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Arthmoor

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Files posted by Arthmoor

  1. Karthwasten

    A simple village expansion for Karthwasten.
    Karthwasten is supposed to be a bustling mining town with two actively worked mines, yet only has a couple of buildings and too many NPCs to match. Plus it's a known lore town that's been here for at least 200 years. So this place needed a bit of an expansion to flesh it out and make it seem more like the "Karthwasten Hall" of old, in as much as Skyrim will allow for that. No more pitifully small center of mining for The Reach!
    * Each NPC now has their own home.
    * All added 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, including trees, that account for the changes.

    234 downloads

    0 comments

    Updated

  2. Dolmen Ruins

    In 2E 582, Molag Bal launched an all out invasion against Nirn. His aim was to merge Nirn with Coldharbor in a cataclysmic event that came to be known as the Planemeld. This was accomplished through the use of numerous Dark Anchors, or Dolmens, scattered around Tamriel (and presumably elsewhere too) that were to physically drag Nirn into Coldharbor. It was only through the heroic actions of one known as The Vestige that Molag Bal's plans were thwarted and all of Nirn saved from a gruesome end as soulless slaves. Though history does not record these events, the ruins themselves have survived. Adventurers have to this day reported many are guarded by daedra, others by the undead, and some by unnatural abominations of the wilds.
    This mod aims to bring a bit of ESO lore to Skyrim by adding 12 inactive Dolmens around Skyrim, all in relatively remote areas. This is primarily just for show but several have enemies to fight as well so you can use them to acquire some of the harder to find Daedric ingredients. Explore Skyrim, and you should run into them soon enough. Don't be lazy, go out and look!

    99 downloads

    0 comments

    Updated

  3. Helarchen Creek

    A village in the mountains southeast of the city of Dawnstar.
    Tamriel has had many villages on maps for as far back as anyone can remember. What happened to them all? Nobody really knows. This mod is simply my take on bringing one back from Elder Scrolls: Arena. Helarchen Creek was a small village in the game somewhere in the mountains near Dawnstar. Originally it appears as though Bethesda planned to put this around the Nightgate Inn, but then changed the name on that and cut the content. Some further research using old Arena maps placed the village further north anyway, so here it is.
    * Two of the NPCs can be married and will optionally share their homes with you.
    * All added 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.

    160 downloads

    1 comment

    Updated

  4. 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.

    79 downloads

    1 comment

    Updated

  5. Dragon Bridge

    A small village expansion for Dragon Bridge.
    Dragon Bridge always seemed like it needed something more, and it did. There was always poor Varnius Junius, who gets sent to Solitude representing the town and everything, but had nowhere to live. Plus his boss, Tasius Tragus, who was never placed into the game, but would also have just lived in the inn. The inn is not a home!
    Varnius and Tasius now have their own homes on the northeast side of the village, like everyone else in town. It's not much, but there just isn't enough space in the place for anything more. Tasius even has a nice terrace with a view to reflect his presumed status in town.
    * All added 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.

    99 downloads

    0 comments

    Updated

  6. Dawnstar

    Dawnstar has always been described as a large port city with a lot of activity. What was presented in the game didn't quite do it justice, but until recently putting one's finger on why wasn't so easy. As it turns out, Dawnstar was run by cruel heartless nobles! The miners were condemned to live out their lives neck deep in grime in the mines. Well no more! Now these poor miners have homes like everyone else, and in the process Dawnstar feels more like that larger port city we've been told about too. With six extra homes in it, that shouldn't be much of a surprise. Plus the miners will now go home to sleep, and visit the inn after their shifts are up too. So there will be some of that missing activity now too.
    * Each NPC now has their own home.
    * All added 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, including trees, that account for the changes.
    My Patreon Page: https://www.patreon.com/arthmoor

    66 downloads

    0 comments

    Updated

  7. 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

    52 downloads

    0 comments

    Updated

  8. Incognito

    A simple mod to remove all crime bounties when you change your face using the NPC in the Ragged Flagon.
    So. You've changed your identity. How is it that the guards in each hold still know exactly who you are when you (in theory) don't even look the same anymore? Well now they won't. After having your face changed, crime bounties in every hold will be removed. You're on your honor though, since the script can't tell how extensive a change you make to your face.

