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This page was last updated on 10 September 2014, 7:59PM
- Changelogs
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Version 1.23
- New Meshes and Textures for the Player Home. Some changes too.
- I made the first changes to the college of winterhold. Archmage Quarters look nicer and are a player home. Some lightning changes too.
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Version 1.22
- I could add the meshes and textures of cansit's mod "Nature Spell Pack". He answered my request positive. Thanks again!
- Added Druid Hood, Gloves and Boots with extra enchantment; Changed the Projectile of Explosive Thorn; added "Conjure Nature Atronach" Spell;
- Changed some other things and bugged some fixes...
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Version 1.21
- Added the correct keywords to all new Gauntlets so that they are compatible with my Arcehry module.
- The new Mage Home entrance is at the Wall in Whiterun. Just left the first stairs up. The Key can be found on the table in the secret room of Delphine.
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Version 1.20
- Rune Swords enchentment better
- A Mage Home with a new crafting table for Staves. Only accesable at the moment through breezehome.
- Changed the Recipes for most of the Nightingale Armor Variants.
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Version 1.19
- Changed the strenth of Nature Enchantments. They where way to strong. Also Changed some dryad weapon Enchantments.
- Minor Bug Fixes
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Version 1.18
- Reworked completely the Battle Mage Staves and the Rune Swords. Now The enchantment shows how strong they are and they really work now. YOur Staves should be extrem strong, if you have the perks.
- Added Star Dust and Dragon Blood to the loot list of dragons. You may use Star Dust to craft weapons or to use it as Ingredient.
- Somehow the Poisoned Thorn Spell can be Dual casted, but it does not need double Magicka. I do not know why, but I made the Spell cost more, because it is really strong.
- Changed Movarth. He has now a new Vampire Lord Armor with extra enchantments that shelter hit against Silver Damage. He also has a new enchanted Sword on him.
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Version 1.17
- Added new Wind Spells (Nature Category) with the Meshes of "Wind Destruction Magic by reaperix"
- Added a new Perk: Gale Force: Wind damage will always fling targets away if their health is at 20% or lower.
- Nature Spell Poisoned Thorn lvls now more the Destruction Skill
- Added new Druids with the Wind Magic. Alos new Enchantment Wind on 2 Battle Mage Staves
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Version 1.16
- I added a new Enemy. He is unique (Keldor) He carries a special Staff and Sword. Also he can Summon a mount named Panthor. You can find the Spelltome to summon him on his master Keldor after kiling him.
- I made the Panthor Re-Textures myself. So do not expect good stuff. It is just for fun.
- Keldor wears a Unique Armor. I made the Re-Textures for that also myself. Like I said. It is just for fun for me.
- You may find Keldor in one old Fort. Try to find him
- Dawnbreaker and Rune Swords have a greater Light.
- Unique Uniques form Insanity Sorrow was updated. I integrated his Update too.
- Added Mount Summon Spells (Wolf, Bear, Sabre Cat, Spiders)
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Version 1.15
- I found a bug in the Augmented Perks in Destruction Tree. They should make all Spells in the Element they present stronger (20% /40%). They did not. I made a small mistake. Now it works as intended.
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Version 1.14
- Made Block Tree compatible with Thievery module (I forgott that last time): Your shield or ward now can block Throwing Knives and 1H - Crossbows
- Orthon has now stronger Perks and Spells. He also has a Defender Staff and its perks.
- You can find in the Dark Brotherhood a Chest with "Daedric Assassin Armor" by lamer1000
- You can find in the Underforge a chest with "Wolf Knight Armor" by Faelrin only for men. It has extra enchantments.
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Version 1.13
- Made it compatible with my Thievery Module.
- Some Bug fixes and added a new Armor, withc is not jet in the game.
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Version 1.12
- The CTD should be gone now, when opening Dark Forces and Light Forces Chests.
- Some small changes to prepare my new upload Papa Timm - Thievery
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Version 1.11
- Defensive Staves: They akt like shields and have a light with them, that never vanishes. Bashing has a chance to paralyse the target and Power bashing has a chance to push the enemy away.
- Defensive Staves and Mage Staves can only be found on enemies or some in the world. At the moment they can not be forged. But tempered.
- Special Magic Weapons are stronger. Till now Dawnbreaker is stronger, the Pale Blade, Nightingale Weapons, Chillrend; I had to do this, because the Mage Weapons are to strong and I never used the default weapons.
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Version 1.10
- CHanged the Meshes for Nightingale Staff and changed some recipes.
- Also added a new Armor, but i have not added it to a crafting station.
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Version 1.08
- The Destruction Apprentice Perks carries all Cloaks for the block effect of Mage Staves. The restauration apprentice Perk now does not. This must be, because the CK makes problems with those kinds of Spells.
- Added new Nightingale Mage Staff and Rune Sword with new Enchantments. Also added a Nightingale Dagger. You can find it in a chest at Nightingale Hall.
- In Nightingale Hall you find a Shrine, where you can change your Nightingale Armor for other enchantments. This works only, if you carry another Armor with you. You may add Arch Mage Ench, Thieves Guild Leader Ench and Ench from Mercer Freys Armor.
- Added a lootable Mercer Frey Guild armor with special Ench.
