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  1. Version 1.0.2

    188 downloads

    I have completed "Middle Earth - Path of the Hobbit". (Really Ray2NJ! lol) Unless something glaring or completely Middle-Earth-shattering pops up, this will be the final release. This has been a thirteen-plus year project of mine and I have put all of myself into it.......and enjoyed MOST of it. * * * * * * * It's a dangerous business, going out your front door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to....... DESCRIPTION Adds my rendition of J.R.R. Tolkien's Middle Earth during the time and journey of the hobbit "Bilbo Baggins" to Skyrim. This is for "Oldrim". No, I will not begin to try and port it to SE, XBOX, or any other combination of letters you can think of putting together; but hey, thanks for askin'! This has been a ten-plus year project of mine and I have put all of myself into it. Leave Skyrim behind and discover the path of the famous little Hobbit, Bilbo Baggins. Journey through a beautifully and meticulously created Middle Earth from the Hobbit Hole Bag End to the Lonely Mountain of Smaug. Play as a dwarf or hobbit, if you choose, with custom clothing and armor to suit. Visit The Shire Bywater, Hobbiton, South Farthing and the North. Stop to rest and have a pint at the Inn of the Prancing Pony in the Village of Bree. Face the 3 Cave Trolls in Trollshaws and loot their Troll Hole. Learn how you can help Lord Elrond in Rivendell. Face an army of goblins and their tyrannical king in Goblin Town. Find Gollum's Cave and take the One Ring. Battle against the spiders and other creatures of Mirkwood Forest. Make your way to Rhosgobel, a shack protruding from a growing tree. Take an automated boat-ride to the Long Marshes and face the 3 Bog Witches. Discover the Woodland Realm (Halls of Thranduil). Barter a boat ride to Lake-Town, with its many diverse people, homes, inns, and shops. Encounter Lonely Mountain to face Smaug the magnificent within. And finally, choose sides and take part in the great Battle of the Five Armies. Inspired by J.R.R.Tolkien's "The Hobbit", this is created from my own imagination, my own interpretation, not Peter Jackson's. Over 500 custom NPCs added. Quests, rings of power, weapons, armor, spells, and much more included. You will receive a new book, "Guide To Middle Earth" the first time you load this mod. There is also a copy in a chest on the Riverwood bridge (near the entrance to Middle Earth). Be sure to read it! Questions asked that are covered in that book or here on this site will be ignored. I built this mod for my own game play, my own taste. At some point, I thought others may enjoy it as well. I'm not looking for "critiques". Never asked for any. You don't like it, move on. - This mod includes my Middle Earth Mountains HD2K and 4K Parallax. It is optional in the installer. See my images for a preview. - Be sure to "set the table" in Lord Elrond's courtyard before trying to enter his home. It more or less brings Rivendell to life. - The main entrance to Lonely Mountain is blocked with rubble. If you side with Middle Earth against the goblins during the Battle of the Five Armies, the rubble will be removed. - The 3 Cave Trolls in Trollshaws are from Witcher 3 which I heavily modified. I also set them up that if you kill them, they turn to stone for the rest of your game. - I have kept the scripting to a minimum and tested my mod to great extent and worked out all the bugs. I cleaned it with Tes5Edit and TesVSnip, and also ran every .nif file through NifScan. - You MUST equip the "Ring of Choice" BEFORE leaving Lonely Mountain interior. Removing the ring removes you from that army. Good luck on your own. There is a lot more to this mod than meets the eye, or than I can write on this page. I built this mod for myself and I didn't want a bunch of plug-ins so I have created a ton of things that I would like to see in my game and tastefully added them into this mod. I have included a true, open-world, portable fort that can be placed anywhere in Skyrim or Middle Earth. You can be your own traveling bard with this mod. Want to cut loose and jam on a lute in the Middle of Solitude or near the peaceful river that flows through Riverwood, it's in there. Special rings of power, weapons, armor, not all Tolkien worthy, but things I created for my game and put into this mod. I could go on, but you'll find it all. Or you won't. I put a lot of work into my Lighting, ImageSpaces, and Climates as lighting and atmosphere is probably thee most important thing in modding in my opinion. REQUIREMENTS Skyrim & an open mind. Dawnguard, Dragonborn, and Hearthfire are NOT needed and never will be. RECOMMENDATIONS I run with my brightness at 10/20 (halfway) and uGridsToLoad=7 in my Skyrim.ini settings. Of course every monitor as well as player's choice of settings and taste differs. Rudy ENB v4.2 (with my own tweaks), using Boris's ENB V407 .dll CONFLICTS None known. EXTRA Although obviously not lore-correct, I have included a suite in Lake-Town for my own personal game. It is a "game" after all. The Suite will work as-is and contains no nudity. If you would like to experience the full Suite, you can download and install the following mods. UNP Female Bodies - Adds some nice detail to bodies in game in general. Brings the Suite to a "new level". Dimonized UNP Clothing Resources - Adds some nice clothing for the Suite. Summer Wear V2 - Adds some nice clothing for the Suite. Also adds follower Sukque. (She can be found in Honningbrew Meadery and will follow you to the Suite and stay there even after release. She has a bed there but will not interfere with my mod if she is not used. I navmeshed the Suite cell differently so ALL followers will stay there until you have them follow you out again.) THANKS & CREDITS Thank you "Ray2NJ" for just being plain ole awesome brother! Thank you "Arthmoor" for this site and for increasing your upload file size limit so that this mod could even be possible here! Thank you "mlsbrn" for the "nudge" to git-r-done! agerweb, VZRedemption, ray2nj, and TheBawb for ALL of your help! Wood stoves courtesy of Strotis Oven Resource Treasure textures courtesy of Assorted Resources (Thank you Tamira. Saved me a ton of work.) Hobbit Outfits courtesy of Halfling Clothes (Thank you TheBawb for the link.) Dwarven Beards courtesy of DwemerBeards Cave Troll and other meshes and textures courtesy of Witcher 3. Bethesda for the base game, the Creation Kit, and the crappy engine Gimp2 Blender NifSkope Cathedral Assets Optimizer TES5Edit TESVSnip All of you out there that take a moment to come back and say "Hey!" PERMISSIONS You may NOT use any part from this mod for any purpose without written consent from myself (Junk @ JunksMods). I am sharing this mod here exclusively at AFK Mods. Do not upload this mod (or any of my mods for that matter) in part or in full to any other site. (That includes the Nexus that already stole my work.) Remember, Jesus is watchin'! And so am I.......
  2. JunksMods

