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Dwip

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    2008
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Files posted by Dwip

  1. Static Dovahkiin

    Staticman, the hero Skyrim modding both deserves and needs right now.
     
    This is a single piece Dovahkiin static nif meant for importing into your Blender modeling projects as a scale reference.
     
    To use, unpack dovahstatic.nif and dovahstatic.dds into whatever directory you use as a workspace. Dovahstatic.nif is ready for import, using the usual procedures for importing Skyrim meshes into Blender. If you're not sure what I'm on about, read Hana's tutorial on the subject. Be sure and link up dovahstatic.dds once imported.

    127 downloads

    0 comments

    Updated

  2. AFK_Hlaalu Quests

    Adds new quests to the Hlaalu stronghold at Rethan Manor, and fixes up a few of the existing NPCs. Also adds in another level of stronghold construction - Grandmaster level, for those of us looking for a little bit more oomph out of our strongholds.
     
    As with all of my Morrowind mods, AFK_HlaaluQuests is released as-is. I haven't touched the Morrowind CS in 8 years, and am both unable and unwilling to provide support. Use at your own risk.

    158 downloads

    0 comments

    Updated

  3. AFK_Blades_EQ

    AFK_Blades_EQ adds several new sets of Blades armor and weapons to allow for a stylish Blades look through high levels without being penalized for the experience. In addition, it reworks the armor ratings on the Imperial Dragon armor to make it equal to Daedric or Glass, and increases the level on the enchantments to Grand. Lastly, a series of capes and cloaks are added in both a teal and gold Blades style and a crimson and black Imperial Dragon style. The new Blades equipment is available in a respawning armory chest in the Cloud Ruler Temple armory, while the new Imperial Dragon capes and cloaks are available in a respawning chest in the same location as the armor.

    21 downloads

    0 comments

    Submitted

  4. AFK_Map

    A fixed up version of the vanilla map in three versions:
     
    - Modified vanilla, showing a couple of roads that aren't in the stock version.
    - Lost Spires version, showing a small road added by LS.
    - New Roads and Bridges version, accurately showing all roads added by NR&B. This is the most accurate version available.
     
    Also includes all combinations of these versions. Also includes various GIMP files to make it possible to create and modify roads.
     
    The New Roads and Bridges part is included in TheNiceOne's Dynamic Map, which is more suitable for most people.

    99 downloads

    0 comments

    Submitted

  5. AFK_Guar Caravan

    Adds a chain of guar caravans in Balmora, Vivec, Caldera, and Pelagiad to provide a little ease of travel to the smaller settlements.
     
    As with all of my Morrowind mods, AFK_Guar Caravan is released as-is. I haven't touched the Morrowind CS in 8 years, and am both unable and unwilling to provide support. Use at your own risk.

    148 downloads

    0 comments

    Updated

  6. AFK_PrayerIdles

    If you've ever been in a chapel, you've noticed characters standing at the altars, staring into space. Or maybe you've noticed the endless restoration sounds as characters lunge at the altars for hours on end. This mod aims to change all that.
    AFK_PrayerIdles ties idle animations to many of the vanilla AI packages for priests and worshippers in the great chapels of Cyrodiil. Now, when an NPC with the proper AI package approaches an altar, they will choose between kneeling and standing praying animations. The result of these small changes is a much more atmospheric, religious chapel experience.

    208 downloads

    0 comments

    Submitted

  7. AFK_Weye

    A complete readme and more can be found at Oblivion Nexus
    New, player ownable and upgradable house in Weye, with the possibility for outdoor gardens, trainers, guards, and more
    New stores in Weye, including a bow shop and general merchant, with the possibility for even more via quests
    More than 25 new NPCs - grow Weye from a sleepy hamlet to a bustling suburb through your actions
    Thousands of lines of partially voiced dialogue
    18 new quests both in and around Weye and spanning the face of Cyrodiil, including 5 in the main quest line
    Save damsels in distress, reuinite lost lovers, and right ancient wrongs - or take their treasures for yourself
    Enemies and treasures both new and old, from daedra lords to master swordsmen, from amulets to deadly new weapons
    A bard who will tell tales of your adventures to one and all
    A dungeon unlike any you have seen before

    New for 2.0:
    Well over a hundred major and minor bug fixes since 1.21
    Many cosmetic changes to Weye and its manor, including several completely new meshes and many more retexures
    New and rearranged furnishings in the manor, including the choice between a cozy sitting area and display cases, a new guest room for companions, and a revamped alchemy area
    Fireplaces and lighting in the manor that can be turned on and off manually, or automatically by the maid. You can pick and choose room by room
    Better equipment for some NPCs, including custom armor retextures and a few other surprises. New equipment in Weye shops
    Fallout 3 style companion management for Weye guards and companions, with equipment sharing, multiple AIs, and variable follow distances
    Several new quests, including A Wolf In the Fold, Shiny Things, With A Hungry Heart, Elemental Arrows, Goods For Thalonias, and more
    Heavily reworked older quests, including new paths to completion for Death and Taxes and All That Glitters, changes to Property Rights, better wrapup after When You Wish Upon A Star, and a proper ending to Zombies In the Mist
    Much, much more

