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189 files

  1. [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.
    -----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-----
    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

  2. [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.
    -----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:
    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

  3. [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.
    -----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-----
    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

  4. [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.
    -----oOo-----
    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

  5. [Skyrim SE] Survival Mode: Additions

    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!

    54 downloads

       (0 reviews)

    0 comments

    Updated

  6. [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

  7. You

    First two files are professionally produced by a studio agent I hired.
    The third is produced by me, plain voice with no music or sound FX, copy is written by me.

    32 downloads

       (0 reviews)

    2 comments

    Submitted

  8. Svidi Dies

    ITS IMPORTANT YOU ACTIVATE THIS AFTER DOING SIBBI BLACK-BRIARS MISC. QUEST! ACTIVATING THIS MOD BEFORE FINISHING THAT QUEST RENDERS IT INCOMPLETABLE! YOU HAVE BEEN WARNED!


    It was stupid how nothing happened to Svidi after you completed Sibbi Black-Briars Misc. Quest, so this adds 5 assassins who start from Riften Jail and goes to the inn in Ivarstead, now as soon as you activate the mod they may just teleport to the inn instead of walking. So as soon as you activate this mod go to the inn in Ivarstead. Now it will be a fair fight as three guards will spawn to defend Svidi. Have fun watching the fight.

    4 downloads

       (0 reviews)

    0 comments

    Submitted

  9. Skuldafn Cottage

    The Abandoned Cottage (which isn't really so abandoned) is a small, slightly cramped but cozy playerhome located in Skuldafn. 

    Why, you ask? Who in their right mind would want to live there, right? 

    Well, first, it's hostile and thoroughly unfriendly, and I for one like to have a cozy spot to come home to. Second, I like to have a convenient spot to store my stuff and I suspect I am not alone. Third, it comes with a merchant and easy access to Skyrim to sell off all those goodies you loot when you're chasing down Alduin and fighting those annoying draugr. So it's mostly a spot for the player's convenience, and with the access to Riverwood it can be used as a starterhome as well. Just watch out for the dragur if you use the main door at a low level! (Consider yourselves warned if you haven't finished the main quest yet!). 

    The trapdoor is to the left of the main entrance of the Sleeping Giant Inn. The house itself is to the right of the main entrance in the Skuldafn courtyard. No key is required. 

    Comes with a housecarl/merchant to take care of the place when the Dragonborn is off adventuring. 
    -Mortar and Pestle on the table upstairs for Alchemy crafting 
    -unique oven and cooking pot and some comfy spots to sit. 

    Requires Hearthfire and suggest Dragonborn, I didn't use any resources from it but I had it loaded when I made this mod so I'm not sure how well it'll run without it. 

    Acknowledgements: 
    -ladyonthemoon over at TESA for helping me work out some dialogue bugs. 
    -Darkfox127 for his tutorial videos on YouTube. He is totally worth checking out for anyone who wants to learn modding. 


    Resources Used: 

    *My apologies if I have forgotten anyone. Please PM me if I have and I'll be happy to add you to this list. 

    Stroti's Small House Resource by Stroti and Tamira 
    http://www.nexusmods.com/skyrim/mods/24827/? 

    BookSets Resource Skyrim by Blary 
    www.nexusmods.com/skyrim/mods/14135 

    Stroti's Kitchen Tools by Stroti and Tamira 
    http://www.nexusmods.com/skyrim/mods/42690/? 

    Stroti's Ovens by Stroti and Tamira 
    http://www.nexusmods.com/skyrim/mods/34969/? 

    Stroti's Rustic Furniture by Stroti and Tamira 
    http://www.nexusmods.com/skyrim/mods/24450/? 

    Stroti's Treehouse Resource by Stroti and Tamira 
    http://www.nexusmods.com/skyrim/mods/62787/? 

    Ready Clutter and Furnishings by Lilith 
    http://tesalliance.org/forums/index.php?/files/file/1300-ready-clutter-and-furnishings/ 

    New Beddings by 1ndajone5 
    http://www.nexusmods.com/skyrim/mods/72252/? 

