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Found 21 results

  1. Keld-Nar

    Version 1.0.1

    78 downloads

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

    Version 1.0.2

    120 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.
  3. Helarchen Creek

    Version 1.0.2

    157 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.
  4. Karthwasten

    Version 1.0.3

    209 downloads

    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.
  5. Version 1.0.1

    214 downloads

    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.
  6. Whistling Mine

    Version 1.0.3

    320 downloads

    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.
  7. Shor's Stone

    Version 1.0.2

    254 downloads

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

    Version 1.1

    332 downloads

    A simple village expansion for Ivarstead. Ivarstead always seemed like it should be more to me. There are a number of people living in the inn on a permanent basis. While the game indicates it is a village in decline due to fewer and fewer visitors coming through, it's very clear that those who are in the inn now are permanent residents to the village who have fairly strong ties they can't just cut. Since it would have been lame to throw down a bunch of empty or destroyed properties, it felt only right that 3 new houses should be built for those residents to occupy. * Temba Wide-Arm will offer to share her house if married to you. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees that account for the changes.
  9. Version 1.0.7

    301 downloads

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

    Version 1.1.5

    268 downloads

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

    Version 3.0

    1481 downloads

    A small mod that makes citizens in a village or city run indoors during a dragon or vampire attack. This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking dragons and vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of giant flying fire breathing lizards (or bloodthirsty undead). NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead. This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine. Guards, members of The Companions, Vigilants of Stendarr, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse. Spawned dragons are detected via animation events, which should allow for completely reliable detection even if the dragon never lands on something. Hand placed dragons are detected when their combat state changes* as well as when they land on any available perch objects in the area. Vampires will be detected when the events that spawn them begin running. * [Only after they land on the ground] My Patreon Page: https://www.patreon.com/arthmoor
  12. Vergayun

    Version 2.0.2

    340 downloads

    It's the small fishing village with the funny name! As I was poking around in the CS, scouting locations for something to fill a hole, I took notice of a dock next to Fort Variela. I wondered if perhaps it was the footprint of something Bethesda simply left out. So I went looking for lore maps to see if anything at all was indicated there. One such map exists, and was marked with the word "Vergayun" right about where the dock is. As it turns out, an old discussion in the lore forum had taken notice of this before and concluded the name was actually added by an overzealous fan of Redguard when they extended the map for it to cover part of Cyrodiil. Well, lore correct or not, the name stuck. Imagine my surprise when checking my load order also turned up nothing touching the two cells I wanted to use. With a name, and the site being clear, the fishing village of Vergayun is born. It consists of an inn, a farmhouse, 2 small houses on the shore, and a larger building which is being used as a warehouse. The dock area has also been cleaned up a bit to remove the broken junk that was laying around. The inhabitants earn their living by fishing for slaughterfish, trapping mudcrabs, and harvesting clams. These are then turned into a delicious clam chowder, mudcrab stew, and slaughterfish surprise. Nobody is really sure exactly what the surprise is, and the innkeeper isn't talking!
  13. Urasek

    Version 1.0.4

    319 downloads

    A mining support town situated alongside Fort Urasek. Ever wonder where all the mithril for all those pieces of mithril armor come from? Unless we're to believe it appears by magic, someone has to spend the time digging holes in the ground to bring it up to the surface and turn it in to useful ore, which is then sold to blacksmiths to make armor. The town of Urasek attempts to answer this in some small way by representing the last known operational mine in Cyrodiil where mithril ore is brought up. The town consists of an inn, blacksmith who sells ore and finished pieces, and the arrogant Altmer land baron who runs things. I've checked lore sources and found next to nothing detailing how and where mithril ore is mined. Nothing says that Cyrodiil ever had any, nor do any sources mention exactly where the stuff comes from. So I felt this would remedy the situation without going too overboard.
  14. Sutch Village

