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Unique Shops and Stores

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[font=Comic Sans MS][size=5]                                                             [center][u][color=#ff7700][b]Unique Shops and Stores[/b]
[/color][/u][/center][/size][/font]




[size=3]----Compatible with [color=#ffff00]99.9%[/color] of the mods on the Nexus including Immersive Citizens, EVERY lighting mod, EVERY quest mod, etc. 
[/size]
[size=3]----This mod is a lore friendly project to decorate most of the shops and stores in Skyrim. [/size]

[size=3]----Nothing cant be stolen, bumped, shouted off the shelves, etc.   Everything I have added is STATIC.  Performance friendly.  [/size]

[size=3]----My main goal with this mod is to have interiors that fit each NPC that ran the shop.  For example,   It needed to fit the lore, the dialogue and their personalities.  I also needed the mod to be compatible with 99% of the mods on the Nexus, all this without needing an additional esp/patch. [/size]

[size=3]----Additionally I took extra steps to ensure it is 100% compatible with the amazing [/size][url=http://www.nexusmods.com/skyrim/mods/65013/?]Immersive Citizens-AI Overhaul[/url][size=3] by [/size][url=http://www.nexusmods.com/skyrim/users/5866043/?]Shurah[/url][size=3]   That mod author sent me instructions on how to ensure the two were compatible out of the box. [/size]

[font=Comic Sans MS][color=#ff7700][size=5][center][u]Here are some things people have said about this mod[/u][/center][/size][/color][/font][color=#ff7700]"WHOA!"[/color]-EmeraldShadow

[color=#ff7700]"You had me at compatible with Immersive Citizen"[/color]-kylediaz263

[color=#ff7700]"Thank you for an awesome Mod"[/color][size=3]-Kiwihine[/size]

[color=#ff7700]"First, some flattery: This is probably my favorite Interiors mod for Skyrim. You've managed to make every place look interesting and full of character, but still believable - not an item looks too outlandish or out of place, and each interior actually looks like a well worn-in place of business. Equally important, it's 100% hassle free due to the lack of edits to lighting or navmesh. You really should make more interior mods if you have the time!"[/color][size=3]-CEMN[/size]

[size=3][color=#ff7700]"Thank you so much for this absolutely wonderful mod. It's really well done.  So much attention to detail. Love it!"[/color]-StrawDoll[/size]
[size=3][color=#ff7700]
[/color][/size]

[youtube]dXvON9ilOjw[/youtube]
[size=6]Thank you [url=https://www.youtube.com/channel/UCHEdKzHeo5OiJhhiGG95wkA]Sinitar Gaming[/url] for the amazing video[/size]


[youtube]leUUzAKmvBc[/youtube]

[size=6]Thank you [url=https://www.youtube.com/channel/UCoEjvAplB6GaVJjCAwx3fJA]hodilton[/url] as well, for the showcase.[/size]

[size=6]More videos at the bottom of the Description for the Whiterun shops.  [/size]

[color=#ff0000][size=5][u][center][/center][/u][/size][/color][center][color=#ff7700][size=5][b]Sadri's Wares[/b][/size][/color]

[size=3][img]http://i.imgur.com/WFq3Ahv.jpg[/img][/size][/center]



[size=3]Each store is havok safe.  You wont have objects flying around all over the place.  The NPC's will navigate around each object.  Every item I've added is static (it wont move).   You cant steal anything.  You cant knock anything over.  [/size]

[size=3]I haven't altered a single wall, plane, light, marker, anything.  I've only added to what was already there.   [/size]

[center][color=#ff7700][size=5][b]Nurelion is the master alchemist.  His shop, I consider to be the best one out of them all.   There are cure potions and curing ingredients near his bedside, a garden upstairs.  His apprentice now has decent studying qtrs[/b][/size][/color]

[size=4][img]http://i.imgur.com/lB8a4SS.jpg[/img][/size][/center]




[size=3]I made extra effort to ensure each shop looked unique on the inside.  Some common items were used more than once but over 90% of the items, you wont see in another store.   [/size]

[size=5][center][color=#ff7700][b]Elgrim and his wife have lived in his shop for years, yet it looks like bare and empty.  Not anymore. [/b][/color]

[color=#ff0000][img]http://i.imgur.com/w8BxAWi.jpg[/img][/color][/center][/size]



[size=3]This mod is compatible with pretty much every mod on the Nexus.  It obviously isnt compatible with mods that do the same thing such as; Useless Shop and Interior Overhaul and Glorified Skyrim Radioactive.   Those two mods are amazing pieces of work in their own right.   The latter actually inspired me to create this mod.   Much respect to iWilliBlecha, RoseRosenberg and SetteLisette.   [/size]

[center][size=5][color=#ff7700][b]Wuunferth is the ultimate wizard and his qtrs is like the homeless shelter.  This mod changes that. [/b][/color]

[color=#ff0000][img]http://i.imgur.com/132Nvju.jpg[/img][/color][/size][/center]

[size=3] [/size]
[center][size=5][b][color=#ff7700]Farengar is obessed with dragons, but there isnt a single dragon in his qtrs. Not even a painting.   Now he has dragons and a proper library.   [/color][/b]

[color=#ff0000][img]http://i.imgur.com/NM57Wo6.jpg[/img][/color][/size][/center]


[size=3]I didnt do ANY of the Markarth or Solitude stores.  I cant stand Solitude for multiple reasons, primarily the architecture.   As for Markarth, the corrupt guards in that town dont deserve my time.   To make up for it, I did a couple of the Wizards Qtrs. [/size]













[size=5][u][b][color=#ff7700]Cells Changed[/color][/b][/u][/size]

The White Phial
Sadris Used Wares
Wuunferths Room

Gray Pine Goods
Grave Concoctions

Thaumaturgists Hut

The Mortar and Pestle

Pawned Prawn
Elgrims Elixirs

Riverwood Trader

Arcadias Cauldron
Belethors General Goods
The Drunken Huntsman
Warmaidens
Farengars Room

[size=3]Requires all 3 DLC's or the Skyrim Legendary Edition.[/size]

Credits
Stroti
Oaristys
Blary
Artisanix
Elianora for the resources AND her tutorial videos.  without those, this mod probably wouldnt exist.  
Darkfox for the CK videos
yourenotsupposedtobeinhere
lolikyonyu
Tamira
Stoverjm
RefurbMadness
Saerileth
TRUEDRAGONBORN
BrettM
Darkrder
Yuril
Tonynarko67
SpinaDeMul
Nostromo79
Lilith
Insanity

Special Perks from Questing

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[color=#6aa84f][b][center]What is this?[/center][/b][/color]
Completion of the main quest, DLC main quests, and faction/guild quest lines can grant the player some perks which may be Passive Abilities or usable Powers. Powers granted may be Greater Powers (usable only once in 24 in-game hours) or Lesser Powers (usable at will).

[url=https://www.nexusmods.com/skyrimspecialedition/mods/29402/]Special Edition Version available here[/url]

[center][b][color=#c27ba0]Mod Details[/color][/b][/center]
All added perks and abilities will be listed in the "Active Effects" Menu, and if you use the mod [url=https://www.nexusmods.com/skyrim/mods/3863]SkyUI [/url]you can sort this menu by "Source" to make all the added effects be listed adjacently. The perks and powers are retroactive, meaning [b]you can install this mod on an existing savegame, and it will add the perks for completed quests[/b].

The added abilities and powers are balanced as per the "importance" and "difficulty" of the involved quest line. So for example the powers and perks gained from the Main Quest and Dragonborn DLC are stronger than those gained from the Companions or Thieves Guild quest lines.

This is a comprehensive list of all added perks and powers and their effects:


[list=1]
[*][b][color=#d9ead3]Main Quest[/color][/b][color=#a4c2f4]:[/color] Grants the [b][color=#f6b26b]Dragonslayer[/color] Passive Ability[/b]
 
[color=#f9cb9c][i] "Whenever the slayer of Alduin uses a Shout in combat, there's a chance that all nearby enemies get staggered."[/i]
[/color]
The effect applies on both hostile people and creatures. The chances are equal to the current[b] Player Level [/b]as percentage, so at level [b]30[/b] there's a [b]30%[/b] chance for the stagger effect.
 
 
[*][b][color=#d9ead3]Dawnguard DLC on the Dawnguard side[/color][/b]: Grants the[color=#9fc5e8] [b]Guardian Paladin[/b][/color][b] Passive Ability[/b]
[color=#9fc5e8]
[i] "The Paladin permanently gains and in combat bestows a blessing of [/i][b][i]100[/i][/b][i] physical damage resistance and [/i][b][i]10%[/i][/b][i] magic resistance to nearby allies."
[/i][/color] 
[i] [/i]The effects are active on the player character permanently, and when you are in combat the bonuses also apply on nearby friendlies (people as well as creatures).
 
 
[*][b][color=#d9ead3]Dawnguard DLC on the Volkihar Vampire side[/color][/b]: Grants the [b][color=#e06666]Summon Royal Guard[/color] Lesser Power[/b]
[i]
[color=#ea9999] "[/color][/i][color=#dd7e6b][i]While in mortal form, the Lord of the Volkihar Vampire Clan can use [b]Summon Royal Guard[/b] power to summon the strongest of Gargoyles to serve until it is destroyed.[/i][/color][i][color=#ea9999]"[/color]
[/i]
You can summon a Gargoyle of the Sentinel Rank at a cost of only [b]100[/b] [i]Magicka[/i] to serve you as a thrall as long as it survives. The summon counts against the conjured/summoned creatures limit.
 
 
[*][b][color=#d9ead3]Dragonborn DLC[/color][/b]: Grants the[b] [color=#a64d79]Devour Dragon[/color][color=#cc4125] [/color]Lesser Power[/b]
[i]
[color=#c27ba0] "Having witnessed Miraak at the summit of Apocrypha, the Last Dragonborn can use [/color][/i][b][i][color=#c27ba0]Devour Dragon[/color][/i][/b][i][color=#c27ba0] power on a Dragon whose will has been bent to consume its very soul and replenish all vitals."[/color]
[/i]
This power will have effect only on Dragons who are completely under the influence of your [i]Bend Will[/i] shout. It kills them instantly and restores your attributes, just like [i]Miraak[/i] did with the Dragons [i]Sahrotaar[/i], [i]Kruziikrel, [/i]and[i] [i]Relonikiv[/i][/i] in your final battle against him. When you use this power, your character does not shout or actually speak out[i] "Ziil Los Dii Du"[/i] as there are no voice files for this line for the various races and sexes.
 
 
[*][b][color=#d9ead3]Companions[/color][/b]: Grants the [b][color=#ffd966]Harbinger's Saga[/color][/b] [b]Passive Ability[/b]
[i][color=#ffe599]
"The Harbinger's resolve is hardened, and can inspire nearby friendly people, increasing courage and the ability to recover from wounds faster in combat."[/color]
[/i]
You gain a permanent boost to your [i]Health [/i]by [b]20 [/b]points and health regeneration [i]Healratemult [/i]by [b]50[/b] points, and when you are in combat your allies (only people, not creatures) have their [i]Confidence [/i]increased by [b]1[/b] and regenerate [b]2[/b] [i]Health [/i]per second.
 
 
[*][b][color=#d9ead3]Thieves Guild[/color][/b]: Grants the [b][color=#8e7cc3]Kingpin's Privilege[/color][/b] [b]Greater Power[/b]
[i]
"[color=#b4a7d6]The Guildmaster of the infamous Thieves Guild can use the [b]Kingpin's Privilege[/b] power to coerce and convince nearby hostile people to cease combat for [b]1[/b] hour."[/color]
[/i]
The power is a potent area [i]Calm [/i]effect (like the [i]Harmony [/i]spell, but free and instant), useful for quickly getting out of tough situations and for crowd control in combat, but only works on people up to Level 60.
 
 
[*][color=#d9ead3][b]College of Winterhold[/b]:[/color] Grants the [b][color=#6d9eeb]Aetherial Veins[/color] Passive Ability[/b]
[i]
[color=#a4c2f4] "The Archmage can r[/color][/i][i][color=#a4c2f4]eplenish magicka from injuries every second while in combat. The lower the health from its base value, the higher the amount of magicka restored."
[/color]
[/i] You start regaining [i]Magicka [/i]only when your [i]Health [/i]goes below its base value, which is the total [i]Health [/i]you have after the bonuses of leveling up, and not considering any of the [i]Health [/i]gained/lost from enchantments, alchemy/potion effects, perk effects, or spell effects.
 
 
[*][b][color=#d9ead3]Dark Brotherhood[/color][/b]: Grants the [b][color=#cc4125]Anathema [/color]Greater Power[/b]
[i]
[color=#dd7e6b] "The Listener of Skyrim's Dark Brotherhood has faced tenacious dangers from outside and within and can mark any target for death with the [b]Anathema [/b]power."[/color]
[/i]
The power reduces the target's [i]Armor Rating[/i] by [b]300 [/b]and [i]Magic Resistance[/i] by [b]30%[/b] for [b]300[/b] seconds. This power is used silently and is not detected as hostile.
 
 
[*][b][color=#d9ead3]Civil War (either side)[/color][/b]: Grants the [b][color=#76a5af]War Veteran[/color] Passive Ability[/b]
[i]
[i][color=#9fc5e8] "The hardships and trials of war have tempered t[i][i][color=#9fc5e8]he Hero of Skyrim's [/color][/i][/i][i][i][color=#9fc5e8]endurance and willpower, giving [/color][/i][/i][/color][/i][i][color=#9fc5e8]a permanent bonus of [b][b][i]20[/i][/b] [/b]to Carry Weight, Stamina, and Magicka."[/color][/i]
[/i]
[/list]
If you want to test the abilities you can add them via console commands, I have provided a bat file that you can manually extract from the archive, be sure to change the first two digits of each command id to match the mod index of the mod in your load order.

I am providing the commands once again in the spoiler text below, putting xx in place of the hexadecimal mod index.

[spoiler][code]
; Add Slayer of Alduin Perk (Main Quest)
player.addperk xx021B06

; Add Devour Dragon power and UI perk (Dragonborn DLC)
player.addspell xx000D62
player.addperk xx0DD082

; Add Anathema power and UI perk (Dark brotherhood)
player.addspell xx04F421
player.addperk xx0D7F75

; Add Harbinger's Saga perk (Companions)
player.addperk xx05E727

; Add War Veteran perk (Civil War - any side)
player.addperk xx045217

; Add Guardian Paladin perk (Dawnguard DLC on Dawnguard side)
player.addperk xx06893A

; Add Summon Royal Gargoyle power and UI perk (Dawnguard DLC on Vampire side)
player.addspell xx0AF753
player.addperk xx0DD085

; Add Aetherial Veins perk (College of Winterhold)
player.addperk xx0BEA64

; Add Kingpin's Privilege power and UI perk (Thieves Guild)
player.addspell xx0C8C6D
player.addperk xx0DD084[/code]
[/spoiler]


[color=#f1c232][b][center]Compatibility[/center][/b][/color]
As all the records and assets used in this mod are new, the chances of any direct compatibility issues or conflicts are nearly zero.

Patches can be made for mods which modify the "Gargoyle" creatures for the sake of consistency only. Thus, as of yet patches for [url=https://www.nexusmods.com/skyrim/mods/19281]Requiem [/url](v3.0.1) and [url=https://www.nexusmods.com/skyrim/mods/64690]Advanced Adversary Encounters[/url] (v2.7) have been included in the FOMOD. Other versions of these two mods should also be compatible with the same patches.


