Skyrim Special Edition

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David Richard

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avidichard

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  1. avidichard
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    2024-05-04: I have been out for a while, I'm sorry for all of you waiting out there. I am developping a token management system for our children's tasks in the house with schedules on my own personal home local web server. You have NO idea how much I am eager to get back into Skyrim and modding it, play it and enjoy it. Seeing that Starfield is out, I bet TES VI is going to be in the working soon and we should probably get some previews in a near futur. I really really want to at least finish my mods here for TES V. I read all of your comments, I have a todo list ready, I am just running after time. An autistic person who is disabled for work, staying home but has no time because there's so much to do and manage. Thank you for all of you who still take time to comment and endorse my mods. Lost Treasures is a very big project of mine that I dreamed of a long time ago but I want to do it right with full concentration on it. Sorry if I could not deliver in 2023, I AM trying and I am not forgetting, just, familly and personal life stuff that have more priority.

    2023-02-07: I wil be ending my Skyrim modding with a major update for this mod which will come in forms of optional addons. For more information, please check my description page on which I wrote a few paragraphs on what to expect from my upcomming update. As for the when, well, I have life and familly since the immigration of my wife and children so my edits and updates do take a lot of time but I am still here and I intend to maintain these files for as long as possible. My point is that I do not want to add more NEW stuff after this update but I may adjust some things if needed or correct bugs if ever any come up. But please be aware that I DO need to update my CBM Guide X before doing this update since I re-install my Skyrim with all the mods that you see in my 2 Guides, CBM Guide and CBM Guide X. I will TRY to make this happen before the end of 2023, that's what I hope.

    2021-11-10: I added another suggested mod which I found on NM. I think that having some sort of degree of difficulty in bribing and merchant speech should make Lost Treasures more rewarding and more meaningfull.

    2021-09-27: FINALLY, after a long wait, a new computer and soooo many major life changing events, I finally got to be able to release an update. I spent over a year writing my Clear and Beautiful Mod Guide for Skyrim SE (CBM Guide SE). I had to finish this guide before getting back into Lost Treasures. I tested this guide with Lost Treasures and found some un-immersive things along with other users who have submitted some good comments about some too generous loots. This update is not a full grown major release so I just patched a few things to start with. I also tried to make a crate owned by an NPC and it turns out that Anise was the lucky winner to own a crate of her own. I take user comments seriously and I read all of what you write to me, so please do not hesitate to comment or say a simple thank you here. And as always, Endorsing is very appreciatied.

    2021-06-06: A big thank you to LiLaTLuv for testing out the compatibility with the Dynamic Things Alternative (DTA) mod. Load Lost Treasures AFTER DTA and you should be able to have both at once.

    A VERY BIG and HUGE THANK YOU to all those who endorse my mod and those commenting. If you are using my mod and have not done so yet, please consider endorsing, it's really apreciated and encourages me to update. Do not hesitate to ask questions, comment or suggest. I'm opened and do take your opinions into consideration.
  2. Hooglegumpum
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    hey! just wanted to say, i love love love this mod. combined with some hardcore money sink mods, this allows for a nice counter balance. with those mods, this isnt overpowered, but it does allow a way for the player to combat oppressive conditions. I especially love the alchemy ingredients in common containers. this streamlines alchemy training without having to traverse the world to find ingredients. My favorite thing, is the inclusion of a super rare drop of Jarren root. poor jarren root only appeared once (as far as i know) in the base game, and its a huge hell ya moment every time i find one! and the balance of its rarity is perfect, i only found 4 by level 30. it serves as a get out of jail free card against challenging bosses or dragons when you are ill equipped to fight them, particularly when you have mods that boost the levels and scaling of enemies. Thank you muchly for this mod friend! long life to you. Sovngarde patiently awaits your glorious arrival, a hero to the people!
    1. avidichard
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      Thank you very much for taking the time to describe your experience. I'm happy to see that this mod does not over-power the game which was pretty much what I wanted NOT to happen. I hate over powered items and mods (I guess anything for anyone's style). Personally, I just found that the boxes and loots lacked integration so I did my best to make things logical, immerssive and fun. Your comment made me feel good. Thanks a whole lot and I am happy you enjoy it.

