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Version 1.0.2
169 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....... -
Version 1.0.1
13 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....... -
Version 1.0.2 is released and includes quite a bit of new material, tweaks, edits, etc.
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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.
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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
8 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....... -
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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.
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Version 1.0.2
773 downloads
"This doesn't translate to Feldscar at all. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine." - Raminus Polus, circa 3E 433. An age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then? 30 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Where once ruins lay, a thriving village has sprung up in their place. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale. Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago. The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. It may also be subject to random vampire strikes if you have Dawnguard. My Patreon Page: https://www.patreon.com/arthmoor -
This doesn't translate to Feldscar at all. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine. - Raminus Polus, circa 3E 433. An age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then? 30 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Where once ruins lay, a thriving village has sprung up in their place. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale. Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago. The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. It may also be subject to random vampire strikes if you have Dawnguard. Download Locations AFK Mods Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Official Dragonborn DLC. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Keld-Nar.esp and Keld-Nar.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Keld-Nar.esp and Keld-Nar.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Arons Mecha Dragons places two mechanical dragons at Mzulft which are too close to the village and end up attacking it. Papyrus has been used to disable these two dragons without requiring a patch. Credits Hanaisse - Sign for The Horny Horker, road sign and shop sign assets, the Keld-Nar book, children's clothing textures, and the unique Dwemer child assets for Nedri. DanielCoffey - Better Book Mesh (https://www.nexusmods.com/skyrim/mods/37113) Used for the Keld-Nar book. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
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Version 1.0.1
1412 downloads
A simple village expansion for Soljund's Sinkhole. Soljund's Sinkhole is another one of those places where it just seemed odd that more was not done. A mining operation that by all accounts would be thriving were it not for a draugr problem. An area that 3 people are effectively living in, with only two actually being housed, and one of whom is a marriage prospect for the player! Such cramped conditions cannot stand, and so this small expansion has been done to relieve the crowding problem. * Guard barracks for the guards to live in, with one extra patroller added due to the dangerous area. The jail is just for show, sorry * Perth can now share his house with you if you marry him. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area.- 2 comments
- 1 review
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Version 1.0.0
64 downloads
They are hairy. They are cute. And best prepared for the cold, harsh climate of Skyrim. Gallery: external link to SeeYouInSkyrim.net Disclaimer This mod comes as is. Make a clean save before installing. Use a mod manager to install. Don’t put loose files in your data folder. You can’t uninstall it midgame. Use at your own risk. Tasheni’s Winterdogs with Companion Dooma This mod adds dogs to most of the farms in Skyrim. It replaces Meeko, Stump and Vigilance and adds a companion dog named Dooma. Find Dooma in Winterhold at the ruins. Sometimes she wanders off, so maybe you will have to search for her. If Meeko is not around his shack, find the spelltome inside the shack and summon him. Features: Meeko and Dooma will play together, if you allow them to do this. Talk to Dooma. They will wander off and chase each other in a large distance around the player. To stop it, talk to Meeko. They will start chasing each other again if player sits or leans somewhere outside. Meeko and Dooma will not participate in combat if you tell them they should not or if you sneak. Both dogs come with a summon spell, in case they get lost. You can tell them to wait or wait and guard, then they take care of predators. They wait forever, if you forget them. They have no animal count, so you can take other pets with you, if you like. Mod is not compatible with any other mod that affects Meeko. All other dog replacer will work, but you have to load them after this mod. I highly recommend to use a mod like Barking Dogs Cure or similar. Download from nexus. Credits: The dog model from Meeko and Dooma is originated by CD Project Red, converted by LorSakyamuni and rigged by Mihail Romanov. Very much thanks for your help and permissions. The remaining things are done by myself. Permisssions: Use any assets as you like under the following conditions: - Don't use in payed mods - Credit us properly - Don't upload this mod as a whole anywhere else- 10 comments
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- skyrim le
- new models
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my first post about something fashion related here, I have a question can I post translations?
