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Found 8 results

  1. Whiterun Brothel Redux View File Whiterun Brothel Redux, is a remake of the superb, but undervalued work of t.ara, who have all the credits about it, I only removed a bunch of scripts, a bunch of ZAZ, removed dependencies and modified some behaviors, I suggest to have KShaidos and SG Hair installed. It is my favorite player home at the moment, is huge but simple. I suggest to use it with PAS home sweet home, cause the basement is perfect to train slaves and the main floor is perfect to make them work for you . All these gorgeus NPC's can be follower, even if i did not work with their AI, only added to follower faction. Conflict: Sephina the huntress home is very near, maybe too much, but is only an aestetic problem. It's not perfect, you know, is more difficult to modify something existing than make it from scratch, and I am not very skilled with CK, but i hope you will like it. Submitter Skambalag Submitted 12/01/2020 Category Other Requires soft requirements: heel sound, KShairdos, SGhaipack suggested: PAH Home Sweet Home Special Edition Compatible No  
  2. Version 1.0.1

    376 downloads

    Whiterun Brothel Redux, is a remake of the superb, but undervalued work of t.ara, who have all the credits about it, I only removed a bunch of scripts, a bunch of ZAZ, removed dependencies and modified some behaviors, I suggest to have KShaidos and SG Hair installed. It is my favorite player home at the moment, is huge but simple. I suggest to use it with PAS home sweet home, cause the basement is perfect to train slaves and the main floor is perfect to make them work for you . All these gorgeus NPC's can be follower, even if i did not work with their AI, only added to follower faction. Conflict: Sephina the huntress home is very near, maybe too much, but is only an aestetic problem. It's not perfect, you know, is more difficult to modify something existing than make it from scratch, and I am not very skilled with CK, but i hope you will like it.
  3. As a powerful vampire leader, Lord Harkon despises mortal races. They are small and ridiculous compared to vampires. If you accept his bite, you can walk through his castle. And there is a room, like the other ones at first, but this one hides a secret. Didn't you notice a cage inside his room? It's always empty ... But, what if I told you there is someone, and more specifically, a female vampire? Veris is her name. She forgot who she was before being bitten. Veris is a pretty white-haired vampire with hungry red eyes. She has no fangs because her job is not to feed, but to offer pleasure to her master. Some of the female vampires of Castle Volkihar would die for being in her position, but being a sex doll wasn't Veris' dream. She will ask help to anyone who can see her. Sometimes Master Harkon lets her go out of that rusty cage. He likes to see Veris exposed. She must please Lord Harkon if she doesn't want to be punished roughtly. At first, he only wanted Veris to pose like a trophy, but he got tired. Lord Harkon grabbed Veris and began to spank her. He was a filthy sadist. Spanked her again and again until she began to sob. When Master Harkon got tired of spanking her, he tied Veris to the wall. And to his own rejoicing, made Veris to show her spanked body. After all the suffering, returned Veris to the rusty cage. She should prepare for what Harkon would want the next day. NAME: Vampire Slave STATUS: Finished. RATING: NSFW. PLOT: Lord Harkon, the leader of the Volkihar Clan, hides something inside his room and nobody had seen it... until now.
  4. View File [CK2] DroZzhat's Mod (Discontinued - See DZM Expanded) This iteration of the mod has been discontinued. I've decided to hold off on all Crusader Kings modding until the release of CK3. I've noticed my enthusiasm has dwindled to nil of late, so this should be a much needed respite. Control of this mod has been handed over to TriggerBlade in the form of DZM Expanded here on LL. You can still find both of us on Discord. DroZzhat's Mod V. 0.0.7.2 Discord! I'm now on the House Irae Discord channel. Hit me up! My sincere thanks to lockeslylcrit. This is compatible with Dark World Fantasy but does NOT require it! Why am I making this? I liked the genetic traits from CK2+/HIP and I like the capital improvements from Personal Castle. I mostly want to add new roleplay/flavor/useful things without changing much of the base game. The capital improvements are mostly where I want them to be for the moment, so I've moved on to the magic system, but there is no particular scope or goal for this mod. Status Incomplete. It's definitely in a playable state, but I'm not done adding things. I'll be slowly (?) chipping away at "missing" features at random. Let me know if anything appears to actually be broken so I can address those bugs before anything else. I will try not to make new versions break save games, but this won't always be possible. On the odd chance that a new save is necessary, I'll make not of it in the change log... so... read it! The features listed on this page are CURRENT features, not features to come in the future. Features: Traits* New: Ambidextrous, Brutal Strength, Charming Voice, Commanding Voice, Dreadlord**, Fertile, Imposing Visage, Infertile, Longevity, Necromancer**, Nimble, Perceptive, Prodigy, Supernatural Beauty, Tall, and more! Genetic Traits: Now have a higher chance of passing on to children. Significantly higher if both parents have the trait. They're also more likely to pop up randomly. Expect less AI characters with no traits. Lifestyle Traits: You can now collect them all if you live long enough.*** Personality Traits: You can now collect 11 of them before the game starts to remove them via events. * Includes in entirety my other mod, DZ Traits. ** You can find random Necromancers/Dreadlords in the world if you are aware of magic and befriend them. The Necromancer trait is tethered to the Mystic trait, think of it as an expansion rather than an upgrade. If a character is not a Mystic, he/she is not a Necromancer. Not all Mystics are Necromancers. *** It still takes 5 years to switch focus. Feudal Capital Holding Improvements Sovereign's TowerT: Required for the facilities in this group. Private StudyT: Can be used to lose the depressed & stressed traits, gain the poet, erudite, proud, & slothful traits, or increase your plot power. Results influenced by traits. Private LibraryT: Provides a slow trickle of tech points (all 3). Study to improve diplomacy, martial, intrigue, learning, or stewardship (up to 14). Results doubled by scholar trait.. Expanded Personal LibraryT: Doubles the tech point gain. Increases the study cap to 20. Gives you the chance to gain the scholar trait from studying. Private ShrineT: Provides a small amount of monthly piety. You can seclude yourself to lose any of the 7 sins or arbitrary or gain any of the 7 virtues or just. Cynical characters will struggle. Zealous characters have high success chances. Losing a sin or gaining a virtue will remove the cynical trait. Gaining a virtue gives you a chance of gaining zealous. Trait changes require Supernatural Events rule. Tinkerer's WorkshopT: Provides a slow trickle of military and economy tech points. You can seclude yourself in your workshop for a month for a boost in tech points in one of the 3 categories. Underground PassagesTC: Required for the facilities in this group (more to come). Mystic WorkshopTC*: Can be used to gain the Mystic & Necromancer trait. Can be used to assemble a grimoire. Courtyard GardenT: Provides a bit of monthly prestige. Enables an event where you visit your garden solo to eliminate stress/depression for you or with your spouse/lover (in your court) to eliminate the same for him/her. Lecture HallTC: Allows you to organize lectures wherein a Councillor instruction on his education specialty. Permanently slightly increases your stats up to a set limit beneath your Councillor's stat. Private Training YardTC: Allows you to raise your combat rating either solo or with a partner. Training with a partner has better results. You can train with your spouse, your marshal (if he's not busy), a commander, a friend, or a lover (if they're not busy and in your court). The duelist trait will improve your results. Training with someone can lead to you becoming friends or lovers. Cutthroat Den: Slight hit to monthly prestige, slight boost to monthly gold income. Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct. Assassins Guild: Stronger hit to monthly prestige, stronger boost to monthly gold income. Allows hiring and training assassins to level 2. Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct. Improved Assassins Guild: Even stronger hit to monthly prestige, even stronger boost to monthly gold income. Allows training assassins to level 3, hiring level 3 assassins. Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct. Mercenaries' Tavern: Slight boost to monthly gold income. Fighters Guild: Stronger boost to monthly gold income. Allows you to send the guild to eliminate disturbances. Improved Fighters Guild: Slight boost to monthly gold income. Bandit Den: Slight hit to monthly prestige, slight boost to monthly gold income. Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct. Thieves Guild: Stronger hit to monthly prestige, stronger boost to monthly gold income. Allows hiring thieves, appointing a Guild contact, and commissioning Guild jobs. Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct. Improved Thieves Guild: Even stronger hit to monthly prestige, even stronger boost to monthly gold income. Allows training thieves to level 3, hiring level 3 thieves, and improves Guild job success rates. Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct. C These are also available in City holdings. T These are also available in Tribal holdings. * Requires the Mage (Dark World), Mystic, or Perceptive Trait Notes: -Using your facilities will generally require you and whomever you're using it with to be otherwise unoccupied (not leading troops, not pregnant, not incapable, not ill, not away from court, etc). This should (hopefully) also prevent them from screwing up other event chains. Let me know if you find an exception. -Using your facilities (unless otherwise stated) will pull you away from your court and will temporarily negatively impact your abilities (including plot defense!) to simulate you ignoring your other responsibilities at court. Minor Titles Court Mystic: Can be assigned to any individual in your court with either the Mystic, Necromancer, or Mage (Dark World) trait. He/She must not have any other title. Fighters Guild Contact: Can be assigned to any individual in your court with traits suitable for mercenary work once you've constructed a Fighters Guild. This character allows you to arrange mercenary work from the guild. He/She must not have any other title. Thieves Guild Contact: Can be assigned to any individual in your court with traits suitable for thievery once you've constructed a Thieves Guild. This is the character that leads commissioned Guild jobs. He/She must not have any other title. Royal Assassin: Can be assigned to any individual in your court with Assassin traits. This is the character that will conduct Assassination missions. He/She must not have any other title. Decisions Commune with <Artifact Name>: Focus most of your time and energy on communing with a particular artifact. Costs time and prestige and slaps you with penalties for the duration. Completing this decision is necessary to unlock the ability to Soulforge the associated character. Disband Assassins Guild: Requires a Charitable/Honest/Just/Kind character. Disables all monthly effects and disables all Assassins Guild features. Provides a prestige boost and a slight revolt risk decrease. Reform Assassins Guild: Requires a Arbitrary/Cruel/Deceitful/Greedy/Schemer character. Re-enables all monthly effects and re-enables all Assassins Guild features. Damages your prestige and takes a sizable wealth investment. Cannot be done by a character that already disbanded the Guild. Disband Thieves Guild: Requires a Charitable/Honest/Just/Kind character. Disables all monthly effects and disables all Thieves Guild features. Provides a prestige boost and a slight revolt risk decrease. Reform Thieves Guild: Requires a Arbitrary/Cruel/Deceitful/Greedy/Schemer character. Re-enables all monthly effects and re-enables all Thieves Guild features. Damages your prestige and takes a sizable wealth investment. Cannot be done by a character that already disbanded the Guild. Seek Mystical Text: Send your Court Mystic to locate a tome to teach you new necromancy spells. Court Mystics with higher learning will take less time to search. Seek Out Mystic: Send out messengers to find a mystic and invite her to your court. Necromancer Spells The Hunt*: Absorbs life energy from wildlife and creates life crystals. Takes two weeks and results vary based upon hunting talent (hunter & falconer traits). Alacrity: Enhances agility by removing/adding traits. Self cast only. Works in stages, will have to be cast multiple times to reach peak form. Aria: Enhances voice by removing/adding traits. Self cast only. Works in stages, will have to be cast multiple times to reach peak form. Ascension: Sacrifice a flourishing city to gain stronger necromantic abilities and immortality (will also become completely infertile). Banish Disease: Cures any disease. May be cast on yourself or anyone else in your realm. Beautify: Enhances beauty by removing/adding traits. Self cast only. Works in stages, will have to be cast multiple times to reach peak form. Bolster: Enhances strength by removing/adding traits. Self cast only. Works in stages, will have to be cast multiple times to reach peak form. Command: Enhances voice by removing/adding traits. Self cast only. Works in stages, will have to be cast multiple times to reach peak form. Debilitate: Inflict a debilitating curse on the target. Drain: Temporarily weaken self to create life crystals. Self cast only. Enamor: Create/Deepen a romantic relationship between yourself and another character. Enrage: Gives a chance to apply the bloodlust trait to a character in your realm. Can fail. Critical failure will result in opinion penalties across your realm. Homunculus Horde: Summons an immortal extremely low maintenance army consisting of light foot soldiers and archers. Higher tier characters summon more soldiers. Count: 250 Duke: 500 King: 750 Emperor: 1000 Insight: Enhances intelligence by removing/adding traits. Self cast only. Works in stages, will have to be cast multiple times to reach peak form. Insinuate: Gives a chance to gain a favor from a character in your realm. Can fail. Critical failure will result in opinion penalties across your realm. Regal Feast: Consumes the life energy of a prisoner of at least Count tier, killing him/her and creating life crystals. Higher tiers create more life crystals. Regenerate: Heals any physical injury (including scars, missing limbs, blindness etc). May be cast on yourself or anyone else in your realm. Scry: Allows you to locate the artifacts distributed around the world while secluded in your Mage's Workshop. Will give you a special CB on the owner. Soulforge: Create an immortal infertile copy of a powerful historical (or mythical) character to serve you at your court. Requires you to track down their relic and commune with them. * This will ALWAYS be the first spell you learn. This is for practical reasons. Notes: -If the individual you cast a positive spell on is close to you in some fashion (close relative, spouse, friend, etc), you will cast the spell in their presence, granting you a positive opinion modifier, and they'll keep your secret out of gratitude. If it's just say, some vassal/commander/etc that you chose to heal for whatever reason, you'll cast the spell in secret, hoping that they'll just see it as a miracle (mostly to avoid exposing your identity as a Necromancer). Artifacts & Soulforges Over 100 new artifacts! If turned on in the rules, they will be can be tracked down throughout the world by various means (scrying for example). Most are quite powerful. They are all indestructible, so they should persist through the entire game. Many are used to create powerful characters using necromancy. More artifacts to come in the future. Children Events have been implemented to allow necromancer characters to pass on the trait to their children/wards, you merely have to have the trait and be in the same court. The AI doing this will mostly be invisible to you, especially if you don't have the trait. Children with traits making them idiots will not get the events (dull, slow, imbecile, zealous, etc.). Children with supporting traits will have better results (shrewd, quick, genius, diligent, curious, etc). The AI: I think the AI will currently try to build the capital improvements. It's currently set so that only King tier characters will attempt to build them. The player can still do so at any tier. The AI will currently NOT use the new decisions. They may eventually, when I get a better grasp on how often/why the AI does what it does. It's not a priority. The AI is already unpredictable enough the way it is. Mod Plans/Goals: I'm not the kind of person that has or understands plans or goals in any facet of my life. Features will likely be added entirely at random with no specific focus. Overwrites: 00_artifacts.txt 00_on_actions.txt 00_scripted_effects.txt 00_traits.txt 02_traits.txt geographical_region.txt Credits: Paradox Interactive -- for the awesome game The authors of the Personal Castle mod -- for inspiration The CK2+ team -- for letting me adapt some of their coding Cody <STEAM> -- for allowing me to incorporate assets from his "Historical and Fantastical Artifacts" mod on Steam DroZzhat -- coding Regarding Art Assets I used a CK2 modder's resource from the PDX forums for the green heart in the traits.. I can't seem to find the post anymore. If you know where it's from, let me know, so I can credit the person here. Otherwise, almost everything else was made by altering assets already in the game or found in random places on the internet with GIMP. I'm not an artist, so that's the best I can manage. I absolutely claim zero credit for anything art related. Feel free to contribute if you can do better than my feeble attempts. Q&A: Hey, can you add the thing? -I'm not an artist. If there's something you think I should add, and it would require artwork you're going to have to provide appropriate artwork that either you or someone else (don't go stealing stuff off of patreon or other paywalled nonsense) has created, unless it's something I can just toss together from vanilla assets, that is. Also, I'd have to know how to code it, but my coding knowledge is getting better. Why is that thing so OP/weak? -You might disagree on the balance, feel free to open it up and tweak as you desire. I feel like the cooldowns, the time it takes to get things, and the RNG elements appropriately balance things out, but I'm sure some will feel otherwise. If there is something that just looks like a major exploit that I overlooked, please bring it to my attention. Hey, wasn't this on Steam before? What happened? -I honestly have no bloody idea. First,, my trait