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Found 12 results

  1. syscrusher

    Rathunas

    Version 20151024-Beta-UPDATE

    333 downloads

    Rathunas is a lovely, and fairly large, town along the extreme western edge of Cyrodiil, well north of Anvil, northwest of Skingrad, and almost due west of Kvatch. It lies just on the boundary of the large area modified by the Unique Landscapes: Brena River Ravine mod, and in fact that mod is a prerequisite for Rathunas. As you can see from the screenshot, Rathunas has as many homes and businesses as some of the walled cities in the vanilla game, but it is an open-layout town with no walls or gates. Rathunas is a mining town, founded by adventurers (now retired) who cleaned the bandits out of Infested Mine and returned it to productivity. It's a peaceful and prosperous community, with charming shops and a nearby priory devoted to Kynareth, plus sheep farms, gardens, a carpentry shop, taverns, and an inn. The quiet of Rathunas is suddenly disturbed one day, and therein lies a quest that will lead the heroic player character to a major, multilevel dungeon on an adventure to restore peace and safety to the town. The story is lore-friendly and detailed, and there are multiple ways to complete many of the quest objectives. To ensure your character is sufficiently powerful, the Rathunas quest line is triggered by the player reaching a certain point in the Oblivion main quest (or by a special NPC dialog option if you are not doing the main quest), but the Rathunas mod does not modify any vanilla quest in any way. Want to see more? Watch the Teaser Trailer and Cinematic Trailer on YouTube, but know this: There is a lot more to the dungeon than what we will show you in the videos! After all these years, our team wants to give you some brand-new surprises in Cyrodiil, so we're not going to spoil that by giving away the best dungeon features in the trailer videos! https://www.youtube.com/watch?v=4tj52qR-rcM https://www.youtube.com/watch?v=j2cHMsYihlU We've worked hard to make the town, and the quest, lore-friendly and immersive. The dungeon is huge, but every single room has a purpose and a back-story, if the player cares to investigate dialog and in-game clues. You can play this as hack-and-slash, because a great deal of the NPC dialogs are optional, but this is really meant for the roleplay enthusiast who wants to think and strategize and interact with NPCs. There is a reason why this dungeon was built, why its denizens are doing what they are doing, and all of this ties into the back-story lore of the vanilla quest that triggers it. The dungeon contains hundreds of custom resources from modders' libraries, plus over one hundred custom tiles and set-pieces of my own creation. There are scripted traps, portals, gateways, puzzles, enchantments, potions, and animated objects, and some of the dungeon levels are full-custom meshes (that is, they are not tiled at all). You won't survive this dungeon by assuming it is just like the vanilla dungeons you've already explored! When you complete the quest line (yes, it's several interlocking quests), you earn the eternal gratitude of the town and a reward commensurate with the scope of the adventure. Four years in development, the Rathunas mod features over 100 voice-acted NPCs with a total of more than 3300 total lines of dialog, performed by 35 voice actors. Rathunas is being cinematically scored by a collaborative team of professional composers (you can hear samples of their work in the video trailers!). The current BETA release has temporary music in the interior spaces of the town, for testing purposes, but as of this release the final music scores are not yet completed. Two levels of the dungeon have a portion of their final music tracks included in this release. PREREQUISITES SUMMARY: (More details are in the README.txt file) Latest official patched version of Oblivion OBSE version 21 or later COBL Unique Landscapes - Brena River Ravine Strongly recommended but not required: Sound Commands Enhanced Music and Controls Wrye Bash is strongly recommended for installing the beta version. We plan to offer OMOD support later, but it is not available in this early release. BETA NOTES: This BETA release is fully playable. We are seeking player feedback on game balance and difficulty level. If you download, please track this file so you will be notified of updates (especially the music, which will be added as tracks are completed by the composers). The README.txt file is extensive and detailed. Before you install, please save yourself a lot of grief by taking a few minutes to read it. :-) This mod has been extensively tested by members of our team, but please do be aware that this is still a BETA release, not production status. It has a number of known bugs and a few incomplete features, and the main purpose of the beta release cycle is to find and fix other bugs. The two documentation files Rathunas-BUGLIST.txt and Rathunas-ISSUES.txt provide a list (unfortunately, with a few minor spoilers) of known problems. "Bugs" are problems that we expect to fix before