By ArthmoorBring Out Your Dead is a simple yet immersive mod which expands on the number of graves given to the unique NPCs in areas of the game that don't currently have them. Solitude, Windhelm, Whiterun, Riften, and Markarth all have a Hall of the Dead that contains coffins and urns for various unique NPCs who live there. Their items are transferred to their assigned coffin when they die. The smaller cities of Falkreath, Morthal, Dawnstar, and Winterhold do not have these facilities, and neither do the other smaller villages and towns. NPCs living on farms outside the major hold capitols don't get buried in their Hall of the Dead either. This mod aims to correct this and provide for more uniform handling of everyone's dead.
Falkreath and Morthal both have graveyards already and have been expanded slightly to hold more. Dawnstar and Winterhold now have their own Halls of the Dead just outside of town. The smaller villages all have space set aside for new graveyards. NPCs living on farms immediately outside the 5 major hold capitols will be given appropriate burial space in the Hall of the Dead for their city if they don't already have it.
NPCs marked as essential will not be given a grave since they cannot be killed normally unless the game removes that flag as the result of a completed quest.
Official Skyrim patch 188.8.131.52.8 or greater.
Official Dawnguard DLC.
Official Hearthfire DLC.
Official Dragonborn DLC.
Unofficial Skyrim Legendary Edition Patch 3.0.14 or greater. No exceptions!
By ArthmoorSkyrim's courier is an industrious young lad who can be seen all over the province, yet doesn't seem to have anywhere to live and/or work. He seems able to find you at will, but what if you wanted to find HIM? Even if it would be a meaningless encounter, one should still expect a living breathing NPC that takes part in the world to have some place to work at and call home. No longer will the poor courier simply be dragged from his mystery cell and dropped in front of you to make his deliveries. Thus is born the Provincial Courier Service.
This mod is a simple immersion/realism mod that provides a small shack outside of Whiterun along the main road, next to Honningbrew Meadery.
What This Mod Does
* Provides a home for Skyrim's default courier NPC who hands out letters for various quests.
* Courier deliveries will now occur in person nearly anywhere in Skyrim.
* Optional home delivery service will instead deliver messages to one vanilla or DLC house that you own.
* Optional on screen message to let you know a delivery has been made.
* Can also approach the courier at his office and receive mail deliveries there.
By ArthmoorCongratulation on your recent marriage! Your spouse has a plan though. They would like to keep from going mentally insane from boredom while you're gone for weeks on end adventuring in strange lands. So they've informed you they'll be setting up a shop to keep busy while you're away. Except for one small detail. They want to do so from your shared abode. Does this really make sense? Should your spouse be putting the family home at risk in such a manner? No! They certainly should not. Every major city where you can buy a house has a market area that should have enough space to accommodate a small trading stall to serve this purpose. The only difference is that your spouse will not offer to buy, sell, or let you invest when they are not at the stand.
So this mod will do exactly that. Now your spouse will operate a store from the market area in the city you are currently living in. Your spouse will man this stall during the normal daylight hours, then return home at night. You can come and collect your profits at any time just like normal. Yes, even though it's a bit daft, this will work for the Hearthfire houses as well since Bethesda made no provisions for turning off the shop functions when living in a Hearthfire home. If you have Thirteen Oranges' Laintar Dale and/or Oakwood installed, the market stand will be set up next to one of these locations instead since the two villages are close enough to be within walking distance of the houses in The Pale and Falkreath.
As an added bonus, the shop will relocate with you if you move to a new city and there will be a chest at the stall that you can add items to in order to have them "sold" to the general public. The chest will be emptied out each day to simulate having sold the goods, and a varied amount of gold will be added to the standard marriage profits you can collect from your spouse. This provides not only a cool way to make some extra cash, but also to trim down your junk inventory in a somewhat more realistic way.
If you choose to move into your spouse's original house (wherever that may be) then they will not operate a stand even if it's in one of the supported locations. Bethesda's spouse setup does not support this and I do not have any intention on editing the marriage quest to change this. Your spouse will almost certainly have an AI routine to follow when living in their house anyway. You will not have access to the chest to deposit your unwanted junk in while you are choosing to live in their home.
Assuming certain conditions are met in mod added homes, this could also provide a means for allowing the spouse to run a shop from a mod added house.
Official Skyrim patch 184.108.40.206.8 or greater.
Official Hearthfire DLC.
By ArthmoorA simple immersion mod to add Thieves Guild shadowmarks to the vanilla player homes.
Shadowmarks are a tool for the Thieves Guild to identify the worth of a target home. Some are protected, some are worthless, others have loot, and still others might even be dangerous. If you've ever wondered why the five potential player homes in the major cities didn't have these markings, wonder no more. Now, instead of being the only homes in a city missing them, they will be marked according to their worth.
If the player does not yet own the property, it will be marked empty.
If the player owns the property, it will be marked as containing valuable loot.
If the player is a member of the Thieves Guild AND the city has been brought under the influence of the Guild, then it will be marked accordingly as being owned by a guild member.
The marks should properly update themselves throughout the game as the player acquires the houses and joins the guild.
Adds Book Stores to the major towns. Something I missed seeing from Oblivion and Morrowind was finding bookstores in the various towns. Each bookstore sells the Cheap and Common book set, so do not expect skill books or anything potentially borked, only for roleplay value. The owners are highly paranoid of thieves, so very few books are on display
This mod also adds skill magazines similar to the ones you would see from Fallout.
Hope you enjoy.
What is added:
-5 bookstores, one in each of the major towns
-Skill magazine for each of the skills, duration 5 hours.
None at this time
-Thievery Overhaul - Download the Shenk Overhaul version and use this instead of the normal version.
Adventure Time Journyman of Ooo - skill magazines idea
karrakaz - bug fixes and suggestions
Shadow_Dragyn - Whiterun Owner name change suggestion
-Fixed Markarth Book Store navigation errors and store behavior.
-Added gold to each of the owners, now you can actually sell to them.
-Fixed Solitude Book Store navigation errors and store behavior.
