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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

       (3 reviews)

    6 comments

    Updated

  2. 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

  3. Desert Texture Resource

    Name: Desert Texture Resource
    Version: 1.0
    Date: 22/08/2012
    Category: Resources
    Author: InsanitySorrow
    Source: TES Alliance

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

    Skyrim 1.5.24.0

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

    This is a small resource that contains a few desert textures I made that I'm no longer using. THe resource contains:

    4 Red Rock Textures
    7 Desert Sand Textures

    Each texture is seamless(tileable) and high resolution (2048x2048)

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

    1. Extract the contents of the ZIP folder into your Data folder
    2. Make use of them in your project

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

    1. Take them out of your ESP
    2. Delete the files/folders associated with the mod

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

    InsanitySorrow @ TES Alliance

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

    Thanks to Bethesda for creating Skyrim.

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

    Insanity's ReadMe Generator
    Photoshop CS5

    =================
    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.

    462 downloads

       (3 reviews)

    0 comments

    Submitted

  4. 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

  5. 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

  6. 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

  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. Insanity's Kahvozein Fang

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

    Skyrim 1.5.24.0

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

    This is a unique mesh and texture replacer for the Kahvozein's Fang.

    The model and texture are completely new, the textures are also high resolution (2048x2048). An optional lower resolution
    pack is also available.

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

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

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

    1. Delete the files/folders associated with the mod
    2. Uncheck the Insanity's Kahvozein Fang.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.

    128 downloads

       (2 reviews)

    1 comment

    Submitted

  10. Hana's Night Sky Texture Pack

    12/18/2012
    v1.0

    Description:
    ----------------
    This is a texture replacer pack that improves on both Masser and Secunda, as well as the basic starry sky.
    All textures are double their original size, improved quality plus deeper colour saturation. Masser is more orangy while Secunda is more bluish. Stars as well are various colours.


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

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


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

    77 downloads

       (2 reviews)

    0 comments

    Updated

  11. 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

  12. Unofficial Skyrim Legendary Edition Patch

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Legendary Edition. The goal of the Unofficial Skyrim Legendary Edition Patch (aka USLEEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package.
    Warning: Only use the Unofficial Skyrim Legendary Edition Patch with the latest release version of Skyrim patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates.
    See the full changelog for details.

    663 downloads

       (2 reviews)

    0 comments

    Updated

  13. StarX AV Package Draugr

    IMPORTANT: You need to download all files to get the complete package!

    Make sure you also download the female package for a complete experience!


    Name: StarX AV Package Draugr
    Version: 1.1
    Date: 22-04-2012
    Category: Textures/creatures
    Author: StarX
    Source: TES Alliance

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

    Skyrim
    Automatic Variants by Leviathan1753: http://forums.bethsoft.com/topic/1360923-relwip-automatic-variants-2/

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

    This is a ready-to-use package that contains 15 different textures for the Draugr. The official hi-res textures were used as a base. By using Automatic Variants the Draugr
    that spawn in the game have an equal chance to either use the vanilla texture or one of the textures in this package.

    =================
    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:
    =================

    Delete the files/folders associated with the mod.Read the documentation that comes with Automatic Variants for further information.

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

    StarX @ TES Alliance

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

    Thanks to Bethesda for creating Skyrim
    Thanks to Leviathan1753 for creating Automatic Variants

    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.

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

    1.0 Initial release
    1.1 Adjusted folder structure for AV 1.3.1

    2,925 downloads

       (1 review)

    0 comments

    Updated

  14. StarX AV Package Trolls

    Name: StarX AV Package Trolls
    Version: 1.1
    Date: 22-04-2012
    Category: Textures/creatures
    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 4 different retextures for the Cave Trolls and 4 different textures for the Frost Trolls. The official hi-res textures were used as a base. By using Automatic Variants all the trolls
    that spawn in the game have an equal chance to either use the vanilla texture or one of the eight textures in this package.The textures were designed to fit in nicely in Skyrim.
    They do have several skintones, furcolors and eyetypes. The frosttrolls have a hornlike structure on their forehead now, which I painted by hand. Pictures of all the variants are included in a seperate 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.
    Thanks to Leviathan1753 for creating Automatic Variants

    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.

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

    1.0 Initial release
    1.1 Adjusted folder structure for AV 1.3.1

    1,060 downloads

       (1 review)

    0 comments

    Updated

       (1 review)

    0 comments

    Submitted

  15. 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

  16. Hana's Happy Hares Retex

    Snuggly bunny wants to play with you!


    04/08/15
    v1.0

    Description:
    ------------------
    This is a texture replacer to make the bunnies more soft and cuddly looking.
    Textures are 4x's the size of the original. Now 1024x1024 from 256x256.

    Note: There are some UV issues, but that's a mesh problem that I'm not fixing.
    Installation:
    ------------------
    Unzip into Data folder as is or install with BAIN.

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

    Contact:
    ------------
    I can be contacted via PM at TES Alliance or AFK Mods, or in comments.