    Version 1.0.4

    572 downloads

    As many are aware, Bethesda once had plans to include the city of Sutch in the game. The E3 demos contained passing hints to its existence, the map loop in the game's intro had it marked NW of Kvatch, in the CS you can make out the land depression they prepared for it along with several cells tagged as being part of it, and it even has its own Oblivion gate. For reasons unknown, it was cut from the game at the last minute and a ruined Fort Sutch plus the Oblivion gate is all that remains. As a result of this, several people have attempted reconstructions of the city. Plenty of projects have been abandoned, while others left their work for someone else to pick up. This village mod is our take on restoring Sutch to the game. Based on extremely sketchy lore found in scattered places on the web, we arrived at the conclusion that the city itself has been destroyed and only a ruin is left behind. Rather than attempt to rebuild a large city over the top of a ruin, this mod takes the position that settlers have only recently come back to the area in an attempt to start over. There is a village northwest of Fort Sutch, containing a manor house along with some housing, an inn, some supporting farms, a vineyard, and an ebony mine. Yes, the only one known to still be functioning in Cyrodiil. The stuff can't only be available in Morrowind :)
  15. Reedstand

    Version 1.0.4

    346 downloads

    Argonians in the swamp. Who would have thought? Reedstand is a small Argonian settlement in Blackwood just to the north of Reedstand Cave. It isn't much, but the locals have been here for what seems like an eternity, and have come to like their isolated little portion of the swamp. There is, however, trouble brewing. An eccentric wizard has caused corruption of the local plant life and landscape. The people have tolerated this so far, but they are growing impatient. This is yet another village mod stuffed into a small gap that doesn't appear to have been used yet. For those who say Cyrodiil is too overcrowded, be more creative, or I'll end up filling in all the spaces :)
  16. Molapi

    Version 1.0.1

    329 downloads

    Molapi is a small village built on the island just north of the city of Leyawiin. There you will find a small group of Argonians and Khajiit who are making the best of poor living conditions and oppression from the nearby city. Tensions are high, and there is an uneasy peace which is not being helped by the city watchman assigned to patrol the area. The name Molapi was actually plucked from an unofficial map of the area that had been created by a community member, which listed the Niben River as the River Molapi - supposedly deriving from old Elsweyr maps. As seen here: http://www.imperial-...oyb_elsweyr.jpg There is a quest included, which will only trigger some time after you've spoken to the village residents. Just visit once in awhile and it will start, unless the local city watch guard has been killed before the timer runs out. Be careful with your decisions during the quest - it has multiple outcomes and not all of them may be considered favorable to you.
  17. Gottshaw Village

    Version 1.0.1

    439 downloads

    Sometimes it makes little sense the way there are inns scattered about in places far enough from civilization to warrant being something more. Gottshaw Village is an expansion on the Gottshaw Inn to address this problem for one such place. Now instead of just a sleepy little inn, there's a blacksmith and two homes. Gottshaw also plays host to a group of refugees from Kvatch who will decide to settle and build a home here. One of these refugees is looking for her husband. Will you help the poor dear or leave her hanging?
  18. Frostcrag Village

    Version 1.0.7

    518 downloads

    High in the Jerall Mountains lies the impressive Frostcrag Spire. A magical wonder which you have apparently inherited from a long lost relative. As you arrive to claim your inheritance, you soon discover that there is a small village at the foot of the Spire which your unknown benefactor has failed to mention at all. Frostcrag Village is a small Nordic settlement that sits in the shadow of Frostcrag Spire and serves as the homes for those who became the Spire's caretakers. It is a fairly simple place, with a tavern and homes for the residents to live in. Yet despite its simplicity, there are things to do here, so talk to the folks. Especially the tavern keeper, who as usual has loose lips about any and all who live there.
  19. Feldscar

    Version 1.0.13

    327 downloads

    A small Nordic village in the lower Jerall Mountains, north of the Frostcrag area. Black Rock Inn serves as the primary means of local support, while trade in hides and leather goods made in the local shop serve as their ties to the rest of Cyrodiil. They live a reasonably isolated life but welcome visitors from far away places. Some well known people have passed through on their way through the back country, as Feldscar is one of the few places to escape the biting cold of the mountains.
  20. Faregyl Village