    LEGION

    Version 1.0.1

    18 downloads

    "And Jesus asked him, What is thy name? And he answered, saying, My name is Legion: for we are many." - Mark 5:9 DESCRIPTION Ever want to leave Skyrim behind and travel to the ole wild west? Throw on your cowboy hat, grab a bottle of whiskey and some jerky, and discover LEGION, a true, fully open-world, western town with a violent history. An outlaw, by the name of "Junk" was said to have robbed the town bank in Junction. He ain't been heard from since. Find out what happened to him, and what has become of the dusty, ole town of LEGION. There ain't no naked chicks, fluffy bunny rabbits, or vendors that are so happy you're there. I'm not gonna give spoilers here. Download it, play it, and keep yer britches on! You will receive a Wanted Poster upon first installing this mod. Read it and keep it. Collectible cards now being added. I will add them as I create them. In the end, there may be a quest to find 'em all. NOTES *Please do not post spoilers in the comments section. Thank you.* *READ the ReadMe file in the Data/Music/LegionMusic folder or you won't have any songs when operating the jukebox. REQUIREMENTS Skyrim. Dawnguard, Dragonborn, and Hearthfire are NOT needed and never will be. CONFLICTS None known. THANKS & CREDITS Ray2NJ for just being plain ole awesome brother! Arthmoor for this awesome site! Bethesda for the base game, Creation Kit, and crappy engine Gimp2 Blender NifSkope NifScan Cathedral Assets Optimizer TES5Edit TESVSnip Wave Editor All of you out there that take a moment to come back and say "Hey!" PERMISSIONS You may NOT use any part from this mod for any purpose without written consent from myself (Junk @ JunksMods). I am sharing this mod here exclusively at AFK Mods. Do not upload this mod (or any of my mods for that matter) in part or in full to any other site. (That includes the Nexus that already stole my work.) Remember, Jesus is watchin'! And so am I.......
  3. JunksMods

    LEGION by JunksMods Update

    I have finally begun working on adding "Lago", a town from Clint Eastwood's western film "High Plains Drifter". UPDATE 12/6/24: Lago is finished. Check it out.
  4. JunksMods

    Junk's Haunted Mansion

    Version 1.0.5

    41 downloads

    DESCRIPTION I put a lot of work (but had a ton of fun) into building this. This adds a small mansion just across the way from the Old Hroldan Inn. The mansion has been abandoned for good reason. Find out why. NOTE: Just be sure to do another walk through the house after you "cleanse" it. Many things change throughout while you advance. This mod is focused on being clean and free from errors and touching any Bethesda files. It has no mannequins, weapon plaques, added BS clutter, etc. All custom furniture and most parts. REQUIREMENTS Skyrim CONFLICTS None known THANKS & CREDITS Ray2NJ for testing and just being plain ole awesome brother! Arthmoor for this awesome site! Bethesda for the base game, Creation Kit, and crappy engine Gimp2 Blender NifSkope NifScan Cathedral Assets Optimizer TES5Edit TESVSnip Wave Editor All of you out there that take a moment to come back and say "Hey!" INSPIRATIONS Resident Evil (All of 'em!) Disney's Haunted Mansion The Ghost and Mr. Chicken (If you haven't seen the movie, or don't even know who the "F" Don Knotts is, look it up!) Clue PERMISSIONS You may NOT use any part from this mod for any purpose without written consent from myself (Junk @ JunksMods). Do not upload this mod (or any of my mods for that matter) in part or in full to any other site. (That includes the Nexus that already stole my work.) Remember, Jesus is watchin'! And so am I.......
  5. JunksMods

    Junk's Black Death

    Version 1.0.0

    9 downloads

    DESCRIPTION THIS MOD IS IN BETA STAGE My Creation Kit continues to crash while trying to open this plugin and make new edits. I have been trying everything to fix it. I believe it is due to so many custom meshes and 4K textures. This issue will not effect YOUR game in any way, shape or form, but is pissing me off 'cause I would like to continue with the mod. But for now....... Save a small village in Scotland during the Great Plague of 1350 A.D. A terrible pestilence is plaguing the land of Scotland in the year of our Lord, 1350. The "Black Death" has cost nearly seventy percent of the village folk their lives. Those that remain have barricaded themselves within their homes, too fearful to allow anyone to enter, too spiteful to care. The rats carry death in their bite and have overcome the village, apparently outnumbering the fleas which feed upon them and take their lives in unholy numbers. The fate of this once beautiful and noble land lies on the shoulders of one hero. Will you be that hero??? The quest will begin upon game-load and a courier will deliver you a letter. Read the letter to update your map. Travel by ship to Scotland. Enjoy custom followers, new armor, weapons and more as you progress through the quest. All custom meshes and textures for architecture, armor, weapons, pretty much everything! *NOTE* A lever exists which will reset the entire land and the pestilence if you'd like to start the quest all over when finished. I will be updating with more images and description in the future. I would also like to update the mod itself if I can get this F~(@!*& Creation Kit to cooperate! REQUIREMENTS Skyrim Dawnguard, Dragonborn, and Hearthfire are NOT needed and never will be. CONFLICTS None known THANKS & CREDITS Ray2NJ for just being plain ole awesome brother! Arthmoor for this awesome site! Bethesda for the base game, Creation Kit, and crappy engine Gimp2 Blender NifSkope NifScan Cathedral Assets Optimizer TES5Edit TESVSnip Wave Editor All of you out there that take a moment to come back and say "Hey!" PERMISSIONS You may NOT use any part from this mod for any purpose without written consent from myself (Junk @ JunksMods). Do not upload this mod (or any of my mods for that matter) in part or in full to any other site. (That includes the Nexus that already stole my work.) Remember, Jesus is watchin'! And so am I.......
  6. JunksMods

