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Found 10 results

  1. The Elder Scrolls V: The Yokudan Ascendancy. Plot: The Yokudan Ascendency is a large-scale Quest mod for the Elder Scrolls V with releases planned for Legendary (regular) and Special edition. In this story, the player is promised 11 action-packed carefully crafted & interesting main-story quests as well as a shorter and less-extensive lore based storyline. Main questline: In this questline, the player discovers the mystery behind a dragon seeking to end all of Nirn – and this time not even the dragonborn can stop him. Discover the secrets behind Kronolyia – the realm of Akatosh and the final resting place of all deceased dragons. Become his champion, serve him loyally and discover true meaning of what it means to be “The last Dragonborn” and uncover the lost lore and secrets of the Aedra. Grow your power as dragonborn, unlocking raw, untapped power gifted to you by your creator and become the strongest mortal who ever lived. Lore Questline: After the events of the Dragon/Main Questline, the dragonborn faces a new threat. The Yokudan Ascendency’s oldest enemies – The true Descendants, a group of warriors from Hammerfell that arrived in the second Era in search of mythical Aedric Artefact said to be crafted by the divines. Both groups searched for it, but the stubborn and isolated ways of the Ascendency and the relaxed ways of the warriors clashed. The Yokudans eventually retreated back to their home in Oaksmere and the warriors assimilated into Skyrim culture and settled in the province, running Skyrim in the shadows from behind the scenes. Now, they have returned, and attempt to put an end to the Ascendency for the last time. In this questline, the tense history between the two groups are revealed as the dragonborn seeks to eradicate the latest threat to the Ascendency. Other details: The story attempts to explore the history of Yokuda and the migration to Tamriel that led to the Redguards of Hammerfell. Shedding light on their ways of life, their religion and everything that makes the redguards one of the most distinctive races of TES lore in terms of culture and history. Every character in the mod will be fully-voiced, each having their own unique character and personalities and can be interacted with or ignored if the player chooses. The mod uses a huge advanced radiant system to generate a large amount of radiant quests with some shared between characters and some character-unique – in total around 50 radiant side quests only available at certain points throughout the story. There are also non-radiant 1-time only side quests for minor characters throughout the mod. Each individual radiant quest has 5 randomly generated emotions that influence the outcome and dialogue of each character for a quest. In rare event the player gets the same quest multiple times, the chance of them hearing the same lines are rare. The same radiant quest to generate scenes and greetings between characters using relationships and factions to determine a group of randomly-selected lines to be said at any point during a conversation. For example, when a high-ranking member speaks to a low-ranking member they’re dialogue will be different if they speak to someone within the same rank, but these will both be different if the two characters happen to be friends. The mod attempts to add an attempt of spontaneity, escaping from the sometimes fixed environment vanilla Skyrim can sometimes unintentionally create – characters’ decision will often be influenced by certain actions the player makes during the story, for example, whether Alduin has been defeated yet or not. The mod also comes with marriage opportunities, follower opportunities, trainers and more, creating an overall interesting and fun gameplay. Features: § Custom Weapons and Armor (meshes and textures) § Custom Archetecture & interior meshes § Well-designed dungeons to explore throught the story line § Over 30 fully voiced NPCs § New worlds/ realms § New, unique and powerful spells and shouts § (Tries to be) Lore-friendly § New followers, spouses, and trainers § A brand new faction to join with a handful of characters and history to be uncovered § Well-designed and fitting rewards for quests How can you help? (Any skill level/experience welcome!) Due to the large nature of the mod, I have decided to keep this page as short as possible. Therefore I have decided to include this short list below and all other enquiries can be posted in this forum or I’ll be accepting DMs. PRIORITY: WRITING. As previously stated, the mod is very large and although possible, it can be very tedious and time-consuming for a single person to write scripts for all the characters with different emotions and tones. Therefore we ask for assistance in order to allow us to write such complex scripts in a reasonable amount of time. Currently writing remains the top priority in the project. Level designing: Assistance in creating interesting and creative levels to clear and uncover throughout the mod. Voice acting: Please DM me or Post in the topic as we have yet to set up the required links and audition pages. Also, due to the large number of characters, we decided it best to not post them individually and instead allow people to tell us what type of voices they can perform. Modelling & Texturing: Assistance needed in creating custom assets for mod. If you think you can add anything to the mod, even if not listed please do not hesitate to DM or post! ALL help is wanted! Thanks!
