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  1. Arthmoor

    [RELZ] Rorikstead

    "A Small Farmstead in the Western Plains. Grain, Leather, Horses." - Holdings of Jarl Gjalund. Rorikstead is a farming village on the northwest end of Whiterun Hold. It has a rich history with a mention in an ancient book accounting for the property once owned by Jarl Gjaland, and a ballad is sung about the death of Ragnar the Red taking place there. Yet when you see the place in person it's a sad shadow of all of that history. This mod aims to bring at least some of that back by expanding the village with more NPCs, houses to put them in, and additional farming for them to do. The town also now has a blacksmith to fulfill the complete picture. * Extra guard patrols and guard dogs added to help fend off wildlife and other threats. * Two of the new NPCs can be married if you help them with their crops and you can live in their houses with them if you so choose. * Lokir's abandoned house is included and can be claimed as a new home if you wish. * 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. * Blacksmith allows investing in his shop with the appropriate Speech perk. * LOD has been generated for the area. Download Locations AFK Mods Bethesda.net - PC + XB1 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.2 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Rorikstead.esp, Rorikstead.bsa, and Rorikstead - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Rorikstead.esp, Rorikstead.bsa, and Rorikstead - Textures.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. MUST be loaded after Immersive Citizens to preserve navmesh integrity within the village. Compatibility Tested and is compatible with Bring Out Your Dead. Will not be compatible with other mods that also modify Rorikstead without a patch. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  2. Version 2.0.9

    28766 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 accommodations for the 4 NPCs who had no place to call home. * Sondas Drenim will offer to share his house if married to you. * Derkeethus will offer to share his house if married to you, assuming you haven't recruited him into the Blades. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees that account for the changes. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  3. Arthmoor

