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Arthmoor

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Files posted by Arthmoor

  1. Oakwood

    A new village reviving an old town from TES:Arena.
    Falkreath Hold has always seemed like a reasonably large place, but having only the Hearthfire home, a house taken over by bandits, and the burned out remains of Helgen hardly does it justice. Oakwood fleshes this out somewhat by placing a fishing and mining village on the shores of Lake Illinalta, just west of Lakeview Manor. This town once existed in TES:Arena but has not been mentioned since so there's nothing saying it wouldn't still be here. When combined with building the Hearthfire home at Lakeview Manor, it feels more like a larger town with a manor house at the head.

    5651 downloads

    28 comments

    Updated

  2. 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:
    https://www.youtube.com/watch?v=ByPbGhFX2aM

    13620 downloads

    28 comments

    Updated

  3. Falkreath

    A minor expansion for the city of Falkreath. Provides additional housing for 2 NPCs.
    Like so many other towns in Skyrim, NPCs have been doubled up in housing or simply not given any at all and occupy space at the inn forever. Falkreath is already fairly large and space is limited, but there was enough available to provide homes for Kust and Valdr in a part of the city that wasn't occupied by anything other than trees.

    3620 downloads

    5 comments

    Updated

  4. Open Cities Skyrim

    Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time.

    56085 downloads

    19 comments

    Updated

  5. Telengard

    A hunting and fishing village on an island in the Sea of Ghosts.
    Nords have always been spoken of as hearty and tolerant of the cold, but Skyrim has few instances where this is demonstrated. Plus there is a lot of implication that many spend a lot of time at sea hunting horkers and fishing but no reflection of this exists anywhere except one hut in the Skaal Village. This mod aims to change that a bit by offering an entire settlement dedicated to the task of hunting horkers, fishing, and raising goats and cattle for meat. There's plenty of meat and fish available for the taking on the island and now someone is there doing just that!
    I also wanted to do something with the Skaal Village tileset and figured this would be a good opportunity to make use of it and some of their clothing. No, these Nords are not an offshoot of the Skaal, but they do share architecture and some clothing in common.
    Old school (and I mean old) may recognize the name of the mod as an old Commodore 64 game by Avalon Hill (circa 1983). This mod serves as a bit of an homage to the game that first got me hooked on RPGs and on the idea of modding them as well. The village's name isn't the only Easter Egg you'll find either
    Features include:
    * Custom inn layout using Skaal Village architecture.
    * NPCs with complete schedules.
    * Military control changes based on who controls Winterhold.
    * All houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area.
    My Patreon Page: https://www.patreon.com/arthmoor
    Want to get a taste of some real retro gaming? A PC remake of Telengard can be found here: http://buildingworlds.com/telengard/ Yes, I have played it, and it's a very faithful reproduction of the original experience.

    3489 downloads

    1 comment

    Updated

  6. Keld-Nar

    This doesn't translate to Feldscar at all. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine. - Raminus Polus, circa 3E 433.
    An age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then?
    30 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Where once ruins lay, a thriving village has sprung up in their place. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale.
    Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago.
    The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. It may also be subject to random vampire strikes if you have Dawnguard.
    My Patreon Page: https://www.patreon.com/arthmoor

    4427 downloads

    7 comments

    Updated

  7. 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!

    4148 downloads

    5 comments

    Updated

  8. 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.

    22140 downloads

    89 comments

    Updated

  9. Unofficial Skyrim Special Edition Patch

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Special Edition. The goal of the Unofficial Skyrim Special Edition Patch (aka USSEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package.
    Warning: Only use the Unofficial Skyrim Special Edition Patch with the latest release version of Skyrim Special Edition patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates.
    See the full changelog for details.
    Readme + Credits

    8106 downloads

    Updated

  10. Unofficial Oblivion DLC Patches

    The aim of this mod is to fix the bugs existing in the official mods released by Bethesda.
     
    NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UODP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save.
     
    The UODP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UODP overtop of Unnerfed, Oblivion may crash on launch. The UODP is compatible with S.M. Plug-In Refurbish (move the S.M. ESP's after the UODP ones)
     
    If you find any bugs with the fixes or any bugs with the official mods themselves please report them in the Official forum thread.
     
    Complete changelog

    4965 downloads

    Updated

  11. Unofficial Shivering Isles Patch

    This mod is a joint effort to fix the vast amount of bugs currently existing in the Shivering Isles expansion pack for Oblivion v1.2.0416, fixing over 200 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls\objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt please note the Cell (not PC Cell) and Pos values and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience!
     