    Permissions:
    ---------------------
    Please do not upload this file anywhere else.

    34 downloads

       (1 review)

    1 comment

    Updated

  17. Economics of Skyrim

    Economics of Skyrim

    A Dark Creations hosted project

    Current Version: v1.4.1


    Requirements
    Skyrim version 1.8.151.0.7 or later. Previous versions WILL NOT WORK.
    Skyrim Script Extender 1.05.9 or later. There is some stuff this mod does that, on its own, Papyrus just can’t do. That is why Skyrim Script Extender is needed. You can download it here: http://skse.silverlock.org

    Overview

    You have arrived at your local Blacksmith, and are shopping for new toys, armor, whatever it is you want. Ever notice something odd? Like how every single blacksmith seems to have exactly the same items in stock? Well, that’s because they do.

    Every major merchant in the game have their shops stocked based on a single boilerplate arrangement of leveled lists, which both randomizes their stock and it is also rather obviously scaled to match your level. It works, but is very inelegant and can raise a few eyebrows when the smith who had nothing but low-grade Steel one day suddenly has a boatload of Ebony gear the next.

    Wouldn’t it make much more sense for the merchants to stock items based on the resources available to them in whichever region they are found? These are not modern times, merchants do not rely on buying things from other people to sell; they sell what they make. I, for one, feel the game’s economy should reflect that. That is where this mod comes in.

    And now, it’s better than ever! Gone are the old issues with unusable ingots and duplicated items! The mod has received a total makeover, literally rebuilt from the ground up. This means you can be assured a much better economic experience than before.



    Frequently Asked Questions

    Q: Why are enchanted items sometimes cheaper than their base counterparts?
    A: This is because they do not share value information with their base items. Unfortunately, it would be terribly impractical to include them to have their values changed (there are just too many). This issue is known to me and there is nothing I can do to address it, so please do not ask.

    Q: Why does the Regional Values script take so long to execute?
    A: Because the Papyrus VM is a terrible platform for handling large amounts of items as I am. If you don’t like it, you can turn the Regional Values off.

    Q: I never get the prompt to start the mod! What do I do?
    A: Download the Loose Scripts version of the mod and use it instead. This occurs if the game fails to properly load the scripts when the mod is started. If that fails to solve your problem, check your game’s version number. If it is below 1.6.89, you must update your game.

    Q: I've correctly installed SKSE and am launching it through the launcher, but the mod still tells me SKSE was not found! What gives?
    A: Windows User Account Control is blocking SKSE from accessing the game, and this will occur if you installed Skyrim into the Program Files directory instead of an independent directory that UAC is more lenient with. If you are unwilling to move your Steam installation elsewhere, you can fix this by giving SKSE Admin privileges.

    Q: Is this mod clean?
    A: Yes. It was checked in TES5Edit and contains no dirty or wild edits





    Primary Features

    -Regional Economy-

    Globally:

    - General merchants will no longer be a one-stop shop for all your adventuring needs. They will instead be geared towards selling food, books, clothing (why do none of the merchants in this game sell clothes?!), jewelry, and odds and ends.

    - Alchemy shops stock regional ingredients much more often and in much higher quantities along with some ingredients that are imported from other areas of Skyrim, though these will not always be available and stocks will not be guaranteed. Rare ingredients will have a chance to be stocked by any city-dwelling alchemist, but that chance is lower and you won't find as many available.

    - Blacksmiths sell weapons and armor based on what is available to them in their specific region. There will be an occasional, though very slight, chance for rare items to be in stock, though you will need to have played the game for some time before you can actually see them (for the sake of balance).

    - Innkeepers serve food based off of a regional menu. This menu are strictly adhered to, as they do need to keep costs down. Buying local product is a good way to save some coin. The inns found in major cities serve a wide range of foods along with a selection of desserts, whereas inns and taverns found in the more rural areas of Skyrim tend to operate on a more rigid &quot;this is today&#39;s dinner&quot; style.

    - Merchant stocks are un-leveled. If you have the coin, you&#39;ve got the product. Plain and simple. Instead, what is available for you to purchase depends on where in Skyrim you are shopping. Whiterun and Riften, for instance, now have vastly different goods for sale.

    - The vast majority of Skyrim's merchants no longer sell magic items. This is done to A: keep with the game lore better that Skyrim is relatively superstiscious of magic and B: for the sake of my own sanity (repricing thousands of enchanted items by hand is not something I have any interest in doing). If you are shopping for spells and soul gems, your best bet is to visit your local court mage or take a carriage to Winterhold.

    - You will have to pay extra for non-local goods than for local product to make up for shipping costs.

    - If you are looking for goods that may not be entirely from legitimate sources, Khajiit Caravans should have what you need. They are also the only merchants who are openly willing to sell you lockpicks. Also, try the fondue, mages love the stuff!

    - Orcish gear is available for cheaper prices in the various Orc Strongholds in Skyrim. Of course, actually being allowed to buy it is something you'll need to figure out for yourself.