    Cutting Room Floor

    Version 3.1.19

    38897 downloads

    A content restoration mod for Skyrim and the official DLCs. From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. Villages that were supposed to exist have been brought back. Quests that were partially implemented have been completed. Various items have been restored that were still in the data files. NPCs have been brought back to the game and given homes where appropriate. Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet. NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items CRF Bug Tracker Check out the video for the mod by Brodual: https://www.youtube.com/watch?v=ByPbGhFX2aM Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  4. Misery and despair have haunted you all your life. Just when you thought it couldn't get any worse, you've been arrested and thrown in the dungeons. Your trial was supposed to be weeks ago, only nobody has come for you. It's been so long since seeing daylight you no longer know what month it is anymore. The dungeon is cold, damp, and worse still, you're running out of food. At least you have that leak in the wall for water. It seems as though you've been forgotten, soon to rot away and die. The eight have forsaken you! Or... have they? Live Another Life provides an alternative means to start the game for those who do not wish to go through the lengthy intro sequence at Helgen. You will be given the opportunity to choose your race and then choose a new life for your character to lead. A wide variety of choices will be available. What you choose will have a lasting impact, so choose carefully or the gods may forsake you again! Additional support has also been provided to allow you to extend Live Another Life with your own starts. Check out the video review GamerPoets did for his first episode: https://www.youtube.com/watch?v=Pi5AU8yCry0 Downloads AFK Mods ModDB Bethesda.net - PC + XB1 Live Another Life Bug Tracker Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.2 or greater. You will need to turn on subtitles to see the text for the startup quest. Alternately, download and use Fuz Ro D-oh - Silent Voice to see subtitles only on those NPCs with no voiced audio. This requires SKSE, so it will only work on PC copies of the game. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop Alternate Start - Live Another Life.esp, Alternate Start - Live Another Life.bsa, Alternate Start - Live Another Life - Textures.bsa, and Alternate Start - Live Another Life.ini into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Live Another Life 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. That said, should you insist on going forward with doing so you must adhere to the following: First things first. You need to be sure the main quest has been started before you can uninstall this mod. The quest "Live Another Life" must have been marked as completed, AND you must have "Before the Storm" listed in your journal. Uninstalling prior to this will break the main quest as well as the civil war. It should also go without saying that if you're using the farmhouse start, clean your stuff out of it first because if you don't you'll lose it all. Clean your stuff out of any other start location containers you may be using, including any that are part of the vanilla game because they will NO LONGER BE SAFE STORAGE!!! Once that's done, use your preferred method to uninstall the mod. The .esp, .bsa, and ini files must be removed entirely. Load Order Due to the sensitive nature of the mod, it should be loaded relatively late in the load order. A lot of other mods may seek to make modifications to Helgen and the charactergen quests. Moving this further down in your list will likely help, a lot. I highly recommend going with the order LOOT specifies. Starting the Main Quest Skyrim has a lot more flexibility in pursuit of the main quest, even when playing the default Helgen scenario. Alduin's appearance does not force one to pursue the main quest beyond Helgen. So this mod is mainly providing a mechanism to bypass Helgen and not encounter Alduin either. The game will patiently wait for you to follow along. So there's no special effort really needed to avoid it, just don't do it For most of the starts, it will appear as though your "Live Another Life" quest has stalled. You will not have an active objective telling you where to go next. When you are ready to begin pursuing the main quest, talk to an innkeeper and ask them for rumors. You'll be given a generic rumor about Helgen and told to travel there. You can also simply go to Helgen on your own without anyone telling you to do so. The main quest will also start if you join the Civil War, complete the first two missions for your chosen side, and then get sent to Whiterun. Once there, you'll find Whiterun closed. If you manage to bribe or persuade your way in, the next guard you pass by who delivers the line about Helgen being hit by a dragon will resolve the beginning portion. Otherwise asking them what they mean by dragons will get you pointed toward Helgen and you can proceed from there. If you somehow avoid all the guards and get into Dragonsreach without ever hearing about Helgen, the MQ will be force-started upon entering the main hall. Sorry, but this failsafe is required because it is not possible to advance the Civil War until Bleak Falls Barrow and Dragon Rising have been completed. Bethesda did not supply dialogue to allow for a Stormcloak takeover of Whiterun before starting the Main Quest. Choosing the campsite start will begin immediately with the encounter with Alduin. Using this mod to follow the default Helgen sequence will play out the same as the vanilla game. Extensions As of version 2.5.0 and higher, Live Another Life allows for extensions to be written to provide additional starting options. This is a known list of extensions that are available: City Guard - the example extension provided on the Nexus page for LAL. Legacy of the Dragonborn - An extension to allow you start as a relic hunter for the mod's museum in Solitude. New Beginnings - Several new start options using the extension framework. Compatibility Patches Starting Spell Choice Compatibility Tested and confirmed to work with Open Cities Skyrim. Known to be incompatible with any mod which attempts to remove the essential flags from any NPCs in Helgen. Not compatible with Opening Scene Overhaul due to conflicts with edits to MQ101. Moving LAL after it in the load order should resolve the problem but obviously that then makes the opening scene overhaul a moot point because it will be overridden. If you ignore this and leave it with OSO after LAL, the initial load screen will freeze and the game will never load. There is nothing that can be done about this. Helgen Reborn – Fully compatible, even with the vanilla start option. Shlongs of Skyrim (ugh, yes, there really is a mod about that) - This has been reported to completely mess up the cart ride for the vanilla start option. If you're going to use that mod, it is best to wait until you're off the carts and inside the keep before installing it. Become High King of Skyrim - Edits MQ101, though it's a dirty edit. Either clean the mod using TES5Edit or make sure it loads BEFORE Live Another Life so that it won't cause the "new game" menu to get stuck. Better Vampires - No issues should arise from using LAL and BV together. Even the vampire start should work properly as the method LAL uses to change you into one uses script calls BV retains in its edited version of the player's vampire quest. Mods altering the Abandoned Prison (cell 00021594) will probably need to be patched since the navmesh has been edited. Mods which alter the following quests will not be compatible without a patch: MQ101 - Unbound MQ102 - Before the Storm WERoad01 - Farmer refugees after dragon attack Mods which edit the following scripts will not be compatible unless patched: QF_MQ101_0003372B QF_MQ102_0004E50D TIF__0005A6A6 TIF__0005A6B1 TIF__000D50CA TIF__000D50DB TIF__000D50E0 TIF__000D660D TIF__000E2D03 Known Issues The Thane offer won't be available in every city right away if you use a property owner start. The quest interaction makes doing so impossible without sacrificing too much of the content to it. When picking the Companions guild start, you need to go watch the fight before Vlikas will go outside to train you. When choosing one of the two civil war starts, you are strongly advised to let the Jagged Crown scene play out. If you don't, the quest may fail to start and the entire civil war quest line will get jammed. There may be some unfound dialogue that references Helgen. If you find some and have NOT witnessed Alduin fly overhead yet, please report those with as much detail as possible. Some quests in a major city you pick a start for may not be available until after you've left that city and returned later. This is normal. It's due to how "Change Location" events work in the game and there's nothing that can be done about it. If you start the game inside of Whiterun by any means, go to the Bannered Mare and hear the Helgen rumor, and then for some reason decide to go straight to Dragonsreach, all of the Helgen objectives will complete and the MQ will be officially started. This is not something that can be worked around due to the numerous ways mods could provide alternative access into the city at some later point. It's part of the failsafe system. Choosing the Shadowfoot Sanctum property start will still have the outer gate locked. This cannot be addressed because the GetFormFromFile() Papyrus function cannot return a result for a non-persistent reference. You will have to pick your way out the door when you leave. Troubleshooting Options Available Credits Chesko - For his polygon shape detection script. Nikkita - For her awesome work on the voiced lines for the statue of Mara in the starting cell. Dwip - The new mesh section for the farmhouse interior. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  5. Arthmoor