    Modder's Resource Pack by Oaristys and Tony67 
    www.nexusmods.com/skyrim/mods/16525/ 

    Static Dishes and Food by Tamira 
    www.nexusmods.com/skyrim/mods/63446/ 

    Insanity's Folded Blankets by InsanitySorrow 
    http://tesalliance.org/forums/index.php?/files/file/1452-insanitys-folded-blankets/ 

    Insanity's Pillows by InsanitySorrow 
    http://tesalliance.org/forums/index.php?/files/file/1429-insanitys-pillows/ 

    Insanity's Sofas and Chairs by InsanitySorrow 
    http://tesalliance.org/forums/index.php?/files/file/1464-insanitys-sofas-chairs/ 

    Lolicept Resources by Lolicept 
    www.nexusmods.com/skyrim/mods/62733/ 

    Paintings and Frames by Artisanix 
    www.nexusmods.com/skyrim/mods/17423 





    21 downloads

       (0 reviews)

    10 comments

    Updated

  10. Road Signs of Skyrim

    SKYRIM NEXUS
     
    ABOUT

    This mod aims to improve Skyrim's road signs. Arthmoor's Point the Way mod just didn't quite cut it for me. I made this which may not be quite as mature or complete as his, but it is a hell of a lot better than vanilla. I skimmed every road in the game and added signs where needed, improved upon the ones that didn't make any sense or were completely unhelpful, and removed the ones that had no purpose.


    INSTALLATION

    WRYE BASH (BAIN)

    Download the latest version.
    Place the archive into Skyrim Mods\Bash Installers
    Install it as you would any other mod
    Activate the plugin


    MANUALLY

    Download the latest version.
    Copy the archive into the Skyrim data folder. You should know where it is!
    Run the Skyrim Launcher
    Activate Road Signs of Skyrim.esp

    Run LOOT - "Thy not worthy!"


    COMPATIBILITY

    INCOMPATIBLE
    Point The Way
    Weathered Road Signs

    COMPATIBLE
    ELFX - Exteriors
    Realistic Lighting Overhaul - Exteriors
    Relighting Skyrim - Exteriors (both versions)
    HiRes Legible Roadsigns
    Roadsigns Redone (Highly recommended!)
    Cutting Room Floor
    Dolmen Ruins
    Oblivion Gates
    JK's Skyrim
    Dawn of Skyrim (Original)
    Dawn of Skyrim (Director's Cut)
    Touring Carriages - load before this mod's plugin file
    Expanded Towns and Cities
    JK's Ivarstead
    Lanterns of Skyrim
    Claralux 2015
    Unique Border Gates
    Skyrim Better Roads


    SOME NOTES ON COMPATIBILITY

    Anything that moves road signs around is incompatible.
    Anything that adds stuff where I placed the signs is incompatible.
    Anything that doesn't do anything with road signs is compatible.


    UNINSTALLATION

    Removing any plugin that does things or removing scripts is a very bad idea. It can damage your save, especially scripts. Clean saves do not exist. In order to fully uninstall a mod you have to load a save BEFORE that mod was introduced to your game. If you started a game with 250 mods, you're stuck with those 250 forever (why do people install this many mods anyway?).

    Delete Road Signs of Skyrim.esp


    CREDITS

    Arthmoor - Point the Way, which provided inspiration for this mod
    ElminsterAU, Sharlikran, zilav, and Hlp - TES5Edit
    Bethesda - Skyrim and the Creation Kit
    The WB Team - Wrye Bash (I used this to add the Skyrim.esm and Update.esm as masters)
    Unofficial Patch Project - USLEEP

    30 downloads

       (0 reviews)

    1 comment

    Submitted

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

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

    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

  12. Falmeroon - Legacy of the Snow Elves (Spanish Version)

    English version: http://tesalliance.org/forums/index.php?/files/file/1956-falmeroon-legacy-of-the-snow-elves/

