Arthmoor

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About Arthmoor

  • Rank
    Horkerborn
  • Birthday 04/06/71

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  • Website URL https://www.iguanadons.net

Profile Information

  • Gender Male
  • Location United Socialist States of America
  • Interests Programming, Modding, Gaming, Forums, XHTML/CSS, Astronomy, Movies, Politics, Conservative Values, US Sovereignty

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Arthmoor's Activity

  1. Arthmoor added a file in Cities, Towns & Villages   

    Dragon Bridge v1.0.1
    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.
    • 55 downloads
    • 0 comments
    • 0
  2. Arthmoor added a post in a topic When Vampires Attack - compatibility question   

    There should be no issues using the two mods together.
    • 1
  3. Arthmoor added a file in Gameplay Changes   

    ESO Skyshards v1.0.1
    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.
    • 86 downloads
    • 0 comments
    • 0
  4. Arthmoor added a file in Cities, Towns & Villages   

    Helarchen Creek v1.0.2
    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.
    • 96 downloads
    • 0 comments
    • 1
  5. Arthmoor added a file in Environment and Landscaping   

    Dolmen Ruins v1.0.1
    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!
    • 75 downloads
    • 0 comments
    • 0
  6. Arthmoor added a file in Quests   

    Oblivion DLC Delayers v1.0.1
    This mod is a simple yet immersive and lore friendly way for the official DLC in Oblivion to be started. Normally when creating your charater and exiting the prison cell, you are accosted by a number of highly unrealistic quest prompts that bombard you with information about things you should know nothing about and may not even want for the particular character you are playing. Instead, now you will either be able to find out about these quests via notes or in some cases simply by discovering the locations on your own.
    • 68 downloads
    • 0 comments
    • 0
  7. Arthmoor added a post in a topic Elder Scrolls VI Betting Pool   

    We knew Fallout 4 would be about the Institute and the Commonwealth in general because Bethesda more or less flat out told us that in Fallout 3. There were way too many obvious story pointers for it NOT to be the case. People were speculating on that as early as January of 2009 on the official forums. Well before any leaks that were supposedly providing us new information.
    The whole fall of a tower thing makes perfect sense to me and there was the much less obvious pointer about the Khajiit and the Void Nights so that seems to make Elsweyr a much more likely candidate with that in mind now. Though I would love to see them include Valenwood along with it since the two provinces aren't exactly large.
    • 1
  8. Arthmoor added a post in a topic Elder Scrolls VI Betting Pool   

    Ah, well. Either way, I don't think it would have been useful to renew the trademark and then apply it to a different product in the same series. That kind of defeats the purpose behind having a trademark on something. It's mean to stop confusion, not create it.
    • 0
  9. Arthmoor added a post in a topic Elder Scrolls VI Betting Pool   

    I think it's been pretty well established that they renewed Redguard for the GoG.com release. I don't think anyone bothered to check if Arena, Daggerfall, or Battlespire got renewed along with that.
    As I understand it, the leak image supposedly from 2014 was debunked and then later the leaker said it was a hoax. Just looking at the image it should be somewhat clear since they were talking about E3 and stuff we know wasn't going to be presented in 2014 at all.
    Obviously doesn't mean TES VI won't be in Valenwood, but that leaked image means nothing in that.
    • 0
  10. Arthmoor added a post in a topic Elder Scrolls VI Betting Pool   

    Bethesda has been known to drop hints in their games as to where they may go next. I don't recall much of anything that drew out Hammerfell, but if you take a look at the lore books for the Great War that mention the Void Nights, one could make the case for Elsweyr easily enough. Possibly combined with Valenwood. It would fit in nicely with the whole Thalmor theme considering the Khajiit basically think the Thalmor saved them from extinction. Maybe the 100 years since 4E 100 have given the cats time to think about it and they know they were duped.
    In any case, I've been pretty steadfastly calling then WHEN of a release for November 2018. It's not so easy to predict the WHERE though.
    • 1
  11. Arthmoor added a file in Cities, Towns & Villages   

    Karthwasten v1.0.2
    A simple village expansion for Karthwasten.
    Karthwasten is supposed to be a bustling mining town with two actively worked mines, yet only has a couple of buildings and too many NPCs to match. Plus it's a known lore town that's been here for at least 200 years. So this place needed a bit of an expansion to flesh it out and make it seem more like the "Karthwasten Hall" of old, in as much as Skyrim will allow for that. No more pitifully small center of mining for The Reach!
    * Each NPC now has their own home.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees, that account for the changes.
    • 137 downloads
    • 0 comments
    • 0
  12. Arthmoor added a file in Cities, Towns & Villages   

    Soljund's Sinkhole v1.0

    A simple village expansion for Soljund's Sinkhole.

