) stores the body in a different dimension (just port it to a cell). Afterwards a variable or boolean goes to true or 1 so you can only store one body. Second spell would be more cooler. You would bring back the body with it but with cool effects like a coffin which is rising out of the ground and vanishing slightly and leaving the body behind. So you can resurrect him. During this summoning process a time stop bubble is casted, which will prevent the summoner from getting attacked. Afterwards he still has to resurrect the target with a spell The idea behind is that you as necromance can summon your bodies everytime you need them and don't have to look after dead bodies during a battle. Just like a saftey plan. Would definatly be cool to see such a spell combination. If anyone would like to get more detailed with that idea, feel free to ask me ^^ .
  4. Unique Locations ------------------------------------------------------------------------------------------------------------------- I thought I would open a thread for my current WiP Mod Unique Locations. You may know already my pics I post about the Mod. The intention of this thread is to get more ideas what exactly I should do with my locations or where to build new ones. And when it would be time to release it. I am working also on other Mods or Homes I try to refurnish or clutter up. Today I thought why not making a thread where people (who would like) could contribute their ideas. I just finished another unique location yesterday and today was comming the next one into my mind. The mod will feature new Unique Locations spread all over the map of Skyrim. This mod currently only depends on Skyrim.esm and also Update.esm. I think that I will also stay that way and not include the DLCs, as not everybody has them or likes them. At the time my mod was growing I asked myself a few questions about the sense and the direction. I have to say that I personally use the mod for claiming different artifacts I downloaded. Well now I would like to ask you some questions: Should it be just a mod which adds several places to explore ? Would it be good to leave some locations unmarked on the map ? (for example the Mammoth Ribcage) Should every location be ownable by the player ? (currently most locations hold inhabitants like Summoners or Thiefs you can kill) What should you get from the location ? (place there Weapons and armors from Modders ?) What ideas you got for new locations? Where would you like to see new locations ? (I always search fancy new locations to place my buildings; You can also just tell me a location and I think about what fits there) If you interested or would like to put in your ideas, feel free to do so. I would be happy . Thank you very much for your attention and the time you invested to read that post . Current Locations (game ready) ------------------------------------------------------------------------------------------------------------------- Note in this section I only will post the outside of the location. You can find more pics about the location in my Gallery. Or later on than in the game. Ofc not everything the mod offers is shown in the screen shots. You should also explore it . (Excuse the long post but Thumbinals don't work) Last Updated: 03.05.2013 Old Mage Tower Mammoth Ribs Goldbrands Grave Forestking Tower Fisher Hut Fairy Wood Cave The Chill Hidden Sewer Dwemer Cabin The Battlefield The Graveyard Journeyman's Camp The Well Eremits Cave Thanks for reading and don't forget to enjoy the game !! Nahkin
  5. Version 1.22

    101 downloads

    Fight interesting and challenging bosses In this dungeon to earn unusual rewards! DESCRIPTION Yet another of many Skyrim mysteries is hidden in an unremarkable cave. Here the unique sword Spellblade had long been under the protection of powerful guards. This could go on for centuries, if certain dragonborn has not found an adventurer’s note which revealed the location of the cave. The Spellblade can be used to open even more dangerous part of the cave - the lair of its creator, an ancient dragon-mage Yolviing-Dilon. FEATURES - Five unique and challenging boss encounters - Two unusual rewards for completion - Scripted enemy mechanics and vivid visual effects - An atmosphere of wonder and mystery ADDITIONAL INFO - Bosses have interesting scripted abilities (for example: health redistribution, enrage, invisibility, teleportation and more). - The rewards are: magic sword with unique properties and an ability, with power depending on your weapon skill and stamina reserves. - Check the screenshots to assess the enviroments. - Encounters are balanced to be hard on master difficulty for different level ranges. - Dovahkin of level 25+ is recommended. You can probably try it with lower level on lower difficulty but the loot will be overpowered. - Doesn’t require any DLC. - I've put months of my time into this mod. Indulge the opportunity to gain new experiences and try it! - For those who already played previous version - you better remove old version, save game and add new one. HOW TO INSTALL 1. Extract the archive 2. Copy the contents of the archive in your Skyrim\Data folder 3. Open the Skyrim launcher and check the Unremarkable cave.esp in the Data Files section in Skyrim launcher HOW TO BEGIN A new quest "Mystery of Unremarkable Cave" will be started when you load the game. UNINSTALL - Uncheck Unremarkable cave.esp in Skyrim launcher CREDITS I thank InsanitySorrow, DoODABoOM and Hothtrooper44 for the permissions to use their models in my mod. /index.php?/topic/6014-rel-unique-uniques/?hl=%2Bunique+%2Buniques">Unique Uniques by InsanitySorrow Warmage Armor by DoODABoOM Dragon Knight Armor by Hothtrooper44 CHANGES + 1.22: - fixed bug when dragon missed reanimating shout and hanged in the air forever - fixed bug when final boss becomes permanently invulnerable when his spellcast is interrupted - adjusted script that controls fight start with the black warriors - corrected quest text in couple of places - other small fixes + 1.2: - Replaced armor for two bosses with more appropriate variants - Replaced Spellblade model, improved visual effects, altered stats - Rebalanced encounters difficulty (should be hard on Master and easy enough on Adept) - Rebalanced Stamina Hammer - Improved some visal effects - Changed quest structure (you need Spellblade to enter second part of the dungeon) - Added path from final boss chamber to Skyrim - Various misc fixes + 1.1 - Polished and balanced 1.09 with some alterations and enchancements + 1.09 - (beta) Two new interesting bosses, new locations, misc encounters, new reward etc. + 1.01 - Adjusted difficulty level (mostly lowered enemy damage, for final boss in particular) Please comment and share your ideas! You feedback is very important for me.
  6. Version 1.8