-Added skill magazines:
Insights into The Best Defense - Heavy Armor
The Potent Editions - Alchemy
Daily Manipulation - Alteration
Tips on Daedric Creations - Conjuration
Snippets on Tricking The Eye - Illusion
Poke-and-Prod Weekly - One-Handed
Healer's Digest - Restoration
The Daily Block - Block
Shadows Hide You Chronicles - Sneak
The Morning Berserker - Two-Handed
Horse Salesman Pitch Daily - Barter (Speechcraft)
Methods of Brute Magicka - Destruction
Practice on Embedding Magicka - Enchanting
Security Edge Daily - Lockpicking
The Hunting Enthusiast - Marksman
The Apprentice Journey - Smithing
Smooth Moves Practice - Pickpocket
Talking Weekly - Persuasion (Speechcraft)
Swift Dodging Chronicles - Light Armor
- Interiors have Navmeshes
- Stores will now lock
- Solitude location is different, more believable
- Whiterun owner's last name is now more realistic
- Riften owner has a husband now
- Solitude/Markarth owners have daughters now
- Each interior was redone to look more like a bookstore
-Fixed face bugs
-The initial release
If you want to make your own variation, you are free to do so. It would be nice to credit me in your variation if you use this as your base.
Special Edition Note:
This mod hasn't been ported over yet. I want to overhaul the mod before releasing it over on Special Edition.
Ever want to own your own iron mine? Ghastly Mine near Morthal is under troublesome times. Upon entering the mine, you are attacked by bandits. You are compelled to discover what has happened to the mine. In the course of doing so, you are offered ownership of the mine. After purchasing ownership, you will be able to pick up iron ore and a small portion of the profits every Sundas between 8 AM - 6 PM.
What is added:
-Added Ghastly Mine near Morthal
-Entering Ghastly Mine starts the quest to acquire mine
-Once purchased, the player receives a portion of profits and iron ore Sundas between 8 AM and 6 PM, with the ability to make reoccurring or one-time investments into their workers to improve profit gains.
-Female Argonian miner that is a potential marriage option
-Guard patrolling the mine
-3 other miners and a foreman
-Each miner mines in a different location depending on the day
-Voice acting on the original mine owner
-IF Dialogue does not work initially, save your game, load that save game, and try again. 1.7 patch broke custom dialogue. | Shouldn't be an issue though.
-Added 3 more guards. Each guard can be hired by the manager for 1500 gold each. This will not affect the profit equation.
-Recompiled existing temporary scripts.
-Compatible with the latest patch.
-Changed quest initialization to reduce dialogue bug.
-Introduced investments into the mine, for greater profits. Pick-axe investment is one time only, the others are repeatable.
-Removed the case of the floating candle.
-Profits accumulate over time if you miss days.
-Fixed dialogue/logic for profit not working after acquiring the mine.
-Added missing scripts not included in the original release
By ArthmoorEver travel the roads and wonder how it is people find their way? Have you noticed that the roads in many places simply don't have signs that tell you where you can go while traveling them? If you were a foreign visitor to Skyrim, you've got no hope of being able to travel the intricate road network without stopping to read your map every so often, even when you're at a major intersection. Worry no more! While you weren't looking, The Empire sent out its trusty civil engineers (surely Skyrim has some) and they set about marking the roads to better assist travelers in finding their way.
This mod's aim is fairly simple. Road signs have been placed at several major intersections that were either lacking signs, or didn't have enough signs to indicate the full extent of where you could travel on a road. In some cases, the smaller towns and villages aren't even mentioned - despite Bethesda having created signs for them! Others that were pointed the wrong way or had the wrong city being represented have been fixed as well.
By ArthmoorEver wonder where Honningbrew Meadery gets their honey? Bet you never quite gave it much thought, figuring it had to come from somewhere. The only problem is that the sole source of honey is at Golden Glow Estate and you know Maven isn't likely to give that up. This little mod takes care of the issue by making some room in front of the Honningbrew Boilery for 5 bee hives. That's it. Simple.
By alt3rn1tyKill The Orchestra
At AFK Mods At The Assimilitain Lab At Skyrim Nexus At Skyrim SE Nexus AFK Forum topic
This mod installs silent music files which the game will load instead of the original music, disabling the music.
You choose which music to disable by type ( personally I prefer to disable everything except Discover Special locations, Reward music, Tavern music, and the two Special music options for the DLCs )
Resulting in no invisible orchestra throughout the game.
You could just turn the music volume down in settings ..
But then you dont get to hear Tavern music for example
( because the music volume turns down all music )
With this mod you selectively silence music by type.
Also you will not get any hints from the music of any danger ( explore music changing to combat music - you cant hear it ), immersively its a better experience. Now you will be a bit more cautious.
You will get to hear more of the games sound effects and ambient sounds a bit more clearly around the game too. Including other mods sound fx like AOS.
For anyone who has the repeating combat music bug, that is a game engine bug which nobody has been able to fix, the same bug was also in Oblivion, FO3, and FONV before Skyrim. The Unofficial patch team are unable to solve that problem soo .. Just kill it with this mod
And .. Just maybe .. Trolls might not be so bad tempered if they dont have to wear pink ear muffs to go to sleep in case you wander past with your stupid invisible orchestra keeping everyone awake. Disclaimer : I cannot be held responsible for Trolls jumping up and down wildly gesticulating after you have installed the mod, you may have upset them all too much already.
In all cases - Install the music types you wish to be silenced
( This may sound weird, but remember you are installing silent music files )
Automated Install :
If using Nexus Mod Manager, it will use the scripted installation. Follow instructions and make selections.
If using Wrye Bash, after putting the zip in Bash Installers, go to the Installers tab and right click the zip, and choose Wizard install, follow instructions and make selections.
( or .. just select individual sub-packages followed by right click install / anneal - Wrye Bash users know the drill )
Manual Install :
Extract the archive with 7zip
Copy the music folder(s) of the music you want, to skyrimdata folder.
For example, if you want to disable only Skyrim exploration music, copy ..
20 Skyrim - Explore Music / music / *all-files* to skyrim / data / music / *all-files*
NMM / Wrye Bash users just get your mod manager to un-install / re-install it as required with different options or none.
