Tuesday, 9 August 2016

DCS - RPG Mod



Description

Adjusts the RPG infantry settings so they fire on low flying aircraft as well as ground vehicles.

Changes RPG settings from

GT_t.LN_t.RPG.type = 2
GT_t.LN_t.RPG.PL[1].reload_time = 60
GT_t.LN_t.RPG.PL[1].ammo_capacity = 3

to

GT_t.LN_t.RPG.type = 3 (Ability to fire on low flying aircraft.)
GT_t.LN_t.RPG.PL[1].reload_time = 10 (60 seconds to reload?)
GT_t.LN_t.RPG.PL[1].ammo_capacity = 6 (Well why not eh?)

DCS World v1.5.4

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Download

DCS World RPG Mod v1.0

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DCS - Labels Mod



Description

Designed to be more concise than the default labels, allowing vehicles to only be defined at realistic distances within the limitations of DCS World.

* = Aircraft
+ = Ground and ship target

No labels for "weapons" such as SAM missiles.

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Download

DCS World Labels Mod v1.04

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Monday, 8 August 2016

DCS - Single Player Mission - DCS SA342L Gazelle Insurgents S&D SP 001



Description

Title: Insurgents S&D

Vehicle: SA342L Gazelle

Type: Single Player Mission

Platform: DCS World v1.5.4

Includes: Dismounts Script by Marc "MBot" Marbot

Your mission is to search and destroy insurgent vehicle convoy, comprising of one UAZ, one Ural-375 with a ZU-23 AA and three Kamaz covered trucks travelling from Chakva region to Mahindzhauri region. Possible resistance from insurgent infantry with AKs, RPGs and Igla short-range SAMs.

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Installation

There are two versions of this mission, scripted and unscripted. When attacking the convoy, the scripted version creates more infantry from parked trucks. The reason there's two versions is that I have found that when the script runs there's a short game pause.

Pick if you want either the scripted version or unscripted version.

Copy DCS SA342L Gazelle Insurgents S&D SP 001.miz into your \Saved Games\DCS\Missions\Single\ directory.

If you are using the scripted version copy the DismountsScript.lua into your \DCSWorld\Scripts\ directory.

Open the Mission Editor, load mission, click on 'Set Rules for Trigger', click on first entry and make sure 'Do Script File' entry points to the DismountsScript.lua file you added to your scripts directory.

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Download

DCS SA342L Gazelle Insurgents S&D SP 001 v1.02

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Sunday, 10 July 2016

Skyrim - Reachcliff Cave Overhaul



Description

Reachcliff Cave needed some love as it was a horrible mess, sadly underutilised.

  • Fixed all issues such as ruins sconces emitting light even though they had no fire in them due to quest stage mess-ups.
  • Fixed all quest stage object issues.
  • All lighting replaced and made to look realistic (dependent on which lighting mod you're using).
  • Dark cave lighting that darkens further as you get closer to Namira's shrine.
  • Added a room for Eola to sleep etc as she alludes to being "forced" out by draugr.
  • Disabled overly bright and glitchy low-level mist.
  • Lots of stuff really.


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Lighting Mod Compatibility (Important)

If you use this mod with a lighting mod that changes the Reachcliff Cave cell lighting, you may have to remove those edits from your lighting mod with TES5Edit.

Remove.

Block 7 Subblock 6
ReachcliffCave01 "Reachcliff Cave" [CELL:00015227]

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Download

Reachcliff Cave Overhaul v1.0
Reachcliff Cave Overhaul v1.01

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Friday, 10 June 2016

Skyrim - Dawnguard Sentries and Outposts



Description

Creates four Dawnguard outposts at Riften, Solitude, Whiterun and Markarth and populates them with Dawnguard who help the city guards protect against the vampire menace. As I didn't want to reinvent the wheel I recommend using this mod with Immersive Patrols.

  • 19 Dawnguard NPCs with full sleep, work, relax AI rota.
  • 3 new buildings.
  • 4 new internal cells.
  • Buildings and NPCs gradually develop and populate (complete after quest 'A New Order').
  • All the lighting made to look realistic (dependent on which lighting mod you're using).

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Bugs and Stuff

Known Issues:

NPCs Not Turning Up for Work

V1.03:
Markarth, The Forsworn Conspiracy. When initially entering Markarth the Dawnguard that stands by the main gate is often assigned the dialogue "Everyone stay back. The Markarth city guard have this all under control. There are no Forsworn here." after Weylin attacks Margret as he is the closest to the player and is in every practical sense a Markarth guard. It would be best if only the Markarth guards are assigned this dialogue. If you don't want the Dawnguard to say this dialogue enter Markarth during the day. 6am to 6pm. It would be nice to remove some of the Markarth guards and have only Markarth guards say the quest dialogue but it's beyond my modding capabilities.