icons were broken (ONLY IN THE STEAM VERSION) and now it's completely stopped letting me update it. So, it's hidden for now. I have no idea how long it will be hidden. Is this compatible with Dark World or the sub mods? Will this ever contain explicit content? -It's compatible with Dark World Fantasy for sure. I don't think it's incompatible with any of the submods. The DZM main mod will never contain explicit content. If this mod ever contains any, it will be in a submod. What about other mods? How compatible is this? -Probably not compatible with overhaul mods that include traits. You MIGHT be able to make them compatible by editing the .MOD file to make that one a prerequisite of this one, forcing my trait changes to override theirs. It MIGHT be compatible with Personal Castle..? Why would you use both? This already has more features. I'd imagine it's compatible with most everything else. Can you remove X to make this mod compatible with mod Y? Can you make a compatibility patch for mod Y? -No. I'm not stripping features for compatibility purposes (or writing ridiculous workarounds for that matter). You can feel free to make a compatibility patch if you like. Just let me know, first. Will you ever add the rest of the capital improvements to Tribals/Patricians? -I haven't decided yet. It's not a priority. What if I need to determine if this mod is active for compatibility reasons without setting this as a dependency? -You can use " dz_has_dzm = yes ". It will fire as true if my mod is present. Known Issues: I make typos... Please let me know when you find them. My writing is not that great... If you want to contribute towards improving this mod's writing, let me know. Anything else. Get on the Discord and let me know. Submitter DroZzhat Submitted 11/20/2018 Category Crusader Kings 2 Requires Way of Life, Monks & Mystics, Reaper's Due, Holy Fury, Rajas of India  
  5. Version 0.0.7.2

    23,674 downloads

    This iteration of the mod has been discontinued. I've decided to hold off on all Crusader Kings modding until the release of CK3. I've noticed my enthusiasm has dwindled to nil of late, so this should be a much needed respite. Control of this mod has been handed over to TriggerBlade in the form of DZM Expanded here on LL. You can still find both of us on Discord. DroZzhat's Mod V. 0.0.7.2 Discord! I'm now on the House Irae Discord channel. Hit me up! My sincere thanks to lockeslylcrit. This is compatible with Dark World Fantasy but does NOT require it! Why am I making this? I liked the genetic traits from CK2+/HIP and I like the capital improvements from Personal Castle. I mostly want to add new roleplay/flavor/useful things without changing much of the base game. The capital improvements are mostly where I want them to be for the moment, so I've moved on to the magic system, but there is no particular scope or goal for this mod. Status Incomplete. It's definitely in a playable state, but I'm not done adding things. I'll be slowly (?) chipping away at "missing" features at random. Let me know if anything appears to actually be broken so I can address those bugs before anything else. I will try not to make new versions break save games, but this won't always be possible. On the odd chance that a new save is necessary, I'll make not of it in the change log... so... read it! The features listed on this page are CURRENT features, not features to come in the future. Features: Traits* New: Ambidextrous, Brutal Strength, Charming Voice, Commanding Voice, Dreadlord**, Fertile, Imposing Visage, Infertile, Longevity, Necromancer**, Nimble, Perceptive, Prodigy, Supernatural Beauty, Tall, and more! Genetic Traits: Now have a higher chance of passing on to children. Significantly higher if both parents have the trait. They're also more likely to pop up randomly. Expect less AI characters with no traits. Lifestyle Traits: You can now collect them all if you live long enough.*** Personality Traits: You can now collect 11 of them before the game starts to remove them via events. * Includes in entirety my other mod, DZ Traits. ** You can find random Necromancers/Dreadlords in the world if you are aware of magic and befriend them. The Necromancer trait is tethered to the Mystic trait, think of it as an expansion rather than an upgrade. If a character is not a Mystic, he/she is not a Necromancer. Not all Mystics are Necromancers. *** It still takes 5 years to switch focus. Feudal Capital Holding Improvements Sovereign's TowerT: Required for the facilities in this group. Private StudyT: Can be used to lose the depressed & stressed traits, gain the poet, erudite, proud, & slothful traits, or increase your plot power. Results influenced by traits. Private LibraryT: Provides a slow trickle of tech points (all 3). Study to improve diplomacy, martial, intrigue, learning, or stewardship (up to 14). Results doubled by scholar trait.. Expanded Personal LibraryT: Doubles the tech point gain. Increases the study cap to 20. Gives you the chance to gain the scholar trait from studying. Private ShrineT: Provides a small amount of monthly piety. You can seclude yourself to lose any of the 7 sins or arbitrary or gain any of the 7 virtues or just. Cynical characters will struggle. Zealous characters have high success chances. Losing a sin or gaining a virtue will remove the cynical trait. Gaining a virtue gives you a chance of gaining zealous. Trait changes require Supernatural Events rule. Tinkerer's WorkshopT: Provides a slow trickle of military and economy tech points. You can seclude yourself in your workshop for a month for a boost in tech points in one of the 3 categories. Underground PassagesTC: Required for the facilities in this group (more to come). Mystic WorkshopTC*: Can be used to gain the Mystic & Necromancer trait. Can be used to assemble a grimoire. Courtyard GardenT: Provides a bit of monthly prestige. Enables an event where you visit your garden solo to eliminate stress/depression for you or with your spouse/lover (in your court) to eliminate the same for him/her. Lecture HallTC: Allows you to organize lectures wherein a Councillor instruction on his education specialty. Permanently slightly increases your stats up to a set limit beneath your Councillor's stat. Private Training YardTC: Allows you to raise your combat rating either solo or with a partner. Training with a partner has better results. You can train with your spouse, your marshal (if he's not busy), a commander, a friend, or a lover (if they're not busy and in your court). The duelist trait will improve your results. Training with someone can lead to you becoming friends or lovers. Cutthroat Den: Slight hit to monthly prestige, slight boost to monthly gold income. Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct. Assassins Guild: Stronger hit to monthly prestige, stronger boost to monthly gold income. Allows hiring and training assassins to level 2. Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct. Improved Assassins Guild: Even stronger hit to monthly prestige, even stronger boost to monthly gold income. Allows training assassins to level 3, hiring level 3 assassins. Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct. Mercenaries' Tavern: Slight boost to monthly gold income. Fighters Guild: Stronger boost to monthly gold income. Allows you to send the guild to eliminate disturbances. Improved Fighters Guild: Slight boost to monthly gold income. Bandit Den: Slight hit to monthly prestige, slight boost to monthly gold income. Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct. Thieves Guild: Stronger hit to monthly prestige, stronger boost to monthly gold income. Allows hiring thieves, appointing a Guild contact, and commissioning Guild jobs. Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct. Improved Thieves Guild: Even stronger hit to monthly prestige, even stronger boost to monthly gold income. Allows training thieves to level 3, hiring level 3 thieves, and improves Guild job success rates. Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct. C These are also available in City holdings. T These are also available in Tribal holdings. * Requires the Mage (Dark World), Mystic, or Perceptive Trait Notes: -Using your facilities will generally require you and whomever you're using it with to be otherwise unoccupied (not leading troops, not pregnant, not incapable, not ill, not away from court, etc). This should (hopefully) also prevent them from screwing up other event chains. Let me know if you find an exception. -Using your facilities (unless otherwise stated) will pull you away from your court and will temporarily negatively impact your abilities (including plot defense!) to simulate you ignoring your other responsibilities at court. Minor Titles Court Mystic: Can be assigned to any individual in your court with either the Mystic, Necromancer, or Mage (Dark World) trait. He/She must not have any other title. Fighters Guild Contact: Can be assigned to any individual in your court with traits suitable for mercenary work once you've constructed a Fighters Guild. This character allows you to arrange mercenary work from the guild. He/She must not have any other title. Thieves Guild Contact: Can be assigned to any individual in your court with traits suitable for thievery once you've constructed a Thieves Guild. This is the character that leads commissioned Guild jobs. He/She must not have any other title. Royal Assassin: Can be assigned to any individual in your court with Assassin traits. This is the character that will conduct Assassination missions. He/She must not have any other title. Decisions Commune with <Artifact Name>: Focus most of your time and