Manual installations : Delete your skyrim/data/music folder to restore the original music, or delete individual folders inside skyrim/data/music to restore only those tracks ( This procedure assumes you have no other loose music files installed, if you have then you will need to take care not to delete other mods music files ).
====TWEAK TIP - For users of KTO==== Skyrim.ini:
The default value is 262144 ( normally a hidden setting, it does not go in the ini by default ).
Too much cache brings out a game engine bug = sounds are repeated for different items when they should be playing a different sound, lowering the cache limit to 8mb makes the game refresh the cache more often, preventing repeated sounds for different sound events. Picking up a gold coin for example plays the generic pickup sound. Picking up a second gold coin plays the right sound, and this will last until you leave the area or switch to picking up other things. This tweak solves the problem.
And seeing as you are also using Kill The Orchestra ( short 4 second duration silent sounds at only 28k each replacing the original music files some of which were as big as 100mb ), there is even less need for such a huge sound cache.
If you experience any problems ( similar to the ones mentioned
in this post ) then try the setting at uMaxSizeForCachedSound=65536 instead. For some machines ( seems to be rare ) your mileage may vary, the problem and solution effectiveness are variable, probably depends on drivers and different motherboard sound setups.
BSAOpt by Ethatron
To extract the original files from the games BSA and find out their folder path and names
xWMAEncode from SkyrimSoundTools
To convert xwm files to wav and vice versa - Needed to be able to listen to them and determine what some of the music was used for
The best open source sound manipulation tool out there
In this mods case, used to create the one file which was used repeatedly to replace all the files we needed to silence.
I use Audio Overhaul for Skyrim ( AOS v2.5 at time of writing ) which changes the games sound fx, but does not change music .. So yes that mod for one is compatible. Sounds of Skyrim I should imagine is similar if you use that instead. My mod has no plugin or records to worry about, no scripts or references which will become embedded in your save game, just plain ol' replacer music files.
Install / remove / overwrite as much as you want.
Though overwriting them with someone elses music files will give you different music ..
That becomes your problem in deciding what you want, these or those, simple.
As is any Mod manager related questions.
Go forth and rtfm.
olympusgames, GMOD, ModDrop or PlayAsHell sites do not have permission, to upload or redistribute any of my files, images or descriptive content, past, present or future.
By William ImmLet's face it, vanilla quest objectives are terrible. Want to turn off the quest markers because you want to have a more Morrowind feel? Good luck!
Whickus attempted to fix this before with Better Quest Objectives, but he abandoned the Nexus in early 2012. So, this mod is to pick up where Whickus left off, applying unofficial patch fixes, making compatibility patches for mods - I bring to you, Even Better Quest Objectives.
Covering 250+ quests in the vanilla game, and more to come, it makes your life without quest markers a lot easier. And I mean by a lot. Comes with a installer for NMM and Bash, so if you are using Bash like I do, you aren't left in the cold.
A few things to consider: Some quests with ambiguous descriptions are left alone because they are meant to be riddles. They will not be modified - it's as likely as me cutting myself on a sharply observed portrait. Also, quests with journals that give information about the locations have the journals themselves edited instead of the descriptions.
Also, this mod does modify some of the vanilla scripts relating to some of the radiant quests. This is done so that the location would be properly displayed in the quest objectives. For now, only the scripts relating to DA09, DA10, MGR20, MGR20b, MGR21, MGRArniel04, and MGRitual05 are modified, as well as one Dawnguard quest.
I hope you enjoy! AFK Mods will be my secondary site for uploading - so if the Nexus is being uncooperative, you can instead download my files here.
By TurijaI have just updated this to version 1.7. This may be the last update I post here. Time constraints limit me from being able to manage files across multiple sites. Future updates, if there are any, may be limited to the Nexus.
There are no scripts added by this mod. It should be safe to install, uninstall or upgrade on existing saves; however, it is imperative to make sure there are no active food or sleep effects on your character when installing, uninstalling or upgrading.
Food now fortifies, instead of restoring attributes
In vanilla Skyrim, most food items provided instant restore health/stamina effects that were useless out of combat because of the rate those attributes regenerate. There was no gameplay incentive to eat out of combat, and eating during combat does not make sense (pardon me Mr. Draugr while I down six bowls of apple cabbage stew to get my health and stamina back). The few vanilla food items that did provide long term benefits tended to be overpowered, like vegetable soup that let you spam power attacks. All of that changes with Immersive Ingestibles.
Different types of foods provide different types of fortifications. For instance, cooked meats fortify health, and starchy foods like baked potatoes, bread and potato soup forty stamina. Most fortifications are between 10 and 20 points and last 3600 seconds (one hour real time). Most soups, stews and dumplings provide two fortification effects and one of those may fortify the regeneration rate of stamina or magicka. Since vanilla Skyrim reduces regeneration rates during combat, fortifying regeneraltion rates does not allow unlimited spamming of power attacks.
Food effects don't stack
In a further effort to achieve balance, the food effects in Immersive Ingestibles do not stack, so eating six bowls of vegetable soup in one sitting provides no additional benefits after the first bowl. But because of the variety of effects on different food item, there is a benefit to eating multiple different types of foods in one meal. Stronger effects of the same type will replace weaker effects, rather than stacking. Weaker effects will have no effect if a stronger version of the same effect is active.
The food effects in Immersive Ingestibles are new unique magic effects, so they do stack with alchemy and enchant, and do not compete directly with those skills, but rather supplement them. Although an effort has been made to balance the mod, eating every available type of food in one sitting will yield fortifications to several different attributes, so users are encouraged to eat reasonable amounts or balance it out by increasing the difficulty level or adding other mods that increase difficulty overall. Raw meat and skooma (and one other food item that I won't spoil) are the only effects added by Immersive Ingestibles that stacks in any way with another effect added by the mod.
Raw meats give you an upset stomach, unless you are an Orc, Argonian, Bosmer or Khajiit
Raw meats provide a small health fortification of 1-5 points, but also cause upset stomach (reduced stamina, generally between 2-20 points depending on the type of meat, and lasting 3,600 seconds). Chewing on a piece of raw leek after eating raw meat will counteract the upset stomach, while retaining the health benefit. Certain races (Orcs, Argonians, Bosmer and Khajiit) prefer to eat raw meats and instead of getting an upset stomach, they receive an additional health fortification of 8-12 points.
