KodiSkySupporter

KodiSky

Verified mod author

3,691 Unique downloads

Endorsements Given

190

Profile Views

4,007

Kudos

6

United Kingdom

Last active on

Joined on

Recruitable Wandering Assassins - Rebalanced

TLDR its more immersive/better for RP and game BaLUnCE and actually works as intended :D.

Endorsements 4

Downloads 222

File size 72.0KB

Slope Mine

It seemed Slopeless did not touch these so I had to make this. Makes it slightly easier to place stone mines on sloped terrain.

Endorsements 3

Downloads 245

File size 409.0KB

Dangerous Arachnids

Makes all insects in the game faster and gives skimmers the ability to eat dead bodies.All insects are now also attracted to blood.

Endorsements 3

Downloads 111

File size 180.0KB

Utilities for Mercs

Adds the ability to tip mercs, and as well as "upgrading" their gear. It also adds base defense contracts up to 60 days. This will effect any squad that has "mercenary shop" dialogue which from looking around seems to be all vanilla mercs including Tech Hunter mercs..

Endorsements 1

Downloads 173

File size 349.0KB

100 Ore Capacity

Increases all ore/copper node capacity to 100 as well as drills. Does not effect stone. Should work on copper drill mod too.

Endorsements 8

Downloads 477

File size 1.0KB

Big Ol bloodSpiders

Makes the size of blood spiders more dynamic

Endorsements 0

Downloads 34

File size 2.0KB

Know Your Units

This small program lets you easily convert "Units" of distance used by creation kit games like Oblivion/FO3/FONV/Skyrim/FO4 into real world measurements and vice versa. Covers Units/Centimetres/Metres/Inch/Feet/Yards.

Endorsements 3

Downloads 26

File size 9.0KB

Know Your Units

This small program lets you easily convert "Units" of distance used by creation kit games like Oblivion/FO3/FONV/Skyrim/FO4 into real world measurements and vice versa. Covers Units/Centimetres/Metres/Inch/Feet/Yards.

Endorsements 0

Downloads 4

File size 9.0KB

Arthmoor's Skyrim Villages Vs Vigilant Compatibility

Makes a compatible navmesh for both mods.

Endorsements 5

Downloads 48

File size 94.0KB

Arthmoor's Skyrim Villages Vs HammetDungeon Pack 1

Makes it so both navmesh changes come out, and actually improves the Hammet entrance navmesh because in the hammet mod it is just placed there with no edit to navs which could cause npcs to try walking through a wall.

Endorsements 6

Downloads 59

File size 63.0KB

Legacy of the Dragonborn vs Arthmoor's Skyrim Villages Compatibility

Fixes conflicting navmesh issues in dawnstar which meant NPCs could not go up into the zeppelin when it is over Dawnstar. As well as incorporating the additional navmesh added by Arthmoor.. and hitting find cover edges. Also NPCs that are programmed to avoid water, can go in the zeppelin because the nav for the ladder marker isn't tagged water.

Endorsements 12

Downloads 98

File size 135.0KB

Camels and new animals in Alik'r Desert Vs Folkstead Compatibility Patch

This fixes a very dire conflict with Folkstead.esp and Camels.esp. Many knots had to be untangled fixes and improvements to all the base mods in question were also needed before I could make this patch viable. BUT NOW ITS HERE AND IT JUST WORKS! This is for the Gray Cowl of Nocturnal version of the Camels mod.

Endorsements 0

Downloads 34

File size 54.0KB

Camels and new animals in Alik'r Desert 8.0 - Finalization Project

In preparation for a compatibility patch with Folkstead, I had to go and remove the "delete" reference from Camel.esp. Deleting a nav from a master is a no no, but even bigger no no when that master in Skyrim.esm. That is when I noticed some other things that needed some work. For the Gray Cowl of Nocturnal version of the mod, NOT standalone!

Endorsements 8

Downloads 75

File size 251.0KB

The Gray Cowl of Nocturnal - Finalization Project

Cool mod, but has a lot of minor things to do to really get it "finished. So this is my ongoing finalization patch for it. It will cover: Quests, Navmesh, Voice acting, NPC races/appearance, a crime system and perhaps even unique dragons. This will make a new baseline for fixes and compatibility patches for mods requiring or conflicting with this.

Endorsements 20

Downloads 1.7k

File size 5.5MB

Gray Cowl of Nocturnal VS Folkstead And the Border of Hammerfell.

This makes it so Seviana's House added by Gray Cowl of Nocturnal is not in the middle of a new road added by Folkstead and also makes a navmesh compatible with both mods. I went a bit creative, and upgraded the house by giving it a terraced garden with ivy and butterflies and herbs/vegetables from skyrim and folkstead.

Endorsements 3

Downloads 80

File size 78.0KB

Folkstead and the Border of Hammerfell 15.2.X

This will be a series of fixes for Joopvandie's Folkstead.esp until he updates it on his end. Some of the stuff, not so well done things can make it really annoying to build off of for compatibility and or even new mods based on this mod. So all my fixes of this nature will be here.

Endorsements 10

Downloads 233

File size 413.0KB

Arthmoor's Skyrim Villages vs Tes Arena - Amol esp Compatibility Patch

Fixes the problem where Arth's houses are inside part of the wall and another building and all sorts of nonsense. Moves the houses and their decoration as they were for each house further down the road to look like it's an extension to "Amol City". And all the rest to get it working. Adds markers for dragons to land on amol rooftops.

Endorsements 11

Downloads 100

File size 188.0KB

Clean Navmesh for Faction Pit Fighter

This redoes the Navmesh in cell 39 -1 so it is inline with better modding practices, making it compatible with other mods such as Clockwork, or even Beasts of Tamriel and Arthmoors Villages and my patch for clockwork/Arth's Villages. It also will make it easier for any modder who is looking to make a compatibility patch with other mods.

Endorsements 2

Downloads 97

File size 278.0KB

Legacy of the Dragonborn TES Vernimwood Nav Fix

Makes both the new nav mesh changes show up in cells 40 -5 and 40 -6

Endorsements 3

Downloads 50

File size 69.0KB

Technicolor Alchemy Falling Polypore Fix

This makes it so the Polypore mushrooms which are supposed to hang on fallen trees as per design of the mod author, actually stay there. I love this mod but always picking up the Polypores off the ground really bugged me, especially cuz their "root" mesh just flooped around after. So yeah now they act like glowing mushrooms.

Endorsements 2

Downloads 53

File size 32.0KB