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Found 11 results

  1. Version 1.29

    101 downloads

    Credits to Arcoolka for all his ideas and concepts he pioneered in RTS for FO3 and New Vegas. RTS for New Vegas You can dynamically place houses, stores and objects, recruit villagers and merchants. Random bandit raids or animal attacks. Everything you place is paid for with gold or firewood. The default is to pay with firewood and if you don't have enough to pay with gold. When the mod starts, you will be given 3 food objects. A RTS Controller and two RTS Scroll objects. For your convenience, you should favorite and hotkey these items. To access the settings and tutorial, press either RTS Scroll objects four times. There is a TUTORIAL for placing objects and another for a House. There are three classes of Merchant; blacksmith, General store and Apothecary. Villagers who live in a store will automatically work as that class. There are five merchant inventories for each class. The merchant will randomly be assigned one of those inventories. Merchant inventories reset every day. So you could have 5 merchants with different inventories, or 10 merchants assigned to the same inventory. You can recruit upto 200 individually named NPCs. Villagers pay taxes of 10gp per day. Villagers can become followers. (They are leveled NPC's, min 10, max 60) Villagers will forage and harvest plants in the area. Villagers not in combat will now heal 5pts per second. During combat they heal 2pts per second. Four Militia Squads. You can have all your villagers following you at the same time. You can tell your squad members to be essential or killable. You can tell them to move out of your way. You can tell them to harvest plants while following you. Butterflies and fish collection can be toggled. New Orders> Assign uniform ------ New Orders> Done assigning uniform. To assign a uniform, tell them you have a new uniform, it automatically forgets the old uniform. Then give them the new armor, then tell them you are done. A uniform can have upto one bow, one shield and one melee weapon plus other armor and jewelry. If they already have the item, you need to take it and give it back to them. If you don't assign a uniform, they will wear the item(s) you give them. If you assign a uniform without a helmet and then later give them a helmet, they will wear the helmet till the next time you change cells. If they have a shield assigned as part of their uniform and they equip a different shield, the script will make them switch to the assigned shield. Same for bows and melee weapon. If they equip a spell, staff or torch, the script will not force them to change items. You can have an unlimited number of houses, shelters and workshops. *6 new building types with internal cells ....You can build 30 of each style for a total of 180 internal cells. ....You can change the outside appearance of the house after you place it. ....This will not change the internal cell or the look of the door. ....Sneak and activate the door to get the menu. ....3 workshops, 1 tavern ....Two house styles that you can upgrade to workshops. Eight Placeable Fast Travel Markers. Bandit Raids. Merchants pay a share of their profits to you. 100 gold per day. Hire Lumberjacks to work at your Lumbermill. --Each Lumberjack will make 800 firewood a day. As long as they are not on morning or evening patrol route. Patrol routes with three patrol shifts. --Eight routes, eight markers for each route. Placeable Lights Plants, furniture, decorations, shrines, walls, etc. *New blueprint spell : Conjuration ....Equip the spell, it will start highlighting objects you can blueprint. ....Cast the spell on the highlighted object you want to blueprint. There is also a cheat menu to add gold, smithing supplies and alchemy supplies. Change Log: 0.11 Fixed : Cancelling item did not clean up properly. 0.12 Fixed : House walls did not sync up if you rotated the house. Added : Shrines 0.13 Fixed: Scaling objects wasn't working. Added: Readme to the settings menu. Added: Floors (Stone and wood) Added: Workshops now come with stone floors Added: Settings menu has an option to reset the X/Y/Z axis. 0.14 Added: Some new stuff to the Decor list. Added: Chimneys to the construction list. Added: A working campfire to the Crafting list. Change: Lowered cost of floors to 1000 gold. Change: Item Cost is displayed after you select a category. Added: Houses have an option to build a stone floor (This only works for new houses, not existing houses) Don't build a house at a slope, the walls get messed up. 0.15 Added: Villagers can now become followers. (They are leveled NPC's, min 10, max 25) Change: Because of restrictions on follower voices, villagers have less variety on voice types. Change: Idle packages now sleep, eat, harvest plants and idle. But looking for neighbor's houses is not working. Added: Plants, crops, mushrooms, etc. Added: Thrones to the chair list. 0.16 Change: Villagers will now goto a Store, Apothecary and visit Houses and Shelters. Fixed: Villagers actually walk to the plants they harvest instead of harvesting by telekinesis. They will try to head home before bedtime (22:00) Added: Light Category Torch Sconce with real light that you can activate. Torch without a sconce is for an invisible light. Candle is for an invisible small light. Change: Campfires now come with a light. (Does not work on existing campfires.) Added: Houses and workshops now have an option for basic furniture.