Sweets boost carry weight but make you weak to disease
Sweets provide a fortification to carry weight of about 25 points lasting 300 seconds realtime. But sweets are not terribly healthy and will give you a weakness to disease (75%) that lasts twice as long as the positive effects (600 seconds). The weakness to disease caused by sweets can be counteracted at any time after eating sweets by eating fresh fruits and vegetables, which will also provide a long lasting resistance to disease (an apple a day keeps the doctor away).
Alcohol has some interesting new effects . . .
Fans of spamming power attacks with vegetable soup may be happy to know that it's still possible by drinking mead, but not without some serious negative side effects. Ale and mead will fortify unarmed by 5 to 10 points and restore 1 point of stamina per second for 900 seconds (2 points per second for Blackbriar Reserve), but have negative side effects (significantly reduced/stunted magicka regeneration and modest weakness to magic) that lasts 1,800 seconds. All effects of ale and mead (both positive and negative) are immediately counteracted by eating goat cheese after drinking ale or mead. Goat cheese also provides a modest resistance to poison lasting 3,600 seconds.
Wines will restore 1 point of magicka per second for 900 seconds (2 points per second for Colovian Brandy), but have negative side effects (significantly reduced stamina regeneration and modest weakness to physical damage implemented as a reduction to AR) that lasts 1,800 seconds. All affects of wine and brandy (both positive and negative) are immediately counteracted by eating eider cheese after drinking wine or brandy. Eider cheese also provides a modest resistance to poison, lasting 3600 seconds.
Be careful mixing your drinks. Wine does not go well with beer. Drinking wine while mead is still in effect will dispel the benefits of mead but not the negative effects (and vice versa), so you will end up with the negative effects of both wine and mead and the benefits of only the last one imbibed.
Skooma is really bad for you!
Skooma has also been reworked to make it more like an illegal drug with strong positive and negative effects like in prior games. Skooma's euphoric effect provides a tremendous burst of energy, restoring 5 points of stamina for 300 seconds; its lethargic effect damages magicka for 7,200 seconds (two hours real time). Unlike alcoholic beverages, there is no way to counteract the effects of skooma.
Lore friendly Dragonborn Ingestibles
The Dragonborn Dunmer drinks (Sujamma, Shein, Mazte, and Flin) have been reworked to provide benefits and detriments patterned after the effects those drinks had in Morrowind that last 600 seconds. The prices have been increased accordingly. Ash yams also have been given a fortify magicka effect out of deference to the fortify intelligence effect they had in Morrowind. Ash yams in Morrowind also had a resist disease effect, so Immersive Ingestibles reproduces that as well.
Some foods not affected
No changes have been made to Elsweyr Fondue. I may address Elsweyr Fondue in a future version of the mod, but for now I am leaving it alone.
You can now cook baked potatoes and grilled leeks, and cooking raw meats no longer requires salt. A few other new recipes have been added, including baked ash yams, steamed ash hopper legs, steamed clams, and boiled eggs.
Sleep provides new benefits
Finally, additional incentives for sleeping have been added. Sleeping refreshes you, giving you energy to move better in armor and mental stamina to better resist magic. The rested bonus now includes 8% magic resistance and an additional 8 points AR for each piece of armor worn. The well-rested bonus now includes 12% magic resistance and an additional 12 points AR for each piece of armor worn.
Requirements: Skyrim (220.127.116.11.8 or higher), HearthFire and Dragonborn. Dawnguard is not required and this mod does not alter food items added by Dawnguard. If there is interest, I may address Dawnguard food items in a future update.
To install, simply download, unzip and copy/paste Immersive Ingestibles.esp (and any patches you need) into your data folder (or install with your favorite mod manage). Then activate in your mod manager. The archive is in BAIN format, but should be easy enough to install with NMM or MO, since its only a single .esp file. The patches are pretty self-explanatory.
This mod includes no scripts and should not have an impact on performance. It should be safe to install, uninstall or upgrade on existing saves; however, it is imperative to make sure there are no active food or sleep effects on your character when installing, uninstalling or upgrading.
Immersive Ingestibles should be compatible with most mods, since the only vanilla records that have been altered are the food and beverage items and the player sleep quest. Sleep still provides the vanilla rested and well-rested bonus in addition to the new bonuses, so the changes are very light and hopefully won't cause any conflicts.
If there is interest in having the ingestibles without the alterations to sleep, I may release a modular version, but for now I am only releasing a complete version. Load Immersive Ingestibles after mods that alter food effects if you want Immersive Ingestibles food effects to appear in your game.
Immersive Ingestibles is likely incompatible with "needs" mods and mods that alter the vanilla food items. Mods that merely add food items will not have Immersive Ingestible food effects for the new foods without a patch, but should be otherwise compatible.
Currently there are patches for Requiem and Expanded Towns and Cities. These patches bring Immersive Ingestibles effects to new food items added by those mods. Immersive Ingestibles and its patches are designed to load after Requiem. Requiem users need not worry about loading it after Requiem, since the only conflicting records are the food items and if you are using this mod, you want its changes to load last. The Requiem patch also passes Requiem's Skooma records through, so you will get Requiem Skooma, rather than Immersive Ingestibles Skooma. There is now an alternative requiem patch that preserves Requiem's alchol effects, including the visuals. If you prefer Requiem's alcohol, use the alternative II Requiem C2H6O patch. Do not use both Requiem patches at the same time.
The Expanded Towns and Cities patch should work with either complete or modular versions of that mod, since it uses ETaC Resources.esm as its master, rather than the individual ETaC .esp files. As with Requiem, load both Immersive Ingestibles and its patches after ETaC. The II ETaC patch also passes the ETaC mesh file paths through so the soups have unique appearances.
The authors/owners of any mods I have made patches for (which at this time include Requiem and ETaC) may use/redistribute Immersive Ingestibles and its patches for any purpose, but please give me (Turija) credit where appropriate. Authors of other mods may make and distribute patches to make their mods compatible with Immersive Ingestibles. Everyone else is limited to personal use, unless you obtain my permission.
