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Cities, Towns & Villages

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Places to go, people to see. Various cities, towns, and villages to visit.

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  1. Arthmoor's Skyrim Villages - All In One

    An all in one package for all of my villages released for Skyrim Legendary Edition.
    This package contains all 11 of the village mods I have released for Skyrim in one single package. It's been a popular request for some time and since I am no longer doing mods for Legendary Edition it seemed like as good a time as any to put this package together.
    The following villages are included: Darkwater Crossing, Dawnstar, Dragon Bridge, Helarchen Creek, Ivarstead, Karthwasten, Keld-Nar, Kynesgrove, Shor's Stone, Soljund's Sinkhole, and Whistling Mine.
    Combine features of this package include:
    * Sondas Drenim will offer to share his house if married to you.
    * Derkeethus will offer to share his house if married to you, assuming you haven't recruited him into the Blades.
    * Dawnstar NPCs all have their own homes and will no longer live their lives in the mines.
    * Two NPCs in Helarchen Creek can be married and will share their homes with you.
    * Temba Wide-Arm will offer to share her house if married to you.
    * Bonus: Golldir now has a home as well and will return to it once his quest, "Ancestral Worship", is completed. He can be married at that point and you can move in with him if you wish.
    * Karthwasten NPCs all have their own homes now and will no longer crowd into a single barracks building.
    * Custom village of Kel-Nar in Eastmarch will all new NPCs, including a Dark Elf child.
    * Roggi Knot-Beard will share his house if married to you.
    * Dravynea will share her house if married to you.
    * Grelka will share her new house in Shor's Stone if married to you. She will also travel from the village back to Riften to run her shop during the week.
    * Shor's Stone has a new custom inn which is an Easter Egg from Elder Scrolls Online, with full rent support and their own bard.
    * Odfel's wrecked house now exists on the north side of Shor's Stone. So sad.
    * Perth can now share his house with you if you marry him.
    * Soljund's Sinkhole now has a Guard barracks for the guards to live in, with one extra patroller added due to the dangerous area. The jail is just for show, sorry
    * New housing for the miners who live in Whistling Mine. No more sleeping and eating in a freezing cave.
    * All added shopkeepers have investment support.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for every area, including trees that account for the changes.
    * Bug fixes and other updates that were applied to the SSE versions since December 2017 have also been added.
    My Patreon Page: https://www.patreon.com/arthmoor

    78 downloads

    0 comments

    Updated

  2. Keld-Nar

    "This doesn't translate to Feldscar at all. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine." - Raminus Polus, circa 3E 433.
    An age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then?
    30 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Where once ruins lay, a thriving village has sprung up in their place. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale.
    Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago.
    The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. It may also be subject to random vampire strikes if you have Dawnguard.
    My Patreon Page: https://www.patreon.com/arthmoor

    39 downloads

    0 comments

    Updated

  3. Dawnstar

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

    57 downloads

    0 comments

    Updated

  4. Dragon Bridge

    A small village expansion for Dragon Bridge.
    Dragon Bridge always seemed like it needed something more, and it did. There was always poor Varnius Junius, who gets sent to Solitude representing the town and everything, but had nowhere to live. Plus his boss, Tasius Tragus, who was never placed into the game, but would also have just lived in the inn. The inn is not a home!
    Varnius and Tasius now have their own homes on the northeast side of the village, like everyone else in town. It's not much, but there just isn't enough space in the place for anything more. Tasius even has a nice terrace with a view to reflect his presumed status in town.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area.

    86 downloads

    0 comments

    Updated

  5. Helarchen Creek

    A village in the mountains southeast of the city of Dawnstar.
     
    Tamriel has had many villages on maps for as far back as anyone can remember. What happened to them all? Nobody really knows. This mod is simply my take on bringing one back from Elder Scrolls: Arena. Helarchen Creek was a small village in the game somewhere in the mountains near Dawnstar. Originally it appears as though Bethesda planned to put this around the Nightgate Inn, but then changed the name on that and cut the content. Some further research using old Arena maps placed the village further north anyway, so here it is.
     
    * Two of the NPCs can be married and will optionally share their homes with you.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area.

    149 downloads

    1 comment

    Updated

  6. Karthwasten

    A simple village expansion for Karthwasten.
     
