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Found 7 results

  1. Version 1.0.1

    98 downloads

    In 2E 582, Molag Bal launched an all out invasion against Nirn. His aim was to merge Nirn with Coldharbor in a cataclysmic event that came to be known as the Planemeld. This was accomplished through the use of numerous Dark Anchors, or Dolmens, scattered around Tamriel (and presumably elsewhere too) that were to physically drag Nirn into Coldharbor. It was only through the heroic actions of one known as The Vestige that Molag Bal's plans were thwarted and all of Nirn saved from a gruesome end as soulless slaves. Though history does not record these events, the ruins themselves have survived. Adventurers have to this day reported many are guarded by daedra, others by the undead, and some by unnatural abominations of the wilds. This mod aims to bring a bit of ESO lore to Skyrim by adding 12 inactive Dolmens around Skyrim, all in relatively remote areas. This is primarily just for show but several have enemies to fight as well so you can use them to acquire some of the harder to find Daedric ingredients. Explore Skyrim, and you should run into them soon enough. Don't be lazy, go out and look!
  2. In 2E 582, Molag Bal launched an all out invasion against Nirn. His aim was to merge Nirn with Coldharbor in a cataclysmic event that came to be known as the Planemeld. This was accomplished through the use of numerous Dark Anchors, or Dolmens, scattered around Tamriel (and presumably elsewhere too) that were to physically drag Nirn into Coldharbor. It was only through the heroic actions of one known as The Vestige that Molag Bal's plans were thwarted and all of Nirn saved from a gruesome end as soulless slaves. Though history does not record these events, the ruins themselves have survived. Adventurers have to this day reported many are guarded by daedra, others by the undead, and some by unnatural abominations of the wilds. This mod aims to bring a bit of ESO lore to Skyrim by adding 12 inactive Dolmens around Skyrim, all in relatively remote areas. This is primarily just for show but several have enemies to fight as well so you can use them to acquire some of the harder to find Daedric ingredients. Explore Skyrim, and you should run into them soon enough. Don't be lazy, go out and look! Downloads AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Installation Requirements Skyrim Special Edition 1.5.73 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 - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Dolmen Ruins.esp and Dolmen Ruins.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 Dolmen Ruins.esp and Dolmen Ruins.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Should be compatible with most other mods as the areas touched are pretty remote. Credits Hana - The Dolmen models used to make the various sites are her work, based on screenshots from ESO. MadCat221 - LOD meshes for use with DynDOLOD. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  3. During the time of the Oblivion Crisis, it was said that Skyrim was hit especially hard by the Daedric invasion. Yet, a mere 200 years later there isn't a single sign of this event ever having happened anywhere. Such a monumental event in history would surely have left its mark, especially in the cities. When Martin Septim made the ultimate sacrifice to seal the barriers to Oblivion forever, this did not remove the structural components that would be left behind by suddenly having the dimensional gateway closed down without warning. While logic may suggest that the citizens of Skyrim would have done all they could to be rid of these menaces, I don't believe this would have been a top priority. Some might even have left them standing as a reminder of what almost was. This mod's purpose is simple and to the point. Each of the 5 major hold capitols has an Oblivion Gate either inside or near it. They are merely for decoration and will not be made functional in any way. They're simply there to add back the missing atmosphere that Bethesda left out. An homage to Oblivion (the game) if you will. As a complement to this mod, get Pabulum's excellent Oblivion Gates Remade which places several gates using the same resources all over Skyrim. Download Locations AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Installation Requirements Skyrim Special Edition 1.5.73 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 - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Oblivion Gates in Cities.esp, Oblivion Gates in Cities.bsa, and Oblivion Gates in Cities - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Simply delete the Oblivion Gates in Cities.esp, Oblivion Gates in Cities.bsa, and Oblivion Gates in Cities - Textures.bsa files from your Data folder. This mod includes no scripts and edits no vanilla objects so it should leave behind little to no footprint. Load Order LOOT should be used for optimal placement. Compatibility The gates are in relatively out of the way spots in each city so there should be little chance for conflicts. No navmeshes have been edited, and there are no issues with NPCs getting stuck on them. Not compatible with Open Cities Skyrim. Using both mods will result in duplicated gates while in the closed cities during civil war battles. Credits Hannaise - Oblivion Gates in Skyrim Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  4. Version 2.0.2

    26 downloads

    During the time of the Oblivion Crisis, it was said that Skyrim was hit especially hard by the Daedric invasion. Yet, a mere 200 years later there isn't a single sign of this event ever having happened anywhere. Such a monumental event in history would surely have left its mark, especially in the cities. When Martin Septim made the ultimate sacrifice to seal the barriers to Oblivion forever, this did not remove the structural components that would be left behind by suddenly having the dimensional gateway closed down without warning. While logic may suggest that the citizens of Skyrim would have done all they could to be rid of these menaces, I don't believe this would have been a top priority. Some might even have left them standing as a reminder of what almost was. This mod's purpose is simple and to the point. Each of the 5 major hold capitols has an Oblivion Gate either inside or near it. They are merely for decoration and will not be made functional in any way. They're simply there to add back the missing atmosphere that Bethesda left out. An homage to Oblivion (the game) if you will.
  5. Version 2.0.5