      Please DO enjoy your play!!!
  3. ookami0lord
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    Any word yet on when we'll get to see the full Lakeview Castle? I always grab the letter and key from the chest this mod adds in up the river from Riverwood, but I'd love to know what's coming as far as that piece of the mod? Or is it going to be a separate mod altogether?
    1. avidichard
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      I am starting to get my life back up and running slowly. I also have my better computer so editing the world map at a location will be easier and faster. But this castle will be Vanilla quest locked and I plan it as an optional file just in case someone does not want the castle. But yes, I still have this project in mind and thanks for reminding me of this. I had disclosed this information on my Lost Treasures Patreon but seeing that there was only one supporter and then none, I closed the patreon for it. So I'll disclose a few information on how this castle is planned to be without revealing too much.

      • Planned to be built in a location far from cities and major plot points
      • Sections of the castle will be quest locked (ex: Get all the elder scrolls, return the Skeleton key back to it's location, etc) And all those sections should give you a small treasure to reward you.
      • The house will be purchaseable BUT not with septims/gold
      • The last portion of the house will be a dungeon to test your skills. This dungeon will encourage multiple followers and will have a pretty teadious Boss fight. BUT, all this should give you a well deserved reward and a grand title (I already know it but I won't spoil it)
      • 2 characters will be introduced, 1 minor, for the house selling and 1 follower with the back story. This story has to do with her long gone ex-follower who never came back from the dungeon.
      • Make the Castle without loading screens so sections would be locked by doors which open section in the Vanilla world. So no Lakeview Castle type doors and loading screens.
      • Use Vanilla assets only.

      It's a big project and I have created a follower as a practice to this, you may have fell upon her, she is Dove - The Free Bird which is not yet complete because I need to add a story for her and some more lines which she can speak as well as create a small quest to explain her back story and make her background more immerssive than a simple journal.

      The reason I did this chest and note is to push myself in creating this extension of my mod and not just forget it there. I also did not like how un-rewarding some vanilla quests were OR how boring things became once you've owned a specific historic artefact such as the elder scrolls so I want to make those rewarding. For instance, returning the Skeleton Key to it's rightfull place does not even reword you aside from a thank you from the god-like being, that's boring, so yes, I plan to make things more interesting with the extension of this mod and also use this Lost Explorer mod's changes for the advancement of the exploration of new areas of this legendary castle with a backstory.

      For now, that's what I can say about this. I am not yet well practiced in world buildings and quests which is why I cannot proceed yet. AND, THAT time I wrote this letter for the mod, I had a much less busy life than now but It's still in the plans and I really thank you for commenting and bringing this detail back up.
    2. ookami0lord
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      Thank you for replying!
      It sounds like you've got some amazing plans waiting in the wings for that, and I'm excited to see how it goes. It's definitely something that I'll be using once you eventually finish it, but don't be afraid to take your time and prioritize more important things ahead of it. I'm glad to hear that your getting life back up and running.
      When the castle is eventually finished though, I'll be very eager to try it out. No install of Skyrim is complete for me without this mod and I always visit the chest with every new character to collect that valuable letter, and dream about what's to come! I look forward to seeing what you're able to implement as far as the quest-locking, and requiring the player to have done certain things. And the dungeon sounds like it's going to be absolutely epic!

      But like I said, take your time to figure this stuff out, and don't rush it! I'm eager, but it's important that you're satisfied with what you end up with!
  4. timone317
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    Quite possibly my favorite mod out of any mod available. Only wish I had found it sooner because I focused primarily on alchemy during my most recent run and found how difficult it was to make quick progress by gathering materials for experimentation. This mod would have helped tremendously if I had found it sooner. Either way, I still think it's incredible because I've got plenty of dungeons remaining, and nothing takes the wind out of my sails faster than digging around a dungeon and finding more potatoes and apples. This mod provides plenty of incentive to run around scrounging through everything.