(This only works for new buildings, not existing buildings) 0.17 Added: Ore Deposit category. Added: Destructible barriers to the Wood House Parts category. So it only costs 200 gold. Fixed: Merchant containers weren't resetting properly. Changed: When placing a shelter, you will have an indicator for where the final doorway will be. Fixed: Timing issue on torch sconce. 0.18 Added: Patrol route marker categories. Three routes, eight markers for each route. If you skip any markers or don't place them all, they will return to the first marker for that step. You MUST place the first marker for everything to work right. Added: Really, really bad text-to-voice dialogue. My microphone even added a hollow sound to it. Added: Dialogue for patrol routes. Three patrol shifts with three routes gives you 9 combinations. One patrol shift is 8 hours. (6am, 2pm, 10pm) A villager can only have one route and one patrol shift at a time. It will take them a minute or two to begin their patrol. Changed: If you don't like the cost of any category, you can change it in the CK, just change the cost property on that category activator. Same for workshop upgrades, floor and furniture. Changed: If you have upgraded your house with floor or furniture, it will be refunded if you demolish it. Changed: If you have upgraded your house with floor or furniture and then upgrade to a workshop, it will deduct the price of the floor and furniture from the upgrade cost. Of course, you could always use the cheat button if you need more money. 0.19 Added: Villager Dialogue to open inventory window. Added: Item cost is now shown while you scroll through the Categories, but if you are scrolling quickly, it may take awhile for the messages to catch up. Added: Bandit Raids. In Settings menu, enable raids and one will start immediately. Random size raid(min 10, max 20), coming from a random direction. Then next raid will come in 14 - 36 hours. Or, just hit enable raid again to start another wave. Added: Villagers pay taxes of 10gp per day. Talk to any villager to collect your taxes. Fixed: Villagers should go home after a raid, as long as it's less than 5 minutes from the start of the raid. Added: More Raid Types. Changed: Recruiting villagers now cost 200 gold. Fixed: Quest script too long, causing some people to not be able to use any RTS control object. Added: Merchants now pay a share of their profits to you. 100 gold per day 0.20 Added: Lumbermill There is a Wood Pile next to the saw blade. Activate the Lumber Pile to add 20 Firewood to the Wood Pile. If you leave any firewood in the wood pile, it will be added to the Village Supplies. Paying for any items will draw down the Village Supplies first. Fixed: No longer place multiple sets of basic furniture. Fixed: Merchants would not stop paying profits, this would cause the script to hang. Fixed: Store Merchants now sell items instead of reserving them. Fixed: Multiple copies of the Lumberpile. Hire Lumberjacks to work at your Lumbermill. Each Lumberjack will make 800 firewood a day. As long as they are not on morning or evening patrol route. Any NPC that uses the Lumbermill Idle animation will now make 20 firewood and place it in the Village supplies. 0.21 Added: Fast Travel Markers. (After you place the marker, you need to save/reload your game or exit/re-enter the cell or fast-travel.) ... One named "Your village", and seven numbered markers. Fixed: Recruiting Villager would pay first before checking if there was room at that building. Added: More containers. Fixed: Previously existing houses and stores can now use the basic furniture button. Added: Statues to the decor list. Changed: Villagers will immediately equip any weapon or armor you give them, without having to be your follower. ... Villagers will remember what gear you gave them and will re-equip it if they change cells or you fast-travel. ... Does not work on existing villagers. You have to swap them out for new villagers. Changed: Villager Count is visible in the Settings Menu. 0.22 Added: Four Militia Squads. ... You can now have all your villagers follow you at the same time. ... Follow close, far, hold position. ... May not work on existing villagers. You may have to swap them out for new villagers. Changed: Increased Villager max level to 60. Fixed: Villagers in Militia squads will sneak/equip/unequip weapons faster. Fixed: Villagers in Militia squads are 90% more likely to assist you in committing murder of town guards. Changed: All villagers set to 'Brave'. 