  2. The Elder Scrolls V: The Yokudan Ascendancy. Plot: The Yokudan Ascendency is a large-scale Quest mod for the Elder Scrolls V with releases planned for Legendary (regular) and Special edition. In this story, the player is promised 11 action-packed carefully crafted & interesting main-story quests as well as a shorter and less-extensive lore based storyline. Main questline: In this questline, the player discovers the mystery behind a dragon seeking to end all of Nirn – and this time not even the dragonborn can stop him. Discover the secrets behind Kronolyia – the realm of Akatosh and the final resting place of all deceased dragons. Become his champion, serve him loyally and discover true meaning of what it means to be “The last Dragonborn” and uncover the lost lore and secrets of the Aedra. Grow your power as dragonborn, unlocking raw, untapped power gifted to you by your creator and become the strongest mortal who ever lived. Lore Questline: After the events of the Dragon/Main Questline, the dragonborn faces a new threat. The Yokudan Ascendency’s oldest enemies – The true Descendants, a group of warriors from Hammerfell that arrived in the second Era in search of mythical Aedric Artefact said to be crafted by the divines. Both groups searched for it, but the stubborn and isolated ways of the Ascendency and the relaxed ways of the warriors clashed. The Yokudans eventually retreated back to their home in Oaksmere and the warriors assimilated into Skyrim culture and settled in the province, running Skyrim in the shadows from behind the scenes. Now, they have returned, and attempt to put an end to the Ascendency for the last time. In this questline, the tense history between the two groups are revealed as the dragonborn seeks to eradicate the latest threat to the Ascendency. Other details: The story attempts to explore the history of Yokuda and the migration to Tamriel that led to the Redguards of Hammerfell. Shedding light on their ways of life, their religion and everything that makes the redguards one of the most distinctive races of TES lore in terms of culture and history. Every character in the mod will be fully-voiced, each having their own unique character and personalities and can be interacted with or ignored if the player chooses. The mod uses a huge advanced radiant system to generate a large amount of radiant quests with some shared between characters and some character-unique – in total around 50 radiant side quests only available at certain points throughout the story. There are also non-radiant 1-time only side quests for minor characters throughout the mod. Each individual radiant quest has 5 randomly generated emotions that influence the outcome and dialogue of each character for a quest. In rare event the player gets the same quest multiple times, the chance of them hearing the same lines are rare. The same radiant quest to generate scenes and greetings between characters using relationships and factions to determine a group of randomly-selected lines to be said at any point during a conversation. For example, when a high-ranking member speaks to a low-ranking member they’re dialogue will be different if they speak to someone within the same rank, but these will both be different if the two characters happen to be friends. The mod attempts to add an attempt of spontaneity, escaping from the sometimes fixed environment vanilla Skyrim can sometimes unintentionally create – characters’ decision will often be influenced by certain actions the player makes during the story, for example, whether Alduin has been defeated yet or not. The mod also comes with marriage opportunities, follower opportunities, trainers and more, creating an overall interesting and fun gameplay. Features: § Custom Weapons and Armor (meshes and textures) § Custom Archetecture & interior meshes § Well-designed dungeons to explore throught the story line § Over 30 fully voiced NPCs § New worlds/ realms § New, unique and powerful spells and shouts § (Tries to be) Lore-friendly § New followers, spouses, and trainers § A brand new faction to join with a handful of characters and history to be uncovered § Well-designed and fitting rewards for quests How can you help? (Any skill level/experience welcome!) Due to the large nature of the mod, I have decided to keep this page as short as possible. Therefore I have decided to include this short list below and all other enquiries can be posted in this forum or I’ll be accepting DMs. PRIORITY: WRITING. As previously stated, the mod is very large and although possible, it can be very tedious and time-consuming for a single person to write scripts for all the characters with different emotions and tones. Therefore we ask for assistance in order to allow us to write such complex scripts in a reasonable amount of time. Currently writing remains the top priority in the project. Level designing: Assistance in creating interesting and creative levels to clear and uncover throughout the mod. Voice acting: Please DM me or Post in the topic as we have yet to set up the required links and audition pages. Also, due to the large number of characters, we decided it best to not post them individually and instead allow people to tell us what type of voices they can perform. Modelling & Texturing: Assistance needed in creating custom assets for mod. If you think you can add anything to the mod, even if not listed please do not hesitate to DM or post! ALL help is wanted! Thanks!