    COBL Support for 2.0:
    This is very much a beta feature, and I welcome feedback from COBL users.
    Outdoor wells now give water
    Luggage support in the manor entry
    Larder and home plate in the manor dining room
    Water barrel in the manor kitchen
    Alchemy sorter, grinder, and static alchemy equipment in the manor alchemy room

    AFK_Weye completely revitalizes the village of Weye outside the Imperial City, adding new buildings, new NPCs, and a Cyrodiil-spanning questline that faces you off against enemies new and old.
    At the start of the mod, there are two new merchants in town. Thalonias is a wealthy traveling Breton for those players who like to recieve a reasonable price for their items. Lucius Decimus owns a bow shop, selling bows and enchanted arrows. In addition, there are several more new NPCs living in four other new houses in town. Through quests, you can attract even more NPCs to town, some of whom offer their own services and quests.
    Over the course of the quests, the possibility opens up for a player-owned house, and the main questline explores the house, its inhabitants, and lets you grow and breathe new life into both manor and town. In addition, there are several other quests, revolving around Weye and its inhabitants.
    Most Weye NPCs are quest related in some way - talking to people and paying attention to them and their actions can open up more options or entirely new quests.
    Much attention has been paid to creating believable NPCs - Most are at least as interesting as vanilla NPCs, and they will react to your adventures and to other people in town, tell you about their lives, and more.

    444 downloads

    0 comments

    Submitted

  8. AFK_Emergency Services Rail Station

    Adds a player home to the rail station NE of Primm. The home has a number of conveniences, if the player has the skills and materials to fix it up for habitation.

    142 downloads

    0 comments

    Updated

  9. AFK_EEC Expansion

    Allows you to finish off your Raven Rock Colony with elements you may have passed up previously. Additional expansion includes a complete city wall and a treasure vault in the Factor's Estate.
    As with all of my Morrowind mods, AFK_EECExpansion is released as-is. I haven't touched the Morrowind CS in 8 years, and am both unable and unwilling to provide support. Use at your own risk.

    179 downloads

    0 comments

    Updated

  10. AFK_Troll Sign

    Adds a new Troll birthsign at Arthmoor's request. Fortifies magicka by 15, Endurance by 20, and gives 50% weakness to fire.
    As with all of my Morrowind mods, AFK_Troll Sign is released as-is. I haven't touched the Morrowind CS in 8 years, and am both unable and unwilling to provide support. Use at your own risk.

    147 downloads

    0 comments

    Updated

  11. AFK_Armor Fix

    Makes various fixes to light and medium armor for logical and balance reasons. Precise changes have long since been forgotten.
    As with all of my Morrowind mods, AFK_ArmorFix is released as-is. I haven't touched the Morrowind CS in 8 years, and am both unable and unwilling to provide support. Use at your own risk.

    167 downloads

    0 comments

    Updated

  12. AFK_Vivec Bridge

    Adds a new bridge connecting the Foreign Quarter and Hlaalu Canton in Vivec.
    As with all of my Morrowind mods, AFK_VivecBridge is released as-is. I haven't touched the Morrowind CS in 8 years, and am both unable and unwilling to provide support. Use at your own risk.

    144 downloads

    0 comments

    Updated

  13. Dwip's Earth (Random Civs) - BtS

    Based on Rhye's 18 Civ World Map with random starting points and various resource additions and changes for more competitive gameplay. For Beyond the Sword.

    149 downloads

    0 comments

    Updated

  14. AFK_Tweaks

    Dwip's personal gameplay changes. See the release thread here.

    236 downloads

    0 comments

    Updated

  15. AFK_Frostcrag

    Renovates Frostcrag Tower with better lighting, furnishings, and display cases. An Oblivion gate is included for post-main quest sigil hunting enjoyment.
    You MUST have the Frostcrag Tower DLC to use AFK_Frostcrag.
    AFK_Frostcrag attempts to be a low-impact, low-frills upgrade to the Frostcrag Tower DLC for those of us who liked the idea, thought the implementation needed a little help, but just want a home and not a lot of extras.
    AFK_Frostcrag uses the stock layout of Frostcrag Tower from the DLC, but adds the following features:
    Remodeled areas with moved and added furniture in three optional varieties.
    Many display cases, also with several options, on the first level.
    Revamped lighting that can be toggled on and off via spell.
    A teleport ring and spell to return you to Frostcrag.
    An alchemy chest like the one in the Archmage's quarters.
    An Oblivion gate that can be used after the main quest to re-enter the planes of Oblivion.

    200 downloads

    0 comments

    Updated

  16. AFK_IC Temple Cleanup

    Cleans up the Imperial City Temple District a month after the events of the main quest, restoring the burnt trees and ripped-up streets to their former glory.
    Includes a version for users of Let the People Drink.

    168 downloads

    0 comments

    Updated

  17. AFK_Garden Paths Resource

    A set of stone walkways made from the vanilla doorstone objects. The set is modular, and contains pieces roughly modeled on the vanilla sidewalk meshes, with a few additions. Each piece includes an editor marker at ground level in the shape of the piece's collision mesh for easier placement in the CS.
    Also included is a small esp file with a test cell (AFKGardenPathsTestCell) that shows how to place the path pieces.

    171 downloads

    0 comments

    Updated

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