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  1. Version 3.1.12

    116020 downloads

    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. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  2. Arthmoor

    [RELz] Kynesgrove

    A simple village expansion for Kynesgrove. It has always bothered me to some extent that Kynesgrove gets major attention during the main quest, even with its own guard contingent, yet is nothing more than one inn and a few people in a small camp. Given that it's supposed to be an actual village, it felt like these people needed to at least have proper homes even if they are poor. So this mod aims to correct this problem by providing houses for Ganna & Gemma Uriel, and Roggi Knot-Beard while also adding a new blacksmith to round things out for the village. Now, even though they all still work the mines, they have homes to return to at night. The blacksmith has full investment support with the proper perk. Roggi Knot-Beard will share his house if married to you. Dravynea will share her house if married to 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, including trees that account for the changes. Download Locations AFK Mods Bethesda.net - PC + XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.0 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Kynesgrove.esp, Kynesgrove.bsa, and Kynesgrove - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Kynesgrove.esp, Kynesgrove.bsa, and Kynesgrove - Textures.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT (https://loot.github.io/) should be used for optimal placement. MUST load after Immersive Citizens - AI Overhaul. Compatibility Fully compatible with Bring Out Your Dead. Fully compatible with Cutting Room Floor. Will not be compatible with other mods that change the Kynesgrove exteriors. Definitely not compatible with the Enhanced Cities & Towns module for Kynesgrove since both mods make houses for the same people. A patch would not really be feasible to resolve this. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  3. Arthmoor

    Kynesgrove

    Version 2.0.10

    9681 downloads

    A simple village expansion for Kynesgrove. It has always bothered me to some extent that Kynesgrove gets major attention during the main quest, even with its own guard contingent, yet is nothing more than one inn and a few people in a small camp. Given that it's supposed to be an actual village, it felt like these people needed to at least have proper homes even if they are poor. So this mod aims to correct this problem by providing houses for Ganna & Gemma Uriel, and Roggi Knot-Beard while also adding a new blacksmith to round things out for the village. Now, even though they all still work the mines, they have homes to return to at night. The blacksmith has full investment support with the proper perk. Roggi Knot-Beard will share his house if married to you. Dravynea will share her house if married to 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, including trees that account for the changes. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  4. Arthmoor

    [RELz] 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. Download Locations AFK Mods Bethesda.net - PC + XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.0 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Karthwasten.esp and Karthwasten.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Karthwasten.esp and Karthwasten.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. MUST be loaded after Immersive Citizens to preserve navmesh integrity within the village. Compatibility Fully compatible with Bring Out Your Dead. Will not be compatible with other mods that change the Karthwasten exteriors. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  5. Arthmoor

    Karthwasten

    Version 2.0.7

    8395 downloads

    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. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  6. Arthmoor

    [RELz] Ivarstead

    A simple village expansion for Ivarstead. Ivarstead always seemed like it should be more to me. There are a number of people living in the inn on a permanent basis. While the game indicates it is a village in decline due to fewer and fewer visitors coming through, it's very clear that those who are in the inn now are permanent residents to the village who have fairly strong ties they can't just cut. Since it would have been lame to throw down a bunch of empty or destroyed properties, it felt only right that 3 new houses should be built for those residents to occupy. * Temba Wide-Arm will offer to share her house if married to 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, including trees that account for the changes. * 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. Check out the video by Nozi87: https://www.youtube.com/watch?v=9LjPxf9xFAc Download Locations AFK Mods Bethesda.net - PC + XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.2.0 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Ivarstead.esp and Ivarstead.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Ivarstead.esp and Ivarstead.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. MUST be loaded after Immersive Citizens to preserve navmesh integrity within the village. Compatibility Fully compatible with Bring Out Your Dead. Will not be compatible with other mods that change the Ivarstead exteriors. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  7. Arthmoor

    Ivarstead

    Version 2.0.8

    9802 downloads

    A simple village expansion for Ivarstead. Ivarstead always seemed like it should be more to me. There are a number of people living in the inn on a permanent basis. While the game indicates it is a village in decline due to fewer and fewer visitors coming through, it's very clear that those who are in the inn now are permanent residents to the village who have fairly strong ties they can't just cut. Since it would have been lame to throw down a bunch of empty or destroyed properties, it felt only right that 3 new houses should be built for those residents to occupy. * Temba Wide-Arm will offer to share her house if married to 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, including trees that account for the changes. * 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. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  8. Arthmoor