  3. Version 2.0

    35 downloads

    Civil War Quartermasters Version 2.0 By BlackPete Description A mod that adds a Quartermaster to the Civil War military camps that don't already have one in the vanilla game. It also adds tables and a few other objects with placed weapons and armor pieces to several of the camps that don't already have them. Specific Features Adds a Quartermaster to the following camps: Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Pale Stormcloak Camp, Reach Imperial Camp, Rift Stormcloak Camp, Whiterun Stormcloak Camp, Whiterun Imperial Camp, and Winterhold Stormcloak Camp Adds tables and other surfaces for placement of weapons and armor to the following camps: Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Reach Imperial Camp, Whiterun Imperial Camp, and Winterhold Stormcloak Camp Discussion Thread http://www.afkmods.com/index.php?/topic/4693-relz-civil-war-quartermasters/ Installation Requirements Skyrim Special Edition 1.5.39 or greater. Recommended Mods Although it is not required, I would strongly recommend that you use the Unofficial Skyrim Special Edition Patch since it corrects a number of bugs at the camps (and with the game in general) that Bethesda didn't ever fix in their Official Patches. Installation Place the .esp file into your Data folder. Make sure to activate the mod by using whatever management tool you prefer. LOOT is recommended for optimal placement. Uninstalling Due to the nature of Skyrim mods (specifically those that contain scripts), it is highly recommended that you don't attempt to uninstall them on an existing game. This particular mod doesn't edit any vanilla references or contain any scripts or mesh/texture modifications, so the chances of it damaging your save are low, but please do so at your own risk since I can't completely guarantee that something bad won't happen. If you would like to go ahead and uninstall anyway simply delete the .esp file from your Data folder. Compatibility Tested to be compatible with: Unofficial Skyrim Special Edition Patch (by Arthmoor and the Unofficial Patch Project Team) Legionettes (by MadCat221) Incompatibility This mod does not touch any vanilla references, so there are no incompatibilities that I am aware of at this point. There is a possibility that a mod that makes edits to the Civil War camps or the NPCs in the camps could conflict though. This version is not compatible with the classic (32-bit) version of Skyrim. A separate version is available for that here. FAQs Why isn't this included in USSEP (Unofficial Skyrim Special Edition Patch)? Bethesda for whatever reason decided not to place a Quartermaster at every Civil War camp. This is technically not a bug in the game since there was no clear indication from the data in the Creation Kit that they ever intended for every camp to have one. Instead, I decided to make this as an optional add-on for those who might be interested. Will the Quartermasters respawn if killed? No, because the existing Quartermasters in the vanilla game aren't flagged to ever respawn. If you recall, there is an option after completing the Civil War questline on either side to kill all of the soldiers at enemy camps, so I don't think it would be appropriate to interfere with that. Why is there a Quartermaster with the same exact appearance at a different military camp? The actor templates are randomly generated from a list by the game, so it is entirely possible that you might end up with a Quartermaster who has a "twin" at another one of the camps. This isn't a bug, it's just the way the game mechanics work since these are not unique actors. Known Bugs None as far as I know, but please feel free to let me know if you do notice something wrong. I tested this rather thoroughly, but it's still possible I overlooked something. Usage Rights/Permissions Please do not upload to any other locations or modify in any way without my permission. Such requests should be made by personal message rather than on the forums. Disclaimer This material is not made, guaranteed, or supported by Zenimax or its affiliates.