By Kesta"A few times ago, I came back home from work and was a bit hungry. There was an apple on the table. So I ate the apple.
Then, I started to play Skyrim, as per usual. iNeed made my character hungry, just like I was a moment ago. There was an apple on the table. But I couldn't just eat the apple, I had to put it in my inventory first... Pretty dumb heh ?
Well, I decided to make a mod about that."
The mod allow you to press a hotkey that act as modifier for interactions with items founds directly in the world (foods, potions, weapons, outfits, ...).
When the hotkey is down, the interaction with the item is modified to something that allow you to use it directly (equipping a weapon, eating an onion, ...) instead of having to put it in your inventory first.
Works for :
- Weapons / armors / clothing /accessories -> Equip
- Potions -> Drink
- Food/Beverages -> Food/Drink
- Poisons -> Apply
- Ingredients -> Taste
With proper support for crime events (Except that since you already consumed items, NPCs won't take them back from you... that would be disgusting. brrr)
Hotkey configurable through MCM. Default is L-Shift
Dynamic prompt label, while remaining UI/HUD mods are compatible.
You can't taste ingredients right off the trees/bush. Animals do this, not heroes !
Known Issues :
- Small delay for the UI prompt to update.
- Beverages not using the default sound descriptor will have their prompt set to "Eat" instead of "Drink" (Don't affect vanilla beverages)
A little mod to get the poor orphans in Riften outside into the city. Grelod has finally allowed them a little freedom, with a small price. In the morning they perform chores - sweeping the endless leaves and gardening. After they eat they are allowed to run around before bed.
One important note: You must enter Honorhall Orphanage and listen to Grelod's scene first (just once) before the kids can play outside.
This mod came about when I realized the poor things get no exercise and are cooped up inside all day. When I opened the CK I was surprised to see they actually do get to go outside, one hour a day, into a tiny yard of the Orphanage. No one would ever really know that as it's hidden behind a high wall near the south gate. So I decided to remove that package and replace it with this.
If and when Aventus returns to the orphanage, sadly he'll remain inside. This does not include provisions for him. Perhaps in a later update.
This should not interfere with the DB quest Innocence Lost (but I haven't tested it).
Drop the .esp into your Data folder, enable in your mod manager of choice.
Disable the .esp in your mod manager and uninstall.
- This mod will not be compatible with any other mod that alters the Actor records of the four children in the Orphanage - Runa, Francois, Samuel and Hroar.
- One could make it compatible in their own load order by merging the actor records with Mator Smash.
You do not have permission to upload this mod anywhere else, in whole, in part, or in modified form.
By Hanaby Hanaisse/Hana
This is a simple cosmetic mod that removes all of the stone, dirt and rubble in the Jarl's home, cleaning it up into a wide open space befitting a palace.
The Jarl of Markarth and the Silver-Blood family finally opened their purses to finish excavating Understone Keep, opening it up to it's full dwemer glory. As an old and wealthy city built on silver and blood it's a shame this building has been in disarray for so long.
* 99% of rock, dirt, rubble removed
* 6 new NPC's hired as staff to continue working and keeping the palace clean, with their own room and full AI
* New rug meshes added with the existing unused Markarth texture (thanks Bethesda)
* Some light objects switched from "off" versions to "on" versions
* Additional lights added to main entranceway (so its less gloomy)
* The looming fog throughout the entire Keep lifted up out of the way (why was it so foggy?)
* Minimal new objects added, I wanted a sparse environment to let the architecture shine
What is not changed;
* Existing NPC's that live in the Keep
* Inside Nchuand-Zel
* Inside the Dwemer Museum
* Any area at the top of the stairs at the back of the Keep
This mod has been cleaned with TES5Edit.
This mod will not be compatible with any other mod that makes changes to the cell markarthunderstonekeep.
This mod may not be compatible with ENB or any lighting mod. Sorry.
This mod has been thoroughly tested on existing games plus new games to ensure the opening scene between Brother Verelus and
Thongvor Silver-Blood is not impacted or that existing day to day running of the Keep is not impacted (thank you Beta testers). With no scripting, this mod should be safe to uninstall at any time.
** You are not permitted to upload this mod to any other site.
** You are not permitted to re-use any assets in this mod.
By TurijaThis is a beta release of Sliced Bread, a mod that adds sandwiches to Skyrim. I am releasing in response to a request on the TES Forum, and will be taking comments, as this a work in progress. That said, this beta should be fully functional. The effects added by the new sandwiches are vanilla food effects, so they do stack. I may fix this in a future version.
Current beta adds boiled eggs and five new types of sandwiches (chicken, leek, slaughterfish, salmon and skeever) and recipes for each. Also adds recipes for grilled leeks and charred skeever meat. Leveled lists are not modified, so cooking is the only way to get these new items.
This should be safe to install or uninstall at any time, but make sure there are no active food effects on your character when installing, uninstalling or upgrading this mod.
Credits for the sandwich meshes go to ScollThief84.
By TurijaThis is a simple mod that stops the guards from calling your character a sneak thief simply because you have leveled sneak past 30. I found this comment from the guards to be very immersion breaking when playing lawful characters, who may sneak when hunting or even when adventuring but have never stolen anything. My simple solution was to remove the sneak skill check from this dialog topic so the guards will only call you a sneak thief if you have leveled pickpocket.
I also switched the skill check for "Go fiddling with any locks around here, we're going to have a real problem." from lock picking to pickpocket, since many lawful characters may pick locks in dungeons, but don't pick locks town or undertake any unlawful activities. These types of accusatory comments seem out of place when playing lawful characters. With Not a Sneak Thief installed, guards will only make these types of accusatory comments if your character has leveled pickpocket.
I have also increased the level requirement from 30 to between 35 and 75 for all 19 guard dialog topics that are based on character skill. So, for instance, a guard won't comment that he's "heard about you and your honeyed words" when your speech skill is only 30. Now you won't hear that remark until your speech skill reached 75.
I also passed through all USLEEP fixes for these dialog topics. Since this mod only changes the skill check conditions for 19 dialog topics it should be safe to install or uninstall at any time. It should be loaded high in your load order, right after any unofficial patches so that it won't conflict with any other mod.
