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s7o

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  1. s7o

    Park Your Ride

    Version 1.56

    167 downloads

    Automatically parks your ride in stables. HORSE LEASH: make up to 3 of your rides follow after you HORSE TIE: tie up to 3 of your rides in place, also preventing your current horse from fast travelling with you THE STICK : Establish parking functionality at up to 5 locations of your choice ...and more... -------------------------------------------------------------------------------------- FEATURES Makes / adds room for your ride to park in Skyrim's vanilla stables Adds additional little (= hostlerless) stables to lots of places . where you'd want to shelter a ride, like inns etc (for detailed . list, see below) While rides are parked, they are protected (= killable by yourself . only). Rides that are injured when they get parked will receive a . full healing by drinking from a trough. Adds player owned, non-respawning "Guest Chests" (and, in Whiterun . stables, also a player owned bedroll (requested), should you need . a place to sleep) to all of Skyrim's vanilla stables THE STICK : easily establish parking functionality at up to 5 . locations of your choice HORSE LEASH: make up to 3 of your rides follow after you HORSE TIE: Tie up to 3 of your rides in place(s). If your current . ride is tied, this prevents it from fast travelling with you Adds optional map markers for your parked, tied or leashed rides Works with stolen, found, conjured... rides In Whiterun, Windhelm and Solitude, lets you send your horse back . to the according stables from right at the city gate (so you can . ride all the long ways there when overweight with loot and still . have your ride properly parked) Adds a couple of useful details in several places (like, in Riften, . you'll now be able to pass through between the stable buildings to . directly get to Honeyside's back porch over a new little staircase, . etc...) -------------------------------------------------------------------------------------- HOW TO USE HORSE PARKING To have a ride parked, just dismount it near (= within the individual . influence radius of) a parking stable, it will walk to it's free box . by itself and stay there until you get it back (any rides already . parked in the same box will get "unparked") Your current ride, if parked, will still fast travel with you (and get . unparked). To make it stay in it's box instead, cast Horse Tie If a ride getting parked after you dismount it is leashed, it will be . automatically unleashed, so you can get your current ride out of it's . stable without having to go mount it by simply casting Horse Leash . (very handy with horses parked some distance away, or when you're back . to get that stolen horse you parked and there's guards around, etc...) Leashed rides currently following after you when you get close to a . stable will keep doing so and not get parked. To get your currently . following ride parked in that stable, unleash it. You'll be notified about parked horses total count whenever a horse is . parked or unparked. A "Parked Rides" entry with map markers for your parked rides (in case . you were on skooma when you parked them :-) will be displayed in your . Quest Log's 'Miscellaneous' section whenever you have rides parked. HORSE LEASH / HORSE TIE ...can be bought from any of Skyrim's vanilla (as well as most other) . hostlers for 100 gold both. ...will be added to your Lesser Powers selection and come as toggle . spells ("leash / unleash") so they can be favorized and hotkeyed. You'll be notified about leashed and tied horses total count whenever . a horse is leashed / unleashed or tied / untied. HORSE LEASH ...always leashes / unleashes your last ridden horse. . Leashed horses will follow you whereever they can (they'll not walk . by foot like a dog though, but come after you only when you're some . distance away) or, if you are too far to actually follow, run to you . first. . Whenever you are places your ride can't follow, it will wait around . where you left it. Should you pop up in a different place (like the . dungeon's back door), it will come to you. Horse Leash is independent of your ride's distance, so you can cast . it in Markarth on your ride stabled in Riften to have it come running . all the way to you (pls note that it will actually _run_ and not . teleport, so this might take it some time if it's far away. Leashing a tied ride