Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

85 files

  1. TESV Launcher

    Requirements
    =========

    .Net Framework 4.0

    Description
    =========

    The game Launcher that Skyrim comes with is pretty useful for those, like myself, that don't use another tool for managing Load Order. The downside is that even something as simple as adjusting your load order requires the Launcher to start up Steam, add to that it likes to reset your INI file, guessing it likes to piss people off.

    Well it did ... too many times , So I've built a replacement, it functions in a similar way, allowing you to launch the game or adjust load order etc. But it surpasses the default launcher with many added bonuses, for one it will detect SKSE and allow you to launch the game with that, it has a tools menu for launching additional tools like BOSS for example as well as other additions, one of my favourites is the option to change the background.

    Features:
    No Steam - No longer have to put up with Steam opening when you want to do something simple with the launcher
    Background Changer - Change the background to something you WANT
    Tools Menu - Customizable tools menu allowing you to have easy access to tools you want to use
    Expanded options - Option menu now has a few extra options, including automatically detecting graphics cards and resolutions to full control over individual in-game settings and colour settings for the Launcher itself.
    SKSE Compatible
    Launch the Creation Kit

    Let’s get to the nitty-gritty!

    Details
    =========

    TESV Launcher comes equipped with many new features as well as most of the features present in the default launcher. The aim of TESV Launcher is to provide an alternative Launcher for Modder's and also users that do not use Steam for their modding needs.

    Features:

    Background Changer - Looking to the bottom left of the main Launcher screen you'll notice a paint bucket, click this to bring up the Background Changer screen.
    The Background Changer displays thumbnail previews of the images contained inside the Background folder located in the Launcher folder by the executable.
    To add your own backgrounds to the mix, simply place a 800 x 400 .jpg/png/bmp image(s) into the Launcher>Background folder, open the changer screen and double click the image you want to use as your background.

    Play - Starts Skyrim, if you have Skyrim Script Extender(SKSE), TESV Launcher will detect it and start the game using it.

    Creation Kit - Starts up the Creation Kit

    Tools - The Tools option opens up the Tools menu. This menu has six customizable tool options that you can setup by using the tool edit buttons. This is a quick and easy way of accessing your favourite tools.

    Data Files - This option opens up the Load Order menu, this looks and works in almost the exact same way as the default launcher. The main differences are a few extra options for selecting plugins and the list of plugins available to activate. The Data Files screen shows you all your plugins for Skyrim instead of just listing the active ones. This makes it easier to activate/deactivate modifications.

    Options - The Options button opens up the options screen, you'll notice this is very similar to the default launchers options screen. Clicking the Advance button opens up an Advanced Options menu with an extended set of options.

    UI Information - The UI displays the versions of both Skyrim and the Creation Kit. This allows you to find out what version of the game you have without the need to launch the game.


    Install
    =========
    Unpack TESV Launcher directly into your main Skyrim directory.
    Run TESVLauncher.exe and enjoy!

    Un-Install
    =========

    Not sure why you'd want to do that, but ok.
    Remove TESVLauncher.exe and its accompanying folder (Launcher) from the main Skyrim directory.

    Feedback
    =========

    Let me know if you find any problems or have a request for a new feature.

    Change Log
    =========

    24/08/2012 - Bug Fix - Fixed a bug where some Boolean values were set to -1
    22/08/2012 - Initial v1.0.0 release

    Credits
    =========

    Thanks to Bethesda for creating Skyrim.
    Thanks to Lilith for testing TESV Launcher.

    Tools Used
    =========

    Microsoft Visual Studio 2010

    3,458 downloads

       (6 reviews)

    15 comments

    Updated

  2. BlackLand

    Installation
    -First use WinRAR (free) to unzip, right mouse button->extract here
    -Download: http://www.win-rar.com/download.html?&L=0
    -Open the folder and copy the contents to your Skyrim Data folder (BlackLand.bsa and BlackLand.esp)
    -Normally: C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data
    -Start the game, choose DATA FILES, check BlackLand
    -Done!

    ~MENU~
    ======
    -DONATE
    -HOW TO START
    -VERSION
    -LANGUAGE
    -COMPATIBILITY
    -TITLE
    -SMALL DESCRIPTION
    -LONG DESCRIPTION
    -INSTALLATION
    -TES5EDIT
    -PERFORMANCE
    -MOTIVATION
    -THANKS
    -CREDITS
    -SPOILERS

    ~DONATE~
    ========
    You like the mod and want to share some coin with me? No problem, here's my paypal account:

    vaniacpsoares@hotmail.com

    Nop, I'm not a girl, it's my wife account

    ~HOW TO START~
    ==============
    When you start this mod a new spell tome (book) is added to your inventory, "Teleport to BlackLand", read it to learn the new "Teleport to BlackLand" spell, then use the spell to teleport!

    ~VERSION~
    =========
    1.0-Release
    1.1-Papyrus log clean up, additional cleaning
    1.2-Added voice to Abda
    ----Added voice to Vampire
    ----Added voice to Sarah
    ----Added voice to Andreia
    ----Added voice to Tarea
    ----Added voice to Candido
    ----Added voice to Solid
    ----Added voice to Nadab
    ----Added voice to Daniel
    ----Added voice to Obal
    ----Added voice to Kro
    ----Added voice to Sadoc
    ----Added voice to bandits
    ----Added voice to Patrobas
    ----Added voice to King Kyros
    ----Added voice to Skeleton King
    ----Added voice to Valkiria
    ----Added voice to Lazarus
    ----Added voice to Jack
    ----Replaced Infestation Chaurus with stronger ones
    ----README now explains how to start all quests
    ----Converted all .wav files to .xwm and all dialogue (.wav + .lip) to .fuz
    ----Racer doesn't stay indefinitely at home after his quest is completed
    ----Racer will gladly receive you in his house after his quest is completed
    ----Racer, you now receive a key to his house when his quest is completed
    ----It's now easier to trigger the Golem Stone with the Patroba's Rock Staff
    ----Necromancer ritual scene now starts faster
    ----Removed the helmet from the arena guard, it's now called Andreia
    ----Changed the name Jemima to Gemina
    ----Woodcutter axe now is able to cut trees
    ----Fixed a room portal in the Mines
    ----Fixed a script that would remove Thunderbolt from the player
    ----Fixed the initial BlackLand papers referring to the Dovahkiin as a male
    ----Editor warnings clean up
    ----Papyrus log clean up, script optimization
    ----Additional minor bug correction
    1.3-Earthquake shout CTD problem that some people had is now solved
    ----Earthquake shout, female sound added
    ----Added voice to Laish
    ----Added voice to Vajezatha
    ----Added voice to Ur
    ----Added voice to Albina
    ----Added voice to Raca
    ----Added voice to Leonor
    ----The first encounter scene with Kro now ends even if the player has high resistance
    ----Tower of Doom trigger that triggers first scene with Sadoc is now bigger
    ----BlackLand first scene trigger is now bigger
    ----Survival Sleepy and Starving now have visual and sound effects when the bad effects hit
    ----The coffin of unique dead actors will appear properly in the Hall Of The Dead
    ----Gemina name now appears properly
    ----When talking to Patrobas player shout is enabled if the player doesn't has it yet
    ----Objectives on the Broken Pact quest corrected
    ----Golem armor can now immediately be obtained after Brothers To The End quest is completed
    ----Jose store is now fixed, all Necromancer spells will be available
    ----Jose now will open his store immediately after the Necromancer ritual
    ----It's now possible to hit both torso and head of Golem inside FDDilon
    ----Fixed a problem caused by V1.2 that prevented Childhood quest from running properly
    ----BlackLand Market, guarden and cemetery optimization
    ----Editor warnings clean up
    ----Script optimization
    ----Additional minor bug correction
    1.4-Debris sections now warn the player if the shout is too weak
    1.5-Removed unintended additional Argonian race from the player menu
    ----README, added language section
    ----README, added TES5Edit section
    ----README, added shout help to installation section
    1.6-Gemina now charges the right ammount of money for the different rooms
    ----Water temple magical stones now removes the powers properly

    ~LANGUAGE~
    ==========
    The mod is made in English, other ones:
    Chinese: http://goo.gl/xs0a99

    ~COMPATIBILITY~
    ===============
    Skyrim version: Steam, 1.9.32.0.8
    Creation Kit version: Steam, 1.9.32.0

    This mod doesn't change any vanilla stuff, it should be compatible with all mods that are equal in scope. Note that I don't have ANY mods installed, so I really don't know wich ones are compatible or not.

    Mods that shouldn't cause problems
    ----------------------------------
    -Adding or changing UI
    -Adding or changing locations
    -Adding or changing textures
    -Adding dialogues
    -Adding quests
    -Adding spells
    -Adding all kinds of stuff

    Mods that might cause problems
    ------------------------------
    -Changing quests (for example companion specific)
    -Changing actors (specially the lvl ones)
    -Changing spells
    -Changing meshes
    -Changing names of objects
    -Changing statics, misc or any other object in general

    In sum, adding should not cause any compatibility issue, but changing might, so pay attention to changes. Not all types of changes are "bad", but adding is better than changing, changing stuff causes massive compatibility and stability problems.

    Known problematic mods
    ----------------------
    -UFO - Ultimate Follower Overhaul (causes CTD because it changes vanilla companion stuff)
    -Dawnguard Vampire Lord reverse Transforming Face fix - Vanilla (if you are a Vampire Lord you will CTD when using the EarthquakeShout)

    Load order
    ----------
    Since this mod doesn't change anything vanilla I advise to load it first then other mods.

    ~TITLE~
    ======
    BlackLand - A new (is)land to explore!

    ~SMALL DESCRIPTION~
    ===================
    V1.6

    -10 to 20+ hours of new gameplay
    -New (is)land
    -New village
    -New dungeons
    -New quests
    -New NPC's
    -New spells
    -Mini games
    -Survival modes
    -Secrets/Easter eggs

    ~LONG DESCRIPTION~
    ==================
    Adds a new island called BlackLand with a new village, you will meet new NPC's that need your help to solve some of their problems.

    You will find new unique dungeons in your adventures presenting new challenges.

    New powerful unique spells and powers to use and discover.

    Mini games with replay value to entertain you when you aren't exploring (if needed, see spoilers below).

    Survival modes for the brave
    ----------------------------
    -Destructible weapon: Your weapon will degrade with use
    -Destructible armor (slow scrit): Your armor will degrade with use
    -Destructible shield: Your shield will degrade with use
    -Sleepy: Sleep depravation will cause bad effects
    -Starving: Food depravation will cause bad effects

    Hidden secrets/easter eggs to enrich your exploration (if needed, see spoilers below).

    ~INSTALLATION~
    ==============
    Should be simple, use Nexus Mod Manager, or...

    -First unzip
    -Open the folder and copy the contents to your Skyrim Data folder (BlackLand.bsa and BlackLand.esp)
    -Normally: C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data
    -Start the game, choose DATA FILES, check BlackLand
    -Done!

    If you enter an interior and you appear in "space" you might need to:
    -Go to C:\My Documents\My Games\Skyrim
    -Search for file Skyrim.ini
    -Open with notepad, under [General] add iLargeIntRefCount=999999

    If you don't have grass please check this link: http://goo.gl/aZdhRa

    If you have shout problems it seems installing the mod with NMM shrinks the size of your BlackLand.bsa, please check to see if it's +- 400 mb, if it's smaller than that ( < 200 mb) you should uninstall the mod with NMM and install it manually.

    ~TES5EDIT~
    ==========
    When cleaning you may encounter a lot of items (825 last time I checked), this is what the creator of TES5Edit had to say about them:

    "That's some special case handling for removing cells which were defined but are not actually used for anything. If you go to those forms manually you'll note that they're likely just cell records with nothing attached, or cell records with empty "Temporary" blocks on them.

    It's harmless to let it remove those, though it'll probably get annoying since the CK will insist on resaving them - unlike the behavior in Oblivion."

    So, no point removing them.

    ~PERFORMANCE~
    =============
    If you have performance issues and are using destructible survival modes, try to deactivate them, the slowest script is the destructible armor, start by it then deactivate the others if needed.

    ~MOTIVATION~
    ============
    I love games, I love playing them and I love "making" them, this mod is an opportunity to show my skills and at the same time "work" in the industry, and maybe, who knows, work for real in this area?