EDIT: New version released!
Some people wanted the "fiddling with any locks" dialog topic to remain triggered by the lockpicking skill, so I released Version 1.1. You can use either version 1.0 or version 1.1, depending on your preference.
Version 1.1 contains only two changes from version 1.0:
1. The dialog conditions for "Go fiddling with any locks around here, we're going to have a real problem." was changed back to lockpicking (skill 50), and an additional condition was added so this dialog topic only triggers if the PC has stolen 25 or more items.
2. The dialog conditions for "I know your kind, always sneaking about." was changed from pickpocket to sneak (skill 50) and an additional condition was added so this dialog topic only triggers if the PC has stolen 25 or more items.
By JonRELz Thread
** Requires Dawnguard and Dragonborn DLC **
** SKSE and SkyUI dependencies are OPTIONAL. If you do not have these, the mod will disable these features. **
Upgrading from 0.99 to 1.00 requires no special action. However to decrease the chance of any issues please:
Updated package to include a missing SkyUI file.
1. Major rewrite.
In order to vastly simplify the scripts, Dawnguard and Dragonborn DLC are now required.
Scripts are now templated (e.g. Biped, Quadruped, Werecreature) so there are now fewer total unique scripts in use.
NPC Footprints and NPC Footprints with FX are now "ref counted", i.e. tracked. This is done so that they can be limited by the user. If you want no NPCs to have prints at all, you set this to 0. You can also set the number of FX prints to 0 to disable particle FX. This does not apply to the player and some races like horses.
2. MCM menu (Gallery)
Lists status such as number of NPCs, number using FX, what race the Player currently is and what effect is on the Player.
Lists third party plugins which depend on Footprints.
Enable/Disable Custom Footprints hook (for Third Party plugins)
Setting of relevant INI values
3. Extensibility with a Custom Footprints hook
Third party plugins can now add additional footprints to the game. This can be used for custom races or to override existing behavior.
Script templates for Bipeds, Quadrupeds, and more allow mod authors to include footprints for their races without any scripts of their own.
Separate FormLists for extending the Player footprints and the NPC footprints. Meaning a third party plugin can target only the Player or only the NPCs if needed.
To use more than one plugin, the end user will need to be able to merge the FormLists from each plugin.
4. The Ash plugin has been merged into the main plugin now that it requires Dragonborn.
Note: This is no additional scripting or burden on top of snow prints. In fact the addition of any new materials in later versions will require no additional scripting, it is done with adding ImpactData to the ImpactDataSets. 5. [Enhancement] Foxes now have their own smaller prints separate from canines.
6. [Fix] Frost Giants no longer receive normal Giant footprints.
7. [Fix] Ash print FX no longer use the snow particle FX... this was an oversight. The Ash FX also no longer leave the "chunks" behind--only dust clouds.
By HanaFelldew Comes to Skyrim
v1.0 - 05/06/14
From the depths of the Oblivion plane of Sheogorath, the Shivering Isles; smuggled into Skyrim by those crafty Khajiits. Felldew, the once highly addictive drug arrives in a new refined potion form. No longer addictive yet still euphoric and mesmerizing. You'll always want more.
Available for sale through the Khajiit caravans or the random drug dealing adventurers. Enjoy!
Unpack the archive into the Data folder or install with any mod manager. Activate the .esp.
To uninstall, de-activate the .esp and delete along with the .bsa.
By HanaJarl immersion, FTW!
v1.0 - 04/27/2014
Changes the way Jarls sit on their thrones. I find it disrespectful that they slouch and look bored while they talk to you. You ARE the Dragonborn, after all. And it makes the old men (and old woman) look creepy. Now they sit up and pretend they are at least interested in what you have to say.
Except for Ulfric, because he just looks cool.
If a Jarl has not changed his sitting position, wait for them to get up. The next time they sit the changes will take effect.
Does not apply to 'thrones' in old Nordic ruins or Sovengaard.
Also incorporates the USKP fix of unable to look around when you sit on the throne so as not to cancel out those fixes.
Drop the .esp in the Data folder, activate in launcher or mod manager of your choice, enjoy. De-activate and delete .esp to uninstall.
I've made sure the .esp is clean with TES5Edit.
A small mod that changes the way your Race affects your character. Skills, heights, powers, carry weights, race weights and resistances have been overhauled to be more immersive and mostly more lore friendly. Also overhauls aspects of being a vampire and vampire lord.
Requires Dawnguard and patch 18.104.22.168.8
USKP, UDGP highly recommended and required for bug reporting!!!!!!!
Contains no scripts, FYI , for those of you who were wondering.
This mod removes the straight boost to skill levels, and added it instead as a fortifying bonus on top of your base skill level. The racial skills modified will be highlighted in the skills menu the same way all fortified skill are. Some Races will have new powers and old powers have been tweaked. Resistances have been improved on most races to match the races from the 3rd era better. Each races has it own base carry weight. Improved Night Eye.