    FALMEROON
    Legacy of the Snow Elves
    Por Mr. C. Racer
     
      Desde que Bethesda publicó Guardia del Amanecer, se me ha hecho raro que no hubiera ruinas de los elfos de la nieve en ninguna parte de la provincia, y por eso he hecho ésta modificación. La lógica que he seguido es que los nórdicos y sus amos dragones quemaron hasta los cimientos todo aquello que encontraron relacionado con los falmer; por tanto, encontrarás la mayoría de mis ruinas en lugares nevados (al fin y al cabo eran elfos de la nieve), y muy apartados. Si no puedes encontrarlas (o te falta la paciencia para ello) puedes arruinarte la sorpresa y mirar sus localizaciones en el archivo de texto incluído.
      Pero no sólo de riunas viven los aventureros. La mod también incluye:
    - Nueva mazmorras, algunas de ellas configuradas para ser usadas por las misiones radiant.
    - Nuevos libros, escritos por un servidor.
    - Nuevo botín.
    - Nuevos enemigos.
    - Una misión simple.
    --------------
    COMPATIBILIDAD
    --------------
    1. La mod es compatible con todas mis otras mods excepto una: A Fitting Throne for Vyrthur. Si la estás usando, puedes desactivarla porque el trono ya está incluído en Falmeroon.
    2.Los nuevos libros están incluídos en las listas niveladas vanilla para que puedas encontrarlos mientras juegas. Lo que significa que, si estás usando otra mod que cambie las misma listas, necesitarás Wrye Bash para hacerlas funcionar juntas con un bashed patch.
    3. No tengo Fuego del Hogar así que no puedo probar si hay incompatibilidades, pero considerando lo apartadas que están mis ruinas, espero que haya muy pocas o ninguna.
    4. Puede que salgan otras incompatibilidades (por ejemplo, otras mods usando los mismo espacios exteriores). Me ocuparé de ellas según aparezcan.
    --------------
    REQUERIMIENTOS
    --------------
    - Dawnguard DLC.
    - Dragonborn DLC.
    - Fuz Ro D-oh - Silent Voice por shadeMe, si quieres poder leer los nuevos diálogos.
    -----------
    INSTALACIÓN
    -----------
      Descomprime todos los archivos en la carpeta Skyrim/Data, sobreescribelos si te lo pide, y activa el plugin en el lanzador de Skyrim. El archivo ha sido limpiado completamente con TES5Edit 3.0.32.
    ------------------------------
    BUGS / COSAS A TENER EN CUENTA
    ------------------------------
    1. Algunas celdas exteriores no tiene navmesh porque Bethesda no la creó. Como tocarla es muy peligroso, sólo he hecho cambios mínimos, así que encontrarás algunas localizaciones en las que tus compañeros no podrán seguirte. A mí no me molesta porque no uso compañeros, pero si tú sí lo haces, diles que esperen y ya está.
    2. Igualmente, aunque todas las mazmorras tienen navmesh, hay algunas partes con plataformeo muy simple en las que tus compañeros se quedarán atascados. Algunas veces ayudará un pequeño empujón con la fuerza, otras no.
    --------
    HISTORIA
    --------
    Versión 1.0: Primera versión.
    --------
    CREDITOS
    --------
    - Nuevas piezas y muebles de los elfos de la nieve: modelos y texturas originales por Bethesda; retexturizadas por Mr. C. Racer.
    - Modelo y texuras de la piedra Welkynd: InsanitySorrow (http://tesalliance.org/forums/index.php?/files/file/1330-the-tesa-skyrim-resource-kit-project/).
    - Modelo y texturas del medallón de Auriel: UNI00SL (http://www.nexusmods.com/skyrim/mods/57113/?).
    - Modelo y texturas del Gehenoth: Viltuska (http://www.nexusmods.com/skyrim/mods/54629/?).
    ---------------
    AGRADECIMIENTOS
    ---------------
    - Toda la gente cuyos modelos gratuítos he utilizado.
    - La gente de los foros oficiales de Elder Scrolls (CDM_, cdcooley, s7o) por su ayuda con los scripts.
    - El equipo de TES5Edit.
    - Bethesda.

    22 downloads

       (0 reviews)

    0 comments

    Updated

  13. Falmeroon - Legacy of the Snow Elves

    Versión española: http://tesalliance.org/forums/index.php?/files/file/1957-falmeroon-legacy-of-the-snow-elves-spanish-version/

