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Found 3 results

  1. 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
  2. "We have been at sea for one month already. Apart from the occasional landing due to stocking up on supplies and to find out the latest news, nothing special is happening. The crew gets a bit nervous; we have never been cut off from the world for so long. To be honest, we are not real sailors, but a group of traveling entertainers. We usually have a show at places where we are docking. We visit a lot of places, and so I gave my crew the idea to sail up to Nehrim. Personally, I have never been there, but one of my sailors said that he knew about a city in the south that would be suitable for our business." Ostian Enhanced brings new life to the capital of Nehrim's Southrealm. It revives the slum area, opens up many barred doors, and adds inhabitants, shops and a lot of new merchandise. There are new stalls at the market plaza and at the harbor, a buyable, well-furnished house of generous size, and new interiors to the Guard Tower and the Federal Bureau for Fortune Restriction. The ships at the harbor are now populated and accessible. The largest of the ships, the Southern Comfort, is home to a group of Entertainers whose presence poses a challenge to the strict moral codes of Ostians ruling class. There are no quests in the mod, but it adds some notes and books that add flavor and background to the lives of old and new NPCs. If you read these texts carefully, you will be able to find two more locations in the Southrealm where new treasures and enemies await you. For those who do not know, Nehrim - At Fate's Edge is a Total Conversion Mod using the Oblivion game engine. It has its own story, fascinating main characters and the end that does not leave you indifferent. This mod is for those who are planning to install the game for the first time and for those who want play it again. It took me a long time to finish this mod due to various circumstances (let's say A Series of Unfortunate Events), but now is here and I hope you'll like it. Nehrim - At Fate's Edge can be downloaded here for free: http://www.nehrim.de/dataEV.html You always need a Oblivion disc to play it. There is also a Wiki for Nehrim if you get stuck in the game: http://nehrim.wikia.com/wiki/Nehrim_Wiki Nehrim - Ostian Enhanced can be downloaded here: http://oblivion.nexusmods.com/mods/43632//?
  3. As of .... well, about 4:00 a.m. today ... I am pleased to announce BETA version 0.5 I am pleased to announce the first official release of the Humblespire player home mod. This is not my first Skyrim mod, but it is my first one being released to the public as my others have been tweaks for personal use. Many thanks to DarkRider for the Creation Kit Basics class that made this mod possible. The house is located on a steep hill overlooking Solitude, a site that quite frankly I found totally by accident while on my way further north to where I originally planned to site my house mod. I happened to turn around, saw the view, and knew this was where I wanted to build. The house is modest in size and exterior styling, but nice on the inside and very full-featured for player convenience. I created it as an alternative to Proudspire (hence the name). I like the look of Proudspire, but it's just so big that it's hard to use in-game from a practical standpoint. The update from 0.2 to 0.5 adds scripted in-game settings to the house, allowing the player to remove or reinstall two animated interior doors, an exterior smelter, and any one (or none) of the Nine Divines altars. Containers are custom-labeled with the word "Storage" used in the names of safe containers and the deliberately-respawning food containers clearly labeled with "(respawns)" suffixes to their names. The update from 0.5 to 1.0 fixes the Well Rested perk on the bed, adds two more labeled containers, and makes the fireplace player-controllable in game. Please see the extensive README for detailed documentation. Thanks not only to DarkRider for the class, but also to other members of the TESA community who answered questions along the way as this mod was being built, and to my lovely wife Vermicula for being willing to "alpha" test the mod with her favorite characters.
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