    Prior to this mod I only modded PES - Pro Evolution Soccer, I had no clue how to script or use CK, it has been a long road with lots of bumps, and I mean lots, but I've enjoyed all hours (3500+ CK, 390+ Skyrim) that I've spent editing this game (almost all of them anyways).

    I hope you can enjoy it too

    ~THANKS~
    ========
    Thanks to my wife for understanding me, I love you.

    Thanks to Keld, your beta testing is awesome!

    Thanks to the guys at http://forums.bethsoft.com/forum/184-the-creation-kit/ they are amazing!

    Thanks to all VAs (Voice Actors), your work makes this mod better.

    Thanks to the guys at Steam chat group Skyrim Creation Kit, my first helpers.

    Thanks to Bethesda for providing such a great game and tools, thanks to all that read this and thanks to the ones that enjoy the mod.

    ~CREDITS~
    =========
    By Black aka Black RL aka BlackRL

    TESTER
    ------
    Keld aka KeldRL aka Keld RL

    VOICE ACTING
    ------------
    Voice Actor: Aranas
    NPC(s): Mannimarco, Golem
    Site: www.tesalliance.org

    Voice Actor: Black RL
    NPC(s): Vajezatha
    Site: http://skyrim.nexusmods.com/mods/38635

    Voice Actor: bmw4acting
    NPC(s): Leah, Maria
    Site: www.forums.nexusmods.com

    Voice Actor: DylanBrettMa
    NPC(s): Lazarus
    Site: www.forums.nexusmods.com

    Voice Actor: Edouard
    NPC(s): Jose, Mukrah, Skeleton King, King Kyros, Player (EarthQuake Shout)
    Site: www.tesalliance.org

    Voice Actor: jackattack91
    NPC(s): Jack, Patrobas, bandits
    Site: www.forums.nexusmods.com

    Voice Actor: Jazzy Long
    NPC(s): Tarea
    Site: www.steamcommunity.com

    Voice Actor: JudeRodney
    NPC(s): Aplestormy
    Site: www.tesalliance.org

    Voice Actor: Kan
    NPC(s): Valkiria, Andreia, Sarah, Bandit, Vampire, Laish, Ur, Player (EarthQuake Shout)
    Site: www.steamcommunity.com

    Voice Actor: Kittygineer Belle
    NPC(s): Albina, Raca, Leonor
    Site: www.steamcommunity.com

    Voice Actor: madonecfn
    NPC(s): Sadoc, Kro, Obal, Daniel
    Site: www.steamcommunity.com

    Voice Actor: Nextmastermind
    NPC(s): Judas
    Site: www.tesalliance.org

    Voice Actor: Styrophone
    NPC(s): Racer
    Site: www.tesalliance.org

    Voice Actor: thera_ca
    NPC(s): Abda
    Site: www.steamcommunity.com

    Voice Actor: XenocideSoldier
    NPC(s): Black, Keld
    Site: www.tesalliance.org

    Voice Actor: xybrisva
    NPC(s): Julius
    Site: www.tesalliance.org

    Voice Actor: Y A R!
    NPC(s): Nadab, Solid, Candido
    Site: www.steamcommunity.com

    IMAGES
    ------
    Dragon priest by blenderisedmind

    MODS
    ----
    Oblivion Gates in Skyrim - Modders Resource by Hanaisse

    SITES
    -----
    http://www.bethsoft.com
    http://www.elderscrolls.com/skyrim
    http://www.creationkit.com
    http://www.uesp.net
    http://elderscrolls.wikia.com
    http://skyrim.nexusmods.com
    http://en.wikipedia.org
    http://steamcommunity.com/workshop
    http://www.tesalliance.org
    http://www.moddb.com

    ~SPOILERS~
    ==========
    Golem Armor (power)
    -------------------
    -Complete The Old Stone Giants and Brothers To The End quests
    -Go to the village garden
    -Sit in front of the Golem for 180 seconds when not in combat

    Sun and Eclipse (spells)
    ------------------------
    -Go to the highest place in the map (mountain near the golems)
    -It can't be rainning
    -Hour must be >7am and <5pm
    -Go to the top, you will see a new NPC
    -Look at the sun long enough so he talks to you

    Inferno staff (MISSABLE!)
    -------------------------
    -Location: Oblivion
    -In the top of the mountain, before the stairs, there's a small "arena" with a body, in front of him is the staff and book

    Cold Staff
    ----------
    -Location: Faal Daanik Dilon
    -Before the first temple go to your left and climb the rocks, go to the sharp edge pointing to the abyss
    -You'll find a treasure corpse, burn it and wait for the staff to appear

    Namira Gauntlets (spell)
    ------------------------
    -Complete Doomed quest
    -Recover the coin purse from Sadoc
    -Traverse the lake in Faal Daanik Dilon
    -Climb the sand and rocks at your right, you will find a skeleton, in front of him is a heavy hammer
    -Go to the Tower Of Doom, reach the last floor, hit the Skyrim flag with the heavy hammer
    -The gauntlets are on the altar

    Namira Necklace (power)
    -----------------------
    -Same place as Namira Gauntlets
    -Offer 10 humanoid hearts to Namira
    -DON'T remove the necklace after equip or you will loose the necklace and power
    -If you remove the neckalce you have to make the offer again

    Immolation (spell)
    ------------------
    -Go to the market while Raca is working
    -A new book appears in the bottom shelf called "Immolation, v1", read it
    -Raca will talk to you and a new dialogue option appears
    -(a)Go to the Golem place, climb the mountain and go down to the other side, you will find some Sabre cats
    -They are "guarding" the entrance to the Fire Altar
    -Complete the puzzle using the book
    -Complete the quest

    -You can start at (a), good luck

    Childhood quest
    ---------------
    -Hire Goliath
    -Go to the old tree and sit in the bench during 60 seconds (no combat!)
    -The quest starts

    Cow wave
    --------
    -This is a special wave in the arena that might appear

    Mini games
    ----------
    -Arena-
    -Complete Blood, Honor And Glory quest
    -You unlock the arena at the coliseum
    -You have 6 ranks, each has 11 waves

    -Bow training-
    -Same place as arena
    -Before you enter the arena there's a bow on top of the table
    -Pick it up to start the training
    -Every time you repeat your objective changes

    -Random dungeon-
    -Complete the quest Old Secrets
    -You can go back to the temple catacombs and play them again
    -Every time you enter doors and enemies change
    -Doors might or might not lead to the end, can you survive the maze?

    -Stealth challenge-
    -Talk to Keld at the market, he offers the chance to go in a special hunt
    -Accept and meet with him, he will present the challenge and rules to you
    -Every time you repeat the challenge changes

    You can play the mini games every time you want.

    Quests
    ------
    -Abaddon-
    -How to start: see Immolation (spell) explanation above
    -Secret: yes/semi

    -A Friend In Need-
    -How to start: talk to Racer near the market

    -Blood, Honor And Glory-
    -How to start: talk to Abda, the village Jarl
    -Mini-game: arena and bow training mini games, for more see explanation above

    -Bungalow In The Water-
    -How to start: complete A Friend In Need quest

    -Burning Of The Witch-
    -How to start: complete Missing Corpses, go to where the guards train and talk to Julius

    -Broken Pact-
    -How to start: choose to help Albina in the Burning Of The Witch

    -Brothers To The End-
    -How to start: complete The Old Stone Giants, then talk to the stone again

    -Childhood-
    -How to start: see Childhood quest explanation above
    -Secret: yes

    -Dragon Age-
    -How to start: complete Burning Of The Witch and Brothers To The End quests, you might need to wait a little bit for this quests to complete because of cleaning up, go to any interior in the village, when you get out the quest starts

    -Dignity-
    -How to start: when you meet Valkiria de first time (in Faal Daanik Dilon) she asks you to carry her body, if you accept and pick up her remainings the quest starts

    -Doomed-
    -How to start: just enter the Doomed tower (in Ruins)

    -Fire From The Deep-
    -How to start: while in Faal Daanik Dilon entrance and not in combat approach the corpse in the ground, the quest starts

    -Infestation-
    -How to start: just talk to Jack when you meet him

    -Missing Corpses-
    -How to start: just talk to Leah when you meet her

    -Memories-
    -How to start: go to the market, Laish approaches you, just talk to her

    -Old Secrets-
    -How to start: go to the village temple and talk to Lazarus
    -Mini-game: random dungeon, for more see explanation above

    -Rarity-
    -How to start: go to the market and talk to Leonor

    -Rest In Peace-
    -How to start: go to the Hall Of The Dead and talk to King Kyros

    -The Blood Of Innocents-
    -How to start: go to the market and talk to Obal OR enter the Destroyed Fort, go deep and when a new Vampire scene starts the quest starts

    -The Old Stone Giants-
    -How to start: go to the Goat inn and talk to Patrobas, he gives you a "Rock Staff", equip the staff and travel to the Old Stone Gods Resting Place, approach the blue stone, she will talk to you, activate her

    -Thrill Of The Hunt-
    -How to start: go to the market and talk to Keld
    -Mini-game: stealth mini game, for more see explanation above

    -Welcome To BlackLand-
    -How to start: just teleport to BlackLand

    -Water Temple Challenge-
    -How to start: find the Water Temple and talk to Ur, Vajezatha in the market knows the location

    661 downloads

       (2 reviews)

    15 comments

    Updated

       (3 reviews)

    6 comments

    Updated

  3. Run For Your Lives

    A small mod that makes citizens in a village or city run indoors during a dragon or vampire attack.
    This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking dragons and vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of giant flying fire breathing lizards (or bloodthirsty undead). NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead.
    This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine.
    Guards, members of The Companions, Vigilants of Stendarr, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse.
    Spawned dragons are detected via animation events, which should allow for completely reliable detection even if the dragon never lands on something.
    Hand placed dragons are detected when their combat state changes* as well as when they land on any available perch objects in the area.
    Vampires will be detected when the events that spawn them begin running.
    * [Only after they land on the ground]
    My Patreon Page: https://www.patreon.com/arthmoor

    352 downloads

       (1 review)

    6 comments

    Updated

  4. Sickly Skeletons - 5 Flavors + Automatic Variants (AV) packages

    Sickly Skeletons ~~~by Porscha

    Notice: You must have Automatic Variants installed to use the AV packages. Created by Leviathan1753, you may find it here: http://forums.bethso...iants-thread-9/

    ==Description==
    Skeleton retextures.

    Bloody 512 and Bloody 512 Original (original, less red version) - Lightweight in file size. A bloody texture anyone can run.


    Original 512 - http://img252.images.../bloody5122.jpg , http://img9.imagesha.../bloody5126.jpg

    Bloody 512 - http://img256.images...1/bloody512.jpg


    Calcined 2048 - Rustified, calcination of the bones. Gritty.

    http://img576.images...lcined20482.jpg
    http://img718.images...lcined20489.jpg
    http://img69.imagesh...cined204813.jpg


    Fleshy 2048 - Flesh-like skeleton. For those who prefer standard white skeletons, but with some flesh.

    http://img535.images...fleshy20483.jpg
    http://img221.images...eshy20484ye.jpg
    http://img6.imagesha...fleshy20485.jpg



    Sanguinary 2048 - Like Calcined, but more red and bloody like Bloody 512. Think 'dried blood'.

    http://img651.images...guinary2048.jpg


    Bloody Fresh - Like Fleshy, but bloody red and gross.

    http://img831.images...dyfresh2048.jpg



    I've also added 1024 versions of all the 2048 models.

    ==Installation==
    Simply extract the contents of the .RAR into the directory where Skyrim is installed, or;
    if using a mod manager such as NMM, just manually add the .RAR and activate.

    Automatic Variant (AV) version: Same method, but run Automatic Variants afterwards to patch the textures into the game. Enjoy.

    ==Uninstallation==
    Quite easy.


    ~~Credits~~
    people, I guess.
    Bethesda.
    other artists.
    my three fans.

    6,592 downloads

       (2 reviews)

    5 comments

    Updated

  5. Skyrim Creatures Alive

    SkyRim Creatures Alive

    Version 0.25CK

    by Corepc
    Rebuilt with CK

    Textures by BellyAche - Parts of his Animals and Creature Packs are now intergrated has new variants.
    Textures by Starx - Frost Giant's

    ==You must wait in a safe location for you Respawn Timer and Area Cleared Timer for Changes to take effect this Version. I changed formid for nearly all variants, leveledlist have been redesigned, alot of new features for Version 0.25==Once Again Requires Respawn to Take Effect=====


    Welcome to Skyrim Creature Alive this mod is a Creatures Overhaul focusing on Creatures, creature ai, creature factions, new variants at this Time. Creature Leveledlist Redesign has well with a Unleveled Encounter Anything at lvl 1 approach with Vanilla Feel that is balanced yet Random.