    Whiterun: Major resources: Leather, Iron, and Corundum (copper), meat and game.

    - Given its central location, there is a chance of finding a little bit of everything here, but stocks will still be heavily geared towards what is found out in the plains. Lots of meat and hides, as well as plentiful iron.

    - This means alchemists stock a lot of tundra-specific ingredients, but there is still plenty of imported ingredients for sale.

    - General merchants are geared towards the sale of meat and vegetables, as well as working class clothing. Goods are geared towards a more middle-class standard of living.

    - Blacksmiths sell a lot of leather product (due to the plentiful game hunting in the tundra) as well as a fair bit of iron and steel. There will be a higher chance than other areas to see other armor and weapon types in town given, such as Dwemer or Elven. Iron and Corundum is available plentifully.

    - The Drunken Huntsman is geared towards selling hunting quality bows and arrows. They will not stock higher grades, as they are not in the business of combat archery.

    - Eorlund Gray-Mane now exclusively sells Skyforge Steel weapons and armor, as well as any special gear only open to the Companions.

    - Market merchants: meat stall will sell plenty of fresh meats, vegetable stall will sell vegetables and bread, and the Gray-Mane stand will sell basic silver jewelery.

    - Innkeepers will sell lots of meat steaks including venison, beef, and occasionally mammoth. Vegetable stews are also popular fare.

    - In short, Whiterun is an excellent city for newer characters to get geared up learn the lay of the land, as goods and services are plentiful in this central city of Skyrim.


    Markarth: Major resources: Dwemer metal, silver, and gold.

    - As Markarth is built in an old Dwemer city, plenty of Dwemer metal means plenty of Dwemer goods. Silver and Gold is available in great supply, as well, but little animal hides.

    - Alchemists stock Reach-specific ingredients, such as Juniper Berries , as well as ingredients commonly found in Dwemer ruins (like Falmer Ears and Chaurus Eggs).

    - General merchants have plenty of Dwemer utensils to sell, as well as foods that favor rocky environments. Clothing is geared towards mining with a bit of finery here and there. And lots of jewelery. Markarth is also (almost) the only place in Skyrim you can find raw gemstones for sale.

    - Blacksmiths commonly stock Dwemer goods in Markarth, as well as silver weapons. Dwemer metal scraps and silver can be purchased as ore.

    - Innkeepers sell hearty stews, a fair bit of goat and plenty of starch. Leafier vegetables are not often found fresh, as the Reach makes for very poor farmland.


    Riften: Major resources: Ebony and Malachite, wood, vegetables.

    - Riften's proximity to Morrowind makes it much easier to obtain raw Ebony and Glass than most other places. You will see Ebony more often than Glass here.

    - Alchemists have Rift-specific ingredients for sale, so forest mushrooms and bird eggs can be found plentifully. River fish, as well, due to the presence of plentiful lakes.

    - Due to heavy forests, farming is difficult in the Rift, so foods are favored towards items that can be more easily foraged. That being said, farm space has been cleared, and the ground is very fertile, so fresh fruits are plentiful.

    - General merchants sell lots of wood-based products in Riften, though rarely anything valuable due to the presence of the Thieves Guild.

    - Blacksmiths will stock Ebony and Glass items more often in Riften, and ingots of Ebony and Malachite are also available, though expensive and in short supply.

    - Innkeepers favor Maven Black-Briar&#39;s mead in the Rift, as well as hearty stews due to the Rift&#39;s high elevation compared to the rest of Skyrim.


    Solitude: Major resources: Moonstone and Quicksilver, fish.

    - As the Imperial capital, Thalmor influence is very strong in Solitude, so you will often come across Elven weaponry and armor.

    - A fairly rich town, Solitude has more finery available for sale than most other provinces.

    - Fish is very common to see on the plate. Vegetables are a bit more difficult due to how far north Solitude is, and the rocky environment prevents good farming.

    - General Merchants sell finer wares than other places in Solitude. Clothing is geared towards upper-class, and plenty of fish. Horker can also be found occasionally.

    - Alchemists specialize in hardy plant life found far to the north. As the Thalmor are magically inclined, rarer ingredients can be found more commonly in Solitude.

    - Blacksmiths often have Elven gear for sale, as well as Quicksilver and Moonstone. You cannot buy iron and steel at all here, they need it for Legion equipment.

    - Fletchers are geared toward Combat archery, due to the military presence in the city. Higher quality bows and arrows can be purchased here.

    Windhelm: Major resources: Malachite and Ebony from Morrowind, fish, leather.

    - Fish is the dominant protein in Windhelm. Little farmland is available, but what can be used is extremely fertile due to the volcanic presence, making for a decent supply of vegetables.

    - Alchemists stock the local flora, as well as river-caught fish since two rivers run through the Hold. Giant toes and Ice Wraith teeth can be found more often, too, as Nord tradition runs very deeply through the city (slaying a giant or an ice wraith is a Rite of Passage in Nordic culture).
    - Mammoth is found more often here than other places due to bolder hunters.