energy on communing with a particular artifact. Costs time and prestige and slaps you with penalties for the duration. Completing this decision is necessary to unlock the ability to Soulforge the associated character. Disband Assassins Guild: Requires a Charitable/Honest/Just/Kind character. Disables all monthly effects and disables all Assassins Guild features. Provides a prestige boost and a slight revolt risk decrease. Reform Assassins Guild: Requires a Arbitrary/Cruel/Deceitful/Greedy/Schemer character. Re-enables all monthly effects and re-enables all Assassins Guild features. Damages your prestige and takes a sizable wealth investment. Cannot be done by a character that already disbanded the Guild. Disband Thieves Guild: Requires a Charitable/Honest/Just/Kind character. Disables all monthly effects and disables all Thieves Guild features. Provides a prestige boost and a slight revolt risk decrease. Reform Thieves Guild: Requires a Arbitrary/Cruel/Deceitful/Greedy/Schemer character. Re-enables all monthly effects and re-enables all Thieves Guild features. Damages your prestige and takes a sizable wealth investment. Cannot be done by a character that already disbanded the Guild. Seek Mystical Text: Send your Court Mystic to locate a tome to teach you new necromancy spells. Court Mystics with higher learning will take less time to search. Seek Out Mystic: Send out messengers to find a mystic and invite her to your court. Necromancer Spells The Hunt*: Absorbs life energy from wildlife and creates life crystals. Takes two weeks and results vary based upon hunting talent (hunter & falconer traits). Alacrity: Enhances agility by removing/adding traits. Self cast only. Works in stages, will have to be cast multiple times to reach peak form. Aria: Enhances voice by removing/adding traits. Self cast only. Works in stages, will have to be cast multiple times to reach peak form. Ascension: Sacrifice a flourishing city to gain stronger necromantic abilities and immortality (will also become completely infertile). Banish Disease: Cures any disease. May be cast on yourself or anyone else in your realm. Beautify: Enhances beauty by removing/adding traits. Self cast only. Works in stages, will have to be cast multiple times to reach peak form. Bolster: Enhances strength by removing/adding traits. Self cast only. Works in stages, will have to be cast multiple times to reach peak form. Command: Enhances voice by removing/adding traits. Self cast only. Works in stages, will have to be cast multiple times to reach peak form. Debilitate: Inflict a debilitating curse on the target. Drain: Temporarily weaken self to create life crystals. Self cast only. Enamor: Create/Deepen a romantic relationship between yourself and another character. Enrage: Gives a chance to apply the bloodlust trait to a character in your realm. Can fail. Critical failure will result in opinion penalties across your realm. Homunculus Horde: Summons an immortal extremely low maintenance army consisting of light foot soldiers and archers. Higher tier characters summon more soldiers. Count: 250 Duke: 500 King: 750 Emperor: 1000 Insight: Enhances intelligence by removing/adding traits. Self cast only. Works in stages, will have to be cast multiple times to reach peak form. Insinuate: Gives a chance to gain a favor from a character in your realm. Can fail. Critical failure will result in opinion penalties across your realm. Regal Feast: Consumes the life energy of a prisoner of at least Count tier, killing him/her and creating life crystals. Higher tiers create more life crystals. Regenerate: Heals any physical injury (including scars, missing limbs, blindness etc). May be cast on yourself or anyone else in your realm. Scry: Allows you to locate the artifacts distributed around the world while secluded in your Mage's Workshop. Will give you a special CB on the owner. Soulforge: Create an immortal infertile copy of a powerful historical (or mythical) character to serve you at your court. Requires you to track down their relic and commune with them. * This will ALWAYS be the first spell you learn. This is for practical reasons. Notes: -If the individual you cast a positive spell on is close to you in some fashion (close relative, spouse, friend, etc), you will cast the spell in their presence, granting you a positive opinion modifier, and they'll keep your secret out of gratitude. If it's just say, some vassal/commander/etc that you chose to heal for whatever reason, you'll cast the spell in secret, hoping that they'll just see it as a miracle (mostly to avoid exposing your identity as a Necromancer). Artifacts & Soulforges Over 100 new artifacts! If turned on in the rules, they will be can be tracked down throughout the world by various means (scrying for example). Most are quite powerful. They are all indestructible, so they should persist through the entire game. Many are used to create powerful characters using necromancy. More artifacts to come in the future. Children Events have been implemented to allow necromancer characters to pass on the trait to their children/wards, you merely have to have the trait and be in the same court. The AI doing this will mostly be invisible to you, especially if you don't have the trait. Children with traits making them idiots will not get the events (dull, slow, imbecile, zealous, etc.). Children with supporting traits will have better results (shrewd, quick, genius, diligent, curious, etc). The AI: I think the AI will currently try to build the capital improvements. It's currently set so that only King tier characters will attempt to build them. The player can still do so at any tier. The AI will currently NOT use the new decisions. They may eventually, when I get a better grasp on how often/why the AI does what it does. It's not a priority. The AI is already unpredictable enough the way it is. Mod Plans/Goals: I'm not the kind of person that has or understands plans or goals in any facet of my life. Features will likely be added entirely at random with no specific focus. Overwrites: 00_artifacts.txt 00_on_actions.txt 00_scripted_effects.txt 00_traits.txt 02_traits.txt geographical_region.txt Credits: Paradox Interactive -- for the awesome game The authors of the Personal Castle mod -- for inspiration The CK2+ team -- for letting me adapt some of their coding Cody <STEAM> -- for allowing me to incorporate assets from his "Historical and Fantastical Artifacts" mod on Steam DroZzhat -- coding Regarding Art Assets I used a CK2 modder's resource from the PDX forums for the green heart in the traits.. I can't seem to find the post anymore. If you know where it's from, let me know, so I can credit the person here. Otherwise, almost everything else was made by altering assets already in the game or found in random places on the internet with GIMP. I'm not an artist, so that's the best I can manage. I absolutely claim zero credit for anything art related. Feel free to contribute if you can do better than my feeble attempts. Q&A: Hey, can you add the thing? -I'm not an artist. If there's something you think I should add, and it would require artwork you're going to have to provide appropriate artwork that either you or someone else (don't go stealing stuff off of patreon or other paywalled nonsense) has created, unless it's something I can just toss together from vanilla assets, that is. Also, I'd have to know how to code it, but my coding knowledge is getting better. Why is that thing so OP/weak? -You might disagree on the balance, feel free to open it up and tweak as you desire. I feel like the cooldowns, the time it takes to get things, and the RNG elements appropriately balance things out, but I'm sure some will feel otherwise. If there is something that just looks like a major exploit that I overlooked, please bring it to my attention. Hey, wasn't this on Steam before? What happened? -I honestly have no bloody idea. First,, my trait icons were broken (ONLY IN THE STEAM VERSION) and now it's completely stopped letting me update it. So, it's hidden for now. I have no idea how long it will be hidden. Is this compatible with Dark World or the sub mods? Will this ever contain explicit content? -It's compatible with Dark World Fantasy for sure. I don't think it's incompatible with any of the submods. The DZM main mod will never contain explicit content. If this mod ever contains any, it will be in a submod. What about other mods? How compatible is this? -Probably not compatible with overhaul mods that include traits. You MIGHT be able to make them compatible by editing the .MOD file to make that one a prerequisite of this one, forcing my trait changes to override theirs. It MIGHT be compatible with Personal Castle..? Why would you use both? This already has more features. I'd imagine it's compatible with most everything else. Can you remove X to make this mod compatible with mod Y? Can you make a compatibility patch for mod Y? -No. I'm not stripping features for compatibility purposes (or writing ridiculous workarounds for that matter). You can feel free to make a compatibility patch if you like. Just let me know, first. Will you ever add the rest of the capital improvements to Tribals/Patricians? -I haven't decided yet. It's not a priority. What if I need to determine if this mod is active for compatibility reasons without setting this as a dependency? -You can use " dz_has_dzm = yes ". It will fire as true if my mod is present. Known Issues: I make typos... Please let me know when you find them. My writing is not that great... If you want to contribute towards improving this mod's writing, let me know. Anything else. Get on the Discord and let me know.