    Warning: Only use the Unofficial Shivering Isles Patch with the version of Oblivion is was created for! Using it on an older or newer version then v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such!
     
    The complete changelog is available here.

    5129 downloads

    Updated

  12. Unofficial Oblivion Patch

    This mod is a joint effort to fix the vast amount of bugs currently existing in Oblivion v1.2.0416, fixing over 2,500 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt, click the item, note the Cell (not PC Cell) and form ID value (the eight hexadecimal digits at the top, ie 00123ABC) and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience!
    Warning: Only use the Unofficial Oblivion Patch with the version of Oblivion is was created for! Using it on an older or newer version then v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such!
    The complete changelog is available here.

    15794 downloads

    Updated

  13. ESO Skyshards

    Long ago, during the second era in the time of the Planemeld, adventurers sought out whatever power they could gain to aid in their battle against Molag Bal. Among these items of power were Skyshards, presumably made available by the gods for those who were dedicated to exploring both the hidden and mundane corners of Tamriel. Not much is truly known about them, but in these trying times of dragons and civil war, the Skyshards have once again appeared for the Last Dragonborn to discover and augment his power.
    ESO Skyshards places several shards throughout the province of Skyrim, including Dawnguard areas and Solstheim. Much like the ones from ESO itself, once you collect 3, you will earn 1 perk point to spend as you see fit. There are 6 in each section, for a total of 66 shards amounting to 22 extra perk points. That may seem like a lot, but by the time you've found them all you'll likely be pretty high level anyway so it balances out in the end. Sorry, beyond the 3 screenshots displayed for the mod, I will not reveal the locations of all of the shards. They do not have map markers either, and there are no plans to provide any. They are located in a mix of easy areas and hard areas so they should prove to be quite a challenge to locate.
    This mod will go especially well with mods that expand the number of perks you can use as well as perk overhauls that expand the number of points required to obtain perks.
    This mod requires external assets and is therefore not possible to port to PS4. Sorry.

    8921 downloads

    7 comments

    Updated

  14. Faregyl Village

    Feeding the empire, one roast chicken... or pork chop... or rabbit steak at a time! Cyrodiil demands MEAT!
    Ever notice how there's no real farming presence in Cyrodiil? Except for some really small isolated places, there's perhaps one major operation going on outside of Skingrad. And they make wine. Wine is great and all, but where do folks get the meat? I mean the good meat. Chicken, pork, rabbit. We have plenty of mutton, but, well, mutton can only go so far before it gets old. There's also a noticeable lack of traditional crops being grown anywhere on any kind of meaningful level. So I got bored while thinking about this and decided it was time to do something about it!
    I searched high and low and found only a small number of farming mods. The usual. Sheep, sheep, sheep, and oh, more sheep. Wonderful. Got the mutton sources covered now. So I'm attempting to fill in some of the gaps. There were a number of other good farming mods but they all landed in locations that were less than ideal, at least for my game. The UL team has someone working on a grand implementation out by Anvil, so I figured on letting them take care of that. So why Faregyl? What's so special about this place? Nothing really. When I scouted for locations it wasn't used by anything I could find. So I figured it was as good a place as any to stick some small farming operations.
    This mod adds a pig farm, chicken farm, rabbit farm, some traditional crops, and a local smithy to the Faregyl area. Instead of an isolated sleepy old inn, now there's a useful farming village to help sustain the population. Each farm is owned by an NPC who has a work schedule and a normal eat/sleep schedule. Don't try and mooch off the stuff though. Killing the livestock or stealing the crops is going to make someone angry if they catch you! There's also a local smithy who will repair gear and sell mundane supplies and equipment. He's got an ox to pull his cart, but the ox is mean. Don't mess with him. There's also two local legionaries who patrol the area to help keep the peace. And of course, the abandoned gold mine. Something the locals are reluctant to talk about....
    Addendum for 2.x:
    If all you're looking for is a nice little village mod, you can ignore the quest and things will continue on their merry way. This mod was originally intended to be just that. A village with some nice atmosphere and a bit of a twist on the buildings. The mine quest as it was in version 1.x was an afterthought thrown together without much planning or direction. It is of course fun, and has some nice story elements and is worth the trip down there just to see it.
    Of course, as with all things of this nature, I couldn't resist tweaking and fiddling and have ended up creating something much more. So if you're into questing, the surest way to trigger things is to head for the mine. You may also get it as a rumor from elsewhere. If you've played through 1.x already, then you'll already have a pretty good idea of what's going to transpire. Things have been adjusted some and the quest is now tracked via the journal with actual logs. The story has been fleshed out more and is a lot more interesting. There's also a bit of cross-mod story telling going on. A mod called Pemberly Manor had some mention of one of the NPCs having holdings around Cyrodiil. One of which was the farms at Faregyl. I've incorporated this into things and not only are the farms owned by the NPC, but so was the mine. To say more would spoil.
    A word of warning - the quest now has some real consequences based on what you do and the decisions you make. The mine is no longer the end of the story. The state of the village itself can be affected. As you progress this should become somewhat obvious. It is also possible that you will not get to experience everything that's possible. Yes, some decisions can have dire consequences. Yes, you can be evil, and yes, you can screw things up even if you weren't planning to. This is an aspect of many games that Oblivion is lacking in. Most of your actions have no real impact on Cyrodiil. They will in Faregyl though. Of course, that means you can play through again with a different character and have a different outcome.
    Something else to keep in mind. Certain mods may influence the outcome of events depending on what their NPCs may do while in the village. Play your cards right and some of those extra NPCs may help you turn a bad situation around. Travelers from TIE come to mind as the most common examples. A few of them make regular stops in Faregyl and are generally friendly to the player. Influence from mods can also go bad if they place enemies near the area. You've been warned.
    Also a general caution. This has been the case since first release, but none of the villagers are marked essential. If they die, they die. I've made every effort to keep nasties away from the village by removing spawn generators but I can't cover everything.