    8 downloads

    0 comments

    Updated

  9. Dawnstar

    Dawnstar has always been described as a large port city with a lot of activity. What was presented in the game didn't quite do it justice, but until recently putting one's finger on why wasn't so easy. As it turns out, Dawnstar was run by cruel heartless nobles! The miners were condemned to live out their lives neck deep in grime in the mines. Well no more! Now these poor miners have homes like everyone else, and in the process Dawnstar feels more like that larger port city we've been told about too. With six extra homes in it, that shouldn't be much of a surprise. Plus the miners will now go home to sleep, and visit the inn after their shifts are up too. So there will be some of that missing activity now too.
    * Each NPC now has their own home.
    * All added 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, including trees, that account for the changes.
    My Patreon Page: https://www.patreon.com/arthmoor

    44 downloads

    0 comments

    Updated

  10. Soljund's Sinkhole

    A simple village expansion for Soljund's Sinkhole.
    Soljund's Sinkhole is another one of those places where it just seemed odd that more was not done. A mining operation that by all accounts would be thriving were it not for a draugr problem. An area that 3 people are effectively living in, with only two actually being housed, and one of whom is a marriage prospect for the player! Such cramped conditions cannot stand, and so this small expansion has been done to relieve the crowding problem.
    * Guard barracks for the guards to live in, with one extra patroller added due to the dangerous area. The jail is just for show, sorry
    * Perth can now share his house with you if you marry him.
    * All added 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.

    59 downloads

    0 comments

    Updated

  11. Whistling Mine

    A simple village expansion for Whistling Mine.
    It always seemed odd to me that an established mine with an active smelter had no place for the people there to live. Whistling Mine is cold, and inhospitable. Nobody in their right mind would actually sleep there! This mod solves that oddity by providing a small village for the 4 NPCs to live in and spend some time in. Cause who wants to spend their lives living in the mine they work in!
    It was also somewhat strange that Winterhold Hold had nothing but a single half ruined town in it.
    * All added 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, including trees that account for the changes.

    71 downloads

    0 comments

    Updated

  12. Shadowmarks

    A 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.

    30 downloads

    0 comments

    Updated

  13. Gildergreen Regrown

    A small mod to allow the Gildergreen in Whiterun to grow back to full size from a sapling.
    Danica asked you for sap from the Eldergleam to revive the dead Gildergreen in Whiterun. Instead, Maurice convinced you to bring back a sapling. All is now well in Whiterun, except for one small thing. That sapling deserves to grow into a nice big healthy proper replacement for the dead tree you helped get rid of.
    For those who followed the path of renewal in Blessings of Nature, but missed out on seeing the full size live tree in all its glory, this mod is for you. Now you don't have to choose the path of violence and destruction if you don't want to. Your sapling will now grow over the course of 6 in-game months from a tiny bud into a full bloom tree you and the city can be proud of.
    Kynareth shall smile on you for your kind ways.