    Oakwood

    Version 1.0.13

    19322 downloads

    A new village reviving an old town from TES:Arena. Falkreath Hold has always seemed like a reasonably large place, but having only the Hearthfire home, a house taken over by bandits, and the burned out remains of Helgen hardly does it justice. Oakwood fleshes this out somewhat by placing a fishing and mining village on the shores of Lake Illinalta, just west of Lakeview Manor. This town once existed in TES:Arena but has not been mentioned since so there's nothing saying it wouldn't still be here. When combined with building the Hearthfire home at Lakeview Manor, it feels more like a larger town with a manor house at the head. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  6. Granite Hill - Three Farms and an Inn, just North of the Falkreath. A Market is Held here Weekly. -- Survey of the Holdings of Jarl Gjalund Granite Hill is mentioned in a few places in lore and existed prior to the 4th Era. However nothing remained of it in Skyrim by 4E 201 except the dragon mound where Vuljotnaak was buried in ancient times. All well and good, but with no explanation for what may have happened to the place it felt like a good enough opportunity to tell my own version of events here. With this mod, the 3 farms and the inn are back, but instead of the weekly market, the town has a blacksmith. Of course, that would not be much of a fate, would it? Granite Hill's fate is sealed from the moment Alduin burned down Helgen. Surely the beast and his newly resurrected allies didn't stop there... Features: * A fully working town prior to Alduin's return. 3 farms, an inn, and a blacksmith. Plus town guard patrols from Falkreath Hold. * Upon Vuljotnaak's resurrection by Alduin, the village will be in flames. This will last as long as the dragon is alive. * Following the dragon's death, the fires will go out but the town now lies in ruins, swallowed by the World Eater. Download Locations AFK Mods ModDB.com Bethesda.net - PC + XB1 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.2 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Fall of Granite Hill.esp, Fall of Granite Hill.bsa and Fall of Granite Hill - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Fall of Granite Hill.esp, Fall of Granite Hill.bsa and Fall of Granite Hill - Textures.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Will not be compatible with any other mods editing the area around the Granite Hill dragon mound. Known Issues Events in the town rely on the status of the dragon mound at its center. These mounds are not always well behaved and it's possible that the town may never trigger the actively burning phase. Also keep in mind that if you install this at a point beyond which Vuljotnaak is already dead, all you'll see are the ruins. It may be possible to encounter leftover predators in the area that spawned before they were replaced with tame animals. Nothing can be done except to kill them. Credits Hana - Destroyed versions of the smithy and Farmhouse04 meshes. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  7. Arthmoor

    ESO Skyshards

    Version 2.2.3

    23265 downloads

    Long ago, during the second era in the time of the Planemeld, adventurers sought out whatever power they could gain to aid in their battle against Molag Bal. Among these items of power were Skyshards, presumably made available by the gods for those who were dedicated to exploring both the hidden and mundane corners of Tamriel. Not much is truly known about them, but in these trying times of dragons and civil war, the Skyshards have once again appeared for the Last Dragonborn to discover and augment his power. ESO Skyshards places several shards throughout the province of Skyrim, including Dawnguard areas and Solstheim. Much like the ones from ESO itself, once you collect 3, you will earn 1 perk point to spend as you see fit. There are 6 in each section, for a total of 66 shards amounting to 22 extra perk points. That may seem like a lot, but by the time you've found them all you'll likely be pretty high level anyway so it balances out in the end. Sorry, beyond the 3 screenshots displayed for the mod, I will not reveal the locations of all of the shards. They do not have map markers either, and there are no plans to provide any. They are located in a mix of easy areas and hard areas so they should prove to be quite a challenge to locate. This mod will go especially well with mods that expand the number of perks you can use as well as perk overhauls that expand the number of points required to obtain perks. This mod requires external assets and is therefore not possible to port to PS4. Sorry. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  8. Arthmoor

    [RELz] Dawnstar

    Dawnstar has always been described as a large port city with a lot of activity. What was presented in the game didn't quite do it justice, but until recently putting one's finger on why wasn't so easy. As it turns out, Dawnstar was run by cruel heartless nobles! The miners were condemned to live out their lives neck deep in grime in the mines. Well no more! Now these poor miners have homes like everyone else, and in the process Dawnstar feels more like that larger port city we've been told about too. With six extra homes in it, that shouldn't be much of a surprise. Plus the miners will now go home to sleep, and visit the inn after their shifts are up too. So there will be some of that missing activity now too. * Each NPC now has their own home. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees, that account for the changes. Download Locations AFK Mods Bethesda.net - PC + XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.2 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Dawnstar.esp and Dawnstar.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 Dawnstar.esp and Dawnstar.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. MUST be loaded after Immersive Citizens to preserve navmesh integrity within the city. Compatibility Compatible with Falskaar - Dawnstar dock addition from Falskaar remains accessible. Compatible with Bring Out Your Dead. Will not be compatible with other mods altering the city layout. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  9. Arthmoor

