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  1. Version 1.0.0

    61 downloads

    They are hairy. They are cute. And best prepared for the cold, harsh climate of Skyrim. Gallery: external link to SeeYouInSkyrim.net Disclaimer This mod comes as is. Make a clean save before installing. Use a mod manager to install. Don’t put loose files in your data folder. You can’t uninstall it midgame. Use at your own risk. Tasheni’s Winterdogs with Companion Dooma This mod adds dogs to most of the farms in Skyrim. It replaces Meeko, Stump and Vigilance and adds a companion dog named Dooma. Find Dooma in Winterhold at the ruins. Sometimes she wanders off, so maybe you will have to search for her. If Meeko is not around his shack, find the spelltome inside the shack and summon him. Features: Meeko and Dooma will play together, if you allow them to do this. Talk to Dooma. They will wander off and chase each other in a large distance around the player. To stop it, talk to Meeko. They will start chasing each other again if player sits or leans somewhere outside. Meeko and Dooma will not participate in combat if you tell them they should not or if you sneak. Both dogs come with a summon spell, in case they get lost. You can tell them to wait or wait and guard, then they take care of predators. They wait forever, if you forget them. They have no animal count, so you can take other pets with you, if you like. Mod is not compatible with any other mod that affects Meeko. All other dog replacer will work, but you have to load them after this mod. I highly recommend to use a mod like Barking Dogs Cure or similar. Download from nexus. Credits: The dog model from Meeko and Dooma is originated by CD Project Red, converted by LorSakyamuni and rigged by Mihail Romanov. Very much thanks for your help and permissions. The remaining things are done by myself. Permisssions: Use any assets as you like under the following conditions: - Don't use in payed mods - Credit us properly - Don't upload this mod as a whole anywhere else
  2. Version 1.7