    491 downloads

    One of the biggest complaints and requests I see on the TES forums is the lack of a unique appearance for the many unique weapons in the game. This isn't much of a problem for the smaller less important weapons, but it is for the more important ones we receive as quest rewards or those that are tied to lore. Unique Uniques is an on going project that aims to fix this and give the unique weapons a unique appearance. The new designs for the weapons are based on established lore for either the weapon itself or the character wielding it, my own ideas have been mixed in too. All the assets are new High Quality replacers featuring unique designs. The following list contains all the Unique replacers currently available in Unique Uniques. Aegisbane Angi's Bow Bloodthorn Bolar's Oathblade Dragonbane Kahvozein's Fang Pale Blade Red Eagle's Bane/Fury The Longhammer Valdr's Lucky Dagger Windshear Shield of Solitude Alternates are optional alternate textures for the uniques. These Alternates give the uniques a slightly different appearance, like matching the colouring of a set of armour for example. The Alternates are optional files and are included in the main download. Alternate Oathblade - Blades This optional alternate for Bolar's Oathblade changes the colour scheme of the Oathblade to better match the Blade's Armour. Alternate Dragonbane - Golden This optional alternate for Dragonbane changes the colour scheme so the black ebony like metal is now a nice golden metal. Fit for Royalty! Alternate Angi's Bow - Scoped This is an optional replacer for Angi's Bow that adds a new scope to the bow. Extract the contents of the ZIP folder into your Data folder Make sure the Unique Uniques.esp is checked in the Launcher Delete the files/folders associated with the mod Uncheck the Unique Uniques.esp is checked in the Launcher
  7. Download Version: 1.0 Screenshots: Red Eagle's Bane ================= Requirements: ================= Skyrim 1.8.151.0 ================= Description: ================= This is a unique mesh and texture replacer for Red Eagle's Bane and Red Eagle's Fury. One of the most common requests I've had over the past few months is for me to do something about Red Eagle's swords. Like many other unique weapons in Skyrim, these don't come with a unique visual appearance, well until now that is. What this replacer does is gives the two swords a unique appearance, they both have a more fitting look for the legend behind them. The swords share the same design but have a few small differences. This is purely a replacer and does not touch the weapons stats or enchantments. The models and textures are completely new, the textures are also high resolution (2048x2048). ================= Installation ================= Extract the contents of the ZIP folder into your Data folder Make sure the Insanity's Red Eagle's Bane.esp is checked in the Launcher ================= Un-Installation: ================= Delete the files/folders associated with the mod Uncheck the Insanity's Red Eagle's Bane.esp is checked in the Launcher ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Skyrim. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Marmoset Toolbag - For the Render ================= Licensing/Legal: ================= You may use this as you wish as long as you don't charge money for it and you credit me for any work used. Please do not re-host this file without my explicit permission. ================== Modder's Will: ================== If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance. TES Alliance are free to modify/redistribute/remove as they see fit.
  8. Version 1.2

    427 downloads

    ================= Requirements: ================= Skyrim 1.5.24.0 ================= Description: ================= This is a unique mesh and texture replacer for the Dragonbane Katana. It annoyed me that yet another "unique" weapon looked like all the others and really had nothing visually unique about it, I'm also a fan of katana's so decided it would be a good idea to create a new look for the Dragonblade Katana. ================= Installation ================= 1. Extract the contents of the ZIP folder into your Data folder 2. Make sure the Insanity's Dragonbane.esp is checked in the Launcher ================= Un-Installation: ================= 1. Delete the files/folders associated with the mod 2. Uncheck the Insanity's Dragonbane.esp is checked in the Launcher ================= Contact: ================= InsanitySorrow @ TES Alliance ================= Credits: ================= Thanks to Bethesda for creating Skyrim. ================= Tools Used: ================= Insanity's ReadMe Generator Photoshop CS5 Blender Marmoset Toolbag - For the Render ================= Licensing/Legal: ================= You may use this as you wish as long as you don't charge money for it and you credit me for any work used. Please do not re-host this file without my explicit permission. ================== Modder's Will: ================== If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance. TES Alliance are free to modify/redistribute/remove as they see fit.
  9. From the album Insane Creations

    Now comes with a scabbard

    © ©InsanitySorrow 2012

  10. From the album Insane Creations

    Making the Dragonbane Katana actually Unique.

    © ©InsanitySorrow 2012

  11. Version 3.0.0

    96 downloads

    Bring Out Your Dead is a simple yet immersive mod which expands on the number of graves given to the unique NPCs in areas of the game that don't currently have them. Solitude, Windhelm, Whiterun, Riften, and Markarth all have a Hall of the Dead that contains coffins and urns for various unique NPCs who live there. Their items are transferred to their assigned coffin when they die. The smaller cities of Falkreath, Morthal, Dawnstar, and Winterhold do not have these facilities, and neither do the other smaller villages and towns. NPCs living on farms outside the major hold capitols don't get buried in their Hall of the Dead either. This mod aims to correct this and provide for more uniform handling of everyone's dead. Falkreath and Morthal both have graveyards already and have been expanded slightly to hold more. Dawnstar and Winterhold now have their own Halls of the Dead just outside of town. The smaller villages all have space set aside for new graveyards. NPCs living on farms immediately outside the 5 major hold capitols will be given appropriate burial space in the Hall of the Dead for their city if they don't already have it. NPCs marked as essential will not be given a grave since they cannot be killed normally unless the game removes that flag as the result of a completed quest. 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 3.0.0 or greater. No exceptions!