    [RELz] Oakwood

    A new village reviving an old town from TES:Arena. Falkreath Hold has always seemed like a reasonably large place, but having only the Hearthfire home, a house taken over by bandits, and the burned out remains of Helgen hardly does it justice. Oakwood fleshes this out somewhat by placing a fishing and mining village on the shores of Lake Illinalta, just west of Lakeview Manor. This town once existed in TES:Arena but has not been mentioned since so there's nothing saying it wouldn't still be here. When combined with building the Hearthfire home at Lakeview Manor, it feels more like a larger town with a manor house at the head. Features included Custom inn layout using a standard corner farmhouse. NPCs with complete schedules. Military control changes based on who controls Falkreath Hold. Guards inherit inventory from the Falkreath templates so any mods affecting those should also propagate to Oakwood's guards too. All houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. The two mine foremen (the ones you can sell ore to) can be married once their favor is increased and you can move into their homes with them. LOD has been generated for the area. Download Locations AFK Mods ModDB Bethesda.net - PC + XB1 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.2 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. IMPORTANT NOTE: There are some wolf spawns in the vanilla game that will show up on the south end of the village in the cave where the gold mines are now. They may have spawned several of them in. Please be sure you've killed them before installing this mod so that they won't end up mauling the locals. If the quest "Kyne's Sacred Trials" is currently active, please finish it before you install this mod as the location for it has been moved to the other side of Lakeview Manor and will only update if the quest is not active. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Oakwood.esp, Oakwood.bsa, and Oakwood - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Oakwood.esp, Oakwood.bsa, and Oakwood - Textures.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Fully compatible with the Hearthfire home at Lakeview Manor. Fully compatible with Manor Roads. Storefront support is supplied by way of a vendor stand which will activate if you have Storefront installed and move your family into Lakeview Manor. Fully compatible with Aurora Village. Fully compatible with Moon and Star. Fully compatible with Tel Nalta. Fully compatible with Mirele Bismath. NOT COMPATIBLE with Lakeview Extended. That mod has extensive navmesh issues that cannot be resolved via patching or other means. Likely not compatible with other mods that alter the area surrounding Lakeview Manor. (So is the south shore crowded enough for you yet?) Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  10. Arthmoor

    [RELz] Incognito

    A simple mod to remove all crime bounties when you change your face using the NPC in the Ragged Flagon. So. You've changed your identity. How is it that the guards in each hold still know exactly who you are when you (in theory) don't even look the same anymore? Well now they won't. After having your face changed, crime bounties in every hold will be removed. You're on your honor though, since the script can't tell how extensive a change you make to your face. Download Locations AFK Mods Bethesda.net - PC + XB1 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.2 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Incognito.esp and Incognito.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 Incognito.esp and Incognito.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Not compatible with any mod altering the face changer's script: DLC1SurgeryScript Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  11. Arthmoor

    [RELz] Helarchen Creek

    A village in the mountains southeast of the city of Dawnstar. Tamriel has had many villages on maps for as far back as anyone can remember. What happened to them all? Nobody really knows. This mod is simply my take on bringing one back from Elder Scrolls: Arena. Helarchen Creek was a small village in the game somewhere in the mountains near Dawnstar. Originally it appears as though Bethesda planned to put this around the Nightgate Inn, but then changed the name on that and cut the content. Some further research using old Arena maps placed the village further north anyway, so here it is. * Two of the NPCs can be married and will optionally share their homes with you. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. Download Locations AFK Mods Bethesda.net - PC + XB1 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.2 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Helarchen Creek.esp, Helarchen Creek.bsa, and Helarchen Creek - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Helarchen Creek.esp, Helarchen Creek.bsa, and Helarchen Creek - Textures.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  12. Arthmoor

    [RELz] Falkreath

    A minor expansion for the city of Falkreath. Provides additional housing for 2 NPCs. Like so many other towns in Skyrim, NPCs have been doubled up in housing or simply not given any at all and occupy space at the inn forever. Falkreath is already fairly large and space is limited, but there was enough available to provide homes for Kust and Valdr in a part of the city that wasn't occupied by anything other than trees. Features * Homes provided for Kust and Valdr. * Both houses are radiant quest enabled. * Both NPCs can be married and elect to share their home with you. * LOD has been generated. Download Locations AFK Mods Bethesda.net - PC + XB1 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.2 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Falkreath.esp and Falkreath.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 Falkreath.esp and Falkreath.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. MUST load after Immersive Citizens to preserve navmesh integrity within the city. Must also load after Clockwork, or the Clockwork.esp file cleaned of stray navmesh edits. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  13. Arthmoor