    - Light Armor is the preference of Windhelm, and thanks to its close proximity to Morrowind, has taken a liking to Glass equipment. Glass and some Ebony can be found more easily here than other Holds, specifically Glass thanks to the mines in Kynesgrove.

    - Foods are very Nordic, so heavy on roasted meat and stew, and plenty of ale and mead.


    Small holds:

    Falkreath - Plenty of wood and birds means plenty of arrows from fletchers.

    Morthal - Marshy ingredients are plentifully sold, but selections are limited here due to the largely isolated community and resource-poor surroundings.

    Dawnstar - A small trade hub in the far northern reaches, a fairly good selection of non-local goods is often found here.

    Winterhold - This is the place to go if you want magical gear. Spell tomes, scrolls, and robes can be bought for cheap and are readily available in Winterhold.


    -Armor Sets-

    - It is now possible to buy an entire set of armor in one fell swoop. If you see a merchant has "XXX Armor Set" in stock, if you buy that item, every piece of that armor (including the shield, if applicable) will be added to your inventory.

    - Buying these full sets is slightly cheaper than buying the armor in individual pieces where the armor in question is regularly forged, and it is also the only way to buy armor if the materials to make it are not present in a particular region.


    -Regional Values-

    Not only are what the merchants selling affected by region, but so is what they will actually pay for them. As you travel, you might notice the published values of the items you are carrying are fluctuating. What you are seeing is how much merchants in the area are willing to pay for the items you are carrying around. You may not get too much out of a jewelry sale in Markarth, due to the abundance of Gold and Silver in the region, but in Whiterun, you can get a much better deal.

    Need to make some fast cash? Why not BE the traveling trader who is responsible for all those non-local goods everyone else is selling? If you want to play the role of a traveling merchant, this mod is right up your alley.


    -Extra Merchant Gold-

    Let’s face it; merchants in this game simply don’t have enough gold to keep up with all the high-tier loot you truck back to them late into the game. Well, no more! This mod provides a number of options for you to choose from for how much extra gold you want your merchants to have. They are:
    Vanilla (No Change)
    More (+500 extra Gold)
    Lots More (+1000 extra Gold)
    Rich (+2000 extra Gold)
    Break the Bank! (+5000 extra Gold)

    You may choose whichever one is to your liking. And you may change this whenever you wish, though please take note for the sake of balance, your changes will not take effect for any merchants you have already visited until the next time their inventories are restocked.


    -Blacksmith Services-

    Blacksmiths should be good for more than just a place to shop for weapons and armor. Metalwork is a fine craft that encompasses so much more than retail sales, so now the blacksmiths will be allowed a means of exercising that craft for you. All you need is some coin to spend.
    Tempering: Blacksmiths can temper your weapons for you now if you do not wish to do it yourself. A new dialogue topic is available with all blacksmiths while they offer services: “Can you improve my equipment?†Select it, and the Smith will ask you if you wish to improve your weapons or your armor. Choose which you want (or change you mind if you hit the topic by mistake) and the smith will inform you to what grade of quality he is capable of improving your gear to, and will do so. For a price.

    Ordering: Blacksmith not have that elusive Dwarven Helmet you’ve been after? Why not ask for it to be made for you? A new dialogue topic is available with all blacksmiths: “Can I order some equipment?†Select it, and the smith will show you the list of all the weapons and armors he can craft for you (it varies by region, so different Blacksmiths will offer different goods). For each item you purchase, you must wait one game day before you can obtain it (so if you order three items, you will need to wait three days until you can pick up your order). An Objective will be displayed for you that will show you how long you have left to wait to help you keep track of your orders easily, and will count down every 24 hours. Once the full time you need to wait has elapsed, the Objective will update telling you your order with a particular blacksmith is ready, and a Quest Marker will point the way to the Smith in question (in case you forgot). Talk to him again, ask “is my equipment ready?â€, and you will receive your shiny new gear. You may only have ten orders pending at a single time.

    Both of these features are universally compatible, so you will be able to access them from any blacksmith in the world, including those added by other mods.

    -Enchanting Services-

    Court Mages will now provide you with Enchanting services, so that characters who would prefer not to make use of the Enchanting skill can purchase enchantments, or to allow for you to receive access to higher powered enchantments for a price.
    Go to your local Court Mage and select the new dialogue option “Could you enchant something of mine?†You will then be prompted to choose the soul quality you want, as well as the asking price per-enchantment. This price is non-negotiable. You can use Petty all the way up to Grand souls.

    Once you select the soul quality, you will be brought to the Enchanting menu. From here, simply use it as normal. You may only enchant one item at a time. I would have preferred this not be the case, but due to some shortcomings in the Enchantimg menu logic, this is the only option on the table right now.

    You may only use enchantments that have been learned through Disenchantment in the service. This is a hardcoded game mechanic that cannot be changed. But thankfully for you, the Court Mages offer free Disenchantment services (but note you will not receive any Enchanting skill boosts).

    As with the Blacksmith services, this feature is universally compatible, so you may access it from any mods that add their own court mages.