    FALMEROON
    Legacy of the Snow Elves
    By Mr. C. Racer
     
      Since Bethesda released Dawnguard, it felt wrong that there was no snow elf ruins anywhere in the province, and that's why I made this mod. The logic I've followed is that the nords and their dragon masters burnt everything falmer-related they found to the ground; thus, you'll find most of my ruins in snowy places (they were the snow elves, after all), and very out of the way. If you can't (or lack the patience to) find them, you can spoil yourself their locations with the included text file.
      But ruins is not the only thing adventurers live off. The mod also includes:
    - New dungeons, some of them configured for radiant quests.
    - New lore books, written by yours truly.
    - New loot.
    - New enemies.
    - One simple quest.
    -------------
    COMPATIBILITY
    -------------
    1. The mod is compatible with all my other mods but one: A Fitting Throne for Vyrthur. If you're using it, you can deactivate it because the throne is already included in Falmeroon.
    2. The new books are included in the vanilla leveled lists so you can find them while playing. Which means, if you're using other mods that change the same lists, you'll need Wrye Bash to make them work together through a bashed patch.
    3. I don't have Hearthfire so I can't test for incompatibilities, but considering how out of the way my ruins are, I expect very few, or none.
    4. Other incompatibilites may arise (like other mods using the same exterior spaces). I'll deal wit them as they come.
    ------------
    REQUIREMENTS
    ------------
    - Dawnguard DLC.
    - Dragonborn DLC.
    - Fuz Ro D-oh - Silent Voice by shadeMe, if you want to be able to read the new dialogue.
    ------------
    INSTALLATION
    ------------
      Unzip all the files and drop them on your Skyrim/Data folder, overwriting if asked, and activate the plugin in the Skyrim launcher. The file has been fully cleaned with TES5Edit 3.0.32.
    ----------------------------
    BUGS / THINGS TO BE AWARE OF
    ----------------------------
    1. Some exterior cells lack a navmesh because Bethesda didn't build it. As touching it is very dangerous, I've made only minimum changes, so you will find some locations where your companions can't follow you. It doesn't bother me because I never use companions, but if you do, just tell them to wait.
    2. Likewise, although all dungeons are completely navmeshed, there're some very simple platforming parts where your companions will get stuck. Sometimes a little force push will help, sometimes it won't.
    -------
    HISTORY
    -------
    Version 1.0: First version.
    -------
    CREDITS
    -------
    - New snow elf pieces and furniture: original models and textures by Bethesda; retextured by Mr. C. Racer.
    - Welkynd stone planter model and textures: InsanitySorrow (http://tesalliance.org/forums/index.php?/files/file/1330-the-tesa-skyrim-resource-kit-project/).
    - Auriel medallion model and textures: UNI00SL (http://www.nexusmods.com/skyrim/mods/57113/?).
    - Gehenoth model and textures: Viltuska (http://www.nexusmods.com/skyrim/mods/54629/?).
    ---------
    THANKS TO
    ---------
    - All the people whose free models I've used.
    - The people at the official Elder Scrolls forums (CDM_, cdcooley, s7o) for helping with scripting.
    - The TES5Edit team.
    - Bethesda.

    1,140 downloads

       (0 reviews)

    10 comments

    Updated

  14. Riverwood Shack

    A simple starter house, a Whiterun-style shack located in Riverwood near Hod's mill.

    31 downloads

       (1 review)

    0 comments

    Updated

  15. [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

  16. [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

  17. Hana's Eyes

    =========================================
    by Hana / Hanaisse
    08/26/2015
    v1.0


    Description;
    -------------
    Simple, straight texture replacer for all the vanilla eyes.

    Direct replacement of every existing colour made at twice the size to enhance detail and introduce vivid colour.
    Eyelashes improved as well for more fullness.

    No new colours added. Normal maps and environment maps not changed.
    Does not include werewolf eyes or vampire eyes changed by Dawnguard.


    Install;
    ---------
    Install and activate in your favourite mod manager. BAIN ready. Or to install manually, unzip in a temp folder, drop the textures folder in your Skyrim data folder.

    Uninstall;
    -----------
    Uninstall in your mod manager or manually delete the files;
    textures\actors\character\eyes\ - all dds files
    textures\actors\character\argonianmale\eyeargonian.dds
    textures\actors\character\argonianfemale\eyeargonianfemale.dds


    **************************************
    Credits:
    ---------
    Textures are original creations by me with the help of Photoshop brushes courtesy of ObsidianDawn.com

    Permissions:
    ------------
    Do not upload this mod on any other site. This is my mod. Make your own.
    Please do not re-use or re-issue without permission.

    Contact:
    ---------
    I can be contacted here via PM.