[center][b][color=#3d85c6]Load Order[/color][/b][/center]
Load Order of mod folder contents (relevant to MO2) should not be a concern as there shouldn't be any loose asset conflicts.

The load order of the main esp plugin [b]Perks from Questing.esp[/b] is also not a concern. However, patches if installing any must be loaded after [b]Perks from Questing.esp[/b].

Any other details regarding patches will be mentioned in the FOMOD installer.


[center][/center][center][color=#ffff00][b]Credits[/b][/color][/center]
Fellow modders and mod makers over at the Skyrimmods Discord server whose help, advice, and tips is why I could even complete this mod.


[center][b][color=#b4a7d6]Other mods[/color][/b][/center]
I must make a shout-out to the [url=https://www.nexusmods.com/skyrim/mods/54784]Followers share Knowledge[/url] mod. Unique perks based on your current follower, grand idea!

Ancient Hroldan

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My first mod.
Adds several nordic ruins, two extra houses, more foliage, and a trader named Schnepo the Schnoz. Does not modify the inside of the inn. No DLC needed

All Geared Up Derivative - AllGUD

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[center][size=6]All Geared Up Derivative (AllGUD)[/size][/center]
[size=3]SE Version: [url=https://www.nexusmods.com/skyrimspecialedition/mods/28833]AllGUD SE[/url][/size]

This mod originally started as a script edit to All Geared Up (AGU) to change the default slots so I wouldn't have to do it manually when I started a new playthrough. It has since evolved into the most feature-rich Unequipped-Weapons-on-the-Back mod on the Nexus.

• [color=#93c47d][size=4]Simple to Use[/size]:[/color] The most recently unequipped favorite weapon of each type can be displayed. Unfavorite a weapon to remove it from the display.
• [color=#93c47d][size=4]Preserve Your Display[/size]:[/color] Locking-in a weapon through the MCM will give it Priority when the weapon-type isn't equipped, allowing multiple favorite weapons to be used while letting you choose what gets displayed in the end! Locking-in a blank space will prevent the weapon-type from being saved.
• [color=#93c47d][size=4]Bows, Shields, & Staves! Oh My![/size][/color] Display every single weapon-type at once! No other single mod accomplishes the same! (NPC Shields-on-Back are not supported at this time. Only the Player will gear up)
• [color=#93c47d][size=4]Miscellaneous Items![/size][/color] For the Player & NPCs
• [color=#b6d7a8]Supports localization![/color] But I'm not a translator.

[center]JDM made a fantastic showcase of AllGUD in action, it's all good! (Sorry, I had to stick the pun somewhere)
[youtube]x_tPDOn2u8g[/youtube][/center]

[size=3][color=#ffd966]In order to display your weapons[/color] you'll need new skeleton nodes and weapon meshes.[/size]
• Weapons can be patched automatically through the xEdit Script, or by following the instructions in the tutorial images or readme.
• Skeleton can be patched automatically through the xEdit Script, or by following the instructions in the readme.

[size=4][color=#e69138]AllGUD Uses Body Slots![/color][color=#93c47d] These can all be changed through the MCM.[/color][/size]
Default configuration uses slots:
44 RH Sword
45 RH Dagger
49 RH Axe/Mace
52 RH Staff
54 2H Melee
56 LH Dagger/Sword/Axe/Mace
59 2H Ranged/LH Staff
60 Shield
This allows for compatibility with Cloaks, Backpacks, Left-hand Rings, and Bandolier's Torso & Waist equipment (except side-hip).
[color=#e69138][size=3]"My weapons are clipping and I don't like it"[/size][/color] Me neither! You can change the offending weapons to use the same body slot.

[color=#c27ba0][size=5][b]Installation[/b][/size][/color]
1. Use a mod manager to install AllGUD.
2. Install preferred skeleton mod. Vanilla skeleton is NOT Compatible. If weapons appear at your character's feet, run the AllGUD Skeleton Patcher.
3. Install and run the AllGUD Mesh Generator script through xEdit. (Now supports .bsa archives) Patch vanilla replacers by running through Mod Manager and selecting Skyrim.esm or the DLC .esm's.
4. For Misc Item Meshes: Install [url=https://www.nexusmods.com/skyrim/mods/40953]AGU[/url], do not enable its .esp, extract the meshes from its .bsa

Swapping from another Weapons-on-Back mod to AllGUD should be fine, but I would HIGHLY recommend starting a New Game to avoid any potential instability.

[size=5][color=#c27ba0][b]Mods that Require Additional Patching[/b][/color][/size]
[url=https://www.nexusmods.com/skyrim/mods/41599]Eyecandy Staff of Magnus[/url]: Change the PRN from "SHIELD" to "WeaponStaff". Use 'Duplicating the Source' option.
[url=https://www.nexusmods.com/skyrim/mods/19733]Immersive Armors[/url]: Painted Shields: Extract both archives and use the AlternateTextureModelsplosion script.

[size=5][color=#c27ba0][b]Compatibility[/b][/color][/size]
[color=#93c47d][size=3][b]Compatible[/b][/size][/color]
[color=#93c47d]• iEquip:[/color] iEquip swapping will correctly update the AllGUD display.
[color=#93c47d]• Requiem:[/color] AllGUD does not break the Law of Conservation of Mass. Safe to use with Requiem.
[color=#93c47d]• [b][size=3]Any mod[/size][/b] that adds new weapons or replaces vanilla ones:[/color] Just run the xEdit script. Would highly suggest starting down the rabbit hole with:
[url=https://www.nexusmods.com/skyrim/mods/39870]Leanwolf's Better-Shaped Weapons
[/url][url=https://www.nexusmods.com/skyrim/mods/50528]Scoped Bows
[/url][url=https://www.nexusmods.com/skyrim/mods/33704]Nightingale Pride
[/url][url=https://www.nexusmods.com/skyrim/mods/27178]Greatsword Sheaths and Scabbards Redux[/url]
[url=https://www.nexusmods.com/skyrim/mods/75175]Dragonbone Mastery
[/url][url=https://www.nexusmods.com/skyrim/mods/33292]Unique Uniques[/url]
[url=https://www.nexusmods.com/skyrim/mods/15152]Elemental Staffs[/url]

[color=#e06666][size=3][b]Incompatible[/b][/size][/color]
[color=#e06666]• Dual Sheath Redux:[/color] AllGUD affects the Player's Weapons and displays unequipped favorites. DSR adds new records which can also be used by NPCs, but only works on equipped objects. No longer needed for Left-hand Meshes. The DSR Patcher is not a Mesh Generator.
[color=#e06666]• Visible Favorited Gear:[/color] Uses bDisableGearedUp=0
[color=#e06666]• Equipping Overhaul:[/color] Uses bDisableGearedUp=0 [color=#ffd966]I believe you may be able to disable their Geared Up/Dual Sheath features through MCM? Allowing you to use their Realistic Unequip and Lit Torches features.[/color]

Skygerfall -- Daggerfall's Main Quest in TESV

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They said it couldn't be done...  Daggerfall is too big to fit in the TESV engine...  And they were, on the one hand, right!  You cannot capture the grand scale or the nearly endless possibilities that exist in a world larger than England!  Yet, for all of its vastness and promise, Daggerfall remains a world unfamiliar to many Elder Scrolls fans.  The mechanics and graphics feel dated to say the least, and its sometimes unreasonable time limits for quests as well as quest-breaking bugs left many players, even back in the '90's, so frustrated that perhaps a majority of players never finished the Main Quest, preferring to simply explore the world on their own terms, joining guilds or Knightly Orders, or becoming a vampire or a wereboar.  And that is a shame, because the Main Quest is actually quite a good story.  The purpose of this mod is not to replace TESII: Daggerfall, but to bring some of its magic and lore to Elder Scrolls fans of the Skyrim generation that would never otherwise experience it, as well as perhaps delight those fans of the original game that would love to see the Main Quest in an updated engine, complete with voice acting, re-mastered music and better graphics.

Please note that the Main Quest of Daggerfall is NOT about choice.  You are role-playing as the Emperor's friend on an important mission, so, while the order in which you tackle these quests is your choice, it is assumed that you want to finish the Main Quest and so you will not be able to refuse the quest-givers' requests.  At this point, there really isn't much of anything other than the Main Quest for you to do in Daggerfall, anyway!

I have worked on this mod in my spare time for a little over two years, and have had a lot of fun learning about various aspects that go into making a large mod the size of a dlc.  I'm not much of a 3D artist, so I've had to rely on a lot of resources to put this mod together, and you will see that the credits list is quite long.  I have tried to include, where possible, those models from artists who have made resources to see something from Daggerfall come to later Elder Scrolls games, such as JMan0WarS, who remade Privateer's Hold for Morrowind as well as Direnni Tower for Oblivion, Lord Berandas and BobJohnson99.  As per Bethesda's instructions, all assets included in this mod for Skyrim have been remade, and not simply ported from the original Daggerfall game.

[b]Dungeons[/b]
Doors and corridors!  You never know what terror lurks behind the next door, or around the next bend, or when/if you will escape this seemingly endless maze!  Such is the essence of dungeon crawling in Daggerfall.  All of the dungeons necessary for Daggerfall's Main Quest have been remade to reflect as accurately as possible the essence of the original, hand crafted ones from TESII. The walkthroughs given by [url=https://en.uesp.net/wiki/Daggerfall:Daggerfall]UESP[/url] were an invaluable aid in reproducing them, and can still be used by you to navigate the dungeons should you get stuck.  (Exceptions: The ridiculous number of teleporters you needed to go through to exit Castle Wayrest's dungeon --in case you forgot to mark an anchor--  has been collapsed so that the first one you encounter on the way beck described by UESP takes you to the final teleportation point, and the puzzle found in Aetherius' Room of Fire has been changed slightly, but if you've played Skyrim you should have no problem here.)  In addition to UESP, [url=https://www.dfworkshop.net/downloads/daggerfall-modelling/]Daggerfall Modelling[/url] was a great tool to help reproduce not only the main path, but also unique points of interest in the dungeons should you choose to explore.  Privateer's Hold and the realms of Aetherius have been reproduced in their entirety.  However, other dungeons have been somewhat streamlined, so that you cannot get hopelessly lost, as you could in the originals.  I think most players will appreciate the balance.  Scourg Barrow is the only dungeon significantly truncated, since it is a relatively short path to reach Mannimarco, and its remaining aspects of interest merely repeat much of Privateer's Hold.  Additionally, I have constructed an all-new dungeon for the werewolf quest, based upon models that were included in the assets of TESII, but never implemented in any dungeon.  Think of it as restored cut-content!  The procedurally generated dungeons of Daggerfall all mix and match the same elements encountered in the Main Quest dungeons, so once you have completed this mod, you will have experienced nearly all of the elements present in the original game.  (For proper immersion, please bear in mind that the spheres in Aetherius upon which you see the stars or the sun have no collisions, so please try not to levitate outside of them.  If you do, you will see the other parts of the dungeons in a way meant only for use within the Creation Kit.  Such a view could be achieved in the original Daggerfall game if you glitched outside of the walls in any dungeon, but that glitch wasn't very immersive, either.)

[b]Magic[/b]
Levitation!  Mark and Recall!  Lock and Unlock!  These spells and more from TESII have been added to enhance your Daggerfall experience.  Levitation uses the method of J3X, which employs rather large, invisible plates that you walk on.  As such, levitation will not work in very small places; i.e., it will not function in elevator shafts.  Please use the lifts provided to go up and down, and do not have a levitation effect active when you do.  (Occasionally, if you re-cast a Levitation spell before the magic effect of the first one runs out, you might find yourself beginning to descend.  If that occurs, re-cast the spell again to stop yourself from falling.)  Jumping and Slowfalling require [url=https://skse.silverlock.org/]SKSE[/url], so if you don't want to have it installed for some reason, those two magical effects will not function in your game, though everything else will. Additionally, all of the alchemical ingredients from TESII, with their Daggerfall effects, have been included for your crafting needs.

[b]Gameplay[/b]
The entire bestiary from TESII has been reproduced, and you will encounter each and every monster at least once or twice as you play though the mod.  Be warned: Weapons made from low grade materials will not work on all creatures, so make sure you keep that ebony dagger the Emperor gave you handy if you want to be able to defeat some monsters you will encounter even in the opening dungeon!  Some powerful monsters will be encountered underwater, so you might want to install Zartar's [url=https://www.nexusmods.com/skyrim/mods/90552/]Character Behaviors Enhanced[/url] in order to enjoy underwater combat!  Out of lockpicks, with no spells available to unlock a door?  Have no fear!  Bash the door open with your weapon!  Lock bashing, using mzin's method, is back, so enjoy!  And you will have the opportunity to become a wearboar!  Once you become infected with the lycanthropy disease (which will occur at least once as you make your way through the main quest, unless you already have 100% disease resistance), if you choose not to cure yourself, you will become a wereboar after three days, instantly changing wherever you may be at the time.  As a wereboar, you will gain 40 points to health and stamina, immunity to disease, and, while in beast form, immunity to damage from iron and steel weapons.  It's overpowered, because it was overpowered in Daggerfall, too!  As with being a werewolf in Skyrim, the only negatives are not being able to gain resting bonuses and being attacked on sight when in beast form, though I may re-introduce the requirement to feed and forced shifts with the moons at a later point, as per Daggerfall.  And speaking of diseases, the crippling effects of Daggerfall diseases are back, so make sure you carry enough cure disease potions, have a cure disease spell, or are immune to disease if you want to survive long!  Also, some creatures can paralyze you for a few seconds, so be sure to carry enough free action potions or gain immunity to paralysis.  (As should be well known to all Daggerfall players, High Elves are immune to paralysis.)  Finally, staves, short swords, mithril and adamantium armor and weapons, as well as clothing and armor mods, have been added to make sure you know you're not in Skyrim anymore!

[b]Worldspace[/b]
I tried to make the worldspace's land mass resemble as closely as possible the original Daggerfall map, but scaled down to be roughly two-thirds the size of Skyrim.  Some islands needed to be made proportionally a little larger, and Daggerfall, Wayrest and Sentinel, still large, are now sprawled out over a greater proportion of the land.  Within the walls of these cities, the landscape is mostly flat to be faithful to Daggerfall.  Taverns, shrines and some shops have finished interiors, but many of the buildings are only for show at this point.  Proper landscaping takes a lot of time and talent, and the entire esm-flagged esp for this mod has been produced by only one person: me.  Hence, only areas around points of interest to the Main Quest have been developed to any large extent.  For this release, I see the landscape as merely a prop that needs to look decent when you pass through it, but it is not the main attraction.  While you are able to walk across the entire map, you may fast travel to a location once the quest giver has marked it on your map, which is the same as what you were able to do in the original Daggerfall. 

[b]Recommendations[/b]
In addition to Zartar's [url=https://www.nexusmods.com/skyrim/mods/90552/]Character Behaviors Enhanced[/url] for underwater combat, you might consider using[code][/code] [url=https://www.nexusmods.com/skyrim/mods/62051]Daggerfall Traits for Skyrim[/url] and [url=https://www.nexusmods.com/skyrim/mods/33598]Spell Crafting for Skyrim[/url] to round out your Daggerfall experience.  And if you want to try the original game, now has never been a better time!  You can download the full game for free from [url=https://elderscrolls.bethesda.net/en/daggerfall]Bethesda[/url].  You may also consider playing [url=https://www.dfworkshop.net/]Daggerfall Unity[/url][code][/code], which uses the original assets within the Unity engine, greatly enhancing the graphics, allowing for mods, and is currently available (for free, of course) in a very playable alpha version.