- You may make a Duplicate from the Skeleton key, befor you give it up (at any Smelter). The Skeleton key gives you all three Nightingale Powers (a bit stronger than the original), when carriing it with you.
- All Nightingale Powers are now Lesser Powers.
- Nightingale Supterfuge: Effective till lvl 100, but it works only in 25% of casting (Skeleton Key 50%)
- Yes, I finaly played the Thieves guild Quest till the end and I added many things around it concerning magic.
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Version 1.07
- Force Purify now works!; Arcane Arrows Spell was add to Arcane Arrows Perk (I forgot that.)
- Lights where added to all Rune Swords. They shine like their Magic Ability (Ice - Blue; Nature - Green; ...)
- I started to add Blocking Staves. I am not rally ready, but it grows. In my Papa Timm Chest you can find a test Version of my staff
- Sun Staves should be found not so often;
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Version 1.06
- Removed Papa Timm Alchemy and Loot (This mod will be published as an extra mod, because it gets bigger and bigger)
- Now all Unique Uniques from Insanity Sorrow are included (Hunter Bow you can find in Archery and Combat)
- Added a new Perk: Concentration (Allows all Destruction Concentration Spells to do double Damage) Flames, Frostbite,... also all Ray Spells
- Moved the Arcane Archer and Spellsword Perk, so you can see it better; Dawnbreaker light is stronger and works correctly.
- Some bug fixes; Mage Staffs and swords (also Dawnbreaker) can not do harm with their enchantment, when the attack was blocked.
- JosephB1234 was so kind to make an Art for the Nature Spells. Now you will not see a shock symbol but a green nature Symbole. I am thrilled, that someone made an extra nif for my mod!!!!
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Version 1.05
- Added Ancient Falmer Armor from "Falmer robe by Tellur123"
- Added Beam Spells inspired from "Beam Spells Vanilla Dragonborn Dawguard by JosephB1234"; Spells can be craftet on Scribe's Desk or can be found in the World.
- Now you can finaly craft Soul Gem Pieces and use them to make Soul Gem dust.
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Version 1.04
- Magic and Misc: Many Force Powers have now extra Effects when you have the Dark Side Perk or Light Side Perk
- Dawnbreaker emits light and has a new encheantment (Burns for <mag> fire damage and <20> sun damage, undead targets take double sun damage. When killing undead, a chance to cause a fiery)
- Pale Blade is now a Magic Rune Sword with its original Enchantment (uses Meshes and Textures from Insanity's Unique Uniques)
- Rune Swords emit Light; Rune Sword Ward now levels with your Restauration Mastery Perks.
- Some Bug Fixes
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Version 1.03
- Magic and Misc: Added 2 New Force Powers: Wave (A stronger Push) and Repulse (Pushes all foes around you)
- Added all Scrolls to the Scribes Desk. Also the ones, which are Quest rewards; Now In Solitude, Riften, Whiterun and Winterhold you find Scribes Desks; Added a Soul Fountain to the same Towns (To merge Soul Gems)
- All Strong Boxes, where the Forces can be found now have a light (Red: Dark Forces; Blue: Light Side; Green: Neutral Forces)
- Fixed some Descriptions of the Rune Swords I added.
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Version 1.02
- Alchemy: One Ingredient had a very very very high Duration. Now it is back to normal. Not overpowered anymore
- Magic: Added many Force Powers spread over the World in chests. Sorry for that. It is just fun for me. If you do not like it, than ignore the Force Chests :-)
- Added Inscription. You may now craft Spell Tomes and Spells now and make Ink for that
- Added 2 new Perks. Arcane Archer (Destruction Tree) let you craft magic arrows; Arcane Arrows (Conjuration Tree) let you summon Arcane Arrows, which you can shoot with every bow.
- Added Fade Others and Spectral Arrow to the game (It was there, now you can craft them)
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Version 1.01
- Alchemy: Added a Recipe in the Cooking Pot: 5 Human Hearts or 10 Human Flesh give 1 Blood Potion (It counts as Feed)
- Magic: Fixed some minor Bugs; Made Scrolls doube the effect of Spells (so they are usefull)
- Added new Rune Swords and placed them int the World. Using te Meshes and Textures of Gizmodian Oblivion Weapons for Skyrim by Gizmodian
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July 2022
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28 Jul 2022, 2:37PM | Action by: yezhicaijue
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22 Jul 2022, 11:35AM | Action by: Avvadon
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January 2022
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26 Jan 2022, 5:00AM | Action by: Deleted39715050User
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November 2021
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22 Nov 2021, 12:04AM | Action by: Ramai
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September 2021
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18 Sep 2021, 10:00AM | Action by: D0wakiN
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January 2021
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10 Jan 2021, 6:48AM | Action by: teepeezombie
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October 2020
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10 Oct 2020, 6:11PM | Action by: solsikke737
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August 2020
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21 Aug 2020, 1:36PM | Action by: AdamOldman
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July 2020
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July 2019
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27 Jul 2019, 9:48AM | Action by: Deleted59358716User
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January 2017
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07 Jan 2017, 10:19AM | Action by: shach1988
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December 2016
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25 Dec 2016, 7:31PM | Action by: RuntimeTheCat
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March 2016
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15 Mar 2016, 5:50PM | Action by: EvolCyndi
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February 2016
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21 Feb 2016, 3:27AM | Action by: Grausam
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