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Found 21 results

  1. Lorelai

    The Big ESO thread.

    Let me guess... ...you saw this coming. Well, yes. It was just about time. Not only will a general thread keep things organized here, for whoever is interested, but I can also make a collection of helpful articles/links/places that you can go to in case you need info. Without further ado, let's get this started. (also, I fail at formatting - shocking, I know) 'Tis the year 582 of the Second Era and Nirn needs YOU! Stand together and help drive the evil back! OFFICIAL SITE We have also formed an AFK Mods in-game guild. If you wish to join, please contact me via PM here, on AFK forums, or in-game via email at @Lore_lai.
  2. Arthmoor

    [RELz] ESO Skyshards

    Long ago, during the second era in the time of the Planemeld, adventurers sought out whatever power they could gain to aid in their battle against Molag Bal. Among these items of power were Skyshards, presumably made available by the gods for those who were dedicated to exploring both the hidden and mundane corners of Tamriel. Not much is truly known about them, but in these trying times of dragons and civil war, the Skyshards have once again appeared for the Last Dragonborn to discover and augment his power. ESO Skyshards places several shards throughout the province of Skyrim, including Dawnguard areas and Solstheim. Much like the ones from ESO itself, once you collect 3, you will earn 1 perk point to spend as you see fit. There are 6 in each section, for a total of 66 shards amounting to 22 extra perk points. That may seem like a lot, but by the time you've found them all you'll likely be pretty high level anyway so it balances out in the end. Sorry, beyond the 3 screenshots displayed for the mod, I will not reveal the locations of all of the shards. They do not have map markers either, and there are no plans to provide any. They are located in a mix of easy areas and hard areas so they should prove to be quite a challenge to locate. This mod will go especially well with mods that expand the number of perks you can use as well as perk overhauls that expand the number of points required to obtain perks. This mod requires external assets and is therefore not possible to port to PS4. Sorry. Downloads AFK Mods Bethesda.net - PC Bethesda.net - XB1 Skyrim SE Nexus Installation Requirements Skyrim Special Edition 1.5.39 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Skyshards.esp, Skyshards.bsa, and Skyshards - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Skyshards.esp, Skyshards.bsa, and Skyshards - Textures.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Credits MadCat221: Mesh and texture assets provided for the Skyshards. JayCrane: Static collision for the model since the Havok variety would not have worked.
  3. Arthmoor

    ESO Skyshards

    Version 2.0.4

    36 downloads

    Long ago, during the second era in the time of the Planemeld, adventurers sought out whatever power they could gain to aid in their battle against Molag Bal. Among these items of power were Skyshards, presumably made available by the gods for those who were dedicated to exploring both the hidden and mundane corners of Tamriel. Not much is truly known about them, but in these trying times of dragons and civil war, the Skyshards have once again appeared for the Last Dragonborn to discover and augment his power. ESO Skyshards places several shards throughout the province of Skyrim, including Dawnguard areas and Solstheim. Much like the ones from ESO itself, once you collect 3, you will earn 1 perk point to spend as you see fit. There are 6 in each section, for a total of 66 shards amounting to 22 extra perk points. That may seem like a lot, but by the time you've found them all you'll likely be pretty high level anyway so it balances out in the end. Sorry, beyond the 3 screenshots displayed for the mod, I will not reveal the locations of all of the shards. They do not have map markers either, and there are no plans to provide any. They are located in a mix of easy areas and hard areas so they should prove to be quite a challenge to locate. This mod will go especially well with mods that expand the number of perks you can use as well as perk overhauls that expand the number of points required to obtain perks. This mod requires external assets and is therefore not possible to port to PS4. Sorry.
  4. Version 1.0.0