    [RELz] Darkwater Crossing

    A simple village expansion for Darkwater Crossing. If Darkwater Crossing ever seemed like too many people with nowhere to live were there, you're probably right. It's major enough for Tullius to know about it to set up an ambush for Ulfric, yet there's a single house there where two people live while everyone else sits around a campfire. Not anymore! Three new houses have been added to provide accommodations for the 4 NPCs who had no place to call home. * 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. * 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. Check out the video by Nozi87: https://www.youtube.com/watch?v=ci2vurKpJhY Download Locations AFK Mods Bethesda.net - PC + XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.0 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Darkwater Crossing.esp, Darkwater Crossing.bsa, and Darkwater Crossing - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Darkwater Crossing.esp, Darkwater Crossing.bsa, and Darkwater Crossing - Textures.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. This mod must load after Skyrim Bridges or the landscape and navmesh changes will be wiped out and the NPCs will not be able to access their homes. This mod must also load AFTER Immersive Citizens - AI Overhaul or the navmesh data will be overridden in areas where the new buildings have been added and the NPCs will be unable to navigate properly. Compatibility Fully compatible with Bring Out Your Dead. Will not be compatible with other mods that change the Darkwater Crossing exteriors. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  9. Arthmoor

    [RELz] 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 Cut civil war content is far too complex for me to want to mess with, so for that I'd recommend Simtams's Open Civil War. CRF Bug Tracker Check out the video for the mod by Brodual: https://www.youtube.com/watch?v=ByPbGhFX2aM Download Locations AFK Mods ModDB Bethesda.net - PC + XB1 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.0 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Cutting Room Floor.esp, Cutting Room Floor.bsa, and Cutting Room Floor - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those with scripts, it is STRONGLY recommended you do not attempt to uninstall this mod once you've begun using it. The scripts altered by the mod, as well as several portions of the content will be permanently altered and will not restore themselves to their previous states. This is not a defect in this mod, it is merely how Skyrim works with any mod that includes scripted changes. There is nothing I or anyone else can do about this. You need to load a save prior to having installed this mod in order to restore the game to its previous condition. If you insist on removing the mod and continuing with the save though, the Cutting Room Floor.esp, Cutting Room Floor.bsa, and Cutting Room Floor - Textures.bsa files must be removed from your Data folder. Any errors or residual changes left behind by doing so are your sole responsibility and any complaints about this will be ignored. Load Order Load early, as close to the top of your load list as reasonably possible since this mod deals in restored vanilla content. LOOT should be used for optimal placement. Implemented in This Mod NPCs Argi Farseer - Stonehills. Works in the mine, has a home in Stonehills, takes a random stroll around the mining camp at night. Talib - Stonehills. Restored his house, works the mines. Aleuc - Blacksmith in Stonehills. Has a house and slightly modified exterior forge area. Stonehills ought to be plenty populated now. Captain Metilius - Castle Dour. Hangs around the war room during Bleak Falls Barrow or Jagged Crown, wanders the castle district outside otherwise. Will be disabled if the Stormcloaks have Solitude. Grushnag - Placed with the Markarth Khajiit caravan and will travel with them. Serves as a guard due to the dangerous nature of The Reach. Herebane Sorenshield - Added on the span of Kilkreath Ruins between the first and second interior areas. He will patrol the area there and is now carrying his named reward items too. Karinda - Dagny's horse that was originally planned for use in the darker side of The Whispering Door. Just for show now though. Mazgak - Added to the hunters in Bloated Man's Grotto. Spirit of the Ancient Traveler - Added at Wayward Pass as was apparently intended. Steirod - NPC planned for use at Irontree Mill. Trilf - NPC planned for use at Irontree Mill. Sulvar the Steady - Placed in Niranye's house, spends the rest of his time at the warehouse. It made no sense for him to spend his entire existence in her place. Tasius Tragus - Added in the Dragon Bridge tavern. Doesn't do much other than sandboxing inside and outside. Sleeps at the inn. Supposedly is Varnius Junius' boss. Thjollod - Added to the hunters in Bloated Man's Grotto. Viding - Added to the hunters in Bloated Man's Grotto. Mithorpa Nasyal - Dark Elf NPC assigned to Barleydark Farm. Uglarz - Restored for Narzulbur, involved in a quest. College Guard - A generic guard for the College of Winterhold. Will patrol the grounds, and sleep upstairs in the Hall of Attainment. Froa - Daughter of Kjeld and Iddra who is mentioned in at least two scenes but doesn't exist. Guards restored for Half-Moon Mill who will use the cut dialogues for that location. Items Gallus' decoded journal - Will appear once the final major portion of the Thieves Guild quest is done. Spectral Arrow - Spell tome reward for completing Treva's Watch. Falmer Supple Bow - A slightly better version of the normal Falmer bow. Added to 3 of the encounter varieties of Falmer. A tempering recipe has been provided as well. Briarheart Geis - A special version of a Forsworn axe, now in the hands of the Briarheart at Lost Valley Redoubt. Mzinchaleft Guard's Note - A note for the guards who are watching Maluril's room. Habd's Death Letter - A note left behind by the former owner of Frostflow Lighthouse. Sild's