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Showing results for tags 'immersive'.
Kingdom Come : Deliverance New game (well its been out for a while now) that deserves a good look and a recommendation imho, especially for the fans of Bethesda games who dabble in immersion enhancing mods. And please ignore the reviews on Steam and GOG so far, they were accurate at time of release, but the game has been pretty well patched since and deserves all of those reviews being wiped and start again. Patching is ongoing, and v1.4.2 is just about to be released. Look for the more positive reviews and you will get a better picture of this game. Its Skyrim without Dragons or magic. Medieval Bohemia (Circa Czechoslovakia), and a bit of an education. The story is well written, but the gameplay is even better. I tend to go for a bit more realism in games without getting too heavy in the micromanagement of food needs, so there are aspects to this game I thought might put me off a little .. I was wrong, I love every little detail of this game. Combat starts out feeling a bit like a fish out of water, but soon gets a grip of you, and is the best combat mechanism I have ever experienced. And there are a lot of aspects which need skills you learn and develop along the way. To start with you will feel like the most unlucky player character ever :), but persevere and like a good book you will become hooked on this game. There is an introduction part to this game, and then you will see more credits and then start the game proper .. Just getting through the introduction part is quite long and a big emotional pull on the heart strings. Highly recommended imho. Spooky FX (AKA Duke Patrick) pointed this beauty out a long time ago when it was in a Kickstarter, so glad he did. Recently Fireunduhb also made a modding site dedicated to modding this game, and Nexus also supports the game Get it : On GOG On Steam Official Forum Reddit discussions Steam Depots (first indication of updates being developed / testing) Also search for Daniel Valva on twitter, he usually posts any new info pretty quickly there. Bug reports email with DXDiag to Support@kingdomcomerpg.com There are still some poor reviews which could also do with a revisit by the journalists after all the patching work that has been done so far. And a lot of user complaints which I think can mostly be attributed to having old mods files / config files installed which need to be redone and updated to be compatible with newer patches of the game .. .. Yep I am a strong fan of this one and biased, but I dont think it is honestly being given a good appraisal at the moment and a lot of people could be fairer if they revisit and edit what has been already written. The most recent patch 1.4.1 was rushed and shot themselves in the foot introducing some new CTDs, but patch 1.4.2 should solve those. The game is running fine for my machine anyway, and most quest related issues have been squashed. Its a bit like Bethesda games but this company cannot rely on the community to do their work and get away with it, Warhorse are being a lot more attentive trying to get the game into a very good state squashing all issues and reports. Do yourselves a favour and give it a good look at German Gamestar gave it a re-evaluation of 85%
6 downloadsMod Trailer Description: Ever want to own your own iron mine? Ghastly Mine near Morthal is under troublesome times. Upon entering the mine, you are attacked by bandits. You are compelled to discover what has happened to the mine. In the course of doing so, you are offered ownership of the mine. After purchasing ownership, you will be able to pick up iron ore and a small portion of the profits every Sundas between 8 AM - 6 PM. What is added: -Added Ghastly Mine near Morthal -Entering Ghastly Mine starts the quest to acquire mine -Once purchased, the player receives a portion of profits and iron ore Sundas between 8 AM and 6 PM, with the ability to make reoccurring or one time investments into their workers to improve profit gains. -If profits are missed, it will be lumped into the next Sundas, and accumulate until you do pick it up. -Female Argonian miner that is a potential marriage option -Guard patrolling the mine -3 other miners and a foreman -Each miner mines in a different location depending on the day -Voice acting on the original mine owner Changelog: V1: -Initial Release Credits: Sergey Cheremisinov - Don't Lie To Inner child - http://freemusicarchive.org/