    Note;
    -------
    - example pics taken from the CK and really doesn't do them justice
    - not all colours shown

    37 downloads

       (0 reviews)

    1 comment

    Updated

       (0 reviews)

    4 comments

    Updated

  18. Breezehoard Sixpack

    Breezehome for Multikid.
    Serious storage capacity.
    relies on Multikid to adopt
    more than the first 2 kids.
    ^__^
    Replaces all the standard upgrades that come with breezehome
    so you need to bring farengar his stone, and give proventus his 5G
    but you don't need to get lydia, since her bed and a strongbox
    are all that get added. she will sleep in her bed not creep you.
    talk page
    mid-game adoption kickstart
    courtesy of TMPhoenix
    [use extreme discretion please]
    [epic game-breaking potential]

    87 downloads

       (1 review)

    1 comment

    Updated

  19. [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

  20. Marnya - My Hobbit Home

    Marnya - My Hobbit Home

    by Tamira

    dedicated to my friend Stroti


    Preface:

    First of all I made this mod for myself. I loved the Hobbit Home resource by Stroti at the first sight and wanted to make my own home from it - and for once using my resources myself that I converted and uploaded during the last years.
    That means I made this mod to my own liking - I will not make changes or take requests. If you miss something: There are hundreds of other house mods, just browse the houses category here on TESA or on the Nexus.

    I used the location where I placed the demo for the Hobbit Home resource and expanded the house exactly there, at the southern Lake Ilinalta. Nearby is my first house mod Sepredia, it works well together with this one.
    There are many other mods located at this area so there may be conflicts. In that case you have to decide which one you want to keep, I won't make patches.

    This house contains tons of custom models and textures, but as it is not overly cluttered, the performance should be decent. I had not problems and lags at all.

    Marnya in Elvish should mean something like "my home". Maybe this word doesn't exist but I like it.

    No DLC required.


    What you will find:

    A cozy, warm lighted Hobbit Home. I tried to create a snug feeling that is appropriate for a true Hobbit.
    It is not overly cluttered, I personally don't like houses that are so overstuffed that you can barely move, especially with a follower around.

    You will find a custom shrine to cure your diseases. Furthermore a custom enchanter, alchemy, cooking pot and outside a wood chopping block.

    There are lots of containers, all of them safe, that means they don't respawn, even if they have already some content. Some of them are named to help you with the sorting of things, some are unnamed. These containers may not always be recognizable as such on the first sight, as I made custom models for some of them, for instance a stack of books for a book container. So examine everything carefully.

    The exterior and interior window lighting will follow the course of the day: inside they are lit during day time and will get darker according to the dawn/night outside and vice versa in the morning. And the exterior windows will slowly start to glow in the evening until they are fully lit at night and slowly getting darker again in the morning.

    There are a few little references to the Hobbit book/movie, and an easter egg for my friend Stroti.


    What you will not find:

    No smithy, no tanning rack.
    No mannequins, no display cases, no weapon racks, no book shelves.
    No displays for dragon priest masks or the like.
    No Hearthfire support for children or spouses. You can bring one follower with you, that's all.
    I did not use interior doors, I liked it better with all rooms open.

    No scripts!


    Credits:

    I only used my own resources, i. e. resources of which I am the author or co-author. If you want to use these resources in your own mod, please download them from the original source and give credits as requested there.


    These are:


    Stroti's resources:

    Stroti's Hobbit Home Resource http://www.nexusmods.com/skyrim/mods/61656/?
    Stroti Resource Pack http://www.nexusmods.com/skyrim/mods/36969/?
    Stroti Resource Pack II http://www.nexusmods.com/skyrim/mods/64590/?
    Stroti's Treehouse Resource http://www.nexusmods.com/skyrim/mods/62787/?
    Strotis Kitchen Tools http://www.nexusmods.com/skyrim/mods/42690/?
    Strotis Craftsman Tools http://www.nexusmods.com/skyrim/mods/45540/?
    Strotis Castle Furniture Resource http://www.nexusmods.com/skyrim/mods/34789/?
    Strotis Manor Resource http://www.nexusmods.com/skyrim/mods/36386/?
    Strotis Ovens Resource http://www.nexusmods.com/skyrim/mods/34969/?


    Mr Siika's resources:

    Mr Siika Castle Seaview Kit http://www.nexusmods.com/skyrim/mods/53461/?


    Phitt's resources:

    Phitt's Fishtank http://www.nexusmods.com/skyrim/mods/60492/?
    Phitt's Morrowind Style Lanterns http://www.nexusmods.com/skyrim/mods/59977/?
    Phitt's Sheogorad Resource - Part Two http://www.nexusmods.com/skyrim/mods/60125/?
    The included object "tabledance" is ported from his Oblivion mod Mad Mage's Tower http://www.nexusmods.com/oblivion/mods/20993/?