unties it. Leashing a parked ride unparks it. Unleashing a leashed ride near a parking stable parks it. . In Solitude, Whiterun and Windhelm, unleashing your horse close to . the city gates will also make it go park in the according stable. A "Leashed Rides" entry with map markers for your leashed rides will . be displayed in your Quest Log's 'Miscellaneous' section whenever . you have rides leashed, so you can always track rides trying to . path to you etc Please note that all Skyrim actors (with very few exceptions) need . a so called "Navmesh" to be able to walk even a single step into . any direction - this includes your horse when you're not currently . riding it. Many off places (like steep mountain cliffs etc) do not . have a Navmesh though, which means your horse will neither be able . to follow after you to such places, nor will it be able to follow . you away from there (as a rule of thumb, anywhere you ever saw any . legged creature run should be ok). Should you have dismounted and . left it stuck in such a place, get back to your horse and ride it . out, or, if you have Iskariot's "Whistle" mod, use Whistle - other . than Horse Leash, it doesn't make your horse physically path to . you, but teleports it (so won't care about a Navmesh). HORSE TIE ...always ties / unties your last ridden horse. . Tied horses will stay right where they are (except if engaged in . combat they are allowed to move as far as necessary). When you tie your current ride, it will also be prevented from fast . traveling with you. Horse Tie is independant of your ride's distance, it will make it . stay in place whereever it currently was when you tied it. Tying a leashed ride unleashes it. Tying a parked ride will make it stay parked at that stable when . you fast travel (instead of teleporting with you). Tying a ride near a parking stable parks it. . At Solitude's, Whiterun's and Windhelm's gates though, tying your . ride will NOT make it walk back to the according stable (see Horse . Leash), but tie it in place right there. A "Tied Rides" entry with map markers for your tied rides will be . displayed in your Quest Log's 'Miscellaneous' section whenever you . have rides tied, just in case you forgot where you left them... HORSE LEASH / HORSE TIE FOR MULTIPLE HORSES If you have your horse leashed / tied when you change your current . ride (by mounting a new one), the first one remains leashed / tied. . This way, you can have up to 3 horses tied places plus 3 following . after you . (so, if you do NOT want to leash / tie more than 1 horse, pls make . sure your previous one is unleashed / untied before you change) If leashed / tied ride count exceeds 3, the longest leashed / tied . one will automatically be unleashed / untied and returned to what- . ever it's default behaviour is.) Horse Leash / Tie will still always work on the last horse you rode, . so to leash / unleash or tie / untie a particular horse that's not . your current one, you'll have to mount it first. THE STICK - CUSTOM PARKING LOCATIONS A free The Stick will be added to every Guest Chest as soon . as you have the Horse Leash / Horse Tie powers. Every one of them . lets you to establish horse parking functionality in a place of . your choice (up to 5 sticks/ places total). To establish a horse parking location, maneuver your horse in . exactly the place you'll want it to go. . Then, walk away (in any direction) just as far as you'll want the . new parking location to trigger your horse, and drop The Stick . from your inventory (make sure to put it somewhere you'll find it . if you want to pick it up later). The Stick will stick in the . ground and Your parking location automatically be set up. To clear an existing parking location, pick up The Stick . . The Stick will be returned to your inventory for re-use . and the parking location automatically be cleared. Please note that all Skyrim actors (with very few exceptions) need . a so called "Navmesh" (see Horse Leash). If your chosen place for . for your new parking location happens to not have one, your ride . will be able to neither get to nor get away from there. If this . happens, pick up The Stick and choose another location. GUEST CHESTS One guest chest is added to every vanilla stable (see locations . list below) - They're just player owned, non-respawning containers . for you to safely store whatever stuff in and are available right . away. -------------------------------------------------------------------------------------- PARKING