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189 files

  1. [Skyrim Original Edition] LOD generation source files

    These files are destined to be used for generating LOD for Skyrim Original Edition but you can use them to generate the LOD for Skyrim Special Edition.
    Important:
    If you use these files to generate the LOD for Skyrim Special Edition, you must make them with the Creation Kit that goes with Skyrim Original Edition. Making them with the Creation Kit that comes with Skyrim Special Edition won't work.
    The related tutorial is here:
    How to generate Level of Detail (LOD) for a custom world space
    Note:
    I have extracted these files myself from my Skyrim 1.9.32 install, after studying the corresponding files Nico coiN uploaded to AFK Mods.
    Problems downloading the files?
    If you have problems with the download button, you can find these files here: https://1drv.ms/u/s!Ap1XqL-YTdfNbq7H3UqK39IOvo0
     

    213 downloads

       (0 reviews)

    16 comments

    Updated

  2. [Skyrim SE] Survival Mode: Additions

    This mod adds to the Creation Club content Survival Mode.
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    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!

    54 downloads

       (0 reviews)

    0 comments

    Updated

  3. [Skyrim] [Skyrim SE] Bone And Stone Weapons

    This mod adds bone weapons (bow, arrows, dagger, sword and war axe the player will be able to craft at the tanning rack. Role players oriented.
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    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.
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    Content:
    bone bows, bone arrows, bone daggers, bone swords, bone and stone war axes, that the player can craft at the tanning rack:





    and improve at the sharpening wheel:




    The quarried stone you'll need to make the Bone And Stone War Axe and improve it is available at stones quarries (added by Hearthfires).

    -----oOo-----
    Requirements:
    Hearthfires Note:
    for the bow, arrows, sword and war axe, I'm using the Forsworn meshes and textures, for the dagger, I'm using the dragon priest dagger mesh and texture. Installation and removal:
    if you are playing the original version of Skyrim, download "Bone&StoneWeapons.zip" and extract its content into your Data directory, if you are playing Skyrim Special Edition, download "Bone&StoneWeaponsSE.zip" and extract its content into your Data directory. This mod doesn't contain any script, so, removing it will cause no problems at all; the weapons that belong to it will just disappear. To do so, remove Bone&StoneWeapons.esp or Bone&StoneWeaponsSE.esp from the Data directory.
    Consoles Versions:
    There will not be consoles versions of this mod.
    Thanks:
    Great many thanks to Bethesda Game Studios for creating this amazing game!

    41 downloads

       (0 reviews)

    0 comments

    Updated

  4. [Skyrim] [Skyrim SE] Dragons At Start

    Dragons at Start enables the dragons interactions in the world, including their presence at the word walls. Originally, Alduin attacks and destroys Helgen and it's over; you will never see a dragon before the player completes the "Dragon Rising" and kills their first dragon at the Western Watchtower.
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    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:
    This mod is best used if you do not want to start the main quest right away or are using an alternate start. If you plan on playing the game normally, it will be of no use to you; you may not notice what it does at all.
    With this mod dragons will fly by or attack people, creatures, settlements and the player on a regular basis (generally three in game days between attacks) and guard the word walls before the player has completed the "Dragon Rising" quest.
    Dialogue topics that mention the player being dragonborn have been delayed so that they do not happen before the player has completed "Dragon Rising".
    Note:
    This mod doesn't modify any vanilla quest, script or cells whether interior or exterior.
    Installation and removal:
    if you are playing the original version of Skyrim, download "DragonsAtStart.zip" and extract its content into your Data directory, if you are playing Skyrim Special Edition, download "DragonsAtStartSE.zip" and extract its content into your Data directory. Removing this mod is possible but the new values may be stored into your saves and the dragons still be active before the player completes "Dragon Rising". If you want to do so, remove DragonsAtStart.esp or DragonsAtStartSE.esp and from the Data directory.
    Consoles Versions:
    There will not be consoles versions of this mod.
    Thanks:
    Great many thanks to Bethesda Game Studios for creating this amazing game!

    257 downloads

       (0 reviews)

    0 comments

    Updated

  5. [Skyrim] [Skyrim SE] Drain Vitality Shout Display Fix

    Content:
    This mod fixes the well known issue where learning the Drain Vitality word(s) before learning the three Marked For Death words of power adds a new shout named Drain Vitality and containing the words that belong to Marked for Death.
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    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-----
    How to use:
    Use in a new game or in a game where your player has not learnt any Marked For Death or Drain Vitality words of power, or at least if you have Marked For Death and/or Drain Vitality words but do not have the extra shout in your inventory.
    Enjoy!
    Images:


    Installation:
    Download the zip file and extract it to "Steam\steamapps\common\Skyrim\Data" and enable it in the mods page for the Special Edition and in the launcher for the original edition.
    Consoles Versions:
    There will not be consoles versions of this mod.
    Thanks:
    Great many thanks to Bethesda Game Studios for creating this marvellous game!