production release. "Issues" are things we would like to fix, but in some cases they may be game-engine limitations that we are not sure we can overcome. We are still fine-tuning the game balance of battles. If you have constructive feedback on the battle difficulty, please comment (avoid spoilers if you can!). Tell us what general type of character you are playing (magic, stealth, or combat), your character's level, and where you have the difficulty slider for the game set. It is particularly useful if you can compare the difficulty of a Rathunas battle to those of other dungeons your character has explored at his or her current level. Just saying "The battle with ___ is too hard/too easy" doesn't help much, because we need a framework for comparison. If you find a bug that stalls one of the Rathunas quests, don't give up hope! Contact me (Syscrusher) by private message on TES Nexus or TES Alliance. I can provide console workarounds for almost any situation. PERMISSIONS: Please see the "Perms" link above for permissions and credits. Do NOT upload this mod to other sites without permission.
  2. SHADOW OF THE NECROPOLIS NAXXRAMAS IN SKYRIM RECRUITING SCRIPTERS! "I was cast out by my comrades, exiled, forced to wander the frozen wastes. But I was not alone... not entirely. The voice, now my only companion, guided me to my destination. Strange nightmarish creatures awaited me at the entrance..." Link to screenshots: http://imgur.com/a/oTCt4 Link to sample video (OLD VERSION BUT SHOWCASES AUDIO): For a while now I have been working on re-creating the famous World of Warcraft dungeon, Naxxramas, in Skyrim. Renowned for its unique atmosphere, significance in story and difficulty in the old days of vanilla World of Warcraft, Naxxramas was the ultimate challenge a player in Vanilla WoW could face, and even today its reputation has not faded. A floating necropolis, a giant tomb, Naxxramas was repurposed as an undead fortress and headquarters, commanded by the Arch-Lich Kel'Thuzad. If you ever played World of Warcraft you should also know how the dungeon was removed from the game and re-made as an arguably inferior version in Wrath of the Lich King, which today is a complete pushover and is almost forgotten. Goals "I felt my blood run cold, as cold as Icecrown itself. Inside, I bore witness to horrific acts, demonstrations of power. Power that could be mine for the asking. Terrified, I ran, but did not get far..." With this mod I aim to accomplish a few things by adding Naxxramas into Skyrim. First of all, I wish to honour the greatness of the dungeon in its original form, and pay respect to its legacy and the legacy of Blizzard's excellent work on the dungeon. Secondly, I wish to add an extremely challenging dungeon into a game that severely lacks challenging encounters and dungeons, especially considering Legendary leveling and the infamous Necromage/Vampire combo and blacksmithing / alchemy / enchanting. I hope to add a dungeon that will be a challenge to players that have already played the game a lot and have leveled their character to, say, 200 or 300+ and provide a "final level" to the game, a sort of "ultimate challenge" that will test the patience, determination and wits of all those who dare to enter Naxxramas' decrepit halls. Through scripting I hope to also add WoW-accurate encounters and boss-fights, and randomised loot drops, and to make the dungeon relevant to the world by implementing a minor quest and world-encounters, as the Scourge invades Tamriel... So far I have built about 3/4 of the Military Quarter / Death Knight Wing, but am progressing very quickly, and soon I will move on to other sections of the raid. However there are limits to what I alone can do. This is why I have come here, to ask for help in recreating one of the best dungeons from WoW in Skyrim. You can help! "All too soon, my choice was made. Too late did I realise that such power does not come without a price. Now the world will pay a far greater toll, for I have returned! I am Kel'Thuzad... Your curiosity will be the death of you!" What I need help with: Scripting. As much as I would love to script this dungeon myself, doing it would be extremely time consuming and almost impossible as I have no prior experience with scripting, and this, shamefully, is my first mod. Furthermore, scripting, like complex mathematics, goes way over my head and I can't understand it as much as I try. Therefore, I am requesting the help of any scripters that are willing to make this dungeon a reality. If no one helps then I'll just have to struggle on my own and it probably won't get released for years. Modelling / Texturing. Though not absolutely top-priority, this is still an important part of making Naxxramas stand out in the world of Skyrim, since I want the mod to encapsulate what is essentially an alien (undead) invasion where strange creatures from another world arrive in Tamriel with one purpose... extermination. So anyone willing to help in this department is more than welcome. I myself will handle building the dungeon, navmeshing, implementation, writing books for the dungeon, doing some voice acting etc, so I'll still be doing a lot of work - but I can't do everything since this is a rather complex dungeon to say the least. Even if you can't help, please leave a comment and feedback, and keep this thread alive. Share the link with your friends and spread the word: The Scourge is coming to Skyrim!