    (sorry about the wordy response)

    also...I kind of think there may be an issue with reward chests at the end of dungeons. At the same time, I just realized I also have "Better Tribute Chests - SSE Edition" installed, so maybe there's a slight conflict.
    1. avidichard
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      Well, thank you VERY much for your comment. And I do not mind long comments. I take comments in a constructive way, may they be good or less good. I'm happy that you still find this mod good after a late gameplay. I think that Bethesda thought that apples and tomatoes would help regen health easier in a game where health regen is made easy without those 1pt health regen ingredients.

      I was indeed very dissapointed with the contents of barrels and other containers and most of all boss chests giving out just about 30 to 60 gold. As for the contents of those chests, I changed almost all chests in the game manually so another mod may change that. BUT, since Lost Treasures does not affect ANY vanilla entries, I suggest you load my mod low in the list so any mods changing the vanilla amounts of gold will have their effect and my mod will simply add extra gold to those containers without changing the previous mod entries.

      Please do not hesitate to comment more on your experience or even suggest anything. This mod is one of my slow update mods because I usually update when there are more changes to be done that will show and be obvious in the game and I usually gather many comments and ideas.

      But again, thank you very much for taking the time to comment. I appreciate it a lot!
  5. Shardori
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    Thank you for the update.  One thing though, your 2.4 version still reflects it is 2.3.
    1. avidichard
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      Thank you! I changed the version in the FOMOD installer. Your comment is very appreciated. Thank you!
    2. Shardori
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      It's perfect now :D
  6. miranika
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    Hi I downloaded this mod recently, and I have a suggestion.
    I tried it on a fresh lvl 1 character and, honestly, this tresure mod feels overpowered. Just by roaming around for half hour I got my inventory full of rare items and at just lvl 3 I had 3000 gold. 
    Its a nice mod, but at low level it feels like too much. You should add some settings to it, like the amount of rares in crates, or the perentage of it. Or something like that.
    1. green3water5
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      I really appreciate your comment. I have already planned to have a look on ingredients and other crate contents and make them more balanced. As for gold, I also have plans to rebalance a few things here and there. I would be curious on where you found most of your gold but gold-wise, it pretty is the idea of this mod to become richer as you explore which means you can gather many gold just by roaming arround without doing any actual quests. But I will most certainly take your comment into consideration for my upcomming version. All I am waiting for is to have the money to pay my new computer so I can work on this mod freely again as I have MANY ideas in standby and many suggestion like yours to rethink some aspects of this mod.

      Thank you again for your constructive comment!
    2. avidichard
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      V2.4 should answer some of your concerns now.

      Again, thank you for your comment which I appreciate from everyone!
  7. LiLaTLuv
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    Does this work with Dynamic Things Alternative or will the two clash since they both touch the unused barrels and crates?
    1. avidichard
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      Well, as I stated in my description, I do not think these 2 are compatible together OR, if they are, depending on your load order, you'll get LT's lootable containers or DTA's lootables. My best bet would be to load DTA before and LT after. This would give you the possibility to use DTA's other items you can pick on while still be able yo have LT's treasures. Personally, if that mixture works, it would be a good blend because DTA is indeed a good idea and covers many things LT will not cover.

      So, I would suggest you install Dynamic Things Alternative FIRST then install Lost Treasures and overwrite in your mod manager when asked to do so or, if using Vortex, load Lost Treasures AFTER Dynamic Things Alternative.

      After that, comment here the results and I'll just give you a big thank you in the description for testing that out for us :)
    2. LiLaTLuv
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      You know, I'm so silly. I forgot that Dynamic Things Alternative has an MCM where you can deactivate parts. So, I'll see if they work together without having to turn the parts off in the MCM, like you said, but it will work for sure once you do deactivate parts with the MCM, regardless. 