    34 downloads

       (0 reviews)

    0 comments

    Updated

  6. [Skyrim] [Skyrim SE] Griselda, the Morthal Trader

    There is now a trader in Morthal! Meet Griselda The Freckled!
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    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-----

    Griselda is a general goods trader; she sells and buy a bit of everything.
    The Hearthfire version will allow the player to buy building materials and other items added by the expansion:
    children's apparel and toys, beverages, raw food, glass, goat horns, hinge (6, do not respawn), iron fittings (3, do not respawn), locks (3, do not respawn), straw, corundom ingots (5, do not respawn), iron ingots (9, three respawn). Schedule:
    her store opens from 10am to 6 pm (10:00 h to 18:00 h); at 6 pm she relaxes upstairs outside, reading, eating a bit, making potions. at 8 pm, she goes to the inn where she eats and drinks until 11 pm, she sleeps from midnight to 8 am, she has her breakfast from 8 to 10 am. She doesn't want to be disturbed when she is at home and it's not working time. The locks on her doors are set "adept" and are levelled; the keys are in her pocket alongside the keys that open her personal chest and strongbox.
    Griselda is "protected" so that she doesn't die from random vampires or dragons attacks; only the player can kill her, and she is "pc level" x 1,1 uncapped. Her weapons are iron or steel enchanted daggers.
    If the player is a member of the Thieves Guild, they could be sent to her for a "numbers job" quest. Nothing for the Dark Brotherhood though.
    Requirements:
    Dawnguard, Hearthfires, Dragonborn. Installation and removal:
    if you are playing the original version of Skyrim, download "GriseldaTheMorthalTrader.zip" and extract its content into your Data directory, if you are playing Skyrim Special Edition, download "GriseldaTheMorthalTraderSE.zip" and extract its content into your Data directory. To remove the mod, just delete the esp you installed in your Data directory.
    Consoles Versions:
    There will not be consoles versions of this mod.
    Incompatibilities:
    Any other mod that tempers with the cell "MorthalExterior03".
    The Skyrim Special Edition version is compatible with the mod Hold Capitals: Morthal by LordCurse.
    Thanks:
    Great many thanks to Bethesda Game Studios for creating this amazing game!

    63 downloads

       (0 reviews)

    0 comments

    Updated

  7. [Skyrim] [Skyrim SE] Lunar Forge Weapons

    This mod is another attempt at completing the unfinished job and bringing the Lunar Forge weapons into the game.
    _______oOo_______
    Lunar Forge Weapons
    for Skyrim and Skyrim Special Edition
    by ladyonthemoon
    -----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-----
    Introduction:
    The Lunar Forge is situated at the top of the Silent Moons ruins, North-West of Whiterun:

    During the day, this forge can be used to make any weapon you can make at any other ordinary forge:

    At night, between 9 pm and 5 am, things are different. On the nearby workbench, you'll find a book that describes the effects the forge applies to weapons made, and used, during the night, "when the moons are out":


    The Lunar Forge enchantment:
    As described in the book, the Lunar Forge enchantment absorbs a (relatively) small amount of health from the target. This enchantment is levelled: 10, 20 or 30 points during 3 seconds per hit. The enchantment being apparently given by the Moons themselves, it cannot be learnt. For the same reason, the weapons never need to be refilled; their charge is constant. Crafting the weapons:
    The level of enchantment applied to the weapons depend on the player's level at smithing:
    under 30, you'll make weapons that absorb 10 points of health from the target during 3 seconds, between 30 and under 60, you'll make weapons that absorb 20 points of health from the target during 3 seconds, from level 60, you'll make weapons that absorb 30 points of health from the target during 3 seconds. Examples in images, using war hammers (the same apply to the other weapons, of course):






    Improving the weapons:
    The weapons made can be improved at any sharpening wheel, even if you don't have the Arcane perk. Examples in images, using war hammers (the same apply to the other weapons, of course):






    Pros and cons of using these weapons:
    It's up to you to decide which is a "pro" or a "con":
    the weapons can be made at the Lunar Forge only, between 9 pm and 5 am, any day, the enchantment apply to iron and steel weapons, one handed and two handed; bows excepted, the enchantment cannot be learned at an enchanting table and applied to other weapons (the reason is that this enchantment is added by the moons and exists outside the scope of scholarly knowledge), the enchantments are constant: no need to use soul gems to recharge the weapons, the enchantment works at night between 9 pm and 5 am. The weapons created are lighter and faster than their counterparts. Comparison:
    Iron weapons:
    Iron Battleaxe: weight 20, speed 0.7, Lunar Forge Iron Battleaxe: weight 18, speed 0.8, Iron Dagger: weight 2, speed 1.3, Lunar Forge Iron Dagger; weight 1.5, speed 1.4, Iron Great Sword: weight 16, speed 0.7, Lunar Forge Iron Great Sword: weight 14, speed 0.9, Iron Mace: weight 13, speed 0.8, Lunar Forge Iron Mace: weight 12, speed 0.9, Iron Sword: weight 9, speed 1.0, Lunar Forge Iron Sword: weight 8, speed 1.1, Iron War Axe: weight 11, speed 0.9, Lunar Forge Iron War Axe: weight 10, speed 1.0, Iron War Hammer: weight 24, speed 0.6, Lunar Forge Iron War Hammer: weight 22, speed 0.7. Steel weapons:
    Steel Battleaxe: weight 21, speed 0.7, Lunar Forge Steel Battleaxe: weight 19, speed 0.9, Steel Dagger: weight 2.5, speed 1.3, Lunar Forge Steel Dagger; weight 2.0, speed 1.3, (speed unchanged) Steel Great Sword: weight 17, speed 0.7, Lunar Forge Steel Great Sword: weight 15, speed 0.9, Steel Mace: weight 14, speed 0.8, Lunar Forge Steel Mace: weight 13, speed 0.9, Steel Sword: weight 10, speed 1.0, Lunar Forge Steel Sword: weight 9, speed 1.1, Steel War Axe: weight 12, speed 0.9, Lunar Forge Steel War Axe: weight 11, speed 0.9, (speed unchanged) Steel War Hammer: weight 25, speed 0.6, Lunar Forge Steel War Hammer: weight 23, speed 0.7. Side notes:
    I added a tanning rack near the forge; it had always bugged me that there was no tanning rack there. The vanilla broken Lunar Forge weapons that were laying around near the forge and inside the ruins have been disabled and replaced by new ones. Incompatibilities:
    Any other mod that handles the Lunar Forge weapons or modifies the place.
    Installation:
    if you are using this mod with Skyrim Special Edition, download the "LunarForgeWeaponsSE.zip", if you are using this mod with Skyrim, download the "ladyonthemoonsLunarForgeWeapons.zip", and extract the content of the archive into C:\Program Files\Steam\steamapps\common\Skyrim\Data. Launch the game and make sure the esp is selected in the launcher "Data Files".
    Enjoy!
    Consoles Versions:
    There will not be consoles versions of this mod.
    Thanks:
    I'll never thank Bethesda Game Studios enough for their marvellous games!