  3. Hello, this thread will describe my WIP mod. For years I have wanted one thing - first in Oblivion and now in Skyrim - a dungeon mod for Naxxramas, the legendary raid from World of Warcraft. It is a dungeon that I have obsessed over for quite some time, admiring the layout of the dungeon, the atmosphere, the music, the style and the theme of the dungeon - a giant crypt that floats in the sky as a citadel for the undead. Yet in all those years I saw only a few World of Warcraft dungeons made, including the excellent Shadowfang Keep and Scarlet Monastery dungeons for Oblivion, and the Molten Core mod for Skyrim. Many people talked of wanting a Naxxramas mod, but no one could be bothered making it themselves, including me. I waited and waited and kept discouraging myself saying "oh it would be too hard to learn CK". Anyway, after a long period of deliberation I decided that I would build Naxxramas myself if no one else would do it. And so, but a few days ago, I started work on the mod, and am currently building the Military Quarter of the raid making very good progress, and will follow this with the Frostwyrm Lair and central hub sections. I will not be basing this dungeon on the WOTLK version but on the original VANILLA version of the raid, including all enemies from that original, pure incarnation of the greatest dungeon ever designed. I have created a little backstory for why the undead scourge has invaded Tamriel, and that will be included in the mod in books scattered around the dungeon. This is a massive undertaking, because Naxxramas is a vast dungeon - a veritable city in fact. I'm not deterred though, and I'll keep going, simply because I am completely obsessed with Naxxramas, the Undead Scourge, undead in general and recreating it in Skyrim. Here's a list of things I'm going to include in the mod: World of Warcraft-accurate dungeon layout, structure, decoration and colouration. Music and ambient sounds from World of Warcraft to create an authentic atmosphere. Books, written by myself and also taken from World of Warcraft, to give the dungeon backstory and depth rather than making a quest line to reduce work (including gems like On Undeath) Voice files from the game to make the bosses feel closer to World of Warcraft. Accurate enemy names and abilities, including, but not limited to, massive health pools and devastating attacks. Incredibly difficult battles against bosses and standard enemies - it is Naxxramas after all - to the point where you will be pulling your hair out in frustration and wanting to rage quit from the game. Unless you cheat, but that doesn't count. Authenticity is my main goal with this mod - my first mod - because in my opinion if it doesn't look, sound and play like the original then there's no point doing it. As such my mod will be of the highest quality and may well take a long time to complete but it will be worth it in the end. I'm not trying to create something new with this mod, only to recreate a dungeon from another game using Skyrim's assets and some assets from World of Warcraft, giving credit of course. I don't want to be too ambitious and end up failing and so I probably won't put a questline in or any new meshes etc. because it's too much work. Of course, I really could do with some help. I can easily handle building the dungeon, navmeshing it, writing books, adding sounds and music and voice files, scripting etc. but I can't do everything. I really need someone that is fairly good at either importing or creating from scratch certain pieces of armour and also models for enemies, because while I could use Skyrim's, it would look stupid. I really need models for the following bosses: GLUTH (May use a Death Hound as a placeholder) LOATHEB (may resort to using a Troll as a placeholder) THADDIUS (Giant placeholder? Frost Giant?) KEL'THUZAD (although I may resort to using a Dragon Priest for him) GROBBULUS (no placeholder really available for this guy...) ...and the following enemies: ABOMINATIONS (might use Ash Spawn as a placeholder) WIGHTS (Draugr placeholder) SLIMES/ SLUDGES (Netch placeholder?) FUNGAL MONSTROSITIES (Troll placeholder probably) ...and the following weapons / pieces of armour: Level 60 Frost Resistance gear (such as Icebane Plate) Tier 3 armour sets. Shields The importance of including these weapon / armour models is paramount - if the loot and enemy appearances don't fit the bill then it will look half-baked. Maybe I'll have to learn how to do it myself if no one helps me, but then it will a) take more time and b) result in a higher chance I give up out of exhaustion. If you are willing to help but don't know what the above items / enemies look like I recommend looking them up. So, if you are good at modding and can help me, please let me know!
  4. Scarletpox