    7 downloads

    This is an ALPHA RELEASE. Do not install on any saves you intend on keeping as there are still elements that have not been fully implemented: You need to activate a shrine twice in order for the dialogue to show up. You are not charged on the second activation. The shrine is still active from the first activation and will remain that way until you choose a location / travel. If you switch over to a different cost when a shrine is already active, you will not see it take any affect until you choose a location / travel. Shrines are currently using placeholder statics / custom assets for the moment until I complete the assets. Random Encounters have not been fully implemented. Wayshrines – Remnants of a Forgotten Era is a simple plugin that adds remnants from the second era, wayshrines, as an alternate means of traversing Tamriel. Unlike the shrines left behind the Snow Elves, these shrines can be used by regular mortals at the right cost. This project is a reboot of “Wayshrines of Old”. Requirements: The Elder Scrolls V: Skyrim + Dawnguard + Dragonborn Optional: SKSE Optional: SkyUI Files have been checked and cleaned with TES5Edit! Multiple Activation Costs and Consequences Select one of the multiple activation costs: Magicka, Dragon Souls, Soul Gems, Gold or completely free. Magicka You will be charged 30% of your Magicka to activate a shrine however if you have exhausted all of your Magicka it will eat into your Stamina and then eventually your Health. Chances of arriving at your chosen destination will decrease when you reach below 50% of your Stamina. Dragon Souls You will be charged 1 Dragon Soul to activate a shrine. Soul Gems You will be charged one full lesser soul gem to activate a shrine. Gold You will be charged 50 Gold to activate and travel with a shrine. Free You are able to travel between shrines without any sort of cost. Discovery Before you can go on any adventures you first need to discover some shrines. Every location can be found inside of the following categories: Hold Capitals and Cities, Towns and Settlements, Orc Strongholds, and Unique Locations. In order for any locations to show up, you will need to discover the shrines in those locations. Alternatively, you can unlock almost all locations through an optional cheat which can found in the book “Configure Wayshrines” or the Mod Configuration Menu. With the exception of a few shrines, which were intentionally left out to not break the quests that unlock those locations. If you want to reach them, you are going to have to discover them on foot. Configuration Take charge of how the shrines operate in your game by configuring options through the book “Configure Wayshrines” or the Mod Configuration Menu.The book will be added to your inventory whenever you load a save for the first time. Make sure you do not lose your copy of the book as you will not be given another one the next time you load the save. In case you ever lose your copy of the book, open the console, type help JC_ShrineConfigBook, add the book to your inventory with the following code player.additem xxxIDofBook. Alternatively, you can use AddItemMenu – Ultimate Mod Explorer by Towawot to add it to your inventory.Both more or less offer the same options so it doesn’t really matter which one you use. However, do not use both simultaneously as it will only create problems. Simply use one or the other. If you are going to switch from one to the other MAKE SURE that you reset all options to their DEFAULT options. Civil War Limitations You will not be able to use the following shrines during any of the sieges: Whiterun, Solitude, Windhelm. The shrines are being maintained by the people and they would not leave a backdoor open for enemies to come in through. They will blocked off during the sieges. This has not been fully tested. Frequently Asked Questions What makes this different to Skyrim Wayshrines – Immersive Fast Travel – SWIFT? It’s basically the same concept but implemented differently. How is this even lore-friendly? Not keen on my take of Wayshrines? Not a problem! Check out the following alternatives: Skyrim Wayshrines – Immersive Fast Travel – SWIFT by Pharros Wayshrines of Tamriel by Arizona_Steve Why would I use these when I can just use the carriages for a cheaper price? This is only offers an alternate method of travel, no different to the other alternatives that already exist i.e riding a mount, hiring a boat or even using the map. Whatever you use is up you. Known Issues Unfortunately followers will not accompany you when you travel between shrines. To