  6. Chizznuck

    Volthar Manor

    Version 1.6.2

    2,666 downloads

    This is my first Mod. It requires Dawnguard. I made it for fun, and to add several things I wanted all in one place. I also wanted a mod with many hidden passages and easter eggs, which i hope i added enough. It ended up being almost DLC sized. Don't stop exploring!im not an experienced modder so this mod doesn't have all the perfectly crafted static, or places for all your trophies. What it does offer is (hopefully) a seamless addition to the lore and feel of skyrim, lots of in-depth background lore/context, and some mindbending content you don't see coming - this mod has LOTS inside - I just added detailed walkthrough with images - but I hope you try to solve the mod using the clues, riddles, and good old fashion exploring. Don't underestimate the scope and scale of the hidden places of the world.About the Volthar: The Volthar family are imperial vampires, and the second oldest vampire clan in Skyrim. They prefer the finer things and enjoy obscene wealth and influence (though their bloodline has grown thin). They are worshippers of both Molag Bal and Dibella, and as such they are ruthless cunning beasts who are masters of the illusory arts and possess tremendous skill when it comes to seducing and manipulating mortals. Unlike most vampires, the Volthar operate in plan view of mortal institutions, rising to stations of great power and influence over mortal affairs. The Volthar were influential in the founding of Solitude, the establishment of the EETC, and the commission and construction of the Blue Palace.This mod Includes:5 different areas/realms to discover and exploreNew Spells and BooksLots of space for displays and storageSummonable dragons and creaturesMany NPCs and Followersmany difficult enemiesMany Merchants and MarketsLots of background and loreLore-friendly feelMany difficult riddles, mazes and puzzles2 Battle ArenasLarge Dungeon and Jail cells2 large swimming areasMany Weapons, Armor and Potions (some def overpowered)Teleport spells and Teleport Pad to all the holdspowerful shrines MANY hidden mysteries and secret passageways.This mod is NOT easy. I recommend trying to figure it out using the clues, but there's a walkthrough at the bottom.It definitely has some adult content.To Start the Mod:There are two ways to start this mod 1) Find the letter that Cicero stole, he dropped it in the Dawnstar Sanctuary2) Read the letter to the Arch-Mage in the Arch-Mage quartersTo install: drop this into your data file, or use a mod managerIssues:-No LOD for Dia Nilus - this doesn't really affect the look, but it would be cool to have it.-The arenas interfere with the teleport doors for some reason, especially dead dragons in Dia Nilus. For now, I suggest not saving after using the Arena a whole bunch. The arena in moonharbor doesn't seem to have issues -Probably some grammatical errors, there's at least 15,000 words of written and background lore-I wouldn't summon the deadric warrior a whole bunch. I couldn't figure out how to put a limit on the summon button. But if you want 100 deadric warriors, do it up.-I added a teleport to Sovngard spell that puts you right in front of the Valhalla. obviously don't use it to break the MQ.-This is my first mod, i fixed as much as possible, but there are no doubt still some issues. let me know.Conflicts:This mod only alters a few spaces - where the manor is (just south of Morthal). It also adds a door and discoverable area in Labyrinthia, and adds a study area to quarters in the Blue Palace. Has no conflicts as far as I know, unless another mod alters those areas.Permissions:Anyone can alter, improve, or port this mod.Future Plans:Add a courier to deliever the letter depending on if you're a vampire or not.Add a duel Questlines for Good/evil charactersAdd LOD for Dia NilusAdd purchasable upgrades like Guards and bartenderAdd the faith shout Credits:Walburg for the map in the image sectionBethesda for a great game and CKI hope you have fun. Lots here.id love feedback. There's a walkthrough at the bottom. feel free to msg me.The Note that Cicero StoleDear Listener, Friends like you are hard to find, and very valuable to me. You may not remember me, my name is Vianica. We met in Riften some time ago. I've heard lots about you since then. Most Impressive. I'd love to know how much is really true.I couldn't find you, or find any courier who would deliver you a message, so I asked Babette to deliver this for me. I hope it finds you well. I'm writing because I have a proposition for you. I know you're busy, but I would like you to come live in my family estate, Volthar Manor. It is an old Solitude style mansion at the base of Eldersblood peak, hidden in the forest just south of Morthal, at the intersection of the main road to Solitude and the tiny path to Cold Rock Pass.With the recent passing of my father, the estate must either be sold or fall into disrepair. I no longer wish to have any association with that place. If you are willing to pay for the upkeep, then I would like to offer you use of its facilities. I think it is a good fit, considering who you associate with. Several of my family have been in the Brotherhood, and my grandfather Lanus served Nocturna as a Nightingale. My stipulation is that you do not inquire as to my situation. It is too painful to speak about. And I would also ask you not explore the Vestiges that go deep underground (for your own safety). All you need to know is that I am the last of my clan and a devout follower of Molag Bal. I will live near the shrine in the caves, and you may make use of all the rest of the mansion.Afew notes about the mansion;- The spare key is hidden by the lantern in front of the main gate. Theres a pullbar on the tree that opens a tiny rockface.- The passageway to the shrines is in the lounge, first room on the left. The button to the door is on the bar.- The lounge has all the smithing supplies you could need, and also some libations for the thralls and servants (when you get them). Upstairs theres alchemy and enchanting tables, plenty of storage, small crock pot and dining room nook, as well as the guest bedroom.- On the third floor is the library and master bedroom. You could learn a lot by spending some time in the library, it is one of the largest and oldest in all of Skyrim. Also theres a few shrines and artifacts up there.- There's a shrine to Nocturna in the hallway to the backroom, and there may be a room for the dark sacrament (It was enchanted by my grandfather Lanus Volthar, but I haven't seen it in years)- My father lost the key to back rooms. I will keep looking, but I doubt I'll find it. You can deal with that situation any way you like- Only one thrall is left after my fathers passing, she stays in the grotto. If you stay, I could probably find afew more, and also (if you have coin) I know someone from whom I could hire a guard and barkeep.I hope you are well, I've heard interesting rumors about a unique magic you possess. And now theres talk of dragons?Feast on life, my friend. -- VIVLetter to the Arch MageDear Arch Mage,You don't know me, my name is Esra Marello, I am from the city of Cheydinhal in Cyrodiil. I write to you because I don't know who else to turn to. Some months ago my daughter went missing. Her name is Sadia. She and my eldest son were attacked on the road by a gang of bandits while returning from the imperial city. My son was spared, but my daughter was taken by the leader. I hired a bounty hunter to track them down, and discovered the Bandit leader was from the Falkreath hold of Skyrim, near Helgen. But by the time my man had found them, they'd sold my daughter to a coven of witches. My man tracked them down, but was discovered by the witches and barely escaped with his life. He found out that my daughter was offered to a Daedra named Sorn, and taken into Oblivion.After inquiring around, I found out this Sorn is well known to the Synod. I am just a merchant, but I am also a member of the Cheydinhal Court, and I've heard some strange rumors that some in the Synod