    -Workstation Rental-

    Now you must pay to use a merchant's workstation. Speak to the merchant in question and ask to use his equipment, and for a fee (100 Gold) you will be able to use their crafting equipment for 24 hours.

    This goes for all merchants who have a crafting workbench they normally would be found using, so the fee will cover an Alchemist's Alchemy bench, as well as the full set of crafting benches for Smithing at the local Blacksmith.

    This feature is currently only compatible with the vanilla merchants. Dawnguard will not be covered due to this being unnecessary for them (you must join factions to use the new workbenches in Dawnguard, which defeats the purpose of paying for them).


    Installation


    Skyrim Script Extender is required! No ifs, ands, or buts about it, you need it, end of story!

    Wrye Bash users: The mod is provided in a BAIN-friendly format so that you may quickly drop it into your Installers folder and install.

    Nexus Mod Manager users: Nexus Mod Manager will be able to handle the packaging of this mod on its own, you won’t need to do anything fancy. Just convert it into an FOMOD and install.

    If you use none of the above: Just drag and drop the provided files into your Skyrim\Data folder.



    Uninstallation

    No extra steps will need to be taken if you wish to uninstall the mod, as the changes made to the item values are never actually saved into your savegame (the mod’s data on them is, but not the actual values themselves). So if you save and quit with Regional Values active, turn off the mod, and come back, all of your item values will be back to normal. No muss, no fuss.

    It is recommended you do save your game somewhere away from any merchants, though, and after you do uninstall the mod, wait for at least two game days so that their inventories will be restocked with the vanilla items. You don’t absolutely have to do this, but the mod’s changes to the merchant stocks will persist until they restock again if you uninstall.

    Wrye Bash users: Very easy, just navigate to the package in your installers tab and choose Uninstall.

    Nexus Mod Manager: Again, very easy. Just deactivate the mod.

    If you use none of the above: Simply follow the steps for Steam Workshop minus the need to unsubscribe.



    Configuring the Mod

    New Game: Due to the need to avoid causing problems with the game start sequence at Helgen (and in general), and also to avoid interruptions, the mod will not start up at all until you have completed the intro sequence up to the point where your bindings are cut (shortly after you enter the Keep in Helgen). Or, if you are using an alternate start mod like Live Another Life, when you exit the starting cell. Once either of these conditions are fulfilled, the menu item (a gold coin labeled +Skyrim Econ Options+) will be given to you and a message will appear letting you know that it is now safe to start the mod.

    Pre-existing game: The message stating the mod is safe to start will appear about a second after you have loaded up the game.
    Once you have been notified that Economics of Skyrim is ready for your input, you can call for the initial load whenever you wish through the menu coin. Once you do, the mod will begin loading up the initial data it needs for its full functionality. When it is done, you will be notified if you wish to enable the Regional Values feature now or leave it disabled. If you choose to leave it off, you may turn it on in the menus whenever you wish.

    The available options for you in the menus are:

    Extra Gold: This is where you choose how much extra gold you want your merchants to have. Each of the button prompts will do exactly as described above in the Features section.

    Regional Values: Options for configuring the Regional Values scripts are found here. They are:

    >Enable/Disable Regional Values: Turns the Regional Values feature on and off.

    >Notifications: If you want, you can have the mod provide notifications when the Regional Values updates have started and ended. You can set those up here.

    >Re-Calculate values: this tells the mod to re-run the Regional Values update script. You can use this if for some reason your item values become messed up and you want to reset them.

    Region Info: For which of the nine Holds you are in, this option will provide a description of the area’s major resources and the state of the local economy. Or, if you are not in any of the nine Holds, you will be notified.

    Merchant Difficulty: This sub-menu allows you to tailor the haggling difficulty of the game to your personal desires. There are five pre-sets available: Very Easy (Vanilla), Easy, Moderate (Default), Hard, and Inconceivable! (use the latter at your own risk). If none of those pre-sets do it for you, then select the “Custom†option and you can tailor the difficulty to your liking. This will change the values of two Game Settings: “fBarterMax†and “fBarterMin.†Increasing the numbers makes items more expensive and decreasing them makes items cheaper (and vice versa). The greater the gap between the two numbers, the more the prices will fluctuate as your Speech skill increases. You may manipulate the variables in increments of 0.5 only (only minor adjustments are permitted because getting wild with these settings can have significant effects on item prices).

    Other: Any options that currently do not fall into the above categories. Currently only contains the option to enable or disable the workbench ownership scripts.



    Compatibility

    This mod is no longer incompatible with mods that wish to edit either the base merchant containers or their leveled lists*.

    *Use of Wrye Bash’s Bashed Patch is required to ensure ideal compatibility. The mod is already tagged, you just need import this mod’s Leveled Lists into your Bashed Patch.

    Users of the previous compatibility patches: they are now obsolete. Please remove them from your load order.

    If you have any further incompatibilities in your game, please report them. There is no guarantee that I will address them, but if it is well-requested, I very much might.