    This is a start of what will be Very Large Mod Project Similiar to Oblivion Mart's Monster Mod that I manage and maintain.

    Section 1: Leveledlist Spawn System
    Section 2: Faction Changes
    Section 3: Vanilla Creatures and Monster Variant List


    =============================================
    Section 1: Leveled Creatures List Changes
    =============================================

    Only Creature Leveledlist are changed. Did not touch Npc or Dragon or Skeleton or Draugh List. So you may use PISE for it Npc Changes Etc.

    All Creatures or Monsters have chance to Spawn at Level 1, regardless of player levels. each vanilla type has a Variant that is weaker or stronger and a chance of spawning so beware.

    I have designed the unleveled system very carefully using custom leveledlist for everything. And also ensured that list still followed lowest to highest level creatures. With skeever and wolves being listed 3 times, bear and sabrecat listed 2 times, monster's listed 1. This is very balanced because it still has a Vanilla Feel to it. But at the same time, is unleveled and random.


    Also all creature are more regional based. For example in Vanilla almost all the Snow Creatures can be found in Snowy Areas only this make sense. But in some list NOrmal Wolves would spawn instead of Snow Wolves. In other Region list like the Plains or Marsh The Wolves could have been spread out to be more regional or only certain types of Bears. So you will not Artic Animals in Warm AReas, and Vice Versa. No plains or marsh animals in Snowy Areas.


    This will make the game more challenging has many creatures that did not spawn until higher levels. Will now spawn at lvl 1 (ice wolf) or eariler then they should (Cave Bear / Snow Bear), Trolls, Giants. And this really does not unbalance things too much. Has some of these creatures can be found in world even at lvl 1 has some are placed in world itself.

    =============================================
    section 2: Creature Faction Changes
    =============================================

    I have changed many of creature faction to be friends, neutral or enemy with each other. In and effort for creature to fight with each other More. So that player is no longer center of attention per say.

    Bears - Friend with Spriggan, Neutral toward Skeevers, Enemies - Spider, Wolf, Chaurus, Troll, SabreCat

    Chaurus - Was Friend with Spider they are now enemies, was friends with Skeever now Neutral, Spriggan Friend, Enemy - Bear, Sabrecat, Wolf, Troll

    SabreCat - Friend with Spriggan, enemies - Bear, Wolf, Skeever, Spider, Chaurus,

    Skeever - Neutral toward Bears and Chaurus, Friends with Spriggan, Enemies - Bears, Sabrecat, Trolls, Wolves,

    Spider - Was Friend with Chaurus now Enemies, Friend with Spriggan, Enemies - Bears, Sabrecat, Trolls, Wolves, Neutral with Skeevers

    Spriggan - Friend to All Creature Faction expect Troll which are enemies

    Troll - hostile toward everything

    Wolf - Friend of Spriggans, enemies - Bear, Spiders, Chaurus, Skeever, Trolls,

    Giant - Added Frost Giant has Enemy

    New Frost Giant Faction - Enemies are Normal Giant and Mammoth's.


    Needs Feedback please, hopefully it does not break anything


    =============================================
    Section 3: Vanilla Creatures and Monster
    =============================================

    ===================
    Wolf Family
    ===================

    - Names for Wolves have been renamed to Grey Wolves, Red Wolves, Black Wolf, Snow Wolf.

    - Normal Wolves - Grey Wolves - I Adjusted or Corrected the WNAM Model to point to ARMO (SkinWolf) and not ARMO (SkinWolfBlack) which is used by Wolf_Indoor/Bandit Wolf aka Black Wolf..

    - Ajdusted or Corrected template settings on Red Wolves, Black Wolves, to use own stats, aisettings, etc. Where using default Grey Wolf. This will allow me to make future changes once again. When Creation Kit is released.

    - Added DefaultMasterCreaturePackage to All Wolves

    - Normal(Grey) Wolves decreased size from 1.0 to .85,
    added 3 New Grey Variants Level (6,10,14) and scaled them up (.95,1.05,1.1).

    - Red Wolves, decreased size from 1.0 to .80,
    - added 3 New Red variants (6, 10, 14) and scaled (.9, 1, 1.1)

    - Black Wolves decreased from 1.0 to .9,
    - added 3 New Black variant (6,10,14) and scaled them up (1.0, 1.1, 1.2)

    - Ice Wolves created lower lvl varaint (lvl 2) and scaled them down to normal size. Normal Ice Wolf is quite large already. But the Higher Level Variants are even Bigger at lvl 10 and 14 Scaled (1.2, 1.25) Beware

    Leveledlist Changes for Wolves

    Grey Wolves are the most common Can be found all over the place.
    Red Wolves can be found inn Plains/Canyon Areas (Markath),
    Black Wolves will spawn in Marsh/Hills (Riften), or often can be found around Bandits has well
    Snow Wolves will can only be found in Snowy Areas

    ===================
    Bear Family
    ===================

    Bears

    - Added DefaultMasterCreaturePackage to All Bears
    - Removed all template settings like wolves above

    Black Bear this is most common types found Forest / Hills
    - I changed the scale on Vanilla to be smaller .85
    - Added 2 New Variants (Lvl 16, lvl 20) and (scaled .95, 1.1)

    Cave Bear these can only be found in Plains / Canyon Areas
    - Changed the scale on Vanilla to be smaller .90
    - Added 2 New Variants (Lvl 20, 24) and (scaled 1.0, 1.1)

    Snow Bear will be found in Snowy Areas
    - Changed the scale on vanilla to be smaller .95
    - Added 2 New Variants (lvl 24, 28) and (Scaled 1.0, 1.2)

    Black Bear are the most Common and Found in Marsh,Hills, Forest Regions
    Cave Bear can be found in Canyon/Plains
    Snow Bears in Snow Areas Only


    ===================
    SabreCats Family
    ===================

    - Added DefaultMasterCreaturePackage to All
    - Removed all template settings from All

    Sabre Cat
    - Changed the scale on vanilla to be smaller .90
    - Added 2 New Variants (lvl 12, 18) and (scaled 1.0, 1.2)

    Female Sabre Catress without a Mane has been Added
    - 3 Variants at (lvl 6, 10, 14) and scaled (.80, .90, 1.0)

    Snow Sabre Cat
    - Left Vanilla Scale Alone, smaller version is lvl 6 variant listed below
    - Added 2 New Variants (lvl 6, 18) and (Scaled .80, 1.2)

    Female Snow sabre Catress without Mane has not been Seen yet..LOL..Missed Adding it this version..


    All SabreCat Variants listed from BellyAche Animals and Creatures Pack are Below
    ===========

    All SabreCat Variants share the long tooth this is a common trait among them until I can remove the long tooth from the Lions, Leopard, Tiger's or make them shorter etc. All Male have Mane, all Female Varations do not..

    Lion Family

    The Lion has a Mane.
    - 3 Variants at (lvl 5,10,15) and (scaled .70, .80, .90)

    Lioness Does not have Mane
    - 3 Variants at (lvl 4, 8, 12) and (Scaled .65, .70, .80)

    Tiger Family - most noticeble by stripes themselves

    Tiger
    - 3 Variants at (lvl 8,12, 16) and (Scaled .85, .95, 1.05)

    Tigeress no Mane
    - 3 Variants at (lvl 6, 8, 10) and (Scaled .70, .80, .90)

    Arctic Cat Variants

    Snow Tigers - White with Stripes

    Snow Tiger
    - 3 Variants at (lvl 8, 12, 16) and (Scaled .80, .90, 1.0)

    Snow Tigeress
    - 3 Variants at (lvl 6, 10, 14) and (Scaled .70, .80, .90)


    Snow Leopard - White with Spots

    Snow Leopard - Has Mane
    - 3 Variants at (lvl 7, 11, 15) and (Scaled .70, .90, 1.0)

    Snow Leopardess - No Mane
    - 3 Variants at (lvl 5, 9, 13) and (Scaled .65, .75, .90)

    =======
    Mudcrabs
    =======


    - Added DefaultMasterCreaturePackage to All
    - Removed all template settings from All

    Texture by me Corepc

    Normal, Large, Giant - Stats are the Same Has Vanilla Variants for Now..

    * New Texture Variant - Stone Crab -
    * New Texture Variant - Black Crab -
    * New Texture Variant - Marsh Crab -
    * New Texture Variant - Snow Crabs can only be found in Snowy Areas where Horkers are Found in particular.

    ====================
    Skeever Familly
    ====================


    - Added DefaultMasterCreaturePackage to All
    - Removed all template settings from All

    Normal Skeever

    3 New Variants - lvl 3, 6, 9

    Snow Skeever

    4 Variants - lvl 1, 4, 8 , 12


    Skeever from BellyAche Animals and Creatures Pack Below
    ====================

    9 New Skeever Types

    Brown
    - 3 Variants at (lvl 3, 6, 9) and (scaled .85, .95, 1.1)

    Mangy Brown
    - 3 Variants at (lvl 2, 4, 5) and (scaled .60, .70, 1.1)

    Brown White - Plains Skeever
    - 3 Variants at (lvl 3, 6, 9) and (scaled .90, 1.0, 1.1)

    Brown Mangy White - Greater Mangy's
    - 3 Variants at (lvl 5, 9, 13) and (scaled 1.1, 1.2, 1.3)

    Dark Grey - Cave Skeever
    - 3 Variants at (lvl 5, 10, 15) and (scaled .70, .90, 1.1)

    Grey
    - 3 Variants at (lvl 2, 4, 6) and (Scaled .70, .80, 1.0)

    Dark Mangy Grey - Mangy Grey
    - 3 Variants at (lvl 6, 9, 12) and (scaled 1, 1.1, 1.2)

    Grey White - Greater Grey Skeever
    - 3 Variants at (lvl 6, 12, 18) and (scaled 1.1, 1.2, 1.3)

    White Grey - Mangy Snow Skeever
    - 3 Variants at (lvl 3, 6, 9) and (scaled .70, .90, 1.1)

    ====================
    Giants
    ====================

    - I have lowered level on
    Giant01- Loin Cloth Only from 30 to lvl 24, scaled to .90
    Giant02- Partial Outfit - Kept at 30 scaled to .95
    Giant03- Full Outfit from 32 to 38..scaled to 1.0


    Frost Giants by StarX - The Frost Giant is a close relative of Normal Giants, but, has a more Frost Look and Red Beards. The Frost Giant is a Enemy to Normal Giants has sometime Frost Giant can bee seen killing Mammoth. A Frost Giant has 50 resistance to frost based spells beside normal Giant Magicial Abiliites. But are slighty slower than Normal Giants. 3 Varations at lvl 24, 32, 40..The bigger they are tougher they are.

    ====================
    Troll Family
    ====================

    Marsh and Plains by Corepc

    - Added DefaultMasterCreaturePackage to All
    - Removed all template settings from All

    Cave
    - 2 Variants at (lvl 7, 21) and (scaled .85, 1.0, 1.2)

    Frost
    - 2 Variants at (lvl 11, 33) and (Scaled .85, 1.0, 1.2)

    Marsh Troll - can be found in swamp - green/gold with fiery eyes..
    - 3 Variants at (lvl 9, 18, 27) and (Scaled .90, 1.0, 1.2)

    Plains Troll - can be found in Plains Areas - gold/white in color
    - 3 Variants at (lvl 6, 12, 18) and (scaled .85, 1.0, 1.1)


    ====================
    Spriggan and Spriggan Kin
    ====================

    Texture Varations by Corepc

    Spriggan- 2 New Texture Variants stats same has Vanilla

    Spriggan Swarm -
    - 2 Variants at (lvl 3, 6) scale unchanged

    Spriggan Matron
    - 2 Variants at (lvl

    ====================
    Wisp Family
    ====================

    Wisp
    - 2 New Variants at (lvl 3, 6)

    Wisp Shade
    - 2 New VAriants at (lvl 10, 15)

    Wisp Mother
    - 2 New Variants at (lvl 20, 36)

    ====================
    Chaurus Family
    ====================

    Chaurus
    - 2 New Variants at (lvl 6, 9) and (Scaled .80, .90)

    Chaurus Reaper
    - 2 New VAriants at (15, 30) and (Scaled .90, 1.2)

    ====================
    Atronach Family
    ====================

    Flame
    - Scaled Vanilla version down to .85
    - 2 New Variants at (lvl 10, 15) and (Scaled 1.0, 1.2)

    Frost
    - Did not scale, smaller version is lvl 8 variant
    - 2 New Variant at (lvl 8, 24) and (Scaled .85, 1.2)

    Storm
    - 2 New Variant at (lvl 10, 20) and (Scaled .80, .90)


    ======================================
    Install
    ======================================

    Unzip Skyrim Creatures Alive.7zip to Steam\SteamApps\Common\Skyrim\Data Directory
    From the Skyrim Launcher or Select Skyrim Creatures Alive in data Files.

