Friday, 25 March 2016
Skyrim - Mighty Disguised Vampires
Description
"Oh look there's the vampire! It's the one in hooded black robes, got glowing red eyes and a harelip..."
This mod makes disguised vampires mighty and therefore less of a yawn every time they cross your path and more covert. Disguised vampires level with player and have much more health, magicka and stamina, their attacks are more deadly and they all have leveling vampire spells and all show up as undead with the detect life spell. Other than the roadside vampires the disguised vampires do not look obviously like vampires, they wear suitable clothing and don't have red glowing eyes. It never made sense to me that we are supposed to believe no one else could see there was something up with the glowing eyes...
Changes Disguised Vampires:
Traveler
Traveling Bard
Traveling Merchant
Traveling Pilgrim
Visiting Advisor
Roadside Vampires
Sybille Stentor
Hert
Hern
File cleaned with TES5Edit.
You can also use TES5Edit to view the changes in detail, adjust or remove parts that you don't like...
Let me know what you think...
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Download
Mighty Disguised Vampires v1.04
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Thursday, 17 March 2016
Skyrim - Mighty Dwarven Centurions and Spheres
Description
Time to work for your loot.
As it says on the tin. This mod makes Dwarven Centurions mighty and Dwarven Spheres tricky. Centurions and Spheres level with player and have much more health and stamina, their attacks are more deadly often with severe knock downs.
I advise not exploring Dwemer ruins until level 20 with this mod installed.
Changes the stats of...
- Dwarven Centurion
- Dwarven Centurion Guardian
- Dwarven Centurion Master
- Dwarven Sphere
- Dwarven Sphere Guardian
- Dwarven Sphere Master
File cleaned with TES5Edit.
You can also use TES5Edit to view the changes in detail, adjust or remove parts that you don't like...
Let me know what you think...
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Download
Mighty Dwarven Centurions and Spheres v1.05
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Wednesday, 9 March 2016
Skyrim - Fort Dawnguard Overhaul
Description
Makes Fort Dawnguard, Dayspring Canyon, Dead Drop Falls and Dead Drop Mine look finished like they should have been.
- Adds and changes all the lighting to look realistic (dependent on which lighting mod you're using).
- All rooms progress from in disrepair and untidy to completed.
- Removes most of the cobwebs as you progress.
- Removes many of the barrels, sacks, crates and hay bales from the rooms as you progress.
- Adds a basement storage area for tidying up the barrels, sacks, crates and hay bales etc.
- Adds a new room to serve as an armoury as well as weapon racks in the castle lobby.
- Adds a basement torture chamber/prison with resident vampires and jailer.
- Removes the torture chamber adjacent to Isran's bedroom adding seating and bookcases.
- Adds toilets and bathroom.
- Adds stables and horse.
- Adds an unused Dawanguard mausoleum and Arkay temple.
- Makes the player room larger, adding, bookcases, enchanting workbench and alchemy workbench.
- Removes the player room mannequin which never worked properly.
- The barracks has been doubled in size to provide many more beds.
- Gunmar and Sorine's forge moved and made larger.
- Sorine has an area for her research into Dwemer ancient technology for her crossbow designs.
- Removes two spiral staircases which were incorrect as you end up outside on the same level.
- Added main hall portcullis' activation handle.
- Clears the absurdly messy battlements strewn with illogical items.
- Many changes to the outside stockade and refugee areas.
- Dead Drop Falls and Dead Drop Mine overhauled.
- Adds a Dawnguard inn to Dead Drop Falls with bar keeper, bard and resident drunk miner.
- Optimises Fort Dawnguard for better performance.
NPCs
- Adds 12 human NPCs.
- Adds 2 vampire prisoners.
- Adds 1 guard dog.
- Adds 1 potential follower who can be found training on the battlements.
- The refugee called Alvide is a merchant.
- All NPCs have a logical sleep, work, relax AI rota.
Maybe some other things I've forgotten about...
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Dependencies
Dawnguard DLC
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Installation
New Game
1) Place Fort Dawnguard Overhaul.esp .bsa and .bsl into your Skyrim data directory folder.
2) Set the load order (after any lighting mod if you have one).
If You Have Entered Fort Dawnguard
1) Place Fort Dawnguard Overhaul.esp .bsa and .bsl into your Skyrim data directory folder.
2) Set the load order (after any lighting mod if you have one).
3) Load Skyrim and open saved game.
4) Open the console via the "~" key then type "TGM" in console to toggle god mode on/off.
5) Take all your possessions from Fort Dawnguard if you have any.
6) Go outside of Fort Dawnguard and into the another building.
7) Open the console via the "~" key then type "PCB" (Purge Cell Buffer), hit enter.
8 Type "resetinterior DLC1DawnguardHQ01" hit enter.
9) Save game.
10) Exit Skyrim.
11) Restart Skyrim.
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Lighting Mod Compatibility (Important)
If you use this mod with a lighting mod that replaces or changes the Fort Dawnguard 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...
Do not remove the Fort Dawnguard cell from the Dawnguard.esm.
Realistic Lighting Overhaul
Remove the Fort Dawnguard cell from the Realistic Lighting Overhaul - Dawnguard Interiors.esp with TES5Edit.
Block 0, Sub-Block1
02001DBA, DLC1DawnguardHQ01
Block 0, Sub-Block6
020181C8, DLC1HunterCave02
Block 2, Sub-Block0
02009BDE, DLC1HunterCave01
Same process for other lighting mods.
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Safe Storage
The storage containers in the upstairs player bedroom and adjoining enchanting and alchemy work area can be regarded as safe.
The storage containers in the armoury can be regarded as safe.
The strongbox and alchemy satchel in downstairs alchemy and enchanting area.
The chest opposite Dead Drop Falls entrance.
The chest at the foot of the basement stairs.
The two chests and strongbox in Sorine's research and forge area.
Always check for yourself before use.
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Bugs and Stuff
Olfeig the Bar Keeper's AI often gets bugged when he gets out of bed. He'll stand motionless next to one of the beds in the barracks and you'll be able to buy from him. I have no idea why this is.
If anyone knows how to get horses following into Dayspring Canyon drop me a line as I would like to build some stables near Fort Dawnguard but the Dayspring Canyon location does not allow horses.
The player room mannequin removes equipment after about ten days. Testing this I didn't find equipment being lost, it is just being removed but still in the mannequins inventory. From version 1.04 the mannequin has been removed as I was unable to find a fix for this bug.
I have checked the weapon rack, chests and wardrobes in the player bedroom and they should be safe to store your items but check for yourself before use.
The main circular hall interior/exterior weather lighting takes some time to reach full brightness (about 15 seconds after entering). It's probably one of those Skyrim things...
Low end PC users: I have a big fps loss with Enhanced Lights and FX, in some places like the main hall it can be down to 21 fps. My frame rate with ELFX varies between 21 fps - 60 fps (generally 36 fps). With Realistic Lighting Overhaul even the lowest fps in Fort Dawnguard is about twice that of ELFX (generally between 50 -60 fps). I have no idea about the ELFX poor performance.
As I have fully optimised Fort Dawnguard, Skyrim Project Optimization's changes are redundant and cause problems as they conflict with my changes. Use TES5Edit to remove Project Optimization's edits the Fort Dawnguard cell from the .esp, See Lighting Compatibility as to how you do this.
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Download
Fort Dawnguard Overhaul v1.20
Fort Dawnguard Overhaul v1.21
Dawnguard Arsenal Patch
Fort Dawnguard Overhaul - ELFX Patch - Thanks Exoclyps.
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