0.23 Changed: This mod no longer saves the game for you. New Commands: Essential or killable New Commands: Assign uniform New Commands: Harvest while following New Commands: Don't collect butterflies and fish, just plants. New Commands: Move out of your way. Changed: You can now place multiple items without having to re-select the same item. Changed: Removed exploit that let you use/activate objects before paying for them. ... To turn it back on, open the CK> Quests> RTScontrolQuest> RTScontrolQuestscript> AllowActivationBeforePaying> set to true Changed: If you use console commands to resurrect your villager, it will no longer break the script updating. Changed: Villagers not in combat will now heal 5pts per second. During combat they heal 2pts per second. 0.24 Change: Increased cost of lumbermill to 11000 Added: Stairs category Added: 6 new building types with internal cells ....You can build 30 of each style for a total of 180 internal cells. ....You can change the outside appearance of the house after you place it. ....This will not change the internal cell or the look of the door. ....Sneak and activate the door to get the menu. ....3 workshops, 1 tavern ....Two house styles that you can upgrade to workshops. 0.25 Added: New blueprint spell : Conjuration ....The next time you use your RTS controller you will be given the spell. ....Equip the spell, it will start highlighting objects you can blueprint. ....Cast the spell on the highlighted object you want to blueprint. ....Not all objects can be blueprinted. ....Cost is based on size. Larger objects will cost more. Minimum 200 gold. You will get an option to blueprint objects or remove them from the blueprint list or delete it. You cannot delete vanilla objects, only objects placed with scripts or console commands. Objects with scripts on them may be incorrectly flagged as deleteable. Proceed at your own risk. You cannot blueprint NPCs or objects you can put in a container ... only statics, furniture, etc. WARNING: Some objects will cause your game to crash during placement. If nothing happens when you try to blueprint, unequip the spell from BOTH hands until you get a message that objects are released and try again. None of this works on DLC specific objects or proprietary objects from other mods, they have to exist in the vanilla game. Any blueprinted objects you place will not be removed if you disable the mod, you have to delete them manually. 0.26 Changed: You can move the doors of the new interior cell houses. Changed: Blueprint spell can move objects that have previously been placed. Changed: Changed the price calculation of blueprinted items. Added: Dialogue option to have merchants sell 24/7 ....May need to save/reload your game to update the merchant dialogue. ....May even need to load a different save before loading your current game to make new dialogue options appear. Added: Door Teleporters ....Connect any two locations with a placeable Teleport door. ....These are different than the old doors. 0.27 Changed: Placing teleport doors while changing cells or fast travelling should work better. Changed: Internal cell house doors shouldn't reset anymore. Added code to fix issues even if they do. Changed: Squad members won't harvest if you are sneaking. Changed: If a villager is not in a squad/on patrol and doesn't have a house and can't find a house, they will run to your village fast travel marker. 0.28 Changed: Placeing patrol routes is easier. Place the first one in the list and it automatically cycles to the next one in the sequence. Example: Select Route 2 Area 1, place it and it cycles to Area 2, ready to place. Added: Five more patrol routes for a total of eight. Added: Exterior houses now come with doors when you upgrade them. Older houses will add a door the next time you activate them. I don't recommend covering up existing doors. Find an empty wall or location, place the first teleport door. Activate the first door to begin placement for the second teleport door. Run or fast travel to the location where you want the first door to connect to. Place the second door where ever you like. Now you can use the doors as if the two locations are connected. Now you can link all your player homes together, even homes/buildings from other mods. This is assuming that you can already get to both locations normally and want another doorway. Sneak and activate either door for removal options. 0.282 Added: Weapon racks. Two that look like Plaques, one can hold crossed swords, the other can hold a bow. The third rack looks like a stand. 1.29 JFresh Changed: Optimized all WAV and LIP files to FUZ format. Changed: Compiled all source scripts, as they were not in the mod. Changed: Cleaned dirty edits and removed "same as masters" records (240+ of them) using xEdit. Removed: All TGA files removed from facegen folder. They are irrelevent in Skyrim SE. Changed: Compressed everything into BSA to lower mod size.
    1.00 USD
  2. Version 1.0.0