    Load Order, Please load SCA after Unleveled World, PISE, War2Skyrim, or other Mods that change Creatures, Creatures Leveledlist, Etc for changes to take effect Properly.

    Best to Use Wrye Smash for Best Results when using with these Mods.

    You will need to wait out your respawn timer usually 10 days for changes to take effect / 31 days for area's cleared to respawn.

    =====================================
    If you have problem or comment's or suggestion please find the Skyrim Creatures Alive thread here ..

    http://forums.bethsoft.com/forum/183-skyrim-mods/

    =====================================
    Version.20
    Released Via 4shared and TesAlliance
    New Unleveled Spawn System
    New MudCrab
    New Trolls


    V.11 -
    New Wolf and Bear Lvl Varaints created, Tweaks to Wolves to flesh them out to differ.
    New MudCrab Variants (Black, Red, Green and Snow Crab Created and Added)
    New Plains and Marsh Trolls
    Leveledlist Redesigned with for Future Compatiblity.

    - 0.10 -
    Normal Wolves removed and replaced in all Snow List with Ice Wolf. should no longer appear in Snowy Areas,
    Red Wolves replace normal wolves in Plains and Canyon Areas (Markath Areas), should not really be found elsewhere.
    Ice Wolves Snowy and Mountain Areas only
    Normal Bear - removed and replaced with Snow Bear or Cave Bear depending on Leveledlist Region.
    Cave Bear - Plains and Canyon Areas
    Snow Bear- Snowy and Mountain Areas Only

    183 downloads

       (0 reviews)

    4 comments

    Updated

  6. Skyrim Save Manager

    .Net Framework 4.0





    Skyrim Save Manger is a utility for managing multiple characters (called Profiles) saved games. SSM allows you to create new character profiles and associate saves with each one, the saves for each profile are saved in their own folder out of the way of the main saves folder, So only the active profile's saves are displayed in-game.

    Upon first run SSM will a folder called "Managed" inside the My Games/Skyrim folder, this is where all saves will be stored for each inactive profile., an easy and clean setup.





    Profile Options:

    New: Creates a new profile

    Backup: Backs up a profile and all its saves, saves are placed in the Backup folder.

    Delete: Deletes a profile and all its saves, including backed up files.

    Restore: Restores a backed up profile

    Set Active: Sets the currently selected Profile to the active one, which swaps in the saves related to this profile and places the saves to the previous profile in the Managed folder.

    Assigning saves: To add saves to a profile, you first select your profile from the drop down box, then you drag and drop your saves onto the saves list. The saves are copied to the selected profiles Managed Folder.

    Saved Game options:

    The saved game options are located in a slightly different place than what you'd usually expect, instead of there being a set of buttons on screen you have to right-click the Saved Game list, a small menu will popup showing the saved game options.





    Open Saves Folder: Does what the name suggests, opens up the saved game folder
    Delete Save:

    Backup Save: Backups selected save file, goes into a Backup folder inside the My Games\Skyrim Folder, all saves are added to a folder for each profile.

    Delete Save: Deletes selected save file.

    Restore: Brings up the restore saves screen where you can choose to restore backed up saved games for your chosen profile.





    Misc Options:

    Launch: Launches Skyrim

    Settings: Opens the settings Menu where you can set directory paths and choose if SSM closes after launching Skyrim.





    1. Extract the Archive to somewhere on your PC, make sure the SSM.exe and the included DLL file are together.

    2. Run the SSM.exe file to start the program.





    1. Delete the SSM.exe and the included DLL file

    2. Backup all your save files then remove the Backup and Managed folders





    InsanitySorrow @ TES Alliance





    You can do whatever you want with the app as long as credit is given, Visual Studio source is available via PM if you want it.

    Do NOT re-host this anywhere else without my permission though.

    303 downloads

       (0 reviews)

    4 comments

    Submitted

  7. Insanity's Sorrow - A Celtic Katana

    Adds a new Katana into the game, a Celtic Katana. THe model and textures are all new, no retexturing here.

    The Katana's come in 4 colours, Blue grip, Brown grip, Red Grip and Black grip. The leather wrap on the scabbard also has it's colour changed to match.

    You can aquire the Katana's by crating them, they're setup as steel weapons, though they need more of each material, they're also a little strong than
    the Blade's katana. Each one can be upgraded too.

    Dai-Katana and Tanto versions of the Celtic katana are now available.





    Extract the contents of the ZIP folder into your Data folder
    Make sure the Insanity's Sorrow.esp is checked in the Launcher





    Delete the files/folders associated with the mod
    Uncheck the Insanity's Sorrow.esp is checked in the Launcher





    InsanitySorrow @ TES Alliance

    468 downloads

       (2 reviews)

    4 comments

    Updated

  8. ReadMe Generator

    ==================
    Requirements:
    ==================

    .Net Framework 4.0

    ==================
    Description:
    ==================

    The ReadMe Generator is an easy to use application that will guide you through the creation of a ReadMe file for your mod.

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

    The ReadMe Generator allows you to make ReadMes for both Oblivion and Skyrim, to do so you simply click either of the options in the top right corner of the UI.

    Any ReadMes you create will be stored in a ReadMe folder that's located next to the EXE, inside it you'll find two additional folders, one for each game. The ReadMe Generator will place your readme into either of these folders depending on the game selected.

    You will notice when looking at the UI that there are three buttons in the bottom left corner, these are:

    Create - The Magic button, takes all your options and information and places it in a nicely formatted text file.
    Open - Once you have created a readme this option becomes available, it allows you to open the last readme you created.
    Close - The close button simply closes the application, any information not saved to a readme will not be saved.

    Templates:

    ReadMe Generator has the option of creating three readme templates for you, these are bare bones readmes that have basic information saved. The templates are stored inside the Templates folder.

    ==================
    Installation:
    ==================

    ------------------------------
    Manual Instructions
    ------------------------------


    Extract the contents of the ZIP folder, make sure the exectutable and DLL file are together.
    Run the ReadMe Generator.exe.

    ==================
    Un-Installation:
    ==================

    ------------------------------
    Manual Instructions
    ------------------------------


    Delete the executable and accompanying DLL file

    ==================
    Changelog:
    ==================

    09/02/2013 - Added: Additional Options
    14/05/2012 - Initial Release

    ==================
    Contact Details:
    ==================

    You can get in contact by sending a Personal Message to me on TES Alliance, My Username there is InsanitySorrow.

    ==================
    Credits:
    ==================

    Thanks to Bethesda for creating Skyrim.
    Thanks to Hana and Lilith for making sure the app worked

    ==================
    Tools Used:
    ==================

    ReadMe Generator
    Visual Studio

    ==================
    Licensing/Legal:
    ==================

    You must contact me and obtain my permission before re-packaging any part of this mod.

    If I do not respond within 2 weeks, feel free to do whatever you like with this mod.

    ==================
    Modder's Will:
    ==================

    If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance.

    TES Alliance are free to modify/redistribute/remove as they see fit.

    216 downloads

       (2 reviews)

    4 comments

    Updated

  9. Lore Weapon Expansion

    Lore Weapon Expansion (L.W.E) is a project that aims to expand the available weapons found in-game via loot and the crafting menu. All of the included weapons are lore based, meaning they are either based on designs found in previous games (with visual upgrades) or based on descriptions/places/characters mentioned in the series lore.

    The new weapons are distributed via leveled lists so you'll come across them during your adventures, some are also craft-able and can be found in the crafting menu once you have the required perks and all weapons can be upgraded too.

    The Silver weapons also come with the additional silver effect, so the undead will receive more damage.


    Lore Based Weapons:

    Cyrodiil
    ClubSpiked Club

    [*]Glass
    Glass Bow

    [*]Iron
    Iron Battleaxe
    Iron Bow
    Iron Dagger
    Iron Mace
    Iron Longsword
    Iron Claymore
    Iron Shortsword

    [*]Steel
    Steel Bow
    Steel Shortsword
    Steel Longsword

    [*]Silver
    Silver Dagger
    Silver Shortsword



    Shivering Isles

    Golden Saints
    Longsword

    Vvardenfell
    DaedricDaedric Longsword
    Daedric Katana

    [*]Dwemer
    Dwemer Battleaxe
    Dwemer Claymore
    Dwemer Dagger
    Dwemer Mace
    Dwemer Sword
    Dwemer Shortsword
    Dwemer War Axe
    Dwemer Warhammer

    [*]Glass
    Glass Longsword

    [*]Iron
    Iron Longsword
    Iron Club
    Iron Warhammer
    Iron Mace
    Iron Tanto
    Iron Wakizashi

    [*]Steel
    Steel Staff
    Steel Club

    [*]Nordic
    Nordic Dagger





    All Add-Ons are standalone plugins and do not require Lore Weapon Expansion, though it is highly recommended.

    Goldbrand - A Legendary Katana created by Boethia, it is rumored to be residing in Skyrim.
    Daedric Crescent - It is rumored that Mehrunes Dagon reclaimed the last known Daedric Crescent when the Nerevarine left Vvardenfell and has it locked away somewhere in Skyrim.
    Relics of the Crusader - It is rumored that the Champion of Cyrodiil left them as an offering to the Divine well travelling through Skyrim.
    Blade of Woe - A Unique Mesh and Texture replacer for the Blade of Woe, bringing back it's previous visual appearance from TES4: Oblivion.

    Extract the contents of the ZIP folder into your Data folder
    Make sure the Lore Weapon Expansion.esp is checked in the Launcher


    Delete the files/folders associated with the mod
    Uncheck the Lore Weapon Expansion.esp is checked in the Launcher

    673 downloads

       (1 review)