    LEGION by JunksMods

  7. JunksMods

    Junk's Haunted Mansion Update

    Hello whomever may read this. I have been extremely busy with work and life. I would like to tell it all to "F" right off and revisit a few of my Oldrim mods this winter (2024-2025) and will be releasing updates as I can/want. I may even be releasing an update I have been working on for my "Middle Earth - Path of the Hobbit". (Yes Broheim, you were right as always lol.) (: And to those who continue to ask "No SE version?" for any of my mods, the answer is quite simple... no.
  8. Version 1.0.3

    3961 downloads

    "They say time is the fire in which we burn." Dr. Tolian Soran surely must have been thinking of the Bruma Mages Guild when he said that to Captain Picard. For the guildhall burns in the eternal fire for all time. Or, at least it did! If you're like me, the ever-burning fires in the Bruma guild are an annoying consequence of the guild quest. I could see not doing something about rebuilding it immediately, but to just leave it sit? And with fires that never go out? That's silly. Upon teleporting in with a character who had already completed the quest line, I was reminded once more that I really REALLY wanted to do something about this. Now that I can, I have. The guildhall will undergo a staged reconstruction. The first two stages happen on their own, with no intervention. The fires will be put out, and the damaged rubble later cleared. The last two stages will not proceed until asked for, either by you asking Traven about it or by you ordering the reconstruction yourself once you become Arch-Mage. You can keep track of the progress by checking with Raminus Polus. He will handle getting new furnishings in and hiring new recruits. You will not be required to pay for this yourself. Due to technical issues involved in using the vanilla destroyed guild cell, the mod is forced to use a new cell for the rebuilding phases. All attempts to remove the noise left behind by the fires have failed. The only solution being to occupy a cell where those fires never existed OR to play a game with just this mod and Oblivion.esm loaded. Hardly ideal. Keep this in mind if you drop stuff in the burning hall, because you won't be able to retrieve it.
  9. Version 1.3

    2 downloads

    Embark on a new journey in search of the mysterious Vault 104. Finally with English translation. Created by Jeka215 Translated by TrickyTrack00 This mod was originally created and uploaded by Jeka215 back in 2011. Original author left full permissions, so I decided it's high time to give this nice quest mod another chance to be noticed by a foreign audience. WHAT TO EXPECT .................................................................................. 1) 3 new interconnected quests that tell the story of Vault 104 (around 1-1,5 hours to complete all objectives); 2) New vault for you to explore and uncover story behind another Vault-Tec experiment; 3) Custom Vault 104 Jumpsuit; 4) Optional system for preparing different dishes using more than 10 new recipes; 5) Option to get new "creature" companion (don't want to spoil it); 6) Intense combat sequences with dozens of feral ghouls; 7) BONUS: I didn't cut original Russian voice lines of Katie. HOW TO INSTALL .................................................................................. Original creator left full permissions for this mod, so you'll only need files from this page. 1) Place the .esm and other folders in the Data directory of the game 2) Activate Vault104 ESM file and run the game. . Also you can find translated ReadMe file and OPTIONAL PLUGINS in the main archive: 1) BobikHelp - This optional plugin adds the ability to give some of your equipment to Bobik's "storage" inventory; 2) Hardcore - This plugin will make the quest more difficult by replacing most of the ghouls in Vault 104 with a more dangerous type of ghoul; (Broken Steel DLC is required) 3) KatyRebuild - This option radically changes Katie's appearance: she changes her face and hairstyle (included) and clothes (from The Pitt DLC). (The Pitt DLC is required) 4) KatyReplace - In case you have already destroyed Megaton, this option will move Katie to Canterbury Commons. HOW TO START .................................................................................. You need to find new NPC named Katie in Moriarty's Saloon in Megaton. She will ask you to help in finding any information about Vault 104. Again, If you blew up Megaton, activate the optional plugin KatyReplace. The following 2nd and 3rd quests will activate automatically upon reaching a certain point in the story of this quest mod. BUGS AND CONFLICTS .................................................................................. No game breaking problems were encountered in my play-testing sessions. This mod has some "rough edges" in terms of editing some vanilla aspects. Unfortunately I don't have enough time to fix every small problem right now, but the quest itself is fully playable from start to finish. CREDITS .................................................................................. All rights and praises to original creator - Jeka215. I just wanted to translate and share his creation with bigger audience.
  10. Version 1.0.0

