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Leodoidao

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Files posted by Leodoidao

  1. Sungarde

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


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










    WARNING: Latest versions requires Dragonborn DLC.

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

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

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

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

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

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

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

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

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

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

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

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


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


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

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

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

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

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

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

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


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

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

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

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

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

    ALIENSLOF- The new skeever and sabrecat textures

    GA-KNOMBOE- the new trees

    HANAISSE- The gate to Oblivion

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

    MUPPETMUPPET- New trees and foliage

    OARISTYS- The new skeletons

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

    TAMIRA- Two new plants

    TENTAIN- The skeleton torch

    YURIL- The new barrels

    546 downloads

       (0 reviews)

    2 comments

    Updated

  2. Petrogliph and Cave Painting Resource

    Prehistoric art in Skyrim.

    1- The cave paintings:

    There are 12 new meshes and 3 new textures. They are 3 different panels combined with the 4 green cave room wall pieces. If the cave is very dark you will need to place some light source next to it or else they will not be visible. The cave wall textures used in the game are very dark and not suitable for rock paintings, but I tried to do my best to get something immersive.

    2- The petrogliphs:

    There are 10 new textures and 16 meshes for the "indoor" petrogliphs (cave boulders) and 3 new textures + 12 new meshes for the "outdoor" ones (landscape rocks). You will realize that the sets are not complete, I just got tired of the bloody work and realized that what was accomplished is more than enough to create your own prehistoric heritage site in Skyrim.

    NOTE: If you know how to mess with UV mapping in Nifskope you can fit the textures to ANY rock or cave wall mesh, vanilla or resource that you wish.The meshes I present here were my personal choice and nothing prevents you from using your own creativity if you wish.

    CHECKING THE STUFF:

    Extract the content of this mod to the right folder. Activate TESTprehistoria.esp and Launch skyrim. Use the console and type "coc AAprehistoric" to go to a cave where you will se a sample of the indoor meshes. About the outdoor ones:

    -White petrogliphs near Markarth stable.

    -Black petrogliphs near Riften´s north gate

    -Red petrogliphs close to Whiterun´s main gate.

    93 downloads

       (0 reviews)

    2 comments

    Updated

  3. Stalactite resource for rock caves

    Stalactites to make your rock caves look more interesting!

    There are 42 new meshes, and these are retextures of the vanilla icicles so they can be used in rocky caves. The meshes with a "cw" in the end of the name use cave wall textures, the ones without it use cave rock textures and have a more crystalline surface (some real world stalactites have a crystalline look because of calcite crystals).I have not included the textures and cubemaps, since these meshes use vanilla stuff and the game should recognize them automatically.
    This is a modders resource and they are not in-game yet, I have included an .esp file for evaluation purposes. If you want to check how they look, extract and activate stalactiteTEST.esp to your game "Data" folder, with the new meshes of course. Launch Skyrim, then use the console and type "coc AAteststalactite" to go to a cave with the crystalline stalactites, "coc AAteststalactiteCW" for a cave with the rocky ones and "coc AAteststalactite" for a sulphur cave.

    138 downloads

       (0 reviews)

    0 comments

    Updated

  4. The Shivering Isles Sewers and Slums

    This mod adds a sewer network to New sheoth (Shivering Isles). There´s an entrance in Bliss and another in Crucible.
    The sewers are chaotic, connected to caves and root tunnels, and with some strange stuff, in order to fit the weird patterns of the Shivering isles (well, THERE, I think it would make some sense houses without bathrooms in a city with a complex network of sewers).

    In the sewers` depths, two gangs struggle to dominate the felldew and greenmote smuggling business. These bandits are dissident Dark seducers and golden saints who have chosen to live in the sewers, to keep away from Sheogorath´s wrath. Some of them have become addicted to the narcotics,and now they look really weird. With some luck, you may witness clashes between the two gangs (but watch out, they are fierce and mercyless!). There are also some aquatic creatures from the SI and some rats.

    There are 6 levels of sewers, linked by teleport pads, plus a bonus Grummite encampment. Now, in version 3.0, two new outdoor places were added: slums (Dementia favela and Mania favela), with 5 available shacks to be trespassed in each one. One of the shacks in Mania Favela has a trap door that leads to a new ruin, which the dissident golden saints have turned into a lab to refine Felldew and Greenmote, in order to smuggle them into Dementia through the sewers.You will also find some nasty felldew addictees there too.


    ***************************************************
    Installation
    ***************************************************

    Extract SIsewers.esp to your "Data" (c:/BethesdaSoftworks/Oblivion/data) folder.

    Add a check to SIsewers.esp in your game start screen to activate the mod-and play!!

    ***************************************************
    Known Bugs/issues
    ***************************************************

    There was a report of sewer dwellers attacking the player during the battles of Cylarne and in the Ordered Fringe (Shivering Isles´ main quest), and it was not supposed to happen. This looks like a single incident (probably a conflict with other mod), since I have received no more complaints about that. Moreover, I played the main quest with this mod activated and that hasn´t happenned. Anyway,if this bug is confirmed, I will make all I can to fix it.

    YOU SHOULD REPORT THIS OR ANY OTHER BUG/GLITCH YOU EVENTUALLY FIND.

    129 downloads

       (0 reviews)

    0 comments

    Updated

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