    50 downloads

    0 comments

    Updated

  14. Dragon Claw Stands

    A simple mod to provide display stands for your dragon claws.
    People like to display their collectibles in their homes. I am no different, but I've always wanted a way to do the same with the dragon claw keys used on the Nord ruin puzzle doors one they're of no use anymore. It always seemed silly to just toss them in a chest and forget about them since they're among the more unique things about the game. So the idea came up to make a display stand for the claws, but not just any display stand. One that was somewhat unique and fitting with their style and purpose. Thanks to some help from the folks at AFK Mods, this is now a reality
    Each vanilla player home, as well as the 3 Hearthfire homes, and Severin Manor in Raven Rock, now have display stands in various numbers. Simply have one or more of the claws in your inventory and activate the stand. If you have only one, it will be automatically displayed. If you have more than one, it will ask you which one you want to display, in much the same way the Paragon Gem platform in Falmer Valley does with Paragon Gems. If you should want it back for some reason, simply activate the stand a second time and it will be returned to your inventory.
    Under the hood, the mod takes the claw from your inventory, puts it into a hidden chest, and then places a clone of it in the visible world. When the claw is removed from the stand, the original copy in the chest is placed into your inventory and the clone is deleted to ensure there is no save bloating from creating multiple claws repeatedly. This is done in case the claw is marked in a quest alias somewhere so that the alias is not disrupted.
    Not all houses can display every claw due to limited space. Severin Manor is the only one with enough space to hold all 10 in the same cell. The Hearthfire houses split them up between the Main Hall and the basement, and all of the vanilla houses can only hold some. For example, Breezehome only has room for 4, while Proudspire Manor can hold up to 7. The placement of the stands are also tied to certain room upgrades, except for Severin Manor where they all get enabled once the player owns the property.
    As an added bonus, if other mods add more dragon claws, they can be added to the formlist used to track the vanilla game claws. All they would need is a script to access the formlist and add their base object to that list. The only condition is you would need to be sure the mod added claw is the only one in your inventory when you want to place it. This is due to limitations on how the menu works when asking for a claw.

    41 downloads

    0 comments

    Updated

  15. Unofficial High Resolution Patch

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - High Resolution DLC, the goal of the Unofficial High Resolution Patch (aka UHRP) is to eventually fix every bug with the High Resolution DLC not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package.
    The complete changelog is available here.

    8823 downloads

    0 comments

    Updated

  16. The Horkerpocalypse

    No one knows why it happened. Was it revenge? Were the Gods angry with us? Was that mage who left here cursing our names responsible? It no longer matters. We are in the battle of our lives! Windhelm has been overrun. There is little hope. Nothing we can do to save ourselves. To whomever reads this note, we beseech you. Stop this madness before it takes us all straight to Oblivion! It's here! The Horkerpocalypse is upon us all!
    -- Note found pinned to a post outside Windhelm sometime last night. Is that a beer stain?
    From the demented minds of the AFK Mods team comes a mod with absolutely no true purpose whatsoever. Born of a chat session that got just a bit too... weird. Come, hero, prove yourself worthy. Save the citizens of Windhelm from their beer induced delusions if you dare. Do you have what it takes to stop The Horkerpocalypse?

    35 downloads

    0 comments

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  17. 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!