    940 downloads

    0 comments

    Updated

  15. Open Cities Skyrim

    Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time.
    Patches In The Patch Archive
    CL Cities - Whiterun: Adjusts navmesh data and makes copies of objects from CL Whiterun into the open worldspace.
    Skyrim Sewers 4: Provides access to the sewer areas from the open city spaces.
    Drinking Fountains of Skyrim: Copies the drinking fountain objects into the open city spaces. Patch written by Hanaisse.

    13324 downloads

    29 comments

    Updated

  16. Open Cities Patch Collection for Oblivion

    The Open Cities Patch Collection for Oblivion

    This is a collection of various patches made to provide compatibility between Open Cities (Classic or Reborn) and other mods. Most of these files have not been looked at in years, but they should still work since the Oblivion community is more or less in a stable state these days.
    I cannot guarantee that they all still work as intended though, because who knows what's happened in the last 10 years (written in 2021). When each was last checked, they worked fine.
    Some of these mods are no longer available on Nexus, ModDB, or any other site. This shouldn't be a problem if you already have a local copy stored, but do not ask me to upload a missing mod as that can ONLY be done with the original author's express permission.
    Each mod patched is specified in the main archive folder. Within each one there may be a patch for OCC, OCR, or both. You'll need to refer to the individual readme files which have been included. Sorry, but the folder structure in this archive was never especially mod manager friendly so they'll need to be handled manually on an individual basis.
    If someone wants to provide a working Wrye Bash wizard or an FOMOD installer, I'd be happy to include that to make things a bit easier.
    I am no longer creating new patches so this collection will be all of the ones I provide.
    My Patreon Page: https://www.patreon.com/arthmoor
    System Requirements

    Official Patch version 1.2.0416. Steam and GOG users already have this, but some old retail disc copies may not.
    The mods being patched may have various different additional requirements, the most common among them being a recent version of OBSE
    List of Mods Patched

    Official DLC - Frostcrag Spire
    Official DLC - Knights of the Nine
    Bravil Docks
    Bruma Mages Guild Restored (this is NOT for my Bruma Guild Reconstructed mod)
    Cats & Rats
    Clocks of Cyrodiil
    CLS Sailboats
    COBL Luggage
    COBL Wells
    Coffee Shop
    Cyrodiil Transportation Network (this is NOT for my Cyrodiil Travel Services mod)
    Dungeons of Ivellon
    Eternium
    Golden Crest
    Hiyoko Store
    Integration - The Stranded Light
    Kvatch Rebuilt
    Losing My Religion
    Lost Spires
    Malevolent
    Midas Magic
    MTC River Shack
    MTC Thieves Grotto
    Naked Nord
    One Stop Magic Shop
    Orden des Drachen
    Oscuro's Oblivion Overhaul
    Reclaiming Sancre Tor
    Ruined Tail
    Survival Suite Hunger Thirst Sleep
    Tears of the Fiend
    Telekenetic Mastery
    Terran Vampires
    Valley View Estate
    Werewolf Legends

    264 downloads

    0 comments

    Updated

  17. Unofficial Skyrim Legendary Edition Patch

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Legendary Edition. The goal of the Unofficial Skyrim Legendary Edition Patch (aka USLEEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package.
    Warning: Only use the Unofficial Skyrim Legendary Edition Patch with the latest release version of Skyrim patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates.
    See the full changelog for details.