    Current list of incompatible mods (do not use):
    Cutthroat Merchants (All plugins): This mod already allows you to adjust merchant barter difficulty to a much greater degree than Cutthroat Merchants, there is no reason at all for you to use these two together.

    Known Issues

    Regional Values does not change the values of pre-enchanted items. This is because their value information is separate from the base item’s value information, and including them in Regional Values is hopelessly impractical (the scripts would take way too long to run). This cannot, and will not, be fixed at this time.



    Full Changelog

    -v1.4.1: 12/17/2012

    - Fixed Bug: Arcadia and Farengar Secret-Fire were not linked to their respective workbenches correctly.
    - Fixed Bug: Removed workstation rental dialogue from a couple actors who had no reason to offer it.
    - Fixed Bug: Arcadia and Zaria will no longer offer the Alchemy tutorial quest to avoid a soft-conflict. It is now exclusive to Orgnar in Riverwood. Fix is not retroactive.
    - Fixed Bug: Adrianne Avenicci will no longer offer the Smithing tutorial to avoid a soft-conflict. It is now exclusive to Alvor in Riverwood. Fix is not retroactive.
    - Feature Change: Allowed possibility to disable workstation rentals.

    -v1.4: 12/03/2012

    - DLC Support: Added support for the Dawnguard official DLC. Tempering services are available for all new equipment, and certain equipment is available for ordering from Gunmar at Fort Dawnguard.
    - New Feature: Enchanting services. Visit your local court mage and ask if he can enchant your gear for you. You may choose what grade of soul you wish to use, and the price you pay will directly reflect that.
    - New Feature: Workstation Rental. Now you must pay to use a merchant's workstation. Speak to the merchant in question and ask to use his equipment, and for a fee (100 Gold) you will be able to use their crafting equipment for 24 hours.
    - Optimization: Blacksmith Services dialogue now checks for a single Faction (JobBlacksmithFaction) instead of several Classes. More logical and accurate this way.
    - Other: Generated SEQ file for Economics of Skyrim for a just-in-case fix to the quest dialogue bug.
    - Other: Mod cleaned of wild edits with TES5Edit.

    -v1.3: 08/29/2012

    - Fixed Bug: Turning off Regional Values through the menu option would render you unable to turn it back on.
    - Fixed Bug: Removed some debug leftovers from Blacksmith Services scripts.
    - Fixed Bug: The “order ready†objective for the blacksmith services will now be removed properly when you pick up your equipment.
    - New Feature: Haggling Customization. Control how easy or hard a bargain merchants provide. A new menu option, “Merchant Difficulty,†is available that allows you to select between a few pre-set values, or create your own.
    - Feature Change: Blacksmith services now provide graded tempering services. Choose your quality instead of having it fixed per blacksmith, and prices will now reflect the quality of temper you desire.

    -v1.2.3: 08/14/2012

    - Fixed Bug: Extra Merchant Gold was not working due to the needed leveled lists going missing at some point in development.
    - Fixed Bug: Leveled List swapping detection script had an incorrect Location specified for The Pale
    - Fixed Bug: Blacksmith services was not initializing correctly for previous version.
    - Compatibility Tweak/Fixed Bug: Regional Stocks was redesigned again to avoid problems with merchants supplying nothing. The EOS leveled lists now piggyback onto the vanilla lists instead of replacing them. This also means this mod is compatible with other mods that want to rebalance the vendors, too.
    - Other: Replaced several Debug messages with Message record messages, for easier translation.

    -v1.2.2: 07/15/2012

    - Fixed Bug: A couple essential Aliases ended up getting blanked out. These have been re-filled. A full refresh of the mod’s data is included.
    - Optimization: Switched from the current fake GetGameLoaded() function to using the OnPlayerLoadGame() Event.

    -v1.2.1: 07/14/2012

    - Fixed Bug: Jonna at the Moorside Inn was offering Blacksmith services due to a bad Class assignment (vanilla bug).

    -v1.2: 07/13/2012

    - New feature: Blacksmith services. Pay the local smithy to temper your weapon for you if you have the cash, or if you want something the smith can provide that is not in his current stock, you can order it from him, paying some Gold up front in exchange for the equipment you want after a few days.
    - Bugfix attempt: changed SKSE detection to something a bit more reliable. I can’t recreate the “SKSE not detected†problems people are having, so it is up to you to inform me if things are better.
    - Optimization: Phased out game.getPlayer() in favor of using a Player property in the scripts where applicable, meaning any operations requesting the Player as a reference will now be able to grab that reference about 1000 times faster than before.

    -v1.1.3: 06/25/2012

    - Fixed Bug: Fixed strange behavior regarding merchant leveled lists if you visit them after visiting more than one game region.
    - Fixed Bug: Morthal Spell Vendor added to merchant lists (second time he was omitted, that guy is starting to annoy me). He specializes in Conjuration.
    - Other: Added Bash Tags to description to prevent the need for users to add them manually.