44 downloadsAdds Book Stores to the major towns. Something I missed seeing from Oblivion and Morrowind was finding bookstores in the various towns. Each bookstore sells the Cheap and Common book set, so do not expect skill books or anything potentially borked, only for roleplay value. The owners are highly paranoid of thieves, so very few books are on display This mod also adds skill magazines similar to the ones you would see from Fallout. Hope you enjoy. What is added: -5 bookstores, one in each of the major towns -Skill magazine for each of the skills, duration 5 hours. Known bugs: None at this time Known incompatibilities: -Thievery Overhaul - Download the Shenk Overhaul version and use this instead of the normal version. Additional credit: Adventure Time Journyman of Ooo - skill magazines idea karrakaz - bug fixes and suggestions Shadow_Dragyn - Whiterun Owner name change suggestion Revision History: v5(current): -Fixed Markarth Book Store navigation errors and store behavior. -Added gold to each of the owners, now you can actually sell to them. -Fixed Solitude Book Store navigation errors and store behavior. v4: -Added skill magazines: Insights into The Best Defense - Heavy Armor The Potent Editions - Alchemy Daily Manipulation - Alteration Tips on Daedric Creations - Conjuration Snippets on Tricking The Eye - Illusion Poke-and-Prod Weekly - One-Handed Healer's Digest - Restoration The Daily Block - Block Shadows Hide You Chronicles - Sneak The Morning Berserker - Two-Handed Horse Salesman Pitch Daily - Barter (Speechcraft) Methods of Brute Magicka - Destruction Practice on Embedding Magicka - Enchanting Security Edge Daily - Lockpicking The Hunting Enthusiast - Marksman The Apprentice Journey - Smithing Smooth Moves Practice - Pickpocket Talking Weekly - Persuasion (Speechcraft) Swift Dodging Chronicles - Light Armor v3: - Interiors have Navmeshes - Stores will now lock - Solitude location is different, more believable - Whiterun owner's last name is now more realistic - Riften owner has a husband now - Solitude/Markarth owners have daughters now - Each interior was redone to look more like a bookstore v2: -Fixed face bugs v1: -The initial release Notes: If you want to make your own variation, you are free to do so. It would be nice to credit me in your variation if you use this as your base. Special Edition Note: This mod hasn't been ported over yet. I want to overhaul the mod before releasing it over on Special Edition.
24 downloadsEver want to own your own iron mine? Ghastly Mine near Morthal is under troublesome times. Upon entering the mine, you are attacked by bandits. You are compelled to discover what has happened to the mine. In the course of doing so, you are offered ownership of the mine. After purchasing ownership, you will be able to pick up iron ore and a small portion of the profits every Sundas between 8 AM - 6 PM. What is added: -Added Ghastly Mine near Morthal -Entering Ghastly Mine starts the quest to acquire mine -Once purchased, the player receives a portion of profits and iron ore Sundas between 8 AM and 6 PM, with the ability to make reoccurring or one-time investments into their workers to improve profit gains. -Female Argonian miner that is a potential marriage option -Guard patrolling the mine -3 other miners and a foreman -Each miner mines in a different location depending on the day -Voice acting on the original mine owner Known Quirks: -IF Dialogue does not work initially, save your game, load that save game, and try again. 1.7 patch broke custom dialogue. | Shouldn't be an issue though. Revision History: v 1.6: -Added 3 more guards. Each guard can be hired by the manager for 1500 gold each. This will not affect the profit equation. -Recompiled existing temporary scripts. v 1.5: -Compatible with the latest patch. v 1.4: -Changed quest initialization to reduce dialogue bug. -Introduced investments into the mine, for greater profits. Pick-axe investment is one time only, the others are repeatable. v 1.3: -Removed the case of the floating candle. -Profits accumulate over time if you miss days. v 1.2: -Fixed dialogue/logic for profit not working after acquiring the mine. v 1.1: -Added missing scripts not included in the original release
30 downloadsA random thought came up, why not have a house within the Soul Cairn. This mod will add Pneuma Manor, currently the only player home within the Soul Cairn. Good friend Morven will sell you this home for a sizeable bounty of Soul Husks. There are three levels of this home, the main level, the cellar, and the upper level. Upon entering the upper level, you notice that you are not the only ones living in the house. Meet the Necronn family, consisting of a mother, a daughter, a son, and a dog. To find out why they are in the house and resemble most of the current Cairn residents, explore this upper level for any clues. The father, he left behind quite the legacy. Various books found near his desk will reveal the