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Found 4 results

  1. Version latest version

    162 downloads

    This is homes for the player I made for the final exam of the CK basics course DarkRider kindly put up for us here. Thank you so much! This mod adds two houses for the player to buy: Whitewater Farm, located in Whiterun hold, east of Whiterun city, near Battleborn Farm, Eir's Rest, a small house situated in Riverwood, behind the Sleeping Giant Inn. -------oOo------- Permissions: No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification. -------oOo------- Skyrim Special Edition versions: To use this mod with Skyrim Special Edition, download the file named WhitewaterfarmSE.zip and extract its content into your Data files folder, exactly as you would do for the original Skyrim. Once this done, launch the game, click on "mods" on the menu page and place it at the lowest place possible in your load order, using the "X" key and the up and down arrows. -------oOo------- Requirements: Dawnguard Hearthfires Dragonborn Installation: extract the content of the archives into your ~\Program Files\Steam\steamapps\common\Skyrim\Data directory. Over write when windows ask for it. Launch the game, click on "Data Files" and make sure the esp is activated. Consoles Versions: There will not be consoles versions of this mod. Incompatibilities: 1) Any mod making changes to the following cells: - Tamriel (9, -1), Whitewater Farm's main cell, - Tamriel (8, -1), Tamriel (9, 0) and Tamriel (10, -1): navmesh modified after finalisation of the main cell's one, - Tamriel (9, -2): navmesh modified after finalisation of the main cell's one and repositioning of a lavender bush. - Riverwood05 (6, -12). Eir's Rest main cell, - Riverwood04 (5, -12), landscape and navmesh modified after finalisation of the main cell' one, - Riverwood03 (6, -11), navmesh modified after finalisation of the main cell's one. 2) Do not use with any mod that makes changes to Riverwood as a whole. Can the player move with spouse and children in the houses? No. I had this in mind but, as a player myself, I felt the need for a place that would be for my character only, a place to crash and rest and heal and think and feel safe. And maybe keep stuff away from children. -------oOo------- Tip: The game has trouble "remembering" where you placed objects when you decorate your house; if you drop objects in your house and place them immediately where you want them to be and leave the house, you'll find them scattered on the floor when you come back. There is a simple fix to that glitch: drop the objects you want to place in your house on the floor, leave the house, come back into the house and place them where you want them to be. Fixed! -------oOo------- I - Whitewater Farm: As it's name says, Whitewater Farm is a farm. It's fully functional and tended by an old couple of Nords, Allia and Bjorn. The current owner fled the country just after Alduin flew over his head after destroying Helgen but Allia and Bjorn decided that they would stay. Location: Whitewater Farm is located in Whiterun hold, east of Whiterun city, near Battleborn Farm. How to get it? Like all the other player houses, Whitewater Farm can be bought, the condition being that the Jarl permits that you buy property in their hold. As far as Whiterun is concerned, you will be allowed to buy the property after you have given the Dragonstone to Farengar. To do so: go to Whitewater Farm and pick up the note that is pinned on the door, gather 10,000 Septims, go see the current Jarl's steward in Whiterun. In exchange for the money, the steward will give the player the key to the main house and take the note. What does the player buy exactly? The player buys the entire farm and all it's dependencies: buildings and animals, except for the dog. Old Boy, the dog, belongs to Allia and Bjorn and is not for hire. Allia and Bjorn live in the basement of the farm; they don't own it, the player does, but, all its content belong to the couple. Taking anything there is stealing. What about safe storage? the main house is a safe storage in itself as it will never reset. Anything the player takes, whether it's displaying on furniture or stored in sacks, barrels, chests, cupboards, dressers, end tables, will never come back. Anything the player puts there will stay there. the house contains three bookshelves set to contain up to 6 times 18 books. the basement being Allia and Bjorn's home, it resets. all the containers outside reset. What else? Old Boy Allia and Bjorn will not respawn once they have died. once a week, on Saturday morning, Allia will spend three hours cleaning the house. Allia sells food and produce from the farm, once a month, beginning one month after the player bought the farm, talk to Allia, ask her how the farm is doing and she'll give the player their share of the profits the farm generated. -------oOo------- II - Eir's Rest: Eir's Rest is a small house situated in Riverwood, behind the Sleeping Giant Inn. How does the player buy Eir's Rest? go fetch the dragonstone for Farengar and deliver it to him, go to Eir's Rest in Riverwood and pick up the note that is pinned next to the door, gather 2,000 Septims, go see the current Jarl's steward in Whiterun. In exchange for the money, the steward will give the player the key to the house and take the note. What about safe storage? the main house is a safe storage in itself as it will never reset. Anything the player takes, whether it's displaying on furniture or stored in sacks, barrels, chests, cupboards, dressers, end tables, will never come back. Anything the player puts there will stay there, all the containers outside reset. Anything else? Yes! Eirs was a hunter, she died some time ago, probably killed by bandits. Her dog, Baldwin, survived and will greet the player when he comes close to the house, eager to follow the Dragonborn during his/her adventures. Note: the dog will force greet the player only one time, the player will know the dog's name after reading Eir's journal that she left on the table outside the house, hiring Baldwin will still allow the player to hire another dog or animal (tested with both Meeko and Vigilance, should work with the animals added by Dawnguard), the player can ask the dog to do things for him but you cannot have him attack people he likes. If you asked him to wait for you: -------oOo------- If you have any problem with this mod, please leave a message below. If you like this mod, please, leave also a message below and rate it! Thanks! To DarkRider and the TES Alliance team for the wonderful job they do here. To Tood Howard and his team for their efforts at making the Elder Scrolls world real, although virtual. -------oOo------- Note: there is another mod by the name Whitewater Farm. I recently learnt about it; it's a pure coincidence if my mod wears the same name. Here it is: http://www.nexusmods.com/skyrim/mods/60747/?
  2. 57 downloads