LOCATIONS VANILLA STABLES: Markarth | Riften | Solitude | Whiterun | Windhelm INNS: Dawnstar | Dragonbridge | Falkreath | Ivarstead | Kynesgrove Morthal | Nightgate | Old Hroldan | Riverwood | Rorikstead MILITARY CAMPS IMPERIAL: Eastmarch | Pale | Rift | Winterhold MILITARY CAMPS STORMCLOAKS: Falkreath | Haafingar | Hjaalmarch | Reach MILLS Anga's | Halfmoon | Heartwood | Mixwater VARIOUS Frostflow Lighthouse DLC AND OTHER MODS (mod:location) Hearthfire (not required!): Heljarchen | Lakeview | Windstad s7o's The Humblest Hut: The Humblest Hut s7o's Lund + Lambda: Lund's Hut + 5 THE STICK LoCATIONS of your choice If there's any other locations you think need parking functionality, let me know. -------------------------------------------------------------------------------------- COUNTER INDICATIONS SUPPORTS: Hearthfire (not required) - horse parking for HF homes s7o's The Humblest Hut - horse parking added to hut s7o'S Lund + Lambda - horse parking added to Lund's hut s7o's Cache Sacks - unlocks 3 sacks (go to random Guest Chests) RECOMMENDATIONS TO GO WITH THIS: Iskariot's "Whistle" (see Horse Leash) s7o's The Shady Nag - have stolen rides "washed", sell any ride... MOD COMPATIBILITY Please put this mod as late as possible in your load order. . Navmesh has to be adapted in lots of places so your horses can . find their ways into their new stables (all 100% edits to vanilla . navmeshes without any replaces or breaking any cell borders!), and . latest mod in load order's navmeshes "win"; . from mods i am using myself, this especially goes for "Northern . Bathhouses" and "Scenic Carriages", pls put this mod AFTER these . in your load order. This will NOT affect their functionality in . any way, but the other way around, they would. Should work together with about any other horse mod (no incompati- . bilities reported so far anyhow) -------------------------------------------------------------------------------------- MORE s7o MODS SKYRIM ...) A's For Arrow ...) Cache Sacks II ...) Chicken Fix deluxe ...) Lund + Lambda ...) Sit ...) Suites Of Skyrim ...) The Humblest Hut ...) The Shady Nag FALLOUT NV (mostly available on modsreloaded.com) ...) Cheng's Eastside Laundry ...) I Find Places ...) Mojave Express Courier Cap ...) Mole's Well ...) Vegas, Baby... IF YOU LIKE MY MODS, PLEASE RATE AND FAVORIZE ! -------------------------------------------------------------------------------------- ISSUES None known in this version. If you find anything, let me know. -------------------------------------------------------------------------------------- VERSION CHANGES ~ v1.56 --- 1.10 --- Horse parking for military camps added . . . . . . --- Interactivity added: s7o's Lund + Lambda . . . . . . --- Interactivity added: s7o's The Humblest Hut --- 1.11 --- Fixes an issue where a ridden horse could get moved back . . . . . . . . . to stables when loading from an 'on horse' save . . . . . . --- Fixes an issue where the additional box in Markarth stables . . . . . . . . . would not show up in the right place --- 1.15 --- Introduces automatic healing for injured horses (requested) . . . . . . --- Ivarstead and Falkreath stables added . . . . . . --- 'Guest Chests' added to all main stables --- 1.20 --- 'Horse Tie' and 'Horse Leash' features added . . . . . . --- Kynesgrove stable added --- 1.25 --- 'Horse Tie' fast travel prevention added (thx to chrmon for . . . . . . . . . pointing me to the necessary information for this) . . . . . . --- Scripts optimized for better responsiveness . . . . . . --- Nightgate Inn stable added --- 1.30 --- Dawnstar stable added . . . . . . --- Riverwood stable added . . . . . . --- Script fixes --- 1.32 --- Dragonbridge stable added . . . . . . --- Issue where update script would reset itself to v1.26 after . . . . . . . . . every game load fixed --- 1.33 --- s7o's The Shady Nag 'washed' horses compatibility fix --- 1.56 --- Total script revision . . . . . . --- Multiple horse support added . . . . . . --- The Stick custom parking locations added . . . . . . --- Hearthfire support added . . . . . . --- s7o's Cache Sacks support added . . . . . . --- Stables / parking added to: Anga's, Halfmoon, Heartwood and . . . . . . . . . Mixwater Mills, Frostflow Lighthouse, Morthal, Rorikstead, . . . . . . . . . Old Hroldan, Hearthfire houses . . . . . . --- Support for stolen / found / conjured.... rides added . . . . . . --- ...and about a billion things more i can't all remember :-)
  2. s7o