    Karthwasten is supposed to be a bustling mining town with two actively worked mines, yet only has a couple of buildings and too many NPCs to match. Plus it's a known lore town that's been here for at least 200 years. So this place needed a bit of an expansion to flesh it out and make it seem more like the "Karthwasten Hall" of old, in as much as Skyrim will allow for that. No more pitifully small center of mining for The Reach!
     
    * Each NPC now has their own home.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees, that account for the changes.

    223 downloads

    0 comments

    Updated

  7. Soljund's Sinkhole

    A simple village expansion for Soljund's Sinkhole.
     
    Soljund's Sinkhole is another one of those places where it just seemed odd that more was not done. A mining operation that by all accounts would be thriving were it not for a draugr problem. An area that 3 people are effectively living in, with only two actually being housed, and one of whom is a marriage prospect for the player! Such cramped conditions cannot stand, and so this small expansion has been done to releive the crowding problem.
     
    * Guard barracks for the guards to live in, with one extra patroller added due to the dangerous area. The jail is just for show, sorry
    * Perth can now share his house with you if you marry him.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area.
     
    Installation Requirements
     
    Official Skyrim patch 1.9.32.0.8 or greater.
     
    Installation - Wrye Bash BAIN
     
    Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
    Make sure the mod is active in the Wrye Bash mods tab.
     
    Installation - Steam Workshop
     
    Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install.
    Make sure it's active in the Data Files menu.
     
    Installation - Nexus Mod Manager
     
    Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there.
    Then simply make sure NMM has the mod activated.
     
    Installation - Manual
     
    Drop the Soljund's Sinkhole.esp and Soljund's Sinkhole.bsa files into your Data folder.
    Activate the mod using whatever management tool suits you.
     
    Uninstalling
     
    Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.
     
    To remove the mod: Delete the Soljund's Sinkhole.esp and Soljund's Sinkhole.bsa from your Data folder. Then reload your game as usual.
     
    Load Order
     
    LOOT should be used for optimal placement.
     
    Compatibility
     
    Fully compatible with Bring Out Your Dead.
     
    Will not be compatible with other mods that change the Soljund's Sinkhole exteriors.

    222 downloads

    0 comments

    Updated

  8. Whistling Mine

    A simple village expansion for Whistling Mine.
     
    It always seemed odd to me that an established mine with an active smelter had no place for the people there to live. Whistling Mine is cold, and inhospitable. Nobody in their right mind would actually sleep there! This mod solves that oddity by providing a small village for the 4 NPCs to live in and spend some time in. Cause who wants to spend their lives living in the mine they work in!
     
    It was also somewhat strange that Winterhold Hold had nothing but a single half ruined town in it.
     
    Installation Requirements
     
    Official Skyrim patch 1.9.32.0.8 or greater.
     
    Installation - Wrye Bash BAIN
     
    Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
    Make sure the mod is active in the Wrye Bash mods tab.
     
    Installation - Steam Workshop
     
    Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install.
    Make sure it's active in the Data Files menu.
     
    Installation - Nexus Mod Manager
     
    Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there.
    Then simply make sure NMM has the mod activated.
     
    Installation - Manual
     
    Drop the Whistling Mine.esp and Whistling Mine.bsa files into your Data folder.
    Activate the mod using whatever management tool suits you.
     
    Uninstalling
     
    Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.
     
    To remove the mod: Delete the Whistling Mine.esp and Whistling Mine.bsa from your Data folder. Then reload your game as usual.
     
    Load Order
     
    LOOT should be used for optimal placement.
     
    Compatibility
     
    Fully compatible with Bring Out Your Dead.
     
    Will not be compatible with other mods that change the Whistling Mine exteriors.
     
    Mods altering Angvild, Badnir, Gunding, or Thorgar will not be compatible.

    233 downloads

    1 comment

    Updated

  9. Shor's Stone

    An expansion for the village of Shor's Stone.
     
    Shor's Stone always seemed like a place that had more potential than what was in the game, and as it turns out, that's because it does. NPCs talk about Odfel's wrecked house and the need to build a new one, but the wreckage doesn't exist. Grelka has some scenes with the other NPCs that can never play because she never comes to the town, and may well have originally been planned for there. Plus the place always seemed a bit empty, in need of somewhere for the folks to gather at night other than just the fireplace in front of Sylgja's house. Now, all of these things have been taken care of. Shor's Stone is no longer a backwater half-village.
     