      It might work without turning the MCM off, though, since Dynamic Things Alternative site says it should...I'll experiment and come back and let you know. Thanks!
    3. LiLaTLuv
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      So, I don't think it works with DTA, because I certainly didn't notice any better loot in the crates when using it, and it wouldn't let me loot the crates with DTA disabled... I'm really sad about this because I think they both look like fantastic mods. I'll keep track of this one anyway, and replace DTA someday! Thanks for your advice anyway!
    4. avidichard
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      I sent a message to the author of DTA. I'll wait for a reply and see if we can maybe work something out with a patch of some sort. Because I do also like that mod and it would indeed be interesting to have both mods co-exist. I'll post an update once I have more news.
    5. LiLaTLuv
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      Okay, so I checked the Load Order,  like you said, and it seems that if you have Lost Treasures at the bottom of the load order, it will load and work with Dynamic Things Alternative! Yay!
    6. avidichard
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      I changed my mod's description page and my sticky post. Thank you for your effort. It's very appreciated.
  8. Tag727
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    I've been using this mod for a few days now and I love it! It's nice to walk away from killing a group of bandits with some actual loot. I always hated how you would find like 50 gold in an entire bandit camp that's been robbing people. Or any chest really. I'll never understand why Bethesda put chests in the game only to have barely any loot spawn in them. It's nice not having to strip down every npc I kill to make some money from a dungeon. 

    My only critique of this mod is that it adds a TON of food and ingredients to barrels/sacks/etc. I like to play with needs mods and I'll find over 20 cabbages in a single barrel. Without needs mods the food is unnecessary and is just extra junk for the game to load, which can cause a hit to fps if you play with a lot of mods, and with needs mods you never have to worry about buying food with your mod installed. If you're open to ideas I think it would be great to make the stacks of food/ingredients that spawn smaller so you still get more of them in containers but not an excessive amount. If you don't want to do that I still love your mod. Thanks for making a mod that just adds more loot to chests.
    1. green3water5
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      If you check the extra info section, I have listed all items added to what containers. I DO NOT touch any food. I only touch ingredients, building materials, ores and ingots, flawless gems and gold. I do not really understand why you get so much food because I really do not touch that kind of loot. As for ingredients, I WILL take your comment into consideration as I think it is constructive. I could most certainly reduce the amount of ingredients. It took me a few version to get to know the right amount of gold to use in each container. Please do not expect this soon as my computer broke, as I said to a few people already, and it cannot run Skyrim properly anymore. But I am putting your suggestion in my TODO list.

      Thank you very much for your comment.
    2. Tag727
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      Missed that part of the description. I don't know why so much food spawns then; the only mod I have that has the option to affect food spawns is iNeed's option to remove food from containers and interiors. Maybe I just never searched barrels before using this mod so I didn't realize just how much food the game actually spawns into barrels and sacks and just assumed it was this mod. iNeed's food removal from containers is compatible with this mod though so I can just use that to cut down on food. I understand it sucks when your computer starts going downhill and you have to pay a ton of money to replace parts. Just saw the comment with your patreon I think I'll head over there and support you to help you out with fixing up your PC.
    3. green3water5
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      It's very kind of you. And I truly have you players in my mind when creating and updating this mod. Mods are there for the community and it's important for a modder to listen and stay opened to comments and suggestions. I really do appreciate your suggestion as others I have recieved and I appreciate your enthusiasm for Lost Treasures. Please have excellent holidays, Merry Christmas and of course, a very Happy New Year to come.
  9. ChefBarbie
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    Should I make a bashed patch, then install this? Or should I include this in my bashed patch? 
    1. green3water5
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      I just recently discovered bashed patches (yeah, a bit late, I know). I can only talk about the very basics I read from that. So I'll simply say that Lost Treasures would NORMALLY not interfere with any mods which would make it a standalone install and not require a bashed patch. If you read, although lengthy, the very last portion of the mod's description inside the spoiler. a "LostTreasure" tag is put in front of everything that has been modified which SHOULD make these modifications unique and not overwritten by any mods. In short:

      I would be strongly tempted to say that you can install AFTER the bashed patch but the best would be for you to say if it works here as I cannot help further. I hope this helps a bit.
    2. ChefBarbie
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      I went ahead and installed it after the patch, no noteworthy problems so far. My concern was undoing what this mod does by patching all the leveled lists. 
    3. green3water5
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      This mod does not make any major changes ASSIDE from changing the static crates and some mamoth skulls to lootable containers. That's it. The rest of the stuff is only ADDED to vanilla stuff. I make NO changes in any containers or loot tables. They are all custom loots that can be safely removed mid game because no other mods use the loots of Lost Treasures (unless someone created a mod depending on it which I have not heard of yet). Unless you have mods touching or changing the crate and mamoth skull objects (not textures), you should not run into any problems.

      Another note on crates and mammoth skulls, I use the exact same vanilla textures and mesh which also means that if a mod changes the mesh and texture, it SHOULD also automatically change Lost Treasures' new containers' mesh and texture.

      Thank you for the very appreciated feedback!!! If you get more information or are sure about the installation of the Bashed Patch, I would gladly provide this information on your behalf in my mod's description for further users who may ask that same question.
  10. RexxarOrc
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    Is compatible with more interesting loot reborn?
    1. green3water5
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      Sorry for the late reply. Technically, YES. Lost Treasures simply adds extra UNIQUE Lost Tresures loot tables that no other mods use and simply adds to existing vanilla containers. Load Lost Treasures lower in the load order as stated in the installation instructions. If there is any problems, please do not hesitate to reply back.
  11. themoviemaster
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    I must say, this mod was a pleasant surprise. I think it's bloody brilliant that this mod makes use of the static crates, dead mammoth skulls, and redoing the common barrels and increasing the gold in urns, chests, boss chests, etc. I can't believe that this wasn't done sooner honestly.

    The only possible suggestions I can give is either:

    A. make use of shipping containers (east empire company) and make a loot table for those holding a generous amount of loot (if you can get away with it). I forget if they are in the vanilla game or not, but it's a thought.

    B. If you want to be a bit more ambitious with this mod, you can add more containers to the world in places that would make sense. (Though the amount in the game is plenty)

    I am honestly surprised that no one has taken a different twist with this idea. It reminds me of all the random containers there were in The Witcher 3.

    Loving the mod thus far and I think it's made a permanent place in my load order. Keep up the good work!
    1. green3water5
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      I am please to read that you love this mod. As for (East Empire Company) EEC, I thought of it, but need to create nif files for those too (both normal and snowy) and seeing that there was a whole lot of crates already available, I chose not to do it for this first major update. BUT, I do have an idea or 2 about EEC crates which I think could be good like Dragon Bone, glass or daedric armor sets and other expenssive or high level items. I keep that in mind. BUT, I do need to study and learn how to make crates owned by others and I don't know if it's easy or if I need to individually mark them.

      As for adding more containers, this won't happen as the idea of the game is to use the vanilla stuff and not add anything else, although I added a chest somewhere in the game as a sneak peak, but thats it. BUT if you come upon a container I may have forgotten that could be lootable, bio means, I will most certainly look into making good use of a static object that can be looted like EEC crates is an example.

      Thank you very much for this constructive comment!
    2. green3water5
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      Just a little note. I ran over my mod details and found out that EECo (East Empire Company) crates were covered. I'd be curious of which crates did your see that were still static and non-lootable. Sometimes, some items at specific locations have different names than the generic ones. For example, the barels and other stuff in the intro dungeon have separate names which I had to manually edit 1 by 1.
    3. themoviemaster
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      I will have to check specifically. Another thing I noticed is that the loot in crates don't respawn. Was that intentional?