    Tamira's resources:
    Assorted Resources http://www.nexusmods.com/skyrim/mods/57394/?
    New Plants 1_3 http://www.nexusmods.com/skyrim/mods/22018/?
    New Flowers Resource http://www.nexusmods.com/skyrim/mods/65335/?
    Static dishes and food resource http://www.nexusmods.com/skyrim/mods/63446/?
    Teddybears http://www.nexusmods.com/skyrim/mods/16625/?

    In addition I made some new custom objects as I wanted or needed them. You may use these in your mods too but please give credit and link back to this mod.

    None of these resources or parts of them may be used in paid mods!

    107 downloads

       (3 reviews)

    7 comments

    Updated

  21. Bunny Toys

    Bunny Toys
     
        Name: Bunnytoys
    Version: 1.0
    Date: 09/05/2015
    Category: Modders resource
    Requirements: Skyrim
    Author: Garnet
     
    New toys for your children.
    There are two types of bunnies, no ESP included.
     
     
    Credits
    =======
    -Bunny01 is a freeware model from http://archibase.co/download/9ec2a135.html, slightly remodeled to get a lowpoly mesh.
    -Mighty Joe Young for the bunny02 http://www.nexusmods.com/skyrim/mods/27747/?
    -Bethesda
     
    Tools Used
    ==========
    Blender
    NIFSkope
    Photoshop
    Creation Kit
    NIFUtilsSuite by Skyfox (blessed by the Nine Divines)
     
    Contact
    =======
    PM to Garnet18 here or at Nexus.
     
     
    Licensing/Legal
    ===============
     
    You may not change this mod and redistribute it without my permission.
    You can freely use the resources of this mod. A credit would be appreciated.
    Users can not use my assets in any mods/files that are being sold, for money, on Steam Workshop or other platforms

    100 downloads

       (0 reviews)

    1 comment

    Updated

  22. Warpaint Template Files

    For use with my Warpaint tutorial.

    279 downloads

       (0 reviews)

    0 comments

    Submitted

  23. Hana's Warpaints - Arcane Designs

    v1.0 - 03/25/2015
    by Hanaisse


    Description:
    ------------
    A collection of random arcane designs for the Mage in you, or anything in you, really.

    15 new warpaints, with 13 new colours for males, 15 for females (including 2 pinks!).

    Find them at the end of regular warpaint selections during chargen. Not available for Argonians, Khajiit or Orcs.


    Install:
    ---------
    Install and activate in your favourite mod manager. BAIN ready. Or to install manually, unzip in a temp folder, drop the .esp and .bsa in your Skyrim data folder.

    Uninstall:
    ----------
    Uninstall in your mod manager or manually delete HanasWarpaint_Arcane.esp and .bsa from your Skyrim data folder.

    Compatibility:
    ---------------
    Mods that change Race records in any way are not compatible. Last mod loaded wins. This can be overcome by either creating your own merged patch in TES5Edit, or try Mator Smash.

    Credits:
    ---------
    Photoshop brushes by ObsidianDawn.com

    Permissions:
    -------------
    Please do not upload this file to any other site. This is my mod. Make your own.

    59 downloads

       (0 reviews)

    0 comments

    Submitted

  24. iWilli´s Banners of Tamriel

    If you like this mod,
    FOLLOW MY FACEBOOK PAGE: https://www.facebook.com/iwilliblecha
    TO STAY IN TOUCH WITH MY WORK!
    _____________________________________________________________________________________________________________________________________

    Banners of Tamriel

    This is a collection of all banners I made for my mods! Keep in mind I am far away from being good at making/editing textures so they are real basic work! They do look good, in my humble opinion, but you may or may not disagree!
    Also, they are all made with the wallpapers okiir created! http://okiir.deviantart.com/
    I did ask him and he was okay with making them into banners for Skyrim as well as me uploading them as a ressource for other people to use!
    Please do not forget to credit him and me if you use these banners in your mod!

    Created with Gimp 2 and NifScope!

    Permissions:
    You are allow to use the banners in your Skyrim mod (or port them to Oblivion/Morrowind) as long as you fully credit:
    - okiir (also link to his page): http://okiir.deviantart.com/
    - iWilliBlecha (me) for makeing the banners from his wallpaper!

    Credits:
    - To Bethesda for creating Skyrim and all the other amazing games!
    - To Okiir for the ground design of the banners!

    _____________________________________________________________________________________________________________________________________

    Do not upload to other sites or use without giving credits!

    160 downloads

       (0 reviews)

    1 comment

    Updated


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