    5 downloads

    The desire to get rich can lead to the most unpleasant consequences. Are you ready to be tested in Penumbra experiment? New quest with full English translation and many fixes from me. Created by Lonely Traveler Translated by TrickyTrack00 This mod was originally created and uploaded back in 2014 by Lonely Traveler. Don't expect references to The Penumbra series because this quest has little to no connections to this franchise. Penumbra games were more like an original inspirational idea for creator, so they have similarities only in "dark mood" and, well, "underground facility". Even though, this quest looked very promising and unique, it had dozens of bugs, one of which "softlocked" many users before even finishing first part of the quest. So now, after almost 9 years, I fixed many minor and big issues and translated this decent quest to English language. So, you know the deal, right? WHAT TO EXPECT .................................................................................. 1) New unmarked quest which consists of two "formal" parts: first - "key/notes" gameplay structure, second - maze type dungeon with big rewards and huge enemies; 2) Potential new player house in Canterbury Commons; 3) Around 1,5-2 hours to complete quest; 4) Custom ambient/horror soundtrack in the Penumbra facility; 5) In second part of this quest there are several optional "challenges" in the facility, so don't hesitate to explore and check all available doors and containers; 6) No PuceMoose's style of puzzles, trust me; 7) One new weapon type as a main reward for this challenge; HOW TO INSTALL .................................................................................. Original creator left full permissions to modify and re-upload his quest, so you'll only need files from this page. Also if you'll stuck in the first "key/notes" part or just really hate this kind of gameplay structure, in main archive you can find optional translated walkthrough. It contains step by step guide for the first part of the quest (before entering Penumbra facility). 1) Place the .esp and other folders in the Data directory of the game 2) Activate the dom ESP file and run the game. HOW TO START .................................................................................. You need to find first note near the Vault 101 door (interior location, not exterior!). You can find screenshot of this note in the "Images" section of this page. Also this mod is balanced for mid-game players, you will need at least 50 - Science and Lockpick skills. Minimum player character level for balanced experience in combat stages - 15. Don't bring companions in The Penumbra Facility after first part of the quest. BUGS AND CONFLICTS .................................................................................. WHY REMASTER?? I fixed all "game breaking" bugs and minor issues that I found in my 3 play-testing playthroughs (changes in values, weight adjustments, names, enemies placement, incorrect damage and HP configurations, put notes in more proper and accessible places and so on). So this quest is absolutely playable from start to finish, but you can expect some small bugs like floating notes and clutter sometimes. Also original creator forgot to put first note in separate Vault 101 entrance interior (which player will visit after "Trouble on the Homefront" quest, yes, in the game files there are 2 of them), so you could've only find it if this vanilla quest didn't already started. Now you can start this quest whenever you want. But the main point in this "Remaster" was to fix "softlock" bug which prevented many "original version" players from entering Tom's House location. So in my version I made a separate access hatch to finally get in this location without any problems. So, please, follow my translated walkthrough for more details. CREDITS .................................................................................. My deepest gratitude to Lonely Traveler for creating this quest mod. All rights and praises only to original modder. Original Mod Page
  11. Version 1.0.0

    1 download

    "Bloody Safari" is ready for new hunters to test their skills! But there is a chance that you can become a prey yourself... Another Mod-Tec team quest with full English translation. Created by Mod-Tec Team Translated by TrickyTrack00 Another English translation of pretty decent mod from Russian Mod-Tec team, which was only published in original language on other mods websites. After 14 years from the initial release, you can experience this little hidden gem with translated and adapted version. German version by Blankenese can be found here WHAT TO EXPECT .................................................................................. 1) New dungeon type quest with large amount of Wasteland creatures; (prepare yourself, really) 2) At least 30-60 minutes to complete all objectives; 3) Little easter-eggs from original creators; 4) Different choices in the end of the quest; HOW TO INSTALL .................................................................................. You don't need any additional files, just use .esp file from this page. 1) Download file and place .esp file in Data folder; 2) Activate in any mod manager; HOW TO START .................................................................................. The quest starts automatically, you will receive pop-up message with information about new entertainment business in the "Bloody Safari Ranch" near Springfield. Don't bring any followers with you, they can break scripts. Don't forget your best weapons and stimpacks, you'll need them. BUGS AND CONFLICTS .................................................................................. I didn't touch any technical side of the mod and it wasn't my goal in the first place. This mod is absolutely playable from start to finish and shouldn't conflict with any mod that doesn't change worldspace near Springfield location. CREDITS .................................................................................. My deepest gratitude to Mod-Tec team (Sergey_Ros, Khashidius) for making this decent mod quest and all praises should go to them. I'm only trying to revive thier legacy and help foreign audience experience their projects.
  12. Version 1.0.0

    2 downloads

    New quests, radio station, perks, crafting and resurrected Canterbury Commons. Now with English translation. This mod was originally created by Mogila (mogalkov_i). I have already translated his other quest mod "Grand Construction", so you can expect more mechanics and features from his previous project. Again I couldn't contact original creator for details because he didn't visit Nexus since 2009. WARNING! Some content of this mod may be rough and inappropriate for some players. I did not change or rewrite original jokes and dialogue lines, but only made a complete and the most accurate manual translation. Please write any complaints to the original author of the project. WHAT TO EXPECT .................................................................................. 1) New scripted and unmarked quests in Canterbury Commons (around 2 hours to finish all activities): Open new bar, help drug dealers, steal Enclave vertibird, find new genetic "clone" lab and much more; 2) Great improvements in Canterbury Commons landscape (new features and places will be available while completing different tasks in town); 3) New radio station "String Accordions"; 4) 30 crafting recipes in your new player house in Canterbury Commons; 5) 9 Special Implants which will work like optional perks; 6) Fully-functional Virtual Reality Simulator; 7) New weapons and outfits; 8) Unlockable option to buy slaves; 9) "Easter eggs" and references to pop-culture included... HOW TO INSTALL (YOU NEED ORIGINAL FILES FROM THIS PAGE) .................................................................................. 1) Download archive from original mod page; 2) Use my translated .esp file to replace original .esp; 3) Activate 1stKenterberyUpgrade.esp with any preferable mod manager; 4) Done! HOW TO START .................................................................................. You need to visit Canterbury Commons and find new "Restored House". Talk with "Spare Parts" bot, he will ask you to deal with new "bad neighbors" there. After that you have 2 options: You can immediately kill "neighbors" OR talk with their leader. If you choose to work for them, you will unlock main quests of this mod. By eliminating all "neighbors" you will only get new house, but other quests, features and "restoration" of Canterbury Commons will be locked for you. Choose wisely. BUGS AND CONFLICTS .................................................................................. This mod brings major changes to Canterbury Commons, so most of the other "Canterbury overhauls/quests/redesigns" and etc won't be compatible or will cause CtDs. I can't test all of them. As for technical issues, original mod has "4 deleted navmeshes which can not be undeleted", so you were warned. CREDITS .................................................................................. My deepest gratitude to mogalkov_i (MogIlA) for making this quest/player house mod. I'm only trying to revive this project for foregin audience by providing actual translation. All rights and praises to original creator
  13. TrickyTrack00

