Four villages, an estate and a pirate base servicing the low rent trade and smugglers routes along the northern coastline. Also two islands and a few other places here and there..
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Changelogs
Version V3.3
Version 3.3 adds the following:
An Inn west of Whiterun.
A landing at Solitude just along from the Lumbermill with a boathouse.
A Galleon at Pirate's Cove (with crew).
The boats now have a menu of sailing options when you activate the wheel.
Moved Smugglers Rest across the Estuary to get it out of the way of Arkanys.
Tidied up a lot of things.
I had planned to add the Allagard Estate (the centre of Smuggling operations) and the Village of Mitt to this release; but they were the first thing I did 18 months ago and when I looked at them again it wasn't up to standard so some tweaking required. Was also going to add a bed for the night in Ashcombe but forgot.
Version V3.2
Adds a Smugglers Tavern and cave under the cliffs in the Windhelm Estuary. (Just uploaded an identical but slightly better packaged version, with everything in the data folder)
I use a Lighthouse mod which is just opposite the Tavern, but as it is the Solitude Lighthouse model it clashes horribly with the Tavern as it uses a different stone. This being aeshetically offensive I have built another one which doubles as a watchtower with 2 keepers, 8 guards and a couple of boat workers (picture in image section). I don't really want to add it to this mod as it's not really very piraty so I have upload it as a separate mod - Dawn Point Lighthouse
Version 3.5
1. The island of Althira added 2. Changes to some NPC activities 3. Increase in interior lighting where it was a bit dark and other added bits and pieces. 4. All sailing activators are now on the ship wheels. 5. The Cove has now it's official name of "Yar" and is only referred to as "Pirate's" in certain quarters.
6. 36 Misc quests and about 300 lines of dialogue.
Version 3.4
1 - adds some jetty's to add Dawnstar, Windhelm and Winterhold (or as close as I can get) to the sailing options.
2 - adds the Allagard Estate (South of Rorikstead) the centre for smuggling operations run by Ragnoth for the Pirate Lord, they don't get on, it's not going to end well!
3 - adds the Village of Mitt (South of Rorikstead)
4 - escape cave added to White Horse Inn
5 - some more cluttering to outside areas, notably Pirates Cove.
6 - a ruined Castle
The ruined castle is nothing to do with the pirates (that's a quest line from another world) but it's infested with bandits so you would be doing a public service if you cleared them out. If you want a bit of back story on Allagard break into the Monk's house in Mitt (he is away doing monky things) and there are a couple of journals to read
Version 3.1
Version 3.1 - Small bugfix update which removes a couple of doors outside Whiterun, that I had forgotten to delete.
Version 3
Version 3 is out: You need to download both main files that's two files.
I have added a third village east of Solitude and there is now a small island, because pirates need islands, preferably with treasure. There are also crafting options for existing and custom gems.
There is a fourth village on the coast which is currently deserted and boarded up; give yourself a pat on the back if you find it. The island is some way to a different continent so there is a mixture of cultures.
Update 17 May 21: Version 4.0 added, some more dialogue, more bug fixes and because people asked, modest player homes on Barbella and Althira. Important Compatibility Patch : I have uploaded a patch which is primarily for those with Lighting and landscape/grass Mods that tend to revert exterior cell names back to vanilla (this also includes mods that make multiple changes to Skyrim eg TPOS, Holds and ETAC), this means that all my quests including dialogue may not run because they depend on the location names I have given cells. This patch just reestablishes these names and is otherwise harmless.
****See Sticky Post for current state of Mod development and plans ****
Note:
No NPCs added by this mod are marked as essential so you can kill anybody you like, but beware, killing some characters will forgo future quests and in the case of some of the pirates the game notes you have killed them and consequences will ensue. eg If you kill the rude pirate guard outside the castle on Althira your chances of interacting with it's inhabitants are nil.
Mod Features so far
A Pirate Base with a galleon in the harbour.
Two Islands (Barbella and Althira)
Four Villages and small landings near Solitude, Dawnstar, Windhelm and Winterhold.