    111 downloads

       (0 reviews)

    5 comments

    Updated

  8. [Skyrim] [Skyrim SE] My Own Alternate Start

    This mod, as its name suggests, is an alternate start. You will be able to start the game on five different places, at the borders of Skyrim.
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    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-----
    With this mod you will be able to start the game:
    from Cyrodiil, from Hammerfell, from High Rock, from Morrowind (South and North). According to your choice, your player will be teleported near the border from where they are coming.






    Helgen:




    Hadvar and Ralof:


    -----oOo-----
    Notes:
    Helgen has been destroyed and looks exactly like it should after Alduin's attack if you had played the vanilla beginning, Nobody will mention the presence of the player in Helgen (unless I've overlooked something, of course), Hadvar has been moved to Castle Dour, near General Tullius; he will be disabled at some point during the civil war campaign, Ralof has been moved to the Palace of the Kings in Windhelm, near Ulfric Stormcloak; he will be disabled at some point during the civil war campaign. Starting the main and civil war quest lines:
    Your player will not witness the attack on Helgen but starting the main quest line and the civil war will always be possible. If you haven't visited Helgen yet, you'll have to bribe the guard so that he allows you to enter Whiterun and Jarl Balgruuf will not have proper lines for you. To start the main quest, you'll have to discover Helgen first. Once this done, go visit Jarl Balgruuf in Whiterun. The usual scene will not start, approach the Jarl and tell him that you want to help him dealing with the dragon problem.







    to start the Civil War quest line, simply go to Solitude or Windhelm and enlist there, as usual. if you start the Civil War quest line before the main quest line, you'll have to discover Helgen. A quest will launch to that effect when you bring the "Message to Whiterun" to Jarl Balgruuf. Requirements:
    Dawnguard, Hearthfires, Dragonborn. Incompatibilities:
    Use only one alternate start.
    Do not use with other mods that modify the following quests:
    MQ101 "Unbound", MQ102 "Before the Storm", CW03 "Message to Whiterun". Do not use with other mods that modify the following cells:
    HelgenKeep01, WindhelmPalaceOfTheKings, SolitudeCastleDour, Wilderness 6, -29, HelgenExterior02 (4, -20), Wilderness 42, 9, Wilderness 51, -28, Wilderness -41, 24, Wilderness -13, -25. Starting Dawnguard:
    no changes. Starting Hearthfires:
    no changes. Starting Dragonborn:
    to start Dragonborn you'll have to start the main quest (see above). Installation and removal:
    if you are playing the original version of Skyrim, download "MyOwnAlternateStart.zip" and extract its content into your Data directory, if you are playing Skyrim Special Edition, download "MyOwnAlternateStartSE.zip" and extract its content into your Data directory. Deinstalling this mod is probably not safe at all!
    Consoles Versions:
    There will not be consoles versions of this mod.
    Thanks:
    Great many thanks to Bethesda Game Studios for creating this amazing game!
    Great many thanks to TES Alliance for allowing us to share our creations on their web site!

    383 downloads

       (1 review)

    26 comments

    Updated

  9. [Skyrim] [Skyrim SE] Ring of the Pathfinder

    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!

    57 downloads

       (0 reviews)

    0 comments

    Updated

  10. [Skyrim] [Skyrim SE] Whitewater Farm and Eir's Rest

    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/?

    162 downloads

       (0 reviews)

    5 comments

    Updated

  11. 100% Clean Save for Skyrim 1.9.32.0

    These files contain a variety of clean saves for Skyrim. All saves were created only with the Skyrim and Update files and specified DLC. No quests/quest lines were completed except those named, the bare minimum of prerequisites, and Way of the Voice where applicable. Random encounter quests are in the journal but no progress towards their completion has been made.

    Klimmek may have had his quest completed because... why not.

    PM or Comment with requests.

    You will most likely be over-encumbered when you load these saves. I picked up just about everything of value (most non-crafting supplies were sold). No skill books have been read on any of these saves due to the Dragonborn DLC ability which grants two skill points from every skill book.

    All saves contain only level 1 characters and will be compatible with the showracemenu command.
    See Support section for How To.

    Clean saves will only work with Skyrim and are not compatible with any DLC's except for the texture packs.