[b]Installation, Compatibility and Requirements[/b]
This mod requires all three dlcs (i.e., Legendary Edition), since assets from all of the dlcs have been used to make this mod.  This requirement will not change, so please do not ask.  For performance, Daggerfall.bsa is uncompressed, and the textures are found in a separate Daggerfall - Textures.bsa.  Unlike Special Edition, this separate packaging of the textures will require an empty Daggerfall - Textures.esp to be part of your load order as well, for the same reason as the three .esp's needed for the official High Resolution Skyrim Texture pack.  If you use the High Resolution Texture packs (and the Unofficial High Resolution Patch) , place the Daggerfall-Textures.esp after them.  [url=https://skse.silverlock.org/]SKSE[/url] is required for the jumping and slowfalling spells, but you can enjoy the mod without using them if you really don't want to install SKSE for some reason.  As an esm-flagged esp, Daggerfall.esp should load with other master files.  If you use the [url=https://www.nexusmods.com/skyrim/mods/71214]Unofficial Skyrim Legendary Edition Patch[/url], it will load after it and before the texture packs.  As an alternate start mod, it requires a new game, and will be incompatible with anything that modifies MQ101.  It modifies little else, except the interior of Jorrvaskr, Hagravens (who no longer fear water), the PlayerSleepQuest and one unused Skyrim quest from the cut Windhelm arena content, so it should be compatible with nearly all other mods.  Since many people also use [url=https://www.nexusmods.com/skyrim/mods/9557]Alternate Start - Live Another Life[/url], an add-on is provided in the optional downloads section.  Also in the downloads section, for your convenience, is a .bsa for the assets of Zartar's [url=https://www.nexusmods.com/skyrim/mods/90552/]Character Behaviors Enhanced[/url] (MAX COMPATIBILITY - 1st Person All features - 3rd Person Mounted Casting Only Version).  You will still need to download the .esp from the mod's site.  Zartar has given pretty open permission for his mod, as long as credit is given, and, since his mod breaks Dragon riding, it is worth using a .bsa for easy installation and removal.  As Zartar states, his mod involves no scripts, so uninstalling mid game when you need to beat Mirak should be fine.  Please note, for underwater combat to work, you will have to enter the water with weapon or magic drawn.

[b]Permissions[/b]
This mod is my gift to the Elder Scrolls community; use whatever I made as you like as long as you credit me, but please respect the wishes and rights of the modders whose resources were used in making this mod, many of whom have released their mods as Nexus exclusives.  For that reason, a port to XBox One seems unlikely, since someone (who isn't me; I will not even try) would have to procure a lot of permissions. 

[b]The Future[/b]
If there is enough interest, perhaps a team could be formed to landscape the worldspace properly, with navmeshing and random encounters added.  Daggerfall has complete quest lines for the Mages Guild, Fighters Guild, Thieves Guild and Dark Brotherhood, as well as Knightly Orders, Temples and Templar Orders, and Vampire Clans, with Daedric Quests and much more!  Many things are possible... It really depends on the community's response to this mod whether or not anything more is done.  If you would like to share your opinion or contribute your talent, please consider joining the [url=https://discord.gg/BxPjPgr]Skygerfall Discord Server[/url].  This project is not affiliated with The Elder Scrolls Renewal Project (TESRenewal).
[b]
CREDITS[/b]
(If I have accidentally left anyone out, please let me know!)

[url=https://elderscrolls.bethesda.net/en/daggerfall]Bethesda[/url] (of course!)

Collaboration with [url=https://www.nexusmods.com/skyrim/users/21646464]DaggerfallTeam[/url] on the following:
     JMan0WarS, [url=http://www.thehungryartist.com/games.html]Isle of Balfiera[/url]: assets and permission obtained through [url=https://www.nexusmods.com/skyrim/users/21646464]DaggerfallTeam[/url]
     Tamriel Rebuilt HammerfellTeam and lady nerevar, [url=https://www.nexusmods.com/oblivion/mods/34484]Hammerfell - The Eastern Grasslands[/url]
          with express permission of lady nerevar; meshes converted to Skyrim format by [url=https://www.nexusmods.com/skyrim/users/21646464]DaggerfallTeam[/url]

CD PROJEKT S.A., THE WITCHER assets with their express permission via email, along with
     Oaristys, [url=https://www.nexusmods.com/skyrim/mods/68755]Modder's Resource Pack - The Witcher Extension[/url]
     LorSakyamuni, [url=https://www.nexusmods.com/skyrim/mods/77097]The Witcher 3 Mega Resource Pack[/url]
     SumoJellyBean, [url=https://www.nexusmods.com/skyrim/mods/80186]Witcher 3 Syanna and Henrietta--UNP[/url]
     hucifer/L0rd0fWar/Dahaka002011, [url=https://www.nexusmods.com/skyrim/mods/6006]The Witcher 2 - Geralt Light Armor and Witcher Swords[/url]
     Medtech, [url=https://www.nexusmods.com/skyrim/mods/88431]W3's Toussaint knight armors resource[/url]

NoneCG, [url=https://www.cgtrader.com/free-3d-models/animals/mammal/animated-bat-5b8add2a5d98b1a652ea7fd72d942dac]Animated Bat Free 3D model[/url], with rigging by [url=https://www.nexusmods.com/skyrim/users/10825018]jboyd4[/url]

Logo by Cameron (Th3AustralianGam3r)#0186 from the [url=https://discord.gg/BxPjPgr]Skygerfall Discord Server[/url]
[b]
Nexus mod sources[/b]
SpikeDragonLord and jboyd4, [url=https://www.nexusmods.com/skyrim/mods/76203]Beasts of Tamriel[code][/code][/url] (with permission)
breti, [url=https://www.nexusmods.com/skyrim/mods/52049]New World Modder Resource[/url]
J3X, [url=https://www.nexusmods.com/skyrim/mods/19069]Flyable Broomstick[/url]
willkydd, [url=https://www.nexusmods.com/skyrim/mods/11293]Unlock Spell[/url]
Tomas Sala/muppetpuppet, [url=https://www.nexusmods.com/skyrim/mods/9782]Moonpath to Elsweyr[/url]
MannyGT, [url=https://www.nexusmods.com/skyrim/mods/64651]The Gray Cowl of Nocturnal[/url]
Tamira, [url=https://www.nexusmods.com/skyrim/mods/22018]New Plants 1_3[/url]
Stroti and Tamira, [url=https://www.nexusmods.com/skyrim/mods/53275]Stroti's Cactus Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/57407]Stroti Lighthouse[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/46785]Strotis Market Stands[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/37176]Strotis Old Mill Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/36386]Strotis Manor Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/34789]Strotis Castle Furniture Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/33948]Strotis Castle Wall Resource for Skyrim[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/25279]Strotis Spinningwheel Resource 1_1[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/25182]Strotis Organ Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/24827]Strotis Small House Resource[/url]
Stroti and Tamira,  [url=https://www.nexusmods.com/skyrim/mods/24271]Strotis old cabin resource[/url]
[code][/code]Malo/Tamira, [url=https://www.nexusmods.com/skyrim/mods/54152]Malo Statues[/url]
mr_siika and Tamira, [url=https://www.nexusmods.com/skyrim/mods/53461]Mr Siika Castle Seaview Kit[/url]
mr_siika and Kraeten, [url=https://www.nexusmods.com/skyrim/mods/41036]Griffon Fortress Resource[/url]
Scot, [url=https://www.nexusmods.com/skyrim/mods/10402]Morrowind mushrooms - modders resource[/url]
Elinen, [url=https://www.nexusmods.com/skyrim/mods/19066]Hoddminir Ground Textures[/url]
Elinen, [url=https://www.nexusmods.com/skyrim/mods/85153]Hoddminirs re-textured Sheep[/url]
Elinen, [url=https://www.nexusmods.com/skyrim/mods/55158]Hoddminir Flowers[/url]
Elinen and Ztree, [url=https://www.nexusmods.com/skyrim/mods/38651]Hoddminir Plants and Trees[/url]
Ztree and Elinen, [url=https://www.nexusmods.com/skyrim/mods/29490]Ztrees new rocks[/url]
AJ47951, [url=https://www.nexusmods.com/skyrim/mods/6987]Rock Texture Set[/url]
Mr. Dave, [url=https://www.nexusmods.com/skyrim/mods/2324]Texture Resource[/url]
Oaristys and Tony67, [url=https://www.nexusmods.com/skyrim/mods/16525]Modder's Resource Pack[/url]
Runspect, [url=https://www.nexusmods.com/skyrim/mods/26132]Resources for modders[/url]
LorSakyamuni, [url=https://www.nexusmods.com/skyrim/mods/84433]Lor Modders' Resources[/url]
Antonio Colasurdo/JetSteele, [url=https://www.nexusmods.com/skyrim/mods/63678]Magnus' Enchanter[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/85364]Centaurs[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/87928]Imps[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/88088]Enemy Bats[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/88386]House Cats[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/87049]Dragonlings[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/82259]Harvesters[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/90213]Classic Ghosts[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/90894]Harpies[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/88547]Spider Deadra[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/85702]Sea Dreughs[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/88264]Dryads[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/81894]Sewer Rats[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/87105]Cliff Racers[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/88477]Cyrodilic Minotaurs[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/89277]Iron Golem[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/91212]Wraiths[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/91287]Zombies[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/92836]Demon Fishes[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/93372]Daedroths[/url]
MihailMods, [url=https://www.nexusmods.com/skyrim/mods/93416]Flesh Golems[/url]
Anton and Sunspot2, [url=https://www.nexusmods.com/skyrim/mods/62612]Animated Fairy Wings[/url]
Link815, [url=https://www.nexusmods.com/skyrim/mods/49996]Special Flora of Tamriel[/url]
ChickenDownUnder [url=https://www.nexusmods.com/skyrim/mods/15108]Harvestables[/url]
Nedius, [url=https://www.nexusmods.com/skyrim/mods/15442]Ingredients of Tamriel[/url]
Holugar, [url=https://www.nexusmods.com/skyrim/mods/13606]Unicorn[/url] (horn)
Thomas/GoblinVomit, [url=https://www.nexusmods.com/skyrim/mods/64272]Imperial Mages Guild sign banner and symbol[/url]
Osmodius, [url=https://www.nexusmods.com/skyrim/mods/38058]Handmade Texture Resource Pack[/url]
Tlaffoon, [url=https://www.nexusmods.com/skyrim/mods/61709]Castle Modders Resource[/url]
Tlaffoon, [url=https://www.nexusmods.com/skyrim/mods/64514]13th Century Inn and houses Modders Resource[/url]
Tlaffoon, [url=https://www.nexusmods.com/skyrim/mods/61679]Viking House Modders Rresource[/url]
Tlaffoon, [url=https://www.nexusmods.com/skyrim/mods/61730]Manor House Modders Resource[/url]
PrivateEye, [url=https://www.nexusmods.com/skyrim/mods/18585]Shortswords for Skyrim[/url]
PrivateEye, [url=https://www.nexusmods.com/skyrim/mods/21120]Heavy Armory - New Weapons[/url]
PrivateEye, [url=https://www.nexusmods.com/skyrim/mods/17096]Chrysamere - a Morrowind artifact for Skyrim[/url]
747823, [url=https://www.nexusmods.com/skyrim/mods/3871]Weapons of the Third Era[/url]
GendunDrup, [url=https://www.nexusmods.com/skyrim/mods/49682]Nexus Creature Resource[/url]
Vicn, [url=https://www.nexusmods.com/skyrim/mods/65134]Vicn Creature Pack[/url]
stormshallow, [url=https://www.nexusmods.com/skyrim/mods/33273]Sheep Modders Resource[/url]
Edhildil, [url=https://www.nexusmods.com/skyrim/mods/66708]Edhildils Camel[/url]
Edhildil, [url=https://www.nexusmods.com/skyrim/mods/65664]Stendarr Statue Modders Resource[/url]
FUTOSHI, [url=https://www.nexusmods.com/skyrim/mods/56379]Creepy Zombies[/url]
Prometheus, [url=https://www.nexusmods.com/skyrim/mods/55332]World map of Nirn[/url]
OnHolyServiceBound, [url=https://www.nexusmods.com/skyrim/mods/88724]Orc Overhaul - Orc body morphs height and Berserker strength[/url] (with permission)
dogtown1, [url=https://www.nexusmods.com/skyrim/mods/35631]Skyrim Monster Mod[/url] (with permission)
Mazetism/Shiroyel, [url=https://www.nexusmods.com/skyrim/mods/89451]Red Dragon Crown[/url]
oreYas2012, [url=https://www.nexusmods.com/skyrim/mods/62434/]Ogre Killer (Two-Handed Axe)[/url] (with permission)
Nimezis, [url=https://www.nexusmods.com/skyrim/mods/54793]Noble Dress[/url] (with permission)
FafnirEtherion, [url=https://www.nexusmods.com/skyrim/mods/88298]Mannimarco necromancer robes[/url] (with permission)
Maty743, [url=https://www.nexusmods.com/skyrim/mods/18114]Knights of the Nine[/url]
Maty743, [url=https://www.nexusmods.com/skyrim/mods/18863]Matys Medieval Knights[/url]
Ares1/Ghosu, [url=https://www.nexusmods.com/skyrim/mods/11945]Playable Crown of Barenziah[/url]
JZBai, [url=https://www.nexusmods.com/skyrim/mods/65926]Generic Chainmail Armor[/url]
jacknifelee, [url=https://www.nexusmods.com/skyrim/mods/63634]Noblesse Oblige[/url]
jacknifelee, [url=https://www.nexusmods.com/skyrim/mods/49130]Velvet Robes and Cloaks[/url]
jacknifelee, [url=https://https://www.nexusmods.com/skyrim/mods/45259]Tsarevna Outfit [/url]
Zaria/magnemoe, [url=https://www.nexusmods.com/skyrim/mods/13410]Zarias Maidpack[/url]
Hentai/zotman12, [url=https://www.nexusmods.com/skyrim/mods/11548]A Clothes[/url]
Hentai/zotman12, [url=https://www.nexusmods.com/skyrim/mods/11550]Saber Dress[/url]
Bellyache/wrig675, [url=https://www.nexusmods.com/skyrim/mods/3621]Bellyaches Animal and Creature Pack[/url]
Leodoidao, [url=https://www.nexusmods.com/skyrim/mods/3621]Stalactite resource for rock caves[/url]
Axonis, [url=https://www.nexusmods.com/skyrim/mods/89278]Shalidor's Mirror[/url]
User_14970514, [url=https://www.nexusmods.com/skyrim/mods/92443]Sanguine squad assets[/url]
Tesak1243, [url=https://www.nexusmods.com/skyrim/mods/93348]Fighters Keep Modders Resources[/url]
Tesak1243, [url=https://www.nexusmods.com/skyrim/mods/63311]Shack in HearthFires style[/url]
markusliberty, [url=https://www.nexusmods.com/skyrim/mods/52289]Orcish Hut Kit[/url]
markusliberty, [url=https://www.nexusmods.com/skyrim/mods/59426]Cyrodiil Ship and boat resource[/url]
Kelretu, [url=https://www.nexusmods.com/skyrim/mods/73787]Halfling Clothes[/url]
Kelretu, [url=https://www.nexusmods.com/skyrim/mods/82985]Kelretu's Modders Resources (WIP)[/url]
incaendo, [url=https://www.nexusmods.com/skyrim/mods/91288]Pillar Resource[/url]
Ronnie Magnum, [url=https://www.nexusmods.com/skyrim/mods/90078]Akaviri Dungeon Tile Set[/url]
SydneyB, [url=https://www.nexusmods.com/skyrim/mods/14146/]Ashara Dimonized Dress and jewelry[/url]
mzin/Oooiii, [url=https://www.nexusmods.com/skyrim/mods/89875]Super Simple Lock Bash[/url]
Tasheni, [url=https://www.nexusmods.com/skyrim/mods/93724]Redguard Fashion - Tasheni Mod Project[/url]
BobJohnson99, [url=https://www.nexusmods.com/skyrim/mods/96972]Daggerfall Sheogorath[/url]
RoboBirdie, [url=https://www.nexusmods.com/skyrim/mods/94833]New Creatures[/url]
halfblack, [url=https://www.nexusmods.com/skyrim/mods/581]Elite Nightingale Armor - Male and Female[/url]
NordWarUA, [url=https://www.nexusmods.com/skyrim/mods/98624]Heavy Nordic Armor[/url]
Ga-Knomboe Boy, [url=https://www.nexusmods.com/skyrim/mods/19268]GKB Green Trees[/url]
Vermunds, [url=https://www.nexusmods.com/skyrim/mods/84740]Bells of Skyrim[/url]
FiddlerOnTheRoof, [url=https://www.nexusmods.com/skyrim/mods/30244]Monk Prayer Beads[/url]
Stroti, [url=https://www.nexusmods.com/oblivion/mods/34680]Strotis small outdoor rock cave resource[/url]
Khugan, [url=https://www.nexusmods.com/oblivion/mods/20454]Torture Devices[/url]
Phitt, [url=https://www.nexusmods.com/oblivion/mods/23633]Old School Dungeons[/url]
washington/perolozhach, [url=https://www.nexusmods.com/oblivion/mods/38142]Old Village Walls Set - Modders Resource[/url]
Eggyslav and MentalElf, [url=https://www.nexusmods.com/oblivion/mods/27237]Cane or Walking Stick[/url]
Lord Berandas, [url=https://www.nexusmods.com/morrowind/mods/42388]Daggerfall inspired meshes - modders resources[/url]
Jman0warS, [url=https://www.nexusmods.com/morrowind/mods/1765]Privateer's Hold[/url]