    [RELz] ESO Skyshards

    Long ago, during the second era in the time of the Planemeld, adventurers sought out whatever power they could gain to aid in their battle against Molag Bal. Among these items of power were Skyshards, presumably made available by the gods for those who were dedicated to exploring both the hidden and mundane corners of Tamriel. Not much is truly known about them, but in these trying times of dragons and civil war, the Skyshards have once again appeared for the Last Dragonborn to discover and augment his power. ESO Skyshards places several shards throughout the province of Skyrim, including Dawnguard areas and Solstheim. Much like the ones from ESO itself, once you collect 3, you will earn 1 perk point to spend as you see fit. There are 6 in each section, for a total of 66 shards amounting to 22 extra perk points. That may seem like a lot, but by the time you've found them all you'll likely be pretty high level anyway so it balances out in the end. Sorry, beyond the 3 screenshots displayed for the mod, I will not reveal the locations of all of the shards. They do not have map markers either, and there are no plans to provide any. They are located in a mix of easy areas and hard areas so they should prove to be quite a challenge to locate. This mod will go especially well with mods that expand the number of perks you can use as well as perk overhauls that expand the number of points required to obtain perks. This mod requires external assets and is therefore not possible to port to PS4. Sorry. Downloads AFK Mods ModDB Bethesda.net - PC + XB1 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.2 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Skyshards.esp, Skyshards.bsa, and Skyshards - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Skyshards.esp, Skyshards.bsa, and Skyshards - Textures.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Credits Rustic soul gem texture originally by Gamwich, prepped for MLP shader by MadCat221. JayCrane: Static collision for the model since the Havok variety would not have worked. WiZkiD and Rudy102: ENB-capable version of the Skyshard beacons. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  14. Arthmoor

    [RELZ] Dragon Bridge

    A small village expansion for Dragon Bridge. Dragon Bridge always seemed like it needed something more, and it did. There was always poor Varnius Junius, who gets sent to Solitude representing the town and everything, but had nowhere to live. Plus his boss, Tasius Tragus, who was never placed into the game, but would also have just lived in the inn. The inn is not a home! Varnius and Tasius now have their own homes on the northeast side of the village, like everyone else in town. It's not much, but there just isn't enough space in the place for anything more. Tasius even has a nice terrace with a view to reflect his presumed status in town. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area. Download Locations AFK Mods Bethesda.net - PC + XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.2 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Dragon Bridge.esp and Dragon Bridge.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 Dragon Bridge.esp and Dragon Bridge.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. MUST be loaded after Immersive Citizens to preserve navmesh integrity within the village. Compatibility Fully compatible with Cutting Room Floor, which also restores Tasius Tragus to the game but does not provide him a home. Edits overriding the USSEP are intentional. Do not revert them or Varnius Junius will no longer use his house properly. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  15. LeelooMinai

    LM's Rustic Rings

    Version 1.0.0

    4 downloads

    I was looking for something else and found those rings on CGTrader. I ported them for myself, but thought people might appreciate if I share them. I used partially textures from the artists and partially I remade them in Substance Painter. It's 6 rings and an AIO. They are unisex, therefore they a bit too large for female hands, but fit the male hands, too. Just like the original vanilla set-up. BC7 4K ring textures, 1K box texture Low Poly meshes BSA archive ESP flagged ESL gonna use your own cubemaps some stones gonna use your glacier textures They don't have individual ground meshes, because you anyway can't find rings on the floor. So I looked, for publish, for a nice box. Which will be the inventory picture, too. The AIO file contains all rings. So you can wear them all at once. I made this a bodyslide file and gave every ring a zap. So you make your own AIO. You can mix and match them how you want. It has no sliders at all, just the zaps. Don't worry about the CBBE in the name of the BodySlide file, it was habit and I realized it only after I packed the whole mod. They don't have fancy names. They gonna be "Old Ring" #. The "AIO rings" is called "Grandmother's Rings". Either use AddItemMenu or console to get them. Credit: Rings - GetDeadEntertainment Box - GamaTauri Applications used: Substance Painter (Darkluke1111 Shaders) Photoshop Nifskope Blender (BadDog plugin) Outfitstudio xedit Permission: No Upload in full, nor partially. If you want to do something with them ask me for permission. Have Fun! Cheers Leeloo/LittleMissF
  16. Arthmoor

    Dragon Bridge

    Version 2.0.8

    11752 downloads

    A small village expansion for Dragon Bridge. Dragon Bridge always seemed like it needed something more, and it did. There was always poor Varnius Junius, who gets sent to Solitude representing the town and everything, but had nowhere to live. Plus his boss, Tasius Tragus, who was never placed into the game, but would also have just lived in the inn. The inn is not a home! Varnius and Tasius now have their own homes on the northeast side of the village, like everyone else in town. It's not much, but there just isn't enough space in the place for anything more. Tasius even has a nice terrace with a view to reflect his presumed status in town. * 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. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  17. Arthmoor