    * Grelka now has a home at the south end of town. She will travel between there and Riften by horse at the appropriate times.
    * The Tapped Vein, the inn, where folks gather for the town's evening meal. A subtle tribute to Elder Scrolls Online and the village's past association with Ebony mining.
    * Inn has a properly working innkeeper, server, and bard.
    * Odfel's wrecked house now exists on the north side of town. So sad.
    * LOD has been generated for the area, including trees that account for the changes.

    249 downloads

    0 comments

    Updated

  10. Ivarstead

    A simple village expansion for Ivarstead.
     
    Ivarstead always seemed like it should be more to me. There are a number of people living in the inn on a permanent basis. While the game indicates it is a village in decline due to fewer and fewer visitors coming through, it's very clear that those who are in the inn now are permanent residents to the village who have fairly strong ties they can't just cut. Since it would have been lame to throw down a bunch of empty or destroyed properties, it felt only right that 3 new houses should be built for those residents to occupy.
     
    * Temba Wide-Arm will offer to share her house if married to you.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees that account for the changes.
    * Bonus: Golldir now has a home as well and will return to it once his quest, "Ancestral Worship", is completed. He can be married at that point and you can move in with him if you wish.

    269 downloads

    0 comments

    Updated

  11. Darkwater Crossing

    A simple village expansion for Darkwater Crossing.
     
    If Darkwater Crossing ever seemed like too many people with nowhere to live were there, you're probably right. It's major enough for Tullius to know about it to set up an ambush for Ulfric, yet there's a single house there where two people live while everyone else sits around a campfire. Not anymore! Three new houses have been added to provide accomodations for the 4 NPCs who had no place to call home.
     
    * Sondas Drenim will offer to share his house if married to you.
    * Derkeethus will offer to share his house if married to you, assuming you haven't recruited him into the Blades.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees that account for the changes.

    312 downloads

    0 comments

    Updated

  12. Kynesgrove

    A simple village expansion for Kynesgrove.
    It has always bothered me to some extent that Kynesgrove gets major attention during the main quest, even with its own guard contingent, yet is nothing more than one inn and a few people in a small camp. Given that it's supposed to be an actual village, it felt like these people needed to at least have proper homes even if they are poor. So this mod aims to correct this problem by providing houses for Ganna & Gemma Uriel, and Roggi Knot-Beard while also adding a new blacksmith to round things out for the village. Now, even though they all still work the mines, they have homes to return to at night.
    * The blacksmith has full investment support with the proper perk.
    * Roggi Knot-Beard will share his house if married to you.
    * Dravynea will share her house if married to you.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees that account for the changes.

    301 downloads

    0 comments

    Updated

  13. Oblivion Gates in Cities

    During the time of the Oblivion Crisis, it was said that Skyrim was hit especially hard by the Daedric invasion. Yet, a mere 200 years later there isn't a single sign of this event ever having happened anywhere. Such a monumental event in history would surely have left its mark, especially in the cities. When Martin Septim made the ultimate sacrifice to seal the barriers to Oblivion forever, this did not remove the structural components that would be left behind by suddenly having the dimensional gateway closed down without warning. While logic may suggest that the citizens of Skyrim would have done all they could to be rid of these menaces, I don't believe this would have been a top priority. Some might even have left them standing as a reminder of what almost was.
     
    This mod's purpose is simple and to the point. Each of the 5 major hold capitols has an Oblivion Gate either inside or near it. They are merely for decoration and will not be made functional in any way. They're simply there to add back the missing atmosphere that Bethesda left out. An homage to Oblivion (the game) if you will. It also serves as a token bit of my Open Cities mod that at least I can still enjoy even if Patch 1.9 has denied me my major work.
     
    As a complement to this mod, get MCR's excellent "Oblivion Gates" (http://skyrim.nexusmods.com/mods/22369) which places several gates using the same resources all over Skyrim and parts of the Dawnguard DLC too.

    313 downloads

    1 comment

    Updated

  14. Open Cities Skyrim

    Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time.
     
    Patches In The Patch Archive
     
    CL Cities - Whiterun: Adjusts navmesh data and makes copies of objects from CL Whiterun into the open worldspace.
    Skyrim Sewers 4: Provides access to the sewer areas from the open city spaces.
    Drinking Fountains of Skyrim: Copies the drinking fountain objects into the open city spaces. Patch written by Hanaisse.

    5510 downloads

    0 comments

    Updated

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