[b]non-Nexus 3D model sources[/b]
[url=https://www.reinerstilesets.de/]Reiner's Tilesets[/url]
Daniel74, [url=http://www.blendswap.com/blends/view/75282]Medieval Tavern/Houses/Church/Well[/url]
Macadamstreet, [url=https://steamcommunity.com/sharedfiles/filedetails/?id=125170176]Goosy goosa +[/url]
JackGa, [url=https://steamcommunity.com/sharedfiles/filedetails/?id=222035755]JG Monsters 3.0.5 Steam ver[/url]
InsanitySorrow, [url=http://tesalliance.org/forums/index.php?/files/file/1329-insanitys-headstones/]Insanity's Headstones 1.0[/url]
Cadnav, [url=http://www.cadnav.com/3d-models/model-23141.html]Game character animals 3D Model[/url]
Cadnav, [url=http://www.cadnav.com/3d-models/model-43228.html]Silithid Scarab[/url]
Cadnav, [url=http://www.cadnav.com/3d-models/model-2553.html]Antique Wooden Tea Table[/url]
Cadnav, [url=http://www.cadnav.com/3d-models/model-31303.html]Desert fan palm[/url]
Cadnav, [url=http://www.cadnav.com/3d-models/model-31025.html]Classical Greek pavilion[/url]
binho, [url=https://sharecg.com/v/46564/browse/5/3D-Model/Tomb]Tomb[/url]
hypnagogia, [url=https://sharecg.com/v/74256/browse/5/3D-Model/Mausoleum]Mausoleum[/url]
hypnagogia, [url=https://sharecg.com/v/73679/view/5/3D-Model/Grave]Grave[/url]
hypnagogia, [url=http://www.sharecg.com/v/77999/gallery/5/3D-Model/Chichen-Itza]Chichen Itza[/url]
hypnagogia, [url=https://sharecg.com/v/74306/browse/5/3D-Model/Mailbox]Mailbox[/url]
[b]
non-Nexus texture sources[/b]
[url=https://www.textures.com/about]textures.com[/url]
InsanitySorrow, [url=http://tesalliance.org/forums/index.php?/files/file/1313-desert-texture-resource/]Desert Texture Resource 1.0[/url]
micah702, [url=https://www.turbosquid.com/3d-models/free-old-castle-3d-model/611084]Old Castle[/url]
SWTEXTURE, [url=https://www.swtexture.com/2013/04/brick-textures-large.html]Brick Textures - Large Area[/url]
Billy Hathorn, [url=https://commons.wikimedia.org/wiki/File:Hedges_at_Mission_San_Juan_Capistrano,_CA_DSCN0057.JPG]Hedges at Mission San Juan Capistrano, CA[/url]
LASZLO ILYES, [url=https://commons.wikimedia.org/wiki/File:CopacabanaPavement.jpg]Copacabana Pavement[/url]
owen Jones, [url=https://en.wikipedia.org/wiki/Owen_Jones_(architect)#/media/File:Owen_Jones_-_Grammar_of_Ornament_-_1868_-_plate_035_-_300ppi.jpg]Grammar of Ornament[/url]
Mahdiabbasinv, [url=https://commons.wikimedia.org/wiki/File:%D8%B2%D8%A8%D8%A7%D9%86_tongue.jpg]Tongue[/url]
CaptMondo, [url=https://en.wikipedia.org/wiki/Great_Pyramid_of_Giza#/media/File:KhufuPyramidCasingStone-BritishMuseum-August19-08.jpg]Casing stone in the British Museum[/url]
NASA et al., [url=http://www.nasa.gov/images/content/690958main_p1237a1.jpg]Constellation Fornax, Hubble eXtreme Deep Field[/url]
NASA/STEREO/SDO/GSFC, [url=https://commons.wikimedia.org/wiki/File:Map_of_the_full_sun.jpg]Map of the full sun[/url]
Gregory H. Revera, [url=https://commons.wikimedia.org/wiki/File:FullMoon2010.jpg]Full Moon 2010[/url]
Eugenio Hansen, OFS [url=https://commons.wikimedia.org/wiki/File:Welsh_Dragon.svg]Welsh Dragon[/url]
ludger1961/Achim1999, [url=https://commons.wikimedia.org/wiki/File:Lippische_Rose.svg]Lippische Rose[/url]
[url=https://freevintageillustrations.com/public-domain-vintage-illustrations-of-moons-and-stars/]classic vintage crescent moon woodcut[/url]
TomKr, [url=https://commons.wikimedia.org/wiki/File:Blason_ville_fr_Belberaud_(Haute-Garonne).svg]Blason ville fr Belberaud (Haute-Garonne)[/url]
Melian, based on PNG by AnonMoos, [url=https://en.wikipedia.org/wiki/File:Cross-Flory-Heraldry.svg]Cross-Flory-Heraldry[/url]
Robert M. Lavinsky, [url=https://commons.wikimedia.org/wiki/File:Magnetite-118736.jpg]Magnetite[/url]
Robert M. Lavinsky, [url=https://commons.wikimedia.org/wiki/File:Turquoise-40031.jpg]Turquoise[/url]
Luigi Chiesa, [url=https://commons.wikimedia.org/wiki/File:Mandorle_sgusciate.jpg]Shelled almonds (Prunus dulcis)[/url]
Joe Schneid, [url=https://commons.wikimedia.org/wiki/File:GinkgoLeaves.jpg]Gingko Leaves[/url]
Lorc, [url=https://game-icons.net/1x1/lorc/pouring-chalice.html]Pouring chalice icon[/url]
Lorc, [url=https://game-icons.net/1x1/lorc/dove.html]Dove icon[/url]
Lorc, [url=https://game-icons.net/1x1/lorc/empty-hourglass.html]Empty Hourglass[/url]
[b]
Voice Acting[/b]
After posting on [url=https://discord.gg/a4n8bnR]The Skyrim Voice Alliance Discord[/url], I was directed to the [url=https://www.castingcall.club/projects/skygerfall-daggerfall-main-quest-mod-for-skyrim]Casting Call Club[/url], where I was able to recruit the following talented voice actors:
     Brisienna/Medora: [url=https://www.castingcall.club/m/littlecuppajo]littlecuppajo[/url]
     Aubk-i/Mynisera/Akorithi/Morgiah: [url=https://www.castingcall.club/m/celestielle]celestielle[/url]
     Nulfaga: [url=https://www.castingcall.club/m/EileenAnglin]EileenAnglin[/url]
     Cyndassa: [url=https://www.castingcall.club/m/Rana]Rana[/url]
     Mannimarco: [url=https://www.castingcall.club/m/stringstorm]stringstorm[/url]
     Gortwog: [url=https://www.castingcall.club/m/JimmySherwood]JimmySherwood[/url]
     Agent of the Underking: [url=https://www.castingcall.club/m/nevernotninja]nevernotninja[/url]
     Lhotun: [url=https://www.castingcall.club/m/FrenchDipp]FrenchDipp[/url]
     Woodborne/Gothryd/Regebert/Eadwyre/Bridwell: [url=https://www.castingcall.club/m/Kaze_VA]Kaze_VA[/url]
Sheogorath: [url=https://www.nexusmods.com/users/5951927]Purgey[/url] (reprising his role from [i]The Gray Cowl of Nocturnal[/i]!)
Uriel Septim/Lysandus/Tristyn/Benefactor/Guards: [url=https://www.nexusmods.com/skyrim/users/32760440]oracus0[/url]

[b]Music[/b]
[url=https://dangoodale.wordpress.com/downloads/daggerfall-remixes/]Dan Goodale[/url], [url=https://soundcloud.com/rtmolesworth]Ramón Tobias Molesworth[/url], and [url=https://soundcloud.com/Omega9]Omega9[/url], who gave explicit permission to use their versions of the classic soundtrack by [url=http://heberlingmusic.com/]Eric R. Heberling[/url] in this mod.  Also [url=http://teatimecoder.com/daggerfall-music]Zenogias[/url], who has allowed his versions to be used freely as a modder's resource.  The few tracks from the original soundtrack that were not re-made by these artists were recorded from the original Daggerfall midi files using the MIDISF2 SoundFont.

[b]Tutorials[/b]
Hoddminir, [url=https://hoddminir.blogspot.com/2012/02/from-heightmap-to-worldspace-in-skyrim.html]From Heightmap to Worldspace in Skyrim[/url]
Hoddminir, [url=http://hoddminir.blogspot.com/2012/02/generating-lods-in-creation-kit.html]Generating LODs for your worldspace[/url]
John Esposo, [url=https://www.youtube.com/watch?v=fLkXFepSwU0]Cool Spooky/Ghostly Voice Effect[/url]
Shawn Edwards, [url=http://tesmods.blogspot.com/2014/01/tutorial-talking-activators-make-things.html]Tutorial: Talking Activators - make things engage dialogue[/url]

[b]Sources of Information on Daggerfall[/b]
[url=https://en.uesp.net/wiki/Daggerfall:Daggerfall]UESP[/url]
[url=https://www.dfworkshop.net/downloads/daggerfall-modelling/]Daggerfall Modelling[/url]
Ronald Wartow, [i]The Daggerfall Chronicles[/i]

[b]Tools[/b]
[url=https://www.autodesk.com/products/3ds-max/overview]3ds Max[/url]
[url=https://www.adobe.com/products/photoshop.html]Photoshop[/url]
[url=https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop]NVIDIA Texture Tools for Adobe Photoshop[/url]
TheFigment, [url=https://www.nexusmods.com/skyrim/mods/5622]3ds Max Nif Importer-Exporter[/url]
ElminsterAU and the xEdit Team, [url=https://www.nexusmods.com/skyrim/mods/25859]TES5Edit[/url]
jonwd7, [url=https://github.com/niftools/nifskope/releases]NifSkope[/url]
Skyfox, [url=https://github.com/skyfox69/NifUtilsSuite]Nif Utils Suite[/url]
zilav, [url=https://www.nexusmods.com/skyrim/mods/75916]NifScan[/url]
zilav, [url=https://www.nexusmods.com/skyrim/mods/79797]NifModify[/url]
Macoron, [url=https://www.nexusmods.com/skyrim/mods/19266]NifTextures[/url]
Ormin, [url=https://github.com/Ormin/skyblivion-NIFConverter]skyblivion-NIFConverter[/url]
[url=https://www.audacityteam.org/]Audacity[/url]
Oketado/cptPauer, [url=https://www.nexusmods.com/skyrim/mods/71749]LazyAudio XWM FUZ converter[/url]
greentea101, [url=https://www.nexusmods.com/skyrim/mods/28462]Voice File Reference Tool[/url]
Acid Zebra, [url=https://www.nexusmods.com/skyrim/mods/27855]Where in Oblivion am I[/url]
AmethystDeceiver, [url=https://www.nexusmods.com/skyrim/mods/17018]Modder Resource - Easy NPC Creation[/url]
[code][/code]Aaron Torpy, [url=http://www.bundysoft.com/L3DT/]L3DT[/url]
Lightwave, [url=http://www.oceanlightwave.com/morrowind/TESAnnwyn.html]TESAnnwyn[/url]
[code][/code]Ethatron, [url=https://www.nexusmods.com/skyrim/mods/4727]Oscape[/url]

Dress strange CBBE

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[color=#fff2cc][size=4][b]Description[/b][/size][/color]
17 different colors of dresses, made for CBBE 3.4f,
supports weight slider, temperable
Armor stats like ebony armor.

Blake The Spider Spider Follower

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Blake is a one of the most recognized Russian mods. This mod add a unique follower - the mutated frostbite spider created by excentric wizard names William Bristow. Bristow was killed by his arch enemy Paul Maric, so Blake now available as a follower of Dragonborn. Bristow also created many spells of summon (mostly the undead), and have unique staff The Green Eye with unique enchantment (Paralyse and absorb stamina on area). Also mod added the unique magic draugr The Abomination Of Elirium plased in area of Gjukar's Monument. Abomination is very strong and dangerous enemy so be careful.
In Skyrim now appeared the new threat - trappers. They very strong psyhopatic nords-archers, that want only kill everyone in Skyrim. They armed with spider bows enchanting with poison. Now, Dovahkiin meet his match with most strongest badass monsters in human body what ever see Skyrim.

Well... back to Blake. As follower his essential. He also have 4 unique "spells" based on poison and unblocking damage, can heal himself as a spriggan, and can conjure 3 unique ghost of arthropods, everyone of which have the unique abilities. 

Blake use next "spells":

[b]Dark venom[/b] deal 100 damage immediately and 10 damage per 10 seconds on small area. It his primary attack.

[b]Acid[/b] deal 100 unblocking damage immediately and 10 damage per 10 seconds on small area. Blake use this attack against the enimies with immunity to poison.