Smugglers Tavern near Windhelm and The White Horse Inn west of Whiterun.
An estate and a castle ruin.
Patrolling guards, people and Pirates generally going about their business.
A selection of Traders – inns, blacksmith, jeweller/locksmith, apothecary, general stores, fishmonger, bakery, smithy and carpenter\fletcher.
An interesting cave with a Player Home – speak to the guard in Frostcombe Landing (see article for details).
A long boat to take you up and down the coast (activators on the boats wheel).
A set of custom piratical and Barbella weapons.
Crafting Options for existing and custom gems.
37 small quests and 112 custom voiced NPC's
Notes
No NPCs added by this mod are marked as essential so you can kill anybody you like, but beware, killing some characters will forgo future quests I may add. eg If you kill the rude pirate guard outside the castle on Althira your chances of interacting with it's inhabitants are nil.
It is North of Winstad, map marker is visible. Sailing About
The longboats in the various locations have two activators on the Wheel one takes you to various 'Pirate Locations' and one to 'Town Locations' you get a list to pick from.
The second longboat in Yar (Pirate's) Cove has an activator on the wheel which will take you to the Islands.
Compatability:
Patches available in download section: (the mods themselves should be before Pirates in the load order)
Salem - Arena Tournament - moves bandit cave entrance up gully to Snow Veil Sanctum The Forts of Skyrim Redone - moves a fort uphill away from Allagard Estate. More Bandit Camps - removes the bandit camp clashing with Mitt. Sailable Ships - moves my ship at Solitude out of way. TPOS- moves my ship at Solitude out of way and fixes navmesh and terrain as Mitt is close to Rorikstead Market. Great Forest of Whiterun - not surprisingly removes trees. Amber Guard by 13Oranges - tidies the terrain by the castle The Unfinished Business - Dungeon Pack - I have moved the entrance to Cryon Nulal up the hill as it was inside Yar Cove. May at some point incorporate it into Yar Cove, but that will require to more faffing about than I have time for at the moment. Holds the City Overhaul - tidies up Allagard Castle Brotherhood of Old - moves cave at Smugglers Rest Great City of Skyrim - removes drydock from Solitude Landing Forgotten Dungeons - moves Ragnaulfs Cave at Frostcombe Landing(for this patch Forgotten Dungeons should be higher in you load order than PiratesNorth.esp) Serenity - moves Winhelm pier
This mod specifically does not conflict with Northern Encounters, Pirates of Skyrim - Norther Cardinal Under The Black Flag and The Watchtowers Reborn or any of the Mods I know of around the Winstad Area.
For Immersive Horses users a poster has mentioned the following: You'll need to add the Island worldspaces (833775 P iratesNorth.esp, 1104455 PiratesNorth.esp ) to the IHO .ini
A patch for Complete Alchemy and Cooking Overhaul has been done by crimjackal here
Resources from Nernie's City and Village Expansion and Thief Pack by nernie Furniture from Building Kits by Jet4571 Allstuff from Elianora Bookcovers by Axhoff2007 Alchemy resources by blary Resources from Jokerine Statics from FPI Research Oven and Kitchen Stuff by Stroti via Tamira Stoneware and Paintings by Darkrider Witcher Modders Resources by Oaristys Rugs and clutter by insanity Furniture by Tlaffoon Lolicept Resources by lolikyonyu Fish models from blitz54 More colourful trees and shrubs by Mentha WoodDeck Resource by tamu75 Generic Signs by Andalay Bay Steveowashere's Fence Emporium by steveowashere
Weapons and Armour
Amulets of Skyrim by Uni00SL Nordic Round Shield by Fortram Mercenary Armour by rahman530 Spellsword Cuirass by billyro Weapon Variants by EliteTJB98 Rough Leather Armour by atomec Race Shields from m150 Witches Hat by backsteppo Willyback's Clothing by willyback
Miscellaneous
Autosorting by Sjogga Aurlyn conversation by mlee3141