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Download

Dawnguard Sentries and Outposts v1.02
Dawnguard Sentries and Outposts v1.03 (adds Markarth)

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Saturday, 16 April 2016

Skyrim - Shrine of Azura Overhaul



Description

Shrine of Azura Overhaul adds a basic ancient Nordic room with eight beds for pilgrims and Aranea Ienith to rest in. This also fits with Aranea Ienith's dialogue "There were others at first, but Azura's visions tested everyone's faith. One by one, they left. Afraid to know their own future." that there was originally somewhere for members of the cult to stay.

  • Adds a basic ancient Nordic room.
  • All the lighting made to look realistic (dependent on which lighting mod you're using).
  • Removes the absurd lit candles from the altar.
  • Removes the tent and other items from outside including the dreadful looking icicles.
  • Adds a Shrine of Azura on the altar which cures all diseases and gives the Blessing of Azura.

The internal cell is set to not reset so it should be ok to store items in the chests. Check for yourself.
Aranea Ienith does not actually sleep as this causes a bunch of AI problems I couldn't be bothered to sort out.

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Installation

1) Drop the Shrine of Azura Overhaul.esp into your Data directory.
2) Set the load order (after any lighting mod if you have one).

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Download

Shrine of Azura Overhaul v1.01

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Wednesday, 13 April 2016

Skyrim - Alva's House Player Home



Description

Makes Alva's House into a player home to be used after finishing the Laid to Rest quest.

Reworks all lighting to be as realistic as possible.
Clears away some of the unnecessary and annoying items (baskets and hay bales being the most annoying).
Changes house and cellar to 'No Reset Zone' so storage is safe (always check for yourself).
Adds two cupboards, alchemy and enchanting workbenches to the cellar.
Adds secret entrance around the rear of the property for sneaky players.
Player can use cellar coffin to sleep (for vampires).
More storage.

Maybe some other things I've forgotten about...

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Installation

1) Place Alva's House Player Home.esp .bsa and .bsl into your Skyrim data directory folder.
2) Set the load order (after any lighting mod if you have one).
3) You need the key from either Alva or Hroggar. It is probably best you kill both and loot the key (those who can't obtain the key use player.additem 00070E80 1)


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Lighting Mod Compatibility (Important)

If you use this mod with a lighting mod that replaces or changes the Alva's House cell lighting, you may have to remove those edits from your lighting mod with TES5Edit and place this mod after your lighting mod in your load order. If you do not take out the lighting cell edits you will have too many lights for the Skyrim engine to handle.

Cell to remove from your lighting mod:

FormID / Cell

Block 6 Subblock 4
MorthalAlvasHouseCellar "Alva's Cellar" [CELL:0010CEEA]

Block 7 Subblock 9
MorthalAlvasHouse "Alva's House" [CELL:000138E1]


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Download

Alva's House Player Home v1.0

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Skyrim - Half-Moon Mill Player Home



Description

Want to own Half-Moon Mill? Now you can.

Makes you the owner of Half-Moon Mill.
Bed can be used.
All containers, chest, wardrobe, cupboard and barrels do not reset (I've checked but check for yourself before using).
Makes all items yours.
Adds and changes all the lighting to look realistic (dependent on which lighting mod you're using).

Images taken with realistic Lighting Overhaul and Enhanced Lights and FX installed.

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Installation

Only install this mod after the Dark Brotherhood quest and you have looted the Half-Moon Mill key from Hern.

1) Place Half-Moon Mill Player Home.esp into your Skyrim data directory folder.
2) Set the load order.

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Lighting Mod Compatibility (Important)

If you use this mod with a lighting mod that replaces or changes the Half-Moon Mill cell lighting, you may have to remove those edits from your lighting mod with TES5Edit and place this mod after your lighting mod in your load order. If you do not take out the lighting cell edits you will have too many lights for the Skyrim engine to handle.

Cell to remove from your lighting mod:

FormID / Cell

Block 7 Subblock 0
HalfMoonMill "Half-Moon Mill" [CELL:000161EF]

Realistic Lighting Overhaul and Enhanced Lights and FX are free of Half-Moon Mill light edits.

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Download

Half-Moon Mill Player Home v1.02

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Skyrim - Riftweald Manor Player Home



Description

Make Riftweald Manor your home after it becomes vacant...

I didn't see the sense in Riftweald Manor staying vacant when it would make pretty good home for a Guildmaster when overhauled.