      I will have a closer look at the EEC crates I was mentioning before. Maybe I wasn't getting the prompt.
    4. green3water5
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      Okay, I did not think about respawnable new containers, so this may be something I may look into for a next update. But seeing that there are soo many crates everywhere in Skyrim, I don't think that respawn is necessary but I understand that it would be logical in some cases like ships. This would imitate a new arrival of goods. I will have to study that to know how to implement respawning through CreationKit.

      Right now I need to re-install Skyrim and redo my whole modding process AND re-install CreationKit so the next update may take a while, but I do take into consideration your very usefull comment.

      Thank you!
    5. themoviemaster
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      Ah, I see which crates you're talking about now. They share the same loot table as every other small/large crate. If you wanted to do a bit more varied loot, you could make a separate loot table for the EEC crates to make them have more interesting loot. (Armor, weapons, rarer ores/ingots etc)

      Though that would make the economy quite screwed up depending what you do with that. But Skyrim's economy is already quite screwed up, so I don't think it'll matter too much to the average player. I imagine that would require a bit of work and screwing around. But it would add more variety to loot in crates and maybe you can tag the EEC crates as being owned so it counts as stealing? (Maybe a bit too far)

      Just some thoughts that popped up in my head while playing.
    6. green3water5
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      I will check that out when I can. You have very constructive comments. Thank you for your replies, they are very appreciated.
    7. themoviemaster
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      Small suggestion I thought about while playing the VIGILANT mod. You can probably do the same with the pointless brown barrels you often see. You can probably just give 'em the same loot table as regular barrels. Unless you want to do something unique with 'em. Or do nothing. Too much loot can be a bad thing.
    8. green3water5
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      I actually fell on the barrels while doing V2. 2 things came up. 1. I need to create NIF files for the barrels because these static objects accumulate snow which containers can't do, so I need to create separate NIF files for snowy and non-snowy barrels. 2. As you also mentionned, I thought that the amount of crates opened up many possibilities that it was not necessary to add barrels after all. AND I think that it can happen that barrels are simply empty.

      NOW, this is what bothers me: I love a cliff hanger like not knowing exactly what barrels have something or not and if things can be looted. A kind of trial and error thing about exploration. Like open a barrel and end up with just 2 apples or with a handfull of usefull ingredients. The problem with the snow accumulation situation is that containers are now easily distinguishable. For barrels, you can easily see the difference as containers don't accumulate snow while as the containers have no snow on them at all.

      So I am still trying to think if changing barrels is a good thing or not. But seeing the number of downloads, I'm surprised I get few comments and suggestions. So I don't know if it's because people like it that way or if it's because people don't really take the time, but I have fun with this mod so it's not being abandonned at all right now.

      I am still in the process of remodding my skyrim. I'm actually rewritting a whole new modding guide and testing it right now and I will come back on Lost Treasures after.
    9. themoviemaster
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      As I am redoing my load order, I found a mod that has a similar function to yours by MisterB1969: https://www.nexusmods.com/skyrimspecialedition/mods/27612

      It also add a bunch more functions which may or may not be necessary, but it seems to be doing what you want to do as well. Thought it'd be something you'd could look into for ideas and the like.

    10. green3water5
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      I am not a big fan of overhauls, I know it's not one. But what I do not like in overhauls is that they usually add new stuff that are not vanilla. The goal of LT is to keep it as close to Vanilla as it can. But, I won't say anything bad about MisterB's mod, this is NexusMods and people are free to choose what they prefer. Thank you for sharing Mr. themoviemaster. You are a very kind and fun person, at least, it looks like it here. I'm eager to go back and learn a few things or 2 again from CreationKit for a futur update. Thanks for the heads up and I think it's good to mention in my description a little note on compatibility and load order.

      **edit: Another difference, Lost Treasures requires no scripts or script changes. A simple esp file. And as I can see, I don't recall MisterB to actually change the NIF files of the crates and mammoth skulls for the snow and ash textures.

      Thank you again themoviemaster
    11. themoviemaster
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      Not a problem! Looking forward to what you have in mind for this mod. The whole script/overhaul was the reason I chose this one over that. Hope ya don't run into any Besthesda-like issues!