    Dawn saves will only work with Dawnguard and are not compatible with vanilla or any other DLC's except for the texture packs.

    Total saves will only work with all DLCs installed and active and are not compatible with vanilla or only partial DLCs except for the texture packs.

    The texture packs are only compatible with a 64-bit OS.


    Starter Packs - Files are separated into a Vampire or non-Vampire starter pack. Vampires become infected at the "Unbound" save. Standing stone choices may vary depending on the active DLC's.



    Lycanthropy - These saves were made immediately after the Way of the Voice was completed and only involve the Companions up to your induction as a member of the Circle.



    Arvak - These saves get you to the most important point in the game... ARVAK! No more lost horses, dying horses (he's already dead), stupid horses, buying horses, ect. Files are separated into Vampire or non-Vampire selections. Vampires are aligned with the Volkihar, non-Vampires are aligned with the Dawnguard. Vampire saves have two extra checkpoint quests.



    Civil War - Civil War quest line complete for both Imperial and Stormcloak. Stormcloak saves done as a vampire/Vampire Lord as appropriate. These saves were made after Arvak is acquired for Dawnguard and All DLCs.



    Main Quest - Main quest line complete after Reunifying/Liberating Skyrim. Imperial Skyrim will be non-vampire and Stormcloak Skyrim will be vampire/Vampire Lord as appropriate.




    Dawnguard - Dawnguard quest line complete after defeating Alduin. All Paragon Crystals have been obtained but not all portals have been visited.








    Your destination directory should be something along the lines of -

    C:\Documents and Settings\<User Name>\My Documents\My Games\Skyrim\Saves
    or
    C:\Users\<User Name>\Documents\My Games\Skyrim\Saves




    List of Saves Requested
    Dragon Rising completed Completed for Vanilla, Dawnguard, and All DLCs.
    War storyline completed for both Stormcloak and Imperial Completed for All DLCs.
    Battle for Whiterun Completed for Stormcloak and Imperial for All DLCs.
    A completionist save with little to no dungeon crawling. See Support section for how to make your own!


    Support

    How to Change your Race/Appearance at Level 1 (See the Face Sculptor in Riften for past level 1 changes)
    First Open Console with the tilde (~) key.
    Type showracemenu and hit enter.
    Close the console by hitting the tilde key again.
    Change your race, name, and any other settings like you would when normally starting a fresh game.
    Any saves where the character is still level 1 will be able to do this but bad things happen if done on saves if you are not level 1.

    ShowRaceMenu user WARNING
    Changing your race through this menu will RESET all your skills to the new race's default. If changing your race from the default Nord be sure to use Player.SetRace <race ID> console command to change it and DO NOT use the ShowRaceMenu to change it. The available races ID codes are actually very simple and you won't even have to look it up!

    You may use the ShowRaceMenu to alter your appearance before or after using the SetRace command with no adverse effects. If you use SetRace after, you will retain the facial features of the previous race/gender.
    There are actually whole web pages dedicated to making hybrids in Skyrim this way - especially in enabling male/female features on female/male models (Argonian males have all the cool colors/spikes SO LET'S STICK EM ON A GIRL!)

    If you are having trouble with this, see bugs section for solution.

    An example -
    Player.SetRace BretonRace
    You are now a Breton with all your skills unchanged and the proper racial bonuses.
    or if you are a vampire -
    Player.SetRace BretonRaceVampire
    There are two codes for setting your proper race - use the other one and unpleasantness will occur.


    How to reset entered/cleared cells (miscellaneous .bat file available)
    Do not be in the cell you wish to reset (recommend finding an interior cell to sit in)
    Using the console -
    type pcb (this purges the cell buffer in case you entered the cell)
    then enter ResetInterior <Cell ID> where the Cell ID is either the Editor or Form ID (eg WhiterunUnderforge or 165A6 will both work)

    To set a location cleared find the Form ID and enter (only 165A6 will work)
    SetLocationCleared <Form ID>
    into the console.


    The miscellaneous .bat file if ran as is may crash Skyrim. It contains a list of all interiors including test cells, player homes, inns, guild halls, cells never accessible by the player, cells only visited once, ect. If it's an interior, it is in the file - all 728 of them. Cells are listed with their Editor ID alphabetically for the name of the location, eg. the cell TestTony has an Editor ID of AAADeleteWhenDoneTestJeremy so it is on line 615, instead of 1. I suggest using it as a reference to locate the cells you wish to reset.




    Modder Information
    To create a clean save you must have no loose script files and no .esp/.bsa files loaded (unless specific to your mod such as the Dragonborn DLC for a Solstheim mod).

    Textures and meshes are not saved in the game data but are loaded on demand and so will not effect creating a clean save.

    Loose script files (and possibly .bsa files in the main Data folder) should be contained in the Data>Scripts folder in the form of .pex files (not the Source folder - .psc files contained therein should not effect gameplay and are for reference by the Creation Kit and Modders). If you do not wish to delete your .pex files simply get them out of the way while you create your clean save - hide them in another folder, move them to another folder outside the Data folder, compress them, make it so that the game won't see them when it loads a save.

    To restore a corrupted/modified/removed Scripts folder simply verify the game files for the Creation Kit (listed in Steam under Tools).