    Summer Effect English Version

    Version 1.0.0

    1 download

    Decide the fate of a mysterious girl and uncover the secret of a familiar organization. Finally with full English translation. This mod was originally created and uploaded by stalker992 back in 2010. 13 years later I contacted him and received full permission to translate and upload this decent quest. EffectSummerEPPatch.7z - Optional Patch by Mojodajojo. If you have constant CtDs - try it out! (you will still need main files and put patch UNDERNEATH main plugin in your load order!) WHAT TO EXPECT .................................................................................. 1) 1 new side quest (around 1-1,5 hours to complete all objectives); 2) Different endings and at least 2 options in every dialogue for "good" and "evil" playthrough; 3) New armor and weapon types; 4) Option to get new unique companion with good amount of dialogue lines (one of the available endings); 5) By using speech checks you can skip some parts of the quest (it's your choice after all); 6) BONUS: I didn't cut original Russian voice lines. HOW TO INSTALL (Again, I got all permissions to upload main files, so you won't need anything else) .................................................................................. 1) Download archive and put all files in Data folder (select "Replace" if it's necessary); 2) Activate EffectSummer.esp with any mod manager: Also you can find translated ReadMe file in the main archive. If you will stuck in "one particular part" of the quest, you can find hints in ReadMeENG. HOW TO START .................................................................................. You need to visit Canterbury Commons and use "Wait" option (new NPC will find you). After that the quest will start automatically. Don't bring any followers in the "Maze" sequence, otherwise you may encounter problems. BUGS AND CONFLICTS .................................................................................. Should be compatible with pretty much any other mod list. This mod is absolutely playable from start to finish and shouldn't conflict with most popular quest mods. CREDITS .................................................................................. My deepest gratitude to stalker992 for giving me permission to revive this nice quest for foreign players. All rights and praises only to original modder. Original Mod Page
  14. Version 1.1

    1 download

    Over 1300 lines of dialogue, new caravan system, several new quests, new settlements. Old forgotten mod finally with full English translation. This translation was done with the help by Yu_schwarz's previous Russian version of this mod (which I used as a "starting point" for my English translation). Technically speaking, this time I made "translation of translation" of original mod since my knowledge and skills are limited only to Russian, Spanish and English. WHAT TO EXPECT ................................................................................. 1) New upgraded caravan system (join and protect travelers for caps and loot); 2) Around 3-4 hours to complete main and side quests (6 quests in total); 3) Several new weapon types and outfits; 4) Improved NPCs traveling system with random events (very customizable with many options for your preferences); 5) New big settlements with unique stories and landscape; 6) New bank system; 7) Optional recruitable companions; 8) Different endings and choices in main questline; HOW TO INSTALL (YOU NEED ORIGINAL MAIN FILES!) .................................................................................. This time I can only provide translation files for this mod. I know that website which was included in Living Wasteland original description doesn't work anymore, so you will have to find original files somewhere else. (Believe me, it's not that hard, just use Google) 1) Download original archive and put all files in Data folder; 2) Replace original .esp and .esm files with my translated version; HOW TO START .................................................................................. After activating Living Wasteland you will receive configuration tool in your Pip-Boy. Try to adjust settings for your playstyle. Then just try to find caravans and visit big cities. You'll understand how to start different side quests after that. BUGS AND CONFLICTS .................................................................................. Even though it is a massive new update for vanilla game, it should be compatible with most other big mods which didn't alter caravans. And you can use this mod even in your mid-playthrough. All quests are fully playable from start to finish without any critical bugs. CREDITS .................................................................................. My deepest gratitude to Yu_schwarz for giving me permission to use Russian translation as a foundation for my English version. Special thanks to fabalpet (Nuclear Modding) for creating original Living Wasteland modification. All rights and praises only to original creator! And I will delete this file by his request (if he will contact me). Original Mod Page
  15. Arthmoor