    Dawnstar

    Version 2.0.8

    10127 downloads

    Dawnstar has always been described as a large port city with a lot of activity. What was presented in the game didn't quite do it justice, but until recently putting one's finger on why wasn't so easy. As it turns out, Dawnstar was run by cruel heartless nobles! The miners were condemned to live out their lives neck deep in grime in the mines. Well no more! Now these poor miners have homes like everyone else, and in the process Dawnstar feels more like that larger port city we've been told about too. With six extra homes in it, that shouldn't be much of a surprise. Plus the miners will now go home to sleep, and visit the inn after their shifts are up too. So there will be some of that missing activity now too. * Each NPC now has their own home. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees, that account for the changes. Requires the Unofficial Skyrim Special Edition Patch to be installed first! My Patreon Page: https://www.patreon.com/arthmoor
  18. Arthmoor

    Helarchen Creek

    Version 2.0.10

    16748 downloads

    A village in the mountains southeast of the city of Dawnstar. Tamriel has had many villages on maps for as far back as anyone can remember. What happened to them all? Nobody really knows. This mod is simply my take on bringing one back from Elder Scrolls: Arena. Helarchen Creek was a small village in the game somewhere in the mountains near Dawnstar. Originally it appears as though Bethesda planned to put this around the Nightgate Inn, but then changed the name on that and cut the content. Some further research using old Arena maps placed the village further north anyway, so here it is. * Two of the NPCs can be married and will optionally share their homes with you. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  19. There is a great deal of bad information floating around in the community right now about what actually constitutes the Anniversary Edition. I won't link to Bethesda's FAQ about it, because that ultimately doesn't explain the distinction well enough. So this is an attempt to clear the air. What constitutes Skyrim Special Edition Now? This one is relatively simple. Skyrim Special Edition was updated to game version 1.6.318 (there was briefly a 1.6.317 but a hotfix came out a few hours after launch). This update included recompiling the .exe file with a newer version of Visual Studios, and this recompiling has resulted in a small boost in game performance due to the new optimizations that VS2019 offers. There are also now 4 additional DLCs which have become part of the package: Survival Mode, Saints & Seducers, Rare Curios, and Fishing. The first 3 are existing DLCs, the Fishing one is brand new with this update. All of this has been provided to everyone on all platforms as a free content update, thus making version 1.6.318 the new "base game" that everyone gets. As a bonus, there were also a number of other bugfixes made to some things. What Constitutes Skyrim Anniversary Edition? The Anniversary Edition upgrade of the game is a paid DLC package on each platform. Since I am obviously not familiar with how the XBox or Playstation storefronts work, I'll describe what is done in Steam. On Steam, the Anniversary Edition Upgrade is a $20 paid DLC package that produces some sort of token which tells your game to unlock the other 70 DLCs which are part of this update. Nobody gets this unless they go out of their way to purchase and then download it. Nothing is forced. So what is the Modpocalypse then? There is no "Modpocalypse". In the run up to the release of the Anniversary Edition a number of nightmare scenarios were offered that in the end did not come to pass. Rather than some kind of doom scenario where every mod stops working properly and we all have to fall off the grid to keep Steam from updating the game, it's turned out to be just like every other update to SSE that's ever been put out. There will be a short period of time where some inconvenience is present while stuff updates. Unfortunately, there are those out there who just want to see the world burn and they run with the first bit of information they see, never bothering to come back to see if it was true or not. This has led to a number of mod authors declaring they won't be making "AE versions" of their mods - without realizing there really isn't a distinction between AE and SE as far as their mod is concerned. There is only an update to SE. SKSE64 has been updated already. Proper support for the plugin management system is in place, and 3rd party extension updates are now flowing again as they always do. It's been less than a full week since the game updated, so this should be considered a somewhat faster response than usual overall. This as at least partly because Bethesda gave the SKSE64 team pre-release access to the update, under an NDA. What if I don't want to update? Then don't? But seriously, regardless of what measures are taken, Steam will eventually have its way and your game will update. Offline mode is not permanent, and the update on launch option will not allow you to ignore it indefinitely with any game, not just Skyrim. If that bothers you too much, the sanest thing you can do is play something else until the dust settles on whatever is giving you pause. Since you aren't having to pay anything for the basic update, there's really no harm in letting it happen and coming back in a month or two. If you're like me, you have plenty of other games waiting to be played while you wait for things to get updated. As a mod author, I have some things that need it. As a player, I'm waiting on certain specific things before going forward with a new game. In the end though, it will be a new game grounded on the current officially released version on Steam. It would be STRONGLY recommended to avoid hackish solutions like updating and then promptly installing executables from the previous update or running a program to downgrade your game. Solutions of this nature can come back to bite you in the ass. Things like this can lead to strange problems while playing with mismatched versions of files. Anything from poor performance, to CTDs, and possibly even save corruption. It's really not worth the risk. Plus if you should need technical support from Bethesda for some reason, they will not provide it if you've done this. What about the CK? There is currently no update to the CK, but it is largely unnecessary anyway. Unless you are specifically modding content from the Creation Club and need the source code to those scripts, you're fine. You can continue to use it without worry. That said, it's a good idea to update when such an update is made available.
  20. Version 2.0.6