Full list of racial traits these apply when you are a vampire as well:
M 1.03 M 0.80
F 1.01 F 0.75
Ability: Argonian Claws Ability: Scaled Hide - Argonian's hide protects them like armor (argonian base armor rating is 100) Ability: Water Breathing Ability: Resist Poison 100% Ability: Resist Disease 75% Carry Weight: 195
Skill Bonuses Lockpicking 15 Pickpocket 5 Sneak 5 Light Armor 10 Alteration 5 Restoration 5
M 1.00 M 1.00
F 0.98 F 0.95
Power: Dragon Skin - Block 80% of physical damage and Absorb 80% of Incoming Magicka for 60 seconds Ability: Aetherius Affinity - Resist Magicka 50% Ability: Fortify Magicka - Fortify Maximum Magicka (50 more Magicka) Carry Weight: 175
Skill Bonuses Conjuration 10 Illusion 5 Restoration 10 Enchanting 5 Alchemy 5 Alteration 10
M 0.97 M 0.90
F 0.95 F 0.85
Lesser Power: Night Eye Power: Ancestor's Wrath Power: Ancestor Guardian Ability: Resist Fire 75% Carry Weight: 165
Skill Bonuses Destruction 10 Archery 5 Illusion 5 Sneak 10 Light Armor 10 One Handed 5
M 1.11 M 0.80
F 1.09 F 0.75
Lesser Power: Night Eye Ability: Resist Disease: 75% Ability: Weakness to Shock: 25% Ability: Weakness to Frost: 25% Ability: Weakness to Fire: 25% Ability: Weakness to Magicka: 50% Ability: Highborn - Fortify Maximum Magicka (150 more Magicka) Carry Weight: 190
Skill Bonuses Alchemy 10 Alteration 5 Conjuration 5 Destruction 10 Illusion 5 Enchanting 10
M 1.20 M 1.02
F 1.15 F 1.00
Power: Star of the West - Fortify Maximum Stamina (50 more stamina) Power: Voice of the Emperor - Improves barter by 25% Ability: Imperial Luck Carry Weight: 200
Skill Bonuses Restoration 10 Destruction 5 Enchanting 5 One-handed 5 Block 10 Heavy Armor 10
M 1.05 M 1.20
F 0.95 F 0.75
Lesser Power: Night Eye Power: Eye of Fear - Send Opponents fleeing for 30 seconds Ability: Khajiit claws Ability: Feline Grace - increases movement speed by 20% Carry Weight: 180
Skill Bonuses Sneak 15 Lockpicking 5 Pickpocket 10 Alchemy 5 One-handed 5 Archery 5
M 1.08 M 1.25
F 1.06 F 1.15
Power: Woad - Raises armor rating 150pts for 60sec on Self
Ability: Resist Shock 50% Ability: Resist Frost 75% Carry Weight: 225
Skill Bonuses Two-handed 10 One-handed 10 Block 5 Smithing 5 Heavy Armor 5 Light Armor 10
M 1.07 M 1.45
F 1.05 F 1.25
Ability: Resist Magicka 25% Lesser Power: Night Eye Power: Berserk Carry Weight: 250
Skill Bonuses Heavy Armor 10 Smithing 15 One-handed 5 Two-handed 5 Block 5 Enchanting 5
M 1.03 M 1.15
F 1.01 F 1.05
Power: Adrenaline Rush - Increases Health by 50 pts, Increase blocked damaged with shield by 50%, Increases one handed damageby 50%, increases movement speed by 50%, and increases armor rating 100 points for 60 seconds
Ability: Resist Poison 75% Ability: Resist Common Disease 75% Carry Weight: 210
Skill Bonuses One-handed 15 Archery 5 Block 10 Smithing 5 Destruction 5 Alteration 5
M 0.90 M 0.65
F 0.92 F 0.70
Power: Beast Tongue - Command Creature for 600sec Ability: Resist Disease 75%
Ability: Resist Poison 25% Lesser Power: Night Eye Carry Weight: 150
Skill Bonuses Archery 15 Sneak 10 Lockpicking 5 Pickpocket 5 Light Armor 5 Alchemy 5
Vampires have been redone with a rank system, better sunlight system, improved hunger system, more useful powers and spells. Vampires no longer drown and are immune to frost. Only Vampires who have recently fed are immune to burting into flames in sunlight. Vampires get all the new features brought to the races by dragonbreak. Vampires are far stronger than non vampires.
As a Vampire your carry weight is double what it was as a mortal.
Vampires Can't Drown.
Dreadcloak, Embrace of Shadows, Vampire Seduction availible at all stages.
Get more powerful Vampire Servants for longer.
-Newborn (1 or more necks bitten) - +2% physical & destruction damage, +2% speed, +0.25% combat regen increase (regen per tick)
-Juvenile(over 25 necks bitten) - +4% physical & destruction damage, +4% speed, +0.5% combat regen increase (regen per tick)
-Fledgling (over 50 necks bitten) - +6% physical & destruction damage, +6% speed, +0.75% combat regen increase (regen per tick)
-Ascendant (over 100 necks bitten) - +8% physical & destruction damage, +8% speed, +1% combat regen increase (regen per tick)
-Elder (over 200 necks bitten) - +10% physical & destruction damage, +10% speed, +1.25% combat regen increase (regen per tick)
-High Elder (over 500 necks bitten) - +12% physical & destruction damage, +12% speed, +1.5% combat regen increase (regen per tick)
-Forebear (over 750 necks bitten) - +16% physical & destruction damage, +16% speed, +2% combat regen increase (regen per tick)
-Ancient (over 1000 necks bitten) - +20% physical & destruction damage, +20% speed, +3% combat regen increase (regen per tick)
-Primal (over 1500 necks bitten) - +30% physical & destruction damage, +30% speed, +5% combat regen increase (regen per tick)
Stages of Vampirism
-Stage1 (Gorged)- +6% physical & destruction damage, 100% frost resistance, -25% fire resistance
Vampiric Drain absorbs 20 health, magicka, stamina per second and does 20 frost damage per second
-Stage2 (Hungry)- +4% physical & destruction damage, 75% frost resistance, -50% fire resistance
Vampiric Drain absorbs 15 health, magicka, stamina per second and does 15 frost damage per second
-Stage3 (Ravenous)- +2% physical & destruction damage, 50% frost resistance, -75% fire resistance
Vampiric Drain absorbs 10 health, magicka, stamina per second and does 10 frost damage per second
-Stage4 (Starving)- 25% frost resistance, -100% fire resistance, Blood Sense Spell added
Vampiric Drain absorbs 5 health, magicka, stamina per second and does 5 frost damage per second
-Stage1 - No vitals regen, -15 vitalstats, (Ascendant and above are immune to regen debuff)
-Stage2 - 2 sun damage per second, No vitals regen, -30 vitalstats, (Elder and above are immune to regen debuff)
-Stage3 - 4 sun damage per second, No vitals regen, -45 vitalstats, (High Elder and above are immune to regen debuff)
-Stage4 - 8 sun damage per second, NPCs are hostile, No vitals regen, -60 vitalstats, (Ancients and above are immune to regen debuff)
Vampire Lords have been beefed up and tweaked, powers are better where it was needed also added some general fixes to make play easier (collision fix). Playing as A vampire lord on master/ legendary difficulty is now viable.