    154 downloads

    I did not create this mod, I merely fixed the major problem with this mod that caused most people to remove it. This mod was available on the Nexus for a long time but it has since disappeared. There are still the Russian and Spanish Translations but there is something that ALL of these versions shared. The roads outside of Helgen are REALLY messed up, as in there are none! So I fixed it. At first I thought it was a case of the mod author KahvozeinsFang had intially disabled the road pieces for whatever reason. I find out that wasn't the case. Each road piece in a long distance in any direction (as well as some trees and stone walls) had be linked to a marker through the Enable Parent then to an X marker that lead nowhere. Whatever Quest or script owned this (I couldn't figure that out) wasn't firing so the roads were not appearing in game. I went through every road piece and removed that Enable Parent and it started working. Load Order: Haven't really encountered a problem with that but I would suggest it load near the beginning. IMPORTANT: DO NOT START A NEW GAME WITH THIS MOD ACTIVATED! After installation, turn off the plugin in which ever mod manager you are using (I use MO2) until AFTER you make it out of Helgen and to Riverwood. In the case of those who are using Alternate Start, only activate it AFTER you have went to Helgen and found the burned corpse with the Journal. Activate it from a save in an interior cell as well. DO NOT use this with Helgen Reborn. It is incompatible. This mod adds NPCs back into Helgen, and repairs the damage. It adds a Blacksmith, an Inn, a General Merchant. There is also a follower. The guards who are patrolling are Falkreath Guards. In my testing on my live streams I found everything was working except the issue with the vanished roads. Normally with my uploads I have a video and slew of images but I didn't do any of that for this. Please trust me when I say it looks great and works perfectly now.
    Free
  3. View File Helgen Rebuilt (Fixed Version) I did not create this mod, I merely fixed the major problem with this mod that caused most people to remove it. This mod was available on the Nexus for a long time but it has since disappeared. There are still the Russian and Spanish Translations but there is something that ALL of these versions shared. The roads outside of Helgen are REALLY messed up, as in there are none! So I fixed it. At first I thought it was a case of the mod author KahvozeinsFang had intially disabled the road pieces for whatever reason. I find out that wasn't the case. Each road piece in a long distance in any direction (as well as some trees and stone walls) had be linked to a marker through the Enable Parent then to an X marker that lead nowhere. Whatever Quest or script owned this (I couldn't figure that out) wasn't firing so the roads were not appearing in game. I went through every road piece and removed that Enable Parent and it started working. Load Order: Haven't really encountered a problem with that but I would suggest it load near the beginning. IMPORTANT: DO NOT START A NEW GAME WITH THIS MOD ACTIVATED! After installation, turn off the plugin in which ever mod manager you are using (I use MO2) until AFTER you make it out of Helgen and to Riverwood. In the case of those who are using Alternate Start, only activate it AFTER you have went to Helgen and found the burned corpse with the Journal. Activate it from a save in an interior cell as well. DO NOT use this with Helgen Reborn. It is incompatible. This mod adds NPCs back into Helgen, and repairs the damage. It adds a Blacksmith, an Inn, a General Merchant. There is also a follower. The guards who are patrolling are Falkreath Guards. In my testing on my live streams I found everything was working except the issue with the vanished roads. Normally with my uploads I have a video and slew of images but I didn't do any of that for this. Please trust me when I say it looks great and works perfectly now. Submitter The Mighty Nine#9485 Submitted 10/25/2020 Category Overhauls Co-Authors Guest
  4. View File Mighty Rorikstead This mod has been successfully reverse engineered from SE. If any problems are encountered please let me know Watch the video, that is what I made it for. All of your questions may be answered simply watching the video in its entirety. Also please make sure to read the mod page thoroughly as well If you enjoy my work, please consider Becoming a Youtube Channel Member What this mod does: Improves the Hamlet of Rorikstead to include a Blacksmith, Alchemist, and a General merchant. This mod adds a wall around the hamlet. Information: All exterior navmesh has been edited correctly, tested, and found working. Guard patrols have been extended to the gates of the town along the road. The interiors of the added buildings are a custom single mesh with full collision to help with FPS NPCs use vanilla bodies (or which ever body type you use in game) NPC clothing is vanilla (or which ever mod you may use to alter it) All merchants operate off their own chests which refresh daily, and all merchants have more gold. Ivanka is a Master Alchemist Trainer Merchant operating hours 8 am to 8 pm There are four exits/entrances to the town An explanation for Orc Blacksmiths in found in the journal "Love Conquers All" which provides a Smithing increase Any custom assets ARE NOT allowed for usage in your own mods. These include the exterior models of the buildings, interior models and various other models which were made by me personally. These models may be available in the future in a Resource mod I may produce. Any 3rd party assets remain property of the respective mod authors and are used with permission. Load Order: It shouldn't be an issue but it is recommended to place it very high in the list. If you have any issues, please consider moving the esp up or down as needed before screeching bloody murder in the comments. Compatibility: This mod is NOT, repeat in the strongest possible terms, NOT compatible with any mod which changes the exterior of Rorikstead. This mod SHOULD be compatible with Skyrim VR (if it is not let me know in the comments) Credits: Insanity Sorrow Runs Oaristys Liam Darkfox127 and finally and most importantly Jack Daniels for making the finest sipping whiskey in the Known Universe. Submitter The Mighty Nine#9485 Submitted 03/22/2020 Category Overhauls Co-Authors Guest
  5. Version 1.0.0