    21153 downloads

    Updated

  18. Verona House: Bloodlines - SI Version + Fixes

    Verona House: Bloodlines - Arthmoor's Fixes
    Verona House: Bloodlines is an extensive quest mod that takes place after the end of the main quest. It makes several additions to the game including a large town on the northwest portion of Lake Rumare.
    During the course of my attempt to complete this quest, I ran into a number of small bugs which needed to be fixed in order to be able to progress. Generally in the AI packs and dialogue conditions, but there were also some broken scripts as well. It is important to bear in mind that this fixed version DOES NOT necessarily fix every last bug, just those that were keeping me from continuing based on what I was doing. There may yet be more to find as it's a complex mod with a lot of different elements to experience.
    The meshes have all been run through PyFFI 2.1.7 to clear up any broken nodes and to optimize them at current levels. Jury is still out on whether they're all fixed or not, but so far there's nothing out of place.
    The textures have all been checked for the proper compression formats to cut down on VRAM usage. Again, so far there appear to be no anomalies.
    I've repackaged all of the loose files into a BSA since there's enough of them to warrant keeping things organized this way, including what portions of voiced dialogue there were. All of the assets in the BSA file are unique so there is no risk of a collision with the vanilla BSA archives.
    Because the voice files all depend on the ESP name, I have not removed the version number from the filename. The version number in the filename is not the true version number for the mod. There are also a number of patches which depend on this being named the way it is, so it can't be fixed. The true version I started from was labeled as version 1.4, which appears to be a file version that's no longer available anywhere. I am fairly certain it cam from DTom's original website and *NOT* from the copy currently uploaded to TES Nexus. I have designated this one as version 1.5.
    Full credit goes to DTom for the mod. All I did was fix what needed fixing. See his unaltered credits in the original Bloodlines.txt file for the rest. Please be aware that his original text references a lot of things that are no longer current. I have left the file in the last state he did in his original work.
    This fix package only covers the Shivering Isles version of the mod. Sorry. I don't have time to go digging around to remove the SI elements, nor would I consider it. If you don't have SI, then DO NOT INSTALL this as you'll probably break something.
    Now go have some fun and enjoy this mod! Despite the troubles, it's well worth playing.
    System Requirements
    The install requirements are slightly altered over the original:
    * Official Oblivion Patch 1.2.0416.
    * Shivering Isles required.
    OBSE is not required for this mod.
    Elys' Silent Voice is recommended as I'm not entirely sure if there are silent dialogue files for the non-voiced lines.
    Load Order
    This fixed version of the mod needs to load prior to any Unique Landscapes mods, as well as prior to any Open Cities mods or Better Cities mods. Use LOOT if you are unsure where to put it as LOOT has the current correct load order.
    All patches for Unique Landscapes are obsolete with this version. If you are using them, you may now deactivate them and forget they ever happened.
    All patches for Open Cities are obsolete with this version. Open Cities support is built-in now, which was one of the alterations DTom had previously approved of. You can now get rid of any Open Cities patches you are using with this.
    If you're using Region Revive and/or AFK_Weye, you need to make sure this fits in like so:
    Region Revive - Lake Rumare.esp
    VHBloodlines 1.2.esp
    AFK_Weye.esp
    Rumare-AFK_Weye Patch.esp
    Failure to set the proper order will result in land tearing in the Verona Bay town.

    200 downloads

    2 comments

    Updated

  19. Nehrim Experience Progress Bar

    This is a somewhat simple modification to the Nehrim UI to include a progress bar for experience needed to level. As simple as Oblivion's corrupt interpretation of XML can be anyway. It was born of annoyance at seeing the message spammed to the HUD every 5 minutes telling me how much XP I had, how much I needed to level, and how many learning points I had. So I wanted something less distracting since that information is readily available in the learning book.
    This mod disables the status message that is normally displayed every 5 minutes and replaces it with a yellow bar on the HUD that grows as you get closer to leveling up.

    184 downloads

    0 comments

    Updated

  20. Sane Fusion Cores

    Tired of your fusion cores running out like bad batteries? Yeah, so was I. Now they deplete in a more sane manner.
     