    Bugs
    Serana has no "Follow me" option when she should. This is not from save game corruption but rather an oversight in the DLC's follower AI for Serana. It is fixed by entering setpqv DLC1NPCMentalModel LockedIn_var False into the console and speaking to Serana again. There is a miscellaneous file that contains a .txt file for this if you so desire. This file also contains a .txt to reset Serana's desire (or lack thereof) to cure her vampirism.
    Extract the .txt files to your Skyrim folder (not your Saves folder like the Clean Saves or the Data folder like with other mods) To execute these fixes simply load the save game you desire that has Serana in it and enter bat Follow and/or bat Cure into the console.

    During the Stormcloak side of the Civil War quests when Galmar first speaks to you, you will not be able to respond as a Nord if you are a Nord who is also a vampire/Vampire Lord.
    Choosing the second option "Skyrim is home to more than just Nords." will advance the dialogue in the same direction as it would have had you been recognized as a Nord and been able to respond accordingly.
    Changing your race to Nord and back to a Nord vampire may work but has not been fully tested. It appears to work and does not seem to break any vampiric abilities, positive or negative.

    Stage 3 vampires/Vampire Lords will experience some health/magicka/stamina regeneration (25%) instead of none with Dawnguard installed. This was fixed for vanilla vampires in an official patch which Dawnguard reverted.
    Feed or wait a day to reduce your stage below 3 or increase it to stage 4.

    Also available on The Nexus and AFK Mods.

    513 downloads

       (1 review)

    0 comments

    Updated

  12. 100% Clean Save for Skyrim v1.8.151.0.7

    -
    Clean Save -



    For Skyrim version 1.8.151.0.7


    What is a clean save?:

    It is usually referred to in a troubleshooting environment; it is a save that has never seen a mod(s) before. It is clean because it has not been "dirtied" by, or exposed to any information and/or data from any mod(s). It is for this reason it becomes an ideal (necessary) testing environment when troubleshooting mods.
    Unlike previous Bethesda games (recent Fallout's, Oblivion) a clean save can't simply be made by uninstalling mods and then making a fresh save. You will orphan a lot of data that way.
    See below for more information.

    Why use a clean save?:

    It ensures no remnant or persistent data is distorting your results, giving you feedback that is accurate. Teleporting from the Main Menu is a popular method, but it should not be relied upon for serious testing. A lot of things get initialised when going through the new game sequence, it is important to test mods in the environment to which they will be applied (how many people started their actual playthrough by teleporting from the main menu?). Furthermore, we're sick of asking. If you are having problems and tell people that you are testing with a certified clean save we are one step closer to a potential resolution.

    About:

    I think a lot of people could benefit from this. It saves you having to go through the tedium of the starting sequence (or a clean install of Skyrim) if you haven't got access to a save like this already.

    I also have hopes that this kind of thing can become a standard when troubleshooting. Eg. "Did you test with the latest Clean Save Resource?"
    Surely by now we're all sick of asking about, hearing about, and answering questions relating to clean saves and the testing of mods.


    Notes:

    The save has been made just outside Helgen Keep, right after having finished the Quest: Unbound. No mods installed, requires only Skyrim and Update.ESM.
    The file name of the save is: Save 3 - Prisoner Skyrim.


    Installation:
    Download the archive to your computer
    Extract the save to wherever your saves are located. (For Windows 7 it's usually - Documents\My Games\Skyrim\Saves)
    Test your mods
    Do not overwrite this save!

    Uninstallation:
    Really?
    Remove the save file manually or in-game
    Reel from your loss

    Permissions:

    No credit necessary. Just spread the word where you can, it would be excellent if this sort of procedure became standard for everyone who posts about issues that are potentially related to a dirty save.


    Availability:

    Currently limited to Dropbox and the Nexus.


    Reference Material:

    Save File Notes (Papyrus) - CK Wiki Article
    Clean Mod/Clean Save Thread - CK Forums Discussion. Of note are posts from a Bethesda Employee (#1, #2)
    Official Resource Thread - BethSoft Forums.

    If anyone else has good links please post them here! We need this information to get out there!
    (it would also be good to have a definitive thread discussing precisely what a clean save is somewhere so I can link to it)

    259 downloads

       (0 reviews)

    0 comments

    Updated

  13. 2012 Halloween Overhaul

    REQUIRES DAWNGUARD DLC

    Hello everyone! This is my project I've been working on since mid or early September; albeit alot of the time was spent getting resources together and messing with database and editing music to work nicely and messing around with meshes- you know I have no idea where I'm going with this.

    The idea of this mod is simple, it makes the game a more into the Holiday Spirit with quests, gear, decorations, and the like.

    Current Version uploaded on here is 0.15 - Adds Halloween music to many areas, as well as decoration of Whiterun and a voice acted quest which starts in the Whiterun Graveyard, and an unfinished quest in the quest in the whiterun graveyard as well involving a mask... Falkreath is mildly decorated and it's Graveyard is where it's quest will take place. (big surprise, not?)

    It's sort of a large project, and hopefully you will only need to download the texture, meshes, and music files once and update using the Main File updates, although I will upload mesh and texture updates as I get more. I kind of recommend downloading from my Nexus page as it's going to be updated, way more often than here because it's so much easier to upload files there. Also note: Not all of the objects in the rights/permissions are used yet.



    Version 0.5 is uploaded on the nexus, and the files are a bit too large to cut up for here.

    234 downloads

       (0 reviews)

    0 comments

    Updated

  14. Alchemy & Enchanting Rebalance

    =================
    Details:
    =================

    As of v1.02, this mod changes the following:

    Skill gained from making potions slightly reduced (Optional).
    Skill gained from enchanting slightly reduced (Optional).

