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Found 16 results

  1. 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.
  2. Arthmoor

    Cutting Room Floor

    Version 3.0.9

    129 downloads

    A content restoration mod for Skyrim and the official DLCs. From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. Villages that were supposed to exist have been brought back. Quests that were partially implemented have been completed. Various items have been restored that were still in the data files. NPCs have been brought back to the game and given homes where appropriate. Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet. NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items CRF Bug Tracker Check out the video for the mod by Brodual: https://www.youtube.com/watch?v=ByPbGhFX2aM
  3. [Note: This post is a rewrite of the original from October 2017 and is being updated to reflect current understanding.] Beginning with Patch 1.5.3 of Skyrim Special Edition, the game supports a new type of mod file known as a "light plugin" with the .esl extension. Elminster has spent a considerable amount of time studying how this works and has had a number of community members aid in verifying this information. Since questions about new plugin types come up all the time, I felt it was best to make sure our source here is accurate. Flag Types Plugins can have 3 different flag types: ESP, ESM, and ESL. This causes them to load in different ways, and in some cases handle their form IDs different from the old ways. ESP files are standard every day mods. There will be no type flag set on these and they have the .esp file extension. Mod managers all know how these work and various modding tools consider these to be the basics of modding. Files flagged with ESM are commonly referred to as "masters". They load early, immediately following the 5 hardcoded official files. Files flagged with ESL are known as "light plugins" or "light masters". How these load is determined by their file extension. The exception being any Creation Club content you may have downloaded. Those files load immediately following the 5 official files, according to the order they're listed in the Skyrim.ccc file. File Extensions The engine treats files in a certain way based on their file extensions: A .esm file extension will always be treated as a master file. The ESM flag will automatically set in memory. A .esl file extension will always be treated as a light master. The ESM and ESL flags are automatically set in memory. A .esp file can function as either type of file depending on which flags are set in its file header. If the ESM flag is set, then the .esp is treated as a master file. If the ESL flag is set, it will be treated as a light plugin. If BOTH flags are set, then it is treated as a light master. It is important to note that as far as the game is concerned, a .esp file with no ESM flag will load as a normal .esp file would. All standard load order procedures apply to them, and any properly functioning mod manager should handle them the same way it does regular .esp files. The Golden Goose Files with the ESL flag are given special treatment with their form IDs. Upon loading into the game, the form IDs are remapped into the FE mod index. This is now considered a special slot in SSE and should not be occupied by any mods in your load order. Not even the Bashed Patch or any other form of merged data. As a result of this new support, the engine can allow you to bypass the previously hard limit of 255 plugin files. The theoretical limit now should be 4096 ESL flagged mods. Individual files flagged as ESL can in theory hold up to 4096 form ID records. In practice this ends up actually being 2048 form ID records because the engine reserves everything from $0x0000 to $0x07FF. All files using ESL flags must therefore contain their internal form IDs between xx000800 and xx000FFF. Anything exceeding this range is invalid and the game will either crash or you'll have severely corrupted data due to overruns. The reason for this is how the mapping works. We're all familiar with the normal 8 digit form ID. The first 2 digits are only used to handle load order, the other 6 are internal to their plugin file. What the ESL flag system does is it break this down even further. The First 3 digits get mapped into an internal table for the FE slot. The remaining 3 belong to the actual records in the plugin. You'll end up with something like this: FE000800 - FE000FFF ModFile1 FE001800 - FE001FFF ModFile2 FE002800 - FE002FFF ModFile3 FExxxyyy and so forth up until you reach FEFFFFFF and run out of IDs and mappings. This is where the 4096 files and 2048 form IDs per file comes from. The benefits of all of this should be fairly clear. No more need to merge the 20 weapon mods with 5 records each. Just flag them with ESL and you're good to go. This is much safer than merging and is fully supported by the game engine so it works the same way for everyone. Other Information Using ESL flagged files come with some important issues to consider: 1. You must be playing on a copy of SSE version 1.5.3 or newer in order to use ESL flagged files. 2. You must be using a copy of the SSE CK version 1.5.3 or higher in order to properly recognize these files for editing. 