    Ring of the Pathfinder speculates that the compass being visible is due to the player wearing a magical ring, the Ring of the Pathfinder. Removing the ring from the player's finger will make the compass disappear. -----oOo----- Permissions: No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification. -----oOo----- 1) On first use of this mod, a ring, the Ring of the Pathfinder, will be automatically added and equipped to your player and a letter from the player's aunt will be added to their inventory. 2) Unequip the ring and the compass will disappear. 3) Equip the ring and the compass will reappear. 4) Lose or sell the ring and the compass will disappear forever. I hope you'll like it! ---ooOoo--- Installation and removal: if you are playing the original version of Skyrim, download "RingOfThePathfinder.zip" and extract its content into your Data directory, if you are playing Skyrim Special Edition, download "RingOfThePathfinderSE.zip" and extract its content into your Data directory. If you want to get it of this mod after playing with it and saving your game, EQUIP THE RING BEFORE REMOVING THE MOD. I know that this is unusual but if your player is not wearing the ring when you remove the mod, you will lose the compass, forever; there is no available console command that could fix that. The ring not being enchanted, there is no risk in doing that. Consoles Versions: There will not be consoles versions of this mod. Thanks: Great many thanks to Bethesda Game Studios for creating this amazing game!
  3. 54 downloads

    This mod adds to the Creation Club content Survival Mode. -----oOo----- Permissions: No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification. -----oOo----- Content - new food, soups and hot soups recipes, - home made skooma (fortifies stamina by 100 points and provokes a drugged effect that affects the player's vision for 3 (real time) minutes; decreases stamina regeneration by 100 % during 30 (real time) minutes), - fur armours cuirass, shoes, gauntlets and helmet crafting at the tanning rack using wolf pelts and leather strips, - tempering fur armours requires wolf pelts instead of leather, - Skaal coat, boots, gauntlets and hat crafting at the tanning rack (on Solstheim only, in the Skaal Village) using bear pelts and leather strips, - Skaal coat, boots, gauntlets and hat tempering using bear and wolf pelts,, - Skaal boots, gauntlets and hat fortify health by 5 points and increase frost resistance by 5% (can be enchanted), - Skaal coat fortifies health by 15 points and increases frost resistance by 15% (can be enchanted), - the Wolf Armour, Boots and Gauntlets are now "warm", - the Wold Helmet is now "cold" as it is made of steel only, - running drains stamina by 3 points/second, - sprinting drains stamina by 7 points/second, - running, fortifies health by 5 points and increases frost resistance by 5 % (only if the player is in cold regions or cold weather), - sprinting fortifies health by 10 points and increases frost resistance by 10 % (only if the player is in cold regions or cold weather), - in combat situations, running and sprinting fortify stamina regeneration by 100 %, - you'll find very few food inside barrels and sacks; inn keepers will provide more food to buy. -----oOo----- How to install this mod launch the game and go to "Creation Club", buy "Survival Mode" and download it, once installed let the game rebuild your data files, download the archive here and extract its content to the "Steam\steamapps\common\Skyrim Special Edition\Data" directory, go to "Mods", and enable CC_SurvivalMode_Custom.esp, let the game rebuild your Data files again, load your current save or start a new game, enable the Survival Mode. -----oOo----- How to install the updated versions of this mod For the updates to fully work, you must enable this mod before enabling the Survival Mode. To do so: launch the game, go to "Mods", install the update and then disable this mod, load your current save (click on "Yes" in the dialogue box that will pop up), go to "Settings/Gameplay" and disable the Survival Mode, save your game and quit to the main menu, go to "Mods" and enable this mod, load the save you made at step 4, enable the Survival Mode. You'll have to repeat this procedure for all the characters you created that are using this mode. Consoles Versions: There will not be consoles versions of this mod. -----oOo----- Note: This mod will not load if you do not own the Survival Mode. If you own the Survival Mode but you haven't enabled it, this mod will also be of no use to you either; it will load but it's content will not be available. -----oOo----- Survival Mode: Additions is meant to add things to the Survival Mode, not to modify its mechanics. The only things belonging to the Survival Mode that were modified are adding "warm" keywords to the Wolf armour, gauntlets and boots, adding the "cold" keyword to the Wolf helmet, that were apparently overlooked. Otherwise, this mod actually modifies content belonging to the core game; these modifications consisting in: adding keywords to the set of fur armour so that you can craft them in the "Hide" category at the tanning rack, rectifying the protection rates of the smaller fur cuirasses so that they do not protect as well as the full ones, modifying the main "food" levelled lists so that they no longer offer an insane quantity of food, fixing the health regeneration magic effect so that it affects the player's health instead of the heal rate. The vanilla food lists I've modified are the following: LItemFoodInnCommon LItemBarrelFoodRawMeatSame LItemBarrelFoodSame70 LItemBarrelFoodSameSmall LItemFoodSaltSmall -----oOo----- Great many thanks to Bethesda Game Studios for this marvellous game!
  4. It's not exactly clear if we are forced to upload our mods for Skyrim SE on Bethesda.net or if we can upload them here (or elsewhere), if the potential users can download them here, install them manually in their game and use them normally. I haven't installed Skyrim SE yet; maybe the answer would be obvious if I had but I'd like to know before actually bothering with that. Thanks for the enlightenment!
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