    10718 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. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  21. Arthmoor

    Rorikstead

    Version 1.0.12

    11058 downloads

    "A Small Farmstead in the Western Plains. Grain, Leather, Horses." - Holdings of Jarl Gjalund. Rorikstead is a farming village on the northwest end of Whiterun Hold. It has a rich history with a mention in an ancient book accounting for the property once owned by Jarl Gjaland, and a ballad is sung about the death of Ragnar the Red taking place there. Yet when you see the place in person it's a sad shadow of all of that history. This mod aims to bring at least some of that back by expanding the village with more NPCs, houses to put them in, and additional farming for them to do. The town also now has a blacksmith to fulfill the complete picture. * Extra guard patrols and guard dogs added to help fend off wildlife and other threats. * Two of the new NPCs can be married if you help them with their crops and you can live in their houses with them if you so choose. * Lokir's abandoned house is included and can be claimed as a new home if you wish. * 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. * Blacksmith allows investing in his shop with the appropriate Speech perk. * LOD has been generated for the area. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  22. Version 2.0.6

    2301 downloads

    Quoted from the original documentation: This mod combines all of the SoS modules into one easy to use package and includes MCM support for those who use SkyUI-SE. For those who don't, the initial configuration is now handled through the use of a book for each module you can read to set things up. Some minor bugs have also been fixed along the way.
  23. Beginning with Patch 1.5.3 of Skyrim Special Edition, the game supports a new type of mod file known as a "light plugin" with the .esl extension. Elminster has spent a considerable amount of time studying how this works and has had a number of community members aid in verifying this information. Since questions about new plugin types come up all the time, I felt it was best to make sure our source here is accurate. Flag Types Plugins can have 3 different flag types: ESP, ESM, and ESL. This causes them to load in different ways, and in some cases handle their form IDs different from the old ways. ESP files are standard every day mods. There will be no type flag set on these and they have the .esp file extension. Mod managers all know how these work and various modding tools consider these to be the basics of modding. Files flagged with ESM are commonly referred to as "masters". They load early, immediately following the 5 hardcoded official files and any Creation Club content you may have. Files flagged with ESL are known as "light plugins" or "light masters". How these load is determined by their file extension. The exception being any Creation Club content you may have downloaded. Those files load immediately following the 5 official files, according to the order they're listed in the Skyrim.ccc file. File Extensions The engine treats files in a certain way based on their file extensions: A .esm file extension will always be treated as a master file. The ESM flag will automatically set in memory. A .esl file extension will always be treated as a light master. The ESM and ESL flags are automatically set in memory. A .esp file can function as either type of file depending on which flags are set in its file header. If the ESM flag is set, then the .esp is treated as a master file. If the ESL flag is set, it will be treated as a light plugin. If BOTH flags are set, then it is treated as a light master. It is important to note that as far as the game is concerned, a .esp file with no ESM flag will load as a normal .esp file would. All standard load order procedures apply to them, and any properly functioning mod manager should handle them the same way it does regular .esp files. The Golden Goose Files with the ESL flag are given special treatment with their form IDs. Upon loading into the game, the form IDs are remapped into the FE mod index. This is now considered a special slot in SSE and should not be occupied by any mods in your load order. Not even the Bashed Patch or any other form of merged data. As a result of this new support, the engine can allow you to bypass the previously hard limit of 255 plugin files. The theoretical limit now should be 4096 ESL flagged mods. Individual files flagged as ESL can in theory hold up to 4096 form ID records. In practice this ends up actually being 2048 form ID records because the engine reserves everything from $0x0000 to $0x07FF. All files using ESL flags must therefore contain their internal form IDs between xx000800 and xx000FFF. Anything exceeding this range is invalid and the game will either crash or you'll have severely corrupted data due to overruns. The reason for this is how the mapping works. We're all familiar with the normal 8 digit form ID. The first 2 digits are only used to handle load order, the other 6 are internal to their plugin file. What the ESL flag system does is it break this down even further. The First 3 digits get mapped into an internal table for the FE slot. The remaining 3 belong to the actual records in the plugin. You'll end up with something like this: FE000800 - FE000FFF ModFile1 FE001800 - FE001FFF ModFile2 FE002800 - FE002FFF ModFile3 FExxxyyy and so forth up until you reach FEFFFFFF and run out of IDs and mappings. This is where the 4096 files and 2048 form IDs per file comes from. The benefits of all of this should be fairly clear. No more need to merge the 20 weapon mods with 5 records each. Just flag them with ESL and you're good to go. This is much safer than merging and is fully supported by the game engine so it works the same way for everyone. Other Information Using ESL flagged files come with some important issues to consider: You must be playing on a copy of SSE version 1.5.3 or newer in order to use ESL flagged files. You must be using a copy of the SSE CK version 1.5.3 or higher in order to properly recognize these files for editing. The file cannot contain more than 2048 records in it or the form IDs will overflow into another FE slot and corrupt the save. Form IDs need to be compacted for the file to be considered valid. The CK has an option called "Compact Active File Form IDs" in the file menu. xEdit also has a function for this. When using either of these, PAY ATTENTION TO THE WARNINGS. You cannot compact IDs on a file you intend to continue using in an existing save or you WILL corrupt it due to the form IDs contained within it being rewritten. Only do this on files you have not yet begun using, and which do not yet exist as public releases. Other mods which reference form IDs in the mod you are compacting (compatiblity patches, script calls, etc) will break if you compact the form IDs on a mod that's been released to the public. NMM does not work with files that have the .esl extension or carry an ESL flag. It has been reported to completely lock up if even one of these is present in your Data folder. Use a functional mod manager such as Wrye Bash to manage these types of mods. If by some wierd twist of fate you end up with a ESL flagged file that's also ESM flagged and someone uses a standard .esp file as a master to it for some reason, that file will be forced to load into the wrong part of your setup. Normally a standard .esp file will never load before anything ESM flagged, this is the one exception to that now and it should be considered a bug to report to any mod's author who has done this. DO NOT attempt to patch anything inside of a CELL record that originates with a file flagged as ESL. Doing so will cause the cell to break and not load most of its contents when you enter it. This includes any official Creation Club content you may have. It doesn't matter who made the file, it will break. Mods that use the GetFormFromFile() function in their scripts to reference things within them cannot be compacted unless the scripts are also recompiled with the new form ID. Mods using recorded voice lines or that include NPC facegen data cannot be compacted because all of those asset files will need to be manually renamed to match the new dialogue and NPC form IDs. This post will be updated again as needed to reflect new information that may be uncovered.
  24. Arthmoor