  4. Version 1.0

    199 downloads

    Civil War Quartermasters Version 1.0 By BlackPete Description A mod that adds a Quartermaster to the Civil War military camps that don't already have one in the vanilla game. It also adds tables and a few other objects with placed weapons and armor pieces to several of the camps that don't already have them. Specific Features Adds a Quartermaster to the following camps: Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Pale Stormcloak Camp, Reach Imperial Camp, Rift Stormcloak Camp, Whiterun Stormcloak Camp, Whiterun Imperial Camp, and Winterhold Stormcloak Camp Adds tables and other surfaces for placement of weapons and armor to the following camps: Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Reach Imperial Camp, Whiterun Imperial Camp, and Winterhold Stormcloak Camp Discussion Thread http://www.afkmods.com/index.php?/topic/4182-relz-civil-war-quartermasters/ Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Recommended Mods Although it is not required, I would strongly recommend that you use the Unofficial Skyrim Legendary Edition Patch since it corrects a number of bugs at the camps (and with the game in general) that Bethesda didn't ever fix in their Official Patches. Installation Place the .esp file into your Data folder. Make sure to activate the mod by using whatever management tool you prefer. LOOT is recommended for optimal placement. Uninstalling Due to the nature of Skyrim mods (specifically those that contain scripts), it is highly recommended that you don't attempt to uninstall them on an existing game. This particular mod doesn't edit any vanilla references or contain any scripts or mesh/texture modifications, so the chances of it damaging your save are low, but please do so at your own risk since I can't completely guarantee that something bad won't happen. If you would like to go ahead and uninstall anyway simply delete the .esp file from your Data folder. Compatibility Tested to be compatible with Unofficial Skyrim Patch and Unofficial Skyrim Legendary Edition Patch (both by the UPP Team) Legionettes (by MadCat221) Incompatibility This mod does not touch any vanilla references, so there are no incompatibilities that I am aware of at this point. There is a possibility that a mod that makes edits to the Civil War camps or the NPCs in the camps could conflict though. This version is not compatible with Skyrim Special Edition. A separate version is available for that here. FAQs Why isn't this included in USLEEP (Unofficial Skyrim Legendary Edition Patch)? Bethesda for whatever reason decided not to place a Quartermaster at every Civil War camp. This is technically not a bug in the game since there was no clear indication from the data in the Creation Kit that they ever intended for every camp to have one. Instead, I decided to make this as an optional add-on for those who might be interested. Will the Quartermasters respawn if killed? No, because the existing Quartermasters in the vanilla game aren't flagged to ever respawn. If you recall, there is an option after completing the Civil War questline on either side to kill all of the soldiers at enemy camps, so I don't think it would be appropriate to interfere with that. Why is there a Quartermaster with the same exact appearance at a different military camp? The actor templates are randomly generated from a list by the game, so it is entirely possible that you might end up with a Quartermaster who has a "twin" at another one of the camps. This isn't a bug, it's just the way the game mechanics work since these are not unique actors. Known Bugs None as far as I know, but please feel free to let me know if you do notice something wrong. I tested this rather thoroughly, but it's still possible I overlooked something. Usage Rights/Permissions Please do not upload to any other locations or modify in any way without my permission. Such requests should be made by personal message rather than on the forums. Disclaimer This material is not made, guaranteed, or supported by Zenimax or its affiliates.
  5. I've recently got back into modding Skyrim after a few years looking to start fresh so I decide to start with textures and patches and what not just to get the game running on them. I downloaded SMC (Skryim Mod Combiner) and downloaded all the texture mods I wanted with that including all the patches i needed for each one and made sure they were supported and everything went swimmingly. I also downloaded USLEEP and SkyUI and I also have the latest SKSE. Finally I downloaded the optimized vanilla, hearthfire, dawnguard, and dragonborn textures and also the steam workshop HighResTexturePack 1,2 and 3. I've run LOOT and it all good, 0 warnings. I cleaned out dirty edits for update.esm, dawnguard.esm, hearthfire.esm and dragonborn.esm. I also cleaned out the rest of the esp/esm though there was only 1 or 2 dirty edits. I then launch the game then click new