get around this, I recommend using one of the following tools to summon your followers: Extensive Follower Framework Amazing Follower Tweaks Ultimate Follower Overhaul Summon Followers Locations Hold Capitals and Cities Riften Solitude Whiterun Windhelm Winterhold Morthal Falkreath Dawnstar Markarth Towns and Settlements Riverwood Ivarstead Shors Stone Rorikstead Karthwasten Kynesgrove Skaal Village Raven Rock Orc Strongholds Dushnik Yal Largashbur Narzulbur Mor Khazghur Unique Locations High Hrothgar (High Hrothgar's Shrine Gates are locked until you start the The Way of The Voice) Castle Volkihar Soul Cairn Dayspring Canyon Tel Mithryn Skyhaven Temple Eldergleam Sanctuary Blackreach Credits ZeniMax Online Studios for The Elder Scrolls Online which serves as the inspiration for this entire project. Bethesda Softworks for The Elder Scrolls V: Skyrim and the Creation Kit. Schlangster for providing the resources (SkyUI SDK) needed to create a Mod Configuration Menu. DarkFox127 for his various tutorials on how to create a Mod Configuration Menu on Youtube. Special thank you to everyone on AFKMods, Pyro's Asylum, JayCrane's Brewhouse and the following people for all of their suggestions, assistance and support. DSoS Arthmoor Winterlove Undriel Arron Dominion Enai Siaion CyborgArmGun WalkingMassofComplexes
  5. Wayshrines of Old is a simple plugin that adds remnants of the second era, wayshrines, as an alternate method of travel. An up to date, legal copy of The Elder Scrolls V: Skyrim + Dawnguard and Dragonborn. (Optional) SKSE (Optional) SkyUI Checked and cleaned with TES5Edit. Core Features Transitus Network Unlike the shrines constructed by the snow elves, these shrines function off of a Transitus network; which relies on flaming braziers that regular mortals can use. Whether or not it costs anything is up to you! Activation Costs By default, traveling between shrines is free of charge. However, if you wanted to spice things up a little, you have the option to charge the player 500 Gold, one full Grand Soul Gem or a Dragon Soul. Additionally you have the option to enable all of them at once but they will vary from shrine to shrine. Click here to read more about this. Discovery Before you can go on any adventures you first need to discover some shrines. Every location can be found inside of the following categories: Hold Capitals, Towns, Settlements, Orc Strongholds, and Unique Locations. In order for any locations to show up, you will need to discover the shrines in those locations. Otherwise, the only options you will see is ‘More’ or ‘Exit’. Alternatively, you can unlock almost all locations through an optional cheat which can found in the book “Configure Wayshrines” or the Mod Configuration Menu. The exception being the shrines located in Blackreach and the Soul Cairn, which were intentionally left out to not break the quests that unlock those locations. If you want to reach them, you are going to have to discover them on foot. Travel Travel is now instantaneous. Configuration Take charge of how the shrines operate in your game by configuring options through the book “Configure Wayshrines” or theMod Configuration Menu. The book will be added to your inventory whenever you load a save for the first time. Make sure you do not lose your copy of the book as you will not be given another one the next time you load the save. In case you ever lose your copy of the book, open the console, type help ws_configuration_book, add the book to your inventory with the following code player.additem xxxIDofBook. Alternatively, you can use AddItemMenu – Ultimate Mod Explorer by Towawot to add it to your inventory. Both more or less offer the same options so it doesn’t really matter which one you use. However, do not use both simultaneously as it will only create problems. Simply use one or the other. If you are going to switch from one to the other MAKE SURE that you reset all options to their DEFAULT options. Locations Hold Capitals Riften Solitude Whiterun Windhelm Winterhold Morthal Falkreath Dawnstar Markarth Towns Riverwood Ivarstead Shors Stone Rorikstead Karthwasten Settlements Stonehills Darkwater Crossing Old Hroaldahn Inn Whistling Mine Nightgate Inn Orc Strongholds Dushnik Yal Largashbur Narzulbur Mor Khazghur Unique Locations High Hrothgar Skaal Village Raven Rock Castle Volkihar Soul Cairn Dayspring Canyon Tel Mithryn Eldergleam Sanctuary Blackreach Frequently Asked Questions What are wayshrines? http://en.uesp.net/wiki/Lore:Wayshrines How is this different from SWIFT? Both aim to do similar but implementation is