    242 downloads

    I 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. New Recipes 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. Installation/Uninstallation/Performance Requirements: Skyrim (1.9.32.0.8 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. Compatibility/Load Order 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. Permissions 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.
  3. Tamriel Immersion Experience (T.I.E.) An overhaul catering to roleplayers. Now also including the Shivering Isles! Get ready for a jolt to the system. Although only vanilla (default) resources were used, T.I.E. is a tiny overhaul that carries major impact on the way Oblivion is played. The gameplay is much tougher on hack and slash players while favoring stealth gamers in general - although with the release of 1.26 onward, both Mages and Fighters can survive well in TIE too. How does TIE favor stealth gameplay? By having NPCs and creatures deal out far more damage, by raising sneak attack perks, and having real consequences for engaging in melee combat unprepared (for starters). High level loot and armor and weapons are also much rarer, far more TNRish NPCs now populate Cyrodiil (800 in this release), diseases are easier to catch, etc. You will also find most mid to high level shops (as well as many Imperial city homes) guarded by hired guards, so no more thieving to your heart's content and filling your loot bag. Now you have to actually WORK to be a good thief. You'll also come across secret entrances to all cities and castles. Some are underground, some require swimming, climbing, or jumping - or a combination of all three. You will see thieves making grabs for loot (and getting chased), deadly assassins, tomb raiders and morally ambiguous scavengers in wilderness areas as well as underneath the Imperial City sewer system - which is now interconnected via trapdoors, and grates. So have fun in the new Tamriel, but beware. More danger than you can conceive of lurks both on the surface and below. Only the prudent and vigilant will survive and thrive. Garrett would be proud. * TIE no longer caters exclusively to the stealth type gamer. Previous versions of TIE used to be tailor made for Thief types (RIP Looking Glass Studios), but Mages can now enjoy a greater thief-like environment blended in with the arcane. Fighters will also find their path in TIE - especially with the prolific use of shields and certain potions available from merchants and bartenders. * TIE features ONLY vanilla content. That means no resources found outside the Construction Set made their way into here. Custom scripts are fine as long as they're small, but visually speaking, everything you see and witness inside TIE comes directly from the game. This of course has a direct effect on the download size. As it currently stands, with more than 800 added TNR NPCs, and with a file size of just 5 megabytes, T.I.E. is a far smaller download than most other overhauls out there (with the exception of Adventurers). Downloads AFK Mods TES Alliance Please note that if you are using a version of Better Cities from 5.4.1 onward, you need to be sure you're getting the file that's marked as compatible with that. If you're sticking to a version of Better Cities older than that, use the regular one. System Requirements Oblivion 1.2.0416. Shivering Isles with the latest official SI patch. Installation Unpack TIE.esp, copy to your Oblivion Data folder. Favor loading it early, or use BOSS to set the proper position. Activate and enjoy. That's it! Youtube Videos: https://www.youtube.c...h?v=-tBpt6Mlnac - Life of Crime https://www.youtube.c...h?v=0YprIxupGlE - Prison Breaks https://www.youtube.c...h?v=bdbEPwqP8ts - Oblivion Deer Hunting https://www.youtube.c...h?v=0wpJdC_h2Kw - Cyrodiilean Dragonback Spider https://www.youtube.c...h?v=d5_So8QYgQM - The TNR NPCs WARNING: This overhaul is NOT for the faint of heart! Until level ten or so, it has been reported to be much tougher and unforgiving than FCOM, OOO, MMM, and other Oblivion classics, after which they even out. Rather than focusing upon combat, TIE deceives the player into believing they are part of a peaceful gaming world - until all hell breaks loose in a split second and has them running for their lives. It is strongly recommended that players take every precaution available to them prior to heading out into the wilderness. There are reasons now to employ virtually all types of potions and resources in the game. You WILL need every tactic available to survive this challenge! ***At present, T.I.E. is not compatible with any of the other overhauls (OOO, MMM, Frans, FCOM, etc). No current plans exist to change this! *** *** TIE FEATURES: Over 800 NPCs: Assassins, thieves, pickpockets, bards, pilgrims, alchemists, hunters, adventurers, varied Imperial Forces, barbarians, nightblades, commoners, hired guards, priests and healers, scavengers, tomb raiders, bandits & wizards, fences, infamous villains, heroes - these are just some of the new and interesting types of characters you will encounter in TIE. Above all else, this feature is the single-most visual addition to the vanilla game. All custom made NPCs feature vanilla content and items for their clothing, behavior, items, and weaponry. Think of it as Morrowind Comes Alive - for Oblivion. Tamriel Travelers: CorePC contributed and slightly modified his amazing mod to be included within TIE. Some of the NPCs can be traded with. These really add life and interest to the roads in general. Spellmaking Altars within Chapels. In line with modified spells and potions suitable for thieving types, TIE now enables the player to create their own spells via altars - provided they're able to sneak in undetected... Rarer Lockpicks and repair hammers: Gear up before heading out. If you run out of picks, try pickpocketing, thieving, the fences, and if you want a real challenge, you can try to approach Bandit Thieves in nearby camps as they will sell some. Just make sure you don't unsheathe any weaponry around them. Most vendors still carry a hammer or two, so buy 'em up fast when you see them. Owned Crates and Barrels: No - not "Pwned". Owned. It used to really irk me to see how easy the player can loot barrels and crates in plain sight and never get arrested. Now all town and city barrels and crates have ownership. The exceptions are ones found in forts, ruins, caves, and various wilderness areas. Hunting Poisons: These mixtures help players ensure they get their game. Upon impact, deer and boar, sheep and a few other animals will fall down, get back up, and run away mortally wounded. If you're quick, you can get a second shot in and finish them off. Otherwise they'll run away and you'll have to track 'em down. If a second shot isn't put in to finish the kill, they'll usually run around two hundred yards or so and die. Tougher Sneaking and Pickpocketing: The Sneaking/pickpocketing system has been revamped somewhat and follows a certain