3. Form IDs need to be compacted for the file to be considered valid. The CK has an option called "Compact Active File Form IDs" in the file menu. 4. You cannot compact IDs on a file you intend to continue using in an existing save or you WILL corrupt it due to the form IDs contained within it being rewritten. Only do this on files you have not yet begun using, and which do not yet exist as public releases. 5. NMM does not work with files that have the .esl extension or carry an ESL flag. It has been reported to completely lock up if even one of these is present in your Data folder. Use a functional mod manager such as Wrye Bash to manage these types of mods. 6. If by some wierd twist of fate you end up with a ESL flagged file that's also ESM flagged and someone uses a standard .esp file as a master to it for some reason, that file will be forced to load into the wrong part of your setup. Normally a standard .esp file will never load before anything ESM flagged, this is the one exception to that now and it should be considered a bug to report to any mod's author who has done this. This post will be updated again as needed to reflect new information that may be uncovered.
  4. Misery and despair have haunted you all your life. Just when you thought it couldn't get any worse, you've been arrested and thrown in the dungeons. Your trial was supposed to be weeks ago, only nobody has come for you. It's been so long since seeing daylight you no longer know what month it is anymore. The dungeon is cold, damp, and worse still, you're running out of food. At least you have that leak in the wall for water. It seems as though you've been forgotten, soon to rot away and die. The eight have forsaken you! Or... have they? Live Another Life provides an alternative means to start the game for those who do not wish to go through the lengthy intro sequence at Helgen. You will be given the opportunity to choose your race and then choose a new life for your character to lead. A wide variety of choices will be available. What you choose will have a lasting impact, so choose carefully or the gods may forsake you again! Additional support has also been provided to allow you to extend Live Another Life with your own starts. Check out the video review GamerPoets did for his first episode: https://www.youtube.com/watch?v=Pi5AU8yCry0 Downloads AFK Mods Bethesda.net - PC Bethesda.net - XB1 Skyrim SE Nexus Live Another Life Bug Tracker Installation Requirements Skyrim Special Edition 1.5.50 or greater. You will need to turn on subtitles to see the text for the startup quest. Alternately, download and use Fuz Ro D-oh - Silent Voice to see subtitles only on those NPCs with no voiced audio. This requires SKSE, so it will only work on PC copies of the game. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the Live Another Life page at Skyrim Nexus. The installer should take care of things from there. Or add it to NMM manually through the "Add File" dialogue. Then simply make sure NMM has the mod activated. Installation - Manual Drop Alternate Start - Live Another Life.esp, Alternate Start - Live Another Life.bsa, Alternate Start - Live Another Life - Textures.bsa, and Alternate Start - Live Another Life.ini into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Live Another Life 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. That said, should you insist on going forward with doing so you must adhere to the following: First things first. You need to be sure the main quest has been started before you can uninstall this mod. The quest "Live Another Life" must have been marked as completed, AND you must have "Before the Storm" listed in your journal. Uninstalling prior to this will break the main quest as well as the civil war. It should also go without saying that if you're using the farmhouse start, clean your stuff out of it first because if you don't you'll lose it all. Clean your stuff out of any other start location containers you may be using, including any that are part of the vanilla game because they will NO LONGER BE SAFE STORAGE!!! Once that's done, use your preferred method to uninstall the mod. The .esp, .bsa, and ini files must be removed entirely. Load Order Due to the sensitive nature of the mod, it should be loaded relatively late in the load order. A lot of other mods may seek to make modifications to Helgen and the charactergen quests. Moving this further down in your list will likely help, a lot. I highly recommend going with the order LOOT specifies. Starting the Main Quest Skyrim has a lot more flexibility in pursuit of the main quest, even when playing the default Helgen scenario. Alduin's appearance does not force one to pursue the main quest beyond Helgen. So this mod is mainly providing a mechanism to bypass Helgen and not encounter Alduin either. The game will patiently wait for you to follow along. So there's no special effort really needed to avoid it, just don't do it For most of the starts, it will appear as though your "Live Another Life" quest has stalled. You will not have an active objective telling you where to go next. When you are ready to begin pursuing the main quest, talk to an innkeeper and ask them for rumors. You'll be given a