    Faregyl Village

    Version 2.0.13

    2394 downloads

    Feeding the empire, one roast chicken... or pork chop... or rabbit steak at a time! Cyrodiil demands MEAT! Ever notice how there's no real farming presence in Cyrodiil? Except for some really small isolated places, there's perhaps one major operation going on outside of Skingrad. And they make wine. Wine is great and all, but where do folks get the meat? I mean the good meat. Chicken, pork, rabbit. We have plenty of mutton, but, well, mutton can only go so far before it gets old. There's also a noticeable lack of traditional crops being grown anywhere on any kind of meaningful level. So I got bored while thinking about this and decided it was time to do something about it! I searched high and low and found only a small number of farming mods. The usual. Sheep, sheep, sheep, and oh, more sheep. Wonderful. Got the mutton sources covered now. So I'm attempting to fill in some of the gaps. There were a number of other good farming mods but they all landed in locations that were less than ideal, at least for my game. The UL team has someone working on a grand implementation out by Anvil, so I figured on letting them take care of that. So why Faregyl? What's so special about this place? Nothing really. When I scouted for locations it wasn't used by anything I could find. So I figured it was as good a place as any to stick some small farming operations. This mod adds a pig farm, chicken farm, rabbit farm, some traditional crops, and a local smithy to the Faregyl area. Instead of an isolated sleepy old inn, now there's a useful farming village to help sustain the population. Each farm is owned by an NPC who has a work schedule and a normal eat/sleep schedule. Don't try and mooch off the stuff though. Killing the livestock or stealing the crops is going to make someone angry if they catch you! There's also a local smithy who will repair gear and sell mundane supplies and equipment. He's got an ox to pull his cart, but the ox is mean. Don't mess with him. There's also two local legionaries who patrol the area to help keep the peace. And of course, the abandoned gold mine. Something the locals are reluctant to talk about.... Addendum for 2.x: If all you're looking for is a nice little village mod, you can ignore the quest and things will continue on their merry way. This mod was originally intended to be just that. A village with some nice atmosphere and a bit of a twist on the buildings. The mine quest as it was in version 1.x was an afterthought thrown together without much planning or direction. It is of course fun, and has some nice story elements and is worth the trip down there just to see it. Of course, as with all things of this nature, I couldn't resist tweaking and fiddling and have ended up creating something much more. So if you're into questing, the surest way to trigger things is to head for the mine. You may also get it as a rumor from elsewhere. If you've played through 1.x already, then you'll already have a pretty good idea of what's going to transpire. Things have been adjusted some and the quest is now tracked via the journal with actual logs. The story has been fleshed out more and is a lot more interesting. There's also a bit of cross-mod story telling going on. A mod called Pemberly Manor had some mention of one of the NPCs having holdings around Cyrodiil. One of which was the farms at Faregyl. I've incorporated this into things and not only are the farms owned by the NPC, but so was the mine. To say more would spoil. A word of warning - the quest now has some real consequences based on what you do and the decisions you make. The mine is no longer the end of the story. The state of the village itself can be affected. As you progress this should become somewhat obvious. It is also possible that you will not get to experience everything that's possible. Yes, some decisions can have dire consequences. Yes, you can be evil, and yes, you can screw things up even if you weren't planning to. This is an aspect of many games that Oblivion is lacking in. Most of your actions have no real impact on Cyrodiil. They will in Faregyl though. Of course, that means you can play through again with a different character and have a different outcome. Something else to keep in mind. Certain mods may influence the outcome of events depending on what their NPCs may do while in the village. Play your cards right and some of those extra NPCs may help you turn a bad situation around. Travelers from TIE come to mind as the most common examples. A few of them make regular stops in Faregyl and are generally friendly to the player. Influence from mods can also go bad if they place enemies near the area. You've been warned. Also a general caution. This has been the case since first release, but none of the villagers are marked essential. If they die, they die. I've made every effort to keep nasties away from the village by removing spawn generators but I can't cover everything.
  16. I run into a new issue (whatelse ) I was never aware of. My scripting knowledge is very limited and here I'm not sure what the OnInit function really does. I know that OnInit fires twice, tested that with a messagebox. The script is about follower mounting, when player mounts his horse or whatever: scriptName _RubyPlayerMountMonitorScript extends ReferenceAlias ;-- Properties -------------------------------------- actor property Ruby auto visualeffect property Effect auto faction property CurrentFollowerFaction auto actor property PlayerRef auto actor property Assan auto ;-- Variables --------------------------------------- actor Player ;-- Functions --------------------------------------- ; Skipped compiler generated GotoState ; Skipped compiler generated GetState function FollowerMount(actor myFollower, actor myHorse, String asEventName, Float afTime) form EquippedItemLeft = PlayerRef.GetEquippedObject(0) form EquippedItemRight = PlayerRef.GetEquippedObject(1) if myFollower.IsInFaction(CurrentFollowerFaction) == 1 as Bool if myFollower.GetActorValue("WaitingForPlayer") == 0 as Float if EquippedItemLeft as Bool || EquippedItemRight as Bool if asEventName == "tailHorseMount" debug.SendAnimationEvent(Ruby as objectreference, "IdleForceDefaultState") myFollower.OnAnimationEvent(none, "tailHorseMount") Effect.play(myHorse as objectreference, 0.300000, none) myHorse.MoveTo(myFollower as objectreference, 50.0000 * math.sin(myFollower.GetAngleZ() + 90.0000), 50.0000 * math.cos(myFollower.GetAngleZ() + 90.0000), 0.000000, true) utility.Wait(0.100000) myFollower.SetAnimationVariableBool("bIsRiding", 1 as Bool) myFollower.EvaluatePackage() endIf if asEventName == "tailHorseDismount" Bool dismountInitiated = myFollower.Dismount() myFollower.SetAnimationVariableBool("bIsRiding", 0 as Bool) myFollower.EvaluatePackage() endIf else return endIf endIf endIf endFunction function OnInit() ; Debug.Messagebox("Script running") utility.Wait(5.00000) Player = game.GetPlayer() self.RegisterForAnimationEvent(PlayerRef as objectreference, "tailHorseMount") self.RegisterForAnimationEvent(PlayerRef as objectreference, "tailHorseDismount") endFunction function OnAnimationEvent(objectreference akSource, String asEventName) if akSource == PlayerRef as objectreference self.FollowerMount(Ruby, Assan, asEventName, 0.300000) else return endIf endFunction This script is attached to the alias of my follower Ruby in a script started quest. It works very good. With Alternate Start from Arthmoor activated. With only vanilla Skyrim it works very good. Until I open racemenu with the console and change my character. After closing racemenu, script is no longer working. I tested without MO. I tested without changing character, saved the game, shut down, load the game and the save and script runs fine. So it must have to do with racemenu (not the mod racemenu! I don't use). I tested on a start enabled quest. Same result, script stops working. What happens here and what can I do to make that work? And a second problem occurs: I wrote my playerhorse now follows fine again, but that is only partially true, like I just now discovered. It works fine if I use Alternate Start. When I use only vanilla Skyrim, the NPC walks away as soon as I tell her to wait. The horse stays, like she should. A script changes the wait globalvariable to 1, package stack is evaluated for horse and npc and the stay package has the wait globalvariable set as condition as well as a quest stage set. There is no package everywhere that could fire in this quest stage. Why does it work with Alternate Start? And not with vanilla? It's really tiring. Your suggestions are much appreciated. Update: Playerhorse now behaves correctly. CK didn't save my property and I overlooked it.
  17. Arron Dominion