    The Horkerpocalypse

    Version 2.0.2

    232 downloads

    No one knows why it happened. Was it revenge? Were the Gods angry with us? Was that mage who left here cursing our names responsible? It no longer matters. We are in the battle of our lives! Windhelm has been overrun. There is little hope. Nothing we can do to save ourselves. To whomever reads this note, we beseech you. Stop this madness before it takes us all straight to Oblivion! It's here! The Horkerpocalypse is upon us all! -- Note found pinned to a post outside Windhelm sometime last night. Is that a beer stain? From the demented minds of the AFK Mods team comes a mod with absolutely no true purpose whatsoever. Born of a chat session that got just a bit too... weird. Come, hero, prove yourself worthy. Save the citizens of Windhelm from their beer induced delusions if you dare. Do you have what it takes to stop The Horkerpocalypse?
  25. Jebbalon

    Hanged Man Example

    First here is link to My Stuff page - Jebbalon's Stuff That is where I uploaded an example of how to Hang NPCs in Skyrim. (there's other stuff on the page - or - will be) Here I'd like to discuss it more, maybe answer questions and offer other uses for the technique used. Vanilla Skyrim comes with an attempt to provide a method of Hanging NPCs. However, it is not used - because it doesn't work. Following objects and scripts are involved... hangedManRopeTRIG [ACTI:00035328] rigidBodyDummy [MSTT:000D19BA] fakeForceBallNudge [EXPL:000C800D] HangedManScript.psc DefaultWerewolfAttachPointSCRIPT.psc That last script is what I used to combine with the HangedManScript to make my example mod. It is used on a Werewolf in Gallows Rock - he is hanging by one hand. This works and it was not hard to figure out how to combine the two. Here is my final script to use on corpses you want to send to the gallows!! You'll notice I made comments in some places. The OnHit and OnItemRemoved events are optional - if you just want the hanging you can comment them out. OnHit event currently just drops the body but you could add the ApplyHavokImpulse to hit the corpse and make it move instead. The OnItemRemoved is setup to have a letter placed in inventory and when removed the body drops. You can easily change that to any item, use OnItemAdded instead, or have some other action take place instead of dropping corpse. Original setup used the activator hangedManRopeTRIG - I think they wanted the cool effect of Robin Hood shooting the rope and saving his friends! But this doesn't work. One reason is that the rope mesh has collision on it. This makes the NPCs head sit all weird and causes it to flip out. In my example mod I used a rope that doesn't have collison DockColStrSignRope01 [STAT:00093480] As seen in the Werewolf example - it's script is attached to the corpse, not the rope. This works much better. If you still want the Robin Hood effect you could add small collision box around rope and attach an OnHit() script to that. Now for the other script I included in my example mod..... This is attached to the rigidBodyDummy and will translate the node back and forth slightly to simulate the body swaying while hung. Okay, that's all I have for now. Any questions or comments ? Thanks all, -Jebbalon
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