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Found 4 results

  1. Version 3.0

    351 downloads

    A small mod that makes citizens in a village or city run indoors during a dragon or vampire attack. This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking dragons and vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of giant flying fire breathing lizards (or bloodthirsty undead). NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead. This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine. Guards, members of The Companions, Vigilants of Stendarr, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse. Spawned dragons are detected via animation events, which should allow for completely reliable detection even if the dragon never lands on something. Hand placed dragons are detected when their combat state changes* as well as when they land on any available perch objects in the area. Vampires will be detected when the events that spawn them begin running. * [Only after they land on the ground] My Patreon Page: https://www.patreon.com/arthmoor
  2. Version 2.1.0

    227 downloads

    A small mod that makes citizens in a village or city run indoors during a random vampire attack. This includes eclipse attacks as well. This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking master vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of the undead. NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead. This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine. Guards, members of The Companions, Vigilants of Stendaar, the Dawnguard, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse. Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Official Dawnguard DLC.
  3. What is Saviik City? Saviik City is a content mod that adds a new city to the existing world of Skyrim. Saviik City is a mod with depth and new lore built upon existing Skyrim lore. Saviik City provides the player with a new city to live out of, with their own living quarters within the Fortress. Dungeons below the city provide new exploration, while a full-fledged city both above and below ground provide the player with new stories, merchants, items, and quests. Current State Saviik City is still under development and months from being finished. Progress is coming along smoothly and only a few interiors are left before quest work begins. If you would like to participate in it's development by providing feedback and reporting bugs and other issues, please message me to get the latest version of the mod. I have hidden the mod's nexus page until it is much closer to being finished. Looking For: Texture Artists capable of doing both 1024 and 2048 textures. Textures that need done include recoloring roof and wall textures as well as making shop signs. Modelers who are capable of making mostly small changes to existing models, such as removing the dragon heads from Whiterun buildings or adding some missing side pieces to an overhang. Message me here on the forums if you would like to know more information about the exact jobs that need finished. Please note that this is not a team project, I simply cannot do these above textures/models/animation fixes myself. All contributors will be credited for their work. Lore Saviik City translates to Savior City, a reference to Dremvhalok as well as the Dragonborn. Dragons and the mortal races alike see the two as saviors, fighting for peace in a war-torn region. The vast majority of Saviik City's lore must be learned ingame through dialogue and books. Here is some basic material to get you started. The Fortress The Fortress has a couple levels above ground, but most of the Fortress is underground. The first few levels underground are the main living quarters of the Fortress and contain an inn as well as many shops. Fresh air is pumped throughout the Fortress with the use of Henrik's dwemer piping, which pumps in fresh air, pumps out bad air, and keeps temperatures within the Fortress comfortable. The Mines It is unknown why the miners left, but all signs suggest that it was a hasty departure. Those who have gone down into the deeper mine tunnels have never returned, and many rumors float around about the reason. Many of the mine tunnels have collapsed, become blocked, or caused other tunnels to collapse. This has caused a dangerous maze of tunnels, corridors, and mines. The Location Saviik City's Fortress is built upon an important site. This site has been a battleground countless times throughout history. While the site's history is not well documented and sketchy at best, it is known that many forts had been built there before Saviik City. The forts became damaged in battles and rebuilt by the victor. Tunnels continued to extend underground as some became blocked by collapses and others abandoned. For a short time, the area underneath the Fortress was a large mine system. The oldest known resident of the site was an unknown dragonpriest from ages past, when dragons roamed. Only the deepest tunnels show any remains of the dragonpriest's presence. The Sabre Cats The sabre cats of Saviik City are a big talking point in other parts of Skyrim, and many believe them to be rumors. Crin Garent is the only breeder of domesticated sabre cats in all of Skyrim, and his cats form a portion of the city guard. Factions Saviik City has many factions, not all of them working towards the same goals. Secretive groups are also working out of the city, though whether their goals are in line with the city's idea of world peace is anyone's guess. Specialty Hunters Guild The Specialty Hunters Guild is a group of former mercenaries, soldiers, and even bandits, who have gathered together to hunt down dangerous and evil beasts in Skyrim. Werewolves, vampires, trolls, and hagravens are common targets of the guild. Even the occasional dragon has met it's demise at the hand of the SHG. The Firehand Whether or not this group actually exists is still a debate within Saviik City and magical circles around Skyrim. The rumor is that Kyrik Firehand's assistants and associates form a secret group of mages with their own agenda. Dovah Kendov Elite group of guards trained by Dremvahlok, the Dovah Zeymahs, and many different masters of combat, war, and battle brought to Saviik City by the Dragonborn and Dremvahlok to train them. New recruits (which are rare and far between) are trained by the oldest members. They are taught to master basic combat with all weapons, though they only truly master the one-handed sword. Their other hand is used for casting the magic they've been trained, primarily consisting of wards, shields, and buffs. Dovah Zeymah Dragon Priests of the Dovah Temple of Saviik City, not to be confused with the ancient Dragon Priests. Dremvahlok has closely trained each one of them and all Dremdovahs consider them brothers of dragons. Sometimes, the