    Nessie - The Tale of 350

    Version 2.0.0

    35 downloads

    Short Description: Need a little more adventure in your life? Do you want to know about the story of a Nord named Kenny, and how he was heckled by an Argonian named Nessie? Look no further! This mod offers a short quest in which an Argonian asks for 350 gold, and the player was warned by a Nord named Kenny. After the conclusion of your adventure, you can hear the tale from a traveling bard. And it all starts in Whiterun. Detailed Description: This mod is a lore-friendly parody mod based off of South Park's Lochness Monster joke. Playing the role of the Lochness Monster is an Argonian named Nessie. Nessie has been bugging a Nord named Kenny for 350 gold at every turn. It is now the player's turn to be harrassed. You start out near the well in Whiterun. You encounter Nessie for the first time in Whiterun. Where you see Nessie next depends on what cities you go to 24hrs+ after the first meeting. Eventually, depending on your decisions, you will fight Nessie. This fight can occur Features: -A quest -Some humor! -Your choices drive the quest's direction -Balanced boss fight for all levels -350 Gold -A traveling bard to tell your tale, with a random chance for where he will show up Bard's Schedule: Monday - Markarth Karthwasten Old Hroldan Rorikstead Tuesday - Dragon Bridge Solitude Inn Solitude Bard’s College Morthal Wednesday - Dawnstar Winterhold Thursday - Nightgate Inn Windhelm (one of two taverns) Kynesgrove Friday - Riften Ivarstead Shor’s Stone Saturday - Falkreath Sunday - Whiterun (one of two taverns) Riverwood Installation Instructions: -Find your Data folder -Place the files within the zip into your Data folder. Changelog: V1: -The initial release V2: -Updated NPC face textures Known Bugs: None at this time Known Quirks: -When you are near the Whiterun well for the first time, I highly recommend not having auto-run enabled. You will keep running without the ability to stop. -The cities will fight Nessie with you if you are their allies. There is a probable chance of some citizens being killed by Nessie depending on your time of day -You will have the blinking animation when you are outside in Tamriel or Solstheim. -Nessie can be large, so think about that when you are fighting Nessie Starring: Alex Cain - Nessie's Voice PyroToaster - Kenny's Voice Herr Yuri - Wolfgar's Voice DarkVirus - Mannril's Voice Crimson Phoenix - Crulek's Voice Credits: Audacity Windows Movie Maker Bethesda - Skyrim and Creation Kit jacobmathiassen - Male crying and weeping - https://www.freesound.org/people/jacobmathiassen/sounds/25 4869/ Bard Song Instrument Recording - http://www.jsayles.com/familypages/earlymusic.htm Trailer Music - http://www.bensound.com/royalty-free-music/cinematic/2 Special Thanks: Skinnytecboy - Support Epoch Sanctum - Support, and Resources Armstrong Security Solutions - Support, Resources, and Voice Work Herr Yuri, Crimson Phoenix, DarkVirus, PyroToaster, and Alex Cain - For the Voice Work Phantastic Networks - Support on Re-Release Very Special Thanks - For the encouragement, and support during this mod's production: VS
  18. Arron Dominion

    Nessie - The Tale of 350

    Version 3.0.0

    115 downloads

    Short Description: Need a little more adventure in your life? Do you want to know about the story of a Nord named Kenny, and how he was heckled by an Argonian named Nessie? Look no further! This mod offers a short quest in which an Argonian asks for 350 gold, and the player was warned by a Nord named Kenny. After the conclusion of your adventure, you can hear the tale from a traveling bard. And it all starts in Whiterun. Detailed Description: This mod is a lore-friendly parody mod based off of South Park's Lochness Monster joke. Playing the role of the Lochness Monster is an Argonian named Nessie. Nessie has been bugging a Nord named Kenny for 350 gold at every turn. It is now the player's turn to be harrassed. You start out near the well in Whiterun. You encounter Nessie for the first time in Whiterun. Where you see Nessie next depends on what cities you go to 24hrs+ after the first meeting. Eventually, depending on your decisions, you will fight Nessie. This fight can occur Features: -A quest -Some humor! -Your choices drive the quest's direction -Balanced boss fight for all levels -350 Gold -A traveling bard to tell your tale, with a random chance for where he will show up Bard's Schedule: Monday - Markarth Karthwasten Old Hroldan Rorikstead Tuesday - Dragon Bridge Solitude Inn Solitude Bard’s College Morthal Wednesday - Dawnstar Winterhold Thursday - Nightgate Inn Windhelm (one of two taverns) Kynesgrove Friday - Riften Ivarstead Shor’s Stone Saturday - Falkreath Sunday - Whiterun (one of two taverns) Riverwood Installation Instructions: -Find your Data folder -Place the files within the zip into your Data folder. Changelog: V1: -The initial release V2: -Updated NPC face textures Known Bugs: None at this time Known Quirks: -When you are near the Whiterun well for the first time, I highly recommend not having auto-run enabled. You will keep running without the ability to stop. -The cities will fight Nessie with you if you are their allies. There is a probable chance of some citizens being killed by Nessie depending on your time of day -You will have the blinking animation when you are outside in Tamriel or Solstheim. -Nessie can be large, so think about that when you are fighting Nessie Starring: Alex Cain - Nessie's Voice PyroToaster - Kenny's Voice Herr Yuri - Wolfgar's Voice DarkVirus - Mannril's Voice Crimson Phoenix - Crulek's Voice Credits: Audacity Windows Movie Maker Bethesda - Skyrim and Creation Kit jacobmathiassen - Male crying and weeping - https://www.freesound.org/people/jacobmathiassen/sounds/25 4869/ Bard Song Instrument Recording - http://www.jsayles.com/familypages/earlymusic.htm Trailer Music - http://www.bensound.com/royalty-free-music/cinematic/2 Special Thanks: Skinnytecboy - Support Epoch Sanctum - Support, and Resources Armstrong Security Solutions - Support, Resources, and Voice Work Herr Yuri, Crimson Phoenix, DarkVirus, PyroToaster, and Alex Cain - For the Voice Work Phantastic Networks - Support on Re-Release Very Special Thanks - For the encouragement, and support during this mod's production: VS
  19. Enter_77