game, goes to loading screen then crashes. I found it strange so I launched with Alternate Start - Live Another Life and started a new game, this loaded fine but when I chose any start which placed me outside the game crashed after the loading screen. This is my crash log: [02/23/2018 - 11:07:53AM] Papyrus log opened (PC) [02/23/2018 - 11:07:53AM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets. [02/23/2018 - 11:07:53AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [02/23/2018 - 11:07:53AM] Memory page: 128 (min) 512 (max) 76800 (max total) [02/23/2018 - 11:08:07AM] [zBFSSKYUIConfig <zBFSSKYUIConfigQuest (210744F1)>] INITIALIZED [02/23/2018 - 11:08:07AM] Error: File "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 28 [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 23 [02/23/2018 - 11:08:07AM] Error: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 32 [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 23 [02/23/2018 - 11:08:07AM] Error: File "Unofficial Hearthfire Patch.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 36 [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 23 [02/23/2018 - 11:08:07AM] Error: File "Unofficial Dragonborn Patch.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.ProcessRetroScripts() - "USLEEP_VersionTrackingScript.psc" Line 40 [USLEEPVersionTracking (0500F458)].USLEEP_VersionTrackingScript.OnInit() - "USLEEP_VersionTrackingScript.psc" Line 23 [02/23/2018 - 11:08:07AM] [zbloodEBTmenu <zGoreEffectsPlayerQuest (1A0389EC)>] INITIALIZED [02/23/2018 - 11:08:07AM] [PoshpawsMCMScript <PoshpawsMCMQuest (2000D4BE)>] INITIALIZED [02/23/2018 - 11:08:07AM] [SKI_ActiveEffectsWidget <SKI_ActiveEffectsWidgetInstance (0B000822)>] INITIALIZED [02/23/2018 - 11:08:07AM] [SKI_ActiveEffectsWidget <SKI_ActiveEffectsWidgetInstance (0B000822)>]: Updating to script version 2 [02/23/2018 - 11:08:07AM] [SKI_FavoritesManager <SKI_FavoritesManagerInstance (0B00082A)>]: Updating to script version 2 [02/23/2018 - 11:08:07AM] [SKI_FavoritesManager <SKI_FavoritesManagerInstance (0B00082A)>]: Updating to script version 3 [02/23/2018 - 11:08:08AM] Error: Cannot call GetValue() on a None object, aborting function call stack: [_SPLSKConfigQuest (3C00388D)]._splskyuiconfig.OnConfigInit() - "_SPLSkyUIConfig.psc" Line 93 [_SPLSKConfigQuest (3C00388D)]._splskyuiconfig.OnGameReload() - "SKI_ConfigBase.psc" Line 114 [_SPLSKConfigQuest (3C00388D)]._splskyuiconfig.OnInit() - "SKI_ConfigBase.psc" Line 85 [02/23/2018 - 11:08:08AM] warning: Assigning None to a non-object variable named "::temp13" stack: [_SPLSKConfigQuest (3C00388D)]._splskyuiconfig.OnConfigInit() - "_SPLSkyUIConfig.psc" Line 93 [_SPLSKConfigQuest (3C00388D)]._splskyuiconfig.OnGameReload() - "SKI_ConfigBase.psc" Line 114 [_SPLSKConfigQuest (3C00388D)]._splskyuiconfig.OnInit() - "SKI_ConfigBase.psc" Line 85 [02/23/2018 - 11:08:08AM] [_splskyuiconfig <_SPLSKConfigQuest (3C00388D)>] INITIALIZED [02/23/2018 - 11:08:08AM] [PoshpawsMCMScript <PoshpawsMCMQuest (2000D4BE)>]: Registered Bloody Facials at MCM. [02/23/2018 - 11:08:08AM] [zbloodEBTmenu <zGoreEffectsPlayerQuest (1A0389EC)>]: Registered Enhanced Blood at MCM. [02/23/2018 - 11:08:08AM] [zBFSSKYUIConfig <zBFSSKYUIConfigQuest (210744F1)>]: Registered BFS Effects at MCM. [02/23/2018 - 11:08:08AM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (0B000820)>] INITIALIZED [02/23/2018 - 11:08:08AM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (0B000820)>]: Updating to script version 2 [02/23/2018 - 11:08:08AM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (0B000820)>]: Updating to script version 3 [02/23/2018 - 11:08:08AM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (0B000820)>]: Updating to script version 4 [02/23/2018 - 11:08:08AM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (0B000820)>]: Updating to script version 5 [02/23/2018 - 11:08:08AM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (0B000820)>]: Updating to script version 6 [02/23/2018 - 11:08:08AM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (0B000820)>]: Updating to script version 7 [02/23/2018 - 11:08:08AM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (0B000820)>]: Updating to script version 8 [02/23/2018 - 11:08:08AM] [SKI_ConfigMenu <SKI_ConfigMenuInstance (0B000820)>]: Updating to script version 9 [02/23/2018 - 11:08:08AM] [_splskyuiconfig <_SPLSKConfigQuest (3C00388D)>]: Registered $Wonders of Weather at MCM. If anyone knows any way they can help me I would appreciate it, not sure if Skyrim modding is dead or not. Thanks
  6. Read: A quest is buged in Skyrim special edition called Destroying the dawnguard because Iran is essential, he can't be killed so completing the quest is impossible. You can't kill him even with cheat spells Please fix this Platform : Xbox one DlC: DawnGuard