[b]Spider venom[/b] deal 100 damage immediately and 10 damage per 10 seconds and paralise target on 10 second.
[b]
[/b][b]Doom swarm[/b] concentrate attack absorbing health and deal unblocking damage.

[b]Spriggan heal 3 [/b]using as normal spell and restore Blake 300 HP.

[b]Chitin Rage[/b] - conjure 3 unique ghosts of arthropods. It's:
[b]
[/b][b]Spectral Chaurus Reaper[/b]. Shoot the vampire like charges absorbing 10 health per 10 second. Use the extra damage perk in close-in fighting.
[b]
Spectral Mudcrab[/b]. Deal very big unhanded damage and use extra damage perk in close-in fighting.
[b]
[/b][b]Spectral Chaurus Hunter[/b]. Shoot the spectral charges deal 10 health per 10 second. Use the high extra damage perk in close-in fighting.

All three ghosts have 100% resist to frost and poison, and 100% weakness to fire.


Also, mod add in the game many spells of summon. "Я вам не скажу за всю Одессу..." us sung in old Soviet song, what means "I can't speak for all", but personally I was very disappointed, what Bethesda have not added summon undead spells from previous games. End I decided doing that instead of them. Well, now we have:

[b]Bone Thrall [/b]- spell of summon the migty skeleton archer for unlimited time. Bone Thrall have many perks of Shooting.

[b]Bone Thrall-Mage[/b] - spell of summon the migty skeleton cryomancer for unlimited time. Bone Thrall-Mage have many perks of Destruction and can summon [b]Skeleton mage[/b].
[b]
Aspect of Conjuration [/b]- spell of summon the mighty spectral skeleton for unlimited time creating by Shalidor himself. He armed with a daedric battle axe and bow (end perks for them) and have limit of ten summon creatures. He can summon three spectral warrior (classic - warrior, archer, mage) and raise the corps.

[b]Spirit of Fire[/b] - spell of summon the mighty spectral skeleton pyromancer for unlimited time. 

[b]Spider Thrall of Fire -[/b] spell of summon the mighty ghost of frostbite spider name's Attrebus for unlimited time. He have spells fireball and firewall, and, as a Blake, can conjure 3 unique ghost of arthropod, everyone of which have the unique abilities distant of abilities of ghosts conjuring by Blake. 

[b]Spider Thrall of Frost [/b]- spell of summon the mighty ghost of frostbite spider name's Hyalty for unlimited time. He have spells icy spear and frostbite, and, as a Blake, can conjure 3 unique ghost of arthropod, everyone of which have the unique abilities distant of abilities of ghosts conjuring by Blake. 

[b]Aspect of Vampirism [/b]- spell of summon the shard of soul of blood dragon for unlimited time. He have the shout "Drain Vitality".

[b]Burnt man -[/b] spell of summon the undead pyromancer created from burnt-out bodies of Helgi and her mother stolen by William Bristow. Conjure for 120 s. He have spells fireball and firewall.
[b]
Skeleton archer [/b]- spell of summon skeleton archer for 60 s.
[b]
Skeleton mage [/b]- spell of summon skeleton mage for 60 s.

Pack of spells known as "[b]Magic Guards[/b]". This spells can summon the ghosts, what can protect area there they be conjure. You can buy from mage in Morphal, Whinterhold and Whiterun five types of this spells:

[b]Dark Guard[/b] - summon the ghostly archer with bow enchanting with absorb helth.

[b]Fire Guard[/b] - summon the flame ghost with same spells as [b]Burnt man.

Frost guard [/b]- summon the frost ghost with spell "Frostbite" and unique spell of frost.

[b]Storm Guard - [/b]summon the storm ghost with spells "Wall of Storms" and "Thunderbolt".

[b]Guard-Summoner - [/b]my personal favorite[b]. S[/b]ummon the curse ghost with same spell with Spectral Chaurus Reaper. This ghost have 10 limit of summon creatures, can rise the corps, and can congure the [b]Skeleton archer [/b]and the [b]Skeleton mage.[/b]

All five ghost can't move (but can change position) and hawe same level with the player character.

Also mod add:

The unique staff "[b]The Green Eye[/b]" with unique enchantment (Paralyse and absorb stamina on area).

The unique staff "[b]Curse of  God-Lizard[/b]" which bind target to Player and every second transmit him 5 point of Helth\Magica\Stamina for unlimited time.

The unique boss "[b]The Abomination of Elirium[/b]".

New monster - Blake's Descendant. This spiders just cubs, but not underestimate them! They have more weak abilities of their father - can conjure two ghosts and spit same acid with Blake. And hey! They have same level with player character.

New enemies - trappers. Misterious crazy nord archers, who want only one - kill everyone who meet them. They similiar to Berserkers from addon Bloodmoon to TESIII, but more dangerous. They armed with Spiders Bows and have same level with player character. From they corps you can take unique honey mead.

New enemies - the breathless. This powerful undead warriors is most dangerous enemies in Skyrim. They can use frost shouts and have master skill of One Handed Weapon and Blocking. You can found the breathless in the nord region of Skyrim. 

New merchant - The Mudcrab from Morrowind. He is trade some wine and have 30000 gold. Also his trade the Staff of frostbite claws summon the unique frost mudcrab ghost with permanently active spell - the frost cloak. You can found The Mudcrab in the location [url=http://elderscrolls.wikia.com/wiki/The_Lady_Stone_(Skyrim)]Lady Stone[/url].


____________________________________________________________________________________________________________________

Available only russian version of this mod. Anfortenatly i too bad know English to translate very big discription what i writing for this mods. Anyway i hope you like this mod.

Need version of game 1.9 and Dawnguard.

You can found Blake in location "Hunter's Rest" now renaming to "Убежище Бристоу".

____________________________________________________________________________________________________________________



[size=5]                                                      WARNING!!!
[/size]
[size=3]Only here, on nexusmods.com, you can download the latest version of mod Blake The Spider! All other versions of mod Blake the Spider or Паук Блэйк on the other sites is [u]outdated[/u] and [u]irrelevant[/u] files, and can contain seriously bugs, errors, can be inbalanced, or contain viruses and dangerous programs. If you download this mod from any other site, the creator of this mod [u]have no any [/u][u]responsibility[/u] for any inconvenience or problems, what you can get, and most likely geting at downloading this mod from any other sites besides of [b][size=3]nexusmods.com.[/size][/b][/size]

Requiem - small tweaks

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[size=4][b]

Requiem - Knockdown tweak[/b][/size]

This mod makes all big enemy have knockdown ability with requiem's mass system, and those knockdown effect can be blocked now.
The creatures can knockdown you : Dragon, Giant, Dwemer centurion, Frost atronach, Bear, Sabrecat, Troll, Lurker

requirement : Requiem v3.1.0+

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

[size=4][b]Requiem - npc statefix[/b][/size]

Some npc in requiem didn't have proper perks and equipment, and even Minor Arcana forgot them. This mod make them more consistent with the story. You can see the changelog for detail.

requirement : Requiem v3.1.0+

Feature enemy have been tweaked :
-Orc invader
-Thief(random encounter)
-Skooma dealer(random encounter)
-Red eagle
-Companion ghost
-Orc chiefs
-Umana and Sulla
-Alva
-Forsworn spies inside Markath city
-Haldyn
-Arondil
-Curalmil
-Bashnag
-Corrupted shade in kilkreath ruins
-Venom dragon
-Members of PenitusOculatus
-Members of Dark Brotherhood
-Gauldur brothers
-Giant chaurus
-Warlord Gathrik
-Olaf One-Eye
-Halldir
-Elite Silverhands
-Isran
-The wolf spirits of werewolfs
-The guardian spirits in the quest "Kyne's sacred trial"


Merchants :
-Farengar purchases dragon bones and scales from player
-Dushnamub sells ebony ingots
-Shuftharz sells orichalcum ingots
-Gharol sells a little ebony and orichalcum ingots
-Iddra sells refined malachite
-Rustleif sells quicksilver, iron ingot, and scimitars
-Eorlund sells more high quality armors
-Add new scrolls into level list

[list]
[/list]Followers :
-Erandur
-Mercenary followers
-Housecarl followers
-Athar
-Annekke Crag-Jumper
-Adelaisa Vendicci
-J'zargo (The only leveling follower in this mod)
-non-circle Companions
-Serana
-Benor
-Anska
-Delphine

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

[size=4][b]Requiem - VampireCollection[/b]
[/size]
There only have two types of vampire boss in requiem, but I want more!
This mod add Orcish vampire, Dwarven vampire and some sub-variations for each type of vampire, and they are given different spells and equipment. Also, There will no longer have ebony vampire shows up in the first quest of Dawnguard "Awakening (at Dimhollow Crypt)", so player can join the dawnguard first before defeating the demi-god ebony vampires.

Some change you may want to know :
The dawnguard quest line becomes more smooth. It will start easier, but end harder.
The chance of spawning a ebony vampire is reduced to 10% (from 25% in Requiem)
AI will cast conjuration spells more frequently, even for a non-vampire

requirement : Requiem v3.1.0+
Load order :
Requiem.esp
-
Requiem - Immersive Divine Blessings.esp by snbcj
-
Requiem - VampireCollection.esp
-
Requiem for the indifference.esp

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

[b][size=4]Requiem - Alduin redone
[/size][/b]Alduin is no longer an ideal master, but he is the true king of dragons. 

What have been changed in this mod?
-Alduin will not summon undead of soul cairn anymore. Instead, he will summon his ally and cultists.
-The summoning ability is given a proper CD time, which makes defensive builds have chance against him.
-Now, Alduin's shouts are more powerful than other dragons
-Add some MR to Alduin
(Compatible with DCO)

requirement : Requiem v3.1.0+

Better Thieves Guild Weapons and Armor

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Instead of getting leveled items, everyone gives you the best they have to offer so there's no reason to not enjoy the thieves guild from new game to late game! I also made it so Karliah's armor and bow are now visible, playable, and editable, if you have console commands or the mod [url=http://www.nexusmods.com/skyrim/mods/13632]Nightingale Hall Restored[/url] so Karliah is your follower after returning the Skeleton key. I recommend getting that mod so her items are usable, but it's not required. I also changed the power of the Nightingale and Thieves Guild armor and weapons so they fit a stealthier player who may or may not be so good at sneaking. I also made Mercer Frey's fight a little more challenging because it's kind of lackluster. You can also loot Mercer's clothes off of him and use those until you can use the Guild Master's armor. I made those more powerful as well because I wanted to have a good weapon to play on legendary difficulty and I hope this suits your playstyle as well!

Requiem - small tweaks (Older Requiem versions)

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[size=4]Requiem - Knockdown tweak[/size]

[size=2]This mod makes all big enemy have knockdown ability with requiem's mass system, and those knockdown effect can be blocked now.
The creatures can knockdown you : Dragon, Giant, Dwemer centurion, Frost atronach, Bear, Sabrecat, Troll, Lurker[/size]

[size=4]-----------------------------------------------------------------------------------------------------------------------------------------------------------------------[/size]

[size=4]Requiem - npc statefix[/size]
[size=2]
Some npc in requiem didn't have proper perks and equipment, and even Minor Arcana forgot them. This mod make them more consistent with the story. You can see the changelog for detail.

Feature enemy have been tweaked :
-Orc invader
-Thief(random encounter)
-Skooma dealer(random encounter)
-Red eagle
-Companion ghost
-Orc chiefs
-Umana and Sulla
-Alva
-Forsworn spies inside Markath city
-Haldyn
-Arondil
-Curalmil
-Bashnag
-Corrupted shade in kilkreath ruins
-Venom dragon
-Members of PenitusOculatus
-Members of Dark Brotherhood
-Gauldur brothers
-Giant chaurus
-Warlord Gathrik
-Olaf One-Eye
-Halldir
-Elite Silverhands
-Isran
-The wolf spirits of werewolfs
-The guardian spirits in the quest "Kyne's sacred trial"

Merchants :
-Farengar purchases dragon bones and scales from player
-Dushnamub sells ebony ingots
-Shuftharz sells orichalcum ingots
-Gharol sells a little ebony and orichalcum ingots
-Iddra sells refined malachite
-Rustleif sells quicksilver, iron ingot, and scimitars
-Eorlund sells more high quality armors
-Add new scrolls into level list

[list]
[/list]Followers :
-Erandur
-Mercenary followers
-Housecarl followers
-Athar
-Annekke Crag-Jumper
-Adelaisa Vendicci
-J'zargo (The only leveling follower in this mod)
-non-circle Companions
-Serana
-Benor
-Anska
-Delphine[/size]

[size=4]-----------------------------------------------------------------------------------------------------------------------------------------------------------------------[/size]

[size=4]Requiem - VampireCollection[/size]

There only have two types of vampire boss in requiem, but I want more!
This mod add Orcish vampire, Dwarven vampire and some sub-variations for each type of vampire, and they are given different spells and equipment. Also, There will no longer have ebony vampire shows up in the first quest of Dawnguard "Awakening (at Dimhollow Crypt)", so player can join the dawnguard first before defeating the demi-god ebony vampires.

Some change you may want to know :
The dawnguard quest line becomes more smooth. It will start easier, but end harder.
The chance of spawning a ebony vampire is reduced to 10% (from 25% in Requiem)
AI will cast conjuration spells more frequently, even for a non-vampire

requirement : Requiem
Load order :
Requiem.esp
-
Requiem - Immersive Divine Blessings.esp by snbcj
-
Requiem - VampireCollection.esp
-
Requiem for the indifference.esp

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

[size=4]Requiem - Alduin redone
[/size]
Alduin is no longer an ideal master, but he is the true king of dragons. 

What have been changed in this mod?
-Alduin will not summon undead of soul cairn anymore. Instead, he will summon his ally and cultists.
-The summoning ability is given a proper CD time, which makes defensive builds have chance against him.
-Now, Alduin's shouts are more powerful than other dragons
-Reduce its MR to 25% from 75%
-Add 33% elemental and 85% poison resistance
(Compatible with DCO)

Slavic Fine Clothes High Res

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This is a Texture Replacer for the blue "fine clothes" in High Resolution (2048x2048) with west Slavic Embroidery and many details 
its Male only.