Staff - A unique item available on Sild the Warlock in Rannveig's Fast that summons subjugated ghosts. Circle of Vitality - Added a new tome for the spell, plus completed the missing parts. Stormcloak Cuirass (sleeved version) - An alternate version of the standard Stormcloak Cuirass that was never added to the game. Letter to Vals Veran - A short note that provides a bit of backstory to Vals Veran. Robes & Boots - Several articles of clothing that were not added to leveled lists are now available. Letter from Harkon - A short note carried by Malkus talking about Harkon's promise for finding a Moth Priest. Quests Research Thief - An unfinished quest at the College of Winterhold. Nirya has something she'd like you to do. (Repeatable radiant quest) Filling Soul Gems - Sergius Turrianus doesn't just want you to restock them, the lazy bum! (Repeatable radiant quest) The Missing Apprentices - Phinis Gestor wants someone to find out what happened to the previous group of apprentices. Tolfdir the Absent-Minded - His alembic isn't the only thing he routinely misplaces! (Repeatable radiant quest) Animal Pelt Collection - Restored a radiant quest for the Companions to collect animal pelts. Needed some logic tweaks and bugfix hacks to get it into useable shape. Rogue Wizard - Tolfdir has more than just his absent-mindedness he needs help with. (Repeatable radiant quest) Hitting the Books - An extra dialogue exchange was restored between the player and Mirabelle Ervine. "A Wife For Mauhulakh" (name provided by CRF) - Chief Mauhulakh is lonely and longs for companionship. Proving Honor - Aela can now be chosen as your shield-sibling if you do more work for her than Farkas. Suppy Line - Frost River Farm needs help distributing their mead. Shalidor's Insights - Added the missing fortify magicka scroll to the reward table. Runil's Dark Past - Restored what little there is for this. Need to retrieve his journal first before the dialogue becomes available. Mourning - NPCs who lose friends or loved ones may mourn the loss for a set period of time. Scenes DialogueRiftenRatway - Restored a non-functional dialogue scene between the player and two thugs in the Ratway entrance. (Disabled if Live Another Life is installed and Thieves Guild start is chosen) DialogueWhiterun - Scene between Uthgerd the Unbroken and Skulvar Sable-Hilt at the Whiterun Stables. DialogueWhiterun - Scene where Mikael thanks the audience for their applause as the player first enters the Bannered Mare. DialogueGenericVigilantsOfStendarr - Restored dialogue for the Vigilants to confront the player when they are wearing/wielding a Daedric artifact item. (https://en.uesp.net/wiki/Skyrim:Vigilants_of_Stendarr#Conversations) Windhelm - 2 scenes between Scouts-Many-Marshes and Ambarys unlocked by giving Scouts-Many-Marshes an AI pack to sandbox in the club after work. Solitude - 3 scenes involvng Xander have been restored by giving him AI packages to go to each of the stores he should visit. MS06StartPotemaEscapesScene - Removed condition blocking the dialogue from Potema's escape sequence. Locations Thalmor Justiciar HQ in Solitude - Populated with one commander and 4 justiciars who will disable if the Stormcloaks take Solitude. Banners changed from Imperial to Thalmor, and these banners will change again to Stormcloak ones if they take the city. Castle Dour Tower - Restored access to an unused tower room above General Tullius' room. Captain Metilius will sandbox here for part of the day as well as sleep here since he has no bed otherwise. Frost River Farm - The meadery that goes with the Supply Line quest that was restored. Irontree Mill - Restored a missing sawmill originally designated for Haafingar Hold. Haafingar has no adequate space for it, so it's just over the border with Hjaalmarch, located next to the newly restored Frost River Farm. Steirod and Trilf live and work here. Trilf's House - Added with the relocation of Irontree Mill after discovering that there is a key and location data for a house. Since Steirod has nowhere else to go, he'll be living there too. Barleydark Farm - Restored a farm southwest of Fort Greymoor occupied by Mithorpa Nasyal. The location was already leveled out and labeled, just never actually built. Stonehills - Restored the village which was intended to be placed here. (Argi Farseer's house, Aleuc's house [blacksmith], Talib's house) Wintersand Manor - Nazeem & Ahlam's house, restored to the game at Chillfurrow Farm. Maiden-Loom Manor - Lilith Maiden-Loom's house, restored to the game across from Whiterun Stables. Cidhna Mine - Obscured Passage, restored and repurposed as an escape route out of the prison. Frostbark Lumber Mill - The abandoned remains of the sawmill that Ganna tells you about in Kynesgrove but was never added to the game. Heljarchen - The village which was intended to be placed surrounding Nightgate Inn has been restored. (Blacksmith, Alchemist, 2 farmhouses, and the NPCs who live in them) Riften - Restores the southeast city gate to the game, which was boarded over prior to release for some reason. Other Restored the Omen of Warding and Stop Rune powers. These were originally designed as Black Book rewards but there is no book to place them in. Instead, they have been attached to standing stones hidden on Solstheim. Pack Spiders! You can now create a pack spider in White Ridge Barrow that can haul some extra loot for you. Be careful, they're fragile, and you can only have one following you at a time. Glowing Spiders! Another spider you can also make in White Ridge Barrow that produces light while following you around. They will last for 2 in-game hours, or until killed, whichever comes first. Credits Hana - For a ton of beta testing my characters weren't able to do. Bethesda's rat's nest never stood a chance! Hana again - For the road sign resources used to make the new signs. nonoodles - Meshes used for the restored Riften southeast gate. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  10. Arthmoor