wouldn't want me to tell you. A particular mystery involving a lost Elder Scroll has been of great interest to the Synod, and they've worked along side a notorious vampire clan in order to track it down, dangerous vampires called the Volthar. According to a rumor, a synod researcher named Dellian Thrice became involved with them, and has kept constant contact. The Volthar are dangerous Daedra worshippers and usurpers, and one of their estates is in Skyrim, just south or Morthal. A member of the Synod told me that this Deadra called Sorn is somehow involved with the Volthar vampires. I believe tracking these vampires down could lead to my daughters safe return. Sadly, they are out of the reach of my influence.I write you because I have no recourse. I am not equipped to deal with these evil forces, nor do those around me possess the knowledge to unravel the mysteries of Oblivion. Magic is not as prevalent as it was. The Dominion is ever watchful, especially over those who practice magic. I write because I have some small hope you will be able to track down at least some information about this Daedra named Sorn, and help return my daughter. It may be a fools hope, but it is my only hope.I thank you for reading this Arch Mage, and wish you well.Esra Marello The Volthar Family Genealogy, Book IBy Marcius VoltharVolthar FusrokelaFeyn Jun MafarakThy secret wrathLessened fireSworn upon the pyreBy Azura's rightand Molags leftThou shalt guard the DiaThis is the Volthar Epsidium, a poetic verse that tells the history of our family. The Volthar were originally from Cyrodil, but have lived in Skyrim for centuries. We are the second oldest vampire clan in Skyrim.The first of our family name was granted vampirism by Molag Bal. His name was Rokel, a name given to him by the dragons. The Volthar line extends back 14 generations, of which my daughter Vianica is the 15th. Rokel was a student of Hakon one-eye, and lived in Grereatha, a now destroyed monastery in the Jarrall mountains. Rokel was charged with keep of the Scroll of Dia Nilus. However during the dragon wars, Molag Bal showed him favor, and he betrayed the Nords and gave the scroll to Bal in order to gain access to Coldharbor. Our Edda, as well as the fate of the Volthars, is tied to the scroll, though it was lost long ago. Molag Bal gave the scroll to the Ideal masters, who in turn gave it to Mora, and there it stays to this day, forever lost to all those upon Mundas. The Aedra were furious, and cursed Rokel, for our clan's destiny to be tied to the scroll, and suffer protecting the secrets of the scroll (even though Mora keeps it guarded). This is the closet approximation of the meaning of the family motto. These words were uttered by Akatosh, not long before the fall of Alduin. It was he who gave the Volthar their true name in the dragon tounge, Fusrokela.Rokel married Lenya Meridin, who begat Tresi, Molfs, their children were Lokel, Melfdir, Mortin and Morbin, and their families were spread all over when the Dwemer invaded. They had many children, Kelbin, Morlel, Senya, Norbin, Nolfdir, Morhan, but it was Kornthir, son of Kelbin, who built the Volthar family home, shortly after most of Solitude inlet was settled. Many Volthar were members of the Solitude Court (though our influence has dwindled), Kornthir, and his son Ornthir played an influential roll in Solitude commerce.Ornthir begat Mortil, Rolenya, Senya, and of course the bastard Orvil, who betrayed the family to the Redoran. Of Mortil's offspring, there was the great warrior Torcius, and his twin daughters Kelnya and Melnya. His youngest Morvius was also a great warrior during the wars between the elves and the Nords, though their allegiance was always to the clan, he won many battles for the Nords. Morvius is still told of in their lore, a dreaded dark lord in daedric armor who bore a great warhammer. Morvius had many wives, and his son Lorus was the longest living Volthar. It was Lorus who build the library and shrines, as well as the fortifications around the estate.Morvius had a gift for dealing with mortals, and was one of the original backers of the East Empire trade company. The Volthar have always been wealthy, but Morvius made us obscenely wealthy. Perhaps the reason we have lost so much influence over the centuries is that Morvius made said influence unnecessary. Morvius loved Skyrim and lived in the mansion here in Hjaalmarch, but he spent most of his life in the Imperial city. Our home in Cyrodil was destroyed in the Oblivion Crisis, but Morvius spread the Volthar legacy all over. Many of the mansions, hamlets, castles and keeps all over Tamriel were originally built with Volthar coin. Walkthrough (SPOILERS!!)1) The key to the manor is hidden beneath a sliding rock in front of the main gate. There is a written warning, and a pullbar on a nearby tree.2) Enter the manor and find the basement lounge. The button for the secret cave entrance is literally on the bar with the hanging garlic and elves ear - on the far right end there is a small rock protruding. This opens the door to the caves. Don't be fooled by the decoy button, it only opens the wall safes.3) the Key to the back doors is in a strong box behind the dinning table and shelves, hidden amoung dragon tongue and other flowers. With this key you can open all the hidden passageways and Secret tunnel. There is a hint to the location of this key in a note in the master bedroom.4) To enter the Vestiges, look for the switch to the right of the door. Look at the dwemer shelf, and find the raised stone next to the lantern. 5) Once in the Vestiges, go to the bottom of the stairs, mind the trap, then go right, right, left, right, right, second left, right, left, left, second right, and follow the stairs to the bad room.Take the key to the Vestige Keep. There is a letter that hints at Step 33.6) To exit the bad room, hit the switch mounted on the firepit to open the stone door. Take the stairs up. There is a ladder that will take you back to the main stairway.7) go back down the stairs and on the 33rd step from the bottom, there is a switch that opens the rock face, and the Key opens the door. You need both the key and to hit the switch to enter the Vestige keep. 8) Once in the keep, find Marcius's room (where his coffin and journal are). take the key. You can now unlock every door in the vestiges, (including a secret passage that leads to Labyrinthia). 9) Go back down to the dungeon, there is a small panel next to the sealed off hallway. use the key to unlock and pull the pullbar. Enter the new area.10) Go to the door buttons. Push only 1 and 2. read the letter. Find the buttons to open the cabinets (or pick the locks).11) Explore the new area. At the end of the hall, press buttons 1, 2, 4, 6 to open the stone doors. Many combinations work.12) Enter the Blood Claw Chamber. Read the Letter. SS is Sybille Stentor. She has the Blood Claw. You must go to the blue palace (take the secret entrance in Labyrinthia), and pickpocket Sybille's key. Open her lockbox(giggity) and take the Blood Claw. Go back and open the door with the Blood Claw13) . Once in the Epsidiary, go straight north. DO NOT get lost. Find the Balcony and defeat Marcius Volthar and Nilhus. 14) You can now use Marcius's spell tome to enter Moonharbor Hall. To enter Dia Nilus, take the leap of faith. the portal is at the bottom of the cliff.15) Moonharbor has a few easy triggers to open all the doors. start by finding the candlestick in Fayt's study and exploring the Vampires coven. take the key on his desk to open Vianica's room. There are 2 markets and merchants everywhere.16) Dia Nilus has many more hidden spots, including two merchants and a teleport pad. Use Whirlwind sprint to explore. The portal that leads to the Dia Nilus Spire is behind Sephela's word wall. Take the portals to the mountain and defeat the Aspect of Akatosh to claim the Bastardized Epsid.There are many easter eggs along the way, many in fact. There is always another secret, this was the fun and main reason i made this. I hope you have fun and enjoy the mod!The End.