    11 downloads

    This mod has been successfully reverse engineered from SE. If any problems are encountered please let me know Watch the video, that is what I made it for. All of your questions may be answered simply watching the video in its entirety. Also please make sure to read the mod page thoroughly as well If you enjoy my work, please consider Becoming a Youtube Channel Member What this mod does: Improves the Hamlet of Rorikstead to include a Blacksmith, Alchemist, and a General merchant. This mod adds a wall around the hamlet. Information: All exterior navmesh has been edited correctly, tested, and found working. Guard patrols have been extended to the gates of the town along the road. The interiors of the added buildings are a custom single mesh with full collision to help with FPS NPCs use vanilla bodies (or which ever body type you use in game) NPC clothing is vanilla (or which ever mod you may use to alter it) All merchants operate off their own chests which refresh daily, and all merchants have more gold. Ivanka is a Master Alchemist Trainer Merchant operating hours 8 am to 8 pm There are four exits/entrances to the town An explanation for Orc Blacksmiths in found in the journal "Love Conquers All" which provides a Smithing increase Any custom assets ARE NOT allowed for usage in your own mods. These include the exterior models of the buildings, interior models and various other models which were made by me personally. These models may be available in the future in a Resource mod I may produce. Any 3rd party assets remain property of the respective mod authors and are used with permission. Load Order: It shouldn't be an issue but it is recommended to place it very high in the list. If you have any issues, please consider moving the esp up or down as needed before screeching bloody murder in the comments. Compatibility: This mod is NOT, repeat in the strongest possible terms, NOT compatible with any mod which changes the exterior of Rorikstead. This mod SHOULD be compatible with Skyrim VR (if it is not let me know in the comments) Credits: Insanity Sorrow Runs Oaristys Liam Darkfox127 and finally and most importantly Jack Daniels for making the finest sipping whiskey in the Known Universe.
    Free
  6. View File Mighty Rorikstead Watch the video, that is what I made it for. All of your questions may be answered simply watching the video in its entirety. Also please make sure to read the mod page thoroughly as well If you enjoy my work, please consider Becoming a Youtube Channel Member What this mod does: Improves the Hamlet of Rorikstead to include a Blacksmith, Alchemist, and a General merchant. This mod adds a wall around the hamlet. Information: All exterior navmesh has been edited correctly, tested, and found working. Guard patrols have been extended to the gates of the town along the road. The interiors of the added buildings are a custom single mesh with full collision to help with FPS NPCs use vanilla bodies (or which ever body type you use in game) NPC clothing is vanilla (or which ever mod you may use to alter it) All merchants operate off their own chests which refresh daily, and all merchants have more gold. Ivanka is a Master Alchemist Trainer Merchant operating hours 8 am to 8 pm There are four exits/entrances to the town An explanation for Orc Blacksmiths in found in the journal "Love Conquers All" which provides a Smithing increase Any custom assets ARE NOT allowed for usage in your own mods. These include the exterior models of the buildings, interior models and various other models which were made by me personally. These models may be available in the future in a Resource mod I may produce. Any 3rd party assets remain property of the respective mod authors and are used with permission. Load Order: It shouldn't be an issue but it is recommended to place it very high in the list. If you have any issues, please consider moving the esp up or down as needed before screeching bloody murder in the comments. Compatibility: This mod is NOT, repeat in the strongest possible terms, NOT compatible with any mod which changes the exterior of Rorikstead. This mod SHOULD be compatible with Skyrim VR (if it is not let me know in the comments) Credits: Insanity Sorrow Runs Oaristys Liam Darkfox127 and finally and most importantly Jack Daniels for making the finest sipping whiskey in the Known Universe. Submitter The Mighty Nine#9485 Submitted 03/22/2020 Category Overhauls Co-Authors Guest
  7. Version 1.0.0