    Cutting Room Floor

    Version 3.1.16

    36626 downloads

    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 Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  11. Version 4.3.1

    17297 downloads

    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
  12. For a long time I was forced to look at the inventory models of skyrim and the many armor mods that have come out since then, but most armor mods dont come with their own GND models, but rather copies of those found in vanilla skyrim. So for the longest of times most of us had to accept the laziness of modders and bethesda, but not any more (for the most part). This tutorial will cover the conversion of a "skinned" model, or a model that is rigged to a skeleton, into a GND/GO nif. (Collision mesh is in another tutorial) Q: What is a GND/GO nif and what does it do? A: The GrouND/ Ground Object is the model that the player sees when viewing an item in their inventory or when dropped onto the ground such as food, clutter, potions, weapons etc, etc. TOOLS NEEDED: The latest Blender, or Blender 2.77a as that is what i'm using right now for this tutorial, you heard me right, we wont be using 2.49b anymore! LINK Nifskope 2.0, or 1.2.0 Alpha 2 LINK Nif importer/exporter dev plugin v4, download here just in case you cant find the latest version on the nifskope forums LINK Nif importer/exporter dev plugin v5, 20 June 2016 LINK Possibly GIMP 2.0 in case you want to manually edit textures LINK A BSA extractor tool, go search online for one, there are many, I will be using B.A.E. LINK Preparation: If you haven't already done so, extract your archives since this tutorial is going to be using the bethesda GND nifs as a form template, but more importantly their collision shapes are what we are needing since this tutorial utilizes. Disclaimer! This tutorial is meant to teach you how to convert a RIGGED MESH into a GND nif, or even tweak a GND nif as there really isnt a reason to convert other objects into GND nifs, and as it stands the nif plugin for blender is not entirely functional and is still in development, which means that the collision export is bugged, so you may have to play around with your export/import options and even your file afterwards in nifskope, collisions are to be covered in a later tutorial. Make back-up copies just in case your custom GNDs cause your game to crash, and make sure you have done everything with your knowledge to troubleshoot issues that could be caused by you and not the plugin/blender. This plugin can actually be used to make/edit armor and export just fine for the most part, but you may run into the vertex->weight issue, and I may release another tutorial covering that as well. I also assume that you know how to operate blender, as this tutorial teaches you how to convert a nif and not use blender itself. If you dont know much about operating blender or what i am doing in blender, please go watch some tutorials on creating things in blender on youtube as they are a great way for a person to learn and get used to the layout since 2.49b is vastly different from 2.77a. STEP 1) Download and install blender 2.77a, nifskope, and then install the dev plugin by File>User Preferences>Add-Ons>Install From File. STEP 2) Import your nif file(s) into blender, if you are going to use my method of converting a mesh and then replacing a bethesda nif that already comes with a working collision layer, I suggest you choose something from your extracted archive that would fit the mesh you are currently converting. Sidenote: Unless you have a custom default scene that is empty, make sure you have first cleared your scene by pressing A twice and then press the delete button when your cursor is in the 3d render window, and hit enter or click on the option that asks for you to delete. STEP 3) Link your textures in the material section, and that means all of them that blender asks you to, otherwise blender wont let you export your mesh. Sidenote: Click and hold your mouse wheel while your cursor is over the Properties Bar and scroll to the left in order to get to the materials and textures tabs. Your textures may not be automatically linked by blender even if all of your meshes are in the extracted archive which is why they appear to be black, so you will have to link them yourself, make sure your Viewport Display in your 3D view is set to Texture or Material in order to prevent confusion of whether or not your textures have been linked by blender. Make sure that you have linked the Diffuse and Normal maps, and any other "maps" blender recognizes a texture link to. Find the textures that your model needs, such as the diffuse and normal maps, and link them, they should appear automatically if you have set your display settings accordingly. WARNING