where these two differ. Click here to read more about this. Carriages make these redundant. This is an alternative, no different to the other alternatives that already exist i.e travelling on foot, riding a mount, hiring a boat or fast travel. They are only redundant if you make them that way. No options show up when I click into one of the categories! If the only options you see are “More” and “Exit” it means you have not discovered any locations inside of that category. How do I configure settings? A book will be added to your inventory called “Configure Wayshrines”. When you read the book, a window with the tabs More Information, Activation Costs, and Unlock All Locations will appear. Click into the relevant tabs to the options you want to configure. Alternatively if you have SKSE and SkyUI installed, you can configure the same options through the Mod Configuration Menu. However, do not use both simultaneously as it will only create problems. Simply use one or the other. If you are going to switch from one to the other MAKE SURE that you reset all options to their DEFAULT options. Why are there no options to travel to Dragons Bridge or Kynesgrove? The reason there are no shrines for either location is because they are already close to shrines for other locations. If you want to travel to Dragonbridge, you will have to travel to the shrine for Solitude. Similarly, you will need to travel to the shrine for Windhelm to reach Kynesgrove. Why can I not unlock the option to travel to Blackreach or Soul Cairn? I intentionally made it this way to avoid breaking the quests that unlock those locations. Unfortunately for you, It’s also not possible to unlock them with the console either. Again, if you want to reach them you are going to have to discover them on foot. Elder Scrolls Online is not canon! See below. How is this lore friendly? Not keen on my take of Wayshrines? Not a problem, check out the following alternatives that may be more to your tastes. Skyrim Wayshrines - Immersive Fast Travel - SWIFT by Pharros Wayshrones of Tamriel by Arizona_Steve The only reason I bothered with this project is because I was inspired by the diverse range of wayshrines in Elder Scrolls Online. That being the case, this never had a chance at being lore friendly. If you are looking for something that fits into the world a little better, try any of the alternatives that I attached before. Will texture overhauls affect the shrines? Yes. However it will not affect the shrine in Karthwasten. Can you add x location? Please comment below with your suggestion and I’ll see what I can do. Is this compatible with x? Click here to read more about this. Known Bugs Unfortunately followers will no longer accompany you when you travel between shrines. To get around this, I recommend using one of the following tools to summon your followers: Extensive Follower Framework Amazing Follower Tweaks Ultimate Follower Overhaul Summon Followers Credits ZeniMax Online Studios for The Elder Scrolls Online which serves as the inspiration for this entire project. Bethesda Softworks for The Elder Scrolls V: Skyrim Legendary Edition / Special Edition and the Creation Kit. Massive thank you to Billyro and DSoS. Seriously, if not for these two I doubt this project would have ever seen the light of day. Billyro for all his efforts in creating the normal and specular maps, brazier, and the snow variant of the former nordic wayshrine. DSoS for all of his aid in helping me create the fast travel and activation cost framework. Schlangster for providing the resources (SkyUI SDK) needed to create a Mod Configuration Menu. DarkFox127 for his tutorial on how to create a Mod Configuration Menu on Youtube. Hanaisse for teaching me the ropes on how to add collision to meshes with NifUtilsSuite. CyborgArmGun for general maintenance, asset optimization, and Bash tagging the ESP. MannyGT for the assets from The Gray Cowl of Nocturnal. Tamira for the assets from Antique Statue. Earrindo for the assets from Telvanni Tower Resource Pack. Tamu75 for the assets from Moss Shader Resource. Tileable Pergola Wood Texture by ftourini on deviantART Arthmoor, Arron Dominion, Enai Siaion, Undriel, WalkingMassOfComplexes, Winterlove, and everyone else in the community for all of their suggestions to help further improve this project. Meshes modified with Blender 2.78a+, NifUtilsSuite and NifSkope. Textures modified with Paint.NET. What's New in Version 1.0 Released 2 minutes ago Discovery Activation Costs (Dragon Souls, Soul Gems and Gold) Configuration (Book or MCM) More Locations
  6. Arthmoor