  7. Description A mod that adds a Quartermaster to the Civil War military camps that don't already have one in the vanilla game. It also adds tables and a few other objects with placed weapons and armor pieces to several of the camps that don't already have them. Specific Features Adds a quartermaster to the following camps: Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Pale Stormcloak Camp, Reach Imperial Camp, Rift Stormcloak Camp, Whiterun Stormcloak Camp, Whiterun Imperial Camp, and Winterhold Stormcloak Camp Adds tables and other surfaces for placement of weapons and armor to the following camps: Falkreath Imperial Camp, Hjaalmarch Imperial Camp, Reach Imperial Camp, Whiterun Imperial Camp, and Winterhold Stormcloak Camp Download Locations AFK Mods Dark Creations Skyrim Nexus TES Alliance The Assimilation Lab Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Recommended Mods Although it is not required, I would strongly recommend that you use the Unofficial Skyrim Legendary Edition Patch [USLEEP] since it corrects a number of bugs at the camps (and with the game in general) that Bethesda didn't ever fix in their Official Patches. Installation Place the .esp file into your Data folder. Make sure to activate the mod by using whatever management tool you prefer. LOOT is recommended for optimal placement. Uninstalling Due to the way Skyrim mods work (specifically those that contain scripts), it is highly recommended that you don't attempt to uninstall them on an existing game. This particular mod doesn't edit any vanilla references or contain any scripts or mesh/texture modifications, so the chances of it damaging your save are low, but please do so at your own risk since I can't completely guarantee that something bad won't happen. If you would like to go ahead and uninstall anyway simply delete the .esp file from your Data folder. Compatibility Tested to be compatible with: Unofficial Skyrim Patch [USKP] and Unofficial Skyrim Legendary Edition Patch [USLEEP] (both by Arthmoor and the Unoffical Patch Project Team) Legionettes (by MadCat221) Incompatibility This mod does not touch any vanilla references, so there are no incompatibilities that I am aware of at this point. There is a possibility that a mod that makes edits to the Civil War camps or the NPCs in the camps could conflict though. This version is not compatible with Skyrim Special Edition. A separate version is available for that here. FAQs Why isn't this included in USLEEP (Unofficial Skyrim Legendary Edition Patch)? Bethesda for whatever reason decided not to place a Quartermaster at every Civil War camp. This is technically not a bug in the game since there was no clear indication from the data in the Creation Kit that they ever intended for every camp to have one. Instead, I decided to make this as an optional add-on for those who might be interested. Will the Quartermasters respawn if killed? No, because the existing Quartermasters in the vanilla game aren't flagged to ever respawn. If you recall, there is an option after completing the Civil War questline on either side to kill all of the soldiers at enemy camps, so I don't think it would be appropriate to interfere with that. Why is there a Quartermaster with the same exact appearance at a different military camp? The actor templates are randomly generated from a list by the game, so it is entirely possible that you might end up with a Quartermaster who has a "twin" at another one of the camps. This isn't a bug, it is just the way the game mechanics work since these are not unique actors. Known Bugs None as far as I know, but please feel free to let me know if you do notice something wrong. I tested this rather thoroughly, but it's still possible I overlooked something. Usage Rights/Permissions Please do not upload to any other locations or modify in any way without my permission. Such requests should be made by personal message rather than on the forums. Disclaimer This material is not made, guaranteed, or supported by Zenimax or its affiliates. Version History 1.0 Initial release.
  8. As for Skyrim just here only ask questions about Fallout 4. When creating a modification adding new STAT with NavCut for workshop I noticed that none of the meshes from Vanilla or DLC which have NavCuts do not have "Obstacle" flag for them. (creationkit.com reference) I have add "Obstacle" flag to the new STAT with NavCuts or not?
  9. Hi im new here im trying to find the Fores New Idles in Skyrim by fore to download it but not from nexusmods cuz i cant be a member their site wants you to pay so to be one...Any site outethere or even here or any friend from here to upload it ? so i can find the afforementioned mod ,fully,updated so i can download it ?Ty vm P.s: i did used the seaarch bar here but nada....
  10. From the album: TES V: Skyrim

    I experienced a weird scenario in Whiterun with a vampire attack (with the WVA mod installed) where everybody in town continues to stay indoors 3 days after the vampire attack "supposedly" ended.

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