logic. Most commoners are easier to sneak up and pickpocket than other thieves, warriors and such. Imperial Forces are definitely tough to catch off their guard so if you have a bounty on your head, tread lightly. Fences: There are several in the game, but getting to them safely can be tricky. First you have to find their location and what times they prefer to ply their trades, then you have to make sure Undercover Imperial Agents haven't set up ambushes to arrest you on sight. How do you find a Fence? The first clue is in one of the secret lairs - which in turn is accessible only by key (scour the dungeon tutorial to find this key - especially near the end in the sewers). Pickpockets: You'll be pleasantly surprised to see thieves and other lowlifes actually stealing and running from the law in-game. And here is the best thing: you get to keep what they've stolen. Of course, you'll have to be able to keep up with them first. Secret Entrances: Tired of waltzing through the front door to try to steal stuff? These entrances fix the problem in grand fashion. To find them, simply walk around the outskirts of every castle, town, and city in the game. Some are trapdoors, some are rope ladders thrown over palisade walls. You'll definitely need to be somewhat of an acrobat to reach some of them. Secret Lairs: No thief or assassin should be without some sort of home base. There are eight in total, ranging from lushly lit pads to worn out logs. No more set Training Levels: Frustrated by the game telling you you can't train past a certain level? Well that's gone. Now, as long as you have the cash, trainers will train you to the maximum of their abilities in whatever skills they have. Bounty and Infamy Payoff System: Morerunes is to thank for this cool feature. In vanilla Oblivion, one must be part of the Thieves Guild in order to have bounties and infamy cleared up. No more. Now, as long as you ride a horse, swim, or run, you can set forth to have your good name cleared - until the next heist that is. Diversified Imperial Forces: There you are in your favorite Inn, drinking some delicious mead served by the local Wench, and thinking you've safely outrun the local Watch. Think again...an officer might be right beside you. In TIE, thieves and assassins will have to watch not only for Imperial Guards, but also Bounty Hunters, Imperial Frogmen, Marksmen, and Battlemages. They can be anywhere, so be careful who you talk to... Tougher Prison Escapes: Perhaps you are used to simply picking a lock, retrieving your stolen goods, safely sneaking past a sleeping Guard, and making your way outside to the exit. Heh heh...dream on. Expect a real challenge now to even be able to breath fresh air again. Now one must avoid traps and decoys as well as tougher and smarter Guards. Escapes can be so difficult that you might find yourself thinking about giving up and returning to jail to serve your sentence. Sure beats getting a sharp broadhead up the [censored]. Non Leveled Loot, Items, Creatures, and NPCs: This means exactly what it says. No more leveled anything anywhere in the game. In your first ten minutes, you can find Daedric armor as well as a cool sword - just as you can wander for ages and not find anything of great value. This also applies to creatures. Oblivion realms can be filled with some real nasties or little scamp runts. It all depends. Deadlier Traps: Watch your step in caves and ruins. Your next step might trigger a tripwire, sending a three to four hundred pound spiked log into your chest - OUCH! Decreased Thieving Sounds: No more loud foot sneaking or opening doors or sacks. Now, just about every thief-like sound in the game has been lessened. Gas Arrows: These tools are designed to help you safely infiltrate and scout restricted areas. NPCs knocked out by the reservoir's potent gases will remain unconscious for roughly five minutes - just enough to let you make that important grab and get out. However, sometimes they can backfire and alert nearby NPCs, so use them wisely. Purchase them from Fences. Realistic Bandits: In vanilla Oblivion, leveling up in-game means becoming exposed to glass wearing Bandits and other baddies. Those days are history in TIE. Expect highly realistic and dangerous baddies to contend with - whether it's bandits, marauders, or conjurers. Spiders: Named Dragonbacks, they come in two varieties: Eastern Dragonbacks and Western Dragonbacks. A single bite or sting will either kill or severely wound you unless promptly treated. And chances are unless your hearing is very good, you won't even hear the little bastards sneak up on you. The only indication you'll have that you've been bitten is that you'll feel a slight and temporary blurring of vision. Both kinds of Dragonbacks create very valid reasons for carrying potions or spells. Dragonbacks are normally docile creatures, attacking only when provoked or when they sense danger is near. Unsheathing weaponry in their midst is a surefire way to rile them up. Realistic Wildlife: No mammoth sized bears or boars. Deer are much more fearful. Wolves usually flee on sight unless they're in packs. Mountain lions also usually flee on sight but will sometimes charge. Black bears usually flee but will sometimes attack. Packs of feral dogs now roam the wilderness. Rats are much smaller and faster and populate wilderness areas around farms and fields. You may also come across wild stallions that are bullish and try to do you in. High, snowy regions now harbor rams, while small groups of sheep can be seen roaming the wilds below. There are also rumors of two or three gigantic Ogre and Minotaur Collosus beasts nearly fifty feet tall roaming the most remote regions of Tamriel. They may carry large amounts of gear and loot when felled. Some sewers now also contain a smaller form of Dreugh. Again, all creatures have been fully unlocked at game start, which means that if you want to stay relatively safe, then stick to the roads. As the Imperial guardsmen are often heard saying, ' the wilderness just isn't safe anymore'. And the best part is, all of these creatures have more developed predator/prey type relationships: wolves will actively hunt deer and many other creatures. So will bear, boars, and mountain lions. Morrowind Ingredients: Remember Flin, Grief, and Matze? They're in here. Other nice ingredients and foods such as roobrush, marshmarrow, and even scrib jerky are in TIE as well. Better and more lethal Archery: This applies not only to your own equipment, but that of baddies as well. Beware bow equipped Wood Elf bandits... Fully interconnected Imperial City Underground: If you want a real adventure, try going underneath the Imperial City sewer system. There, you will encounter vampires, assassins, tomb raiders, scavengers, beggars, diseased rats and crabs, and much else. You may even survive long enough to catch fresh air again. Also, rumors exist of a mysterious visitor in the city's depths... Fiercer Combat: In previous versions of TIE, players often