This mod is intended to be used with Thieves Guild Overhaul and should be consistent with the lighting level of my other interior overhaul mods and Realistic Lighting Overhaul. Please can you at least calibrate your monitor and install this mod before telling me it's too dark...

All the lighting made to look realistic (dependent on which lighting mod you're using).
Becomes fully-fledged player home with advantages such as sleep 'well rested bonus' and 'no reset zone' storage.
Plenty of storage containers without looking too obvious and out of place.
Fireplace moved from main bedroom down to the kitchen.
Adds a book shelf, weapon racks and shield hanging.
Adds a follower room in the basement (followers don't often use their beds but there you go...).
Clears up the junk room for use as an enchanting and alchemy room.
Gates open between Riftweald Manor and the Temple of Mara.
Loads of other stuff.

File cleaned with TES5Edit.

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Installation

1) Install only after you have completed Darkness Returns (the key to open Riftweald Manor will not turn up until you've finished it).
2) Place Riftweald Manor Player Home.esp into your Skyrim data directory folder.
3) Set the load order.
4) Anywhere other than Riftweald Manor open console and type 'ResetInterior RiftenMercerFreyHouse' without quotes.
5) Look for the key on the Guildmaster's desk in the The Ragged Flagon - Cistern.

If you are using Thieves Guild Overhaul this mod goes before it in the load order.

Riftweald Manor Player Home.esp
Thieves Guild Overhaul.esp

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Lighting Mod Compatibility (Important)

If you use this mod with a lighting mod that replaces or changes the Riftweald Manor cell lighting, you may have to remove those edits from your lighting mod with TES5Edit and place this mod after your lighting mod in your load order. If you do not take out the lighting cell edits you will have too many lights
for the Skyrim engine to handle...

Cell to remove from your lighting mod:

FormID / Cell

Block 0, Sub-Block 5
RiftenMercerFreyHouse "Riftweald Manor" [CELL:00037CC6]

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Bugs and Stuff

The main/dining room weapon rack might 'eat' weapons and become unusable. This glitch only seems to happen with iron greatswords, this may or may not be the save I was using for testing as it has cleared up when I reverted to an earlier save.

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Download

Riftweald Manor Player Home v1.01

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Skyrim - Rorik's Manor Player Home



Description

If Rorik and his companion, Jouane Manette meet with an 'accident' or some other unnatural death this mod changes their home into a player home.

Adds and changes all the lighting to look realistic (dependent on which lighting mod you're using).
Reworks much of the interior adding more storage, a bookcase, better furniture, mannequin, Mara shrine etc.
Sissel's training AI removed so she will not come visit and stand around looking confused.

The Images may look a bit darker than in-game and Realistic Lighting Overhaul was installed when taken. There are some screenshots with ELFX installed as well...

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Installation

Only install after Rorik and Jouane Manette have been killed and you have looted Rorik's Manor key.

New Game

1) Place Rorik's Manor Player Home.esp into your Skyrim data directory folder.
2) Set the load order.

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Lighting Mod Compatibility (Important)

If you use this mod with a lighting mod that replaces or changes the Rorik's Manor cell lighting, you may have to remove those edits from your lighting mod with TES5Edit and place this mod after your lighting mod in your load order. If you do not take out the lighting cell edits you will have too many lights for the Skyrim engine to handle.

Cell to remove from your lighting mod:

FormID / Cell

Block 5, Sub-Block8
RoriksteadRoriksManor "Rorik's Manor" [CELL:00013871]

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Download

Rorik's Manor Player Home v1.0

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Sunday, 10 April 2016

Skyrim - Sinderion's Laboratory Player Home



Description

Sinderion's Laboratory was a bit of a mess so I cleaned it up.

Yes it's dark. Images taken with realistic Lighting Overhaul installed...

Adds and changes all the lighting to look realistic (dependent on which lighting mod you're using).
Adds more storage, including two barrels, one large dwarven chest, one small dwarven chest, one strong box and two dwarven dressers.
Adds a Shrine of Mara.
Lab area all reworked.
Idle markers added so followers do something.
Removes the workbench. This is good if you need some sleep, saves your follower banging away all night long keeping you up.
Removes the inexplicable rubble and broken pipe which had no business being there in the first place.
Changes throughout...

All storage checked for resetting (check for yourself before using).

Mod cleaned of dirty edits and there are no deletions.

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Lighting Mod Compatibility (Important)

If you use this mod with a lighting mod that replaces or changes the Sinderion's Field Laboratory cell lighting, you may have to remove those edits from your lighting mod with TES5Edit and place this mod after your lighting mod in your load order. If you do not take out the lighting cell edits you will have too many lights for the Skyrim engine to handle.