    4 comments

    Updated

  10. Alternate Start - Live Another Life

    Misery and despair have haunted you all your life. Just when you thought it couldn't get any worse, you've been arrested and thrown in the dungeons. Your trial was supposed to be weeks ago, only nobody has come for you. It's been so long since seeing daylight you no longer know what month it is anymore. The dungeon is cold, damp, and worse still, you're running out of food. At least you have that leak in the wall for water. It seems as though you've been forgotten, soon to rot away and die. The eight have forsaken you! Or... have they?
    Live Another Life provides an alternative means to start the game for those who do not wish to go through the lengthy intro sequence at Helgen. You will be given the opportunity to choose your race and then choose a new life for your character to lead. A wide variety of choices will be available. What you choose will have a lasting impact, so choose carefully or the gods may forsake you again!
    Additional support has also been provided to allow you to extend Live Another Life with your own starts.
    Check out the video review GamerPoets did for his first episode:
    https://www.youtube.com/watch?v=Pi5AU8yCry0
    Live Another Life Bug Tracker
    Installation Requirements
    Official Skyrim patch 1.9.32.0.8 or greater. Using earlier game versions will result in CTDs and other problems. Just don't.
    Official Dawnguard, Hearthfire, and Dragonborn DLCs are required.
    Use of the Unofficial Skyrim Legendary Edition Patch is STRONGLY recommended.
    You will need to turn on subtitles to see the text for the startup quest.
    Alternately, download and use Fuz Ro D-oh - Silent Voice to see subtitles only on those NPCs with no voiced audio. This requires SKSE.
    Installation - Wrye Bash BAIN
    Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
    Make sure the mod is active in the Wrye Bash mods tab.
    Installation - Manual
    Drop Alternate Start - Live Another Life.esp, Alternate Start - Live Another Life.bsa, and Alternate Start - Live Another Life.ini into your Data folder.
    Activate the mod using whatever management tool suits you.
    Uninstalling Live Another Life
    Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.
    That said, should you insist on going forward with doing so you must adhere to the following:
    First things first. You need to be sure the main quest has been started before you can uninstall this mod. The quest "Live Another Life" must have been marked as completed, AND you must have "Before the Storm" listed in your journal. Uninstalling prior to this will break the main quest as well as the civil war.
    It should also go without saying that if you're using the farmhouse start, clean your stuff out of it first because if you don't you'll lose it all.
    Clean your stuff out of any other start location containers you may be using, including any that are part of the vanilla game because they will NO LONGER BE SAFE STORAGE!!!
    Once that's done, use your preferred method to uninstall the mod. The .esp, .bsa, and ini files must be removed entirely.
    Steam Workshop users should be sure to unsubscribe before doing this or the launcher will simply replace those files again.
    Load Order
    Due to the sensitive nature of the mod, it should be loaded relatively late in the load order. A lot of other mods may seek to make modifications to Helgen and the charactergen quests. Moving this further down in your list will likely help, a lot. I highly recommend going with the order LOOT specifies.
    Starting the Main Quest
    Skyrim has a lot more flexibility in pursuit of the main quest, even when playing the default Helgen scenario. Alduin's appearance does not force one to pursue the main quest beyond Helgen. So this mod is mainly providing a mechanism to bypass Helgen and not encounter Alduin either. The game will patiently wait for you to follow along. So there's no special effort really needed to avoid it, just don't do it
    For most of the starts, it will appear as though your "Live Another Life" quest has stalled. You will not have an active objective telling you where to go next. When you are ready to begin pursuing the main quest, talk to an innkeeper and ask them for rumors. You'll be given a generic rumor about Helgen and told to travel there. You can also simply go to Helgen on your own without anyone telling you to do so.
    The main quest will also start if you join the Civil War, complete the first two missions for your chosen side, and then get sent to Whiterun. Once there, you'll find Whiterun closed. If you manage to bribe or persuade your way in, the next guard you pass by who delivers the line about Helgen being hit by a dragon will resolve the beginning portion. Otherwise asking them what they mean by dragons will get you pointed toward Helgen and you can proceed from there.
    If you somehow avoid all the guards and get into Dragonsreach without ever hearing about Helgen, the MQ will be force-started upon entering the main hall. Sorry, but this failsafe is required because it is not possible to advance the Civil War until Bleak Falls Barrow and Dragon Rising have been completed. Bethesda did not supply dialogue to allow for a Stormcloak takeover of Whiterun before starting the Main Quest.
    Choosing the campsite start will begin immediately with the encounter with Alduin.
    Using this mod to follow the default Helgen sequence will play out the same as the vanilla game.
    Extensions
    As of version 2.5.0 and higher, Live Another Life allows for extensions to be written to provide additional starting options. This is a known list of extensions that are available:
    City Guard - the example extension provided on the Nexus page for LAL.
    Legacy of the Dragonborn - An extension to allow you start as a relic hunter for the mod's museum in Solitude.
    Death Alternative - Alternate Start Addon - Various options to start as a slave and/or captive.
    Salmon Shack - LAL Version - Start option utilizing MannyGT's Salmon Shack.
    New Beginnings - Several new start options using the extension framework.
    Compatibility Patches
    Starting Spell Choice
    Compatibility
    Tested and confirmed to work with Open Cities Skyrim.
    Known to be incompatible with any mod which attempts to remove the essential flags from any NPCs in Helgen.
    Song of Ice and Skyrim causes the game to get stuck loading the prison cell, regardless of load order.
    Descent Into Madness causes the game to get stuck loading the prison cell, regardless of load order.
    The Oblivion Racial Bonuses module from Occupy Skyrim is not compatible since OCS OSR.esp alters MQ101.
    Sellswords is not compatible because it alters MQ101 to be able to offer its alternative game mode.
    The Forsworn Legacy - Use the "Savegame Version" and delete Data\Scripts\QF_MQ101_0003372B.pex after installing it. DO NOT USE the "new game" version as it will not work with my mod.
    Helgen Reborn – Previously required a lockout for the vanilla start. As of Helgen Reborn 105.3 this is no longer the case and all start options are now fully compatible.
    Return to Helgen (by Giskard) - This mod is only partially compatible with LAL. If you plan to use them together, you must trigger the events at Helgen BEFORE venturing to the city of Solitude. Going to Solitude before Helgen will completely break the chain of events and render the MQ unstartable, as well as potentially disrupting the Civil War permanently. Starts in or immediately near Solitude will be disabled in LAL as long as Return to Helgen is installed.
    Morskom Estate - Previously required a lockout for the vanilla start option. This is no longer the case with Morskom 1.3 and above. All start options are now compatible.
    Shlongs of Skyrim (ugh, yes, there really is a mod about that) - This has been reported to completely mess up the cart ride for the vanilla start option. If you're going to use that mod, it is best to wait until you're off the carts and inside the keep before installing it.
    Become High King of Skyrim - Edits MQ101, though it's a dirty edit. Either clean the mod using TES5Edit or make sure it loads BEFORE Live Another Life so that it won't cause the "new game" menu to get stuck.
    Better Vampires - No issues should arise from using LAL and BV together. Even the vampire start should work properly as the method LAL uses to change you into one uses script calls BV retains in its edited version of the player's vampire quest.
    Pirates of the Pacific - Has been reported several times to cause the player to spawn somewhere completely off the map. It is not currently known what causes this as it really shouldn't be possible.
    Buy_Whiterun3 - The optional "New Start" file has been confirmed incompatible because it modified the MQ101 quest scripts. Do not install the optional file.
    Reclamation Legacy Armor - This mod, now obsoleted by an update, had a patrol package edited that should not have been which would cause Alduin to get stuck in Helgen. The renamed version of the mod, "Reclamations Morrowind Style" no longer has this problem.
    Requiem - Has several ITMs, one of which touches MQ101 and will interfere with my changes to the quest. MQ102 is also edited and will block necessary changes. Move Requiem above LAL in your load order. Cleaning alone will not resolve the issue.
    Mods altering the Abandoned Prison (cell 00021594) will probably need to be patched since the navmesh has been edited.
    Mods which alter the following quests will not be compatible without a patch:
    MQ101 - Unbound
    MQ102 - Before the Storm
    DialogueWhiterunGuardGateStop - Guard who stops you at the Whiterun city gate.
    WERoad01 - Farmer refugees after dragon attack
    Mods which edit the following scripts will not be compatible unless patched:
    dunPostHelgenEnableScript
    QF_MQ101_0003372B
    QF_MQ102_0004E50D
    QF_DialogueWhiterunGuardGateS_000D1984
    TIF__0005A6A6
    TIF__0005A6B1
    TIF__000D50CA
    TIF__000D50DB
    TIF__000D50E0
    TIF__000D197B
    TIF__000D660D
    TIF__000E2D03
    Known Issues
    The Thane offer won't be available in every city right away if you use a property owner start. The quest interaction makes doing so impossible without sacrificing too much of the content to it.
    When picking the Companions guild start, you need to go watch the fight before Vlikas will go outside to train you.
    When choosing one of the two civil war starts, you are strongly advised to let the Jagged Crown scene play out. If you don't, the quest may fail to start and the entire civil war quest line will get jammed.
    There may be some unfound dialogue that references Helgen. If you find some and have NOT witnessed Alduin fly overhead yet, please report those with as much detail as possible.
    Some quests in a major city you pick a start for may not be available until after you've left that city and returned later. This is normal. It's due to how "Change Location" events work in the game and there's nothing that can be done about it.
    If you pick the ship arrival start for Raven Rock, the mouse is not being locked down for some reason when the function is called to run the animated ship ride. No know solution for this exists as of yet. Avoid moving the mouse. It will disrupt the scene, even though the boat will arrive properly. It just looks goofy as hell.
    Troubleshooting
    Nothing happened. I tried to start a new game and ended up going to Helgen. Again.
    Make sure the mod is actually activated. Even if your mod manager tells you it is. NMM is notorious for lying to its users, claiming a mod is active, but in reality it isn't. Check with Wrye Bash, or with the official game launcher, to be sure that the mod really is active.
    Help! I'm stuck at the main menu starting a new game!
    Skyrim version 1.9.32.0.8 or greater is REQUIRED for this mod. Be sure you're using that first. Update through Steam if necessary. Older versions of the game are not supported.
    Mods that make large scale blanket changes to either essential flags or quest item flags may be blocking you from playing.
    Check the Data\Scripts folder and make sure there are no copies of the following files:
    dunPostHelgenEnableScript, QF_MQ101_0003372B, QF_MQ102_0004E50D, TIF__0005A6A6, TIF__0005A6B1, TIF__000D50CA, TIF__000D50DB, TIF__000D50E0, TIF__000D197B, TIF__000D660D, or TIF__000E2D03.
    If these files are present, they will break the quest controls for Live Another Life. You'll need to figure out which packages installed these since they would only come from mods. Skyrim's own
    files are in Bethesda's BSAs and get overridden by the ones in my BSA.
    Verify its placement in load order. This mod should be loaded near the end of the list, not the beginning. LOOT has it placed appropriately and should be used if you are in doubt.
    Dude, there's a pole in my face. Why did you not move it?
    This is a commonly mentioned problem that's caused by using Enhanced Character Edit alongside starting with LAL. It is not a problem with this mod, and it's unknown exactly why ECE does the camera thing the way it does.
    It's not something I feel I should be responsible for fixing since I have not caused this to happen.
    Your mod is broken, it says my save can't be updated! You need to fix that!
    Actually, no, it's not broken. Upgrading a save when you're still in the prison cell is not supported, never has been, and is a source of bugs. The message telling you to start a new game was added to make sure people are aware of this. Do not attempt to continue on with your game in this state as it WILL cause you problems.
    No. I do not need to fix anything. You need to break yourself of bad habits.
    The game instantly CTDs when trying to talk to Mara. Why do you make such buggy mods man?
    Once again, this one is not actually due to something I've done. The problem actually comes from certain OTHER mods that have done dialogue options that cause some problems with "talking activator" objects. Mara is one such object. The fact that you're getting this problem here is merely a coincidence and you'd have run into it again elsehwere, like during the Molag Bal quest. So Mara has done you a favor in her infinite wisdom.
    The 2 most common causes of this are:
    1. Having an old version of the Sofia follower mod installed.
    2. Having version 4.0 of the Vilja mod installed.
    These problems can be fixed by updating those mods to their current versions where the authors have addressed the issue in their mods. There may be other mods with the same problem but they have not been brought to light yet.
    Emma explains the problem in more detail here: https://forums.nexusmods.com/index.php?/topic/565358-live-another-life/page-975#entry20667239
    The game crashes whenever I use the bed! Don't tell me this isn't your fault either.
    Surprise! It's not my fault either.
    The only known cause for this is using a body mod with a mismatched skeleton that's not compatible with it. When the bed is used, your character gets stripped of the prison clothing and your new equipment is added based on what you started as. It is this process that causes the issue when a skeleton mod that doesn't match the body is used. Something to do with bones the body mod is looking for that the skeleton doesn't have. Oddly enough, this tends to only happen on female characters. I have no idea why that is.
    If this just confused the shit out of you, you're not alone. I don't use body mods. The only advice I can offer is to contact the authors of the body mod you're using and find out if it's compatible with the skeleton you're using. Trust me, you'll know if you're not using the vanilla skeleton because it requires installing one separately.
    Again, since I don't know body mods, it's possible you just need to be sure that if the body mod comes with one that you're using that instead of something else.
    The game crashes when I try to go outside. Admit it, you suck at this!
    Heh, nope, not me either
    There are sporadic reports about this issue coming up occasionally. The best information I currently have on this is that it could be due to a certain version of ENB that's installed, or some bad configuration in the ENB on any version. Since this doesn't happen consistently (which I attribute to not everyone using ENB) there's not much else to go on.
    If this is happening to you, try running the game without ENB and see what happens. If it works, you have your culprit. You would have run into issues with the game regardless of using LAL or not.
    The Live Another Life quest never finishes, it's stuck in my journal.
    Not exactly. The quest remains active because it's necessary for it to do so. Go speak to an innkeeper to pick up on it. Any properly configured innkeeper will have a rumors topic that should get things started.
    My quest will close out when you've spoken to the Jarl in Whiterun about being in Helgen.
    General Tullius and Ulfric Stormcloak are missing. You broke my game!
    You are using an old version of the mod. Upgrade to verson 3.1.0 or later and make sure you aren't getting any script errors with the patch script that updates things.
    Also make sure you're not trying to upgrade while still in the prison cell as that will not work.
    I found your burned up corpse and clicked on it, but nothing happens.
    This isn't quite the problem it used to be since all you'll be missing out on is the journal, which is a good read, but not critical to anything.