    Naxxramas Book

    From the album: WIP Naxxramas Mod for Skyrim

    An excerpt of a book in my WIP Naxxramas mod.

    © ScarletPox

  5. Scarletpox

    Naxxramas Book

    From the album: WIP Naxxramas Mod for Skyrim

    An excerpt of a book in my WIP Naxxramas mod.

    © ScarletPox

  6. Scarletpox

    Naxxramas Book

    From the album: WIP Naxxramas Mod for Skyrim

    An excerpt of a book in my WIP Naxxramas mod.

    © ScarletPox

  7. I just released Nagaia Molag, a relatively simple quest that leads the player through a medium-sized Ayleid Ruin. The mod was designed to be extremely lore friendly (to the point of making some very obscure TES historical references and littering the place with translatable Ayleid text), and to fit seemlessly into Cyrodiil. Description: The call has gone out for experienced mercenaries looking to make some coin. An untouched ayleid ruin has just been uncovered at the mouth of the Brenna River, and the expedition set to explore it is in dire need of sellswords to defend workers and scholars from the unknown dangers of this long buried tomb. But while the expedition toils away, another force is at work in the long-lost depths of the Fire King's tomb. TESA: http://tesalliance.org/forums/index.php?/files/file/1716-nagaia-molag/ Nexus: http://www.nexusmods.com/oblivion/mods/44936/?
  8. Version 1.0