  7. D.A.T - Dangerous Adult Tales 18+ A journey of Feris The Red, famous bounty hunter in a world full of adult dangers. Young gun for sale type - bounty hunter, dedicated to get any profitable contract. Wondering from city to city, shes experiencing life at it's best and worst. She knows that ultimately all of us will be dead, that why she's so open minded, ready for new challenges - all the time. My first comic ever,..... Hope You like it, i did for sure, the gray / white / black episode was due my 10 hours of work lost, 400 screenshots got corrupted, so i made it into a ,, dream ". All the best, and part 2 is for future !
  8. View File This is my first Mod. It requires Dawnguard. I made it for fun, and to add several things I wanted all in one place. I also wanted a mod with many hidden passages and easter eggs, which i hope i added enough. It ended up being almost DLC sized. Don't stop exploring!im not an experienced modder so this mod doesn't have all the perfectly crafted static, or places for all your trophies. What it does offer is (hopefully) a seamless addition to the lore and feel of skyrim, lots of in-depth background lore/context, and some mindbending content you don't see coming - this mod has LOTS inside - I just added detailed walkthrough with images - but I hope you try to solve the mod using the clues, riddles, and good old fashion exploring. Don't underestimate the scope and scale of the hidden places of the world.About the Volthar: The Volthar family are imperial vampires, and the second oldest vampire clan in Skyrim. They prefer the finer things and enjoy obscene wealth and influence (though their bloodline has grown thin). They are worshippers of both Molag Bal and Dibella, and as such they are ruthless cunning beasts who are masters of the illusory arts and possess tremendous skill when it comes to seducing and manipulating mortals. Unlike most vampires, the Volthar operate in plan view of mortal institutions, rising to stations of great power and influence over mortal affairs. The Volthar were influential in the founding of Solitude, the establishment of the EETC, and the commission and construction of the Blue Palace.This mod Includes:5 different areas/realms to discover and exploreNew Spells and BooksLots of space for displays and storageSummonable dragons and creaturesMany NPCs and Followersmany difficult enemiesMany Merchants and MarketsLots of background and loreLore-friendly feelMany difficult riddles, mazes and puzzles2 Battle ArenasLarge Dungeon and Jail cells2 large swimming areasMany Weapons, Armor and Potions (some def overpowered)Teleport spells and Teleport Pad to all the holdspowerful shrines MANY hidden mysteries and secret passageways.This mod is NOT easy. I recommend trying to figure it out using the clues, but there's a walkthrough at the bottom.It definitely has some adult content.To Start the Mod:There are two ways to start this mod 1) Find the letter that Cicero stole, he dropped it in the Dawnstar Sanctuary2) Read the letter to the Arch-Mage in the Arch-Mage quartersTo install: drop this into your data file, or use a mod managerIssues:-No LOD for Dia Nilus - this doesn't really affect the look, but it would be cool to have it.-The arenas interfere with the teleport doors for some reason, especially dead dragons in Dia Nilus. For now, I suggest not saving after using the Arena a whole bunch. The arena in moonharbor doesn't seem to have issues -Probably some grammatical errors, there's at least 15,000 words of written and background lore-I wouldn't summon the deadric warrior a whole bunch. I couldn't figure out how to put a limit on the summon button. But if you want 100 deadric warriors, do it up.-I added a teleport to Sovngard spell that puts you right in front of the Valhalla. obviously don't use it to break the MQ.-This is my first mod, i fixed as much as possible, but there are no doubt still some issues. let me know.Conflicts:This mod only alters a few spaces - where the manor is (just south of Morthal). It also adds a door and discoverable area in Labyrinthia, and adds a study area to quarters in the Blue Palace. Has no conflicts as far as I know, unless another mod alters those areas.Permissions:Anyone can alter, improve, or port this mod.Future Plans:Add a courier to deliever the letter depending on if you're a vampire or not.Add a duel Questlines for Good/evil charactersAdd LOD for Dia NilusAdd purchasable upgrades like Guards and bartenderAdd the faith shout Credits:Walburg for the map in the image sectionBethesda for a great game and CKI hope you have fun. Lots here.id love feedback. There's a walkthrough at the bottom. feel free to msg me.The Note that Cicero StoleDear Listener, Friends like you are hard to find, and very valuable to me. You may not remember me, my name is Vianica. We met in Riften some time ago. I've heard lots about you since then. Most Impressive. I'd love to know how much is really true.I couldn't find you, or find any courier who would deliver you a message, so I asked Babette to deliver this for me. I hope it finds you well. I'm writing because I have a proposition for you. I know you're busy, but I would like you to come live in my family estate, Volthar Manor. It is an old Solitude style mansion at the base of Eldersblood peak, hidden in the forest just south of Morthal, at the intersection of the main road to Solitude and the tiny path to Cold Rock Pass.With the recent passing of my father, the estate must either be sold or fall into disrepair. I no longer wish to have any association with that place. If you are willing to pay for the upkeep, then I would like to offer you use of its facilities. I think it is a good fit, considering who you associate with. Several of my family have been in the Brotherhood, and my grandfather Lanus served Nocturna as a Nightingale. My stipulation is that you do not inquire as to my situation. It is too painful to speak about. And I would also ask you not explore the Vestiges that go deep underground (for your own safety). All you need to know is that I am the last of my clan and a devout follower of Molag Bal. I will live near the shrine in the caves, and you may make use of all the rest of the mansion.Afew notes about the mansion;- The spare key is hidden by the lantern in front of the main gate. Theres a pullbar on the tree that opens a tiny rockface.- The passageway to the shrines is in the lounge, first room on the left. The button to the door is on the bar.- The lounge has all the smithing supplies you could need, and also some libations for the thralls and servants (when you get them). Upstairs theres alchemy and enchanting tables, plenty of storage, small crock pot and dining room nook, as well as the guest bedroom.- On the third floor is the library and master bedroom. You could learn a lot by spending some time in the library, it is one of the largest and oldest in all of Skyrim. Also theres a few shrines and artifacts up there.- There's a shrine to Nocturna in the hallway to the backroom, and there may be a room for the dark sacrament (It was enchanted by my grandfather Lanus Volthar, but I haven't seen it in years)- My father lost the key to back rooms. I will keep looking, but I doubt I'll find it. You can deal with that situation any way you like- Only one thrall is left after my fathers passing, she stays in the grotto. If you stay, I could probably find afew more, and also (if you have coin) I know someone from whom I could hire a guard and barkeep.I hope you are well, I've heard interesting rumors about a unique magic you possess. And now theres talk of dragons?Feast on life, my friend. -- VIVLetter to the Arch MageDear Arch Mage,You don't know me, my name is Esra Marello, I am from the city of Cheydinhal in Cyrodiil. I write to you because I don't know who else to turn to. Some months ago my daughter went missing. Her name is Sadia. She and my eldest son were attacked on the road by a gang of bandits while returning from the imperial city. My son was spared, but my daughter was taken by the leader. I hired a bounty hunter to track them down, and discovered the Bandit leader was from the Falkreath hold of Skyrim, near Helgen. But by the time my man had found them, they'd sold my daughter to a coven of witches. My man tracked them down, but was discovered by the witches and barely escaped with his life. He found out that my daughter was offered to a Daedra named Sorn, and taken into Oblivion.After