    If it simply refuses to work, just skip it and either go to the cave, or go to Whiterun.
    OK, I did that, then went to the cave, but nothing is there.
    The quest marker isn't GPS accurate. You should be able to easily spot two poor hapless souls on the ground, doubled over in pain. That's Hadvar and Ralof. Go talk to one.
    If you have already been told about the Jagged Crown, Hadvar and Ralof will no longer be present in the cave as their story lines no longer call for them to be anywhere near Helgen.
    No, you don't get it! A whole bunch of pieces in the Helgen cave have gone missing. What have you done!
    It wasn't me! No, really, chances are this was the fault of TESVSnip.
    As of version 2.0 of Live Another Life, causes for this are coming from other mods that have likely also been run through TESVSnip.
    That program has turned out to be dangerous and cause data loss due to improper handling of compressed record data.
    If you are having trouble with this problem (commonly referred to as "blue voids") check the readmes of your mods for mention of TESVSnip, sometimes simply referred to as Snip.
    Remove those mods first. Check the cave. You'll likely find the problem has resolved itself.
    Only the mod's author can correct these issues, and they'll need to do it by rebuilding their work without using TESVSnip on the files.
    Whiterun's map markers are missing! I need those!
    They're not missing. They're just turned off. When the time comes in either the main quest or the civil war to approach Whiterun, those map markers will be off. Simply walk up to the city gates and let the guard stationed there confront you. Once you gain entry to the city the map markers will be turned back on.
    Please DO NOT console your way around them. You will be likely to break something. Efforts have been made to close possible loopholes but intentionally sabotaging them by using the console is not one of those loopholes that can be accounted for. Just don't.
    The guard at the Whiterun gate won't walk up to talk to me. What gives?
    If the guard does not walk up to you, it's quite possible you've spoken to him recently. Walk over and talk to him and everything should proceed as normal.
    Ulfric is naked, you pervert!
    Well the ladies like him th.... no wait.
    This issue has been reported on occasion to occur in conjunction with Immersive Armors.
    Immersive Armors has a toggle switch within its MCM menu that should resolve this problem while using an alternate start mod.
    I walked by the farmhouse and the game crashed.
    Update your game. This is a legacy issue caused by using a version of Skyrim that's too old.
    Options Available
    Choose from one of the many options to start your character. As more ideas are fleshed out, this list will grow.
    Caught Crossing the Border Illegally
    For those who wish to use this to play through the original game start at Helgen, this option will streamline the process to skip the race selection dialogue during the lead up to your execution. All of the tutorial prompts will be removed as well.
    Escape My Cell
    You've been left to die, forgotten, in a damp, dark cell. All you really want is a second chance - to escape! Fortunately, Mara has taken pity on you and provided you a means to do just that, if you can manage it.
    With this start option, 3 lockpicks will appear in the soul gem holder. Pick the lock on the jail cell door and win your freedom. It's that simple. You will simply begin the game proper as soon as you've climbed up the stairs. Until doing so, you can still go back and ask Mara for another option. After that, you're committed.
    Should you fail to pick the lock, you can go back and pick another start option to get out. Sorry, Mara insists we limit this strictly to 3 lockpicks only.
    Arrived by Ship
    You will arrive by ship in the port of Solitude, Dawnstar, Windhelm, or Raven Rock with little more than some basic supplies, middle class clothing, and a decent sum of gold to start over upon your arrival.
    Property Owner
    You will start off with the fully furnished house of your choice in one of 4 major cities. Windhelm is not included due to the quest that interacts directly with the house there. Raven Rock is similarly not included due to the attached quest involved with acquiring that property.
    Each house will start you off with appropriate class clothing and some leftover cash to spend. There will also be a selection of weapons fitting to the city available on the storage chest in the bedroom.
    Alternatively, you can choose from one of the 3 Hearthfire houses. For these, you will start off with a fully furnished Entry Way, Main Hall, Cellar, and all exterior additions. The only thing which will not be enabled is the bard since the bard specifically mentions your steward you don't have yet. The drafting table outside should be ready to go with whatever additions you want on the house afterward.
    If owning property in a city is boring, you don't like Hearthfire houses, or you'd prefer to have access to all of the available hold questing, you can choose instead to own a farmhouse. The farmhouse is situated on the main road just north of Rorikstead and comes complete with a pair of NPCs to act as your farm hands. Your farm will generate a regular income that you can collect from the farm hands. You do need to come home from time to time to collect it though. The farmhouse also supports adoption if Hearthfire Multiple Adoptions is installed.
    Member of a Guild
    You will be a new recruit in one of the joinable factions in the game. The Companions, College of Winterhold, Dark Brotherhood, Thieves Guild, The Dawnguard, or the Volkihar Vampires (Lord Harkon's Court). Your starting equipment will be geared toward the faction you have chosen.
    For the Thieves Guild, you will begin just inside the Ragged Flagon, having just emerged from the Ratway. Talk to Brynjolf to seal the deal.
    For the Dark Brotherhood, you will begin immediately inside the Falkreath Sanctuary and need only speak to Astrid to complete the process.
    For the College, you'll be placed just outside the Hall of Elements and will have completed the initial joining phase.
    For the Companions, you'll begin in Jorvaskr and begin with the mission to train with Varkas.
    For the Dawnguard, you'll start off in Fort Dawnguard ready to pick up the questline just after Bloodlines.
    For the Volkihar, you'll start off in Harkon's castle just after being bitten and becoming a vampire lord.
    Patron at an Inn
    You will be able to choose from one of several inns throughout Skyrim (and Raven Rock too). Some are relatively safe, others not so much. Nightgate Inn in particular is isolated in the mountains and is more dangerous than most others. Do be careful.
    Outlaw in the Wilds
    You will begin as a member of a group of bandits. For the sake of variety, the group of bandits will be chosen at random, from any properly configured bandit lair in either Tamriel or Solstheim. You will begin with standard bandit level equipment. The bandit faction at the start location will remain friendly to you as long as you don't piss them off first. Tread carefully though, you WILL have a bounty of 1500 gold in the hold the game chooses. The guards will not take kindly to seeing you trotting into a civilized area unless you're prepared to pay up.
    Soldier in the Army
    You begin as a recruited soldier in either the Stormcloaks or the Imperial Legion. Which one you choose will determine the gear you start with. You will begin at the point immediately after what would be each one's first mission, which is little more than a cannon fodder quest on either side.
    Make sure you watch the Jagged Crown scene or things will get messed up!
    Camping in the Woods
    You are a lone hunter, camping in the woods. This will start you off with decent low level equipment, a campfire, cooking pot, bedroll and tent. The camp will be in the forest/hills near Helgen and will serve as an alternative method for witnessing the dragon attack that will not require you to actually be in the village when it is destroyed. The camp will remain in place permanently should you wish to return and use it as a base.
    Shipwrecked off the Coast
    Shipwrecked! You were a passenger aboard a merchant ship on the way to Solitude when the ship struck an iceberg off the coast and then capsized. Make your escape from the doomed vessel, retrieving any useful items on your way out, then make your way to the nearby ice floes. From there, you'll quickly realize it's a LONG way off to shore.
    Take care if using survival mods, especially those with hypothermia modules. You can freeze to death quickly!
    Attacked and Left for Dead
    You find yourself in a remote area, robbed and left for dead by bandits. They were kind enough to leave what they thought was your corpse dressed in ragged clothes, but nothing more. Can you survive the harsh wilderness and reach safety alive?
    The random locations now include a few spots on Solstheim as well.
    With proper setup, any location in Tamriel or Solstheim in any mod can be made to work with this. See the extension documentation for details.
    Vampire in a Secluded Lair
    The lair has always been home to you, for as long as you can remember. It isn't even clear to you anymore how long you've been a vampire, but you know you still hunger for prey and still have an urge to adventure.
    The game will pick a random vampire lair location from anywhere in Tamriel or Solstheim as long as the dungeon is properly configured. This can include locations added by mods as well. You will begin equipped with standard vampire armor and weapons like all of the other vampires in the game.
    Be aware you could potentially be dropped into a cell with hostile enemies nearby. Be careful when exiting your lair.
    Necromancer in a Hidden Lab
    The laboratory you discovered in Blackreach is running low on supplies. It looks like you'll need to set forth soon to replenish, and perhaps see what's going on in the world these days.
    Fair warning - there is a Dwemer Sphere outside the door to the lab. You'll need to plan ahead before leaving.
    Vigilant of Stendarr
    You have been accepted into the Vigilants of Stendarr and have been granted living access to their headquarters outside of Dawnstar.
    The chest next to you when you begin is yours and is a safe storage container.
    Warlock's Thrall
    You snap to your senses, a sudden weight lifted from your mind by a curious ring you found while gutting a fish. You aren't even sure why you put it on, but you did. Then, suddenly, it becomes clear... You've been under the control of a pair of warlocks dabbling in necromancy! Fortunately they are not aware you've broken their hold over you, and now is your chance to escape!
    You begin the game in Boulderfall Cave, the home of two warlocks. Aside from some rather mundane robes and boots, you are equipped with a very powerful Ring of Nullification and a cheap iron dagger. You are safe so long as you choose to remain in the cave. Venture outside, and as soon as you've wandered far enough, the warlocks will realize you've broken their hold and become hostile. Time to run if you want to live!
    Note: There is no safe storage at this location, so don't leave anything here if you want it later.
    Live in an Orc Stronghold
    You'll begin in the orc stronghold of Dushnikh Yal. Though you have lived there for some time, they still call you outlander, and now you once more hunger for adventure.
    For some people, this may be considered an unbalanced option since you get decked out in a full set of orcish armor and a nice big orcish battleaxe, but you're still level 1. Death can still find you easily enough.
    Khajiit Caravan Guard
    You've been with the caravan for a long time now, and finally your group leader has hired a new guard. Time for some adventure, but you'll always be welcome at the camps in Whiterun or Markarth. This option only activates for a Khajiit.
    Member of a Forsworn Tribe
    Once the true rulers of The Reach, your tribesmen and kin have since been forced to carve out a life in the rugged mountains, away from more comfortable living. The time has come for you to leave and find adventure on your own. Only available for Bretons.
    Note - You get a usable chest in the start location that's safe to keep things in.
    Argonian Dock Worker
    You've been on these docks for months now, perhaps longer. The locals aren't treating you any better and it's high time you did something about it. A life of adventure and glory is just the change of pace you need.
    Note - The first end table inside the door, with the soul gem holder on it, belongs to you and can be used as storage. The container does not respawn.
    Redguard Alik'r Warrior
    Disillusioned with life back home in Hammerfell, you joined the Alik'r and set out to Skyrim on a mission. Only things are not what they seem and it looks like time to set out on your own. Nobody back home will know the difference anyway.
    Dunmer Refugee (Windhelm)
    Morrowind is still a very hostile place, and you've decided to take your chances in Skyrim instead. Upon arrival though, Windhelm isn't at all what you expected or were hoping for. It looks like it's time to cast aside your expectations of an easy life and become an adventurer.
    Note - The bedroll and sack you start standing next to for this are yours. The sack is safe storage.
    Dunmer Refugee (Raven Rock)
    The mainland of Morrowind is still a hostile place, and you've had enough. You're taking your chances on Solstheim in Raven Rock. Upon your arrival though, it's not at all what you were hoping. They almost treat you as an outsider. It looks like that easy life isn't there to be had after all. Might be time to take up adventuring instead.
    This start will begin in the abandon building on the edge of town and from there, you're on your own.
    Note - The bedroll and sack you start standing next to for this are yours. The sack is safe storage.
    Starting on Solstheim can be tough since the DLC is intended for higher level characters. Death will visit often if you are not careful!
    Altmer Agent of the Thalmor
    You're assigned to the Thalmor Embassy near Solitude. As part of your regular duties, you are tasked with routine investigations of various matters in Skyrim. Though Elenwen has yet to trust you with a field assignment - until now. How fortunate that it should mean finally getting to do some adventuring on the side while you're out.
    You begin the game inside the Thalmor Embassy on the upper floor, standing next to a bed. Since the Embassy does not respawn in the vanilla game, all storage should be safe. You will be a member of the Thalmor faction, so you can take what you wish from the building at any time, and can sleep in any of the beds you can find.
    Once you have arrived at Helgen, you will be removed from the faction and the Embassy will then be closed to you until the party during the main quest. Thalmor may become hostile toward you at this point due to their assumption that you've abandoned your post. Be aware that membership in the Thalmor faction may also make Stormcloaks hostile toward you, including cities run by them! Unlike the bandit start, you will retain this membership for as long as you avoid going to Helgen.
    Erik the Slayer's Childhood Friend
    Only available for Nords.
    You and Erik have lived in Rorikstead all your lives and have been the best of friends since Mralki took you in. Farming isn't a bad life, but ever since Lokir started telling all those stories about a life of adventure, it's all you two have talked about for months. Erik's father has finally given his blessing and the two of you are finally geared up and ready to depart!
    You begin the game at the Frostfruit Inn in Rorikstead. Erik's mini-quest is completed and he has been assigned as your follower. You can dismiss him at any time just like normal. Your starting equipment will be the same as his equipment.
    Member of the Penitus Oculatus
    Only available for Imperials.
    You've been assigned to the Emperor's detail in Dragon Bridge. The commander has finally realized that someone needs to go out and do some field work to prepare for the Emperor's visit to Skyrim. Fortunately, the commander has chosen you for the job. It can't hurt to do some adventuring on the side while you're out doing your duties.
    You begin the game at the Penitus Oculatus Outpost in Dragon Bridge. You are equipped with a full uniform, an Imperial sword, and Imperial shield plus incidental gear and loot. As a member of the faction, you will be able to take anything from the outpost if you want, but since this cell respawns, you DO NOT have safe storage. Membership in this faction may cause other factions to react in a hostile manner!
    Upon the "Unbound" quest completing, you will be removed from the faction on the assumption that you have failed to fulfill the duties you were assigned to. You will also be expelled should you decide to turn on your fellow Oculatus members and attack them.
    Surprise Me
    Random roll that will pick one of the above. The standard Helgen start will not be included in this. Race specific starts will only apply if the player's race matches.
    Credits
    Chesko - For his polygon shape detection script.
    Nikkita - For her awesome work on the voiced lines for the statue of Mara in the starting cell.
    Dwip - The new mesh section for the farmhouse interior.
    Disclaimer
    This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.