Cell to remove from your lighting mod:

FormID / Cell

Block 5 Subblock 0
BlackreachZCell10 "Sinderion's Field Laboratory" [CELL:000EEC55]

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Bugs and Stuff

Sinderion's remains do not clean up after the A Return To Your Roots quest, I read that they should clean up after the quest but they don't. The safest option I know to get rid of Sinderion's remains without consequences is to throw the bones on the fire, with some messing about you can completely hide them in there and if you keep his skull somewhere you can use it as storage.

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Download

Sinderion's Laboratory Player Home v1.02

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Skyrim - Civil War Cleanup



Description

You don't need an .esp based mod to enable/disable these type of event states. The main batch file cleans up Whiterun city inside and outside, Solitude and Windhelm safely as it only reverses the civil war changes via the same xmarkers which initiated the changes in the first place. There's also options to bring back Severio Pelagia, Heimskr and allows Heimskr to use his home again.

CivilWarCleanup

Cleans up Whiterun, Solitude and Windhelm.

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Optional

FixPelagia

Resurects Severio Pelagia after his death during the civil war and if CivilWarCleanup has been used he sleeps in his house.

FixHeimskr *

Resurects Heimskr if he gets lost or killed during the civil war.

HeimskrUseHome.esp *

Removes Heimskr's civil war camp AI so if CivilWarCleanup has been used he sleeps in his house instead of the tent near Jorrvaskr.

* These Heimskr files are for those who sided with the Stormcloaks not the Imperials.

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Installation

Place the batch files (.txt) you want to use into your Skyrim directory and type "bat civilwarcleanup" etc without quotes in the Console. HeimskrUseHome (.esp) goes in your Data directory. Make sure everything is looking and working ok then make a new save.

If missing or you want them resurrected run FixPelagia and FixHeimskr batch files in Whiterun and make sure they resurrect near you, these batch files often need to be run twice for some reason.

To make Heimskr go back to his old routine of sleeping in his home, run CivilWarCleanup, which will clear the damage to Heimskr's house and make the door operable again, then install the HeimskrUseHome.esp.

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Download

CivilWarCleanup v1.01

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Skyrim - Sovngarde and Skuldafn Overhaul



Description

Provides teleports between Skyrim, Sovngarde and Skuldafn.
Replaces all lighting to look realistic (dependent on which lighting mod you're using).
Fixes alignment, badly placed and object issues.
Adds more torches and wall Sconces, a few shrubs, altars, and features to the tower ruins etc outside Skuldafn.
Architecturally reworks some areas of Skuldafn inside and outside.

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Installation

If you've not completed the Skuldafn and Sovngarde quests it's best to install this mod just before The World-Eater's Eyrie quest and make a save but do not use the Shor's Stone teleport as this may cause irreparable problems to the quest-line. Those who have finished the quests can install and find the standing stone at Shor's Stone to travel to Sovngarde.

1) Place Sovngarde & Skuldafn Overhaul.esp into your Skyrim data directory folder.
2) Set the load order.

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Lighting Mod Compatibility (Important)

If you use this mod with a lighting mod that replaces or changes the Sovngarde and Skuldafn cell lighting, you may have to remove those edits from your lighting mod with TES5Edit and place this mod after your lighting mod in your load order. If you do not take out the lighting cell edits you will have too many lights for the Skyrim engine to handle.

Cells to remove from your lighting mod:

FormID / Cell

Block 4, Sub-Block4
Sovngarde01 "Hall of Valor" [CELL:00095C44]

Block 4, Sub-Block4
Skuldafn02 "Skuldafn Temple" [CELL:000A73F4]

Block 7, Sub-Block2
Skuldafn05 "Skuldafn North Tower" [CELL:000317E7]

Block 7, Sub-Block2
Skuldafn01 "Skuldafn Temple" [CELL:000A0877]

Block 7, Sub-Block4
Skuldafn04 "Skuldafn South Tower" [CELL:00028EDF]

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Bugs and Stuff

When travelling between Sovngarde and Shor's Stone or Skuldafn weather often travels with you. Mostly this will clear up in a minute or two or you can use Clear Skies.

Skuldafn puzzles, loot, draugr and dragons should reset after 31 days.

Help wanted removing Sovngarde quest/script doors locked state... Until such time as this is fixed use the console, select the door you
want to open and type unlock.

If anyone knows what's going on with the gaps in the Sovngarde columns (see images) that would be handy to know...

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Download

Sovngarde & Skuldafn Overhaul v1.02

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