    70 downloads

    0 comments

    Updated

  18. Roads of Cyrodiil

    This mod adds some new roads to the game along with some new bridges to connect them together when the roads cross the Niben or Lake Rumare. It is intended to make travel just a bit easier to manage, especially when accessing the Imperial City island. You no longer have to go clear around to the Weye bridge just to keep dry. Two lesser roads are added to the Imperial Reserve and Great Forest to make travel between Chorrol, Anvil, and Skingrad easier to manage.
    This is a combination mod composed of New Roads & Bridges, originally written by Ukrr, and West Roads, originally written by mariedanj. With additional modifications and additions by myself.
    Specifically, the following is added:
    A road from the south end of Imperial Isle, along the east outer wall of the Arcane University that connects across the lake with the Red Ring Road, not too far east of Pell's Gate.
    A road from the north end of the Imperial City that goes around the prison to the east. It then splits from there.
    One fork heads north across a bridge and meets the Red Ring Road just west of the Ayleid ruin Sercen. This extends the Silver Road down to the Imperial City.
    The other fork goes east across a small bridge and passes along the south side of Fort Urasek, where it meets the Red Ring Road at the intersection with the Blue Road to Cheydinhal. This extends the Blue Road west up to the entry to the Market District of the Imperial City.
    A road which originates just west of Cropsford and runs southwest past Cullote to the Niben, where a large bridge spans the river. On the other side, the road contiues south to the Green Road a bit north of Bravil.
    The little stubby road to Faregyl is extended all the way west to the Gold Road just east of Skingrad. An inn is situated halfway between the two endpoints along this road. Appropriately called Halfway Inn.
    A trail that extends from the road intersection outside of Kvatch on the Gold Road down to the east wall of Anvil at Fort Strand.
    A short extension of road over a new bridge from the east side of the small island north of Leyawiin's Oblivion gate, past the Amelion family tomb, and meeting the Yellow Road right outside of Blankenmarch.
    A trail from the Silver Road into the hills conecting Bleaker's Way with the rest of civilization.
    A short road linking Border Watch with the Green Road.
    A road that joins the Gold Road, about halfway between Anvil and Kvatch. This road crosses the high country in the Imperial Reserve, joining the Black Road west of Chorrol. This road was originally part of West Roads.
    A road which joins the Gold Road north of Skingrad crossing the Great Forest. It connects to the Black Road east of Chorrol. This is the other road which was originally part of West Roads. I have added to this with a trail that breaks off to Hackdirt, and another which breaks off and leads to Brindle Home.

    Several new road markers have been placed along the roads to help guide the way.

    412 downloads

    0 comments

    Updated

  19. Bruma Guild Reconstructed

    "They say time is the fire in which we burn." Dr. Tolian Soran surely must have been thinking of the Bruma Mages Guild when he said that to Captain Picard. For the guildhall burns in the eternal fire for all time. Or, at least it did!
    If you're like me, the ever-burning fires in the Bruma guild are an annoying consequence of the guild quest. I could see not doing something about rebuilding it immediately, but to just leave it sit? And with fires that never go out? That's silly. Upon teleporting in with a character who had already completed the quest line, I was reminded once more that I really REALLY wanted to do something about this. Now that I can, I have. The guildhall will undergo a staged reconstruction.
    The first two stages happen on their own, with no intervention. The fires will be put out, and the damaged rubble later cleared. The last two stages will not proceed until asked for, either by you asking Traven about it or by you ordering the reconstruction yourself once you become Arch-Mage. You can keep track of the progress by checking with Raminus Polus. He will handle getting new furnishings in and hiring new recruits. You will not be required to pay for this yourself.
    Due to technical issues involved in using the vanilla destroyed guild cell, the mod is forced to use a new cell for the rebuilding phases. All attempts to remove the noise left behind by the fires have failed. The only solution being to occupy a cell where those fires never existed OR to play a game with just this mod and Oblivion.esm loaded. Hardly ideal. Keep this in mind if you drop stuff in the burning hall, because you won't be able to retrieve it.

    227 downloads

    0 comments

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  20. Arthmoor's Skyrim Villages - All In One

