rhilee91 reacted to Arthmoor for a file, Run For Your Lives
A small mod that makes citizens in a village or city run indoors during a dragon or vampire attack.
This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking dragons and vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of giant flying fire breathing lizards (or bloodthirsty undead). NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead.
This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine.
Guards, members of The Companions, Vigilants of Stendarr, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse.
Spawned dragons are detected via animation events, which should allow for completely reliable detection even if the dragon never lands on something.
Hand placed dragons are detected when their combat state changes* as well as when they land on any available perch objects in the area.
Vampires will be detected when the events that spawn them begin running.
* [Only after they land on the ground]
rhilee91 reacted to Arthmoor for a file, Alternate Start - Live Another Life
Misery and despair have haunted you all your life. Just when you thought it couldn't get any worse, you've been arrested and thrown in the dungeons. Your trial was supposed to be weeks ago, only nobody has come for you. It's been so long since seeing daylight you no longer know what month it is anymore. The dungeon is cold, damp, and worse still, you're running out of food. At least you have that leak in the wall for water. It seems as though you've been forgotten, soon to rot away and die. The eight have forsaken you! Or... have they?
Live Another Life provides an alternative means to start the game for those who do not wish to go through the lengthy intro sequence at Helgen. You will be given the opportunity to choose your race and then choose a new life for your character to lead. A wide variety of choices will be available. What you choose will have a lasting impact, so choose carefully or the gods may forsake you again!
Additional support has also been provided to allow you to extend Live Another Life with your own starts.
Requires the Unofficial Skyrim Special Edition Patch to be installed first!
rhilee91 reacted to Arthmoor for a file, Cutting Room Floor
A content restoration mod for Skyrim and the official DLCs.
From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. Villages that were supposed to exist have been brought back. Quests that were partially implemented have been completed. Various items have been restored that were still in the data files. NPCs have been brought back to the game and given homes where appropriate. Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet.
NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs
Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests
Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items
CRF Bug Tracker
Check out the video for the mod by Brodual:
rhilee91 reacted to SkyLover for a file, Better Start Timing for Dawnguard and Dragonborn
As many of you may have noticed, the questlines for Dawnguard and Dragonborn begin very early in the game, a little too early for many people's taste. Plus, without other mods to moderate them, they tend to start at about the same time. This mod attempts to alleviate this somewhat.
What this mod does is space out the starts for Dawnguard and Dragonborn so that they don't feel thrown in your face when you start the game, by making them hinge on the progress of the main quest. Dawnguard will now not begin until you complete The Horn of Jurgen Windcaller, and, like the vanilla game, reach level 10, while Dragonborn will not begin until you complete Alduin's Bane and have at least started Dawnguard (as in the quest Dawnguard is visible in the journal or completed). Keep in mind that these requirements can be circumvented by going to the respective questlines's starting locations of your own accord.
This mod also fixes a minor annoyance that is introduced by the Unofficial Patch. The Patch tinkers with the Dawnguard start to fix a bug where Durak and the cultists would get locked in eternal combat if they spawned together, by preventing the Durak scene from triggering until the Dragonborn scene has triggered. This works, but it also causes some problems of its own. First off, the Guards are hard-coded to say the Dawnguard-starting rumor once the level requirement is reached, and since Dragonborn and Dawnguard tend to trigger in quick succession, this makes it highly unlikely that you'll ever see Durak's scene, especially since this mod pushes the Dragonborn start to a much later time. Secondly, Dragonborn chronologically occurs after Dawnguard, so it would make more sense to see the Dawnguard scene first (and since Dragonborn is dependent on Miraak learning of your status, while Dawnguard is largely unrelated to your status, coupled with the amount of time it would take for word of a Dragonborn to reach Solstheim in the first place). As such, I have blocked the Guard's rumor from playing until after Dawnguard starts to ensure the Durak scene occurs, and inverted Dawnguard's dependency so that Dragonborn requires Dawnguard to start first, thereby preserving the fix in a more logical fashion.
A patch for kryptopyr's Timing is Everything is also included, allowing both mods to work together.
rhilee91 reacted to Arthmoor for a file, The Paarthurnax Dilemma
Disappointed with how ruthless and unforgiving the Blades were at the end of the main quest? Felt like you should have been able to put your foot down and make them see reason? Well now you can!
This mod is a simple, yet badly needed modification to the post-MQ quest the Blades give you to kill Paarthurnax.
Approach the quest as usual. Listen to the Greybeards and Paarthurnax.
Should you decide to spare his life, return to Delphine or Esbern and explain it to them. You may have to be a bit forceful in the process. They may not like what you're telling them, but they're supposed to be there to serve the Dragonborn, right?
Should you choose to go through with slaying him, he will not be alone. Paarthurnax told you he was going to try and teach others the Way of the Voice, and he'll have his first group of students listening intently. Or, well, whatever dragons do when they're perched on rocks looking at each other.
Are you a ruthless savage like your Blade companions, or will you show compassion and forgiveness the Blades don't appear to be capable of anymore? Make your choice, Dragonborn!
rhilee91 reacted to Arthmoor for a file, Point The Way
Ever 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.
rhilee91 reacted to Arthmoor for a file, Bring Out Your Dead
Bring 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.
rhilee91 reacted to Winterlove for a file, Consistent Older People
Have you noticed that some NPCs are clearly meant to be elderly if you look at their faces, but their bodies seem to be more appropriate for a younger person? Furthermore, this is not consistent - some older NPCs have bodies and faces that match.
Now, this may or may not bother you, but the visual disparity annoys me. What most people might have done is make the fake-old NPCs younger. Instead, I reckoned that generally the NPCs are supposed to be the age their faces look, so decided to make their bodies match their faces.
This mod requires that USSEP is installed, and your game will crash on startup if it isn't.
rhilee91 reacted to Arthmoor for a file, Bee Hives
Ever 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.
rhilee91 reacted to Arthmoor for a file, Sounds of Skyrim - Complete Edition [MCM]
Quoted from the original documentation:
This mod combines all of the SoS modules into one easy to use package and includes MCM support for those who use SkyUI-SE. For those who don't, the initial configuration is now handled through the use of a book for each module you can read to set things up. Some minor bugs have also been fixed along the way.