Search the Community
Showing results for tags 'quest'.
-
Version 1.0.1
3 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....... -
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.
-
Version 1.0.5
38 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....... -
Version 1.0.0
5 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....... -
-
-
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.
-
Version 1.0.3
3433 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. -
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. -
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 -
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. -
Canterbury Upgraded aka 1stAkenterberyquest English Version
TrickyTrack00 posted a file in Cities, Towns & Settlements
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 -
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-
- quest
- lore-friendly
- (and 4 more)
-
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 -
Version 2.0.13
2244 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. -
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.
-
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-
- quest
- scripted events
-
(and 5 more)
Tagged with:
-
Version 3.0.0
102 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-
- quest
- scripted events
-
(and 5 more)
Tagged with:
-
Version 1.0.0.0
97 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 -
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 -
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 -
Version 1.0.0
184 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/-
- quest
- player-owned
-
(and 5 more)
Tagged with:
-
Version 1.6.0
73 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-
- quest
- player-owned
-
(and 5 more)
Tagged with:
-
Version Alpha release 10
228 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. -
Plot: The civil war of Skyrim was over, with the assassination of Emperor Titus Mede II as its ultimate result. The emperor's heir, Prince Julius Mede, had ascended the throne as the new emperor of this dusking nation, who would soon increase the empire's tension with the An-Xileel that governs the Black Marsh, and cause further conflicts with the Aldmeri Dominion down south; while High Rock's nobility had plunged the province into starvation and chaos, and Skyrim had yet to recover from the war that plagued the realm, Cyrodiil was left alone. As the politicians and nobles worried and planned for their own safety in the wars to come, the new emperor focused only on the search for an Elder Scroll, lost to the ages, buried in a ruin that had never been marked on maps and in history. The reason behind his search was unknown, but if one thing was certain, it would be that this Elder Scroll bears knowledge that can change the understanding of the people towards this very world. Julius Mede's search shall led the hero of Skyrim to the summit of the White-Gold Tower. There, the two shall confront each other; there, the hero of Skyrim shall unveil their true and final destiny; there, the fate of the world shall be decided; and there, the gods shall have their final tournament in this arena. In this story, the hero of Skyrim will learn of their true identity as Shezarrine, the mortal incarnation of Lorkhan, and bear the burdens and powers that this title would bestow them. The player will travel with Onmund, an aspiring and intelligent mage, in their journey for the Elder Scroll that Emperor Julius Mede desperately wanted; as the Elder Scroll would hold the key to all answers regarding Shezarrine's final destiny. Other details: The theme of this story is generally dark, grim, and mysterious, and there would be a great deal of freedom provided to the player regarding dialogues and choices in quests. In this mod, you can roleplay to your liking, and interact with the characters however you desire. I have written a certain extent of philosophy and ideology in the story, however, players who find that boring can definitely ignore them, while the players who are interested can discuss and even debate that with the characters, and that's one of the keypoints of my mod - freedom. This mod rewrites Onmund, effectively making him a follower with 3000 lines and a unique personality. Onmund will be one of the five key characters in the story, with the other four being Emperor Julius Mede I, the son of the late emperor Titus Mede II; The High Archon, leader and founder of the third Aldmeri Dominion; Ingvi, the sister of Onmund; and the player themselves. The story takes place after the end of the Skyrim Civil War, the Dark Brotherhood and the College of Winterhold questline, which makes this mod a post-ending quest mod, i.e. the true ending. Logically, I'd list the completion of the main quests (Alduin questline) as one of the requirements to begin the story, but I understand a great deal of people are using alternate start mods, which effectively remove them from the identity as a Dragonborn. I would make this mod compatible with the idea. A great deal of (1) the conflicts between men and elves, (2) the world state of Tamriel, are mentioned in the dialogues and background infos, but the arch scope will be about the civil war of Aetherius. What you can do in this mod: 1. Unmake the empire 2. Unmake the Aldmeri Dominion 3. Destroy the world 4. Save the world 5. Become ruler of the continent 6. Help the Dominion in its way of conquering all lands except the Black Marsh (No soul can defeat the An-Xileel in its domain, this will be explained in the story) 7. Kill 1 or 2 gods (the number depends on your choice) 8. Befriend, antagonize or romance a follower with comprehensive background and personality, who is the key to all events in this mod 9. Kill the emperor and the High Archon, the leader of the Aldmeri Dominion 10. Crumble the final Tower What you might not be able to do in this mod (meaning either I have no similar plans or I am unable to do due to technical constraints): 1. Travel to new lands (this mod will work like Hearts of Stone of TW3; not just because it would be better for this mod's storytelling, but also because I suffered angst and helplessness, as well as emotional pressure while I attempted to create new zones in Creation Kit) 2. Actually rule Tamriel as its ruler (if you get the ruler ending; because your freedom would be greatly reduced should you become a ruler, which is impractical for Skyrim's game mode) 3. Get tons of fight (this mod mainly focuses on conversations; though you can fight and kill 99% of this mod's characters and still progress the story) 4. Have epic side quests (NOT side content; the follower will have thousands of dialogues about things other than the mod's main story) Conditions of starting this mod: 1. Have NOT joined the College of Winterhold (a new save is recommended because the follower has remarks on almost EVERYTHING of vanilla game as well as DLC) 2. Join the College of Winterhold after installing the mod Conditions of starting the questline: 1. Complete the College of Winterhold questline (the whole story DEPENDS on the outcome of the College of Winterhold questline) 2. End the Skyrim Civil War (MIGHT NOT be a requirement in the finished product; currently, certain parts of the story depends on the outcome of the CW, but since CW itself is so lame yet long thus shuneed by practically everyone, I'm considering deleting the parts related to CW outcome so that completion of CW will not be necessary) 3. Destroy the Dark Brotherhood OR finish the Dark Brotherhood questline (for sometimes before we usher in the new, the old must be put to rest) Though the completion of other questlines (Alduin, DLCs, Daedric) is unnecessary, there will be tons of dialogues and scenes that result from their completion; for example, the High Archon (leader of Thalmor) will say "killing Alduin is a mighty deed, but insignificant compared to the task ahead"; another example being you asking if you can use the Ancestor Moth method to read a new Elder Scroll obtained during the mod, given you've completed that certain quest of Dawnguard; the most notable feature is that, you can use Bend Will on characters in many occasions, opening new paths and possibilities for the story. The theme of this mod will be grim. You shall not find sunny-optimism in the story - Tamriel is at its darkest age ever since the Interregnum. The author of the story is not a fan of optimism nevertheless. I've been asking for help in place creation and modeling for months with no one actually offering to help. Though the processes of place creation and modeling almost made me want to kill myself and be done with it, and I've thought about giving up modding and perhaps quitting video games (that's what these two things had done to my mind a few months ago; makes no sense, but that's what angst and total desperation are), what was started must be finished. I don't know if anyone would ever join me in this mod's creation, but it will be completed regardless - what might change is the quality and finishing time of the final product. Features: Estimated to have more than 8000 lines in total, with about a half being Onmund's. Multi-arch questline. New locations. (the biggest and probably one of the only 2 problems I have for now) Numerous options in the adventures. Fully-voiced. Progress: Writing and CK implementation 60% done. Level designing 10% done. (It's very difficult for me, and I've already tried my best to do it) Asking for: 1. Level designers with CK experience 2. Modelers 3. Texture artists What you can gain by lending your hands in this mod: 1. Experience 2. My eternal gratitude and friendship Contact: gahatimdragon@hotmail.com (Email or Skype) anbeegod#9578 (Discord) Some screenshots of the stuff made (my major strength is writing, level designing isn't my strong suit)