    [RELz] 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. Check out the video by pixelgamer: Download Locations AFK Mods Bethesda.net - PC Bethesda.net - XB1 Skyrim SE Nexus Installation Requirements Skyrim Special Edition 1.5.3 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Shor's Stone.esp and Shor's Stone.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: Make sure Grelka has gone to Riften, or is at least OUTSIDE her new house, and that all the other NPCs are NOT inside the inn. Then delete the Shor's Stone.esp and Shor's Stone.bsa from your Data folder and reload your game as usual. Load Order LOOT should be used for optimal placement. Place with other village mods of similar type. Compatibility Will not be compatible with other mods that change the layout or add things to Shor's Stone. Known Issues Grelka may become distracted on her trips to and from the village. Skyrim AI for traveling is wonky at best, and I've done as much as I can to smooth things over. She has been marked as protected to prevent being accidentally killed by the various hostiles along her travel route. Credits Hana - Blank inn sign resource used to create The Tapped Vein's sign.
  7. Version 2.0.3

    28 downloads

    In 2E 582, Molag Bal launched an all out invasion against Nirn. His aim was to merge Nirn with Coldharbor in a cataclysmic event that came to be known as the Planemeld. This was accomplished through the use of numerous Dark Anchors, or Dolmens, scattered around Tamriel (and presumably elsewhere too) that were to physically drag Nirn into Coldharbor. It was only through the heroic actions of one known as The Vestige that Molag Bal's plans were thwarted and all of Nirn saved from a gruesome end as soulless slaves. Though history does not record these events, the ruins themselves have survived. Adventurers have to this day reported many are guarded by daedra, others by the undead, and some by unnatural abominations of the wilds. This mod aims to bring a bit of ESO lore to Skyrim by adding 12 inactive Dolmens around Skyrim, all in relatively remote areas. This is primarily just for show but several have enemies to fight as well so you can use them to acquire some of the harder to find Daedric ingredients. Explore Skyrim, and you should run into them soon enough. Don't be lazy, go out and look!
  8. In 2E 582, Molag Bal launched an all out invasion against Nirn. His aim was to merge Nirn with Coldharbor in a cataclysmic event that came to be known as the Planemeld. This was accomplished through the use of numerous Dark Anchors, or Dolmens, scattered around Tamriel (and presumably elsewhere too) that were to physically drag Nirn into Coldharbor. It was only through the heroic actions of one known as The Vestige that Molag Bal's plans were thwarted and all of Nirn saved from a gruesome end as soulless slaves. Though history does not record these events, the ruins themselves have survived. Adventurers have to this day reported many are guarded by daedra, others by the undead, and some by unnatural abominations of the wilds. This mod aims to bring a bit of ESO lore to Skyrim by adding 12 inactive Dolmens around Skyrim, all in relatively remote areas. This is primarily just for show but several have enemies to fight as well so you can use them to acquire some of the harder to find Daedric ingredients. Explore Skyrim, and you should run into them soon enough. Don't be lazy, go out and look! Downloads AFK Mods Bethesda.net - PC Bethesda.net - XB1 Skyrim SE Nexus Installation Requirements Skyrim Special Edition 1.5.39 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Dolmen Ruins.esp, Dolmen Ruins.bsa, and Dolmen Ruins - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Dolmen Ruins.esp, Dolmen Ruins.bsa, and Dolmen Ruins - Textures.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Should be compatible with most other mods as the areas touched are pretty remote. Known Issues None. Credits Hana - The Dolmen models used to make the various sites are her work, based on screenshots from ESO. MadCat221 - LOD meshes for use with DynDOLOD.
  9. Arthmoor

    Shor's Stone

    Version 2.0.2

    45 downloads

    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.
  10. Arthmoor

    ESO Skyshards

    Version 1.0.1

    52 downloads

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

    Dolmen Ruins

    Version 1.0.1

    87 downloads

    In 2E 582, Molag Bal launched an all out invasion against Nirn. His aim was to merge Nirn with Coldharbor in a cataclysmic event that came to be known as the Planemeld. This was accomplished through the use of numerous Dark Anchors, or Dolmens, scattered around Tamriel (and presumably elsewhere too) that were to physically drag Nirn into Coldharbor. It was only through the heroic actions of one known as The Vestige that Molag Bal's plans were thwarted and all of Nirn saved from a gruesome end as soulless slaves. Though history does not record these events, the ruins themselves have survived. Adventurers have to this day reported many are guarded by daedra, others by the undead, and some by unnatural abominations of the wilds. This mod aims to bring a bit of ESO lore to Skyrim by adding 12 inactive Dolmens around Skyrim, all in relatively remote areas. This is primarily just for show but several have enemies to fight as well so you can use them to acquire some of the harder to find Daedric ingredients. Explore Skyrim, and you should run into them soon enough. Don't be lazy, go out and look!
  12. Arthmoor

    [RELz] ESO Skyshards

    ESO Skyshards Long ago, during the second era in the time of the Planemeld, adventurers sought out whatever power they could gain to aid in their battle against Molag Bal. Among these items of power were Skyshards, presumably made available by the gods for those who were dedicated to exploring both the hidden and mundane corners of Tamriel. Not much is truly known about them, but in these trying times of dragons and civil war, the Skyshards have once again appeared for the Last Dragonborn to discover and augment his power. ESO Skyshards places several shards throughout the province of Skyrim, including Dawnguard areas and Solstheim. Much like the ones from ESO itself, once you collect 3, you will earn 1 perk point to spend as you see fit. There are 6 in each section, for a total of 66 shards amounting to 22 extra perk points. That may seem like a lot, but by the time you've found them all you'll likely be pretty high level anyway so it balances out in the end. Sorry, beyond the 3 screenshots displayed for the mod, I will not reveal the locations of all of the shards. They do not have map markers either, and there are no plans to provide any. They are located in a mix of easy areas and hard areas so they should prove to be quite a challenge to locate. This mod will go especially well with mods that expand the number of perks you can use as well as perk overhauls that expand the number of points required to obtain perks. Downloads AFK Mods Steam Workshop Skyrim Nexus TES Alliance Dark Creations The Assimilation Lab Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Skyshards.esp and Skyshards.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Skyshards.esp and Skyshards.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Credits MadCat221: Mesh and texture assets provided for the Skyshards. JayCrane: Static collision for the model since the Havok variety would not have worked.
  13. Arthmoor