generic rumor about Helgen and told to travel there. You can also simply go to Helgen on your own without anyone telling you to do so. The main quest will also start if you join the Civil War, complete the first two missions for your chosen side, and then get sent to Whiterun. Once there, you'll find Whiterun closed. If you manage to bribe or persuade your way in, the next guard you pass by who delivers the line about Helgen being hit by a dragon will resolve the beginning portion. Otherwise asking them what they mean by dragons will get you pointed toward Helgen and you can proceed from there. If you somehow avoid all the guards and get into Dragonsreach without ever hearing about Helgen, the MQ will be force-started upon entering the main hall. Sorry, but this failsafe is required because it is not possible to advance the Civil War until Bleak Falls Barrow and Dragon Rising have been completed. Bethesda did not supply dialogue to allow for a Stormcloak takeover of Whiterun before starting the Main Quest. Choosing the campsite start will begin immediately with the encounter with Alduin. Using this mod to follow the default Helgen sequence will play out the same as the vanilla game. Extensions As of version 2.5.0 and higher, Live Another Life allows for extensions to be written to provide additional starting options. This is a known list of extensions that are available: City Guard - the example extension provided on the Nexus page for LAL. Legacy of the Dragonborn - An extension to allow you start as a relic hunter for the mod's museum in Solitude. New Beginnings - Several new start options using the extension framework. Compatibility Patches Starting Spell Choice Compatibility Tested and confirmed to work with Open Cities Skyrim. Known to be incompatible with any mod which attempts to remove the essential flags from any NPCs in Helgen. Not compatible with Opening Scene Overhaul due to conflicts with edits to MQ101. Moving LAL after it in the load order should resolve the problem but obviously that then makes the opening scene overhaul a moot point because it will be overridden. If you ignore this and leave it with OSO after LAL, the initial load screen will freeze and the game will never load. There is nothing that can be done about this. Helgen Reborn – Fully compatible, even with the vanilla start option. Shlongs of Skyrim (ugh, yes, there really is a mod about that) - This has been reported to completely mess up the cart ride for the vanilla start option. If you're going to use that mod, it is best to wait until you're off the carts and inside the keep before installing it. Become High King of Skyrim - Edits MQ101, though it's a dirty edit. Either clean the mod using TES5Edit or make sure it loads BEFORE Live Another Life so that it won't cause the "new game" menu to get stuck. Better Vampires - No issues should arise from using LAL and BV together. Even the vampire start should work properly as the method LAL uses to change you into one uses script calls BV retains in its edited version of the player's vampire quest. Mods altering the Abandoned Prison (cell 00021594) will probably need to be patched since the navmesh has been edited. Mods which alter the following quests will not be compatible without a patch: MQ101 - Unbound MQ102 - Before the Storm WERoad01 - Farmer refugees after dragon attack Mods which edit the following scripts will not be compatible unless patched: QF_MQ101_0003372B QF_MQ102_0004E50D TIF__0005A6A6 TIF__0005A6B1 TIF__000D50CA TIF__000D50DB TIF__000D50E0 TIF__000D660D TIF__000E2D03 Known Issues The Thane offer won't be available in every city right away if you use a property owner start. The quest interaction makes doing so impossible without sacrificing too much of the content to it. When picking the Companions guild start, you need to go watch the fight before Vlikas will go outside to train you. When choosing one of the two civil war starts, you are strongly advised to let the Jagged Crown scene play out. If you don't, the quest may fail to start and the entire civil war quest line will get jammed. There may be some unfound dialogue that references Helgen. If you find some and have NOT witnessed Alduin fly overhead yet, please report those with as much detail as possible. Some quests in a major city you pick a start for may not be available until after you've left that city and returned later. This is normal. It's due to how "Change Location" events work in the game and there's nothing that can be done about it. If you pick the ship arrival start for Raven Rock, the mouse is not being locked down for some reason when the function is called to run the animated ship ride. No know solution for this exists as of yet. Avoid moving the mouse. It will disrupt the scene, even though the boat will arrive properly. It just looks goofy as hell. Troubleshooting Options Available Choose from one of the many options to start your character. As more ideas are fleshed out, this list will grow. Credits Chesko - For his polygon shape detection script. Nikkita - For her awesome work on the voiced lines for the statue of Mara in the starting cell. Dwip - The new mesh section for the farmhouse interior. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  5. Arthmoor