    66 downloads

    Watch the video, that is what I made it for. All of your questions may be answered simply watching the video in its entirety. Also please make sure to read the mod page thoroughly as well If you enjoy my work, please consider Becoming a Youtube Channel Member What this mod does: Improves the Hamlet of Rorikstead to include a Blacksmith, Alchemist, and a General merchant. This mod adds a wall around the hamlet. Information: All exterior navmesh has been edited correctly, tested, and found working. Guard patrols have been extended to the gates of the town along the road. The interiors of the added buildings are a custom single mesh with full collision to help with FPS NPCs use vanilla bodies (or which ever body type you use in game) NPC clothing is vanilla (or which ever mod you may use to alter it) All merchants operate off their own chests which refresh daily, and all merchants have more gold. Ivanka is a Master Alchemist Trainer Merchant operating hours 8 am to 8 pm There are four exits/entrances to the town An explanation for Orc Blacksmiths in found in the journal "Love Conquers All" which provides a Smithing increase Any custom assets ARE NOT allowed for usage in your own mods. These include the exterior models of the buildings, interior models and various other models which were made by me personally. These models may be available in the future in a Resource mod I may produce. Any 3rd party assets remain property of the respective mod authors and are used with permission. Load Order: It shouldn't be an issue but it is recommended to place it very high in the list. If you have any issues, please consider moving the esp up or down as needed before screeching bloody murder in the comments. Compatibility: This mod is NOT, repeat in the strongest possible terms, NOT compatible with any mod which changes the exterior of Rorikstead. This mod SHOULD be compatible with Skyrim VR (if it is not let me know in the comments) Credits: Insanity Sorrow Runs Oaristys Liam Darkfox127 and finally and most importantly Jack Daniels for making the finest sipping whiskey in the Known Universe.
    Free
  8. Version 1.0.3

    14 downloads

    Watch the video that is what I made it for. Most if not all of your questions will be answered simply by watching the video in its entirety. Don't be a Skooma Addicted Skeever and only watch some of it then ask a question that may have been answered in the video. Overview: This mod adds a General Goods merchant, and a blacksmith into the town of Morthal. It also adds a small player home which can be purchased (if you have the gold). The Merchant is named the Morthal Trading & Goods and the Blacksmith shop is named Smoke on the Water. All 3 of the NPCs added are completely standalone. They ARE not followers but all are merchants. These NPCs are SFW and have "Protected" status. So don't kill them alright? All buildings added are custom models made by myself with full collision. The interior meshes are also custom models, turning the interior into a single custom mesh (very FPS friendly). All exterior navmesh changes were done correctly and no problems with NPC pathing should be encountered. Install with the mod manager of your choice Load Order is a YOU problem. I haven't found a problem in my testing of the mod of where it should be placed. Compatibility: This mod is probably NOT compatible with any mod that changes the town of Morthal such as JK's Skyrim. Credits: NPC Hair by Apachii CBBE Body by Ousnius Male Body by FavoredSoul Stroti for textures Oaristys for Witcher Resources
    Free
  9. Version 1.0.3