complained of combat being too difficult (it is). However, version 1.26 and up now has shields becoming far greater assets for would-be warriors and brawlers. In most instances, Shields have had their ratings boosted up by over 400% and their health by over 1000% for longer lasting battles. If you can time your strikes right and protect your vitals, shield equipped fighters should not feel overly handicapped in TIE. Another feature of combat in TIE is the chance of contracting various crippling diseases. And why not? After all, you are engaging dirty, roughed up individuals who have not washed in days or weeks. Deadlier Vampires: TIE's 'denizens of the night' are no longer affected by normal weaponry, so take very good care of that shiny silver sword. Better yet, bring two. And don't skimp out on health potions either... Fatigue and Health: In version 1.26 and beyond, all health and fatigue potions and spells and enchantments have been modified to be much more realistic and less forgiving. However, they also tend to be more powerful. The way they work now is that instead of gulping a health potion and instantly gaining back health, health levels come back slowly over time. The same goes for fatigue. So if you've taken a few bad hits and are running away from bandits and expect to have your stats boosted miraculously, you just may end up dead. Calculate your battles... Greater Underwater Argonians Population: See that funny looking head popping up occasionally in the waters of the misty swamp? Chances are it belongs to one of Black Marsh's citizens. New and Useful Literature: If you've just found a safe haven within a cave and have a few minutes to spare, you might want to give a few new books a read. There is "Tactics and Maneuvers: The Field Tactician's Handbook", various recon reports for every town and city, a Mythic Dawn NOC (Non-Official Cover) list, and more. The handbook, in particular, has many dozens of tips on how to best survive the dangerous Tamrielic landscape. Safer Roads: For those days when you just want to leave the quests alone and pick flowers and enjoy the great sunsets instead. Just don't step off the road... Rideable Bandit Steeds: They may be a little jittery and not have saddles, but these make perfect (if not temporary) escape companions for when you've successfully stolen from dangerous baddies and need a quick getaway. Just make sure no bandits wake up or the steeds will take off. More Restricted Areas: Duggedank worked his magic to give us increased risks in "going behind the counter" in stores, Inns, and in certain castle areas. Three warnings from the local Guards and you'll be either killed or arrested, so watch out... Lower Encumbrance: You're just getting out of jail, so your encumbrance will have taken a direct hit. No more carrying everything you find from the tutorial. Now you have to pick and choose your items carefully otherwise you'll be too weighed down. In-Game Time Goes by Less Quick: One minute of real time equals ten minutes in-game time instead of thirty minutes. This is great for thieving, since you no longer feel rushed in loot filled areas. Better Clutter: Now everything you pick up has value - including cups, forks, tongs. Yay - finally a reason to loot crates and barrels! Now, where was that fence located? Revamped weapons and armor system: What I played around with the most are the weights, damage points, and health. Also, all vendors only sell either iron or steel or fur and leather as well as some Elven. The fancier stuff has to be searched for in ruins, forts, caves, and elsewhere. Bring good adventurer's gear with you if you plan to hunt for it. Iron for instance, is nearly everywhere. It is dependable and very hard hitting though easily broken. It is also much heavier. Steel is both relatively light, slightly less hard hitting than iron, but much easier to maintain. Elven weaponry and armor is exquisitely light, very hard hitting, but also requires constant care and attention in order to keep in good condition. Silver is hard hitting and heavy, but very easy to maintain. Also quite a bit more valuable. Dwarven arms and armor are the workhorses of the lot; extremely tough and lethal, though they are as heavy as iron. Very easy to keep in top condition. Glass arms and armor is a bit weird. It technically falls under the light category, but have you ever lifted a large solid glass item? It's a beast to lift! But in TES, it is classified as light so I kept it light. Extremely lethal, but also difficult to keep in top condition. Very valuable if you find it though. Bring lots of hammers. Ebony is heavy, tough, and valuable. It is also rarely come across. If you see it in-game somewhere, stash it. Daedric, as usual, is the rarest, heaviest, and most precious stuff of the lot. Compatibility TIE works well with a great many mods. Since it uses strictly vanilla resources found only in Oblivion and Shivering Isles, it should fit in well with any mod. Using TIE with other overhauls such as Frans, OOO, MMM, etc. is possible but due to the nature of how they all modify leveled lists, the results will be mixed at best. Wrye Bash can generally resolve most of these through the proper use of tags. You will likely need to make use of TIE4Mods to integrate things better, but be aware that has not been updated in quite some time. A patch is available specifically to address inventory issues with some Frans NPCs who don't receive their illuminated staves, despite tag configuration. Better Cities and Open Cities are both compatible with all features of TIE right out of the box. No patches necessary so long as TIE is loaded before them. Care has been taken over time to avoid conflicts with the Unique Landscapes mods, at this time no known conflicts exist. No known conflicts with any quest mods exist, unless they alter the vanilla Daedric quests or the Thieves Guild "Independent Thievery" quest. Overlapping edits are synchronized with the UOP and USIP where necessary to preserve any bugfixes that would otherwise get wiped out. Credits TIE is originally created by Veritas_Secreto (aka "Nethawk") [stephanewuttunee@hotmail.com]. Versions 1.41 and onward are maintained by Arthmoor. First and foremost, I would like to thank all those involved in TIE's development. CorePC, for example, was instrumental in making sure TIE's new features worked out. He really helped iron out the bugs. CorePC is the one to thank for all the fantastic NPCs you see traveling Tamriel's roads - many of which are merchants that can help you achieve your goals. Without CorePC, this initial release of T.I.E. would probably not have come to pass as quickly or be as fleshed out. Arkenor allowed me to incorporate his excellent "Tutorial Terminator" mod into T.I.E., thereby eliminating the ubiquitous message panels popping up and telling us how to use a bow - or how to make a potion. His mod effectively removes those prompts - forever. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  4. Version 1.2