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Version 0.2
70 downloads
This is an attempt at a re-compiled Legendary Edition version of wSkeever's mod, High Gate Ruins Puzzle Reset Fix. While I believe this has been compiled correctly, I make no promises that it will work the way it is supposed to, as it was built for Skyrim Special Edition. My modding experience with Skyrim is limited, so troubleshooting will likely not happen. This mod should be compatible with anything that doesn't modify the following file: highGateRuinsLeverPuzzle.pex For anyone wondering if my backport of wSkeever's mod is allowed, here is a screenshot of their mod permissions: All files provided in this mod have been ported over from their Skyrim Special Edition counterpart. To avoid any permissions issues with wSkeever's mod, all permissions will be restricted on this mod. Please defer to wSkeever's mod permissions if you would like to use any assets from that mod in your mod. Original (Slightly Modified) Description Background High Gate Ruins is a Nordic Ruin featuring a puzzle where the player pulls 4 levers in sequence to light 4 braziers. Once the 4 braziers are lit, a trap door opens, allowing you to proceed further into the dungeon. However, when the location resets, the door is reset and closes, but the puzzle will not reset and remains in a solved state, preventing you from opening the door again. This bug is detailed on UESP: This bug locks you out of the latter half of the dungeon, preventing you from accessing the boss container and completing radiant quests which use High Gate Ruins as the location. Description This mod fixes this bug by doing the following: OnReset is implemented to reset the puzzle when the dungeon resets If you don't want to wait that long. I've also set the puzzle to reset when you pull any of the levers after the puzzle is solved, allowing you to solve it again. No esp. Minor edits to existing USSEP script Installation/Uninstallation Install at any time Uninstall at any time Implementation Details Script edited is highGateRuinsLeverPuzzle "KillSwitch" function edited to allow puzzle reset even after it is solved: Added OnReset Event to reset the puzzle when the dungeon resets: FAQ Credits wSkeever for High Gate Ruins Puzzle Reset Fix I've also created a forum for this topic if you want to give any feedback.-
- quests
- lore-friendly
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This is an attempt at a re-compiled Legendary Edition version of wSkeever's mod, High Gate Ruins Puzzle Reset Fix. While I believe this has been compiled correctly, I make no promises that it will work the way it is supposed to, as it was built for Skyrim Special Edition. My modding experience with Skyrim is limited, so troubleshooting will likely not happen. This mod should be compatible with anything that doesn't modify the following file: highGateRuinsLeverPuzzle.pex For anyone wondering if my backport of wSkeever's mod is allowed, here is a screenshot of their mod permissions: All files provided in this mod have been ported over from their Skyrim Special Edition counterpart. To avoid any permissions issues with wSkeever's mod, all permissions will be restricted on this mod. Please defer to wSkeever's mod permissions if you would like to use any assets from that mod in your mod. Original (Slightly Modified) Description Background High Gate Ruins is a Nordic Ruin featuring a puzzle where the player pulls 4 levers in sequence to light 4 braziers. Once the 4 braziers are lit, a trap door opens, allowing you to proceed further into the dungeon. However, when the location resets, the door is reset and closes, but the puzzle will not reset and remains in a solved state, preventing you from opening the door again. This bug is detailed on UESP: This bug locks you out of the latter half of the dungeon, preventing you from accessing the boss container and completing radiant quests which use High Gate Ruins as the location. Description This mod fixes this bug by doing the following: OnReset is implemented to reset the puzzle when the dungeon resets If you don't want to wait that long. I've also set the puzzle to reset when you pull any of the levers after the puzzle is solved, allowing you to solve it again. No esp. Minor edits to existing USSEP script Installation/Uninstallation Install at any time Uninstall at any time Implementation Details Script edited is highGateRuinsLeverPuzzle "KillSwitch" function edited to allow puzzle reset even after it is solved: FAQ Credits wSkeever for High Gate Ruins Puzzle Reset Fix Download Link
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Update: After reports of issues with Dragon Souls not being absorbed and personal testing of this mod, it appears recompiling the script in the original Creation Kit does not work. Please use Fixed Dragon Stalking Fix (Re-Upload) instead, it should work with the original Skyrim since it is only a script: https://www.nexusmods.com/skyrimspecialedition/mods/54625
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- gameplay
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Version 1.0.7
1467 downloads
A simple village expansion for Darkwater Crossing. If Darkwater Crossing ever seemed like too many people with nowhere to live were there, you're probably right. It's major enough for Tullius to know about it to set up an ambush for Ulfric, yet there's a single house there where two people live while everyone else sits around a campfire. Not anymore! Three new houses have been added to provide accomodations for the 4 NPCs who had no place to call home. * Sondas Drenim will offer to share his house if married to you. * Derkeethus will offer to share his house if married to you, assuming you haven't recruited him into the Blades. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees that account for the changes.- 3 comments
- 1 review