    Silent Voice Generator

    Version 1.0.0.0

    105 downloads

    Silent Voice Generator is an audio file utility designed to process the quest dialogue text documents exported by the Creation Kit and generate silent voice and lip-synch files based on user-defined parameters. Features Support for all Gamebryo / Creation Engine based games in The Elder Scrolls and Fallout series from The Elder Scrolls IV: Oblivion and Fallout 3 onwards Bulk processing of multiple dialogue text documents Generate silent audio files for dialogue with a length of up to 30 seconds Moving lip-synch files (.LIP) to match audio file length Optional game directory auto-detection for quick audio file installation Toggleable safety mechanic to prevent existing audio files from being overwritten Supports all valid audio codecs for dialogue in each respective game Output text logs in the same delimited format as the source documents containing all dialogue lines that had audio files generated Stats Mode: Run through the file generation process without creating any actual files on the disk. Useful for counting the number of files that would normally be generated and for finding dialogue lines missing an audio file regardless of the hardcoded "File Found" entry in the exported text documents. Required Java 8 Alternative Solutions If left uncompressed, using silent audio files for nonvoiced dialogue can rapidly consume disk space, especially for large mods with thousands of lines. For the end-user, there are alternative, runtime solutions that do away with the need for these silent audio files. The Elder Scrolls IV: Oblivion + Oblivion Script Extender (OBSE) OBSE -Elys- Universal Silent Voice The Elder Scrolls V: Skyrim + Skyrim Script Extender (SKSE) Fuz Ro D-oh - Silent Voice The Elder Scrolls V: Skyrim - Special Edition + Skyrim Script Extender (SKSE) Fuz Ro D-oh - Silent Voice Mirrors Silent Voice Generator is the same utility across all of AFK Mods and only needs to be downloaded once for its multi-game support. The Elder Scrolls The Elder Scrolls V: Skyrim The Elder Scrolls V: Skyrim - Special Edition Fallout Fallout 4
  20. Enter_77

    Silent Voice Generator

    Version 1.0.0.0

    89 downloads

    Silent Voice Generator is an audio file utility designed to process the quest dialogue text documents exported by the Creation Kit and generate silent voice and lip-synch files based on user-defined parameters. Features Support for all Gamebryo / Creation Engine based games in The Elder Scrolls and Fallout series from The Elder Scrolls IV: Oblivion and Fallout 3 onwards Bulk processing of multiple dialogue text documents Generate silent audio files for dialogue with a length of up to 30 seconds Moving lip-synch files (.LIP) to match audio file length Optional game directory auto-detection for quick audio file installation Toggleable safety mechanic to prevent existing audio files from being overwritten Supports all valid audio codecs for dialogue in each respective game Output text logs in the same delimited format as the source documents containing all dialogue lines that had audio files generated Stats Mode: Run through the file generation process without creating any actual files on the disk. Useful for counting the number of files that would normally be generated and for finding dialogue lines missing an audio file regardless of the hardcoded "File Found" entry in the exported text documents. Required Java 8 Alternative Solutions If left uncompressed, using silent audio files for nonvoiced dialogue can rapidly consume disk space, especially for large mods with thousands of lines. For the end-user, there are alternative, runtime solutions that do away with the need for these silent audio files. The Elder Scrolls IV: Oblivion + Oblivion Script Extender (OBSE) OBSE -Elys- Universal Silent Voice The Elder Scrolls V: Skyrim + Skyrim Script Extender (SKSE) Fuz Ro D-oh - Silent Voice The Elder Scrolls V: Skyrim - Special Edition + Skyrim Script Extender (SKSE) Fuz Ro D-oh - Silent Voice Mirrors Silent Voice Generator is the same utility across all of AFK Mods and only needs to be downloaded once for its multi-game support. The Elder Scrolls The Elder Scrolls V: Skyrim The Elder Scrolls V: Skyrim - Special Edition Fallout Fallout 4
  21. Enter_77

    Silent Voice Generator

    Version 1.0.0.0

    36 downloads

    Silent Voice Generator is an audio file utility designed to process the quest dialogue text documents exported by the Creation Kit and generate silent voice and lip-synch files based on user-defined parameters. Features Support for all Gamebryo / Creation Engine based games in The Elder Scrolls and Fallout series from The Elder Scrolls IV: Oblivion and Fallout 3 onwards Bulk processing of multiple dialogue text documents Generate silent audio files for dialogue with a length of up to 30 seconds Moving lip-synch files (.LIP) to match audio file length Optional game directory auto-detection for quick audio file installation Toggleable safety mechanic to prevent existing audio files from being overwritten Supports all valid audio codecs for dialogue in each respective game Output text logs in the same delimited format as the source documents containing all dialogue lines that had audio files generated Stats Mode: Run through the file generation process without creating any actual files on the disk. Useful for counting the number of files that would normally be generated and for finding dialogue lines missing an audio file regardless of the hardcoded "File Found" entry in the exported text documents. Required Java 8 Alternative Solutions If left uncompressed, using silent audio files for nonvoiced dialogue can rapidly consume disk space, especially for large mods with thousands of lines. For the end-user, there are alternative, runtime solutions that do away with the need for these silent audio files. The Elder Scrolls IV: Oblivion + Oblivion Script Extender (OBSE) OBSE -Elys- Universal Silent Voice The Elder Scrolls V: Skyrim + Skyrim Script Extender (SKSE) Fuz Ro D-oh - Silent Voice The Elder Scrolls V: Skyrim - Special Edition + Skyrim Script Extender (SKSE) Fuz Ro D-oh - Silent Voice Mirrors Silent Voice Generator is the same utility across all of AFK Mods and only needs to be downloaded once for its multi-game support. The Elder Scrolls The Elder Scrolls V: Skyrim The Elder Scrolls V: Skyrim - Special Edition Fallout Fallout 4
  22. Arron Dominion

    Morthal's Ghastly Mine

    Version 1.0.0

    193 downloads

    Mod 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/
  23. Arron Dominion

    Morthal's Ghastly Mine

    Version 1.6.0

    75 downloads

    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. -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
  24. Version Alpha release 10

    230 downloads

    This is a work-in-progress quest mod for Oblivion. I've been working on it for ages. Requires OBSE, and you should probably also have Elys Universal Silent Voice. It's an alpha, which means that it's to be used for constructive feedback -- not on saves you intend to keep. Feedback thread with more information here.
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