    -V1.1.2: 06/22/2012

    - Fixed Bug: Moved items around in the leveled lists to prevent issues with merchants only having pocket change to spend on your goods.
    - Fixed Bug: Windhelm merchants were supplying goods from the Markarth lists.

    -V1.1.1: 06/20/2012

    - Optimization: Script optimizations.

    -V1.1: 06/19/2012

    - Compatibility Tweak: Changed Regional Stocks to a much more mod-friendly system that no longer edits the base merchant containers. This means mods that wish to give new items to vendors will no longer be locked out of the containers or the leveled lists, allowing both them and this mod to coexist peacefully.
    - Compatibility Tweak: Undid the changes to the Innkeepers, as I decided that it accomplished too little at too great a cost.
    - Feature Change: The menu token is now provided via a Reference Alias to try and avoid issues of people losing it.

    - V1.02: 5/27/2012

    - Fixed Bug: Falion was assigned to the wrong vendor keyword list, resulting in him selling nothing.
    - Fixed Bug: Some quest scrolls managed to sneak their way into the vendor lists. These have now been removed.

    v1.01: 5/11/2012

    - Fixed Bug: Armor sets feature was not working properly

    v1.0: 5/9/2012

    - Merchants are now selling enchanted items again. Enchanted versions of items are only available in cities where those items are readily available.
    - Spell merchants have been overhauled. Only apprentice spells are available outside the College of Winterhold now, and each spell vendor only sells tomes for his Magic School specialty. They do, however, stock more scrolls and staffs now.
    - Regional Values system has been completely redesigned from the ground up. It is now accomplished purely through scripting, meaning most major issues with the item hot-swap method used previously are no longer a problem.
    - Extra Merchant Gold can now be tailored to your liking. There are five settings for you to choose from, each offering progressively larger amounts of extra gold.
    - Innkeepers will no longer be selling items they aren’t supposed to.

    v0.1.5: 03/06/2012

    - Further CTD fixes.
    - Underlying scripting has been optimized. A number of scripts that were doing largely the same thing have been combined together, and changes were made to how they fetch objects.
    - A version controller has been implemented to make it easier to update the mod. Future updates will not require a clean save.

    v0.11: 03/04/2012

    - Redid a few of the mods scripts to prevent a sporadic CTD on startup

    v0.1: 03/02/2012

    - Initial Release



    Licensing/Legal

    - You are free to alter, expand on, or destroy this mod in any way you see fit. If you wish to share your work, however, you MUST contact me and obtain my explicit permission before doing so. Any instances of severe mod destruction will not be eligible for technical support until restored to a functional state.

    - Any works that are found to be in breach of the above, the author will receive a single polite request from me to remove it from wherever it is being hosted (from all sites it is being hosted on). Failure to respond within 48 hours will result in more direct action being taken.

    - DO NOT upload this mod to any site other than those I have personally uploaded it to without my express permission given. Any user or site found in violation of this will be considered to be stealing intellectual property and will be treated as such. Just because this mod is free does not mean that gives you free reign over what you can do with it. My work, my rules.

    - If I fail to respond to your requests to expand or alter this mod within 30 days, you may consider yourself as having my approval to do as you wish, but please note that upload location restrictions still stand.

    - Translators: please simply PM me if you wish to translate this mod. If you wish to upload the translated version to one of my current mirrors, you may consider my answer to be “yes†outright. If you wish to upload elsewhere, though, you must obtain my permission to do so. All I wish to know is that the mod is being translated, and anyone who wishes to do so has my approval.

    1,514 downloads

       (1 review)

    0 comments

    Updated

  18. Insanity's Goldbrand

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

    Skyrim 1.5.24.0

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

    "This magical Sword is almost a complete mystery. Thieves tell tales about its golden make and how it was actually forged by ancient dragons of the North.

    Their tales claim that it was given to a great knight who was sworn to protect the dragons. The Sword lends its wielder the ability to do fire damage on an enemy. Goldbrand has not been sighted in recent history and is said to be awaiting a worthy hero."

    This adds the Tamriellic Artifact Goldbrand to the land of Skyrim. Goldbrand is a golden Katana with the ability to set it's foes on fire.

    The mode features a new model and texture for Goldbrand, aswell as my own unique design for it based on my own ideas.

    You can find Goldbrand deep within Bleak Coast Cave

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

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

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

    1. Delete the files/folders associated with the mod
    2. Uncheck the Insanity's Goldbrand.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.

    243 downloads

       (1 review)

    1 comment

    Updated

  19. [Skyrim] Insanity's Empire Longswords

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

    Skyrim 1.5.24.0

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

    This brings two of the Empire Longswords from Warhammer Online Concept Art to Skyrim.

    You can aquire the Longswords by crating them, they're setup as steel weapons, though they need more of each material, they're also a little strong than
    the Steel Weapons. There are gold and silver versions of each available.

    Each one can be upgraded too.