    Running while in power armor no longer consumes energy from the cell.
    Anything which consumes Action Points (VATS, sprinting, etc) consumes half the energy it used to.
     
    Yes, you might say it's a cheat mod, but I got tired of them running down so fast and not being able to find very many.

    255 downloads

    0 comments

    Updated

  21. Septim Texture Replacer

    A user on the Nexus Forums pointed out a minor issue with the image on the gold coins used throughout the game. Most imperial dynasties made sure the current emperor's image was on the face of their coins and since the Empire in TES V is really not much different from a Roman dynasty, he wondered why they had not used Titus Mede's face. His thread can be found here: https://forums.nexusmods.com/index.php?/topic/7650528-a-matter-that-was-never-adressed-tiber-septim-on-imperial-coins/
    I made an inquiry about how easy this would be to address and the results are in - Titus Mede is now on the front of the Imperial currency. His image is based on his NPC record in the game data.
    Unfortunately because the term "septims" is heavily used in a lot of spoke dialogue, this only replaces the texture on the coins but doesn't stop the people from continuing to call them Septims. Somehow this actually seems appropriate given the political climate in Skyrim in 4E 201.
    My Patreon Page: https://www.patreon.com/arthmoor

    366 downloads

    0 comments

    Updated

  22. Gottshaw Village

    Sometimes it makes little sense the way there are inns scattered about in places far enough from civilization to warrant being something more. Gottshaw Village is an expansion on the Gottshaw Inn to address this problem for one such place. Now instead of just a sleepy little inn, there's a blacksmith and two homes. Gottshaw also plays host to a group of refugees from Kvatch who will decide to settle and build a home here. One of these refugees is looking for her husband. Will you help the poor dear or leave her hanging?

    680 downloads

    1 comment

    Updated

  23. Sutch Village

    As many are aware, Bethesda once had plans to include the city of Sutch in the game. The E3 demos contained passing hints to its existence, the map loop in the game's intro had it marked NW of Kvatch, in the CS you can make out the land depression they prepared for it along with several cells tagged as being part of it, and it even has its own Oblivion gate.
    For reasons unknown, it was cut from the game at the last minute and a ruined Fort Sutch plus the Oblivion gate is all that remains. As a result of this, several people have attempted reconstructions of the city. Plenty of projects have been abandoned, while others left their work for someone else to pick up.
    This village mod is our take on restoring Sutch to the game. Based on extremely sketchy lore found in scattered places on the web, we arrived at the conclusion that the city itself has been destroyed and only a ruin is left behind. Rather than attempt to rebuild a large city over the top of a ruin, this mod takes the position that settlers have only recently come back to the area in an attempt to start over. There is a village northwest of Fort Sutch, containing a manor house along with some housing, an inn, some supporting farms, a vineyard, and an ebony mine. Yes, the only one known to still be functioning in Cyrodiil. The stuff can't only be available in Morrowind

    764 downloads

    4 comments

    Updated

  24. Urasek

    A mining support town situated alongside Fort Urasek.
    Ever wonder where all the mithril for all those pieces of mithril armor come from? Unless we're to believe it appears by magic, someone has to spend the time digging holes in the ground to bring it up to the surface and turn it in to useful ore, which is then sold to blacksmiths to make armor. The town of Urasek attempts to answer this in some small way by representing the last known operational mine in Cyrodiil where mithril ore is brought up. The town consists of an inn, blacksmith who sells ore and finished pieces, and the arrogant Altmer land baron who runs things.
    I've checked lore sources and found next to nothing detailing how and where mithril ore is mined. Nothing says that Cyrodiil ever had any, nor do any sources mention exactly where the stuff comes from. So I felt this would remedy the situation without going too overboard.

    1136 downloads

    1 comment

    Updated

  25. Reedstand

    Argonians in the swamp. Who would have thought?
    Reedstand is a small Argonian settlement in Blackwood just to the north of Reedstand Cave. It isn't much, but the locals have been here for what seems like an eternity, and have come to like their isolated little portion of the swamp. There is, however, trouble brewing. An eccentric wizard has caused corruption of the local plant life and landscape. The people have tolerated this so far, but they are growing impatient.
    This is yet another village mod stuffed into a small gap that doesn't appear to have been used yet. For those who say Cyrodiil is too overcrowded, be more creative, or I'll end up filling in all the spaces

    1034 downloads

    0 comments

    Updated

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