Skyrim Special Edition

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Created by

Autan Waspeez - XONextGenXO

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XONextGenXO

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About this mod

Replacements for the shop/inn signs, plus some new ones.

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SIGNS OF SKYRIM SE
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DESCRIPTION


Going from place to place in Skyrim, you see the difference between somewhere like, say, Whiterun compared to Windhelm or Markarth. Banners, buildings, guard uniforms. It gives  you a sense that you've travelled, and that you're somewhere different.

Except that the shop signs almost all look the same. Generic jellyfish-in-a-can alchemists signs;
weird weighing scales for general good shops. And not a shop name in
sight. Which you could understand if it was a matter of language
localisation... except the inns all have written names.

Oh yes, those Inn signs with the same clipart foaming tankard.
Numerous signs with the same puffy pseudo-Celtic font, like Beowulf meets Comic Sans.
Stables displaying signs that looked like a bored goat with a big pretzel stuck on its back.
And all on that same shabby, rotten wood background.

It felt jarring, so I changed it.

Now shops display their name on their sign (I apologise to my non-English
speaking readers), and each shop has its own artwork. Alchemists no
longer feel like the Tamriel equivalent of McDonalds. I've also added brand new signage for the stables at Windhelm, Markarth and Solitude, with the appropriate local feel.

YES, THIS IS ONE OF THE REASONS THE MOD USES AN .ESP 

- also because I've made some adjustments and changes to placement of signs to give places more of their own personality.


REQUIREMENTS

- No Special Requirements for Skyrim Special Edition


INSTALL / UNINSTALL

- Install or Uninstall using any mod manager
OR
- Drop the .esp in your Skyrim Special Edition directory and Meshes and Textures folders into your Skyrim/data directory, merging when asked and saying 'yes' to the prompt to overwrite


COMPATIBILITY

- No compatibility issues with any mod except mods that change the exact same onjects
- Does not conflict with mods that alter worldspace as this mod keeps worldspace edits in mind and to a minimum
- Does not depend on SMIM Static Mesh Improvement Mod
- Compatible with the amazing Mystical Illumination mod, a port of which I will be uploading in a day or two so you can use both
mods together


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ORIGINAL AUTHOR'S PERSONAL NOTES

You WILL see wrongly positioned signs if you don't use the .ESP - if you don't want that but you don't want to use the .esp, you're just going
to have to open up one of the mods you do want to keep in the Creation
Kit, re-path the signs to use my meshes, then adjust their placement to
best suit you. Changing stuff I didn't like is how I learned to tinker
with Morrowind - get NifSkope, TES5EDIT and WryeBash and give it a try. I
look forward to seeing what you come up with!

I didn't touch some signs which were decent. Bannered Mare and Sleeping Giant inns come
to mind. Most signs are carved wood with maybe some burned-in
touches: paint isn't easy to come by in Skyrim, and best saved for your
shield. Or face.

Please note that not all the signs are shown in the Images section: I'd rather get on and release the mod than do a
bunch of beauty shots. You get the general idea, and why spoil all the
surprises? (that's not a way of saying 'go find the bugs and glitches
for me', I did visit each location to check)

Certain local themes came to mind when making this:
Riften is a town on the water in the warmest corner of Skyrim. It's damp,
shabby and going to seed, so the wood of the signs is starting to grow
algae and the surrounds are rusting. The Black-Briars signage is newer
but comparatively cheap, the design burned onto the wood rather than
hand carved like most other signs. The Bee and Barb is run by Argonians
who hail from Black Marsh, so the art style looks more 'thorny'. Makes
them feel at home.

Dawnstar is on the coast where the hard wind from the sea is merciless. The wood of a sign warps and bleaches
quickly, and salt corrodes the metal surround.

Windhelm is a dark and brooding place. Iron signs resist the biting cold, though ice chips in the bitter wind scour the metal.

Winterhold's glory is past, but an echo still remains in the carved marble and inlaid silver of the Frozen Hearth inn.

Markarth's inhabitants live in the bones of a dead civilisation, the homes and
hearths carved by long-gone hands wielding unknown tools. The signs are
made from the materials left by the unknowable Dwemer: corundum and
their own strange metal. Who can say what the plaque that now marks The
Hag's Cure was for?

Solitude's is home to many races and types: shops must advertise themselves with more colour and variety if they are
going to prosper.

Inns and taverns out in the wilds will vary according to their owners and local history. Old Hroldan was the site of
a battle with the Reachmen, somewhat keen on dressing as beasts; and so
on.

I use RCRN so I don't know if the new textures will look strange on ENB.


Please suggest improvements in simple language with punctuation. One long
wishlist written in textspeak starting with "dude" will earn naught but
weary dismissal.