inquiring around, I found out this Sorn is well known to the Synod. I am just a merchant, but I am also a member of the Cheydinhal Court, and I've heard some strange rumors that some in the Synod wouldn't want me to tell you. A particular mystery involving a lost Elder Scroll has been of great interest to the Synod, and they've worked along side a notorious vampire clan in order to track it down, dangerous vampires called the Volthar. According to a rumor, a synod researcher named Dellian Thrice became involved with them, and has kept constant contact. The Volthar are dangerous Daedra worshippers and usurpers, and one of their estates is in Skyrim, just south or Morthal. A member of the Synod told me that this Deadra called Sorn is somehow involved with the Volthar vampires. I believe tracking these vampires down could lead to my daughters safe return. Sadly, they are out of the reach of my influence.I write you because I have no recourse. I am not equipped to deal with these evil forces, nor do those around me possess the knowledge to unravel the mysteries of Oblivion. Magic is not as prevalent as it was. The Dominion is ever watchful, especially over those who practice magic. I write because I have some small hope you will be able to track down at least some information about this Daedra named Sorn, and help return my daughter. It may be a fools hope, but it is my only hope.I thank you for reading this Arch Mage, and wish you well.Esra Marello The Volthar Family Genealogy, Book IBy Marcius VoltharVolthar FusrokelaFeyn Jun MafarakThy secret wrathLessened fireSworn upon the pyreBy Azura's rightand Molags leftThou shalt guard the DiaThis is the Volthar Epsidium, a poetic verse that tells the history of our family. The Volthar were originally from Cyrodil, but have lived in Skyrim for centuries. We are the second oldest vampire clan in Skyrim.The first of our family name was granted vampirism by Molag Bal. His name was Rokel, a name given to him by the dragons. The Volthar line extends back 14 generations, of which my daughter Vianica is the 15th. Rokel was a student of Hakon one-eye, and lived in Grereatha, a now destroyed monastery in the Jarrall mountains. Rokel was charged with keep of the Scroll of Dia Nilus. However during the dragon wars, Molag Bal showed him favor, and he betrayed the Nords and gave the scroll to Bal in order to gain access to Coldharbor. Our Edda, as well as the fate of the Volthars, is tied to the scroll, though it was lost long ago. Molag Bal gave the scroll to the Ideal masters, who in turn gave it to Mora, and there it stays to this day, forever lost to all those upon Mundas. The Aedra were furious, and cursed Rokel, for our clan's destiny to be tied to the scroll, and suffer protecting the secrets of the scroll (even though Mora keeps it guarded). This is the closet approximation of the meaning of the family motto. These words were uttered by Akatosh, not long before the fall of Alduin. It was he who gave the Volthar their true name in the dragon tounge, Fusrokela.Rokel married Lenya Meridin, who begat Tresi, Molfs, their children were Lokel, Melfdir, Mortin and Morbin, and their families were spread all over when the Dwemer invaded. They had many children, Kelbin, Morlel, Senya, Norbin, Nolfdir, Morhan, but it was Kornthir, son of Kelbin, who built the Volthar family home, shortly after most of Solitude inlet was settled. Many Volthar were members of the Solitude Court (though our influence has dwindled), Kornthir, and his son Ornthir played an influential roll in Solitude commerce.Ornthir begat Mortil, Rolenya, Senya, and of course the bastard Orvil, who betrayed the family to the Redoran. Of Mortil's offspring, there was the great warrior Torcius, and his twin daughters Kelnya and Melnya. His youngest Morvius was also a great warrior during the wars between the elves and the Nords, though their allegiance was always to the clan, he won many battles for the Nords. Morvius is still told of in their lore, a dreaded dark lord in daedric armor who bore a great warhammer. Morvius had many wives, and his son Lorus was the longest living Volthar. It was Lorus who build the library and shrines, as well as the fortifications around the estate.Morvius had a gift for dealing with mortals, and was one of the original backers of the East Empire trade company. The Volthar have always been wealthy, but Morvius made us obscenely wealthy. Perhaps the reason we have lost so much influence over the centuries is that Morvius made said influence unnecessary. Morvius loved Skyrim and lived in the mansion here in Hjaalmarch, but he spent most of his life in the Imperial city. Our home in Cyrodil was destroyed in the Oblivion Crisis, but Morvius spread the Volthar legacy all over. Many of the mansions, hamlets, castles and keeps all over Tamriel were originally built with Volthar coin. Walkthrough (SPOILERS!!)1) The key to the manor is hidden beneath a sliding rock in front of the main gate. There is a written warning, and a pullbar on a nearby tree.2) Enter the manor and find the basement lounge. The button for the secret cave entrance is literally on the bar with the hanging garlic and elves ear - on the far right end there is a small rock protruding. This opens the door to the caves. Don't be fooled by the decoy button, it only opens the wall safes.3) the Key to the back doors is in a strong box behind the dinning table and shelves, hidden amoung dragon tongue and other flowers. With this key you can open all the hidden passageways and Secret tunnel. There is a hint to the location of this key in a note in the master bedroom.4) To enter the Vestiges, look for the switch to the right of the door. Look at the dwemer shelf, and find the raised stone next to the lantern. 5) Once in the Vestiges, go to the bottom of the stairs, mind the trap, then go right, right, left, right, right, second left, right, left, left, second right, and follow the stairs to the bad room.Take the key to the Vestige Keep. There is a letter that hints at Step 33.6) To exit the bad room, hit the switch mounted on the firepit to open the stone door. Take the stairs up. There is a ladder that will take you back to the main stairway.7) go back down the stairs and on the 33rd step from the bottom, there is a switch that opens the rock face, and the Key opens the door. You need both the key and to hit the switch to enter the Vestige keep. 8) Once in the keep, find Marcius's room (where his coffin and journal are). take the key. You can now unlock every door in the vestiges, (including a secret passage that leads to Labyrinthia). 9) Go back down to the dungeon, there is a small panel next to the sealed off hallway. use the key to unlock and pull the pullbar. Enter the new area.10) Go to the door buttons. Push only 1 and 2. read the letter. Find the buttons to open the cabinets (or pick the locks).11) Explore the new area. At the end of the hall, press buttons 1, 2, 4, 6 to open the stone doors. Many combinations work.12) Enter the Blood Claw Chamber. Read the Letter. SS is Sybille Stentor. She has the Blood Claw. You must go to the blue palace (take the secret entrance in Labyrinthia), and pickpocket Sybille's key. Open her lockbox(giggity) and take the Blood Claw. Go back and open the door with the Blood Claw13) . Once in the Epsidiary, go straight north. DO NOT get lost. Find the Balcony and defeat Marcius Volthar and Nilhus. 14) You can now use Marcius's spell tome to enter Moonharbor Hall. To enter Dia Nilus, take the leap of faith. the portal is at the bottom of the cliff.15) Moonharbor has a few easy triggers to open all the doors. start by finding the candlestick in Fayt's study and exploring the Vampires coven. take the key on his desk to open Vianica's room. There are 2 markets and merchants everywhere.16) Dia Nilus has many more hidden spots, including two merchants and a teleport pad. Use Whirlwind sprint to explore. The portal that leads to the Dia Nilus Spire is behind Sephela's word wall. Take the portals to the mountain and defeat the Aspect of Akatosh to claim the Bastardized Epsid.There are many easter eggs along the way, many in fact. There is always another secret, this was the fun and main reason i made this. I hope you have fun and enjoy the mod!The End. Submitter Chizznuck Submitted 11/30/2017 Category Quest Requires Dawnguard Special Edition Compatible No View File
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