legacy he has left, and some for the worse. In the process of discovering the past, you will wake up the past. This past will eventually lead to new recipes, a new spell, a new enchantment, and several other followers or residents of Pneuma Manor. This house will serve you and your adventures in the Soul Cairn well, being the only calm place within the bleak landscape. What is Added: -Three story home in the Soul Cairn, purchased via Soul Husks -4 Mannequins, 2 Weapon Racks, 3 Weapon Display Plaques, 1 Weapon Display Case, 2 Bookshelves with 90 book capacity. -Alchemy table, Enchanter table, Forge, Tanning Rack, Workbench, Sharpening Wheel, Smelter -Storage in the cellar, Dresser, Safe, several Barrels near Mage Station. -Thane, Bard, Soul family (step-daughter, step-son, dog, wife?), Assassin follower -Soul Husk Extract recipe, Absorb health/soul trap spell, Absorb health/soul trap weapon enchantment, Absorb health/soul trap poison -5 Books, 5 journals for backstory -3 Quests for backstory and acquiring thane/bard/assassin, without direct quest markers. -Spells to transport to Pneuma Manor and to College of Winterhold Requires: DAWNGUARD Revision History: v1.2: -Added new quest to clear up lore conflicts -Added a new book and several supporting items for the new quest. -Corrected dog's voice. v1.1: -Added new book -Added two new spells, one for transport to Pneuma Manor, one for transport to College of Winterhold Known Quirks: -If you have dialogue issues, try saving-reloading in order to fix. This issue should not prop up, but might since there is (technically) custom dialogue included. -Ushugob does not have a voice for the Thane dialogue. Guess this is due to no Orcs as Thanes in Skyrim. Credits: -Tamriel Rebuilt – name generator -Artisanix – Paintings and Frames - http://skyrim.nexusmods.com/mods/17423 Special thanks to Artisanix for making awesome paintings/frames resource. -Balok’s Tutorials – Creating Skyrim Oil Paintings - http://www.youtube.com/watch?v=k28k_6ChNks These were very helpful in teaching techniques for creating the paintings. Note: I am making a massive update for this mod, but it won't be released for some time. It will be including the other expansions, and I will be leaving this upload at version 1.2. The regular Skyrim version of the new update will be called Definitive Edition, and it will just be Pneuma Manor when I port it over to Special Edition.
215 downloadsThis mod is a collection of travel options which aims to recreate a system similar to what existed in Morrowind. It includes regular travel agent services at the stables, Divine Intervention, Mark & Recall, and Mage Guild Guides. At each major city, there is a travel agent who will offer transportation to other major cities, including a few mod added desintations as well. Their services are relatively cheap and are based on the distance between each stop they service. They are also heavily armed and should you decide to attack them, be prepared for a significant fight. This may also draw in local guards. These agents WILL NOT RESPAWN IF KILLED, so try not to make a mess. A Divine Intervention spell which functions in a similar manner to the one from Morrowind. The only real difference is that it will bring you to one of the chapel interiors instead of dropping you outside. The spell is sold in every chapel and requires Mysticism skill of 50 or higher. Scrolls are available from loot and vendor lists that deal with Journeyman level items. Divine Intervention does not function in Oblivion realms, Shivering Isles, or in a few other select areas where being yanked out might break something. It is also aware of Knights of the Nine and will not transport you to a desecrated chapel during the quest. Mark & Recall spells which function nearly identically to their Morrowind and Daggerfall equivalents. This allows you to set a marker virtually anywhere and recall to it later. The spell does not function within Oblivion realms, Shivering Isles, or a few other select locations that will break something. The spells are sold by Alves Uvenim in Leyawiin since they specialize in Mysticism. Teleportation services are now provided at the Mages Guild. Each city offers a teleportation pad in the public area of the guild which allows transport to every other major city. Ask around while in a guild and you'll be directed to the person in charge of the teleporter. Fees for non-members are 100 Septims. Fees for initiate members of the guild are 25 Septims. Teleportation is free once you have access to the Arcane University. Frostcrag Spire is available as a destination, but is only guaranteed to work with the OFFICIAL DLC. Fast Travel can now be optionally disabled as well through an ini file.