Cape from the pictures : [url=https://www.nexusmods.com/skyrim/mods/99463]https://www.nexusmods.com/skyrim/mods/99463[/url] 

Like all of my Mods you can use this how you want even to combine them to your own mods without asking

HASTE

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[list]
[*]Animals no longer have the ability to report crimes. This was just super un-immersive.
[/list][list]
[*]NPC detection of crime reduced from 4000 to 1000. Changed because it seemed an un-realistic distance for someone to perfectly identify you.
[/list][list]
[*]Distance enemies can chase you cut from 2500 to 1250 because enemies don't have all day to chase you everywhere you go.
[/list][list]
[*]Removes Skyrim sidestep. This was just plain dumb. Bethesda really thought it was a good idea to let everyone EXCEPT the Dragonborn possess the ability to dodge arrows?
[/list][list]
[*]Torches illuminate more area. Fire is bright, vanilla torches really didn't reflect that.
[/list][list]
[*]Removes silly spin dance when Player/NPC is killed. Who dies like that, anyway?
[*]If attacked by Thugs/Assassin near a Guard, they will do their job and help you.
[/list][list]
[*]Disabled the random 'Wizards Dual' because it was a broken Quest. Even if you declined he would still attack.
[/list][list]
[*]Smelting/Tanning now level Smithing.They are Smithing tools so why wouldn't they?
[/list][list]
[*]Followers move back a greater distance when bumped into. What kind of person just stands there and lets you run into them over and over?
[/list][list]
[*]NPCs no longer randomly greet you. Shop keepers still greet you as normal. NPCs still chatter to each other. Changed because IRL no one would just randomly start telling their whole life story to a complete stranger.
[/list][list]
[*]NPCs/Player (while in 3rd Person mode)now blink. The fact that they couldn't just annoyed me. People blink.
[*]Rewards for Bounty Quests are worth more. After all, it's your life on the line here:
[/list] Bandit Bounties are 210 Gold.
 Forsworn Bounties are 250 Gold.
 Giant Bounties are 850 Gold.
 Dragon Bounties are 2100 Gold.
[list]
[*]Increased the price of renting a room to 45 Gold. Residents of a war torn country where goods were scarce and prices to obtain those goods was high wouldn't just be giving away rooms for 10 Gold a night (may not work in 100% of Inns if installed mid-playthrough. IDK why. Works every time if installed on a New Game. Thanks for the bugs, Bethesda).
[/list][list]
[*]Raised Carriage prices from 20/50 to75/155 for the same reason as higher room costs.
[*]Bounty for Murder is 10,000. Bounties for Assault, Trespass, Pickpocket, Escape and Werewolf are x5 higher. In the vanilla game the Player could commit any crime they want and pay off the Bounty with the Gold they made just by clearing 1 or 2 dungeons. If you were a member of the TG it was even easier. Now your crimes have more realistic consequences.
[/list][list]
[*]Leather changed from 2.00 to 1.00 so that 4 Strips, changed from .1 to .25, weigh the same as 1 Leather.
[/list][list]
[*]All Ore and Ingots changed from 1.0 to3.0 because chunks of metal should weigh more than 1.0 (except for Stalhrim which is extremely light in nature).
[/list][list]
[*]Fixed the bug with the follower hunting bow. By default, all followers used their Hunting Bow rather than the Bow you give them, even if you removed the bow from their inventory.
[/list][list]
[*]Followers will also no longer pull a Hunting Bow out of thin air if they have no Bow in their inventory.
[/list][list]
[*]When you make a skill 'Legendary', it now resets to 30 instead of 15. Every skill in the game has a base value of 15 (minus racial bonuses) so you were basically forgetting everything you ever knew in that category. This way your character retains at least some of their skill.
[/list]

Through the looking glass

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[color=#93c47d][size=6][center]Through the looking glass[/center][/size][/color][center][size=4]
[color=#dd7e6b]Step into a world that looks much like our own, not counting that every living thing is trying to kill you.
[/color][/size][/center][center][color=#dd7e6b][size=4]This is meant for adventures, the nights and caves are fairly dark so you'll most likely need a light source.[/size][/color][/center]

[size=4][center][color=#f6b26b]The goal of this mod was twofold.
1: To try and make it as realistic as possible.
2: To try and capture the look of mid autumn where the days look a little darker and cold.[/color][/center][/size][size=4][center][color=#f6b26b]I tried my best to make both possible in this mod.

All exterior and interior locations have been altered.



This includes wind for the trees and grass (all flora).
Rain and thunder sounds.
Also included is custom water colors and there will be a patch in the optional download section for  [url=https://www.nexusmods.com/skyrimspecialedition/mods/2182]Realistic water two[/url].
[/color][/center][/size][center][color=#93c47d][size=4]Feel free to add some images, I'm not very good at picture taking.[/size][/color][/center]

Special Perks from Questing

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[color=#6aa84f][b][center]What is this?[/center][/b][/color]
Completion of the main quest, DLC main quests, and faction/guild quest lines can grant the player some perks which may be Passive Abilities or usable Powers. Powers granted may be Greater Powers (usable only once in every 24 in-game hours) or Lesser Powers (usable at will).

[url=https://www.nexusmods.com/skyrimspecialedition/mods/29402/]Special Edition Version available here[/url]

[url=https://bethesda.net/en/mods/skyrim/mod-detail/4128001]Xbox Version available on the Bethesda.net website[/url]

[center][b][color=#c27ba0]Mod Details[/color][/b][/center]
All added perks and abilities will be listed in the "Active Effects" Menu, and if you use the mod [url=https://www.nexusmods.com/skyrim/mods/3863]SkyUI [/url]you can sort this menu by "Source" to make all the added effects be listed adjacently. The perks and powers are [b]retroactive[/b], meaning [b]you can install this mod on an existing savegame, and it will add the perks for completed quests[/b].

The added abilities and powers are balanced as per the "importance" and "difficulty" of the involved quest line. So for example the powers and perks gained from the Main Quest and Dragonborn DLC are stronger than those gained from the Companions or Thieves Guild quest lines.

This is a comprehensive list of all added perks and powers and their effects:


[list=1]
[*][b][color=#d9ead3]Main Quest[/color][/b][color=#a4c2f4]:[/color] Grants the [b][color=#f6b26b]Dragonslayer[/color] Passive Ability[/b]
 
[color=#f9cb9c][i] "Whenever the slayer of Alduin uses a Shout in combat, there's a chance that all nearby enemies get staggered."[/i]
[/color]
The effect applies on both hostile people and creatures. The chances are equal to the current[b] Player Level [/b]as percentage, so at level [b]30[/b] there's a [b]30%[/b] chance for the stagger effect.
 
 
[*][b][color=#d9ead3]Dawnguard DLC on the Dawnguard side[/color][/b]: Grants the[color=#9fc5e8] [b]Guardian Paladin[/b][/color][b] Passive Ability[/b]
[color=#9fc5e8]
[i] "The Paladin permanently gains and in combat bestows a blessing of [/i][b][i]100[/i][/b][i] physical damage resistance and [/i][b][i]10%[/i][/b][i] magic resistance to nearby allies."
[/i][/color] 
[i] [/i]The effects are active on the player character permanently, and when you are in combat the bonuses also apply on nearby friendlies (people as well as creatures).
 
 
[*][b][color=#d9ead3]Dawnguard DLC on the Volkihar Vampire side[/color][/b]: Grants the [b][color=#e06666]Summon Royal Guard[/color] Lesser Power[/b]
[i]
[color=#ea9999] "[/color][/i][color=#dd7e6b][i]While in mortal form, the Lord of the Volkihar Vampire Clan can use [b]Summon Royal Guard[/b] power to summon the strongest of Gargoyles to serve until it is destroyed.[/i][/color][i][color=#ea9999]"[/color]
[/i]
You can summon a Gargoyle of the Sentinel Rank at a cost of only [b]100[/b] [i]Magicka[/i] to serve you as a thrall as long as it survives. The summon counts against the conjured/summoned creatures limit.
 
 
[*][b][color=#d9ead3]Dragonborn DLC[/color][/b]: Grants the[b] [color=#a64d79]Devour Dragon[/color][color=#cc4125] [/color]Lesser Power[/b]
[i]
[color=#c27ba0] "Having witnessed Miraak at the summit of Apocrypha, the Last Dragonborn can use [/color][/i][b][i][color=#c27ba0]Devour Dragon[/color][/i][/b][i][color=#c27ba0] power on a Dragon whose will has been bent to consume its very soul and replenish all vitals."[/color]
[/i]
This power will have effect only on Dragons who are completely under the influence of your [i]Bend Will[/i] shout. It kills them instantly and restores your attributes, just like [i]Miraak[/i] did with the Dragons [i]Sahrotaar[/i], [i]Kruziikrel, [/i]and[i] [i]Relonikiv[/i][/i] in your final battle against him. When you use this power, your character does not shout or actually speak out[i] "Ziil Los Dii Du"[/i] as there are no voice files for this line for the various races and sexes.
 
 
[*][b][color=#d9ead3]Companions[/color][/b]: Grants the [b][color=#ffd966]Harbinger's Saga[/color][/b] [b]Passive Ability[/b]
[i][color=#ffe599]
"The Harbinger's resolve is hardened, and can inspire nearby friendly people, increasing courage and the ability to recover from wounds faster in combat."[/color]
[/i]
You gain a permanent boost to your [i]Health [/i]by [b]20 [/b]points and health regeneration [i]Healratemult [/i]by [b]50[/b] points, and when you are in combat your allies (only people, not creatures) have their [i]Confidence [/i]increased by [b]1[/b] and regenerate [b]2[/b] [i]Health [/i]per second.
 
 
[*][b][color=#d9ead3]Thieves Guild[/color][/b]: Grants the [b][color=#8e7cc3]Kingpin's Privilege[/color][/b] [b]Greater Power[/b]
[i]
"[color=#b4a7d6]The Guildmaster of the infamous Thieves Guild can use the [b]Kingpin's Privilege[/b] power to coerce and convince nearby hostile people to cease combat for [b]1[/b] hour."[/color]
[/i]
The power is a potent area [i]Calm [/i]effect (like the [i]Harmony [/i]spell, but free and instant), useful for quickly getting out of tough situations and for crowd control in combat, but only works on people up to Level 60.
 
 
[*][color=#d9ead3][b]College of Winterhold[/b]:[/color] Grants the [b][color=#6d9eeb]Aetherial Veins[/color] Passive Ability[/b]
[i]
[color=#a4c2f4] "The Archmage can r[/color][/i][i][color=#a4c2f4]eplenish magicka from injuries every second while in combat. The lower the health from its base value, the higher the amount of magicka restored."
[/color]
[/i] You start regaining [i]Magicka [/i]only when your [i]Health [/i]goes below its base value, which is the total [i]Health [/i]you have after the bonuses of leveling up, and not considering any of the [i]Health [/i]gained/lost from enchantments, alchemy/potion effects, perk effects, or spell effects.
 
 
[*][b][color=#d9ead3]Dark Brotherhood[/color][/b]: Grants the [b][color=#cc4125]Anathema [/color]Greater Power[/b]
[i]
[color=#dd7e6b] "The Listener of Skyrim's Dark Brotherhood has faced tenacious dangers from outside and within and can mark any target for death with the [b]Anathema [/b]power."[/color]
[/i]
The power reduces the target's [i]Armor Rating[/i] by [b]300 [/b]and [i]Magic Resistance[/i] by [b]30%[/b] for [b]300[/b] seconds. This power is used silently and is not detected as hostile.
 
 
[*][b][color=#d9ead3]Civil War (either side)[/color][/b]: Grants the [b][color=#76a5af]War Veteran[/color] Passive Ability[/b]
[i]
[i][color=#9fc5e8] "The hardships and trials of war have tempered t[i][i][color=#9fc5e8]he Hero of Skyrim's [/color][/i][/i][i][i][color=#9fc5e8]endurance and willpower, giving [/color][/i][/i][/color][/i][i][color=#9fc5e8]a permanent bonus of [b][b][i]20[/i][/b] [/b]to Carry Weight, Stamina, and Magicka."[/color][/i]
[/i]
[/list]
If you want to test the abilities you can add them via console commands, I have provided a bat file that you can manually extract from the archive, be sure to change the first two digits of each command id to match the mod index of the mod in your load order.

I am providing the commands once again in the spoiler text below, putting xx in place of the hexadecimal mod index.

[spoiler][code]
; Add Slayer of Alduin Perk (Main Quest)
player.addperk xx021B06

; Add Devour Dragon power and UI perk (Dragonborn DLC)
player.addspell xx000D62
player.addperk xx0DD082

; Add Anathema power and UI perk (Dark brotherhood)
player.addspell xx04F421
player.addperk xx0D7F75

; Add Harbinger's Saga perk (Companions)
player.addperk xx05E727

; Add War Veteran perk (Civil War - any side)
player.addperk xx045217

; Add Guardian Paladin perk (Dawnguard DLC on Dawnguard side)
player.addperk xx06893A

; Add Summon Royal Gargoyle power and UI perk (Dawnguard DLC on Vampire side)
player.addspell xx0AF753
player.addperk xx0DD085

; Add Aetherial Veins perk (College of Winterhold)
player.addperk xx0BEA64

; Add Kingpin's Privilege power and UI perk (Thieves Guild)
player.addspell xx0C8C6D
player.addperk xx0DD084[/code]
[/spoiler]


[color=#f1c232][b][center]Compatibility[/center][/b][/color]
As all the records and assets used in this mod are new, the chances of any direct compatibility issues or conflicts are nearly zero.

Patches can be made for mods which modify the "Gargoyle" creatures for the sake of consistency only. Thus, as of yet patches for [url=https://www.nexusmods.com/skyrim/mods/19281]Requiem [/url](v3.0.1) and [url=https://www.nexusmods.com/skyrim/mods/64690]Advanced Adversary Encounters[/url] (v2.7) have been included in the FOMOD. Other versions of these two mods should also be compatible with the same patches.


[center][b][color=#3d85c6]Load Order[/color][/b][/center]
Load Order of mod folder contents (relevant to MO2) should not be a concern as there shouldn't be any loose asset conflicts.

The load order of the main esp plugin [b]Perks from Questing.esp[/b] is also not a concern. However, patches if installing any must be loaded after [b]Perks from Questing.esp[/b].

Any other details regarding patches will be mentioned in the FOMOD installer.


[center][/center][center][color=#ffff00][b]Credits[/b][/color][/center]
Fellow modders and mod makers over at the Skyrimmods Discord server whose help, advice, and tips is why I could even complete this mod.


[center][b][color=#b4a7d6]Other mods[/color][/b][/center]
I must make a shout-out to the [url=https://www.nexusmods.com/skyrim/mods/54784]Followers share Knowledge[/url] mod. Unique perks based on your current follower, grand idea!

Oriental swordmanship redux - Akavir Martial art

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[b][size=6]Akavir Martial art[/size]
[size=4]-Oriental swordmanship redux-[/size][/b]

[center][size=4]contents :[/size]
[size=4]
1. One-handed attack animations (normal , while running rightleft, backstep, sprint, walk as well)[/size]
[size=4]2.  One-handed run, block, (staggering)recoil animations[/size]
[size=3]note: no idle animation, drawing, sheathing sword animation included.[/size][/center]



[size=5]Description[/size]

[size=3]Hi, here is new 1handed swordmanship. I might consider it as Orientalswordmanship Rredux mode, I just quit motion works for a long time according to my modeling job and I am back for some new animations. 
I did a little study for the flow of attack and the footstep of the moveset so it will be bit joyful compare to old mod.