    66 downloads

    Watch the video that is what I made it for. Most if not all of your questions will be answered simply by watching the video in its entirety. Don't be a Skooma Addicted Skeever and only watch some of it then ask a question that may have been answered in the video. Current version is Mighty Morthal V3 Overview: This mod adds a General Goods merchant, and a blacksmith into the town of Morthal. It also adds a small player home which can be purchased (if you have the gold). The Merchant is named the Morthal Trading & Goods and the Blacksmith shop is named Smoke on the Water. All 3 of the NPCs added are completely standalone. They ARE not followers but all are merchants. These NPCs are SFW and have "Protected" status. So don't kill them alright? All buildings added are custom models made by myself with full collision. The interior meshes are also custom models, turning the interior into a single custom mesh (very FPS friendly). All exterior navmesh changes were done correctly and no problems with NPC pathing should be encountered. Install with the mod manager of your choice Load Order is a YOU problem. I haven't found a problem in my testing of the mod of where it should be placed. Compatibility: This mod is probably NOT compatible with any mod that changes the town of Morthal such as JK's Skyrim. Credits: NPC Hair by Apachii CBBE Body by Ousnius Male Body by FavoredSoul Stroti for textures Oaristys for Witcher Resources
    Free
  10. View File Mighty Morthal Watch the video that is what I made it for. Most if not all of your questions will be answered simply by watching the video in its entirety. Don't be a Skooma Addicted Skeever and only watch some of it then ask a question that may have been answered in the video. Overview: This mod adds a General Goods merchant, and a blacksmith into the town of Morthal. It also adds a small player home which can be purchased (if you have the gold). The Merchant is named the Morthal Trading & Goods and the Blacksmith shop is named Smoke on the Water. All 3 of the NPCs added are completely standalone. They ARE not followers but all are merchants. These NPCs are SFW and have "Protected" status. So don't kill them alright? All buildings added are custom models made by myself with full collision. The interior meshes are also custom models, turning the interior into a single custom mesh (very FPS friendly). All exterior navmesh changes were done correctly and no problems with NPC pathing should be encountered. Install with the mod manager of your choice Load Order is a YOU problem. I haven't found a problem in my testing of the mod of where it should be placed. Compatibility: This mod is probably NOT compatible with any mod that changes the town of Morthal such as JK's Skyrim. Credits: NPC Hair by Apachii CBBE Body by Ousnius Male Body by FavoredSoul Stroti for textures Oaristys for Witcher Resources Submitter The Mighty Nine#9485 Submitted 02/17/2020 Category Skyrim Legendary Edition
  11. View File Mighty Morthal Watch the video that is what I made it for. Most if not all of your questions will be answered simply by watching the video in its entirety. Don't be a Skooma Addicted Skeever and only watch some of it then ask a question that may have been answered in the video. Current version is Mighty Morthal V3 Overview: This mod adds a General Goods merchant, and a blacksmith into the town of Morthal. It also adds a small player home which can be purchased (if you have the gold). The Merchant is named the Morthal Trading & Goods and the Blacksmith shop is named Smoke on the Water. All 3 of the NPCs added are completely standalone. They ARE not followers but all are merchants. These NPCs are SFW and have "Protected" status. So don't kill them alright? All buildings added are custom models made by myself with full collision. The interior meshes are also custom models, turning the interior into a single custom mesh (very FPS friendly). All exterior navmesh changes were done correctly and no problems with NPC pathing should be encountered. Install with the mod manager of your choice Load Order is a YOU problem. I haven't found a problem in my testing of the mod of where it should be placed. Compatibility: This mod is probably NOT compatible with any mod that changes the town of Morthal such as JK's Skyrim. Credits: NPC Hair by Apachii CBBE Body by Ousnius Male Body by FavoredSoul Stroti for textures Oaristys for Witcher Resources Submitter The Mighty Nine#9485 Submitted 02/17/2020 Category Skyrim Special Edition
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