SOME TEXTURE LINK DATA MAY BE LOST SUCH AS ENVIRONMENT MAPS BUT CAN BE RESTORED FULLY IN NIFSKOPE SO DON'T SWEAT IT IF IT DOESN'T KEEP THE TEXTURE DATA! STEP 4) Import your reference GND nif, and then repeat step 3 STEP 5) Align your rigged mesh to the reference GND, use the pose mode from the skeleton, rather than manually moving the vertices to save time and keep the ability to further manipulate and move around the mesh without having to manually edit the vertices. STEP 6) After you are satisfied with the posed position of your rigged mesh, apply the armature modifier to set the pose of the model. STEP 7) Delete all vertex groups after you have applied the armature modifier, or else your mesh will go back to its default T-pose state STEP 8) Delete the reference GND vertices, but do not delete the entire node, you will need that unless you want to go through the trouble of altering the new mesh's data to be exported as a GND object, instead of a skinned one. STEP 9) Merge the new mesh to the empty reference node, do this in object mode and use Ctrl+J, DO NOT MERGE THE EMPTY NODE TO THE NEW MESH OR IT WILL NOT WORK. STEP 10) Go back to your materials and delete the old material data, so that only your new mesh's material data exists. STEP 11) In object mode, select your mesh and collision layer, however since the blender plugin doesn't fully support collision export, you can delete it if you want to, but you can keep it if you want to generate an entirely new collision shape in Nifskope later on. STEP 12) Export your selection by going to File>Export>NetImmerse/Gamebryo (.nif), make sure your export selection is set to Skyrim, the default for the plugin is for Oblivion, you may get an error message that says your version number does not match the selected export option, which means you did not set your file version correctly, or you did not set your export version to Skyrim. You aren't exporting a rigged mesh, so don't change any of the settings anywhere else, just make sure your export game setting is set to Skyrim. STEP 13) Name and export your file whatever you wish, just be warned that your nif's exported name, will be the same name as your BSFadeNode, in other words if you export your nif as Scene Root.nif, the name value of the nif will be Scene Root. STEP 14) Open up your new GND nif, and open up your reference GND nif, you are going to remove the mesh of the reference GND and copy/paste in your own, that way you can keep the old collision data without having to generate a new collision mesh. Delete the reference mesh by right clicking on it in the display window, and click on Block>Remove Branch. STEP 15) Now go into your new GND nif and do the same, except copy your mesh for the reference by right clicking on your mesh in the 3d render window, and clicking on Block>Copy Branch. STEP 16) Paste your new mesh into the reference by right clicking on the BSFadeNode name, and clicking on Block>Paste Branch. Sidenote: Make sure you right click somewhere in the value of the name, for example from the Txt to the [0], otherwise Nifskope may end up pasting your mesh outside of the node, which would be bad news for you because the nif may not save and will not work and may cause your game to crash. STEP 17) Your new mesh may not have the same string name, as it so happens, all pasted data will assume the name of a pre-existing string name, so you must rename your string, I suggest the name of the mesh that was already deleted. If you want to give it a custom name, just remember that nifskope will literally make a new string name for each new letter or symbol entered into the table, which can lead to a stair-step string name list effect, it wont harm the nif, but it makes you look sloppy in your editing, go ahead and look at some old Skyrim armor mods, you may find some unused or old string names such as Material.001 for example. My node's name was assumed to be BSX, just click on whatever the deleted node's string name was, mine was helmet01:0, then press okay. STEP 18) Save your new nif as something other than the reference nif and your exported nif. STEP 19) If your nif file had more than two texture references other than the diffuse and normal, you will have to manually repath them in Nifskope. Expand the node by right clicking on the arrow to reveal the data within the node, expand NiTriShape>BSLightingShaderProperty and then select BSShaderTextureSet, then expand the textures menu in your block details, it should look like my reference image and you should see your two dds textures linked, and if you want to manually relink or change textures, just right click on the texture path and click choose, a menu should pop up and you will have to select the textures you want. Make sure you reduce your texture path by double