    Soljund's Sinkhole is another one of those places where it just seemed odd that more was not done. A mining operation that by all accounts would be thriving were it not for a draugr problem. An area that 3 people are effectively living in, with only two actually being housed, and one of whom is a marriage prospect for the player! Such cramped conditions cannot stand, and so this small expansion has been done to releive the crowding problem.
    * Guard barracks for the guards to live in, with one extra patroller added due to the dangerous area. The jail is just for show, sorry
    * Perth can now share his house with you if you marry him.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area.
    Installation Requirements
    Official Skyrim patch 1.9.32.0.8 or greater.
    Installation - Wrye Bash BAIN
    Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
    Make sure the mod is active in the Wrye Bash mods tab.
    Installation - Steam Workshop
    Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install.
    Make sure it's active in the Data Files menu.
    Installation - Nexus Mod Manager
    Use the "Download with Manager" button on the  page at Skyrim Nexus. The installer should take care of things from there.
    Then simply make sure NMM has the mod activated.
    Installation - Manual
    Drop the Soljund's Sinkhole.esp and Soljund's Sinkhole.bsa files into your Data folder.
    Activate the mod using whatever management tool suits you.
    Uninstalling
    Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.
    To remove the mod: Delete the Soljund's Sinkhole.esp and Soljund's Sinkhole.bsa from your Data folder. Then reload your game as usual.
    Load Order
    LOOT should be used for optimal placement.
    Compatibility
    Fully compatible with Bring Out Your Dead.
    Will not be compatible with other mods that change the Soljund's Sinkhole exteriors.
    • 164 downloads
    • 0 comments
    • 0
  13. Arthmoor added a file in Cities, Towns & Villages   

    Whistling Mine v1.0.2


    A simple village expansion for Whistling Mine.
    It always seemed odd to me that an established mine with an active smelter had no place for the people there to live. Whistling Mine is cold, and inhospitable. Nobody in their right mind would actually sleep there! This mod solves that oddity by providing a small village for the 4 NPCs to live in and spend some time in. Cause who wants to spend their lives living in the mine they work in!
    It was also somewhat strange that Winterhold Hold had nothing but a single half ruined town in it.
    Installation Requirements
    Official Skyrim patch 1.9.32.0.8 or greater.
    Installation - Wrye Bash BAIN
    Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
    Make sure the mod is active in the Wrye Bash mods tab.
    Installation - Steam Workshop
    Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install.
    Make sure it's active in the Data Files menu.
    Installation - Nexus Mod Manager
    Use the "Download with Manager" button on the  page at Skyrim Nexus. The installer should take care of things from there.
    Then simply make sure NMM has the mod activated.
    Installation - Manual
    Drop the Whistling Mine.esp and Whistling Mine.bsa files into your Data folder.
    Activate the mod using whatever management tool suits you.
    Uninstalling
    Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.
    To remove the mod: Delete the Whistling Mine.esp and Whistling Mine.bsa from your Data folder. Then reload your game as usual.
    Load Order
    LOOT should be used for optimal placement.
    Compatibility
    Fully compatible with Bring Out Your Dead.
    Will not be compatible with other mods that change the Whistling Mine exteriors.
    Mods altering Angvild, Badnir, Gunding, or Thorgar will not be compatible.
    • 157 downloads
    • 0 comments
    • 0
  14. Arthmoor added a topic in The Pub   

    Nexus Security Breach
    Just a heads up that Nexus may have had a security breach. Probably a good time to go cycle your passwords.
    • 1 reply
    • 785 views
  15. Arthmoor added a file in Patches & Fixes   

    Unofficial Skyrim Legendary Edition Patch v3.0.9
    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Legendary Edition. The goal of the Unofficial Skyrim Legendary Edition Patch (aka USLEEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package.
     
    Warning: Only use the Unofficial Skyrim Legendary Edition Patch with the latest release version of Skyrim patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates.
     
    See the full changelog for details.
    • 14997 downloads
    • 1 comment
    • 1