    An all in one package for all of my villages released for Skyrim Legendary Edition.
    This package contains all 11 of the village mods I have released for Skyrim in one single package. It's been a popular request for some time and since I am no longer doing mods for Legendary Edition it seemed like as good a time as any to put this package together.
    The following villages are included: Darkwater Crossing, Dawnstar, Dragon Bridge, Helarchen Creek, Ivarstead, Karthwasten, Keld-Nar, Kynesgrove, Shor's Stone, Soljund's Sinkhole, and Whistling Mine.
    Combine features of this package include:
    * Sondas Drenim will offer to share his house if married to you.
    * Derkeethus will offer to share his house if married to you, assuming you haven't recruited him into the Blades.
    * Dawnstar NPCs all have their own homes and will no longer live their lives in the mines.
    * Two NPCs in Helarchen Creek can be married and will share their homes with you.
    * Temba Wide-Arm will offer to share her house if married to you.
    * Bonus: Golldir now has a home as well and will return to it once his quest, "Ancestral Worship", is completed. He can be married at that point and you can move in with him if you wish.
    * Karthwasten NPCs all have their own homes now and will no longer crowd into a single barracks building.
    * Custom village of Kel-Nar in Eastmarch will all new NPCs, including a Dark Elf child.
    * Roggi Knot-Beard will share his house if married to you.
    * Dravynea will share her house if married to you.
    * Grelka will share her new house in Shor's Stone if married to you. She will also travel from the village back to Riften to run her shop during the week.
    * Shor's Stone has a new custom inn which is an Easter Egg from Elder Scrolls Online, with full rent support and their own bard.
    * Odfel's wrecked house now exists on the north side of Shor's Stone. So sad.
    * Perth can now share his house with you if you marry him.
    * Soljund's Sinkhole now has a Guard barracks for the guards to live in, with one extra patroller added due to the dangerous area. The jail is just for show, sorry
    * New housing for the miners who live in Whistling Mine. No more sleeping and eating in a freezing cave.
    * All added shopkeepers have investment support.
    * All added 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 every area, including trees that account for the changes.
    * Bug fixes and other updates that were applied to the SSE versions since December 2017 have also been added.
    My Patreon Page: https://www.patreon.com/arthmoor

    141 downloads

    0 comments

    Updated

  21. Oblivion Gates in Cities

    During the time of the Oblivion Crisis, it was said that Skyrim was hit especially hard by the Daedric invasion. Yet, a mere 200 years later there isn't a single sign of this event ever having happened anywhere. Such a monumental event in history would surely have left its mark, especially in the cities. When Martin Septim made the ultimate sacrifice to seal the barriers to Oblivion forever, this did not remove the structural components that would be left behind by suddenly having the dimensional gateway closed down without warning. While logic may suggest that the citizens of Skyrim would have done all they could to be rid of these menaces, I don't believe this would have been a top priority. Some might even have left them standing as a reminder of what almost was.
     
    This mod's purpose is simple and to the point. Each of the 5 major hold capitols has an Oblivion Gate either inside or near it. They are merely for decoration and will not be made functional in any way. They're simply there to add back the missing atmosphere that Bethesda left out. An homage to Oblivion (the game) if you will.

    28 downloads

    0 comments

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  22. Oblivion DLC Delayers

    This mod is a simple yet immersive and lore friendly way for the official DLC in Oblivion to be started. Normally when creating your character and exiting the prison cell, you are accosted by a number of highly unrealistic quest prompts that bombard you with information about things you should know nothing about and may not even want for the particular character you are playing. Instead, now you will either be able to find out about these quests via notes or in some cases simply by discovering the locations on your own.

    112 downloads

    0 comments

    Updated

  23. 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.

    247 downloads

    0 comments

    Updated

  24. Dawnguard Map Markers

    Places map markers in the Soul Cairn and enables fast travel while on that map to any marker you've discovered.
    Adds some additional markers to the Forgotten Vale and Dayspring Canyon.
    The Soul Cairn gets the added bonus of now accessing the overhead map like you would see for Skyrim.

    225 downloads

    4 comments

    Updated

  25. Unique Landscapes: The Heath

    This plugin adds a Wetland type landscape to County Kvatch including waterfall mist and mist effects over water at night. Its inhabited by Musk Rats with new AI.
    Unique Landscapes (short: UL) is based on the vision of a diversified and beautiful Cyrodiil. Imagine a world where exploring not only means to find new enemies and treasures but to enjoy gorgeous landscapes, a world where every step could lead to a new and unique visual experience. That is the Cyrodiil UL is working on.
    To achieve a goal that huge, the UL project consists of multiple single mods. Each mod modifies a part of Cyrodiil, following a single theme. Usually UL mods get developed completely independently from each other. This way each modder has a maximum of freedom to work on his or her vision, so every UL mod gets its own style and contributes to the diversification of Cyrodiil.

    33 downloads

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    0 comments

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