    1,807 downloads

       (2 reviews)

    3 comments

    Updated

  11. Horses Gone Wild

    Name: Horses Gone Wild
    Version: 1.0
    Date: 04/19/2012
    Category: Creatures
    Requirements: Official Skyrim Patch 1.5 or latest
    Author: Carah
    Recommended Mod(s)
    Convenient Horses by Alek - http://skyrim.nexusmods.com/mods/14950

    Been tested with patch 1.6 beta. Mounted combat is a go-go

    Version 1.0 Has no ridable horses, but if you just want the ambiance of wild horses running around. This version is the one for you.

    Description
    ===========
    Makes Skyrim more immersive by adding herds of wild horses to various locations.

    Details
    =====

    The horses can be killed, but they do respawn with the exception of wild stallions. You can loot hide and meat from them.
    The horses are standalone, and should not overwrite (or be overwritten by) any other mods that change the appearance of horses, (ie. horse armour mods, re-modeled and/or re-textured horses).
    In each herd there is atleast one ridable horse (stallion). When dis-mounting, the wild stallion will run back to his own herd. Wild stallions are meant for temporary transportation.



    Location
    ========
    There is a map in the zip file giving you a rough idea were the herds are located.

    Install
    =======
    1. Copy the Meshes, Texture folder and HorsesGoneWild.esp file to Steam\steamapps\common\skryim\Data\
    2. Start Skyrim Launcher, click 'Data Files', place a check-mark beside the .esp file.

    Version 1.4:
    Just to be on the safe side un-install older version, make a clean save in the game, then install version 1.4.
    When installing version 1.4 you will be asked to overwite, click "Yes To All".

    Uninstall
    =========
    1. Start Skyrim Launcher, click Data Files, uncheck the .esp file.
    2. Delete the following files:

    skyrim\Data\HorsesGoneWild.esp
    skyrim\Data\HorsesGoneWild bsa
    skyrim\Data\HorsesHoneWild bsl

    Incompatibility
    ===============
    None that I know.

    Known Issues or Bugs
    ====================
    None that I know.

    Contact
    =======
    You can send me a message at Tes Alliance or Tes Nexus.

    Credits
    =======
    Special Thanks to the following members of Nexus for all their help with suggestions, and beta testing:

    Amnis
    AurianaValoria1
    Malachi Delacot
    True Highlander
    WolfAngelEyes

    Thank-you Alien Slof for your wonderful horse resources:
    Slof's Horse Retex Stallions
    Slof's Horse Retex Mares
    Slof's Horse Retex

    Thanks to Bethesda for creating Skyrim and the Creation Kit.
    Thanks to TES Alliance and TESNexus for the a one-stop-shop resource for authors and players.
    Thanks to LHammonds for the Readme Generator this file was based on.
    Thanks to the Goddess for creating us all.

    Tools Used
    ==========
    7-Zip - http://www.7-zip.org/download.html
    Readme Generator - http://HammondsLegac..._generator1.asp
    Creation Kit
    NifSkope - http://niftools.sour...t/wiki/NifSkope
    TES5 Edit

    203 downloads

       (2 reviews)

    3 comments

    Updated

  12. Phenderix Magic Evolved - 271 New Spells

    I have decided to upload this mod to tesalliance because it is another outlet and because some people banned from the nexus are now unable to get the newest version. Steam does not allow for the upload of zip files and thus some sounds and scripts are not installed correctly. This site will provide the answer to needing another method other than the Nexus for users to download this mod. Thanks!

    For the very latest on news regarding this mod and many optional updates please go to my nexus page for more information. Thanks!
    http://skyrim.nexusmods.com/downloads/file.php?id=5898

















    372 downloads

       (0 reviews)

    3 comments

    Updated

  13. Lesser Hold Stables

    Author: DarkRider
    Version: 1.0


    Description

    Adds a new stable and unique purchasable horse outside each of the four lesser holds, Falkreath, Dawnstar, Morthal, and Winterhold. Custom horses are designed to be faster than vanilla horses by default. Each costs the customary 1000g. This mod also adds owned versions of the lesser hold horses across Skyrim in Imperial or Stormcloak camps, small towns, etc to immerse them into the vanilla design.

    Known Bugs & Conflicts

    None as of version 1.0. Please report bugs or conflicts you encounter.

    Special Thanks

    Ysne58, lilith, and Khettienna for Beta Testing
    Arthmoor for helping to debug the questbuild
    Bethesda Softworks, for leaving the big gap this mod can fill

    Permissions

    Do Not Rehost, No Exceptions. Resources contained in this mod may be reused in new mods, provided credit is given to me, DarkRider, for my work; this excludes use in compilation packs. If you wish to include this mod in a compilation, you'll need to contact me for permission @tesalliance.org

    75 downloads

       (3 reviews)

    3 comments

    Updated

  14. When Vampires Attack

    A small mod that makes citizens in a village or city run indoors during a random vampire attack. This includes eclipse attacks as well.

    This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking master vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of the undead. NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead.

    This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine.

    Guards, members of The Companions, Vigilants of Stendaar, the Dawnguard, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse.

    Installation Requirements

    Official Skyrim patch 1.9.32.0.8 or greater.
    Official Dawnguard DLC.

    227 downloads

       (1 review)

    3 comments

    Updated

  15. The Huntsman

    =================
    Requirements:
    =================

    Skyrim Script Extender - http://skse.silverlock.org/

    =================
    Description:
    =================

    The Huntsman is a Unique Bow designed to be the perfect companion for Hunters. The Huntsman is no ordinary bow, aside from it's Unique appearance it has the
    option of being Upgraded with Upgrade Kits that not only change the stats but also change the appearance. The Huntsman also levels up with the player so it should
    never become useless.

    =================
    Finding The Huntsman:
    =================

    Your hunt begins in a Bleak Barrow.

    =================
    Upgrading The Huntsman:
    =================

    Upgrading the Huntsman is one of it's main Features, the upgrades are found throughout the world, well Interior cells anyway. You'll notice they come in the
    form of Upgrade Kits (Boxes) and are placed in easily to spot locations.

    To upgrade you either activate the Kit where they are placed, if you are able you can upgrade on the spot, if not later on when you want to upgrade drop the Kit
    and activate it, you'll be given the option to upgrade.

    Available Upgrades:

    Grip Wrapping
    Stabilizer
    Sights
    Quiver
    Reinforced Limbs

    Each of the Upgrades has a visual change along with a stat change, though what these are you'll have to find out for yourself.

    The Upgrades must be applied in the order listed above.

    =================
    Painting The Huntsman:
    =================

    Painting Patterns are an option available for those that wish to personalize the Huntsman. To do so players have to purchase paint bottles
    from Merchants, these are Misc items. The player must then drop the paint bottle and activate it, once activated the player will have the option of either
    painting the Huntsman or not if they decide not too.

    Due to the way the game works you must UnEquip and then re-Equip the Huntsman for the First Person changes to take affect.

    Upgrading the Huntsman resets the paint choice back to it's default setting.

    Paints can be purchased from your local Blacksmith or Trader.

    =================
    Installation
    =================

    1. Extract the contents of the ZIP folder into your Data folder
    2. Make sure the The Huntsman.esp is checked in the Launcher

    =================
    Un-Installation:
    =================

    1. Delete the files/folders associated with the mod
    2. Uncheck the The Huntsman.esp is checked in the Launcher

    =================
    Known Issues/Incompatibilities:
    =================

    None so Far.

    =================
    Contact:
    =================

    InsanitySorrow @ TES Alliance

    =================
    Credits:
    =================

    Thanks to Bethesda for creating Skyrim.

    =================
    Licensing/Legal:
    =================

    You may use this as you wish as long as you don't charge money for it and you credit me for any work used.

    Please do not re-host this file without my explicit permission.

    ==================
    Modder's Will:
    ==================

    If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance.

    TES Alliance are free to modify/redistribute/remove as they see fit.

    2,031 downloads

       (0 reviews)

    3 comments

    Updated

  16. Insanity's Ice Blade of the Monarch

    =================
    Requirements:
    =================

    Skyrim 1.5.24.0

    =================
    Description:
    =================

    "The Ice Blade of the Monarch is truly one of Tamriel's most prized artifacts. Legend has it that the Evil Archmage Almion Celmo enchanted the claymore of a great warrior with the soul of a Frost Monarch, a stronger form of the more common Frost Atronach. The warrior, Thurgnarr Assi, was to play a part in the assassination of a great king in a far off land, and become the new leader. The assassination failed and the Archmage was imprisoned. The Ice Blade freezes all who feel its blade. The Blade circulates from owner to owner, never settling in one place for long." —Yagrum Bagarn, Tamrielic Lore


    This adds the Tamriellic Artifact Ice Blade of the Monarch to the land of Skyrim. The Ice Blade is a unique Greatsword with a frost Enchantment.

    The mode features a new model and texture for the Ice Blade of the Monarch, aswell as my own unique design for it based on my own ideas.

    You can find the Ice Blade of the Monarch deep within Dead Men's Respite.

    =================
    Installation
    =================
    Extract the contents of the ZIP folder into your Data folder
    Make sure the Insanity's Ice Blade of the Monarch.esp is checked in the Launcher


    =================
    Un-Installation:
    =================
    Delete the files/folders associated with the mod
    Uncheck the Insanity's Ice Blade of the Monarch.esp is checked in the Launcher


    =================
    Contact:
    =================

    InsanitySorrow @ TES Alliance

    =================
    Credits:
    =================

    Thanks to Bethesda for creating Skyrim.

    =================
    Tools Used:
    =================

    Insanity's ReadMe Generator
    Photoshop CS5
    Blender
    Marmoset Toolbag - For the Render

    =================
    Licensing/Legal:
    =================

    You may use this as you wish as long as you don't charge money for it and you credit me for any work used.

    Please do not re-host this file without my explicit permission.

    ==================
    Modder's Will:
    ==================

    If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance.

    TES Alliance are free to modify/redistribute/remove as they see fit.