    ESO Skyshards

    Version 2.0.4

    38 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.
  6. Jebbalon

    Hanged Man Example

    First here is link to My Stuff page - Jebbalon's Stuff That is where I uploaded an example of how to Hang NPCs in Skyrim. (there's other stuff on the page - or - will be) Here I'd like to discuss it more, maybe answer questions and offer other uses for the technique used. Vanilla Skyrim comes with an attempt to provide a method of Hanging NPCs. However, it is not used - because it doesn't work. Following objects and scripts are involved... hangedManRopeTRIG [ACTI:00035328] rigidBodyDummy [MSTT:000D19BA] fakeForceBallNudge [EXPL:000C800D] HangedManScript.psc DefaultWerewolfAttachPointSCRIPT.psc That last script is what I used to combine with the HangedManScript to make my example mod. It is used on a Werewolf in Gallows Rock - he is hanging by one hand. This works and it was not hard to figure out how to combine the two. Here is my final script to use on corpses you want to send to the gallows!! You'll notice I made comments in some places. The OnHit and OnItemRemoved events are optional - if you just want the hanging you can comment them out. OnHit event currently just drops the body but you could add the ApplyHavokImpulse to hit the corpse and make it move instead. The OnItemRemoved is setup to have a letter placed in inventory and when removed the body drops. You can easily change that to any item, use OnItemAdded instead, or have some other action take place instead of dropping corpse. Original setup used the activator hangedManRopeTRIG - I think they wanted the cool effect of Robin Hood shooting the rope and saving his friends! But this doesn't work. One reason is that the rope mesh has collision on it. This makes the NPCs head sit all weird and causes it to flip out. In my example mod I used a rope that doesn't have collison DockColStrSignRope01 [STAT:00093480] As seen in the Werewolf example - it's script is attached to the corpse, not the rope. This works much better. If you still want the Robin Hood effect you could add small collision box around rope and attach an OnHit() script to that. Now for the other script I included in my example mod..... This is attached to the rigidBodyDummy and will translate the node back and forth slightly to simulate the body swaying while hung. Okay, that's all I have for now. Any questions or comments ? Thanks all, -Jebbalon
  7. Arthmoor

    [RELz] 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 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 .esp and .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 .esp and .bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Compatible with Falskaar - Dawnstar dock addition from Falskaar remains accessible. Compatible with Bring Out Your Dead. Will not be compatible with other mods altering the city layout. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  8. Arthmoor

    Rorikstead

    Version 1.0.2

    18 downloads

    "A Small Farmstead in the Western Plains. Grain, Leather, Horses." - Holdings of Jarl Gjalund. Rorikstead is a farming village on the northwest end of Whiterun Hold. It has a rich history with a mention in an ancient book accounting for the property once owned by Jarl Gjaland, and a ballad is sung about the death of Ragnar the Red taking place there. Yet when you see the place in person it's a sad shadow of all of that history. This mod aims to bring at least some of that back by expanding the village with more NPCs, houses to put them in, and additional farming for them to do. The town also now has a blacksmith to fulfill the complete picture. * Extra guard patrols and guard dogs added to help fend off wildlife and other threats. * Two of the new NPCs can be married if you help them with their crops and you can live in their houses with them if you so choose. * Lokir's abandoned house is included and can be claimed as a new home if you wish. * 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. * Blacksmith allows investing in his shop with the appropriate Speech perk. * LOD has been generated for the area. My Patreon Page: https://www.patreon.com/arthmoor
  9. Arthmoor