clicking on the texture path, and deleting any text that comes before "textures\.......", as it may cause odd rendering issues as the game will be looking for textures that the user may not have, or the directory of the player using your mod may not be the same as yours is, which is why you should always reduce your linked texture paths. STEP 20) You are now done with your GND nif, if you are replacing a pre-existing nif, such as I am, I can copy and paste and rename the helmet nif accordingly in the right file location, use your extracted archive for reference. If you are wanting to make an entirely new GND nif for a custom armor, then you will have to put it where your armor is, make sure the file is named properly such as Helmet_GND.nif. If you are making an entirely new GND nif and want it in your game, you will have to manually link it in the Creation Kit, but there are tutorials elsewhere for stuff like that, as this tutorial was strictly meant to help you create a GND nif, not make a mod that uses it. Here is an example of the old GND nif that was low-poly, and here is the new nif that uses the same model that you wear. OLD version DOWNLOAD NEW higher-poly version DOWNLOAD If you think that this tutorial/method doesn't work, then please take a look at what I have made below by using this method.
  13. Hi! I'm working on the bugs in SureAI's Enderal, and here's one that's beyond my grasp (as well as that of the rest of team). Maybe anyone here wants to take a chance at it, or just knows the issue from their experience? There is a certain NPC, called "Novizin Elia" (ID _00E_NQ28_NoviceElia), who hangs around the graveyard of Ark kneeling at a grave, until one talks to her and does her quest (NQ32). (Yeah, the NQ numbers don't match, for historical reasons. Oops.) As I approach her, she is kneeling: https://www.dropbox.com/s/k1h67b301a2c10w/nq32desc-001.jpg?dl=0 . Meanwhile, a triggerbox I've entered has set the stage of NQ32 to 5; this is to ensure that her dialogue has any chance to start. Now I talk to her: https://www.dropbox.com/s/aqdk7nt2racsfar/nq32desc-002.jpg?dl=0 . Her greeting, "(Schluchzen)" ("(sighs)") is actually not from NQ32, but from a different quest (ArkGenericDialogue), because it's an Idle and we want it to happen even before the player enters the triggerbox. Here's it in the CK: https://www.dropbox.com/s/8ibq3fqk5fs2mwx/nq32desc-003.png?dl=0 . It has a Papyrus fragment attached to its End: If NQ28.GetStage() < 5 NQ28.SetStage(5) NQ28.SetObjectiveDisplayed(7) Endif (the NQ28 property is set to NQ32, don't wonder). But since NQ28.GetStage() is already 5, this should do nothing. And don't worry about this script too much; if I remove it, the bug persists. However, the "Alles in Ordnung?" topic is actually from quest NQ32: https://www.dropbox.com/s/mym07oouq1anyok/nq32desc-004.png?dl=0 . For all I know, the conditions are satisfied (the stage is 5, the alias is set). Nevertheless, (ingame) I click on the topic and nothing happens! The "(Schluchzen)" stays. (And this is happening to many players, not just me.) Clicking again doesn't help either; nor does tabbing out and talking to her again immediately afterwards. The only thing that does help is wandering around for a few minutes and returning to Elia again; at some point the topic just randomly starts working. This is a Heisenbug; it sometimes just doesn't happen. Yet it appears to happen about 2 in 3 attempts. We have a few other occasionally unclickable topics in other quests, which we suspect to be of similar origin, but which are harder to reproduce. Anyone a guess? Could it really be the script fragment, somehow persisting through its removal? Could it be the "Random" flag on the Idle greeting? Does her kneeling AI prevent her from talking properly? Could the voice for "(Schluchzen)" be somehow messed up? Have you seen anything like this? (Note: I've been told that "start game enabled" quests have some issues with dialogue; but NQ32 isn't such a quest.)
  14. I noticed that the two skeletons that self reanimated at the Ritual Stone sometimes turn into ash piles, sometimes they don't. If they didn't turn into ash pile, they respawn. But once they turned into ash pile, they won't go away nor respawn after >30 days. I was rebuilding my mods from the ground up so only USLEEP was in my load order. I also have OneTweak and SKSE installed just for the borderless window mode. I hate ash pile and would like to just disable those two skeletons to not spawn in game to begin with. Is there a way to disable vanilla NPC with TES5Edit? Or would it be possible to attach some sort of clear script just to clear the ash pile out? I don't know much about script, TES5Edit would be easy enough for me. Those skeleton IDs are: 000d9652 & 000d9653 Thanks
  15. anbeegod