    147 downloads

       (0 reviews)

    2 comments

    Submitted

       (0 reviews)

    2 comments

    Updated

  17. Insanity's Chrysamere

    =================
    Requirements:
    =================

    Skyrim 1.5.24.0

    =================
    Description:
    =================

    "The Paladin's Blade is an ancient claymore with offensive capabilities surpassed only by its own defenses. It lends the wielder health, protects him or her from fire, and reflects any spells cast against the wielder back to the caster. Seldom has Chrysamere been wielded by any bladesman for any length of time, for it chooses not to favor one champion"
    ?Yagrum Bagarn, Tamrielic lore

    This adds the Tamriellic Artifact Chrysamere to the land of Skyrim.

    The mode features a new model and texture for Chrysamere, aswell as my own unique design for it based on my own idea

    There is a rumour going around saying Chrysamere's last location was somewhere near an Orphan's Tear.

    This time around the artifact is un-enchanted so you can put whatever enchantments you want onto it, you can also upgrade Chrysamere with
    3 ebony ingots an a Daedra Heart.



    For those who cannot find the location I have included a Spoilers folder with screenshots showing the location.

    =================
    Installation
    =================

    1. Extract the contents of the ZIP folder into your Data folder
    2. Make sure the Insanity's Chrysamere.esp is checked in the Launcher

    =================
    Un-Installation:
    =================

    1. Delete the files/folders associated with the mod
    2. Uncheck the Insanity's Chrysamere.esp is checked in the Launcher

    =================
    Contact:
    =================

    InsanitySorrow @ TES Alliance

    =================
    Credits:
    =================

    Thanks to Bethesda for creating Skyrim.

    =================
    Tools Used:
    =================

    Insanity's ReadMe Generator
    Photoshop CS5
    Blender
    Marmoset Toolbag - For the Render

    =================
    Licensing/Legal:
    =================

    You may use this as you wish as long as you don't charge money for it and you credit me for any work used.

    Please do not re-host this file without my explicit permission.

    160 downloads

       (0 reviews)

    2 comments

    Submitted

  18. Sungarde

    The magic realm of Sungarde, a tropical landscape for Skyrim.


    According to the legends, as the earliest tribes of ancient nords roamed through the northern coast of Skyrim, they found groups of druids summoning mage portals to a place that was said to be always "warm and moist", and "the season never changes".Their reports suggest that the Dwemer had been there before, and they left magnificent structures made of rock, just like Nchuand-Zel, the place that would become the city of Markarth.
    Historic records tell us that the ancient nords managed to colonize the place for a while, but somehow they all disappeared. The tales about the "Land of Eternal Summer" were
    forgotten for centuries. But now, one of the mage portals was discovered in the north
    coast...










    WARNING: Latest versions requires Dragonborn DLC.

    If you don´t have the expansion, you should stick to version 1.2.

    **********************************************************************
    FEATURES

    **********************************************************************

    The quest script did not work and I cannot afford to work much more in this mod, so I decided to release it as a "free-to roam" area. You will be able to dialogue and interact with some of the NPCs. Sungarde is made of:

    -9 landmasses (Bonebreaker Valley, B´zanf excavation site, Western Rocklands, Pantanalia Wetlands, Western Nord Valey, Southern Nord Valley, Johantal temple complex, B´zanf Dam and dried-up reservoir).

    -29 dungeon cells (6 caves, 13 nord ruins, 6 mixed Nord/cave ruins and 4 dwemer).

    Remember: all dungeons with more than one level have a magic portal that will bring you back to the wilderness at its end.

    Korzumjund, Yuhal and Karhuass are one-way dungeon crawls: once you start, you must go to the end!!!

    The cave of Korzumjund is 2nd level now: changed its 1st dungeon cell

    -NPCs that will give you information:
    .Ralfyr in Bonebreaker valley
    .druid master Klarissmund in western rocklands
    .Ma´luf khajit smuggler in Southern Nord Valley
    .Dremora outcast in Western Nord Valley
    .Anchieta (a vigilant of Stendarr) in Pantanalia

    -Ma´luff and the dremora outcast will buy and sell things.

    I included an extra file in which I removed the palm trees that have been causing trouble to some.


    _New meshes from: ANGILLA, BAD GREMLIN, DIGITAL LION, ELINEM, GA-KNOMBOE, INSANITY SORROW, OARISTYS & TONY67, TAMIRA, VICN, TIER1DUSTY and some stuff of mine.


    ******************************************************************************************
    KNOWN BUGS/ISSUES
    ******************************************************************************************

    -One of the new tree trunk meshes has no collision property. I´ll fix this soon.

    -there is a spot in the landmass in which my char "swam" in the air for a while (NOTE: I
    only experienced this bug in my notebook, not in my PC. Please report if this happens to
    you.)

    -CTD: they may occur (see "compatibility issues" for details about this problem). For
    unknown reasons, some player chars render the mod more stable than others.PLEASE REPORT IF CRASHES ARE PERSISTENT.

    YOU SHOULD REPORT ANY BUG/GLITCH/ISSUE YOU MAY FIND.REMEMBER THAT I REALLY NEED SOME FEEDBACK.

    ******************************************************************************************
    COMPATIBILITY ISSUES
    ******************************************************************************************

    -If you use the mod GKB-GREEN-TREES you should disable its .esp file. Although my mod uses
    some of its meshes, there is a conflict with the .esp file.
    -This mod WILL NOT WORK AT ALL if you have too many other mods in your loading list. I
    cannot say for sure how many mods and which ones (EXCEPT FOR THE ONE I MENTIONED BEFORE) Sungarde will "get along with", but I tested it in BOTH my PC and my notebook, and managed to solve the stability issues just by unchecking several .esp´s from the mods I use in my loading list. Keep in mind that Skyrim is a buggy game, and its Creation Kit is even
    buggier, so it was NOT my fault.To play my mod, you should activate only the most necessary ones (remember that the mods that change something in the vanilla worldspaces and interiorswill make no difference in the realm of Sungarde).


    ******************************************************************************************
    INSTALLATION
    ******************************************************************************************

    -All versions of the mod here in TESALLIANCE should be downloaded and installed in the right order.

    -Extract the "Data" folder in this mod to your "The Elder Scrolls V Skyrim" folder.Click "yes" when it asks to overwrite.

    -Add a check to Sungarde.esp in your Skyrim Launcher screen to activate the mod... and
    play!!!

    ******************************************************************************************
    Credits
    ******************************************************************************************

    ALIENSLOF- The new skeever and sabrecat textures

    GA-KNOMBOE- the new trees

    HANAISSE- The gate to Oblivion

    JSNIDER193- The new nord ruin tileset and the "scaly one" texture

    MUPPETMUPPET- New trees and foliage

    OARISTYS- The new skeletons

    SCOTT- The new deer, panda and troll textures, and the bamboo.

    TAMIRA- Two new plants

    TENTAIN- The skeleton torch

    YURIL- The new barrels

    546 downloads

       (0 reviews)

    2 comments

    Updated

  19. Hana's Skeleton Staff

    Hana's Skeleton Staff
    11/23/2012
    v1.0
    ---------------------

    A new staff constructed with bloody skeleton parts. What every master Necromancer needs! Coveted by evil Battlemages as well. Undead will be wary when they see you coming at them with their ancestors.

    Uses vanilla textures
    Verified with TES5Edit to be clean


    Location:
    -------------
    Find the chest in the Catacombs of Whiterun's Hall of the Dead. To the right as you enter. Sorry, I'm unimaginative.

    Contains: Various staves enchanted from the school of Destruction to choose from at moderate damage;

    Firebolt
    Ice Spike
    Lightning Bolt

    also available;

    Magelight
    Soul Trap


    Installation:
    --------------
    Unpack the .7z archive into Data folder.

    Uninstallation:
    ---------------
    Delete HanasSkeletonStaff.esp and the folder Meshes\Hana\Skeleton Staff.


    Permissions:
    -------------
    You must contact me and obtain my permission before re-using any part of these files.
    These files are not to be uploaded anywhere without my permission.

    55 downloads

       (1 review)

    2 comments

    Submitted

  20. Insanity's Collectible Cards

    =================
    Description:
    =================

    This is a small resource containing 30 Collectible trading Cards (Why not? ).


    Contents:
    ==========
    Bone Hawk
    Chaurus
    Chaurus Hunter
    Chaurus Reaper
    Dragon
    Ancient Dragon
    Blood Dragon
    Elder Dragon
    Frost Dragon
    Legendary Dragon
    Revered Dragon
    Skeletal Dragon
    Falmer
    Frostbite Spider
    Frost Giant
    Giant
    Hagraven
    Draugr Deathlord
    Dragon Priest
    Dwarven Spider

    Dragonsreach
    Jorrvaskr
    Markarth
    Riverwood
    Sleeping Tree
    Solitude
    Warrior Stone
    Whiterun
    Windhelm
    Winderhold


    ==========

    The cards are setup as clutter items.


    =================
    Installation
    =================
    Extract the contents of the ZIP folder into your Data folder
    Make use of them in your project


    =================
    Un-Installation:
    =================
    Take them out of your ESP
    Delete the files/folders associated with the mod


    =================
    Contact:
    =================

    InsanitySorrow @ TES Alliance

    =================
    Credits:
    =================

    Thanks to Bethesda for creating Elderscrolls.

    =================
    Tools Used:
    =================

    Insanity's ReadMe Generator
    Photoshop CS5
    Blender
    Creation Kit
    Marmoset Toolbag - For the Render

    =================
    Licensing/Legal:
    =================

    You may use this as you wish as long as you don't charge money for it and you credit me for any work used.

    Please do not re-host this file without my explicit permission.

    ==================
    Modder's Will:
    ==================

    If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance.

    TES Alliance are free to modify/redistribute/remove as they see fit.

    607 downloads

       (1 review)

    2 comments

    Submitted

  21. Hana's Happy Horkers Retex

    07/26/13
    v1.0

    Description:
    ------------------

    This is a texture replacer to give the horkers the love they deserve.
    Comes in vanilla size - 1024, and HD compatible size - 2048.


    Installation:
    ------------------
    Unzip into Data folder as is or install with BAIN.


    Uninstall:
    --------------
    If manually installed, delete the Data\Textures\Actors\Horker folder or uninstall in BAIN.

    Contact:
    ------------
    I can be contacted here via PM or in comments.


    Permissions:
    ---------------------
    Please do not upload this file anywhere else.
    Please do not re-use or re-issue without permission.

    54 downloads

       (1 review)

    2 comments

    Updated

  22. Cutting Room Floor

    A content restoration mod for Skyrim and the official DLCs.
    From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. They are mostly generic NPCs with no purpose, quests that were complete but cut for some reason, or just random bits of stuff to be found.
    NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs
    Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests
    Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items
    Installation Requirements
    Official Skyrim patch 1.9.32.0.8 or greater.
    Official Dawnguard DLC.
    Official Hearthfire DLC.
    Official Dragonborn DLC.
    Unofficial Skyrim Legendary Edition Patch 3.0.14 or greater.

    874 downloads

       (1 review)

    2 comments

    Updated

  23. StarX AV Package Giants

    Name: StarX AV Package Giants
    Version: 1.4
    Date: 22-04-2012
    Category: Textures
    Author: StarX
    Source: TES Alliance

    =================
    Requirements:
    =================

    Skyrim
    Automatic Variants by Leviathan1753: http://forums.bethsoft.com/topic/1355628-relwip-automatic-variants/

    =================
    Description:
    =================

    This is a ready-to-use package that contains 10 different retextures for the giants. The official hi-res textures were used as a base. By using Automatic Variants all the giants that spawn in the game have an equal chance to either use the vanilla texture or one of the ten textures in this package.The textures were designed to fit in nicely in Skyrim, so you won't see any bright blue giants running around.
    They do have several skintones, haircolors, body- and facepaint and occasionally some giants will have green eyes instead of blue. Pictures of all 10 variants are included in their own folder.

    =================
    Installation
    =================

    1. Extract this archive to any folder and then copy the SkyProc Patchers folder to your Data folder.
    2. Run Automatic Variants to make the textures show up in your game.


    =================
    Un-Installation:
    =================

    1. Delete the files/folders associated with the mod.

    =================
    Contact:
    =================

    StarX @ TES Alliance

    =================
    Credits:
    =================

    Thanks to Bethesda for creating Skyrim.

    Retextures: StarX

    =================
    Tools Used:
    =================

    Insanity's ReadMe Generator
    Photoshop

    =================
    Licensing/Legal:
    =================

    Contact me for permission if you want to use these textures for your own project. Do not upload this file to another host without my explicit permission.

    1,438 downloads

       (1 review)

    1 comment

    Updated

×
×
  • Create New...