    [RELz] Dolmen Ruins

    In 2E 582, Molag Bal launched an all out invasion against Nirn. His aim was to merge Nirn with Coldharbor in a cataclysmic event that came to be known as the Planemeld. This was accomplished through the use of numerous Dark Anchors, or Dolmens, scattered around Tamriel (and presumably elsewhere too) that were to physically drag Nirn into Coldharbor. It was only through the heroic actions of one known as The Vestige that Molag Bal's plans were thwarted and all of Nirn saved from a gruesome end as soulless slaves. Though history does not record these events, the ruins themselves have survived. Adventurers have to this day reported many are guarded by daedra, others by the undead, and some by unnatural abominations of the wilds. This mod aims to bring a bit of ESO lore to Skyrim by adding 12 inactive Dolmens around Skyrim, all in relatively remote areas. This is primarily just for show but several have enemies to fight as well so you can use them to acquire some of the harder to find Daedric ingredients. Explore Skyrim, and you should run into them soon enough. Don't be lazy, go out and look! Downloads AFK Mods Steam Workshop Skyrim Nexus TES Alliance Dark Creations The Assimilation Lab Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - 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 Dolmen Ruins.esp and Dolmen Ruins.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Dolmen Ruins.esp and Dolmen Ruins.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Should be compatible with most other mods as the areas touched are pretty remote. Known Issues None. Credits Hana - The Dolmen models used to make the various sites are her work, based on screenshots from ESO. MadCat221 - LOD meshes for use with DynDOLOD.
  14. Requirements: An up-to-date, legit copy of Skyrim and all of the DLC. Soft-requirements: Unofficial Skyrim Legendary Edition Patch by the USLEEP Team (You do not need USLEEP to load this follower but it fixes a lot of bugs in the game and its DLC) Summary: I don't know about you but the lack of Argonian followers in Skyrim was getting to me. I already have Bright-Scales and Anum-La tagging a long with me on my adventures, but I felt there was room for one more, ya' know? I made a very basic argonian follower that I called Gromit, but, she didn't look quite the same like her ESO counterpart so I wasn't feeling it. Eventually, I decided to actually put some effort into making this Gromit much like the Gromit from ESO. No one asked for this follower. No one wanted this follower . . . apart from myself. This follower was going to appear in my upcoming project Companions of Nirn, but for the time being, I've decided against putting her into it. She's too personal. However, I may end up doing it at a later stage. Just gotta see how things pan out. Here are some shots of what she looks like so far with more effort: Project Progress Credits: GigaRat for voicing Gromit. ZeniMax Inc for Elder Scrolls Online. Warpaint is based off the warpaint in Elder Scrolls Online, and was hand painted by me in Photoshop Elements. Body Paint was hand painted by me in Photoshop Elements, using the Demon Brush Pack 1.0 by Michelle Czajkowski. Hanaisse for fixing my modified horns and Staff mesh. DSoS for writing the script that dismisses Gromit when the staff of Molag Bal is equipped. His permissions: Scripts that I have created for other mod authors can only be used by the mod author, unless explicit permissions have been given by both the mod author and me. All other resources can be used freely UNLESS stated otherwise. LogRaam for Eyes of Beauty. Download: Not available just yet
  15. Arthmoor

    So Much Lava

    From the album: Arthmoor's Goodies

    There's a lot of lava in this game
  16. BlackPete

    Bleakrock Village

    From the album: Elder Scrolls Online

    Bleakrock Village - town on Bleakrock Isle
  17. BlackPete

    Bleakrock Isle 3

    From the album: Elder Scrolls Online

    Bleakrock Isle - rock cliffs
  18. BlackPete

    Bleakrock Isle 2

    From the album: Elder Scrolls Online

    Bleakrock Isle - northern coast
  19. BlackPete

    Bleakrock Isle 1

    From the album: Elder Scrolls Online

    Bleakrock Isle - wilderness
  20. Kinda saw this coming a mile away: http://arstechnica.com/gaming/2013/08/bethesda-planning-15-monthly-fee-for-elder-scrolls-online/ Not like I was planning to play anyway, but for certain not now.

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