    s7o's Sit

    Version 1.25

    122 downloads

    Sit or Meditate. Anywhere you like. (if you can stand there, you can sit (or meditate) there) Supports followers ----------------------------------------------------------- WHAT & WHERE To learn how to sit, ask a Khajit caravan trader when they are sitting in one of their camps - bring 100 gold. To learn how to meditate, talk to Arngeir in High Hrothgar, he'll teach you for free. The according spell will be added to your lesser powers. Cast them (no magic requirements or cost) to sit down or meditate right where you stand. You can even use them under water (as long as you can stand in it), in fire and so on, so don't blame me if you drown to ashes :-) REGENERATION BOOSTS Sitting fortifies regeneration by: +50% health and stamina | +10% magicka and voice Meditation fortifies regeneration by: +50% magicka and voice | +10% health and stamina USE WITH FOLLOWERS: Whenever you cast Sit or Meditate, all your near followers or hirelings within your sight will sit or meditate with you (and also be applied the according regeneration boosts). So if you don't want a specific follower to do so, simply look the other way when casting. A dialogue option to toggle this on/off (for all of them) will be added to all your followers and hirelings. Also, they'll be added own versions of both the Sit and Meditate spells for their own use, the first time they do it with you, These are just in case they feel like resting their legs or gaining some upper insights though and come without any regeneration boosts - and there's no way of telling if they'll ever actually feel like using them anyhow. Both Sitting and Meditation can handle up to 10 followers. Should you seriously run with more, rent a bus. :-) ----------------------------------------------------------- MORE s7o MODS SKYRIM ...) A's For Arrow ...) Cache Sacks II ...) The Shady Nag ...) Park Your Ride ...) Suites Of Skyrim ...) The Humblest Hut ...) Lund + Lambda ...) Chicken Fix deluxe FALLOUT NV ...) Mole's Well ...) Cheng's Eastside Laundry ...) Mojave Express Courier Cap ...) Vegas, Baby... ...) I Find Places IF YOU LIKE MY MODS, PLEASE RATE AND FAVORIZE! ----------------------------------------------------------- ISSUES None known. If you find any, please let me know. ----------------------------------------------------------- VERSION CHANGES ~ 1.25 --- 1.25 --- 'Meditation' added . . . . . . --- Follower support added . . . . . . --- Regen boost features added -----------------------------------------------------------
  3. Version 1.16

    31 downloads

    Renames Arrows, Gems, Ingots, Ores, Soul Gems and Dragon Claws to "Arrow ~ XXX", "Gem ~ XXX" and so on, so they're shown as clear blocks in your inventory for your viewing convenience. ---------------------------------------------- MORE s7o MODS SKYRIM ...) Sit ...) Cache Sacks II ...) The Shady Nag ...) Park Your Ride ...) Suites Of Skyrim ...) The Humblest Hut ...) Lund + Lambda ...) Chicken Fix deluxe FALLOUT NV ...) Mole's Well ...) Cheng's Eastside Laundry ...) Mojave Express Courier Cap ...) Vegas, Baby... ...) I Find Places IF YOU LIKE MY MODS, PLEASE RATE AND FAVORIZE! ---------------------------------------------- ISSUES None known. Should you find any, please let me know. ---------------------------------------------- VERSION CHANGES ~ 1.16 --- 1.01 --- Ingots and ores added --- 1.10 --- Soul gems added --- 1.15 --- Gems added . . . . . . --- 'Cache Sacks' support added --- 1.16 --- Dragon Claws added . . . . . . --- Minor script updates
  4. s7o