    279 downloads

    The 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.
  5. TheLostDeathKnight

    Racial Traits Overhaul

    Version 2.7

    283 downloads

    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. Required: Patch 1.9.32.0 Dawnguard http://store.steampowered.com/app/211720/ Unofficial Skyrim Patch http://www.afkmods.com/index.php?/files/file/659-unofficial-skyrim-patch/ Unofficial Dawnguard Patch http://www.afkmods.com/index.php?/files/file/658-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. Argonian Height M 1.03 F 1.01 Weight M 0.80 F 0.75 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 Skills Lockpicking 15 Pickpocket 5 Sneak 5 Light Armor 10 Alteration 5 Restoration 5 Breton Height M 1.00 F 0.98 Weight M 1.00 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 Skills Conjuration 10 Illusion 5 Restoration 10 Speech 5 Alchemy 5 Alteration 10 Dark Elf Height M 0.97 F 0.95 Weight M 0.90 F 0.85 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 Skills Destruction 10 Alteration 5 Illusion 5 Sneak 10 Light Armor 10 Alchemy 5 High Elf Height M 1.11 F 1.09 Weight M 0.80 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 Skills Alchemy 10 Alteration 5 Conjuration 5 Destruction 10 Restoration 5 Enchanting 10 Imperial Height M 1.02 F 1.00 Weight M 1.20 F 1.15 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 Skills Restoration 10 Destruction 5 Enchanting 5 One-handed 5 Block 10 Heavy Armor 10 Khajiit Height M 1.05 F 0.95 Weight M 1.20 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 Skills Sneak 15 Lockpicking 5 Pickpocket 10 Alchemy 5 One-handed 5 Archery 5 Nord Height M 1.08 F 1.06 Weight M 1.25 F 1.15 Power: Woad - Raises armor rating 150pts for 60sec on Self Ability: Resist Shock 50% Ability: Resist Frost 75% Carry Weight: 225 Skills Two-handed 10 One-handed 10 Block 5 Smithing 5 Speech 5 Light Armor 10 Orc Height M 1.07 F 1.05 Weight M 1.45 F 1.25 Ability: Resist Magicka 25% Lesser Power: Night Eye Power: Berserk Carry Weight: 250 Skills Heavy Armor 10 Smithing 15 One-handed 5 Two-handed 5 Block 5 Enchanting 5 Redguard Height M 1.03 F 1.01 Weight M 1.15 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 Skills One-handed 15 Archery 5 Block 10 Smithing 5 Destruction 5 Alteration 5 Wood Elf Height M 0.90 F 0.92 Weight M 0.65 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 Skills Archery 15 Sneak 10 Lockpicking 5 Pickpocket 5 Light Armor 5 Alchemy 5 Compatiblity: Just put RTO as low as possible in your load order to avoid anything override it's changes Incompatible: Any other mod that change the races or vampire races Recommened Mods Classic Classes and Birthsigns http://skyrim.nexusmods.com/mods/16736: 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 https://sites.google.com/site/skyrimsurvivorseries/frostfall The backpacks Frostfall has really helps with the burden of a packed inventory attributed to the races reduced carry weights Bandolier - Bags and Pouches http://skyrim.nexusmods.com/mods/16438 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 Credits/Thanks: 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.
  6. TheLostDeathKnight