Vampire Lord Form has 40%+ damage mitigation
Stronger Minions for longer
Drain Bolt AoE reduced by 70&
Damage Scaling Claws +Damage Health only w/o Serana as follower
lvl 1-10: Claw Damage 25, Drain Bolt 75 +50 Damage health
lvl 11-15: Claw Damage 50, Drain Bolt 150 +75 Damage health
lvl 16-20: Claw Damage 100, Drain Bolt 150 +75 Damage health
lvl 21-25: Claw Damage 150, Drain Bolt 200 +100 Damage health
lvl 26-30: Claw Damage 200, Drain Bolt 200 +100 Damage health
lvl 31-35: Claw Damage 250, Drain Bolt 300 +150 Damage health
lvl 36-40: Claw Damage 300, Drain Bolt 300 +150 Damage health
lvl 41-45: Claw Damage 350, Drain Bolt 400 +150 Damage health
lvl 45+: Claw Damage 400, Drain Bolt 400 +200 Damage health
Poison Talon adds 100 damage over 4 seconds
Night Cloak does 25 damage per second
Vampiric Grip Does 35 choke dmg per second.
Power of the Grave perk now gives +200 to Health, Maigc, Stamina
A small mod that changes the way your Race affects your character. Skills, heights, powers, carry weights, race weights and resistances have been overhauled to be more immersive and MOSTLY more lore friendly.
Unofficial Skyrim Patch
Unofficial Dawnguard Patch
Seriously if you don't have these, I can not protect you from the wrath of my flying monkeys or skyrim's troll population
Racial Traits Overhaul Thread
Racial bonus are now fortify bonus instead of free levels in said skills. The racial skills modified will be highlighted in the skills menu the same way all fortified skills are.
Some Races have new powers and old powers have been tweaked.
Resistances have been improved on most races to match the races from the 3rd era better.
Each races has it own base carry weight, when you become a vampire it doubles.
Race heights and weights have been modified to resemble Morrowind mostly although with tweaks I felt were appropriate.
Night Eye lasts for 3600 seconds.
Vampires can't drown.
Ability: Argonian Claws
Ability: Scaled Hide - Argonian hide protects like armor (base armor rating of 100)
Ability: Water Breathing
Ability: Resist Poison 100%
Ability: Resist Disease 75%
Carry Weight: 195
Light Armor 10
Power: Dragon Skin - Block 80% of physical damage and Absorb 80% of Incoming Magicka for 60 seconds
Ability: Aetherius Affinity - Resist Magicka 50%
Ability: Fortify Magicka - Fortify Maximum Magicka (50 more Magicka)
Carry Weight: 175
Lesser Power: Night Eye
Power: Ancestor's Wrath
Power: Ancestor Guardian - Conjure an Ancestor Guardian for 60 seconds on self
Ability: Resist Fire 75%
Carry Weight: 165
Light Armor 10
Lesser Power: Night Eye
Ability: Resist Disease: 75%
Ability: Weakness to Shock: 25%
Ability: Weakness to Frost: 25%
Ability: Weakness to Fire: 25%
Ability: Weakness to Magicka: 50%
Ability: Highborn - Fortify Maximum Magicka (150 more Magicka)
Carry Weight: 190
Power: Star of the West - Absorb Fatigue 200 pts on target
Power: Voice of the Emperor - Improves barter by 25%
Ability: Imperial Luck
Carry Weight: 200
Heavy Armor 10
Lesser Power: Night Eye
Power: Eye of Fear - Send Opponents fleeing for 30 seconds
Ability: Khajiit claws
Ability:Feline Grace - increases movement speed by 20%
Carry Weight: 180
Power: Woad - Raises armor rating 150pts for 60sec on Self
Ability: Resist Shock 50%
Ability: Resist Frost 75%
Carry Weight: 225
Light Armor 10
Ability: Resist Magicka 25%
Lesser Power: Night Eye
Carry Weight: 250
Heavy Armor 10
Power: Adrenaline Rush - Increases Health by 50 pts, Increase blocked damaged with shield by 50%, Increases one handed damageby 50%, increases movement speed by 50%, and increases armor rating 100 points for 60 seconds
Ability: Resist Poison 75%
Ability: Resist Common Disease 75%
Carry Weight: 210
Power: Beast Tongue - Command Creature for 600sec
Ability: Resist Disease 75%
Ability: Resist Poison 25%
Lesser Power: Night Eye
Carry Weight: 150
Light Armor 5
Just put RTO as low as possible in your load order to avoid anything override it's changes
Any other mod that change the races or vampire races
Classic Classes and Birthsigns
Works together like a charm, A must have mod to go with this!!! I have been building RTO to work with this mod since it never leaves my load order
Frostfall - Hypothermia Camping Survival
The backpacks Frostfall has really helps with the burden of a packed inventory attributed to the races reduced carry weights
Bandolier - Bags and Pouches
If the backpacks of Frostfall don't cut it for you pack rats then this mod surely will counteract the reduced carry weights of RTO
Dasistgutja for his Racial Traits Improved without it I would never have uploaded my personal dawnguard compatibile version of his mod or have been inspired to create this racial overhaul.
By William ImmThe disease descriptions in the vanilla game weren't that descriptive - they only gave you the mechanical effects of the disease and not what the disease actually is, nor its symptoms.
A earlier mod on the Nexus known as Disease Descriptions (made by Funsize_360) attempted to recertify that problem, but it felt like to me it was taking one problem and replacing it with another - in this case, the descriptions of the mechanical effects.
So, I decided to start my own version. Without blackjack and hookers, because that won't make sense.
What this mods does is add descriptions to the diseases in the vanilla game and the official DLCs, when available, and when I can get my hands on them. These descriptions retain information about the mechanical effects of the diseases, but also have a fluff description. This is really beneficial if you want to be really immersed into the game (or you are LPing it), as you would know how to react to whatever diseases you get.
Comes with both a Bash and a NMM installer, so users of either mod manager (or Mod Organizer) would have a simple installation procedure. Includes compatibility with Realistic Needs and Diseases, and any official DLC I can get my hands on that introduces diseases.