    [WIP] Follower Caesia

    Name: Caesia (Kai-sia) Race: Breton Fight style: Mage Age: Older than what you would expect. Personality: Jerky girl - perfect spouse for me. Body type: Whichever body type you're using, even the vanilla body. Romance: Yes Marriage: No, she dislikes the idea (it looks this way, but it's in truth for a deeper reason). Hearthfire: No. Caesia likes children, but given the circumstances in Tamriel, it's not a good time to have children. Content related to DG, DB events and locations: Maybe in the future. Compatibility: No incompatiblities except mods that touch Moorside Inn. Should be easy to fix though. Lore-friendliness: No conflict with existing official lore. Personal quest: Maybe, but not now. Lines: 500 custom lines, still expanding. Voice actress: abtaph; a gifted voice actress Background story: Caesia's background is a mystery. She just appeared from nowhere, and offered to come with you. As your relationship progress, you will find out more about her, which would turn out to be a big reveal and huge plot twist - if you are smart enough to put the pieces together. Additional info: Caesia is a prelude to my big project, Shezzarine, which would bring a significant amount of new lore and characters. No new lands though. Caesia's appearance (Breton, no sexy clothes) My tumblr (which includes info about both Caesia and Shezzarine mods; search Skyrim in my blog for them): http://anbeegod.tumblr.com/
  16. Arthmoor

    [RELz] 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. Download Locations AFK Mods 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 Karthwasten.esp and Karthwasten.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Karthwasten.esp and Karthwasten.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Fully compatible with Bring Out Your Dead. Will not be compatible with other mods that change the Karthwasten exteriors. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  17. Arthmoor

    Karthwasten

    Version 1.0.3

    988 downloads

    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.
  18. Drakemasta

    texture modder

    hello yall. im looking for a person to work on textures for some armor im making. armor style is primarily robe/mage bottom with armored top and arms/boots/helm (basicly im putting a robe type bottom on some armors and cutting out a good chunk of the armor, like bodysuits and leaving the main armor {bit around the groin and breast area aswell}) planning on creating some mage robes with armored parts added on like adding daedric paudrons to archmages robes etc. note dont expect much along design im still learning and im not working on it fast, and im mostly just mix and matching parts of already existing armors with as said earlier massive chunks removed. image is from my first attempt (yes i know big first step starting with endgame armor lol)
  19. Arthmoor

    [RELz] 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. Download Locations AFK Mods 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 Soljund's Sinkhole.esp and Soljund's Sinkhole.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Soljund's Sinkhole.esp and Soljund's Sinkhole.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Fully compatible with Bring Out Your Dead. Will not be compatible with other mods that change the Soljund's Sinkhole exteriors. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  20. Arthmoor

    [RELz] 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. Download Locations AFK Mods 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 Whistling Mine.esp and Whistling Mine.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Whistling Mine.esp and Whistling Mine.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Fully compatible with Bring Out Your Dead. Will not be compatible with other mods that change the Whistling Mine exteriors. Mods altering Angvild, Badnir, Gunding, or Thorgar will not be compatible. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  21. Arthmoor

    Whistling Mine

    Version 1.0.3

    1615 downloads

    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.
  22. Nifskope problems: The textures aren't showing up once selected. How do I fix this??
  23. Hello Everyone! This is Hannes821 from "Atmora calling" and i would like to introduce you to our project, we have been working with a bunch of people for months on! now we want to finalize and you got the chance to join in the last 10% of the making! it is going to be an immersive, lore friendly high-level, arctic and a bit horror-like survival game experience based on Frostfall and Ineed; also bringing in the lore of the Dragon wars and the ancient nords! the first video will show you what you can do, and what tools you would need; ​ ​ the second video will show you the idea a bit deeper; ​ we also have a nexus page, http://www.nexusmods.com/skyrim/mods/68189? a big forum, http://atmora-calling.freeforums.net/ a steam group for instant group communication and a facebook profile for publicity!
  24. InsanePlumber

