User information
Status
premiumCountry
United States of America-
Adds New Footsteps Sounds That Change Based On What Terrain Is Being Walked On, Also Armor Sway Sounds Based On What Type Of Armor You Have Equipped.
- 498KB
- 13
- --
Adds New Footsteps Sounds That Change Based On What Terrain Is Being Walked On, Also Armor Sway Sounds Based On What Type Of Armor You Have Equipped.
-
Cycle Through Interaction Modes By Scrolling The Mouse-Wheel Up And Down.
-
Kleptomania - A Thief And Stealing Mod
Allows Many Previously Purely Decorative Object/Items To Be Interacted With Or Taken With Varying Outcomes.
- 32KB
- 41
- --
Kleptomania - A Thief And Stealing Mod
Allows Many Previously Purely Decorative Object/Items To Be Interacted With Or Taken With Varying Outcomes.
-
Adds A Tool That Lets You Change The Current Visual Variant Of Armor Pieces.
-
Locked Loot Containers - Chest And Loot Overhaul
Replaces some generated loot-piles and previously mostly useless chest models with locked chests, which can be inspected to identify their various properties, and can be unlocked in many ways, such as using your lock-picking skill, "open" spell effects, or even with brute force such as bashing with your weapon or even destruction spells!
- 2.0MB
- 66
- --
Locked Loot Containers - Chest And Loot Overhaul
Replaces some generated loot-piles and previously mostly useless chest models with locked chests, which can be inspected to identify their various properties, and can be unlocked in many ways, such as using your lock-picking skill, "open" spell effects, or even with brute force such as bashing with your weapon or even destruction spells!
-
Removes The Delay When Changing Weapons Or Swapping Hands When Dual Wielding, Custom Options/Settings Included.
- 6KB
- 79
- --
Removes The Delay When Changing Weapons Or Swapping Hands When Dual Wielding, Custom Options/Settings Included.
-
Allows Buildings Other Than Just Shops To Give Descriptive Text Based On Their Quality When Entering. Also Adds More Variants And Options For This Feature.
- 14KB
- 125
- --
Allows Buildings Other Than Just Shops To Give Descriptive Text Based On Their Quality When Entering. Also Adds More Variants And Options For This Feature.
-
Arena-Style Flavor Text Recoded
Reintroduces Elder Scrolls 1: Arena's flavor-text upon entering various types of buildings and interiors that describes the overall feeling of the place, depending on weather, season, climate, time of day and building type, and more.
- 39KB
- 151
- --
Arena-Style Flavor Text Recoded
Reintroduces Elder Scrolls 1: Arena's flavor-text upon entering various types of buildings and interiors that describes the overall feeling of the place, depending on weather, season, climate, time of day and building type, and more.
-
Automates the process of changing the in-game time-scale by way of editing the value in the mod settings. These changes will then be reflected in-game whenever you load a save, start a new game, or change the mod settings in-game.
- 3KB
- 29
- --
Automates the process of changing the in-game time-scale by way of editing the value in the mod settings. These changes will then be reflected in-game whenever you load a save, start a new game, or change the mod settings in-game.
-
The Temple 'Cure Disease' Service Now Also Cures Poisoning.
-
Adds Back Various Exploits From Classic Daggerfall That Were Fixed In Unity.
-
Adds Various Useful Console Commands To The Already Existing Catalogue In DFU.
-
Shows Your Current Progress To The Next Level For Skills On The Character Sheet Interface Window.
- 12KB
- 576
- --
Shows Your Current Progress To The Next Level For Skills On The Character Sheet Interface Window.
-
Gives A Warning Message When Opening The Rest Window, If Currently Poisoned Or Diseased.
-
Adds Various New Pieces Of Gems, Jewelry, and Accessories To Daggerfall. New items can be bought from and sold to Gem/Jewelry Shops, Pawn Shops, and Alchemists for the gems. Can also be dropped in certain dungeon types, by certain enemies, as well as found in "private property" containers. 8 different jewelry types added with nearly 120 variants.
- 87KB
- 222
- --
Adds Various New Pieces Of Gems, Jewelry, and Accessories To Daggerfall. New items can be bought from and sold to Gem/Jewelry Shops, Pawn Shops, and Alchemists for the gems. Can also be dropped in certain dungeon types, by certain enemies, as well as found in "private property" containers. 8 different jewelry types added with nearly 120 variants.
-
Overhauls the guild training service, making it more detailed and interesting to use. Various factors now effect the gold cost of training, how much skill experience you get from training, increasing the possible training cap from 50 to whatever you want. More as well, with the majority of these options being customizable through the mod settings.
- 10KB
- 295
- --
Overhauls the guild training service, making it more detailed and interesting to use. Various factors now effect the gold cost of training, how much skill experience you get from training, increasing the possible training cap from 50 to whatever you want. More as well, with the majority of these options being customizable through the mod settings.
-
The Player Starts In A Random Dungeon In The Iliac Bay.
-
Adds Various Repair Tools To Fix Item Condition In The Field.
-
Blood Effects Make More Sense To What Enemies It Applies To, Also Less Blood On Some Corpse Textures
- 81KB
- 227
- --
Blood Effects Make More Sense To What Enemies It Applies To, Also Less Blood On Some Corpse Textures
-
Adds a simple Passive Mana Regeneration system that effects the player. The type of regeneration can be toggled from either a flat amount based on the Willpower stat, or a percentage based on the Willpower stat. There are multiple options to increase or decrease the amount generated per "tick" as well as how often these regen "ticks" occur.
- 6KB
- 1.2k
- --
Adds a simple Passive Mana Regeneration system that effects the player. The type of regeneration can be toggled from either a flat amount based on the Willpower stat, or a percentage based on the Willpower stat. There are multiple options to increase or decrease the amount generated per "tick" as well as how often these regen "ticks" occur.