Dragon Fire will pop, and an ember will fall to the ground. When this happens, a Dovah Zeymah will collect the ember and study the burns and cracks as a form of divination for near future events. The Feim No information available. FAQ The above ground screenshots and video show a relatively small town, not much more than a large village. Why is it called a city? A large portion, if not the majority, of Saviik City's citizens live underground in the Fortress. Will Saviik City have voice acting? At some point. It is not currently a high priority. If enough people demand it, and don't like reading dialogue without voice, then I will readjust my priorities. What kind of content will Saviik City add? Saviik City will contain questlines, new factions, a new guild, a new player home, and an entire functional city for the player to live. Small content is not being ignored either, as you will find plenty of new books about Saviik City's lore, new items in the city's stores, and much more. Is Saviik City clean? Saviik City is manually cleaned for dirty edits as well as automatically cleaned for Identical to Master records. Due to the nature of the mod, there are deleted references, and these are supposed to be there. What about optimization? Optimization is important in Saviik City as it has a much higher object count than anywhere in vanilla Skyrim. The exterior is optimized with occlusion planes, and large interiors are optimized with roombounds and portals. How compatible will it be? Compatibility with other mods is very important to me, as I usually have around one hundred or more mods on my own playthroughs. Saviik City will be compatible with almost any mod, except those that edit the exterior cells where Saviik City is located. Some mods that use keywords, such as Wet and Cold, will be compatible with all new and modified cells. Other mods that add items to NPCs such as cloaks and bandoliers will eventually have compatibility patches to add the items to NPCs added in the mod. You can find more screenshots of Saviik City at various stages of development on my deviantART. Screenshots
  4. Alright, so after discussing it a bit with the few other people on my team we've decided to actually announce the project we have been working on! The City of Thieves: The City of Thieves is a large immersive and interactive City we are adding to Skyrim. You can walk to it like any other city but its size is around that of Blackreach OR 3-4 of the other cities combined. Its split into many sections and provides plenty for the player to do. The City of Thieves is a free port city with no real government and thus the ebb and flow of the city is based around business. It is "ruled" by several large crime organizations and trade associations that live in relative peace with one another for the sake of profit. More about the City -Lots of Lore ~Probably one of the worst things in skyrim for roleplayers is the lack of lore and we have correct this through the use of: *Legends within the city and of some of which you will get to see take place before your very eyes! *Unique history of the city which is as colorful a tale as any *Lots of books of both fiction and non-fiction(for skyrim) *Lots of real political and economic theories thrown in, if you watch closely enough you will feel educated by the time this is all done! -Interactive, creative, and interesting characters *Realistic and charming characters who will pull on your heart strings with their stories and humanity *Lots of cool scenes and dialogue as well as wacky moments *Fully developed story arcs no rushed stories like with the Companions You'll feel really involved before the stories are done *Many different voices, you will notice very little repetition of voices and certainly none in the main characters! *A great variety of personalities and view points that will leave you WANTING to meet new people *Companions with actual personalities that you can bring to the rest of Skyrim! -Tons of new places to explore *The city is underground allowing us to really go all out on what we want to add with a large variety of dungeons. *New types of dungeons *New enemies as well as much more challenging enemies(don't worry we have companions ready if you're not strong enough) *lots of easter eggs hidden throughout to encourage you to explore! -Many meaningful sidequests *No more Fetch-and-Go quests *No Quest Markers but lots of hints and directions(possibly not sure if we want to do this or not) *Interesting quests that really leave you thinking and make you feel like you're making an impact *Lots of comedy as well as seriousness -Several different main-storylines that you can choose to follow *Their are several factions within the city and you can only be in one at any time! *Each of these has a very interesting and interactive storyline that lets YOU choose how things will go *Very large and immersive stories you'll be thinking that this is really happening! *Each story has a large impact on the city and we hope it will have one on you as well! -Choices, choices and MORE choices! *Many moral choices to really make you think! *The storyline will change based on your choices; your friends playthrough might be ENTIRELY different then yours! *How you outfit yourself can also impact the story and how it goes! *Possible romance options(still deciding this one) *No more immortal characters, if you choose to go on a killing rampage you inherit the consequences! -Challening bosses *No more easy kill bosses, you will be challenged to your fullest in these fights(unless you cheat) *Fight alone or fight with the friends you make along the way either way you will find the fights to be much different based upon your play-style-choices *Long and multi-staged boss fights that will be able to maintain your interest the entire way through -Lots of laughs *The seriousness of the main story is interrupted by fun side-quests as well as laughable and sweet moments with other characters. What you can contribute! -Side Quests: We have a lot of side quests ideas but we want more! No fetch-and-go Quests. Interactive as well as interesting quests! -Feedback: I don't know about the others but I really want you to enjoy our Mod as much as possible without butchering our original idea. So tell us what you think and what you want! -Voice Actors(closed at the moment): Right now we don't need voice actors(we will advertise in that forum when we are) we want to get as much of the actual city done as possible before we start adding in all the character dialogue. -A formal name for the city: The City is called the City of Thieves its a title as well as an insult, but their needs to be a formal name for the City. I'll be posting updates of how the project is going soon, but I need to leave at the moment so God bless guys!
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