    Alchemy:

    Alchemy & Enchanting Rebalance

    - Alchemist: This perk now increases potion and poison strength by;



    Level 1 - 10%
    Level 2 - 20%
    Level 3 - 30%
    Level 4 - 40%
    Level 5 - 60%


    - Benefactor: This perk no longer applies to Fortify Alchemy & Fortify Enchanting, but all other effects are increased by 30%. This needs testing to verify!
    - Poisoner: Poisons you mix are now 50% more effective.
    - Physician: Potions you mix that restore Health, Magicka or Stamina are 50% more powerful.

    Vanilla Alchemy:

    - Alchemist: Increases potion and poison strength by;



    Level 1 - 20%
    Level 2 - 40%
    Level 3 - 60%
    Level 4 - 80%
    Level 5 - 100%


    - Benefactor: Potions you mix with beneficial effects have an additional 25% greater magnitude.
    - Poisoner: Poisons you mix are 25% more effective.
    - Physician: Potions you mix that restore Health, Magicka or Stamina are 25% more powerful.


    Enchanting:

    Alchemy & Enchanting Rebalance

    - Enchanter: This perk increases enchantment strength by;



    Level 1 - 10%
    Level 2 - 20%
    Level 3 - 30%
    Level 4 - 40%
    Level 5 - 60%


    - Fire Enchanter: Fire enchantments are now 50% stronger.
    - Frost Enchanter: Frost enchantments are now 50% stronger.
    - Storm Enchanter: Shock enchantments are now 50% stronger.
    - Insightful Enchanter: This perk no longer applies to Fortify Alchemy & Fortify Enchanting, but all other skills are increased by 30%
    - Corpus Enchanter: Health, magicka, and stamina enchantments are now 30% stronger.

    Vanilla

    - Enchanter: Increases enchantment strength by;



    Level 1 - 20%
    Level 2 - 40%
    Level 3 - 60%
    Level 4 - 80%
    Level 5 - 100%


    - Fire Enchanter: Fire enchantments are now 25% stronger.
    - Frost Enchanter: Frost enchantments are now 25 stronger.
    - Storm Enchanter: Shock enchantments are now 25% stronger.
    - Insightful Enchanter: Skill enchantments are 25% stronger.
    - Corpus Enchanter: Health, magicka, and stamina enchantments are now 25% stronger.


    =================
    Options:
    =================

    There are 3 plugins available. They are in appropriately named folders in the archive.

    Slowest leveling

    Slower leveling

    Vanilla leveling

    Please only install one!

    20 downloads

       (0 reviews)

    1 comment

    Submitted

  15. Alchemy Jar Mesh Resources

    BEFORE YOU DOWNLOAD: If you don't have the DLC that corresponds with one of the packs, then that pack will NOT work for you. There are no textures with these downloads and if you don't have the DLC a pack is for, you won't be able to see the ingredients! Use them ONLY if you have the DLC. The vanilla version is exempt to this, as well... Those are for the Vanilla version of Skyrim.

    This is a modder's resource for a very nostalgic purpose. While Oaristys did a few alchemy jars that are being used
    all over the internet for Skyrim mods, I had noticed that she didn't have a full set. So instead of using hers, I had created my
    own that were less filled for immersion on how things are displayed. I had tried to get them looking more like how gravity would
    fall within NifSkope, however that's a feat in of itself. I will also be updating these as people report problems within the
    meshes themselves.

    There are a few things that you can add to these jars as well. One main one is IsharaMeridan's Individual Item Sorter which can
    be found here: Individual Item Auto Sorter. It's based on arrays and they work fantastic for those not wanting to use
    General Stores for alchemy storage. Personally, this was the inspiration for this resource. It was visually immersive and it had
    individual containers for Skyrim's ingredients. Not to mention the feel of General Stores to me, felt that everything ingredients
    wise was all in one container. As an herbalist myself, knowing such things can be very VERY dangerous thing to do. Mainly being
    that when you mix toxic and wet ingredients with dry ingredients, the toxins from the other ingredients can leech out to your
    non-toxics as well as if there's wet ingredients. Not to mention wet ingredients will mold dry ingredients, etc, etc. Don't get
    me wrong! The system is magnificent and I use it when revamping a player home to my liking, but I never used it for Alchemy
    ingredients. But you can use these for General Stores too! In fact, I encourage you to use these meshes as you see fit!

    There's also another system that IsharaMeridan has, though it's in testing. It's a multi-container auto-accessing system while
    crafting. Meaning that when you've followed her instructions found in the following link, you can register these containers for
    easily accessing before you start crafting! Though this is in a testing phase at the moment, and I will update this section when
    it's gone through the testing phases and I can link it as a proper player resource.

    [Testers needed] Multi-container auto-access when crafting:
    http://forums.nexusmods.com/index.php?/topic/1094820-testers-needed-multi-container-auto-access-when-crafting/


    Incompatibilities so far are none unless you make them that way. They should work with any retexture mods as well, but I'm quite
    sure they'll ignore any mesh changes to the default meshes. Meaning if you have a mod that changes the way an ingredient is shaped, this will still look like the vanilla ingredients aside from retexture. There could be an incompatibility if the textures for the changed meshes are different than the basic retextures I was talking about or the vanilla textures. There's no way around that part if that does happen as I don't like uploading textures if I don't need to. Also please make sure you make the jars a different name or file path if you plan on changing the meshes


    Installation:

    Install the meshes into your Data folder. Open the Creation Kit, create new container objects or static objects (your preference),
    and import the meshes that way.