    84 downloads

    Nagaia Molag The call has gone out for experienced mercenaries looking to make some coin. An untouched ayleid ruin has just been uncovered at the mouth of the Brenna River, and the expedition set to explore it is in dire need of sellswords to defend workers and scholars from the unknown dangers of this long buried tomb. But while the expedition toils away, another force is at work in the long-lost depths of the Fire King's tomb. -- Installation Guide -- Simply unzip the package and drop the .esp into the Data folder, in your Oblivion directory (usually under C:/Program Files). -- Playing the Mod -- To begin, find the "Sellswords Wanted" bill that has been distributed to numerous inns and Fighter's Guild Chapter Houses in Skingrad and Anvil. If you just want to skip to the dungeon, it can be found overlooking the mouth of the Brenna River (check your map). -- Compatibility -- Should be compatible with just about anything. The exception is any mod that changes any of the cells listed below: AnvilFightersGuild AnvilTheFlowingBowl AnvilTheCountsArms SkingradFightersGuild SkingradWestWealdInn In the event that there is a mod conflict involving any of these interior cells, just load this mod before the one with the conflict--the changes I made to these cells are very minor, so this mod won't suffer much if some of those changes are overwritten. I also edited the exterior cells with these coordinates: -51,4 -51,5 -52,4 These changes aren't so easily overwritten, so load this mod after any that change one or more of these cells. ---------------------------- If you have any problems with the mod or installation, or if you discover any bugs, feel free to email the author at: ericjaysponaugle@gmail.com
  9. JURGHOLM About the mod Jurgholm is a content mod, adding a late game multi-cell dungeon with a questline. The aim of the mod is to add gameplay hours without conflicting with any other mods while being loyal to the base game. Characteristics: Designed for players starting a new game and/or expanding the game by installing other content mods. Installing the mod does not force or guide the player towards the questline or other content of the mod, as it is meant to be a natural part of the game. It's even possible to access most of the content without any clue of the quest, though it might be hard without knowing the details. Parts of the mod are darker than average, since Skyrim offers very little use for light spells and abilities. The mod is meant for late game (level 50+ is recommended and level 25 is REQUIRED to start the quest). It is also more challenging than base Skyrim and includes elements that might "break the rules" of the usual level design, save often! Some features: - A fully voiced new questline - About a dozen new detailed cells - New spells - New items - Scripted battles Dependencies and installation The mod requires the following master files: - Skyrim.esm - Update.esm (Version 1.9.32.0.8) Any DLC or other mods are not required. Install by placing the two files (Jurgholm.esp and Jurgholm.bsa) into the folder: Skyrim\Data (or by subscribing via Steam Workshop) About the author I started working on this mod in March 2012. The idea was to make a simple small dungeon to see a bit how the Creation Kit works. I was planning on using a month to make the mod at most. Things got out of hand pretty fast, as the first cell's initial design got way too big. The mod got larger and larger and finally took somewhere around 700 hours and over a year to make. I was planning on going without a voice actor or a quest giver since the beginning, but eventually thought the mod had enough content to make it worth the trouble. This is my first time modding any TES game or using TES Construction Set or the Creation Kit. Mod by Sierain Voice acting by Natenator77 Downloads and additional information Steam Workshop Skyrim Nexus TES Alliance
  10. Game: TES V Skyrim Plugin name: The Shadow of Meresis Version:1.1 Release date: 03.06.13 Category: Quests and Adventures Author: Hebrock Translator: Ratrace, Benekinass, Hebrock With support of: Corwin 1971, LionsLinden Language: English File size: 68,7 MB (packed) This mod adds an extensive quest, leading you to various places all over Skyrim. In addition to new locations and dungeons you'll meet new NPCs with more than 200 fully voiced lines of dialogue spoken by three actors. The playing time is about two to three hours. You'll find a corpse on the Carth river shore. The person died without any apparent signs of physical trauma. Around the person's neck you'll recognize a shiny, black amulet. You grab it without hesitation. Waking up you find yourself drenched in sweat in the "Four Shields Tavern" in Dragonbridge. A young Vigilant of Stendarr is watching over you. Upon closing your eyes, you can hear it in the distance again: Pained voices and dark shadows haunting you in feverish delerium... The quest starts at the Solitude Sawmill (south of Katla's Farm) where you will find a corpse on a little sandbank in the middle of the river. This is the English translation of the German Mod "Der Schatten von Meresis". Large Image Large Image Large Image Large Image Large Image Large Image The quest starts at the Solitude Sawmill (south of Katla's Farm) where you will find a corpse on a little sandbank in the middle of the river. (See Screenshot) Skyrim Version 1.9.3.2.0.8 (Patch 1.9) You don't need any DLC None so far Download If you are interested, you are allowed to host this mod on TES Alliance Credits go to: The voice actors that agreed to play the following parts: sheogorath19 as Bartuk Edouard as Herlus sheogorath19 als Zarador DragonNOR als Pelagius III. DragonNOR als Molag Bal The beta testers for their commitment finding my implemented errors Myrddin Mystique Salidira Luzidas alien_seth Rumeko Special thanks to: TES-Alliance for the Voice Actors Project. All people who helped improving this mod by giving extensive feedback. Bethesda Game Studios for the TES games and the Creation Kit The sound effects used come from Freesound.org (http://www.freesound.org) and are under licence of Attribution 3.0 (http://creativecommons.org/licenses/by/3.0/), Sampling Plus 1.0 (http://creativecommons.org/licenses/sampling+/1.0/) or Attribution-NonCommercial 3.0 Unported (http://creativecommons.org/licenses/by-nc/3.0/).\\ All resource creators for their work and permission to use it - they are listed above under "Resources". Pal Zoltan Illes for allowing me to use the music piece \textit{The Forest of Honor and Venom}. Artist profile available on Jamendo.com: (http://www.jamendo.com/de/artist/344764/pal-zoltan-illes) All authors and admins of the Tamriel Almanach (http://almanach.scharesoft.de/index.php/Hauptseite) whose work enabled me to embed plot and locations of the quest into the lore of Skyrim and whose articles have been a source of constant inspiration with regard to various aspects of the mod.
  11. I've released an update for my mod: Unremarkable Cave - Boss Fights (1.22) Seize the opportunity to fight the unique and challenging bosses and earn unusual rewards in this adventure! This mod adds new dungeon to Skyrim with 5 interesting scripted encounters (with enrage, invisibility, health redistribution, teleportation and other interesting abilities), misc fights, unusual rewards, beautifull enviroments, vivid visual effects and more. Try it today Updated trailer: Check the links below for description, features, pics, change logs and instructions. 1. Download from TES Alliance: http://tesalliance.org/forums/index.php?/files/file/1501-unremarkable-cave-boss-fights/ 2. Download from Steam Workshop: http://steamcommunit...remarkable+cave 3. Download from Skyrim Nexus: http://skyrim.nexusm.../29188/#content Please leave your comments and share your ideas! Your feedback is very important for me!
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