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

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

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

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

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

    InsanitySorrow @ TES Alliance

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

    Thanks to Bethesda for creating Skyrim.
    Thanks to Dan Scott for the great Concept Art these are based on - http://www.danscottart.com/index.html

    =================
    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

       (1 review)

    1 comment

    Submitted

  20. Insanity's Dragon Katana

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

    Skyrim 1.5.24.0

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

    Adds a new Katana into the game, a Dragon Katana. The katana is dragon themed (as the name suggests).

    You can aquire the Katana by crating it, it has been setup as a steel weapon, though it needs more of each material, you'll also find it's a little strong than
    the Blade's katana. You can upgrade it too.

    The Katana features a new (High poly) model and a high resolution texture, all brand new.

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


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


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


    Delete the files/folders associated with the mod
    Uncheck the Insanity's Dragon Katana.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.

    302 downloads

       (1 review)

    1 comment

    Updated

  21. VictoriaG Menu Replacer 1

    VictoriaG Menu Replacer 1
    ======================

    A Main menu wallpaper replacer for Skyrim.
    Version 1.0 - 29/04/2012
    by VictoriaG


    -DESCRIPTION---------

    A selection of my screenshots that will replace the main menu backdrop in Skyrim. All images are 1920 x 1080.

    Also check out my other replacers here:

    http://skyrim.nexusmods.com/mods/21059
    http://skyrim.nexusmods.com/mods/21358
    http://skyrim.nexusmods.com/mods/23759
    http://skyrim.nexusmods.com/mods/25761

    Windows Screensaver: http://skyrim.nexusmods.com/mods/24360


    -Installation--------

    Step 1

    Decide which wallpaper you like from the Previews folder.

    Step 2

    Open the folder you want and copy the contents into steam/steamapps/commom/skyrim

    If it asks to merge/replace files say yes.

    *** If you want it to randomize, install randomizer version of this mod first: http://skyrim.nexusm...ile.php?id=3708,
    You can then install my mod into data/MAINMENUWALLPAPERS
    Or if you change the folder names(A to A1) it can be install along side that mod giving you both sets of images!


    -Credits & Thanks--------

    hellstorm102 for the replacement logo mesh and letting me use the single version of his mod to base this on.
    http://skyrim.nexusm...ile.php?id=3708
    Bethesda for Skyrim.
    Skyrimnexus for the community website.


    -Licensing/Legal---------

    Do not re-upload this or include it in whole or in part in any compilations, period. If I have left Skyrim modding & *want* it re-uploaded, I will change this section, otherwise, this stands, regardless of whether or not you can contact me.

    68 downloads

       (1 review)

    0 comments

    Updated

  22. VictoriaG Menu Replacer 2

    VictoriaG Menu Replacer 2
    =========================

    A Main menu wallpaper replacer for Skyrim.
    Version 1.0 - 25/07/2012
    by VictoriaG


    -DESCRIPTION---------

    A selection of my screenshots that will replace the main menu backdrop in Skyrim. All images are 1920 x 1080.

    Also check out my other replacers here:

    http://skyrim.nexusmods.com/mods/16081
    http://skyrim.nexusmods.com/mods/21358
    http://skyrim.nexusmods.com/mods/23759
    http://skyrim.nexusmods.com/mods/25761

    Windows Screensaver: http://skyrim.nexusmods.com/mods/24360



    -Installation--------

    Step 1

    Decide which wallpaper you like from the images in the preview folder.

    Step 2

    Open the folder you want and copy the contents into steam/steamapps/commom/skyrim

    If it asks to merge/replace files say yes.

    *** If you want it to randomize, install randomizer version of this mod first: http://skyrim.nexusm...ile.php?id=3708,
    You can then install my mod into data/MAINMENUWALLPAPERS
    Or if you change the folder names(A to A1) it can be install along side that mod giving you both sets of images!


    -Credits & Thanks--------

    hellstorm102 for the replacement logo mesh and letting me use the single version of his mod to base this on.
    http://skyrim.nexusm...ile.php?id=3708
    Bethesda for Skyrim.
    Skyrimnexus for the community website.


    -Licensing/Legal---------

    Do not re-upload this or include it in whole or in part in any compilations, period. If I have left Skyrim modding & *want* it re-uploaded, I will change this section, otherwise, this stands, regardless of whether or not you can contact me.

    54 downloads

       (1 review)

    0 comments

    Updated

  23. Insanity's Dragonbane

    =================
    Requirements:
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    Skyrim 1.5.24.0

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    Description:
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    This is a unique mesh and texture replacer for the Dragonbane Katana.

    It annoyed me that yet another "unique" weapon looked like all the others and really had nothing visually unique about it, I'm also a fan of katana's
    so decided it would be a good idea to create a new look for the Dragonblade Katana.

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

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    Un-Installation:
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    1. Delete the files/folders associated with the mod
    2. Uncheck the Insanity's Dragonbane.esp is checked in the Launcher

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    Contact:
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    InsanitySorrow @ TES Alliance

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    Credits:
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    Thanks to Bethesda for creating Skyrim.

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

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    Licensing/Legal:
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    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.

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    Modder's Will:
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    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.

    453 downloads

       (1 review)

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