    Uninstallation:

    Delete references in the Creation Kit, clean the mod that was using them, and delete the Pheo3309/Alchemy/Version sub-directory
    folder. If no longer wish to keep any of the Alchemy Jars, then go ahead and delete the whole Pheo3309 folder. Version being Vanilla, Dawnguard, Hearthfire, or Dragonborn. You'll see exactly what I'm talking about after you unpack them.




    Known Issues:

    Since Tamira went ahead and changed all of these for us, there isn't any need for collision primitives anymore!


    Frequently Asked Questions:

    Q) What is the difference between these jars and Oaristys's Jars in her modding resource pack?
    A) Well, firstly you'll notice that the jars aren't as full as hers are. As an herbalist, even with dry ingredients, I chose to
    keep my jars under or over half full. The reason being is that if you have too full of dry herbs in a jar, the air isn't allowing
    the dry herb to breathe. While it's still dead and dried, sometimes it's the air used in medicinal properties. For instance
    Spearmint has a natrual menthol like scent. If my sinus cavities are filled up, I'll just open the jar cap, smell, and then it's
    better. If it was too full, it wouldn't be as potent. So for me less filled jars are more immersive. Another reason is that wet
    ingredients would spoil faster. This is based on my many years working with herbs and herbology in terms of medicine.

    Another way that they're different, some of her ingredients are upside down, while all of mine are rightside up. In fact the only
    similar jar mesh is the Canis Root Jar, to my knowledge.


    Q) Can I use this for my housing mod?
    A) Of course! You can use this for any mod as long as proper credit is given to me for the creation of the jars.


    Q) There isn't a Salmon Roe Jar mesh! What gives?!
    A) Due to some unfortunate circumstances with my current capabilities with Static Mashups, Salmon Roe wouldn't transfer correctly.
    Everything I did to try and fix this either led me into dead ends, laggy meshes, and meshes that just didn't do it justice. I
    prefer quality over quantity. However! You can make a static model of Salmon Roe by finding it's mesh under
    _byoh\clutter\ingredients in the meshes folder and phase it through an empty jar. Oaristys and Blary both have empty jars that you
    can do this with.

    Q) I don't like the way one jar looks. Can you change it?
    A) If there's enough demand for a change, I'll change them accordingly. However if you know how to change them you can! Just don't
    upload it as your own resource without permission. That's the only "ask for permission" there is. If it's for personal use though,
    it's totally fine and dandy!


    Q) These meshes don't work!
    A) If they don't work, try extracting the textures of the ingredients from the Textures BSA that comes with Skyrim. This is the
    only thing that I could think that would affect how it would work. (It should work regardless however).


    Q) I use modified ingredient meshes and it comes along with textures and now the meshes look terrible!
    A) That means that this mod is incompatible with the new meshes and textures packed with those meshes. Do let me know and I'll
    update the file and ReadMe to match to the according. If the mod author of these new meshes allow me, I'll try to make a
    compatible version.


    Q) Do you plan on doing the DLC ingredients?
    A) I actually did them all at the same time. Though instead of packing them all together, I packed them separately so that people
    that didn't have the DLC didn't have to gnash their teeth in frustration about why things aren't appearing correctly in the game.


    Q) Can I add these to my resource mods?
    A) As long as you've asked for my permission to do so and credit me for the meshes I've created.



    Thanks To:
    Oaristys for coming up with the idea first. Without your modder's resource package, I'd have never driven myself to do my own from
    scratch. Mine aren't as pretty as yours, but now we all have a full set of vanilla ingredient jars to work with.

    IsharaMeridan for listening to my constant psychobabble on the Nexus and putting up with my neverending questions on modding
    Skyrim, as well as creating the system that sparked this idea in my head indirectly. Not to mention all the other systems you've
    been creating, especially for crafting. Without these, I think that my Skyrim experience would be less immersive than what it is
    now.

    LisnPuppy for being not only the Goddess of the Nexus, but being the source of information and supported me with advice and
    criticisms when I needed it most. Even though these are uploaded only on TESAlliance, you're still one of the greatest sources
    of do's and don'ts on the Nexus.

    Bantari for Ravenloft back in Morrowind's day. I know he's no longer modding for any game to my knowledge, but without his
    inspirational mod for player housing, I'd have never jumped in head first into modding at all.

    Tamira for optimizing the collision of all of these jars along with getting them to not bounce!

    1,388 downloads

       (1 review)

    3 comments

    Updated

  16. Aldision House

    Aldision House

    This is a house mod made for the final exam of the Creation Kit Basics in TES Alliance, so don't take it too seriously

    Aldision comes from a combination of Latin words that go like this:
    High = Altum
    Rich = Dives
    Mansion = Mansione

    It is a mansion for rich people high in the mountains after all

    If you decide to use it as your house mod, great. And if not, that's fine

    Resources used:
    - Modders Resource Pack by Oaristys and Tony67 (http://www.nexusmods.com/skyrim/mods/16525/?)
    - Paintings and Frames by Artisanix (http://www.nexusmods.com/skyrim/mods/17423/?)