Moveset contains 1handed attack animations, recoil animation (which is staggering motion come out at the right time  you are blocked by foes ) yes, your blocked motions usually came out from vanilla motions so it didn't matched with altered motions before  but now  I also add new recoil motions so to be not weird. [/size]


[size=5]Sample

[/size]attack1

[img]https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&fname=https%3A%2F%2Fk.kakaocdn.net%2Fdn%2FQVQ0C%2FbtqyOoGOd7R%2FDynEDpttqDZSPv8350KZZk%2Fimg.gif[/img]

attack2
[img]https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&fname=https%3A%2F%2Fk.kakaocdn.net%2Fdn%2FbAPkj6%2FbtqyLKD4t8s%2FY4oqPaRataE2nrE2r2qAu0%2Fimg.gif[/img]

power attack

[img]https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&fname=https%3A%2F%2Fk.kakaocdn.net%2Fdn%2F6JAp7%2FbtqyN3Xcy19%2FJtAzS8KPmLUKhcash1inn0%2Fimg.gif[/img]
run powerattack
[img]https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&fname=https%3A%2F%2Fk.kakaocdn.net%2Fdn%2FM2nVg%2FbtqyK70Nsze%2FYaIWWqew5VL1RmYe0uz8x1%2Fimg.gif[/img]

left powerattack

[img]https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&fname=https%3A%2F%2Fk.kakaocdn.net%2Fdn%2FbNiVT8%2FbtqyKJlz9UO%2F2qrhyymHbvYqZVBdKK0iWk%2Fimg.gif[/img]
right powerattack

[img]https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&fname=https%3A%2F%2Fk.kakaocdn.net%2Fdn%2FbSfjTk%2FbtqyLfK87YQ%2FqsvH8pB0gdqXKFX9RMmkoK%2Fimg.gif[/img]
back powerattack
[img]https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&fname=https%3A%2F%2Fk.kakaocdn.net%2Fdn%2FQGTVK%2FbtqyMr5naLV%2FZyauIa1oYI1e7tsY7ZXMu1%2Fimg.gif[/img]
block and hit
[img]https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&fname=https%3A%2F%2Fk.kakaocdn.net%2Fdn%2FbHO0ZC%2FbtqyLJLYx2m%2F6R2fqlzrgGsHSkr8RNWWR0%2Fimg.gif[/img]
blocked hit recoil 1
[img]https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&fname=https%3A%2F%2Fk.kakaocdn.net%2Fdn%2FcZgLeq%2FbtqyM2K1oZQ%2Fw05GWXKAjF1DZ0cHfHWXtK%2Fimg.gif[/img]
blocked hit recoil 2
[img]https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&fname=https%3A%2F%2Fk.kakaocdn.net%2Fdn%2FPiBCE%2FbtqyLfElSOA%2F7Hh8gAn62AqKdBBDNnSFgk%2Fimg.gif[/img]

sprint power attack
[img]https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&fname=https%3A%2F%2Fk.kakaocdn.net%2Fdn%2Fv4d2j%2FbtqyM2qIzoI%2FGKuQJokKD2DjmaHj7QmlO0%2Fimg.gif[/img]

and change some more animations..




[size=6]Installation[/size]


[size=4]1. manual install[/size]
[size=3]

1.Unzip the file and you will find the 'data' folder.
paste it(including contents) on proper 'data' route in your game folder.
if you are using other attack animations than overwrite it.


2.run FNIS (find requirement section) to prevent the glitch [/size]

[size=4]
2.  NMM[/size]

[size=3]1. just install it in the same way you did[/size]

[size=3]2. run FNIS (find requirement section) to prevent the glitch 
[/size]
[size=6]
Requirment[/size]
[url=http://www.nexusmods.com/skyrim/mods/11811/?][size=4]
Fores New Idles in Skyrim - FNIS [/size][/url][size=3]
[/size]
[size=6]Recommendation[/size]
[url=https://www.nexusmods.com/skyrim/mods/71055][size=3]
FNIS PCEA2 
[/size]-player only use this martial art by the mod
[/url][size=4][url=https://www.nexusmods.com/skyrim/mods/71666]
Weapon parry standalone[/url]
[/size]-you can parry while wielding your weapon
[size=5]

Q & A[/size]

1. Q: Do other one handed weapon like 1h axe, stick share the motions?

A: Yes, so it might be quite weird when you use other weapon, these new motions look natural when you use curved sword or blade. if you do not want
to be in that situation I might recommend mod named PCEA2 above.

2. Q: Succeed to install it, but now player is wielding too slow or seems footstep is bit slippy, whatever it is, not like the video.

A : By default, wielding speed might be slower than the video, it is normal, but you can speed up the weaponspeed simply by console command
press ~ button and type : player.forceav weaponspeedmult 1.4 and then enter to adjust the speed 1.4 (default is 1)

And.....about slippy footstep, if you change the parameter of running speed by some other mod so your speed is bit slow, it might look slippy. but in the vanilla speed not much slippier I guess. I will trim a bit more for that. However if you can't wait for it, there is also console command to fix it.
press ~ button and type: player.forceav speedmult 150  

it might boost your character's speed. have fun

for extra question,
[size=2]Add comments pls,




------------------------------------------------------------------------------------------------------------------------------------------------------------------------



for about credit
No modification allowed for commercial applications.
Don't use motion sources in the contents without my permission please. [/size]

Underwater Visibility Fix LE

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[center][size=1][url=https://www.nexusmods.com/skyrimspecialedition/mods/24079]Get the SE version here![/url][/size][/center]

[b]The main version of this mod requires [/b][b][url=https://www.nexusmods.com/skyrim/mods/41076]Realistic Water Two[/url]! (Highly recommended!)
If you don't want to use RW2, be sure to get the Vanilla version instead![/b] You do not need both, just either/or.
[i][size=1]All before/after pictures shown are using RW2.[/size][/i]

I searched the internet for a fix to lessen the underwater blur, because in my opinion it looks so blocky/jagged/bad. The most common suggestion I seen was to turn off depth of field in the .ini files, which disables DOF entirely and makes underwater look unrealistically crystal clear! So after alot more searching, I figured out how to change it! Here's the results! :)

To fix just the blur, it's actually a very simple fix once you know where to look, I just changed 2 fields in UnderwaterImageSpace - Distance, and Range. Changing Distance to a positive number is what really fixes the bad blur, the rest of the settings in DoF are just up to personal preference, so you can change them to whatever you prefer in SSEEdit if you like!

After that, underwater definitely looked better.. but you still couldn't see very far because of the distance fog being so close. So after much more searching, I finally figured out how to push back the fog and make underwater decently visible again! :D

I've included pictures of where to find all the edits, in case anyone wants to fiddle with them to suit your own preferences. Post pictures of your results, I'd love to see them! :D

[b][u][size=3]What It Does[/size][/u][/b]
Lowers the amount of underwater blur, so your character is visible without jagged edges or awkward shading, and pushes back the underwater fog so you can see more than 5ft ahead of you while still feeling 'underwatery'. Also fixes most shallow water that looked unnaturally cloudy/edgy.


[img]https://staticdelivery.nexusmods.com/mods/1704/images/24079/24079-1552677120-855705009.jpeg[/img]


[b][size=3][u]Compatibility[/u][/size]
[/b]
[b]Fully compatible: [/b][i][size=1](This is my current setup!)[/size][/i]
Realistic Water Two [i][size=1](Use RW2 version, load UVF after)
[/size][/i]Water's Edge Fix [size=1](Unnecessary, unless you just like less fog like me)[/size]
Obsidian Weathers
True Storms
Wet and Cold
Enhanced Lights and FX [i][size=1](load UVF after, if using enhancer)[/size][/i][b]
[/b]iNeed/Realistic Needs & Diseases
[size=1]
[/size]

Curious about any other water related mod? If it's just textures, it's fine! If it changes the actual water, it's probably not. If you want to know for sure, check for conflicts in xEdit, or just post a comment and I'll check for you~

I might make more compatibility patches/versions if requested, post a comment on whatever you're using~
[size=1][i]Unless it's like, way later and I'm not even playing Skyrim anymore, then I probably wont be checking here.. But if that's the case, anyone who's willing: Feel free to carry on the mod! :)[/i][/size]






[center]
[b]Check out my other mods! :)[/b]

[url=https://www.nexusmods.com/skyrimspecialedition/mods/27358][img]https://staticdelivery.nexusmods.com/mods/1704/images/27358/27358-1563487633-1655823582.jpeg[/img][/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/24964][img]https://staticdelivery.nexusmods.com/mods/1704/images/24964/24964-1563487754-970503956.jpeg[/img][/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/25431][img]https://staticdelivery.nexusmods.com/mods/1704/images/25431/25431-1563487585-956812431.jpeg[/img][/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/24824][img]https://staticdelivery.nexusmods.com/mods/1704/images/24824/24824-1563490192-1579172086.jpeg[/img][/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/25910][img]https://staticdelivery.nexusmods.com/mods/1704/images/25910/25910-1563490281-66494187.jpeg[/img][/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/28817][img]https://staticdelivery.nexusmods.com/mods/1704/images/28817/28817-1570065903-304932971.jpeg[/img][/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/28209][img]https://staticdelivery.nexusmods.com/mods/1704/images/28209/28209-1566607095-1247627182.jpeg[/img][/url]

[size=1]And some more without fancy picture links...
[/size]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/23996]Werewolf Feral Beast Run[/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/25030/]Bigger Werewolf Tails[/url]

[url=https://www.nexusmods.com/skyrimspecialedition/mods/24016]Less Confrontational Animals (For SkyTEST)[/url]
[url=https://www.nexusmods.com/skyrimspecialedition/mods/24319]Healthy Skeevers[/url][/center]

Lazuli the Dark Elf Rogue (OC) - Jinxxed Followers

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[center][b][img]https://i.imgur.com/5eAHFSh.png[/img]
[/b][b][b][size=6][url=https://www.nexusmods.com/skyrim/mods/96785]UUNP Bodyslide Preset[/url][/size][/b]
[size=6][url=https://www.nexusmods.com/skyrim/users/664151?tab=user+files]LE Followers[/url] | [url=https://www.nexusmods.com/skyrimspecialedition/users/664151?tab=user+files]SSE Followers[/url][/size][/b][u][size=6][b][color=#ffd966][/color][/b][/size][/u][/center]
[u][color=#3c78d8][size=6][b]DESCRIPTION[/b][/size][/color][/u]
This is a rogue type follower who uses a crossbow (or a bow if you'd like). She's a mix between a thief and assassin with some mysterious arcane abilities.
[img]https://i.imgur.com/MsTquAX.png[/img]
[u][color=#3c78d8][size=6][b]Backstory[/b][/size][/color][/u]
Lazuli grew up as a homeless orphan, often stealing food to survive in Hammerfell. One day as a teenager, she was caught and nearly cut down by a mercenary working as a guard for wine seller. The owner was a Reguard woman simply known as Ms. Q. She fired the guard on the spoke because all Lazuli tried to steal was two pieces of fruit. Q took Lazuli in, allowing her to work in her wine making business. After a few years, Q revealed to Lazuli that the wine making, while a real hobby, was only a front and that she took contracts for special jobs and delivered messages through wine. Based on the date, bottle, type of wine, and label, the people who worked for her knew what their jobs would be.. Seeing that Lazuli had a natural talent for stealth, Q trained her to be a "retriever". Typically stealing items for important clients. Most jobs were either gathering intel or stealing various items and documents for various reasons. Some jobs however, were a more violent.

For a few more years, Lazuli performed many retrieval jobs for Q and became somewhat of a star employee. Q finally gave Lazuli an execution job, but knew that it would be too dangerous even for her. The job was to take out a high elf merchant who was believed to secretly be a Thalmor agent. Lazuli shot the agent, wounding him greatly and she managed to get away. It turned out, however, that he really was simply a merchant and the client was simply a rival of his. The client was immediately a suspect and revealed that he hired assassins. Because of Lazuli's unique appearance amongst the local Redguard, witnesses noted that there was a suspicious dark elf lingering around the area the crime took place. Rather than risk Q getting into trouble, she fled to Skyrim where she keeps in touch with Q through her wine bottles. She's not sure when she'll be able to return or even if she wants to. For now, she's considering a new life of adventure.

[u][color=#3c78d8][size=6][b]FEATURES[/b][/size][/color][/u]
[u][b][color=#9fc5e8][size=4]Lazuli's Stats[/size][/color][/b][/u]
Gender: Female
Voice Type: Female Dark Elf
Body: Custom UUNP Special Body
Class: Shadow Rogue
Combat: Crossbow
Likes: fruits, peach wine, warm weather
Dislikes: authority
[right][img]https://i.imgur.com/qLtfp7b.png[/img][/right]
[b][u][color=#3c78d8][size=6]LOCATION[/size][/color][/u][/b]
Falkreath Jarl's house.



[u][b][color=#3c78d8][size=6]REQUIREMENTS[/size][/color][/b][/u]
Skyrim
XP32 Maximum Skeleton -XPMS
HDT Physics

[color=#3c78d8][size=6][b][u]RECOMMENDED MODS[/u][/b][/size][/color]
Relationship Dialog Overhaul
EFF (or your favorite follower manager)
My Home is Your Home
[img]https://i.imgur.com/1AqJy7h.png[/img]
[color=#3c78d8][size=6][b][u]CREDITS[/u][/b][/size][/color]
Caliente - for bodyslide - https://www.nexusmods.com/skyrim/users/3330686
ousnius - for Bodyslide - https://www.nexusmods.com/fallout4/users/4291759
Dimon99 - for UNP - https://www.nexusmods.com/skyrim/users/537675
HHaleyy - for Fair Skin textures - https://www.nexusmods.com/skyrim/users/4557236
HeroedeLeyenda - for Leyanda Skin - https://www.nexusmods.com/skyrim/mods/73512
Nuska, alt3rn1ty, zonzai, evgirunslaad, Miriam, and DomainWolf - for Unslaad Pale UNP Textures - https://www.nexusmods.com/skyrim/mods/88131
expired6978 - for RaceMenu - https://www.nexusmods.com/skyrim/users/2950481
LogRaam - for The Eyes of Beauty - https://www.nexusmods.com/skyrim/mods/13722
hellosanta - SG Female Eyebrows - https://www.nexusmods.com/skyrim/mods/35327
Shocky and Enmasse Entertainment - for Rogue TERA Outfit
Kijiko and Goldiocks - for Kijiko Hair - https://www.nexusmods.com/skyrim/mods/55364

More Spider Recipes

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[size=5]Features
[size=2]- Adds craft able recipes for Glowing Spiders and Packmule Spider at the spider imbuer.
- Adds 7 new types of Spiders. Hopefully more to come.
- Adds a spider imbuer inside Severin Manor, the Raven Rock player home.
- Adds 3 pods outside Severin Manor that gives roughly 20 albino spider pods, and that refreshes about once every 10 days.

[size=5]New Spiders[/size]
[/size][/size][size=2]- Glowing Spider
[/size]This is a spider that glows and will follow you, similar to the spell magelight.
- Packmule Spider
This spider will lug items around for you
- Frenzy Spider
This spider will jump at enemies and explode, causing them to frenzy for a set amount of time.
- Scary Spider
This spider will jump at enemies and explode, causing them to run in fear for a set amount of time.
- Calming Spider
This spider will jump at enemies and explode, causing the to become calm for a set amount of time, or until attacked.
- Paralyzing Spider
This spider will jump at enemies and explode, causing them to become paralyzed for a short amount of time. NOTE - This spider will paralyze you if you are caught in the explosion. Don't throw them out to hastily!
- Mother Spider
A large spider that will shoot out its own brood that explode upon contact with anything. This spider appears in variants of Flame, Frost, Shock, and Poison

[size=5]Easier Spider Making
[/size][size=2]A new spider imbuer has been placed inside Severin Manor, located on a table next to the blacksmith forge. In addition outside Severin Manor to the left are three egg pods that will produce both damaged and normal albino spider pods every 10 days.