    [RELz] Racial Traits Overhaul

    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. Required: Patch 1.9.32.0 Dawnguard http://store.steampowered.com/app/211720/ Unofficial Skyrim Patch http://www.afkmods.com/index.php?/files/file/659-unofficial-skyrim-patch/ Unofficial Dawnguard Patch http://www.afkmods.com/index.php?/files/file/658-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 DOWNLOAD 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. Argonian Height M 1.03 F 1.01 Weight M 0.80 F 0.75 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 Skills Lockpicking 15 Pickpocket 5 Sneak 5 Light Armor 10 Alteration 5 Restoration 5 Breton Height M 1.00 F 0.98 Weight M 1.00 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 Skills Conjuration 10 Illusion 5 Restoration 10 Speech 5 Alchemy 5 Alteration 10 Dark Elf Height M 0.97 F 0.95 Weight M 0.90 F 0.85 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 Skills Destruction 10 Alteration 5 Illusion 5 Sneak 10 Light Armor 10 Alchemy 5 High Elf Height M 1.11 F 1.09 Weight M 0.80 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 Skills Alchemy 10 Alteration 5 Conjuration 5 Destruction 10 Restoration 5 Enchanting 10 Imperial Height M 1.02 F 1.00 Weight M 1.20 F 1.15 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 Skills Restoration 10 Destruction 5 Enchanting 5 One-handed 5 Block 10 Heavy Armor 10 Khajiit Height M 1.05 F 0.95 Weight M 1.20 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 Skills Sneak 15 Lockpicking 5 Pickpocket 10 Alchemy 5 One-handed 5 Archery 5 Nord Height M 1.08 F 1.06 Weight M 1.25 F 1.15 Power: Woad - Raises armor rating 150pts for 60sec on Self Ability: Resist Shock 50% Ability: Resist Frost 75% Carry Weight: 225 Skills Two-handed 10 One-handed 10 Block 5 Smithing 5 Speech 5 Light Armor 10 Orc Height M 1.07 F 1.05 Weight M 1.45 F 1.25 Ability: Resist Magicka 25% Lesser Power: Night Eye Power: Berserk Carry Weight: 250 Skills Heavy Armor 10 Smithing 15 One-handed 5 Two-handed 5 Block 5 Enchanting 5 Redguard Height M 1.03 F 1.01 Weight M 1.15 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 Skills One-handed 15 Archery 5 Block 10 Smithing 5 Destruction 5 Alteration 5 Wood Elf Height M 0.90 F 0.92 Weight M 0.65 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 Skills Archery 15 Sneak 10 Lockpicking 5 Pickpocket 5 Light Armor 5 Alchemy 5 Compatiblity: Just put RTO as low as possible in your load order to avoid anything override it's changes Incompatible: Any other mod that change the races or vampire races Recommened Mods Classic Classes and Birthsigns http://skyrim.nexusmods.com/mods/16736: 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 https://sites.google.com/site/skyrimsurvivorseries/frostfall The backpacks Frostfall has really helps with the burden of a packed inventory attributed to the races reduced carry weights Bandolier - Bags and Pouches http://skyrim.nexusmods.com/mods/16438 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 Credits/Thanks: 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.
  7. Arthmoor

    [RELz] 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. Download Locations AFK Mods TES Alliance Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the .esp into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Remove the ESP file from your Data folder. No permanent changes are made by this mod. Load Order Load order should not matter terribly much as most of these are going to be away from anything important. Compatibility Works with any road sign texture replacers you're using. These are strictly vanilla road signs that have been placed. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
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