    Version 2.0.11

    696 downloads

    Feeding the empire, one roast chicken... or pork chop... or rabbit steak at a time! Cyrodiil demands MEAT! Ever notice how there's no real farming presence in Cyrodiil? Except for some really small isolated places, there's perhaps one major operation going on outside of Skingrad. And they make wine. Wine is great and all, but where do folks get the meat? I mean the good meat. Chicken, pork, rabbit. We have plenty of mutton, but, well, mutton can only go so far before it gets old. There's also a noticeable lack of traditional crops being grown anywhere on any kind of meaningful level. So I got bored while thinking about this and decided it was time to do something about it! I searched high and low and found only a small number of farming mods. The usual. Sheep, sheep, sheep, and oh, more sheep. Wonderful. Got the mutton sources covered now. So I'm attempting to fill in some of the gaps. There were a number of other good farming mods but they all landed in locations that were less than ideal, at least for my game. The UL team has someone working on a grand implementation out by Anvil, so I figured on letting them take care of that. So why Faregyl? What's so special about this place? Nothing really. When I scouted for locations it wasn't used by anything I could find. So I figured it was as good a place as any to stick some small farming operations. This mod adds a pig farm, chicken farm, rabbit farm, some traditional crops, and a local smithy to the Faregyl area. Instead of an isolated sleepy old inn, now there's a useful farming village to help sustain the population. Each farm is owned by an NPC who has a work schedule and a normal eat/sleep schedule. Don't try and mooch off the stuff though. Killing the livestock or stealing the crops is going to make someone angry if they catch you! There's also a local smithy who will repair gear and sell mundane supplies and equipment. He's got an ox to pull his cart, but the ox is mean. Don't mess with him. There's also two local legionaries who patrol the area to help keep the peace. And of course, the abandoned gold mine. Something the locals are reluctant to talk about.... Addendum for 2.x: If all you're looking for is a nice little village mod, you can ignore the quest and things will continue on their merry way. This mod was originally intended to be just that. A village with some nice atmosphere and a bit of a twist on the buildings. The mine quest as it was in version 1.x was an afterthought thrown together without much planning or direction. It is of course fun, and has some nice story elements and is worth the trip down there just to see it. Of course, as with all things of this nature, I couldn't resist tweaking and fiddling and have ended up creating something much more. So if you're into questing, the surest way to trigger things is to head for the mine. You may also get it as a rumor from elsewhere. If you've played through 1.x already, then you'll already have a pretty good idea of what's going to transpire. Things have been adjusted some and the quest is now tracked via the journal with actual logs. The story has been fleshed out more and is a lot more interesting. There's also a bit of cross-mod story telling going on. A mod called Pemberly Manor had some mention of one of the NPCs having holdings around Cyrodiil. One of which was the farms at Faregyl. I've incorporated this into things and not only are the farms owned by the NPC, but so was the mine. To say more would spoil. A word of warning - the quest now has some real consequences based on what you do and the decisions you make. The mine is no longer the end of the story. The state of the village itself can be affected. As you progress this should become somewhat obvious. It is also possible that you will not get to experience everything that's possible. Yes, some decisions can have dire consequences. Yes, you can be evil, and yes, you can screw things up even if you weren't planning to. This is an aspect of many games that Oblivion is lacking in. Most of your actions have no real impact on Cyrodiil. They will in Faregyl though. Of course, that means you can play through again with a different character and have a different outcome. Something else to keep in mind. Certain mods may influence the outcome of events depending on what their NPCs may do while in the village. Play your cards right and some of those extra NPCs may help you turn a bad situation around. Travelers from TIE come to mind as the most common examples. A few of them make regular stops in Faregyl and are generally friendly to the player. Influence from mods can also go bad if they place enemies near the area. You've been warned. Also a general caution. This has been the case since first release, but none of the villagers are marked essential. If they die, they die. I've made every effort to keep nasties away from the village by removing spawn generators but I can't cover everything.
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