    s7o's Cache Sacks

    Version 2.04

    48 downloads

    Player-owned Cache Sacks that can be placed whereever you need them, and taken with you when empty - A non-cheating way to handle overweight loot. NEW: Any 3 other of my mods installed unlock Cache Sack Crafting to let you create your own Cache Sacks at tanning racks. -------------------------------------------------------------------------------- FEATURES & HOW TO USE To place a Cache Sack, simply drop an empty sack to make it 'unfold' at your feet. It's inventory will automatically open. To pick up a placed sack, remove all items from it and close it. The empty sack will be returned to your inventory for re-use. Empty sacks go to your inventory's misc-section. Cache Sacks must be used one at a time, so whenever you have two or more empty ones with you, your inventory will always show one single sack and the rest in a stack for your dropping convenience. If you drop more than one sacks at a time, only one will be placed, the rest will be returned to your inventory. Should you want to get rid of your sacks, put them into any container (including other Cache Sacks of course). For the most recent up to 30 placed sacks, markers will show on your map. To toggle them on and off, set the "Cache Sack" entry in your quest log's misc-section (this will only show up with at least one sack actually placed) active or inactive as needed. CACHE SACK CRAFTING will be unlocked with any 3 other of my mods installed* (with less than 3, they unlock additional sacks). After this, any desired amount of sacks can be created at tanning rack (2 linen wraps + 1 leather strips = 1 sack). * This does not yet work with all my other mods (list see below) - should your particular combination not yet unlock crafting, i'm currently about updating all of them, so as soon as yours are updated, it will, pls hang on. -------------------------------------------------------------------------------- WHERE The first Cache Sack can be found on a barrel right outside of the cave where you exit Helgen's keep on gamestart (also see images). 14 more are distributed to the three Kahjit caravaneers at random on first load and can be bought from them. Sacks unlocked by my other mods (any 3 unlock Cache Sack Crafting) .) A's For Arrow (1): On the barrel on AFA's title pic (find it :-) .) Chicken Fix deluxe (1): At one of your chicken shacks (by random) .) Park Your Ride (3): Distributed to 3 random Guest Chests .) Lund + Lambda (5): In a chest in the den's work area .) Sit (1): Added to a random Khajit caravaneer for sale .) The Humblest Hut (3): On the chest inside the hut (...to be continued...) -------------------------------------------------------------------------------- MORE s7o MODS SKYRIM ...) A's For Arrow ...) Chicken Fix deluxe ...) Lund + Lambda ...) Park Your Ride ...) Sit ...) Suites Of Skyrim ...) The Humblest Hut ...) The Shady Nag FALLOUT NV (most available on modsreloaded.com) ...) Cheng's Eastside Laundry ...) I Find Places ...) Mojave Express Courier Cap ...) Mole's Well ...) Vegas, Baby... IF YOU LIKE MY MODS, PLEASE RATE AND FAVORIZE! -------------------------------------------------------------------------------- ISSUES An issue has been reported where Cache Sack map markers can dis- and reappear with every second sack placed - working on this. -------------------------------------------------------------------------------- VERSION CHANGES ~ v2.04 (entries <2.00 deleted for technical obsolescence) --- 2.00 --- New Cache Sack model (no more visibility issues !) . . . . . . --- Total script revision . . . . . . --- Cache Sack crafting / unlimited sack count added --- 2.01 --- 'Sit'-support added . . . . . . --- Minor script fixes --- 2.02 --- Fixes a bug in 'Sit'-support --- 2.03 --- 'Chicken Fix deluxe'-support added --- 2.04 --- 'Park Your Ride'-support added UPDATING FROM <2.00 VERSIONS: Your Cache Sacks will auto- matically be updated to their new versions; sacks already placed in the world will remain where they are and keep their inventory; empty Cache Sacks will be replaced with new versions, so don't worry about them being removed from and re-added to your inven- tory at first load. Please don't place or pick up any sacks for about half a second after first load, thanks. Should any items from your sacks' inventories get lost during the update process (or at any other point) - which has never occured and i also wouldn't see why it should, but you never know - talk to Ma'iq the Liar... ---------------------------------------------------------------------------- THANKS Big thanks to VERTEIRON from Bethesda forums, who finally managed to extinguish the obnoxious invisibility bug the Cache Sack's first model had - and thanks to MINDBOGGLES and TAMIRA for tyring :-)
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