    [RELZ] Rorikstead

    "A Small Farmstead in the Western Plains. Grain, Leather, Horses." - Holdings of Jarl Gjalund. Rorikstead is a farming village on the northwest end of Whiterun Hold. It has a rich history with a mention in an ancient book accounting for the property once owned by Jarl Gjaland, and a ballad is sung about the death of Ragnar the Red taking place there. Yet when you see the place in person it's a sad shadow of all of that history. This mod aims to bring at least some of that back by expanding the village with more NPCs, houses to put them in, and additional farming for them to do. The town also now has a blacksmith to fulfill the complete picture. * Extra guard patrols and guard dogs added to help fend off wildlife and other threats. * Two of the new NPCs can be married if you help them with their crops and you can live in their houses with them if you so choose. * Lokir's abandoned house is included and can be claimed as a new home if you wish. * 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. * Blacksmith allows investing in his shop with the appropriate Speech perk. * LOD has been generated for the area. My Patreon Page: https://www.patreon.com/arthmoor Download Locations 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 / Vortex 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 Rorikstead.esp, Rorikstead.bsa, and Rorikstead - 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 Keld-Nar.esp and Keld-Nar.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Tested and is compatible with Bring Out Your Dead. Will not be compatible with other mods that also modify Rorikstead without a patch. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  10. Does anyone know what affects the dead body cleanup system? I'm getting to a point where if I have a fight with more than a couple of mobs, when I'm finished and go look for corpses to loot, they're all gone! It's incredibly frustrating and also a risk of losing important quest stuff. I found this on reddit. I, too, am convinced that the game is cleaning up bodies in a totally unreasonable way. I was just clearing Dead Man's Respite, an interior area, and when I killed King Olaf all his minions' bodies had despawned. I'm tempted to use the author's fix to bruteforce the game not to clean bodies so obsessively. Would this destabilize the game even more? I may also suspect of another cause. My good old Sofia seems to be the perfect mule, she doesn't seem to have a carry weight limit at all! So I've been carelessly hauling stuff on her back and she's now carrying over 10000 (awkward, I don't know what Skyrim's units of mass are named). I notice that every time I open either her inventory or my own (pretty heavily loaded as well) I lag for a couple of seconds before getting the list. Is it possible that Skyrim SE's choking on too many objects to be aware of? Thanks for any help.
  11. Arthmoor

    [RELz] 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. Download Locations 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 Helarchen Creek.esp, Helarchen Creek.bsa, and Helarchen Creek - 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 Helarchen Creek.esp, Helarchen Creek.bsa, and Helarchen Creek - Textures.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement.
  12. Arthmoor

    Helarchen Creek

    Version 2.0.3

    50 downloads

    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.
  13. Arthmoor

    Dawnstar

    Version 2.0.3

    23 downloads

    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
  14. Arthmoor

    Dragon Bridge

    Version 2.0.2

    38 downloads

    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.
  15. Arthmoor

    [RELZ] 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. 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 Dragon Bridge.esp and Dragon Bridge.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 Dragon Bridge.esp and Dragon Bridge.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  16. Arthmoor

    The Horkerpocalypse

    Version 2.0

    29 downloads

    No one knows why it happened. Was it revenge? Were the Gods angry with us? Was that mage who left here cursing our names responsible? It no longer matters. We are in the battle of our lives! Windhelm has been overrun. There is little hope. Nothing we can do to save ourselves. To whomever reads this note, we beseech you. Stop this madness before it takes us all straight to Oblivion! It's here! The Horkerpocalypse is upon us all! -- Note found pinned to a post outside Windhelm sometime last night. Is that a beer stain? From the demented minds of the AFK Mods team comes a mod with absolutely no true purpose whatsoever. Born of a chat session that got just a bit too... weird. Come, hero, prove yourself worthy. Save the citizens of Windhelm from their beer induced delusions if you dare. Do you have what it takes to stop The Horkerpocalypse?

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