[size=5]New Spider Recipes
[size=2]This information is also avaliable in the changelog
[/size][size=2]Glowing Spider:
- Albino Spider Pod
- Glowing Mushroom

Packmule Spider:
- Spider Pod
- Bone Meal

Frenzy Spider:
- Spider Pod
- Blisterwort

Tranquilzing Spider:
- Spider Pod
- Imp Stool

Scary Spider:
- Spider Pod
- Namira's Rot

Paralyzing Spider:
- Spider Pod
- Canis Root

Flame Mother Spider:
- Spider Pod
- Fire Salts
- Spider Egg

Frost Mother Spider:
- Spider Pod
- Frost Salts
- Spider Egg

Poison Mother Spider:
- Spider Pod
- Nirnroot
- Spider Egg

Shock Mother Spider:
- Spider Pod
- Void Salts
- Spider Egg[/size]
[/size]
[size=5]Compatibility
[/size]This mod is should be compatible with anything except mods that change the inside of Severin Manor. A new File has been added that removes changes involving Severin Manor and adds spider pods outside of shack near White Ridge Barrow to compensate.

[size=5]Installation[size=2]
[size=4][size=2]Either Download with Mod Manager or place the .esp file into the data folder in skyrim. Requires Dragonborn DLC.
[size=5]Un-Installation[/size][/size][/size][/size][/size][/size]
Either uninstall the mod via your mod manager or delete the .esp files in your skyrim data folder.

[size=3]Changelog
[/size]v.1.0.1 - Fixed issue involving crafting of Mother Spiders
v.1.0.0 - Release

Mark of Arkay - Death Alternative

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[color=orange][size=5][b]Mark of Arkay - Death Alternative[/b][/size][/color]
[size=2]
Skyrim Special Edition version available [url=http://www.nexusmods.com/skyrimspecialedition/mods/11540/?]here[/url].

[/size][color=#ff0000][b]Update to version 3 requires starting a new game.
[/b][/color]
[youtube]CCvmUeFRrRU[/youtube]
[color=lightgreen][size=4][b]
About[/b][/size][/color]

[color=#d8d8d8][size=3]When you lose all of your health, a Menu will appear and asks you which one of these items you want to trade to restore your health. When you don't have enough items or when you choose nothing from the menu, depending on the settings either you die, respawn or the game will exit to the main menu. [/size][/color]

[list]
[*][b][size=3][color=#00ffff]Arkay marks[/color] [/size][/b][i][color=#d8d8d8][size=2]a dark stone which can be found in the loot.[/size][/color][/i]
[*][b][color=#00ffff][size=3]Filled grand soul gems[/size][/color][/b]
[*][b][color=#00ffff][size=3]Filled black soul gems[/size][/color][/b]
[*][b][color=#00ffff][size=3][b]Dragon souls[/b][/size][/color][/b]
[*][b][color=#00ffff][size=3]Gold[/size][/color][/b]
[/list]
[color=#d8d8d8][size=3]You can disable or change the required amount for each item in the mcm menu or set it to zero for cheating.
[color=#d8d8d8]If you don't want to see the menu, you can disable it and trade item automatically, based on their priority. When the menu is disabled,[/color] items with higher priority will be removed first. If two or more items have the same priority, one of them will be chosen randomly. You can change their priority and other settings from the MCM menu.[/size][/color][color=#d8d8d8]
[/color]
[size=3][color=#d8d8d8]You can revive yourself without trading by using one of these Items:[/color]

[/size][list]
[size=3][b][/b][/size][*][b][b][size=3][color=#00ffff]Scroll of revival[/color]  [/size][/b][/b][i][color=#d8d8d8][size=2]If you cast it, you will be revived automatically for one minute.[/size][/color][/i]
[*][b][color=#00ffff][size=3]Scroll of sacrifice  [/size][/color][/b][i][color=#d8d8d8][size=2]If you cast it on an NPC that satisfies its conditions, that NPC will die instead of you for 30 secs.[/size][/color][/i]
[*][b][size=3][color=#00ffff]Healing Potion[/color]  [/size][/b][i][color=#d8d8d8][size=2]When your health drops to zero, You have 6 seconds to open your inventory and revive yourself with healing potions.[/size][/color][/i]
[/list][size=3]
[size=3][color=#00ffff][b]Spell[/b][/color][color=#d8d8d8] versions of the scrolls of revival and sacrifice and other spells can be bought from the priest of arkay in Falkreath.[/color]

[color=#d8d8d8][color=#d8d8d8]You can choose to lose some or all of your items, skills or be cursed by arkay before respawning. If you enable this option based on the enabled options you can take back your items or remove the curse by killing the NPC who stoled your items, activating a grand soul gem or your character's dead body which is placed where you died, reviving yourself by sacrificing someone or from a chest boss inside one of the dungeons in the game. [/color][color=#d8d8d8][size=3]You can also toggle losing your items or skills permanently whenever you respawn before finding them.

[color=#d8d8d8]You can choose to be infected with a cursed version of the vanilla [/color][color=#00ffff][b]diseases[/b][/color][color=#d8d8d8] that could progress to more severe versions and could only be cured by paying to an arkay priest.
[/color][/size][/color][/color][/size]
[color=lightgreen][size=4][b]
Compatibility[/b][/size][/color]

[size=3][color=lightgray]This mod should be compatible with almost anything except mods that do the same thing or remove the essential flag from the player.

List of known [/color][color=#ff0000][b]incompatible[/b][/color][color=#d3d3d3] mods:[/color]

[color=#d8d8d8]Death Souls
SM Essential Player
SexLab Defeat (if Bleedout is enabled)
Dragons Souls - Death is Highly Overrated
Death Alternative - Your Money or Your Life
SkyTweak (if Bleedout is enabled in the Scripts page)

[/color][/size][color=lightgreen][size=4][b]Installation[/b][/size][/color]

[size=3][color=lightgrey]Copy files to Skyrim data directory. start the game and change setting from mcm menu. If you have other mods that change the level list, create a Bashed Patch with Wrye Bash.[/color][/size]

[color=lightgreen][size=4][b]Uninstallation[/b][/size][/color]

[color=lightgrey][size=3]make sure you are not in Falkreath's hall of the dead. Stop the mod then remove its files (if you don't stop it your character remain essential), rebuild your Bashed Patch then use a Save cleaner like [url=http://www.nexusmods.com/skyrim/mods/76776/?]this[/url] to remove its scripts from your save file.
[/size][/color]
[color=lightgreen][size=4][b]Credits[/b][/size][/color]

[color=lightgrey][url=http://skse.silverlock.org/]SKSE Team[/url][/color]
[color=lightgrey]Creators of [url=http://www.nexusmods.com/skyrim/mods/3863/?]SkyUI[/url][/color]
[url=http://www.nexusmods.com/skyrim/users/4522213/?]Saerileth[/url][color=#d3d3d3] for Arkay mark model and texture
[/color][color=lightgrey]hilaribad for LevelUpEventPlugin[/color]
[/size]
[youtube]4bMAE_s87K0[/youtube]

Pyramid Head - 2017 Halloween Special (mihail immersive add-ons - vaermina- silent hill)

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[right][/right][center][right][/right][font=Times New Roman][size=4][url=http://www.nexusmods.com/games/users/40767265/?]
[/url][b][u][color=#a4c2f4]
[/color][/u][/b][color=#a4c2f4][b]JOIN MIHAIL MODS SERVER ON DISCORD, NICE COMMUNITY [/b]
[/color]
[/size][/font][/center][center][font=Times New Roman][size=4][color=#a4c2f4][b]WITH VERY NICE PEOPLE THAT SHARE THE SAME INTERESTS
[/b][b][u][/u][/b][/color][b][u][url=https://discord.gg/Mt4yFqy][color=#ff0000]DIRECT LINK
[/color]
[/url]
[/u][/b][youtube]ZOOSX_YGInk[/youtube]

(your videos and screenshots
would be very welcome)
[/size][/font][/center][center][font=Times New Roman][size=4]


[img]https://i.imgur.com/YE34QBp.png[/img]
One more Halloween gift from Mihail: Pyramid Head is one of the physical manifestations of an incorporeal type of Daedra called Living Nightmares, from the realms of Vaermina. Living Nightmares can sneak into the world and possess strong thought-forms created by the living or the dead, giving them life and sentience, this allow that creatures to have a body on Nirn, and follow their instincts. Since each of this creatures are attracted to specific types of feelings, that have resemblance to their beings, they end possessing thought-forms alligned to the type of thought or emotion they are mainly made of and for. A Living Nightmare aligned with sadness, will be attracted to thought-forms of sadness, and will take the form of an avatar of that feeling. 

Quite rare, Pyramid Heads are shaped in the world when men create toghether a strong thought-form of self-punishment and sense of guilt.  A deeper meaning given to them explains their existences as punishers and executioners of sinful humans. A single individual with strong desire of self punishment can be able to create conditions to the materialization of a Living Nightmare in the form of a Pyramid Head, but commonly when created by single individuals, this creatures are weaker than the grupally created ones.
[/size][/font][/center][center][font=Times New Roman][size=4]A pyramid head is a monster with a big heavy rusty pyramid-shaped iron helmet. The triangle's sharp right and acute angles and its weight suggest the possibility of pain. He resembles a tall and muscular man covered in scars and bruises, and using a white, blood-soaked skirt, reminiscent of a butcher's smock, and a smaller, also blood covered, black leather apron above it. 
He uses leather gloves and boots, also completely stained in blood.
He does not speak, but grunts and moans painfully, and despite being slow, he can do some surprise charges and his victims. His weapon consist of the deadly Great Knife, a large and heavy knife that he swims slowly and with apparent difficulty.

Living Nightmares are not only able to take a physical form using the thought energy of the mortal beings, but also use it to change the ambient around them and, in rare cases, create pocket oblivion realms.

Only two Pyramid Heads appear in Skyrim. One inside the Abandoned Prison, created by the guilty, sense of self-punishment and repentance of some of the guards that abandoned the priosioners there to die by drowning, and on some of the prisioners that regretted their paths that lead to their deaths, in the moment of death, and as ghost after that.
This one changed slightly the appearance of the place, covering it with a delvish red mist, and with blood covering the ground. Of course this is an illusion, and an extension of the body of the own Pyramid Head.

The other one lives in a pocket dimension created by him called Sinner's Atrium, and that exists around, and inside, forelhost, but in another state of existence.
Bigger, stronger and older than most Pyramid Heads, this one is known as Red Pyramid Thing.
This name was given to him by the many bandits and explorers that, when approaching Forelhost, started to have dreams and visions of that beast, attacking them with his knife, in a redish room covered in blood and flames. The beast itself appeared to them covered in a spectral red glow.
Despite that, most of them never found him or his cursed room.

His creation is lost in time: Forelhost was one of the last centers of the dragoncult. Dragon Priest Rahgot is believed to be one of the last remnants of the Dragon Cult around 1E 140. He led a small cult in the secluded monastery of Forelhost high in the Jerall Mountains.

A legion of King Harald's soldiers, commanded by Skorm Snow-Strider, discovered the hidden stronghold of dragon cultists and laid siege to it for several weeks. Once the main gate had been breached, Rahgot and his followers retreated into the interior of the monastery and collapsed the main stairway to hinder access to the refectory.

Rahgot devised a plan for the cult to commit mass suicide in the main chamber, believing that if Skorm and his men did eventually break through the main door, the sight of the mass suicide would deter them from searching for other survivors within the monastery and thus he would survive. He ordered his alchemists to manufacture large quantities of deathbell poison for the cultists to ingest and also poisoned their own water supply. Dissent was dealt with brutally; when Rahgot's chief alchemist questioned his orders for mass suicide, she was murdered. The mass suicide was eventually carried out. Rahgot ordered the burial of the children's bodies and the remaining cultists perished in their sleep after absorbing the poison.
When Skorm seized the fortress, he saw the aftermath and proceeded no further. Skorm Snow-Strider also lost several men since they drank the poisoned water.

The guilty, the regret and the self-punishment feeling took control of many of the suiciders and killers with the passage of time, on the afterlife. Not only that, but that feeling was also present on Skorm Snow-Strider and on several of his men. Also, between the survival, one of the most dramatic stories was the one of the second in comand of the priest's alchemists group.

When the chief alchemist was killed because do not accepted the command to create the poison to the mass suicide, a second alchemist was raised to the chief position and followed the priest orders.
Unfortunatelly, his young son drank by accident the poison offered to the other children, given to him by his friends, and died on his arms. 

The regret by what he helped the priest to do, and the guilty for the accidental death of his son that he planned to take with him and the elite of the cult to a more safe and deep part of the dungeon untill the invadors disappeared, made him months later commite suicide jumping from a precipice on the exterior wall of the dungeon. His wife tried to save him, but, when she grabbed his hand, both fell together and died.

A pyramid head was already forming himself on that area and with that last act a hole was broke on that specific point that serve as invisible passage to the pocket realm of that pyramid head, called Sinner's Atrium.
The self-punishment and guilty created by many of the ones that made part of that story was so strong, that not only created an extremely powerfull version of a Pyramid Head, but also a solid pocket realm of oblivion that is an extension of the Pyramid Head himself. 
A mark of that creation was solidified in Nirn, that sinalizes the invisible entrance to that small hell: two bloody skeletons falling from the precipice, one already falling, and the other trying to hold his hand, representing the suicider and his wife.

You must jump from there as the alchemist have done, to enter on the invisible gate that leads to the creature arena. And, as in the previous case, these are all illusions, and part of the Living Nightmares themselves, and sustained by the feelings of the mortals, alive or not.

Both Pyramid Heads do not do respawn, since the materialization of a living nightmare demands time, but since the thought forms that created them remain existing, the areas are still affected by them, and of course one day they will have a material form one more time, but maybe the dragonborn will no more be alive to see it.

Kill Pyramid Head on Abandoned Prison to get his Pyramid Head's Great Knife, and the Red Pyramid Thing on Sinner's Atrium - Forelhost (see video for location) to get a power to summon a weaker Pyramid Head, 1 time per day.

A last thing, if you start on Abandoned Prison using Life Another Life (or others that changes starting locations) you will have and aditional fun experience, running from that place guarded by the beast.




[color=#ffff00]______________________________________________________________________________[/color]

[color=#ff0000]

[/color][color=#ffff00]Put this mod in the lowest position between all my mods, on the last position on your mod list, because as you can notice on the video, this mods adds a new ambient color and light to abandoned prison, so, you must put it bellow any mods that may touch that area. To avoid doubts, but it directly in the lowest position, or the place will look vanilla.[/color]



[u]
[/u][img]https://i.imgur.com/NG1UPx6.png[/img]


- 1 new creature- Pyramid head in 2 variations

- 2 boss battles in new arenas

-1 new spell-power to summon one of them

- 1 new weapon- pyramid head's great knife
[/size][/font][/center][center][font=Times New Roman][size=4]



[img]https://i.imgur.com/mdJMlRL.png[/img]
[u][b]

- The last Skyrim Update[/b][/u]
[u][b]- DLC Hearthfire
- DLC Dawnguard
- DLC Dragonborn


[/b][/u][img]https://i.imgur.com/Ll1Jk0n.png[/img]
Author:

Mihail- models, textures, animations, effects,
spells, weapons, sounds, arenas, game implementation

[b]Some assets used on this mod belong too:
[/b][u][b]
[/b][/u][url=https://www.youtube.com/channel/UCaeW48X42EwKHsp1n0U-WQQ]VIVEK ABHISHEK-[/url] soundtrack of the Sinner's Atrium arena
Konami and Masahiro Ito- i made this creature completely inspired on the Pyramid Head created by them on the series Sillent Hill, so thank you very much for the inspiration and for years playing the amazing SH games.

[/size][/font][/center]
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