    63 downloads

       (0 reviews)

    0 comments

    Updated

  17. Atmoran village

    "Atmoran village"


    Free modmaker's resourse. It is an old snowy windhelm-style village, lost in the high mountains. Cold and severe location.



    "Cult of Fire" studio



    http://cultoffire.ru

    146 downloads

       (0 reviews)

    0 comments

    Updated

  18. Atmoran Watch

    Adds a underground house north of solitude, it is a mix of Dwemer and Solitude architecture. It has all the crafting benches and a small/Meduim Sized garden

    Location
    ========
    north of solitude near broken oar grotto


    Install
    =======
    extract the file into the Data folder or add to NMM

    Uninstall
    =========
    Delete the .esp and .bsa and this readme


    Incompatibility
    ===============
    possibly any mod changing the areas around broken oar grotto

    Credits
    =======
    Blary for his/hers modders rescources
    http://skyrim.nexusmods.com/mods/30599
    http://skyrim.nexusmods.com/mods/30600
    http://skyrim.nexusmods.com/mods/30602

    Tools Used
    ==========
    7-Zip - http://www.7-zip.org/
    NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
    TES5Edit - http://skyrim.nexusmods.com/mods/25859
    Creation Kit
    Readme Generator - http://HammondsLegacy.com/obmm/tools_readme_generator1.asp
    Wrye Bash - http://sourceforge.net/projects/oblivionworks/files/Wrye%20Bash/

    53 downloads

       (0 reviews)

    0 comments

    Updated

  19. Avaloch

    Playable Weapon Resource.

    Avaloch, a playable weapon resource for Skyrim.

    Based on the sword of the same name by Kit Rae, inspired by Nicoroshi's awesome work on the "Mithrodin" Sword by Kit Rae.



    Installation:

    Extract the contents to your skyrim directory



    Uninstallation:

    Delete Avaloch.esp, meshes/weapons/crowe, and textures/weapons/crowe.



    Permissions:

    Please do not upload THIS file to anywhere except TES Alliance.

    You MAY: (as long as i recieve credit as original creator of the original mesh and textures)

    Alter the textures and upload to the host of your choice
    Include the meshes and textures as-is or altered in your own mod.
    Give me cookies.


    You MAY NOT:

    Upload THIS file to any host other than TES Alliance.
    Claim this as your own.

    97 downloads

       (0 reviews)

    0 comments

    Updated

  20. Bacon aka Legendary-Bacon

    Hey there, and welcome to my mod

    Did you ever wanna smack Npc's with a bacon? ... HERES YOUR CHANCE! Basically this thingy has the stats from an iron mace and works just like one. Let the berserk-baconing begin!

    Craftable at a cooking pot, temperable and enchantable as usual. Check the screens for more infos.

    Have some fun

    30 downloads

       (0 reviews)

    0 comments

    Updated

  21. Beer

    Hey there, and welcome to my mod

    Did you ever wanna smack Npc's with a bottle of beer? ... HERES YOUR CHANCE! Basically this thingy has the stats from an iron mace and works just like one. Let the bar-brawls begin!

    Craftable at a cooking pot, temperable and enchantable as usual. Check the screens for more infos.

    Have some fun

    36 downloads

       (0 reviews)

    1 comment

    Updated

  22. Beer-Hammer aka Ragna-Boozebomb

    Hey there, and welcome to my mod

    Did you ever wanna smack Npc's with a beer-keg? ... HERES YOUR CHANCE! Basically this thingy has the stats from an iron warhammer and works just like one.

    Craftable at any forge, iron section, temperable and enchantable as usual. Check the screens for more infos.

    Have some fun

    24 downloads

       (0 reviews)

    1 comment

    Updated

  23. Beowulf's Battleaxe

    Hey there, and welcome to my mod

    Beowulf's Battleaxe features 5 new custom battleaxes, to be crafted at any forge. There is one version under the iron-section, another under the steel-section, the black and silver versions are both found under the ebony section, and the last one is found under the daedric section. All are craftable, temperable and enchantable. Lore friendly and ballanced.

    This is one of the heaviest biggest beasts I ever made, and tbh, I am pretty sure it looks ridiculous on female chars, but thats your choice. If you look at the screens here, my orc-char Ragna-Rok has got max muscles / weight... just to give you an idea about how huge it really is.

    Have some fun

    97 downloads

       (0 reviews)

    2 comments

    Updated

  24. Beowulf's Rage

    Hey there, and welcome to my mod

    Beowulf's Rage features 5 new custom battleaxes, improved versions of Beowulf's Battleaxe, to be crafted at any forge. There is one version under the iron-section, another under the steel-section, the black and silver versions are both found under the ebony section, and the last one is found under the daedric section. All are craftable, temperable and enchantable. Lore friendly and ballanced.

    This is one of the heaviest biggest beasts I ever made, and tbh, I am pretty sure it looks ridiculous on female chars, but thats your choice. If you look at the screens here, my orc-char Ragna-Rok has got max muscles / weight... just to give you an idea about how huge it really is.

    Have some fun

    78 downloads

       (0 reviews)

    0 comments

    Updated

  25. Berserk-Broom

    Hey there, and welcome to my mod

    Did you ever wanna smack Npc's with a broom? ... HERES YOUR CHANCE! Basically this thingy has the stats from an iron warhammer and works just like one. Craftable, temperable and enchantable, found under the iron smithing section at any forge.

    Have some fun

    24 downloads

       (0 reviews)

    0 comments

    Updated


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