    Insane Armory - Shields

    Version 1.6

    53 downloads

    Insane Armory - Shields Description This would not be possible without NifSkope and 3ds Max Nif Plugin. Insane Armory - Shields changing "thickness" of shields by 25 or 50 percent. (depending on the options selected during installation) Does not contain any plugin (*.esp *.esm) replaces only meshes (*.nif) files. Is compatible with any modification which edits shields and replaces textures but does not change meshes. Compatibility Unofficial Skyrim Legendary Edition Patch Unofficial High Resolution Patch Dual Sheath Redux Cloaks of Skyrim Winter is Coming Installation It can be installed and uninstalled with Wrye Bash or Nexus Mod Manager at any time without any complications. Wrye Bash and Nexus Mod Manager after uninstalling restores previously replaced files. Dual Sheath Redux Users. First install Dual Sheath Redux then Insane Armory - Shields. During installation agree to replace all files. Updating Since modification contains Only Meshes it can be updated without any problems. (Remember to first uninstall older version) Uninstall Uninstal and that's it. Additional changes Fixed some meshes errors Fixed UV errors Removed some polygons that are not visible All meshes have smooth face normals Changed layout of some Meshes (Spellbreaker, Blooded Shield, Stalhrim) I tried to do everything as best I can. If you notice any mistakes, errors please let me know. Comments, suggestions, pictures appreciated. Modification is complete, and there will be no more updates. Unless, they will be found any errors or will I do some extra meshes for other modifications. Have fun. Recommended complementary modifications Insane Armory - Archery Bows and Crossbows Better Shaped Weapons - BSW by LeanWolf and masterofshadow (This modifications inspired me to create Insane Armory - Shields) My other modifications Insane Armory - Archery Bows and Crossbows Scoia'tael Bows Insane Alchemy - Potions Poisons and Others High Polygons Bottles Helm of Oreyn Bearclaw - Light Cloth Enchanting Disenchant Conan Sword Fix Change Log Credits Bethesda for creating games that can be modified. Thank you Nico coiN for allowing me to use repaired Meshes from USLEEP for Dragon Born Shield. Thank you criswolf09 for help with DSR Patch. NifSkope 2.0 by jonwd7 3ds Max Plugin 3DMAX 2016 Notepad++ 7zip
  25. Version 1.4

    110 downloads

    Insane Armory - Archery Bows and Crossbows Click image to see the whole album. Description This would not be possible without NifSkope and 3ds Max Nif Plugin. Modification changing thickness of bows and crossbows by 25 or 50 percent. (depending on the options selected during installation) Does not contain any plugin (*.esp *.esm) replaces only meshes (*.nif) files. Is compatible with any modification which edits bows and replaces textures but does not change meshes. I play Skyrim using first-person view 90 percent of time. In skyrim there is no possibility of effectively shooting and hitting target other than view from first person.(personal opinion) And just for view from first-person I created this modification. Install It can be installed and uninstalled with Wrye Bash or Nexus Mod Manager at any time without any complications. (WB and NMM after uninstalling restores previously replaced files) I tried to do everything as best I can. If you notice any mistakes, errors please let me know. Comments, suggestions, pictures, any feedback etc... greatly appreciated. Recommended complementary modifications Insane Armory - Shields Better Shaped Weapons - BSW by LeanWolf and masterofshadow (This modifications inspired me to create Insane Archery) Skyrim - Enhanced Camera XP32 Maximum Skeleton -XPMS by xp32 Belt-Fastened Quivers by Chesko and Ninivekha Work In Progress 2015-12-23 A small sample of what awaits us in the future. Arrows and Quiver Dragonbone. Click image to enlarge. >>> Also next update will include something that nobody has done for bows so far <<< Patches for: (Patches are delayed by something that nobody has done for bows so far) Skyrim Redone by T3nd0 WIP ~60% Perkus Maximus by T3nd0 WIP ~60% Longbows by Grantiz WIP ~60% Scoped Bows by OutLaw666 WIP ~40% Credits Bethesda for creating games that can be modified. Team and community AFK Mods NifSkope 3ds Max Nif Plugin 3DMAX 2012 Notepad++ Longbows by Grantiz jet4571 for help. Trueno33 for finding and reporting bug that caused disappearance of bows after dropping them.
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