    35 downloads

    In 2E 582, Molag Bal launched an all out invasion against Nirn. His aim was to merge Nirn with Coldharbor in a cataclysmic event that came to be known as the Planemeld. This was accomplished through the use of numerous Dark Anchors, or Dolmens, scattered around Tamriel (and presumably elsewhere too) that were to physically drag Nirn into Coldharbor. It was only through the heroic actions of one known as The Vestige that Molag Bal's plans were thwarted and all of Nirn saved from a gruesome end as soulless slaves. Though history does not record these events, the ruins themselves have survived. Adventurers have to this day reported many are guarded by daedra, others by the undead, and some by unnatural abominations of the wilds. This mod aims to bring a bit of ESO lore to Skyrim by adding 12 inactive Dolmens around Skyrim, all in relatively remote areas. This is primarily just for show but several have enemies to fight as well so you can use them to acquire some of the harder to find Daedric ingredients. Explore Skyrim, and you should run into them soon enough. Don't be lazy, go out and look!
  6. Hi All, I’m a long-time TES fan (but only a lurker here), and currently a PhD student at Bond University in Australia. I’m really amazed by how much TES fans do around the series, in terms of modding, compiling data in wikis, producing fan films and more. More broadly, my research is actually about what cultural heritage organisations can learn from commercial RPGs in order to produce great culture-oriented RPGs themselves. A part of that argument is looking at Skyrim and showing just how much world-building detail is involved in its world, but then I’m also arguing that it’s crucial to collaborate with fans – to give them the necessary means to produce mods and other works around a given game, in order to push it even further. To show this, I want to document who the TES fans are, and how they work. I’m limiting myself to two particular groups – the lore-oriented folks at the UESP and the modders (yes, yes, I know some people do both ), especially (but not exclusively) those who publish mods on Nexus Mods. Myself being a modder (not TES, though – Wing Commander) and game developer in past lives, I have a pretty good idea about how much work is involved in fan projects of any kind, and how much effort fans put into learning all the skills needed for these projects. Not to mention the time devoted to better understanding the lore of the TES universe! My anonymous survey asks you to help document this by answering a bunch of questions about your experience as a TES fan, particularly in regards to Skyrim. If you have fifteen minutes to spare, please, pretty please answer my survey, and let others know about it, too! The more responses I get, the more interesting the results will be. And to thank everyone for their efforts, I will later on write a report from the survey for the UESP, so that as the TES community, we all know a little bit more about what makes us tick. tl;dr – got 15-30 minutes to spare? Please answer an anonymous survey about what you as a TES fan do with the games, particularly in regards to modding (at Nexus) and lore-related activities (at the UESP). If you agree to take part in this survey, please click the link here. The survey page is mobile-friendly, so you can also do it on your phone - and actually, while it might take up to 30 minutes, most people get it done in under 15, so it's not so bad :). Needless to say, should you change your mind, you can close the survey any time you like. Oh, and feel free to contact me at jmajewsk (at) bond.edu.au (or just post here) with any other questions or comments about the survey! Thanks in advance to everyone who decides to give it a go! Jakub Majewski P.S. Apologies in advance if you've already read about this at Nexus, Bethesda, or at another forum - I've already posted about this in a number of places, but I'm just trying to make sure I reach as many people as possible ;).
  7. In 2E 582, Molag Bal launched an all out invasion against Nirn. His aim was to merge Nirn with Coldharbor in a cataclysmic event that came to be known as the Planemeld. This was accomplished through the use of numerous Dark Anchors, or Dolmens, scattered around Tamriel (and presumably elsewhere too) that were to physically drag Nirn into Coldharbor. It was only through the heroic actions of one known as The Vestige that Molag Bal's plans were thwarted and all of Nirn saved from a gruesome end as soulless slaves. Though history does not record these events, the ruins themselves have survived. Adventurers have to this day reported many are guarded by daedra, others by the undead, and some by unnatural abominations of the wilds. This mod aims to bring a bit of ESO lore to Skyrim by adding 12 inactive Dolmens around Skyrim, all in relatively remote areas. This is primarily just for show but several have enemies to fight as well so you can use them to acquire some of the harder to find Daedric ingredients. Explore Skyrim, and you should run into them soon enough. Don't be lazy, go out and look! Downloads AFK Mods Skyrim Nexus TES Alliance The Assimilation Lab Installation Requirements Official Skyrim patch 1.9.32.0.8 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 Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Dolmen Ruins.esp and Dolmen Ruins.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 Dolmen Ruins.esp and Dolmen Ruins.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Should be compatible with most other mods as the areas touched are pretty remote. Credits Hana - The Dolmen models used to make the various sites are her work, based on screenshots from ESO. MadCat221 - LOD meshes for use with DynDOLOD. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.

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